ACTOR M202FLASH : BrutalWeapon
{
	Weapon.AmmoUse1 0
	Weapon.AmmoGive1 0
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	Weapon.SelectionOrder 2500
	Weapon.AmmoType1 "AmmoM202"
	Obituary "%o was shot down by %k's assault rifle."
    Inventory.PickupSound "CLIPIN"
	Inventory.Pickupmessage "$GOTRIFLE"
    +WEAPON.NOAUTOAIM
    +WEAPON.NOALERT
	+WEAPON.NOAUTOFIRE
	+FORCEXYBILLBOARD
	Tag "M202 FLASH"
	States
	{
	
	Spawn:
		TNT1 A 1
		TNT1 A 0 A_SpawnItemEx("M202FLASHWeapon", 0, 0, 0, momx, momy, momz)
		Stop
	
	Ready:
	Ready3:
		M202 A 1 A_WeaponReady(WRF_ALLOWRELOAD)
		M202 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		M202 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		M202 A 0 A_JumpIfInventory("AmmoM202",1,"Ready")
		"----" # 0 A_JumpIfInventory("UsedBandage", 1, "UseBandages")
        Goto NoAmmo
	
	Deselect:
		M202 A 0
		M202 A 0 A_TakeInventory("TossGrenade", 1)
        M202 A 0 A_ZoomFactor(1.0)
		M202 AAA 1 A_Lower
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
		TNT1 A 1 A_Lower
		Wait
		
	Select:
		M202 A 0
		
		M202 AAA 3 A_Lower
		TNT1 AAAAAAAAA 0 A_Raise
		Goto Ready3
		
	NoAmmo:
		M202 C 1 A_WeaponReady(WRF_NOPRIMARY |  WRF_ALLOWRELOAD)
		M202 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		M202 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		M202 A 0 A_JumpIfInventory("AmmoM202",1,"Ready")
        Loop
	
    Fire:
        M202 A 0 A_JumpIfInventory("AmmoM202",1,2)
        Goto NoAmmo
        TNT1 AA 0
		M202 A 0 A_AlertMonsters
		
		TNT1 A 0 A_PlaySound("RLANSHOT", 1)
		RIFF A 0 A_FireCustomMissile("IncendiaryRocket", 0, 0, 0, -5, 0, 0)
		TNT1 A 0 A_TakeInventory("AmmoM202", 1)
		M202 A 0 A_SetPitch(pitch-1.6)
		M202 A 0 A_SetANgle(angle-0.8)
		M202 A 0 A_ZoomFactor(0.9)
		M202 B 1 Offset(-6, 38)
		M202 B 1 Offset(-3, 35)
		M202 A 0 A_ZoomFactor(1.0)
		M202 B 1 Offset(-1, 33)
		M202 A 1 Offset(0, 32)
		Goto Ready3
	}
}