ACTOR PerkRocketLauncher : RocketLauncher replaces RocketLauncher
{
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(CallACS("skintoggler")==1, "64spawn")
		LAUN A 5
		Loop
	64Spawn:
		TNT1 A 0 A_JumpIf(CallACS("skintoggler")==0, "spawn")
		64LA a 5
		Loop
	Ready:
		TNT1 A 0 A_JumpIf(CallACS("skintoggler")==1, "64ready")
		PKRL A 1 A_WeaponReady
		Loop
    Deselect:
		TNT1 A 0 A_JumpIf(CallACS("skintoggler")==1, "64deselect")
		PKRL A 1 A_Lower
		Loop
    Select:
		TNT1 A 0 A_JumpIf(CallACS("skintoggler")==1, "64select")
		PKRL A 1 A_Raise
		Loop
	64Ready:
		TNT1 A 0 A_JumpIf(CallACS("skintoggler")==0, "ready")
		MISG A 1 A_WeaponReady
		Loop
    64Deselect:
		TNT1 A 0 A_JumpIf(CallACS("skintoggler")==0, "deselect")
		RO64 A 1 A_Lower
		Loop
    64Select:
		TNT1 A 0 A_JumpIf(CallACS("skintoggler")==0, "select")
		RO64 A 1 A_Raise
		Loop
	Fire:
		TNT1 A 0 A_JumpIf(CallACS("skintoggler")==1, "64fire")
		TNT1 A 0 a_jumpif(callacs("BobToggle")==1, "bobfire")
		TNT1 A 0 A_JumpIf(CallACS("recoiltoggle")==1, "recoilfire")
		
		PKRL A 2 
		PKRL A 4 A_GunFlash
		PKRL B 2
		PKRL D 3 A_FireMissile
		PKRL C 3
		PKRL BE 2
		PKRL FG 1
		PKRL A 0 A_ReFire
		Goto Ready
	RecoilFire:
		TNT1 A 0 a_jumpif(callacs("BobToggle")==1, "bobrecoilfire")
		TNT1 A 0 A_JumpIf(CallACS("skintoggler")==1, "64recoilfire")
		
		PKRL A 2 
		PKRL A 4 A_GunFlash
		PKRL B 2
		PKRL D 1 A_FireMissile
		PKRL D 2 a_setpitch(pitch-2.0)
		PKRL CC 1 a_setpitch(pitch+0.5)
		PKRL C 1 a_setpitch(pitch+0.4)
		PKRL BE 2 a_setpitch(pitch+0.2)
		PKRL FG 1 a_setpitch(pitch+0.1)
		PKRL A 0 A_ReFire
		Goto Ready
	64Select:
		MISG A 1 a_raise
		loop
	64Deselect:
		MISG A 1 a_lower
		loop
	64Ready:
		MISG A 1 a_weaponready
		loop
	64Fire:
		TNT1 A 0 a_jumpif(callacs("BobToggle")==1, "bob64fire")
		
		MISG B 2 bright offset(0,36)
		MISG C 2 bright offset(0,37) A_GunFlash
		MISG B 0 A_FireMissile
		MISG B 0 A_Recoil(2)
		MISG B 0
		MISG D 2 bright offset(0,35)
		MISG E 3 bright
		MISG FGHI 2 bright
		MISG A 4
		MISG B 0 A_ReFire
		Goto Ready
		
	64RecoilFire:
		TNT1 A 0 a_jumpif(callacs("BobToggle")==1, "bob64recoilfire")
		TNT1 A 0 A_JumpIf(CallACS("skintoggler")==0, "recoilfire")
		
		MISG B 2 bright offset(0,36)
		MISG C 2 bright offset(0,37) A_GunFlash
		MISG B 0 A_FireMissile
		MISG B 0 A_Recoil(2)
		MISG B 0 A_SetPitch(pitch-2.0)
		MISG DD 1 bright offset(0,35) A_SetPitch(pitch+0.5)
		MISG E 3 bright A_SetPitch(pitch+0.2)
		MISG FGHI 2 bright A_SetPitch(pitch+0.2)
		MISG A 4
		MISG B 0 A_ReFire
		Goto Ready
		
		
	Flash:
		TNT1 A 0 A_JumpIf(CallACS("skintoggler")==1, "64flash")
		PKRF A 3 Bright A_Light1
		PKRF B 2 Bright
		PKRF C 2 Bright A_Light2
		PKRF DE 3 Bright
		Goto LightDone
	64flash:
		TNT1 A 3 Bright A_Light1
		TNT1 A 2 Bright
		TNT1 A 2 Bright A_Light2
		TNT1 A 6 Bright
		Goto LightDone		
		
		
		//////////////////
		////BOB STATES////
		//////////////////
		
	bobFire:
		TNT1 A 0 A_JumpIf(CallACS("recoiltoggle")==1, "bobrecoilfire")
		TNT1 A 0 A_JumpIf(CallACS("skintoggler")==1, "bob64fire")
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PKRL A 2 
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PKRL A 4 A_GunFlash
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PKRL B 2
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PKRL D 3 A_FireMissile
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PKRL C 3
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PKRL B 2
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PKRL E 2
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PKRL F 1
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PKRL G 1
		PKRL A 0 A_ReFire
		Goto Ready
	bobRecoilFire:
		TNT1 A 0 A_JumpIf(CallACS("skintoggler")==1, "64bobrecoilfire")
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PKRL A 2 
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PKRL A 4 A_GunFlash
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PKRL B 2
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PKRL D 1 A_FireMissile
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PKRL D 2 a_setpitch(pitch-1.5)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PKRL C 1 a_setpitch(pitch+0.4)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PKRL C 1 a_setpitch(pitch+0.4)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PKRL C 1 a_setpitch(pitch+0.2)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PKRL B 2 a_setpitch(pitch+0.2)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PKRL E 2 a_setpitch(pitch+0.1)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PKRL F 1 a_setpitch(pitch+0.1)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PKRL G 1 a_setpitch(pitch+0.1)
		PKRL A 0 A_ReFire
		Goto Ready
	bob64Fire:
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)		
		MISG B 2 bright offset(0,36)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)		
		MISG C 2 bright offset(0,37) A_GunFlash
		MISG B 0 A_FireMissile
		MISG B 0 A_Recoil(2)
		MISG B 0 //A_SetPitch(pitch-1.0)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)		
		MISG D 2 bright offset(0,35) //A_SetPitch(pitch+0.5)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)		
		MISG E 3 bright //A_SetPitch(pitch+0.1)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)		
		MISG F 2 bright
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)		
		MISG G 2 bright
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)		
		MISG H 2 bright
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)		
		MISG I 2 bright //A_SetPitch(pitch+0.1)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)				
		MISG A 4
		MISG B 0 A_ReFire
		Goto Ready
	64bobRecoilFire:
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)		
		MISG B 2 bright offset(0,36)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)		
		MISG C 2 bright offset(0,37) A_GunFlash
		MISG B 0 A_FireMissile
		MISG B 0 A_Recoil(2)
		MISG B 0 A_SetPitch(pitch-2.0)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)		
		MISG DD 1 bright offset(0,35) A_SetPitch(pitch+0.5)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)		
		MISG EEE 1 bright A_SetPitch(pitch+0.2)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)		
		MISG FF 1 bright A_SetPitch(pitch+0.2)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)		
		MISG G 2 bright
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)		
		MISG H 2 bright
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)		
		MISG I 2 bright 
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)				
		MISG A 4
		MISG B 0 A_ReFire
		Goto Ready
	}
}