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actor WindStormWepU : WindStormWep replaces WindStormWep{States{Fire:BUBB D 0 A_JumpIfNoAmmo("NoAmmo")BUBB D 0 A_PlaySoundEx("weapon/mbuster","Weapon")BUBB D 0 A_JumpIfInventory("WindUpgrade",2,"Fire3")BUBB D 0 A_JumpIfInventory("WindUpgrade",1,"Fire2")BUBB E 0 A_FireCustomMissile("WindStormStart",0,1,8,0)BUBB EF 5BUBB D 2BUBB D 0 A_Refiregoto Ready+1Fire2:BUBB E 0 A_FireCustomMissile("WindStormStart",0,1,8,0)BUBB EF 4BUBB D 2BUBB D 0 A_Refiregoto Ready+1Hold:BUBB D 0 A_JumpIfNoAmmo("NoAmmo")BUBB D 0 A_PlaySoundEx("weapon/mbuster","Weapon")BUBB E 0 A_JumpIfInventory("WindRide",1,"KeepRiding")BUBB D 0 A_JumpIfInventory("WindUpgrade",2,"Fire3S")BUBB D 0 A_JumpIfInventory("WindUpgrade",1,"Fire2")Goto Fire+4Fire3:BUBB E 0 A_JumpIf(ACS_ExecuteWithResult(196,0)==1,"Rider")Fire3S:BUBB E 0 A_FireCustomMissile("WindStormStart",0,1,8,0)BUBB EF 4BUBB D 2BUBB D 0 A_Refiregoto Ready+1Rider:BUBB EF 4BUBB E 0 A_SetArg(0,angle)BUBB E 0 A_GiveInventory("WindRide",1)BUBB E 0 A_GunFlashKeepRiding:BUBB D 1BUBB D 0 A_SetAngle(args[0])BUBB D 0 A_RefireBUBB D 0 A_TakeInventory("WindRide",999)goto Ready+1Flash:TNT1 A 0 A_TakeInventory("WindStormAmmo",1)TNT1 A 2 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)TNT1 A 0 A_SpawnItemEx("WindShield1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)TNT1 A 2 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)TNT1 A 0 A_SpawnItemEx("WindShield1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)TNT1 A 0 A_SpawnItemEx("WindBlower", 0, 0, 32, momx, momy, momz+20, 0, SXF_ABSOLUTEMOMENTUM, 0)TNT1 A 0 A_JumpIfInventory("WindRide",1,"Flash2")stopFlash2:TNT1 A 2 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)TNT1 A 0 A_SpawnItemEx("WindShield2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)TNT1 A 2 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)TNT1 A 0 A_SpawnItemEx("WindShield2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)TNT1 A 0 A_SpawnItemEx("WindBlower", 0, 0, 32, momx, momy, momz+20, 0, SXF_ABSOLUTEMOMENTUM, 0)TNT1 A 0 A_JumpIfInventory("WindRide",1,"Flash3")stopFlash3:TNT1 A 0 A_TakeInventory("WindStormAmmo",1)TNT1 A 2 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)TNT1 A 0 A_SpawnItemEx("WindShield3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)TNT1 A 2 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)TNT1 A 0 A_SpawnItemEx("WindShield3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)TNT1 A 0 A_SpawnItemEx("WindBlower", 0, 0, 32, momx, momy, momz+20, 0, SXF_ABSOLUTEMOMENTUM, 0)TNT1 A 0 A_JumpIfInventory("WindRide",1,"Flash4")stopFlash4:TNT1 A 2 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)TNT1 A 0 A_SpawnItemEx("WindShield4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)TNT1 A 2 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)TNT1 A 0 A_SpawnItemEx("WindShield4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)TNT1 A 0 A_SpawnItemEx("WindBlower", 0, 0, 32, momx, momy, momz+20, 0, SXF_ABSOLUTEMOMENTUM, 0)TNT1 A 0 A_JumpIfInventory("WindRide",1,"Flash")stopNoAmmo:BUBB D 0 A_TakeInventory("WindRide",999)BUBB D 1 ACS_Execute(979,0)Goto Ready+1}}actor WindUpgrade : CutterFlag {inventory.maxamount 3}actor WindRide : Once {}actor WindShield1{scale 2.5-SOLID+NOGRAVITY+DONTSPLASH+CLIENTSIDEONLY+NOTIMEFREEZE+NOINTERACTIONStates{Spawn:WIND A 1WIND A 1stop}}actor WindShield2 : WindShield1{States{Spawn:WIND B 1WIND B 1stop}}actor WindShield3 : WindShield1{States{Spawn:WIND C 1WIND C 1stop}}actor WindShield4 : WindShield1{States{Spawn:WIND D 1WIND D 1stop}}