// --------------------------------------------------------------------------
//
// UAC-Service Pistol Model 21
//
// --------------------------------------------------------------------------

ACTOR D64Pistol: D64Weapon Replaces Pistol
{
	Weapon.AmmoUse 1
	Weapon.AmmoGive 20
	Weapon.AmmoType "AmmoClip"
	Inventory.PickupMessage "You got the UAC-Service Pistol Model 21!"
	Inventory.PickUpSound "Weapons/PickUp"
	Tag "UAC-Service Pistol Model 21"
	Scale 0.35
	Obituary "%o was shot down by %k's UAC-Service Pistol Model 21."
	+WEAPON.NOAUTOFIRE
	+INVENTORY.UNDROPPABLE
	+WEAPON.AMMO_OPTIONAL
	
	States
	{
	Select:
		TNT1 A 0 A_PlaySound("Weapons/Pistol/Up",5)
		PISG A 1 Offset(67, 100)
		PISG A 1 Offset(54, 81)
		PISG A 1 Offset(32, 69)
		PISG A 1 Offset(22, 58)
		PISG A 1 Offset(10, 47)
		PISG A 1 Offset(7, 39)
		PISG A 1 Offset(2, 34)
		PISG A 1 A_Raise
		Wait
	Ready:
		TNT1 A 0 A_JumpIfInventory("IsKicking", 1, "DoKick")
		PISG A 1 A_WeaponReady
		TNT1 A 0 A_JumpifInventory("IsGrenading",1,"ThrowGrenade")
		TNT1 A 0 A_JumpifInventory("IsKicking", 1, "DoKick")
		Loop
	Deselect:
		TNT1 A 0 A_PlaySound("weapons/weaponholster",3)
		PISG A 1 Offset(2, 34)
		PISG A 1 Offset(7, 39)
		PISG A 1 Offset(10, 47)
		PISG A 1 Offset(22, 58)
		PISG A 1 Offset(32, 69)
		PISG A 1 Offset(54, 81)
		PISG A 1 Offset(67, 100)
		PISG A 1 A_Lower
		Wait
	Fire:
		TNT1 A 0 A_JumpIfInventory("AmmoClip",1,1)
		Goto DryFire
		TNT1 A 0 A_Playsound("Weapons/Pistol/Fire",6)
		TNT1 A 0 A_SetPitch(pitch -1.0)
		TNT1 A 0 A_FireBullets(1.9, 2.1, 1, 7,"Bullet_Puff")
		TNT1 A 0 A_FireCustomMissile("9mmCaseSpawn",345+random(-8,8),0,-4,-5,0)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_Gunflash
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		PISF A 1 BRIGHT Offset(0,33)
		PISF BC 2
		PISG A 1 Offset(0,32)
		PISG A 1
		TNT1 A 0 A_Refire
		Goto Ready
	AltFire:
		TNT1 A 0 A_JumpIfInventory("AmmoClip",1,1)
		Goto DryFire
		TNT1 A 0 A_TakeInventory("AmmoClip",1,TIF_NOTAKEINFINITE)
		TNT1 A 0 A_Playsound("Weapons/Pistol/Fire",6)
		TNT1 A 0 A_SetPitch(pitch -0.2)
		TNT1 A 0 A_FireBullets(3, 5, 1, 7,"Bullet_Puff")
		TNT1 A 0 A_FireCustomMissile("9mmCaseSpawn",345+random(-8,8),0,-4,-5,0)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_Gunflash
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		PISF A 1 BRIGHT
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		PISG A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PISF BC 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_JumpIfInventory("AmmoClip",1,1)
		Goto DryFire
		TNT1 A 0 A_TakeInventory("AmmoClip",1,TIF_NOTAKEINFINITE)
		TNT1 A 0 A_Playsound("Weapons/Pistol/Fire",6)
		TNT1 A 0 A_SetPitch(pitch -0.4)
		TNT1 A 0 A_FireBullets(4, 9, 1, 7,"Bullet_Puff")
		TNT1 A 0 A_FireCustomMissile("9mmCaseSpawn",345+random(-8,8),0,-4,-5,0)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_Gunflash
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		PISF A 1 BRIGHT
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		PISG A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PISF BC 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_JumpIfInventory("AmmoClip",1,1)
		Goto DryFire
		TNT1 A 0 A_TakeInventory("AmmoClip",1,TIF_NOTAKEINFINITE)
		TNT1 A 0 A_Playsound("Weapons/Pistol/Fire",6)
		TNT1 A 0 A_SetPitch(pitch -0.6)
		TNT1 A 0 A_FireBullets(4, 6, 1, 7,"Bullet_Puff")
		TNT1 A 0 A_FireCustomMissile("9mmCaseSpawn",345+random(-8,8),0,-4,-5,0)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_Gunflash
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		PISF A 1 BRIGHT
		PISG A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PISF B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		PISF C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		PISG A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		Goto Ready
		DryFire:
		TNT1 A 0 A_Print("No ammunition. Go find more.",1)
		Goto Ready
		
	Flash:
		TNT1 A 5 Bright A_Light1
		Goto LightDone
		TNT1 A 5 Bright A_Light2
		Goto LightDone

//Kick
	DoKick:
		TNT1 A 0 A_JumpIf (momZ > 0, "AirBorne")
		TNT1 A 0 A_JumpIf (momZ < 0, "AirBorne")
		TNT1 A 0 A_JumpIfInventory("BerserkStrength",1,"BerserkKick")
		KICK A 1 Offset(0,32)
		TNT1 A 0 A_SetPitch(Pitch-1)
		KICK B 1 A_ZoomFactor(0.99)
		TNT1 A 0 A_SetPitch(Pitch-1)
		KICK C 1 A_ZoomFactor(0.98)
		TNT1 A 0 A_SetPitch(Pitch-1)
		KICK D 1 A_ZoomFactor(0.97)
		TNT1 A 0 A_SetPitch(Pitch-1)
		KICK E 1 A_ZoomFactor(0.96)
		TNT1 A 0 A_SetPitch(Pitch-1)
		KICK F 1 A_ZoomFactor(0.95)
		TNT1 A 0 A_CustomPunch(2 * random(1, 10),0,0,"KickPuff") 
		Goto FireEnd
		BerserkKick:
		KICK A 1 Offset(0,32)
		TNT1 A 0 A_SetPitch(Pitch-1)
		KICK B 1 A_ZoomFactor(0.99)
		TNT1 A 0 A_SetPitch(Pitch-1)
		KICK C 1 A_ZoomFactor(0.98)
		TNT1 A 0 A_SetPitch(Pitch-1)
		KICK D 1 A_ZoomFactor(0.97)
		TNT1 A 0 A_SetPitch(Pitch-1)
		KICK E 1 A_ZoomFactor(0.96)
		TNT1 A 0 A_SetPitch(Pitch-1)
		KICK F 1 A_ZoomFactor(0.95)
		TNT1 A 0 A_CustomPunch(20 * random(5, 10),0,0,"KickPuff")
		Goto FireEnd
		FireEnd:
		KICK GHIH 1
		TNT1 A 0 A_SetPitch(Pitch+1)
		KICK G 1 A_ZoomFactor(0.96)
		TNT1 A 0 A_SetPitch(Pitch+1)
		KICK F 1 A_ZoomFactor(0.97)
		TNT1 A 0 A_SetPitch(Pitch+1)
		KICK E 1 A_ZoomFactor(0.98)
		TNT1 A 0 A_SetPitch(Pitch+1)
		KICK D 1 A_ZoomFactor(0.99)
		TNT1 A 0 A_SetPitch(Pitch+1)
		KICK C 1 A_ZoomFactor(1.00)
		TNT1 A 3
		KICK BA 1
		Goto Ready
		AirBorne:
		TNT1 A 0 A_JumpIfInventory("BerserkStrength",1,"AirBerserk")
		TNT1 A 0 Offset(-1,32)
		KIKK ABCDE 1 A_Recoil(-2)
		KIKK F 3 A_CustomPunch (15,0,0,"KickPuff") 
		Goto EndFire
		AirBerserk:
		TNT1 A 0 Offset(-1,32)
		KIKK ABCDE 1 A_Recoil(-2)
		KIKK F 3 A_CustomPunch (25 * random(5, 10),0,0,"KickPuff")
		Goto EndFire
		EndFire:
		KIKK GHIJK 2 
		Goto Ready

//Throw Grenade
	ThrowGrenade:
		TNT1 A 0 A_JumpIf(waterlevel>2,"DryFire")
		TNT1 A 0 A_JumpIfInventory("GrenadeAmmo",1,1)
		Goto Dryfire
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 Offset(-20,32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MAND B 1 Offset(0,24)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MAND C 1 Offset(0,23)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MAND D 1 Offset(0,26) A_PlaySound("weapons/SHG/throw")
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MAND D 1 Offset(0,28)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_SpawnItemEx("RealGrenade",0,1,24,cos(pitch)*40,0,sin(-pitch)*40,3,SXF_TRANSFERPITCH|SXF_NOCHECKPOSITION)
		TNT1 A 0 A_TakeInventory("GrenadeAmmo",1)
		MAND E 1 Offset(-3,30)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MAND E 1 Offset(-6,31)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MAND F 1 Offset(-9,32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MAND F 1 Offset(-12,33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_TakeInventory("GetOnWithIt", 100)
		TNT1 A 0 A_JumpIfNoAmmo("DryFire")
		TNT1 A 7 Offset (75, 152)
		TNT1 A 1 Offset (6, 42)
		Goto Ready

	Spawn:
		PISP A -1
		Stop
	}
}