ACTOR Pulverizer2 : Pulverizer replaces CWeapStaff
{
   Game Hexen
   Weapon.AmmoGive 30
   Weapon.AmmoType "BlueMana"
   Weapon.AmmoUse 1
   Tag "Pulverizer"
   States
   {
	Fire:
      PLVF A 0 A_PlaySound("Pulverizer/Fire",5,0.8,1)
      PLVF A 0 A_PlaySound("Pulverizer/Add",6,0.6,1)
	Looplet:
      PLVF A 0 A_Quake(2, 10, 0, 3, none) //Master of Decorate, snort.
      PLVF A 0 A_SetBlend("Yellow",0.04,3)
      PLVF A 0 A_Recoil(0.2)
      PLVF A 0 A_AlertMonsters
      PLVF A 0 A_SetPitch(pitch-0.25)
      PLVF A 0 A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,30,-18)
      PLVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_USEAMMO|FBF_NORANDOM)
      PLVF A 1 Bright A_ZoomFactor(0.94)

      PLVF A 0 A_SetBlend("Yellow",0.04,3)
      PLVF A 0 A_Recoil(0.2)
      PLVF A 0 A_AlertMonsters
      PLVF A 0 A_SetPitch(pitch-0.25)
      PLVF A 0 A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,30,-18)
      PLVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      PLVF B 1 Bright A_ZoomFactor(0.9375)

      PLVF A 0 A_SetBlend("Yellow",0.03,3)
      PLVF A 0 A_Recoil(0.2)
      PLVF A 0 A_AlertMonsters
      PLVF A 0 A_SetPitch(pitch-0.25)
      PLVF A 0 A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,30,-18)
      PLVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      PLVF C 1 Bright A_ZoomFactor(0.935)

      PLVF A 0 A_SetBlend("Yellow",0.03,3)
      PLVF A 0 A_Recoil(0.2)
      PLVF A 0 A_AlertMonsters
      PLVF A 0 A_SetPitch(pitch-0.25)
      PLVF A 0 A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,30,-18)
      PLVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      PLVF D 1 Bright A_ZoomFactor(0.9325)

      PLVF A 0 A_SetBlend("Yellow",0.04,3)
      PLVF A 0 A_Recoil(0.2)
      PLVF A 0 A_AlertMonsters
      PLVF A 0 A_SetPitch(pitch-0.25)
      PLVF A 0 A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,30,-18)
      PLVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      PLVF E 1 Bright A_ZoomFactor(0.93)

      PLVF A 0 A_SetBlend("Yellow",0.04,3)
      PLVF A 0 A_Recoil(0.2)
      PLVF A 0 A_AlertMonsters
      PLVF A 0 A_SetPitch(pitch-0.25)
      PLVF A 0 A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,30,-18)
      PLVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      PLVF F 1 Bright A_ZoomFactor(0.9275)

      PLVF A 0 A_SetBlend("Yellow",0.03,3)
      PLVF A 0 A_Recoil(0.2)
      PLVF A 0 A_AlertMonsters
      PLVF A 0 A_SetPitch(pitch-0.25)
      PLVF A 0 A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,30,-18)
      PLVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      PLVF G 1 Bright A_ZoomFactor(0.93)

      PLVF A 0 A_SetBlend("Yellow",0.03,3)
      PLVF A 0 A_Recoil(0.2)
      PLVF A 0 A_AlertMonsters
      PLVF A 0 A_SetPitch(pitch-0.25)
      PLVF A 0 A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,30,-18)
      PLVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      PLVF H 1 Bright A_ZoomFactor(0.9325)

      PLVF A 0 A_SetBlend("Yellow",0.04,3)
      PLVF A 0 A_Recoil(0.2)
      PLVF A 0 A_AlertMonsters
      PLVF A 0 A_SetPitch(pitch-0.25)
      PLVF A 0 A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,30,-18)
      PLVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      PLVF I 1 Bright A_ZoomFactor(0.93)

      PLVF A 0 A_SetBlend("Yellow",0.04,3)
      PLVF A 0 A_Recoil(0.2)
      PLVF A 0 A_AlertMonsters
      PLVF A 0 A_SetPitch(pitch-0.25)
      PLVF A 0 A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,30,-18)
      PLVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      PLVF J 1 Bright A_ZoomFactor(0.9375)

	  PLVE A 0 A_ReFire

      PLVE A 0 A_PlaySound("Pulverizer/Down",5,0.9)
      PLVE A 0 A_StopSound(6)
      PLVF A 0 A_SetBlend("Yellow",0.03,8)
      PLVE A 0 A_Quake(2, 3, 0, 3, none)
	  
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
      PLVE A 0 A_SetPitch(pitch-0.25)
      PLVE A 0 A_SetAngle(angle-0.25)
      PLVE A 1 A_ZoomFactor(0.94)
	  
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR A 0 A_ReFire
      PLVE A 0 A_SetPitch(pitch-0.2)
      PLVE A 0 A_SetAngle(angle-0.2)
	  PLVE B 1 A_ZoomFactor(0.95)
	  
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR A 0 A_ReFire
      PLVE A 0 A_SetPitch(pitch-0.15)
      PLVE A 0 A_SetAngle(angle-0.15)
      PLVE C 1 A_ZoomFactor(0.96)
	  
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR A 0 A_ReFire
      PLVE A 0 A_SetPitch(pitch-0.1)
      PLVE A 0 A_SetAngle(angle-0.1)
      PLVE D 1 A_ZoomFactor(0.97)
	  
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR A 0 A_ReFire
      PLVE A 0 A_SetPitch(pitch-0.05)
      PLVE A 0 A_SetAngle(angle-0.05)
      PLVE E 1 A_ZoomFactor(0.98)
	  
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR A 0 A_ReFire
	  PLVR A 1 A_ZoomFactor(0.99)
	  
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR A 0 A_ReFire
      PLVR B 1 A_ZoomFactor(0.995)
	  
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR A 0 A_ReFire
	  PLVR C 1 A_ZoomFactor(1)
	  
	  PLVR A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM) //You can thank zdoom devs here for inability to define custom stacked functions. There's shit like A_FireShotgun, but I can't make my own thing just to call during that one, fucking frame, can't I?! Who's being lazy here, that's a good question.
	  PLVR D 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR E 1 A_ReFire

	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR A 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR A 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR B 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR B 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR C 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR C 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR D 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR D 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR E 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR E 1 A_ReFire
	  
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR A 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR A 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR B 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR B 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR C 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR C 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR D 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR D 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR D 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR E 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR E 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR E 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR E 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  
	  PLVG A 0 A_ReFire
	  Goto Ready
   
   RIdle:
	  1LVG A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
	  1LVG A 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  1LVG A 0 A_JumpIfInventory("PowerGunzerking",1,"RIdle") 
	  Goto BackToReady
   BackToReady:
	  1LVG A 0 A_GunFlash("Nullify",GFF_NOEXTCHANGE)
	  Goto Ready
   RFire:
	  1LVG A 0 A_StopSound(1)
	  1LVG A 0 A_StopSound(4)
	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  1LVF A 0 A_JumpIfInventory("PowerGunzerking",1,1) 
	  Goto BackToReady
	  1LVG A 1 A_JumpIfInventory("BlueMana",1,1)
	  Goto RIdle
      1LVF A 0 A_PlaySound("Pulverizer/Fire",1,0.8,1)
      1LVF A 0 A_PlaySound("Pulverizer/Add",4,0.6,1)
	Looplet:
	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  1LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto REnd
      1LVF A 0 A_Quake(2, 10, 0, 3, none) //Master of Decorate, snort.
      1LVF A 0 A_SetBlend("Yellow",0.04,3)
	  1LVF A 0 A_TakeInventory("BlueMana",1,TIF_NOTAKEINFINITE)
      1LVF A 0 A_Recoil(0.1)
      1LVF A 0 A_AlertMonsters
      1LVF A 0 A_SetPitch(pitch-0.25)
      1LVF A 0 A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,40,-20)
      1LVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      1LVF A 1 Bright A_ZoomFactor(0.94)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  1LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto REnd
      1LVF A 0 A_SetBlend("Yellow",0.04,3)
      1LVF A 0 A_Recoil(0.1)
      1LVF A 0 A_AlertMonsters
      1LVF A 0 A_SetPitch(pitch-0.25)
      1LVF A 0 A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,40,-20)
      1LVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      1LVF B 1 Bright A_ZoomFactor(0.9375)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  1LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto REnd
      1LVF A 0 A_SetBlend("Yellow",0.03,3)
      1LVF A 0 A_Recoil(0.1)
      1LVF A 0 A_AlertMonsters
      1LVF A 0 A_SetPitch(pitch-0.25)
      1LVF A 0 A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,40,-20)
      1LVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      1LVF C 1 Bright A_ZoomFactor(0.935)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  1LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto REnd
      1LVF A 0 A_SetBlend("Yellow",0.03,3)
      1LVF A 0 A_Recoil(0.1)
      1LVF A 0 A_AlertMonsters
      1LVF A 0 A_SetPitch(pitch-0.25)
      1LVF A 0 A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,40,-20)
      1LVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      1LVF D 1 Bright A_ZoomFactor(0.9325)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  1LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto REnd
      1LVF A 0 A_SetBlend("Yellow",0.04,3)
      1LVF A 0 A_Recoil(0.1)
      1LVF A 0 A_AlertMonsters
      1LVF A 0 A_SetPitch(pitch-0.25)
      1LVF A 0 A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,40,-20)
      1LVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      1LVF E 1 Bright A_ZoomFactor(0.93)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  1LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto REnd
      1LVF A 0 A_SetBlend("Yellow",0.04,3)
      1LVF A 0 A_Recoil(0.1)
      1LVF A 0 A_AlertMonsters
      1LVF A 0 A_SetPitch(pitch-0.25)
      1LVF A 0 A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,40,-20)
      1LVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      1LVF F 1 Bright A_ZoomFactor(0.9275)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  1LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto REnd
      1LVF A 0 A_SetBlend("Yellow",0.03,3)
      1LVF A 0 A_Recoil(0.1)
      1LVF A 0 A_AlertMonsters
      1LVF A 0 A_SetPitch(pitch-0.25)
      1LVF A 0 A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,40,-20)
      1LVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      1LVF G 1 Bright A_ZoomFactor(0.93)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  1LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto REnd
      1LVF A 0 A_SetBlend("Yellow",0.03,3)
      1LVF A 0 A_Recoil(0.1)
      1LVF A 0 A_AlertMonsters
      1LVF A 0 A_SetPitch(pitch-0.25)
      1LVF A 0 A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,40,-20)
      1LVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      1LVF H 1 Bright A_ZoomFactor(0.9325)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  1LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto REnd
      1LVF A 0 A_SetBlend("Yellow",0.04,3)
      1LVF A 0 A_Recoil(0.1)
      1LVF A 0 A_AlertMonsters
      1LVF A 0 A_SetPitch(pitch-0.25)
      1LVF A 0 A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,40,-20)
      1LVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      1LVF I 1 Bright A_ZoomFactor(0.93)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  1LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto REnd
      1LVF A 0 A_SetBlend("Yellow",0.04,3)
      1LVF A 0 A_Recoil(0.1)
      1LVF A 0 A_AlertMonsters
      1LVF A 0 A_SetPitch(pitch-0.25)
      1LVF A 0 A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,40,-20)
      1LVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      1LVF J 1 Bright A_ZoomFactor(0.9375)

	  1LVE A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")

	REnd:
      1LVE A 0 A_PlaySound("Pulverizer/Down",1,0.9)
      1LVE A 0 A_StopSound(4)
      1LVF A 0 A_SetBlend("Yellow",0.03,8)
      1LVE A 0 A_Quake(2, 3, 0, 3, none)
	  
      1LVE A 0 A_SetPitch(pitch-0.25)
      1LVE A 0 A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      1LVE A 1 A_ZoomFactor(0.94)
	  
	  1LVR A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
      1LVE A 0 A_SetPitch(pitch-0.2)
      1LVE A 0 A_SetAngle(angle-0.2)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVE B 1 A_ZoomFactor(0.95)
	  
	  1LVR A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
      1LVE A 0 A_SetPitch(pitch-0.15)
      1LVE A 0 A_SetAngle(angle-0.15)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      1LVE C 1 A_ZoomFactor(0.96)
	  
	  1LVR A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
      1LVE A 0 A_SetPitch(pitch-0.1)
      1LVE A 0 A_SetAngle(angle-0.1)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      1LVE D 1 A_ZoomFactor(0.97)
	  
	  1LVR A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
      1LVE A 0 A_SetPitch(pitch-0.05)
      1LVE A 0 A_SetAngle(angle-0.05)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      1LVE E 1 A_ZoomFactor(0.98)
	  
	  1LVR A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVR A 1 A_ZoomFactor(0.99)
	  
	  1LVR A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      1LVR B 1 A_ZoomFactor(0.995)
	  
	  1LVR A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVR C 1 A_ZoomFactor(1)
	  
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVR DE 1 A_JumpIfInventory("SynthFireRight",1,"RFire")
	  1LVR AABBCCDDEEAABBCCDDDEEEE 1 A_JumpIfInventory("SynthFireRight",1,"RFire")
	  
	  1LVG A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
	  Goto RIdle 
	  
   //Left
   
   Nullify:
	  TNT1 A 0
	  Stop
   Flash:
	  TNT1 A 0 A_Light0
   LIdle:
	  2LVG A 1 A_JumpIfInventory("SynthFireLeft",1,"LFire")
	  Loop
   LFire:
	  2LVG A 0 A_StopSound(5)
	  2LVG A 0 A_StopSound(6)
	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  2LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1) 
	  Goto Nullify
	  2LVG A 1 A_JumpIfInventory("BlueMana",1,1)
	  Goto LIdle
      2LVF A 0 A_PlaySound("Pulverizer/Fire",5,0.8,1)
      2LVF A 0 A_PlaySound("Pulverizer/Add",6,0.6,1)
	Looplet:
      TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  2LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto LEnd
      2LVF A 0 A_Quake(2, 10, 0, 3, none) //Master of Decorate, snort.
      2LVF A 0 A_SetBlend("Yellow",0.04,3)
      2LVF A 0 A_TakeInventory("BlueMana",1,TIF_NOTAKEINFINITE)
      2LVF A 0 A_Recoil(0.1)
      2LVF A 0 A_AlertMonsters
      2LVF A 0 A_SetPitch(pitch-0.25)
      2LVF A 0 A_SetAngle(angle+0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVF A 0 A_FireCustomMissile("BuellerCasingSpawnerLeft",0,0,-40,-20)
      2LVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      2LVF A 1 Bright A_ZoomFactor(0.94)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  2LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto LEnd
      2LVF A 0 A_SetBlend("Yellow",0.04,3)
      2LVF A 0 A_Recoil(0.1)
      2LVF A 0 A_AlertMonsters
      2LVF A 0 A_SetPitch(pitch-0.25)
      2LVF A 0 A_SetAngle(angle+0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVF A 0 A_FireCustomMissile("BuellerCasingSpawnerLeft",0,0,-40,-20)
      2LVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      2LVF B 1 Bright A_ZoomFactor(0.9375)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  2LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto LEnd
      2LVF A 0 A_SetBlend("Yellow",0.03,3)
      2LVF A 0 A_Recoil(0.1)
      2LVF A 0 A_AlertMonsters
      2LVF A 0 A_SetPitch(pitch-0.25)
      2LVF A 0 A_SetAngle(angle+0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVF A 0 A_FireCustomMissile("BuellerCasingSpawnerLeft",0,0,-40,-20)
      2LVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      2LVF C 1 Bright A_ZoomFactor(0.935)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  2LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto LEnd
      2LVF A 0 A_SetBlend("Yellow",0.03,3)
      2LVF A 0 A_Recoil(0.1)
      2LVF A 0 A_AlertMonsters
      2LVF A 0 A_SetPitch(pitch-0.25)
      2LVF A 0 A_SetAngle(angle+0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVF A 0 A_FireCustomMissile("BuellerCasingSpawnerLeft",0,0,-40,-20)
      2LVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      2LVF D 1 Bright A_ZoomFactor(0.9325)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  2LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto LEnd
      2LVF A 0 A_SetBlend("Yellow",0.04,3)
      2LVF A 0 A_Recoil(0.1)
      2LVF A 0 A_AlertMonsters
      2LVF A 0 A_SetPitch(pitch-0.25)
      2LVF A 0 A_SetAngle(angle+0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVF A 0 A_FireCustomMissile("BuellerCasingSpawnerLeft",0,0,-40,-20)
      2LVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      2LVF E 1 Bright A_ZoomFactor(0.93)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  2LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto LEnd
      2LVF A 0 A_SetBlend("Yellow",0.04,3)
      2LVF A 0 A_Recoil(0.1)
      2LVF A 0 A_AlertMonsters
      2LVF A 0 A_SetPitch(pitch-0.25)
      2LVF A 0 A_SetAngle(angle+0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVF A 0 A_FireCustomMissile("BuellerCasingSpawnerLeft",0,0,-40,-20)
      2LVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      2LVF F 1 Bright A_ZoomFactor(0.9275)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  2LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto LEnd
      2LVF A 0 A_SetBlend("Yellow",0.03,3)
      2LVF A 0 A_Recoil(0.1)
      2LVF A 0 A_AlertMonsters
      2LVF A 0 A_SetPitch(pitch-0.25)
      2LVF A 0 A_SetAngle(angle+0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVF A 0 A_FireCustomMissile("BuellerCasingSpawnerLeft",0,0,-40,-20)
      2LVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      2LVF G 1 Bright A_ZoomFactor(0.93)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  2LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto LEnd
      2LVF A 0 A_SetBlend("Yellow",0.03,3)
      2LVF A 0 A_Recoil(0.1)
      2LVF A 0 A_AlertMonsters
      2LVF A 0 A_SetPitch(pitch-0.25)
      2LVF A 0 A_SetAngle(angle+0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVF A 0 A_FireCustomMissile("BuellerCasingSpawnerLeft",0,0,-40,-20)
      2LVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      2LVF H 1 Bright A_ZoomFactor(0.9325)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  2LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto LEnd
      2LVF A 0 A_SetBlend("Yellow",0.04,3)
      2LVF A 0 A_Recoil(0.1)
      2LVF A 0 A_AlertMonsters
      2LVF A 0 A_SetPitch(pitch-0.25)
      2LVF A 0 A_SetAngle(angle+0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVF A 0 A_FireCustomMissile("BuellerCasingSpawnerLeft",0,0,-40,-20)
      2LVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      2LVF I 1 Bright A_ZoomFactor(0.93)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  2LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto LEnd
      2LVF A 0 A_SetBlend("Yellow",0.04,3)
      2LVF A 0 A_Recoil(0.1)
      2LVF A 0 A_AlertMonsters
      2LVF A 0 A_SetPitch(pitch-0.25)
      2LVF A 0 A_SetAngle(angle+0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVF A 0 A_FireCustomMissile("BuellerCasingSpawnerLeft",0,0,-40,-20)
      2LVF A 0 A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      2LVF J 1 Bright A_ZoomFactor(0.9375)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  2LVE A 0 A_JumpIfInventory("SynthFireLeft",1,"LFire")

	LEnd:
      2LVE A 0 A_PlaySound("Pulverizer/Down",5,0.9)
      2LVE A 0 A_StopSound(6)
      2LVF A 0 A_SetBlend("Yellow",0.03,8)
      2LVE A 0 A_Quake(2, 3, 0, 3, none)
	  
      2LVE A 0 A_SetPitch(pitch-0.25)
      2LVE A 0 A_SetAngle(angle+0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      2LVE A 1 A_ZoomFactor(0.94)
	  
	  2LVR A 0 A_JumpIfInventory("SynthFireLeft",1,"LFire")
      2LVE A 0 A_SetPitch(pitch-0.2)
      2LVE A 0 A_SetAngle(angle+0.2)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVE B 1 A_ZoomFactor(0.95)
	  
	  2LVR A 0 A_JumpIfInventory("SynthFireLeft",1,"LFire")
      2LVE A 0 A_SetPitch(pitch-0.15)
      2LVE A 0 A_SetAngle(angle+0.15)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      2LVE C 1 A_ZoomFactor(0.96)
	  
	  2LVR A 0 A_JumpIfInventory("SynthFireLeft",1,"LFire")
      2LVE A 0 A_SetPitch(pitch-0.1)
      2LVE A 0 A_SetAngle(angle+0.1)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      2LVE D 1 A_ZoomFactor(0.97)
	  
	  2LVR A 0 A_JumpIfInventory("SynthFireLeft",1,"LFire")
      2LVE A 0 A_SetPitch(pitch-0.05)
      2LVE A 0 A_SetAngle(angle+0.05)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      2LVE E 1 A_ZoomFactor(0.98)
	  
	  2LVR A 0 A_JumpIfInventory("SynthFireLeft",1,"LFire")
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVR A 1 A_ZoomFactor(0.99)
	  
	  2LVR A 0 A_JumpIfInventory("SynthFireLeft",1,"LFire")
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      2LVR B 1 A_ZoomFactor(0.995)
	  
	  2LVR A 0 A_JumpIfInventory("SynthFireLeft",1,"LFire")
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVR C 1 A_ZoomFactor(1)
	  
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVR DE 1 A_JumpIfInventory("SynthFireLeft",1,"LFire")
	  2LVR AABBCCDDEEAABBCCDDDEEEE 1 A_JumpIfInventory("SynthFireLeft",1,"LFire")
	  
	  2LVG A 0 A_JumpIfInventory("SynthFireLeft",1,"LFire")
	  Goto LIdle
	  }
}