ACTOR MolotovCock : FIST1
{
  Weapon.SelectionOrder 2500
  Weapon.AmmoUse 1
  Weapon.AmmoGive 1
  Weapon.AmmoType "MolotovAmmoNew"
  +WEAPON.NOAUTOFIRE
  +WEAPON.NOAUTOAIM
  Inventory.PickupMessage "Got the Molotov Cock Sucka"
  Inventory.PickupSound "pickup/wpn/rocketlaun"
  Weapon.UpSound "weapons/equip/rocketlauncher"
  Tag "Molotov Cock Sucka"
  Scale 0.7
  
  Weapon.SlotNumber 7
  
   Weapon.BobStyle Alpha
  Weapon.BobRangeX 0.5
  Weapon.BobRangeY 1.5
  States
  {
  Ready2:
  TNT1 A 0 A_JumpIfNoAmmo("WarningNoAmmo")
  MOLO LKJ 2 A_WeaponReady
  Goto Ready
  Ready:
    boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,50)
	boss a 0 ACS_NamedExecute("RCorrectorACS")
	//fast a 0 A_JumpIfInventory("PUNCHIN",1,"ALASPINASWACHO")
	fast a 0 A_JumpIfInventory("MakeARoll",1,"DawnForDaRoll")
	fast a 0 A_JumpIfInventory("UsoBASE",1,"SosReDawnWacho")
	fast a 0 A_JumpIfInventory("RunCheckItem",1,"DawnForDaRoll")
	fast a 0 A_JumpIfInventory("lanzalaputog",1,"grenadetr")
    MOLO A 1 A_WeaponReady
    Loop
	Deselect:
	MOLO A 0 A_JumpIf (health < 1, "ThrowANadeOnDeath")
    MOLO A 1 A_Lower
	MOLO AA 0 A_Lower
    Loop
  ThrowANadeOnDeath:
    MOLO A 1 A_FireCustomMissile ("MolotovCock_UnLit",0,1,0,1,0,1)
	MOLO AA 0 A_Lower
	MOLO A 1 A_Lower
    Goto ThrowANadeOnDeath+1
    
  
  WarningNoAmmo:
  TNT1 A 0 A_TakeInventory("MolotovCock")
	
  Select:
    MOLO A 1 A_Raise
	MOLO AA 0 A_Raise
    Loop
  Fire:
  MOLO A 0
  MOLO A 0 A_PlaySound("LIGHT",CHAN_5)
  MOLO BCDEFGHI 2 BRIGHT
    Goto Hold
  Hold:
  TNT1 A 1
  TNT1 A 0 A_ReFire
  MOLO M 2
  MOLO O 2 BRIGHT
  MOLO A 0 A_PlaySound("THROW",CHAN_6)
  TNT1 A 0 A_FireCustomMissile ("MolotovCock_Lit",0,1,0,1,0,3)
  GNA1 HIJKLMNO 2
  Goto Ready2
  
  AltFire:
		fast a 0 A_JumpIfInventory("ColtRELOAD",1,"cargando")
		boss a 0 offset(0,34)
		fast a 0 A_JumpIfInventory("ZOOMED",1,"ZReady")
	Goto Ready
SACAELburst:
		boss a 0 A_Print("SEMI FIRE")
		fast a 0 A_JumpIfInventory("ZOOMED",1,"ZReady")
	Goto Ready	

  Spawn:
    MOLO U -1
    Stop
    
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////


	ALASPINASWACHO:
	MOLO a 1 offset(-2,34)
	MOLO a 1 offset(-10,42)
	MOLO a 1 offset(-21,54)
	MOLO a 1 offset(-31,66)
	MOLO a 1 offset(-41,82)
	tnt1 a 2
	tmt1 a 0 offset(2,32)
	boss x 0 A_TakeInventory("PUNCHIN",1)
	boss a 0 A_GunFlash("Puchin")
	tnt1 aaaa 5
	MOLO a 1 offset(-10,69)
	MOLO a 1 offset(-8,66)
	MOLO a 1 offset(-6,48)
	MOLO a 1 offset(-4,42)
	MOLO a 1 offset(-2,36)
	MOLO a 1 offset(0,34)
	MOLO a 1 offset(0,33)
	MOLO a 1 offset(0,32)
	boss x 0 A_TakeInventory("PUNCHIN",1)
	boss a 0 A_GunFlash("CrossHair")
	goto ready
		

	grenadetr:
	boss x 0 A_TakeInventory("lanzalaputog",1)
	fast a 0 A_JumpIfInventory("GrenadeItem",1,1)
Goto Ready
	boss x 0 A_TakeInventory("GrenadeItem",1)
	MOLO a 1 offset(0,33)
	MOLO a 1 offset(0,34)
	MOLO a 1 offset(0,36)
	MOLO a 1 offset(0,42)
	MOLO a 1 offset(0,48)
	MOLO a 1 offset(0,54)
	MOLO a 1 offset(0,60)
	MOLO a 1 offset(0,66)
	MOLO a 1 offset(0,72)
	MOLO a 1 offset(0,82)
	tnt1 a 4
	boss x 0 A_TakeInventory("lanzalaputog",1)
	tmt1 a 0 offset(0,32)
	boss a 0 A_GunFlash("thorwgrenadewacho")
	tnt1 aaaaaa 8
	MOLO a 1 offset(0,69)
	MOLO a 1 offset(0,66)
	MOLO a 1 offset(0,48)
	MOLO a 1 offset(0,42)
	MOLO a 1 offset(0,36)
	MOLO a 1 offset(0,34)
	MOLO a 1 offset(0,33)
	MOLO a 1 offset(0,32)
		boss x 0 A_TakeInventory("lanzalaputog",1)
		boss a 0 A_GunFlash("CrossHair")
	goto ready

DawnForDaRoll:
		MOLO a 1 offset(0,33)
	    MOLO a 1 offset(0,34)
	    MOLO a 1 offset(0,36)
		MOLO a 1 offset(0,48)
		MOLO a 1 offset(0,54)
		MOLO a 1 offset(0,66)
		MOLO a 1 offset(0,82)
		fast a 0 A_JumpIfInventory("RunCheckItem",1,"startrun")
		fast a 0 A_JumpIfInventory("MakeARoll",1,"RollingStones")
		Goto AltoLevanteTieneElGil
		
SosReDawnWacho:
		MOLO a 1 offset(0,33)
	    MOLO a 1 offset(0,34)
	    MOLO a 1 offset(0,36)
		MOLO a 1 offset(0,42)
		MOLO a 1 offset(0,48)
		MOLO a 1 offset(0,54)
		MOLO a 1 offset(0,60)
		MOLO a 1 offset(0,66)
		MOLO a 1 offset(0,72)
		MOLO a 1 offset(0,82)
	Goto ItemCheck
	
AltoLevanteTieneElGil:
		boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,30)
		MOLO a 1 offset(0,69)
		MOLO a 1 offset(0,66)
		MOLO a 1 offset(0,48)
		MOLO a 1 offset(0,42)
		MOLO a 1 offset(0,36)
		MOLO a 1 offset(0,34)
		MOLO a 1 offset(0,33)
		MOLO a 1 offset(0,32)
		boss x 0 A_TakeInventory("MakeARoll",1)
		boss a 0 A_GunFlash("CrossHair")
	Goto Ready


////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
  }
}

ACTOR MolotovCock_Lit
{
  Radius 8
  Height 8
  Speed 25
  Damage 3
  Projectile
  -NOGRAVITY
  +RANDOMIZE
  Gravity 0.35
  Obituary "%o caught %k's Mazel tov cocktail." // "%o caught %k's grenade."
  States
  {
  Spawn:
    MOLO PQRST 3 A_SpawnItem ("AVP2BulletPuff_Up2")
    Loop
  Death:
  TNT1 A 0
  TNT1 A 0 A_PlaySound ("EXPLODE",2,1.0)
  TNT1 A 0 A_PlaySound ("FIREFLAME",1,1.0)
  7BOM AA 0 A_CustomMissile ("AVP2BulletPuff_Up_Offspring2",0,0,random(0,360),CMF_AIMDIRECTION,0)
	7BOM AA 0 A_SpawnItemEx ("AVP2BulletPuff_Up_Offspring2",0,0,3,random(-5,5),random(-5,5),4,0,SXF_NOCHECKPOSITION)
	7BOM AA 0 A_SpawnItemEx ("AVP2BulletPuff_Up_Offspring2",0,0,3,random(-5,5),random(-5,5),7,0,SXF_NOCHECKPOSITION)
	7BOM AA 0 A_SpawnItemEx ("AVP2BulletPuff_Up_Offspring2",0,0,6,random(-5,5),random(-5,5),12,0,SXF_NOCHECKPOSITION)
	7BOM AA 0 A_SpawnItemEx ("AVP2BulletPuff_Up_Offspring2",0,0,3,random(-15,15),random(-15,15),7,0,SXF_NOCHECKPOSITION)
	/*
  TNT1 AAA 0 A_SpawnItemEx ("OilSpillage",0,0,2,random(-2,2),random(-2,2),5,0,SXF_SETMASTER)
  TNT1 AAA 0 A_SpawnItemEx ("OilSpillage",0,0,4,random(-5,5),random(-5,5),6,0,SXF_SETMASTER)
  TNT1 AAA 0 A_SpawnItemEx ("OilSpillageFloor",0,0,2,random(-2,2),random(-2,2),3,0,SXF_SETMASTER)
  TNT1 AAA 0 A_CustomMissile ("OilSpillage",random(2,5),0,random(0,360),0,5)
  TNT1 AAA 0 A_CustomMissile ("OilSpillage",random(2,5),0,random(0,360),0,5)
  TNT1 AAA 0 A_CustomMissile ("OilSpillageFloor",random(2,5),0,random(0,360),0,5)
  */
  //FireActor_Oil
  TNT1 AAAA 0 A_CustomMissile ("FireActor_Oil",random(2,5),0,random(0,360),0,3)
  
  TNT1 A 1
    TNT1 A 0 A_Explode (5,50)
    Stop
  }
}


ACTOR MolotovCock_UnLit
{
  Radius 8
  Height 8
  Speed 25
  Damage 0
  Projectile
  -NOGRAVITY
  +RANDOMIZE
  Gravity 0.35
  Obituary "%o caught %k's Mazel tov cocktail." // "%o caught %k's grenade."
  States
  {
  Spawn:
    MOLO PQRST 3
    Loop
  Death:
  TNT1 A 0
  TNT1 A 0 A_PlaySound ("EXPLODE")
  TNT1 AAA 0 A_CustomMissile ("OilSpillage",random(2,5),0,random(0,360),0,5)
  TNT1 AAA 0 A_CustomMissile ("OilSpillage",random(2,5),0,random(0,360),0,5)
  TNT1 A 1
    Stop
  }
}