ACTOR GrenadeLauncher : BrutalWeapon
{
	Weapon.AmmoUse1 1
	Weapon.AmmoUse2 1
	Weapon.AmmoGive 6
	Weapon.AmmoType1 "AmmoRocket"
	Weapon.AmmoType2 "AmmoRocket"
    Inventory.PickupSound "ROCKPKUP"
    +WEAPON.NOAUTOAIM
	Weapon.SelectionOrder 8500
	Inventory.PickupMessage "$GOTLAUNCHER"
	//+WEAPON.CHEATNOTWEAPON
	States
	{
	
	Ready:
	Ready3:
    Reload: 
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		GLAN A 0 A_JumpIfInventory("IsRunning", 1, "Sprinting")
		GLAN A 1 A_WeaponReady
        Goto Ready
	Deselect:
		TNT1 A 0
        GLSW CBA 1
		TNT1 A 1 A_Lower
		TNT1 AAAAAAAAA 0 A_Lower
		Wait
	Select:
		TNT1 A 0 A_Giveinventory("GoSpecial",1)
		TNT1 A 0 A_Takeinventory("FistsSelected",1)
		TNT1 A 0 A_Takeinventory("SawSelected",1)
		TNT1 A 0 A_Takeinventory("ShotgunSelected",1)
		TNT1 A 0 A_Takeinventory("SSGSelected",1)
		TNT1 A 0 A_Takeinventory("MinigunSelected",1)
		TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
		//TNT1 A 0 A_Giveinventory("RocketLauncherSelected",1)
		TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
		TNT1 A 0 A_Giveinventory("GrenadeLauncherSelected",1)
		TNT1 A 0 A_Takeinventory("BFGSelected",1)
		TNT1 A 0 A_Takeinventory("BFG10kSelected",1)
		TNT1 A 0 A_Takeinventory("RailGunSelected",1)
		TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
		TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
		TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
		TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
		TNT1 A 0 A_Takeinventory("HasBarrel",1)
	
		MISG A 1 A_Raise
		TNT1 AAAAAAAAAA 0 A_Raise
		Goto SelectAnimation
		
	SelectAnimation:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("RLANDRAW")
		TNT1 A 0 A_GunFlash
        GLSW ABC 1
		Goto Ready
		
	Fire:
		TNT1 A 0 A_FireCustomMissile("RedFlareSpawn",-5,0,0,0)
		TNT1 AAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-16,16), 0, -1, random(-9,9))
		TNT1 A 0 A_PlaySound("weapons/firegrenade")
		TNT1 A 0 A_FireCustomMissile("GrenadeMissileBreaksGlass", 0, 0, 0, 0)
		TNT1 A 0 A_ZoomFactor(0.9)
		TNT1 A 0 A_Recoil(8)
		GLAF A 1 BRIGHT 
        GLAF C 1
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_FireCustomMissile("ShortGrenade", 0, 1, 0, 0)
		TNT1 A 0 A_SetPitch(-8.0 + pitch)
		GLAF CCBBB 1 A_SetPitch(1.0 + pitch)
		GLAN A 5 A_SetPitch(1.0 + pitch)
		GLR1 ABCDEFGHIJKL 1
		TNT1 A 0 A_PlaySound("Weapons/GrenadeOpen")
		GLR1 MMM 1 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		GLR1 NNNN 1 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		GLR1 OPQQRRSS 1
		TNT1 A 0 A_PlaySound("Weapons/GrenadeLoad")
		GLR1 T 1
		GLR1 UVWX 1
		TNT1 A 0 A_PlaySound("Weapons/GrenadeClose")
		GLR1 YZ 1
		GLAN A 1
        Goto Ready
		
	AltFire:
		TNT1 A 0 A_FireCustomMissile("RedFlareSpawn",-5,0,0,0)
		TNT1 AAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-16,16), 0, -1, random(-9,9))
		TNT1 A 0 A_FireCustomMissile("GrenadeMissileBreaksGlass", 0, 0, 0, 0)
		GLAF A 1 BRIGHT 
		
		TNT1 A 0 A_PlaySound("weapons/firegrenade")
		TNT1 A 0 A_FireCustomMissile("GrenadeMissile", 0, 1, -1, 0)
		TNT1 A 0 A_SetPitch(-8.0 + pitch)
		TNT1 A 0 A_ZoomFactor(0.9)
		TNT1 A 0 A_Recoil(8)
        GLAF C 1
		TNT1 A 0 A_ZoomFactor(1.0)
		GLAF CCBBB 1 A_SetPitch(1.0 + pitch)
		GLAN A 5 A_SetPitch(1.0 + pitch)
		GLR1 ABCDEFGHIJKL 1
		TNT1 A 0 A_PlaySound("Weapons/GrenadeOpen")
		GLR1 MMM 1 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		GLR1 NNNN 1 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		GLR1 OPQQRRSS 1
		TNT1 A 0 A_PlaySound("Weapons/GrenadeLoad")
		GLR1 T 1
		GLR1 UVWX 1
		TNT1 A 0 A_PlaySound("Weapons/GrenadeClose")
		GLR1 YZ 1
		GLAN A 1
        Goto Ready	

	CheckSprint:
		GLAN A 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		TNT1 A 0 A_JumpIfInventory("IsTacticalClass", 1, "StartSprint")
		Goto Ready
		
	StartSprint:
		GLAN A 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 40, "StopSprintTired")
		
	Sprinting:	
		GLAN S 1
		GLAN S 0 offset(-9,32) 
		TNT1 A 0 offset(-9,32) A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		TNT1 A 0 offset(-9,32) A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
		PLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.
		TNT1 A 0 offset(-9,32) A_JumpIfInventory("PowerStrength", 1, 2)
		TNT1 A 0 offset(-9,32) A_GiveInventory("UsedStamina", 5)
		TNT1 A 0 offset(-9,32)
		GLAN S 1 offset(-9,34) A_SetPitch(pitch -0.5)
		GLAN S 1 offset(-6,36) A_SetPitch(pitch -0.5)
		GLAN S 1 offset(-3,38) A_SetPitch(pitch -0.5)
		GLAN S 1 offset(0,38) A_SetPitch(pitch -0.5)
		GLAN S 1 offset(3,36) A_SetPitch(pitch -0.5)
		GLAN S 1 offset(6,34) A_SetPitch(pitch -0.5)
		GLAN S 1 offset(9,32) A_SetPitch(pitch -0.5)
		TNT1 A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 offset(-9,32) A_GiveInventory("UsedStamina", 5)
		TNT1 A 0 offset(9,33) A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
		GLAN S 1 offset(9,34) A_SetPitch(pitch +0.5)
		GLAN S 1 offset(6,36) A_SetPitch(pitch +0.5)
		GLAN S 1 offset(3,38) A_SetPitch(pitch +0.5)
		GLAN S 1 offset(0,38) A_SetPitch(pitch +0.5)
		GLAN S 1 offset(-3,36) A_SetPitch(pitch +0.5)
		GLAN S 1 offset(-6,34) A_SetPitch(pitch +0.5)
		GLAN S 1 offset(-9,32) A_SetPitch(pitch +0.5)
		TNT1 A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)
		TNT1 A 0 offset(-9,32) A_JumpIfInventory("IsRunning", 1, "Sprinting")
		Goto StopSprint
		
	StopSprintTired:
		GLAN A 1
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		TNT1 A 0 A_PlaySound("Tired", 2)
		TNT1 A 0 A_TakeInventory("UsedStamina", 2)
		GLAN A 5 A_WeaponReady
		TNT1 A 0 A_TakeInventory("UsedStamina", 2)
		GLAN A 5 A_WeaponReady
		TNT1 A 0 A_TakeInventory("UsedStamina", 2)
		GLAN A 5 A_WeaponReady
		TNT1 A 0 A_TakeInventory("UsedStamina", 2)
		GLAN A 5 A_WeaponReady
		TNT1 A 0 A_TakeInventory("UsedStamina", 2)
		GLAN A 5 A_WeaponReady
		Goto Ready
	StopSprint:
		GLAN S 1
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 60, "StopSprintTired")
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		Goto Ready
	
	Spawn:
		GLAP A -1
		Stop
		
	}
}


