actor TerrorSpinesWep_NormalBar : NormalBar{args 196,110}
actor TerrorSpinesWep : BaseMM8BDMWep
{
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 3
Inventory.Pickupmessage "$PU_TERRORSPINES"
Obituary "$OB_TERRORSPINES"
Tag "$TAG_TERRORSPINES"
weapon.ammotype "TerrorSpinesAmmo"
inventory.icon "TSPIICON"
Scale 2.0
States
{
SpawnLoop:
TSPI Z 3
loop
Ready:
TSPI B 0 ACS_NamedExecuteWithResult("core_weaponcolor",COLOR_TERRORSPINES)
TSPI B 1 A_WeaponReady
Goto Ready+1
ReadyC: Goto Ready+1
Deselect:
TSPI B 0 
goto DeselectSwap
Select:
TSPI B 0 
goto SelectSwap
Fire:
TSPI B 0 A_JumpIfNoAmmo("NoAmmo")
TSPI B 0 A_PlaySoundEx("weapon/tspine","Weapon")
TSPI B 0 A_FireCustomMissile("TerrorSpine",2.5,1,0,0)
TSPI B 0 A_FireCustomMissile("TerrorSpine",-2.5,0,0,0)
TSPI B 0 A_FireCustomMissile("TerrorSpine",3,0,0,0,0,5)
TSPI B 0 A_FireCustomMissile("TerrorSpine",-3,0,0,0,0,5)
TSPI CDEFG 2
TNT1 A 3
TSPI B 0 A_Refire("Fire2")
TSPI HI 4
TSPI B 6
goto Ready+1
Fire2:
TSPI B 0 A_JumpIfNoAmmo("NoAmmo")
TSPI B 0 A_PlaySoundEx("weapon/tspine","Weapon")
TSPI B 0 A_FireCustomMissile("TerrorSpine",2.5,1,0,0)
TSPI B 0 A_FireCustomMissile("TerrorSpine",-2.5,0,0,0)
TSPI B 0 A_FireCustomMissile("TerrorSpine",3,0,0,0,0,-5)
TSPI B 0 A_FireCustomMissile("TerrorSpine",-3,0,0,0,0,-5)
TSPI GFEDC 2
TNT1 A 3
TSPI B 0 A_Refire("Fire")
TSPI HI 2
TSPI B 6
goto Ready+1
NoAmmo:
TSPI B 1 ACS_NamedExecuteAlways("core_noammo",0)
TSPI B 0 A_Refire
goto Ready+1
}
}

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

actor TerrorSpine : BasicProjectile
{
PROJECTILE
Radius 6
Height 6
scale 2.5
+RIPPER
damage (CallACS("vile_cbm_damage",3+mass))
mass 0
damagetype "TerrorSpines"
Obituary "$OB_TERRORSPINES"
speed 35
States
{
Spawn:
TSPI J 0
TSPI J 2
TSPI J 1 A_SetMass(2)
Spawn2:
TSPI J 1
loop
}
}
