ACTOR "Executor" : Weapon 31018
{
    //$Category DN3D Weapons
	Weapon.SelectionOrder 38
    Weapon.BobStyle Normal
    Weapon.BobSpeed 1.4
    Weapon.BobRangeX 0.85
    Weapon.BobRangeY 0.6
	Weapon.AmmoUse 1
    Weapon.AmmoGive 25
    Weapon.AmmoType "Devastator Ammo"
    Obituary "%o was destroyed by %k's Executor."
    Inventory.PickupMessage "\cnExecutor!"
    Inventory.PickupSound "DukeNukem/PickWeapon"
    Weapon.KickBack 0
    Scale 0.715
	+WEAPON.AMMO_OPTIONAL
	+WEAPON.ALT_AMMO_OPTIONAL
	+WEAPON.NOALERT
    States
    {
	Spawn:
		TNT1 A 0		
		TNT1 A 1 A_Jump(256,"Spawn1","Spawn2")
		Stop
	Spawn1:	
        EXTP A -1
        Stop
	Spawn2:	
        EXTP B -1
        Stop
    Ready:
	    EXEC A 1 A_WeaponReady
        EXEC A 0 A_JumpIfInventory("Waiting",15,"Knuckles")
		EXEC AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_WeaponReady
		EXEC A 0 A_GiveInventory("Waiting",1)
        Loop
	Knuckles:
        EXEC AAAAA 1 A_Lower
        EXEC 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:
        EXEC AAAAA 1 A_Lower
		EXEC A 0 A_TakeInventory("Waiting",15)
        EXEC A 0 A_Lower
        Goto Deselect+4
    Select:
        EXEC 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_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_GiveInventory("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)
		EXEC A 0 A_PlaySound("Executor/Up",6)
        EXEC A 0 A_Raise
        EXEC A 1 A_Raise
        EXEC A 0 A_Raise
        EXEC A 1 A_Raise
        EXEC A 0 A_Raise
        EXEC A 1 A_Raise
        EXEC A 0 A_Raise
        EXEC A 1 A_Raise
        EXEC A 0 A_Raise
        EXEC AAAAA 1 A_Raise
        EXEC AAAAAAAAAA 2 A_Raise
        Loop
    Fire:
	    EXEC B 0 A_JumpIfNoAmmo("FireFail")	    
		EXEC BBC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		EXEC C 0 A_GunFlash
        EXEC C 0 A_PlaySound("Executor/Shoot",5)
		EXEC C 0 A_FireCustomMissile("ExecutorAttack",0,1,9,4)
        EXEC DDEEFFGGAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        Goto Ready
	Flash:	    
		EXEF D 0 A_Light1
		EXEF D 0 A_FireCustomMissile("DukeFlashShotgun",0,0,0)
		EXEF D 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		EXEF D 0 A_Light1
		EXEF D 0 A_FireCustomMissile("DukeFlashShotgun",0,0,0)
		EXEF DD 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		EXEF E 0 A_Light2
		EXEF E 0 A_FireCustomMissile("DukeFlashShotgun",0,0,0)
		EXEF E 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		EXEF E 0 A_Light2
		EXEF E 0 A_FireCustomMissile("DukeFlashShotgun",0,0,0)
		EXEF E 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		EXEF F 0 A_Light1
		EXEF F 0 A_FireCustomMissile("DukeFlashShotgun",0,0,0)
		EXEF F 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		EXEF F 0 A_Light1
		EXEF F 0 A_FireCustomMissile("DukeFlashShotgun",0,0,0)
		EXEF F 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		EXEC G 0 A_Light0
		EXEF GG 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:  
        EXEC AAAAAAAAAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        Stop
	FireFail:
		EXEC BBCC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        EXEC C 0 A_PlaySound("Executor/Fail",6)
        EXEC HHIIJJKKAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        Goto Ready	
    }
}

ACTOR ExecutorAttack
{
    Radius 2
    Height 2
    Speed 30
    Damage (46)
    Projectile
    DeathSound "Rpg/BlowUp"
    Obituary "%o was destroyed by %k's Executor."
    Scale 0.23
	Decal "Scorch"
    DamageType "Damage_Explosion"
	+THRUGHOST
	+FORCERADIUSDMG
    States
    {
    Spawn:
        RPGX A 0 A_PlaySound("MiniRocket/Fly",CHAN_BODY,1.0,True)
		RPGX A 1 Bright A_SpawnItemEx("DevastatorSmoke",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(80,128)
        TNT1 A 1 A_SpawnItemEx("DukeNukemExplosion2",0,0,0,0,0,0,0,0)
        Stop
        }
}

ACTOR DevastatorSmoke 
{
	Scale 0.42
	RenderStyle Add
	+CLIENTSIDEONLY
	+NOINTERACTION
	States 
	{
	Spawn:
		TNT1 A 2		
		TNT1 A 1 A_Jump(256,"Spawn1","Spawn2")
		Goto Spawn1
	Spawn1:
	    X033 ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut
		Wait
	Spawn2:
		X03F ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut
		Wait
	    }
}

ACTOR DukeNukemExplosion2
{
    Radius 1
    Height 1
    Speed 0
    +NOCLIP
    Projectile
	RenderStyle Add
    Scale 0.50
    States
    {
    Spawn:
	    TNT1 A 0
	    TNT1 A 0 A_PlaySound("Explosion/Sounds",3)
		TNT1 A 0 Radius_Quake(2,26,0,10,0)
		TNT1 AAAAAAAAAA 0 A_CustomMissile("ExplosionFlame2",10,0,Random(0,360),2,Random(0,360))
		RPGX BCDEFGHIJKLMNOPQRSTUV 2 Bright
        Stop
        }
}

ACTOR ExplosionFlame2
{
    Scale 1.05
    Speed 0.5
	Radius 1
	Height 1
	Damage 0 
	RenderStyle Add
	Alpha 1
	Gravity 0
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
	+MISSILE
	+FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    +NOINTERACTION
	+NOCLIP
	States
	{
    Spawn:
        EXPL AA 4 Bright A_SpawnItem("RedFlare2",0,0)
        EXPL BCDF 4 Bright 
        EXPL GHII 4 Bright
        Stop
	}
}

ACTOR RedFlare2 
{
    Radius 1
    Height 1
    Alpha 0.4
    Scale 0.22
    RenderStyle Add
    +NOINTERACTION
    +NOGRAVITY
    +CLIENTSIDEONLY
    States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,2)
		LENR A 4 Bright
		Stop
		TNT1 A 0 
        LENR A 4 Bright A_SetScale(0.25,0.25)
		Stop
	}
}