actor NapalmDebris
{
  health 5
  radius 1
  height 1
  Speed 10
  Scale 0.2
  PROJECTILE
  +NOBLOCKMAP
  +DONTSPLASH
  +RANDOMIZE
  -NOGRAVITY
  -SOLID
  +WINDTHRUST
  //RENDERSTYLE ADD
  states
  {
  Spawn:
    FSPK A 0 bright A_Jump(192,3,4,6,8)
    FSPK A 10 bright
    FSPK A 200 bright A_LowGravity
    stop
    FSPK B 10 bright
    FSPK B 200 bright A_LowGravity
    stop
    FSPK C 10 bright
    FSPK C 200 bright A_LowGravity
    stop
    FSPK D 10 bright
    FSPK D 200 bright A_LowGravity
    stop
    FSPK E 10 bright
    FSPK E 200 bright A_LowGravity
    stop
  Death:
    FSPK A 1
    stop
  }
}

actor Flaregun : Weapon
{
  Scale 0.8
  obituary "%o was cooked by %k's Flare Gun."
  radius 20
  height 16
  attacksound "weapons/shotgf"
  inventory.pickupsound "misc/w_pkup"
  inventory.pickupmessage "You got the Flare Gun!"
  weapon.selectionorder 230
  weapon.kickback 30
  weapon.ammotype "Flares"
  weapon.ammouse 1
  attacksound "dsFLRFIR"
  weapon.ammogive 999
  states
  {
  Ready:
	SCAR A 0 A_JumpIfInventory("thrownade",1,"ThrowGrenade")
	SCAR A 0 A_JumpIfInventory("Kinfeammo",1,"UseKnife")
    FLAR A 1 A_WeaponReady
    loop
  Deselect: 
    FLAR A 1 A_Lower
	NULL AA 0 A_LOWER
    loop
  Select:
    FLAR A 1 A_Raise
	NULL AA 0 A_RAISE
    loop
  Fire:
    FLAR A 0 A_jumpifinventory("Doubletap",1,"Fire_Doubletap")
    FFIR A 2 A_GunFlash
    FLAR A 0 Bright
    FLAR A 0 Bright A_PlayWeaponsound ("dsFLRFIR")
    FFIR B 2 Bright A_FireCustomMissile("FlareFire",0,1,9,0)
    FFIR C 2 bright
    FLAR BCD 2
	FLAR EFG 2
    FLAR A 1
    goto Ready
  Fire_Doubletap:
    FFIR A 1 A_GunFlash
    FLAR A 0 Bright
    FLAR A 0 Bright A_PlayWeaponsound ("dsFLRFIR")
    FFIR B 1 Bright A_FireCustomMissile("FlareFire",0,1,9,0)
    FFIR C 1 bright
    FLAR BCD 1
	FLAR EFG 1
    FLAR A 1
    goto Ready
  ThrowGrenade:
     HNDG BCD 1
     HNDG E 1 A_PlaySound("weapons/grenadepin")
     HNDG FGHH 1
     HNDG I 1 A_PlaySound("weapons/grenadethr") 
     HNDG J 0 A_FireCustomMissile("ThrownGrenade",0,0,0,0)
     HNDG J 0 A_PlaySound("weapons/grenadethr")
     HNDG JKLMNOPQ 1
     HNDG Q 0 A_TakeInventory("thrownade")
     goto ready
  Useknife:
     KNFG A 0 A_jumpifinventory("Machete",1,"UseMachete")
     KNFG ABC 2
	 KNFG C 0 A_CustomPunch (110,1,0,"KnifePuff")
	 KNFG DEF 2
	 KNFG F 0 A_TakeInventory("Kinfeammo")
	 goto ready
  UseMachete:
     MHT4 ABC 2
	 MHT4 C 0 A_CustomPunch (450,1,0,"Machetepuff")
	 MHT4 DEFG 2
	 MHT4 G 0 A_TakeInventory("Kinfeammo")
	 goto ready	
  Spawn:
    FGRN A -1
    stop
  }
}

ACTOR FlareFire
{
   Radius 3
   Height 4
   Speed 45
   Scale 0.5
   Damage 0
   -SOLID
   PROJECTILE
   +SEEKERMISSILE
   +ROCKETTRAIL    
   +DONTSPLASH
   -EXTREMEDEATH
   DONTHURTSHOOTER
   damagetype PHD
   DeathSound "DSRXPLOD"
   activesound "dsFLRAIR"
   States
   {
   Spawn:
      FAIR A 0 Bright A_LoopActiveSound
      FAIR ABC 1 Bright A_SeekerMissile(80,20)
      FAIR AAA 0 A_CustomMissile("Flaretrail",0,0,random(0,360),2,random(-90,90))
      Loop
   Death:
   FAIR A 0 A_Explode(Random(1150,1150),32)
   	  FAIR A 1 Bright
	  NULL AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("Flaretrail",0,0,10,random(-4,4),random(-4,4),random(-4,4),random(1,360))
	  NULL AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("Flaretrail",0,0,10,random(-4,4),random(-4,4),random(-4,4),random(1,360))
	  NULL AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("Flaretrail",0,0,10,random(-4,4),random(-4,4),random(-4,4),random(1,360))
      stop
	  XDeath:
   FAIR A 0 A_Explode(Random(1150,1150),32)
   	  FAIR A 1 Bright
      NULL AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("Flaretrail",0,0,10,random(-4,4),random(-4,4),random(-4,4),random(1,360))
	  NULL AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("Flaretrail",0,0,10,random(-4,4),random(-4,4),random(-4,4),random(1,360))
	  NULL AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("Flaretrail",0,0,10,random(-4,4),random(-4,4),random(-4,4),random(1,360))
      stop
   }
}



actor Flaretrail : NapalmDebris
{  
  Scale 0.1
  translation "176:191=32:47","208:223=16:31"
}
ACTOR Flares : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 150
    inventory.maxamount 150
    ammo.backpackamount 150
    ammo.backpackmaxamount 150
    +IGNORESKILL
    inventory.pickupmessage "Got AK47 rounds!"  
    States
    {
    Spawn:
      CLIP A -1
      Stop
    }
}

actor PAPFlaregun : Weapon
{
  Scale 0.8
  obituary "%o was cooked by %k's Flare Gun."
  radius 20
  height 16
  attacksound "weapons/shotgf"
  inventory.pickupsound "misc/w_pkup"
  inventory.pickupmessage "You got the Flare Gun!"
  weapon.selectionorder 230
  weapon.kickback 30
  weapon.ammotype "PAPFlares"
  weapon.ammouse 1
  attacksound "dsFLRFIR"
  weapon.ammogive 999
  states
  {
  Ready:
	SCAR A 0 A_JumpIfInventory("thrownade",1,"ThrowGrenade")
	SCAR A 0 A_JumpIfInventory("Kinfeammo",1,"UseKnife")
    FLAR A 1 A_WeaponReady
    loop
  Deselect: 
    FLAR A 1 A_Lower
	NULL AA 0 A_LOWER
    loop
  Select:
    FLAR A 1 A_Raise
	NULL AA 0 A_RAISE
    loop
  Fire:
    FLAR A 0 A_jumpifinventory("Doubletap",1,"Fire_Doubletap")
    FFIR A 2 A_GunFlash
    FLAR A 0 Bright
    FLAR A 0 Bright A_PlayWeaponsound ("dsFLRFIR")
    FFIR B 2 Bright A_FireCustomMissile("PAPFlareFire",0,1,9,0)
    FFIR C 2 bright
    FLAR BCD 2
	FLAR EFG 2
    FLAR A 1
    goto Ready
  Fire_Doubletap:
    FFIR A 1 A_GunFlash
    FLAR A 0 Bright
    FLAR A 0 Bright A_PlayWeaponsound ("dsFLRFIR")
    FFIR B 1 Bright A_FireCustomMissile("PAPFlareFire",0,1,9,0)
    FFIR C 1 bright
    FLAR BCD 1
	FLAR EFG 1
    FLAR A 1
    goto Ready
  ThrowGrenade:
     HNDG BCD 1
     HNDG E 1 A_PlaySound("weapons/grenadepin")
     HNDG FGHH 1
     HNDG I 1 A_PlaySound("weapons/grenadethr") 
     HNDG J 0 A_FireCustomMissile("ThrownGrenade",0,0,0,0)
     HNDG J 0 A_PlaySound("weapons/grenadethr")
     HNDG JKLMNOPQ 1
     HNDG Q 0 A_TakeInventory("thrownade")
     goto ready
  Useknife:
     KNFG A 0 A_jumpifinventory("Machete",1,"UseMachete")
     KNFG ABC 2
	 KNFG C 0 A_CustomPunch (110,1,0,"KnifePuff")
	 KNFG DEF 2
	 KNFG F 0 A_TakeInventory("Kinfeammo")
	 goto ready
  UseMachete:
     MHT4 ABC 2
	 MHT4 C 0 A_CustomPunch (450,1,0,"Machetepuff")
	 MHT4 DEFG 2
	 MHT4 G 0 A_TakeInventory("Kinfeammo")
	 goto ready	
  Spawn:
    FGRN A -1
    stop
  }
}

ACTOR PAPFlareFire
{
   Radius 3
   Height 4
   Speed 45
   Scale 0.5
   Damage 0
   -SOLID
   PROJECTILE
   +SEEKERMISSILE
   +ROCKETTRAIL    
   +DONTSPLASH
   -EXTREMEDEATH
   DONTHURTSHOOTER
   damagetype PHD
   DeathSound "DSRXPLOD"
   activesound "dsFLRAIR"
   States
   {
   Spawn:
      FAIR A 0 Bright A_LoopActiveSound
      FAIR ABC 1 Bright A_SeekerMissile(80,20)
      FAIR AAA 0 A_CustomMissile("Flaretrail",0,0,random(0,360),2,random(-90,90))
      Loop
   Death:
   FAIR A 0 A_Explode(Random(2350,2350),64)
   	  FAIR A 1 Bright
	  NULL AAAAAAA 0 A_SpawnItemEx("M67Grenade_Explosion",0,0,10,random(-4,4),random(-4,4),random(-4,4),random(1,360))
      stop
	  XDeath:
   FAIR A 0 A_Explode(Random(2350,2350),64)
   	  FAIR A 1 Bright
      NULL AAAAAAA 0 A_SpawnItemEx("M67Grenade_Explosion",0,0,10,random(-4,4),random(-4,4),random(-4,4),random(1,360))
      stop
   }
}


ACTOR PAPFlares : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 300
    inventory.maxamount 300
    ammo.backpackamount 300
    ammo.backpackmaxamount 300
    +IGNORESKILL
    inventory.pickupmessage "Got AK47 rounds!"  
    States
    {
    Spawn:
      CLIP A -1
      Stop
    }
}