actor BombBlastWep_NormalBar : NormalBar{args 161, 3}
actor BombBlastWep : BaseMM8BDMWep
{
Weapon.AmmoUse 6
Weapon.AmmoGive 30
Weapon.SlotNumber 5
Inventory.Pickupmessage "$PU_BOMBBLAST"
Obituary "%o was vaporized by %k's Bomb Blast."
Tag "Bomb Blast"
weapon.ammotype "BombBlastAmmo"
inventory.icon "BMBLICON"
States
{
SpawnLoop:
BMBL Z 1
loop
Ready:
BMBL A 0 ACS_NamedExecuteWithResult("core_weaponcolor",COLOR_BOMBBLAST)
BMBL A 1 A_WeaponReady
Goto Ready+1
ReadyC: Goto Ready+1
Deselect:
BMBL A 0 
goto DeselectSwap
Select:
BMBL A 0 
goto SelectSwap
Fire:
BMBL A 0 A_JumpIfNoAmmo("NoAmmo")
BMBL A 0
BMBL B 0  A_PlaySoundEx("misc/sharktorpedo","Weapon")
BMBL B 2 A_FireCustomMissile("BombBlast",0,1,8,0)
BMBL CDE 3
BMBL FGH 3
BMBL A 10
Goto Ready+1
NoAmmo:
BMBL A 0 ACS_NamedExecuteAlways("core_noammo",0)
Goto Ready+1
}
}

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

actor BombBlast : BasicProjectile
{
+BRIGHT
PROJECTILE
Translation "198:198=3:3", "192:192=161:161"
Obituary "$OB_BOMBBLAST"
Damagetype "BombBlast"
-NOGRAVITY
+CANBOUNCEWATER
-NOBOUNCESOUND
Bouncefactor 1.0
Wallbouncefactor 1.0
Damage(CallACS("vile_cbm_damage",10))
Radius 16
Height 16
Speed 37
Scale 2.5
States
{
Spawn:
BMBL U 0
BMBL U 0 ThrustThingZ(0,16,0,1)
BMBL U 0 
BMBL UVWX 2 
Goto Spawn+2
Death:
NAPA D 0 A_ChangeFlag("NOGRAVITY",1)
NAPA D 0 A_Stop
NAPA A 0 A_PlaySoundEx("weapon/napalm", "Weapon")
NAPA D 0 A_Explode(CallACS("vile_cbm_damage",60), 128,0)
NAPA EFGHIJKLMNOPQRS 2
stop
}
}