ACTOR NemesisRevolver : Weapon
{
//Info: sorry , it was completely taken from God Complex. but will soon receive a complete change
  Scale 0.8
  +NOAUTOFIRE
  +WEAPON.NOALERT
  +WEAPON.AMMO_OPTIONAL
  -INVENTORY.UNDROPPABLE
  Weapon.PreferredSkin "Handgun-Marine"
  Weapon.SelectionOrder 5000
  Weapon.KickBack 60
  Inventory.PickupSound "NemRevolver/Found"
  Weapon.AmmoGive 7
  Weapon.AmmoGive2 24
  Weapon.AmmoUse 0
  Weapon.AmmoType "NDMGMagazine"
  Weapon.AmmoType2 "NemesisDMGBulletMag"
  Inventory.Pickupmessage "Nemesis Revolver."
  Obituary "%o The Last Word %k's The First Curse." 
  Tag "$NemesisRevolver"
  States
  {
  Spawn:
	NE6S Z -1
	Loop
  Ready:
	TNT1 A 0 A_JumpifInventory("NDMGMagazine",2,1)
	Goto ReadyExtr
	TNT1 A 0 A_JumpifInventory("NemesisRuneTokenUV",1,2)
	TNT1 A 0 A_PlayWeaponSound("NemRevolver/Draw")
	Goto NoRune
	TNT1 A 0 A_PlayWeaponSound("NemRevolver/RuneDraw")
NoRune:
	NE6U FEDCBA 1
	TNT1 A 0 A_JumpifInventory("NDMGMagazine",2,"ReadyLoop")
	Goto ReadyExtrLoop
ReadyLoop:
	NE6I B 1 A_WeaponReady(WRF_ALLOWRELOAD)
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheck")
	Loop
ReadyExtr:
	TNT1 A 0 A_JumpifInventory("NDMGMagazine",2,"ReadyLoop")
	NE6U LKJIHG 1
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheck")
	TNT1 A 0 A_JumpifInventory("NDMGMagazine",2,"ReadyLoop")
ReadyExtrLoop:
	TNT1 A 0 A_JumpifInventory("NDMGMagazine",2,"ReadyLoop")
	TNT1 A 0 A_PlaySound("NemesisSSG/Aura",4,1.0,1)
	NE6C D 1 A_WeaponReady(WRF_ALLOWRELOAD)
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAction",1,"GrenadeCheck")
	TNT1 A 0 A_JumpifInventory("NDMGMagazine",2,"ReadyLoop")
	Loop	
  Deselect:
	TNT1 A 0 A_JumpifInventory("NDMGMagazine",2,1)
	Goto DeselectExtreme
	TNT1 A 0 A_PlayWeaponSound("weapons/weapondown")
Deselecting:	
	TNT1 A 0 A_StopSound(4)
	NE6I B 1 A_Lower
	TNT1 A 0 A_Lower
	Goto Deselecting
  DeselectExtreme:
	TNT1 A 0 A_PlayWeaponSound("weapons/weapondown")
	TNT1 A 0 A_StopSound(4)
	NE6C D 1 A_Lower
	TNT1 A 0 A_Lower
	Goto DeselectExtreme+1	
  Select:
	TNT1 A 0 A_Raise
	Wait
  Fire:
	TNT1 A 0 A_JumpIfNoAmmo("Empty")
	TNT1 A 0 A_JumpifInventory("NDMGMagazine",2,"Firing")
	TNT1 A 0 A_JumpifInventory("NDMGMagazine",1,"Fire2")
	Goto Empty
Firing:
	TNT1 A 0 A_StopSound(4)
	NE6I B 2 Bright
	TNT1 A 0 A_AlertMonsters
	TNT1 A 0 Radius_Quake(5,2,0,1,0)
	TNT1 A 0 A_PlaySound("NemRevolver/Fire",5)
	TNT1 A 0 A_FireCustomMissile("NemRevolverProj",0,1,0,8)
	TNT1 A 0 A_FireCustomMissile("NemRevolverProj2",0,0,0,8)
	TNT1 A 0 A_FireBullets(1,1,1,1,"NoPuffPlz",0)
	TNT1 A 0 A_TakeInventory("NDMGMagazine",1,TIF_NOTAKEINFINITE)
	TNT1 A 0 A_Light1
	NE6F CD 2 Bright A_GunFlash
	TNT1 A 0 A_Recoil(5)
	TNT1 A 0 A_Light0
	NE6F EFG 1
	NE6F GGHH 1
	NE6I B 3
	TNT1 A 0 A_JumpifInventory("NDMGMagazine",2,"ReadyLoop")
	TNT1 A 0 A_PlaySound("NemRevolver/Charge2",0)
	NE6C ABCD 2
	Goto ReadyExtrLoop
  Fire2:
	TNT1 A 0 A_JumpIfNoAmmo("Empty")
	TNT1 A 0 A_JumpifInventory("NDMGMagazine",1,"Firing2")
	Goto Empty
Firing2:
	TNT1 A 0 A_StopSound(4)
	TNT1 A 0 A_PlaySound("NemRevolver/Charge",5)
	NE6C EFG 5
	NE6C H 6 Bright
	TNT1 A 0 A_AlertMonsters
	TNT1 A 0 Radius_Quake(5,2,0,1,0)
	TNT1 AA 0 A_FireCustomMissile("NemRevolverAltProj")
	TNT1 A 0 A_FireBullets(1,1,1,1,"NoPuffPlz",0)
	TNT1 A 0 A_Jump(165,2)
	TNT1 A 0 A_JumpifInventory("NemesisRuneTokenUV",1,2)
	TNT1 A 0 A_TakeInventory("NDMGMagazine",1)
	TNT1 A 0 A_Light1
	TNT1 A 0 A_PlaySound("NemRevolver/Fire2",5)
	NE6C I 2 Bright A_GunFlash
	TNT1 A 0 A_Recoil(15)
	TNT1 A 0 A_Light0
	NE6C JKLM 3
	NE6C NOP 2
	NE6C Q 6
	TNT1 A 0 A_JumpifInventory("NDMGMagazine",1,"ReadyExtrLoop")
	Goto AltFire
  Empty:
	NE6I B 10 A_PlayWeaponSound("weapons/click")
	TNT1 A 0 A_JumpIfInventory("NemesisDMGBulletMag",1,"AltFire")
	Goto ReadyLoop
AltFire:
  Reload:
	TNT1 A 0 A_JumpIfInventory("NDMGMagazine",7,"ReadyLoop")
	TNT1 A 0 A_JumpIfInventory("NemesisDMGBulletMag",1,2)
	TNT1 A 0
	Goto ReadyLoop
	NE6R A 2 A_PlaySound("LegRevolver/Reload1")
	NE6R BCD 3
	NE6R E 3 A_FireCustomMissile("NemRevolverMagSpawner",0,0,0,1)
	NE6R FGH 3
  Reloading:
	TNT1 A 0 A_TakeInventory("NemesisDMGBulletMag",2)
	TNT1 A 0 A_GiveInventory("NDMGMagazine",1)
	TNT1 A 0 A_JumpIfInventory("NDMGMagazine",7,"Full")
	TNT1 A 0 A_JumpIfInventory("NemesisDMGBulletMag",1,"Reloading")
	Goto Full 
  Full:
	NE6R I 5 A_PlayWeaponSound("LegRevolver/Reload3")
	NE6R J 3
	NE6R KL 3
	TNT1 A 0 A_PlaySound("LegRevolver/Reload4",1)
	NE6R MNOPQR 3
	Goto ReadyLoop
  GrenadeCheck:
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAmmo",1,"GrenadeToss")
	TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
	TNT1 A 0 A_JumpifInventory("NDMGMagazine",2,"ReadyLoop")
	Goto ReadyExtrLoop
  GrenadeToss:
	TNT1 A 0 A_JumpifInventory("NDMGMagazine",2,1)
	Goto GrenadeTossExtr
	TNT1 A 0 A_StopSound(4)
	TNT1 A 0 A_PlayWeaponSound("weapons/weapondown") 
	NE6U ABCDEF 1
	TNT1 A 4
	HGRN ABC 1
	HGRN D 2
	HGRN EFG 1
	HGRN HI 2
	TNT1 A 15 A_PlayWeaponSound("weapons/hgrenadepin")
	TNT1 A 0 A_PlayWeaponSound("weapons/hgrenadethrow")
	TNT1 A 0 A_TakeInventory("HandGrenadeAmmo",1,TIF_NOTAKEINFINITE)
	HGNE A 1 A_FireCustomMissile("ThrownGrenade",0,0,0,0,false)
	HGRN J 1
	HGRN KLM 2
	HGRN "NO" 1
	TNT1 A 6
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAmmo",1,2)
	TNT1 A 0// A_TakeInventory("Hand Grenade",1)
	TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
	TNT1 A 0
	Goto Ready+1
  GrenadeTossExtr:
	TNT1 A 0 A_StopSound(4)
	TNT1 A 0 A_PlayWeaponSound("weapons/weapondown") 
	NE6U GHIJKL 1
	TNT1 A 4
	HGRN ABC 1
	HGRN D 2
	HGRN EFG 1
	HGRN HI 2
	TNT1 A 15 A_PlayWeaponSound("weapons/hgrenadepin")
	TNT1 A 0 A_PlayWeaponSound("weapons/hgrenadethrow")
	TNT1 A 0 A_TakeInventory("HandGrenadeAmmo",1,TIF_NOTAKEINFINITE)
	HGNE A 1 A_FireCustomMissile("ThrownGrenade",0,0,0,0,false)
	HGRN J 1
	HGRN KLM 2
	HGRN "NO" 1
	TNT1 A 6
	TNT1 A 0 A_JumpIfInventory("HandGrenadeAmmo",1,2)
	TNT1 A 0// A_TakeInventory("Hand Grenade",1)
	TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
	TNT1 A 0
	Goto ReadyExtr
	}
}

ACTOR NemRevolverProj : FastProjectile
{
  +THRUSPECIES
  +FOILINVUL
  Species "Player"
  DamageType "Legendary"
  Radius 6
  Speed 250
  Height 6
  damage 65
  Scale 0.05
  States
  {
  Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("NemesisKaboom7ASG")
	TNT1 A 1 A_CustomMissile("NemesisASGShotExplosionPlayer",0,0,0,2)
	Stop
	}
}

ACTOR NemRevolverAltProj : NemesisCannonLaser
{
  +THRUSPECIES
  +FOILINVUL
  Species "Player"
  DamageType "Legendary"
  Radius 6
  Speed 200
  Height 6
  damage 155
  Scale 0.05
  States
  {
  Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("NemesisKaboom7ASG")
	TNT1 A 1 A_CustomMissile("NemesisASGShotExplosionPlayer",0,0,0,2)
	Stop
	}
}

ACTOR NemRevolverProj2 : NemRevolverProj
{
Damage 55
+Ripper
  States
  {
  Death:
	TNT1 A 0 A_CustomMissile("NemesisASGShotExplosionPlayer",0,0,0,2)
	TNT1 A 0 A_CustomMissile("NemesisASGShotExplosionPlayer",0,0,0,2)
	Stop
	}
}