actor ThrillBlitzWep_NormalBar : NormalBar{args 200,75}
actor ThrillBlitzWep : BaseMM8BDMWep
{
Weapon.AmmoUse 3
Weapon.AmmoGive 30
Weapon.SlotNumber 4
Inventory.Pickupmessage "$PU_THRILLBLITZ"
Obituary "$OB_THRILLBLITZ"
Tag "$TAG_THRILLBLITZ"
weapon.ammotype "ThrillBlitzAmmo"
inventory.icon "TBLZICON"
Scale 2.0
States
{
SpawnLoop:
TBLZ Z 3
loop
Ready:
TBLZ A 0 ACS_NamedExecuteWithResult("core_weaponcolor",COLOR_THRILLBLITZ)
TBLZ A 1 A_WeaponReady
Goto Ready+1
ReadyC: Goto Ready+1
Deselect:
TBLZ A 0 
goto DeselectSwap
Select:
TBLZ A 0 
goto SelectSwap
Fire:
TBLZ A 0 A_JumpIfNoAmmo("NoAmmo")
TBLZ A 0 A_PlaySoundEx("weapon/thrillblitz","Weapon")
TBLZ A 0 A_FireCustomMissile("ThrillBlitzShot",0,1,8,0)
TBLZ A 0 A_FireCustomMissile("ThrillBlitzShot2",0,0,8,0,0,-20)
TBLZ BCDEFG 2
TNT1 A 2
TBLZ HI 3
TBLZ A 2 A_Refire
goto Ready+1
NoAmmo:
TBLZ A 1 ACS_NamedExecuteAlways("core_noammo",0)
TBLZ A 0 A_Refire
goto Ready+1
}
}

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

actor ThrillBlitzShot : BasicProjectile
{
PROJECTILE
+FORCEXYBILLBOARD
Bouncetype Classic
+CANBOUNCEWATER
+BOUNCEONWALLS
+BOUNCEONCEILINGS
-ALLOWBOUNCEONACTORS
-NOGRAVITY
bouncefactor 0.97
wallbouncefactor 0.97
Obituary "$OB_THRILLBLITZ"
damagetype "ThrillBlitz"
BounceSound "weapon/thrillblitz2"
Radius 20
Height 20
scale 2.5
+BRIGHT
speed 24
//bouncecount 4
reactiontime 32
damage (CallACS("vile_cbm_damage",18))
States
{
Spawn:
TBLZ X 0
TNT1 A 1 ThrustThingZ(0, 12, 0, 1)
Spawn2:
TBLZ XY 3 A_Countdown
loop
Death:
TNT1 A 0 A_SpawnItemEx("ExplosionEffect1",0,0,10)
stop
}
}

actor ThrillBlitzShot2 : ThrillBlitzShot {Speed 16 States { Spawn: TLBX X 0 A_Recoil(0) TNT1 A 1 A_Recoil(0) goto Spawn2}}
