
ACTOR Flask :  Weapon  
{
	Game Doom
	Weapon.SelectionOrder 1828
	Weapon.AmmoUse1 0
	Weapon.AmmoGive 0
	Weapon.AmmoType1 "HBA"
	Weapon.SlotNumber 8
	+WEAPON.NOAUTOFIRE
	+WEAPON.NOALERT
	+INVENTORY.UNDROPPABLE
	Tag "Flask"
	States
	{
	Select:
	TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,50)
	TNT1 A 0 A_JumpIfInventory("HBA",15,"FULLSELECT")
	TNT1 A 0 A_JumpIfInventory("HBA",7,"MEDIUMSELECT")
	TNT1 A 0 A_JumpIfInventory("HBA",1,"LOWSELECT")
	Goto EmptySelect
	
	
	
	
				FULLSELECT:
				FEST GFEDCBA 1 a_setpitch(pitch-0.06)
				GOTO READY
				
				MEDIUMSELECT:
				MEST GFEDCBA 1 a_setpitch(pitch-0.06)
				GOTO READY
				
				LOWSELECT:
				LEST GFEDCBA 1 a_setpitch(pitch-0.06)
				GOTO READY 
				
				EmptySelect:
				EEST GFEDCBA 1 a_setpitch(pitch-0.06)
				GOTO READY
				
				
				
	Ready:
	TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,50)
	TNT1 A 0 A_JumpIfInventory("HBA",15,"FREADY")
	TNT1 A 0 A_JumpIfInventory("HBA",7,"MREADY")
	TNT1 A 0 A_JumpIfInventory("HBA",1,"LREADY")
	EEST A 1 A_WeaponReady
	Loop
	
				FREADY:
				TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,50)
				FEST A 1 A_WeaponReady
				TNT1 A 0 A_JumpIfInventory("HBA",15,"FREADY")
				TNT1 A 0 A_JumpIfInventory("HBA",7,"MREADY")
				TNT1 A 0 A_JumpIfInventory("HBA",1,"LREADY")
				Goto Ready
	
				MREADY:
				TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,50)
				MEST A 1 A_WeaponReady
				TNT1 A 0 A_JumpIfInventory("HBA",15,"FREADY")
				TNT1 A 0 A_JumpIfInventory("HBA",7,"MREADY")
				TNT1 A 0 A_JumpIfInventory("HBA",1,"LREADY")
				Goto Ready
				
				LREADY:
				TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,50)
				LEST A 1 A_WeaponReady
				TNT1 A 0 A_JumpIfInventory("HBA",15,"FREADY")
				TNT1 A 0 A_JumpIfInventory("HBA",7,"MREADY")
				TNT1 A 0 A_JumpIfInventory("HBA",1,"LREADY")
				Goto Ready
				
	
	Deselect:
	TNT1 A 0 A_JumpIfInventory("HBA",15,"FDESELECT")
	TNT1 A 0 A_JumpIfInventory("HBA",7,"MDESELECT")
	TNT1 A 0 A_JumpIfInventory("HBA",1,"LDESELECT")
	TNT1 A 0 A_TakeInventory("Recoil",3)
	tnt1 a 0 a_setpitch(pitch+0.02)
	EEST A 1 A_Lower
	Loop
	
	FDESELECT:
	tnt1 a 0 a_setpitch(pitch+0.02)
	FEST A 1 A_Lower
	Loop
	
	MDESELECT:
	tnt1 a 0 a_setpitch(pitch+0.02)
	MEST A 1 A_Lower
	Loop
	
	LDESELECT:
	tnt1 a 0 a_setpitch(pitch+0.02)
	LEST A 1 A_Lower
	Loop
	
	zoom:
	altfire:
	Fire:
	TNT1 A 0 A_JumpIfInventory("HBA",15,"FFIRE")
	TNT1 A 0 A_JumpIfInventory("HBA",7,"MFIRE")
	TNT1 A 0 A_JumpIfInventory("HBA",1,"LFIRE")
	Goto Ready
	
FFIRE:
FEST ABCDEFG 2 
GOTO TOMANDO

MFIRE:
MEST ABCDEFG 2 
GOTO TOMANDO

LFIRE:
LEST ABCDEFG 2 
GOTO TOMANDO



TOMANDO:
TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
TEST AAAB 1
TNT1 A 0 A_JumpIfInventory("HBA",1,"dou")
Goto Select

dou:
TNT1 A 0 A_GiveInventory("HBsA",1)
TNT1 A 0 A_TakeInventory("HBA",1)
TNT1 A 0 A_PlaySound("DrinkB",1,1.2)
TEST BBA 12
TNT1 A 0 A_GiveInventory("HBsA",1)
TNT1 A 0 A_PlaySound("DrinkC",1,1.2)
TNT1 A 0 A_Refire("Tomando")
TEST CCC 10
Goto Select


	}
}





ACTOR HBA : Ammo
{
	Game Doom
	SpawnID 152
	+COUNTITEM
	Scale 0.5
	Inventory.Amount 2
	Inventory.MaxAmount 15
	Inventory.PickupMessage "$GOTHTHBONUS"
	States
	{
	Spawn:
		BON1 ABCDCB 6 Bright
		Loop
	}
}



ACTOR HBsA : health
{
	Game Doom
	SpawnID 152
	+COUNTITEM
	Scale 0.5
	Inventory.Amount 1
	Inventory.MaxAmount 100
	Inventory.PickupMessage "$GOTHTHBONUS"
	States
	{
	Spawn:
		BON1 ABCDCB 6 Bright
		Loop
	}
}

ACTOR Vida : health
{
	Game Doom
	SpawnID 152
	+COUNTITEM
	Scale 0.5
	Inventory.Amount 1
	Inventory.MaxAmount 100
	Inventory.PickupMessage "$GOTHTHBONUS"
	States
	{
	Spawn:
		MEDI E 6 Bright
		Loop
	}
}