#include "Decorate/Guns/Projectile/Ironblast.txt"

ACTOR Ironblast : GuncasterWeapon replaces SuperShotgun
{
   Game Doom
   Game Heretic
   Inventory.PickupSound "misc/w_pkup"
   Inventory.PickupMessage "$GOTIRONBLAST"
   Obituary "$KILLIRONBLAST"
   Weapon.UpSound "Ironblast/Up" 
   Weapon.SelectionOrder 1
   Weapon.AmmoGive 16
   Weapon.AmmoType "ShotgunAmmo"
   Weapon.AmmoUse 8
   Weapon.Kickback 150
   Weapon.SlotNumber 3
   Weapon.BobStyle InverseSmooth
   Weapon.BobSpeed 1.4
   Weapon.BobRangeY 0.5
   Weapon.BobRangeX 1.2
   Scale 0.8
   +NOAUTOAIM
   +NOAUTOFIRE
   +NOALERT
   States
   {
   Spawn:
      IRNG X -1
      Stop
   Ready:
      TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"), "ZweiReady")
      TNT1 A 0 A_JumpIfInventory("PowerGunzerking",1,"ZweiReady")
      IRNG A 1 A_WeaponReady(WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
      Loop
   DeselectMain:
      TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"), "ZweiDeselect")
      TNT1 A 0 A_JumpIfInventory("PowerGunzerking",1,"ZweiDeselect")
      IRNG A 1 A_Lower
      IRNG A 0 A_Lower
      Loop
   Select:
      TNT1 A 0 A_JumpIf(CallACS("CrosshairMode"), 2)
      TNT1 A 0 A_SetCrosshair(51)
      TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"), "ZweiSelect")
      TNT1 A 0 A_JumpIfInventory("PowerGunzerking",1,"ZweiSelect")
      IRNG A 1 A_Raise
      IRNG A 0 A_Raise
      Loop  
   Fire:
      IRNF A 0 A_PlaySound("Ironblast/Fire",1,0.4)
      IRNF A 0 A_PlaySound("Ironblast/Add",5,0.5)
      IRNF A 0 A_SetBlend("Yellow",0.2,15)
      IRNF A 0 A_Recoil(10)
	  IRNF A 0 A_ChangeVelocity (Cos(Pitch) * -22, 0, Sin(Pitch) * 22,CVF_RELATIVE)
      IRNF A 0 A_AlertMonsters
      IRNF A 0 A_Quake (4, 10, 0, 24, none)
	  IRNF A 0 A_FireCustomMissile("IronblastProjectile",0,1,11,0)
	  IRNF AAAAAAAAAA 0 A_FireCustomMissile("IronblastProjectile",frandom(8.5,-8.5),0,8+frandom(2.0,-2.0),frandom(2.0,-2.0),0,frandom(3.0,-3.0))
	  IRNF AAAAAAAAA 0 A_FireCustomMissile("IronblastProjectile",frandom(8.5,-8.5),0,12+frandom(2.0,-2.0),frandom(2.0,-2.0),0,frandom(3.0,-3.0))
	  //IRNF A 0 A_FireBullets(12,4,64,5*random(2.0,3.0),"HBulletPuff",FBF_USEAMMO|FBF_NORANDOM)
      IRNG A 0 A_SetPitch(pitch-0.75)
      IRNG A 0 A_SetAngle(angle-0.75)
	  IRNF A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,3,1)
	  IRNF A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,12,1)
      IRNF A 1 Bright A_ZoomFactor(0.99)
      IRNG A 0 A_SetPitch(pitch-1)
      IRNG A 0 A_SetAngle(angle-1)
	  IRNF A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,3,1)
	  IRNF A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,12,1)
      IRNF A 1 Bright A_ZoomFactor(0.98)
      IRNG A 0 A_SetPitch(pitch-1)
      IRNG A 0 A_SetAngle(angle-1)
	  IRNF A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,3,1)
	  IRNF A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,12,1)
      IRNF C 1 Bright A_ZoomFactor(0.95)
      IRNH A 1 A_ZoomFactor(0.9)
      IRNG A 0 A_SetPitch(pitch-1.25)
      IRNG A 0 A_SetAngle(angle-1.25)
      IRNH B 1 A_ZoomFactor(0.8)
      IRNH A 0 A_SetPitch(pitch-0.75)
      IRNG A 0 A_SetAngle(angle-0.75)
      IRNH C 1 A_ZoomFactor(0.75)
      IRNG A 0 A_SetPitch(pitch-0.65)
      IRNG A 0 A_SetAngle(angle-0.65)
      IRNH D 1 A_ZoomFactor(0.725)
      IRNG A 0 A_SetPitch(pitch-0.45)
      IRNG A 0 A_SetAngle(angle-0.45)
      IRNH E 1 A_ZoomFactor(0.71)
      IRNG A 0 A_SetPitch(pitch-0.35)
      IRNG A 0 A_SetAngle(angle-0.35)
      IRNH F 1 A_ZoomFactor(0.73)
      IRNG A 0 A_SetPitch(pitch-0.25)
      IRNG A 0 A_SetAngle(angle-0.25)
      IRNH G 1 A_ZoomFactor(0.8)
      IRNG A 0 A_SetPitch(pitch-0.15)
      IRNG A 0 A_SetAngle(angle-0.15)
      IRNH H 1 A_ZoomFactor(0.82)
      IRNG A 0 A_SetPitch(pitch+0.15)
      IRNG A 0 A_SetAngle(angle-0.25)
      IRNH I 1 A_ZoomFactor(0.83)
      IRNG A 0 A_SetPitch(pitch+0.25)
      IRNG A 0 A_SetAngle(angle-0.25)
      IRNH J 1 A_ZoomFactor(0.85)
      IRNG A 0 A_SetPitch(pitch+0.15)
      IRNG A 0 A_SetAngle(angle-0.15)
      IRNH K 1 A_ZoomFactor(0.87)
      IRNG A 0 A_SetPitch(pitch+0.35)
      IRNH L 1 A_ZoomFactor(0.89)
      IRNG A 0 A_SetPitch(pitch+0.35)
      IRNG A 0 A_SetAngle(angle+0.15)
      IRNH M 1 A_ZoomFactor(0.92)
      IRNG A 0 A_SetPitch(pitch+0.25)
      IRNG A 0 A_SetAngle(angle+0.25)
      IRNH N 1 A_ZoomFactor(0.94)
      IRNG A 0 A_SetPitch(pitch+0.25)
      IRNG A 0 A_SetAngle(angle+0.25)
      IRNH O 1 A_ZoomFactor(0.95)
      IRNG A 0 A_SetPitch(pitch+0.25)
      IRNG A 0 A_SetAngle(angle+0.35)
      IRNH P 1 A_ZoomFactor(0.96)
      IRNG A 0 A_SetPitch(pitch+0.25)
      IRNG A 0 A_SetAngle(angle+0.25)
      IRNH Q 1 A_ZoomFactor(0.97)
      IRNG A 0 A_SetPitch(pitch+0.25)
      IRNG A 0 A_SetAngle(angle+0.25)
      IRNH R 1 A_ZoomFactor(0.98)
      IRNG A 0 A_SetPitch(pitch+0.35)
      IRNG A 0 A_SetAngle(angle+0.25)
      IRNH S 1 A_ZoomFactor(0.99)
      IRNG A 0 A_SetPitch(pitch+0.25)
      IRNG A 0 A_SetAngle(angle+0.15)
      IRNH T 1 A_ZoomFactor(1)
	  IRNR ABCDEFGHIJKL 1
      IRNR A 0 A_PlaySound("Ironblast/Pump/In",6,0.6)
	  IRNR MNOPQRSTTT 1 A_SetPitch(Pitch+1)
	  IRNR T 0 A_FireCustomMissile("ShottyCasingSpawner",0,0,30,-12)
	  IRNR T 1 A_FireCustomMissile("ShottyCasingSpawner",0,0,30,-12)
	  IRNR T 0 A_FireCustomMissile("ShottyCasingSpawner",0,0,30,-12)
	  IRNR T 1 A_FireCustomMissile("ShottyCasingSpawner",0,0,30,-12)
	  IRNR T 0 A_FireCustomMissile("ShottyCasingSpawner",0,0,30,-12)
	  IRNR T 1 A_FireCustomMissile("ShottyCasingSpawner",0,0,30,-12)
	  IRNR T 0 A_FireCustomMissile("ShottyCasingSpawner",0,0,30,-12)
	  IRNR T 1 A_FireCustomMissile("ShottyCasingSpawner",0,0,30,-12)
      IRNR A 0 A_PlaySound("Ironblast/Pump/Out",6,0.6)
	  IRNR SRQPONM 1 A_SetPitch(Pitch-1)
	  IRNR LKJIHGFEDCBA 1
	  IRNG A 1
	  Goto Ready
	AltFire:
	  IRNM A 0
	  Goto Super::CheckForMagic
	Zoom:
      TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  IRNK A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto Super::Zoom
	  1RNK A 0
	  Goto Super::Zoom
	//Zweihander

   ZweiSelect:
      3RNG A 0 A_Raise
      3RNG A 1 A_Raise
      Loop
   ZweiDeselect:
	  TNT1 A 0 A_GunFlash("Nullify",GFF_NOEXTCHANGE)
	  TNT1 A 0 A_TakeInventory("SynthFireActive",1)
	  TNT1 A 0 A_TakeInventory("SynthFireLeft",1)
	  TNT1 A 0 A_TakeInventory("SynthFireRight",1)
   Zweihander:
	  3RNG A 0 A_Lower
	  3RNG A 1 A_Lower
	  Loop
   ZweiReady:
	  3RNG A 0 A_GiveInventory("SynthFireActive",1)
	  3RNG A 0 ACS_NamedExecuteAlways("SynthLeftClicky")
	  3RNG A 0 ACS_NamedExecuteAlways("SynthRightClicky")
	  3RNG A 0 A_Gunflash("Flash",GFF_NOEXTCHANGE)
	  Goto RIdle
	  
   //Right
   
   RIdle:
	  1RNG A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
	  1RNG A 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),"RIdle")
	  1RNG A 0 A_JumpIfInventory("PowerGunzerking",1,"RIdle") 
	  Goto BackToReady
   BackToReady:
	  1RNG A 0 A_GunFlash("Nullify",GFF_NOEXTCHANGE)
	  Goto Ready
   RFire:
      TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  1RNG A 0 A_JumpIfInventory("PowerGunzerking",1,1) 
	  Goto BackToReady
	  1RNG A 1 A_JumpIfInventory("ShotgunAmmo",8,1)
	  Goto RIdle
	  1RNF A 0 A_TakeInventory("ShotgunAmmo",8,TIF_NOTAKEINFINITE)
      1RNF A 0 A_PlaySound("Ironblast/Fire",1,0.4)
      1RNF A 0 A_PlaySound("Ironblast/Add",5,0.5)
      1RNF A 0 A_SetBlend("Yellow",0.2,15)
      1RNF A 0 A_Recoil(10)
	  1RNF A 0 A_ChangeVelocity (Cos(Pitch) * -22, 0, Sin(Pitch) * 22,CVF_RELATIVE)
      1RNF A 0 A_AlertMonsters
      1RNF A 0 A_Quake (4, 10, 0, 24, none)
      //1RNF A 0 A_FireBullets(12,4,64,5*random(2.0,3.0),"HBulletPuff",FBF_NORANDOM)
	  1RNF AAAAAAAAAA 0 A_FireCustomMissile("IronblastProjectile",frandom(7.0,-7.0),0,8+frandom(2.0,-2.0),frandom(2.0,-2.0),0,frandom(3.0,-3.0))
	  1RNF AAAAAAAAAA 0 A_FireCustomMissile("IronblastProjectile",frandom(7.0,-7.0),0,12+frandom(2.0,-2.0),frandom(2.0,-2.0),0,frandom(3.0,-3.0))
      1RNG A 0 A_SetPitch(pitch-0.75)
      1RNG A 0 A_SetAngle(angle-0.75)
	  1RNF A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,6,-1)
	  1RNF A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,15,-1)
      1RNF A 1 Bright A_ZoomFactor(0.99)
      1RNG A 0 A_SetPitch(pitch-1)
      1RNG A 0 A_SetAngle(angle-1)
	  1RNF A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,6,-1)
	  1RNF A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,15,-1)
      1RNF A 1 Bright A_ZoomFactor(0.98)
      1RNG A 0 A_SetPitch(pitch-1)
      1RNG A 0 A_SetAngle(angle-1)
	  1RNF A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,6,-1)
	  1RNF A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,15,-1)
      1RNF C 1 Bright A_ZoomFactor(0.95)
      1RNH A 1 A_ZoomFactor(0.9)
      1RNG A 0 A_SetPitch(pitch-1.25)
      1RNG A 0 A_SetAngle(angle-1.25)
      1RNH B 1 A_ZoomFactor(0.8)
      1RNH A 0 A_SetPitch(pitch-0.75)
      1RNG A 0 A_SetAngle(angle-0.75)
      1RNH C 1 A_ZoomFactor(0.75)
      1RNG A 0 A_SetPitch(pitch-0.65)
      1RNG A 0 A_SetAngle(angle-0.65)
      1RNH D 1 A_ZoomFactor(0.725)
      1RNG A 0 A_SetPitch(pitch-0.45)
      1RNG A 0 A_SetAngle(angle-0.45)
      1RNH E 1 A_ZoomFactor(0.71)
      1RNG A 0 A_SetPitch(pitch-0.35)
      1RNG A 0 A_SetAngle(angle-0.35)
      1RNH F 1 A_ZoomFactor(0.73)
      1RNG A 0 A_SetPitch(pitch-0.25)
      1RNG A 0 A_SetAngle(angle-0.25)
      1RNH G 1 A_ZoomFactor(0.8)
      1RNG A 0 A_SetPitch(pitch-0.15)
      1RNG A 0 A_SetAngle(angle-0.15)
      1RNH H 1 A_ZoomFactor(0.82)
      1RNG A 0 A_SetPitch(pitch+0.15)
      1RNG A 0 A_SetAngle(angle-0.25)
      1RNH I 1 A_ZoomFactor(0.83)
      1RNG A 0 A_SetPitch(pitch+0.25)
      1RNG A 0 A_SetAngle(angle-0.25)
      1RNH J 1 A_ZoomFactor(0.85)
      1RNG A 0 A_SetPitch(pitch+0.15)
      1RNG A 0 A_SetAngle(angle-0.15)
      1RNH K 1 A_ZoomFactor(0.87)
      1RNG A 0 A_SetPitch(pitch+0.35)
      1RNH L 1 A_ZoomFactor(0.89)
      1RNG A 0 A_SetPitch(pitch+0.35)
      1RNG A 0 A_SetAngle(angle+0.15)
      1RNH M 1 A_ZoomFactor(0.92)
      1RNG A 0 A_SetPitch(pitch+0.25)
      1RNG A 0 A_SetAngle(angle+0.25)
      1RNH N 1 A_ZoomFactor(0.94)
      1RNG A 0 A_SetPitch(pitch+0.25)
      1RNG A 0 A_SetAngle(angle+0.25)
      1RNH O 1 A_ZoomFactor(0.95)
      1RNG A 0 A_SetPitch(pitch+0.25)
      1RNG A 0 A_SetAngle(angle+0.35)
      1RNH P 1 A_ZoomFactor(0.96)
      1RNG A 0 A_SetPitch(pitch+0.25)
      1RNG A 0 A_SetAngle(angle+0.25)
      1RNH Q 1 A_ZoomFactor(0.97)
      1RNG A 0 A_SetPitch(pitch+0.25)
      1RNG A 0 A_SetAngle(angle+0.25)
      1RNH R 1 A_ZoomFactor(0.98)
      1RNG A 0 A_SetPitch(pitch+0.35)
      1RNG A 0 A_SetAngle(angle+0.25)
      1RNH S 1 A_ZoomFactor(0.99)
      1RNG A 0 A_SetPitch(pitch+0.25)
      1RNG A 0 A_SetAngle(angle+0.15)
      1RNH T 1 A_ZoomFactor(1)
	  1RNR ABCDEFGHIJKL 1
      1RNR A 0 A_PlaySound("Ironblast/Pump/In",6,0.6)
	  1RNR MNOPQRSTTT 1 A_SetPitch(Pitch+1)
	  1RNR T 0 A_FireCustomMissile("ShottyCasingSpawner",0,0,30,-12)
	  1RNR T 1 A_FireCustomMissile("ShottyCasingSpawner",0,0,30,-12)
	  1RNR T 0 A_FireCustomMissile("ShottyCasingSpawner",0,0,30,-12)
	  1RNR T 1 A_FireCustomMissile("ShottyCasingSpawner",0,0,30,-12)
	  1RNR T 0 A_FireCustomMissile("ShottyCasingSpawner",0,0,30,-12)
	  1RNR T 1 A_FireCustomMissile("ShottyCasingSpawner",0,0,30,-12)
	  1RNR T 0 A_FireCustomMissile("ShottyCasingSpawner",0,0,30,-12)
	  1RNR T 1 A_FireCustomMissile("ShottyCasingSpawner",0,0,30,-12)
      1RNR A 0 A_PlaySound("Ironblast/Pump/Out",6,0.6)
	  1RNR SRQPONM 1 A_SetPitch(Pitch-1)
	  1RNR LKJIHGFEDCBA 1
	  1RNG A 1
	  1RNG A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
	  Goto RIdle
	  
   //Left
	  
   Nullify:
	  TNT1 A 0
	  Stop
   Flash:
	  TNT1 A 0 A_Light0
   LIdle:
	  2RNG A 1 A_JumpIfInventory("SynthFireLeft",1,"LFire")
	  Loop
   LFire:
      TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  2RNG A 0 A_JumpIfInventory("PowerGunzerking",1,1) 
	  Goto Nullify
	  2RNG A 1 A_JumpIfInventory("ShotgunAmmo",8,1)
	  Goto LIdle
	  2RNF A 0 A_TakeInventory("ShotgunAmmo",8,TIF_NOTAKEINFINITE)
      2RNF A 0 A_PlaySound("Ironblast/Fire",1,0.4)
      2RNF A 0 A_PlaySound("Ironblast/Add",5,0.5)
      2RNF A 0 A_SetBlend("Yellow",0.2,15)
      2RNF A 0 A_Recoil(10)
	  2RNF A 0 A_ChangeVelocity (Cos(Pitch) * -22, 0, Sin(Pitch) * 22,CVF_RELATIVE)
      2RNF A 0 A_AlertMonsters
      2RNF A 0 A_Quake (4, 10, 0, 24, none)
	  2RNF AAAAAAAAAA 0 A_FireCustomMissile("IronblastProjectile",frandom(7.0,-7.0),0,-8+frandom(2.0,-2.0),frandom(2.0,-2.0),0,frandom(3.0,-3.0))
	  2RNF AAAAAAAAAA 0 A_FireCustomMissile("IronblastProjectile",frandom(7.0,-7.0),0,-12+frandom(2.0,-2.0),frandom(2.0,-2.0),0,frandom(3.0,-3.0))
      //2RNF A 0 A_FireBullets(12,4,64,5*random(2.0,3.0),"HBulletPuff",FBF_NORANDOM)
      2RNG A 0 A_SetPitch(pitch-0.75)
      2RNG A 0 A_SetAngle(angle+0.75)
	  2RNF A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,-6,-1)
	  2RNF A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,-15,-1)
      2RNF A 1 Bright A_ZoomFactor(0.99)
      2RNG A 0 A_SetPitch(pitch-1)
      2RNG A 0 A_SetAngle(angle+1)
	  2RNF A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,-6,-1)
	  2RNF A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,-15,-1)
      2RNF A 1 Bright A_ZoomFactor(0.98)
      2RNG A 0 A_SetPitch(pitch-1)
      2RNG A 0 A_SetAngle(angle+1)
	  2RNF A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,-6,-1)
	  2RNF A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,-15,-1)
      2RNF C 1 Bright A_ZoomFactor(0.95)
      2RNH A 1 A_ZoomFactor(0.9)
      2RNG A 0 A_SetPitch(pitch-1.25)
      2RNG A 0 A_SetAngle(angle+1.25)
      2RNH B 1 A_ZoomFactor(0.8)
      2RNH A 0 A_SetPitch(pitch-0.75)
      2RNG A 0 A_SetAngle(angle+0.75)
      2RNH C 1 A_ZoomFactor(0.75)
      2RNG A 0 A_SetPitch(pitch-0.65)
      2RNG A 0 A_SetAngle(angle+0.65)
      2RNH D 1 A_ZoomFactor(0.725)
      2RNG A 0 A_SetPitch(pitch-0.45)
      2RNG A 0 A_SetAngle(angle+0.45)
      2RNH E 1 A_ZoomFactor(0.71)
      2RNG A 0 A_SetPitch(pitch-0.35)
      2RNG A 0 A_SetAngle(angle+0.35)
      2RNH F 1 A_ZoomFactor(0.73)
      2RNG A 0 A_SetPitch(pitch-0.25)
      2RNG A 0 A_SetAngle(angle+0.25)
      2RNH G 1 A_ZoomFactor(0.8)
      2RNG A 0 A_SetPitch(pitch-0.15)
      2RNG A 0 A_SetAngle(angle+0.15)
      2RNH H 1 A_ZoomFactor(0.82)
      2RNG A 0 A_SetPitch(pitch+0.15)
      2RNG A 0 A_SetAngle(angle+0.25)
      2RNH I 1 A_ZoomFactor(0.83)
      2RNG A 0 A_SetPitch(pitch+0.25)
      2RNG A 0 A_SetAngle(angle+0.25)
      2RNH J 1 A_ZoomFactor(0.85)
      2RNG A 0 A_SetPitch(pitch+0.15)
      2RNG A 0 A_SetAngle(angle+0.15)
      2RNH K 1 A_ZoomFactor(0.87)
      2RNG A 0 A_SetPitch(pitch+0.35)
      2RNH L 1 A_ZoomFactor(0.89)
      2RNG A 0 A_SetPitch(pitch+0.35)
      2RNG A 0 A_SetAngle(angle-0.15)
      2RNH M 1 A_ZoomFactor(0.92)
      2RNG A 0 A_SetPitch(pitch+0.25)
      2RNG A 0 A_SetAngle(angle-0.25)
      2RNH N 1 A_ZoomFactor(0.94)
      2RNG A 0 A_SetPitch(pitch+0.25)
      2RNG A 0 A_SetAngle(angle-0.25)
      2RNH O 1 A_ZoomFactor(0.95)
      2RNG A 0 A_SetPitch(pitch+0.25)
      2RNG A 0 A_SetAngle(angle-0.35)
      2RNH P 1 A_ZoomFactor(0.96)
      2RNG A 0 A_SetPitch(pitch+0.25)
      2RNG A 0 A_SetAngle(angle-0.25)
      2RNH Q 1 A_ZoomFactor(0.97)
      2RNG A 0 A_SetPitch(pitch+0.25)
      2RNG A 0 A_SetAngle(angle-0.25)
      2RNH R 1 A_ZoomFactor(0.98)
      2RNG A 0 A_SetPitch(pitch+0.35)
      2RNG A 0 A_SetAngle(angle-0.25)
      2RNH S 1 A_ZoomFactor(0.99)
      2RNG A 0 A_SetPitch(pitch+0.25)
      2RNG A 0 A_SetAngle(angle-0.15)
      2RNH T 1 A_ZoomFactor(1)
	  2RNR ABCDEFGHIJKL 1
      2RNR A 0 A_PlaySound("Ironblast/Pump/In",6,0.6)
	  2RNR MNOPQRSTTT 1 A_SetPitch(Pitch+1)
	  2RNR T 0 A_FireCustomMissile("ShottyCasingSpawnerLeft",0,0,-30,-12)
	  2RNR T 1 A_FireCustomMissile("ShottyCasingSpawnerLeft",0,0,-30,-12)
	  2RNR T 0 A_FireCustomMissile("ShottyCasingSpawnerLeft",0,0,-30,-12)
	  2RNR T 1 A_FireCustomMissile("ShottyCasingSpawnerLeft",0,0,-30,-12)
	  2RNR T 0 A_FireCustomMissile("ShottyCasingSpawnerLeft",0,0,-30,-12)
	  2RNR T 1 A_FireCustomMissile("ShottyCasingSpawnerLeft",0,0,-30,-12)
	  2RNR T 0 A_FireCustomMissile("ShottyCasingSpawnerLeft",0,0,-30,-12)
	  2RNR T 1 A_FireCustomMissile("ShottyCasingSpawnerLeft",0,0,-30,-12)
      2RNR A 0 A_PlaySound("Ironblast/Pump/Out",6,0.6)
	  2RNR SRQPONM 1 A_SetPitch(Pitch-1)
	  2RNR LKJIHGFEDCBA 1
	  2RNG A 1
	  2RNG A 0 A_JumpIfInventory("SynthFireLeft",1,"LFire")
	  Goto LIdle
	}
}
