actor PortInterfaceWep_NormalBar : NormalBar{args 110,93}
actor PortInterfaceWep : BaseMM8BDMWep 
{
Weapon.AmmoUse 5
Weapon.AmmoGive 30
Weapon.SlotNumber 2
Inventory.Pickupmessage "$PU_PORTINTERFACE"
Obituary "$OB_PORTINTERFACE"
Tag "$TAG_PORTINTERFACE"
weapon.ammotype "PortInterfaceAmmo"
inventory.icon "PIFCICON"
States
{
SpawnLoop:
PIFC Z -1
loop
Ready:
PIFC A 0 ACS_NamedExecuteWithResult("core_weaponcolor",COLOR_PORTINTERFACE)
PIFC A 1 A_WeaponReady
Goto Ready+1
ReadyC: Goto Ready+1
Deselect:
PIFC A 0 
goto DeselectSwap
Select:
PIFC A 0 
goto SelectSwap
Fire:
PIFC A 0 A_JumpIfNoAmmo("NoAmmo")
PIFC A 0 A_PlaySoundEx("weapon/thrillblitz","Weapon")
PIFC A 0 A_SpawnItemEx("PortInterfaceFX",24,8,32,4,0,0)
PIFC A 0 A_FireCustomMissile("PortShot",0,1,8,0)
PIFC A 0 A_FireCustomMissile("PortShot2",0,0,8,0)
PIFC A 0 A_FireCustomMissile("PortShot3",0,0,8,0)
PIF0 ABCDEF 2
PIFC A 7
PIFC A 0 A_Refire
Goto Ready+1
NoAmmo:
PIFC A 1 ACS_NamedExecuteAlways("core_noammo",0)
Goto Ready+1
}
}

actor PortInterfaceAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 30
+INVENTORY.IGNORESKILL
}

actor PortShot : BasicProjectile
{
PROJECTILE
+BRIGHT
damagetype "PortInterface"
Obituary "$OB_PORTINTERFACE"
Radius 15
Height 15
scale 2.75
damage (CallACS("vile_cbm_damage",18))
speed 60
States
{
Spawn:
PIFC D 2
loop
}
}

actor PortShot2 : PortShot {speed 45}
actor PortShot3 : PortShot {speed 30}

actor PortInterfaceFX : BasicGraphicEffect
{
translation "209:215=110:110"
scale 2.0
speed 30
States
{
SpawnFrame:
HARD EDCB 2
stop
}
}