ACTOR TK1MissileLauncher : Weapon
{
  Weapon.Kickback 100
  Scale 0.2
  Weapon.AmmoUse 0
	Weapon.AmmoGive 6
	Weapon.AmmoType "TK1Ammo_Rocket"
  Inventory.Icon "TKA3I0"
  Inventory.PickupMessage "Quad Missile Launcher"
  TAG "Quad Missile Launcher"
  Obituary  "%o was Knife'd by %k."
  Inventory.PickupSound "Turok1/Weapons/ShotgunSelect"
  States
  {
  Spawn:
    TKA2 G -1
    Loop
  Ready:
	TNT1 A 0 A_PlayWeaponSound ("Turok1/Weapons/QuadRocketSelect")
    TN10 ABCDEFGHIJKLMNOPQRSTUVXYZ 2
	TN11 ABCDE 1
	TN11 FGHIJKLMNOPQRS 2 A_WeaponReady
    TN11 T -1 A_WeaponReady
    Goto Ready+15
  Deselect:
    TN14 HIJKLMNOPQRSTUVXYZ 1
	TN15 ABC 1
    TK19 A 0 A_Lower
    wait
  Select: 
    TK17 A 0 A_Raise 
    Loop  
  Fire: 
  NULL A 0 A_JumpIfInventory("TK1Ammo_Rocket",1,1)
  goto Ready+15
 	TNT1 A 0 A_PlayWeaponSound ("Turok1/Weapons/QuadRocketFire")
	TNT1 A 0 A_TakeInventory("TK1Ammo_Rocket",1,TIF_NOTAKEINFINITE)
    TN11 V 2 A_FireCustomMissile("TK1Rocket", -1, 1, 4, 5)
	TK17 P 0 A_FireCustomMissile("TK1Rocket", -1, 1, 5, 5)
	TK17 P 0 A_FireCustomMissile("TK1Rocket", -1, 1, 7, 7)
	TK17 P 0 A_FireCustomMissile("TK1Rocket", -1, 1, 9, 7)
	TN11 XYZ 2
	TN12 ABCDEFGHIJKLMNOPQRSTUVXYZ 2
	TN13 ABCDEFG 1
	TN13 HIJKLMNOPQRSTUVXYZ 1 A_Refire
	TN14 ABCDEF 1 A_Refire
    Goto Ready+35
  }
}

ACTOR TK1Rocket
{   
  Speed 20
  Damage 30
  Scale 0.1
    radius 8
  height 8
  Projectile
  	  obituary "%k's Quad Missile Launcher reduced %o to bloody paste."
  +RANDOMIZE
  +FORCEXYBILLBOARD
    +ROCKETTRAIL
  States
  {
  Spawn:
    TF07 A 6 A_BishopMissileWeave
	TF07 A 3 A_Tracer2
    loop
DEATH:
NULL A 0
TNT1 A 0 A_PlaySound ("Turok1/Weapons/Boom")
NULL A 0 A_ALERTMONSTERS
NULL A 0 A_SPAWNITEMEX("TK1RocketBoom",0,0,0,random(0,0),random(0,0),0)
STOP
}}


ACTOR TK1RocketBoom
{
SCALE 1.2
obituary "%o got caught in %k's blast zone."
+NOGRAVITY
+FORCEXYBILLBOARD
+BRIGHT

STATES
{
SPAWN:
NULL A 0
NULL A 0 A_QUAKE(2,100,1,250,"")
NULL A 0 A_EXPLODE(80,200)
1588 HIJKLMNOPQRST 2
STOP
}}