actor RestrictionRingWep_NormalBar : NormalBar{args 33, 60}
actor RestrictionRingWep : BaseMM8BDMWep
{
dropitem "RestrictionRingWep"
Weapon.AmmoUse 3
Weapon.AmmoGive 30
Weapon.SlotNumber 4
Inventory.Pickupmessage "$PU_RESTRICTIONRING"
Obituary "$OB_RESTRICTIONRING"
Tag "$TAG_RESTRICTIONRING"
weapon.ammotype "RestrictionRingAmmo"
inventory.icon "RRNGICON"
States
{
SpawnLoop:
RRNG Z -1
loop
Ready:
RRNG A 0 ACS_NamedExecuteWithResult("core_weaponcolor",COLOR_RESTRICTIONRING)
RRNG A 1 A_WeaponReady
Goto Ready+1
ReadyC: Goto Ready+1
Deselect:
RRNG A 0 
goto DeselectSwap
Select:
RRNG A 0
goto SelectSwap
Fire:
RRNG A 0 A_JumpIfNoAmmo("NoAmmo")
RRNG G 0 A_PlaySoundEx("misc/sparkzap","Weapon")
RRNG G 0 A_FireCustomMissile("RestrictionRing",0,1,8,0)
RRNG G 0 A_FireCustomMissile("RestrictionRing",12,0,8,0)
RRNG G 0 A_FireCustomMissile("RestrictionRing",-12,0,8,0)
RRNG B 2
RRNG C 12
RRNG BBBBAAAAAAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE)
RRNG A 2 A_WeaponReady
Goto Ready+1
NoAmmo:
RRNG A 1 ACS_NamedExecuteAlways("core_noammo",0)
Goto Ready+1
}
}

actor RestrictionRing : BasicProjectile
{
PROJECTILE
scale 2.5
Height 16
Radius 16
Damage (CallACS("vile_cbm_damage",9))
Speed 42
damagetype "RestrictionRing"
Obituary "$OB_RESTRICTIONRING"
states
{
	Spawn:
	DARS DEFDEF 3 A_ScaleVelocity(0.75)
	DARS DEF 3 A_ScaleVelocity(0.45)
	stop
	Crash:
	DARS D 0 A_SpawnItemEx("ElectrifyEffect")
	stop
}
}

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


actor RestRingShocked : PowerupGiver
{
  inventory.maxamount 0
  powerup.duration 17
  powerup.color "00 00 00", 0.0
  powerup.type "PowerShockNFX"
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
  states
  {
  Spawn:
    TNT1 A 6
    loop
  }
}

actor PowerShockNFX : PowerSpeed
{
+POWERSPEED.NOTRAIL
Speed 0.0
}
