// --------------------------------------------------------------------------
//
// UAC-Retrofitted Super Shotgun
//
// --------------------------------------------------------------------------

ACTOR D64SuperShotgun: D64Weapon replaces SuperShotgun
{
   Weapon.AmmoUse 1
   Weapon.AmmoGive 8
   Weapon.AmmoType "Shell2"
   Inventory.PickupMessage "You got the UAC-Retrofitted Super Shotgun!"
   Inventory.PickUpSound "Weapons/PickUp"
   Obituary "%o got blasted in pieces by %k's UAC-Retrofitted Super Shotgun."
   Tag "UAC-Retrofitted Super Shotgun"
   Inventory.Icon "SSGPA0"
   +WEAPON.AMMO_OPTIONAL
   +WEAPON.NOAUTOFIRE

  States
  {
Select:
	TNT1 A 0 A_PlaySound("Weapons/SuperShotgun/Up",5)
	SSGG A 1 Offset(67, 100)
	SSGG A 1 Offset(54, 81)
	SSGG A 1 Offset(32, 69)
	SSGG A 1 Offset(22, 58)
	SSGG A 1 Offset(10, 47)
	SSGG A 1 Offset(7, 39)
	SSGG A 1 Offset(2, 34)
    SSGG A 1 A_Raise
    Wait 
Ready:
	TNT1 A 0 A_JumpIfInventory("IsKicking", 1, "DoKick")
	SSGG A 1 A_WeaponReady
	TNT1 A 0 A_JumpifInventory("IsGrenading",1,"ThrowGrenade")
	TNT1 A 0 A_JumpifInventory("IsKicking", 1, "DoKick")
	Loop
Deselect:
	SSGG A 1 Offset(2, 34)
	SSGG A 1 Offset(7, 39)
	SSGG A 1 Offset(10, 47)
	SSGG A 1 Offset(22, 58)
	SSGG A 1 Offset(32, 69)
	SSGG A 1 Offset(54, 81)
	SSGG A 1 Offset(67, 100)
    SSGG A 1 A_Lower
    Wait
		
		Fire:
		TNT1 A 0 A_JumpIfInventory("Shell2",1,1)
		Goto DryFire
		TNT1 A 0 A_JumpIfInventory("FireRight",1,"FireLeft")
		TNT1 A 0 A_Playsound("Weapons/SuperShotgun/FireS",1)
		TNT1 A 0 A_FireBullets(5.6, 5.6, 10, 6,"Shot_Puff")
		TNT1 A 0 A_Gunflash
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		SHTA A 1 BRIGHT
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_SetPitch(pitch -1.0)
		TNT1 A 0 A_GiveInventory("FireRight",1)
		SSGF B 2 Offset(6,36)
		SSGF B 1 Offset(4,35)
		SSGG A 1 Offset(2,34)
		SSGG A 2 Offset(1,33)
		Goto Ready
	FireLeft:
		TNT1 A 0 A_JumpIfInventory("Shell2",1,1)
		Goto DryFire
		TNT1 A 0 A_Playsound("Weapons/SuperShotgun/FireS",1)
		TNT1 A 0 A_FireBullets(5.6, 5.6, 10, 6,"Shot_Puff")
		TNT1 A 0 A_Gunflash
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		SHTA B 1 BRIGHT
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_SetPitch(pitch -1.0)
		TNT1 A 0 A_TakeInventory("FireRight",1)
		SSGF B 2 Offset(-6,36)
		SSGF B 1 Offset(-4,35)
		SSGG A 1 Offset(-2,34)
		SSGG A 2 Offset(-1,33)
		SSGR AAABCDEFG 1
		TNT1 A 0 A_PlaySound("Weapons/SuperShotgun/Open",6)
		TNT1 AA 0 A_FireCustomMissile("SSGCasingSpawner",0,0,-10, -20)
		SSGR HIIIIIIIIIJKLM 1
		TNT1 A 0 A_PlaySound("Weapons/SuperShotgun/Load",7)
		SSGR NOPQ 1
		TNT1 A 8
		SSGR RS 1
		TNT1 A 0 A_PlaySound("Weapons/SuperShotgun/Close",7)
		SSGR TUVWXYZAAA 1
		TNT1 A 0 A_ReFire
		Goto Ready
	AltFire:
		TNT1 A 0 A_JumpIfInventory("Shell2",2,1)
		Goto DryFire
		TNT1 A 0 A_JumpIfInventory("FireRight",1,"FireLeft2")
		TNT1 A 0 A_Playsound("Weapons/SuperShotgun/FireD",1)
		TNT1 A 0 A_TakeInventory("Shell2",2)
		TNT1 A 0 A_FireBullets(5.6, 5.6, 20, 6,"Shot_Puff")
		TNT1 A 0 A_Gunflash
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		SSGF A 2 BRIGHT
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_SetPitch(pitch -2.0)
		TNT1 A 0 A_AlertMonsters
		SSGF B 1 Offset(0,39)
		SSGF B 1 Offset(0,37)
		SSGF B 1 Offset(0,36)
		SSGF B 1 Offset(0,34)
		SSGF B 1 Offset(0,32)
		SSGR AAABCDEFG 1
		TNT1 A 0 A_PlaySound("Weapons/SuperShotgun/Open",6)
		TNT1 AA 0 A_FireCustomMissile("SSGCasingSpawner",0,0,-10, -20)
		SSGR HIIIIIIIIIJKLM 1
		TNT1 A 0 A_PlaySound("Weapons/SuperShotgun/Load",7)
		SSGR NOPQ 1
		TNT1 A 8
		SSGR RS 1
		TNT1 A 0 A_PlaySound("Weapons/SuperShotgun/Close",7)
		SSGR TUVWXYZAAA 1
		TNT1 A 0 A_ReFire
		Goto Ready
	FireLeft2:
		TNT1 A 0 A_JumpIfInventory("Shell2",1,1)
		Goto Dryfire
		TNT1 A 0 A_Playsound("Weapons/SuperShotgun/FireS",1)
		TNT1 A 0 A_FireBullets(5.6, 5.6, 10, 5,"Bullet_Puff")
		TNT1 A 0 A_TakeInventory("Shell2",1)
		TNT1 A 0 A_Gunflash
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		SHTA B 1 BRIGHT
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_SetPitch(pitch -1.0)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_TakeInventory("FireRight",1)
		SSGF B 2 Offset(-6,36)
		SSGF B 2 Offset(-4,35)
		SSGG A 2 Offset(-2,34)
		SSGG A 2 Offset(-1,33)
		SSGG A 2 Offset(0,32)
		SSGR AAABCDEFG 1
		TNT1 A 0 A_PlaySound("Weapons/SuperShotgun/Open",6)
		TNT1 AA 0 A_FireCustomMissile("SSGCasingSpawner",0,0,-10, -20)
		SSGR HIIIIIIIIIJKLM 1
		TNT1 A 0 A_PlaySound("Weapons/SuperShotgun/Load",7)
		SSGR NOPQ 1
		TNT1 A 8
		SSGR RS 1
		TNT1 A 0 A_PlaySound("Weapons/SuperShotgun/Close",7)
		SSGR TUVWXYZAAA 1
		TNT1 A 0 A_ReFire
		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

	    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

	Spawn:
		SSGP A -1
		Loop
  }
}

ACTOR FireRight : Inventory { Inventory.MaxAmount 1 }