ACTOR "Minigun" : Weapon 31008
{
    //$Category DN3D Weapons
	Weapon.SelectionOrder 30
	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 was gutted with bullets by %k's minigun."
    Inventory.PickupMessage "\cnMinigun!"
    Inventory.PickupSound "DukeNukem/PickWeapon"
    Scale 0.46
    +WEAPON.AMMO_OPTIONAL
	+WEAPON.ALT_AMMO_OPTIONAL
	+WEAPON.NOALERT
    States
    {
	Spawn:
		TNT1 A 0		
		TNT1 A 1 A_Jump(256,"Spawn1","Spawn2")
		Stop
	Spawn1:	
        MINP A -1
        Stop
	Spawn2:	
        MINP B -1
        Stop
    Ready:
	    MINI A 1 A_WeaponReady
        MINI A 0 A_JumpIfInventory("Waiting",15,"Knuckles")
		MINI AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_WeaponReady
		MINI A 0 A_GiveInventory("Waiting",1)
        Loop
	Knuckles:
        MINI AAAAA 1 A_Lower
        MINI 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:
        MINI AAAAA 1 A_Lower
		MINI A 0 A_TakeInventory("Waiting",15)
        MINI A 0 A_Lower
        Goto Deselect+4
    Select:
        MINI 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_GiveInventory("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)
		MINI A 0 A_PlaySound("Minigun/Select",6)
        MINI A 0 A_Raise
        MINI A 1 A_Raise
        MINI A 0 A_Raise
        MINI A 1 A_Raise
        MINI A 0 A_Raise
        MINI A 1 A_Raise
        MINI A 0 A_Raise
        MINI A 1 A_Raise
        MINI AAAAA 1 A_Raise
        MINI AAAAAAAAAA 2 A_Raise
        Loop
    Fire:
		MINI D 0 A_JumpIfNoAmmo("FireFail")
		MINI D 0 A_JumpIfInventory("CoopMode2",1,"Fire2")
		MINI D 0 A_GiveInventory("CoopMode2",1)
        MINI D 0 A_FireBullets(Random(2,3),Random(2,3),-1,Random(22,23),"BulletMinigun",FBF_NORANDOM)
		MINI D 0 A_TakeInventory("Chaingun Ammo",1)
        MINI D 0 A_TakeInventory("Waiting",15)
        MINI D 0 A_PlaySound("Weapons/Pistol",5)
        MINI D 0 A_FireCustomMissile("ChaingunCasingSpawner",0,0,0,-1)
		MINI D 0 A_GunFlash
        MINI D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)   
		MINI D 0 A_AlertMonsters
		MINI D 0 A_GiveInventory("NewFlashB1",1)
		MI2I E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)   
		MINI E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)  
		MINI A 1 A_WeaponReady(WRF_NOSWITCH)  
	    Goto Stop1
	Stop1:
		MINI BCABCABCAABBCCAAABBBCCCAAAABBBBCCCC 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)  
        Goto Ready
    Fire2:
        MINI E 0 A_JumpIfInventory("CoopMode3",1,"Fire3")
		MINI E 0 A_GiveInventory("CoopMode3",1)
        MINI E 0 A_FireBullets(Random(2,3),Random(3,2),-1,Random(22,23),"BulletMinigun",FBF_NORANDOM)
		MINI E 0 A_TakeInventory("Chaingun Ammo",1)
        MINI E 0 A_TakeInventory("Waiting",15)
        MINI E 0 A_PlaySound("Weapons/Pistol",5)
        MINI E 0 A_FireCustomMissile("ChaingunCasingSpawner",0,0,0,-1)
		MINI E 0 A_GunFlash
        MINI E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)  
		MINI E 0 A_AlertMonsters
		MINI E 0 A_GiveInventory("NewFlashB2",1)
		MI2I F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)   
		MI2I F 0 A_TakeInventory("NewFlashB1",1)
		MINI A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		MINI B 1 A_WeaponReady(WRF_NOSWITCH)  
		Goto Stop2
	Stop2:
		MINI CABCABCABBCCAABBBCCCAAABBBBCCCC 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)  
        Goto Ready
    Fire3:
        MINI F 0 A_TakeInventory("CoopMode2",1)
		MINI F 0 A_TakeInventory("CoopMode3",1)
        MINI F 0 A_FireBullets(Random(2,3),Random(2,3),-1,Random(22,23),"BulletMinigun",FBF_NORANDOM)
		MINI F 0 A_TakeInventory("Chaingun Ammo",1)
        MINI F 0 A_TakeInventory("Waiting",15)
        MINI F 0 A_PlaySound("Weapons/Pistol",5)
        MINI F 0 A_FireCustomMissile("ChaingunCasingSpawner",0,0,0,-1)
		MINI F 0 A_GunFlash 
        MINI F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)   
		MINI F 0 A_AlertMonsters
		MI2I D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)   
		MI2I D 0 A_TakeInventory("NewFlashB2",1) 
		MINI B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)  
		MINI C 1 A_WeaponReady(WRF_NOSWITCH)  
	    Goto Stop3
	Stop3:
		MINI ABCABCABCCAABBCCCAAABBBCCCCAAAABBBBCCCC 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)  
        Goto Ready
	Flash:
	   	MINF D 0 A_JumpIfInventory("NewFlashB2",1,17)
	    MINF D 0 A_JumpIfInventory("NewFlashB1",1,8)
		MINF D 0 A_FireCustomMissile("DukeFlashChaingunCannon",0,0,0)
		MINF D 0 A_Light1
		MINF D 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		MI2F E 0 A_FireCustomMissile("DukeFlashShotgun",0,0,0)
		MI2F E 0 A_Light2
		MI2F E 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		MI2F E 0 A_Light0  
		Goto LightDone
		MINF E 0 
		MINF E 0 A_FireCustomMissile("DukeFlashChaingunCannon",0,0,0)
		MINF E 0 A_Light1
		MINF E 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		MI2F F 0 A_FireCustomMissile("DukeFlashShotgun",0,0,0)
		MI2F F 0 A_Light2
		MI2F F 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		MI2F F 0 A_Light0 
		Goto LightDone
		MINF F 0 
		MINF F 0 A_FireCustomMissile("DukeFlashChaingunCannon",0,0,0)
		MINF F 0 A_Light1
		MINF F 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		MI2F D 0 A_FireCustomMissile("DukeFlashShotgun",0,0,0)
		MI2F D 0 A_Light2
		MI2F D 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		MI2F 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:  
        MINI AAAAAAAAAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        Stop
	FireFail:
	    MINI A 0 A_PlaySound("Minigun/Fail",6)
		MINI A 0 A_TakeInventory("Waiting",15)
		MINI ABCABCAABBCCAAABBBCCCAAAABBBBCCCC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSECONDARY|WRF_NOSWITCH) 
        Goto Ready	
        }
}

ACTOR NewFlashB1 : Inventory
{
    Inventory.Amount 0
    Inventory.MaxAmount 1
}

ACTOR NewFlashB2 : Inventory
{
    Inventory.Amount 0
    Inventory.MaxAmount 1
}

ACTOR CoopMode2 : Inventory
{
    Inventory.Amount 0
    Inventory.MaxAmount 1
}

ACTOR CoopMode3 : Inventory
{
    Inventory.Amount 0
    Inventory.MaxAmount 1
}