actor ShadowStarWep_NormalBar : NormalBar{args 72, 3}
actor ShadowStarWep : BaseMM8BDMWep
{
Weapon.AmmoUse 3
Weapon.AmmoGive 28
Weapon.SlotNumber 5
Inventory.Pickupmessage "$PU_SHADOWSTAR"
Obituary "$OB_SHADOWSTAR"
Tag "$TAG_SHADOWSTAR"
weapon.ammotype "ShadowStarAmmo"
inventory.icon "SHSTICON"

States
{
SpawnLoop:
SHST Z 1
loop
Ready:
SHST A 0 ACS_NamedExecuteWithResult("core_weaponcolor",COLOR_SHADOWSTAR)
SHST A 0 A_JumpIfNoAmmo("ReadyNoAmmo")
SHST A 1 A_WeaponReady
Goto Ready+1
ReadyC: Goto Ready+1
ReadyNoAmmo:
SHST I 1 A_WeaponReady
SHST I 0 A_JumpIfNoAmmo("ReadyNoAmmo")
Goto Ready+1
Deselect:
SHST A 0 
goto DeselectSwap
Select:
SHST A 0 
goto SelectSwap
Fire:
SHST A 0 A_JumpIfNoAmmo("NoAmmo")
SHST B 0
SHST B 1 
SHST BCDE 2
SHST F 0  A_PlaySoundEx("weapon/shadow","Weapon")
SHST F 2 A_FireCustomMissile("ShadowStar",0,1,8)
SHST GH 3
//SHST A 3
Goto Ready+1
NoAmmo:
SHST I 0 ACS_NamedExecuteAlways("core_noammo",0)
Goto Ready+1
}
}

actor ShadowStarAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
+INVENTORY.IGNORESKILL
}


actor ShadowStar : BasicProjectile
{
PROJECTILE
+HEXENBOUNCE
+CANBOUNCEWATER
+RIPPER
-NOGRAVITY
//+NOTARGETSWITCH
+SEEKERMISSILE
Obituary "$OB_SHADOWSTAR"
speed 20
Radius 8
Height 8
damagetype "ShadowStar"
damage (CallACS("vile_cbm_damage",7))
States
{
Spawn:
SSTR B 0
SSTR C 3 A_ChangeVelocity(0,0,6)
SSTR CCCBBB 1 A_CheckFloor("BounceExplode")
goto Spawn+2
Death:
TNT1 A 0 A_Playsound("misc/mm3explosion", "Weapon")
TNT1 A 5 A_SpawnItem("DrillExplode")
stop
BounceExplode:
SSTR C 1 A_SeekerMissile (8, 360, SMF_LOOK|SMF_PRECISE|SMF_CURSPEED, 256, 12)
SSTR A 0 A_FaceTracer(0, 0)
SSTR C 0 A_ChangeVelocity(10, 0, 16, CVF_REPLACE|CVF_RELATIVE)
SSTR CBC 3
TNT1 A 0 A_Playsound("misc/mm3explosion", "Weapon")
TNT1 A 0 A_SpawnItem("DrillExplode")
TNT1 A 1 A_SeekerMissile (8, 360, SMF_LOOK|SMF_PRECISE|SMF_CURSPEED, 256, 12)
TNT1 A 0 A_FaceTracer(0, 0)
TNT1 A 0 A_CustomMissile("ShadowKunai",10,0,8,CMF_AIMDIRECTION, pitch-8)
TNT1 A 0 A_CustomMissile("ShadowKunai",10,0,8,CMF_AIMDIRECTION, pitch+8)
TNT1 A 0 A_CustomMissile("ShadowKunai",10,0,-8,CMF_AIMDIRECTION, pitch-8)
TNT1 A 0 A_CustomMissile("ShadowKunai",10,0,-8,CMF_AIMDIRECTION, pitch+8)
TNT1 A 5
stop
}
}

actor ShadowKunai : BasicProjectile
{
PROJECTILE
Obituary "$OB_SHADOWSTAR"
speed 29
Radius 6
Height 6
damagetype "ShadowStarKunai"
scale 2.5
damage (CallACS("vile_cbm_damage",9))
States
{
Spawn:
SSTR A 1
loop
Death:
TNT1 A 0 
stop
}
}