//Fun fact: Somebody though i Model ripped the entire weapon... i think he meant it was a compliment
Actor PicoCanister : Weapon
{
	+INVENTORY.UNTOSSABLE
	Weapon.SlotNumber 3
	Inventory.RestrictedTo "Pico"
	Inventory.Pickupmessage "You got some gasoline and matches, Must be Darnell's"
	Inventory.PickupSound "Pico/equip"
	Weapon.AmmoType "PicoGas"
	+Weapon.ammo_optional
	Weapon.AmmoGive 20
	Weapon.AmmoUse 10 //If it doesn't work il just have to use take inventories
	Tag "Gas Canister"
	+Weapon.NOALERT
	STATES
	{
	Ready:
		PICA A 512 A_weaponready //Time before idle animation
		PICA A 2 OFFSET(1,36)
		PICA A 2 OFFSET(2,40)
		PICA A 2 OFFSET(6,46)
		PICA A 2 OFFSET(12,54)
		PICA A 2 OFFSET(24,60)
		TNT1 A 8 A_Weaponready
	IdleAnim:
		TNT1 A 0 A_Weaponready	//Surely this will make it so you can still use it right?					
		PCPT A 2 Offset(16,48) 
		TNT1 A 0 A_Weaponready //RIGHT?
		PCPT A 2 Offset(8,42)
		PCPT B 2 A_Weaponready //Oh wow it works well... huh...
		TNT1 A 0 A_Weaponready
		TNT1 A 0 A_Gunflash("Petitionhand")
		PCPT A 30 A_weaponready
		PCPT D 2 A_Weaponready
		TNT1 A 0 A_Weaponready
		PCPT C 2 Offset(8,42)
		TNT1 A 0 A_Weaponready
		PCPT A 2 Offset(16,48)
		TNT1 A 0 A_Weaponready
		PCPT A 2 Offset(20,52)
		TNT1 A 0 A_Weaponready
		PCPT A 2 Offset(24,60)
		TNT1 A 8 A_Weaponready
		PICA A 2 OFFSET(24,60)
		TNT1 A 0 A_Weaponready
		PICA A 2 OFFSET(12,54)
		TNT1 A 0 A_Weaponready
		PICA A 2 OFFSET(6,46)
		TNT1 A 0 A_Weaponready
		PICA A 2 OFFSET(2,40)
		TNT1 A 0 A_Weaponready
		PICA A 2 OFFSET(1,36)
		Goto Ready
	Select:
		PICA A 1 A_Raise //at lazer fuk u
		Loop
	Deselect:
		PICA A 1 A_Lower
		Loop
	Fire:
		PICA A 0 A_JUMPIFNoammo("Click")
		TNT1 A 0 A_Alertmonsters
		PICA A 1 OFFSET(3,27)
		PICA A 1 OFFSET(5,25)
		PICA B 2 OFFSET(7,23)
		TNT1 A 0 A_FireCustomMissile("CanisterProj")
		TNT1 A 0 A_Playsound("Pico/BeginDousing",Chan_Weapon)
		PICA C 2 OFFSET(3,27)
		PICA C 2 OFFSET(0,32)
		PICA d 2 OFFSET(-2,28)
		tnt1 a 3 OFFSET(0,32)
		TNT1 A 0 A_Playsound("Pico/StopDousing",Chan_Weapon)
		PICA A 2 OFFset(0,38)
		PICA A 1 OFfset(0,30)
		PICA A 1 Offset(0,32)
		Goto Ready
	Altfire:
		"####" "#" 0 A_jumpifInventory("PicoMeterCountdown",0,1)
		Goto Click
		"####" "#"1 Offset(4,34) 
		"####" "#"1 Offset(9,36)
		"####" "#"1 Offset(15,40)
		"####" "#"1 Offset(15,40)
		"####" "#"1 Offset(22,48)
		"####" "#"1 Offset(30,54)
		"####" "#"1 Offset(39,65)
		"####" "#"1 Offset(45,72)
	Weed:
		TNT1 A 0 Offset(-1,32)
		TNT1 A 0 A_takeinventory("PicoAnxyStack",100)
		TNT1 A 0 A_takeinventory("PowerSlowdown",1)
		TNT1 A 0 A_takeinventory("PowerSlowerdown",1)
		TNT1 A 0 A_takeinventory("PowerSlowestdown",1)
		TNT1 A 0 A_takeinventory("PowerPicoDamage",1)
		TNT1 A 0 A_takeinventory("PowerPicoDamage1",1)
		TNT1 A 0 A_takeinventory("PowerPicoDamage2",1)
		TNT1 A 0 A_takeinventory("PowerPicoVulnerability",1)
		TNT1 A 0 A_takeinventory("PowerPicoVulnerability1",1)
		TNT1 A 0 A_takeinventory("PowerPicoVulnerability2",1)
		TNT1 A 0 A_Giveinventory("PicoWeedCoolDown",1)
		P2WD A 1 OFFSET(0,36) A_takeinventory("PicoMeterCountdown",256)
		P2WD A 1 OFFSET(0,33) Healthing(15,100)
		P2WD A 2 OFFSET(0,32)
		P2WD BCD 4
		P2WD E 2
		P2WD E 1 Offset(0,34)
		P2WD E 1 Offset(0,38)
		Goto Select
	PetitionHand:
		PPTH ABCDEFGHIJKHIJKL 2
		PCPT C 2
		Goto Lightdone
	Spawn:
		TNT1 A -1
		Stop
	Click:
		PICA A 1 OFFSET(0,48) A_playsound("Pico/WeaponClick")
		PICA A 1 OFFset(0,47)
		PICA A 1 OFFset(0,36)
		PICA A 1 OFFset(0,32)
		PICA A 5 A_weaponReady(WRF_NOFIRE)
		Goto Ready
	}
}
