//torch

actor arthurstorch : Subweaponcandle
{
	states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 0 a_custommissile ("BlazTorchSprite",0,0,0,CMF_AIMDIRECTION)
		TNT1 A 0 a_custommissile ("DoomslayerFireBombSprite",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/subweapon",CHAN_ITEM)
		TNT1 A 0 ACS_NamedExecuteAlways("SubLog",0,4,0,0)
		//TNT1 A 0 a_log ("Torch Subweapon!")
		TNT1 A 0 a_jumpifinventory ("Torchcheck", 1, "GiveAmmo")
		TNT1 A 0 a_giveinventory ("Torchcheck", 1)
		TNT1 A 0 a_takeinventory ("subweaponammo",99)
		TNT1 A 0 a_giveinventory ("subweaponammo", 4)
		TNT1 A 0 a_takeinventory ("shieldcheck", 99)	
		TNT1 A 0 a_takeinventory ("hatchetcheck", 99)
		TNT1 A 0 a_takeinventory ("daggercheck", 99)
		TNT1 A 0 a_takeinventory ("Lancecheck", 99)
		TNT1 A 0 a_takeinventory ("TrineVoulgecheck", 99)		
		TNT1 A 0 a_takeinventory ("hammercheck", 99)		
		TNT1 A 0 a_takeinventory ("boomerangcheck", 99)
		TNT1 A 0 a_takeinventory ("crystalbombcheck", 99)
		stop
	GiveAmmo:
		TNT1 A 0
		TNT1 A 0 a_giveinventory ("subweaponammo", 4)
		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 a_takeinventory ("SlayerBombCooldown",999)
		TNT1 A 0 ACS_NamedExecuteAlways("SubLog",0,4,0,0)
		//TNT1 A 0 a_log ("fire bomb!")
		TNT1 A 0 a_jumpifinventory ("firebombcheck", 1, "GiveSlayerAmmo")
		TNT1 A 0 a_giveinventory ("firebombcheck", 1)
		TNT1 A 0 a_takeinventory ("bombammo", 99)
		TNT1 A 0 a_giveinventory ("bombammo", 6)
		TNT1 A 0 a_takeinventory ("beambombcheck", 99)
		TNT1 A 0 a_takeinventory ("Thunderbombcheck", 99)
		stop
	GiveSlayerAmmo:
		TNT1 A 0
		TNT1 A 0 a_giveinventory ("bombammo", 3)
		stop
	}
}

actor BlazTorchSprite : GMOTAweaponsprite
{
	+floatbob
    VisibleToPlayerClass LordBlaz
    States
    {
	spawn:
		TNT1 A 0
		TRCN 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)
		TRCN A 1 bright
		goto death
	death:
		TNT1 A 0
		TNT1 A 1 a_spawnitemex ("Blazwinkout")
		stop
    }
}


actor torchcheck : ammo
{
	inventory.amount 1
	inventory.maxamount 2
	states
	{
	spawn:
	 TRCN A -1
	 stop
	 }
}
