//Sergeant Mark IV's vehicles.
//If you want to modify and reuse this on your wad, please ask me first.




Actor PBRbaseNotReal
{
+THRUACTORS
YScale 1.8
XScale 1.8
+NOTIMEFREEZE
-FLOORCLIP
+NOGRAVITY
-FLOAT
Mass 5000
Radius 0
Height 0
Gravity 0
States
{
Spawn:
TNT1 A 0
TNK1 B 1
TNT1 A 0 A_SPawnItemEx("TankWeakSpotBase", -65, 0, 2)
Stop
}}



Actor PBRTurretNotReal: PBRbaseNotReal
{
Scale 1.4
States
{
Spawn:
TNT1 A 0
TN2M T 1
Stop
}}




Actor PBRbaseNotRealMoving1: PBRbaseNotReal
{
Radius 0
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SPawnItemEx("TankWeakSpotBase", -65, 0, 2)
TNT1 A 0 A_CustomMissile("CheckPitchCenter", -12, 0, 0, 2, 0)
TNT1 A 0 A_CustomMissile("CheckPitchCenter", -12, 0, 180, 2, 0)
TNT1 A 0 A_SPawnItemEx("CheckIfFloating", 96, 0, -2, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckIfFloating", 96, -64, -2, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckIfFloating", 96, 4, -2, 0, 0, 0, 0)
TNT1 A 0 A_CustomMissile("CheckIfOn3DFloor", -64, 0, 0, 2, 0)
TNT1 A 0 A_CustomMissile("CheckIfOn3DFloor", -160, 0, 0, 2, 0)

TNT1 A 0 A_SPawnItemEx("CheckPitchFront", 76, 64, -2, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchFront", 76, -64, -2, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchFront", 76, 0, -2, 0, 0, 0, 0)

TNT1 A 0 A_SPawnItemEx("CheckPitchRunOver", 100, 64, 4, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchRunOver", 100, -64, 4, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchRunOver", 100, 0, 4, 0, 0, 0, 0)

TNT1 A 0 A_SPawnItemEx("CheckPitchBack", -70, 0, -2, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchBack", -70, 64, -2, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchBack", -70, -64, -2, 0, 0, 0, 0)

TNT1 A 0 A_SPawnItemEx("CheckPitchBack", -70, 0, -10, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchBack", -70, 64, -10, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchBack", -70, -64, -10, 0, 0, 0, 0)
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("MP40Ammo", 1, "Normal")
TNT1 A 0 A_JumpIfInventory("PitchBackToken", 6, "PitchFront2")
TNT1 A 0 A_JumpIfInventory("PitchBackToken", 3, "PitchFront")
TNT1 A 0 A_JumpIfInventory("PitchFrontToken", 6, "PitchBack2")
TNT1 A 0 A_JumpIfInventory("PitchFrontToken", 3, "PitchBack")

Normal:
TNT1 A 0
TNK1 B 1
Stop

PitchFront:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("MP40Ammo", 1, "Normal")
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 3, "PitchBack")
TNT1 A 0 A_SPawnItemEx("PushWeak", 64, 0, -2, 0, 0, 0, 0)
TNK4 B 2
Stop

PitchFront2:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("MP40Ammo", 1, "Normal")
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 3, "PitchBack")
TNT1 A 0 A_SPawnItemEx("PushFront", 64, 0, -2, 0, 0, 0, 0)
TNK2 B 2
Stop

PitchBack:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("MP40Ammo", 1, "Normal")
TNK5 B 2 A_SPawnItemEx("PushWeak", -16, 0, -2, 0, 0, 0, 0)
Stop


PitchBack2:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("MP40Ammo", 1, "Normal")
TNT1 AA 0 A_SPawnItemEx("PushFront", -64, 0, -2, 0, 0, 0, 0)
TNK3 B 2
Stop
}}

Actor PBRbaseNotRealMoving2: PBRbaseNotRealMoving1
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SPawnItemEx("TankWeakSpotBase", -65, 0, 2)
TNT1 A 0 A_CustomMissile("CheckPitchCenter", -12, 0, 0, 2, 0)
TNT1 A 0 A_CustomMissile("CheckPitchCenter", -12, 0, 180, 2, 0)
TNT1 A 0 A_SPawnItemEx("CheckIfFloating", 96, 0, -2, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckIfFloating", 96, -64, -2, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckIfFloating", 96, 4, -2, 0, 0, 0, 0)
TNT1 A 0 A_CustomMissile("CheckIfOn3DFloor", -64, 0, 0, 2, 0)
TNT1 A 0 A_CustomMissile("CheckIfOn3DFloor", -160, 0, 0, 2, 0)

TNT1 A 0 A_SPawnItemEx("CheckPitchFront", 76, 64, -2, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchFront", 76, -64, -2, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchFront", 76, 0, -2, 0, 0, 0, 0)

TNT1 A 0 A_SPawnItemEx("CheckPitchRunOver", 100, 64, 4, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchRunOver", 100, -64, 4, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchRunOver", 100, 0, 4, 0, 0, 0, 0)

TNT1 A 0 A_SPawnItemEx("CheckPitchBack", -70, 0, -2, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchBack", -70, 64, -2, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchBack", -70, -64, -2, 0, 0, 0, 0)

TNT1 A 0 A_SPawnItemEx("CheckPitchBack", -70, 0, -10, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchBack", -70, 64, -10, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchBack", -70, -64, -10, 0, 0, 0, 0)
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("PitchBackToken", 6, "PitchFront2")
TNT1 A 0 A_JumpIfInventory("PitchBackToken", 3, "PitchFront")
TNT1 A 0 A_JumpIfInventory("PitchFrontToken", 6, "PitchBack2")
TNT1 A 0 A_JumpIfInventory("PitchFrontToken", 3, "PitchBack")

Normal:
TNT1 A 0
TNK1 D 1
Stop


PitchFront:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("MP40Ammo", 1, "Normal")
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 3, "PitchBack")
TNT1 A 0 A_SPawnItemEx("PushWeak", 64, 0, -2, 0, 0, 0, 0)
TNK4 D 2
Stop

PitchFront2:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("MP40Ammo", 1, "Normal")
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 3, "PitchBack")
TNT1 A 0 A_SPawnItemEx("PushFront", 64, 0, -2, 0, 0, 0, 0)
TNK2 D 2
Stop

PitchBack:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("MP40Ammo", 1, "Normal")
TNK5 D 2 A_SPawnItemEx("PushWeak", -16, 0, -2, 0, 0, 0, 0)
Stop


PitchBack2:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("MP40Ammo", 1, "Normal")
TNT1 AA 0 A_SPawnItemEx("PushFront", -64, 0, -2, 0, 0, 0, 0)
TNK3 D 2
Stop
}}

Actor PBRbaseNotRealMoving3: PBRbaseNotRealMoving1
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SPawnItemEx("TankWeakSpotBase", -65, 0, 2)
TNT1 A 0 A_CustomMissile("CheckPitchCenter", -12, 0, 0, 2, 0)
TNT1 A 0 A_CustomMissile("CheckPitchCenter", -12, 0, 180, 2, 0)
TNT1 A 0 A_SPawnItemEx("CheckIfFloating", 96, 0, -2, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckIfFloating", 96, -64, -2, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckIfFloating", 96, 4, -2, 0, 0, 0, 0)
TNT1 A 0 A_CustomMissile("CheckIfOn3DFloor", -64, 0, 0, 2, 0)
TNT1 A 0 A_CustomMissile("CheckIfOn3DFloor", -160, 0, 0, 2, 0)

TNT1 A 0 A_SPawnItemEx("CheckPitchFront", 76, 64, -2, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchFront", 76, -64, -2, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchFront", 76, 0, -2, 0, 0, 0, 0)

TNT1 A 0 A_SPawnItemEx("CheckPitchRunOver", 100, 64, 4, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchRunOver", 100, -64, 4, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchRunOver", 100, 0, 4, 0, 0, 0, 0)

TNT1 A 0 A_SPawnItemEx("CheckPitchBack", -70, 0, -2, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchBack", -70, 64, -2, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchBack", -70, -64, -2, 0, 0, 0, 0)

TNT1 A 0 A_SPawnItemEx("CheckPitchBack", -70, 0, -10, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchBack", -70, 64, -10, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchBack", -70, -64, -10, 0, 0, 0, 0)

TNT1 A 1
TNT1 A 0 A_JumpIfInventory("MP40Ammo", 1, "Normal")
TNT1 A 0 A_JumpIfInventory("PitchBackToken", 6, "PitchFront2")
TNT1 A 0 A_JumpIfInventory("PitchBackToken", 3, "PitchFront")
TNT1 A 0 A_JumpIfInventory("PitchFrontToken", 6, "PitchBack2")
TNT1 A 0 A_JumpIfInventory("PitchFrontToken", 3, "PitchBack")
Normal:
TNT1 A 0
TNK1 E 1
Stop

PitchFront:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("MP40Ammo", 1, "Normal")
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 3, "PitchBack")
TNT1 A 0 A_SPawnItemEx("PushWeak", 64, 0, -2, 0, 0, 0, 0)
TNK4 E 2
Stop

PitchFront2:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("MP40Ammo", 1, "Normal")
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 3, "PitchBack")
TNT1 A 0 A_SPawnItemEx("PushFront", 64, 0, -2, 0, 0, 0, 0)
TNK2 E 2
Stop

PitchBack:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("MP40Ammo", 1, "Normal")
TNK5 E 2 A_SPawnItemEx("PushWeak", -16, 0, -2, 0, 0, 0, 0)
Stop


PitchBack2:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("MP40Ammo", 1, "Normal")
TNT1 AA 0 A_SPawnItemEx("PushFront", -64, 0, -2, 0, 0, 0, 0)
TNK3 E 2
Stop


}}



Actor PBRbaseStationed: PBRbaseNotRealMoving1
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SPawnItemEx("TankWeakSpotBase", -65, 0, 2)
TNT1 A 0 A_CustomMissile("CheckPitchCenter", -12, 0, 0, 2, 0)
TNT1 A 0 A_CustomMissile("CheckPitchCenter", -12, 0, 180, 2, 0)
TNT1 A 0 A_CustomMissile("CheckIfOn3DFloor", -64, 0, 0, 2, 0)
TNT1 A 0 A_CustomMissile("CheckIfOn3DFloor", -160, 0, 0, 2, 0)
TNT1 A 0 A_SPawnItemEx("CheckIfFloating", 96, 0, -2, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckIfFloating", 96, -64, -2, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckIfFloating", 96, 4, -2, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchFront", 76, 64, -2, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchFront", 76, -64, -2, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchFront", 76, 0, -2, 0, 0, 0, 0)

TNT1 A 0 A_SPawnItemEx("CheckPitchRunOver", 100, 64, 4, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchRunOver", 100, -64, 4, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchRunOver", 100, 0, 4, 0, 0, 0, 0)

TNT1 A 0 A_SPawnItemEx("CheckPitchBack", -70, 0, -2, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchBack", -70, 64, -2, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchBack", -70, -64, -2, 0, 0, 0, 0)

TNT1 A 0 A_SPawnItemEx("CheckPitchBack", -70, 0, -10, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchBack", -70, 64, -10, 0, 0, 0, 0)
TNT1 A 0 A_SPawnItemEx("CheckPitchBack", -70, -64, -10, 0, 0, 0, 0)
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("MP40Ammo", 1, "Normal")
TNT1 A 0 A_JumpIfInventory("PitchBackToken", 6, "PitchFront2")
TNT1 A 0 A_JumpIfInventory("PitchBackToken", 3, "PitchFront")
TNT1 A 0 A_JumpIfInventory("PitchFrontToken", 6, "PitchBack2")
TNT1 A 0 A_JumpIfInventory("PitchFrontToken", 3, "PitchBack")
Normal:
TNT1 A 0
TNK1 D 8
Stop

PitchFront:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("MP40Ammo", 1, "Normal")
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 3, "PitchBack")
TNT1 A 0 A_SPawnItemEx("PushWeak", 64, 0, -2, 0, 0, 0, 0)
TNK4 D 2
Stop

PitchFront2:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("MP40Ammo", 1, "Normal")
TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 3, "PitchBack")
TNT1 A 0 A_SPawnItemEx("PushFront", 64, 0, -2, 0, 0, 0, 0)
TNK2 D 2
Stop

PitchBack:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("MP40Ammo", 1, "Normal")
TNK5 D 2 A_SPawnItemEx("PushWeak", -16, 0, -2, 0, 0, 0, 0)
Stop


PitchBack2:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("MP40Ammo", 1, "Normal")
TNT1 AA 0 A_SPawnItemEx("PushFront", -64, 0, -2, 0, 0, 0, 0)
TNK3 D 2
Stop
}}







Actor PBRTurretNotReal2: PBRTurretNotReal
{
States
{
Spawn:
TNT1 A 0
TN2M T 2
Stop
}}

Actor PBRTurretNotReal4: PBRTurretNotReal
{
States
{
Spawn:
TNT1 A 0
TN2M T 4
Stop
}}


Actor PBRTurretNotReal8: PBRTurretNotReal
{
States
{
Spawn:
TNT1 A 0
TN2E T 8
Stop
}}



ACTOR PBR: patton 7265
{
    Radius 64
	Height 72
	health 800
	Scale 1.8
    States
    {
    Spawn:
	    TNT1 A 1
		TNT1 A 0 Thing_ChangeTID(0, 261)
		TNT1 A 0 ACS_NamedExecuteAlways("BDSetNewTankDirection", 0, 0, 0, 0)//Check vehicle initial angle.
		TNT1 A 0 A_SpawnItem("PBRTurretNotReal8")
		TNT1 A 1 A_ChangeFlag("FRIENDLY", 0)
		TNT1 A 5 
		TNT1 A 0 Thing_ChangeTID(0, 0)
		TNK1 C 0 A_ChangeFlag("THRUACTORS", 0)
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 1)
		Goto StandingHere
		
	  StandingHere:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("PBRSetBaseAngle", 0, 0, 0, 0)//SpawnVehicleBase
		TNT1 A 0 A_SpawnItem("PBRTurretNotReal8")
		TNT1 A 2
		TNT1 A 0 A_SpawnItem("StationedVehicleCheckRepairs")
		Loop
		
	Active:
		TNT1 A 0 
		TNT1 A 0 A_TakeFromTarget("PowerInvulnerable", 1)
		TNT1 A 0 A_GiveToTarget("CeaseMorph", 1)
		TNK1 C 0 A_ChangeFlag("FRIENDLY", 0)
		//TNT1 A 0 A_Look
		TNT1 A 0 Thing_ChangeTID(0, 261)
		TNT1 A 0 ACS_NamedExecuteAlways("GetVehiclePreviousHealth", 0, 0, 0, 0)//Check Vehicle Health	
		//TNT1 A 0 A_Chase("","",CHF_DONTMOVE )
		TNT1 A 0 A_GiveToTarget("CheckingMorphingPlayerHealth", 1)
		TNT1 A 0 A_SpawnItem("PBRTurretNotReal8")
		TNT1 A 3
		TNT1 A 0 A_GiveToTarget("PBRMorpher", 1)
		TNT1 A 0 A_GiveToTarget("HeavyMachinegunAmmo", 1200)
		TNT1 A 0 A_GiveToTarget("HelicopterRocketAmmo", 18)
		TNT1 A 0 Thing_ChangeTID(0, 261)
		TNT1 A 0 A_NoBlocking
		TNT1 A 1
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 10
		TNT1 A 0 Thing_ChangeTID(0, 0)
		TNT1 A 1
		Stop
	Death:	
	TNT1 A 1
	TNT1 A 0 A_SpawnItem("BigExplosion1112")
	TNT1 A 0 A_PlaySound("weapons/explode")
	TNT1 A 0 A_PlaySound("EXPLOSIO", 3)
	TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
	TNT1 A 0 A_Scream
	NULL AAAAAA 0 A_CustomMissile ("MetalShard1", 96, 0, random (0, 360), 2, random (0, 180))
	NULL AAAAAA 0 A_CustomMissile ("MetalShard2", 96, 0, random (0, 360), 2, random (0, 180))
	NULL AAAAAAAAA 0 A_CustomMissile ("GlassShard", 96, 0, random (0, 360), 2, random (0, 360))
	TNT1 A 0 A_SpawnItem("DestroyedArmouredVehicle")
	ELEC A 0 A_Explode(100, 250)
	TNT1 A 15
	TNT1 A 0
	Stop	
	
		Pain.Repair:
		 TNT1 A 0
		 TNT1 A 0 A_ChangeFLag("NOPAIN", 1)
		 TNT1 A 0 HealThing(5)
		 TN2E T 1
		 TNT1 A 0 HealThing(5)
		 TNT1 A 0 A_ChangeFLag("NOPAIN", 0)
		 Goto StandingHere
	}
}


ACTOR PBRRealism: PBR
{
Health 10000
}

ACTOR PBRUsed: PBR
{
    States
    {
	Spawn:
		TNT1 A 0
	    TNT1 A 1
		TNT1 A 0 ACS_NamedExecuteAlways("PBRSetBaseAngle", 0, 0, 0, 0)//SpawnVehicleBase
		TNT1 A 0 Thing_ChangeTID(0, 261)
		TNT1 A 1 A_ChangeFlag("FRIENDLY", 0)
		TNT1 A 5 
		TNT1 A 0 Thing_ChangeTID(0, 0)
		TNK1 C 0 A_ChangeFlag("THRUACTORS", 0)
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 1)
		TNT1 A 0 ACS_NamedExecuteAlways("BDCHeckOnline")
		Goto StandingHere
	
	IsOnline:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 0 A_TAkeInventory("TankbaseDirection", 500)
		Goto StandingHere
		
	
	
	Active:
		TNT1 A 0 
		TNT1 A 0 A_TakeFromTarget("PowerInvulnerable", 1)
		TNT1 A 0 A_GiveToTarget("CeaseMorph", 1)
		TTR1 A 0 A_ChangeFlag("FRIENDLY", 0)
		TNT1 A 0 Thing_ChangeTID(0, 261)
		TNT1 A 0 ACS_NamedExecuteAlways("GetVehiclePreviousHealth", 0, 0, 0, 0)//Check Vehicle Health
		//TNT1 A 0 A_Chase("","",CHF_DONTMOVE )
		TNT1 A 0 A_GiveToTarget("CheckingMorphingPlayerHealth", 1)
		TNT1 A 3
		TNT1 A 0 A_GiveToTarget("PBRMorpher", 1)
		TNT1 A 0 Thing_ChangeTID(0, 261)
		TNT1 A 0 A_NoBlocking
		TNT1 A 1
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 10
		TNT1 A 0 Thing_ChangeTID(0, 0)
		Stop
	}
}

	


ACTOR PowerPBRSwitch : PowerMorph {PowerMorph.PlayerClass "PlayerPBR"}



ACTOR PBRMorpher : CustomInventory 
{
  States
  {
  PickUp:
  TNT1 A 1
  TNT1 A 0 ACS_NamedExecuteAlways("BDEnterTank", 0, 0, 0, 0)//Get into PBR
  TNT1 A 0 A_GiveInventory("PBRMorphActivation")
  TNT1 A 0 A_SpawnItem("CancelTeleportFog")
  TNT1 A 1
  Stop
  }
 }
 


ACTOR PBRMorphActivation : PowerupGiver
{
  Powerup.Type "PowerPBRSwitch"
  Powerup.Duration 252000
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
  Inventory.MaxAmount 1
  Health 100
  GibHealth 1
  Mass 5000
  Height 72
  Radius 32
  States
  {
  Spawn:
  TNT1 A 100
  Stop
  
  PickUp:
  TNT1 A 1
  TNT1 A 1
  Stop
  }
 }
 
 


ACTOR PlayerPBR : PlayerPatton
{
	Speed 0
	Scale 1.4
	Radius 64
	Height 72
	health 800
	player.viewheight	72
    player.attackzoffset 16
	MaxStepHeight 32
	Player.MorphWeapon "PBRGun"
	States
	{
		
	
		
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 ThrustTHingZ(0, 100, -1, 1)
		TN2M T 1
	Spawn2:
	    TNT1 A 0 A_GiveInventory("IsInATank", 1)
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_TakeInventory("TurnRight", 1)
		TNT1 A 0 A_TakeInventory("TurnLeft", 1)
		TNT1 A 0 A_TakeInventory("Accelerate", 1)
		TNT1 A 0 A_TakeInventory("BackPedal", 1)
		TNT1 A 0 SetPlayerProperty(0, 1, PROP_BUDDHA)
		TN2M T 1
		TN2M TTTT 1 A_SpawnItemEx ("PBRbaseNotRealMoving1" , 0, 0, -90, 0, 0, 0, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TN2M TTTT 1 A_SpawnItemEx ("PBRbaseNotRealMoving1" , 0, 0, -90, 0, 0, 0, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_TakeInventory("FiredTankMainGun", 1)
		TNT1 A 0 A_Print (a, 4, "TUTO1")
	Goto Stay

		

	ExitVehicle:
	TNT1 A 1
	TNT1 A 0 A_JumpIfHealthLower(2, "EmergencyExit")
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	
	TNT1 A 0 A_SpawnItemEx ("TransferPlayerOutOfVehicle", 0, 0, 84)
	
	TN2M T 1
	TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving1" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
	TN2M T 1
	TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving1" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
	TN2M T 1
	TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving1" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
	
	TNT1 A 0 A_JumpIfInventory("CanLeaveVehicle", 1, "CanExit")
	TNT1 A 0 A_Print("Can't leave from this direction", 1)
	Goto Stay
	
	CanExit:
	TNT1 A 0
	TNT1 A 2 A_TakeInventory("IsInATank", 1)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 A_TakeInventory("CanLeaveVehicle", 1)
	TNT1 A 0 SetPlayerProperty(0, 0, PROP_BUDDHA)
	TNT1 A 0 ACS_NamedExecuteAlways("BDLeaveTank")
	TNT1 A 0 A_SpawnItemEx ("PBRUsed", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	Goto FinishExit

	FinishExit:
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 AAA 10 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	Goto Stay
	
	EmergencyExit:
	TNT1 A 0
	
	TNT1 A 2 A_TakeInventory("IsInATank", 1)
	TNT1 A 0 A_TakeInventory("PressedUse", 1)
	TNT1 A 0 A_TakeInventory("CanLeaveVehicle", 1)
	
	TNT1 A 0 ThrustThingZ(0,120,0,1)
	TNT1 A 0 A_SpawnItem("TankExplode")
	PLA1 J 2
	TNT1 A 0 A_StopSound(1)
	TNT1 A 0 SetPlayerProperty(0, 0, PROP_BUDDHA)
	TNT1 A 0 SetPlayerProperty(0, 0, PROP_FLIGHT)
	TNT1 A 0 ACS_NamedExecuteAlways("BDLeaveTank")
	PLA1 J 100
	Goto Stay
	
		
		
	TurnLeft:
		TNT1 A 0
		TN2M T 1 
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Stay")
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving1" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIf(user_TankbaseDirection > 359, "TurnLeft2")
		TNT1 A 0 A_SetUserVar("user_TankbaseDirection", user_TankbaseDirection+4)
		TNT1 A 0 A_TakeInventory("TurnRight", 1)
		TNT1 A 0 A_TakeInventory("TurnLeft", 1)
		Goto CheckIfStillMoves
	
	TurnLeft2:
		TNT1 A 0 A_SetUserVar("user_TankbaseDirection", 0)
		Goto TurnLeftAccel
		
		
	TurnLeftAccel:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("TurnLeft", 1)
		TN2M T 1 
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving1" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIf(user_TankbaseDirection > 359, "TurnLeft2")

		TNT1 A 0 A_SetUserVar("user_TankbaseDirection", user_TankbaseDirection+3)
		
		TNT1 A 0 ThrustThing(user_TankbaseDirection*256/360, 1, 1)
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving3" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		
		TNT1 A 0 A_PlaySound("TANK1", 5, 1, 1)
		TNT1 A 0 A_SpawnItemEx ("TnkTreadsDamage" , 100, 0, 0, 0, 0, 0, user_TankbaseDirection, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		
		TNT1 A 0 A_SpawnItemEx("TnkStep", 0, 0, 8, 0, 0, 0, user_TankbaseDirection, SXF_ABSOLUTEANGLE)
		TN2M T 1 
		TNT1 A 0 ThrustThing(user_TankbaseDirection*256/360, 1, 1)
		TNT1 A 0 A_SetUserVar("user_TankbaseDirection", user_TankbaseDirection+3)
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving2" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		
		TN2M T 1 
		TNT1 A 0 ThrustThing(user_TankbaseDirection*256/360, 1, 1)
		TNT1 A 0 A_SetUserVar("user_TankbaseDirection", user_TankbaseDirection+3)
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving2" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		
		TNT1 A 0 A_JumpIF(velz < 0, "Falling")
		
		TNT1 A 0 A_JumpIfInventory("TurnLeft", 1, "TurnLeftAccel")
		TNT1 A 0 A_TakeInventory("TurnRight", 1)
		TNT1 A 0 A_TakeInventory("TurnLeft", 1)
		
		Goto CheckIfStillMoves	
		
	TurnRight:
		TNT1 A 0
		TN2M T 1 
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Stay")
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving1" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIf(user_TankbaseDirection == 0, "TurnRIght2")
		TNT1 A 0 A_SetUserVar("user_TankbaseDirection", user_TankbaseDirection-4)
		TNT1 A 0 A_TakeInventory("TurnLeft", 1)
		TNT1 A 0 A_TakeInventory("TurnRight", 1)
		Goto CheckIfStillMoves
	
	TurnRight2:
		TNT1 A 0 A_SetUserVar("user_TankbaseDirection", 360)
		Goto TurnRightAccel	
		
	
	TurnRightAccel:
		TNT1 A 0
		TN2M T 1 
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving1" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIf(user_TankbaseDirection == 0, "TurnRIght2")
		
		TNT1 A 0 A_SetUserVar("user_TankbaseDirection", user_TankbaseDirection-3)
		
		
		TNT1 A 0 A_PlaySound("TANK1", 5, 1, 1)
		TNT1 A 0 A_SpawnItemEx ("TnkTreadsDamage" , 100, 0, 0, 0, 0, 0, user_TankbaseDirection, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		
		TNT1 A 0 A_SpawnItemEx("TnkStep", 0, 0, 8, 0, 0, 0, user_TankbaseDirection, SXF_ABSOLUTEANGLE)
		TN2M T 1 
		TNT1 A 0 ThrustThing(user_TankbaseDirection*256/360, 1, 1)
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving3" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		
		TNT1 A 0 A_SetUserVar("user_TankbaseDirection", user_TankbaseDirection-3)
		TN2M T 1 
		TNT1 A 0 ThrustThing(user_TankbaseDirection*256/360, 1, 1)
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving2" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		
		TNT1 A 0 A_SetUserVar("user_TankbaseDirection", user_TankbaseDirection-3)
		TN2M T 1 
		TNT1 A 0 ThrustThing(user_TankbaseDirection*256/360, 1, 1)
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving1" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIF(velz < 0, "Falling")
		TNT1 A 0 A_JumpIfInventory("TurnRight", 1, "TurnRightAccel")
		TNT1 A 0 A_TakeInventory("TurnLeft", 1)
		TNT1 A 0 A_TakeInventory("TurnRight", 1)
		Goto CheckIfStillMoves
	
	CheckIfStillMoves:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("PressedUse", 1, "ExitVehicle")
		TNT1 A 0 A_JumpIfInventory("Accelerate", 1, "Accelerate")
		TNT1 A 0 A_JumpIfInventory("BackPedal", 1, "BackPedal")
		TNT1 A 0 A_StopSound(2)
		TNT1 A 0 A_PlaySound("TANK2", 5, 1, 1)
		TNT1 A 0 A_PlaySound("TANK3", 2)
		
	Stay:
	    TNT1 A 0
		TNT1 A 0 
		
		TNT1 A 0 A_PlaySound("TANK2", 5, 1, 1)
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving1" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIfInventory("PressedUse", 1, "ExitVehicle")
		TNT1 A 0 A_JumpIfInventory("BackPedal", 1, "BackPedal")
		TNT1 A 0 A_JumpIfInventory("Accelerate", 1, "Accelerate")
		TN2M T 1 
		TNT1 A 0 A_JumpIF(velz < 0, "Falling")
		Goto Stay
		
	
	Pain.TracksDamaged:
	    TNT1 A 0
		TNT1 A 0 
		
		TNT1 A 0 A_Jump(32, "DestroyTracks")
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving1" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIfInventory("PressedUse", 1, "ExitVehicle")
		TNT1 A 0 A_JumpIfInventory("BackPedal", 1, "BackPedal")
		TNT1 A 0 A_JumpIfInventory("Accelerate", 1, "Accelerate")
		TN2M T 1 
		Goto Stay
		
		
	
	Accelerate:
		
		TNT1 A 0 A_PlaySound("TANK1", 5, 1, 1)

		TNT1 A 0 A_JumpIfInventory("TurnLeft", 1, "TurnLeftAccel")
		TNT1 A 0 A_JumpIfInventory("TurnRight", 1, "TurnRightAccel")
		
		TN2M T 1 A_SetPitch(pitch+0.5)
		TNT1 A 0 ThrustThing(user_TankbaseDirection*256/360, 1, 1)
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving3" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		
		TN2M T 1 A_SetPitch(pitch+0.5)
		TNT1 A 0 ThrustThing(user_TankbaseDirection*256/360, 1, 1)
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving2" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIfInventory("TurnLeft", 1, "TurnLeftAccel")
		TNT1 A 0 A_JumpIfInventory("TurnRight", 1, "TurnRightAccel")

TN2M T 1 A_SetPitch(pitch+0.5)
		TNT1 A 0 ThrustThing(user_TankbaseDirection*256/360, 1, 1)
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving2" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIfInventory("TurnLeft", 1, "TurnLeftAccel")
		TNT1 A 0 A_JumpIfInventory("TurnRight", 1, "TurnRightAccel")

TN2M T 1 A_SetPitch(pitch+0.5)
		TNT1 A 0 ThrustThing(user_TankbaseDirection*256/360, 1, 1)
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving2" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIfInventory("TurnLeft", 1, "TurnLeftAccel")
		TNT1 A 0 A_JumpIfInventory("TurnRight", 1, "TurnRightAccel")


TN2M T 1 A_SetPitch(pitch+0.2)
		TNT1 A 0 ThrustThing(user_TankbaseDirection*256/360, 1, 1)
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving2" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIfInventory("TurnLeft", 1, "TurnLeftAccel")
		TNT1 A 0 A_JumpIfInventory("TurnRight", 1, "TurnRightAccel")


TN2M T 1 A_SetPitch(pitch+0.2)
		TNT1 A 0 ThrustThing(user_TankbaseDirection*256/360, 1, 1)
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving2" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIfInventory("TurnLeft", 1, "TurnLeftAccel")
		TNT1 A 0 A_JumpIfInventory("TurnRight", 1, "TurnRightAccel")

TN2M T 1 A_SetPitch(pitch-0.2)
		TNT1 A 0 ThrustThing(user_TankbaseDirection*256/360, 1, 1)
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving2" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIfInventory("TurnLeft", 1, "TurnLeftAccel")
		TNT1 A 0 A_JumpIfInventory("TurnRight", 1, "TurnRightAccel")

TN2M T 1 A_SetPitch(pitch-0.2)
		TNT1 A 0 ThrustThing(user_TankbaseDirection*256/360, 1, 1)
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving2" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIfInventory("TurnLeft", 1, "TurnLeftAccel")
		TNT1 A 0 A_JumpIfInventory("TurnRight", 1, "TurnRightAccel")

TN2M T 1 A_SetPitch(pitch-0.5)
		TNT1 A 0 ThrustThing(user_TankbaseDirection*256/360, 1, 1)
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving2" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIfInventory("TurnLeft", 1, "TurnLeftAccel")
		TNT1 A 0 A_JumpIfInventory("TurnRight", 1, "TurnRightAccel")

TN2M T 1 A_SetPitch(pitch-0.5)
		TNT1 A 0 ThrustThing(user_TankbaseDirection*256/360, 1, 1)
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving2" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIfInventory("TurnLeft", 1, "TurnLeftAccel")
		TNT1 A 0 A_JumpIfInventory("TurnRight", 1, "TurnRightAccel")

TN2M T 1 A_SetPitch(pitch-0.5)
		TNT1 A 0 ThrustThing(user_TankbaseDirection*256/360, 1, 1)
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving2" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIfInventory("TurnLeft", 1, "TurnLeftAccel")
		TNT1 A 0 A_JumpIfInventory("TurnRight", 1, "TurnRightAccel")

TN2M T 1 A_SetPitch(pitch-0.2)
		TNT1 A 0 ThrustThing(user_TankbaseDirection*256/360, 1, 1)
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving2" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIfInventory("TurnLeft", 1, "TurnLeftAccel")
		TNT1 A 0 A_JumpIfInventory("TurnRight", 1, "TurnRightAccel")


TN2M T 1 A_SetPitch(pitch-0.2)
		TNT1 A 0 ThrustThing(user_TankbaseDirection*256/360, 1, 1)
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving2" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIfInventory("TurnLeft", 1, "TurnLeftAccel")
		TNT1 A 0 A_JumpIfInventory("TurnRight", 1, "TurnRightAccel")

TN2M T 1 A_SetPitch(pitch+0.2)
		TNT1 A 0 ThrustThing(user_TankbaseDirection*256/360, 1, 1)
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving2" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIfInventory("TurnLeft", 1, "TurnLeftAccel")
		TNT1 A 0 A_JumpIfInventory("TurnRight", 1, "TurnRightAccel")

TN2M T 1 A_SetPitch(pitch+0.2)
		TNT1 A 0 ThrustThing(user_TankbaseDirection*256/360, 1, 1)
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving2" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIfInventory("TurnLeft", 1, "TurnLeftAccel")
		TNT1 A 0 A_JumpIfInventory("TurnRight", 1, "TurnRightAccel")
		
		Goto CheckIfStillMoves
		
		
	Backpedal:
		
		
		TNT1 A 0 A_PlaySound("TANK1", 5, 1, 1)
		TNT1 A 0 A_SpawnItemEx("TnkStep", 0, 0, 8, 0, 0, 0, user_TankbaseDirection, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_SpawnItemEx ("TnkTreadsDamage" , -100, 0, 0, 0, 0, 0, user_TankbaseDirection, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		
		TN2M T 1 
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Stay")
		TNT1 A 0 ThrustThing(user_TankbaseDirection*256/360+128, 1, 1)
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving3" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		
		TN2M T 1 
		TNT1 A 0 //ThrustThing(user_TankbaseDirection*256/360+128, 1, 1)
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving2" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 ThrustThing(user_TankbaseDirection*256/360+128, 2, 1)
		
		TNT1 A 0 A_JumpIfInventory("TurnRight", 1, "TurnLeft")
		TNT1 A 0 A_JumpIfInventory("TurnLeft", 1, "TurnRight")
		
		TN2M T 1 
		TNT1 A 0 ThrustThing(user_TankbaseDirection*256/360+128, 1, 1)
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving1" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIF(velz < 0, "Falling")
		Goto CheckIfStillMoves
		
		
	Falling:
		TNT1 A 0
		TNT1 A 0 A_CheckFloor("CheckIfStillMoves")
	
	FallingForReal:
		TNT1 A 0
		TN2M T 1 
		TNT1 A 0 A_JumpIfInventory("PressedUse", 1, "ExitVehicle")
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving1" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIF(velz == 0, "CrashIntoGround")
		TNT1 A 0 A_GiveInventory("VehicleFallingCount", 1)
		Loop
		
	CrashIntoGround:
		TNT1 A 0
		TNT1 A 0 A_JumpIfinventory("VehicleFallingCount", 6, "CrashIntoGroundViolently")
		TN2M T 1 
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving1" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_SpawnItem("CrashTankIntotheGround1")
		TNT1 A 0 A_SpawnItem("CrashTankIntotheGround2")
		TNT1 A 0 A_SpawnItemEx ("LargeMassWaterImpact", 0, 0, -10)
		TNT1 A 0 Radius_Quake(1, 6, 0, 4, 0)
		TNT1 A 0 A_PlaySound("EBIKEBNC", 2)
		TNT1 A 0 A_TakeInventory("VehicleFallingCount", 100)
		Goto Stay
		
	CrashIntoGroundViolently:
		TNT1 A 0
		TN2M T 1 
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving1" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_SpawnItem("CrashTankIntotheGround1")
		TNT1 A 0 A_SpawnItem("CrashTankIntotheGround2")
		
		TNT1 A 0 A_SpawnItemEx ("ExplosionSplashSpawner", 0, 0, -10)
		
		TNT1 A 0 Radius_Quake(8, 24, 0, 4, 0)
		TNT1 A 0 A_PlaySound("BIKECLW", 1)
		TNT1 A 0 A_PlaySound("EBIKECLS", 2)
		TNT1 AAAA 0 A_CustomMissile ("PlasmaSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_TakeInventory("VehicleFallingCount", 100)
		TNT1 A 0 A_SetPitch(-8.0 + pitch)
		TN2M T 1 
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving1" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_SetPitch(4.0 + pitch)
		TN2M T 1
		TNT1 A 0 A_SpawnItemEx ("PBRbaseNotRealMoving1" , 0, 0, 0, momx, momy, momz, user_TankbaseDirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_SetPitch(4.0 + pitch)
		Goto Stay	
		
		
		
	Death:	
	XDeath:
    TNT1 A 1
	TNT1 A 0 A_SpawnItem("BigExplosion1112")
	TNT1 A 0 A_PlaySound("weapons/explode")
	TNT1 A 0 A_PlaySound("EXPLOSIO", 3)
	TNT1 A 0 A_Scream
	TNT1 A 0 A_NoBlocking
	NULL AAAAAA 0 A_CustomMissile ("MetalShard1", 96, 0, random (0, 360), 2, random (0, 180))
	NULL AAAAAA 0 A_CustomMissile ("MetalShard2", 96, 0, random (0, 360), 2, random (0, 180))
	NULL AAAAAAAAA 0 A_CustomMissile ("GlassShard", 96, 0, random (0, 360), 2, random (0, 360))
	ELEC A 0 A_Explode(100, 250)
	TNT1 A 0 A_SpawnItem("DestroyedArmouredVehicle")
	8762 A 5
	TNT1 A 0 A_TakeInventory("PBRGun", 1)
	TNT1 A 0 A_TakeInventory("IsInATank", 1)
	8762 A 100
	8762 A -1
	Stop
	}
}


////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Vehicle's weapons and misc
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

ACTOR PBRGun : DoomWeapon
{
	Game Doom
	Weapon.SelectionOrder 1900
	Weapon.AmmoUse1 1
	Weapon.AmmoGive1 0
	Weapon.AmmoUse2 1
	Weapon.AmmoGive1 0
	Weapon.AmmoType1 "HeavyMachinegunAmmo"
	Weapon.AmmoType2 "HelicopterRocketAmmo"
	Obituary "$OB_MPPISTOL"
	+WEAPON.AMMO_OPTIONAL
	+WEAPON.ALT_AMMO_OPTIONAL
	//+WEAPON.NOAUTOFIRE
	Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED"
	Tag "$TAG_PISTOL"
	States
	{
	
	
	
	Ready:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("TNKENGS", 4)
		TNHD W 10
		TNT1 A 0 A_PlaySound("INFRARED", 1)
		TNHD XYZXYZXYZXYZXYZXYZXYZ 1 BRIGHT
		TNT1 A 0 A_GiveInventory("TankReady", 100)
		TNT1 A 0 A_TakeInventory("PressedUse", 1)
		TNT1 A 0 A_TakeInventory("PressedJump", 2)
		TNHD Y 0 A_TakeInventory("PressedJump", 2)
		TNHD X 1 A_GunFlash
		Goto ReadyToFire
		
	ReadyToFire:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfinventory("TankZoom", 1, "Ready2")
		TNT1 A 0 A_JumpIfInventory("SwitchFlashlight",1,"SwitchFlashlight")
		
		M2HB A 1 A_WeaponReady(1)
		TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ZoomMode")
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		NULL A 0 A_JumpIf (pitch > 220, "TooHighCheck2")
		NULL A 0 A_JumpIf (pitch > 16, "TooLowCheck2")
		Loop
		
		
	Ready2:
	    TNT1 A 0
		TNT1 A 1 A_WeaponReady(1)
		TNT1 A 0 A_JumpIfInventory("SwitchFlashlight",1,"SwitchFlashlight")
		TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ZoomMode")
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		NULL A 0 A_JumpIf (pitch > 220, "TooHighCheck2")
		NULL A 0 A_JumpIf (pitch > 16, "TooLowCheck2")
		Loop
		
		
		
	NotReady:
		M2HB A 1 A_GiveInventory("TankReady", 1)
		Goto ReadyToFire
		
		
	NotReadyZoom:
		TNT1 A 1 A_GiveInventory("TankReady", 1)
		Goto ReadyToFire	
			
		
	ZoomMode:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 0 A_JumpIfinventory("TankZoom", 1, "StopZoom")
		TNT1 A 0 A_ZoomFactor(5.0)
		TNT1 A 0 A_GiveInventory("TankZoom")
		TNT1 A 1
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		Goto Ready2
	
	StopZoom:
		TNT1 A 0
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_TakeInventory("TankZoom", 1)
		TNT1 A 1
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		Goto ReadyToFire
	
	Deselect:
		TNHD Z 1 A_Lower
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 SetPlayerProperty(0,0,4)
		Loop
		
	Select:
		TNT1 A 0
		TNHD z 1 A_Raise
		TNHD zzzzzzzzzzzzzzzzzzzzzz 0 A_Raise
		TNHD z 1 A_Raise
		Goto Ready
	
	Flash:
		TNT1 A 0
		TNT1 A 0 A_JumpIfHealthLower(2, "EmergencyExit")
		TNHD K 1 BRIGHT
		
		TNT1 A 0 A_JumpIfInventory("PressedUse", 1, "LightEnd")
		NULL A 0 A_JumpIf (pitch > 220, "TooHighCheck1")
		NULL A 0 A_JumpIf (pitch > 16, "TooLowCheck1")
		TNHD K 1 BRIGHT
		TNT1 A 0 A_JumpIfInventory("PressedUse", 1, "LightEnd")
		NULL A 0 A_JumpIf (pitch > 220, "TooHighCheck1")
		NULL A 0 A_JumpIf (pitch > 16, "TooLowCheck1")
		TNHD K 1 BRIGHT
		TNT1 A 0 A_JumpIfInventory("PressedUse", 1, "LightEnd")
		NULL A 0 A_JumpIf (pitch > 220, "TooHighCheck1")
		NULL A 0 A_JumpIf (pitch > 16, "TooLowCheck1")
		Goto Flash
		
		
	EmergencyExit:
		TNT1 A 0 
		TNT1 A 0 A_PlaySound("CARSTE", 1)
		TNT1 A 0 A_GiveInventory("PressedUse")
		TNT1 A 5
		Goto LightEnd	
		
	Fire:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("HeavyMachinegunAmmo", 1, 1)
		Goto NoAmmo
		
		TNT1 A 0 A_FireCustomMissile("HeavyMachinegunProjectile", 0, 1, 10, -1)
		TNT1 AAA 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		RIFF AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
		M2HB A 1
	    TNT1 A 0 A_PlaySound("HMGFIRE", 1)
		TNT1 A 0 A_PlaySound("FARHMG", 4)
		M2HB A 2

		TNT1 A 0 A_FireCustomMissile("HeavyMachinegunProjectile", 0, 1, -10, -1)
		TNT1 AAA 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		RIFF AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
		M2HB A 1
	    TNT1 A 0 A_PlaySound("HMGFIRE", 1)
		TNT1 A 0 A_PlaySound("FARHMG", 4)

		M2HB A 2
		TNT1 A 0 A_ReFire
		Goto ReadyToFire
		
		
	NoAmmo:
		M2HB A 2
		Goto ReadyToFire 
		
	AltFire:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("HelicopterRocketAmmo", 1, 1)
		Goto NoAmmo
		
		TNT1 A 0 A_PlaySound("RPGFIRE", 1)
		TNT1 A 0 A_JumpIfInventory("PBRFireSequence", 1, "AltFire2")
		TNT1 A 0 A_FireCustomMissile("Rocket2", 0, 1, 40, 40, 0)
		TNT1 A 0 A_SetPitch(pitch-6)
		M2HB AGGGGGGGGGGG 1 A_SetPitch(pitch+0.5)
		M2HB A 5
		TNT1 A 0 A_GiveInventory("PBRFireSequence", 1)
		Goto ReadyToFire
		
		
	AltFire2:		
		TNT1 A 0
		TNT1 A 0 A_FireCustomMissile("Rocket2", 0, 1, -40, 40, 0)
		TNT1 A 0 A_SetPitch(pitch-6)
		M2HB AGGGGGGGGGGG 1 A_SetPitch(pitch+0.5)
		M2HB A 5
		TNT1 A 0 A_TakeInventory("PBRFireSequence", 1)
		Goto ReadyToFire
		
		
		
	
	TooHigh2:
		TNT1 A 0 A_SetPitch(326)
		Goto ReadyToFire
		
	
	TooLowCheck2:
		//NULL A 0 A_JumpIf (pitch > 180, "TooHighCheck1")
		TNT1 A 0 A_SetPitch(16)
		Goto ReadyToFire
		
		
	TooHighCheck2:
		TNT1 A 0
		NULL A 0 A_JumpIf (pitch < 325, "TooHigh2")
		Goto ReadyToFire
	
	
	
	TooHigh:
		TNT1 A 0 A_SetPitch(326)
		Goto Flash
		
	
	TooLowCheck1:
		//NULL A 0 A_JumpIf (pitch > 180, "TooHighCheck1")
		TNT1 A 0 A_SetPitch(16)
		Goto Flash
		
	TooHighCheck1:
		TNT1 A 0
		NULL A 0 A_JumpIf (pitch < 325, "TooHigh")
		Goto Flash
	
	
	
		
		
		
	SwitchFlashlight:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("SwitchFlashlight", 1)
		TNT1 A 0 A_JumpIfInventory("FlashlightOn",1,"TurnFlashOff")
		TNT1 A 0 A_Giveinventory("FlashlightOn",1)
		TNT1 A 0 A_giveinventory("PowerLightAmp", 1)
		TNT1 A 0 A_PlaySound("INFRARED", 1)
		TNT1 A 0 A_PlaySound("FLASHON", 2)
		
        Goto ReadyToFire
	TurnFlashOff:
		TNT1 A 0 A_Takeinventory("FlashlightOn",1)
		TNT1 A 0 A_TakEinventory("PowerLightAmp", 1)
		TNT1 A 0 A_PlaySound("FLASHOFF", 2)
        Goto ReadyToFire
	
	LightEnd:
		TNT1 A 1
		TNT1 A 0 A_Takeinventory("PowerLightAmp", 1)
		Stop
		
	Spawn:
		LAUN A -1
		Stop
		
	}
}





