// --------------------------------------------------------------------------
//
// M249 (Demo weapon)
//
// --------------------------------------------------------------------------



ACTOR "M249_RAT" : M249 //5010
{
	+POWERED_UP 
	Weapon.SisterWeapon M249

//+AMMO_OPTIONAL

Weapon.SelectionOrder 1900

  weapon.ammotype1 "556mmBoxAmmo"
  weapon.ammouse1 1
  weapon.ammogive1 100
	obituary "%k killed %o with M249."
	+WEAPON.WIMPY_WEAPON
	Inventory.Pickupmessage "Picked up a M249."
	Tag "M249"
	Weapon.UpSound "M249/Ready"
	//AttackSound "M249/Fire" 
	Scale 0.15

DamageType "M249"

	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 ("M249/Ready")
		Goto Select+6	
		
*/
				
		
		
	Fire:
	
	W21C A 0 A_JumpIfNoAmmo("Ready")


		W21D A 1 A_Gunflash
		W21D BC 1 A_WEAPONREADY(WRF_NOFIRE)
		TNT1 A 0 A_Refire
		W21D CDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady
		W21E ABCDE 1 A_WeaponReady
		Goto Ready






	}
}