ACTOR NaziShield : Rifle
{
	Weapon.AmmoUse1 1
	Weapon.AmmoGive1 30
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	Weapon.AmmoType1 "BDPistolAmmo"
	Weapon.AmmoType2 "MeatAmmo"
	States
	{
	Ready:
			TNT1 A 0 A_Takeinventory("IsFiringThisShitOut",1)
		NSHG A 2 A_WeaponReady
		TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0)
		TNT1 A 0 A_JumpIfInventory("MeatAmmo", 100, 4)
		TNT1 A 0 A_AlertMonsters
        Loop
		TNT1 AAA 0
		Goto Destroy
	Deselect:
        Goto AltFire
	Select:
		TNT1 A 0 A_Giveinventory("GoSpecial",1)
	    TNT1 A 0 A_TakeInventory("MeatAmmo", 100)
		TNT1 A 0 A_Raise
		Wait
	Fire:
	    TNT1 A 0
        TNT1 A 0 A_JumpIfInventory("BDPistolAmmo", 1, 1)
		Goto AltFire
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_SpawnItemEx("MeatShield", 15, 0, 15, 0)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0)
		TNT1 A 0 A_PlaySound("PFIRE")
        TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		TNT1 A 0 A_FireCustomMissile("MeatShieldTracer", random(3,-3), 0, 3, 0)
		TNT1 A 0 A_TakeInventory("BDPistolAmmo", 1)
		NSHF A 1 BRIGHT
		NSHF BC 1
		NSHG A 1
		Goto Ready

    AltFire:
		GRZ6 D 1 offset(-4, 32)
		GRZ6 D 1 offset(-9, 33)
		GRZ6 D 1 offset(-16, 34)
		GRZ6 D 2 offset(-24, 35)
		GRZ6 D 3 offset(-36, 48)
		GRZ6 D 1 offset(-24, 35)
		GRZ6 B 1 offset(-16, 34)
		GRZ6 B 1 offset(-9, 33)
		GRZ6 B 1 offset(-1, 32)
        TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_FireCustomMissile("FBD_ThrowedNazi", 0, 0, 0, 0)
		TNT1 A 0 A_TakeInventory("GotMeatShield", 1)
		TNT1 A 0 A_TakeInventory("HasNaziShield",1)
		TNT1 A 0 A_Giveinventory("Punching",1)
        THEF B 4 
        THEF C 4 
		TNT1 A 0 A_Giveinventory("Punching",1)
		THEF D 4
		TNT1 A 0 A_TakeInventory("GoSpecial",1)
		TNT1 A 0 A_TakeInventory("GotMeatShield", 1)
		TNT1 A 0 A_Giveinventory("Punching",1)
		TNT1 A 0 A_TakeInventory("NaziShield",1)
		Goto Ready
 	Spawn:
		8876 A -1
		Stop
	Destroy:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("MeatDeath")
		NSHG DEFGHII 5
		TNT1 A 0 A_TakeInventory("GoSpecial",1)
		TNT1 A 0 A_TakeInventory("GotMeatShield", 1)
		TNT1 A 0 A_TakeInventory("HasNaziShield",1)
		TNT1 A 0 A_Giveinventory("Punching",1)
		TNT1 A 0 A_TakeInventory("NaziShield",1)
		Goto Ready
	}
}


//***Che evicted to FBD_Throwed.txt

