
// --------------------------------------------------------------------------
//
// MP40
//
// --------------------------------------------------------------------------
ACTOR SecretWeapon_MP40 : Weapon
{
	Weapon.AmmoUse 1
	Weapon.AmmoGive 10
	Weapon.AmmoType "Clip"
	Obituary "%o was shot down by %k's MP40."
    AttackSound "None"
    Inventory.PickupSound "CLIPIN"
	Inventory.Pickupmessage "You got the MP40 (Slot 8)!"
    +WEAPON.NOAUTOAIM
    +WEAPON.NOALERT
    Scale 0.6
	States
	{
	Ready:
        TNT1 A 1
        TNT1 A 0 A_PlaySound("CLIPIN")
        MP4S AB 1
        TNT1 AAAAAAAA 0
        TNT1 A 0 A_JumpIfInventory("MPAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
        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 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		MP40 A 1 A_WeaponReady
		Goto Ready+6

	Deselect:
        MP4S BA 1
		TNT1 A 1 A_Lower
		Wait
	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_Takeinventory("BFG10kSelected",1)
	TNT1 A 0 A_Takeinventory("RailGunSelected",1)
	TNT1 A 0 A_Giveinventory("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)
		TNT1 A 0 A_Raise
		Wait
    Fire:
        TNT1 A 0 A_JumpIfInventory("MPAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
        TNT1 A 0 A_PlaySound("MP40")
		TNT1 A 0 A_Takeinventory("MPAmmo",1)
        TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0)
		MP40 B 1 BRIGHT A_AlertMonsters
		MP40 C 1 A_FireBullets (3, 3, -1, 7, "HitPuff")
        //TNT1 A 0 ACS_Execute(278, 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		MP40 D 1 A_FireCustomMissile("RifleCaseSpawn",-5,0,8,-4)
        MP40 E 1
        TNT1 A 0 A_Refire
		Goto Ready+6
    Reload:
		MP40 A 1 A_WeaponReady
		TNT1 A 0 A_Takeinventory("Reloading",1)
		
		
		TNT1 A 0 A_JumpIfInventory("MPAmmo",32,62)

        TNT1 A 0 A_JumpIfInventory("Clip",1,3)
        Goto Ready+18
        TNT1 AAAA 0

        TNT1 A 0 A_PlaySound("Reload")
        MP4R ABCDEF 2 
        TNT1 A 0 A_FireCustomMissile("EmptyClipSpawn",-5,0,8,-4)
        TNT1 AAAAA 0
		TNT1 A 0 A_Giveinventory("MPAmmo",32)
        MP4R GGGGGGGGGFEDCBA 2
		TNT1 A 0 A_Takeinventory("Reloading",1)
		
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0
        Goto Ready+6

 	Spawn:
		MP40 I -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")
		
        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 4
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK IGFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Ready+6
    BerserkerKick:
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		KICK ABCDEFG 1
        RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
        KICK H 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK IGFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Ready+6
	
	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
		Goto Ready+6
		
	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
		Goto Ready+6
    Taunt:
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
        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 MPAmmo: Inventory
{
inventory.maxamount 32
}




ACTOR FlameCannon : Weapon
{
	Height 20
	Weapon.SelectionOrder 2800
	Weapon.AmmoUse 1
	Weapon.AmmoGive 8
	Weapon.AmmoType "Gas"
    Inventory.PickupSound "BFGREADY"
     +WEAPON.NOAUTOAIM
	Inventory.PickupMessage "You got the Mancubus Flame Cannon"
	States
	{
	Ready:
        TNT1 A 0 A_PlaySound("BFGREADY")
        TNT1 AAA 0
        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")
		FLMG A 4 A_WeaponReady
		Goto Ready+2
	Deselect:
		FLMG A 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_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_Giveinventory("FlameCannonSelected",1)
	TNT1 A 0 A_Takeinventory("HasBarrel",1)
	
		FLMG A 1 A_Raise
		wait
    Spawn:
        MANA E 1
        Loop
	Fire:
        FLMF A 2 BRIGHT A_FireCustomMissile("BigFireBallWithGravity", 0, 1, 0, 0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
        FLMF BC 2 BRIGHT
        FLMF CD 2
		FLMG AAA 2
		Goto Ready+2

        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")
		
        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 4
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK IGFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Ready+6
    BerserkerKick:
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		KICK ABCDEFG 1
        RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
        KICK H 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK IGFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Ready+6
	
	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
		Goto Ready+6
		
	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
		Goto Ready+6

    Taunt:
        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 BigFireBallWithGravity: BigFireBall
{
Damage 14
Gravity 0.2
-NOGRAVITY
Speed 30
}


ACTOR Gas : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 30
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 60
   Inventory.Icon RIF
}



ACTOR Flames
{
	Radius 6
	Height 8
	Speed 30
	Damage 1
	Projectile 
	+RANDOMIZE
	+FORCEXYBILLBOARD
    +RIPPER
    +BLOODLESSIMPACT 
	RenderStyle Add
    DamageType Flames
    Scale 2.0
	Alpha 1
	SeeSound "fatso/attack"
	DeathSound "fatso/shotx"
    Decal "BigScorch"
	States
	{
    Spawn:
        TNT1 C 6
        Goto See
	See:
        TNT1 A 0 A_Explode (15, 40)
        FRFX C 2 BRIGHT A_SpawnItem("RedFlareMedium",0,0)
        TNT1 A 0 A_Explode (15, 40)
        FRFX C 2 BRIGHT A_SpawnItem("RedFlareMedium",0,0)
        TNT1 A 0 A_Explode (15, 40)
	    EXPL AA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_Explode (15, 40)
        FRFX FGHIJKLMNOPG 2 BRIGHT A_SpawnItem("RedFlareMedium",0,0)
		Goto Death
	Death:
	    EXPL AA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
	    TNT1 A 0 A_SpawnItem("RedFlareMedium",0,0)
		Stop
	}
}






ACTOR HellishMissileLauncher : Weapon
{
	Height 20
	Weapon.SelectionOrder 2800
	Weapon.AmmoUse 1
	Weapon.AmmoGive 10
	Weapon.AmmoType "MiniHellRocketAmmo"
    Inventory.PickupSound "BFGREADY"
     +WEAPON.NOAUTOAIM
	Inventory.PickupMessage "You got the Revenant's Hellish Missile Launcher"
	States
	{
	Ready:
        TNT1 A 0 A_PlaySound("BFGREADY")
        TNT1 AAA 0
        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")
		RVCG A 4 A_WeaponReady
		Goto Ready+2
	Deselect:
		RVCG A 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_Takeinventory("BFG10kSelected",1)
	TNT1 A 0 A_Takeinventory("RailGunSelected",1)
	TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
	TNT1 A 0 A_Giveinventory("RevenantLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
	TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
	TNT1 A 0 A_Takeinventory("HasBarrel",1)
	
		RVCG A 1 A_Raise
		wait
    Spawn:
        FATB D 1
        Loop
	Fire:
        RVCF A 3 BRIGHT A_FireCustomMissile("RevenantSeeker66", random(4,-4), 1, -8, 0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		RVCG A 6
        RVCF B 3 BRIGHT A_FireCustomMissile("RevenantSeeker66", random(4,-4), 1, 8, 0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		RVCG A 6
		Goto Ready+2

    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")
		
        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 4
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK IGFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Ready+6
    BerserkerKick:
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		KICK ABCDEFG 1
        RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
        KICK H 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK IGFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Ready+6
	
	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
		Goto Ready+6
		
	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
		Goto Ready+6

    Taunt:
        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 RevenantSeeker66: RevenantSeeker
{
	Damage 12
}

ACTOR MiniHellRocketAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 50
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 100
   Inventory.Icon RIF
}