actor RPG : Weapon
{
  Game Doom
  +WEAPON.NOAUTOFIRE
  Weapon.SelectionOrder 1500
  weapon.ammotype "RPGClip"
  weapon.ammouse 1
  weapon.ammogive 1
  weapon.ammogive2 20
  weapon.ammotype2 "RPGAmmo"
  Obituary "$OB_MPPISTOL" // "%o was tickled by %k's pea shooter."
  Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED" // "Picked up a pistol."
  States
  {
  Ready:
	MISG A 0 A_JumpIfInventory("thrownade",1,"ThrowGrenade")
    MISG A 0 A_JumpIfInventory("IsReloading",1,"Reload")
	MISG A 0 A_JumpIfInventory("Kinfeammo",1,"UseKnife")  
    MISG A 1 A_WeaponReady
    Loop
  Deselect: 
    MISG A 0 A_Lower
    MISG A 0 A_Lower
    MISG A 1 A_Lower
    loop
  Select:
    MISG A 0 A_Raise
    MISG A 0 A_Raise
    MISG A 1 A_Raise
    loop
  Fire:
    MISF A 0
    MISF A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    MISF A 0 A_jumpifnoammo("Reload")
    MISF A 5 A_playsound("RPG/FIRE",7)
    MISF B 5 A_FireCustomMissile ("RPGROCKET")
    MISF C 5
    MISF A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    MISF A 0 A_jumpifnoammo("Reload")
	goto ready
  Reload:
	MISG A 0 A_TakeInventory("IsReloading",1)
    MISG A 0 A_jumpifinventory("Speedcola", 1,"Reload_speed")
    MISG A 0 A_jumpifinventory("RPGClip", 1,"ready")
	MISG A 0 A_jumpifinventory("RPGammo", 1, 1)
	goto ready
	MISG A 1 A_playsound("RPG/clipout")
	MISG A 2 offset(0,40)
	MISG A 2 offset(0,44)
	MISG A 2 offset(0,48)
	MISG A 2 offset(0,52)
	MISG A 2 offset(0,56)
	MISG A 2 offset(0,60)
	MISG A 2 offset(0,64)
    Goto Reload2
  Reload2:
    AKRE A 0 A_Giveinventory("RPGClip",1)
	AKRE A 0 A_Takeinventory("RPGammo",1)
    AKRE A 0 A_jumpifinventory("RPGClip",1,"reloaddone")
	AKRE A 0 A_jumpifinventory("RPGammo",1,"reload2")
	goto reloaddone
  Reloaddone:
	MISG A 20 offset(0,64)
	MISG A 2 A_playsound("RPG/clipin")
	MISG A 20 offset(0,64)
	MISG A 2 offset(0,64)
	MISG A 2 offset(0,60)
	MISG A 2 offset(0,56)
	MISG A 2 offset(0,52)
	MISG A 2 offset(0,48)
	MISG A 2 offset(0,44)
	MISG A 2 offset(0,40)
	goto ready
  Reload_speed:
	MISG A 0 A_TakeInventory("IsReloading",1)
    MISG A 0 A_jumpifinventory("RPGClip", 1,"ready")
	MISG A 0 A_jumpifinventory("RPGammo", 1, 1)
	goto ready
	MISG A 1 A_playsound("RPG/clipout")
	MISG A 1 offset(0,40)
	MISG A 1 offset(0,44)
	MISG A 1 offset(0,48)
	MISG A 1 offset(0,52)
	MISG A 1 offset(0,56)
	MISG A 1 offset(0,60)
	MISG A 1 offset(0,64)
    Goto Reload2_speed
  Reload2_speed:
    AKRE A 0 A_Giveinventory("RPGClip",1)
	AKRE A 0 A_Takeinventory("RPGammo",1)
    AKRE A 0 A_jumpifinventory("RPGClip",1,"reloaddone_speed")
	AKRE A 0 A_jumpifinventory("RPGammo",1,"reload2_speed")
	goto reloaddone_speed
  Reloaddone_speed:
	MISG A 10 offset(0,64)
	MISG A 1 A_playsound("RPG/clipin")
	MISG A 10 offset(0,64)
	MISG A 1 offset(0,64)
	MISG A 1 offset(0,60)
	MISG A 1 offset(0,56)
	MISG A 1 offset(0,52)
	MISG A 1 offset(0,48)
	MISG A 1 offset(0,44)
	MISG A 1 offset(0,40)
	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
  Flash:
    TNTT A 0
	stop
  Spawn:
    GEWE Z -1
	stop
  }
}


actor RPGClip : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 0
    inventory.maxamount 1
    ammo.backpackamount 0
    ammo.backpackmaxamount 1
    +IGNORESKILL
}

actor RPGAmmo : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 20
    inventory.maxamount 20
    ammo.backpackamount 20
    ammo.backpackmaxamount 20
    +IGNORESKILL
    inventory.pickupmessage "Got Colt45 rounds!"  
    States
    {
    Spawn:
      CLIP A -1
      Stop
    }
}

ACTOR RPGROCKET
{
  Game Doom
  Radius 11
  Height 8
  Speed 13
  Damage (random(4250,4250))
  DamageType PHD
  Projectile
  +RANDOMIZE
  +DEHEXPLOSION
  +ROCKETTRAIL
  SeeSound "weapons/rocklf"
  DeathSound "weapons/rocklx"
  Obituary "$OB_MPROCKET" // "%o rode %k's rocket."
  States
  {
  Spawn:
    MIST A 1 Bright
    Loop
  Death:
    MIRL E 8 Bright A_Explode(228,238)
    MIRL F 6 Bright
    MIRL G 4 Bright
    MIRL HIJK 4 Bright
    Stop
  }
}

actor PAPRPG : Weapon
{
  Game Doom
  Weapon.SelectionOrder 1500
  weapon.ammotype "PAPRPGClip"
  weapon.ammouse 1
  weapon.ammogive 8
  weapon.ammogive2 40
  weapon.ammotype2 "PAPRPGAmmo"
  Obituary "$OB_MPPISTOL" // "%o was tickled by %k's pea shooter."
  Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED" // "Picked up a pistol."
  States
  {
  Ready:
	MISG A 0 A_JumpIfInventory("thrownade",1,"ThrowGrenade")
    MISG A 0 A_JumpIfInventory("IsReloading",1,"Reload")
	MISG A 0 A_JumpIfInventory("Kinfeammo",1,"UseKnife")  
    MISG A 1 A_WeaponReady
    Loop
  Deselect: 
    MISG A 0 A_Lower
    MISG A 0 A_Lower
    MISG A 1 A_Lower
    loop
  Select:
    MISG A 0 A_Raise
    MISG A 0 A_Raise
    MISG A 1 A_Raise
    loop
  Fire:
    MISF A 0
    MISF A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    MISF A 0 A_jumpifnoammo("Reload")
    MISF A 2 A_playsound("RPG/FIRE",7)
    MISF B 3 A_FireCustomMissile ("PAPRPGROCKET")
    MISF C 2
    MISF A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    MISF A 0 A_jumpifnoammo("Reload")
	goto ready
  Reload:
	MISG A 0 A_TakeInventory("IsReloading",1)
    MISG A 0 A_jumpifinventory("Speedcola", 1,"Reload_speed")
    MISG A 0 A_jumpifinventory("PAPRPGClip", 8,"ready")
	MISG A 0 A_jumpifinventory("PAPRPGammo", 1, 1)
	goto ready
	MISG A 1 A_playsound("RPG/clipout")
	MISG A 2 offset(0,40)
	MISG A 2 offset(0,44)
	MISG A 2 offset(0,48)
	MISG A 2 offset(0,52)
	MISG A 2 offset(0,56)
	MISG A 2 offset(0,60)
	MISG A 2 offset(0,64)
    Goto Reload2
  Reload2:
    AKRE A 0 A_Giveinventory("PAPRPGClip",1)
	AKRE A 0 A_Takeinventory("PAPRPGammo",1)
    AKRE A 0 A_jumpifinventory("PAPRPGClip",8,"reloaddone")
	AKRE A 0 A_jumpifinventory("PAPRPGammo",1,"reload2")
	goto reloaddone
  Reloaddone:
	MISG A 20 offset(0,64)
	MISG A 2 A_playsound("RPG/clipin")
	MISG A 20 offset(0,64)
	MISG A 2 offset(0,64)
	MISG A 2 offset(0,60)
	MISG A 2 offset(0,56)
	MISG A 2 offset(0,52)
	MISG A 2 offset(0,48)
	MISG A 2 offset(0,44)
	MISG A 2 offset(0,40)
	goto ready
  Reload_speed:
	MISG A 0 A_TakeInventory("IsReloading",1)
    MISG A 0 A_jumpifinventory("PAPRPGClip", 8,"ready")
	MISG A 0 A_jumpifinventory("PAPRPGammo", 1, 1)
	goto ready
	MISG A 1 A_playsound("RPG/clipout")
	MISG A 1 offset(0,40)
	MISG A 1 offset(0,44)
	MISG A 1 offset(0,48)
	MISG A 1 offset(0,52)
	MISG A 1 offset(0,56)
	MISG A 1 offset(0,60)
	MISG A 1 offset(0,64)
    Goto Reload2_speed
  Reload2_speed:
    AKRE A 0 A_Giveinventory("PAPRPGClip",1)
	AKRE A 0 A_Takeinventory("PAPRPGammo",1)
    AKRE A 0 A_jumpifinventory("PAPRPGClip",8,"reloaddone_speed")
	AKRE A 0 A_jumpifinventory("PAPRPGammo",1,"reload2_speed")
	goto reloaddone_speed
  Reloaddone_speed:
	MISG A 10 offset(0,64)
	MISG A 1 A_playsound("RPG/clipin")
	MISG A 10 offset(0,64)
	MISG A 1 offset(0,64)
	MISG A 1 offset(0,60)
	MISG A 1 offset(0,56)
	MISG A 1 offset(0,52)
	MISG A 1 offset(0,48)
	MISG A 1 offset(0,44)
	MISG A 1 offset(0,40)
	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
  Flash:
    TNTT A 0
	stop
  Spawn:
    GEWE Z -1
	stop
  }
}


actor PAPRPGClip : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 0
    inventory.maxamount 8
    ammo.backpackamount 0
    ammo.backpackmaxamount 8
    +IGNORESKILL
}

actor PAPRPGAmmo : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 40
    inventory.maxamount 40
    ammo.backpackamount 40
    ammo.backpackmaxamount 40
    +IGNORESKILL
    inventory.pickupmessage "Got Colt45 rounds!"  
    States
    {
    Spawn:
      CLIP A -1
      Stop
    }
}

ACTOR PAPRPGROCKET
{
  Game Doom
  Radius 13
  Height 8
  Speed 17
  Damage (random(9500,9500))
  DamageType PHD
  Projectile
  +RANDOMIZE
  +DEHEXPLOSION
  +ROCKETTRAIL
  SeeSound "weapons/rocklf"
  DeathSound "weapons/rocklx"
  Obituary "$OB_MPROCKET" // "%o rode %k's rocket."
  States
  {
  Spawn:
    MIST A 1 Bright
    Loop
  Death:
    MIRL E 8 Bright A_Explode(228,238)
    MIRL F 6 Bright
    MIRL G 4 Bright
    MIRL HIJK 4 Bright
    Stop
  }
}