//Rolling bomb


actor rollingbombspell : spellcandle
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 0 a_custommissile ("BlazRollingBombSprite",0,0,0,CMF_AIMDIRECTION)
		TNT1 A 0 a_custommissile ("DoomslayerAmmoDaggerSprite",0,0,0,CMF_AIMDIRECTION)
		Goto spawn1		
	Pickup:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("IamLordBlaz",1,"Blaz")
		TNT1 A 0 A_JumpIfInventory ("IamDoomSlayer",1,"DoomSlayer")
		TNT1 A 1
		stop
	Blaz:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 a_setblend (FFFF00,0.1,5)
		TNT1 A 0 a_playsound ("powerups/spellorb",CHAN_ITEM)
		TNT1 A 0 ACS_NamedExecuteAlways("SubLog",0,11,0,0)
		//TNT1 A 0 a_log ("Rolling Bomb Subshot!")
		TNT1 A 0 a_jumpifinventory ("RollingBombcheck", 1, "GiveAmmo")
		TNT1 A 0 a_giveinventory ("RollingBombcheck", 1)
		TNT1 A 0 a_takeinventory ("subshotammo", 99)
		TNT1 A 0 a_giveinventory ("subshotammo", 5)
		TNT1 A 0 a_takeinventory ("Crushmissilecheck", 99)
		TNT1 A 0 a_takeinventory ("scattershotcheck", 99)
		TNT1 A 0 a_takeinventory ("heatbeamcheck", 99)
		TNT1 A 0 a_takeinventory ("spikevulcancheck", 99)
		TNT1 A 0 a_takeinventory ("heavymacercheck", 99)
		stop
	GiveAmmo:
		TNT1 A 0
		TNT1 A 0 a_giveinventory ("subshotammo", 5)
		stop
	Doomslayer:
		TNT1 A 0
		TNT1 A 0 a_setblend (FFFF00,0.1,5)
		TNT1 A 0 a_playsound ("doomslayer/subpickup",CHAN_ITEM)
		TNT1 A 0 ACS_NamedExecuteAlways("SubLog",0,11,0,0)
		//TNT1 A 0 a_log ("Dagger of greed!")
		TNT1 A 0 a_takeinventory ("SlayerDaggerCooldown",999)
		TNT1 A 0 a_jumpifinventory ("Ammodaggercheck", 1, "GiveSlayerAmmo")
		TNT1 A 0 a_giveinventory ("AmmoDaggercheck", 1)
		TNT1 A 0 a_takeinventory ("daggerammo", 99)
		TNT1 A 0 a_giveinventory ("daggerammo", 5)
		TNT1 A 0 a_takeinventory ("SpreadDaggerCheck", 99)
		TNT1 A 0 a_takeinventory ("GlassDaggerCheck", 99)
		TNT1 A 0 a_takeinventory ("FoodDaggerCheck", 99)
		stop
	GiveSlayerAmmo:
		TNT1 A 0
		TNT1 A 0 a_giveinventory ("daggerammo", 5)
		stop
	}
}

actor rollingbombcheck : ammo
{	
	inventory.amount 1
	inventory.maxamount 1
	states
	{
	spawn:
		CCRS A -1
		stop
	}
}

actor BlazRollingBombSprite : GMOTAweaponsprite
{
	+floatbob
    VisibleToPlayerClass LordBlaz
    States
    {
	spawn:
		TNT1 A 0
		RBCR A 1 bright
		TNT1 A 0 a_warp (AAPTR_TARGET,0,0,0,0,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
		TNT1 A 0 a_checkflag ("SPECIAL","spawn",AAPTR_TARGET)
		RBCR A 1 bright
		goto death
	death:
		TNT1 A 0
		TNT1 A 1 a_spawnitemex ("Blazwinkout")
		stop
    }
}

//Doomslayer
actor ammodaggercheck : ammo 
{
	inventory.amount 1
	inventory.maxamount 9
	states
	{
	spawn:
		HICN A -1
		stop
	}
}



actor DoomslayerAmmoDaggerSprite : GMOTAweaponsprite
{
	Scale 0.50
	+floatbob
    VisibleToPlayerClass DoomSlayer
    States
    {
	spawn:
		TNT1 A 0
		SLAD J 1 bright
		TNT1 A 0 a_warp (AAPTR_TARGET,0,0,0,0,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
		TNT1 A 0 a_checkflag ("SPECIAL","spawn",AAPTR_TARGET)
		SLAD J 1 bright
		goto death
	death:
		TNT1 A 0
		TNT1 A 1 a_spawnitemex ("Doomslayerwinkout")
		stop
	}
}
