Actor BFG10000 : DoomWeapon Replaces BFG10K
{
  Radius 20
  Height 20
  Weapon.Selectionorder 2800
  Weapon.AmmoUse 15
  Weapon.AmmoGive 90
  Weapon.AmmoType "Cell"
  Weapon.Kickback 100
  Inventory.Pickupmessage "You got the BFG10000!  HELL YES!"
  Obituary "%o was blasted by %k's BFG10K"
  Decal BFGLightning
  States
  {
  Spawn:
    BFG2 A -1
    Stop
  Ready:
    BG2G A 0 A_PlaySound ("Weapons/BFG10KIdle")
    BG2G A 3 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")
		
		    BG2G B 3 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")
		
		    BG2G C 3 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")
		
		    BG2G D 3 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")
    Loop
  Deselect:
    BG2G E 1 A_Lower
    Loop
  Select:
  	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_Takeinventory("RocketLauncherSelected",1)
    TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("BFGSelected",1)
	TNT1 A 0 A_Giveinventory("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)
	
    BG2G E 1 A_Raise
    wait
  Fire:
    BG2G E 20 A_PlaySound("Weapons/BFG10KF")
    BG2G FGHIJ 4
    Goto Hold
  Hold:
    BG2G K 2 BRIGHT A_FireCustomMissile("GreenFlareSpawn",0,0,0,0)
	TNT1 A 0 A_PlaySound("BFGFIRE")
    BG2G L 2 BRIGHT A_FireCustomMissile("GreenFlareSpawn",0,0,0,0)
	TNT1 A 0 A_FireBullets(0, 0, 1, 0, "BrutalBFG10kShot")
    BG2G M 2 BRIGHT A_FireCustomMissile("GreenFlareSpawn",0,0,0,0)
	BG2G A 2
    BG2G N 0 A_ReFire
    BG2G O 35 A_PlaySound("Weapons/BFG10KCool")
    Goto Ready
	
	
	
	
	
	
    DoKick:
        TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick")
		KICK BCD 1
		RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, -1, 0)
        KICK H 4
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK IGFEDCBA 1 
		Goto Ready+6
    BerserkerKick:
		KICK ABCDEFG 1
        RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, -1, 0)
        KICK H 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK IGFEDCBA 1 
		Goto Ready+6
    Taunt:
        TNT1 A 0 A_UnhideThing
        TNT1 A 5
		FUCK A 2
        FUCK B 2 A_PlaySound("FUCK", 1)
        FUCK C 2 A_AlertMonsters
		FUCK D 15 A_Takeinventory("Taunting",1)
        FUCK CBA 5
        TNT1 A 5
		Goto Ready
	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 Ready	
	

  }
}


Actor BrutalBFG10kShot
{
  Radius 11
  Height 8
  Speed 20
  Damage 240
  DamageType Desintegrate
  +NoBlockMap
  +NoGravity
  +ActivateImpact
  +ActivatePCross
  +NoTeleport
  +PuffOnActors
  +PuffGetsOwner
  +ForceRadiusDmg
  Renderstyle Add
  Alpha 0.75
  SeeSound "Weapons/BFG10KX"
  AttackSound "Weapons/BFG10KX"
  Obituary "$OB_BFG10K"
  States
  {
  Spawn:
    BFE1 A 0 Bright
    BFE1 A 3 Bright A_Explode(160, 128, 1)
	TNT1 A 0 Bright A_SpawnItem("GreenShockWave",0,0,0)
	    EXPL AAAAAAA 0 A_CustomMissile ("BFGBIGFOG", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAA 0 A_CustomMissile ("GreenExplosionFire", 2, 0, random (0, 360), 2, random (0, 360))
        EXPL AA 0 A_CustomMissile ("BigNeoSmoke", 0, 0, random (0, 360), 2, random (0, 360))

    BFE1 BCDEF 2 Bright
	TNT1 A 0 A_PlaySound("FAREXPL")
	TNT1 AAAAAAAA 2 A_CustomMissile ("BigNeoSmoke", 2, 0, random (0, 360), 2, random (0, 360))
    Stop
  }
}




ACTOR GreenExplosionFire
{
	Game Doom
	Radius 1
	Height 1
	Speed 3
	Damage 0 
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    +NOINTERACTION
	+NOCLIP
	RenderStyle Add
    DamageType Flames
    Scale 2.0
	Alpha 1
	Gravity 0
	States
	{
    Spawn:
        TNT1 A 1
        EXPG ABCDEFG 3 BRIGHT
        Stop
	}
}


ACTOR GreenExplosionFireSmall: GreenExplosionFire
{
    Scale 0.6
}