actor ScorchBurstWep_NormalBar : NormalBar{args 216, 227}
actor ScorchBurstWep : BaseMM8BDMWep
{
Weapon.AmmoUse 6
Weapon.AmmoGive 30
Weapon.SlotNumber 4
Inventory.Pickupmessage "$PU_SCORCHBURST"
Obituary "$OB_SCORCHBURST"
Tag "$TAG_SCORCHBURST"
weapon.ammotype "ScorchBurstAmmo"
inventory.icon "SBSTICON"
States
{
SpawnLoop:
SBST Z 1
loop
Ready:
SBST A 0 ACS_NamedExecuteWithResult("core_weaponcolor",COLOR_SCORCHBURST)
SBST A 1 A_WeaponReady
Goto Ready+1
ReadyC: Goto Ready+1
Deselect:
SBST A 0
goto DeselectSwap
Select:
SBST A 0
goto SelectSwap
Fire:
SBST A 0 A_JumpIfNoAmmo("NoAmmo")
SBST A 0 A_TakeInventory("ScorchBurstAmmo",6,TIF_NOTAKEINFINITE)
SBST A 3 ThrustThingZ(0,80,1,1)
SBST A 1 A_JumpIf(CallACS("core_CheckFooting"),2)
wait
SBST A 0
SBST A 0 A_PlaySound("weapon/scorchburst", "Weapon")
SBST A 0 A_SpawnItemEx("ScorchBurstPillarStart")
SBST A 0 A_SpawnItemEx("ScorchBurstStart",5,0,0,24,0,0,-8)
SBST A 0 A_SpawnItemEx("ScorchBurstStart",5,0,0,24,0,0,0)
SBST A 0 A_SpawnItemEx("ScorchBurstStart",5,0,0,24,0,0,8)
SBST BC 5
SBST A 10
SBST A 0 A_Refire
Goto Ready+1
NoAmmo:
SBST A 1 ACS_NamedExecuteAlways("core_noammo",0)
Goto Ready+1
}
}

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

Actor ScorchBurstStart
{
  Radius 8
  Height 8
  Speed 12
  Damage 0
  +THRUACTORS
  +STEPMISSILE
maxstepheight 48
  damagetype "ScorchBurst"
  Obituary "$OB_SCORCHBURST"
  reactiontime 10
  Projectile
  States
  {
  Spawn: 
	TNT1 A 0
	TNT1 I 1
    TNT1 J 1 A_Countdown
	TNT1 A 0 A_SpawnItemEx("ScorchBurstPillarStart",0,0,-(z-floorz),0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
    Loop
  Death:  
    TNT1 A 6
    Stop
  }
}


Actor ScorchBurstPillarStart : BasicProjectile
{
+BRIGHT
renderstyle translucent
Scale 2.5
PROJECTILE
+RIPPER
damage (0)
-MISSILE
Translation "192:192=216:216", "198:198=227:227"
damagetype "ScorchBurst"
Obituary "$OB_SCORCHBURST"
reactiontime 1
States
{
Spawn:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteWithResult("core_alphaprojectile", CallACS("core_getptrtid", AAPTR_TARGET), APROJ_TEAM, 19659, 512) // 6553 = 0.1 * 65536
TNT1 A 8 A_SpawnItemEx("ScorchBurstFX",8,0,0,0,random(-2,2),3,random(-5,5),1)
TNT1 A 2
TNT1 A 0 A_PlaySound("weapon/scorchburst", "Weapon")
Flame:
SBST I 0 A_ChangeFlag("MISSILE",1)
SBST I 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
SBST I 0 A_ChangeFlag("FLOORHUGGER",1)
SBST HIJK 1
Flame2:
SBST LMLMLMLMLMLML 3 A_Explode(CallACS("vile_cbm_damage",6),8,0,0,8)
SBST I 0 A_CountDown
loop
Goto Flame+2
Death:
SBST LMLMLKJIH 1 
stop
}
}

actor ScorchBurstFX : BasicGraphicEffect
{
Scale 2.5
+BRIGHT
-SOLID
+NOGRAVITY
+CLIENTSIDEONLY
+DONTBLAST
+NOINTERACTION
+NOTIMEFREEZE
Translation "4:4=216:216", "202:202=227:227"
States
{
SpawnFrame:
TNT1 A 0
SBST FGFGFGFGFGFGFG 3
stop
}
}