Actor Reloading : Inventory
{
inventory.maxamount 1
}

Actor Unloading : Inventory
{
inventory.maxamount 1
}

Actor HasUnloaded : Inventory
{
inventory.maxamount 1
}


Actor IsInvisible : Inventory
{
inventory.maxamount 1
}



ACTOR Clip2 : Ammo Replaces Clip
{
	Game Doom
	SpawnID 11
	Inventory.PickupMessage "Picked up a Rifle clip."
	Inventory.Amount 30
	Inventory.MaxAmount 400
	inventory.pickupsound "GotClip"
	Ammo.BackpackAmount 30
	Ammo.BackpackMaxAmount 600
	Inventory.Icon "CLIPB0"
	States
	{
	Spawn:
		CLIP B -1
		Stop
	}
}
ACTOR DMRClip : ammo 19000
{
	Game Doom
	SpawnID 12
	Inventory.PickupMessage "Picked up a 50 cal magazine."
	Inventory.Amount 10
	Inventory.MaxAmount 20
	Ammo.BackpackAmount 20
	Ammo.BackpackMaxAmount 50
	Inventory.Icon "CLIPC0"
	States
	{
	Spawn:
		CLIP C -1
		Stop
	}
}


ACTOR ClipBox2 : Clip2 Replaces Clipbox
{
	Game Doom
	SpawnID 139
	inventory.pickupsound "GotClipBox"
	Inventory.PickupMessage "Picked up a box of rifle ammunition."
	Inventory.Amount 100
	
	States
	{
	Spawn:
		AMMO A -1
		Stop
	}
}

Actor IsFiring : Inventory
{
inventory.maxamount 1
}


Actor IsFiringAltFireOnFullAuto : Inventory
{
inventory.maxamount 1
}

Actor ADSMode : Inventory
{
inventory.maxamount 1
}


Actor TurningLeft123 : Inventory
{
inventory.maxamount 1
}



Actor UsedStamina : Inventory
{
inventory.maxamount 510
}

Actor RifleSpread : Inventory
{
inventory.maxamount 6
}
Actor Rifleupgrade : inventory
{
	height 6
	radius 20
	inventory.amount 1
	inventory.maxamount 9
	Inventory.PickupSound "pistol/select"
	Inventory.PickupMessage "You got the rifle-Upgrade!"
	states
	{
		spawn:
			RIFL A 1
			tnt1 A 1
			loop
	}
}
actor RIFupgrade_message : inventory
{
	inventory.amount 1
	inventory.maxamount 9
}
//// --------------------------------------------------------------------------
//
// Rifle
//
// --------------------------------------------------------------------------

ACTOR Rifle : BDWeapon Replaces Pistol
{
	Weapon.AmmoUse1 0
	Weapon.AmmoGive1 10
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	weapon.slotnumber 2
	YScale 0.6
	XScale 0.8
	Weapon.SelectionOrder 4500
	Weapon.AmmoType1 "Clip2"
	Weapon.AmmoType2 "RifleAmmo"
	Obituary "%o was shot down by %k's assault rifle."
    AttackSound "None"
    Inventory.PickupSound "CLIPIN"
	Inventory.Pickupmessage "You got the Assault Rifle!"
	+WEAPON.WIMPY_WEAPON
    +WEAPON.NOAUTOAIM
    +WEAPON.NOALERT
	+WEAPON.NO_AUTO_SWITCH
    +WEAPON.NOAUTOFIRE
	+FORCEXYBILLBOARD
    Scale 0.8
	States
	{
	PickUp:
	TNT1 A 0 A_Playsound("PICKUPONELINER")
	TNT1 A 0
	Stop
	
	Steady:
	TNT1 A 1
	Goto Ready+1
	
		Fall:
			RIFR AB 1
		Fall2:
			RIFR B 1
			tnt1 a 0 A_jumpifinventory("Falling",1,"Fall2")
		Fall3:
			RIFR BA 1
			goto Ready+13
	WarmUp:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("JustStartedGame", 1)
		TNT1 A 5 A_WeaponReady
		PUNS ABCD 1 A_WeaponReady
		TNT1 A 0 A_PlaySound("Knuckled")
		PUNS E 7 A_WeaponReady
		PUNS FGFE 3 A_WeaponReady
		PUNS DCB 1 A_WeaponReady
		TNT1 A 5 A_WeaponReady
		R2RL ABCDE 1 A_WeaponReady
        R2RL EEEEEEE 2 A_WeaponReady
		RIFR HIKL 1 A_WeaponReady
		TNT1 A 0 A_PlaySound("DryFire")
		RIFR MMM 1 A_WeaponReady
		RIFR NOPQRST 1 A_WeaponReady
		goto Ready+13
	lowhealth:
		tnt1 a 0 A_jumpifhealthlower(30,2)
		tnt1 a 4
		loop
		tnt1 a 0
		blsc a 4
		loop
	Ready:
		tnt1 a 0 //A_gunflash("lowhealth")
		tnt1 a 0
	TNT1 A 0 A_selectweapon("Impshield")
		TNT1 A 0 A_selectweapon("ZMANshield")
		TNT1 A 0 A_selectweapon("SGUYshield")
		tnt1 a 0 A_TakeInventory("JustStartedGame", 1)
        TNT1 A 2 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0
        TNT1 A 0 A_PlaySound("CLIPIN")
		tnt1 a 0 A_JumpIfInventory("IsPlayingAsPurist",1,"selectvanilla")
        RIFS ABC 1
        TNT1 AAAAAAAA 0
        TNT1 A 0 //A_JumpIfInventory("RifleAmmo",1,2)
        //Goto Reload
        TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("falling",1,"fall")
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "meatshield")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		TNT1 A 0 A_TakeInventory("RifleSpread", 5)
		RIFG A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("JustStartedGame",1,"WarmUp")
		TNT1 A 0 A_TakeInventory("UsedStamina", 1)
		tnt1 a 0 A_jumpifinventory("Rifleupgrade",9,"pickup_upgrade4")
		tnt1 a 0 A_jumpifinventory("Rifleupgrade",8,"pickup_upg_piece8")
		tnt1 a 0 A_jumpifinventory("Rifleupgrade",7,"pickup_upg_piece7")
		
		tnt1 a 0 A_jumpifinventory("Rifleupgrade",6,"pickup_upgrade3")
		tnt1 a 0 A_jumpifinventory("Rifleupgrade",5,"pickup_upg_piece5")
		tnt1 a 0 A_jumpifinventory("Rifleupgrade",4,"pickup_upg_piece4")
		
		tnt1 a 0 A_jumpifinventory("Rifleupgrade",3,"pickup_upgrade2")
		tnt1 a 0 A_jumpifinventory("Rifleupgrade",2,"pickup_upg_piece2")
		tnt1 a 0 A_jumpifinventory("Rifleupgrade",1,"pickup_upg_piece1")
        goto Ready+13
		
	selectvanilla:
		tnt1 a 1 A_selectweapon("ClassicRifle")
		goto ready +11
		
		pickup_upg_piece1:
			tnt1 a 0 A_jumpifinventory("RIFupgrade_message",1,3)
			tnt1 a 1 A_print("--you need 2 more pieces to upgrade--",4)
			tnt1 a 0 A_giveinventory("RIFupgrade_message",1)
			tnt1 a 0
			goto Ready+13
		pickup_upg_piece2:
			tnt1 a 0 A_jumpifinventory("RIFupgrade_message",2,3)
			tnt1 a 1 A_print("--you need 1 more piece to upgrade--",4)
			tnt1 a 0 A_giveinventory("RIFupgrade_message",1)
			tnt1 a 0
			goto Ready+13
		pickup_upg_piece4:
			tnt1 a 0 A_jumpifinventory("RIFupgrade_message",4,3)
			tnt1 a 1 A_print("--you need 2 more pieces to upgrade--",4)
			tnt1 a 0 A_giveinventory("RIFupgrade_message",1)
			tnt1 a 0
			goto Ready+13
		pickup_upg_piece5:
			tnt1 a 0 A_jumpifinventory("RIFupgrade_message",5,3)
			tnt1 a 1 A_print("--you need 1 more piece to upgrade--",4)
			tnt1 a 0 A_giveinventory("RIFupgrade_message",1)
			tnt1 a 0
			goto Ready+13
		pickup_upg_piece7:
			tnt1 a 0 A_jumpifinventory("RIFupgrade_message",7,3)
			tnt1 a 1 A_print("--you need 2 more pieces to upgrade--",4)
			tnt1 a 0 A_giveinventory("RIFupgrade_message",1)
			tnt1 a 0
			goto Ready+13
		pickup_upg_piece8:
			tnt1 a 0 A_jumpifinventory("RIFupgrade_message",8,3)
			tnt1 a 1 A_print("--you need 1 more piece to upgrade--",4)
			tnt1 a 0 A_giveinventory("RIFupgrade_message",1)
			tnt1 a 0
			goto Ready+13
		pickup_upgrade2:
			tnt1 a 0 A_jumpifinventory("RIFupgrade_message",3,3)
			tnt1 a 1 A_print("*** UPGRADED to MACH 2! ***",4)
			tnt1 a 0 A_giveinventory("RIFupgrade_message",1)
			tnt1 a 0
			goto Ready+13
		pickup_upgrade3:
			tnt1 a 0 A_jumpifinventory("RIFupgrade_message",6,3)
			tnt1 a 1 A_print("*** UPGRADED to MACH 3! ***",4)
			tnt1 a 0 A_giveinventory("RIFupgrade_message",1)
			tnt1 a 0
			goto Ready+13
		pickup_upgrade4:
			tnt1 a 0 A_jumpifinventory("RIFupgrade_message",9,3)
			tnt1 a 1 A_print("*** UPGRADED to MACH 4! * MAXED out.***",4)
			tnt1 a 0 A_giveinventory("RIFupgrade_message",1)
			tnt1 a 0
			goto Ready+13
    Ready2:
		tnt1 a 0 A_jumpifinventory("Walking",1,"Ready2Walk")
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "meatshield")
		
		RI2G A 2 A_WeaponReady(wrf_nobob)
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		TNT1 A 0 A_TakeInventory("UsedStamina", 2)
		Loop
	Ready2Walk:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "meatshield")
		
		RI2G ABCCBADEED 2 A_WeaponReady(wrf_nobob)
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		TNT1 A 0 A_TakeInventory("UsedStamina", 2)
		goto Ready2
	Deselect:
		TNT1 A 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
        TNT1 A 0 A_ZoomFactor(1.0)
		RIFS CBA 1
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
		TNT1 A 1
		Wait
		
	Select:
		TNT1 A 0 A_Takeinventory("FistsSelected",1)
		TNT1 A 0 A_Takeinventory("SawSelected",1)
		TNT1 A 0 A_Takeinventory("ShotgunSelected",1)
		TNT1 A 0 A_Takeinventory("SSGSelected",1)
		TNT1 A 0 A_Takeinventory("MinigunSelected",1)
		TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
		TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
		TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
		TNT1 A 0 A_Takeinventory("BFGSelected",1)
		TNT1 A 0 A_Takeinventory("BFG10kSelected",1)
		TNT1 A 0 A_Takeinventory("RailGunSelected",1)
		TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
		TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
		TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
		TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
		TNT1 A 0 A_Takeinventory("HasBarrel",1)
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		MARN A 0 ACS_ExecuteAlways(728, 0, 0, 0, 0)//Check if penetration is on.
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
		
		Goto Ready+1
	
    Fire:
		tnt1 aaaaa 0 A_custommissile("Alerter",0,0,random(-5,5),0,random(-5,5))
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
		TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
			tnt1 a 0 A_quake(1,4,0,1,"none")
	tnt1 a 0 A_jumpifinventory("Rifleupgrade",9,"Fire_up4")
	tnt1 a 0 A_jumpifinventory("Rifleupgrade",6,"Fire_up3")
	tnt1 a 0 A_jumpifinventory("Rifleupgrade",3,"Fire_up2")
	
	tnt1 a 0 A_jumpifinventory("Walking",1,"FireWalk")
	tnt1 a 0 A_jump(200,"Fire_Flash","Fire_Flash2")
		//TNT1 A 0 A_JumpIfInventory("RifleSpread", 5, "FireHighSpread")
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/rifle")
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		RIFF A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		TNT1 A 0 A_SetPitch(-1.5 + pitch)
		RIFF B 1 BRIGHT A_FireBullets (3, 3, 1, random(8,25), "HitPuff")
        RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -16, 0, random(-1,1))
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		TNT1 A 0
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
        RIFF C 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		SMGG A 0
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "meatshield")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_Refire
		RIFG B 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG C 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG D 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG E 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG F 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG G 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG A 5 A_WeaponReady(1)
		goto Ready+13
	
	Fire_Flash:
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
			tnt1 a 0 A_quake(1,4,0,1,"none")
		//TNT1 A 0 A_JumpIfInventory("RifleSpread", 5, "FireHighSpread")
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/rifle")
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		R2FF A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		RIFF B 1 BRIGHT A_FireBullets (2, 2, 1, random(8,20), "HitPuff")
        RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -16, 0, random(-1,1))
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		TNT1 A 0
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetPitch(-1.5 + pitch)
		RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
        RIFG A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RIFG A 1
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "meatshield")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_Refire
		RIFG B 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG C 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG D 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG E 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG F 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG G 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG A 5 A_WeaponReady(1)
		goto Ready+13
		
	Fire_Flash2:
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
		tnt1 a 0 A_quake(1,4,0,1,"none")
		//TNT1 A 0 A_JumpIfInventory("RifleSpread", 5, "FireHighSpread")
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/rifle")
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		R3FF A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		RIFF B 1 BRIGHT A_FireBullets (2, 1, 1, random(8,20), "HitPuff")
        RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -16, 0, random(-1,1))
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		TNT1 A 0
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetPitch(-1.5 + pitch)
		RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
        RIFG A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RIFG A 0
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1,  "meatshield")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_Refire
		RIFG B 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG C 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG D 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG E 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG F 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG G 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG A 5 A_WeaponReady(1)
		goto Ready+13
	FireWalk:
		tnt1 a 0 A_quake(1,4,0,1,"none")
		tnt1 a 0 A_jump(200,"Fire_WFlash","Fire_WFlash2")
		//TNT1 A 0 A_JumpIfInventory("RifleSpread", 5, "FireHighSpread")
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/rifle")
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		RIFF A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		RIFF B 1 BRIGHT A_FireBullets (4, 4, 1, random(8,25), "HitPuff")
        RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -16, 0, random(-1,1))
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		TNT1 A 0
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetPitch(-1.5 + pitch)
		RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
        RIFG A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RIFG A 0
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1,  "meatshield")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_Refire
		RIFG B 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG C 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG D 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG E 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG F 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG G 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG A 5 A_WeaponReady(1)
		goto Ready+13
	
	Fire_WFlash:
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0

		//TNT1 A 0 A_JumpIfInventory("RifleSpread", 5, "FireHighSpread")
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/rifle")
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		R2FF A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		RIFF B 1 BRIGHT A_FireBullets (3, 3, 1, random(8,20), "HitPuff")
        RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -16, 0, random(-1,1))
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		TNT1 A 0
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetPitch(-1.5 + pitch)
		RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
        RIFG A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RIFG A 1
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1,  "meatshield")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_Refire
		RIFG B 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG C 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG D 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG E 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG F 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG G 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG A 5 A_WeaponReady(1)
		goto Ready+13
		
	Fire_WFlash2:
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0

		//TNT1 A 0 A_JumpIfInventory("RifleSpread", 5, "FireHighSpread")
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/rifle")
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		R3FF A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		RIFF B 1 BRIGHT A_FireBullets (3, 2, 1, random(8,20), "HitPuff")
        RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -16, 0, random(-1,1))
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		TNT1 A 0
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetPitch(-1.5 + pitch)
		RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
        RIFG A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RIFG A 0
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1,  "meatshield")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_Refire
		RIFG B 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG C 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG D 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG E 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG F 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG G 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG A 5 A_WeaponReady(1)
		goto Ready+13
////////////////////////////////////////////////////////////////
// MACH 2 ------------------------------------------------------
////////////////////////////////////////////////////////////////
	Fire_up2:
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
		tnt1 a 0 A_quake(1,4,0,1,"none")
        TNT1 AAAA 0
		tnt1 a 0 A_jumpifinventory("Walking",1,"FireWalk_up2")
		tnt1 a 0 A_jump(200,"Fire_Flash_up2","Fire_Flash2_up2")
		//TNT1 A 0 A_JumpIfInventory("RifleSpread", 5, "FireHighSpread")
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/rifle")
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		RIFF A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		RIFF B 1 BRIGHT A_FireBullets (2, 2, 1, random(10,28), "HitPuff")
        RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -16, 0, random(-1,1))
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		TNT1 A 0
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetPitch(-1.0 + pitch)
		RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
        RIFG A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RIFG A 0
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "meatshield")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_Refire
		RIFG B 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG C 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG D 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG E 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG F 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG G 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG A 5 A_WeaponReady(1)
		goto Ready+13
	
	Fire_Flash_up2:
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0

		//TNT1 A 0 A_JumpIfInventory("RifleSpread", 5, "FireHighSpread")
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/rifle")
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		R2FF A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		RIFF B 1 BRIGHT A_FireBullets (1, 2, 1, random(10,22), "HitPuff")
        RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -16, 0, random(-1,1))
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		TNT1 A 0
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetPitch(-1.5 + pitch)
		RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
        RIFG A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RIFG A 1
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1,  "meatshield")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_Refire
		RIFG B 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG C 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG D 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG E 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG F 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG G 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG A 5 A_WeaponReady(1)
		goto Ready+13
		
	Fire_Flash2_up2:
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0

		//TNT1 A 0 A_JumpIfInventory("RifleSpread", 5, "FireHighSpread")
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/rifle")
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		R3FF A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		RIFF B 1 BRIGHT A_FireBullets (1, 2, 1, random(10,22), "HitPuff")
        RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -16, 0, random(-1,1))
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		TNT1 A 0
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetPitch(-1.5 + pitch)
		RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
        RIFG A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RIFG A 0
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "meatshield")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_Refire
		RIFG B 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG C 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG D 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG E 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG F 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG G 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG A 5 A_WeaponReady(1)
		goto Ready+13
		
	FireWalk_up2:
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
		tnt1 a 0 A_jump(200,"Fire_WFlash_up2","Fire_WFlash2_up2")
		//TNT1 A 0 A_JumpIfInventory("RifleSpread", 5, "FireHighSpread")
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/rifle")
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		RIFF A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		RIFF B 1 BRIGHT A_FireBullets (3, 3, 1, random(10,28), "HitPuff")
        RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -16, 0, random(-1,1))
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		TNT1 A 0
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetPitch(-1.0 + pitch)
		RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
        RIFG A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RIFG A 0
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1,  "meatshield")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_Refire
		RIFG B 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG C 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG D 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG E 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG F 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG G 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG A 5 A_WeaponReady(1)
		goto Ready+13
	
	Fire_WFlash_up2:
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0

		//TNT1 A 0 A_JumpIfInventory("RifleSpread", 5, "FireHighSpread")
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/rifle")
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		R2FF A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		RIFF B 1 BRIGHT A_FireBullets (2, 3, 1, random(10,22), "HitPuff")
        RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -16, 0, random(-1,1))
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		TNT1 A 0
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetPitch(-1.5 + pitch)
		RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
        RIFG A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RIFG A 1
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1,  "meatshield")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_Refire
		RIFG B 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG C 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG D 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG E 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG F 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG G 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG A 5 A_WeaponReady(1)
		goto Ready+13
		
	Fire_WFlash2_up2:
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0

		//TNT1 A 0 A_JumpIfInventory("RifleSpread", 5, "FireHighSpread")
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/rifle")
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		R3FF A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		RIFF B 1 BRIGHT A_FireBullets (2, 3, 1, random(10,22), "HitPuff")
        RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -16, 0, random(-1,1))
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		TNT1 A 0
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetPitch(-1.5 + pitch)
		RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
        RIFG A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RIFG A 0
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "meatshield")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_Refire
		RIFG B 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG C 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG D 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG E 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG F 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG G 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG A 5 A_WeaponReady(1)
		goto Ready+13
/////////////////////////////////////////////////
//mach 3-----------------------------------------
/////////////////////////////////////////////////
	Fire_up3:
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
		tnt1 a 0 A_quake(1,4,0,1,"none")
        TNT1 AAAA 0
		tnt1 a 0 A_jumpifinventory("Walking",1,"FireWalk_up3")
		tnt1 a 0 A_jump(500,"Fire_Flash_up3","Fire_Flash2_up3")
		//TNT1 A 0 A_JumpIfInventory("RifleSpread", 5, "FireHighSpread")
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/rifle")
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		RIFF A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		RIFF B 1 BRIGHT A_FireBullets (2, 1, 1, random(12,32), "HitPuff")
        RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -16, 0, random(-1,1))
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		TNT1 A 0
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetPitch(-1.0 + pitch)
		RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
        RIFG A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RIFG A 0
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_Refire
		RIFG B 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG C 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG D 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG E 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG F 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG G 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG A 5 A_WeaponReady(1)
		goto Ready+13
	
	Fire_Flash_up3:
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0

		//TNT1 A 0 A_JumpIfInventory("RifleSpread", 5, "FireHighSpread")
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/rifle")
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		R2FF A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		RIFF B 1 BRIGHT A_FireBullets (1, 1, 1, random(12,26), "HitPuff")
        RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -16, 0, random(-1,1))
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		TNT1 A 0
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetPitch(-1.0 + pitch)
		RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
        RIFG A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RIFG A 0
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_Refire
		RIFG B 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG C 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG D 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG E 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG F 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG G 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG A 5 A_WeaponReady(1)
		goto Ready+13
		
	Fire_Flash2_up3:
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0

		//TNT1 A 0 A_JumpIfInventory("RifleSpread", 5, "FireHighSpread")
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/rifle")
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		R3FF A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		RIFF B 1 BRIGHT A_FireBullets (2, 1, 1, random(12,26), "HitPuff")
        RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -16, 0, random(-1,1))
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		TNT1 A 0
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetPitch(-1.5 + pitch)
		RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
        RIFG A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RIFG A 0
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_Refire
		RIFG B 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG C 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG D 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG E 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG F 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG G 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG A 5 A_WeaponReady(1)
		goto Ready+13
		
	FireWalk_up3:
	tnt1 a 0 A_jump(200,"Fire_WFlash_up3","Fire_WFlash2_up3")
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
		//TNT1 A 0 A_JumpIfInventory("RifleSpread", 5, "FireHighSpread")
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/rifle")
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		RIFF A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		RIFF B 1 BRIGHT A_FireBullets (3, 2, 1, random(12,32), "HitPuff")
        RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -16, 0, random(-1,1))
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		TNT1 A 0
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetPitch(-1.0 + pitch)
		RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
        RIFG A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RIFG A 0
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_Refire
		RIFG B 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG C 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG D 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG E 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG F 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG G 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG A 5 A_WeaponReady(1)
		goto Ready+13
	
	Fire_WFlash_up3:
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0

		//TNT1 A 0 A_JumpIfInventory("RifleSpread", 5, "FireHighSpread")
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/rifle")
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		R2FF A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		RIFF B 1 BRIGHT A_FireBullets (2, 2, 1, random(12,26), "HitPuff")
        RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -16, 0, random(-1,1))
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		TNT1 A 0
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetPitch(-1.0 + pitch)
		RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
        RIFG A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RIFG A 0
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_Refire
		RIFG B 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG C 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG D 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG E 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG F 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG G 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG A 5 A_WeaponReady(1)
		goto Ready+13
		
	Fire_WFlash2_up3:
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0

		//TNT1 A 0 A_JumpIfInventory("RifleSpread", 5, "FireHighSpread")
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/rifle")
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		R3FF A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		RIFF B 1 BRIGHT A_FireBullets (3, 2, 1, random(12,26), "HitPuff")
        RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -16, 0, random(-1,1))
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		TNT1 A 0
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetPitch(-1.5 + pitch)
		RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
        RIFG A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RIFG A 0
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_Refire
		RIFG B 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG C 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG D 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG E 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG F 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG G 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG A 5 A_WeaponReady(1)
		goto Ready+13
/////////////////////////////////////////////////
//mach 4-----------------------------------------
/////////////////////////////////////////////////
	Fire_up4:
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
		tnt1 a 0 A_quake(1,4,0,1,"none")
        TNT1 AAAA 0
		tnt1 a 0 A_jumpifinventory("Walking",1,"FireWalk_up4")
		tnt1 a 0 A_jump(200,"Fire_Flash_up4","Fire_Flash2_up4")
		//TNT1 A 0 A_JumpIfInventory("RifleSpread", 5, "FireHighSpread")
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/rifle")
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		RIFF A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		RIFF B 1 BRIGHT A_FireBullets (1, 1, 1, random(14,38), "HitPuff")
        RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -16, 0, random(-1,1))
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		TNT1 A 0
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetPitch(-1.0 + pitch)
		RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
        RIFG A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RIFG A 0
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_Refire
		RIFG B 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG C 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG D 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG E 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG F 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG G 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG A 5 A_WeaponReady(1)
		goto Ready+13
	
	Fire_Flash_up4:
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0

		//TNT1 A 0 A_JumpIfInventory("RifleSpread", 5, "FireHighSpread")
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/rifle")
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		R2FF A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		RIFF B 1 BRIGHT A_FireBullets (0.5, 1, 1, random(14,28), "HitPuff")
        RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -16, 0, random(-1,1))
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		TNT1 A 0
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetPitch(-1.0 + pitch)
		RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
        RIFG A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RIFG A 0
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_Refire
		RIFG B 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG C 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG D 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG E 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG F 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG G 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG A 5 A_WeaponReady(1)
		goto Ready+13
		
	Fire_Flash2_up4:
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0

		//TNT1 A 0 A_JumpIfInventory("RifleSpread", 5, "FireHighSpread")
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/rifle")
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		R3FF A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		RIFF B 1 BRIGHT A_FireBullets (1, 1, 1, random(14,28), "HitPuff")
        RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -16, 0, random(-1,1))
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		TNT1 A 0
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetPitch(-1.0 + pitch)
		RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
        RIFG A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RIFG A 0
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_Refire
		RIFG B 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG C 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG D 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG E 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG F 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG G 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG A 5 A_WeaponReady(1)
		goto Ready+13

	FireWalk_up4:
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
		tnt1 a 0 A_jump(200,"Fire_WFlash_up4","Fire_WFlash2_up4")
		//TNT1 A 0 A_JumpIfInventory("RifleSpread", 5, "FireHighSpread")
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/rifle")
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		RIFF A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		RIFF B 1 BRIGHT A_FireBullets (2, 2, 1, random(14,38), "HitPuff")
        RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -16, 0, random(-1,1))
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		TNT1 A 0
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetPitch(-1.0 + pitch)
		RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
        RIFG A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RIFG A 0
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_Refire
		RIFG B 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG C 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG D 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG E 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG F 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG G 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG A 5 A_WeaponReady(1)
		goto Ready+13
	
	Fire_WFlash_up4:
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0

		//TNT1 A 0 A_JumpIfInventory("RifleSpread", 5, "FireHighSpread")
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/rifle")
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		R2FF A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		RIFF B 1 BRIGHT A_FireBullets (1, 2, 1, random(14,28), "HitPuff")
        RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -16, 0, random(-1,1))
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		TNT1 A 0
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetPitch(-1.0 + pitch)
		RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
        RIFG A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RIFG A 0
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_Refire
		RIFG B 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG C 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG D 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG E 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG F 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG G 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG A 5 A_WeaponReady(1)
		goto Ready+13
		
	Fire_WFlash2_up4:
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0

		//TNT1 A 0 A_JumpIfInventory("RifleSpread", 5, "FireHighSpread")
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/rifle")
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		R3FF A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		RIFF B 1 BRIGHT A_FireBullets (2, 2, 1, random(14,28), "HitPuff")
        RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -16, 0, random(-1,1))
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		TNT1 A 0
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		//TNT1 A 0 //A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetPitch(-1.0 + pitch)
		RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
        RIFG A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RIFG A 0
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_Refire
		RIFG B 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG C 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG D 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG E 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG F 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG G 1 A_WeaponReady(1)
		RIFG A 0  A_SetPitch(+0.1 + pitch)
		RIFG A 5 A_WeaponReady(1)
		goto Ready+13
//////////////////////////////////////////////
// Secondary fire-----------------------------
//////////////////////////////////////////////
      Fire2:
		tnt1 a 0 A_jumpifinventory("Rifleupgrade",9,"Fire2_up4")
		tnt1 a 0 A_jumpifinventory("Rifleupgrade",6,"Fire2_up3")
		tnt1 a 0 A_jumpifinventory("Rifleupgrade",3,"Fire2_up2")
		tnt1 a 0 A_jumpifinventory("Walking",1,"Fire2Walk")
	  tnt1 a 0 radius_quake(3,4,0,1,0)
	  TNT1 A 0 A_SetPitch(-0.3 + pitch)
        TNT1 A 0 A_PlaySound("weapons/rifle",2)
		TNT1 A 0
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		RI2G A 0 A_AlertMonsters
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 4, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,5)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
		RI2F A 1 BRIGHT A_FireBullets (0.5, 0.5, 1, random(8,22), "HitPuff")
        //RI2F A 0 BRIGHT A_FireCustomMissile("Tracer", 0, 0, 0, -10)
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, -12, 0, 0)
		TNT1 A 0
        //TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RI2F B 1
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",1,0,8,0)
        RI2F C 1
		tnt1 a 0 A_jump(150,"slow2")
		RI2G A 1
	slow2:
		RI2G A 0 A_WeaponReady(1)
        RI2F B 0 A_ReFire
		RI2G A 1 A_WeaponReady(1)
		RI2G A 1 A_WeaponReady(1)
		RI2G A 1 A_WeaponReady(1)
		RI2G A 1 A_WeaponReady(1)
        RI2G A 0
		Goto Ready2
		
	Fire2Walk:
	  tnt1 a 0 radius_quake(3,4,0,1,0)
	  TNT1 A 0 A_SetPitch(-0.3 + pitch)
        TNT1 A 0 A_PlaySound("weapons/rifle",2)
		TNT1 A 0
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		RI2G A 0 A_AlertMonsters
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 4, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,5)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
		RI2F A 1 BRIGHT A_FireBullets (1.0, 1.0, 1, random(8,22), "HitPuff")
        //RI2F A 0 BRIGHT A_FireCustomMissile("Tracer", 0, 0, 0, -10)
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, -12, 0, 0)
		TNT1 A 0
        //TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RI2F B 1
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",1,0,8,0)
        RI2F C 1
		tnt1 a 0 A_jump(150,"slow2")
		RI2G A 1
	slow2:
		RI2G A 0 A_WeaponReady(1)
        RI2F B 0 A_ReFire
		RI2G A 1 A_WeaponReady(1)
		RI2G A 1 A_WeaponReady(1)
		RI2G A 1 A_WeaponReady(1)
		RI2G A 1 A_WeaponReady(1)
        RI2G A 0
		Goto Ready2
	Fire2_up2:
	tnt1 a 0 A_jumpifinventory("Walking",1,"Fire2Walk_up2")
	  tnt1 a 0 radius_quake(3,4,0,1,0)
	  TNT1 A 0 A_SetPitch(-0.2 + pitch)
        TNT1 A 0 A_PlaySound("weapons/rifle",2)
		TNT1 A 0
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		RI2G A 0 A_AlertMonsters
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 4, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,5)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
		RI2F A 1 BRIGHT A_FireBullets (0.4, 0.4, 1, random(10,26), "HitPuff")
        RI2F A 0 BRIGHT A_FireCustomMissile("Tracer", 0, 0, 0, -10)
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, -12, 0, 0)
		TNT1 A 0
        //TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RI2F B 1
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",1,0,8,0)
        RI2F C 1
		tnt1 a 0 A_jump(200,"slow2")
		RI2G A 1
	slow2:
		RI2G A 0 A_WeaponReady(1)
        RI2F B 0 A_ReFire
		RI2G A 1 A_WeaponReady(1)
		RI2G A 1 A_WeaponReady(1)
		RI2G A 1 A_WeaponReady(1)
		RI2G A 1 A_WeaponReady(1)
        RI2G A 0
		Goto Ready2
		
	Fire2Walk_up2:
	  tnt1 a 0 radius_quake(3,4,0,1,0)
	  TNT1 A 0 A_SetPitch(-0.2 + pitch)
        TNT1 A 0 A_PlaySound("weapons/rifle",2)
		TNT1 A 0
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		RI2G A 0 A_AlertMonsters
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 4, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,5)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
		RI2F A 1 BRIGHT A_FireBullets (0.8, 0.8, 1, random(10,26), "HitPuff")
        //RI2F A 0 BRIGHT A_FireCustomMissile("Tracer", 0, 0, 0, -10)
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, -12, 0, 0)
		TNT1 A 0
        //TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RI2F B 1
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",1,0,8,0)
        RI2F C 1
		tnt1 a 0 A_jump(200,"slow2")
		RI2G A 1
	slow2:
		RI2G A 0 A_WeaponReady(1)
        RI2F B 0 A_ReFire
		RI2G A 1 A_WeaponReady(1)
		RI2G A 1 A_WeaponReady(1)
		RI2G A 1 A_WeaponReady(1)
		RI2G A 1 A_WeaponReady(1)
        RI2G A 0
		Goto Ready2
		
	Fire2_up3:
	tnt1 a 0 A_jumpifinventory("Walking",1,"Fire2Walk_up3")
	  tnt1 a 0 radius_quake(3,4,0,1,0)
	  TNT1 A 0 A_SetPitch(-0.1 + pitch)
        TNT1 A 0 A_PlaySound("weapons/rifle",2)
		TNT1 A 0
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		RI2G A 0 A_AlertMonsters
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 4, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,5)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
		RI2F A 1 BRIGHT A_FireBullets (0.3, 0.3, 1, random(12,30), "HitPuff")
       // RI2F A 0 BRIGHT A_FireCustomMissile("Tracer", 0, 0, 0, -10)
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, -12, 0, 0)
		TNT1 A 0
        //TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RI2F B 1
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",1,0,8,0)
        RI2F C 1
		tnt1 a 0 A_jump(250,"slow2")
		RI2G A 1
	slow2:
		RI2G A 0 A_WeaponReady(1)
        RI2F B 0 A_ReFire
		RI2G A 1 A_WeaponReady(1)
		RI2G A 1 A_WeaponReady(1)
		RI2G A 1 A_WeaponReady(1)
		RI2G A 1 A_WeaponReady(1)
        RI2G A 0
		Goto Ready2
		
Fire2Walk_up3:
	  tnt1 a 0 radius_quake(3,4,0,1,0)
	  TNT1 A 0 A_SetPitch(-0.1 + pitch)
        TNT1 A 0 A_PlaySound("weapons/rifle",2)
		TNT1 A 0
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		RI2G A 0 A_AlertMonsters
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 4, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,5)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
		RI2F A 1 BRIGHT A_FireBullets (0.6, 0.6, 1, random(12,30), "HitPuff")
        //RI2F A 0 BRIGHT A_FireCustomMissile("Tracer", 0, 0, 0, -10)
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, -12, 0, 0)
		TNT1 A 0
        //TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RI2F B 1
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",1,0,8,0)
        RI2F C 1
		tnt1 a 0 A_jump(250,"slow2")
		RI2G A 1
	slow2:
		RI2G A 0 A_WeaponReady(1)
        RI2F B 0 A_ReFire
		RI2G A 1 A_WeaponReady(1)
		RI2G A 1 A_WeaponReady(1)
		RI2G A 1 A_WeaponReady(1)
		RI2G A 1 A_WeaponReady(1)
        RI2G A 0
		Goto Ready2
		
	Fire2_up4:
	tnt1 a 0 A_jumpifinventory("Walking",1,"Fire2Walk_up4")
	  tnt1 a 0 radius_quake(3,4,0,1,0)
	  TNT1 A 0 A_SetPitch(-0.0 + pitch)
        TNT1 A 0 A_PlaySound("weapons/rifle",2)
		TNT1 A 0
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		RI2G A 0 A_AlertMonsters
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 4, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,5)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
		RI2F A 1 BRIGHT A_FireBullets (0.2, 0.2, 1, random(14,34), "HitPuff")
        //RI2F A 0 BRIGHT A_FireCustomMissile("Tracer", 0, 0, 0, -10)
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, -12, 0, 0)
		TNT1 A 0
        //TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RI2F B 1
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",1,0,8,0)
        RI2F C 1
		RI2G A 0 A_WeaponReady(1)
        RI2F B 0 A_ReFire
		RI2G A 1 A_WeaponReady(1)
		RI2G A 1 A_WeaponReady(1)
		RI2G A 1 A_WeaponReady(1)
		RI2G A 1 A_WeaponReady(1)
        RI2G A 0
		Goto Ready2

Fire2_up4:
	  tnt1 a 0 radius_quake(3,4,0,1,0)
	  TNT1 A 0 A_SetPitch(-0.0 + pitch)
        TNT1 A 0 A_PlaySound("weapons/rifle",2)
		TNT1 A 0
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		RI2G A 0 A_AlertMonsters
		RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 4, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,5)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
		RI2F A 1 BRIGHT A_FireBullets (0.4, 0.4, 1, random(14,34), "HitPuff")
      //  RI2F A 0 BRIGHT A_FireCustomMissile("Tracer", 0, 0, 0, -10)
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, -12, 0, 0)
		TNT1 A 0
        //TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SpawnItem("DistantRifleFireSound")
		RI2F B 1
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",1,0,8,0)
        RI2F C 1
		RI2G A 0 A_WeaponReady(1)
        RI2F B 0 A_ReFire
		RI2G A 1 A_WeaponReady(1)
		RI2G A 1 A_WeaponReady(1)
		RI2G A 1 A_WeaponReady(1)
		RI2G A 1 A_WeaponReady(1)
        RI2G A 0
		Goto Ready2
		
    AltFire:
        TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"NoAim")
		TNT1 A 0 A_Giveinventory("Zoomed",1)
		TNT1 A 0 A_Giveinventory("GoSpecial",1)
        TNT1 A 0 A_ZoomFactor(1.5)
		TNT1 A 0 A_Giveinventory("ADSmode",1)
		TNT1 A 0 A_SetCrosshair(7)
        RiFZ ABCDEF 1
        Goto Ready2
       NoAim:
        RiFZ FEDCBA 1
		TNT1 A 0 A_SetCrosshair(0)
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
        goto Ready+13
		
	NoAmmo:
	RIFG A 1 A_PlaySound("weapons/empty")
	TNT1 A 0 A_Takeinventory("Zoomed",1)
    TNT1 A 0 A_ZoomFactor(1.0)
	TNT1 A 0 A_Takeinventory("ADSmode",1)
	Goto Ready+13
	
    Reload:
	TNT1 A 0 A_SetCrosshair(0)
		RIFG A 1 A_WeaponReady
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_JumpIfInventory("RifleAmmo",31,64)
        TNT1 A 0 A_JumpIfInventory("Clip2",1,3)
        Goto NoAmmo
        TNT1 AAA 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_PlaySound("Reload")
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0
		RI2R A 1 A_WeaponReady
        RIFR ABCDE 1  A_JumpIfInventory("Kicking",1,"DoKick")
		TNT1 A 0 A_JumpIfInventory("HasUnloaded", 1, 2)
        RIFR F 1 A_FireCustomMissile("EmptyClipSpawn",-5,0,8,-4)
        RIFR GGGGGGGG 1 A_JumpIfInventory("Kicking",1,"DoKick")
		RIFR HIK 1 A_JumpIfInventory("Kicking",1,"DoKick")
		RIFR LMMM 1
		RIFR NOPQRST 1
		RI2R A 1
		TNT1 A 0 A_Takeinventory("HasUnloaded",1)
		TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,"InsertBullets2")//30+1 effect
		
	InsertBullets:
		TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("RifleAmmo",30,15)
		TNT1 A 0 A_JumpIfInventory("Clip2",1,3)
		goto Ready+13
        TNT1 AAAAAA 0
		TNT1 A 0 A_Giveinventory("RifleAmmo",1)
		TNT1 A 0 A_Giveinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_Takeinventory("Clip2",1)
		Goto InsertBullets
		
		TNT1 AAAAAAAAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
		
		TNT1 A 0 A_Refire
        goto Ready+13
		TNT1 AAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
		
		TNT1 A 0 A_Refire
        goto Ready+13
		
	InsertBullets2:
		TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("RifleAmmo",31,15)
		TNT1 A 0 A_JumpIfInventory("Clip2",1,3)
		goto Ready+13
        TNT1 AAAAAA 0
		TNT1 A 0 A_Giveinventory("RifleAmmo",1)
		TNT1 A 0 A_Giveinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_Takeinventory("Clip2",1)
		Goto InsertBullets2
		
		TNT1 AAAAAAAAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_Refire
        goto Ready+13
		TNT1 AAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
		
		TNT1 A 0 A_Refire
        goto Ready+13
		
		
		
		
		
		
		
		
	Unload:
		RIFG A 1 A_WeaponReady
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Unloading",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,3)
        Goto NoAmmo
        TNT1 AAA 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		RIFR TSRQPO 1
        TNT1 A 0 A_PlaySound("Reload")
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
		TNT1 A 0 A_Takeinventory("Unloading",1)
		
	RemoveBullets:
		TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,3)
		Goto FinishUnload
        TNT1 AAAAAA 0
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_Giveinventory("Clip2",1)
		Goto RemoveBullets
	
	FInishUnload:
		RIFR NMLKIGHGFEDCBA 1
		TNT1 A 0 A_PlaySound("DryFire")
		TNT1 A 0 A_GiveInventory("HasUnloaded", 1)
		TNT1 A 0 A_Takeinventory("Unloading",1)
		goto Ready+13
		
		
		
 	Spawn:
		RIFL A -1 
		stop
		
		
	DoKick:
	    TNT1 A 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		NULL A 0 A_JumpIf (momZ > 0, "AirKick")
		NULL A 0 A_JumpIf (momZ < 0, "AirKick")
		NULL A 0 A_JumpIf (pitch > 32, "LowKickChecker1")
		Goto InitializeNormalKick
		
		LowKickChecker1:
		TNT1 A 0
	    NULL A 0 A_JumpIf (pitch > 90, "InitializeNormalKick")
		RIFF A 0 A_FireCustomMissile("KickAttackDetectDowned", 0, 0, 0, 0)
		
		InitializeNOrmalKick:
        TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		RIKI BCD 1
		RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
        RIKI H 5
		KICK A 0 A_Takeinventory("Kicking",1)
		RIKI I 1
		RIKI GFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		goto Ready+13
    BerserkerKick:
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		RIKI BCD 1
        RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
        RIKI H 5
		KICK A 0 A_Takeinventory("Kicking",1)
		RIKI I 1
		RIKI GFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		goto Ready+13
	Airflash:
		RI2R A 1
		RIFR ABCCCCCCCCCCBBAA 1
		RI2R A 1
		stop
	AirKick:
		tnt1 a 0 A_gunflash("Airflash")
	    TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Recoil (-6)
		KICK JKLMN 1
        RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -31)
        KICK O 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK PQRST 2
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		goto Ready+13
		
	SuperAirKick:
	tnt1 a 0 A_gunflash("Airflash")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Recoil (-6)
		KICK JKLMN 1
        RIFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -31)
        KICK O 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK PQRST 2
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		goto Ready+13
	
	Taunt:
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Taunting",1)
		TNT1 A 0 A_JumpIfInventory("RealismMode", 1, "CheckGrab")
        TNT1 A 10
		FUCK A 1
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 0, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", -9, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 9, 0, -1, 0)
        FUCK B 1 A_PlaySound("FUCK", 2)
        FUCK CD 1 A_AlertMonsters
		FUCK E 15 A_Takeinventory("Taunting",1)
        FUCK DCBA 1
        TNT1 A 10
		Goto Ready+1
	Salute:
	    TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_ALertMonsters
		SALU ABCDEDCDEDCDEDCBA 4
		TNT1 A 0 A_TakeInventory("Salute1",1)
		TNT1 A 0 A_TakeInventory("Salute2",1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Ready+1
	meatshield:
	    TNT1 A 0 SetPlayerProperty(0,1,0)
		PUNG BCD 1
        TNT1 A 0 A_PlaySound("skeleton/swing")
		PUNG A 0 A_FireCustomMissile("MeleeStrikegrab", 0, 0, 0, -9)
		PUNG E 1
		PUNG DCB 1
        PUNG AA 1
		TNT1 A 0 A_Refire("meatshield")
		tnt1 a 0 A_weaponready
		TNT1 A 0 A_TakeInventory("Salute1",1)
		TNT1 A 0 A_TakeInventory("Salute2",1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Ready+1
		
	CheckGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfTargetInLOS("CheckDistanceGrab")
		Goto Ready+6
	CheckDistanceGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfCloser(100, "Grab")
		Goto Ready+6
	CheckIfCanGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfInTargetInventory("CanGrab", 1, "Grab")
		Goto Ready+6	
	Grab:
	    PKUP ABC 2
		TNT1 A 0 A_CustomMissile("PickupProjectile")
		PKUP DEF 2
		Goto Ready+1
	TossGrenade:	
		TNT1 A 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_JumpIfInventory("GrenadeAmmo", 1, 1)
		Goto NoGrenade
		GRTH ABCD 1
		TNT1 A 0 A_GiveInventory("FiredGrenade", 1)
		TNT1 A 0 A_PLaySound ("GRNPIN")
		GRTH EEFG 1
		TNT1 A 0 A_PLaySound ("GRNTOSS")
		GRTH HI 1
		TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1)
		TNT1 A 0 A_FireCustomMissile("HandGrenade", random(-2,2), 0, 0, 0, 0, 0)
	    TNT1 A 0 A_TakeInventory("FiredGrenade", 1)
		GRTH JKLM 1
		TNT1 A 1 
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		Goto Ready+1	
	NoGrenade:
		TNT1 A 0
		TNT1 A 0 A_Print("No Grenades Left.")
		Goto REady+13
	}
}

Actor Zoomed : Inventory
{
inventory.maxamount 1
}

//Actor RifleAmmo : Inventory
//{
//inventory.maxamount 30
//}

ACTOR RifleAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 31
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 31
   Inventory.Icon "tnt1a0"
}

ACTOR MeatshieldGunAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 30
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 30
}

ACTOR MeatAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 100
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 100
}



ACTOR FlashlightProjectile: FastProjectile
{
	Radius 32
	Height 32
	Speed 300
	Damage 0
	States
	{
	Spawn:
        TNT1 A 2
		Stop

    Death:
	XDeath:
	    TNT2 A 3
		Stop
	}
}


ACTOR FlashlightProjectile2: FlashlightProjectile
{
	Radius 22
	Height 2
}


ACTOR FlashlightProjectile3: FlashlightProjectile
{
	Radius 2
	Height 2
	Speed 600
}


ACTOR FlashlightSource: FlashlightProjectile
{
	Radius 2
	Height 2
	Speed 0
	States
	{
	Spawn:
	TNT1 A 2
	Stop
	Death:
	Xdeath:
	Stop
	}
}



Actor IsFlashlightOn : Inventory
{
inventory.maxamount 1
}


Actor FLashlightAction : Inventory
{
inventory.maxamount 1
}