ACTOR "Expander" : Weapon 31017
{
    //$Category DN3D Weapons
	Weapon.SelectionOrder 37
	Weapon.BobStyle Normal
    Weapon.BobSpeed 1.4
    Weapon.BobRangeX 0.85
    Weapon.BobRangeY 0.6
    Weapon.AmmoUse 1
    Weapon.AmmoGive 25
    Weapon.AmmoType "Expander Ammo"	
	Obituary "%o was inflated by %k's Expander."
    Inventory.PickupMessage "\cnExpander!"
    Inventory.PickupSound "DukeNukem/PickWeapon"
    Weapon.KickBack 0
    Scale 0.495
	+WEAPON.AMMO_OPTIONAL
	+WEAPON.ALT_AMMO_OPTIONAL
	+WEAPON.NOALERT
    States
    {
	Spawn:
		TNT1 A 0		
		TNT1 A 1 A_Jump(256,"Spawn1","Spawn2")
		Stop
	Spawn1:	
        EXPP A -1
        Stop
	Spawn2:	
        2XPP A -1
        Stop
	Ready:
		EXPG K 0 A_JumpIfInventory("Waiting",15,"Knuckles")
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_JumpIfInventory("Expander Ammo",1,"Ready2")
		EXPG K 1 A_WeaponReady
		EXPG K 0 A_GiveInventory("Waiting",1)
        Loop
	Ready2:
	    EXPG A 0 A_JumpIfInventory("Waiting",15,"Knuckles")
		EXPG B 1 A_WeaponReady
		EXPG ABCDEFGHIJIHGFEDCBABCDEFGHIJIHGFEDC 1 A_WeaponReady
		EXPG B 0 A_GiveInventory("Waiting",1)
        Loop
	Knuckles:
        EXPG KKKKK 1 A_Lower
        EXPG K 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:
	    EXPG K 0
        EXPG KKKKK 1 A_Lower
		EXPG K 0 A_TakeInventory("Waiting",15)
        EXPG K 0 A_Lower
        Goto Deselect+4
    Select:
        EXPG K 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_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_GiveInventory("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)
		EXPG K 0 A_PlaySound("Weapons/Up",6)
        EXPG K 0 A_Raise
        EXPG K 1 A_Raise
        EXPG K 0 A_Raise
        EXPG K 1 A_Raise
        EXPG K 0 A_Raise
        EXPG K 1 A_Raise
        EXPG K 0 A_Raise
        EXPG K 1 A_Raise
        EXPG K 0 A_Raise
        EXPG KKKKK 1 A_Raise
        EXPG KKKKKKKKKK 2 A_Raise
        Goto Ready
    Fire:
		EXPG A 0 A_JumpIfNoAmmo("FireFail")
		EXPF A 1 Bright OffSet(0,34) A_PlaySound("Expander/Shoot",5)
		TNT1 A 0 A_FireCustomMissile("DukeFlashExpander1",0,0,0)
		TNT1 A 0 A_Light1
        EXPF B 1 Bright OffSet(-2,31) 
        TNT1 A 0 A_FireCustomMissile("DukeFlashExpander2",0,0,0)
		TNT1 A 0 A_Light2
		EXPF C 1 Bright OffSet(1,32) A_AlertMonsters
        TNT1 A 0 A_FireCustomMissile("DukeFlashExpander1",0,0,0)
		TNT1 A 0 A_Light1
		EXPF A 1 Bright OffSet(2,27) A_FireBullets(Random(3,4),Random(3,4),-1,Random(45,50),"ExpanderPuff")
		TNT1 A 0 A_Light0
		EXPF B 1 Bright OffSet(3,31)
        TNT1 A 0 A_FireCustomMissile("DukeFlashExpander2",0,0,0)
		TNT1 A 0 A_Light1
		EXPF C 1 Bright OffSet(-2,33)
		TNT1 A 0 A_Light0
		EXPF C 0 A_TakeInventory("Waiting",15)
        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:  
	    EXPG K 0 A_JumpIfInventory("Expander Ammo",1,18)
        EXPG KKKKKKKKKKKKKKKKK 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        Stop
		EXPG ABCDEFGHIJIHGFEDCB 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        Stop
	FireFail:
	    EXPG K 1 OffSet(0,34) 
        EXPG K 0 A_PlaySound("Chaingun/Fail",6)
		EXPG K 1 OffSet(-2,31)
        EXPG K 1 OffSet(1,32)
		EXPG K 1 OffSet(2,27)
		EXPG K 1 OffSet(3,31)
		EXPG K 1 OffSet(-2,33)
		EXPG K 1 OffSet(-1,31)
		EXPG K 1 OffSet(2,27)
		EXPG K 1 OffSet(1,35)
		EXPG K 1 OffSet(-2,31) 
		EXPG K 1 OffSet(4,33)
		EXPG K 1 OffSet(2,24)
		EXPG K 1 OffSet(0,33)
		EXPG K 1 OffSet(5,27)
		EXPG K 1 OffSet(0,31)
		TNT1 A 0 A_TakeInventory("Waiting",15)
        Goto Ready	
        }
}

ACTOR DukeFlashExpander1
{
    Speed 1
    Radius 1
    Height 1
    Damage 0
    Projectile
    +NOCLIP
	+NOTIMEFREEZE
    States
    {
    Spawn:
        TNT1 A 0 
		TNT1 A 1
        Stop
    }
}

ACTOR DukeFlashExpander2
{
    Speed 1
    Radius 1
    Height 1
    Damage 0
    Projectile
    +NOCLIP
	+NOTIMEFREEZE
    States
    {
    Spawn:
        TNT1 A 0 
		TNT1 A 1
        Stop
    }
}

ACTOR ExpanderPuff
{
    Mass 5
    DamageType "Damage_Expander"
    RenderStyle Add
	Decal "ExpanderLightningHit"
	+THRUGHOST
	+PUFFONACTORS
	+NOBLOCKMAP
	+NOGRAVITY
	+ALLOWPARTICLES
	+CLIENTSIDEONLY	
    States
    {
    Spawn:
	    EXPX H 1 Bright 
		EXPX G 1 Bright A_PlaySound("Expander/Hit")
		TNT1 AAAA 0 A_CustomMissile("ExpanderParticle",0,0,Random(0,360),2,Random(0,360))
		EXPX FEDCBABCDEFGH 1 Bright 
        Stop
        }
}

ACTOR ExpanderParticle
{
    Height 0
    Radius 0
    Mass 0
    +MISSILE
    +NOBLOCKMAP
    -NOGRAVITY
    +DOOMBOUNCE
	+MOVEWITHSECTOR
    +FORCEXYBILLBOARD
    BounceFactor 0.2
    Gravity 0.8
    RenderStyle Add
    Scale 0.030
    Speed 10
    States
    {
    Spawn:
    Death:
        LENO BBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 2 Bright A_FadeOut(0.04)
        Stop
        }
}