ACTOR LUGER2AmmoAlt : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 16
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 16
}

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

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

ACTOR LUGERMagCounter2 : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 16
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 16
}


Actor Cazzafa2 :inventory
{
Inventory.MaxAmount 1 
}

Actor Cazzafa3 :inventory
{
Inventory.MaxAmount 1 
}

Actor DoubleLuger:Weapon
{
Weapon.AmmoUse1 0
Weapon.AmmoGive1 0
Weapon.AmmoUse2 0
Weapon.AmmoGive2 0 
Weapon.AmmoType1 "WolfClip"
Weapon.AmmoType2 "LUGER2AmmoAlt"
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 Akimbo"
+WEAPON.WIMPY_WEAPON
+WEAPON.NOAUTOFIRE
+WEAPON.NOAUTOAIM
+WEAPON.NOALERT
Tag "Luger P08"
Inventory.Icon "LU2BACK"
Scale 0.9 
States
{
Ready:
TNT1 A 0 A_PlaySound("Deploy/luger")
2LGS ABCD 1 
Goto RealReady

RealReady:
TNT1 A 0 A_JumpIfInventory("LUGER2AmmoAlt",1,1)
Goto RealReady3
TNT1 A 0 A_JumpIfInventory("LUGERRightMag",1,1)
Goto RealReady2
TNT1 A 0 A_JumpIfInventory("LUGERLeftMag",1,1)
Goto RealReady5
2LGG 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

RealReady5:
TNT1 A 0 A_GiveInventory("Cazzafa3",1)
5LGG 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

RealReady2:
TNT1 A 0 A_GiveInventory("Cazzafa2",1)
3LGG 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

RealReady3:
4LGG 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:
TNT1 A 0 A_JumpIfInventory("LUGER2AmmoAlt",1,1)
Goto Ready2_1
TNT1 A 0 A_JumpIfInventory("LUGERRightMag",1,1)
Goto Ready2_1
ZL22 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

Ready2_1:
ZL23 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)
2LGS DCBA 1 
TNT1 A 0 A_Lower
Wait

Select:
tnt1 a 0 a_raise
Wait

Fire:
TNT1 A 0 A_JumpIfInventory("LUGERLeftMag",1,1)
Goto Reload
TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
TNT1 A 0 A_JumpIfInventory("LUGERRightMag",1,1)
Goto Fire3
TNT1 A 0 A_JumpIfInventory("LUGER2AmmoAlt",1,2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_PlaySound("weapons/luger2")
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
2LGG B 1 BRIGHT A_FireBullets (2, 2, -1, 12, "HitPuff")
TNT1 A 0 A_FireBullets (2, 2, -1, 12, "HitPuff")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_SetPitch(Pitch -0.4)
TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
TNT1 A 0 A_Takeinventory("LUGER2AmmoAlt",2)
TNT1 A 0 A_Takeinventory("LUGERLeftMag",1)
TNT1 A 0 A_Takeinventory("LUGERRightMag",1)
TNT1 A 0 A_takeinventory("LUGERAmmoAlt",1)
TNT1 A 0 A_GiveInventory("LUGERMagCounter2",1)
TNT1 A 0 A_GiveInventory("LugerMagCounter",1)
2LGG CDE 1
TNT1 A 0  A_FireCustomMissile("RifleCaseSpawn",-5,0,8,-4)
TNT1 A 0  A_FireCustomMissile("RifleCaseSpawn",-15,0,-8,-4)
2LGG F 1 
Goto RealReady 

Fire3:
TNT1 A 0 A_JumpIfInventory("LUGERLeftMag",1,1)
Goto Reload
TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
TNT1 A 0 A_JumpIfInventory("LUGER2AmmoAlt",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)
3LGG B 1 BRIGHT A_FireBullets (2, 2, -1, 12, "HitPuff")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_SetPitch(Pitch -0.2)
TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
TNT1 A 0 A_Takeinventory("LUGER2AmmoAlt",1)
TNT1 A 0 A_Takeinventory("LUGERLeftMag",1)
TNT1 A 0 A_GiveInventory("LUGERMagCounter2",1)
3LGG CDE 1
TNT1 A 0  A_FireCustomMissile("RifleCaseSpawn",-5,0,8,-4)
3LGG F 1 
Goto RealReady 


Fire2:
TNT1 A 0 A_JumpIfInventory("LUGERLeftMag",1,1)
Goto Reload
TNT1 A 0 A_JumpIfInventory("LUGERRightMag",1,1)
Goto Unzoom
TNT1 A 0 A_JumpIfInventory("LUGER2AmmoAlt",1,2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_PlaySound("weapons/luger2")
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
ZL22 B 1 BRIGHT A_FireBullets (1, 1, -1, 12, "HitPuff")
TNT1 A 0 A_FireBullets (2, 2, -1, 12, "HitPuff")
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_SetPitch(Pitch -0.2)
TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
TNT1 A 0 A_Takeinventory("LUGER2AmmoAlt",2)
TNT1 A 0 A_Takeinventory("LUGERLeftMag",1)
TNT1 A 0 A_Takeinventory("LUGERRightMag",1)
TNT1 A 0 A_takeinventory("LUGERAmmoAlt",1)
TNT1 A 0 A_GiveInventory("LUGERMagCounter2",1)
TNT1 A 0 A_GiveInventory("LugerMagCounter",1)
ZL22 CCD 1
TNT1 A 0  A_FireCustomMissile("RifleCaseSpawn",-5,0,8,-4)
TNT1 A 0  A_FireCustomMissile("RifleCaseSpawn",-15,0,-8,-4)
ZL22 E 1 
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("LUGER2AmmoAlt",1,1)
Goto Reload
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)
2lgx ABCDEFG 1 
Goto Ready2

UnZoom:
TNT1 A 0 A_JumpIfInventory("LUGER2AmmoAlt",1,1)
Goto Reload
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("ADSmode",1)
2LGX GFEDCBA 1 
Goto RealReady

///////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////RELOAD 1 ///////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////

Reload:
TNT1 A 0 A_JumpIfInventory("LUGER2AmmoAlt",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("LUGER2AmmoAlt",16,"InsertBullets")
TNT1 A 0 A_JumpIfInventory("WolfClip",1,3)
Goto NoAmmo
TNT1 AAA 0
EmptyBoth:
2LR3 ABC 2 
TNT1 a 0 a_playsound("LugerOut2")
2LR3 DEFG 2 
TNT1 A 0 A_TakeInventory("LugerMagCounter2",16)
TNT1 A 0 A_TakeInventory("LUGERMagCounter",8)
TNT1 A 0 A_FireCustomMissile("MP40EmptyClip",-5,0,8,-4)

ReloadLeft1:
2LR3 HIJKLMN 1
2LR4 ABC 2
TNT1 a 0 a_playsound("LUG2")
2LR4 DEFGHI 2 
TNT1 A 0 A_PlayWeaponSound("Close/Reload/Luger")
2LR4 JK 2 
2LGR JIH 2 

GoingToReloadRight1:
2LR4 LMNOP 1

ReloadRight1:
2LR5 ABCDEFGH 1 
2LR5 IJK 2
TNT1 a 0 a_playsound("LUG2")
2LR5 LMNOPQ 2 
TNT1 A 0 A_PlayWeaponSound("Close/Reload/Luger")
2LR5 RS 2 
2LR2 JIH 2 

FinishReload1:
2LR2 GFEDCB 1 

InsertBullets:
TNT1 A 0 A_JumpIfInventory("LUGER2AmmoAlt",16,"RealReady")
TNT1 A 0 A_JumpIfInventory("WolfClip",1,"AmmoIn")
Goto RealReady

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

ReloadOnlyLeftEmpty:
2LR3 HIJKLMN 1
2LR4 FED 2 
TNT1 A 0 A_PlaySOund("lug1")
2LR4 CDA 2 
2LR3 NN 3
2LR4 ABC 2
TNT1 a 0 a_playsound("LUG2")
2LR4 DEFGHI 2 
TNT1 A 0 A_PlayWeaponSound("Close/Reload/Luger")
2LR4 JK 2 
2LGR JIH 2 
2LR4 LMNOP 1
tnt1 a 0 a_TakeInventory("cazzafa3",1)
TNT1 A 0 A_JumpIfInventory("LUGERRightMag",8,"InsertBullets")
gOTO GoingToReloadRight2

///////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////RELOAD 2 ///////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////


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("LUGER2AmmoAlt",16,"InsertBullets")
TNT1 A 0 A_JumpIfInventory("WolfClip",1,1)
Goto NoAmmo
TNT1 AAA 0
TNT1 A 0 A_JumpIfInventory("cazzafa3",1,"ReloadOnlyLeftEmpty")
TNT1 A 0 A_JumpIfInventory("LUGERLeftMag",8,"GoingToReloadRight23")
2LGR ABCDEFG 1
ReloadLeft2:
2LGR HIJ 2 
2LGR KLM 2 
TNT1 a 0 a_playsound("LUG1")
2LGR NOP 2 
2LGR PP 3 
TNT1 A 0 A_JumpIfInventory("LUGERMagCounter2",8,"ReleaseMag1")

Aingelado1:
2LGR PON 2 
TNT1 a 0 a_playsound("LUG2")
2LGR MLK 2
2LGR JIH 2 

GoingToReloadRight2:
2LGR GFEDCBA 1 
GOINGTORELOADRIGHT23:
TNT1 A 0 A_JUMPIFINVENTORY("LUGERRightMag",8,"INSERTBULLETS")
TNT1 A 0 A_JumpIfInventory("Cazzafa2",1,"GoingToReloadRightEmpty12")
2LR2 BCDEFG 1 

ReloadRight2:
2LR2 HIJ 2 
2LR2 KLM 2 
TNT1 a 0 a_playsound("LUG1")
2LR2 NOP 2 
2LR2 PP 3 
TNT1 A 0 A_JumpIfInventory("LUGERMagCounter2",8,"ReleaseMag2")

Aingelado2:
2LR2 PON 2 
TNT1 a 0 a_playsound("LUG2")
2LR2 MLK 2
2LR2 JIH 2 

FinishReload2:
2LR2 GFEDCB 1 

InsertBullets2:
TNT1 A 0 A_JumpIfInventory("LUGER2AmmoAlt",16,"RealReady")
TNT1 A 0 A_JumpIfInventory("WolfClip",1,"AmmoIn2")
Goto RealReady

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

ReleaseMag1:
TNT1 A 0 A_TakeInventory("LugerMagCounter2",8)
TNT1 A 0 A_TakeInventory("LUGERMagCounter",8)
TNT1 A 0 A_FireCustomMissile("MP40EmptyClip",-5,0,8,-4)
Goto Aingelado1

ReleaseMag2:
TNT1 A 0 A_TakeInventory("LugerMagCounter",8)
TNT1 A 0 A_TakeInventory("LUGERMagCounter2",8)
TNT1 A 0 A_FireCustomMissile("MP40EmptyClip",-5,0,8,-4)
Goto Aingelado2

GoingToReloadRightEmpty12:
2LR5 ABCDEFGH 1 
2LR5 NML 2 
TNT1 A 0 A_PlaySOund("Lug1")
2LR5 KJI 2 
2LR5 HH 3
2LR5 IJK 2
TNT1 a 0 a_playsound("LUG2")
2LR5 LMNOPQ 2 
TNT1 A 0 A_PlayWeaponSound("Close/Reload/Luger")
2LR5 RS 2 
2LR2 JIH 2 
2LR2 GFEDCB 1 
TNT1 A 0 A_TakeInventory("Cazzafa2",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 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_TakeInventory("BWGRENADE", 1)
TNT1 A 0 A_Print("You can't toss right now!")
Goto RealReady

KnifeAttack:
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_TakeInventory("Meleeattack", 1)
TNT1 A 0 A_Print("You can't melee right now!")
Goto RealReady
}
}








