Actor TRGUN : Weapon 1492
{
//$Category AMERICANI
//$Title Fucile a pompa(fuck english)
Weapon.AmmoUse1 0
Weapon.AmmoUse2 0
Weapon.AmmoGive1 4
Weapon.AmmoGive2 0
Weapon.AmmoType1 "TGAMMO"
Weapon.AmmoType2 "TrenchAmmo"
Inventory.PickUpMessage "Shotgun"
Inventory.PickUpSound "MP40_Take"
Scale 0.5
Weapon.BobRangeX 0.75
Weapon.BobRangeY 0.5
Weapon.BobSpeed 1.5
Weapon.BobStyle "InverseAlpha" //Denis Belmondo's Bobstyle
AttackSound ""
+WEAPON.NOALERT
+WEAPON.NOAUTOAIM
+WEAPON.NOAUTOFIRE	
Tag "Winchester Model 1897"
Inventory.Icon "SHOTBACK"
States
{
Ready:
TNT1 A 0 A_PLAYSOUND("Deploy/Coach")
ZSGS ABCDEFGHIJKLMN 1 
Goto RealReady

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

Ready2:
ZSG2 A 1 A_WeaponReady
TNT1 A 0 A_SetCrosshair(5)
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
TNT1 A 0 A_JumpIfInventory("BWgrenade",1,"LaunchGrenade")
TNT1 A 0 A_JumpIfInventory("Meleeattack",1,"KnifeAttack")
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)
ZSGS NMLKJIHGFEDCBA 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("TRENCHAMMO",1,2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_PlaySound("Trengun/fire", 1)
ZSGG B 1 BRIGHT A_FireBullets (4.0, 4.0, 10, 12, "ShotgunPuff")
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
TNT1 A 0 A_Takeinventory("TRENCHAMMO",1)
TNT1 A 0 A_Recoil(3)
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_SETPITCH(pitch - 5.0)
ZSGG CDEFC 1 
Goto Pumping1 

Pumping1:
ZSGP ABCDEFGHI 1
tnt1 A 0 A_PlaySound("TG/PUMP", 3)
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
ZSGP JKL 1
ZSGP LL 3
ZSGP KJIHGFEDCBA 1 
Goto RealReady 

Fire2:
TNT1 A 0 A_JumpIfInventory("TRENCHAMMO",1,2)
Goto Reload
TNT1 AAAA 0
TNT1 A 0 A_PlaySound("Trengun/fire", 1)
ZSG2 B 1 BRIGHT A_FireBullets (2.0, 2.0, 10, 12, "ShotgunPuff")
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
TNT1 A 0 A_Takeinventory("TRENCHAMMO",1)
TNT1 A 0 A_Recoil(3)
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_SETPITCH(pitch - 2.0)
ZSG2 CDEFC 1 
Goto Pumping2

Pumping2:
TNT1 A 0 A_ZoomFactor(1.0)
ZSGX FEDCBA 1
ZSGP ABCDEFGHI 1
tnt1 A 0 A_PlaySound("TG/PUMP", 3)
TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
ZSGP JKL 1
ZSGP LL 3
ZSGP KJIHGFEDCBA 1
TNT1 A 0 A_ZoomFactor(1.5)
ZSGX ABCDEF 1
Goto Ready2

AltFire:
TNT1 A 0
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(1.5)
TNT1 A 0 A_Giveinventory("ADSmode",1)
ZSGX ABCDEF 1
Goto Ready2
		
UnZoom:
TNT1 A 0
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_Takeinventory("GoSpecial",1)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 0 A_Takeinventory("ADSmode",1)
ZSGX FEDCBA 1 
Goto RealReady

Spawn:
WINT a -1
Stop

Reload:
tnt1 a 0 a_JumpIfInventory("TRENCHAMMO",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("TRENCHAMMO",5,"RealReady")
TNT1 A 0 A_JumpIfInventory("TGAMMO",1,3)
Goto NoAmmo
TNT1 AAA 0

ZSGP ABCDEFGHI 1
ZSGR AB 1

ReloadLoop:
TNT1 A 0 A_JumpIfInventory("TrenchAmmo",5,"FinishReload")
ZSGR CD 2 
tnt1 a 0 A_PlayWeaponSound("Trenchgun/Load")
ZSGR EFGHIJK 2 
ZSGR CC 2

InsertBullets:

TNT1 A 0 A_JumpIfInventory("TrenchAmmo",5,"FinishReload")
TNT1 A 0 A_JumpIfInventory("TGAMMO",1,"AmmoIn")
Goto FinishReload

AmmoIn:
Tnt1 a 0 a_GiveInventory("TRENCHAMMO",1)
TNT1 A 0 A_Takeinventory("TGAMMO",1)
Goto ReloadLoop

FinishReload:
ZSGR BA 1
tnt1 A 0 A_PlaySound("TG/PUMP", 3)
ZSGP JKL 1
ZSGP LL 3
ZSGP KJIHGFEDCBA 1 
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("Kicking",1)
Goto RealReady

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("TRENCHAMMO",5,"RealReady")
TNT1 A 0 A_JumpIfInventory("TGAMMO",1,3)
Goto NOAMMO
TNT1 AAA 0
ZSGP ABCDEFGHI 1
ZSGR AB 1

ReloadLoop2:
TNT1 A 0 A_JumpIfInventory("TRENCHAMMO",5,"FinishReload2")
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("BWgrenade",1,"LaunchGrenade")
TNT1 A 0 A_JumpIfInventory("Meleeattack",1,"KnifeAttack")
ZSGR CD 2 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("BWgrenade",1,"LaunchGrenade")
TNT1 A 0 A_JumpIfInventory("Meleeattack",1,"KnifeAttack")
tnt1 a 0 A_PlayWeaponSound("Trenchgun/Load")
ZSGR EFGHIJK 2 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("BWgrenade",1,"LaunchGrenade")
TNT1 A 0 A_JumpIfInventory("Meleeattack",1,"KnifeAttack")
ZSGR CC 2 A_WeaponReady 

InsertBullets2:

TNT1 A 0 A_JumpIfInventory("TRENCHAMMO",5,"FinishReload2")
TNT1 A 0 A_JumpIfInventory("TGAMMO",1,"AmmoIn2")
Goto FinishReload2

AmmoIn2:
Tnt1 a 0 a_GiveInventory("TRENCHAMMO",1)
TNT1 A 0 A_Takeinventory("TGAMMO",1)
Goto ReloadLoop2

FinishReload2:
ZSGR BA 1
ZSGP IHGFEDCBA 1 
Goto RealReady

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

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


KnifeAttack:
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 TrenchAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 5
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 5
}




