actor FakeRepeaterWep : BaseMM8BDMWep
{
dropitem "FakeRepeaterWepCDropped"
Weapon.AmmoUse 1
Weapon.AmmoGive 28
Weapon.SlotNumber 2
Inventory.Pickupmessage "$PU_FAKEREPEATER"
Obituary "$OB_FAKEREPEATER"
Tag "$TAG_FAKEREPEATER"
weapon.ammotype "FakeRepeaterAmmo"
inventory.icon "XTR0WI_R"
States
{
Spawn:
XWI0 R 1
loop
Ready:
XH0R A 0 ACS_ExecuteAlways(998,0,DYE_FAKEREPEATER)
XH0R A 1 A_WeaponReady
Goto Ready+1
Deselect:
XH0R AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
XH0R A 1 A_Lower
Loop
Select:
XH0R AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
XH0R A 1 A_Raise
Loop

Fire:
XH0R A 0 A_JumpIfNoAmmo("NoAmmo")
goto Hold1

Hold1.c:
XH0R A 0 A_JumpIfInventory("WeaponCharge",9,"Hold2")
XH0R A 1 A_GiveInventory("WeaponCharge_RC",1)
XH0R A 0 A_Refire("Hold1.c")
goto UnloadChamber
Hold1:
XH0R A 0 A_GiveInventory("FakeRepeaterCharge_P",1)
Hold1.Wait:
XH0R A 0 A_JumpIfInventory("FakeRepeaterAmmo",2,"Hold1.c")
XH0R A 0 A_JumpIfInventory("IsBot",1,"BotHold1")
XH0R A 1
XH0R A 0 A_Refire("Hold1.Wait")
goto UnloadChamber
BotHold1:
XH0R A 0 A_Jump(12,"UnloadChamber")
goto Hold1.Wait+2

Hold2.c:
XH0R A 0 A_JumpIfInventory("WeaponCharge",18,"Hold3")
XH0R A 1 A_GiveInventory("WeaponCharge_RC",1)
XH0R A 0 A_Refire("Hold2.c")
goto UnloadChamber
Hold2:
XH0R A 0 A_GiveInventory("FakeRepeaterCharge_P",1)
Hold2.Wait:
XH0R A 0 A_JumpIfInventory("FakeRepeaterAmmo",3,"Hold2.c")
XH0R A 0 A_JumpIfInventory("IsBot",1,"BotHold2")
XH0R A 1
XH0R A 0 A_Refire("Hold2.Wait")
goto UnloadChamber
BotHold2:
XH0R A 0 A_Jump(12,"UnloadChamber")
goto Hold2.Wait+2

Hold3.c:
XH0R A 0 A_JumpIfInventory("WeaponCharge",27,"Hold4")
XH0R A 1 A_GiveInventory("WeaponCharge_RC",1)
XH0R A 0 A_Refire("Hold3.c")
goto UnloadChamber
Hold3:
XH0R A 0 A_GiveInventory("FakeRepeaterCharge_P",1)
Hold3.Wait:
XH0R A 0 A_JumpIfInventory("FakeRepeaterAmmo",4,"Hold3.c")
XH0R A 0 A_JumpIfInventory("IsBot",1,"BotHold3")
XH0R A 1
XH0R A 0 A_Refire("Hold3.Wait")
goto UnloadChamber
BotHold3:
XH0R A 0 A_Jump(14,"UnloadChamber")
goto Hold3.Wait+2

Hold4.c:
XH0R A 0 A_JumpIfInventory("WeaponCharge",36,"Hold5")
XH0R A 1 A_GiveInventory("WeaponCharge_RC",1)
XH0R A 0 A_Refire("Hold4.c")
goto UnloadChamber
Hold4:
XH0R A 0 A_GiveInventory("FakeRepeaterCharge_P",1)
Hold4.Wait:
XH0R A 0 A_JumpIfInventory("FakeRepeaterAmmo",5,"Hold4.c")
XH0R A 0 A_JumpIfInventory("IsBot",1,"BotHold4")
XH0R A 1
XH0R A 0 A_Refire("Hold4.Wait")
goto UnloadChamber
BotHold4:
XH0R A 0 A_Jump(14,"UnloadChamber")
goto Hold4.Wait+2

Hold5.c:
XH0R A 0 A_JumpIfInventory("WeaponCharge",45,"Hold6")
XH0R A 1 A_GiveInventory("WeaponCharge_RC",1)
XH0R A 0 A_Refire("Hold5.c")
goto UnloadChamber
Hold5:
XH0R A 0 A_GiveInventory("FakeRepeaterCharge_P",1)
Hold5.Wait:
XH0R A 0 A_JumpIfInventory("FakeRepeaterAmmo",6,"Hold5.c")
XH0R A 0 A_JumpIfInventory("IsBot",1,"BotHold5")
XH0R A 1
XH0R A 0 A_Refire("Hold5.Wait")
goto UnloadChamber
BotHold5:
XH0R A 0 A_Jump(16,"UnloadChamber")
goto Hold5.Wait+2

Hold6:
XH0R A 0 A_GiveInventory("FakeRepeaterCharge_P",1)
Hold6.Wait:
XH0R A 0 A_JumpIfInventory("IsBot",1,"BotHold6")
XH0R A 0
XH0R A 1 A_RailWait
XH0R A 0 A_Refire("Hold6.Wait")
goto UnloadChamber
BotHold6:
XH0R A 0 A_Jump(16,"UnloadChamber")
goto Hold6.Wait+1

Altfire:
XH0R A 0 A_JumpIfNoAmmo("NoAmmo")
XH0R A 0 A_PlaySoundEx("weapon/fakeempty","Body")
XH0R A 1
goto UnloadChamber
UnloadChamber:
XH0R A 0 A_PlaySoundEx("weapon/fakeshot1","Weapon")
XH0R A 0 A_TakeInventory("RepeaterChamber",1)
XH0R B 2 A_FireCustomMissile("FakeRepeaterShot",0,1,8,0)
XH0R B 0 A_JumpIfInventory("RepeaterChamber",1,"UnloadChamberAgain")
XH0R C 2
goto FireEnd
UnloadChamberAgain:
XH0R A 0 A_PlaySoundEx("weapon/fakeshot1","Weapon")
XH0R A 0 A_TakeInventory("RepeaterChamber",1)
XH0R A 0 A_FireCustomMissile("FakeRepeaterShot2",0,1,8,0)
XH0R C 2
XH0R B 0 A_JumpIfInventory("RepeaterChamber",1,"UnloadChamberAgain")
goto FireEnd
FireEnd:
XH0R C 4
XH0R AAA 2 A_TakeInventory("WeaponCharge",999)
XH0R A 2
XH0R A 0 A_ClearRefire
Goto Ready+1
NoAmmo:
XH0R A 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor FakeRepeaterAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
+INVENTORY.IGNORESKILL
}

actor RepeaterChamber : Inventory
{
inventory.amount 1
inventory.maxamount 6
}

actor FakeRepeaterCharge_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_PlaySoundEx("weapon/fakeempty","Body")
TNT1 A 0 A_GiveInventory("RepeaterChamber",1)
stop
}
}

actor FakeRepeaterShot : Fastprojectile
{
Translation "204:204=215:215"
PROJECTILE
damagetype "FakeRepeater"
Obituary "$OB_FAKEREPEATER"
+FORCEXYBILLBOARD
+BRIGHT
Damage (13)
radius 6
height 7
Speed 90
scale 2.5
States
{
Spawn:
TNT1 A 0 
Fly:
W_0D B 1 A_SpawnItemEx("FakeRepeaterShotFX",0,0,0,0,0,0,0,1)
loop
Death:
W_0D B 1
stop
}
}

actor FakeRepeaterShotFX : BasicClientSide
{
renderstyle add
states
{
Spawn:
W_0D B 1 A_FadeOut(0.25)
loop
}
}

actor FakeRepeaterShot2 : FakeRepeaterShot
{
Damage (9)
speed 5
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_ScaleVelocity(13)
TNT1 A 0 A_ChangeVelocity(0,random(-6,6),random(-6,6),CVF_RELATIVE)
W_0D B 1
wait
}
}
