////////////////////////////////////////////////////////////////////////////////
actor Uzi : Weapon 20002
{
	radius 20
	height 16
//	Inventory.ForbiddenTo "MoonMan", "ZyklonB", "WolfenPlayer"
//	Inventory.RestrictedTo ZyklonB
	inventory.pickupmessage "You got an Uzi."
	Weapon.selectionorder 700
	Weapon.SlotNumber 0
	Weapon.AmmoUse 1
	Weapon.Ammogive 30
	Weapon.Ammotype "Clip"
	inventory.icon "USMGA0"
	attacksound "uzifire"
	States
	{
	spawn:
		USMG A 1
		Loop
	ready:
		UZIG D 1 A_WeaponReady
		Loop
	deselect:
		UZIG D 1 A_Lower
		Loop
	select:
		UZIG D 1 A_Raise
		Loop
	fire:
		UZIG B 1 A_FireBullets(2,2,1,8)
		UZIG C 1
		UZIG A 2
		Goto Ready
	}
}
////////////////////////////////////////////////////////////////////////////////
actor "HitlerChaingun": Weapon
{
    Weapon.SelectionOrder 1700
    Weapon.SlotNumber 0
//	Inventory.ForbiddenTo "MoonMan", "ZyklonB", "WolfenPlayer"
//	Inventory.RestrictedTo WolfenPlayer
    Inventory.PickUpSound "wolfen/weaponget"
    Weapon.AmmoUse 1
    Weapon.AmmoGive 20
    Weapon.AmmoType "Clip"
    Inventory.PickupMessage "You got the Chaingun!"
    Obituary "%k \cjdrilled\c- %o \cjwith the Chaingun.\c-"
    Decal MBulletChip 
    States
    {
      Ready:
        HCHG A 1 A_WeaponReady
        loop 
	  Select:
	    HCHG A 1 A_Raise
        loop		
	  Deselect:
        HCHG A 1 A_Lower
        loop
      Fire:
        HCHG AB 2
	Hold:
        HCHG A 0 A_PlaySound("MP40SHT", CHAN_WEAPON)
        HCHF A 1 BRIGHT Offset(0,32) A_FireBullets(2,2,1,6,"MoonPuff")
	  HCHG A 0 A_SpawnItemEx("BulletCasing", 25, 11, 32, frandom(2,4), frandom(3,5), frandom(2,4))
	  HCHG A 0 A_SetPitch(pitch-0.7)
	  HCHG B 1 Offset(0,36)
	  HCHG B 1 Offset(0,34) A_SetPitch(pitch+0.7)
        HCHG A 0 A_PlaySound("MP40SHT", CHAN_WEAPON)
        HCHF A 1 BRIGHT Offset(0,32) A_FireBullets(2,2,1,6,"MoonPuff")
	  HCHG A 0 A_SpawnItemEx("BulletCasing", 25, 11, 32, frandom(2,4), frandom(3,5), frandom(2,4))
	  HCHG A 0 A_SetPitch(pitch-0.7)
	  HCHG B 1 Offset(0,36)
	  HCHG B 1 Offset(0,34) A_SetPitch(pitch+0.7)
        HCHG A 0 A_ReFire
        Goto Ready
	 Flash:
	  TNT1 A 2 A_Light2
	  TNT1 A 1 A_Light1
	  Goto Lightdone
    }
}
 
////////////////////////////////////////////////////////////////////////////////
Actor AK47 : Weapon //replaces Chaingun
{
  obituary "%o was gunned down by %k's AK47."
  attacksound "Weapons/AK47FIR"
//  Inventory.ForbiddenTo "MoonMan", "ZyklonB", "WolfenPlayer"
//  Inventory.RestrictedTo MoonMan
  inventory.pickupmessage "You got the AK47 assault rifle!"
  Weapon.SlotNumber 0
  weapon.kickback 100
  weapon.ammotype "Clip"
  weapon.ammouse 1
  weapon.ammogive 20
  Decal MBulletChip
  States
  {
  Ready:
    AK47 A 1 A_WeaponReady
    Loop
  Deselect:
    AK47 A 1 A_Lower
    Loop
  Select:
    AK47 A 1 A_Raise
    Loop
  Fire:
    AK47 A 0 A_GunFlash
    AK47 C 1 Bright Offset(0,32) A_FireBullets (4.2,2.5,-1,5,"MoonPuff")
    AK47 A 0 A_SpawnItemEx("BulletCasing", 35, 8, 32, frandom(2,4), frandom(3,5), frandom(2,4))
    AK47 A 1 Offset(0,38) A_SetPitch(pitch-0.35)
    AK47 A 1 Offset(0,36)
    AK47 A 1 Offset(0,34) A_SetPitch(pitch+0.35)
    AK47 A 0 A_GunFlash
    AK47 D 1 Bright Offset(0,32) A_FireBullets (4.2,2.5,-1,5,"MoonPuff")
    AK47 B 0 A_SpawnItemEx("BulletCasing", 35, 8, 32, frandom(2,4), frandom(3,5), frandom(2,4))
    AK47 B 1 Offset(0,38) A_SetPitch(pitch-0.35)
    AK47 B 1 Offset(0,36)
    AK47 B 1 Offset(0,34) A_SetPitch(pitch+0.35)
   AK47 B 0 A_ReFire
    Goto Ready
  Flash:
    TNT1 A 1 A_Light2
    TNT1 A 1 A_Light1
    TNT1 A 1 A_Light0
    Stop
  Spawn:
    AK4I A -1
    Stop
  }
}

Actor M16 : Weapon //basically an AK47 reskin
{
  obituary "%o was gunned down by %k's AK47."
  attacksound "M16GFIR"
//  Inventory.ForbiddenTo "MoonMan", "ZyklonB", "WolfenPlayer"
//  Inventory.RestrictedTo MoonMan
  inventory.pickupmessage "You got the M16 assault rifle!"
  Weapon.SlotNumber 0
  weapon.kickback 100
  weapon.ammotype "Clip"
  weapon.ammouse 1
  weapon.ammogive 20
  Decal MBulletChip
  States
  {
  Ready:
    M16G A 1 A_WeaponReady
    Loop
  Deselect:
    M16G A 1 A_Lower
    Loop
  Select:
    M16G A 1 A_Raise
    Loop
  Fire:
    M16G A 0 A_GunFlash
    M16G B 1 Bright Offset(0,32) A_FireBullets (4.2,2.8,-1,5,"MoonPuff")
    M16G A 0 A_SpawnItemEx("BulletCasing", 35, 8, 32, frandom(2,4), frandom(3,5), frandom(2,4))
    M16G A 1 Offset(0,38) A_SetPitch(pitch-0.35)
    M16G A 1 Offset(0,36)
    M16G A 1 Offset(0,34) A_SetPitch(pitch+0.35)
    M16G A 0 A_ReFire
    Goto Ready
  Flash:
    TNT1 A 1 A_Light2
    TNT1 A 1 A_Light1
    TNT1 A 1 A_Light0
    Stop
  Spawn:
    AK4I A -1
    Stop
  }
}
////////////////////////////SLOT 3 WEAPON SPAWN SWAP////////////////////////////
//////////////////////////////////Moon Man//////////////////////////////////////
//ACTOR AK47A : AK47
//{
//Inventory.ForbiddenTo ""
//Inventory.RestrictedTo MoonMan
//}
//////////////////////////////////BEN GARRISON/////////////////////////////////
//ACTOR UziA : Uzi
//{
// Inventory.ForbiddenTo ""
// Inventory.RestrictedTo ZyklonB
//}
//////////////////////////////////////BJ Blazkowicz/////////////////////////////
//ACTOR Chaingun1A : Chaingun1
//{
// Inventory.ForbiddenTo ""
// Inventory.RestrictedTo WolfenPlayer
//}