ACTOR DrunkMissiles : Weapon
  {
	Weapon.SlotNumber 4
	Weapon.SelectionOrder 900
	Inventory.PickupSound "gen/pickup"
	Weapon.UpSound "gen/wepswitch"
	Inventory.Pickupmessage "You recovered a drunk missile!"
	Weapon.AmmoGive 10
	Weapon.AmmoUse 1
	Weapon.AmmoType "DMissiles"
     +NOAUTOAIM
	 +IGNORESKILL
     SCALE 0.50
     AttackSound "rott/drunkfire"
    
     States 

     { 
     Spawn: 
        PDNK A -1 
        Stop 
     Ready: 
        DRNK A 1 A_WeaponReady 
        LOOP 
     Deselect: 
        DRNK A 1 A_Lower 
        LOOP 
     Select:
        DRNK A 1 A_Raise
        LOOP 
        
       Fire:
        DRNK A 1 Offset(0,36) A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        DRNK A 1 Offset(0,38) A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        DRNK A 1 Offset(0,42) A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        DRNK A 0 A_PlaySound("drunk/shoot")
		TNT1 A 0 A_JumpIfInventory("CoopModeOn", 1, "CoopFire")
        DRNK C 0 A_FireCustomMissile("CompDrunkM",0,1,1,-8,0)
        DRNK C 0 A_FireCustomMissile("CompDrunkM",0,0,1,-8,0)
        DRNK C 0 A_FireCustomMissile("CompDrunkM",0,0,1,-8,0)
        DRNK C 0 A_FireCustomMissile("CompDrunkM",0,0,1,-8,0)
        DRNK C 0 A_FireCustomMissile("CompDrunkM",0,0,1,-8,0) 
		Continue:
		DRNK B 1 Bright Offset(0,40) A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        DRNK C 2 Bright Offset(0,38) A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        DRNK D 3 Offset(0,36) A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        DRNK A 2 Offset(0,34) A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        DRNK A 3 Offset(0,32) A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        DRNK A 7 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        DRNK A 0 a_refire
        Goto Ready
		CoopFire:
        DRNK C 0 A_FireCustomMissile("DrunkM",0,1,1,-8,0)
        DRNK C 0 A_FireCustomMissile("DrunkM",0,0,1,-8,0)
        DRNK C 0 A_FireCustomMissile("DrunkM",0,0,1,-8,0)
        DRNK C 0 A_FireCustomMissile("DrunkM",0,0,1,-8,0)
        DRNK C 0 A_FireCustomMissile("DrunkM",0,0,1,-8,0) 		
		Goto continue
     } 
  }  

actor DrunkM
{
    
    Radius 11
    Height 6
    Speed 28
    Damage (25)
    SCALE 0.50
    PROJECTILE
	Decal Scorch
    +SEEKERMISSILE
    +EXTREMEDEATH
	+THRUGHOST
	+THRUSPECIES
	Species "Player"
     damagetype "RottExplosive"
     DeathSound "god/bang"
     Obituary "%o \cbsobered up once\c- %k \cbdrunk missiled\c- %h"

    States
    {
    Spawn:
		TNT1 A 0
        FMIS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
        FMIS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
        FMIS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
        FMIS A 0 a_playsound("BazookaFly", CHAN_WEAPON, 1.0, 1, ATTN_NORM)
        FMIS A 1 Bright A_ChangeVelocity (1.0, random(-2.1,2.1), random(0.0,1.75),1) 
        FMIS A 0 a_seekermissile(5,20)
        FMIS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
        FMIS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
        FMIS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
        FMIS A 0 a_playsound("BazookaFly", CHAN_WEAPON, 1.0, 1, ATTN_NORM)
        FMIS A 0 a_seekermissile(5,20)
        FMIS A 1 Bright A_ChangeVelocity (1.0, random(-2.0,2.0), random(-0.75,1.25),1) 
        FMIS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
        FMIS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
        FMIS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
        FMIS A 0 a_playsound("BazookaFly", CHAN_WEAPON, 1.0, 1, ATTN_NORM)
        FMIS A 0 a_seekermissile(5,20)
        FMIS A 1 Bright A_ChangeVelocity (1.0, random(-1.75,1.75), random(-1.25,1.25),1) 
        goto flight
      Flight:
        FMIS A 0 a_seekermissile(5,20)
        FMIS A 1 Bright A_ChangeVelocity (1.0, random(-1.5,1.5), random(-1.25,1.25),1) 
        FMIS A 0 a_playsound("BazookaFly", CHAN_WEAPON, 1.0, 1, ATTN_NORM)
        FMIS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
        FMIS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
        FMIS A 0 a_seekermissile(10,20)
        FMIS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
		FMIS A 1 Bright A_CustomMissile("MissileTrail",0,0,0,0)
        loop
    Death:
    	EXPL A 0 A_Explode(16,40)
        EXPL ABCDEFGHIJKLMOPQRST 2 Bright
        Stop
    }
} 

Actor CompDrunkM : DrunkM
{
	Damage (18)
	Speed 20
	-THRUSPECIES
	Species "None"
	Decal Scorch
}