actor FishFinderWep_NormalBar : NormalBar{args 215,108}
actor FishFinderWep : BaseMM8BDMWep 
{
Weapon.AmmoUse 1
Weapon.AmmoGive 28
Weapon.SlotNumber 3
Inventory.Pickupmessage "$PU_FISHFINDER"
Obituary "$OB_FISHFINDER"
Tag "$TAG_FISHFINDER"
weapon.ammotype "FishFinderAmmo"
inventory.icon "FISFICON"
States
{
SpawnLoop:
FISF Z -1
loop
Ready:
FISF A 0 ACS_NamedExecuteWithResult("core_weaponcolor",COLOR_FISHFINDER)
FISF A 1 A_WeaponReady
Goto Ready+1
ReadyC: Goto Ready+1
Deselect:
FISF A 0 
goto DeselectSwap
Select:
FISF A 0 
goto SelectSwap
Fire:
FISF A 0 A_JumpIfNoAmmo("NoAmmo")
FISF A 0 A_PlaySoundEx("weapon/Napalmcrash","Weapon")
FISF A 0 A_FireCustomMissile("FishFinder",frandom(-2,2),1,8,0,0,frandom(-2,2))
FISF BC 2
FISF A 1
FISF A 0 A_Refire
Goto Ready+1
NoAmmo:
FISF A 1 ACS_NamedExecuteAlways("core_noammo",0)
Goto Ready+1
}
}

actor FishFinderAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
+INVENTORY.IGNORESKILL
}

actor FishFinder : BasicProjectile
{
PROJECTILE
Radius 8
Height 5
scale 2.0
damagetype "FishFinder"
Obituary "$OB_FISHFINDER"
damage (CallACS("vile_cbm_damage",9))
speed 28
+SEEKERMISSILE
-EXTREMEDEATH
+SCREENSEEKER
reactiontime 30
States
{
Spawn:
FISF I 3 A_SeekerMissile (2, 3, SMF_LOOK|SMF_PRECISE, 70, 10)
FISF I 0 A_SpawnItemEx("MetallSmoke")
FISF J 3 A_SeekerMissile (2, 3, SMF_LOOK|SMF_PRECISE, 70, 10)
FISF J 0 A_SpawnItemEx("MetallSmoke")
FISF J 0 A_CountDown
loop
Death:
DRIL A 0 A_Stop
DRIL A 0 A_PlaySoundEx("weapon/wrapexplode", "Weapon")
DRIL A 0 A_Explode(9, 48, 0)
TNT1 A 35 A_SpawnItemEx("ExplosionEffect1")
stop
}
}