ACTOR NemesisUnmaker : Weapon
{
 Weapon.SlotNumber 7
 Tag "Nemesis Unmaker"
 Inventory.PickupMessage "You got the Nemesis Unmaker! Kill everything!"
 Obituary "%k obliterated %o with his Nemesis Unmaker!"
 Height 20
 Weapon.UpSound "LegUnmaker/select"
 Weapon.PreferredSkin "Unmaker-Marine"
 Weapon.SelectionOrder 2700
 Weapon.AmmoGive 200
 weapon.ammotype "NLDemonAmmo"
 weapon.ammouse 10
 weapon.ammotype2 "NLDemonAmmo"
 weapon.ammouse2 70
 DamageType "PlayerNemesisPlasma"
 +WEAPON.NOAUTOAIM
 +WEAPON.NOAUTOFIRE
 States
 {
  Spawn:
	ZNMA A 6
	TNT1 A 0 A_SpawnItemEx("UnmakerParticleSpawner",0,0,10,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,160)
	Loop
  Ready:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("weapons/legrifidle",6,1.0,1)
  ReadyLoop:
	UNMK A 4 A_WeaponReady
	TNT1 A 0 A_SpawnItemEx("UnmakerParticleSpawner",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)
	Loop
  Deselect:
	TNT1 A 0
	TNT1 AAA 0 A_StopSound(6)
	TNT1 A 0 A_PlaySound("weapons/weapondown",CHAN_WEAPON)
  DeselectLoop:
	UNMK A 1 A_Lower
	Loop
  Select:
	UNMK A 1 A_Raise
	Loop
  Fire:
	UNMK A 16 A_PlaySound("LegUnmaker/charge")
  Hold:
	TNT1 A 0 A_PlayWeaponSound("LegUnmaker/fire")
 PelletLoop:
	TNT1 A 0 A_GiveInventory("LegPelletCounter", 1)
	TNT1 A 0 A_FireCustomMissile("NemUnmakerBall",Random(-8,8),FALSE,0,0,0,Random(-3,3))
	TNT1 A 0 A_JumpIfInventory("LegPelletCounter", 6, "EndOfLoop")
	Goto PelletLoop
  EndOfLoop:
	TNT1 A 0 A_TakeInventory("LegPelletCounter",51)
	TNT1 A 0 A_FireBullets(0,0,1,0,"NoPuff") // to use ammo
	TNT1 A 0 A_GunFlash
	UNMK D 10 Bright
	UNMK E 10
	UNMK F 10 A_ReFire
	UNMK A 4
	Goto Ready
  AltFire:
	UNMK D 40 A_PlaySound("LegUnmaker/incant",0,1.0,FALSE)
	TNT1 A 0 A_Playsound("LegUnmaker/altfire",0,1.0,FALSE)
	TNT1 A 0 A_FireCustomMissile("AltNemUnmakerBall",0,0,3)
	TNT1 A 0 A_FireCustomMissile("AltNemUnmakerBall",15,0,3)
	TNT1 A 0 A_FireCustomMissile("AltNemUnmakerBall",30,0,3)
	TNT1 A 0 A_FireCustomMissile("AltNemUnmakerBall",45,0,3)
	TNT1 A 0 A_FireCustomMissile("AltNemUnmakerBall",60,0,3)
	TNT1 A 0 A_FireCustomMissile("AltNemUnmakerBall",75,0,3)
	TNT1 A 0 A_FireCustomMissile("AltNemUnmakerBall",90,0,3)
	TNT1 A 0 A_FireCustomMissile("AltNemUnmakerBall",105,0,3)
	TNT1 A 0 A_FireCustomMissile("AltNemUnmakerBall",120,0,3)
	TNT1 A 0 A_FireCustomMissile("AltNemUnmakerBall",135,0,3)
	TNT1 A 0 A_FireCustomMissile("AltNemUnmakerBall",150,0,3)
	TNT1 A 0 A_FireCustomMissile("AltNemUnmakerBall",165,0,3)
	TNT1 A 0 A_FireCustomMissile("AltNemUnmakerBall",180,0,3)
	TNT1 A 0 A_FireCustomMissile("AltNemUnmakerBall",195,0,3)
	TNT1 A 0 A_FireCustomMissile("AltNemUnmakerBall",210,0,3)
	TNT1 A 0 A_FireCustomMissile("AltNemUnmakerBall",225,0,3)
	TNT1 A 0 A_FireCustomMissile("AltNemUnmakerBall",240,0,3)
	TNT1 A 0 A_FireCustomMissile("AltNemUnmakerBall",255,0,3)
	TNT1 A 0 A_FireCustomMissile("AltNemUnmakerBall",270,0,3)
	TNT1 A 0 A_FireCustomMissile("AltNemUnmakerBall",285,0,3)
	TNT1 A 0 A_FireCustomMissile("AltNemUnmakerBall",300,0,3)
	TNT1 A 0 A_FireCustomMissile("AltNemUnmakerBall",315,0,3)
	TNT1 A 0 A_FireCustomMissile("AltNemUnmakerBall",330,0,3)
	TNT1 A 0 A_FireCustomMissile("AltNemUnmakerBall",345,1,3)
	UNMK D 4 Bright A_GunFlash
	UNMK E 56
	UNMK F 10 A_ReFire
	Goto Ready
  Flash:
	TNT1 A 6 Bright A_Light1
	TNT1 A 4 Bright A_Light2
	Goto LightDone
 }
}