Actor Luger:Weapon
{
Weapon.AmmoUse1 0
Weapon.AmmoGive1 4
Weapon.AmmoUse2 0
Weapon.AmmoGive2 0
Weapon.AmmoType1 "WolfClip"
Weapon.AmmoType2 "LugerAmmoAlt"
Weapon.BobRangeX 0.75
Weapon.BobRangeY 0.5
Weapon.BobSpeed 1.5
Weapon.BobStyle "InverseAlpha" //Denis Belmondo's Bobstyle
AttackSound "None"
Inventory.PickUpSound"MP40_TAKE"
Inventory.PickuPMessage "Luger P08"
+WEAPON.WIMPY_WEAPON
+WEAPON.NOAUTOFIRE
+WEAPON.NOAUTOAIM
+WEAPON.NOALERT
Tag "Luger P08"
Inventory.Icon "LUGBACK"
Scale 0.9
States
{
Ready:
TNT1 A 0 A_PlaySound("Deploy/luger")
ZLUS ABCDEFGH 1
Goto RealReady

RealReady:
ZLUG A 1 A_WeaponReady
TNT1 A 0 A_SetCrosshair(0)
LUGG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
LUGG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("BWgrenade",1,"LaunchGrenade")
TNT1 A 0 A_JumpIfInventory("Meleeattack",1,"KnifeAttack")
LUGG A 0 A_JumpIfInventory("Reloading",1,"Reload")
Loop

Ready2:
ZLU2 A 1 A_WeaponReady
TNT1 A 0 A_SetCrosshair(5)
LUGG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
LUGG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("BWgrenade",1,"LaunchGrenade")
TNT1 A 0 A_JumpIfInventory("Meleeattack",1,"KnifeAttack")
LUGG A 0 A_JumpIfInventory("Reloading",1,"Reload")
Loop

Deselect:
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_Takeinventory("ADSmode",1)
TNT1 A 0 A_Takeinventory("Meleeattack",1)
TNT1 A 0 A_Takeinventory("BWgrenade",1)
TNT1 A 0 A_Takeinventory("Reloading",1)
TNT1 A 0 A_ZoomFactor(1.0)
ZLUS HGFEDCBA 1 
TNT1 A 0 A_Lower
Wait

Select:
tnt1 a 0 a_raise
Wait

Fire:
TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
TNT1 A 0 A_JumpIfInventory("LUGERAmmoAlt",1,2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_PlaySound("weapons/luger")
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
ZLUG B 1 BRIGHT A_FireBullets (2, 2, -1, 12, "HitPuff")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_SetPitch(Pitch -0.2)
RIFF A 0 A_FireCustomMissile("Tracer", random(-2,2), 0, -1, 0)
TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
TNT1 A 0 A_Takeinventory("LUGERAmmoAlt",1)
TNT1 A 0 A_TakeInventory("LUGERRightMag",1)
TNT1 A 0 A_TakeInventory("LUGER2AmmoAlt",1)
TNT1 A 0 A_GiveInventory("LugerMagCounter",1)
TNT1 A 0 A_GiveInventory("LUGERMagCounter2",1)
ZLUG CDE 1
TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,-9)
ZLUG F 1 
Goto RealReady 

Fire2:
TNT1 A 0 A_JumpIfInventory("LUGERAmmoAlt",1,2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_PlaySound("weapons/luger")
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
ZLU2 B 1 BRIGHT A_FireBullets (1, 1, -1, 12, "HitPuff")
TNT1 A 0 A_AlertMonsters
RIFF A 0 A_FireCustomMissile("Tracer", random(-2,2), 0, -1, 0)
TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
TNT1 A 0 A_Takeinventory("LUGERAmmoAlt",1)
TNT1 A 0 A_TakeInventory("LUGER2AmmoAlt",1)
TNT1 A 0 A_TakeInventory("LUGERRightMag",1)
TNT1 A 0 A_GiveInventory("LugerMagCounter",1)
TNT1 A 0 A_GiveInventory("LUGERMagCounter2",1)
ZLU2 CDEE 1
TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,-9)
ZLU2 F 2 A_WeaponReady 
Goto Ready2

NoAmmo:
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_Takeinventory("ADSmode",1)
TNT1 A 0 A_ZoomFactor(1.0)
Goto RealReady

AltFire:
TNT1 A 0 A_JumpIfInventory("Zoomed",1,"UnZoom")
TNT1 A 0 A_Giveinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.7)
TNT1 A 0 A_Giveinventory("ADSmode",1)
ZLUX ABCD 1 
Goto Ready2

UnZoom:
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("ADSmode",1)
ZLUX DCBA 1
Goto RealReady


Reload:
TNT1 A 0 A_JumpIfInventory("LUGERAmmoAlt",1,"Reload2")
TNT1 A 0 A_TakeInventory("Reloading",1)
TNT1 A 0 A_TakeInventory("ADSmode",1)
TNT1 A 0 A_TakeInventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_JumpIfInventory("LUGERAmmoAlt",8,"InsertBullets")
TNT1 A 0 A_JumpIfInventory("WolfClip",1,3)
Goto NoAmmo
TNT1 AAA 0 
ZLR3 ABCDEFGH 1
ZLR4 ABC 2
TNT1 a 0 a_playsound("Lug1")
ZLR4 DEFGHI 2
TNT1 A 0 A_TakeInventory("LugerMagCounter",8)
TNT1 A 0 A_takeInventory("LUGERMagCounter2",8)
TNT1 A 0 A_FireCustomMissile("MP40EmptyClip",-5,0,8,-4)
ZLR4 JKLM 2
TNT1 a 0 a_playsound("LUG2")
ZLR4 NOPPP 2
ZLR4 QR 2 
ZLR4 ST 3
TNT1 A 0 A_PlayWeaponSound("Close/Reload/Luger")
ZLR4 UVW 3
ZLR4 WWW 2 
ZLUR IHGFEDCBA 1 

InsertBullets:
TNT1 A 0 A_TakeInventory("Cazzafa2",1)
TNT1 A 0 A_JumpIfInventory("LUGERAmmoAlt",8,"RealReady")
TNT1 A 0 A_JumpIfInventory("WolfClip",1,"AmmoIn")
Goto RealReady

AmmoIn:
TNT1 A 0 A_Giveinventory("LUGERAmmoAlt",1)
TNT1 A 0 A_GiveInventory("LUGERRightMag",1)
TNT1 A 0 A_GiveInventory("LUGER2AmmoAlt",1)
TNT1 A 0 A_Takeinventory("WolfClip",1)
Goto InsertBullets

Reload2:
TNT1 A 0 A_TakeInventory("Reloading",1)
TNT1 A 0 A_TakeInventory("ADSmode",1)
TNT1 A 0 A_TakeInventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_JumpIfInventory("LUGERAmmoAlt",8,"InsertBullets")
TNT1 A 0 A_JumpIfInventory("WolfClip",1,3)
Goto NoAmmo
TNT1 AAA 0
ZLUR ABCDEFGHI 1 
ZLR2 ABCD 1
ZLR2 EFG 2
TNT1 a 0 a_playsound("Lug1")
ZLR2 HJKL 2 
tnt1 a 0 A_JumpIfInventory("LugerMagCounter",8,"ReleaseMag")
Goto ContinueReload

ReleaseMag:
TNT1 A 0 A_TakeInventory("LugerMagCounter",8)
TNT1 A 0 A_takeInventory("LUGERMagCounter2",1)
TNT1 A 0 A_FireCustomMissile("MP40EmptyClip",-5,0,8,-4)

ContinueReload:
ZLR2 LL 2 
ZLR2 LKJH 2 
TNT1 a 0 a_playsound("LUG2")
ZLR2 GFE 2 
ZLR2 DCBA 1
ZLUR IHGFEDCBA 1 

InsertBullets2:
TNT1 A 0 A_TakeInventory("Cazzafa2",1)
TNT1 A 0 A_JumpIfInventory("LUGERAmmoAlt",8,"RealReady")
TNT1 A 0 A_JumpIfInventory("WolfClip",1,"AmmoIn2")
Goto RealReady

AmmoIn2:
TNT1 A 0 A_Giveinventory("LUGERAmmoAlt",1)
TNT1 A 0 A_GiveInventory("LUGERRightMag",1)
TNT1 A 0 A_GiveInventory("LUGER2AmmoAlt",1)
TNT1 A 0 A_Takeinventory("WolfClip",1)
Goto InsertBullets2

Spawn:
DMST A -1
LOOP

DoKick:
TNT1 A 0
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("ADSmode",1)
TNT1 A 0 A_PlaySound("KICK")
TNT1 A 0 SetPlayerProperty(0,1,0)
KICK BCD 1
RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
KICK H 4
KICK A 0 A_Takeinventory("Kicking",1)
KICK IGFEDCBA 1
TNT1 A 0 SetPlayerProperty(0,0,0)
Goto RealReady

Taunt:
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 5
FUCK A 2
TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 0, 0, -1, 0)
TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", -9, 0, -1, 0)
TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 9, 0, -1, 0)
FUCK B 2 A_PlaySound("FUCK", 1)
FUCK C 2 A_AlertMonsters
FUCK D 15 A_Takeinventory("Taunting",1)
FUCK CBA 5
TNT1 A 5
Goto RealReady

LaunchGrenade:	
TNT1 A 0
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_TakeInventory("LaunchGrenade", 1)
TNT1 A 0 A_JumpIfInventory("GrenadeAmmo", 1, 1)
Goto NoGrenade
NGRA ABCD 2
TNT1 A 0 A_playSound("Pick/granate")
NGRA DD 2
TNT1 A 0 A_Jump(90,2)
TNT1 A 0 A_PlaySound("*grenadecall", CHAN_VOICE)
NGRA DEFG 2
TNT1 A 0 A_PLaySound ("Launch/granate")
TNT1 A 0 A_FireCustomMissile("HandGrenade2", random(-3,3), 1, 0, 0, 0, 0)
GRWF STUVW 2 
TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1)
TNT1 A 1 
TNT1 A 0 A_TakeInventory("LaunchGrenade", 1)
TNT1 A 0 A_Takeinventory("BWgrenade",1)
Goto RealReady

NoGrenade:
TNT1 A 0
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_Takeinventory("ADSmode",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Print("No Grenades Left!")
TNT1 A 0 A_Takeinventory("BWgrenade",1)
Goto RealReady



KnifeAttack:
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Jump(90,2)
TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
KNIF ABCDE 1
KNIF F 1 A_PlaySound("weapons/wknife")
KNIF F 0 A_Custompunch(16,0,1,"KnifePuff")
KNIF GHI 1 
TNT1 A 0 A_Takeinventory("Meleeattack",1)
GOTO RealREADY
}
}


ACTOR LUGERAmmoAlt : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 8
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 8
}

ACTOR LugerMagCounter : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 8
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 8
}


ACTOR LugerSpawner: CustomInventory 
{
radius 4
height 4
Scale 0.9
+THRUACTORS +FORCEXYBILLBOARD
Inventory.PickupMessage "Luger P08"
Inventory.PickupSound "CLIPIN"
Inventory.PickUpSound "MP40_Take"
Mass 1
states
{

Spawn:
TNT1 A 0
TNT1 A 1
TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
TNT1 A 0
Stay:
DMST A 1 
DMST A -1
Stop

Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("Luger", 1, "DualMp40")//Yeah,copy and pasted from the mp40spawner.I'm lazy.
PickupNormal:	
TNT1 A 0 A_GiveInventory("Luger", 1)
Stop
DualMP40:
TNT1 A 0 A_GiveInventory("Luger", 1)
TNT1 A 0 A_GiveInventory("DoubleLuger", 1)
Stop
}
}

	