ACTOR GE007AR33 : Weapon
{
  Weapon.Kickback 100
  Scale 0.1
    Weapon.Ammotype1 "AR33Clip"
    Weapon.AmmoUse1 1
  Weapon.AmmoGive1 0
	Weapon.AmmoGive2 30
	Weapon.AmmoType2 "GE007RifleAmmo"
	  +WEAPON.AMMO_OPTIONAL
	    Inventory.PickupMessage "Picked up a US AR33 Assault Rifle."
  tag "US AR33 Assault Rifle"
  Obituary  "%k toasted US AR33 Assault Rifle Rounds over %o's firey corpse."
  	Inventory.PickupSound "GE007/Weapons/WeaponSFX1"
  States
  {
  Spawn:
    TKA1 A -1
    Loop
  Ready:
  TNT1 A 0 A_PlaySound ("GE007/Weapons/WeaponSFX1","Weapon")
    TK30 A 1 
    TK30 B 1
    TK30 C 1
    TK30 D 1
    TK30 EFGHIJKLMNOP 1
    TK30 Q -1 A_WeaponReady
	goto ReloadCheck
	TK24 Q 1 A_WeaponReady
    Goto Ready+6
	
		ReloadCheck:
	 KLBG A 0 A_JumpIfInventory("AR33Clip",30,2)
	 KLBG A 0 A_JumpIfInventory("GE007RifleAmmo",1,"ReloadStart")
	 KLBG A 0
	 goto Ready+17

  ReloadStart:
	 KLBR A 0 A_PlayWeaponSound("GE007/Weapons/Reload")
     TK30 PONMLKJIHGFEDCBA 1
	 TNT1 A 5
	 goto ReloadAmmo

  ReloadAmmo:
	 TNT1 A 0 A_TakeInventory("GE007RifleAmmo",1)
	 TNT1 A 0 A_GiveInventory("AR33Clip",1)
	 TNT1 A 0 A_JumpIfInventory("AR33Clip",30,"ReloadDone")
	 TNT1 A 0 A_JumpIfInventory("GE007RifleAmmo",1,"ReloadAmmo")
	 goto ReloadDone
	 
	 ReloadDone:
	 TNT1 A 5
	 TK30 ABCDEFGHIJKLMNOPQ 1
	 goto Ready+17
  Deselect:
    TK30 PONMLKJIHGFEDCB 1
    TK30 A 1
    TK08 A 0 A_Lower
    wait
  Select: 
    TK08 A 0 A_Raise 
    Loop  
  Fire: 
  KLBG A 0 A_JumpIfNoAmmo("ReloadCheck")
 	TNT1 A 0 A_PlaySound ("GE007/Weapons/AR33")
    TK30 R 1 BRIGHT A_FireBullets(4, 2, 1, 30, "BulletPuff",FBF_USEAMMO|FBF_NORANDOM)
	SNIP A 0 BRIGHT A_SpawnItemEx ("PointedBulletCasing", 30,cos(pitch)*12,sin(-pitch)*10+30, frandom(0.5,1.2),frandom(0.5,1.2),frandom(1.5,2.5))
	TK30 S 1
    TK30 T 1 BRIGHT A_FireBullets(4, 2, 1, 30, "BulletPuff",FBF_USEAMMO|FBF_NORANDOM)
	SNIP A 0 BRIGHT A_SpawnItemEx ("PointedBulletCasing", 30,cos(pitch)*12,sin(-pitch)*10+30, frandom(0.5,1.2),frandom(0.5,1.2),frandom(1.5,2.5))
	TNT1 A 0 A_PlaySound ("GE007/Weapons/AR33")
	TK30 U 1
	TK30 V 1 BRIGHT A_FireBullets(4, 2, 1, 30, "BulletPuff",FBF_USEAMMO|FBF_NORANDOM)
	SNIP A 0 BRIGHT A_SpawnItemEx ("PointedBulletCasing", 30,cos(pitch)*12,sin(-pitch)*10+30, frandom(0.5,1.2),frandom(0.5,1.2),frandom(1.5,2.5))
	TNT1 A 0 A_PlaySound ("GE007/Weapons/AR33")
	TK30 X 1 A_REFIRE
	TK30 YZ 1
	TK31 ABCDEFGHIJKLMNOPQRSTUV 1
    Goto Ready+17
		AltFire:
		TK04 A 0
		goto ReloadCheck
  }
}

ACTOR AR33Clip : Ammo
{
Inventory.MaxAmount 30 // size of the clip
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 30 //MUST be the same as Inventory.MaxAmmount
+INVENTORY.IGNORESKILL
}

ACTOR GE007AR33Pickup : Custominventory
{
   Scale 0.2
  Inventory.PickupMessage "Picked up a US AR33 Assault Rifle."
  	Inventory.PickupSound "GE007/Weapons/WeaponSFX1"
   States
   {
   Spawn:
	  TKA4 U -1
	  loop
   Pickup:
	  TNT1 A 0 A_GiveInventory("GE007AR33")
	  stop
   }
}
