ACTOR Flinger : Weapon
{
	Weapon.AmmoUse 			1
	Weapon.AmmoGive 		5
	Weapon.AmmoType			"Flinger_Ammo"
	Inventory.PickupMessage		"You got the Flinger!"
	
	+WEAPON.NOAUTOFIRE
	
	Weapon.UpSound			"w9/load"
	
	States
	{
		Ready:
			W9E1 A 1 A_WeaponReady
			goto Ready
		Deselect:
			W9E1 A 1 A_Lower
			W9E1 A 0 A_Lower
			goto Deselect
		Select:
			W9E1 A 1 A_Raise
			W9E1 A 0 A_Raise
			goto Select
		Fire:
			W9E1 A 8 A_GunFlash
			W9E1 A 20 A_FireCustomMissile("Grenade_Flinger", 0, 1, 0, 0, 0)
			W9E1 A 0 A_Refire
    			goto Ready
		Flash:
			W9E1 B 3 bright A_Light1
			W9E1 C 4 bright
			W9E1 DE 4 bright A_Light2
			goto LightDone
	}
}

ACTOR Flinger_Expander : Weapon
{
	Weapon.AmmoUse 			1
	Weapon.AmmoGive 		5
	Weapon.AmmoType			"Flinger_Ammo"
	Inventory.PickupMessage		"You got the Flinger with Expander Rounds!"
	
	+WEAPON.NOAUTOFIRE
	
	Weapon.UpSound			"w9/load"
	
	States
	{
		Ready:
			W9E2 A 1 A_WeaponReady
			goto Ready
		Deselect:
			W9E2 A 1 A_Lower
			W9E2 A 0 A_Lower
			goto Deselect
		Select:
			W9E2 A 1 A_Raise
			W9E2 A 0 A_Raise
			goto Select
		Fire:
			W9E2 A 8 A_GunFlash
			W9E2 A 26 A_FireCustomMissile("Grenade_Flinger_Exploder", 0, 1, 0, 0, 0)
			W9E2 A 0 A_Refire
    			goto Ready
		Flash:
			W9E1 B 3 bright A_Light1
			W9E1 C 4 bright
			W9E1 DE 4 bright A_Light2
			goto LightDone
	}
}

ACTOR Flinger_MinePlacer : Weapon
{
	Weapon.AmmoUse1 			1
	Weapon.AmmoUse2 			1
	Weapon.AmmoGive 		5
	Weapon.AmmoType1			"Flinger_Ammo"
	Weapon.AmmoType2			"Flinger_Ammo"
	Inventory.PickupMessage		"You got the Mine Placing Flinger!"
	
	+WEAPON.NOAUTOFIRE
	
	Weapon.UpSound			"w9/load"
	
	States
	{
		Ready:
			W9E3 A 1 A_WeaponReady
			goto Ready
		Deselect:
			W9E3 A 1 A_Lower
			W9E3 A 0 A_Lower
			goto Deselect
		Select:
			W9E3 A 1 A_Raise
			W9E3 A 0 A_Raise
			goto Select
		Fire:
			W9E3 A 8 A_GunFlash
			W9E3 A 5 A_FireCustomMissile("Grenade_MinePlacer", 0, 1, 0, 0, 0)
			W9E3 A 0 A_Refire
    			goto Ready
		AltFire:
			W9E1 A 8 A_GunFlash
			W9E1 A 20 A_FireCustomMissile("Grenade_Flinger", 0, 1, 0, 0, 0)
			W9E1 A 0 A_Refire
    			goto Ready
		Flash:
			W9E1 B 3 bright A_Light1
			W9E1 C 4 bright
			W9E1 DE 4 bright A_Light2
			goto LightDone
	}
}

ACTOR Flinger_Ammo : Ammo
{
	Inventory.Icon "GRNSA0"
	Inventory.Amount 50
	Inventory.MaxAmount 50
	
	Ammo.BackpackAmount 100
	Ammo.BackpackMaxAmount 100
	
	States
	{
		Spawn:
			GRNS A -1
			stop
	}
}