Actor STG44:Weapon Replaces SuperShotgun
{
Weapon.AmmoUse1 0 
Weapon.AmmoUse2 0
Weapon.AmmoGive1 10
Weapon.AmmoGive2 0
Weapon.AmmoType1 "KarClip"
Weapon.AmmoType2 "STGAmmo"
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 "Sturmgewehr 44"
+WEAPON.NOAUTOAIM
+WEAPON.NOALERT
+WEAPON.NOAUTOFIRE
Tag "Sturmgewehr 44"
Inventory.Icon "STGBACK"
States
{
Ready:
tnt1 a 0 a_playsound("STDEP")
ZSTS ABCDEFGHIJKL 1 
Goto RealReady

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

Ready2:
ZST2 A 1 A_WeaponReady
TNT1 A 0 A_SetCrosshair(5)
AKFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
AKFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("BWgrenade",1,"LaunchGrenade")
TNT1 A 0 A_JumpIfInventory("Meleeattack",1,"KnifeAttack")
AKFG 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)
ZSTS LKJIHGFEDCBA 1 
TNT1 A 0 A_Lower
Wait

Select:
TNT1 A 0 A_Raise
Wait

Fire:
TNT1 A 0 A_JumpIfInventory("STGAmmo",1,1)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
TNT1 A 0 A_PlaySound("STGG44")
ZSTG B 1 BRIGHT A_AlertMonsters
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
TNT1 A 0 A_FireBullets (2, 1, 1, 20, "HitPuff")//E' finito il tempo delle mele,puttana!
TNT1 A 0 A_TakeInventory("STGAmmo",1)
TNT1 A 0 A_GiveInventory("STGMAGCOUNT",1)
TNT1 A 0 A_SetPitch(pitch - 0.8)
TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
zstg CDE 1 
AKFF C 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,-9)
ZSTG F 1 
TNT1 A 0 A_Refire
Goto RealReady

Fire2:
TNT1 A 0 A_JumpIfInventory("STGAmmo",1,1)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_PlaySound("STGG44")
ZST2 B 1 BRIGHT A_AlertMonsters
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
TNT1 A 0 A_FireBullets (1, 0, 1, 20, "HitPuff")//E' finito il tempo delle mele,puttana!
TNT1 A 0 A_GiveInventory("STGMAGCOUNT",1)
TNT1 A 0 A_TakeInventory("STGAmmo",1)
TNT1 A 0 A_SetPitch(pitch - 0.2)
TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
zst2 CDE 1 
AKFF C 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,-9)
ZST2 D 1 
TNT1 A 0 A_Refire
Goto Ready2

NoAmmo:
AKFG A 0 A_PlaySound("weapons/empty")
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("ADSmode",1)
Goto RealReady

AltFire:
TNT1 A 0 A_JumpIfInventory("Zoomed",1,"UnZoom")
TNT1 A 0 A_Giveinventory("Zoomed",1)
TNT1 A 0 A_Giveinventory("GoSpecial",1)
TNT1 A 0 A_ZoomFactor(2.3)
TNT1 A 0 A_Giveinventory("ADSmode",1)
ZSTX ABCDEF 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)
ZSTX FEDCBA 1 
Goto RealReady

Reload:
TNT1 A 0 A_JumpIfInventory("STGAmmo",1,"Reload2")
TNT1 A 0 A_ZoomFactor(1.0)
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_JumpIfInventory("STGAmmo",30,"InsertBullets")
TNT1 A 0 A_JumpIfInventory("KARClip",1,3)
Goto NoAmmo
TNT1 AAA 0
ZSR3 ABCDEFGH 1 
ZSR4 ABC 1
ZSR4 D 2
TNT1 a 0 a_playsound("mp441")
ZSR4 EFGHIJKLM 2 
tnt1 a 0 A_FireCustomMissile("MP44EmptyClip",-5,0,8,-4)
TNT1 A 0 A_TakeInventory("STGMAGCOUNT",30)
ZSR4 MMM 2
ZSR4 NOPQRT 2
TNT1 a 0 a_playsound("mp442")
ZSR4 UUU 2
ZSR4 VW 3
TNT1 A 0 A_PlayWeaponSound("STEND1")
ZSR4 XY 3
ZSR2 CB 1
ZSTR HGFEDBCA 1 

InsertBullets:
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("STGAmmo",30,"RealReady")
TNT1 A 0 A_JumpIfInventory("KARClip",1,"AmmoIn")
Goto RealReady

AmmoIn:
TNT1 A 0 A_Giveinventory("stgammo",1)
TNT1 A 0 A_Takeinventory("KARClip",1)
Goto InsertBullets

Reload2:
TNT1 A 0 A_ZoomFactor(1.0)
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_JumpIfInventory("STGAmmo",30,"InsertBullets")
TNT1 A 0 A_JumpIfInventory("KARClip",1,3)
Goto NoAmmo
tnt1 aaa 0
ZSTR ABCDEFGH 1 
ZSR2 BC 1
ZSR2 D 2 
TNT1 a 0 a_playsound("mp441")
ZSR2 QPONMLK 2
TNT1 A 0 A_JumpIfInventory("STGMAGCOUNT",30,"ReleaseMag")
Goto ContinueReload

ReleaseMag:
TNT1 A 0 A_TakeInventory("STGMAGCOUNT",30)
tnt1 a 0 A_FireCustomMissile("MP44EmptyClip",-5,0,8,-4)

ContinueReload:
ZSR2 KKK 3 
ZSR2 LMNOPQ 2 
TNT1 a 0 a_playsound("mp442")
ZSR2 DDD 2
ZSR2 CB 1
ZSTR HGFEDBCA 1 

InsertBullets2:
TNT1 AAAA 0
TNT1 A 0 A_JumpIfInventory("STGAmmo",31,"RealReady")
TNT1 A 0 A_JumpIfInventory("KARClip",1,"AmmoIn2")
Goto RealReady

AmmoIn2:
TNT1 A 0 A_Giveinventory("stgammo",1)
TNT1 A 0 A_Takeinventory("KARClip",1)
Goto InsertBullets2

Spawn:
STGI A -1
Stop

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 STGAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 31
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 31
}

ACTOR STGMAGCOUNT : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 30
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 30
}

