Actor "D-BFG" : Weapon
{
  Radius 20
  Height 20
  Weapon.Selectionorder 2820
  Weapon.AmmoUse 1
  Weapon.AmmoGive 20
  Weapon.AmmoType "DCell"
  Weapon.AmmoUse2 20
  Weapon.AmmoType2 "DCell"
  Weapon.Kickback 100
  Inventory.PickupSound "misc/w_pkup2"
  Inventory.Pickupmessage "You found a D-BFG!"
  Weapon.PreferredSkin "DBFG-Marine"
  Obituary "%o was blasted by %k's D-BFG"
  Tag "D-BFG"
  +Weapon.NoAutoFire
  Decal DBFGLightning
  AttackSound ""
  Weapon.UpSound "Weapons/dbfgup"
  Weapon.SlotNumber 7
  Weapon.SlotPriority 1
  States
  {
  Spawn:
    BFG3 A -1
    Stop
  Ready:
    TNT1 A 0
    TNT1 A 0 A_PlaySound("Weapons/dbfgready", CHAN_AUTO, 0.5)
    BG3G A 1 A_WeaponReady
    BG3G A 1 A_WeaponReady
    BG3G A 1 A_WeaponReady
    BG3G B 1 A_WeaponReady
    BG3G B 1 A_WeaponReady
    BG3G B 1 A_WeaponReady
    BG3G C 1 A_WeaponReady
    BG3G C 1 A_WeaponReady
    BG3G C 1 A_WeaponReady
    BG3G D 1 A_WeaponReady
    BG3G D 1 A_WeaponReady
    BG3G D 1 A_WeaponReady
    Loop
  Select:
    BG3G I 1 A_Raise
    BG3G I 0 A_Raise
    Loop
  Deselect:
    BG3G I 1 A_Lower
    BG3G I 0 A_Lower
    Loop
  Fire:
    TNT1 A 0 A_PlaySound("Weapons/dbfgcharge2", CHAN_WEAPON) // 196 tics.

    BG3G JKL 4 Bright
	BG3G JKL 3 Bright
	BG3G JKL 2 Bright
    BG3G MNM 2 Bright

    Goto Hold
  Hold:
    BG3G JKL 1 Bright A_GunFlash
    BG3G E 1 Bright A_GunFlash
    TNT1 A 0 A_SetBlend("Blue", 0.02, 3)
    BG3G F 1 Bright A_FireCustomMissile("PlayerT3DBFG10kShot",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)

    TNT1 A 0 A_PlaySound("Weapons/dbfgfire2", CHAN_BODY)
    BG3G G 2 Bright A_Recoil(3)
    BG3G H 2 Bright A_ReFire
    BG3G I 30 A_PlaySound("Weapons/dbfgcooldown2", CHAN_WEAPON)
    Goto Ready

  AltFire:
    TNT1 A 0 A_PlaySound("Weapons/dbfgcharge", CHAN_WEAPON) // 196 tics.

    //BG3G JKLJKL 4 Bright
    //BG3G M 3 Bright
    //BG3G JKLJKLJKL 4 Bright
    //BG3G M 3 Bright
    BG3G JKLJKL 3 Bright
    BG3G MNM 2 Bright
    BG3G JKLJKLJKLJKL 2 Bright

    BG3G MNM 2 Bright
    BG3G JKLJKLJKL 2 Bright
    BG3G MNM 2 Bright
    BG3G JKLJKL 2 Bright
    BG3G MNM 2 Bright
    BG3G JKL 2 Bright


    Goto AltHold
  AltHold:
    BG3G MNM 2 Bright
    BG3G JKL 2 Bright
    BG3G MNM 2 Bright
    BG3G JKL 1 Bright
    BG3G MNM 1 Bright
    BG3G JKL 1 Bright
    BG3G MNM 1 Bright


    BG3G E 1 Bright
    TNT1 A 0 A_SetBlend("Blue", 0.02, 3)
    //BG3G F 1 Bright A_FireBullets(0, 0, 1, 0, "T3DBFGShot")
    TNT1 A 0 A_PlaySound("Weapons/dbfgfire", CHAN_AUTO)
	BG3G F 2 A_FireCustomMissile("PlayerT3DBFGBall", 0, True)
    BG3G G 2 Bright A_Recoil(20)
    BG3G H 2 Bright A_ReFire
    BG3G I 50 A_PlaySound("Weapons/dbfgcooldown")
    Goto Ready
  }

}



ACTOR DCell : Ammo 30720
{
//$Category Ammunition
//$Title "ArkDoom - D-Cell"
//$Sprite BG3CA0
   Inventory.Amount 10
   Inventory.MaxAmount 50
   Ammo.BackpackAmount 0 // 25
   Ammo.BackpackMaxAmount 100
   Inventory.PickupMessage "Picked up an D-Cell."
   Inventory.PickupSound "items/cell"
   Inventory.Icon "BG3CA0"
   States
   {
   Spawn:
     BG3C AB 3
     Loop
   }
}

ACTOR DCellPack : DCell 30721
{
//$Category Ammunition
//$Title "ArkDoom - D-Cell Pack"
//$Sprite BG3BA0
	Inventory.PickupMessage "Picked up an D-Cellpack."
   Inventory.PickupSound "items/cellpack"
	Inventory.Amount 50
	States
	{
	Spawn:
        BG3B AB 3
        Loop
	}
}
