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

ACTOR NukeLauncher : BrutalWeapon // see WeaponSpawners.txt 7452 -- need a spawner to give ammo that is not ammo
{
	 //$category "Weapons"
	Height 20
	Weapon.SelectionOrder 100
	Weapon.AmmoUse 0//1
	Weapon.AmmoGive 0//1
	Weapon.AmmoType "Nuke" // echoes Token_ActualNukeLauncherAmmo via ACS scripts!
    Inventory.PickupSound "BFGREADY"
     +WEAPON.NOAUTOAIM
	 +WEAPON.CHEATNOTWEAPON
	 -WEAPON.NO_AUTO_SWITCH
	 +WEAPON.BFG
	Inventory.PickupMessage "You got the Nuclear Rocket Launcher (Slot 7)"
	VisibleToPlayerClass FBDoomer, FBDoomer2, TacticalFBDoomer, Purist, FBD_Doomgal, FBD_Doomgal2, FBD_TacticalDoomgal, FBD_Nostalgia, FBD_NostalgiaFem, FBD_Mortal, FBD_MortalFem
	Inventory.ForbiddenTo ""
	States
	{
		Spawn:
			NKLG D 1
			"----" A -1
			Loop
		
		//***Che disabling player weapons for cutscenes and for the evacuation center
		HoldFire:
			NKLG A 0 offset(50,62) A_JumpIfInventory("Taunting",1,"Taunt")
			NKLG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
			NKLG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
			NKLG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
			NKLG A 1 offset(50,62) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE | WRF_ALLOWRELOAD)
			NKLG A 0 A_JumpIfInventory("DisablePlayerWeapons", 1, "HoldFire")		
			Goto Ready
	Ready:
	Ready3:
	Reload:
		TNT1 A 0 A_JumpIfInventory("DisablePlayerWeapons", 1, "HoldFire") //***Che
		NKLG A 1 A_WeaponReady
		"----" A 0 A_GiveInventory ("PlayerIsFighting", 20) //***Che encourages the follower NPCs to get da fug out of your line of fire
		NKLG A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
        NKLG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        NKLG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		NKLG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		NKLG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		NKLG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		NKLG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		Goto Ready3
		
	CheckSprint:
		NKLG A 1 A_WeaponReady(WRF_NOFIRE)
		NKLG A 0 A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		NKLG A 0 A_JumpIfInventory("IsTacticalClass", 1, "StartSprint")
		Goto Ready
		
	StartSprint:
		NKLG A 1 A_WeaponReady(WRF_NOFIRE)
		NKLG A 0 A_Takeinventory("Zoomed",1)
		NKLG A 0 A_Takeinventory("ADSmode",1)
		NKLG A 0 A_ZoomFactor(1.0)
		NKLG A 0 A_JumpIfInventory("UsedStamina", 40, "StopSprintTired")
		
	Sprinting:	
		NKLG A 0 offset(-9,32) 
		NKLG A 0 offset(-9,32) A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		NKLG 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.
		NKLG A 0 offset(-9,32) A_JumpIfInventory("PowerStrength", 1, 2)
		NKLG A 0 offset(-9,32) A_GiveInventory("UsedStamina", 15)
		NKLG A 0 offset(-9,32)
		NKLG A 1 offset(-9,34) A_SetPitch(pitch -0.5)
		NKLG A 1 offset(-6,36) A_SetPitch(pitch -0.5)
		NKLG A 1 offset(-3,38) A_SetPitch(pitch -0.5)
		NKLG A 1 offset(0,38) A_SetPitch(pitch -0.5)
		NKLG A 1 offset(3,36) A_SetPitch(pitch -0.5)
		NKLG A 1 offset(6,34) A_SetPitch(pitch -0.5)
		NKLG A 1 offset(9,32) A_SetPitch(pitch -0.5)
		TNT1 C 0 offset(9,32) A_WeaponReady(WRF_NOBOB)
		NKLG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        NKLG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        NKLG A 0 A_JumpIfInventory("Reloading",1,"Reload")
		NKLG A 0 offset(-9,32) A_GiveInventory("UsedStamina", 8)
		NKLG A 0 offset(9,33) A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
		NKLG A 1 offset(9,34) A_SetPitch(pitch +0.5)
		NKLG A 1 offset(6,36) A_SetPitch(pitch +0.5)
		NKLG A 1 offset(3,38) A_SetPitch(pitch +0.5)
		NKLG A 1 offset(0,38) A_SetPitch(pitch +0.5)
		NKLG A 1 offset(-3,36) A_SetPitch(pitch +0.5)
		NKLG A 1 offset(-6,34) A_SetPitch(pitch +0.5)
		NKLG A 1 offset(-9,32) A_SetPitch(pitch +0.5)
		NKLG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)
		NKLG A 0 offset(-9,32) A_JumpIfInventory("IsRunning", 1, "Sprinting")
		Goto StopSprint
		
	StopSprintTired:
		NKLG A 1
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		NKLG A 0 A_PlaySound("Tired", 2)
		NKLG A 0 A_TakeInventory("UsedStamina", 2)
		NKLG AAAAA 1 A_WeaponReady
		NKLG A 0 A_TakeInventory("UsedStamina", 2)
		NKLG AAAAA 1 A_WeaponReady
		NKLG A 0 A_TakeInventory("UsedStamina", 2)
		NKLG AAAAA 1 A_WeaponReady
		NKLG A 0 A_TakeInventory("UsedStamina", 2)
		NKLG AAAAA 1 A_WeaponReady
		NKLG A 0 A_TakeInventory("UsedStamina", 2)
		NKLG AAAAA 1 A_WeaponReady
		Goto Ready
	StopSprint:
		NKLG A 1
		NKLG A 0 A_JumpIfInventory("UsedStamina", 60, "StopSprintTired")
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		Goto Ready
		
	DryFire:
	    NKLG A 5
		NKLG A 0 A_PlaySound("weapons/empty")
		Goto Ready+7
	
	Deselect:
	    NKLG A 0 A_StopSound(CHAN_WEAPON)
		NKLG A 0 A_TakeInventory("TossGrenade", 1)
		NKLG A 1 A_Lower
		Loop
	Select:
		NKLG A 0 A_Giveinventory("GoSpecial",1)
		NKLG A 0 A_Takeinventory("FistsSelected",1)
		NKLG A 0 A_Takeinventory("sawSelected",1)
		NKLG A 0 A_Takeinventory("ShotgunSelected",1)
		NKLG A 0 A_Takeinventory("SSGSelected",1)
		NKLG A 0 A_Takeinventory("MinigunSelected",1)
		NKLG A 0 A_Takeinventory("PlasmaGunSelected",1)
		NKLG A 0 A_Takeinventory("RocketLauncherSelected",1)
		NKLG A 0 A_Takeinventory("GrenadeLauncherSelected",1)
		NKLG A 0 A_Takeinventory("BFGSelected",1)
		NKLG 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)
		NKLG A 0 A_Takeinventory("RailGunSelected",1)
		NKLG A 0 A_Takeinventory("SubMachineGunSelected",1)
		NKLG A 0 A_Takeinventory("RevenantLauncherSelected",1)
		NKLG A 0 A_Takeinventory("LostSoulSelected",1)
		NKLG A 0 A_Giveinventory("FlameCannonSelected",1)
		NKLG A 0 A_Takeinventory("HasBarrel",1)
		NKLG A 0 A_TakeInventory("TossGrenade", 1)
		NKLG AAA 1 A_Raise
		
		NKLG A 0 A_PlaySound("BFGREADY")
        TNT1 AAA 0
		TNT1 AAAAAAAAA 0 A_Raise
		Goto SelectAnimation
		
	SelectAnimation:
		TNT1 A 1
		NKLG A 0 A_GunFlash
		Goto Ready
		

		
	Fire:
        TNT1 A 0 A_JumpIfInventory("DisablePlayerWeapons", 1, "HoldFire") //***Che
		
		TNT1 A 0 A_JumpIfInventory("Token_ActualNukeLauncherAmmo", 1, 1)
		Goto DryFire
			
			//***Che: overkill much? 20000 damage x4 = 80000 >_<
			"----" 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
		
		NKLG B 1 BRIGHT
		NKLG A 0 A_PlaySound ("DSRFIRE", 1)
		NKLG A 0 A_PlaySound ("brain/spit", 4)
		NKLG A 0 A_ZoomFactor(0.9)
		NKLG B 1 BRIGHT
		NKLG A 0 A_ZoomFactor(1.0)
		NKLG A 0 A_FireCustomMissile("NuclearRocket", 0, 0, 0, -6)
		"----" A 0 A_TakeInventory("Token_ActualNukeLauncherAmmo", 1)
		NKLG C 2 BRIGHT
		NKLG A 1 offset(0,28)
		NKLG A 1 offset(0,24)
		NKLG A 1 offset(0,26)
		NKLG A 1 offset(0,28)
		NKLG A 1 offset(0,30)
		NKLG A 1 offset(0,32)
		Goto Ready+7
	}
}
