
ACTOR LUGER : Weapon 
{
	Weapon.AmmoUse1 0
	Weapon.AmmoGive1 14
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	Weapon.AmmoType1 "WolfClip"
	Weapon.AmmoType2 "LUGERAmmoAlt"
	Weapon.BobRangeX 0.75
	Weapon.BobRangeY 0.5
	Weapon.BobSpeed 1.5
	Weapon.BobStyle "InverseAlpha" //Denis Belmondo's Bobstyle
	Obituary "%o was shot down by %k's Luger."
    AttackSound "None"
    Inventory.PickupSound "mp40_take"
	Inventory.Pickupmessage "Luger"
	+WEAPON.WIMPY_WEAPON
    +WEAPON.NOAUTOFIRE
    +WEAPON.NOAUTOAIM
	+WEAPON.NO_AUTO_SWITCH
    +WEAPON.NOALERT
Inventory.Icon "LUGBACK"
    Scale 0.9
	States
	{
	PickUp:
	TNT1 A 0
	TNT1 A 0 A_Playsound("mp40_take")
	TNT1 A 0
	Stop
	
	Ready:
        LUGS AB 1
        TNT1 A 0 A_PlaySound("WEAPONCHANGE")
      LUGG A 0 A_ZoomFactor(1.0)
        LUGG A 0
        LUGG A 0 
        LUGG A 0
        LUGG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        LUGG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		LUGG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
TNT1 A 0 A_JumpIfInventory("BWgrenade",1,"LaunchGrenade")
	TNT1 A 0 A_JumpIfInventory("Meleeattack",1,"KnifeAttack")
		LUGG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        LUGG A 0 A_JumpIfInventory("Reloading",1,"Reload")
		LUGG A 1 A_WeaponReady
		Goto Ready+6
	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)
 LGSS BA 1
		TNT1 A 0 A_Lower
		Wait
 
	Ready2:

        TNT1 A 0 //A_JumpIfInventory("LUGERAmmoAlt",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("BWgrenade",1,"LaunchGrenade")
	TNT1 A 0 A_JumpIfInventory("Meleeattack",1,"KnifeAttack")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		LUG1 a 1 A_WeaponReady
         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_Takeinventory("FlameCannonSelected",1)
	TNT1 A 0 A_Takeinventory("HasBarrel",1)
	
		TNT1 A 0 A_Raise
		Wait
    Fire:

        TNT1 A 0
	TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_JumpIfInventory("LUGERAmmoAlt",1,2)
        Goto Reload
        TNT1 AAAA 0 A_GUNFLASH
        TNT1 A 0 A_PlaySound("weapons/luger")
        TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
	LUGG A 1 BRIGHT A_FireBullets (2, 2, -1, 10, "HitPuff")
        LUGG B 1 BRIGHT A_AlertMonsters
	TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
        RIFF A 0 A_FireCustomMissile("Tracer", random(-2,2), 0, -1, 0)
	TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
	TNT1 A 0 A_Takeinventory("LUGERAmmoAlt",1)
        LUGG C 1
	TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,-9)
        LUGG A  2
	Goto Ready+6

    Fire2:

        TNT1 A 0
        TNT1 A 0 A_JumpIfInventory("LUGERAmmoAlt",1,2)
        Goto Reload
        TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
        TNT1 A 0 A_PlaySound("weapons/luger")
	LUG1 f 1 BRIGHT A_FireBullets (2, 2, -1, 10, "HitPuff")
        LUG1 b 1 BRIGHT A_AlertMonsters
	TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
        RIFF A 0 A_FireCustomMissile("Tracer", random(-2,2), 0, -1, 0)
	TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
	TNT1 A 0 A_Takeinventory("LUGERAmmoAlt",1)
        LUG1 C 1
	TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,-9)
      LUG1 A  2
	Goto Ready2
		
	NoAmmo:
	LUGG A 1
	Goto Ready+10
	

	AltFire:
        TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,8)
		TNT1 A 0 A_Giveinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.7)
		TNT1 A 0 A_Giveinventory("ADSmode",1)
	LUG1 a 1 
        Goto Ready2
        TNT1 AAAAAA 0
        LUGG 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+6
                RIFL A -1
		Stop
Reload:
       TNT1 A 0 A_JumpIfInventory("LUGERAmmoAlt",1,"Reload2")
	    LUGG A 1 A_WeaponReady
	    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("LUGERAmmoAlt",8,"InsertBullets")
        TNT1 A 0 A_JumpIfInventory("WolfClip",1,3)
        Goto NoAmmo
        TNT1 AAA 0
	    TNT1 A 0 A_TakeInventory("Zoomed",1)
		TNT1 A 0 A_Takeinventory("Reloading",1)
        TNT1 A 0 A_ZoomFactor(1.0)
	    TNT1 A 0 A_TakeInventory("ADSmode",1)
        TNT1 a 0 a_playsound("Lug1")
        LUGR ABC 2
        TNT1 A 0 
        TNT1 AAAAA 0
        LUGR CCC 2
        TNT1 a 0 a_playsound("LUG2")
        LUGR CBA 2
	    TNT1 A 0 A_TakeInventory("Reloading", 1)
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0
    LUGR DE 2
 TNT1 A 0 A_PlayWeaponSound("Close/Reload/Luger")
    LUGR FFGG 2
    LUGR GGG 2
    LUGR GGFFHH 2

InsertBullets:
		TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("LUGERAmmoAlt",8,"ORCODIO")
		TNT1 A 0 A_JumpIfInventory("WolfClip",1,3)
		Goto Ready+6
        TNT1 AAAAAA 0
	        TNT1 A 0 A_Giveinventory("LUGERAmmoAlt",1)
		TNT1 A 0 A_Takeinventory("WolfClip",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


	Flash:
		LUGF A 1 BRIGHT A_Light2
		TNT1 A 1
		TNT1 A 2 A_Light1
		Goto LightDone






Reload:
       TNT1 A 0 A_JumpIfInventory("LUGERAmmoAlt",1,"Reload2")
	    LUGG A 1 A_WeaponReady
	    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("LUGERAmmoAlt",8,"InsertBullets")
        TNT1 A 0 A_JumpIfInventory("WolfClip",1,3)
        Goto NoAmmo
        TNT1 AAA 0
	    TNT1 A 0 A_TakeInventory("Zoomed",1)
		TNT1 A 0 A_Takeinventory("Reloading",1)
        TNT1 A 0 A_ZoomFactor(1.0)
	    TNT1 A 0 A_TakeInventory("ADSmode",1)
        TNT1 a 0 a_playsound("Lug1")
        LUGR ABC 4
        TNT1 A 0 
        TNT1 AAAAA 0
        LUGR CCC 4
        TNT1 a 0 a_playsound("LUG2")
        LUGR CBA 4
	    TNT1 A 0 A_TakeInventory("Reloading", 1)
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0
    LUGR DE 4
 TNT1 A 0 A_PlayWeaponSound("Close/Reload/Luger")
   LUGR FFGG 1
    LUGR GGG 1
    LUGR GGFFHH 1

InsertBullets:
		TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("LUGERAmmoAlt",8,"ORCODIO")
		TNT1 A 0 A_JumpIfInventory("WolfClip",1,3)
		Goto Ready+6
        TNT1 AAAAAA 0
	        TNT1 A 0 A_Giveinventory("LUGERAmmoAlt",1)
		TNT1 A 0 A_Takeinventory("WolfClip",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




Reload2:
	    LUGG A 1 A_WeaponReady
	    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("LUGERAmmoAlt",8,"InsertBullets")
        TNT1 A 0 A_JumpIfInventory("WolfClip",1,3)
        Goto NoAmmo
        TNT1 AAA 0
	    TNT1 A 0 A_TakeInventory("Zoomed",1)
		TNT1 A 0 A_Takeinventory("Reloading",1)
        TNT1 A 0 A_ZoomFactor(1.0)
	    TNT1 A 0 A_TakeInventory("ADSmode",1)
        TNT1 a 0 a_playsound("Lug1")
        LUGR ABC 4
        TNT1 A 0 
        TNT1 AAAAA 0
        LUGR CCC 4
        TNT1 a 0 a_playsound("LUG2")
        LUGR CBA 4
	    TNT1 A 0 A_TakeInventory("Reloading", 1)
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0

InsertBullets:
		TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("LUGERAmmoAlt",8,"ORCODIO")
		TNT1 A 0 A_JumpIfInventory("WolfClip",1,3)
		Goto Ready+6
        TNT1 AAAAAA 0
	        TNT1 A 0 A_Giveinventory("LUGERAmmoAlt",1)
		TNT1 A 0 A_Takeinventory("WolfClip",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





ORCODIO:
		LUGG A 1 A_WeaponReady
		Goto Ready+6


    Spawn:
		DMST A -1
		LOOP
        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

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_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_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 LUGERAmmoAlt : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 8
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 8
}