ACTOR Flamethrower_BW : Weapon Replaces BFG9000
{
	Inventory.PickupSound "mp40_take"
  Inventory.PickupMessage "You got the FlameThrower"
  Obituary "%o was BBQed by %k' FlameThrower."
  Weapon.AmmoType1 "GAS"
  Weapon.AmmoGive 100
  Weapon.AmmoUse 2
  Weapon.bobstyle inverse
	Weapon.BobRangeX 0.75
	Weapon.BobRangeY 0.5
	Weapon.BobSpeed 1.5
	Weapon.BobStyle "InverseAlpha" //Denis Belmondo's Bobstyle
  +WEAPON.EXPLOSIVE
Inventory.Icon "FLATBACK"
  States
  {
Steady:
TNT1 A 1
Goto Ready
  
  Spawn:
    AGAS B -1
    Loop
			
	Ready:
IFLS AB 1 A_PlaySound("WEAPONCHANGE")
		FLMG A 1 A_WeaponReady
		TNT1 AAA 0
		TNT1 A 0 A_JumpIfInventory("Gas",1,1)
		TNT1 B 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 B 0 A_JumpIfInventory("Taunting",1,"Taunt")
	TNT1 A 0 A_JumpIfInventory("BWgrenade",1,"LaunchGrenade")
	TNT1 A 0 A_JumpIfInventory("Meleeattack",1,"KnifeAttack")
		TNT1 B 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 B 0 A_JumpIfInventory("Salute2", 1, "Salute")
		GOTO READY+2
  Deselect:
   FLMG A 1 A_Lower
    Loop
  Select:
TNT1 A 0 A_Raise
    Loop
  Fire:
   FLMG A 0 bright 
   FLMF A 1 bright A_FireCustomMissile("FTFire_2",1, 1, 1)
   FLMF B 1 bright A_FireCustomMissile("FTFire_2",1, 1, 1)
   FLMF A 1 bright A_FireCustomMissile("FTFire_2",1, 1, 1)
   FLMG A 2 bright A_ReFire
    Goto Ready+2
		
    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
	
	    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
		//TNT1 A 0 A_Custompunch(4,0,1,"KickPuff")
		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 A_JumpIfInventory("GoFatality", 1, "Steady")
		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
		
	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
    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
		
		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


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

	}
}

ACTOR GAS : Ammo Replaces Cell
{
	Inventory.PickupSound "pickups/ammo"
	Inventory.PickupMessage ""
	Inventory.Amount 40
	Inventory.MaxAmount 1000
	Ammo.BackpackAmount 40
	Ammo.BackpackMaxAmount 1000
	Mass 10000
        Inventory.Icon "agasA0"
	States
	{
	Spawn:
		AGAS A -1
		Loop
		
		
  }
}

Actor FTFire_2
{
  Radius 12
  Height 4
  Speed 16
  Damage 1
  Projectile
  RenderStyle Add
  DamageType Fire
  Alpha 0.67
  Scale 0.67
  SeeSound "Flamethrower/Fire"
  DeathSound "Flamethrower/Hit"
  States
  {
  Spawn:
    TNT1 A 2
    FRFX ABCD 2 bright A_Explode(5, 8, 0)
    TNT1 A 0 A_LowGravity
    FRFX EFG 2 bright A_Explode(5, 16, 0)
    FRFX HIJ 2 bright A_Explode(5, 32, 0)
    FRFX KLM 2 bright A_Explode(5, 64, 0)
    FRFX NO 2 bright
    Stop
  Death:
    FRFX HIJ 2 bright A_Explode(5, 32, 0)
    FRFX KLM 2 bright A_Explode(5, 64, 0)
    FRFX NO 2 bright
    TNT1 A 0 A_CustomMissile("PlasmaSmoke", 0, 0, 0, 4)
    Stop
  }
}


