Actor TimeWrapWep_V_NormalBar : NormalBar{Args 87, 60}
//Actor TimeWrapWep_ScriptBar : ScriptBar{} //maybe.
Actor TimeWrapWep_V : BaseMM8BDMWep
{
Weapon.AmmoUse 4
Weapon.AmmoGive 112
Weapon.SlotNumber 6
Inventory.Pickupmessage "$PU_TIMEWRAP"
Obituary "$OB_TIMEWRAP"
Tag "$TAG_TIMEWRAP"
weapon.ammotype "TimeWrapAmmo_V"
inventory.icon "TMWRICON"
States
{
SpawnLoop:
TMWR Z -1
loop
ReadyC: Goto Ready+1
Ready:
TMWR B 0 ACS_NamedExecuteWithResult("core_weaponcolor",COLOR_TIMEWRAP)
TMWR B 1 A_WeaponReady
Goto Ready+1
Deselect:
TMWR B 0
goto DeselectSwap
Select:
TMWR B 0
goto SelectSwap
Fire:
TMWR B 1
TMWR B 0 A_JumpIfInventory("TimeWrapAmmo_V",112,1)
goto NoAmmo
TMWR B 0 A_JumpIfNoAmmo("NoAmmo")
TMWR B 1
TMWR B 1 A_Refire("Hold")
Goto Ready+1
Hold:
TMWR B 1
TMWR B 0 A_JumpIfInventory("TimeWrapAmmo_V",112,1)
goto NoAmmo
TMWR B 0 A_JumpIfNoAmmo("NoAmmo")
BDAS H 0 A_JumpIfInventory("WeaponCharge",4,"Hold2")
BDAS H 0 A_JumpIfInventory("WeaponCharge",3,"HoldStart")
TMWR B 2 A_GiveInventory("WeaponCharge",1)
BDAS H 0 A_Refire
goto Fire2
HoldStart:
BDAS H 0 A_PlaySoundEx("weapon/coilstart", "Weapon")
goto Hold2
Hold2:
BDAS H 0 A_JumpIfInventory("WeaponCharge",23,"Hold3")
BDAS H 0 A_JumpIfInventory("WeaponCharge",22,"HoldStart2")
TMWR B 0 A_JumpIfNoAmmo("Fire2")
TMWR C 1 ACS_NamedExecuteWithResult("core_chargecolor",COLOR_TIMEWRAPCHARGE1,TCLR_CHARGE1)
BDAS G 0 A_Refire("Hold2.a")
goto Fire2
Hold2.a:
TMWR B 1 ACS_NamedExecuteWithResult("core_chargecolor",COLOR_TIMEWRAP,TCLR_CHARGE2)
TMWR B 0 A_JumpIfNoAmmo("Fire2")
BDAS H 0 A_GiveInventory("WeaponCharge",1)
BDAS G 0 A_Refire("Hold2")
goto Fire2
HoldStart2:
BDAS H 0 A_GiveInventory("WeaponCharge",1)
goto Hold3
Hold3:
BDAS H 0 A_GunFlash("Sound.BusterCharge", GFF_NOEXTCHANGE)
TMWR C 1 ACS_NamedExecuteWithResult("core_chargecolor",COLOR_TIMEWRAPCHARGE2,TCLR_CHARGE2)
TMWR B 0 A_JumpIfNoAmmo("Fire2")
BDAS H 0 A_Refire("Hold3.a")
goto Fire2
Hold3.a:
TMWR D 1 ACS_NamedExecuteWithResult("core_chargecolor",COLOR_TIMEWRAPCHARGE3,TCLR_CHARGE3)
TMWR B 0 A_JumpIfNoAmmo("Fire2")
BDAS H 0 A_Refire("Hold3.b")
goto Fire2
Hold3.b:
TMWR E 1 ACS_NamedExecuteWithResult("core_chargecolor",COLOR_TIMEWRAP,TCLR_NONE)
TMWR B 0 A_JumpIfNoAmmo("Fire2")
TNT1 A 0 A_FireCustomMissile("TimeWrapAOE_V",0,0,0,0)
TMWR B 0 A_PlaySoundEx("weapon/lasertrident","SoundSlot6")
TWWR B 0 A_FireCustomMissile("TimeWrapKnife_V",0,1,random(-8,8),0)
BDAS H 0 A_JumpIfInventory("IsBot", 1, "BotFire")
BDAS H 0 A_Refire("Hold3")
goto Fire2
BotFire:
BDAS H 0 A_Jump(64, "Fire2")
BDAS H 0 A_Refire("Hold3")
goto Fire2
Fire2:
TMWR B 0 A_PlaySoundEx("weapon/noammo","Weapon")
TMWR H 0 A_TakeInventory("WeaponCharge",999)
TMWR B 1 ACS_NamedExecuteWithResult("core_chargecolor",COLOR_TIMEWRAP,TCLR_NONE)
TMWR B 10
goto Ready+1
NoAmmo:
TMWR B 1 ACS_NamedExecuteAlways("core_noammo", 0)
Goto Ready+1
}
}

Actor TimeWrapAmmo_V : Ammo
{
	Inventory.Amount 1
	Inventory.MaxAmount 112
	+INVENTORY.IGNORESKILL
}

actor TimeWrapAOE_V : TimeSlow
{
	Translation "239:239=60:60", "34:34=87:87"
	Obituary "$OB_TIMEWRAP"
}

actor TimeWrapKnife_V : MegaShot
{
Damage (CallACS("vile_cbm_damage",15))
Obituary "$OB_TIMEWRAP"
Speed 60
Damagetype "TimeWrapKnife_V"
Translation "198:198=60:60", "192:192=87:87"
States
{
Spawn:
TNT1 AA 0
TMWR A 1
goto Spawn+2
Death:
XDeath:
Crash:
TNT1 A 0
Stop
}
}