//// --------------------------------------------------------------------------
//
// STG44
//
// --------------------------------------------------------------------------

ACTOR STG44 : Weapon Replaces SuperShotgun
{
	Weapon.AmmoUse1 0
	Weapon.AmmoGive1 16
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	Weapon.AmmoType1 "KARClip"
	Weapon.AmmoType2 "AKAmmo"
	Obituary "%o was shot down by %k's STG44."
	Weapon.BobRangeX 0.75
	Weapon.BobRangeY 0.5
	Weapon.BobSpeed 1.5
	Weapon.BobStyle "InverseAlpha" //Denis Belmondo's Bobstyle
    AttackSound "None"
    Inventory.PickupSound "mp40_take"
	Inventory.Pickupmessage "You got the Stg44"
	+WEAPON.WIMPY_WEAPON
    +WEAPON.NOAUTOAIM
    +WEAPON.NOALERT
    +WEAPON.NOAUTOFIRE
Inventory.Icon "STGBACK"
	States
	{
	Steady:
	TNT1 A 1
	Goto Ready
	
	Ready:
        STG4 AB 1 A_JumpIfInventory("GoFatality", 1, "Steady")
        AKFG A 0 A_PlaySound("WEAPONCHANGE")
        AKFG A 0
        AKFG A 0
        AKFG A 0

        AKFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        AKFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
	AKFG A  0 A_JumpIfInventory("Salute1", 1, "Salute")
	AKFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
	TNT1 A 0 A_JumpIfInventory("BWgrenade",1,"LaunchGrenade")
	TNT1 A 0 A_JumpIfInventory("Meleeattack",1,"KnifeAttack")
        AKFG A 0 A_JumpIfInventory("Reloading",1,"Reload")
	AKFG A 4 A_WeaponReady
		
		
		Goto Ready+6
    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")
		AK2G A 2 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)
                STG4 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_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 A_JumpIfInventory("AKAmmo",1,1)
        Goto Reload
        TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("STGG44")
		AKFF A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		AKFF B 1 BRIGHT A_FireBullets (1, 1, 1, 30, "HitPuff")
                     TNT1 A 0 A_SetPitch(pitch - 0.5)
                     TNT1 A 0 A_Jump(140,2)
		TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("AKAmmo",1)
		AKFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,8,-9)
        AKFG A 1
     TNT1 A 0 A_SetPitch(pitch + 0.5)
		AKFG A 1 A_Refire
		AKFG A 7 A_WeaponReady(1)
		Goto Ready+6

      Fire2:
        TNT1 A 0 A_JumpIfInventory("AKAmmo",1,1)
        Goto Reload
        TNT1 A 0 A_PlaySound("STGG44")
		AK2G A 0 A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,5)
		AK2F A 1 BRIGHT A_FireBullets (0.1, 0.1, -1, 30, "HitPuff")
     TNT1 A 0 A_SetPitch(pitch - 0.5)
                    TNT1 A 0 A_Jump(140,2)
		TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		TNT1 A 0 A_Takeinventory("AKAmmo",1)
		AK2F B 1 A_WeaponReady(1)
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",-2,0,8,0)
        AK2F C 1 A_WeaponReady(1)
        AK2F CB 0
		AK2G A 1
     TNT1 A 0 A_SetPitch(pitch + 0.5)
		TNT1 A 0 A_Refire
		AK2G A 10 A_WeaponReady(1)
        AK2G A 0
		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_Giveinventory("GoSpecial",1)
	TNT1 A 0 A_ZoomFactor(2.3)
	TNT1 A 0 A_Giveinventory("ADSmode",1)
        AK2G A 2
        Goto Ready2
        TNT1 AAAAAA 0
        AK2G A 2
	TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
	TNT1 A 0 A_Takeinventory("ADSmode",1)
        Goto Ready+6

	NoAmmo:
	AKFG A 1 A_PlaySound("weapons/empty")
	TNT1 A 0 A_Takeinventory("Zoomed",1)
    TNT1 A 0 A_ZoomFactor(1.0)
	TNT1 A 0 A_Takeinventory("ADSmode",1)
	Goto Ready+12
	
       Reload:

TNT1 A 0 A_JumpIfInventory("AKAmmo",1,"Reload2")

	AKFG A 4 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("AKAmmo",30,"InsertBullets")
        TNT1 A 0 A_JumpIfInventory("KARClip",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("mp441")
        SIFR ABCDEF 2  A_JumpIfInventory("Kicking",1,"DoKick")
        SIFR F 1 A_FireCustomMissile("MP44EmptyClip",-5,0,8,-4)
        SIFR GGGGG 2  A_JumpIfInventory("Kicking",1,"DoKick")
        SIFR FEDCB 1 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 a 0 a_playsound("mp442")
        SIFR BAAA 3 A_JumpIfInventory("Kicking",1,"DoKick")
         TNT1 A 0 A_PlayWeaponSound("STEND1")
      sif2 AA 1
      sif2 BBB 2
      sif2 CCC 1
      SIFR a 3
		
		InsertBullets:
		TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("AKAmmo",30,"ORCODIO")
		TNT1 A 0 A_JumpIfInventory("KARClip",1,3)
		Goto Ready+6
        TNT1 AAAAAA 0
		TNT1 A 0 A_Giveinventory("AKAmmo",1)
		TNT1 A 0 A_Takeinventory("KARClip",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)


       Reload2:


	AKFG A 4 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("AKAmmo",30,"InsertBullets")
        TNT1 A 0 A_JumpIfInventory("KARClip",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("mp441")
        SIFR ABCDEF 2  A_JumpIfInventory("Kicking",1,"DoKick")
        SIFR F 1 A_FireCustomMissile("MP44EmptyClip",-5,0,8,-4)
        SIFR GGGGG 2  A_JumpIfInventory("Kicking",1,"DoKick")
        SIFR FEDCB 1 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 a 0 a_playsound("mp442")
        SIFR BAAA 3 A_JumpIfInventory("Kicking",1,"DoKick")
		
		InsertBullets:
		TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("AKAmmo",30,"ORCODIO")
		TNT1 A 0 A_JumpIfInventory("KARClip",1,3)
		Goto Ready+6
        TNT1 AAAAAA 0
		TNT1 A 0 A_Giveinventory("AKAmmo",1)
		TNT1 A 0 A_Takeinventory("KARClip",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





 	Spawn:
		STGI A -1
		Stop

ORCODIO:

		AKFG A 4 A_WeaponReady
		Goto Ready+13

 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
    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 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
		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 5
		FUCK A 2
		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 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+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 AKAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 30
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 30
}