actor StellarBurstWep_NormalBar : NormalBar{args 80,59}
actor StellarBurstWep : BaseMM8BDMWep 
{
Weapon.AmmoUse 3
Weapon.AmmoGive 30
Weapon.SlotNumber 3
Inventory.Pickupmessage "$PU_STELLARBURST"
Obituary "$OB_STELLARBURST"
Tag "$TAG_STELLARBURST"
weapon.ammotype "StellarBurstAmmo"
inventory.pickupsound "weapon/weaponup"
inventory.icon "SRBSICON"
+WEAPON.AMMO_OPTIONAL
Scale 2.0
States
{
SpawnLoop:
SRBS Z 1
loop
Ready:
SRBS A 0 ACS_NamedExecuteWithResult("core_weaponcolor",COLOR_STELLARBURST)
SRBS A 1 A_WeaponReady
Goto Ready+1
ReadyC: Goto Ready+1
Deselect:
SRBS A 0 
goto DeselectSwap
Select:
SRBS A 0 
goto SelectSwap
Fire:
SRBS A 0 A_JumpIfNoAmmo("NoAmmo")
SRBS A 0 A_PlaySoundEx("weapons/mm6/silvertomahawkfire","Weapon")
SRBS A 0 A_SpawnItemEx("TrebleBoostTrail", 0, 18, 0, 0, 0, -5)
SRBS A 0 A_SpawnItemEx("TrebleBoostTrail", 0, -16, 0, 0, 0, -5)
SRBS A 0 A_FireCustomMissile("StellarBurstShot",0,1,8,8)
SRBS A 0 A_FireCustomMissile("StellarBurstShot",6,0,8,8)
SRBS A 0 A_FireCustomMissile("StellarBurstShot",12,0,8,8)
SRBS A 0 A_FireCustomMissile("StellarBurstShot",-6,0,8,8)
SRBS A 0 A_FireCustomMissile("StellarBurstShot",-12,0,8,8)
SRBS A 0 ACS_NamedExecuteAlways("vile_stellarburstdash", 0)
SRBS BC 3
SRBS A 12
goto Ready+1
NoAmmo:
SRBS A 0 ACS_NamedExecuteAlways("core_noammo",0)
Goto Ready+1
}
}


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

actor StellarBurstShot : BasicProjectile
{
Obituary "$OB_STELLARBURST"
damagetype "StellarBurst"
speed 35
Radius 10
Height 8
scale 2.5
damage (CallACS("vile_cbm_damage",10))
States
{
Spawn:
TNT1 A 0
SRBS DEF 2
loop
}
}
