//==============================================================================
// Flammenfaust (Translated as 'Flaming Fist')
//==============================================================================

ACTOR HDPlasmaRifle : KriegslandHeavyWeapon
{
	+INVENTORY.UNDROPPABLE
	Weapon.SelectionOrder 100
	Weapon.AmmoUse 1
	Weapon.SlotNumber 6
	Weapon.AmmoGive 30
	Weapon.AmmoType "BOCE1"
	Inventory.Pickupmessage "You got the Flammenfaust!"
	Inventory.PickupSound 	"weapons/generic/pickup3"
	Obituary "%o was fried in agony from %k's Flammenfaust."
	Tag "Flammenfaust"
	Scale 1.2
	States
	{
	Deselect:
		TNT1 A 0 A_StopSound(6)
		TNT1 A 0 A_StopSound(7)
		TNT1 A 0 A_StopSound(5)
		WP9G A 1 Offset(2, 34)
		WP9G A 1 Offset(7, 39)
		WP9G A 1 Offset(10, 47)
		WP9G A 1 Offset(22, 58)
		WP9G A 1 Offset(32, 69)
		WP9G A 1 Offset(54, 81)
		WP9G A 1 Offset(67, 100)
		WP9G A 1 A_Lower
		Wait 
	Ready:
		WP9G A 1 A_WeaponReady
		TNT1 A 0 A_Playsound("weapons/FMF/idle",6,1,1)
		TNT1 A 0 A_JumpifInventory("IsBombing",1,"ThrowGrenade")
		NULL A 0 A_JumpIfInventory("SlidePlayer",1,"IsSliding")
		TNT1 A 0 A_JumpIfInventory("IsKnifing",1,"Knife")
		TNT1 A 0 A_JumpifInventory("IsKicking",1,"Kick")
		Loop
	Select:
		TNT1 A 0 A_Playsound("weapons/generic/select6",7)
		WP9G A 1 Offset(67, 100)
		WP9G A 1 Offset(54, 81)
		WP9G A 1 Offset(32, 69)
		WP9G A 1 Offset(22, 58)
		WP9G A 1 Offset(10, 47)
		WP9G A 1 Offset(7, 39)
		WP9G A 1 Offset(2, 34)
		WP9G A 1 A_Raise
		Wait
	Fire:	
		TNT1 A 0 A_JumpIfInventory("BOCE1",1,1)
		Goto Dryfire
		TNT1 A 0 A_Playsound("weapons/FMF/fire",7,1,1)
		TNT1 A 0 A_FireCustomMissile("FTFire",3,1,15,-5,0,5)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_Gunflash
		TNT1 A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,10,0,0,0)
		TNT1 A 0 A_Gunflash
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WP9F A 1 BRIGHT Offset(3,36)
		TNT1 A 0 A_Playsound("weapons/FMF/burn",5,1,1)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WP9F B 1 BRIGHT Offset(1,34)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 Offset(0,33) A_ReFire
		TNT1 A 0 A_StopSound(7)
		TNT1 A 0 A_StopSound(5)
		Goto Ready
	Dryfire:
		TNT1 A 0 A_Print("No ammo",1)
		Goto Ready
	Kick:
		WP9G BC 1
		TNT1 A 3
		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 3
		WP9G CB 1
		Goto Ready
	IsSliding:
		TNT1 A 0 A_TakeInventory("SlidePlayer",1)
		TNT1 A 0 A_JumpIfInventory("CrouchPlayer",1,"Ready")
		WP9G BC 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:
		WP9G BC 1
 		NULL A 0 Offset(-10,32)
		NULL A 5
		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 5
		WP9G CB 1
		Goto Ready
	Throwgrenade:
		TNT1 A 0 A_JumpIf(waterlevel>2,"Dryfire")
		TNT1 A 0 A_JumpIfInventory("BOGR1",1,1)
		Goto Dryfire
		WP9G BC 1
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 Offset(-20,32)
		TNT1 A 3 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 5 Offset (75, 152)
		TNT1 A 1 Offset (6, 42)
		WP9G CB 1
		Goto Ready
	Flash:
		TNT1 A 2 A_Light1
		TNT1 A 2 A_Light2
		TNT1 A 1 A_Light1
		TNT1 A 1 A_Light0
		Stop
 	Spawn:
		WP9P A -1
		Stop
	}
}

//==============================================================================
// Flammenfaust projectile actors
//==============================================================================

ACTOR FTFire
{
	Radius 2
	Height 4
	Speed  15 //was 22
	Damage 1
	Projectile
	RenderStyle Add
	DamageType "Fire"
	Decal "DoomImpScorch"
	Alpha 0.65
	Scale 0.65
	SeeSound ""
	DeathSound ""
	States
  {
	Spawn:
		TNT1 A 1
		TNT1 A 1 A_PlaySound("weapons/FMF/burn",CHAN_AUTO,6,1)
		FRFX ABCD 2 BRIGHT A_Explode(5, 8, 0)
		TNT1 A 0 A_LowGravity
		FRFX EFG 2 BRIGHT A_Explode(5, 16, 0)
		TNT1 A 0 A_StopSound(6)
		TNT1 A 0 A_PlaySound("weapons/FMF/burnend",CHAN_AUTO,6)
		FRFX HIJ 2 BRIGHT A_Explode(5, 32, 0)
		FRFX KLM 2 BRIGHT A_Explode(5, 64, 0)
		FRFX NOP 2 BRIGHT
		Stop
  Death:
		TNT1 A 0 A_StopSound(6)
		TNT1 A 0 A_PlaySound("weapons/FMF/burnend",CHAN_AUTO,6)
		FRFX HIJ 2 BRIGHT A_Explode(5, 32, 0)
		FRFX KLM 2 BRIGHT A_Explode(5, 64, 0)
		FRFX NOP 2 BRIGHT
		Stop
	}
}

ACTOR DropFire
{
	Radius 8
	Height 40
	Projectile
	RenderStyle Add
	DamageType Fire
	Alpha 0.90
	-NOGRAVITY
	+LOWGRAVITY
	+NOEXPLODEFLOOR
	+NODAMAGETHRUST
	States
  {
	Spawn:
		TNT1 A 0 A_PlaySound("weapons/FMF/burn")
		FLME A 2 BRIGHT A_Explode(5, 32, 0)
		FLME BCDEFGHIJKLMN 2 BRIGHT A_Explode(5, 16, 0)
		TNT1 A 0 A_PlaySound("weapons/FMF/burn")
		FLME A 2 BRIGHT A_Explode(5, 32, 0)
		FLME BCDEFGHIJKLMN 2 BRIGHT A_Explode(5, 16, 0)
		TNT1 A 0 A_PlaySound("weapons/FMF/burn")
		FLME A 2 BRIGHT A_Explode(5, 32, 0)
		FLME BCDEFGHIJKLMN 2 BRIGHT A_Explode(5, 16, 0)
		TNT1 A 0 A_PlaySound("weapons/FMF/burn")
		FLME A 2 BRIGHT A_Explode(5, 32, 0)
		FLME BCDEFGHIJKLMN 2 BRIGHT A_Explode(5, 16, 0)
		TNT1 A 0 A_PlaySound("weapons/FMF/burn")
		FLME A 2 BRIGHT A_Explode(5, 32, 0)
		FLME BCDEFGHIJKLMN 2 BRIGHT A_Explode(5, 16, 0)
		TNT1 A 0 A_Jump(192, "Death")
		Loop
	Death:
		TNT1 A 1
		Stop
  }
}