/// IDM.pk3 decorate/weapons.txt by Kaapeli47

/// Weapons ///

/// Common Weapon Class

ACTOR IDMWeapon : Weapon
{
  +WEAPON.ALLOW_WITH_RESPAWN_INVUL
	Weapon.Kickback 100
}
	
// Super Shotgun (Doom 2)

ACTOR IDMSuperShotgun : IDMWeapon replaces SuperShotgun
{
  Weapon.SelectionOrder 400
  Weapon.SlotNumber 3
  Inventory.PickupMessage "Super Shotgun!"
  Obituary "%o was splattered by %k's Super Shotgun."
  Tag "Super Shotgun"
  Decal BulletChip
  Damagetype "Bullet"
  AttackSound "weapons/sshotf"
  States
  {
  Ready:
    SHT2 A 1 A_WeaponReady
    Loop
  Deselect:
    SHT2 A 0 A_Lower
	SHT2 A 1 A_Lower
    Loop
  Select:
	TNT1 A 0 A_PlaySound("weapons/wswitch",CHAN_WEAPON)
  Sloop:
    SHT2 A 0 A_Raise
    SHT2 A 1 A_Raise
    Loop
  Fire:
	SHT2 A 3
	SHT2 A 0 A_GunFlash
    SHT2 A 7 Bright A_FireBullets(11.2, 7.1, 20, 5, "IDMBulletPuff")
    SHT2 B 7
    SHT2 C 7 A_CheckReload
    SHT2 D 7 A_OpenShotgun2
    SHT2 E 7
    SHT2 F 7 A_LoadShotgun2
    SHT2 G 6
    SHT2 H 6 A_CloseShotgun2
    SHT2 A 5 A_ReFire
    Goto Ready
  Flash:
    SHT2 J 4 Bright A_Light1
    SHT2 I 2 Bright A_Light2
    Goto LightDone
  Spawn:
    SGN2 A -1 Bright
    Stop
  }
}

// Railgun (Skulltag / Quake 2/3)

Actor Railgun : IDMWeapon
{
  Radius 20
  Height 16
  Weapon.SlotNumber 6
  Weapon.Selectionorder 300
  Inventory.Pickupmessage "Railgun!"
  Obituary "%o was railed by %k."
  Decal RailScorch
  DamageType "Railgun"
  Tag "Railgun"
  +EXTREMEDEATH
  States
  {
  Ready:
	RLGG A 1 A_Weaponready
    Loop
  Deselect:
    RLGG A 0 A_Lower
    RLGG A 1 A_Lower
    Loop
  Select:
	TNT1 A 0 A_PlaySound("weapons/wswitch",CHAN_WEAPON)
  Sloop:
    RLGG A 0 A_Raise
    RLGG A 1 A_Raise
    Loop
  Fire:
	RLGG D 0 A_GunFlash
	RLGG D 0 A_RailAttack(random(200,250))
	RLGG D 2 Bright Offset(0,45) A_Playsound("weapons/railgun", CHAN_WEAPON)
    RLGG C 2 Bright Offset(0,40)
	RLGG B 2 Bright Offset(0,35)
	RLGG A 2 Bright
	RLGG E 3
    RLGG F 4 A_Playsound("weapons/railclip",CHAN_AUTO,0.75)
	RLGG G 4
	RLGG H 9 A_CheckReload
	RLGG I 4
	RLGG J 3
	RLGG K 4 A_Playsound("weapons/railreload",CHAN_AUTO)
	RLGG L 4
	RLGG A 4
    TNT1 A 0 A_ReFire
    Goto Ready
  Flash:
	TNT1 A 6 A_Light1
    Goto LightDone
  Spawn:
    RAIL A -1 Bright
    Stop
  }
}
