actor CompactFlashWep_NormalBar : NormalBar{args 4, 75}
actor CompactFlashWep : BaseMM8BDMWep
{
Weapon.AmmoUse 4
Weapon.AmmoGive 28
Weapon.SlotNumber 2
Inventory.Pickupmessage "$PU_COMPACTFLASH"
Obituary "$OB_COMPACTFLASH"
Tag "$TAG_COMPACTFLASH"
weapon.ammotype "CompactFlashAmmo"
inventory.icon "CFSHICON"
States
{
SpawnLoop:
CFSH Z 1
loop
Ready:
TOBL H 0 ACS_NamedExecuteWithResult("core_weaponcolor", COLOR_COMPACTFLASH)
TOBL A 1 A_WeaponReady
Goto Ready+1
ReadyC: Goto Ready+1
Deselect:
TOBL A 0
goto DeselectSwap
Select:
TOBL A 0
goto SelectSwap
Fire:
TOBL A 0 A_JumpIfNoAmmo("NoAmmo")
TOBL A 0 A_PlaySoundEx("weapon/flashstopper","Weapon")
TOBL A 0 A_FireCustomMissile("CompactFlashShot",3,1,8,0,0,3)
TOBL A 0 A_FireCustomMissile("CompactFlashShot",3,0,8,0,0,-3)
TOBL A 0 A_FireCustomMissile("CompactFlashShot",-3,0,8,0,0,3)
TOBL A 0 A_FireCustomMissile("CompactFlashShot",-3,0,8,0,0,-3)
TOBL BC 4
TOBL A 6
TOBL A 0 
TOBL A 0 A_Refire
goto Ready+1
NoAmmo:
TOBL A 1 ACS_NamedExecute("core_noammo",0)
Goto Ready+1
}
}

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

actor CompactFlashShot : BasicProjectile
{
+BRIGHT
translation "239:251=75:75"
PROJECTILE
+THRUSPECIES
+DONTHURTSPECIES
+DONTHARMSPECIES
damagetype "CompactFlash"
Obituary "$OB_COMPACTFLASH"
Speed 16
Damage (CallACS("vile_cbm_damage",11))
radius 12
height 12
scale 0.25
States
{
Spawn:
FST2 ABCDE 1 A_ScaleVelocity(1.025)
loop
}
}