
//Dusk damage chart (type: Dmg)
//SP/MP: 0


//Try to do a speedrun with cigar. Don't forget to spin it for style points =P
ACTOR Dusk_Cigar : DuskWeapon 
{
	Weapon.SelectionOrder 400
Weapon.Slotnumber 0

	+WEAPON.NOALERT
	+WEAPON.MELEEWEAPON

	Weapon.UpSound "pistol/raise"
	Inventory.PickupMessage "Sorry, you got cancer."//It's not supposed to be picked up.
	Obituary "$CIGAR_OB"
	Tag "Cigar"
	States
	{
	Ready:
TNT1 A 0 A_JumpIfInventory("Doosk_ExplosiveBarrelWeapon",1,"Select_Barrel")
TNT1 A 0 A_JumpIfInventory("Doosk_HereticBarrelWeapon",1,"Select_HereticBarrel")
TNT1 A 0 A_JumpIfInventory("Doosk_SoapWeapon",1,"Select_Soap")
		W00C A 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)
		Loop
	Deselect:
    TNT1 A 0 A_TakeInventory("SetWeaponMemory",50)
    TNT1 A 0 A_GiveInventory("SetWeaponMemory",13)
		TNT1 A 0 A_TakeInventory("Weapon_Zoom",1)
            TNT1 A 0 A_ZoomFactor (1.0)
	DeselectLoop:
		TST1 AAA 0 A_Lower
		TST1 A 1 A_Lower
		Loop
	Select:
		TNT1 A 0 A_SetCrosshair(19)
    TNT1 A 0 A_TakeInventory("SetWeaponActual",50)
    TNT1 A 0 A_GiveInventory("SetWeaponActual",13)
		TNT1 A 8 A_WeaponReady//(WRF_NOFIRE)
		W00A ABC 1 BRIGHT A_WeaponReady//(WRF_NOFIRE)
		Goto Ready


	Reload://Weapon spin
	TNT1 A 0 A_PlaySound("sickles/fire")
		W00D ABCDE 1 BRIGHT A_WeaponReady 
		W00D FGHIJKLMNOPQRSTUVWX 1 BRIGHT A_WeaponReady (WRF_ALLOWRELOAD)
		Goto Ready


		
	Fire:
		TNT1 A 0 A_Gunflash
TNT1 A 0 A_GiveInventory("HealthBonus", 1)	

		W00F ABC 1 BRIGHT A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		W00F DE 1 BRIGHT A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		W00F FGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		W00G ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		W00H ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		W00I ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("MultiplayerCheck",0,0,0,0) == 2,"FireContinue")
TNT1 A 0 A_JumpIf(CallACS("OPCigar")==1, "FireOP")
	FireContinue:
		W00J ABCDEFGHIJKLMNO 1 BRIGHT A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 23 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		W00K ABC 1 BRIGHT A_WeaponReady
		W00K ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT A_WeaponReady 
		W00L ABCDEFGHIJKLM 1 BRIGHT A_WeaponReady 
		Goto Ready

	FireOP:
	tnt1 A 0 A_FireCustomMissile("BFGBall")
goto FireContinue




	AltFire://Allows you to eagle eye =P (I mean, zoom)
	TNT1 A 0 A_PlaySound("weapon/zoom")

            TNT1 A 0 A_ZoomFactor (6.0)
		W00B AB 1 BRIGHT A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 5 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		W00C A 0 A_ReFire
		Goto AltHold


	AltHold://You kept the zoom as long as altfire is hold.
		TNT1 A 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ReFire
            TNT1 A 0 A_ZoomFactor (1.0)
		TNT1 A 6 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		W00B C 1 BRIGHT A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		Goto Ready



//Translucent smoke rip. 
	Flash:
//W07F A 0 A_FireCustomMissile("Cigar_SmokeSpawn",0,0,8,0)
		TNT1 A 28
		TNT1 A 95
TNT1 A 0 A_SpawnItemEx("Cigar_SmokeSpawn",24,6,28)

/*
//Originally a gunflash state, now converted into projectile.
		C00A ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 
		C00B ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 
		C00C ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 
		C00D ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 
		C00E ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 
		C00F ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 
		C00G ABCDEFGHIJKLMNOPQRST 1 
*/
		TNT1 A 1
		Goto LightDone	

	Spawn:
		TNT1 A -1
		Stop
	}
}


