//Actor Reloading : Inventory
//{
//inventory.maxamount 1
//}

//Actor ADSMode : Inventory
//{
//inventory.maxamount 1
//}

//// --------------------------------------------------------------------------
//
// AK-47
//
// --------------------------------------------------------------------------

ACTOR AKRifle : Weapon
{
	Weapon.AmmoUse1 0
	Weapon.AmmoGive1 10
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	Weapon.AmmoType1 "Clip2"
	Weapon.AmmoType2 "AKAmmo"
	Obituary "%k [AK-47H] %o"
    AttackSound "None"
    Inventory.PickupSound "AKCLIPIN"
	Inventory.Pickupmessage "AK-47H"
	Weapon.bobstyle inverse
	Weapon.bobrangeX 0.4
	Weapon.bobrangeY 0.75
	Weapon.bobspeed 2.25
	+WEAPON.WIMPY_WEAPON
    +WEAPON.NOAUTOAIM
    +WEAPON.NOALERT
    +WEAPON.NOAUTOFIRE
    Scale 0.9
	States
	{
	Steady:
	TNT1 A 1
	Goto Ready
	
	Ready:
        TNT1 A 0 A_PlaySound("weapons/changingin")
        TNT1 A 1 A_JumpIfInventory("GoFatality", 1, "Steady")
        TNT1 A 0 A_PlaySound("AKCLIPIN")
        AKFS ABC 1
        TNT1 AAAAAAAA 0
        TNT1 A 0
        TNT1 AAAA 0

        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		AKFG A 4 A_WeaponReady
		
	    TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		AKFG A 4 A_WeaponReady
		
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		AKFG A 4 A_WeaponReady
		
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		AKFG A 4 A_WeaponReady
		
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		AKFG A 4 A_WeaponReady
		Goto Ready+9
    Ready2:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		AK2G A 2 A_WeaponReady
		Loop
	Deselect:
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
	    TNT1 A 0 A_PlaySound("weapons/changing")
        AKFS CBA 1
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 1 A_Lower
		Wait
	Select:
	
	TNT1 A 0 A_Takeinventory("FistsSelected",1)
	TNT1 A 0 A_Takeinventory("SawSelected",1)
	TNT1 A 0 A_Takeinventory("ShotgunSelected",1)
	TNT1 A 0 A_Takeinventory("SSGSelected",1)
	TNT1 A 0 A_Takeinventory("MinigunSelected",1)
	TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
	TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
    TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("BFGSelected",1)
	TNT1 A 0 A_Takeinventory("RailGunSelected",1)
	TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
	TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
	TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
	TNT1 A 0 A_Takeinventory("HasBarrel",1)
	
		TNT1 A 0 A_Raise
		Wait
    Fire:
        TNT1 A 0 A_JumpIfInventory("AKAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/akfire")
		AKFF A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		AKFF B 1 BRIGHT A_FireBullets (8, 8, -1, 80, "HitPuff")
        AKFF A 0 A_FireCustomMissile("AKTracer", random(-2,2), 0, -1, 0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("AKAmmo",1)
		TNT1 A 0 A_setpitch(Pitch-1.2)
		AKFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,8,-9)
        AKFG A 4
		AKFG A 1 A_Refire
		AKFG A 7 A_WeaponReady(1)
		Goto Ready+6

      Fire2:
        TNT1 A 0 A_PlaySound("weapons/akfire")
		AK2G A 0 A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,5)
		AK2F A 1 BRIGHT A_FireBullets (4, 4, -1, 80, "HitPuff")
        AK2F A 0 BRIGHT A_FireCustomMissile("AKTracer", 0, 0, -1, 0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
		TNT1 A 0 A_Takeinventory("AKAmmo",1)
		AK2F B 1 A_WeaponReady(1)
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",-2,0,8,0)
        AK2F C 1 A_WeaponReady(1)
		TNT1 A 0 A_setpitch(Pitch-1.2)
        AK2F B 3
		AK2G A 2 A_WeaponReady(1)
		TNT1 A 0 A_Refire
		AK2G A 10 A_WeaponReady(1)
        AK2G A 0
		Goto Ready2


    AltFire:
        TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,8)
		TNT1 A 0 A_Giveinventory("Zoomed",1)
		TNT1 A 0 A_Giveinventory("GoSpecial",1)
		TNT1 A 0 A_ZoomFactor(2.3)
		TNT1 A 0 A_Giveinventory("ADSmode",1)
        AKFZ AB 1
        Goto Ready2
        TNT1 AAAAAA 0
        AKFZ BA 1
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
        Goto Ready+6
	NoAmmo:
	AKFG A 1 A_PlaySound("weapons/empty")
	TNT1 A 0 A_Takeinventory("Zoomed",1)
    TNT1 A 0 A_ZoomFactor(1.0)
	TNT1 A 0 A_Takeinventory("ADSmode",1)
	Goto Ready+12
	
    Reload:
		AKFG A 1 A_WeaponReady
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_JumpIfInventory("AKAmmo",30,64)

        TNT1 A 0 A_JumpIfInventory("Clip2",1,3)
        Goto NoAmmo
        TNT1 AAA 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
		TNT1 A 0 A_Takeinventory("Reloading",1)
        AKFR UTSR 1 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_PlaySound("Reload")
        AKFR ABCDE 1 A_JumpIfInventory("Kicking",1,"DoKick")
        AKFR F 1 A_FireCustomMissile("EmptyClipSpawn",-5,0,8,-4)
        AKFR GGGGGGGGGGGGGGGGGFEDCBATHI 1 A_JumpIfInventory("Kicking",1,"DoKick")
		AKFR K 1 A_PlaySound("weapons/cock")
		AKFR LMMMMMNOPQRSTU 1 A_JumpIfInventory("Kicking",1,"DoKick")

		InsertBullets:
		TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("AKAmmo",30,15)
		TNT1 A 0 A_JumpIfInventory("Clip2",1,3)
		Goto Ready+6
        TNT1 AAAAAA 0
		TNT1 A 0 A_Giveinventory("AKAmmo",1)
		TNT1 A 0 A_Takeinventory("Clip2",1)
		Goto InsertBullets
		
		TNT1 AAAAAAAAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
        Goto Ready+6
		TNT1 AAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
        Goto Ready+6
 	Spawn:
		AKFL A -1
		Stop

    DoKick:
	    TNT1 A 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		NULL A 0 A_JumpIf (momZ > 0, "AirKick")
		NULL A 0 A_JumpIf (momZ < 0, "AirKick")
		
        TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		KICK BCD 1
		AKFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
        KICK H 4
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK IGFEDCBA 1
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Ready+6
    BerserkerKick:
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		KICK ABCDEFG 1
        AKFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
        KICK H 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK IGFEDCBA 1
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Ready+6
	
	AirKick:
	    TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Recoil (-6)
		KICK JKLMN 1
        AKFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -31)
        KICK O 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK PQRST 2
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+6
		
	SuperAirKick:
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Recoil (-6)
		KICK JKLMN 1
        AKFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -31)
        KICK O 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK PQRST 2
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+6
    Taunt:
		TNT1 A 0 A_TakeInventory("Zoomed", 1)
        TNT1 A 5
		FUCK A 2
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 0, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", -9, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 9, 0, -1, 0)
		TNT1 A 0 A_PlaySound("FUCK")
        FUCK C 2 A_AlertMonsters
		FUCK D 15 A_TakeInventory("Taunting",1)
        FUCK CBA 5
        TNT1 A 5
		Goto Ready
	Salute:
	    TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_ALertMonsters
		SALU ABCDEDCDEDCDEDCBA 4
		TNT1 A 0 A_TakeInventory("Salute1",1)
		TNT1 A 0 A_TakeInventory("Salute2",1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Ready
	}
}

//Actor Zoomed : Inventory
//{
//inventory.maxamount 1
//}

ACTOR AKAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 30
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 30
   Inventory.Icon "AKFLA0"
}