ACTOR "Desert Eagle" : Weapon 31002
{
    //$Category DN3D Weapons
	Weapon.SelectionOrder 24
	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 Desert Eagle."
    Inventory.Pickupmessage "\cnDesert Eagle!"
    Inventory.PickupSound "DukeNukem/PickWeapon"
    Scale 0.562
	+WEAPON.AMMO_OPTIONAL
	+WEAPON.ALT_AMMO_OPTIONAL
	+WEAPON.NOALERT
    States
    {
    Spawn:
		TNT1 A 0		
		TNT1 A 1 A_Jump(256,"Spawn1","Spawn2")
		Stop
	Spawn1:	
        DEAP A -1
        Stop
	Spawn2:	
        DEAP B -1
        Stop
	Ready:
        DEEA A 1 A_WeaponReady
        DEEA A 0 A_JumpIfInventory("Waiting",15,"Knuckles")
		DEEA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_WeaponReady
		DEEA A 0 A_GiveInventory("Waiting",1)
        Loop
	Knuckles:
        DEEA AAAAA 1 A_Lower
        DEEA 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:
        DEEA AAAAA 1 A_Lower
        DEEA A 0 A_TakeInventory("Waiting",15)
		DEEA A 0 A_Lower
        Goto Deselect+4
    Select:
        DEEA 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_GiveInventory("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)
		DEEA A 0 A_PlaySound("DesertEagle/Up",6)
        DEEA A 0 A_Raise
		DEEA A 1 A_Raise
        DEEA A 0 A_Raise
        DEEA A 1 A_Raise
        DEEA A 0 A_Raise
        DEEA A 1 A_Raise
        DEEA A 0 A_Raise
        DEEA A 1 A_Raise
        DEEA A 0 A_Raise
        DEEA AAAAA 1 A_Raise
        DEEA AAAAAAAAAA 2 A_Raise
        Loop
    Fire:
        DEEA A 0 A_JumpIfNoAmmo("FireFail")
		DEEA A 0 A_JumpIfInventory("DesertEagleReload",12,"Reload")
        DEEA A 0 A_TakeInventory("Waiting",15)
        DEEA A 0 A_GunFlash
		DEEA A 0 A_FireBullets(Random(2,3),Random(2,3),-1,Random(33,36),"BulletDesertEagle",FBF_NORANDOM)
		DEEA A 0 A_PlaySound("DesertEagle/Fire",5)
		DEEA A 0 A_AlertMonsters
        DEEA B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		DEEA B 0 A_TakeInventory("Pistol Ammo",1)
		DEEA B 0 A_FireCustomMissile("9mmSpawnerEagle",0,0,39,-1,20)
		DEEA C 0 A_GiveInventory("DesertEagleReload",1)
        DEEA C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        DEEA DEF 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)		
        DEEA AAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		Goto Ready
    Flash:
		DEEF B 0 A_FireCustomMissile("DukeFlashShotgun",0,0,0)
		DEEF B 0 A_Light2
        DEEF B 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		DEEF B 0 A_FireCustomMissile("DukeFlashShotgun",0,0,0)
		DEEF C 0 A_Light1 
		DEEF C 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        DEEF C 0 A_Light0
        Goto LightDone
    Reload:  
	    DEEA G 0 A_PlaySound("DesertEagle/ClipOut",6)
		DEE2 GGG 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		DEEA GGGHHHII 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		DEEA I 0 A_PlaySound("DesertEagle/ClipIn",11)
		DEEA IJJJ 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		DEEA K 0 A_PlaySound("DesertEagle/ClipReady",12)
		DEEA K 0 A_TakeInventory("DesertEagleReload",12)
		DEEA KKKGG 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		DEE2 GG 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		DEEA AAA 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:  
        DEEA AAAAAAAAAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        Stop
	FireFail:
	    DEEA A 0 A_PlaySound("Pistol/Fail",6)
		DEEA A 0 A_TakeInventory("Waiting",15)
		DEEA AAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        Goto Ready	
    }
}

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