//dagger

actor arthursdagger : subweaponcandle
{
	states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 0 A_CustomMissile ("BlazDaggerSprite",0,0,0,CMF_AIMDIRECTION)
		TNT1 A 0 A_CustomMissile ("DoomslayerFireBombSprite",0,0,0,CMF_AIMDIRECTION)
        TNT1 A 0 A_CustomMissile ("KustamTurretShotSprite",0,0,0,CMF_AIMDIRECTION)
		Goto spawn1	
	Pickup2:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("IamLordBlaz",1,"Blaz")
		TNT1 A 0 A_JumpIfInventory ("IamDoomSlayer",1,"DoomSlayer")
		TNT1 A 0 A_JumpIfInventory ("IamKustam",1,"Kustam")
		TNT1 A 1
		stop
	Blaz:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 A_PlaySound ("powerups/subweapon",CHAN_ITEM)
		TNT1 A 0 ACS_NamedExecuteAlways("SubLog",0,3,0,0)
		//TNT1 A 0 a_log ("Dagger Subweapon!")
		TNT1 A 0 A_JumpIfInventory ("DaggerCheck", 1, "GiveAmmo")
		TNT1 A 0 A_GiveInventory ("DaggerCheck", 1)
		TNT1 A 0 A_GiveInventory ("SubweaponReload",100)
		TNT1 A 0 A_GiveInventory ("SubweaponPower",100)
		TNT1 A 0 A_TakeInventory ("LanceCheck", 99)
		TNT1 A 0 A_TakeInventory ("MattockCheck", 99)
		TNT1 A 0 A_TakeInventory ("ShieldCheck", 99)	
		TNT1 A 0 A_TakeInventory ("FireBottleCheck", 99)
		TNT1 A 0 A_TakeInventory ("BoomerangCheck", 99)
		TNT1 A 0 A_TakeInventory ("HammerCheck", 99)
		stop
	GiveAmmo:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory ("SubweaponReload",100)
		TNT1 A 0 A_GiveInventory ("SubweaponPower",100)
		stop
	Doomslayer:
		TNT1 A 0
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 A_PlaySound ("doomslayer/subpickup",CHAN_ITEM)
		TNT1 A 0 ACS_NamedExecuteAlways("SubLog",0,1,0,0)
		TNT1 A 0 A_GiveInventory ("BombCasterCharge",999)
		TNT1 A 0 A_JumpIfInventory ("SlayerFireBombCheck", 1, "GiveSlayerAmmo")
		TNT1 A 0 A_TakeInventory ("BombCasterAmmo", 99)
		TNT1 A 0 A_TakeInventory ("SlayerFlashBombCheck", 99)
		TNT1 A 0 A_TakeInventory ("SlayerThunderBombCheck", 99)
		TNT1 A 0 A_GiveInventory ("BombCasterAmmo", 3)
		TNT1 A 0 A_GiveInventory ("SlayerFireBombCheck", 1)
		stop
	GiveSlayerAmmo:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory ("BombCasterAmmo", 3)
		stop
	Kustam:
		TNT1 A 0
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 A_PlaySound ("Kustam/SubweaponGet",CHAN_ITEM)
		TNT1 A 0 ACS_NamedExecuteAlways("SubLog",0,2,0,0)			
		TNT1 A 0 A_TakeInventory ("KustamEquipmentCooldown",999)
		TNT1 A 0 A_JumpIfInventory ("TurretShotcheck", 1, "GiveKustamAmmo")
		TNT1 A 0 A_TakeInventory ("KustamSubAmmo",99)
		TNT1 A 0 A_TakeInventory ("FlashBoltcheck",99)
		TNT1 A 0 A_TakeInventory ("RailBeamCheck",99)
		TNT1 A 0 A_TakeInventory ("ThunderLashCheck", 99)	

		TNT1 A 0 A_GiveInventory ("TurretShotcheck", 1)
		TNT1 A 0 A_GiveInventory ("KustamSubAmmo", 3)
		stop
	GiveKustamAmmo:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory ("KustamSubAmmo", 3)
		stop
	}
}

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


//Blaz
actor BlazDaggerSprite : GMOTAweaponsprite
{
	+floatbob
    VisibleToPlayerClass LordBlaz
    States
    {
	spawn:
		TNT1 A 0
		DICN A 1 bright
		TNT1 A 0 a_warp (AAPTR_TARGET,0,0,0,0,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)
		TNT1 A 0 a_checkflag ("SPECIAL","spawn",AAPTR_TARGET)
		DICN A 1 bright
		Goto death
	death:
		TNT1 A 0
		TNT1 A 1 a_spawnitemex ("Blazwinkout")
		stop
    }
}


actor DaggerCheck : Inventory
{inventory.maxamount 1}
