////////////////////////////////////////////////////////////////////////////////
Actor Rifle : Weapon
{
  Weapon.AmmoType "Shell"
  Weapon.AmmoGive 8
  Weapon.AmmoUse 1
  Weapon.SlotNumber 0
  AttackSound "Weapons/RifleFire"
//  Inventory.ForbiddenTo "MoonMan", "ZyklonB", "WolfenPlayer"
//  Inventory.RestrictedTo "MoonMan"
  Inventory.PickupMessage "You got the Rifle"
  Inventory.PickupSound "misc/w_pkup"
  Weapon.SelectionOrder 1400
  Weapon.Kickback 150
  Decal MBulletChip
  States
  {
  Spawn:
    RIFL A -1
    Loop
  Select:
    RIFG A 1 A_Raise
    Loop
  Deselect:
    RIFG A 1 A_Lower
    Loop
  Ready:
    RIFG A 1 A_WeaponReady
    Loop
  Fire:
    RIFG A 0 A_GunFlash
    RIFF A 1 Bright A_FireBullets(1.0, 1.0, 1, 28, "RiflePuff", 1)
    RIFF A 1 Bright Offset(0, 44) A_SetPitch(pitch-1.0)
    RIFG A 1 Offset(0, 42) A_SpawnItemEx("RifleCasing", 35, 8, 32, frandom(2,4), frandom(3,5), frandom(2,4))
    RIFG A 1 Offset(0, 42) A_SetPitch(pitch+1.0)
    RIFG A 2 Offset(0, 41)
    RIFG A 2 Offset(0, 40)
    RIFG A 2 Offset(0, 39)
    RIFG A 2 Offset(0, 38)
    RIFG A 2 Offset(0, 37)
    RIFG A 2 Offset(0, 36)
    RIFG A 1 Offset(0, 35)
    RIFG A 1 Offset(0, 34)
    RIFG A 1 Offset(0, 33)
    RIFG A 0 Offset(0, 32) A_Refire
    Goto Ready
  Flash:
    TNT1 A 2 A_Light2
    TNT1 A 1 A_Light1
    TNT1 A 1 A_Light0
    Stop
  }
}

Actor RiflePuff
{     
  +NOEXTREMEDEATH
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 1 A_SpawnItemEx("BulletSmoke", 0, 0, 0, 0, 0, 1)
    Stop   
  }
}

Actor BlankPuff
{     
  States
  {
  Spawn:
    TNT1 A 1
    Stop   
  }
}
////////////////////////////////////////////////////////////////////////////////
ACTOR MartiniHenry : weapon //replaces SuperShotgun
{
  Weapon.SelectionOrder 400
  Weapon.AmmoUse 1
  Weapon.AmmoGive 8
  Weapon.AmmoType "Shell"
  Weapon.Kickback 250
  Weapon.SlotNumber 0
  Decal MBulletChip
//  attacksound "explode2"
//  Inventory.ForbiddenTo "MoonMan", "ZyklonB", "WolfenPlayer"
//  Inventory.RestrictedTo "ZyklonB"
  Inventory.PickupMessage "You got the Martini-Henry rifle!"
  Obituary "%k \cjblew\c- %o \cjaway with the Martini-Henry.\c-"
  Tag "Martini-Henry"
  States
  {
  Ready:
    MART B 1 A_WeaponReady
    Loop
  Deselect:
    MART B 1 A_Lower
    Loop
  Select:
    MART B 1 A_Raise
    Loop
  Fire:
    MART BCE 3
    MART E 0 A_Refire
    MART ECB 3
    Goto Ready
  Hold:
    MART G 0 Bright A_GunFlash
    MART G 0 Bright A_PlayWeaponSound("Weapons/RifleFire")
    MART G 2 Bright A_FireBullets(1.0, 1.0, 1, 28, "RiflePuff", 1)
    MART E 1 Offset(0,40) A_SetPitch(pitch-2.0)
    MART E 1 Offset(0,36) A_SpawnItemEx("RifleCasing", 16, 10, 32, frandom(2,4), frandom(3,5), frandom(2,4))
    MART E 1 Offset(0,32) A_SetPitch(pitch+2.0)
    MART K 7 A_CheckReload
    MART L 7 A_OpenShotgun2
    MART M 7 A_LoadShotgun2
    MART N 7 A_CloseShotgun2
    MART B 2
    Goto Ready
  AltFire:
    MART A 3 Offset(0,80)
    MART A 2 Offset(-5,60)
    MART A 1 Offset(-10,50)
    MART A 1 Offset(-20,40)
    MART A 4 Offset(-30,32) A_CustomPunch (8,0,0,"KnifePuff", 96)
    MART A 1 Offset(-20,40)
    MART A 1 Offset(-10,50)
    MART A 2 Offset(-5,60)
    MART A 3 Offset(0,80) A_Refire
    Goto Ready
  Flash:
    TNT1 A 2 Bright A_Light2
    TNT1 A 2 Bright A_Light1
    Goto LightDone
  Spawn:
    MAR2 A -1
    Stop
  }
}
////////////////////////////////////////////////////////////////////////////////
actor "MachineGun": Weapon
{
    Inventory.PickUpSound "wolfen/mgunget"
    Weapon.AmmoUse 1
    Weapon.AmmoGive 20
    Weapon.AmmoType "Clip"
    Attacksound "MP40SHT"
    Inventory.PickupMessage "You got the Machine Gun!"
    Obituary "%k \cjshot\c- %o \cjto pieces with the Machine Gun.\c-"
    Decal MBulletChip
    States
    {
      Spawn:
        MP40 A -1
        Loop

      Ready:
        MP40 A 1 A_WeaponReady
        loop

      Select:
        MP40 A 1 A_raise
        loop

      Deselect:
        MP40 A 1 A_lower
        loop
 Fire:
    MP40 A 0 A_GunFlash
    MP4F A 1 Bright A_FireBullets (1.2,1.5,-1,5,"MoonPuff")
    MP4F A 1 Bright A_SpawnItemEx("BulletCasing", 35, 8, 32, frandom(2,4), frandom(3,5), frandom(2,4))
    MP40 A 1 Offset(0,45) A_SetPitch(pitch-0.5)
    MP40 A 1 Offset(0,40)
    MP40 A 1 Offset(0,35) A_SetPitch(pitch+0.5)
    MP40 A 1 Offset(0,32)
    MP40 A 1 A_ReFire
    Goto Ready
  Flash:
    TNT1 A 1 A_Light2
    TNT1 A 1 A_Light1
    TNT1 A 1 A_Light0
    Stop

    }
} 
////////////////////////////////////////////////////////////////////////////////
actor "Gewehr41": Rifle
{
	Weapon.SelectionOrder 1300
    Weapon.SlotNumber 0
    Tag "Gewehr 41"
    Obituary "%k \cjsniped\c- %o \cjwith the Gewehr 41.\c-"
    Inventory.PickUpSound "wolfen/weaponget"
      States
  {
  Spawn:
    M1GP A -1
    Loop
  Select:
    M1GG A 1 A_Raise
    Loop
  Deselect:
    M1GG A 1 A_Lower
    Loop
  Ready:
    M1GG A 1 A_WeaponReady
    Loop
  Fire:
    M1GG A 0 A_GunFlash
    M1GF A 1 Bright A_FireBullets(1.0, 1.0, 1, 28, "RiflePuff", 1)
    M1GF A 1 Bright Offset(0, 44) A_SetPitch(pitch-1.0)
    M1GG B 1 Offset(0, 46) A_SpawnItemEx("RifleCasing", 35, 8, 32, frandom(2,4), frandom(3,5), frandom(2,4))
    M1GG B 1 Offset(0, 46) A_SetPitch(pitch+1.0)
    M1GG B 2 Offset(0, 44)
    M1GG A 2 Offset(0, 42)
    M1GG A 2 Offset(0, 40)
    M1GG A 2 Offset(0, 38)
    M1GG A 3 Offset(0, 36)
    M1GG A 3 Offset(0, 34)
    M1GG A 2 Offset(0, 32) A_Refire
    Goto Ready
  Flash:
    TNT1 A 2 A_Light2
    TNT1 A 1 A_Light1
    TNT1 A 1 A_Light0
    Stop
  }
}

////////////////////////////SLOT 3 WEAPON SPAWN SWAP////////////////////////////
//////////////////////////////////Moon Man//////////////////////////////////////
ACTOR SuperShotgunA : SuperShotgun
{
	Weapon.SlotNumber 0
	Decal MBulletChip
  States
  {
  Ready:
    SSGN A 1 A_WeaponReady
    Loop
  Deselect:
    SSGN A 1 A_Lower
    Loop
  Select:
    SSGN A 1 A_Raise
    Loop
  Fire:
      SSGN A 3
	SSGN A 0 A_GunFlash
      SSGN A 0 A_PlaySound ("weapons/sshotf", CHAN_WEAPON)
	SSGN U 1 Bright A_FireBullets (11.2, 7.1, 20, 5, "MoonPuff")
	SSGN U 1 Bright Offset(0, 50) A_SetPitch(pitch-1.5)
	SSGN A 1 Offset(0, 46)
	SSGN A 1 Offset(0, 42) A_SetPitch(pitch+1.5)
	SSGN A 1 Offset(0, 38)
	SSGN A 1 Offset(0, 34)
	SSGN A 3 Offset(0, 32) A_Checkreload
	SSGN B 2
	SSGN C 3
	SSGN D 4
	SSGN E 4
	SSGN F 2 A_OpenShotgun2
	SSGN F 0 A_SpawnItemEx("ShotgunCasing", 15, -4, 32, frandom(2,6), frandom(4,8), frandom(2,6))
	SSGN F 0 A_SpawnItemEx("ShotgunCasing", 15, -8, 32, frandom(2,6), frandom(4,8), frandom(2,6))
	SSGN GHIJ 2
	SSGN K 3
	SSGN L 2 A_LoadShotgun2
	SSGN M 3 
	SSGN NOPQ 2 
	SSGN R 3 A_CloseShotgun2
	SSGN S 3
	SSGN A 1 A_ReFire
	Goto Ready
  Flash:
    TNT1 A 4 Bright A_Light2
    TNT1 A 3 Bright A_Light1
    Goto LightDone
  }
}

//Inventory.ForbiddenTo ""
//Inventory.RestrictedTo MoonMan

//ACTOR RifleA : Rifle
//{
//Inventory.ForbiddenTo ""
//Inventory.RestrictedTo MoonMan
//}
//////////////////////////////////BEN GARRISON/////////////////////////////////
//ACTOR MartiniHenryA : MartiniHenry
//{
//Inventory.ForbiddenTo ""
// Inventory.RestrictedTo ZyklonB
//}
ACTOR ShotgunA : Shotgun
{
	Weapon.SlotNumber 0
	Decal MBulletChip
	States
	{
	Fire:
		SHTG A 3
		SHTG A 0 A_GunFlash
		SHTG A 0 A_PlaySound ("weapons/shotgf", CHAN_WEAPON)
		SHTG I 2 Bright A_FireBullets(5.6, 0, 7, 5, "MoonPuff")
		SHTG A 1 Offset(0,42)
		SHTG A 1 Offset(0,38)
		SHTG A 1 Offset(0,34)
		SHTG B 2 Offset(0,32)
		SHTG C 1
		SHTG D 2
		SHTG E 3
		SHTG F 4
		SHTG G 1
		SHTG H 3 A_SpawnItemEx("ShotgunCasing", 20, -15, 26, frandom(2,4), frandom(-5,-3), frandom(2,4))
		SHTG GFEDCB 2
		SHTG A 1
		SHTG A 0 A_ReFire
		Goto Ready
	Flash:
		TNT1 A 2 A_Light2
		TNT1 A 2 A_Light1
		Goto Lightdone
	}
}
//////////////////////////////////////BJ Blazkowicz/////////////////////////////
//ACTOR MachineGunA : MachineGun
//{
//Inventory.ForbiddenTo ""
// Inventory.RestrictedTo WolfenPlayer
//}