//CatsFreezenades

Actor BluePlasmaFireXL : BluePlasmaFire
{

  +NoGravity
  RenderStyle Add
  Scale 2.5
  Alpha 0.9
  Speed 0
  States
  {
  Spawn:
  Death:
    FIR5 ABCDEFGHIJKLMNOP 1 Bright// A_FadeOut(0.04)
	//PLAF ABCDEFGHIJKLMNOPQ 1 Bright
    Stop
  }
}

ACTOR Freezenades : BrutalWeapon
{
	Weapon.AmmoUse1 1
	Weapon.AmmoGive1 0
	Weapon.SelectionOrder 99999
	Weapon.AmmoType1 "FreezenadeAmmo"
	Obituary "%o was shreded by %k's grenade."
    AttackSound "None"
    Inventory.PickupSound "AmmoAPIN"
	Inventory.Pickupmessage "You got a Freezenade!  (Slot 9)"
	
    +WEAPON.NOAUTOAIM
    +WEAPON.NOALERT
	+WEAPON.NOAUTOFIRE
	//+INVENTORY.UNDROPPABLE
    Scale 0.3
	States
	{
	
	Ready:
	Ready3:
	    TNT1 A 0
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_JumpIfInventory("FreezenadeAmmo", 1, 1)
		
		Goto NoGrenades
		FGHO AB 1
		Goto Steady
		
	Steady:
		FGHO A 3 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		
		FGHO B 3 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		
		FGHO C 3 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		
		FGHO B 3 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		FR1D A 0 A_Takeinventory("HasFreezerWeapon",1)
		Loop
		
	
	NoGrenades:
		TNT1 A 1 A_WeaponReady
		Goto Ready
	
	Deselect:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("FiredGrenade", 1, "DropGrenade")
		TNT1 A 1 A_Lower
		Wait
	
	DropGrenade:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("FiredGrenade", 1)
		TNT1 A 0 A_FireCustomMissile("HandGrenadeDroped", random(-2,2), 1, 0, 0, 0, 0)
		Goto Deselect
		
	Select:
	TNT1 A 0 A_Giveinventory("GoSpecial",1)
  	TNT1 A 0 A_Takeinventory("FistsSelected",1)
	TNT1 A 0 A_Takeinventory("SawSelected",1)
	TNT1 A 0 A_Takeinventory("ShotgunSelected",1)
	TNT1 A 0 A_Takeinventory("SSGSelected",1)
	TNT1 A 0 A_Takeinventory("MinigunSelected",1)
	TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
	TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
    TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("BFGSelected",1)
	TNT1 A 0 A_Giveinventory("BFG10kSelected",1)
	TNT1 A 0 A_Takeinventory("RailGunSelected",1)
	TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
	TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
	TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
	TNT1 A 0 A_Takeinventory("HasBarrel",1)
	
	SelectAnimation:
		TNT1 A 1 A_Raise
		TNT1 AAAAAA 0 A_Raise
		FGDW A 1
	    FGDW A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
        FGDW ABC 1
        FGDW A 0 A_GunFlash
		Goto Ready	
		
	Fire:
		FR1D A 0 A_Giveinventory("HasFreezerWeapon",1)
	    FGTH ABCD 1
		TNT1 A 0 A_GiveInventory("FiredGrenade", 1)
		TNT1 A 0 A_PLaySound ("GRNPIN")
		FGTH EEFG 1
		
	Hold:
	    TNT1 A 1
		TNT1 A 1 A_Refire
		TNT1 A 0 A_PLaySound ("GRNTOSS")
		GRTH HI 1
		TNT1 A 0 A_FireCustomMissile("Freezenade", random(-2,2), 1, 0, 0, 0, 0)
	    TNT1 A 0 A_TakeInventory("FiredGrenade", 1)
		GRTH JKLM 1
		TNT1 A 3 
		Goto Ready	
		
 	Spawn:
		FGND H -1
		Stop
		
	CheckSprint:
		FGHO A 1 A_WeaponReady(WRF_NOFIRE)
		FGND F 0 A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		FGND F 0 A_JumpIfInventory("IsTacticalClass", 1, "StartSprint")
		Goto Ready
		
	StartSprint:
		FGHO A 1 A_WeaponReady(WRF_NOFIRE)
		FGND F 0 A_JumpIfInventory("UsedStamina", 40, "StopSprintTired")
		
	Sprinting:	
		PISP A 0 offset(-9,32) 
		FGND F 0 offset(-9,32) A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		FGND F 0 offset(-9,32) A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
		PLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.
		FGND F 0 offset(-9,32) A_JumpIfInventory("PowerStrength", 1, 2)
		FGND F 0 offset(-9,32) A_GiveInventory("UsedStamina", 2)
		FGND F 0 offset(-9,32)
		FGHO A 1 offset(-9,34) A_SetPitch(pitch -0.5)
		FGHO A 1 offset(-6,36) A_SetPitch(pitch -0.5)
		FGHO A 1 offset(-3,38) A_SetPitch(pitch -0.5)
		FGHO A 1 offset(0,38) A_SetPitch(pitch -0.5)
		FGHO A 1 offset(3,36) A_SetPitch(pitch -0.5)
		FGHO A 1 offset(6,34) A_SetPitch(pitch -0.5)
		FGHO A 1 offset(9,32) A_SetPitch(pitch -0.5)
		FGND F 0 offset(9,32) A_WeaponReady(WRF_NOBOB)
		FGND F 0 A_JumpIfInventory("Kicking",1,"DoKick")
        FGND F 0 A_JumpIfInventory("Taunting",1,"Taunt")
		FGND F 0 offset(-9,32) A_GiveInventory("UsedStamina", 3)
		FGND F 0 offset(9,33) A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
		FGHO A 1 offset(9,34) A_SetPitch(pitch +0.5)
		FGHO A 1 offset(6,36) A_SetPitch(pitch +0.5)
		FGHO A 1 offset(3,38) A_SetPitch(pitch +0.5)
		FGHO A 1 offset(0,38) A_SetPitch(pitch +0.5)
		FGHO A 1 offset(-3,36) A_SetPitch(pitch +0.5)
		FGHO A 1 offset(-6,34) A_SetPitch(pitch +0.5)
		FGHO A 1 offset(-9,32) A_SetPitch(pitch +0.5)
		FGND F 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)
		FGND F 0 offset(-9,32) A_JumpIfInventory("IsRunning", 1, "Sprinting")
		
		Goto StopSprint
	StopSprintTired:
		FGHO A 1
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		FGND F 0 A_PlaySound("Tired", 2)
		FGND F 0 A_TakeInventory("UsedStamina", 2)
		FGND F 5 A_WeaponReady
		FGND F 0 A_TakeInventory("UsedStamina", 2)
		FGND F 5 A_WeaponReady
		FGND F 0 A_TakeInventory("UsedStamina", 2)
		FGND F 5 A_WeaponReady
		FGND F 0 A_TakeInventory("UsedStamina", 2)
		FGND F 5 A_WeaponReady
		FGND F 0 A_TakeInventory("UsedStamina", 2)
		FGND F 5 A_WeaponReady
		Goto Ready
	StopSprint:
		FGHO A 1
		FGND F 0 A_JumpIfInventory("UsedStamina", 60, "StopSprintTired")
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		Goto Ready		
	}
}


ACTOR Freezenade
{
	Radius 4
	Height 4
	Projectile
	Speed 30
    Damage (random (2, 2))
    Gravity 0.7
	Scale 0.4
	Projectile
	+MISSILE
    -NOGRAVITY
    -BLOODSPLATTER
	-EXTREMEDEATH
	+EXPLODEONWATER
	+SKYEXPLODE
	+BOUNCEONFLOORS
	+BOUNCEONWALLS
	+BOUNCEONCEILINGS
	-NOTELEPORT
	+THRUSPECIES
	Species "Marines"
	BounceFactor 0.5
	WallBounceFactor 0.25
    Health 5
    SeeSound "GRNBNCE"
	DeathSound "none"
	Obituary "%o ate %k grenade."
	States
	{
	Spawn:
		FGND ABCDEFG 2
		TNT1 A 0 A_GiveInventory("GrenadeTime", 1)
		TNT1 A 0 A_JumpIfInventory("GrenadeTime", 3, "Explode")
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_AlertMonsters(200)
	    FGND K 16
		TNT1 A 0 A_GiveInventory("GrenadeTime", 1)
		TNT1 A 0 A_JumpIfInventory("GrenadeTime", 3, "Explode")
		Loop
		
		
		
	Explode:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("FreezenadeExplosion", 0, 0 ,2.5)
		TNT1 AA 0
		Stop
	}
}


actor FreezenadeExplosion
{
+NOBLOCKMAP
+MISSILE
+DONTSPLASH
Damagetype "Freeze"
DeathSound "FRZFIRE2"
Height 32
RenderStyle Add
Alpha 0.95
Scale 2.5
+NODAMAGETHRUST
+FORCEXYBILLBOARD
+FORCERADIUSDMG
//MissileHeight 8
Decal "IceScorch"

States    {
    Spawn:
	TNT1 A 0

		TNT1 A 0 A_SpawnItemEx ("BluePlasmaParticleSpawner", 0, 0, -20)
		TNT1 A 0 A_SpawnItemEx ("BlueFlareSpawn",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("BlueFlare3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 AAAAAAAAAA 0 A_CustomMissile ("BluePlasmaFireXL", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAA 0 A_CustomMissile ("BluePlasmaParticle", 0, 0, random (0, 360), 2, random (0, 90))
		TNT1 AAAAA 0 A_CustomMissile ("BluePlasmaParticle", 0, 0, random (0, 360), 2, random (0, 90))
		TNT1 AAAA 0 A_CustomMissile ("RealisticFireSparks1Blue", 0, 0, random (0, 360), 2, random (0, 360))
	    TNT1 AAAA 0 A_CustomMissile ("RealisticFireSparks1Blue", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_ALertMonsters
		TNT1 A 0 A_PlaySound("FRZFIRE2", 3, 3)
		TNT1 A 0 A_SpawnItem("CryoSmoke")
		BXPL A 0 Bright A_ChangeFlag("ICEDAMAGE", 1)
		BXPL A 0 Bright A_ChangeFlag("NODAMAGETHRUST", 0)
		BXPL A 0 Bright A_Explode(30*random(5,6),500)  
		
		//Freezerballs
		
		BXPL A 0 A_SpawnItemEx("SmallFreezerBall", -10, 0, -1, random(-20,20), random(-20,20), random(-20,40))
		BXPL A 0 A_SpawnItemEx("SmallFreezerBall", -8, 0, -1, random(-20,20), random(-20,20), random(-20,40))
		BXPL A 0 A_SpawnItemEx("SmallFreezerBall", -6, 0, -1, random(10,90), random(-20,20), random(-20,40))
		BXPL A 0 A_SpawnItemEx("SmallFreezerBall", -4, 0, -1, random(-50,10), random(-20,10), random(-20,40))
		BXPL A 0 A_SpawnItemEx("SmallFreezerBall", -2, 0, -1, random(-20,30), random(-20,40), random(-20,40))
		BXPL A 0 A_SpawnItemEx("SmallFreezerBall", 0, 0, -1, random(-20,20), random(-20,30), random(-20,40))
		BXPL A 0 A_SpawnItemEx("SmallFreezerBall", 1, 0, -1, random(-10,20), random(-20,40), random(-20,40))
		BXPL A 0 A_SpawnItemEx("SmallFreezerBall", 2, 0, -1, random(-20,10), random(-20,20), random(-20,40))
		BXPL A 0 A_SpawnItemEx("SmallFreezerBall", 4, 0, -1, random(-20,30), random(-20,20), random(-20,40))
		BXPL A 0 A_SpawnItemEx("SmallFreezerBall", 6, 0, -1, random(-10,40), random(-20,40), random(-20,40))
		BXPL A 0 A_SpawnItemEx("SmallFreezerBall", 8, 0, -1, random(-30,20), random(-20,40), random(-20,40))
	    BXPL A 0 A_SpawnItemEx("SmallFreezerBall", 10, 0, -1, random(-25,25), random(-20,40), random(-20,40))
		
		BXPL AAAAAAAAAAA 0 Bright A_SpawnItemEx("CryoSmoke", 0, 0, 0, random(10, 30)*0.1, 0, random(0, 10)*0.1, random(1,360), SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
		BXPL AAAAAAAAAAA 0 Bright A_SpawnItemEx("CryoSmoke", 0, 0, 0, random(10, 30)*0.1, 0, random(0, 10)*0.1, random(1,360), SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
		BXPL AAAAA 0 Bright A_SpawnItemEx("CryoSmoke3", 0, 0, 0, random(10, 30)*0.04, 0, random(0, 10)*0.04, random(1,360), SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)
		BXPL AAAAAAA 0 Bright A_SpawnItemEx("FreezerTrailSparksSmall", random(5,-5), random(5,-5), random(5,-5), random(10, 30)*0.04, 0, random(0, 10)*0.04, random(1,360), SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)
		BXPL AAAAAAAAAAA 0 Bright A_SpawnItemEx("CryoSmoke", 0, 0, 0, random(10, 30)*0.1, 0, random(0, 10)*0.1, random(1,360), SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
		BXPL AAAAAA 0 Bright A_SpawnItemEx("CryoSmoke2", 0, 0, 0, random(10, 30)*0.04, 0, random(0, 10)*0.04, random(1,360), SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)
		BXPL AAAAAA 0 Bright A_SpawnItemEx("CryoSmoke2", 0, 0, 0, random(10, 30)*0.04, 0, random(0, 10)*0.04, random(1,360), SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)
		BXPL ABCDEFGH 1 Bright
		BXPL IJKLLM 1 Bright A_FadeOut(0.1)
       
	   Stop}
		
		}
		

ACTOR FreezenadeAmmo : Ammo
{
	Game Doom
	Inventory.PickupMessage "Picked up a Freezenade."
	Inventory.Amount 1
	Inventory.MaxAmount 10
	Ammo.BackpackAmount 3
	Ammo.BackpackMaxAmount 20
	Inventory.Icon "GRNDA"
	Scale 0.3
	States
	{
	Spawn:
		FGND H -1
		Stop
	Pickup:
		TNT1 A 0 A_GiveInventory("FreezenadeAmmo", 1)
		TNT1 A 0 A_JumpIfInventory("Freezenades", 1, 1)
		TNT1 A 0 A_GiveInventory("Freezenades", 1)
		Stop
	}
}