// --------------------------------------------------------------------------
//
// MP7 (Weapon)
//
// --------------------------------------------------------------------------

ACTOR "MP7_RAT" : MP7 //5010
{
	+POWERED_UP 
	Weapon.SisterWeapon MP7

//+AMMO_OPTIONAL

	Weapon.SelectionOrder 1900

  weapon.ammotype1 "9mmAmmo"
  weapon.ammouse1 1
  weapon.ammogive1 30
	obituary "%k killed %o with MP7."
	+WEAPON.WIMPY_WEAPON
	Inventory.Pickupmessage "Pickep up a MP7"
	Tag "MP7"
	Weapon.UpSound "MP7/Ready"
	//AttackSound "MP7/Fire"
	Scale 0.16

	States
	{

	
	AltFire:
	TNT1 A 0 ACS_Execute(781, 0, 0, 0, 0)
	Goto Ready
	
	/*

	AltFire:
//				TNT1 A 1 A_ZoomFactor(1.0)
		TNT1 A 0 A_PlayWeaponSound("Knife/Slash")
		W19H ABC 1 A_WeaponReady(WRF_NOFIRE)
//	  TNT1 A 0 A_GiveInventory("RAT_Knife_Activated", 1)
		W19H D 1 A_CustomPunch(32, 0, 0, "KnifePuff2", 128)//, 0.175, 50)//A_GunFlash
		W19H EFGHIJKLMNOPQRSQRS 1 A_WeaponReady(WRF_NOFIRE)
//		W19H LMNOPQRSTUVWXYZ 1 A_WeaponReady(WRF_NOFIRE)
		Goto Select_RAT


	Select_RAT:
		TNT1 A 0 A_PlaySound ("MP7/Ready")
		Goto Select+6	
	*/
	
	
	Fire:

	W26E D 0 A_JumpIfNoAmmo("Ready")
	
	
		W26D A 1 A_GunFlash
		W26D B 1 A_WEAPONREADY(WRF_NOFIRE)
		W26D C 1 A_WEAPONREADY(WRF_NOFIRE)
		TNT1 A 0 A_Refire
		W26D DEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady
		W26E ABCD 1 A_WeaponReady
		Goto Ready



 

	}
}