ACTOR Blankweapon : Weapon
{
	Weapon.AmmoUse1 0
	Weapon.AmmoGive1 0
	Weapon.SelectionOrder 5551
    AttackSound "None"
    +WEAPON.NOAUTOAIM
    +WEAPON.NOAUTOFIRE
	+WEAPON.NOALERT
	+INVENTORY.UNDROPPABLE
	Scale 0.9
	Tag "noweapon"
	States
	{
     Spawn:
        TNT1 A -1
        Stop
     Ready:
		TNT1 A 0 A_TakeInventory("Unloading", 1)
		TNT1 A 0 A_JUMPIFINVENTORY("choosingreward",1, "RewardMenu")
        TNT1 A 1 A_WeaponReady
        Loop 
     Deselect:
	 TNT1 A 0 A_SetRoll(0)
		TNT1 A 0 A_SetCrosshair(0)
		TNT1 A 0 A_Takeinventory("BLANKSELECTED",1)
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 7
	 Deselectloop:
		TNT1 A 0 Acs_NamedExecuteAlways("STOPREAD")
		TNT1 A 0 A_takeinventory("readingammo", 1)
        TNT1 A 0 A_Lower
        Loop 
     Select: 
	 TNT1 A 0  A_Overlay(-10,"FirstPersonLegsStand")
		TNT1 A 0
		TNT1 A 0 A_SetRoll(0)
		TNT1 A 0 SetPlayerProperty(0,0,2)
		TNT1 A 0 ACS_NAMEDEXECUTE("WEAPONSELECT",0)
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_TakeInventory("StartDualWield", 1)
		TNT1 A 0 A_SetCrosshair(41)
        TNT1 A 1 A_Raise
        Loop 
     Fire:
		TNT1 A 0
        Goto Ready
		
		
		
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 100% KILLS REWARDS

REWARDMENU:
	 RMEN U 1 BRIGHT
	 TNT1 A 0 A_jumpifinventory("Restchecked",1,"RestSelected")
	TNT1 A 0 A_jumpifinventory("Militarychecked",1,"Militaryselected")
	TNT1 A 0 A_jumpifinventory("Medicalchecked",1,"MedicalSelected")
	TNT1 A 0 A_jumpifinventory("Surprisechecked",1,"Surpriseselected")
	TNT1 A 0 A_jumpifinventory("CRAFTchecked",1,"CRAFTselected")
	RMEN U 1 BRIGHT a_overlay(3,"mainmenuoverlay")
	
RestSelected:
	TNT1 A 0 A_GIVEInventory("RESTchecked", 1)
	TNT1 A 0 A_takeInventory("MILITARYchecked", 1)
	TNT1 A 0 A_takeInventory("MEDICALchecked", 1)
	TNT1 A 0 A_takeInventory("SURPRISEchecked", 1)
	TNT1 A 0 A_takeInventory("CRAFTchecked", 1)
	
	 RMEN U 1 BRIGHT a_overlay(3,"RESTOVERLAY")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "ReSTSELECTED")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "ReSTSelected")
    TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "ReSTSELECTED")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "ReSTSelected")
	TNT1 A 0 A_playsound("BEP",1)
ReSTloop:
	RMEN U 1 BRIGHT a_overlay(3,"RESTOVERLAY")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "SURPRISESelected")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "CRAFTSelected")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "MILITARYSELECTED")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "MEDICALSelected")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "RESTING")
	loop

MILITARYSelected:
	TNT1 A 0 A_GIVEInventory("MILITARYchecked", 1)
	TNT1 A 0 A_takeInventory("RESTchecked", 1)
	TNT1 A 0 A_takeInventory("MEDICALchecked", 1)
	TNT1 A 0 A_takeInventory("SURPRISEchecked", 1)
	TNT1 A 0 A_takeInventory("CRAFTchecked", 1)
	
	 RMEN U 1 BRIGHT a_overlay(3,"MILITARYOVERLAY")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "MILITARYSELECTED")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "MILITARYSelected")
    TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "MILITARYSELECTED")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "MILITARYSelected")
	TNT1 A 0 A_playsound("BEP",1)
MILITARYloop:
	RMEN U 1 BRIGHT a_overlay(3,"MILITARYOVERLAY")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "SURPRISESelected")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "CRAFTSelected")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "RESTSelected")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "SCAVMILITARY")
	loop	

CRAFTSelected:
	TNT1 A 0 A_GIVEInventory("CRAFTchecked", 1)
	TNT1 A 0 A_takeInventory("RESTchecked", 1)
	TNT1 A 0 A_takeInventory("MEDICALchecked", 1)
	TNT1 A 0 A_takeInventory("SURPRISEchecked", 1)
	TNT1 A 0 A_takeInventory("MILITARYchecked", 1)
	
	 RMEN U 1 BRIGHT a_overlay(3,"CRAFTOVERLAY")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "CRAFTSELECTED")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "CRAFTSelected")
    TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "CRAFTSELECTED")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "CRAFTSelected")
	TNT1 A 0 A_playsound("BEP",1)
CRAFTloop:
	RMEN U 1 BRIGHT a_overlay(3,"CRAFTOVERLAY")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "RESTSelected")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "MILITARYSELECTED")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "MEDICALSelected")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "SCAVCRAFT")
	loop	
	
MEDICALSelected:
	TNT1 A 0 A_GIVEInventory("MEDICALchecked", 1)
	TNT1 A 0 A_takeInventory("RESTchecked", 1)
	TNT1 A 0 A_takeInventory("CRAFTchecked", 1)
	TNT1 A 0 A_takeInventory("SURPRISEchecked", 1)
	TNT1 A 0 A_takeInventory("MILITARYchecked", 1)
	
	 RMEN U 1 BRIGHT a_overlay(3,"MEDICALOVERLAY")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "MEDICALSELECTED")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "MEDICALSelected")
    TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "MEDICALSELECTED")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "MEDICALSelected")
	TNT1 A 0 A_playsound("BEP",1)
MEDICALloop:
	RMEN U 1 BRIGHT a_overlay(3,"MEDICALOVERLAY")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "SURPRISESelected")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "RESTSELECTED")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_FORWARD, "CRAFTSelected")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "SCAVMEDICAL")
	loop	
	
SURPRISESelected:
	TNT1 A 0 A_GIVEInventory("SURPRISEchecked", 1)
	TNT1 A 0 A_takeInventory("RESTchecked", 1)
	TNT1 A 0 A_takeInventory("CRAFTchecked", 1)
	TNT1 A 0 A_takeInventory("MEDICALchecked", 1)
	TNT1 A 0 A_takeInventory("MILITARYchecked", 1)
	
	 RMEN U 1 BRIGHT a_overlay(3,"SURPRISEOVERLAY")
	 TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_back, "SURPRISESELECTED")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_forward, "SURPRISESelected")
    TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "SURPRISESELECTED")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "SURPRISESelected")
	TNT1 A 0 A_playsound("BEP",1)
SURPRISEloop:
	RMEN U 1 BRIGHT a_overlay(3,"SURPRISEOVERLAY")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_FORWARD, "RESTSelected")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVELEFT, "MILITARYSELECTED")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_MOVERIGHT, "MEDICALSelected")
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "SCAVSURPRISE")
	loop	

////	MENU OVERLAYS	
		
	RESToverlay:
		RWRD R 1 BRIGHT offset(142,49) A_WEAPONREADY(WRF_NOFIRE | WRF_NOBOB)
		STOP
	MILITARYoverlay:
		RWRD A 1 BRIGHT offset(101,48) A_WEAPONREADY(WRF_NOFIRE | WRF_NOBOB)
		STOP
	MEDICALoverlay:
		RWRD M 1 BRIGHT offset(181,48) A_WEAPONREADY(WRF_NOFIRE | WRF_NOBOB)
		STOP
	CRAFToverlay:
		RWRD C 1 BRIGHT offset(141,11) A_WEAPONREADY(WRF_NOFIRE | WRF_NOBOB)
		STOP
	SURPRISEoverlay:
		RWRD S 1 BRIGHT offset(141,85) A_WEAPONREADY(WRF_NOFIRE | WRF_NOBOB)
		STOP
		
		
//// 	REWARDING

RESTING:
TNT1 A 1 A_log("Resting...")
TNT1 A 0 A_takeInventory("RESTchecked", 1)
TNT1 A 0 A_takeInventory("choosingreward", 1)
TNT1 A 0 ACS_NAMEDEXECUTE("RESTINGREWARD",0)
TNT1 A 60
TNT1 A 1 A_selectweapon("Melee_Attacks", SWF_SELECTPRIORITY)
goto ready

SCAVMILITARY:
TNT1 A 1 A_log("Scavenging for military equipment...")
TNT1 A 0 A_takeInventory("militarychecked", 1)
TNT1 A 0 A_takeInventory("choosingreward", 1)
TNT1 A 0 ACS_NAMEDEXECUTE("MILITARYREWARD",0)
TNT1 A 60
TNT1 A 1 A_selectweapon("Melee_Attacks", SWF_SELECTPRIORITY)
goto ready

SCAVCRAFT:
TNT1 A 1 A_log("Scavenging for crafting materials...")
TNT1 A 0 A_takeInventory("craftchecked", 1)
TNT1 A 0 A_takeInventory("choosingreward", 1)
TNT1 A 0 ACS_NAMEDEXECUTE("CRAFTREWARD",0)
TNT1 A 60
TNT1 A 1 A_selectweapon("Melee_Attacks", SWF_SELECTPRIORITY)
goto ready

SCAVMEDICAL:
TNT1 A 1 A_log("Scavenging for medical supplies...")
TNT1 A 0 A_takeInventory("medicalchecked", 1)
TNT1 A 0 A_takeInventory("choosingreward", 1)
TNT1 A 0 ACS_NAMEDEXECUTE("MEDICALREWARD",0)
TNT1 A 60
TNT1 A 1 A_selectweapon("Melee_Attacks", SWF_SELECTPRIORITY)
goto ready

SCAVSURPRISE:
TNT1 A 1 A_log("Looking for something interesting...")
TNT1 A 0 A_takeInventory("surprisechecked", 1)
TNT1 A 0 A_takeInventory("choosingreward", 1)
TNT1 A 0 ACS_NAMEDEXECUTE("SURPRISEREWARD",0)
TNT1 A 60
TNT1 A 1 A_selectweapon("Melee_Attacks", SWF_SELECTPRIORITY)
goto ready
     }
  }
  
  
  
  //// MENU TOKENS
ACTOR choosingreward : Inventory {Inventory.MaxAmount 1}

ACTOR Restchecked : Inventory {Inventory.MaxAmount 1}
ACTOR Militarychecked : Inventory {Inventory.MaxAmount 1}
ACTOR Medicalchecked : Inventory {Inventory.MaxAmount 1}
ACTOR CRAFTchecked : Inventory {Inventory.MaxAmount 1}
ACTOR Surprisechecked : Inventory {Inventory.MaxAmount 1}