

ACTOR D4BFG : DoomWeapon
{
	Weapon.AmmoUse1 50
	Weapon.AmmoGive1 100
	Weapon.AmmoType1 "Cell"
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	Weapon.AmmoType1 "Cell"
	Inventory.PickupMessage "You got the Big Fucking Gun 9000! OH YEAH!"
	Obituary "$OB_MPSHOTGUN"
	+WEAPON.NOAUTOFIRE
	+WEAPON.NOAUTOAIM
	Tag "$TAG_SHOTGUN"
	States
	{
	Ready:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Cell",50,1)
		Goto ReadyNoAmmo
		BF4F ABDDBAA 1 BRIGHT A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		Loop
		
	ReadyNoAmmo:
		BF4G A 4 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		Goto Ready
		
		
	Steady:	
		TNT1 A 0
		TNT1 A 5
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Select2
		
	
	Deselect:
		BF4S CBA 0
		BF4G AAAAAAAAAAAA 0 A_Lower
		TNT1 A 1 A_Lower
		Loop
	Select:
		TNT1 A 1 A_Raise
		TNT1 A 0 A_TakeInventory("IsFiringSecondary",1)
		TNT1 A 0 A_TakeInventory("FiredSecondary",1)
		TNT1 A 0 A_TakeInventory("IsFiringPrimary",1)
		TNT1 A 0 A_TakeInventory("FiredPrimary",1)
		TNT1 A 0 A_GiveInventory("StopDualWield", 1)
		TNT1 A 0 A_Takeinventory("FistsSelected",1)
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_Takeinventory("Kicking",1)
		TNT1 A 0 A_Takeinventory("TossGrenade",1)
		TNT1 A 0 A_Giveinventory("HasPlasmaWeapon",1)
		BF4G AAAAAAAAA 0 A_Raise
		Select2:
		BF4S ABC 1
		Goto Ready
		
	Fire:
		TNT1 A 0 A_PlaySound("BFGCHARGE", 1)
		TNT1 A 0 A_PlaySound("PLSCHARG", 1)
		BF4F EFGHIJKLM 1 BRIGHT
		BF4C ABCDABCDABCD 1 BRIGHT
		TNT1 A 0 A_PlaySound("BFGFIRE", 1)
		TNT1 A 0 A_FireCustomMissile("BFGBall", 0,1,6,-3,0,0)
		BF4F M 1 BRIGHT A_SetPitch(-4.0 + pitch)
		BF4F NOPQ 1 BRIGHT A_SetPitch(1.0 + pitch)
		BF4G A 40
		TNT1 A 0 A_Refire
		BF4G A 10 A_WeaponReady(1)
		Goto Ready
		
	Spawn:
		D4W7 A -1
		Stop
		
	DoKick:
		TNT1 A 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		NULL A 0 A_JumpIf (momZ > 0, "AirKick")
		NULL A 0 A_JumpIf (momZ < 0, "AirKick")
		RIFF A 0 A_FireCustomMissile("KickAttackDetectDowned", 0, 0, 0, 0)
        TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		KICK BCD 1
		RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
        KICK H 5
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK I 1
		KICK GFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Select2
    BerserkerKick:
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		KICK BCD 1
        RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
        KICK H 5
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK I 1
		KICK GFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Select2
	
	AirKick:
	    TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Recoil (-6)
		KICK JKLMN 1
        RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -31)
        KICK O 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK PQRST 2
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Select2
		
	SuperAirKick:
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Recoil (-6)
		KICK JKLMN 1
        RIFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -31)
        KICK O 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK PQRST 2
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Select2

    Taunt:
        TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		FUCK A 1
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 0, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", -9, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 9, 0, -1, 0)
        FUCK B 1 A_PlaySound("FUCK", 2)
        FUCK CD 1 A_AlertMonsters
		FUCK E 15 A_Takeinventory("Taunting",1)
        FUCK DCBA 1
		Goto Select2
	Salute:
	    TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_ALertMonsters
		SALU ABCDEDCDEDCDEDCBA 4
		TNT1 A 0 A_TakeInventory("Salute1",1)
		TNT1 A 0 A_TakeInventory("Salute2",1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Select2
	TossGrenade:	
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_JumpIfInventory("GrenadeAmmo", 1, 1)
		Goto NoGrenade
		GRTH ABCD 1
		TNT1 A 0 A_GiveInventory("FiredGrenade", 1)
		TNT1 A 0 A_PLaySound ("GRNPIN")
		GRTH EEFG 1
		TNT1 A 0 A_PLaySound ("GRNTOSS")
		GRTH HI 1
		TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1)
		TNT1 A 0 A_FireCustomMissile("HandGrenade", random(-2,2), 0, 0, 0, 0, 0)
	    TNT1 A 0 A_TakeInventory("FiredGrenade", 1)
		GRTH JKLM 1
		TNT1 A 1 
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		Goto Select2
	NoGrenade:
		TNT1 A 0
		TNT1 A 0 A_Print("No Grenades Left.", 2)
		Goto Ready	
	}
}






Actor D4BFGBall : SuperBFGBall Replaces SuperBFGBall
{
    +EXTREMEDEATH
	Damage 100
  Decal BFGLightning
	DeathSound "BFGEXPLO"
    DamageType Desintegrate
	Scale 0.7
	Speed 15
	Species "Marines"
	+THRUSPECIES
	+MTHRUSPECIES
  States
  {
  DM:
		TNT1 A 0
		TNT1 A 0 A_ChangeFLag("THRUSPECIES", 0)
		TNT1 A 0 A_ChangeFLag("MTHRUSPECIES", 0)
		Goto Spawn1
	
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_ExecuteAlways(719, 0, 0, 0, 0)//Check if Coop

 Spawn1:
    TNT1 A 0 A_SpawnItemEx("BFGFOG", 0, 0)
	TNT1 A 0 A_SpawnItem("D4BFGTracer")
    BFS1 A 1 BRIGHT A_SpawnItem("GreenFlareMedium",0,0)
    TNT1 A 0 A_SpawnItem("D4BFGTracer")
	BFS1 A 1 BRIGHT A_SpawnItemEx("BFGTrailParticle", Random(-13, 13), Random(-13, 13), Random(0, 18), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)
    TNT1 A 0 A_SpawnItemEx("BFGFOG", 0, 0)
	TNT1 A 0 A_SpawnItem("D4BFGTracer")
	BFS1 B 1 BRIGHT A_SpawnItem("GreenFlareMedium",0,0)
    TNT1 A 0 A_SpawnItem("D4BFGTracer")
	BFS1 B 1 BRIGHT A_SpawnItemEx("BFGTrailParticle", Random(-13, 13), Random(-13, 13), Random(0, 18), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)
    Loop
 
 Death:
    TNT1 A 0
    //TNT1 A 0 Radius_Quake(4,34,0,12,0)
	
	TNT1 A 0 Bright A_SpawnItem("GreenShockWave",0,0,0)
    //BFE1 A 0 A_SpawnItemEx("BFGDeathParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
    //BFE1 A 0 A_SpawnItemEx("BFGSuperParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	EXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BFGBIGFOG", 0, 0, random (0, 360), 2, random (0, 360))
	EXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BFGDeathParticleFast", 0, 0, random (0, 360), 2, random (0, 360))
	EXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BFGDeathParticleSuperFast", 0, 0, random (0, 360), 2, random (0, 360))
	EXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BFGDeathParticleFast", 0, 0, random (0, 360), 2, random (0, 360))
	EXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BFGDeathParticleFast", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_SpawnItem("MegaGibRemoving")
	TNT1 A 0 A_Explode(80,300,0)
	TNT1 AAAAA 0 A_SpawnItem("D4BFGTracer")
	BFGB ABCDE 1 Bright A_SpawnItem("GreenFlare",0,0)
    BFGB F 1 Bright
	TNT1 A 0 A_SPawnItem("SuperBFGExtraGiant")
    BFGB GHIJK 1 Bright A_SpawnItem("GreenFlare",0,0)
    Stop
  }
}



actor D4BFGTracer
{
	+NOTARGET
Radius 10
Height 10
+NOTARGET
MaxTargetRange 1000
Damage 15
DamageType Desintegrate
	
	MONSTER
	+FRIENDLY
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
+FORCERADIUSDMG
-BLOODSPLATTER
+BLOODLESSIMPACT 
	+DEHEXPLOSION
	+ACTIVATEMCROSS
	+MISSILEMORE
	+LOOKALLAROUND
	+MISSILEEVENMORE
	+THRUACTORS
	Speed 0
States
{
Spawn:
TNT1 A 1 A_Look
Goto See

See:
TNT1 AAAAAA 0 A_Chase
TNT1 AAAAAAA 1 A_Chase
TNT1 AAAAAAA 0 A_Chase
TNT1 A 0 A_NoBlocking
Stop

Missile:
TNT1 A 0 A_facetarget
TNT1 A 0 A_CustomMissile("BFGTrailMissile", 0)
TNT1 A 0 A_NoBlocking
TNT1 A 1
Stop
 }
}




Actor BFGTrailMissile: FastProjectile
{
+BLOODSPLATTER 
-DONTSPLASH
speed 200
damage (random(40,90))
DamageType Desintegrate
Species "Marines"
scale .6
RenderStyle Add
Alpha 0.9
radius 2
height 2
damagetype Normal
Decal "BulletPuff"
States
{

	Spawn:
		TNT1 A 1 BRIGHT A_SpawnItemEx("BFGDesintegrationTracerTrail", 0,               0,              2)
        TNT1 A 0 A_SpawnItemEx("BFGDesintegrationTracerTrail2", (2 *momx)/-35.0, -(2 *momy)/-35.0, 2+(2 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("BFGDesintegrationTracerTrail3", (4 *momx)/-35.0, -(4 *momy)/-35.0, 2+(4 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("BFGDesintegrationTracerTrail4", (6 *momx)/-35.0, -(6 *momy)/-35.0, 2+(6 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("BFGDesintegrationTracerTrail5", (8 *momx)/-35.0, -(8 *momy)/-35.0, 2+(8 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("BFGDesintegrationTracerTrail6", (10*momx)/-35.0, -(10*momy)/-35.0, 2+(10*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("BFGDesintegrationTracerTrail7", (12*momx)/-35.0, -(12*momy)/-35.0, 2+(12*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("BFGDesintegrationTracerTrail8", (14*momx)/-35.0, -(14*momy)/-35.0, 2+(14*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("BFGDesintegrationTracerTrail9", (16*momx)/-35.0, -(16*momy)/-35.0, 2+(16*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("BFGDesintegrationTracerTrail10", (18*momx)/-35.0, -(18*momy)/-35.0, 2+(18*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("BFGDesintegrationTracerTrail11", (20*momx)/-35.0, -(20*momy)/-35.0, 2+(20*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("BFGDesintegrationTracerTrail12", (22*momx)/-35.0, -(22*momy)/-35.0, 2+(22*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("PlasmaParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
		TNT1 AA 0 A_SpawnItem("GreenFlare",0,0)
		FRPG ABCDEFGH 1 BRIGHT
		Stop
}
}

actor BFGDesintegrationTracerTrail
{
    Scale 0.09
    RenderStyle Add
    Alpha 0.9
    +NOINTERACTION
    +CLIENTSIDEONLY
    States
    {
    Spawn:
        SPKG A 6 BRIGHT
        stop
    }
}



actor BFGDesintegrationTracerTrail2: BFGDesintegrationTracerTrail {    Alpha 0.85 }
actor BFGDesintegrationTracerTrail3: BFGDesintegrationTracerTrail {    Alpha 0.80 }
actor BFGDesintegrationTracerTrail4: BFGDesintegrationTracerTrail {    Alpha 0.75 }
actor BFGDesintegrationTracerTrail5: BFGDesintegrationTracerTrail {    Alpha 0.70 }
actor BFGDesintegrationTracerTrail6: BFGDesintegrationTracerTrail {    Alpha 0.65 }
actor BFGDesintegrationTracerTrail7: BFGDesintegrationTracerTrail {    Alpha 0.60 }
actor BFGDesintegrationTracerTrail8: BFGDesintegrationTracerTrail {    Alpha 0.55 }
actor BFGDesintegrationTracerTrail9: BFGDesintegrationTracerTrail {    Alpha 0.50 }
actor BFGDesintegrationTracerTrail10: BFGDesintegrationTracerTrail {    Alpha 0.45 }
actor BFGDesintegrationTracerTrail11: BFGDesintegrationTracerTrail {    Alpha 0.40 }
actor BFGDesintegrationTracerTrail12: BFGDesintegrationTracerTrail {    Alpha 0.35 }
actor BFGDesintegrationTracerTrail13: BFGDesintegrationTracerTrail {    Alpha 0.30 }
actor BFGDesintegrationTracerTrail14: BFGDesintegrationTracerTrail {    Alpha 0.25 }
actor BFGDesintegrationTracerTrail15: BFGDesintegrationTracerTrail {    Alpha 0.20 }
actor BFGDesintegrationTracerTrail16: BFGDesintegrationTracerTrail {    Alpha 0.15 }
actor BFGDesintegrationTracerTrail17: BFGDesintegrationTracerTrail {    Alpha 0.10 }
actor BFGDesintegrationTracerTrail18: BFGDesintegrationTracerTrail {    Alpha 0.05 }