//==============================================================================
// Ekelhaftwaffe
//==============================================================================

ACTOR HDLaserGun : KriegslandMediumWeapon
{
	+WEAPON.NOAUTOFIRE
	+INVENTORY.UNDROPPABLE
	Weapon.SelectionOrder 1100
	Weapon.AmmoUse 5
	Weapon.SlotNumber 7
	Weapon.AmmoGive 60
	Weapon.AmmoType "BOCE1"
	Inventory.Pickupmessage "You got the Ekelhaftwaffe!"
	Inventory.PickupSound 	"weapons/generic/pickup3"
	Tag "Ekelhaftwaffe"
	Scale 1.1
	States
	{
	Deselect:
		TNT1 A 0 A_StopSound(6)
		TNT1 A 0 A_StopSound(7)
		WPBG A 1 Offset(2, 34)
		WPBG A 1 Offset(7, 39)
		WPBG A 1 Offset(10, 47)
		WPBG A 1 Offset(22, 58)
		WPBG A 1 Offset(32, 69)
		WPBG A 1 Offset(54, 81)
		WPBG A 1 Offset(67, 100)
		WPBG A 1 A_Lower
		Wait 
	Ready:
		TNT1 A 0 A_PlaySound("weapons/EHW/idle",6,1,1)
		WPBG A 2 A_WeaponReady
		TNT1 A 0 A_JumpifInventory("IsKicking",1,"Kick")
		TNT1 A 0 A_JumpIfInventory("IsKnifing",1,"Knife")
		TNT1 A 0 A_JumpIfInventory("IsCrossing",1,"Cross")
		NULL A 0 A_JumpIfInventory("SlidePlayer",1,"IsSliding")
		TNT1 A 0 A_JumpifInventory("IsBombing",1,"ThrowGrenade")
		WPBG B 2 A_WeaponReady
		TNT1 A 0 A_JumpifInventory("IsKicking",1,"Kick")
		TNT1 A 0 A_JumpIfInventory("IsKnifing",1,"Knife")
		TNT1 A 0 A_JumpIfInventory("IsCrossing",1,"Cross")
		NULL A 0 A_JumpIfInventory("SlidePlayer",1,"IsSliding")
		TNT1 A 0 A_JumpifInventory("IsBombing",1,"ThrowGrenade")
		WPBG C 2 A_WeaponReady
		TNT1 A 0 A_JumpifInventory("IsKicking",1,"Kick")
		TNT1 A 0 A_JumpIfInventory("IsKnifing",1,"Knife")
		TNT1 A 0 A_JumpIfInventory("IsCrossing",1,"Cross")
		NULL A 0 A_JumpIfInventory("SlidePlayer",1,"IsSliding")
		TNT1 A 0 A_JumpifInventory("IsBombing",1,"ThrowGrenade")
		WPBG B 2 A_WeaponReady
		TNT1 A 0 A_JumpifInventory("IsKicking",1,"Kick")
		TNT1 A 0 A_JumpIfInventory("IsKnifing",1,"Knife")
		TNT1 A 0 A_JumpIfInventory("IsCrossing",1,"Cross")
		NULL A 0 A_JumpIfInventory("SlidePlayer",1,"IsSliding")
		TNT1 A 0 A_JumpifInventory("IsBombing",1,"ThrowGrenade")
		WPBG A 2 A_WeaponReady
		TNT1 A 0 A_JumpifInventory("IsKicking",1,"Kick")
		TNT1 A 0 A_JumpIfInventory("IsKnifing",1,"Knife")
		TNT1 A 0 A_JumpIfInventory("IsCrossing",1,"Cross")
		NULL A 0 A_JumpIfInventory("SlidePlayer",1,"IsSliding")
		TNT1 A 0 A_JumpifInventory("IsBombing",1,"ThrowGrenade")
		Loop
	Select:
		TNT1 A 0 A_Playsound("weapons/generic/select3",7)
		WPBG A 1 Offset(67, 100)
		WPBG A 1 Offset(54, 81)
		WPBG A 1 Offset(32, 69)
		WPBG A 1 Offset(22, 58)
		WPBG A 1 Offset(10, 47)
		WPBG A 1 Offset(7, 39)
		WPBG A 1 Offset(2, 34)
		WPBG A 1 A_Raise
		Wait
	Fire:	
		TNT1 A 0 A_JumpIfInventory("BOCE1",5,1)
		Goto Dryfire
		TNT1 A 0 A_Playsound("weapons/EHW/fire",7)
		TNT1 A 0 A_FireCustomMissile("UberLaser",3,1,15,0,0,5)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_Gunflash
		TNT1 A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,8)
		TNT1 A 0 A_Gunflash
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPBF A 1 BRIGHT
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RecoilToggle")==0,2)
		TNT1 A 0 A_SetPitch(pitch -0.6)
		WPBG B 1 Offset(8,38)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPBG B 1 Offset(15,46)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPBG C 1 Offset(12,42)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPBG C 1 Offset(8,38)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPBG B 1 Offset(4,36)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPBG B 1 Offset(0,33)		
		TNT1 A 0 A_ReFire
		Goto Ready
	Dryfire:
		TNT1 A 0 A_Print("No ammo",1)
		Goto Ready
	Altfire:
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPBG A 2 A_JumpIfInventory("HDLasergunX2",1,"SelectAkimbo")
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		Goto Ready
	SelectAkimbo:
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPBG A 2 A_SelectWeapon("HDLasergunX2")
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		Goto Ready
	Cross:
		WPBG A 1
		TNT1 A 0 A_JumpIfInventory("HDBlaster",1,"SelectCross")
		Goto Ready
	SelectCross:
		NULL A 0 A_GiveInventory("HDCrossAkimbo5",1)
		WPBG A 1 A_SelectWeapon("HDCrossAkimbo5")
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		Goto Ready
	Kick:
		WPBT AB 1
		TNT1 A 2
		KICF A 1 Offset(-10,32)
		KICF CE 1
		KICF FG 1 A_Recoil(-1)
		TNT1 A 0 A_Jump(128,2)
		TNT1 A 0 A_PlaySound("FKPlayer/Grunt")
		KICF H 5 A_CustomPunch(6,0,0,"FightPuff") 
		KICF IGFEDC 1 
		KICF BA 1 A_Recoil(+0.5)
		TNT1 A 2
		WPBT BA 1
		Goto Ready
	IsSliding:
		TNT1 A 0 A_TakeInventory("SlidePlayer",1)
		TNT1 A 0 A_JumpIfInventory("CrouchPlayer",1,"Ready")
		WPBT AB 1
		TNT1 A 0 A_PlaySound("FKPlayer/slide/start",4)
		TNT1 A 0 A_PlaySound("FKPlayer/slide/loop",5,0.5,TRUE)
		TNT1 A 0 A_SetPitch(pitch+0.8)
		SLDK ABCDEF 2
		TNT1 A 0 A_SetPitch(pitch-0.8)
		SLDK G 6 A_FireCustomMissile("KickAttack",0,0,0,0)
		TNT1 A 0 A_StopSound(5)
		TNT1 A 0 A_PlaySound("FKPlayer/slide/end",6)
		SLDK HI 2
		Goto Ready
	Knife:
		WPBT AB 1
 		NULL A 0 Offset(-10,32)
		NULL A 3
		WP1L AB 1
		NULL A 0 A_Jump(86,2)
		NULL A 0 A_PlaySound("FKPlayer/Grunt")
		WP1L C 1 A_CustomPunch(8,0,0,"KnifePuff")
		WP1L DEF 1
		NULL A 3
		WPBT BA 1
		Goto Ready
	Throwgrenade:
		TNT1 A 0 A_JumpIf(waterlevel>2,"Dryfire")
		TNT1 A 0 A_JumpIfInventory("BOGR1",1,1)
		Goto Dryfire
		WPBT AB 1
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 Offset(-20,32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 A 1 Offset(0,28)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 B 1 Offset(0,24)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 C 1 Offset(0,23)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 D 1 Offset(0,26) A_PlaySound("weapons/SHG/throw")
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 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("BOGR1",1)
		MND2 E 1 Offset(-3,30)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 E 1 Offset(-6,31)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 F 1 Offset(-9,32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 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
	Flash:
		TNT1 A 7 Bright A_Light1
		Goto LightDone
		TNT1 A 7 Bright A_Light1
		Goto LightDone
 	Spawn:
		WPBP A -1
		Stop
	}
}

//==============================================================================
// Zwei Ekelhaftwaffe
//==============================================================================

ACTOR FireRight5 : Inventory { Inventory.MaxAmount 1 }

ACTOR HDLasergunX2 : KriegslandMediumWeapon
{
	+WEAPON.NOAUTOFIRE
	+INVENTORY.UNDROPPABLE
	Weapon.SelectionOrder 1100
	Weapon.SlotNumber 0
	Weapon.AmmoUse 5
	Weapon.AmmoGive 100
	Weapon.AmmoType "BOCE1"
	Inventory.Pickupmessage "You got the Ekelhaftwaffe!"
	Inventory.PickupSound 	"weapons/generic/pickup3"
	Tag "Zwei Ekelhaftwaffe"
	Scale 1.1
	States
	{
	Deselect:
		TNT1 A 0 A_Gunflash("LightDone")
		WPBR CBA 1
		TNT1 A 0 A_TakeInventory("FireRight",1)
		TNT1 A 0 A_StopSound(6)
		TNT1 A 1 A_Lower
		Wait
	Ready:
		TNT1 A 0 A_PlaySound("weapons/EHW/idle",6,1,1)
		WPBR ABC 1
		TNT1 A 0 A_TakeInventory("StopDualWield", 1)
		TNT1 A 0 A_GunFlash
		Goto ReadyToFire
	ReadyToFire:
		TNT1 A 0 A_JumpIfInventory("FiredPrimary",1,"FireLeftGun")
		WBLG A 1 A_WeaponReady(WRF_ALLOWZOOM)
		TNT1 A 0 A_JumpifInventory("IsKicking",1,"Kick")
		TNT1 A 0 A_JumpIfInventory("IsKnifing",1,"Knife")
		NULL A 0 A_JumpIfInventory("SlidePlayer",1,"IsSliding")
		TNT1 A 0 A_JumpifInventory("IsBombing",1,"ThrowGrenade")
		Loop
	Fire:
		TNT1 A 0 A_JumpIfInventory("FiredPrimary",1,"FireLeftGun")
		WBLG A 1
		TNT1 A 0 A_JumpifInventory("IsKicking",1,"Kick")
		TNT1 A 0 A_JumpIfInventory("IsKnifing",1,"Knife")
		NULL A 0 A_JumpIfInventory("SlidePlayer",1,"IsSliding")
		TNT1 A 0 A_JumpifInventory("IsBombing",1,"ThrowGrenade")
		TNT1 A 0 A_JumpIfInventory("FiredPrimary",1,"FireLeftGun")
		Goto ReadyToFire
	Select:
		TNT1 A 0 A_Playsound("weapons/generic/select3",7)
		TNT1 A 1 Offset(67, 100)
		TNT1 A 0 A_Raise
		TNT1 A 1 Offset(54, 81)
		TNT1 A 0 A_Raise
		TNT1 A 1 Offset(32, 69)
		TNT1 A 0 A_Raise
		TNT1 A 1 Offset(22, 58)
		TNT1 A 0 A_Raise
		TNT1 A 1 Offset(10, 47)
		TNT1 A 0 A_Raise
		TNT1 A 1 Offset(7, 39)
		TNT1 A 0 A_Raise
		TNT1 A 1 Offset(2, 34)
		TNT1 A 0 A_Raise
		Wait
	FireLeftGun:
		TNT1 A 0 A_JumpIfInventory("BOCE1",5,1)
		Goto Dryfire
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_Playsound("weapons/EHW/fire",7)
		TNT1 A 0 A_FireCustomMissile("UberLaser",-3,1,-15,0,0,5)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,-8)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WBLF A 1 BRIGHT
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WBLF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WBLF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WBLF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RecoilToggle")==0,2)
		TNT1 A 0 A_SetPitch(pitch -0.9)
		WBLG B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WBLG C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WBLG B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 AAA 0 A_JumpIfInventory("FiredPrimary",1,"FireLeftGun")
		Goto ReadyToFire
	FireRightGun:
		TNT1 A 0 A_JumpIfInventory("StopDualWield", 1, "LightDone")
		TNT1 A 0 A_GiveInventory("IsFiringSecondary", 1)
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("FiredSecondary",1)
		TNT1 A 0 A_JumpIfInventory("BOCE1",5,1)
		Goto Dryfire
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_Playsound("weapons/EHW/fire",7)
		TNT1 A 0 A_FireCustomMissile("UberLaser",3,1,15,0,0,5)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,8)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WBRF A 1 BRIGHT
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WBRF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WBRF C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WBRF D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RecoilToggle")==0,2)
		TNT1 A 0 A_SetPitch(pitch -0.9)
		WBRG B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WBRG C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WBRG B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_JumpIfInventory("StopDualWield", 1, "LightDone")
		TNT1 A 0 A_TakeInventory("IsFiringSecondary",1)
		TNT1 AAA 0 A_JumpIfInventory("FiredSecondary",1,"FireRightGun")
		Goto Flash
	Dryfire:
		TNT1 A 0 A_Print("No ammo",1)
		TNT1 A 0 A_TakeInventory("IsFiringSecondary",1)
		TNT1 A 0 A_TakeInventory("FiredSecondary",1)
		WPBB A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_GunFlash
		Goto ReadyToFire
	Zoom:
		TNT1 A 0 A_Gunflash("LightDone")
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPBB A 2 A_SelectWeapon("HDLaserGun")
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		Goto ReadyToFire
	Kick:
		TNT1 A 0 A_Gunflash("LightDone")
		WPBR CBA 1
		TNT1 A 2
		KICF A 1 Offset(-10,32)
		KICF CE 1
		KICF FG 1 A_Recoil(-1)
		TNT1 A 0 A_Jump(128,2)
		TNT1 A 0 A_PlaySound("FKPlayer/Grunt")
		KICF H 5 A_CustomPunch(6,0,0,"FightPuff") 
		KICF IGFEDC 1 
		KICF BA 1 A_Recoil(+0.5)
		TNT1 A 2
		WPBR ABC 1
		TNT1 A 0 A_Gunflash
		Goto ReadyToFire
	IsSliding:
		TNT1 A 0 A_Gunflash("LightDone")
		TNT1 A 0 A_TakeInventory("SlidePlayer",1)
		TNT1 A 0 A_JumpIfInventory("CrouchPlayer",1,"Ready")
		WPBR CBA 1
		TNT1 A 0 A_PlaySound("FKPlayer/slide/start",4)
		TNT1 A 0 A_PlaySound("FKPlayer/slide/loop",5,0.5,TRUE)
		TNT1 A 0 A_SetPitch(pitch+0.8)
		SLDK ABCDEF 2
		TNT1 A 0 A_SetPitch(pitch-0.8)
		SLDK G 6 A_FireCustomMissile("KickAttack",0,0,0,0)
		TNT1 A 0 A_StopSound(5)
		TNT1 A 0 A_PlaySound("FKPlayer/slide/end",6)
		SLDK HI 2
		Goto Ready
	Knife:
		TNT1 A 0 A_Gunflash("LightDone")
		WPBR CBA 1
 		NULL A 0 Offset(-10,32)
		NULL A 3
		WP1L AB 1
		NULL A 0 A_Jump(86,2)
		NULL A 0 A_PlaySound("FKPlayer/Grunt")
		WP1L C 1 A_CustomPunch(8,0,0,"KnifePuff")
		WP1L DEF 1
		NULL A 3
		WPBR ABC 1
		TNT1 A 0 A_Gunflash
		Goto ReadyToFire
	Throwgrenade:
		TNT1 A 0 A_Gunflash("LightDone")
		WPBR CBA 1
		TNT1 A 2 Offset(-10,36)
		TNT1 A 0 A_JumpIf(waterlevel>2,"Dryfire")
		TNT1 A 0 A_JumpIfInventory("BOGR1",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)
		MND2 A 1 Offset(0,28)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 B 1 Offset(0,24)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 C 1 Offset(0,23)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 D 1 Offset(0,26) A_PlaySound("weapons/SHG/throw")
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 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("BOGR1",1)
		MND2 E 1 Offset(0,30)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 E 1 Offset(0,31)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 F 1 Offset(0,32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 F 1 Offset(0,33)
		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
	Flash:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("StopDualWield", 1, "LightDone")
		WBRG A 1
		TNT1 A 0 A_JumpIfInventory("FiredSecondary", 1, "FireRightGun")
		Loop
	DontFlash:
		TNT1 A 1
		Goto Flash
 	Spawn:
		WPBP A -1
		Stop
	}
}

//==============================================================================
// Ekelhaftwaffe projectile actors
//==============================================================================

ACTOR UberLaser
{
	+NOGRAVITY
	+SEEKERMISSILE
	+RANDOMIZE
	+SCREENSEEKER
	PROJECTILE
	SeeSound ""
	Height 4
	Radius 4
	DeathSound "weapons/EHW/death"
	RenderStyle Add
	DamageType "Plas"
	Alpha 0.5
	Scale 2
	Speed 20
	Decal "DoomImpScorch"
	Obituary "%o was tainted by %k's Unmaker!"
	Damage (Random(60,66))
	States
	{
	Spawn:
		TNT1 A 0
		LAZR A 1 BRIGHT A_Weave(5, 5, 0.5, 0.5)
		TNT1 A 0 A_SeekerMissile(0,2,SMF_LOOK)
		NULL A 0 A_SpawnItem("GunSmokeSpawner")
		NULL A 0 A_SpawnItem("LaserShadow",0,0,0)
		LAZR B 1 BRIGHT A_Weave(5, 5, 0.5, 0.5)
		TNT1 A 0 A_SeekerMissile(0,2,SMF_LOOK)
		NULL A 0 A_SpawnItem("GunSmokeSpawner")
		NULL A 0 A_SpawnItem("LaserShadow",0,0,0)
		LAZR A 1 BRIGHT A_Weave(5, 5, 0.5, 0.5)
		TNT1 A 0 A_SeekerMissile(0,2,SMF_LOOK)
		NULL A 0 A_SpawnItem("GunSmokeSpawner")
		NULL A 0 A_SpawnItem("LaserShadow",0,0,0)
		LAZR B 1 BRIGHT A_Weave(5, 5, 0.5, 0.5)
		TNT1 A 0 A_SeekerMissile(0,2,SMF_LOOK)
		NULL A 0 A_SpawnItem("GunSmokeSpawner")
		NULL A 0 A_SpawnItem("LaserShadow",0,0,0)
		Loop
	Death:
		TNT1 A 0 A_SetScale(0.7)
		UNMD A 3 A_SpawnItem("GunSmokeSpawner")
		UNMD BCDFG 3 BRIGHT
		Stop
	}
}

ACTOR LaserShadow
{
	+NOGRAVITY
	PROJECTILE
	RenderStyle Add
	Alpha 1.0
	Scale 1
	Speed 30
	States
	{
	Spawn:
		TNT1 A 0
		LAZR ABAB 1 BRIGHT A_Weave(1, 1, 0.5, 0.5)
	Death:
		LAZR B 5 A_Fadeout(0.7)
		Stop
	}
}