ACTOR "Black Tail" : Weapon 
{
	Weapon.SelectionOrder 22
	Weapon.BobStyle Normal
    Weapon.BobSpeed 1.4
    Weapon.BobRangeX 0.85
    Weapon.BobRangeY 0.6
    Weapon.AmmoUse 1
    Weapon.AmmoGive 32
    Weapon.AmmoType "Pistol Ammo"
    Obituary "%o was gattered by %k's Black Tail."
	Inventory.Pickupmessage "\cnBlack Tail!"
    Inventory.PickupSound "DukeNukem/PickWeapon"
	Scale 0.5
	+WEAPON.AMMO_OPTIONAL
	+WEAPON.ALT_AMMO_OPTIONAL
	+WEAPON.NOALERT
    States
    {
    Ready:
        BAST A 1 A_WeaponReady
        BAST A 0 A_JumpIfInventory("Waiting",15,"Knuckles")
		BAST AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_WeaponReady
		BAST A 0 A_GiveInventory("Waiting",1)
        Loop
	Knuckles:
        BAST AAAAA 1 A_Lower
        BAST 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:
        BAST AAAAA 1 A_Lower
		BAST A 0 A_TakeInventory("Waiting",15)
        BAST A 0 A_Lower
        Goto Deselect+4
    Select:
        BAST 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_GiveInventory("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_TakeInventory("CheckWeaponPulsethrower",1)
		BAST A 0 A_PlaySound("BlackTail/Select",6)
        BAST A 0 A_Raise
		BAST A 1 A_Raise
        BAST A 0 A_Raise
        BAST A 1 A_Raise
        BAST A 0 A_Raise
        BAST A 1 A_Raise
        BAST A 0 A_Raise
        BAST A 1 A_Raise
        BAST A 0 A_Raise
        BAST AAAAA 1 A_Raise
        BAST AAAAAAAAAA 2 A_Raise
        Loop
    Fire:
        BAST A 0 A_JumpIfNoAmmo("FireFail")
		BAST A 0 A_JumpIfInventory("BlackTailReload",12,"Reload")
        BAST A 0 A_TakeInventory("Waiting",15)
        BAST A 0 A_GunFlash
		BAST A 0 A_FireBullets(Random(2,1),Random(1,2),-1,Random(19,23),"BulletBlackTail",FBF_NORANDOM)
		BAST A 0 A_PlaySound("BlackTail/Shoot",5)
		BAST A 0 A_AlertMonsters
        BAST B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		BAST B 0 A_TakeInventory("Pistol Ammo",1)
		BAST C 0 A_GiveInventory("BlackTailReload",1)		
		BAST B 0 A_FireCustomMissile("9mmSpawner",0,0,0,-1)
        BAST C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        BAST A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)		
        BAST AAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		Goto Ready
    Flash:
	    BASF A 0 A_FireCustomMissile("DukeFlashPistol",0,0,0)
		BASF A 0 A_Light2
        BASF A 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		BASF A 0 A_FireCustomMissile("DukeFlashPistol",0,0,0)
		BASF B 0 A_Light1 
		BASF B 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        BASF B 0 A_Light0
        Goto LightDone
    Reload:  
	    BAST D 0 A_PlaySound("BlackTail/Reload",6)
        BAST DDDEEEFFFGGGHHH 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		BAST I 0 A_TakeInventory("BlackTailReload",12)
        BAST IIIDDD 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        Goto Ready
    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:  
        BAST AAAAAAAAAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        Stop
	FireFail:
	    BAST A 0 A_PlaySound("Pistol/Fail",6)
		BAST A 0 A_TakeInventory("Waiting",15)
		BAST AAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        Goto Ready	
	Spawn:
		TNT1 A 0		
		TNT1 A 1 A_Jump(256,"Spawn1","Spawn2")
		Stop
	Spawn1:	
        BATP A 1
        Stop
	Spawn2:	
        BATP B 1
        Stop
    }
}

ACTOR " Black Tail " : CustomInventory 31001
{
	//$Category DN3D Weapons
	Inventory.Pickupmessage "\cnBlack Tail!"
    Inventory.PickupSound "DukeNukem/PickWeapon"
	Inventory.MaxAmount 200
    Inventory.Amount 12
	Scale 0.5
    States
    {
    Spawn:
		TNT1 A 0		
		TNT1 A 1 A_Jump(256,"Spawn1","Spawn2")
		Stop
	Spawn1:	
        BATP A -1
        Stop
	Spawn2:	
        BATP B -1
        Stop
	Pickup: 		
		BATP A 0 A_JumpIfInventory("FirstBlackTail",1,4)
        BATP A 1 A_GiveInventory("Black Tail",1)
		BATP A 0 A_GiveInventory("FirstBlackTail",1)		
        Stop
		BATP A 0
        BATP A 1 A_GiveInventory("Dual Black Tail")
        Stop
	}
}

ACTOR BlackTailReload : Ammo
{
	+IGNORESKILL
	Inventory.Amount 1
	Inventory.MaxAmount 12
}

ACTOR FirstBlackTail : Inventory
{
    Inventory.Amount 0
    Inventory.MaxAmount 1
}