actor RollingRingWep_NormalBar : NormalBar{args 228, 61}
actor RollingRingWep : BaseMM8BDMWep
{
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 3
Obituary "$OB_ROLLINGRING"
Inventory.Pickupmessage "$PU_ROLLINGRING" 
Tag "$TAG_ROLLINGRING"
weapon.ammotype "RollingRingAmmo"
inventory.icon "RLRGICON"
Scale 2.0
States
{
SpawnLoop: 
RLRG I 1
loop
Ready: 
RLNW A 0
RLNW A 0 ACS_NamedExecuteWithResult("core_weaponcolor",COLOR_ROLLINGRING)
RLNW A 1 A_WeaponReady
Goto Ready+2
ReadyC: Goto Ready+2
Deselect: 
RLNW A 0
goto DeselectSwap
Select: 
RLNW A 0
goto SelectSwap
Fire: 
RLNW A 0 A_JumpIfNoAmmo("NoAmmo") 
RLNW A 0 A_PlaySoundEx("weapon/rokkoring","Weapon")
RLNW A 0 A_FireCustomMissile("W_RollingRing",0,1,8,0)
RLNW A 0 A_FireCustomMissile("W_RollingRing",-14,0,8,0)
RLNW A 0 A_FireCustomMissile("W_RollingRing",14,0,8,0)
RLNW BC 3
RLNW A 9
Goto Ready+2 
NoAmmo: 
RLNW A 1 ACS_NamedExecute("core_noammo",0)
Goto Ready+2

}
}

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

actor W_RollingRing : BasicProjectile
{
+DONTSPLASH
PROJECTILE
speed 35
+DOOMBOUNCE
-BOUNCEONACTORS
bouncefactor 1
wallbouncefactor 1
bouncecount 5
damagetype "RollingRing"
Obituary "$OB_ROLLINGRING"
scale 2.5
damage (CallACS("vile_cbm_damage",11))
radius 16
height 16
reactiontime 87
States
{
Spawn:
TNT1 A 0
RORG ABC 2 A_Countdown
loop
Death:
RORG F 0 A_ChangeFlag("NOINTERACTION",1)
RORG FGHI 1 A_Stop
stop
}
}
