Actor GuyGL: StickguyWeapon
{
	Inventory.RestrictedTo "Stickguyclass"
	Weapon.AmmoUse 1
	Weapon.AmmoType "RocketAmmo"
	Weapon.SlotNumber 5
	+WEAPON.EXPLOSIVE
    //Inventory.Pickupmessage "A granade launcher? interesting..."
    Tag "Granade launcher"
	STATES
	{
	  Ready:
		REGL A 1 A_weaponready
		Loop
	  Deselect:
		TNT1 A 0 Offset(0,128)
		TNT1 A 0 A_Lower
		TNT1 A 0 A_Lower
		TNT1 A 0 A_Lower
		TNT1 A 1 A_Lower
		WAIT
	  Select:
		TNT1 A 0 Offset(0,32) A_playsound("Stickguy/REGLLD",3)
		REGS BC 2
		REGS C 6 Offset(2,34)
		REGS C 2 Offset(0,36)
		REGS C 2 Offset(-2,40)
		REGS C 2 Offset(-6,46)
		REGS C 2 Offset(-12,54)
		REGL A 2 Offset(0,30)
		REGL A 2 Offset(-2,34)
		Goto Ready
	  Fire:
		REGL A 0 A_Jumpifinventory("RocketAmmo",1,1)
		Goto Click
		FireContinue:
		TNT1 A 0 A_JumpIfInventory("Stickguyfastfingers",1,"SpeedFire")
		REGL A 2 A_FireCustomMissile("Poisonade",0,1,0,0,0)
		TNT1 A 0 A_SetPitch (pitch-0.8)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_PlaySound("Stickguy/REGLSH", CHAN_WEAPON)
		REGL C 1 Offset(0,48) A_SetPitch (pitch+0.2)
		REGL B 3 Offset(0,44) A_SetPitch (pitch+0.2)
		REGL D 2 Offset(0,40) A_SetPitch (pitch+0.2)
		REGL E 2 Offset(0,36) A_SetPitch (pitch+0.2)
		REGL A 2 A_JumpifNoAmmo("Ready")
		Restoffire:
		REGL A 2 Offset(-2,33)
		REGL A 2 Offset(-5,34)
		REGL A 2 Offset(12,37)
		REGL F 2 Offset(6,36)A_playsound("Stickguy/REGLOP",3)
		REGL F 2 Offset(5,35)
		REGL F 1 Offset(4,34) 
		REGL F 2 Offset(2,33)
		REGL F 7 Offset(0,32) A_Gunflash("NadeLoading")
		REGL G 12 A_playsound("Stickguy/REGLLD",3)
		REGL H 2 Offset(-5,33) A_playsound("Stickguy/REGLCL",3)
		REGL H 2 Offset(-2,35)
		REGL H 2 Offset(1,40)
		REGL E 2 Offset(-5,33)
		REGL A 2 Offset(-2,32)
		REGL A 2 A_ReFire
		Goto Ready
		NadeLoading: //FLASH
		TNT1 A 4
		RGLH A 2 
		RGLH B 2
		RGLH C 2
		RGLH D 2
		RGLH E 2
		Goto LightDone
	   Speedfire:
		REGL A 0 A_Jumpifinventory("RocketAmmo",1,1)
		Goto Click
		TNT1 A 0 A_JumpIfInventory("Stickguyfastfingers",1,"SpeedFireContinue")
		Goto FireContinue
		SpeedFireContinue:
		REGL A 2 Bright A_FireCustomMissile("Sticknade",random(-10,10),1,0,8,0,random(-2,2))
		REGL B 0 A_SetPitch (pitch-0.8)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_PlaySound("Stickguy/REGLSH", CHAN_WEAPON)
		REGL B 2 Offset(0,48) A_SetPitch (pitch+0.2)  
		REGL C 2 Offset(0,44) A_SetPitch (pitch+0.2)
		REGL D 2 Offset(0,40) A_SetPitch (pitch+0.2)
		REGL E 2 Offset(0,36) A_SetPitch (pitch+0.2)
		REGL A 6
		TNT1 A 0 A_Refire("Speedfire")
		Goto RestOfFire
	   Click:
		"####" "#" 2 Offset(0,48) A_PlaySound("Stickguy/Tick", CHAN_WEAPON)
		"####" "#" 2 Offset(0,40)
		"####" "#" 2 Offset(0,32)
		Goto ready
	  Flash:
		REGL BC 2 Bright A_Light1
		REGL DE 2 Bright A_Light2
		Goto LightDone
	  Spawn:
		REGP A -1
		Stop
	//---------------------------------------MELEE STUFF
	  Altfire:
		TNT1 A 0 A_AlertMonsters 
		TNT1 A 0 Offset(0,32) A_JumpIfInventory("GuyStick",1,"XiaoMelee")
	  QuickPunch:
		REFT B 1 A_FireCustomMissile("FistImpact",0,0,0,1)
		REFT D 1 
		REFT D 2 
		REFT C 2 Offset(0,32)
		REFT B 2
		TNT1 A 6
		Goto Ready
	  XiaoMelee:
		TNT1 A 1 Offset(0,32)
		RXXS A 2 A_FireCustomMissile("StickImpact",0,0,0,1)
		RXXS B 2
		RXXS CD 2
		TNT1 A 4
		Goto Ready
	}
}


ACTOR Sticknade
{
  Radius 8
  Height 8
  Speed 70
  Damage 20
  Projectile
  -NOGRAVITY
  +RANDOMIZE
  +Hittracer
  +USEDAMAGEEVENTSCRIPT
  Species "Player"
  BounceType "Hexen"
  BounceCount 4
  Gravity 0.25
  SeeSound "Stickguy/REGB"
  BounceSound "Stickguy/REGB"
  Obituary "%o ate a %k's hot potato."
  States
  {
  Spawn:
    RGLP A 1
    Loop
  XDeath:
  Crash:
  Death:
	TNT1 A 0 A_changeflag("Nogravity",true)
  	TNT1 A 0 A_Playsound("weapons/rocklx")
	TNT1 A 0 //a_giveinventory("Stickguyweaps", 1, AAPTR_TRACER)
    MISL B 8 Bright A_Explode(100)
    MISL C 6 Bright
    MISL D 4 Bright
    Stop
  }
}

ACTOR Poisonade : Sticknade
{
  Speed 50
  Damage 30
  States
  {
  Spawn:
    RGLP A 1
    Loop
  XDeath:
  Death:
	TNT1 A 0 A_Playsound("weapons/rocklx")
	TNT1 A 0 //a_giveinventory("Stickguyweaps", 1, AAPTR_TRACER)
	TNT1 A 0 A_SpawnItemEX("Igotthepoison", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)
    TNT1 A 1 Bright A_Explode	
    Stop
  }
}

Actor Igotthepoison
{
	Projectile
	Obituary "%o forgot his gas mask."
    Projectile
    RenderStyle Add
    Alpha 0.90
    +NoExplodeFloor
    +NoDamageThrust
	+forceradiusdmg
	States
	{
	 Spawn:
		GTXL ABCDABCDABCD 4 bright A_Explode(11, 128, 1)
		GTXM ABCDABCDABCD 4 bright A_Explode(11, 64, 1)
		GTXS ABCDABCDABCD 4 bright A_Explode(11, 32, 1)
	  Death:
		TNT1 A 1
		Stop
	}
}