// -----------------------------------------
// UAC-Mark 3 Plasma Combat Rifle
//------------------------------------------

Actor D64Plasma: D64Weapon
{
    Weapon.AmmoUse 1
    Weapon.AmmoGive 40
    Weapon.AmmoType "Cell2"
	Inventory.PickUpSound "Weapons/PickUp"
    Inventory.PickupMessage "You got the UAC-Mark 3 Plasma Combat Rifle!"
    Obituary "%o was melted by %k's UAC-Mark 3 Plasma Combat Rifle."
    Tag "UAC-Mark 3 Plasma Combat Rifle"
	Scale 0.8
	+WEAPON.AMMO_OPTIONAL
	+WEAPON.NOAUTOFIRE
	
    States
	{
	
	Select:
		TNT1 A 0 A_PlaySound("Weapons/Plasma/Up",5)
		PLGN A 1 Offset(67, 100)
		PLGN A 1 Offset(54, 81)
		PLGN A 1 Offset(32, 69)
		PLGN A 1 Offset(22, 58)
		PLGN A 1 Offset(10, 47)
		PLGN A 1 Offset(7, 39)
		PLGN A 1 Offset(2, 34) 
		PLGN A 1 A_Raise
		Wait
	Ready:
		TNT1 A 0 A_JumpIfInventory("IsKicking", 1, "DoKick")
		PLGN A 1 A_WeaponReady
		TNT1 A 0 A_JumpifInventory("IsKicking", 1, "DoKick")
		TNT1 A 0 A_JumpifInventory("IsGrenading",1,"ThrowGrenade")
		Loop
	Deselect:
		TNT1 A 0 A_StopSound(6)
		TNT1 A 0 A_StopSound(7)
		TNT1 A 0 A_PlaySound("weapons/weaponholster",3)
		PLGN A 1 Offset(2, 34)
		PLGN A 1 Offset(7, 39)
		PLGN A 1 Offset(10, 47)
		PLGN A 1 Offset(22, 58)
		PLGN A 1 Offset(32, 69)
		PLGN A 1 Offset(54, 81)
		PLGN A 1 Offset(67, 100)
		PLGN A 1 A_Lower
		Wait
  
    Fire:
		TNT1 A 0 A_JumpIfInventory("Cell2",1,1)
		Goto DryFire
		TNT1 A 0 A_StopSound(5)
		TNT1 A 0 A_PlaySound("Weapons/Plasma/Fire",6)
		TNT1 A 0 A_FireCustomMissile("NPlasma_Ball")
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_Gunflash
		PLGN BCB 1 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_SetPitch(pitch -0.3)
		PLGN A 1 A_ReFire
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		Goto Ready		
	AltFire:
		TNT1 A 0 A_JumpIfInventory("Cell2",15,1)
		Goto DryFire
		TNT1 A 0 A_PlaySound("Weapons/Plasma/AFire",7)
		TNT1 AAAAAAAAAAAAAA 0 A_FireCustomMissile("NPlasma_Ball", random(-6,6), 0, -1, 0, 0, random(-4,4))
		TNT1 A 0 A_TakeInventory("Cell2",15,TIF_NOTAKEINFINITE)
		PLGN BCB 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_SetPitch(pitch -0.3)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		PLGN A 4
		Goto Ready	

	DryFire:
		TNT1 A 0 A_StopSound(6)
		TNT1 A 0 A_StopSound(7)
		TNT1 A 0 A_Print("No ammunition. Go find more.",1)
		Goto Ready
	
//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:
		PLGP A -1
		Loop

  }
}