
//Fast fire totem variant.
ACTOR Dusk_Mortar_Fastfire : Dusk_Mortar //replaces rocketlauncher
{
	+POWERED_UP 
	Weapon.SisterWeapon Dusk_Mortar
	Weapon.AmmoGive 0
	States
	{

	Fire:
		TNT1 A 0 A_GunFlash		TNT1 A 0 A_GiveInventory("Player_WeaponShot",1)

TNT1 A 0 A_JumpIfInventory("Fastfire_TotemAmount",31,"Fire_Stacked2")
		W08F ABCD 1 bright A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		W08F EFGHI 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		W08F JK 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH|WRF_ALLOWRELOAD)
		W08F LMNOPQRSTU 1 A_WeaponReady (WRF_NOSECONDARY|WRF_ALLOWRELOAD)
		Goto Ready


	Fire_Stacked2:
		W08F ABCD 1 bright A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
//		W08F EF 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		W08F EF 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH|WRF_ALLOWRELOAD)
		W08F GHIJKLMNOPQRSTU 1 A_WeaponReady (WRF_NOSECONDARY|WRF_ALLOWRELOAD)
		Goto Ready


	AltFire://Makes grenades explode midair.
	TNT1 A 0 A_PlaySound("weapon/empty")
        TNT1 A 0 ACS_NamedExecuteWithResult("Doosk_MortarDetonate")

//TNT1 A 0 A_JumpIfInventory("Fastfire_TotemAmount",31,"AltFire_Stacked2")
		W08C A 5 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		W08C A 0 A_ReFire
		Goto Ready



	AltFire_Stacked2://Makes grenades explode midair.
		W08C A 5 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		W08C A 0 A_ReFire
		Goto Ready




	AltHold://Don't repeat the click sound if altfire is hold.
		W08C A 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		W08C A 0 A_ReFire
		Goto Ready

	}
}

