// --------------------------------------------------------------------------
//
// MAC10 (Weapon)
//
// --------------------------------------------------------------------------



ACTOR "MAC10_RAT" : Mac10 //5010
{
	+POWERED_UP 
	Weapon.SisterWeapon Mac10

//+AMMO_OPTIONAL

	Weapon.SelectionOrder 1900

  weapon.ammotype1 "45acpAmmo"
  weapon.ammouse1 1
  weapon.ammogive1 30
	obituary "%k killed %o with MAC-10."
	+WEAPON.WIMPY_WEAPON
	Inventory.Pickupmessage "Pickep up a MAC-10"
	Tag "MAC-10"
	Weapon.UpSound "MAC10/Ready"
	//AttackSound "MAC10/Fire"
	Scale 0.16

	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 ("Mac10/Ready")
		Goto Select+6	
		
*/

		
		
	Fire:

	W22E D 0 A_JumpIfNoAmmo("Ready")
	
	



	    TNT1 A 0 A_JumpIfInventory("Mac10Refire", 2, "Fire3")
		TNT1 A 0 A_JumpIfInventory("Mac10Refire", 1, "Fire2")
		W22D A 1 A_Gunflash
		TNT1 A 0 A_GiveInventory("Mac10Refire", 1)
		W22D B 1 A_WEAPONREADY(WRF_NOFIRE)
		TNT1 A 0 A_Refire
		TNT1 A 0 A_TakeInventory("Mac10Refire", 3)
		W22D CDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady
		W22E ABC 1 A_WeaponReady
		Goto Ready

	Fire2:
		W22D C 1 A_Gunflash
		TNT1 A 0 A_GiveInventory("Mac10Refire", 1)
		W22D A 1 A_WEAPONREADY(WRF_NOFIRE)
		TNT1 A 0 A_Refire
		TNT1 A 0 A_TakeInventory("Mac10Refire", 3)
		W22D BCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady
		W22E ABC 1 A_WeaponReady
		Goto Ready
		
	Fire3:
		W22D B 1 A_Gunflash
		TNT1 A 0 A_TakeInventory("Mac10Refire", 3)
		W22D C 1 A_WEAPONREADY(WRF_NOFIRE)
		TNT1 A 0 A_Refire
		TNT1 A 0 A_TakeInventory("Mac10Refire", 3)
		W22D DEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady
		W22E ABC 1 A_WeaponReady
		Goto Ready	








	}
}