Fire: TNT1 A 0 ACS_NamedExecuteAlways("OnWeaponFired", 0) TNT1 A 0 A_FireCustomMissile("PurpleLightShoot", 0, false) TNT1 A 0 A_SetArg(0, 0) TNT1 A 0 A_FireCustomMissile("SGPellet", 0.0, true, 0.0, -1.0, 0, 0.0) Goto Fire1 //FIXED IT WOOT //Fires a ring of 6 inner projectiles. Fire1: TNT1 A 0 A_FireCustomMissile("SGPellet", spread1*cos(args[0] * 60), false, 3.0, -1.0, 0, spread1*sin(args[0] * 60)) TNT1 A 0 A_SetArg(0, args[0] + 1) TNT1 A 0 A_JumpIf(args[0] < 6, "Fire1") TNT1 A 0 A_SetArg(0, 0) Goto Fire2 //Fires 2 rings of 12 outer projectiles. Fire2: TNT1 A 0 A_FireCustomMissile("SGPellet", spread2*cos(args[0] * 30), false, 3.0, -1.0, 0, spread2*sin(args[0] * 30)) TNT1 A 0 A_FireCustomMissile("SGPellet", spread3*cos(args[0] * 30), false, 3.0, -1.0, 0, spread3*sin(args[0] * 30)) TNT1 A 0 A_SetArg(0, args[0] + 1) TNT1 A 0 A_JumpIf(args[0] < 12, "Fire2") Goto FireAnim