// --------------------------------------------------------------------------
//
// Famas (Weapon)
//
// --------------------------------------------------------------------------




ACTOR "Famas_RAT" : Famas //5010
{
	+POWERED_UP 
	Weapon.SisterWeapon Famas

//+AMMO_OPTIONAL

	Weapon.SelectionOrder 1900

  weapon.ammotype1 "556mmAmmo"
  weapon.ammouse1 1
  weapon.ammogive1 25
	obituary "%k killed %o with Famas."
	+WEAPON.WIMPY_WEAPON
	Inventory.Pickupmessage "Picked up a Famas."
	Tag "Famas"
	Weapon.UpSound "Famas/Ready"
	//AttackSound "Famas/Fire" 
	Scale 0.15
	+NOAUTOFIRE

	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 ("Famas/Ready")
		Goto Select+6	
	*/	
		
	
	
	
	Fire:

	W10E K 0 A_JumpIfNoAmmo("Ready")
	TNT1 A 0 A_JumpIfInventory("Famaswillburst", 1, "FireBurst")
	
		W10D A 1 A_GunFlash
		W10D B 1 A_WEAPONREADY(WRF_NOFIRE)
		W10D C 1 A_WEAPONREADY(WRF_NOFIRE)

		TNT1 A 0 A_Refire
		W10D D 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10D E 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10D F 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10D G 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10D H 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10D I 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10D J 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10D K 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10D L 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10D M 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10D N 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10D O 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10D P 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10D Q 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10D R 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10D S 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10D T 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10D U 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10D V 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10D W 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10D X 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10D Y 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10D Z 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")
		


		W10E A 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10E B 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10E C 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10E D 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")
		
		Goto Ready



	FireBurst:

	W10E K 0 A_JumpIfNoAmmo("Ready")	
		W10F A 1 A_GunFlash
		W10F B 1 A_WEAPONREADY(WRF_NOFIRE)
	W10E K 0 A_JumpIfNoAmmo("Ready")	
		W10F C 1 A_GunFlash("FireBurst")
		W10F D 1 A_WEAPONREADY(WRF_NOFIRE)
	W10E K 0 A_JumpIfNoAmmo("Ready")	
		W10F E 1 A_GunFlash("FireBurst")
		W10F F 1 A_WEAPONREADY(WRF_NOFIRE)
		//TNT1 A 0 A_Refire
		W10F GHIJKLMNOPQR 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_Refire
		

		W10F S 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10F T 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10F U 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10F V 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10F W 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10F X 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10F Y 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10F Z 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")
		
		
		W10G A 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10G B 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10G C 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10G D 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10G E 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10G F 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10G G 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10G H 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10G I 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		W10G J 1 A_WEAPONREADY
        TNT1 A 0 A_JumpIfInventory("IsAltFire",1,"ToBurst")

		Goto Ready




	}
}