ACTOR "Explosive Chaingun" : Weapon 31179
{
    //$Category DN3D Weapons
	Weapon.SelectionOrder 46
	Weapon.BobStyle Normal
    Weapon.BobSpeed 1.4
    Weapon.BobRangeX 0.85
    Weapon.BobRangeY 0.6
    Weapon.AmmoUse 1
    Weapon.AmmoGive 50
    Weapon.AmmoType "Chaingun Ammo"
    Obituary "%o got owned by %k's Explosive Chaingun."
    Inventory.PickupMessage "\cnExplosive Chaingun!"
    Inventory.PickupSound "DukeNukem/PickWeapon"
    +WEAPON.AMMO_OPTIONAL
	+WEAPON.ALT_AMMO_OPTIONAL
	+WEAPON.NOALERT
    States
    {
	Spawn:
		TNT1 A 0		
		TNT1 A 1 A_Jump(256,"Spawn1","Spawn2")
		Stop
	Spawn1:	
        CEXZ A -1
        Stop
	Spawn2:	
        CEXZ B -1
        Stop
    Ready:
	    CEXP A 1 A_WeaponReady
        CEXP A 0 A_JumpIfInventory("Waiting",15,"Knuckles")
		CEXP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_WeaponReady
		CEXP A 0 A_GiveInventory("Waiting",1)
        Loop
	Knuckles:
        CEXP AAAAA 1 A_Lower
        CEXP 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:
	    CEXP A 1 A_StopSound(CHAN_WEAPON)
        CEXP AAAAA 1 A_Lower
		CEXP A 0 A_TakeInventory("Waiting",15)
        CEXP A 0 A_Lower
        Goto Deselect+5
    Select:
        CEXP 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_GiveInventory("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)
		CEXP A 0 A_PlaySound("ExplosiveChaingun/Up",6)
        CEXP A 0 A_Raise
        CEXP A 1 A_Raise
        CEXP A 0 A_Raise
        CEXP A 1 A_Raise
        CEXP A 0 A_Raise
        CEXP A 1 A_Raise
        CEXP A 0 A_Raise
        CEXP A 1 A_Raise
        CEXP AAAAA 1 A_Raise
        CEXP AAAAAAAAAA 2 A_Raise
        Loop
    Fire:
	    CEXP A 0 A_PlaySound("ExplosiveChaingun/Star",CHAN_WEAPON)
		CEXP EEEEAAAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		CEXP EEEAAAEEAAEEAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		Goto Hold
	Hold:
	    CEXP A 0 A_JumpIfNoAmmo("FailFire")
		CEXP A 0 A_JumpIfInventory("NewFlashEC1",1,49)
	    CEXP A 0 A_GunFlash
		CEXP A 0 A_PlaySound("ExplosiveChaingun/Move",CHAN_WEAPON)	
	    CEXP B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		CEXP A 0 A_FireCustomMissile("BulletExplosiveShotgun",Random(2,-2),1,10)
		CEXP A 0 A_AlertMonsters
        CEXP A 0 A_PlaySound("ExplosiveChaingun/Shoot",5)	
		CEXP A 0 A_TakeInventory("Waiting",15)
		CEXP A 0 A_GiveInventory("NewFlashEC1",1)
		CEXP B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		CEXP C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		CEXP A 0 A_FireCustomMissile("ChaingunCasingSpawner",0,0,0,-1)
		CEXP C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		CEXP A 0 A_ReFire
		CEXP A 0 A_PlaySound("ExplosiveChaingun/Stop",CHAN_WEAPON)
		CEXP AAEEAAEEAAAEEEAAAAEEEEAAAAAEEEEE 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSECONDARY|WRF_NOSWITCH) 
		Goto Ready
		CEXP A 0 
		CEXP A 0 A_JumpIfNoAmmo("FailFire")
	    CEXP A 0 A_GunFlash
		CEXP A 0 A_PlaySound("ExplosiveChaingun/Move",CHAN_WEAPON)
	    CEXP D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		CEXP A 0 A_FireCustomMissile("BulletExplosiveShotgun",Random(2,-2),1,10)
		CEXP A 0 A_AlertMonsters
        CEXP A 0 A_PlaySound("ExplosiveChaingun/Shoot",5)
		CEXP A 0 A_TakeInventory("Waiting",15)
		CEXP A 0 A_TakeInventory("NewFlashEC1",1)
		CEXP D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		CEXP F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		CEXP A 0 A_FireCustomMissile("ChaingunCasingSpawner",0,0,0,-1)
		CEXP F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		CEXP A 0 A_ReFire
		CEXP A 0 A_PlaySound("ExplosiveChaingun/Stop",CHAN_WEAPON)
		CEXP AAEEAAEEAAAEEEAAAAEEEEAAAAAEEEEE 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSECONDARY|WRF_NOSWITCH) 
		Goto Ready
	Flash:
	   	CEXF B 0 A_JumpIfInventory("NewFlashEC1",1,8)
		CEXF B 0 A_FireCustomMissile("DukeFlashChaingunCannon",0,0,0)
		CEXF B 0 A_Light1
		CEXF B 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		CEXF B 0 A_FireCustomMissile("DukeFlashShotgun",0,0,0)
		CEXF B 0 A_Light2
		CEXF B 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		CEXF B 0 A_Light0  
		Goto LightDone
		CEXF D 0 
		CEXF D 0 A_FireCustomMissile("DukeFlashChaingunCannon",0,0,0)
		CEXF D 0 A_Light1
		CEXF D 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		CEXF D 0 A_FireCustomMissile("DukeFlashShotgun",0,0,0)
		CEXF D 0 A_Light2
		CEXF D 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		CEXF D 0 A_Light0 
		Goto LightDone
	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:  
        CEXP AAAAAAAAAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        Stop	
	FailFire:
		CEXP A 0 A_PlaySound("ExplosiveChaingun/Move",CHAN_WEAPON)
		CEXP A 0 A_TakeInventory("Waiting",15)
	    CEXP AAEE 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSECONDARY|WRF_NOSWITCH) 
		CEXP A 0 A_ReFire
		CEXP A 0 A_PlaySound("ExplosiveChaingun/Stop",CHAN_WEAPON)
		CEXP AAEEAAEEAAAEEEAAAAEEEEAAAAAEEEEE 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSECONDARY|WRF_NOSWITCH) 
		Goto Ready
        }
}

ACTOR NewFlashEC1 : Inventory
{
    Inventory.Amount 0
    Inventory.MaxAmount 1
}