ACTOR RPG : BrutalWeapon
{
	Weapon.AmmoUse1 0
	Weapon.AmmoGive1 0
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	Weapon.SelectionOrder 2500
	Weapon.AmmoType1 "AmmoRPG"
	Obituary "%o was shot down by %k's assault rifle."
    Inventory.PickupSound "CLIPIN"
	Inventory.Pickupmessage "$GOTRIFLE"
    +WEAPON.NOAUTOAIM
    +WEAPON.NOALERT
	+WEAPON.NOAUTOFIRE
	+FORCEXYBILLBOARD
	Tag "RPG"
	States
	{
	
	Spawn:
		TNT1 A 1
		TNT1 A 0 A_SpawnItemEx("RPGWeapon", 0, 0, 0, momx, momy, momz)
		Stop
	
	Ready:
	Ready3:
		RPGG A 1 A_WeaponReady(WRF_ALLOWRELOAD)
		RPGG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		RPGG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		RPGG A 0 A_JumpIfInventory("AmmoRPG",1,"Ready")
		"----" # 0 A_JumpIfInventory("UsedBandage", 1, "UseBandages")
        Goto NoAmmo
	
	Deselect:
		RPGG A 0
		RPGG A 0 A_TakeInventory("TossGrenade", 1)
        RPGG A 0 A_ZoomFactor(1.0)
		RPGG AAA 1 A_Lower
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
		TNT1 A 1 A_Lower
		Wait
		
	Select:
		RPGG A 0
		
		RPGG AAA 3 A_Lower
		TNT1 AAAAAAAAA 0 A_Raise
		Goto Ready3
		
	NoAmmo:
		RPGG C 1 A_WeaponReady(WRF_ALLOWRELOAD)
		RPGG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		RPGG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		RPGG A 0 A_JumpIfInventory("AmmoRPG",1,"Ready")
        Loop
	
    Fire:
        RPGG A 0 A_JumpIfInventory("AmmoRPG",1,2)
        Goto NoAmmo
        TNT1 AA 0
		RPGG A 0 A_AlertMonsters
		
		TNT1 A 0 A_PlaySound("RPGFIRE", 1)
		RIFF A 0 A_FireCustomMissile("Rocket2", 0, 0, 2, -5, 0, 0)
		TNT1 A 0 A_TakeInventory("AmmoRPG", 1)
		RPGG A 0 A_SetPitch(pitch-1.6)
		RPGG A 0 A_SetANgle(angle-0.8)
		RPGG A 0 A_ZoomFactor(0.9)
		RPGG B 1 Offset(-6, 38)
		RPGG B 1 Offset(-3, 35)
		RPGG A 0 A_ZoomFactor(1.0)
		RPGG B 1 Offset(-1, 33)
		RPGG C 1 Offset(0, 32)
		RPGG A 0 A_SetPitch(pitch+0.2)
		RPGG C 2 A_SetANgle(angle+0.1)
		RPGG A 0 A_SetPitch(pitch+0.2)
		RPGG C 2 A_SetANgle(angle+0.1)
		RPGG A 0 A_SetPitch(pitch+0.2)
		RPGG C 2 A_SetANgle(angle+0.1)
		RPGG A 0 A_SetPitch(pitch+0.2)
		RPGG C 2 A_SetANgle(angle+0.1)
		RPGG A 0 A_SetPitch(pitch+0.2)
		RPGG C 2 A_SetANgle(angle+0.1)
		RPGG A 0 A_SetPitch(pitch+0.2)
		RPGG C 2 A_SetANgle(angle+0.1)
		RPGG A 0 A_SetPitch(pitch+0.2)
		RPGG C 2 A_SetANgle(angle+0.1)
		RPGG A 0 A_SetPitch(pitch+0.2)
		RPGG C 2 A_SetANgle(angle+0.1)
		RPGG A 0 A_JumpIfInventory("AmmoRPG",1,"Reload")
        Goto NoAmmo

	Reload:
		TNT1 A 0
		RPGG C 1 Offset(0, 32)
		RPGG C 1 Offset(2, 38)
		RPGG C 1 Offset(4, 44)
		RPGG C 1 Offset(6, 50)
		RPGG C 1 Offset(8, 56)
		RPGG C 1 Offset(10, 62)
		RPGG C 1 Offset(12, 72)
		RPGG C 1 Offset(14, 84)
		RPGG C 1 Offset(16, 100)
		RPGG C 1 Offset(18, 126)
		TNT1 A 4 A_WeaponReady(WRF_NOPRIMARY)
		RPGR A 1 Offset(18, 106)
		RPGR A 1 Offset(16, 100)
		RPGR A 1 Offset(14, 84)
		RPGR A 1 Offset(12, 72)
		RPGR A 1 Offset(10, 62)
		RPGR A 1 Offset(8, 56)
		RPGR A 1 Offset(6, 50)
		RPGR A 1 Offset(4, 44)
		RPGR A 1 Offset(2, 38)
		RPGR A 1 Offset(0, 32)
		
		RPGR BCDE 1
		RPGR F 5
		RPGR GHIJKKKLMNOP 1
		RPGR Q 5
		RPGR RSTUUU 1
		RPGR VWX 1

		RPGR Y 1 Offset(0, 32)
		RPGR Y 1 Offset(2, 38)
		RPGR Y 1 Offset(4, 44)
		RPGR Y 1 Offset(6, 50)
		RPGR Y 1 Offset(8, 56)
		RPGR Y 1 Offset(10, 62)
		RPGR Y 1 Offset(12, 72)
		RPGR Y 1 Offset(14, 84)
		RPGR Y 1 Offset(16, 100)
		RPGR Y 1 Offset(18, 126)
		TNT1 A 4 A_WeaponReady(WRF_NOPRIMARY)
		RPGG A 1 Offset(18, 106)
		RPGG A 1 Offset(16, 100)
		RPGG A 1 Offset(14, 84)
		RPGG A 1 Offset(12, 72)
		RPGG A 1 Offset(10, 62)
		RPGG A 1 Offset(8, 56)
		RPGG A 1 Offset(6, 50)
		RPGG A 1 Offset(4, 44)
		RPGG A 1 Offset(2, 38)
		RPGG A 1 Offset(0, 32)




		Goto Ready3
	}
}