ACTOR Cauterizer2 : Cauterizer replaces MWeapLightning
{
   Game Hexen
   Weapon.AmmoGive 30
   Weapon.AmmoType "GreenMana"
   Weapon.AmmoUse 3
   Tag "Cauterizer"
   States
   {
   RIdle:
	  1AUG A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
	  1AUG A 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),"RIdle")
	  1AUG A 0 A_JumpIfInventory("PowerGunzerking",1,"RIdle") 
	  Goto BackToReady
   BackToReady:
	  1AUG A 0 A_GunFlash("Nullify",GFF_NOEXTCHANGE)
	  Goto Ready
   RFire:
   	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  1AUG A 0 A_JumpIfInventory("PowerGunzerking",1,1) 
	  Goto BackToReady
	  1AUG A 1 A_JumpIfInventory("GreenMana",3,1)
	  Goto RIdle
      1AUF A 0 A_PlaySound("Cauterizer/Fire",1,0.5)
      1AUF A 0 A_PlaySound("Cauterizer/Add",0,0.7)
      1AUF A 0 A_SetBlend("Cyan",0.1,8)
      1AUF A 0 A_Recoil(3.5)
      1AUF A 0 A_AlertMonsters
      1AUF A 0 A_Quake (4, 9, 0, 3, none)
      1AUF A 0 A_FireCustomMissile("Thunderball",0,0,14,0)
      1AUF A 0 A_TakeInventory("GreenMana",3,TIF_NOTAKEINFINITE)
      1AUF A 0 A_SetPitch(pitch-0.5)
      1AUF A 0 A_SetAngle(angle-0.5)
      1AUF A 1 Bright A_ZoomFactor(0.99)
      1AUF A 0 A_SetPitch(pitch-1)
      1AUF A 0 A_SetAngle(angle-1)
      1AUF B 1 Bright A_ZoomFactor(0.97)
      1AUF A 0 A_SetPitch(pitch-1.5)
      1AUF A 0 A_SetAngle(angle-1.5)
      1AUT A 1 A_ZoomFactor(0.96)
      1AUF A 0 A_SetPitch(pitch-1.5)
      1AUF A 0 A_SetAngle(angle-1.5)
      1AUT B 1 A_ZoomFactor(0.94)
      1AUF A 0 A_SetPitch(pitch-0.5)
      1AUF A 0 A_SetAngle(angle-0.5)
      1AUT C 1 A_ZoomFactor(0.92)
      1AUF A 0 A_SetPitch(pitch+0.5)
      1AUF A 0 A_SetAngle(angle+0.5)
      1AUT D 1 A_ZoomFactor(0.91)
      1AUF A 0 A_SetPitch(pitch+0.5)
      1AUF A 0 A_SetAngle(angle+0.5)
      1AUT E 1 A_ZoomFactor(0.905)
      1AUF A 0 A_SetPitch(pitch+0.5)
      1AUF A 0 A_SetAngle(angle+0.5)
	  1AUT F 1 A_ZoomFactor(0.92)
      1AUF A 0 A_SetPitch(pitch+0.5)
      1AUF A 0 A_SetAngle(angle+0.5)
	  1AUT G 1 A_ZoomFactor(0.93)
      1AUF A 0 A_SetPitch(pitch+0.5)
      1AUF A 0 A_SetAngle(angle+0.5)
	  1AUT H 1 A_ZoomFactor(0.94)
      1AUF A 0 A_SetPitch(pitch+0.5)
      1AUF A 0 A_SetAngle(angle+0.5)
	  1AUT I 1 A_ZoomFactor(0.95)
      1AUF A 0 A_SetPitch(pitch+0.5)
      1AUF A 0 A_SetAngle(angle+0.5)
	  1AUT J 1 A_ZoomFactor(0.96)
      1AUF A 0 A_SetPitch(pitch+0.25)
      1AUF A 0 A_SetAngle(angle+0.25)
	  1AUT K 1 A_ZoomFactor(0.97)
      1AUF A 0 A_SetPitch(pitch+0.25)
      1AUF A 0 A_SetAngle(angle+0.25)
	  1AUT L 1 A_ZoomFactor(0.98)
      1AUF A 0 A_SetPitch(pitch+0.25)
      1AUF A 0 A_SetAngle(angle+0.25)
	  1AUT M 1 A_ZoomFactor(0.99)
      1AUF A 0 A_SetPitch(pitch+0.25)
      1AUF A 0 A_SetAngle(angle+0.25)
	  1AUG A 7 A_ZoomFactor(1)
	  1AUG A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
	  Goto RIdle
	  
   //Left
   
   Nullify:
	  TNT1 A 0
	  Stop
   Flash:
	  TNT1 A 0 A_Light0
   LIdle:
	  2AUG A 1 A_JumpIfInventory("SynthFireLeft",1,"LFire")
	  Loop
   LFire:
   	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  2AUG A 0 A_JumpIfInventory("PowerGunzerking",1,1) 
	  Goto BackToReady
	  2AUG A 1 A_JumpIfInventory("GreenMana",3,1)
	  Goto LIdle
      2AUF A 0 A_PlaySound("Cauterizer/Fire",1,0.5)
      2AUF A 0 A_PlaySound("Cauterizer/Add",0,0.7)
      2AUF A 0 A_SetBlend("Cyan",0.1,8)
      2AUF A 0 A_Recoil(3.5)
      2AUF A 0 A_AlertMonsters
      2AUF A 0 A_Quake (4, 9, 0, 3, none)
      2AUF A 0 A_FireCustomMissile("Thunderball",0,0,-14,0)
      2AUF A 0 A_TakeInventory("GreenMana",3,TIF_NOTAKEINFINITE)
      2AUF A 0 A_SetPitch(pitch-0.5)
      2AUF A 0 A_SetAngle(angle-0.5)
      2AUF A 1 Bright A_ZoomFactor(0.99)
      2AUF A 0 A_SetPitch(pitch-1)
      2AUF A 0 A_SetAngle(angle-1)
      2AUF B 1 Bright A_ZoomFactor(0.97)
      2AUF A 0 A_SetPitch(pitch-1.5)
      2AUF A 0 A_SetAngle(angle-1.5)
      2AUT A 1 A_ZoomFactor(0.96)
      2AUF A 0 A_SetPitch(pitch-1.5)
      2AUF A 0 A_SetAngle(angle-1.5)
      2AUT B 1 A_ZoomFactor(0.94)
      2AUF A 0 A_SetPitch(pitch-0.5)
      2AUF A 0 A_SetAngle(angle-0.5)
      2AUT C 1 A_ZoomFactor(0.92)
      2AUF A 0 A_SetPitch(pitch+0.5)
      2AUF A 0 A_SetAngle(angle+0.5)
      2AUT D 1 A_ZoomFactor(0.91)
      2AUF A 0 A_SetPitch(pitch+0.5)
      2AUF A 0 A_SetAngle(angle+0.5)
      2AUT E 1 A_ZoomFactor(0.905)
      2AUF A 0 A_SetPitch(pitch+0.5)
      2AUF A 0 A_SetAngle(angle+0.5)
	  2AUT F 1 A_ZoomFactor(0.92)
      2AUF A 0 A_SetPitch(pitch+0.5)
      2AUF A 0 A_SetAngle(angle+0.5)
	  2AUT G 1 A_ZoomFactor(0.93)
      2AUF A 0 A_SetPitch(pitch+0.5)
      2AUF A 0 A_SetAngle(angle+0.5)
	  2AUT H 1 A_ZoomFactor(0.94)
      2AUF A 0 A_SetPitch(pitch+0.5)
      2AUF A 0 A_SetAngle(angle+0.5)
	  2AUT I 1 A_ZoomFactor(0.95)
      2AUF A 0 A_SetPitch(pitch+0.5)
      2AUF A 0 A_SetAngle(angle+0.5)
	  2AUT J 1 A_ZoomFactor(0.96)
      2AUF A 0 A_SetPitch(pitch+0.25)
      2AUF A 0 A_SetAngle(angle+0.25)
	  2AUT K 1 A_ZoomFactor(0.97)
      2AUF A 0 A_SetPitch(pitch+0.25)
      2AUF A 0 A_SetAngle(angle+0.25)
	  2AUT L 1 A_ZoomFactor(0.98)
      2AUF A 0 A_SetPitch(pitch+0.25)
      2AUF A 0 A_SetAngle(angle+0.25)
	  2AUT M 1 A_ZoomFactor(0.99)
      2AUF A 0 A_SetPitch(pitch+0.25)
      2AUF A 0 A_SetAngle(angle+0.25)
	  2AUG A 7 A_ZoomFactor(1)
	  2AUG A 0 A_JumpIfInventory("SynthFireLeft",1,"LFire")
	  Goto LIdle
	}
}