ACTOR "Pulsethrower" : Weapon 31024
{
    //$Category DN3D Weapons
	Weapon.SelectionOrder 44
    Weapon.AmmoUse 1
    Weapon.AmmoGive 25
    Weapon.AmmoType "Pulse Ammo"
    Obituary "%o was overloaded by %k's Pulsethrower."
	Inventory.PickupMessage "\cnPulsethrower!"
    Inventory.PickupSound "DukeNukem/PickWeapon"
    Scale 0.66
    +WEAPON.AMMO_OPTIONAL
	+WEAPON.ALT_AMMO_OPTIONAL
	+WEAPON.NOALERT
    States
    {
	Spawn:
		TNT1 A 0		
		TNT1 A 1 A_Jump(256,"Spawn1","Spawn2")
		Stop
	Spawn1:	
        PULP A -1
        Stop
	Spawn2:	
        2ULP A -1
        Stop
	Ready:
	    PUTR A 1 A_WeaponReady
        PUTR A 0 A_JumpIfInventory("Waiting",15,"Knuckles")
		PUTR AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_WeaponReady
		PUTR A 0 A_GiveInventory("Waiting",1)
        Loop
	Knuckles:
        PUTR AAAAA 1 A_Lower
        PUTR A 0 A_Lower
		KNUK A 0 A_PlaySound("DukeNukem/Waiting",8)
        KNUK A 0 A_TakeInventory("Waiting",15)
        KNUK A 1 Offset(0,120) 
		KNUK A 1 Offset(0,110)
		KNUK A 1 Offset(0,100)
		KNUK A 1 Offset(0,90)
		KNUK A 1 Offset(0,80)
		KNUK A 1 Offset(0,70)
		KNUK A 1 Offset(0,60)
		KNUK A 1 Offset(0,50)
		KNUK A 1 Offset(0,40)
		KNUK AAABBB 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		KNUK C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        KNUK C 0 A_PlaySound("Duke/KNuckles",5)
		KNUK C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		KNUK C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        KNUK DDDCCCBBBAAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)  
        KNUK A 1 Offset(0,40)
		KNUK A 1 Offset(0,50)
		KNUK A 1 Offset(0,60)
		KNUK A 1 Offset(0,70)
		KNUK A 1 Offset(0,80)
		KNUK A 1 Offset(0,90)
		KNUK A 1 Offset(0,100)
		KNUK A 1 Offset(0,110)
		KNUK A 1 Offset(0,120)
        Goto Select
    Deselect:
        PUTR AAAAA 1 A_Lower
        PUTR A 0 A_Lower
        Goto Deselect+4
    Select:
        PUTR A 1 A_Raise
		TNT1 A 0 A_TakeInventory("CheckWeaponMightyFoot",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponPistol",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponDualPistol",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponBlackTail",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponDualBlackTail",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponDesertEagle",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponShotgun",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponSuperShotgun",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponAssaultShotgun",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponExplosiveShotgun",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponChaingun",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponLMG2028",1)
		TNT1 A 0 A_TakeInventory("CheckWeaponMinigun",1)
		TNT1 A 0 A_TakeInventory("CheckWeaponExplosiveChaingun",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponRPG",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponShockCannon",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponPipeBomb",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponLaserTripBomb",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponShrinker",1)
		TNT1 A 0 A_TakeInventory("CheckWeaponShrinker2",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponExpander",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponExecutor",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponDevastator",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponLaserChaingun",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponRailgun",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponFreezethrower",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponIncinerator",1)
        TNT1 A 0 A_GiveInventory("CheckWeaponPulsethrower",1)
		PUTR A 0 A_PlaySound("Weapons/Up",6)
        PUTR A 0 A_Raise
        PUTR A 1 A_Raise
        PUTR A 0 A_Raise
        PUTR A 1 A_Raise
        PUTR A 0 A_Raise
        PUTR A 1 A_Raise
        PUTR A 0 A_Raise
        PUTR A 1 A_Raise
        PUTR A 0 A_Raise
        PUTR AAAAA 1 A_Raise
        PUTR AAAAAAAAAA 2 A_Raise
        Loop
    Fire:
        PUTR B 0 A_JumpIfNoAmmo("FireFail")
		PUTR B 0 A_GunFlash
        PUTR B 1 Bright OffSet(0,34) A_PlaySound("Pulse/Shoot",5)
        PUTR C 1 Bright OffSet(-2,31) A_FireCustomMissile("PulseProjectile",1,1,8)
        PUTR D 1 Bright OffSet(1,32) A_AlertMonsters          
        PUTR C 1 Bright OffSet(2,29) 
        PUTR C 0 A_TakeInventory("Waiting",15)
		PUTR A 0 A_Refire
        PUTR AAAAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)  
        Goto Ready
    Flash:
        TNT1 A 1 A_FireCustomMissile("DukeFlashPulse1",0,0,0)
		TNT1 A 0 A_Light1   
		TNT1 A 1 A_FireCustomMissile("DukeFlashPulse2",0,0,0)
		TNT1 A 0 A_Light2  
		TNT1 A 1 A_FireCustomMissile("DukeFlashPulse1",0,0,0)
		TNT1 A 0 A_Light1  
		TNT1 A 1 A_FireCustomMissile("DukeFlashPulse2",0,0,0)
		TNT1 A 0 A_Light0
        Stop
    AltFire:
        BOOT C 0 A_JumpIfInventory("PowerStrength",1,22)
		BOOT C 0 A_GunFlash
		BOOT C 0 ACS_ExecuteAlways(500,0,FAS_ActorKick)
		BOOT CCCCCC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		BOOT C 0 A_CustomPunch(Random(26,30),0,0,"MightyBootPuff")
		BOOT C 0 A_TakeInventory("Waiting",15)
        BOOT DDDDD 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        BOOT CCCCC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        BOOT C 0 A_Refire
        Goto Ready  
		BOOT C 0 ACS_ExecuteAlways(500,0,FAS_ActorKick)
		BOOT C 0 A_GunFlash
		BOOT CCCCCC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		BOOT C 0 A_CustomPunch(10*Random(26,30),0,0,"MightyBootPuff")
		BOOT C 0 A_TakeInventory("Waiting",15)
        BOOT DDDDD 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        BOOT CCCCC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        BOOT C 0 A_Refire
        Goto Ready	
	AltFlash:  
        PUTR AAAAAAAAAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        Stop
	FireFail:
		PUTR A 0 A_PlaySound("Chaingun/Fail",6)
		PUTR A 0 A_TakeInventory("Waiting",15)
		PUTR AAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        Goto Ready	
        }
}

ACTOR PulseProjectile Replaces PlasmaBall
{
    Radius 4
    Height 4
    Speed 54
    Damage (Random(28,31))
    Projectile
	Scale 0.2
	DamageType "Damage_Pulse"
	DeathSound "Pulse/Death"
	Decal "PulseDecalHit"
	Obituary "%o was overloaded by %k's Pulsethrower."
    RenderStyle Add
	+THRUGHOST
    States
    {
	Spawn:
	    PUFI ABCDE 2 Bright
	    Loop
    Death:
        TNT1 A 1 A_SpawnItemEx("PulseParticle",0,0,0,0,0,0,0,128)
		TNT1 A 0 A_SpawnItemEx("PulseParticle",0,0,0,0,0,0,0,128)
		TNT1 B 1 A_SpawnItemEx("PuffSmokeBullet",0,0,0,0,0,1,0,128,0)
		TNT1 CDEFGH 1
        Stop
        }
}

ACTOR PulseParticleRed
{
    Height 0
    Radius 0
    Mass 0
    +MISSILE
    +THRUACTORS
    +NOTELEPORT
    +DONTSPLASH
    +HEXENBOUNCE
    +CLIENTSIDEONLY
	+MOVEWITHSECTOR
    +NOBLOCKMAP
    +FORCEXYBILLBOARD
    RENDERSTYLE ADD
    Gravity 0.2
    BounceFactor 0.6
    States
    {
    Spawn:
        LENR BBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 2 Bright A_FadeOut(0.04)
        Stop
    }		
}

ACTOR PulseParticleRed1 : PulseParticleRed 
{
    Scale 0.044
}

ACTOR PulseParticleRed2 : PulseParticleRed 
{
    Scale 0.038
}

ACTOR PulseParticleRed3 : PulseParticleRed 
{
    Scale 0.022
}

ACTOR PulseParticleRed4 : PulseParticleRed 
{
    Scale 0.016
}

ACTOR PulseParticle
{
    +MISSILE
    +NOGRAVITY
	+MOVEWITHSECTOR
    +NOCLIP
    +NOBLOCKMAP
    +CLIENTSIDEONLY
    +NOTELEPORT
    +DONTSPLASH
    States
    {
    Spawn:
        TNT1 A 1
        TNT1 A 0 A_SpawnItemEx("PulseParticleRed1",0,0,0,(0.1)*Random(24,48),0,(0.1)*Random(-45,45),Random(0,360),128)
        TNT1 A 0 A_SpawnItemEx("PulseParticleRed2",0,0,0,(0.1)*Random(24,48),0,(0.1)*Random(-45,45),Random(0,360),128)
        TNT1 A 0 A_SpawnItemEx("PulseParticleRed3",0,0,0,(0.1)*Random(24,48),0,(0.1)*Random(-45,45),Random(0,360),128)
        TNT1 A 0 A_SpawnItemEx("PulseParticleRed4",0,0,0,(0.1)*Random(24,48),0,(0.1)*Random(-45,45),Random(0,360),128)
        TNT1 A 1
        Stop
    }
}

ACTOR DukeFlashPulse1
{
    Speed 1
    Radius 1
    Height 1
    Damage 0
    Projectile
    +NOCLIP
	+NOTIMEFREEZE
    States
    {
    Spawn:
        TNT1 A 0 
		TNT1 A 1
        Stop
    }
}

ACTOR DukeFlashPulse2
{
    Speed 1
    Radius 1
    Height 1
    Damage 0
    Projectile
    +NOCLIP
	+NOTIMEFREEZE
    States
    {
    Spawn:
        TNT1 A 0 
		TNT1 A 1
        Stop
    }
}