// --------------------------------------------------------------------------
//
// M4A1 (Demo weapon "Appears on weapons training")
//
// --------------------------------------------------------------------------

ACTOR "M4A1_RAT" : M4A1 //5010
{
	+POWERED_UP 
	Weapon.SisterWeapon M4A1

//+AMMO_OPTIONAL

	Weapon.SelectionOrder 1900

  weapon.ammotype1 "556mmAmmo"
  weapon.ammouse1 1
  weapon.ammogive1 30
	obituary "%k killed %o with M4A4."
	+WEAPON.WIMPY_WEAPON
	Inventory.Pickupmessage "Picked up a M4A4."
	Tag "M4A4"
	Weapon.UpSound "M4A1/Ready"
	//AttackSound "M4A1/Fire" 
	Scale 0.155

	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 ("M4A1/Ready")
		Goto Select+6	
		*/
		


	Fire:
	
	W20D Q 0 A_JumpIfNoAmmo("Ready")
	
	
		W20D A 1 A_GunFlash
		W20D B 1 A_WEAPONREADY(WRF_NOFIRE)
		W20D C 1 A_WEAPONREADY(WRF_NOFIRE)
		TNT1 A 0 A_Refire
		W20D DEFGHIJKLMNOP 1 A_WeaponReady
		Goto Ready






	}
}