actor NapalmCrashWep_NormalBar : NormalBar{args 216,62}
actor NapalmCrashWep : BaseMM8BDMWep
{
Weapon.AmmoUse 6
Weapon.AmmoGive 30
Weapon.SlotNumber 4
Inventory.Pickupmessage "$PU_NAPALMCRASH"
Obituary "$OB_NAPALMCRASH"
Tag "$TAG_NAPALMCRASH"
weapon.ammotype "NapalmCrashAmmo"
inventory.icon "NCRSICON"
States
{
SpawnLoop:
NCRS Z -1
loop
Ready:
NCRS A 0 ACS_NamedExecuteWithResult("core_weaponcolor",COLOR_NAPALMCRASH)
NCRS A 1 A_WeaponReady
Goto Ready+1
ReadyC: Goto Ready+1
Deselect:
NCRS A 0 
goto DeselectSwap
Select:
NCRS A 0 
goto SelectSwap
Fire:
NCRS A 0 A_JumpIfNoAmmo("NoAmmo")
NCRS A 0 A_PlaySoundEx("weapons/mm5/napalmbombfire","Weapon")
NCRS A 0 A_FireCustomMissile("NapalmCrash",0,1,8,0)
NCH0 ABCDEF 2
NCRS A 5
NCRS A 0 A_Refire
Goto Ready+1
NoAmmo:
NCRS A 1 ACS_NamedExecuteAlways("core_noammo",0)
Goto Ready+1
}
}

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

actor NapalmCrash : BasicProjectile
{
PROJECTILE
-NOGRAVITY
//+RIPPER
+FORCEXYBILLBOARD
height 12
radius 12
damage (CallACS("vile_cbm_damage",20))
speed 27
scale 2.5
+HEXENBOUNCE
+BOUNCEONWALLS
+BOUNCEONCEILINGS
-BOUNCEONFLOORS
bouncefactor 1.0
wallbouncefactor 1.0
damagetype "NapalmCrash"
Obituary "$OB_NAPALMCRASH"
States
{
Spawn:
NPCH AA 0 ThrustThingZ(0,25, 0, 1)
NPCH ABCD 3
NPCH A 0 
goto Spawn+2
Death:
NPCH E 0 A_ChangeFlag("NOGRAVITY", 1)
NPCH E 0 A_Explode(CallACS("vile_cbm_damage",25),48,0,48)
NPCH E 0 A_SpawnItem("DrillExplode")
FCLK E 0 A_SpawnItemEx("NapalmCrashFlame",0,0,0)
NPCH E 0 A_SpawnItemEx("NapalmCrashFlame",48,0,0)
NPCH E 0 A_SpawnItemEx("NapalmCrashFlame",-48,0,0)
NPCH E 0 A_SpawnItemEx("NapalmCrashFlame",0,48,0)
NPCH E 0 A_SpawnItemEx("NapalmCrashFlame",0,-48,0)
NPCH E 0 A_SpawnItemEx("NapalmCrashFlame",96,0,0)
NPCH E 0 A_SpawnItemEx("NapalmCrashFlame",-96,0,0)
NPCH E 0 A_SpawnItemEx("NapalmCrashFlame",0,96,0)
NPCH E 0 A_SpawnItemEx("NapalmCrashFlame",0,-96,0)
NPCH E 0 A_SpawnItemEx("NapalmCrashFlame",48,48,0)
NPCH E 0 A_SpawnItemEx("NapalmCrashFlame",48,-48,0)
NPCH E 0 A_SpawnItemEx("NapalmCrashFlame",-48,48,0)
NPCH E 0 A_SpawnItemEx("NapalmCrashFlame",-48,-48,0)
NPCH E 0 A_Playsound("misc/mm3explosion", "Weapon")
TNT1 A 5
stop
}
}

Actor NapalmCrashFlame : BasicProjectile
{
+BRIGHT
Scale 2.5
Radius 16
Height 16
+FLOORHUGGER
PROJECTILE
damage (CallACS("vile_cbm_damage",11))
+RIPPER
reactiontime 3
+NOEXPLODEFLOOR
damagetype "NapalmCrash2"
Obituary "$OB_NAPALMCRASH"
States
{
Spawn:
BCFM A 0
BCFM A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
NPCH A 0 A_ChangeFlag("FLOORHUGGER",1)
NPCH E 3
goto Flaming
Flaming:
NPCH FGFGFGFGFGFGFG 3 A_SpawnItemEx("NapalmCrashFlameHit",0,0,8)
NPCH G 0 A_CountDown
loop
Death:
BCFM BA 3 
stop
}
}

actor NapalmCrashFlameHit : BasicExplosion
{
damagetype "NapalmCrash2"
Obituary "$OB_NAPALMCRASH"
States
{
Spawn:
TNT1 A 0
BCFM A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
TNT1 A 1 A_Explode(CallACS("vile_cbm_damage",11), 16,0,0,16)
TNT1 A 1
stop
}
}


actor NapalmCrashProtect : PowerProtection {Damagefactor "NapalmCrash2", 0.0 Powerup.Duration 9}