/* Unused :( */
ACTOR MovementDetector : G2_Weapon 30032
{
	+DONTBOB
	+NOALERT
	+WIMPY_WEAPON
	+AXEBLOOD
	Inventory.PickupMessage "You got the Movement detector" 
	Inventory.PickupSound "misc/d3pickup" 
	Weapon.SelectionOrder 3500 
	Weapon.AmmoType "BatteryPower"
	Weapon.AmmoUse  0
	Weapon.AmmoGive 15000
	States 
	{ 
		Spawn: 
			FLSH A -1 
			loop
		Select:
			GHMD D 1 A_Raise
			loop
		Deselect:
			GHMD D 1 A_Lower
			loop
		Ready:
			GHMD D 1 A_WeaponReady
			goto Ready
			Fire:
			GHMD D 3 bright
			GHMD A 0 A_JumpIfInventory("BatteryPower",1,"Dofire")
			GHMD D 10 bright //1 A_PlaySound("Keen/Death")
			goto Ready
			DoFire:
			GHMD A 0 A_TakeInventory("BatteryPower",1)
			GHMD D 0 ACS_ExecuteAlways(605,0,0,0,0)
			GHMD D 0 A_JumpIfInventory("G2_MovementDetector_Movement",30,"State4")
			GHMD D 0 A_JumpIfInventory("G2_MovementDetector_Movement",25,"State3")
			GHMD D 0 A_JumpIfInventory("G2_MovementDetector_Movement",15,"State2")
			//GHMD D 0 A_JumpIfInventory("G2_MovementDetector_Movement",0,"State1")
			//GHMD D 2
			//goto Ready
		State1:
			GHMD A 2 bright
			goto Ready
		State2:
			GHMD B 2 bright //A_PlaySound("Keen/Pain")
			goto Ready
		State3:
			GHMD C 2 bright //A_PlaySound("Keen/Death")
			goto Ready
		State4:
			GHMD D 2 bright A_PlaySound("Keen/Death")
			goto Ready
			
	}
}

actor G2_MovementDetector_Movement : Inventory {
	inventory.amount 1
	inventory.maxamount 500
}