ACTOR Rlauncher : ModWeapon replaces RocketLauncher
{
	Weapon.SelectionOrder 2500
	Weapon.SlotNumber 5
	Weapon.AmmoType "RocketMag"
	Weapon.AmmoUse 1
	Weapon.AmmoGive 0
	Weapon.AmmoType2 "RocketAmmo"
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 5
	Weapon.UpSound "weapons/equprock"
	Inventory.PickupSound "weapons/rlaunch/pkup"
	Inventory.PickupMessage "You got the Rocket Launcher!"
	Tag "Rocket Launcher"
	States
	{
	Select:
		TNT1 A 0 A_PlaySound("weapons/rlaunch/raise", CHAN_AUTO)
		LNCH A 1 A_Raise
		TNT1 A 0 A_ZoomFactor(1.00)
		LNCH A 1 A_WeaponOffset(54, 100, WOF_INTERPOLATE)
		LNCH A 1 A_WeaponOffset(32, 69, WOF_INTERPOLATE)
		LNCH A 1 A_WeaponOffset(22, 58, WOF_INTERPOLATE)
		LNCH A 1 A_WeaponOffset(10, 47, WOF_INTERPOLATE)
		LNCH A 1 A_WeaponOffset(7, 39, WOF_INTERPOLATE)
		LNCH A 1 A_WeaponOffset(2, 34, WOF_INTERPOLATE)
		Goto Ready
	Deselect:
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("led_AnimToggle")==1, "DeadSelect")
		TNT1 A 0 A_PlaySound("weapons/rlaunch/dslct", CHAN_AUTO)
		TNT1 A 0 A_PlaySound("weapons/deselect", CHAN_AUTO)
		LNCH A 1 A_WeaponOffset(2, 34, WOF_INTERPOLATE)
		LNCH A 1 A_WeaponOffset(7, 39, WOF_INTERPOLATE)
		LNCH A 1 A_WeaponOffset(10, 47, WOF_INTERPOLATE)
		LNCH A 1 A_WeaponOffset(22, 58, WOF_INTERPOLATE)
		LNCH A 1 A_WeaponOffset(32, 69, WOF_INTERPOLATE)
		LNCH A 1 A_WeaponOffset(54, 100, WOF_INTERPOLATE)
		LNCH A 1 A_Lower
		Wait
	DeadSelect:
		TNT1 A 0 A_JumpIfHealthLower(1, "Dead")
		Goto Deselect+1
	Dead:
		TNT1 A 0 
	Anim:
		TNT1 A 1 A_WeaponOffset(0, 32)
		GRAB ABCD 2
		TNT1 A 0 A_FireProjectile("DitchedRL", 0, 0, 0, 13)
		GRAB EF 2
		GRAB GHI 3
	Stopped:
		TNT1 A 1
		Loop
	Ready:
		TNT1 A 0 A_ClearRefire
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "DoPunch")
		LNCH A 1 A_WeaponReady(WRF_ALLOWRELOAD)
		Loop
	Fire:
		TNT1 A 0 A_JumpIfNoAmmo("Reload")
		TNT1 A 0 A_FireLedRL
		TNT1 A 0 A_JumpIf(GetCvar("led_ZoomEffects")==0, 2)
		TNT1 A 0 A_ZoomFactor(0.985, ZOOM_INSTANT)
		LNFI A 1 Bright A_SetPitch(pitch-0.75)
		TNT1 A 0 A_FireProjectile("PistolSmokeSpawner",0, 0, 0, -2)
		TNT1 A 0 A_JumpIf(GetCvar("led_ZoomEffects")==0, 2)
		TNT1 A 0 A_ZoomFactor(0.99)
		LNFI A 1 Bright A_SetPitch(pitch-0.5)
		TNT1 A 0 A_FireProjectile("PistolSmokeSpawner",0, 0, 0, -2)
		TNT1 A 0 A_JumpIf(GetCvar("led_ZoomEffects")==0, 2)
		TNT1 A 0 A_ZoomFactor(0.992)
		LNFI B 1 BRIGHT A_WeaponOffset(0, 41, WOF_INTERPOLATE)
		TNT1 AA 0 A_FireProjectile("GunSmokeSpawner",0, 0, 0, -4)
		TNT1 A 0 A_SetPitch(pitch-0.25)
		TNT1 A 0 A_JumpIf(GetCvar("led_ZoomEffects")==0, 2)
		TNT1 A 0 A_ZoomFactor(0.994)
		LNFI C 1 BRIGHT A_WeaponOffset(0, 37, WOF_INTERPOLATE)
		TNT1 AA 0 A_FireProjectile("GunSmokeSpawner",0, 0, 0, -6)
		TNT1 A 0 A_SetPitch(pitch+0.5)
		TNT1 A 0 A_JumpIf(GetCvar("led_ZoomEffects")==0, 2)
		TNT1 A 0 A_ZoomFactor(0.996)
		LNFI D 1 BRIGHT A_WeaponOffset(0, 35, WOF_INTERPOLATE)
		TNT1 A 0 A_FireProjectile("PistolSmokeSpawner",0, 0, 0, -8)
		TNT1 A 0 A_SetPitch(pitch+0.25)
		TNT1 A 0 A_JumpIf(GetCvar("led_ZoomEffects")==0, 2)
		TNT1 A 0 A_ZoomFactor(0.998)
		LNCH B 1 A_SetPitch(pitch+0.25)
		TNT1 A 0 A_JumpIf(GetCvar("led_ZoomEffects")==0, 2)
		TNT1 A 0 A_ZoomFactor(1.00)
		LNCH B 1 A_SetPitch(pitch+0.125)
		LNCH A 1 A_Weaponoffset(0,37, WOF_INTERPOLATE)
		TNT1 A 0 A_SetPitch(pitch+0.125)
		LNCH A 1 A_Weaponoffset(0,35, WOF_INTERPOLATE)
		TNT1 A 0 A_SetPitch(pitch+0.125)
		TNT1 A 0 A_PlaySound("weapons/rocket/cycle")
		LNFI E 1 A_SetPitch(pitch+0.0625)
		LNFI F 1 A_SetPitch(pitch+0.0625)
		LNFI G 1 
		LNCH AA 1 
		TNT1 A 0 A_Refire
		Goto Ready
	AltFire:
		TNT1 A 0 A_JumpIfInventory("RocketMag", 1, 1)
		Goto Reload
		TNT1 A 0 A_PlaySound("weapons/grenade/fire", CHAN_WEAPON)
		TNT1 A 0 A_TakeInventory("RocketMag", 1, TIF_NOTAKEINFINITE)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_JumpIf(GetCvar("led_ZoomEffects")==0, 2)
		TNT1 A 0 A_ZoomFactor(0.99, ZOOM_INSTANT)
		TNT1 A 0 A_FireProjectile("Grenade2", 0, 0, 0, 7)
		LNCH B 1 A_SetPitch(pitch-0.75)
		TNT1 A 0 A_FireProjectile("PistolSmokeSpawner",0, 0, 0, -2)
		TNT1 A 0 A_JumpIf(GetCvar("led_ZoomEffects")==0, 2)
		TNT1 A 0 A_ZoomFactor(0.992)
		LNCH B 1 A_SetPitch(pitch-0.5)
		TNT1 A 0 A_FireProjectile("PistolSmokeSpawner",0, 0, 0, -2)
		TNT1 A 0 A_JumpIf(GetCvar("led_ZoomEffects")==0, 2)
		TNT1 A 0 A_ZoomFactor(0.994)
		LNCH B 1 A_WeaponOffset(0, 41, WOF_INTERPOLATE)
		TNT1 AA 0 A_FireProjectile("PistolSmokeSpawner",0, 0, 0, -4)
		TNT1 A 0 A_SetPitch(pitch+0.25)
		TNT1 A 0 A_JumpIf(GetCvar("led_ZoomEffects")==0, 2)
		TNT1 A 0 A_ZoomFactor(0.996)
		LNCH B 1 A_WeaponOffset(0, 37, WOF_INTERPOLATE)
		TNT1 A 0 A_SetPitch(pitch+0.25)
		TNT1 A 0 A_JumpIf(GetCvar("led_ZoomEffects")==0, 2)
		TNT1 A 0 A_ZoomFactor(0.998)
		LNCH B 1 A_WeaponOffset(0, 35, WOF_INTERPOLATE)
		TNT1 A 0 A_SetPitch(pitch+0.25)
		TNT1 A 0 A_JumpIf(GetCvar("led_ZoomEffects")==0, 2)
		TNT1 A 0 A_ZoomFactor(1.00)
		LNCH B 1 A_SetPitch(pitch+0.125)
		LNCH B 1 A_SetPitch(pitch+0.125)
		LNCH A 1 A_Weaponoffset(0,37, WOF_INTERPOLATE)
		LNCH A 1 A_SetPitch(pitch+0.125)
		TNT1 A 0 A_Weaponoffset(0,35, WOF_INTERPOLATE)
		TNT1 A 0 A_PlaySound("weapons/rocket/grencycle")
		LNFI E 1 A_SetPitch(pitch+0.0625)
		LNFI F 1 A_SetPitch(pitch+0.0625)
		LNFI GGG 1 
		LNCH A 4 
		TNT1 A 0 A_Refire
		Goto Ready
	Reload:
		TNT1 A 0 A_JumpIfInventory("RocketMag", 5, 2)
		TNT1 A 0 A_JumpIfInventory("RocketAmmo", 1, "ReloadWork")
		LNCH A 1 A_WeaponReady
		Goto Ready
	ReloadWork:
		TNT1 A 0 A_ClearReFire
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("led_ToggleRL")==0, "NoReloadLoop")
		TNT1 A 0 A_PlaySound("weapons/foley", CHAN_AUTO)
		LODE ABCDE 2 
		TNT1 A 0 A_PlaySound("weapons/rocket/out")
		TNT1 A 0 A_FireProjectile("RocketPackDrop",-5,0,-2,-10)
		TNT1 A 0 A_PlaySound("weapons/foley", CHAN_AUTO)
		LODE FGHIJKLMN 2 
	ReloadLoop:
		TNT1 A 0 A_TakeInventory("RocketAmmo", 1)
		TNT1 A 0 A_GiveInventory("RocketMag", 1)
		TNT1 A 0 A_JumpIfInventory("RocketMag", 5, "ReloadFinish")
		TNT1 A 0 A_JumpIfInventory("RocketAmmo", 1, "ReloadLoop")
		Goto ReloadFinish
	NoReloadLoop:
		TNT1 A 0 A_TakeInventory("RocketAmmo", 1)
		TNT1 A 0 A_GiveInventory("RocketMag", 1)
		TNT1 A 0 A_JumpIfInventory("RocketMag", 5, "NoReloadFinish")
		TNT1 A 0 A_JumpIfInventory("RocketAmmo", 1, "NoReloadLoop")
		Goto NoReloadFinish
	ReloadFinish:
		TNT1 A 0 A_ClearRefire
		TNT1 A 0 A_PlaySound("weapons/rocket/in")
		LODE OPQ 2 
		TNT1 A 0 A_PlaySound("weapons/rocket/cycle")
		LODE RST 2 
		Goto Ready
	NoReloadFinish:
		TNT1 A 0 A_ReFire
		Goto Ready
	DoPunch:
		TNT1 A 0 A_PlaySound("weapons/deselect", CHAN_AUTO)
		TNT1 A 0 A_TakeInventory("Punching",1)
		LNCH A 1 A_WeaponOffset(-5,35, WOF_INTERPOLATE)
		LNCH A 1 A_WeaponOffset(-30,45, WOF_INTERPOLATE)
		LNCH A 1 A_WeaponOffset(-40,52, WOF_INTERPOLATE)
		LNCH A 1 A_WeaponOffset(-49,75, WOF_INTERPOLATE)
		LNCH A 1 A_WeaponOffset(-51,90, WOF_INTERPOLATE)
		TNT1 A 1 A_WeaponOffset(0,32, WOF_INTERPOLATE)
		TNT1 A 0 A_PlaySound("swing")
		Goto ActualPunch
	PunchDone:
		TNT1 A 1 A_WeaponOffset(-90,79, WOF_INTERPOLATE)
		LNCH A 1 A_WeaponOffset(-90,79, WOF_INTERPOLATE)
		LNCH A 1 A_WeaponOffset(-75,69, WOF_INTERPOLATE)
		LNCH A 1 A_WeaponOffset(-60,60, WOF_INTERPOLATE)
		LNCH A 1 A_WeaponOffset(-45,52, WOF_INTERPOLATE)
		LNCH A 1 A_WeaponOffset(-30,45, WOF_INTERPOLATE)
		LNCH A 1 A_WeaponOffset(-15,39, WOF_INTERPOLATE)
		LNCH A 1 A_WeaponOffset(0,32, WOF_INTERPOLATE)
		Goto Ready
	Flash:
		TNT1 A 1 A_Light2
		TNT1 A 1 A_Light1
		Goto LightDone
	Spawn:
		LAWN A -1
		Stop
	}
}