// -----------------------------------------
// UAC-Missile Launcher
//------------------------------------------

Actor D64RocketLauncher: D64Weapon
{
	Weapon.AmmoUse 1
	Weapon.AmmoGive 5
	Weapon.AmmoType "RocketAmmo2"
	Inventory.PickupMessage "You got the UAC-Missile Launcher!"
	Inventory.PickUpSound "Weapons/PickUp"
	Tag "UAC-Missile Launcher"
	Scale 0.9
	+WEAPON.AMMO_OPTIONAL
	+WEAPON.NOAUTOFIRE
	
	States
	{
	Select:
		TNT1 A 0 A_PlaySound("Weapons/Rocket/Up",5)
		RCKG A 1 Offset(67, 100)
		RCKG A 1 Offset(54, 81)
		RCKG A 1 Offset(32, 69)
		RCKG A 1 Offset(22, 58)
		RCKG A 1 Offset(10, 47)
		RCKG A 1 Offset(7, 39)
		RCKG A 1 Offset(2, 34) 
		RCKG A 1 A_Raise
		Wait	
	Ready:
		TNT1 A 0 A_JumpIfInventory("IsKicking", 1, "DoKick")
		RCKG 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)
		RCKG A 1 Offset(2, 34)
		RCKG A 1 Offset(7, 39)
		RCKG A 1 Offset(10, 47)
		RCKG A 1 Offset(22, 58)
		RCKG A 1 Offset(32, 69)
		RCKG A 1 Offset(54, 81)
		RCKG A 1 Offset(67, 100)
		RCKG A 1 A_Lower
		Wait

		Fire:
		TNT1 A 0 A_JumpIfInventory("RocketAmmo2",1,1)
		Goto DryFire
		TNT1 A 0 A_PlaySound ("Weapons/Rocket/Fire", 1)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		RCKF A 1 Radius_Quake(3, 2, 0, 1, 0)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		RCKF B 2 BRIGHT A_FireCustomMissile("GunSmokeSpawner2",0,0,0)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_FireCustomMissile("D64Rocket")
		TNT1 A 0 A_SetPitch(pitch-1.0)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		RCKF C 2 BRIGHT A_FireCustomMissile("GunSmokeSpawner2",0,0,0)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		RCKF D 2 BRIGHT A_FireCustomMissile("GunSmokeSpawner2",0,0,0)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		RCKG B 2 A_FireCustomMissile("GunSmokeSpawner2",0,0,0)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		RCKG C 2 A_FireCustomMissile("GunSmokeSpawner2",0,0,0)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		RCKF A 2
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		Goto Ready
		
		AltFire:
		TNT1 A 0 A_JumpIfInventory("RocketAmmo2",5,1)
		Goto DryFire
		TNT1 A 0 A_PlaySound ("Weapons/Rocket/Fire", 1)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		RCKF A 1 Radius_Quake(3, 2, 0, 1, 0)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		RCKF B 2 BRIGHT A_FireCustomMissile("GunSmokeSpawner2",0,0,0)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_FireCustomMissile("DrunkMissile")
		TNT1 A 0 A_FireCustomMissile("DrunkMissile")
		TNT1 A 0 A_FireCustomMissile("DrunkMissile")
		TNT1 A 0 A_FireCustomMissile("DrunkMissile")
		TNT1 A 0 A_FireCustomMissile("DrunkMissile")
		TNT1 A 0 A_SetPitch(pitch-1.0)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		RCKF C 2 BRIGHT A_FireCustomMissile("GunSmokeSpawner2",0,0,0)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		RCKF D 2 BRIGHT A_FireCustomMissile("GunSmokeSpawner2",0,0,0)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_TakeInventory("RocketAmmo2",5,TIF_NOTAKEINFINITE)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		RCKG B 2 A_FireCustomMissile("GunSmokeSpawner2",0,0,0)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		RCKG C 2 A_FireCustomMissile("GunSmokeSpawner2",0,0,0)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		RCKF A 2
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		Goto Ready
		
		DryFire:
		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:
		RCKP A -1
		Loop
}
}

ACTOR D64Rocket: Rocket
{
	-ROCKETTRAIL
	+NOGRAVITY
	+FORCERADIUSDMG
	+EXTREMEDEATH
	PROJECTILE
	Speed 40
	Radius 12
	Height 6
	Damage 45
	DeathSound "Sounds/Effects/Explo1"
	Obituary "$OB_MPROCKET"
	Decal "Crater"
	DamageType Explosive
	Scale 0.9
	States
  {
	Spawn:
		ROCK A 1 BRIGHT A_SpawnItem("GunSmokeSpawner2")
		ROCK A 0 A_PlaySound("Weapons/Rocket/Loop", CHAN_WEAPON, 1.0, 1, ATTN_NORM)
		Loop
	Death:
		TNT1 A 0 A_SpawnItem("RockBoom")
		Stop
	}
}

Actor DrunkMissile
{
    
    Radius 11
    Height 6
    Speed 30
    Damage 45
    PROJECTILE
    +SEEKERMISSILE
    +EXTREMEDEATH
    +FOILINVUL
    +BRIGHT
    Damagetype Explosive
	DeathSound "Sounds/Effects/Explo1"
	Decal "Crater"
    Obituary "$OB_MPROCKET"
	Scale 0.9
    States
    {
    Spawn:
        ROCK A 1 A_CustomMissile("GunSmokeSpawner2",0,0,0,0)
        ROCK A 1 A_CustomMissile("GunSmokeSpawner2",0,0,0,0)
        ROCK A 1 A_CustomMissile("GunSmokeSpawner2",0,0,0,0)
        ROCK A 0 A_PlaySound("Weapons/Missile/Loop", CHAN_WEAPON, 1.0, 1, ATTN_NORM)
        ROCK A 1 A_ChangeVelocity (10.0, random(-5.0,5.0), random(0.0,3.5),1) 
        ROCK A 0 A_SeekerMissile(5,20,SMF_LOOK,50,5)
        ROCK A 1 A_CustomMissile("GunSmokeSpawner2",0,0,0,0)
        ROCK A 1 A_CustomMissile("GunSmokeSpawner2",0,0,0,0)
        ROCK A 1 A_CustomMissile("GunSmokeSpawner2",0,0,0,0)
		ROCK A 0 A_PlaySound("Weapons/Missile/Loop", CHAN_WEAPON, 1.0, 1, ATTN_NORM)
        ROCK A 0 A_SeekerMissile(5,20,SMF_LOOK,50,5)
        ROCK A 1 A_ChangeVelocity (10.0, random(-5.0,5.0), random(-2.0,5.0),1) 
        ROCK A 1 A_CustomMissile("GunSmokeSpawner2",0,0,0,0)
        ROCK A 1 A_CustomMissile("GunSmokeSpawner2",0,0,0,0)
        ROCK A 1 A_CustomMissile("GunSmokeSpawner2",0,0,0,0)
        ROCK A 0 A_PlaySound("Weapons/Missile/Loop", CHAN_WEAPON, 1.0, 1, ATTN_NORM)
        ROCK A 0 A_SeekerMissile(5,20,SMF_LOOK,50,5)
        ROCK A 1 A_ChangeVelocity (10.0, random(-5.0,5.0), random(-5.0,5.0),1) 
        Goto Flight
    
      Flight:
        ROCK A 0 A_SeekerMissile(5,20,SMF_LOOK,50,5)
        ROCK A 1 A_ChangeVelocity (10.0, random(-5.0,5.0), random(-5.0,5.0),1) 
        ROCK A 0 A_PlaySound("Weapons/Missile/Loop", CHAN_WEAPON, 1.0, 1, ATTN_NORM)
        ROCK A 1 A_CustomMissile("GunSmokeSpawner2",0,0,0,0)
        ROCK A 1 A_CustomMissile("GunSmokeSpawner2",0,0,0,0)
        ROCK A 0 A_SeekerMissile(10,20,SMF_LOOK,50,5)
        ROCK A 1 A_CustomMissile("GunSmokeSpawner2",0,0,0,0)
	    ROCK A 1 A_CustomMissile("GunSmokeSpawner2",0,0,0,0)
        Loop
        
    Death:
		TNT1 A 0 A_SpawnItem("RockBoom")
		Stop
    }
}