// --------------------------------------------------------------------------
//
// Deagle (Demo weapon)
//
// --------------------------------------------------------------------------

ACTOR "Deagle_RAT" : Deagle //5010
{
	+POWERED_UP 
	Weapon.SisterWeapon Deagle

//+AMMO_OPTIONAL

	Weapon.SelectionOrder 1900

  weapon.ammotype1 "50aeAmmo"
  weapon.ammouse1 1
  weapon.ammogive1 7
	obituary "%k killed %o with Desert eagle."
	+WEAPON.WIMPY_WEAPON
	Inventory.Pickupmessage "Picked up a Desert eagle."
	Tag "Desert eagle"
	Weapon.UpSound "Deagle/Ready"
	//AttackSound "Deagle/Fire" 
	Scale 0.2
	+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 ("Deagle/Ready")
		Goto Select+6	
	*/
	
	Fire:

	W07D U 0 A_JumpIfNoAmmo("Ready")
	TNT1 A 0 A_JumpIfInventory("IsBot",1,"BotFire")
	
		W07D A 1 A_GunFlash
		W07D B 1 A_WEAPONREADY(WRF_NOFIRE)
		W07D CDEFG 1 A_WEAPONREADY(WRF_NOFIRE)
		//W07D D 1

		//TNT1 A 0 A_Refire
		W07D HIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady
		W07E ABCDEFGHIJKLMNOPQR 1 A_WeaponReady

		Goto Ready









	}
}