
// *** MODIFIED BY CHEBMASTER
// I mark most important places modified by me with //***Che -- unless I forget to.

ACTOR Flamethrower2 : BrutalWeapon 17717
{
	Height 20
	Weapon.SelectionOrder 600
	Weapon.AmmoUse 0
	Weapon.AmmoGive 600
	Weapon.AmmoType "Gas"
    Inventory.PickupSound "BFGREADY"
     +WEAPON.NOAUTOAIM
	Inventory.PickupMessage "You got the Flamethrower (Slot 9)"
	Tag "Flamethrower"
	VisibleToPlayerClass FBDoomer, FBDoomer2, TacticalFBDoomer, Purist, FBD_Doomgal, FBD_Doomgal2, FBD_TacticalDoomgal, FBD_Nostalgia, FBD_NostalgiaFem, FBD_Mortal, FBD_MortalFem
	Inventory.ForbiddenTo ""
	States
	{
		//***Che disabling player weapons for cutscenes and for the evacuation center
		HoldFire:
			FLMT A 0 offset(100,62) A_JumpIfInventory("Taunting",1,"Taunt")
			FLMT A 0 A_JumpIfInventory("Salute1", 1, "Salute")
			FLMT A 0 A_JumpIfInventory("Salute2", 1, "Salute")
			FLMT A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
			FLMT ABC 1 offset(100,62) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
			FLMT A 0 A_JumpIfInventory("DisablePlayerWeapons", 1, "HoldFire")
			Goto Ready		
		Ready:
		Ready3:
		Reload:
			TNT1 A 0 A_JumpIfInventory("DisablePlayerWeapons", 1, "HoldFire") //***Che
			FLMT ABC 1 A_WeaponReady
			FLMT A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
			FLMT A 0 A_JumpIfInventory("Kicking",1,"DoKick")
			FLMT A 0 A_JumpIfInventory("Taunting",1,"Taunt")
			FLMT A 0 A_JumpIfInventory("Salute1", 1, "Salute")
			FLMT A 0 A_JumpIfInventory("Salute2", 1, "Salute")
			FLMT A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
			FLMT A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
			Goto Ready3
			
		CheckSprint:
			FLMT A 1 A_WeaponReady(WRF_NOFIRE)
			FLMT A 0 A_JumpIfInventory("IsStandingStill", 1, "Ready3")
			FLMT A 0 A_JumpIfInventory("IsTacticalClass", 1, "StartSprint")
			Goto Ready
			
		StartSprint:
			FLMT A 1 A_WeaponReady(WRF_NOFIRE)
			FLMT A 0 A_Takeinventory("Zoomed",1)
			FLMT A 0 A_Takeinventory("ADSmode",1)
			FLMT A 0 A_ZoomFactor(1.0)
			FLMT A 0 A_JumpIfInventory("UsedStamina", 40, "StopSprintTired")
			
		Sprinting:	
			FLMT A 0 offset(-9,32) 
			FLMT A 0 offset(-9,32) A_JumpIfInventory("IsStandingStill", 1, "Ready3")
			FLMT A 0 offset(-9,32) A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
			PLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.
			FLMT A 0 offset(-9,32) A_JumpIfInventory("PowerStrength", 1, 2)
			FLMT A 0 offset(-9,32) A_GiveInventory("UsedStamina", 15)
			FLMT A 0 offset(-9,32)
			FLMT A 1 offset(-9,34) A_SetPitch(pitch -0.5)
			FLMT B 1 offset(-6,36) A_SetPitch(pitch -0.5)
			FLMT C 1 offset(-3,38) A_SetPitch(pitch -0.5)
			FLMT A 1 offset(0,38) A_SetPitch(pitch -0.5)
			FLMT B 1 offset(3,36) A_SetPitch(pitch -0.5)
			FLMT C 1 offset(6,34) A_SetPitch(pitch -0.5)
			FLMT A 1 offset(9,32) A_SetPitch(pitch -0.5)
			TNT1 C 0 offset(9,32) A_WeaponReady(WRF_NOBOB)
			FLMT A 0 A_JumpIfInventory("Kicking",1,"DoKick")
			FLMT A 0 A_JumpIfInventory("Taunting",1,"Taunt")
			FLMT A 0 A_JumpIfInventory("Reloading",1,"Reload")
			FLMT A 0 offset(-9,32) A_GiveInventory("UsedStamina", 8)
			FLMT A 0 offset(9,33) A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
			FLMT A 1 offset(9,34) A_SetPitch(pitch +0.5)
			FLMT A 1 offset(6,36) A_SetPitch(pitch +0.5)
			FLMT A 1 offset(3,38) A_SetPitch(pitch +0.5)
			FLMT A 1 offset(0,38) A_SetPitch(pitch +0.5)
			FLMT A 1 offset(-3,36) A_SetPitch(pitch +0.5)
			FLMT A 1 offset(-6,34) A_SetPitch(pitch +0.5)
			FLMT A 1 offset(-9,32) A_SetPitch(pitch +0.5)
			FLMT A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)
			FLMT A 0 offset(-9,32) A_JumpIfInventory("IsRunning", 1, "Sprinting")
			Goto StopSprint
			
		StopSprintTired:
			FLMT A 1
			PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
			FLMT A 0 A_PlaySound("Tired", 2)
			FLMT A 0 A_TakeInventory("UsedStamina", 2)
			FLMT ABCAC 1 A_WeaponReady
			FLMT A 0 A_TakeInventory("UsedStamina", 2)
			FLMT ABCAC 1 A_WeaponReady
			FLMT A 0 A_TakeInventory("UsedStamina", 2)
			FLMT ABCAC 1 A_WeaponReady
			FLMT A 0 A_TakeInventory("UsedStamina", 2)
			FLMT ABCAC 1 A_WeaponReady
			FLMT A 0 A_TakeInventory("UsedStamina", 2)
			FLMT ABCAC 1 A_WeaponReady
			Goto Ready
		StopSprint:
			FLMT A 1
			FLMT A 0 A_JumpIfInventory("UsedStamina", 60, "StopSprintTired")
			PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
			Goto Ready
			
		DryFire:
			FLMT ABCAC 1
			FLMT A 0 A_PlaySound("weapons/empty")
			Goto Ready+7
		
		Deselect:
			FLMT A 0 A_StopSound(CHAN_WEAPON)
			FLMT A 0 A_TakeInventory("TossGrenade", 1)
			FLMT A 1 A_Lower
			Loop
		Select:
			FLMT A 0 A_Giveinventory("GoSpecial",1)
			FLMT A 0 A_Takeinventory("FistsSelected",1)
			FLMT A 0 A_Takeinventory("sawSelected",1)
			FLMT A 0 A_Takeinventory("ShotgunSelected",1)
			FLMT A 0 A_Takeinventory("SSGSelected",1)
			FLMT A 0 A_Takeinventory("MinigunSelected",1)
			FLMT A 0 A_Takeinventory("PlasmaGunSelected",1)
			FLMT A 0 A_Takeinventory("RocketLauncherSelected",1)
			FLMT A 0 A_Takeinventory("GrenadeLauncherSelected",1)
			FLMT A 0 A_Takeinventory("BFGSelected",1)
			FLMT A 0 A_Takeinventory("BFG10kSelected",1)
			"----" A 0 A_Takeinventory("UnmakerSelected",1) //***Che
			"----" A 0 A_Takeinventory("MG42Selected",1) //***Che
			"----" A 0 A_Takeinventory("AxeSelected",1) //***Che
			"----" A 0 A_Takeinventory("DragonslayerSelected",1) //***Che
			"----" A 0 A_Takeinventory("SniperRifleSelected",1)
				"----" A 0 A_Takeinventory("ShotolverSelected",1)
				"----" A 0 A_Takeinventory("Shotolver2Selected",1)
			FLMT A 0 A_Takeinventory("RailGunSelected",1)
			FLMT A 0 A_Takeinventory("SubMachineGunSelected",1)
			FLMT A 0 A_Takeinventory("RevenantLauncherSelected",1)
			FLMT A 0 A_Takeinventory("LostSoulSelected",1)
			FLMT A 0 A_Giveinventory("FlameCannonSelected",1)
			FLMT A 0 A_Takeinventory("HasBarrel",1)
			FLMT A 0 A_TakeInventory("TossGrenade", 1)
			FLMT AAA 1 A_Raise
			
			FLMT A 0 A_PlaySound("BFGREADY")
			TNT1 AAA 0
			TNT1 AAAAAAAAA 0 A_Raise
			Goto SelectAnimation
			
		SelectAnimation:
			TNT1 A 1
			FLMT A 0 A_GunFlash
			Goto Ready
			
		Spawn:
			FLMT F 1
			Loop
			
	   Fire:
			FLMT A 0
			TNT1 A 0 A_JumpIfInventory("DisablePlayerWeapons", 1, "HoldFire") //***Che
			FLMT A 0 A_JumpIf(waterlevel > 1, "DryFire")
			FLMT A 0 A_JumpIfInventory("Gas", 1, "StartFiring")
			FLMT A 0 A_StopSound(CHAN_WEAPON)
			Goto DryFire
			
		StartFiring:
			"----" A 0 A_GiveInventory("Token_FirstTwo", 1)  // minimum burst length is 2 (one full loop)
			Goto Flamethrower
			
		Flamethrower:
		
			"----" A 0 A_TakeInventory("Gas", 1)
		
			//***Che TODO: ammo usage was 40 now 2 (old 32) per the cycle of 7, now 4 + 3.
			//  Now ammo usage is 2 for the starting 7, after that 1 for every 4 or 3.
		
				"----" A 0 A_JumpIfInventory("QPowerQuadDamage", 1, 2)
				"----" A 0 A_JumpIf(true, 2)
				"----" A 0 A_PlaySound("quaddamage/echo", CHAN_7)	
				
			"----" A 0 A_GiveInventory ("PlayerIsFighting", 150) //***Che encourages the follower NPCs to get da fug out of your line of fire	
				
			FLMT A 0 BRIGHT A_FireCustomMissile("FlamethrowerMissile", 0, 0, 0, -12, 0, 8)
			TNT1 AAA 0 BRIGHT A_FireCustomMissile("Shotgunparticles2", random(-12,12), 0, 0, -2, 0, random(-9,9))
			FLMT A 0 A_PlaySound("FLAMER", CHAN_WEAPON, 1, 1)
			
			FLMT DE 1 BRIGHT A_SetAngle(random(1, -1) + angle)
			FLMT A 0 BRIGHT A_SetPitch(random(1, -1) + pitch)
			
			FLMT A 0 BRIGHT A_FireCustomMissile("FlamethrowerMissileProper", 0, 0, 0, -12, 0, 8)
			TNT1 AAA 0 BRIGHT A_FireCustomMissile("Shotgunparticles2", random(-12,12), 0, 0, -2, 0, random(-9,9))
			FLMT A 0 A_PlaySound("FLAMER", CHAN_WEAPON, 1, 1)
			FLMT DE 1 BRIGHT
			
			FLMT A 0 BRIGHT A_FireCustomMissile("FlamethrowerMissileProper", 0, 0, 0, -12, 0, 8)
			FLMT A 0 BRIGHT A_FireCustomMissile("Shotgunparticles2", random(-12,12), 0, 0, -2, 0, random(-9,9))
			FLMT A 0 A_PlaySound("FLAMER", CHAN_WEAPON, 1, 1)
			FLMT DE 1 BRIGHT
			
			FLMT A 0 BRIGHT A_FireCustomMissile("FlamethrowerMissileProper", 0, 0, 0, -12, 0, 8)
			FLMT A 0 BRIGHT A_FireCustomMissile("Shotgunparticles2", random(-12,12), 0, 0, -2, 0, random(-9,9))
			FLMT A 0 A_PlaySound("FLAMER", CHAN_WEAPON, 1, 1)
			FLMT DE 1 BRIGHT
			
			"----" A 0 A_JumpIfInventory("Token_FirstTwo", 1, 3)
			"----" A 0 A_JumpIfInventory("Gas", 1, 1)
			Goto StopFiring
			"----" A 0 A_JumpIfInventory("PressedPrimary", 1, 1) //***Che ChebMaster's addition to BD tokens, auto-removed by the same ACS script when the button is released
			Goto StopFiring
			"----" A 0 A_TakeInventory("Gas", 1)
			
				"----" A 0 A_JumpIfInventory("QPowerQuadDamage", 1, 2)
				"----" A 0 A_JumpIf(true, 2)
				"----" A 0 A_PlaySound("quaddamage/echo", CHAN_7)		
			
			TNT1 A 0 A_JumpIfInventory("DisablePlayerWeapons", 1, "HoldFire") //***Che
			
			FLMT DE 1 BRIGHT A_SetAngle(random(1, -1) + angle)
			FLMT A 0 BRIGHT A_SetPitch(random(1, -1) + pitch)
			
			FLMT A 0 BRIGHT A_FireCustomMissile("FlamethrowerMissileProper", 0, 0, 0, -12, 0, 8)
			TNT1 AAA 0 BRIGHT A_FireCustomMissile("Shotgunparticles2", random(-12,12), 0, 0, -2, 0, random(-9,9))
			FLMT A 0 A_PlaySound("FLAMER", CHAN_WEAPON, 1, 1)
			FLMT DE 1 BRIGHT
			
			FLMT A 0 BRIGHT A_FireCustomMissile("FlamethrowerMissileProper", 0, 0, 0, -12, 0, 8)
			FLMT A 0 BRIGHT A_FireCustomMissile("Shotgunparticles2", random(-12,12), 0, 0, -2, 0, random(-9,9))
			FLMT A 0 A_PlaySound("FLAMER", CHAN_WEAPON, 1, 1)
			FLMT DE 1 BRIGHT
			
			FLMT A 0 BRIGHT A_FireCustomMissile("FlamethrowerMissileProper", 0, 0, 0, -12, 0, 8)
			FLMT A 0 BRIGHT A_FireCustomMissile("Shotgunparticles2", random(-12,12), 0, 0, -2, 0, random(-9,9))
			FLMT A 0 A_PlaySound("FLAMER", CHAN_WEAPON, 1, 1)
			FLMT DE 1 BRIGHT
			
			"----" A 0 A_TakeInventory("Token_FirstTwo", 1)
			"----" A 0 A_JumpIfInventory("Gas", 1, 1)
			Goto StopFiring
			"----" A 0 A_JumpIfInventory("PressedPrimary", 1, "Flamethrower") //***Che ChebMaster's addition to BD tokens, auto-removed by the same ACS script when the button is released
			Goto StopFiring
			
		StopFiring:	
			FLMT A 0 A_PlaySound("FLAMSTOP", CHAN_WEAPON)
			Goto Ready+7
			
			
	}
}
