ACTOR FreedoomMissileLauncher : weapon
{
  Weapon.UpSound "doomguy/doomswitch"
  Weapon.SelectionOrder 2500
  Weapon.AmmoUse 1
  Weapon.AmmoGive 10
  Weapon.AmmoType "RocketAmmo"
  +WEAPON.NOAUTOFIRE
  Obituary "%o fucked around and got found out by a missile."
  Inventory.PickupMessage "You got the magitek Missile launcher!"
  Tag "Homing Missile Launcher"
  Inventory.RestrictedTo "FreedoomGuyClass"
  States
  {
   Ready:
    MLFD G 1 A_WeaponReady
    Loop
   Deselect:
		MLFD G 1 A_Lower
		TNT1 A 0 A_Lower 
		TNT1 A 0 A_Lower 
		Loop
	Select:
		MLFD G 1 A_Raise
		TNT1 A 0 A_Raise 
		TNT1 A 0 A_Raise 
		Loop
  Fire:
		TNT1 A 0 A_GunFlash("Modern")
		TNT1 A 0 A_PlaySound("FreedomLauncher/Fire", CHAN_WEAPON,0.4)
		MLFD G 4
		MLFD D 0 A_FireCustomMissile ("FDMissle")
		MLFD ABCD 2 Bright
		TNT1 A 0 A_Quake(4, 4, 0, 128, "NOSOUND")
		TNT1 A 0 A_giveinventory("DrDoomguySlowdown",1)
		MLFD E 2 Bright
		MLFD FFGGG 2 
		MLFD G 3 
		MLFD G 0 A_ReFire
		Goto Ready
  Modern:
		MLFF ABCD 3 Bright A_Light1
		TNT1 A 4 Bright
		TNT1 AA 4 Bright A_Light2
		Goto LightDone
  }
  
}

ACTOR FDMissle
{
  radius 11
  height 8
  +randomize
  seesound "FreedomLauncher/Rocket"
  deathsound "weapons/rocklx"
  +SEEKERMISSILE
  +SCREENSEEKER
  Projectile
  Speed 50
  Damage (random (60,80))
  States
  {
  Spawn:
	TNT1 A 0
    MLFP A 2 Bright A_SeekerMissile(4,6,SMF_LOOK|SMF_PRECISE,255)
    Loop
  Death:
    MLFE A 6 Bright A_Explode(256, 160, 1)
    MLFE B 4 Bright
    MLFE C 2 Bright
    Stop
  }
}