actor Thomson : Weapon
{
  Game Doom
  Weapon.SelectionOrder 1900
  weapon.ammotype "ThomsonClip"
  weapon.ammouse 1
  weapon.ammogive1 999
  weapon.ammogive2 999
  weapon.ammotype2 "ThomsonAmmo"
  Obituary "$OB_MPPISTOL" // "%o was tickled by %k's pea shooter."
  Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED" // "Picked up a pistol."
  States
  {
  Ready:
	M1GE A 0 A_JumpIfInventory("thrownade",1,"ThrowGrenade")
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload")  
	AK47 A 0 A_JumpIfInventory("Kinfeammo",1,"UseKnife")
    THOM A 1 A_WeaponReady 
    Loop
  Deselect: 
    THOM A 0 A_Lower
    THOM A 0 A_Lower
    THOM A 1 A_Lower
    loop
  Select:
    THOM A 0 A_Raise
    THOM A 0 A_Raise
    THOM A 1 A_Raise
    loop
  Fire:
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    THOM A 0 A_jumpifinventory("deadshot",1,"Fire_deadshot")
    THOM A 0 A_jumpifinventory("Doubletap",1,"Fire_doubletap")
    THOM A 0 A_jumpifnoammo("Reload")
    THOM B 0 A_playsound("Thomson/Fire")
    THOM B 0 A_firebullets(5,6,1,random(950,950),"bulletpuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,-6,2)
    THOM B 2 A_Gunflash
    THOM A 2
    THOM A 0 A_jumpifnoammo("Reload")
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    THOM A 0 A_Refire
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    THOM A 0 A_jumpifnoammo("Reload")
    Goto Ready
  Fire_deadshot:
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    THOM A 0 A_jumpifinventory("Doubletap",1,"Fire_doubletapdeadshot")
    THOM A 0 A_jumpifnoammo("Reload")
    THOM B 0 A_playsound("Thomson/Fire")
    THOM B 0 A_firebullets(2,3,1,random(950,950),"bulletpuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,-6,2)
    THOM B 2 A_Gunflash
    THOM A 2
    THOM A 0 A_jumpifnoammo("Reload")
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    THOM A 0 A_Refire
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    THOM A 0 A_jumpifnoammo("Reload")
    Goto Ready
  Fire_doubletapdeadshot:
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    THOM A 0 A_jumpifnoammo("Reload")
    THOM B 0 A_playsound("Thomson/Fire")
    THOM B 0 A_firebullets(2,3,1,random(950,950),"bulletpuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,-6,2)
    THOM B 1 A_Gunflash
    THOM A 1
    THOM A 0 A_jumpifnoammo("Reload")
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    THOM A 0 A_Refire
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    THOM A 0 A_jumpifnoammo("Reload")
    Goto Ready
  Fire_doubletap:
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    THOM A 0 A_jumpifnoammo("Reload")
    THOM B 0 A_playsound("Thomson/Fire")
    THOM B 0 A_firebullets(5,6,1,random(950,950),"bulletpuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,-6,2)
    THOM B 1 A_Gunflash
    THOM A 1
    THOM A 0 A_jumpifnoammo("Reload")
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    THOM A 0 A_Refire
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    THOM A 0 A_jumpifnoammo("Reload")
    Goto Ready
  Reload:
	AUG1 A 0 A_TakeInventory("IsReloading",1)
    THRE A 0 A_jumpifinventory("Speedcola",1,"Reload_speed")
    THRE A 0 A_jumpifinventory("Thomsonclip",20,"Ready")
    THRE A 0 A_jumpifinventory("Thomsonammo",1,1)
	goto ready+1
	THRE A 0 A_playsound("Thomson/clipout")
	THRE ABCD 2
	THRE D 20
	goto reload2
  Reload2:
    THRE D 0 A_giveinventory("Thomsonclip",1)
    THRE D 0 A_takeinventory("Thomsonammo",1)
    THRE D 0 A_jumpifinventory("Thomsonclip",20,"Reloaddone")
    THRE D 0 A_jumpifinventory("Thomsonammo",1,"Reload2")
	goto reloaddone
  Reloaddone:
    THRE D 0 A_playsound("Thomson/clipin")
	THRE D 20
    THRE D 0 A_playsound("Thomson/bolt")
	THRE D 10
	THRE DCBA 2
	goto ready
  Reload_speed:
    THRE A 0 A_jumpifinventory("Thomsonclip",20,"Ready")
    THRE A 0 A_jumpifinventory("Thomsonammo",1,1)
	goto ready+1
	THRE A 0 A_playsound("Thomson/clipout")
	THRE ABCD 1
	THRE D 10
	goto reload2_speed
  Reload2_speed:
    THRE D 0 A_giveinventory("Thomsonclip",1)
    THRE D 0 A_takeinventory("Thomsonammo",1)
    THRE D 0 A_jumpifinventory("Thomsonclip",20,"Reloaddone_speed")
    THRE D 0 A_jumpifinventory("Thomsonammo",1,"Reload2_speed")
	goto reloaddone_speed
  Reloaddone_speed:
    THRE D 0 A_playsound("Thomson/clipin")
	THRE D 10
    THRE D 0 A_playsound("Thomson/bolt")
	THRE D 5
	THRE DCBA 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
  Flash:
    TNTT A 3 Bright A_Light1
    Goto LightDone
  Spawn:
    THSP A -1
    Stop
  }
}

actor ThomsonClip : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 0
    inventory.maxamount 20
    ammo.backpackamount 0
    ammo.backpackmaxamount 20
    +IGNORESKILL
}

actor PAPThomson : Weapon
{
  Game Doom
  Weapon.SelectionOrder 1900
  weapon.ammotype "PAPThomsonClip"
  weapon.ammouse 1
  weapon.ammogive2 999
  weapon.ammogive1 999
  weapon.ammotype2 "PAPThomsonAmmo"
  Obituary "$OB_MPPISTOL" // "%o was tickled by %k's pea shooter."
  Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED" // "Picked up a pistol."
  States
  {
  Ready:
	M1GE A 0 A_JumpIfInventory("thrownade",1,"ThrowGrenade")
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
	AK47 A 0 A_JumpIfInventory("Kinfeammo",1,"UseKnife")
    THOM A 1 A_WeaponReady 
    Loop
  Deselect: 
    THOM A 0 A_Lower
    THOM A 0 A_Lower
    THOM A 1 A_Lower
    loop
  Select:
    THOM A 0 A_Raise
    THOM A 0 A_Raise
    THOM A 1 A_Raise
    loop
  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
  Fire:
    THOM A 0 A_jumpifinventory("Doubletap",1,"Fire_doubletap")
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    THOM A 0 A_jumpifnoammo("Reload")
    THOM B 0 A_playsound("Thomson/Fire")
    THOM B 0 A_firebullets(2.5,3.3,1,random(1950,1950),"bulletpuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,-6,2)
    THOM B 2 A_Gunflash
    THOM A 2
    THOM A 0 A_jumpifnoammo("Reload")
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    THOM A 0 A_Refire
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    THOM A 0 A_jumpifnoammo("Reload")
    Goto Ready
  Fire_doubletap:
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    THOM A 0 A_jumpifnoammo("Reload")
    THOM B 0 A_playsound("Thomson/Fire")
    THOM B 0 A_firebullets(2.5,3.3,1,random(1950,1950),"bulletpuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,-6,2)
    THOM B 1 A_Gunflash
    THOM A 1
    THOM A 0 A_jumpifnoammo("Reload")
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    THOM C 0 A_Refire
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    THOM A 0 A_jumpifnoammo("Reload")
    Goto Ready
  Reload:
	AUG1 A 0 A_TakeInventory("IsReloading",1)
    THRE A 0 A_jumpifinventory("Speedcola",1,"Reload_speed")
    THRE A 0 A_jumpifinventory("PAPThomsonclip",40,"Ready")
    THRE A 0 A_jumpifinventory("PAPThomsonammo",1,1)
	goto ready+1
	THRE A 0 A_playsound("Thomson/clipout")
	THRE ABCD 2
	THRE D 20
	goto reload2
  Reload2:
    THRE D 0 A_giveinventory("PAPThomsonclip",1)
    THRE D 0 A_takeinventory("PAPThomsonammo",1)
    THRE D 0 A_jumpifinventory("PAPThomsonclip",40,"Reloaddone")
    THRE D 0 A_jumpifinventory("PAPThomsonammo",1,"Reload2")
	goto reloaddone
  Reloaddone:
    THRE D 0 A_playsound("Thomson/clipin")
	THRE D 20
    THRE D 0 A_playsound("Thomson/bolt")
	THRE D 10
	THRE DCBA 2
	goto ready
  Reload_speed:
    THRE A 0 A_jumpifinventory("PAPThomsonclip",40,"Ready")
    THRE A 0 A_jumpifinventory("PAPThomsonammo",1,1)
	goto ready+1
	THRE A 0 A_playsound("Thomson/clipout")
	THRE ABCD 1
	THRE D 10
	goto reload2_speed
  Reload2_speed:
    THRE D 0 A_giveinventory("PAPThomsonclip",1)
    THRE D 0 A_takeinventory("PAPThomsonammo",1)
    THRE D 0 A_jumpifinventory("PAPThomsonclip",40,"Reloaddone_speed")
    THRE D 0 A_jumpifinventory("PAPThomsonammo",1,"Reload2_speed")
	goto reloaddone_speed
  Reloaddone_speed:
    THRE D 0 A_playsound("Thomson/clipin")
	THRE D 10
    THRE D 0 A_playsound("Thomson/bolt")
	THRE D 5
	THRE DCBA 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
  Flash:
    TNTT A 3 Bright A_Light1
    Goto LightDone
  Spawn:
    THSP A -1
    Stop
  }
}

actor PAPThomsonClip : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 0
    inventory.maxamount 40
    ammo.backpackamount 0
    ammo.backpackmaxamount 40
    +IGNORESKILL
}

actor ThomsonAmmo : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 20
    inventory.maxamount 200
    ammo.backpackamount 20
    ammo.backpackmaxamount 200
    +IGNORESKILL
    inventory.pickupmessage "Got Thomson rounds!"  
    States
    {
    Spawn:
      CLIP A -1
      Stop
    }
}

actor PAPThomsonAmmo : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 40
    inventory.maxamount 400
    ammo.backpackamount 40
    ammo.backpackmaxamount 400
    +IGNORESKILL
    inventory.pickupmessage "Got Thomson rounds!"  
    States
    {
    Spawn:
      CLIP A -1
      Stop
    }
}