ACTOR PoweredDemonTechPistol : DemonTechPistol
{
  +WEAPON.POWERED_UP
   Weapon.AmmoUse 2
  Weapon.SisterWeapon "DemonTechPistol"
  States
  {
  Spawn:
	ETPS Z -1
	Loop
  Ready:
	TNT1 A 0 A_PlayWeaponSound("weapons/pickuptp")
	ETP0 ABCD 1
	TNT1 A 0 A_JumpIfInventory("DTPistolMagazine",1,"Ready2")
	Goto Ready3
  Ready2:
	TNT1 A 0 A_JumpIfInventory("DTPistolMagazine",1,1)
	Goto Ready3
	ETPS A 1 A_WeaponReady
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheck")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheck")
	Loop
  Ready3:
	TNT1 A 0 A_JumpIfInventory("DTPistolMagazine",1,"Ready2")
	ETPS T 1 A_WeaponReady
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheck")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheck")
	Loop
  Deselect:
	TNT1 A 0 A_PlayWeaponSound("weapons/weapondown")
	ETPS A 1 A_Lower
	TNT1 A 0 A_Lower
	Goto Deselect+1
  Select:
	TNT1 A 0 A_Raise
	Wait
  Fire:
	TNT1 A 0 A_JumpIfNoAmmo("Empty")
	TNT1 A 0 A_PlaySound("weapons/demontechfire",1)
	TNT1 A 0 A_AlertMonsters
	TNT1 A 0 Radius_Quake(2,2,0,1,0)
	TNT1 A 0 A_FireCustomMissile("PoweredDemonTechProjectile",frandom(-1,1),1,0,0,0,frandom(-1,1))
	TNT1 A 0 A_Light1
	ETPS BC 2 Bright A_GunFlash
	TNT1 A 0 A_Light0
	ETPS DEFGH 1
	ETPS IIJJ 1 A_WeaponReady
	Goto Ready2
  Empty:
	ETPS T 10 A_PlayWeaponSound("weapons/click")
	TNT1 A 0 A_JumpIfInventory("DemonAmmo",1,"AltFire")
	Goto Ready2
  AltFire:
	TNT1 A 0 A_JumpIfInventory("DTPistolMagazine",16,"Ready2")
	TNT1 A 0 A_JumpIfInventory("DemonAmmo",1,2)
	TNT1 A 0
	Goto Ready2 
	ETPS K 2 A_PlaySound("weapons/pistolclipout")
	ETPS LMNO 2
	ETPS O 16 A_FireCustomMissile("PistolEmptyMagSpawner",0,0,0,1)
  Reload:
	TNT1 A 0 A_TakeInventory("DemonAmmo",1)
	TNT1 A 0 A_GiveInventory("DTPistolMagazine",1)
	TNT1 A 0 A_JumpIfInventory("DTPistolMagazine",16,"Full")
	TNT1 A 0 A_JumpIfInventory("DemonAmmo",1,"Reload")
	Goto Full 
  Full:
	ETPS P 4 A_PlayWeaponSound("weapons/pistolclipin")
	ETPS Q 2 A_PlayWeaponSound("weapons/pistolsnap")
	ETPS RST 2
	TNT1 A 0 A_PlaySound("weapons/demontechsteam",1)
	ETPS UVWXYZ 2
	Goto Ready2
  GrenadeCheck:
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAmmo",1,"GrenadeToss")
	TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
	Goto Ready+5
  GrenadeToss:
	TNT1 A 0 A_PlayWeaponSound("weapons/weapondown") 
	ETP0 DCBA 1
	TNT1 A 4
	HGRN ABC 1
	HGRN D 2
	HGRN EFG 1
	HGRN HI 2
	TNT1 A 15 A_PlayWeaponSound("weapons/hgrenadepin")
	TNT1 A 0 A_PlayWeaponSound("weapons/hgrenadethrow")
	TNT1 A 0 A_TakeInventory("HandGrenadeAmmo",1,TIF_NOTAKEINFINITE)
	HGNE A 1 A_FireCustomMissile("ThrownGrenade",0,0,0,0,false)
	HGRN J 1
	HGRN KLM 2
	HGRN "NO" 1
	TNT1 A 6
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAmmo",1,2)
	TNT1 A 0// A_TakeInventory("Hand Grenade",1)
	TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
	TNT1 A 0
	Goto Ready+1
  MineCheck:
	TNT1 A 0 A_JumpIfInventory("MineAmmo",1,"MineToss")
	TNT1 A 0 A_TakeInventory("MineAction",1)
	Goto Ready+5
  MineToss:
	TNT1 A 0 A_PlayWeaponSound("weapons/weapondown") 
	ETP0 DCBA 1
	TNT1 A 8
	TNT1 A 0 A_PlayWeaponSound("weapons/hgrenadethrow")
	MINE ABCDEF 1	
	TNT1 A 0 A_TakeInventory("MineAmmo",1)
	MINE G 1 A_FireCustomMissile("ThrownMine",0,0,0,0,false)
	MINE HI 1
	MINE JK 2
	TNT1 A 0 A_JumpIfInventory("MineAmmo",1,2)
	TNT1 A 0// A_TakeInventory("Land Mine",1)
	TNT1 A 0 A_TakeInventory("MineAction",1)
	TNT1 A 0
	TNT1 A 5
	Goto Ready+1
	}
}