ACTOR "RPG" : Weapon Replaces RocketLauncher 31010
{
    //$Category DN3D Weapons
	Weapon.SelectionOrder 31
    Weapon.BobStyle Normal
    Weapon.BobSpeed 1.4
    Weapon.BobRangeX 0.85
    Weapon.BobRangeY 0.6
	Weapon.AmmoUse 1
    Weapon.AmmoGive 5
    Weapon.AmmoType "Rocket Ammo"
    Obituary "%o was blown to pieces by %k's RPG."
    Inventory.PickupMessage "\cnRPG!"
    Inventory.PickupSound "DukeNukem/PickWeapon"
    Weapon.KickBack 0
    Scale 0.75
	+WEAPON.AMMO_OPTIONAL
	+WEAPON.ALT_AMMO_OPTIONAL
	+WEAPON.NOALERT
    States
    {
	Spawn:
		TNT1 A 0		
		TNT1 A 1 A_Jump(256,"Spawn1","Spawn2")
		Stop
	Spawn1:	
        RPGP A -1
        Stop
	Spawn2:	
        2PGP A -1
        Stop
    Ready:
	    RPGL A 1 A_WeaponReady
        RPGL A 0 A_JumpIfInventory("Waiting",15,"Knuckles")
		RPGL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_WeaponReady
		RPGL A 0 A_GiveInventory("Waiting",1)
        Loop
	Knuckles:
        RPGL AAAAA 1 A_Lower
        RPGL 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:
        RPGL AAAAA 1 A_Lower
		RPGL A 0 A_TakeInventory("Waiting",15)
        RPGL A 0 A_Lower
        Goto Deselect+4
    Select:
        RPGL 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_GiveInventory("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)
		RPGL A 0 A_PlaySound("Weapons/Up",6)
        RPGL A 0 A_Raise
        RPGL A 1 A_Raise
        RPGL A 0 A_Raise
        RPGL A 1 A_Raise
        RPGL A 0 A_Raise
        RPGL A 1 A_Raise
        RPGL A 0 A_Raise
        RPGL A 1 A_Raise
        RPGL A 0 A_Raise
        RPGL AAAAA 1 A_Raise
        RPGL AAAAAAAAAA 2 A_Raise
        Loop
    Fire:
	    RPGL B 0 A_JumpIfNoAmmo("FireFail")
	    RPGL B 0 A_GunFlash
	    RPGL BB 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		RPGL B 0 A_PlaySound("Rpg/Shoot",5)
		RPGL B 0 A_FireCustomMissile("RPGAttack",0,1,7,4)
		RPGL B 0 A_AlertMonsters
        RPGL CDDEEFFGG 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        RPGL G 0 A_TakeInventory("Waiting",15) 
        RPGL HIJKLMNOPQRSTU 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        Goto Ready
	Flash:	    
	    RPGF B 0 A_FireCustomMissile("DukeFlashSuperShotgun",0,0,0)
		RPGF B 0 A_Light1
		RPGF B 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		RPGF B 0 A_FireCustomMissile("DukeFlashSuperShotgun",0,0,0)
		RPGF B 0 A_Light2
		RPGF B 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		RPGF B 0 A_FireCustomMissile("DukeFlashSuperShotgun",0,0,0)
		RPGF B 0 A_Light2
		RPGF C 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		RPGF C 0 A_FireCustomMissile("DukeFlashSuperShotgun",0,0,0)
		RPGF C 0 A_Light1
		RPGF DD 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		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:  
        RPGL AAAAAAAAAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        Stop
	FireFail:
	    RPGL A 0 A_PlaySound("RPG/Fail",6)
		RPGL A 0 A_TakeInventory("Waiting",15)
		RPGL AAAAAAAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        Goto Ready	
    }
}

ACTOR RPGAttack Replaces Rocket
{
    Radius 6
    Height 6
    Speed 24
    Damage (100)
    Projectile
    DeathSound "Explosion/Sounds"
    Obituary "%o was blown to pieces by %k's RPG."
    Scale 0.5
    Decal "BigScorch"
    DamageType "Damage_Explosion"
	+THRUGHOST
	+FORCERADIUSDMG
    States
    {
    Spawn:
		RPGX A 0 A_PlaySound("Rocket/Fly",CHAN_BODY,1.0,True)
		RPGX A 1 Bright A_SpawnItemEx("RPGSmoke",0,0,0,Random(-1,1),Random(-1,1),Random(-1,1)) 
		Loop
    Death:		
		TNT1 A 0 A_StopSound(CHAN_BODY)
		TNT1 A 0 A_PlaySound("Explosion/Sounds2",11)
		TNT1 A 0 A_Explode(128,192,0)
        TNT1 A 0 A_Explode(128,192)
		TNT1 AAAAAAAAAA 0 A_CustomMissile("ExplosionFlame",10,0,Random(0,360),2,Random(0,360))
        TNT1 A 1 A_SpawnItemEx("DukeNukemExplosion",0,0,0,0,0,0,0,0)
        Stop
    }
}

ACTOR RPGSmoke
{
	Scale 0.65
	RenderStyle Add
	+NOINTERACTION
	+NOGRAVITY
    +DONTSPLASH
    +CLIENTSIDEONLY
	States 
	{
	Spawn:
		TNT1 A 2		
		TNT1 A 1 A_Jump(256,"Spawn1","Spawn2")
		Goto Spawn1
	Spawn1:
	    X033 ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut
		Stop
	Spawn2:
		X03F ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut
		Stop
	}
}