
ACTOR Flamethrower2 : BrutalWeapon
{
	Height 20
	Weapon.SelectionOrder 600
	Weapon.AmmoUse 0
	Weapon.AmmoGive 0
	Weapon.AmmoType "Gas"
    Inventory.PickupSound "BFGREADY"
     +WEAPON.NOAUTOAIM
	Inventory.PickupMessage "You got the Flamethrower (Slot 9)"
	Tag "Flamethrower"
	Inventory.ForbiddenTo ""
	States
	{
	
	Ready:
	Ready3:
	Reload:
		FLMT A 1 A_WeaponReady
		FLMT A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
        FLMT A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        FLMT A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		FLMT A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		FLMT A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		FLMT A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		"----" # 0 A_JumpIfInventory("UsedBandage", 1, "UseBandages")
		Goto Ready3
		
	
	DryFire:
	    FLMT B 5
		FLMT A 0 A_PlaySound("weapons/empty")
		Goto Ready
	
	Deselect:
	    FLMT A 0 A_StopSound(CHAN_WEAPON)
		FLMT A 0 A_TakeInventory("TossGrenade", 1)
		FLMT A 1 A_Lower
		Loop
		
	Select:
		FLMT AAA 1 A_Raise
		
		FLMT A 0 A_PlaySound("BFGREADY")
        TNT1 AAA 0
		TNT1 AAAAAAAAA 0 A_Raise
		Goto Ready
		
    Spawn:
        TNT1 A 1
		TNT1 A 0 A_SpawnItemEx("FlamethrowerWeapon", 0, 0, 0, momx, momy, momz)
		Stop
		
   Fire:
		FLMT A 0 A_JumpIf(waterlevel > 1, "DryFire")
        FLMT A 0 A_JumpIfInventory("Gas", 1, "Flamethrower")
		FLMT A 0 A_StopSound(CHAN_WEAPON)
		Goto DryFire
		
	Flamethrower:
		FLMT A 0 A_PlaySound("FLAMER", CHAN_WEAPON, 1, 1)
		TNT1 A 0 A_FireCustomMissile("FLamethrowerSmokeEffect", 0, 1, 0, -12, 0, 8)//F
		

		FLMT A 0 BRIGHT A_FireCustomMissile("FlamerTrail", 0, 1, 0, -12, 0, 6)
		FLMT C 1 BRIGHT A_FireCustomMissile("FlamethrowerMissile", 0, 1, 0, -12, 0, 8)//F
		FLMT A 0 BRIGHT A_SetPitch(pitch-0.2)
		FLMT A 0 A_SetAngle(random(1, -1) + angle)
		
		FLMT A 0 A_PlaySound("FLAMER", CHAN_WEAPON, 1, 1)
		FLMT A 0 A_TakeInventory("Gas", 1)
		FLMT A 0 BRIGHT A_FireCustomMissile("FlamerTrail", 0, 1, 0, -12, 0, 6)
		FLMT D 1 BRIGHT A_FireCustomMissile("FlamethrowerMissileProper", 0, 1, 0, -12, 0, 8)//F
		FLMT A 0 BRIGHT A_SetPitch(pitch-0.2)
		FLMT A 0 A_SetAngle(random(1, -1) + angle)
		
		FLMT A 0 A_PlaySound("FLAMER", CHAN_WEAPON, 1, 1)
		FLMT A 0 BRIGHT A_FireCustomMissile("FlamerTrail", 0, 1, 0, -12, 0, 6)
		FLMT E 1 BRIGHT A_FireCustomMissile("FlamethrowerMissile2", 0, 1, 0, -12, 0, 8)//F
		FLMT A 0 BRIGHT A_SetPitch(pitch-0.2)
		FLMT A 0 A_SetAngle(random(1, -1) + angle)
		FLMT A 0 A_TakeInventory("Gas", 1)
		FLMT A 0 A_PlaySound("FLAMER", CHAN_WEAPON, 1, 1)
		FLMT A 0 BRIGHT A_FireCustomMissile("FlamerTrail", 0, 1, 0, -12, 0, 6)
		FLMT G 1 BRIGHT A_FireCustomMissile("FlamethrowerMissileProper", 0, 1, 0, -12, 0, 8)//F
		FLMT A 0 BRIGHT A_SetPitch(pitch-0.2)
		FLMT A 0 A_SetAngle(random(1, -1) + angle)
		
		
		FLMT A 0 A_PlaySound("FLAMER", CHAN_WEAPON, 1, 1)
		FLMT A 0 BRIGHT A_FireCustomMissile("FlamerTrail", 0, 1, 0, -12, 0, 6)
		FLMT C 1 BRIGHT A_FireCustomMissile("FlamethrowerMissileProper", 0, 1, 0, -12, 0, 8)//F
		FLMT A 0 BRIGHT A_SetPitch(pitch-0.2)
		FLMT A 0 A_SetAngle(random(1, -1) + angle)
		FLMT A 0 A_TakeInventory("Gas", 1)
		FLMT A 0 A_PlaySound("FLAMER", CHAN_WEAPON, 1, 1)
		FLMT A 0 BRIGHT A_FireCustomMissile("FlamerTrail", 0, 1, 0, -12, 0, 6)
		FLMT D 1 BRIGHT A_FireCustomMissile("FlamethrowerMissile2", 0, 1, 0, -12, 0, 8)//F
		FLMT A 0 BRIGHT A_SetPitch(pitch-0.2)
		FLMT A 0 A_SetAngle(random(1, -1) + angle)
		
		FLMT A 0 A_PlaySound("FLAMER", CHAN_WEAPON, 1, 1)
		FLMT A 0 BRIGHT A_FireCustomMissile("FlamerTrail", 0, 1, 0, -12, 0, 6)
		FLMT E 1 BRIGHT A_FireCustomMissile("FlamethrowerMissileProper", 0, 1, 0, -12, 0, 8)//F
		FLMT A 0 BRIGHT A_SetPitch(pitch-0.2)
		FLMT A 0 A_SetAngle(random(1, -1) + angle)
		FLMT A 0 A_PlaySound("FLAMER", CHAN_WEAPON, 1, 1)
		FLMT A 0 BRIGHT A_FireCustomMissile("FlamerTrail", 0, 1, 0, -12, 0, 6)
		FLMT G 1 BRIGHT A_FireCustomMissile("FlamethrowerMissileProper", 0, 1, 0, -12, 0, 8)//F
		FLMT A 0 BRIGHT A_SetPitch(pitch-0.2)
		FLMT A 0 A_SetAngle(random(1, -1) + angle)
		
		

		
		FLMT A 0 A_Refire
		FLMT A 0 A_PlaySound("FLAMSTOP", CHAN_WEAPON)
		Goto Ready
	}
}
