// --------------------------------------------------------------------------
//
// Fucile Kar98.Non ho voglia di scrivere in inglese.
// Chiunque guardi questo file,sappi che è un testa di cazzo! :D
// --------------------------------------------------------------------------

ACTOR KARABINE98 : Weapon Replaces PlasmaRifle
{
	Game Doom
	SpawnID 27
	Weapon.SelectionOrder 1300
	Weapon.AmmoUse1 0
	Weapon.AmmoUse2 0
	Weapon.AmmoGive1 10
	Weapon.AmmoGive2 0
	Weapon.AmmoType1 "MauserClip"
	Weapon.AmmoType2 "karabineAmmo"
	Inventory.PickupMessage "Rifle Kar98K"
	Weapon.BobRangeX 0.75
	Weapon.BobRangeY 0.5
	Weapon.BobSpeed 1.5
	Weapon.BobStyle "InverseAlpha" //Denis Belmondo's Bobstyle
        Inventory.PickupSound "mp40_take"//WUT?
	Obituary "$OB_MPSHOTGUN"
        AttackSound "None"
	+WEAPON.NO_AUTO_SWITCH
        +WEAPON.NOALERT
        +WEAPON.NOAUTOAIM
	+WEAPON.NOAUTOFIRE
Inventory.Icon "KARBACK"
	States
	{

Steady:

TNT1 A 1
Goto Ready


Ready:


        KAR9 AB 1 A_PlaySound("WEAPONCHANGE")
        TNT1 A 0 A_ZoomFactor(1.0)
        TNT1 AAAA 0 A_JumpIfInventory("GoFatality", 1, "Steady")
        TNT1 A 0 
        KARG A 1 A_JumpIfInventory("GoFatality", 1, "Steady")
        TNT1 AAAAAAAAAAAAAAA 0
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("BWgrenade",1,"LaunchGrenade")
	TNT1 A 0 A_JumpIfInventory("Meleeattack",1,"KnifeAttack")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
	TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
	TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
	KARG A 1 A_WeaponReady
	Goto Ready+14

		
Ready2:


        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("BWgrenade",1,"LaunchGrenade")
	TNT1 A 0 A_JumpIfInventory("Meleeattack",1,"KnifeAttack")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
	TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
	TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
	KAR8 A 8 A_WeaponReady
	
	Loop
		
Deselect:

TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_Takeinventory("ADSmode",1)
TNT1 A 0 A_Takeinventory("Meleeattack",1)
TNT1 A 0 A_Takeinventory("BWgrenade",1)
TNT1 A 0 A_Takeinventory("Reloading",1)
        TNT1 A 0 A_ZoomFactor(1.0)
        KAR9 BA 1
	TNT1 A 0 A_Lower
        Wait
	
Select:


	TNT1 A 0 A_Takeinventory("FistsSelected",1)
	//TNT1 A 0 A_Takeinventory("SawSelected",1)
	TNT1 A 0 A_Giveinventory("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_Takeinventory("FlameCannonSelected",1)
	TNT1 A 0 A_Takeinventory("HasBarrel",1)
	TNT1 A 0 A_Raise
	Wait


Fire:

        TNT1 A 0 A_Takeinventory("Reloading",1)
	TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_JumpIfInventory("karabineAmmo",1,1)
        Goto Reload
        TNT1 AAAA 0
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("weapons/kar98", 1)
        TNT1 A 0
	TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
	TNT1 AAAAA 0 A_FireCustomMissile("Tracer", random(-5,5), 0, -1, random(-5,5))
	TNT1 A 0 A_Takeinventory("karabineAmmo",1)
        KARF AB 1 BRIGHT
	KARG A 0 A_FireBullets (0, 0, 0, 40, "RiflePuff")
            TNT1 A 0 A_SetPitch(pitch - 1.0)
                TNT1 A 0 A_Jump(90,2)
		TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
	KARG AA 1
        TNT1 A 0 A_GiveInventory ("Pumping", 1)
        TNT1 A 0 A_PlaySound("QUAKER", 3)
        KAPU ABBBBB 1
        TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,-9)
        KAPU B 1
        KAPU CCCC 1
        KAPU CCCBBBBBBA 1 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_SetPitch(pitch + 1.0)
        KARG A 0 A_Refire
	Goto Ready+6
		
Fire2:

        TNT1 A 0 A_Takeinventory("Reloading",1)
        TNT1 A 0 A_JumpIfInventory("karabineAmmo",1,1)
        Goto Reload
        TNT1 AAAA 0
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("weapons/kar98", 1)
        TNT1 A 0
	TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
	TNT1 A 0 A_FireBullets (0, 0, 0, 40, "RiflePuff")
TNT1 A 0 A_SetPitch(pitch - 1.0)
                TNT1 A 0 A_Jump(90,2)
		TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
	TNT1 AAAAA 0 A_FireCustomMissile("Tracer", random(-5,5), 0, -1, random(-5,5))
	TNT1 A 0 ACS_Execute(281, 0, 0, 0, 0)
	TNT1 A 0 A_Takeinventory("karabineAmmo",1)
        KAR8 F 2 BRIGHT
	KAR8 CD 2
        TNT1 A 0 A_ZoomFactor(1.0)
        KAZO AB 2	
        TNT1 A 0 A_GiveInventory ("Pumping", 1)
        TNT1 A 0 A_PlaySound("QUAKER", 3)
        KAPU ABBBBB 1
        TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,-9)
        KAPU B 1
        KAPU CCCC 1
        KAPU CCCBBBBBBA 1 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_ZoomFactor(1.8)
TNT1 A 0 A_SetPitch(pitch + 1.0)
        KAZO BA 2	
        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(1.8)
TNT1 A 0 A_Giveinventory("ADSmode",1)
 KAZO BA 2
Goto Ready2

TNT1 AAAAAA 0
 KAZO AB 2
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("ADSmode",1)
 Goto Ready+12
	
	Spawn:
		KARP 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)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+5
    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)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+5
	
	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+5
		
	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+5
    Taunt:
	    TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
        TNT1 A 5
		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 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+5
	Salute:
	    TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
	    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+5


 Reload:
KARG 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("karabineAmmo",5,"InsertBullets")

TNT1 A 0 A_JumpIfInventory("MauserClip",1,3)
Goto NoAmmo
                       TNT1 A 0 A_Jump(90,2)
		TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)

TNT1 AAA 0
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_GiveInventory ("Pumping", 1)
TNT1 A 0 A_Takeinventory("Reloading",1)
TNT1 A 0 A_PlaySound("VINDABAI_2", 3)
KAPU ABBBBB 1
KAPU B 1
KAPU CCCC 1
KPDD BBBCCCAAAA 1 A_JumpIfInventory("Kicking",1,"DoKick")
KPDD DD 2
KARR BBCCDDE 2
TNT1 A 0 A_PlaySound("CAILMUNITION", 3)
KARR F 2
KARR G 2
KARR HILM 3 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_PlaySound("VINDABAI_2", 3)
KARR NOP 4 A_JumpIfInventory("Kicking",1,"DoKick")
		
InsertBullets:
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("karabineAmmo",5,"ORCODIO")
TNT1 A 0 A_JumpIfInventory("MauserClip",1,3)
Goto Ready+5

TNT1 AAAAAA 0
TNT1 A 0 A_Giveinventory("karabineAmmo",1)
TNT1 A 0 A_Takeinventory("MauserClip",1)
Goto InsertBullets
		
TNT1 AAAAAAAAAA 0
TNT1 A 0 A_Takeinventory("Reloading",1)
Goto Ready+5

///DIO CANE,DIO PLUTONE.

ORCODIO:

		karG A 1 A_WeaponReady
		Goto Ready+5


NoAmmo:
KARG A 1
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("ADSmode",1)
Goto Ready+5


LaunchGrenade:	
		TNT1 A 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
                TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_TakeInventory("LaunchGrenade", 1)
		TNT1 A 0 A_JumpIfInventory("GrenadeAmmo", 1, 1)
		Goto NoGrenade
                NGRA ABCD 2
                TNT1 A 0 A_playSound("Pick/granate")
                 NGRA DD 2
          TNT1 A 0 A_Jump(90,2)
	TNT1 A 0 A_PlaySound("*grenadecall", CHAN_VOICE)
                NGRA DEFG 2
		TNT1 A 0 A_PLaySound ("Launch/granate")
		TNT1 A 0 A_FireCustomMissile("HandGrenade2", random(-3,3), 1, 0, 0, 0, 0)
		GRWF STUVW 2 
		TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1)
		TNT1 A 1 
		TNT1 A 0 A_TakeInventory("LaunchGrenade", 1)
                TNT1 A 0 A_Takeinventory("BWgrenade",1)
		Goto Ready
	
	NoGrenade:
		TNT1 A 0
		TNT1 A 0 A_Print("No Grenades Left!")
TNT1 A 0 A_Takeinventory("BWgrenade",1)
		Goto REady+6



KnifeAttack:
                TNT1 A 0 A_ZoomFactor(1.0)
             TNT1 A 0 A_Jump(90,2)
		TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
		KNIF ABCDE 1
        KNIF F 1 A_PlaySound("weapons/wknife")
		KNIF F 0 A_Custompunch(16,0,1,"KnifePuff")
                KNIF GHI 1 
TNT1 A 0 A_Takeinventory("Meleeattack",1)
		GOTO READY+6




	}
}

ACTOR karabineAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 5
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 5
}