ACTOR "Electric Rifle" : Weapon 19996
{  
+WEAPON.NOAUTOAIM
+INVENTORY.UNDROPPABLE
Inventory.PickupMessage "Electric Rifle"
Obituary "%o was put into electricity by %k's Electric Rifle." 
Weapon.PreferredSkin "PlasmaRifle-Marine" 
Weapon.AmmoGive 80
Weapon.AmmoUse 1
Weapon.AmmoUse2 1
Weapon.AmmoType "NewCell"
Weapon.AmmoType2 "NewCell"
Weapon.Kickback 40
Inventory.PickupSound "weapons/pickuprg"
Weapon.ReadySound "weapons/demontechidle"
AttackSound "" 
Weapon.SelectionOrder 40
States 
{ 
  Spawn: 
	PHRI A -1 
	Loop

  Ready: 
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheck")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheck")
	DLAS BCD 2 A_WeaponReady
	Goto ready

  Deselect: 
	TNT1 A 0 A_PlayWeaponSound("weapons/weapondown")
	DLAS A 1 A_Lower 
	Goto Deselect+1

  Select: 
	DLAS A 0 A_Raise
	DLAS A 1 A_Raise 
	Loop

  Fire: 
	DLAS E 1 A_PlayWeaponSound("LShot")
	DLAS E 2 A_FireCustomMissile("LightningShot",0,1)
	DLAS A 2 
	DLAS A 0 A_REFIRE
	Goto Ready

  GrenadeCheck:
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAmmo",1,"GrenadeToss")
	TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
	Goto Ready
	
  GrenadeToss:
  	TNT1 A 0 A_PlayWeaponSound("weapons/weapondown") 
	DLAS A 1 Offset(0,30)
	DLAS A 1 Offset(0,40)
	DLAS A 1 Offset(0,50)
	DLAS A 1 Offset(0,60)
	DLAS A 1 Offset(0,70)
	TNT1 A 4 Offset(0,10)
	HGRN ABC 1 
	HGRN D 2
	HGRN EFG 1
	HGRN HI 2
	TNT1 A 15 A_PlayWeaponSound("weapons/hgrenadepin")
	TNT1 A 0 A_PlayWeaponSound("weapons/hgrenadethrow")
	TNT1 A 0 A_TakeInventory("HandGrenadeAmmo",1)
	HGNE A 1 A_FireCustomMissile("ThrownGrenade",0,0,0,0)
	HGRN J 1
	HGRN KLM 2
	HGRN NO 1
	TNT1 A 6
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAmmo",1,2)
    TNT1 A 0 A_TakeInventory("Hand Grenade",1)
	TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
	TNT1 A 0
	DLAS A 1 Offset(0,70)
	DLAS A 1 Offset(0,60)
	DLAS A 1 Offset(0,50)
	DLAS A 1 Offset(0,40)
	DLAS A 1 Offset(0,30)
	Goto Ready
	
  MineCheck:
	TNT1 A 0 A_JumpIfInventory("MineAmmo",1,"MineToss")
	TNT1 A 0 A_TakeInventory("MineAction",1)
	Goto Ready
	
  MineToss:
  	TNT1 A 0 A_PlayWeaponSound("weapons/weapondown") 
	DLAS A 1 Offset(0,30)
	DLAS A 1 Offset(0,40)
	DLAS A 1 Offset(0,50)
	DLAS A 1 Offset(0,60)
	DLAS A 1 Offset(0,70)
	TNT1 A 8 Offset(0,10)
	TNT1 A 0 A_PlayWeaponSound("weapons/hgrenadethrow")
	MINE ABCDEF 1		
	TNT1 A 0 A_TakeInventory("MineAmmo",1)	  
	MINE G 1 A_FireCustomMissile("ThrownMine",0,0,0,0)
	MINE HI 1
	MINE JK 2
	TNT1 A 0 A_JumpIfInventory("MineAmmo",1,2)
    TNT1 A 0 A_TakeInventory("Land Mine",1)
	TNT1 A 0 A_TakeInventory("MineAction",1)
	TNT1 A 0
	TNT1 A 5
	DLAS A 1 Offset(0,70)
	DLAS A 1 Offset(0,60)
	DLAS A 1 Offset(0,50)
	DLAS A 1 Offset(0,40)
	DLAS A 1 Offset(0,30)
	Goto Ready
} 
}

Actor LightningShot
{
+ThruSpecies
Species "Player"
Projectile
RENDERSTYLE TRANSLUCENT
ALPHA 0.5
Radius 13
Height 8
Speed 80
Damage 22
seeSound ""
DeathSound "LShotSplash"
MissileType "Electric"
States
{
Spawn:
ZOT3 ABCDE 2 Bright
Loop
Death:
ZOT3 ABCDE 2 Bright
Stop
}
}