ACTOR Deathwalker : ExplosiveSSG
{
//Creator: Fluffy
//Origin: Nexus Infinity
//Sprite: DGXX
//Title: "Deathwalker" 
Inventory.PickupMessage "You got the Deathwalker... a monster's worst nightmare!"
Inventory.PickupSound "weapons/pickupssg"
Weapon.PreferredSkin "DoubleBarrelSG-Marine"
Weapon.KickBack 100
Weapon.AmmoUse 0
Weapon.AmmoGive 0
Weapon.AmmoGive2 10
Weapon.AmmoType "DeathWalkerShell"
Scale 0.12
Tag "Deathwalker"
States
{
  Spawn:
	DG0Z A 35
	DG0Z BCDEFGHIJ 2
	Loop
  Deselect:
	TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
	TNT1 A 0 A_TakeInventory("MineAction",1)
	TNT1 A 0 A_TakeInventory("RailgunAction",1)
    TNT1 A 0 A_PlayWeaponSound("weapons/weapondown")
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,"DeselectSD")
  DeselectLoop:
	TNT1 A 0 A_Lower
	DG2X A 1 A_Lower
	Loop
  DeselectSD:
	TNT1 A 0 A_Lower
	DW1X A 1 A_Lower
	Loop
  Select:
	TNT1 A 0 A_Raise
    Wait
  Ready:
    TNT1 A 0 A_PlayWeaponSound("deathgrip/draw")
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,"ReadySD")
	DG1X ABCDEFG 1
  ReadyLoop:
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheck")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheck")
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,"WeaponSkin")
	DG3X WW 1 A_WeaponReady
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheck")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheck")
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,"WeaponSkin")
	DG3X WW 1 A_WeaponReady
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheck")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheck")
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,"WeaponSkin")
	DG3X VV 1 A_WeaponReady
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheck")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheck")
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,"WeaponSkin")
	DG3X UU 1 A_WeaponReady
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheck")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheck")
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,"WeaponSkin")
	DG3X TTT 1 A_WeaponReady
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheck")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheck")
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,"WeaponSkin")
	DG3X SSS 1 A_WeaponReady
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheck")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheck")
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,"WeaponSkin")
	DG2X AA 1 A_WeaponReady
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheck")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheck")
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,"WeaponSkin")
	DG2X AA 1 A_WeaponReady
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheck")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheck")
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,"WeaponSkin")
	DG2X AA 1 A_WeaponReady
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheck")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheck")
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,"WeaponSkin")
	DG2X AA 1 A_WeaponReady
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheck")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheck")
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,"WeaponSkin")
	DG3X SSS 1 A_WeaponReady
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheck")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheck")
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,"WeaponSkin")
	DG3X TTT 1 A_WeaponReady
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheck")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheck")
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,"WeaponSkin")
	DG3X UU 1 A_WeaponReady
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheck")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheck")
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,"WeaponSkin")
	DG3X VV 1 A_WeaponReady
	Loop
  ReadySD:
    DW0X ABCDEFG 1
  ReadyLoopSD:
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheckSD")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheckSD")
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,1)
	Goto WeaponSkin2
    DW1X AAA 1 A_WeaponReady
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheckSD")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheckSD")
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,1)
	Goto WeaponSkin2
    DW1X BBB 1 A_WeaponReady
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheckSD")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheckSD")
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,1)
	Goto WeaponSkin2
    DW1X CCC 1 A_WeaponReady
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheckSD")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheckSD")
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,1)
	Goto WeaponSkin2
    DW1X DDD 1 A_WeaponReady
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheckSD")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheckSD")
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,1)
	Goto WeaponSkin2
    DW1X DDD 1 A_WeaponReady
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheckSD")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheckSD")
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,1)
	Goto WeaponSkin2
    DW1X CCC 1 A_WeaponReady
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheckSD")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheckSD")
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,1)
	Goto WeaponSkin2
    DW1X BBB 1 A_WeaponReady
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheckSD")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheckSD")
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,1)
	Goto WeaponSkin2
    DW1X AAA 1 A_WeaponReady
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheckSD")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheckSD")
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,1)
	Goto WeaponSkin2
    DW1X AAA 1 A_WeaponReady
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheckSD")
	TNT1 A 0 A_JumpIfInventory("MineAction",1,"MineCheckSD")
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,1)
	Goto WeaponSkin2
    DW1X AAA 1 A_WeaponReady
	Loop
  Empty:
    TNT1 A 0 A_PlaySound("weapons/click")
    TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,"EmptySD")
    DG2X AAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE)
	Goto ReadyLoop
  EmptySD:
    DW1X MMMNNNOOO 1 A_WeaponReady(WRF_NOFIRE)
    Goto ReadyLoopSD
  Fire:
	TNT1 A 0 A_JumpIfInventory("DeathWalkerShell",8,"FireBoth")
	TNT1 A 0 A_JumpIfInventory("NewShell",4,"Reload")
	Goto Empty
  FireBoth:
	TNT1 A 0 ACS_NamedExecuteAlways("ResetGripRip",0,180)
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,"FireBothSD")
    TNT1 A 0 A_AlertMonsters
    TNT1 A 0 A_GunFlash
	TNT1 A 0 A_Light1
	TNT1 A 0 Radius_Quake(8,15,0,1,0)
	TNT1 A 0 A_TakeInventory("DeathWalkerShell",8)
	TNT1 A 0 A_PlaySound("deathgrip/fire",7)
	TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile("DeathgripTracer",Random(-8,8),0,0,0,0,frandom(-4,4))
	DG2X B 1 Bright A_FireBullets(8,6,20,Random(5,7),"ModdedBulletPuff")
	DG2X BCCDD 1 Bright
	DG2X EFG 3
  SSGReloadCheck:
  	TNT1 A 0 A_JumpIfInventory("NewShell",8,2)
	DG2X A 2
	Goto ReadyLoop
	TNT1 A 0
	Goto ReloadBoth+2
  FireBothSD:
    TNT1 A 0 A_AlertMonsters
    TNT1 A 0 A_GunFlash
	TNT1 A 0 A_Light1
	TNT1 A 0 Radius_Quake(8,15,0,1,0)
	TNT1 A 0 A_TakeInventory("DeathWalkerShell",8)
	TNT1 A 0 A_PlaySound("deathgrip/fire",7)
	TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile("DeathgripTracer",Random(-8,8),0,0,0,0,frandom(-4,4))
	DW1X E 1 Bright A_FireBullets(8,6,20,Random(5,7),"ModdedBulletPuff")
	DW1X FGH 1 Bright
	DW1X IJKLMNO 1
  SSGReloadCheckSD:
  	TNT1 A 0 A_JumpIfInventory("NewShell",8,2)
	DW1X A 2
	Goto ReadyLoopSD
	TNT1 A 0
	Goto ReloadBothSD+1
  AltFire:
    TNT1 A 0 A_JumpIfInventory("DeathWalkerShell",8,"FireRight")
	TNT1 A 0 A_JumpIfInventory("DeathWalkerShell",4,1)
	Goto Reload
	TNT1 A 0 ACS_NamedExecuteAlways("ResetGripRip",0,90)
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,"FireLeftSD")
    TNT1 A 0 A_AlertMonsters
    TNT1 A 0 A_GunFlash
	TNT1 A 0 A_Light1
    TNT1 A 0 Radius_Quake(3,3,0,1,0)
	TNT1 A 0 A_TakeInventory("DeathWalkerShell",4)
	TNT1 A 0 A_PlaySound("deathgrip/altfire",7)
	TNT1 AAAAAAAAA 0 A_FireCustomMissile("DeathgripTracer",Random(-4,4),0,0,0,0,frandom(-3,3))
	DG3X A 1 BRIGHT A_FireBullets(4.0,3.0,10,Random(5,7),"ModdedBulletPuff")
	DG3X ABB 1 BRIGHT
	DG2X EFG 3
	Goto ReadyLoop
  FireLeftSD:
    TNT1 A 0 A_AlertMonsters
    TNT1 A 0 A_GunFlash
	TNT1 A 0 A_Light1
    TNT1 A 0 Radius_Quake(3,3,0,1,0)
	TNT1 A 0 A_TakeInventory("DeathWalkerShell",4)
	TNT1 A 0 A_PlaySound("deathgrip/altfire",7)
	TNT1 AAAAAAAAA 0 A_FireCustomMissile("DeathgripTracer",Random(-4,4),0,0,0,0,frandom(-3,3))
	DW3X H 1 BRIGHT A_FireBullets(4.0,3.0,10,Random(5,7),"ModdedBulletPuff")
	DW3X IJ 1 BRIGHT
	DW3X KLMN  2
	Goto ReadyLoopSD
  FireRight:
    TNT1 A 0 ACS_NamedExecuteAlways("ResetGripRip",0,90)
	TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,"FireRightSD")
    TNT1 A 0 A_AlertMonsters
    TNT1 A 0 A_GunFlash
	TNT1 A 0 A_Light1
    TNT1 A 0 Radius_Quake(3,3,0,1,0)
	TNT1 A 0 A_TakeInventory("DeathWalkerShell",4)
	TNT1 A 0 A_PlaySound("deathgrip/altfire",7)
	TNT1 AAAAAAAAA 0 A_FireCustomMissile("DeathgripTracer",Random(-4,4),0,0,0,0,frandom(-3,3))
	DG3X C 1 BRIGHT A_FireBullets(4.0,3.0,10,Random(5,7),"ModdedBulletPuff")
	DG3X CDD 1 BRIGHT
	DG2X EFG 3
	Goto ReadyLoop
  FireRightSD:
    TNT1 A 0 A_AlertMonsters
    TNT1 A 0 A_GunFlash
	TNT1 A 0 A_Light1
    TNT1 A 0 Radius_Quake(3,3,0,1,0)
	TNT1 A 0 A_TakeInventory("DeathWalkerShell",4)
	TNT1 A 0 A_PlaySound("deathgrip/altfire",7)
	TNT1 AAAAAAAAA 0 A_FireCustomMissile("DeathgripTracer",Random(-4,4),0,0,0,0,frandom(-3,3))
	DW3X A 1 BRIGHT A_FireBullets(4.0,3.0,10,Random(5,7),"ModdedBulletPuff")
	DW3X BC 1 BRIGHT
	DW3X DEFG 2
	Goto ReadyLoopSD
  Reload:
	TNT1 A 0 A_JumpIfInventory("DeathWalkerShell",4,"ReloadRight")	
	TNT1 A 0 A_JumpIfInventory("NewShell",8,"ReloadBoth")
	Goto Empty
  ReloadBoth:
    TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,"ReloadBothSD")
    TNT1 A 0 A_JumpIfInventory("NewShell",8,1)
	Goto ReadyLoop
	DG2X HIJK 2
	DG2X L 2 A_PlayWeaponSound("weapons/qsgopen")
	DG2X M 2
	DG2X N 3
	TNT1 AA 0 A_SpawnItemEx("SSGShellCasing",25,2,25,Random(-2,-4),Random(3,6),Random(3,6),0)
	DG2X O 3
	TNT1 A 0 A_TakeInventory("NewShell",8,TIF_NOTAKEINFINITE)
	TNT1 A 0 A_GiveInventory("DeathWalkerShell",8)
	DG2X P 1 A_PlayWeaponSound("weapons/qsgshellslide")
	DG2X PQ 3
	DG2X R 4
	DG2X ST 2
	DG2X U 2 A_PlayWeaponSound("weapons/qsgclose")
	DG2X VW 3
	Goto ReadyLoop
  ReloadBothSD:
    TNT1 A 0 A_JumpIfInventory("NewShell",8,1)
	Goto ReadyLoopSD
	DW1X PQRSTUV 1
	DW1X W 2
	DW1X "X" 2 A_PlayWeaponSound("weapons/qsgopen")
	DW1X YZ 2
	DW2X AB 2
	TNT1 AA 0 A_SpawnItemEx("SSGShellCasing",25,2,25,Random(-2,-4),Random(3,6),Random(3,6),0)
	DW2X C 1
	DW2X DEFGH 1
	DW2X IJK 2
	DW2X L 1
	TNT1 A 0 A_TakeInventory("NewShell",8,TIF_NOTAKEINFINITE)
	TNT1 A 0 A_GiveInventory("DeathWalkerShell",8)
	DW2X M 2 A_PlayWeaponSound("weapons/qsgshellslide")
	DW2X "NO" 2
	DW2X PQR 1
	DW2X S 1 A_PlayWeaponSound("weapons/qsgclose")
	DW2X TUV 1
	Goto ReadyLoopSD
  ReloadRight:
    TNT1 A 0 A_JumpIfInventory("HDDeathwalkerToken",1,"ReloadRightSD")
    DG2X HIJK 2
	DG3X E 2 A_PlayWeaponSound("weapons/qsgopen")
	DG3X F 2
	TNT1 A 0 A_SpawnItemEx("SSGShellCasing",25,2,25,Random(-2,-4),Random(3,6),Random(3,6),0)
	DG3X G 2
	DG3X HI 3
	TNT1 A 0 A_TakeInventory("NewShell",4,TIF_NOTAKEINFINITE)
	TNT1 A 0 A_GiveInventory("DeathWalkerShell",4)
	DG3X J 3 A_PlayWeaponSound("weapons/qsgshellslide")
	DG3X K 3
	DG3X L 2 A_PlayWeaponSound("weapons/qsgclose")
	DG3X MNO 2
	Goto ReadyLoop
  ReloadRightSD:
	DW1X PQRSTUV 1
	DW1X W 2
	DW1X "X" 2 A_PlayWeaponSound("weapons/qsgopen")
	DW3X OPQR 2
	DW3X S 1 A_SpawnItemEx("SSGShellCasing",25,2,25,Random(-2,-4),Random(3,6),Random(3,6),0)
	DW3X TUVW 1
	DW3X XYZ 1
	DW4X ABC 1
	TNT1 A 0 A_TakeInventory("NewShell",4,TIF_NOTAKEINFINITE)
	TNT1 A 0 A_GiveInventory("DeathWalkerShell",4)
	DW4X D 1 A_PlayWeaponSound("weapons/qsgshellslide")
	DW4X EFG 1
	DW2X PQR 1
	DW2X S 1 A_PlayWeaponSound("weapons/qsgclose")
	DW2X TUV 1
	Goto ReadyLoopSD
  GrenadeCheck:
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAmmo",1,"GrenadeToss")
	TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
	Goto ReadyLoop
  GrenadeToss:
  	TNT1 A 0 A_PlayWeaponSound("weapons/weapondown") 
	DG2X HIJ 1
	DG3X PQR 1
	TNT1 A 4
	HGRN ABCDEFGHI 1
	TNT1 A 0 A_PlayWeaponSound("weapons/hgrenadepin")
	HGRN JKLM 2
	TNT1 A 11
	TNT1 A 0 A_PlayWeaponSound("weapons/hgrenadethrow")
	TNT1 A 0 A_TakeInventory("HandGrenadeAmmo",1,TIF_NOTAKEINFINITE)
	HGRN N 1 A_FireCustomMissile("ThrownGrenade",0,0,0,0)
	HGRN OPQRS 1
	HGRN TU 2
	TNT1 A 6 A_TakeInventory("HandGrenadeAction",1)
	DG3X RQP 1
	DG2X JIH 1
	Goto ReadyLoop
  GrenadeCheckSD:
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAmmo",1,"GrenadeTossSD")
	TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
	Goto ReadyLoopSD
  GrenadeTossSD:
  	TNT1 A 0 A_PlayWeaponSound("weapons/weapondown") 
	DW0X GFEDCBA 1
	TNT1 A 4
	HGRN ABCDEFGHI 1
	TNT1 A 0 A_PlayWeaponSound("weapons/hgrenadepin")
	HGRN JKLM 2
	TNT1 A 11
	TNT1 A 0 A_PlayWeaponSound("weapons/hgrenadethrow")
	TNT1 A 0 A_TakeInventory("HandGrenadeAmmo",1,TIF_NOTAKEINFINITE)
	HGRN N 1 A_FireCustomMissile("ThrownGrenade",0,0,0,0)
	HGRN OPQRS 1
	HGRN TU 2
	TNT1 A 6 A_TakeInventory("HandGrenadeAction",1)
	TNT1 A 0 A_PlayWeaponSound("deathgrip/draw")
	Goto ReadySD
  MineCheck:
	TNT1 A 0 A_JumpIfInventory("MineAmmo",1,"MineToss")
	TNT1 A 0 A_TakeInventory("MineAction",1)
	Goto ReadyLoop
  MineToss:
  	TNT1 A 0 A_PlayWeaponSound("weapons/weapondown") 
	DG2X HIJ 1
	DG3X PQR 1
	TNT1 A 8
	TNT1 A 0 A_PlayWeaponSound("weapons/hgrenadethrow")
	MINE ABCDEF 1
	TNT1 A 0 A_TakeInventory("MineAmmo",1,TIF_NOTAKEINFINITE)
	MINE G 1 A_FireCustomMissile("ThrownMine",0,0,0,0,false)
	MINE HI 1
	MINE JKLM 1
	TNT1 A 5 A_TakeInventory("MineAction",1)
	DG3X RQP 1
	DG2X JIH 1
	Goto ReadyLoop
  MineCheckSD:
	TNT1 A 0 A_JumpIfInventory("MineAmmo",1,"MineTossSD")
	TNT1 A 0 A_TakeInventory("MineAction",1)
	Goto ReadyLoopSD
  MineTossSD:
  	TNT1 A 0 A_PlayWeaponSound("weapons/weapondown")
	DW0X GFEDCBA 1
	TNT1 A 8
	TNT1 A 0 A_PlayWeaponSound("weapons/hgrenadethrow")
	MINE ABCDEF 1
	TNT1 A 0 A_TakeInventory("MineAmmo",1,TIF_NOTAKEINFINITE)
	MINE G 1 A_FireCustomMissile("ThrownMine",0,0,0,0,false)
	MINE HI 1
	MINE JKLM 1
	TNT1 A 5 A_TakeInventory("MineAction",1)
	TNT1 A 0 A_PlayWeaponSound("deathgrip/draw")
	Goto ReadySD
  WeaponSkin:
    TNT1 A 0 A_PlayWeaponSound("weapons/weapondown")
	DG2X A 1 Offset(0,35)
	DG2X A 1 Offset(0,45)
	DG2X A 1 Offset(0,55)
	DG2X A 1 Offset(0,65)
	DG2X A 1 Offset(0,75)
	DG2X A 1 Offset(0,85)
	DG2X A 1 Offset(0,95)
	DG2X A 1 Offset(0,108)
	DG2X A 1 Offset(0,150)
	DG2X A 3
	Goto Select
  WeaponSkin2:
    TNT1 A 0 A_PlayWeaponSound("weapons/weapondown")
	DW0X GFEDCBA 1
	TNT1 A 3
	Goto Select
	}
}

Actor HDDeathwalkerToken : Inventory {inventory.maxamount 1}

ACTOR DeathWalkerShell : Ammo
{
Inventory.Amount 0
Inventory.MaxAmount 8
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 8
Inventory.Icon "3GN2A0"
+IGNORESKILL
}

Actor DeathgripTracer : PlayerExplosiveTracer
{
States
{
  Spawn:
    TRAC A 1 Bright
	Loop
  Death:
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 A_SpawnItem("SentientExplosiveEffect")
	TNT1 A 0 A_JumpIf(z-floorz <= 1,"Death2")
    MISL B 4 Bright A_Explode(Random(3,6)*5,72)
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("GetGripRip") <= 0,2) //420
	TNT1 A 0 A_CustomMissile("DeathgripTracerHomer",0,0,ACS_NamedExecuteWithResult("GripGetAngle"),CMF_AIMDIRECTION|CMF_TRACKOWNER,Pitch+Random(-4,4))
    MISL CD 3 Bright
	Stop
  Death2:
    TNT1 AAA 0 A_CustomMissile("PlayerExplosiveTracer",0,0,Random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,Random(20,85))
	MISL B 4 Bright A_Explode(Random(3,6)*5,72)
	MISL CD 3 Bright
    Stop
	}
}

Actor DeathgripTracerHomer: DeathgripTracer
{
//DamageType "Explosion"
+SEEKERMISSILE
States
{
  Spawn:
    TNT1 A 0
	TRAC A 1 Bright A_SeekerMissile(89,90,SMF_LOOK|SMF_PRECISE,256,128)
	//TRAC A 1 Bright A_SetPitch(pitch+Random(-40,40),SPF_FORCECLAMP) //A_SetAngle(Random(-10,10),SPF_INTERPOLATE)
  SpawnLoop:
    TRAC A 1 Bright
	Loop
	}
}
