// --------------------------------------------------------------------------
//
// NEGEV (Weapon)
//
// --------------------------------------------------------------------------





ACTOR "NEGEV_RAT" : Negev //5010
{
	+POWERED_UP 
	Weapon.SisterWeapon Negev

//+AMMO_OPTIONAL

Weapon.SelectionOrder 1900

  weapon.ammotype1 "556mmBoxAmmo"
  weapon.ammouse1 1
  weapon.ammogive1 150
	obituary "%k killed %o with NEGEV."
	+WEAPON.WIMPY_WEAPON
	Inventory.Pickupmessage "Picked up a NEGEV."
	Tag "NEGEV"
	Weapon.UpSound "NEGEV/Ready"
	//AttackSound "NEGEV/Fire" 
	Scale 0.15

DamageType "NEGEV"

	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 ("negev/Ready")
		Goto Select+6	
		
	*/	


		
	Fire:
	
	W28C A 0 A_JumpIfNoAmmo("Ready")



	    TNT1 A 0 A_JumpIfInventory("NegevRefire", 2, "Fire3")
		TNT1 A 0 A_JumpIfInventory("NegevRefire", 1, "Fire2")
		W28D A 1 A_Gunflash
		TNT1 A 0 A_GiveInventory("NegevRefire", 1)
		W28D B 1 A_WEAPONREADY(WRF_NOFIRE)
		TNT1 A 0 A_Refire
		TNT1 A 0 A_TakeInventory("NegevRefire", 3)
		W28D CDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady
		W28E ABCD 1 A_WeaponReady
		Goto Ready

	Fire2:
		W28D C 1 A_Gunflash
		TNT1 A 0 A_GiveInventory("NegevRefire", 1)
		W28D A 1 A_WEAPONREADY(WRF_NOFIRE)
		TNT1 A 0 A_Refire
		TNT1 A 0 A_TakeInventory("NegevRefire", 3)
		W28D BCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady
		W28E ABCD 1 A_WeaponReady
		Goto Ready
		
	Fire3:
		W28D B 1 A_Gunflash
		TNT1 A 0 A_TakeInventory("NegevRefire", 3)
		W28D C 1 A_WEAPONREADY(WRF_NOFIRE)
		TNT1 A 0 A_Refire
		TNT1 A 0 A_TakeInventory("NegevRefire", 3)
		W28D DEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady
		W28E ABCD 1 A_WeaponReady
		Goto Ready	



 

	}
}