ACTOR MP40Ammo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 33
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 33
   Inventory.Icon "MP40I0"
   
}


// --------------------------------------------------------------------------
//
// MP40
//
// --------------------------------------------------------------------------
ACTOR MP40 : Weapon
{
	Weapon.AmmoUse1 0
	Weapon.AmmoGive1 20
	Weapon.AmmoType2 "MP40Ammo"
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	Weapon.AmmoType1 "Clip2"
	Obituary "%o was shot down by %k's MP40."
    AttackSound "None"
    Inventory.PickupSound "CLIPIN"
	Inventory.Pickupmessage "You got the MP40 (Slot 2)!"
    +WEAPON.NOAUTOAIM
    +WEAPON.NOALERT
	+WEAPON.NOAUTOFIRE
	+WEAPON.NO_AUTO_SWITCH
	+WEAPON.CHEATNOTWEAPON
	Weapon.SelectionOrder 5500
    Scale 1.0
	States
	{
	
	Steady:
	TNT1 A 1
	Goto Ready
	
	NoAmmo:
		MP40 A 1
		TNT1 A 0 A_PlaySound("DRYFIRE")
		Goto StandBy
	
	Ready:
        TNT1 A 1
        TNT1 A 0 A_PlaySound("CLIPIN")
        MP4S AB 1
        TNT1 AAAAAAAA 0
	StandBy:	
        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")
		TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		MP40 A 1 A_WeaponReady
		Goto StandBy
		
	Ready2:
        TNT1 A 0 A_JumpIfInventory("MP40Ammo",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")
		TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		MP41 A 1 A_WeaponReady
		Loop

	Deselect:
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1) 
        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_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_Raise
		Wait
		
    Fire:
	    TNT1 A 0
	    TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_JumpIfInventory("MP40Ammo",1,2)
        Goto Reload
        TNT1 AAAA 0
        TNT1 A 0 A_PlaySound("MP40")
		TNT1 A 0 A_Takeinventory("MP40Ammo",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 (4, 3, -1, 12, "HitPuff")
		TNT1 A 0 A_SetPitch(-1.2 + pitch)
        //TNT1 A 0 ACS_Execute(278, 0, 0, 0, 0)
		MP40 D 1 A_FireCustomMissile("RifleCaseSpawn",-5,0,8,-4)
		TNT1 A 0 A_SetPitch(+0.5 + pitch)
        MP40 E 1
		TNT1 A 0 A_SetPitch(+0.5 + pitch)
        TNT1 A 0 A_Refire
		Goto Ready+6
		
	Fire2:
        TNT1 A 0 A_JumpIfInventory("MP40Ammo",1,2)
        Goto Reload
        TNT1 AAAA 0
        TNT1 A 0 A_PlaySound("MP40")
		TNT1 A 0 A_Takeinventory("MP40Ammo",1)
        TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0)
		MP41 F 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_FireBullets (1.5, 1.5, -1, 12, "HitPuff")
		MP41 C 1 A_SetPitch(-1.2 + pitch)
        //TNT1 A 0 ACS_Execute(278, 0, 0, 0, 0)
		MP41 G 1 A_FireCustomMissile("RifleCaseSpawn",-5,0,8,-4)
		TNT1 A 0 A_SetPitch(+0.5 + pitch)
        MP41 H 1
		TNT1 A 0 A_SetPitch(+0.5 + pitch)
        TNT1 A 0 A_Refire
		Goto Ready2
		
	AltFire:
        TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,8)
		TNT1 A 0 A_Giveinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.3)
		TNT1 A 0 A_Giveinventory("ADSmode",1)
        MP4D CB 1
        Goto Ready2
        TNT1 AAAAAA 0
        MP4D AB 1
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
        Goto Ready+6
		
		
	Reload:
		MP40 A 1 A_WeaponReady
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_JumpIfInventory("MP40Ammo",33,64)
        TNT1 A 0 A_JumpIfInventory("Clip2",1,3)
        Goto NoAmmo
        TNT1 AAA 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_PlaySound("Reload")
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0
		
		MP4R ABCDEF 1 
		TNT1 A 0 A_JumpIfInventory("HasUnloaded", 1, 2)
		TNT1 A 0 A_FireCustomMissile("EmptyClipSpawn",-5,0,8,-4)
        MP4R GGGGGGGGGGGGGGGFEDDDCCBA 1
		TNT1 A 0 A_Takeinventory("Reloading",1)
		
		TNT1 A 0 A_Takeinventory("HasUnloaded",1)
		TNT1 A 0 A_JumpIfInventory("MP40Ammo",1,"InsertBullets2")//30+1 effect
		
	InsertBullets:
		TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("MP40Ammo",32,15)
		TNT1 A 0 A_JumpIfInventory("Clip2",1,3)
		Goto Ready+6
        TNT1 AAAAAA 0
		TNT1 A 0 A_Giveinventory("MP40Ammo",1)
		TNT1 A 0 A_Takeinventory("Clip2",1)
		Goto InsertBullets
		
		TNT1 AAAAAAAAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
        Goto Ready+6
		TNT1 AAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
        Goto Ready+6
		
	InsertBullets2:
		TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("MP40Ammo",33,15)
		TNT1 A 0 A_JumpIfInventory("Clip2",1,3)
		Goto Ready+6
        TNT1 AAAAAA 0
		TNT1 A 0 A_Giveinventory("MP40Ammo",1)
		TNT1 A 0 A_Takeinventory("Clip2",1)
		Goto InsertBullets2
		
		TNT1 AAAAAAAAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
        Goto Ready+6
		TNT1 AAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
        Goto Ready+6	
		
		
		
		
		
		
		
		
	Unload:
		MP40 A 1 A_WeaponReady
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Unloading",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_JumpIfInventory("MP40Ammo",1,3)
        Goto NoAmmo
        TNT1 AAA 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_PlaySound("Reload")
		MP4R ABCDEEFFFGGGG 1
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
		TNT1 A 0 A_Takeinventory("Unloading",1)
		
	RemoveBullets:
		TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("MP40Ammo",1,3)
		Goto FinishUnload
        TNT1 AAAAAA 0
		TNT1 A 0 A_Takeinventory("MP40Ammo",1)
		//TNT1 A 0 A_Takeinventory("DoubleMP40Ammo",1)
		TNT1 A 0 A_Giveinventory("Clip2",1)
		Goto RemoveBullets
	
	FInishUnload:
		MP4U ABC 2
		TNT1 A 0 A_PlaySound("DryFire")
		TNT1 A 0 A_GiveInventory("HasUnloaded", 1)
		TNT1 A 0 A_Takeinventory("Unloading",1)
		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")
		NULL A 0 A_JumpIf (pitch > 32, "LowKickChecker1")
		Goto InitializeNormalKick
		
		LowKickChecker1:
		TNT1 A 1
	    NULL A 0 A_JumpIf (pitch > 90, "InitializeNormalKick")
		RIFF A 0 A_FireCustomMissile("KickAttackDetectDowned", 0, 0, 0, 0)
		
		InitializeNOrmalKick:
        TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		MPKI BCD 1
		RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
        MPKI H 5
		KICK A 0 A_Takeinventory("Kicking",1)
		MPKI I 1
		MPKI GFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+6
    BerserkerKick:
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		MPKI BCD 1
        RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
        MPKI H 5
		KICK A 0 A_Takeinventory("Kicking",1)
		MPKI I 1
		MPKI GFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		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
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		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
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+6
	
	Taunt:
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Taunting",1)
		TNT1 A 0 A_JumpIfInventory("RealismMode", 1, "CheckGrab")
        TNT1 A 10
		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
        TNT1 A 10
		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
		
	CheckGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfTargetInLOS("CheckDistanceGrab")
		Goto Ready+6
	CheckDistanceGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfCloser(100, "Grab")
		Goto Ready+6
	CheckIfCanGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfInTargetInventory("CanGrab", 1, "Grab")
		Goto Ready+6	
	Grab:
	    PKUP ABC 2
		TNT1 A 0 A_CustomMissile("PickupProjectile")
		PKUP DEF 2
		Goto Ready
		
	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 Ready	
	NoGrenade:
		TNT1 A 0
		TNT1 A 0 A_Print("No Grenades Left.")
		Goto REady+6	
	}
}
