

ACTOR D4GaussCannon : DoomWeapon
{
	Weapon.AmmoUse1 15
	Weapon.AmmoGive1 50
	Weapon.AmmoType1 "Cell"
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	Weapon.AmmoType1 "Cell"
	Inventory.PickupMessage "You got the Gauss Cannon!"
	Obituary "$OB_MPSHOTGUN"
	+WEAPON.NOAUTOFIRE
	+WEAPON.NOAUTOAIM
	Tag "$TAG_SHOTGUN"
	States
	{
	Ready:
		GCAG A 1 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
		
	Steady:	
		TNT1 A 0
		TNT1 A 5
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Select2
		
	
	Deselect:
		GCAS CBA 0
		GCAG 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_Takeinventory("HasPlasmaWeapon",1)
		GCAG AAAAAAAAA 0 A_Raise
		Select2:
		GCAS ABC 1
		Goto Ready
		
	Fire:
		GCAF ABCD 1 BRIGHT
		TNT1 A 0 A_PlaySound("GCANFIR", 1)
		TNT1 A 0 A_FireCustomMissile("GaussCannonShot", 0,1,6,-3,0,0)
		GCAF E 1 BRIGHT A_SetPitch(-4.0 + pitch)
		GCAF F 1 BRIGHT
		GCAF GHIJ 1 A_SetPitch(1.0 + pitch)
		GCAG A 15
		Goto Ready
		
	Spawn:
		D4W7 B -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 GaussCannonShot: FastProjectile
{
+BLOODSPLATTER 
-DONTSPLASH
+RIPPER
speed 190
damage (random(40,50))
scale .9
RenderStyle Add
Alpha 0.9
radius 8
Decal Scorch
height 8
+FORCERADIUSDMG
+EXTREMEDEATH
Decal "Scorch"
States
{

	Spawn:
		TNT1 A 1 BRIGHT A_SpawnItemEx("gaussheavyplasmaTracerTrail", 0,               0,              2)
        TNT1 A 0 A_SpawnItemEx("gaussheavyplasmaTracerTrail2", (2 *momx)/-35.0, -(2 *momy)/-35.0, 2+(2 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("gaussheavyplasmaTracerTrail3", (4 *momx)/-35.0, -(4 *momy)/-35.0, 2+(4 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("gaussheavyplasmaTracerTrail4", (6 *momx)/-35.0, -(6 *momy)/-35.0, 2+(6 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("gaussheavyplasmaTracerTrail5", (8 *momx)/-35.0, -(8 *momy)/-35.0, 2+(8 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("gaussheavyplasmaTracerTrail6", (10*momx)/-35.0, -(10*momy)/-35.0, 2+(10*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("gaussheavyplasmaTracerTrail7", (12*momx)/-35.0, -(12*momy)/-35.0, 2+(12*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("gaussheavyplasmaTracerTrail8", (14*momx)/-35.0, -(14*momy)/-35.0, 2+(14*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("gaussheavyplasmaTracerTrail9", (16*momx)/-35.0, -(16*momy)/-35.0, 2+(16*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("gaussheavyplasmaTracerTrail10", (18*momx)/-35.0, -(18*momy)/-35.0, 2+(18*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("gaussheavyplasmaTracerTrail11", (20*momx)/-35.0, -(20*momy)/-35.0, 2+(20*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
        TNT1 A 0 A_SpawnItemEx("gaussheavyplasmaTracerTrail12", (22*momx)/-35.0, -(22*momy)/-35.0, 2+(22*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("BluePlasmaFireNonStatic", 2, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAA 0 A_CustomMissile ("BlueplasmaParticle", 0, 0, random (0, 360))
		Loop
	Death:
		TNT1 AAAAA 0 A_SpawnItem("BlueFlare")
		
		TNT1 AAAAA 0 A_CustomMissile ("BluePlasmaFireNonStatic", 2, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BlueplasmaParticle", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile("BigRicoChet")
        TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("UnderwaterExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_PlaySound("FAREXPL", 3)
		TNT1 A 0 A_SpawnItemEx ("RocketExplosion",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)
		EXPL AAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionSmokeFast22", 0, 0, random (0, 360), 2, random (0, 360))
		BL1I ABCD 1 BRIGHT A_SpawnItem("BlueFlare")
		TNT1 A 0 A_SpawnItemEx ("LiquidExplosionEffectSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_Explode(200, 20)
		Stop
}
}

actor gaussheavyplasmaTracerTrail
{
    Scale 0.4
    RenderStyle Add
    Alpha 0.9
    +NOINTERACTION
    +CLIENTSIDEONLY
    States
    {
    Spawn:
        SPKB A 2 BRIGHT
        stop
    }
}



actor gaussheavyplasmaTracerTrail2: gaussheavyplasmaTracerTrail {    Alpha 0.85 }
actor gaussheavyplasmaTracerTrail3: gaussheavyplasmaTracerTrail {    Alpha 0.80 }
actor gaussheavyplasmaTracerTrail4: gaussheavyplasmaTracerTrail {    Alpha 0.75 }
actor gaussheavyplasmaTracerTrail5: gaussheavyplasmaTracerTrail {    Alpha 0.70 }
actor gaussheavyplasmaTracerTrail6: gaussheavyplasmaTracerTrail {    Alpha 0.65 }
actor gaussheavyplasmaTracerTrail7: gaussheavyplasmaTracerTrail {    Alpha 0.60 }
actor gaussheavyplasmaTracerTrail8: gaussheavyplasmaTracerTrail {    Alpha 0.55 }
actor gaussheavyplasmaTracerTrail9: gaussheavyplasmaTracerTrail {    Alpha 0.50 }
actor gaussheavyplasmaTracerTrail10: gaussheavyplasmaTracerTrail {    Alpha 0.45 }
actor gaussheavyplasmaTracerTrail11: gaussheavyplasmaTracerTrail {    Alpha 0.40 }
actor gaussheavyplasmaTracerTrail12: gaussheavyplasmaTracerTrail {    Alpha 0.35 }
actor gaussheavyplasmaTracerTrail13: gaussheavyplasmaTracerTrail {    Alpha 0.30 }
actor gaussheavyplasmaTracerTrail14: gaussheavyplasmaTracerTrail {    Alpha 0.25 }
actor gaussheavyplasmaTracerTrail15: gaussheavyplasmaTracerTrail {    Alpha 0.20 }
actor gaussheavyplasmaTracerTrail16: gaussheavyplasmaTracerTrail {    Alpha 0.15 }
actor gaussheavyplasmaTracerTrail17: gaussheavyplasmaTracerTrail {    Alpha 0.10 }
actor gaussheavyplasmaTracerTrail18: gaussheavyplasmaTracerTrail {    Alpha 0.05 }