Code: Select all
actor BFG2704 : BFG9000
{
Inventory.Pickupmessage "You got the BFG2704!  Oh, yes."
States
{
Spawn:
Ready:
Deselect:
Select:
Fire:
        BAL2 A 0 A_FireCustomMissile("CacodemonBall", 32, 0, 0) 
        BAL1 A 5 A_FireCustomMissile("DoomImpBall", 32, 0, 0) 
        BAL2 A 5 A_FireCustomMissile("CacodemonBall", 32, 0, 0) 
        BAL1 A 5 A_FireCustomMissile("DoomImpBall", 32, 0, 0) 
        BAL2 A 5 A_FireCustomMissile("CacodemonBall", 32, 0, 0) 
        BAL1 A 5 A_FireCustomMissile("DoomImpBall", 32, 0, 0) 
        BAL2 A 5 A_FireCustomMissile("CacodemonBall", 32, 0, 0) 
        BAL1 A 5 A_FireCustomMissile("DoomImpBall", 32, 0, 0) 
        BAL2 A 5 A_FireCustomMissile("CacodemonBall", 32, 0, 0) 
        BAL1 A 5 A_FireCustomMissile("DoomImpBall", 32, 0, 0) 
        BAL2 A 5 A_FireCustomMissile("CacodemonBall", 32, 0, 0) 
        BAL1 A 5 A_FireCustomMissile("DoomImpBall", 32, 0, 0) 
        BAL2 A 5 A_FireCustomMissile("CacodemonBall", 32, 0, 0) 
        BAL1 A 5 A_FireCustomMissile("DoomImpBall", 32, 0, 0) 
        BAL2 A 5 A_FireCustomMissile("CacodemonBall", 32, 0, 0) 
        BAL1 A 5 A_FireCustomMissile("DoomImpBall", 32, 0, 0) 
        BAL2 A 5 A_FireCustomMissile("CacodemonBall", 32, 0, 0) 
        BAL1 A 5 A_FireCustomMissile("DoomImpBall", 32, 0, 0) 
        BAL2 A 5 A_FireCustomMissile("CacodemonBall", 32, 0, 0) 
        BAL1 A 5 A_FireCustomMissile("DoomImpBall", 32, 0, 0) 
        stop
}
}

