Actor PicoDiskJupiter : Weapon 
{
	+INVENTORY.UNTOSSABLE
	Weapon.SlotNumber 5
	Inventory.RestrictedTo "Pico"
	Inventory.Pickupmessage "Never in your life you though you could see something as beutiful as this!"
	Inventory.PickupSound "PicoDiskJupiter/Scratch"
	Weapon.AmmoType "PicovinylsAmmo"
	Weapon.AmmoGive 4
	+weapon.ammo_optional
	Weapon.AmmoUse 1 //If it doesn't work il just have to use take inventories
	Tag "Disk Jupiter"
	+Weapon.NOALERT
	Weapon.UpSound "PicoDiskJupiter/Scratch"
	States
	{
		Ready:
			PCDJ ABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGH 2 A_weaponready
			PCDJ ABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGH 2 A_weaponready
			PCDI ABCDEFGHIJ 2 A_weaponready
			TNT1 A 0 A_Playsound("PicoDiskJupiter/Scratch",chan_weapon)
			PCDI KL 2 A_weaponready
			TNT1 A 0 A_Playsound("PicoDiskJupiter/Scratch",chan_weapon)
			PCDI KJ 2 A_weaponready
			TNT1 A 0 A_Playsound("PicoDiskJupiter/Scratch",chan_weapon)
			PCDI KL 2 A_weaponready
			TNT1 A 0 A_Playsound("PicoDiskJupiter/Scratch",chan_weapon)
			PCDI KJHGMNOP 2 A_weaponready
			Loop
		Needle:
			PDJN A 1
			loop
		Needlefire:
			PDJN B 1 A_SetPitch(pitch-0.5) 
			PDJN B 1 A_SetPitch(pitch-0.5)
			PDJN C 1 A_SetPitch(pitch+0.25)
			PDJN C 1 A_SetPitch(pitch+0.25)
			GOto LightDone
		NoNeedle:
			TNT1 A 0 
			Goto LightDone
		Select:
			TNT1 A 0 A_Gunflash("Needle")
			PCDJ A 1 A_RAISE
			Loop
		Deselect:
			PCDJ A 1 A_Lower
			TNT1 A 0 A_Lower
			TNT1 A 0 A_Lower
			TNT1 A 0 A_Lower
			Loop
		Fire:
			PC2Z E 0 A_Jumpifnoammo("Click")
			TNT1 A 0 A_Alertmonsters
			TNT1 A 0 A_firecustommissile("Picovinyls")
			TNT1 A 0 A_Playsound("PicoDiskJupiter/Fire",Chan_Weapon)
			TNT1 A 0 A_Gunflash("NeedleFire")
			PCDJ IJ 2
			TNT1 A 0 A_Gunflash("Needle")
			PCDJ K 2 A_CheckReload
			PCDJ LMN 1
			PCDJ A 4
			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)
			TNT1 A 0 A_Gunflash("NoNeedle")
		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
		Click:
			PCDJ A 1 OFFSET(0,48) A_playsound("Pico/WeaponClick")
			PCDJ A 1 OFFset(0,47)
			PCDJ A 1 OFFset(0,36)
			PCDJ A 1 OFFset(0,32)
			PCDJ A 5 A_weaponReady(WRF_NOFIRE)
			Goto Ready
		Spawn:
			TNT1 A -1
			STOP
	}
}

