
actor BerserkerRushWep_NormalBar : NormalBar{args 83, 110}
actor BerserkerRushWep : BaseMM8BDMWep
{
dropitem "BerserkerRushWep"
Weapon.AmmoUse 1
Weapon.AmmoGive 56
Weapon.SlotNumber 5
Inventory.Pickupmessage "$PU_BERSERKERRUSH"
Obituary "$OB_BERSERKERRUSH"
Tag "$TAG_BERSERKERRUSH"
weapon.ammotype "BerserkerRushAmmo"
inventory.icon "BZRRICON"
States
{
SpawnLoop:
BZRR Z -1
loop
Ready:
BZRR A 0 ACS_NamedExecuteWithResult("core_weaponcolor",COLOR_BERSERKERRUSH)
BZRR A 1 A_WeaponReady
Goto Ready+1
ReadyC: Goto Ready+1
Deselect:
BZRR A 0 
goto DeselectSwap
Select:
BZRR A 0
goto SelectSwap
Fire:
BZRR A 0 A_JumpIfNoAmmo("NoAmmo")
BZRR A 0 A_JumpIf(CallACS("vile_ifpercenthp",8),"Fire7")//A_JumpIfHealthLower(13,"Fire6") //Upon tickled on low hp
BZRR A 0 A_JumpIf(CallACS("vile_ifpercenthp",13),"Fire6")//A_JumpIfHealthLower(40,"Fire5") //Weps that deal >60
BZRR A 0 A_JumpIf(CallACS("vile_ifpercenthp",40),"Fire5")//A_JumpIfHealthLower(50,"Fire4") //Weps that deal >50 and <60
BZRR A 0 A_JumpIf(CallACS("vile_ifpercenthp",50),"Fire4")//A_JumpIfHealthLower(67,"Fire3") //Weps that kill in 3 hits
BZRR A 0 A_JumpIf(CallACS("vile_ifpercenthp",67),"Fire3")//A_JumpIfHealthLower(76,"Fire2") //Weps that kill in 4 hits
BZRR A 0 A_JumpIf(CallACS("vile_ifpercenthp",76),"Fire2")//A_JumpIfHealthLower(90,"Fire1") //Upon tickled on full hp
BZRR A 0 A_JumpIf(CallACS("vile_ifpercenthp",90),"Fire1")
Fire0:
BZRR A 0 A_PlaySoundEx("weapon/napalm","Weapon")
BZRR A 0 A_FireCustomMissile("BerserkerRushShot",0,1,8,0)
BZRR B 4
BZRR C 9
BZRR A 7
BZRR A 2 A_WeaponReady
Goto Ready+1
//Tier Shots
Fire1:
BZRR A 0 A_PlaySoundEx("weapon/napalm","Weapon")
BZRR A 0 A_FireCustomMissile("BerserkerRushShot",0,1,8,0)
BZRR B 3
BZRR C 8
BZRR A 7
BZRR A 2 A_WeaponReady
Goto Ready+1
Fire2:
BZRR A 0 A_PlaySoundEx("weapon/napalm","Weapon")
BZRR A 0 A_FireCustomMissile("BerserkerRushShot",0,1,8,0)
BZRR B 3
BZRR C 7
BZRR A 6
BZRR A 2 A_WeaponReady
Goto Ready+1
Fire3:
BZRR A 0 A_PlaySoundEx("weapon/napalm","Weapon")
BZRR A 0 A_FireCustomMissile("BerserkerRushShot",0,1,8,0)
BZRR B 3
BZRR C 6
BZRR A 5
BZRR A 2 A_WeaponReady
Goto Ready+1
Fire4:
BZRR A 0 A_PlaySoundEx("weapon/napalm","Weapon")
BZRR A 0 A_FireCustomMissile("BerserkerRushShot",0,1,8,0)
BZRR B 3
BZRR C 5
BZRR A 4
BZRR A 2 A_WeaponReady
Goto Ready+1
Fire5:
BZRR A 0 A_PlaySoundEx("weapon/napalm","Weapon")
BZRR A 0 A_FireCustomMissile("BerserkerRushShot",0,1,8,0)
BZRR B 2
BZRR C 4
BZRR A 3
BZRR A 2 A_WeaponReady
Goto Ready+1
Fire6:
BZRR A 0 A_PlaySoundEx("weapon/napalm","Weapon")
BZRR A 0 A_FireCustomMissile("BerserkerRushShot",0,1,8,0)
BZRR B 1
BZRR C 3
BZRR A 2
BZRR A 2 A_WeaponReady
Goto Ready+1
Fire7:
BZRR A 0 A_PlaySoundEx("weapon/napalm","Weapon")
BZRR A 0 A_FireCustomMissile("BerserkerRushShot",0,1,8,0)
BZRR B 1
BZRR C 2
BZRR A 1
BZRR A 1 A_WeaponReady
Goto Ready+1

NoAmmo:
BZRR A 1 ACS_NamedExecuteAlways("core_noammo",0)
Goto Ready+1
}
}

actor BerserkerRushAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 112
+INVENTORY.IGNORESKILL
}

actor BerserkerRushShot : BasicProjectile
{
Translation "202:202=110:110","199:199=110:110", "4:4=83:83"
PROJECTILE
Obituary "$OB_BERSERKERRUSH"
damagetype "BerserkerRush"
damage (CallACS("vile_cbm_damage",10))
radius 11
height 11
speed 38
scale 3.25
States
{
Spawn:
TNT1 A 0
SpawnLOOP:
BZRR F 0
BZRR F 0 ThrustThingZ(0,1,0,1)
BZRR F 8
BZRR F 0 A_ChangeFlag("NOGRAVITY",0)
BZRR F 0 A_ScaleVelocity(0.5)
goto Spawn2
Spawn2:
BZRR F 2
loop
Crash:
XDeath:
BZRR G 0 A_ChangeFlag("NOGRAVITY",1)
BZRR G 0 A_Stop
BZRR G 0 A_Explode(CallACS("vile_cbm_damage",10),64,0,0,14)
BZRR GHIJK 2
stop
Death:
BZRR G 0 A_ChangeFlag("NOGRAVITY",1)
BZRR G 0 A_Stop
BZRR G 0 A_Explode(CallACS("vile_cbm_damage",10),64,0,0,12)
BZRR GHIJK 2
stop
}
}