
// --------------------------------------------------------------------------
//
// Rocket launcher
//
// --------------------------------------------------------------------------

ACTOR Rocket_Launcher : RocketLauncher Replaces RocketLauncher
{
	Game Doom
	SpawnID 29
	Speed 20
	Damage 20
	Weapon.SelectionOrder 2500
	Weapon.AmmoUse1 0
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	Weapon.AmmoGive1 6
	Weapon.AmmoType1 "RocketAmmo"
	Weapon.AmmoType2 "RocketRounds"
    Inventory.PickupSound "ROCKPKUP"
    +WEAPON.NOAUTOAIM
	Inventory.PickupMessage "$GOTLAUNCHER"
	States
	{
	Ready:
        TNT1 A 0 A_PlaySound("RLANDRAW")
        MISS ABCD 1
        TNT1 AAAAA 0
        TNT1 A 0 A_JumpIfInventory("RocketRounds",1,2)
        Goto Reload
        TNT1 AAAA 0
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"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")
		MISG A 1 A_WeaponReady
        Goto Ready+7
	Deselect:
        MISS DCBA 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_Giveinventory("RocketLauncherSelected",1)
	TNT1 A 0 A_Giveinventory("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_Takeinventory("FlameCannonSelected",1)
	TNT1 A 0 A_Takeinventory("HasBarrel",1)
	
		MISG A 0 A_Raise
		Wait
	Fire:
        TNT1 A 0 A_JumpIfInventory("RocketRounds",1,2)
        Goto Reload
        TNT1 AAAA 0

		TNT1 A 0 A_FireCustomMissile("RedFlareSpawn",-5,0,0,0)
        TNT1 A 0 A_PlaySound ("DSRFIRE")
		MISF A 1 BRIGHT A_FireCustomMissile("Rocket", 0, 1, 0, -5)
		TNT1 A 0 A_Takeinventory("RocketRounds",1)
        //TNT1 A 0 ACS_Execute(374, 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
		MISF BCD 1 BRIGHT
        MISF E 1
        MISG BCDEF 2 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
        MISG A 2
        TNT1 A 0 A_Refire
        Goto Ready+7


    Reload:
		MISG A 1 A_WeaponReady
		TNT1 A 0 A_Takeinventory("Reloading",1)
        TNT1 A 0 A_JumpIfInventory("RocketRounds",6,55)
        TNT1 A 0 A_JumpIfInventory("RocketAmmo",1,3)
        Goto Ready+18
        TNT1 AAAA 0
        TNT1 A 0 A_PlaySound("Reload")
        MISR ABCDE 2 
        TNT1 A 0 A_FireCustomMissile("RocketCaseSpawn",-30,0,-4,-4)
        MISR EFGHIJKLMN 2 
        TNT1 AAAAA 0
        MISR OPQ 2
        MISG DEF 2
		
		TNT1 AAAAAA 0
		TNT1 A 0 A_JumpIfInventory("RocketRounds",6,15)
		TNT1 A 0 A_JumpIfInventory("RocketAmmo",1,3)
		Goto Ready+6
        TNT1 AAAAAA 0
		TNT1 A 0 A_Giveinventory("RocketRounds",1)
		TNT1 A 0 A_Takeinventory("RocketAmmo",1)
		Goto Reload+40
		
		TNT1 AAAAAAAAAA 0
		
        MISG A 1 A_Refire
        Goto Ready+7


	Spawn:
		LAUN 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")
		
        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+7
		
	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+7
		
    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 RocketRounds: Inventory
//{
//inventory.maxamount 6
//}

ACTOR RocketRounds : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 6
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 6
   Inventory.Icon RIF
}