datablock ItemData(NapalmAmmo)
{
   className = Ammo;
   catagory = "Ammo";
   shapeFile = "ammo_grenade.dts";
   mass = 1;
   elasticity = 0.2;
   friction = 0.6;
   pickupRadius = 2;
   pickUpName = "some Napalm";
};

//--------------------------------------------------------------------------
// Weapon
//--------------------------------------

datablock ShapeBaseImageData(NapalmImage)
{
   className = WeaponImage;
   shapeFile = "ammo_grenade.dts";
   item = Napalm;
   ammo = NapalmAmmo;
   offset = "0 0 0";
   armThread = lookms;
   emap = true;

   projectileSpread = 0;

   projectile = NapalmShot;
   projectileType = LinearProjectile;
   
   RankRequire = $TWM2::RankRequire["NapalmLauncher"];
   MedalRequire = 1;
   
   //ClipStuff
   ClipName = "NapalmClip";
   ClipPickupName["NapalmClip"] = "some napalm fuel clusters";
   ShowsClipInHud = 1;
   ClipReloadTime = 5;
   ClipReturn = 1;
   InitialClips = 6;

   //Challenges
   HasChallenges = 1;
   ChallengeCt = 9;
   Challenge[1] = "Napalm Novice\t25\t100\tNone";
   Challenge[2] = "Napalm Hunter\t50\t150\tNone";
   Challenge[3] = "Napalm Expert\t100\t250\tNone";
   Challenge[4] = "Napalm Master\t250\t500\tNone";
   Challenge[5] = "Napalm God\t500\t1000\tNone";
   Challenge[6] = "Napalm Bronze Commendation\t2500\t10000\tNone";
   Challenge[7] = "Napalm Silver Commendation\t5000\t25000\tNone";
   Challenge[8] = "Napalm Gold Commendation\t10000\t50000\tNone";
   Challenge[9] = "Napalm Titan Commendation\t25000\t75000\tNone";
   GunName = "ZH7C8 Napalm Launcher";
   //

   // State Data
   stateName[0]                     = "ActivateReady";
   stateTransitionOnLoaded[0]       = "Activate";
   stateTransitionOnNoAmmo[0]       = "NoAmmo";

   stateName[1]                     = "Activate";
   stateTransitionOnTimeout[1]      = "Ready";
   stateTimeoutValue[1]             = 0.5;
   stateSequence[1]                 = "Activated";
   stateSound[1]                    = PlasmaSwitchSound;

   stateName[2]                     = "Ready";
   stateTransitionOnNoAmmo[2]       = "NoAmmo";
   stateTransitionOnTriggerDown[2]  = "Fire";
   stateSequence[2]                 = "DiscSpin";
//   stateSound[2]                    = DiscLoopSound;

   stateName[3]                     = "Fire";
   stateTransitionOnTimeout[3]      = "Reload";
   stateTimeoutValue[3]             = 0.3;
   stateFire[3]                     = true;
   stateRecoil[3]                   = LightRecoil;
   stateAllowImageChange[3]         = false;
   stateSequence[3]                 = "Fire";
   stateScript[3]                   = "onFire";
   stateSound[3]                    = MortarFireSound;

   stateName[4]                     = "Reload";
   stateTransitionOnNoAmmo[4]       = "NoAmmo";
   stateTransitionOnTimeout[4]      = "Ready";
   stateTimeoutValue[4]             = 2.2; // 0.25 load, 0.25 spinup
   stateAllowImageChange[4]         = false;
   stateSequence[4]                 = "Reload";
//   stateSound[4]                    = DiscReloadSound;

   stateName[5]                     = "NoAmmo";
   stateTransitionOnAmmo[5]         = "Reload";
   stateSequence[5]                 = "NoAmmo";
   stateTransitionOnTriggerDown[5]  = "DryFire";

   stateName[6]                     = "DryFire";
   stateSound[6]                    = GrenadeDryFireSound;
   stateTimeoutValue[6]             = 0.3;
   stateTransitionOnTimeout[6]      = "NoAmmo";

};

datablock ItemData(Napalm)
{
   className = Weapon;
   catagory = "Spawn Items";
   shapeFile = "ammo_grenade.dts";
   image = NapalmImage;
   mass = 1;
   elasticity = 0.2;
   friction = 0.6;
   pickupRadius = 2;
   pickUpName = "a Napalm Gun";
   emap = true;
};
