actor RockBusterC : BaseMM8BDMWep_CBM
{
dropitem "CopyClassUpgradeDropped"
Weapon.AmmoUse 1
Weapon.AmmoGive 3
Weapon.SlotNumber 1
scale 2.0
Obituary "$OB_ROCKBUSTER"
Inventory.Pickupmessage "You got the Rockman Buster!"
weapon.ammotype "VanillaAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
+WEAPON.DONTBOB
States
{
Spawn:
C_00 C 1
loop
Ready:
HUST B 0 A_JumpIfInventory("Once",1,"Ready2")
HUST B 0 ACS_ExecuteAlways(981,0,0)
HUST B 0 A_GiveInventory("Once",1)
Goto Ready2
Ready2:
HUST B 0 ACS_ExecuteAlways(998,0,702)
HUST B 1 A_WeaponReady
Goto Ready2+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
HUST B 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
HUST B 1 A_Raise
Loop
Fire:
HUST B 0 A_JumpIfNoAmmo("NoAmmo")
HUST B 0 A_PlaySoundEx("weapon/RockBuster","Weapon")
HUST B 0 A_GiveInventory("RockmanMain_CI",1)
HUST CD 3
HUST B 2
HUST B 0 A_Refire
goto Ready2+1
NoAmmo:
HUST B 1
Goto Ready2+1
}
}

actor VanillaAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 25
+INVENTORY.IGNORESKILL
}

actor RockmanShot : MegaShot
{
Translation "204:204=215:215"
-SKYEXPLODE
Obituary "$OB_ROCKBUSTER"
States
{
Spawn:
TNT1 A 2
BUST T 1 
goto spawn+1
Death:
BUST T 1
stop
}
}

actor RockmanShotB : RockmanShot{translation "204:204=205:205"}
actor RockmanShotR : RockmanShot{translation "204:204=171:171"}
actor RockmanShotO : RockmanShot{translation "204:204=104:104"}
actor RockmanShotP : RockmanShot{translation "204:204=229:229"}

actor RockmanMain_CI : TeamColor_CI
{
states
{
FireX:
TNT1 A 0 A_FireCustomMissile("RockmanShot",0,0,8,0)
goto Done
FireB:
TNT1 A 0 A_FireCustomMissile("RockmanShotB",0,0,8,0)
goto Done
FireR:
TNT1 A 0 A_FireCustomMissile("RockmanShotR",0,0,8,0)
goto Done
FireO:
TNT1 A 0 A_FireCustomMissile("RockmanShotO",0,0,8,0)
goto Done
FireP:
TNT1 A 0 A_FireCustomMissile("RockmanShotP",0,0,8,0)
goto Done
}
}