ACTOR BAR : BrutalWeapon
{
	Weapon.AmmoUse1 0
	Weapon.AmmoGive1 0
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	Weapon.SelectionOrder 2500
	Weapon.AmmoType1 "762NATO"
	Obituary "%o was shot down by %k's assault rifle."
    Inventory.PickupSound "CLIPIN"
	Inventory.Pickupmessage "$GOTRIFLE"
    +WEAPON.NOAUTOAIM
    +WEAPON.NOALERT
	//+WEAPON.NOAUTOFIRE
	+FORCEXYBILLBOARD
	Tag "B.A.R. 1918"
	States
	{
	
	Spawn:
		TNT1 A 1
		TNT1 A 0 A_SpawnItemEx("BARWeapon", 0, 0, 0, momx, momy, momz)
		Stop
	
	Ready:
	Ready3:
		BARG A 1 A_WeaponReady(WRF_ALLOWRELOAD)
		BARG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		BARG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		"----" # 0 A_JumpIfInventory("UsedBandage", 1, "UseBandages")
		Loop
		
		
	Ready2:
		TNT1 A 0 A_TakeInventory("MGIsOverSOmething", 1)
		RIFF A 0 A_FireCustomMissile("MachinegunCheck", 0, 0, 0, 12, 0, -45)
		RIFF A 0 A_FireCustomMissile("MachinegunCheck", 0, 0, 0, 12, 0, -50)
		RIFF A 0 A_FireCustomMissile("MachinegunCheck", 0, 0, 0, 12, 0, -40)
		BARA A 2 A_WeaponReady(WRF_ALLOWRELOAD)
		BARG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		BARG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		"----" # 0 A_JumpIfInventory("UsedBandage", 1, "UseBandages")
		TNT1 A 0 A_JumpIFInventory("MGIsOverSomething", 1, "Ready2")
		BARU A 1
		
	Ready4:
		BARU B 1 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOPRIMARY)
		RIFF A 0 A_FireCustomMissile("MachinegunCheck", 0, 0, 0, 12, 0, -45)
		RIFF A 0 A_FireCustomMissile("MachinegunCheck", 0, 0, 0, 12, 0, -50)
		RIFF A 0 A_FireCustomMissile("MachinegunCheck", 0, 0, 0, 12, 0, -40)
		BARG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		BARG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		"----" # 0 A_JumpIfInventory("UsedBandage", 1, "UseBandages")
		TNT1 A 0 A_JumpIFInventory("MGIsOverSomething", 1, "Ready2")
		Loop	
	
	Deselect:
		BARG A 0
		M60G A 0 A_TakeInventory("M60Deployed", 1)
		BARG A 0 A_TakeInventory("TossGrenade", 1)
        BARG A 0 A_ZoomFactor(1.0)
		BARG AAA 1 A_Lower
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
		TNT1 A 1 A_Lower
		Wait
		
	Select:
		BARG A 0
		
		BARG AAA 3 A_Lower
		TNT1 AAAAAAAAA 0 A_Raise
		Goto Ready3
	
    Fire:
        BARG A 0 A_JumpIfInventory("762NATO",1,2)
        Goto NoAmmo
        TNT1 AA 0
		BARG A 0 A_AlertMonsters
		BARG A 0 A_PlaySound("M60FIRE", 1)
		SMGG A 0 A_PlaySound("FARSHT", 6)
		
		TNT1 A 0 A_JumpIFInventory("M60Deployed", 1, "Fire2")
		BARF A 1 A_FireBullets (2.0, 2.0, 1, 22, "m14Puff", FBF_NORANDOM)
		BARF C 1 A_FireCustomMissile("SmokeSpawner", random(-0.3,0.3), 0, 0, 0, 0, random(-0.3,0.3))
		BARG A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
        RIFF A 0 A_FireCustomMissile("M14Tracer", random(-2,2), 0, 0, 0, 0, random(-2,2))
		BARG A 0 A_ZoomFactor(0.96)
		BARG A 0 A_SetPitch(pitch-1.2)
		BARG A 0 A_SetANgle(angle-0.1)
		BARG A 0 A_Takeinventory("762NATO",1)
		BARF D 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
		BARG A 0 A_SetPitch(pitch-1.0)
		BARG A 0 A_SetANgle(angle-0.1)
		BARG A 0 A_ZoomFactor(1.0)
		BARF EF 1 A_SetPitch(pitch+0.2)
		BARG A 0 A_Refire
		TNT1 A 0 A_SetPitch(pitch+0.2)
		BARG A 1 A_WeaponReady
		TNT1 A 0 A_SetPitch(pitch+0.2)
		BARG A 1 A_WeaponReady
		TNT1 A 0 A_SetPitch(pitch+0.2)
		BARG A 1 A_WeaponReady
		TNT1 A 0 A_SetPitch(pitch+0.2)
		BARG A 1 A_WeaponReady
		TNT1 A 0 A_SetPitch(pitch+0.2)
		BARG A 1 A_WeaponReady
		TNT1 A 0 A_SetPitch(pitch+0.2)
		BARG A 1 A_WeaponReady
		TNT1 A 0 A_SetPitch(pitch+0.2)
		BARG A 1 A_WeaponReady
		TNT1 A 0 A_SetPitch(pitch+0.2)
		BARG A 1 A_WeaponReady
		Goto Ready3
		
		
		
	Fire2:
		TNT1 A 0
		TNT1 A 0 SetPlayerProperty(0, 1, 0)
		BARA B 1 A_FireBullets (1.0, 1.0, 1, 11, "M14Puff", FBF_NORANDOM)
		BARA D 1 A_FireCustomMissile("SmokeSpawner", random(-0.3,0.3), 0, 0, 0, 0, random(-0.3,0.3))
		BARG A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
        RIFF A 0 A_FireCustomMissile("m14Tracer", 0, 0, 0, 0, 0, 0)
		BARG A 0 A_ZoomFactor(0.96)
		BARG A 0 A_Takeinventory("762NATO",1)
		BARA E 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
		BARG A 0 A_ZoomFactor(1.0)
		BARA FA 1
		TNT1 A 0 SetPlayerProperty(0, 0, 0)
		TNT1 A 0 A_JumpIFInventory("MGIsOverSomething", 1, "Ready2")
		Goto Ready4
		
	 AltFire:
		TNT1 A 0
		TNT1 A 0 A_JumpIFInventory("M60Deployed", 1, "StopAlt")
		TNT1 A 0 A_GiveInventory("M60Deployed", 1)
		BARD ABCDEF 1
		Goto Ready2
		
	StopAlt:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("M60Deployed", 1)
		BARD FEDCBA 1
		Goto Ready3	
	
	NoAmmo:
		BARG A 0
		TNT1 A 0 A_TakeInventory("M60Deployed", 1)
		TNT1 A 0 A_PlaySound("weapons/empty", 4)
	NoAmmo2:
		BARG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		BARG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		BARG A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOPRIMARY)
		TNT1 A 0 A_TakeInventory("M60Deployed", 1)
		Goto Ready3
	}
}