ACTOR M55Ammo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 16
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 16
 //Inventory.Icon "M55PA0"
}

//// --------------------------------------------------------------------------
//
// M55 Anti-Material Rifle
//
//// --------------------------------------------------------------------------

ACTOR M55 : Weapon
{
	Weapon.BobRangeX 0.3
	Weapon.BobRangeY 0.5
	Weapon.BobStyle InverseSmooth
	Weapon.BobSpeed 2.0
	Weapon.AmmoUse1 0
	Weapon.AmmoGive1 50
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	YScale 0.6
	XScale 0.8
	Weapon.SelectionOrder 4500
	Weapon.AmmoType1 "NewClip"
	Weapon.AmmoType2 "M55Ammo"
	tag "M55 Anti-Material Rifle"
	Obituary "%o was punctured by %k's Anti-Material Rifle."
    AttackSound "None"
    Inventory.PickupSound "weapons/m55_pickup"
	Inventory.Pickupmessage "You got the M55 Anti-Material Rifle Upgrade!"
	+WEAPON.WIMPY_WEAPON
    +WEAPON.NOAUTOAIM
    +WEAPON.NOALERT
    +WEAPON.NOAUTOFIRE
	+FORCEXYBILLBOARD
	+WEAPON.NO_AUTO_SWITCH
	+POWERED_UP
    Scale 0.8
	Weapon.SisterWeapon M50
	States
	{
	PickUp:
	TNT1 A 0 A_Playsound("PICKUPONELINER")
	TNT1 A 0
	Stop
	
	Steady:
	TNT1 A 1
	Goto Ready
	
	Ready:
        TNT1 A 2 A_JumpIfInventory("GoFatality", 1, "Steady")
		
        TNT1 A 0 A_PlaySound("weapons/m55_pickup")
		M55S ABCDE 1
        TNT1 AAAAAAAA 0
        TNT1 A 0 //A_JumpIfInventory("L96A5Ammo",1,2)
        //Goto Reload
        TNT1 AAAA 0
	RealReady:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		TNT1 A 0 A_JumpIfInventory("DoPunch",1,"QuickPunch")
        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, "Salute")
	    TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
		TNT1 A 0 A_JumpIfInventory("DoMine", 1, "ThrowMine")
		TNT1 A 0 A_JumpIfInventory("DoElecPod", 1, "ThrowElecPod")
		TNT1 A 0 A_JumpIfInventory("DoSwarmPod", 1, "ThrowSwarmPod")
		TNT1 A 0 A_JumpIfInventory("DoHealBackpack", 1, "UseHealthBackPack")
		TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "WeaponSpecial")
		TNT1 A 0 A_TakeInventory("RifleSpread", 5)
		M55G A 1 A_WeaponReady
		TNT1 A 0 A_TakeInventory("M50Zoomed", 2)
		TNT1 A 0 A_Zoomfactor(1.0)
		TNT1 A 0 A_TakeInventory("UsedStamina", 1)
        Loop
    Ready2:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		TNT1 A 0 A_JumpIfInventory("DoPunch",1,"QuickPunch")
        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, "Salute")
	    TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
		TNT1 A 0 A_JumpIfInventory("DoMine", 1, "ThrowMine")
		TNT1 A 0 A_JumpIfInventory("DoElecPod", 1, "ThrowElecPod")
		TNT1 A 0 A_JumpIfInventory("DoSwarmPod", 1, "ThrowSwarmPod")
		TNT1 A 0 A_JumpIfInventory("DoHealBackpack", 1, "UseHealthBackPack")
		TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "WeaponSpecial")
		M55Z A 1 A_WeaponReady(WRF_NOBOB)
		TNT1 A 0 A_ZoomFactor(2.0)
		TNT1 A 0 A_TakeInventory("UsedStamina", 2)
		Loop
		
	Ready3:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		TNT1 A 0 A_JumpIfInventory("DoPunch",1,"QuickPunch")
        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, "Salute")
	    TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
		TNT1 A 0 A_JumpIfInventory("DoMine", 1, "ThrowMine")
		TNT1 A 0 A_JumpIfInventory("DoElecPod", 1, "ThrowElecPod")
		TNT1 A 0 A_JumpIfInventory("DoSwarmPod", 1, "ThrowSwarmPod")
		TNT1 A 0 A_JumpIfInventory("DoHealBackpack", 1, "UseHealthBackPack")
		TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "WeaponSpecial")
		//TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "WeaponSpecial")
		M55Z A 1 A_WeaponReady(WRF_NOBOB)
		TNT1 A 0 A_ZoomFactor(8.0)
		TNT1 A 0 A_TakeInventory("UsedStamina", 2)
		Loop
	Deselect:
		TNT1 A 0
		TNT1 A 0 A_Takeinventory("M50Zoomed",2)
		TNT1 A 0 A_Takeinventory("HasPlasmaWeapon",1)
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_TakeInventory("ThrowPipeBomb", 1)
		TNT1 A 0 A_TakeInventory("DetonatePipeBomb", 1)
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 0 A_TakeInventory("Reloading", 1)
		TNT1 A 0 A_TakeInventory("Salute1", 1)
		TNT1 A 0 A_TakeInventory("Salute2", 1)
		TNT1 A 0 A_TakeInventory("GoWeaponSpecialAbility", 1)
        TNT1 A 0 A_ZoomFactor(1.0)
		M55S EDCBA 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
	RecoilFlash:
		TNT1 A 1 A_SetPitch(-8.0 + pitch)
		TNT1 A 1 A_Setpitch(pitch+2)
		TNT1 A 1 A_Setpitch(pitch+2)
		TNT1 A 1 A_Setpitch(pitch+2)
		TNT1 A 1 A_Setpitch(pitch+2)
		Stop
	RecoilFlash2:
		TNT1 A 1 A_SetPitch(-12.0 + pitch)
		TNT1 A 1 A_Setpitch(pitch+2)
		TNT1 A 1 A_Setpitch(pitch+2)
		TNT1 A 1 A_Setpitch(pitch+2)
		TNT1 A 1 A_Setpitch(pitch+2)
		TNT1 A 1 A_Setpitch(pitch+2)
		TNT1 A 1 A_Setpitch(pitch+2)
		Stop
	
	WeaponSpecial:
		TNT1 A 0 A_JumpIfInventory("HasAP", 1, "SwitchToNitro")
		TNT1 A 0 A_JumpIfInventory("HasNitro", 1, "SwitchToFMJ")
		TNT1 A 0 A_Print("Cartridge type: Armor Piercing")
		TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1)
		TNT1 A 0 A_GiveInventory("HasAP")
		Goto FakeReload
		
	SwitchToNitro:
		TNT1 A 0 A_Print("Cartridge type: Nitroglycerine")
		TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1)
		TNT1 A 0 A_Takeinventory("HasAP", 1)
		TNT1 A 0 A_GiveInventory("HasNitro")
		Goto FakeReload
		
	SwitchToFMJ:
		TNT1 A 0 A_Print("Cartridge type: Full Metal Jacket")
		TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1)
		TNT1 A 0 A_Takeinventory("HasAP", 1)
		TNT1 A 0 A_Takeinventory("HasNitro",1)
		Goto FakeReload
		
    Fire:
		TNT1 A 0 A_JumpIfInventory("HasAP", 1, "APFire")
		TNT1 A 0 A_JumpIfInventory("HasNitro", 1, "NitroFire")
        TNT1 A 0 A_JumpIfInventory("M55Ammo",1,2)
        Goto Reload
        TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("M50Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/m55_fire",7)
		TNT1 A 0 A_playsound("weapons/m55_fire2", 6)
		M55F A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_FireCustomMissile("SniperCaseSpawn",1,0,8,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		M55F B 1 BRIGHT A_FireBullets(1, 1, 1, 81, "HitPuff")
        XMFF A 0 A_FireCustomMissile("Tracer", 0, 0, 12, -6, 0, random(-3,3))
		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 A_FireCustomMissile("ShakeYourAssQuad", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("M55Ammo",1)
		M55F C 1 A_GunFlash("RecoilFlash")
        M55G A 1
		M55G AAAA 1 A_JumpIfInventory("Reloading",1,"Reload")
		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")
		M55G A 5 A_WeaponReady(1)
		Goto RealReady

    Fire2:
		TNT1 A 0 A_JumpIfInventory("HasAP", 1, "APFire2")
		TNT1 A 0 A_JumpIfInventory("HasNitro", 1, "NitroFire2")
		TNT1 A 0 A_PlaySound("weapons/m55_fire",7)
		TNT1 A 0 A_playsound("weapons/m55_fire2", 6)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		RI2G A 0 A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,5)
		TNT1 A 0 A_FireCustomMissile("SniperCaseSpawn",1,0,8,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
		M55Z A 1 BRIGHT A_FireBullets(1, 1, 1, 90, "HitPuff")
        RI2F A 0 BRIGHT A_FireCustomMissile("Tracer", 0, 0, -1, 0)
		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 A_FireCustomMissile("ShakeYourAssQuad", 0, 0, 0, 0)
		TNT1 A 0 A_Takeinventory("M55Ammo",1)
		M55Z A 1 A_GunFlash("RecoilFlash2")
        M55Z A 1
		M55Z AAAAAA 1 A_JumpIfInventory("Reloading",1,"Reload")
		M55Z A 10 A_WeaponReady(WRF_NOBOB)
        TNT1 A 0 A_JumpIfInventory("M50Zoomed",2,"Ready3")
		Goto Ready2

	APFire:
        TNT1 A 0 A_JumpIfInventory("M55Ammo",1,2)
        Goto Reload
        TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("M50Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/m55_fire",7)
		TNT1 A 0 A_playsound("weapons/m55_fire2", 6)
		M55F A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_FireCustomMissile("SniperCaseSpawn",1,0,8,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		M55F B 1 BRIGHT //A_FireBullets(10, 10, 1, 30, "HitPuff")
        XMFF A 0 A_FireCustomMissile("Tracer", 0, 0, 12, -6, 0, random(-3,3))
	//	TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		XMFF A 0 A_FireCustomMissile("APTracer2", 0, 0, 12, -6, 0, 0)
		RIFF A 0 A_FireCustomMissile("APWallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		TNT1 A 0
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssQuad", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("M55Ammo",1)
		M55F C 1 A_GunFlash("RecoilFlash")
        M55G A 1
		M55G AAAA 1 A_JumpIfInventory("Reloading",1,"Reload")
		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")
		M55G A 5 A_WeaponReady(1)
		Goto RealReady

    APFire2:
		TNT1 A 0 A_PlaySound("weapons/m55_fire",7)
		TNT1 A 0 A_playsound("weapons/m55_fire2", 6)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		RI2G A 0 A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,5)
		TNT1 A 0 A_FireCustomMissile("SniperCaseSpawn",1,0,8,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
		M55Z A 1 //BRIGHT A_FireBullets(1, 1, 1, 30, "HitPuff")
        RI2F A 0 BRIGHT A_FireCustomMissile("Tracer", 0, 0, -1, 0)
	//	TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
	    XMFF A 0 A_FireCustomMissile("APTracer2", 0, 0, 12, -6, 0, 0)
		RIFF A 0 A_FireCustomMissile("APWallPenetrationHitscan", 0, 0, -1, -12, 0, 0)
		TNT1 A 0
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssQuad", 0, 0, 0, 0)
		TNT1 A 0 A_Takeinventory("M55Ammo",1)
		M55Z A 1 A_GunFlash("RecoilFlash2")
        M55Z A 1
		M55Z AAAAAA 1 A_JumpIfInventory("Reloading",1,"Reload")
		M55Z A 10 A_WeaponReady(WRF_NOBOB)
        TNT1 A 0 A_JumpIfInventory("M50Zoomed",2,"Ready3")
		Goto Ready2
		
	NitroFire:
        TNT1 A 0 A_JumpIfInventory("M55Ammo",2,2)
        Goto Reload
        TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("M50Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/m55_fire",7)
		TNT1 A 0 A_playsound("weapons/m55_fire2", 6)
		M55F A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		M55F B 1 BRIGHT //A_FireBullets(10, 10, 1, 30, "NitroPuff", FBF_NORANDOMPUFFZ)
        XMFF A 0 A_FireCustomMissile("NitroTracer2", 0, 0, 12, -6, 0, 0)
	//	TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		TNT1 A 0
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssQuad", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("M55Ammo", 2)
		M55F C 1 A_GunFlash("RecoilFlash")
        M55G A 1
		M55G AAAA 1 A_JumpIfInventory("Reloading",1,"Reload")
		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")
		M55G A 5
		Goto Cock

    NitroFire2:
		TNT1 A 0 A_PlaySound("weapons/m55_fire",7)
		TNT1 A 0 A_playsound("weapons/m55_fire2", 6)
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		RI2G A 0 A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,5)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
		M55Z A 1 BRIGHT //A_FireBullets(1, 1, 1, 30, "NitroPuff", FBF_NORANDOMPUFFZ)
        RI2F A 0 BRIGHT A_FireCustomMissile("NitroTracer2", 0, 0, -1, 0)
	//	TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		TNT1 A 0
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssQuad", 0, 0, 0, 0)
		TNT1 A 0 A_Takeinventory("M55Ammo", 2)
		M55Z A 1 A_GunFlash("RecoilFlash2")
        M55Z A 1
		M55Z AAAAAA 1 A_JumpIfInventory("Reloading",1,"Reload")
		M55Z A 5
     // TNT1 A 0 A_JumpIfInventory("M50Zoomed",2,"Ready3")
		TNT1 A 0 A_ZoomFactor(1.0)
		Goto Cock

    AltFire:
        TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("M50Zoomed",2,"UnZoom")
		TNT1 A 0 A_JumpIfInventory("M50Zoomed",1,"Zoom2")
	Zoom1:
		TNT1 A 0 A_Giveinventory("M50Zoomed",1)
		TNT1 A 0 A_playsound("weapons/m50_zoomin", 4)
		TNT1 A 0 A_Giveinventory("GoSpecial",1)
        TNT1 A 0 A_ZoomFactor(2.0)
		TNT1 A 0 A_Giveinventory("ADSmode",1)
     // M50Z A 1
        Goto Ready2
	Zoom2:
		TNT1 A 0 A_Giveinventory("M50Zoomed",1)
		TNT1 A 0 A_playsound("weapons/m50_zoomin", 4)
		TNT1 A 0 A_Giveinventory("GoSpecial",1)
        TNT1 A 0 A_ZoomFactor(8.0)
		TNT1 A 0 A_Giveinventory("ADSmode",1)
        M55Z A 1
        Goto Ready3
	UnZoom:
		TNT1 A 0 A_playsound("weapons/m50_zoomout", 6)
     // M50Z A 1
		TNT1 A 0 A_Takeinventory("M50Zoomed",2)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
        Goto RealReady
		
	NoAmmo:
		M55G A 1 A_PlaySound("weapons/empty")
		TNT1 A 0 A_Takeinventory("M50Zoomed",2)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		Goto RealReady
	
    Reload:
		M55G 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("M50Zoomed",2)
		TNT1 A 0 A_JumpIfInventory("M55Ammo",16,"RealReady")
        TNT1 A 0 A_JumpIfInventory("NewClip",5,3)
        Goto NoAmmo
        TNT1 AAA 0
		TNT1 A 0 A_Takeinventory("M50Zoomed",2)
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0
        M55U A 1  A_JumpIfInventory("Kicking",1,"DoKick")
		TNT1 A 0 A_JumpIfInventory("HasUnloaded", 1, 2)
        M55U ABCDEFGH 1
		M55D ABCDE 1 
		M55R C 2 A_playsound("weapons/m55_out", 5)
		M55R C 2 
		TNT1 A 0 A_FireCustomMissile("EmptyClipSpawn",-5,0,8,-4)
		M55R DEFGHI 2
		M55R JK 2
		TNT1 A 0 A_PlaySound("weapons/m55_in", 5)
		M55R LMN 2
		TNT1 A 0 A_Takeinventory("HasUnloaded",1)
		TNT1 A 0 A_JumpIfInventory("M55Ammo",1,"InsertBullets2")//30+1 effect	
		TNT1 A 0 A_GiveInventory("RifleWasEmpty", 1)
	InsertBullets:
		TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("M55Ammo",15,"DoneReloading")
		TNT1 A 0 A_JumpIfInventory("NewClip",5,3)
		
		Goto DoneReloading
        TNT1 AAAAAA 0
		TNT1 A 0 A_Giveinventory("M55Ammo",1)
		TNT1 A 0 A_Giveinventory("CartridgeCounter", 1)
		TNT1 A 0 A_Takeinventory("NewClip",5,TIF_NOTAKEINFINITE)
		Goto InsertBullets
		
		TNT1 AAAAAAAAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
        Goto DoneReloading
		TNT1 AAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
        Goto DoneReloading
	InsertBullets2:
		TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("M55Ammo",16,"DontCock")
		TNT1 A 0 A_JumpIfInventory("NewClip",5,3)
		Goto DoneReloading
        TNT1 AAAAAA 0
		TNT1 A 0 A_Giveinventory("M55Ammo",1)
		TNT1 A 0 A_Giveinventory("CartridgeCounter", 1)
		TNT1 A 0 A_Takeinventory("NewClip",5,TIF_NOTAKEINFINITE)
		Goto InsertBullets2
		
		TNT1 AAAAAAAAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
        Goto DoneReloading
		TNT1 AAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
        Goto DoneReloading
		
	DoneReloading:
		TNT1 A 0 A_JumpIfInventory("CartridgeCounter", 15, 1)
		Goto DontCock
		TNT1 A 0 A_TakeInventory("CartridgeCounter", 15)
		TNT1 A 0 A_TakeInventory("RifleWasEmpty")
	//	TNT1 A 0 A_FireCustomMissile("SniperCaseSpawn",1,0,8,0)
		M55R C 10
		M55C CDEF 1
		TNT1 A 0 A_PlaySound("weapons/m55_pickup", 5)
		M55C GHIJC 1
		M55D EDCBA 1 
		M55U HGFEDCBA 1
		TNT1 A 0 A_Refire("Fire")
		Goto RealReady
		
	DontCock:
		TNT1 A 0 A_TakeInventory("CartridgeCounter", 15)
		TNT1 A 0 A_TakeInventory("RifleWasEmpty")
		M55D EDCBA 1 
		M55U HGFEDCBA 1
		Goto RealReady
		
	FakeReload:
		M55G A 1 A_WeaponReady
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_Takeinventory("M50Zoomed",2)
        TNT1 AAA 0
		TNT1 A 0 A_Takeinventory("M50Zoomed",2)
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
		TNT1 A 0
        M55U A 1  A_JumpIfInventory("Kicking",1,"DoKick")
        M55U ABCDEFGH 1
		M55D ABCDE 1 
		M55R C 2 A_playsound("weapons/m55_out", 5)
		M55R C 2 
		M55R DEFGHI 2
		M55R JK 2
		TNT1 A 0 A_PlaySound("weapons/m55_in", 5)
		M55R LMN 2
		M55R C 5
		M55C CDEF 1
		TNT1 A 0 A_PlaySound("weapons/m55_pickup", 5)
		M55C GHIJC 1
		M55D EDCBA 1 
		M55U HGFEDCBA 1
		TNT1 A 0 A_Refire("Fire")
		Goto RealReady

	Cock:
		M55U ABCDEFGH 1
		M55D ABCDE 1 
		M55R C 10
		M55C CDEF 1
		TNT1 A 0 A_PlaySound("weapons/m55_pickup", 5)
		TNT1 A 0 A_FireCustomMissile("SniperCaseSpawn",1,0,8,0)
		M55C GHIJC 1
		M55D EDCBA 1 
		M55U HGFEDCBA 1
		TNT1 A 0 A_Refire("Fire")
		Goto RealReady
		
 	Spawn:
		M55P A -1
		Stop
		
	UseHealthBackPack:
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_TakeInventory("ADSMode", 1)
		TNT1 A 0 A_TakeInventory("DoHealBackpack", 1)
		SYRI ABCDEFGHIJ 1
		SYRI A 0 A_PlaySound("blodr1", 3)
		SYRI KLL 1
		SYRI A 0 A_PlaySound("misc/N_HP_pickup", 2)
		SYRI MMMM 1
		SYRI LKJIHGFEDCBA 1
		Goto Ready
		
	ThrowSwarmPod:
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_TakeInventory("ADSMode", 1)
		TNT1 A 0 A_TakeInventory("DoSwarmPod", 1)
		TNT1 A 0 A_JumpIfInventory("Swarmers", 1, 1)
		Goto NoSwarmPod
		TNT1 A 0 A_TakeInventory("Swarmers", 1)
		XHFA LKJIHG 1
		XHFF A 1
		NULL A 0 A_PlaySound("weapons/pbarm", 2)
		XHFF G 2
		XHFF IJKL 1
		XHFF A 0 A_PlaySound("MINE002", 3)
		ELPD A 0 A_ThrowGrenade("SwarmerPodSet",4,16,3,0)
		XHFF MNOPQRSTUVWXYZ 1
		Goto Ready
		
	NoSwarmPod:	
		TNT1 A 0
		TNT1 A 0 A_Print("No Swarmers left")
		TNT1 A 0
		Goto Ready+12
		
	ThrowElecPod:
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_TakeInventory("ADSMode", 1)
		TNT1 A 0 A_TakeInventory("DoElecPod", 1)
		TNT1 A 0 A_JumpIfInventory("ElecPod", 1, 1)
		Goto NoElecPod
		TNT1 A 0 A_TakeInventory("ElecPod", 1)
		XHFA ABCDEF 1
		XHFF A 1
		NULL A 0 A_PlaySound("weapons/pbarm", 2)
		XHFF B 2
		XHFF CDEF 1
		XHFF A 0 A_PlaySound("MINE002", 3)
		ELPD A 0 A_ThrowGrenade("ElectricPodSet",4,16,3,0)
		XHFF MNOPQRSTUVWXYZ 1
		Goto Ready
		
	NoElecPod:	
		TNT1 A 0
		TNT1 A 0 A_Print("No Electropods left")
		TNT1 A 0
		Goto Ready+12
		
	MinePurist:
		TNT1 A 0 A_Print("Land Mines disabled in Classic Mode!")
		TNT1 A 0 A_TakeInventory("DoMine", 1)
		Goto Ready+12
		
	ThrowMine:
		TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "MinePurist")
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_TakeInventory("ADSMode", 1)
		TNT1 A 0 A_TakeInventory("DoMine", 1)
		TNT1 A 0 A_JumpIfInventory("MineAmmo", 1, 1)
		Goto NoMine
		XPFF FEDCBA 1
		XPFS B 1
		NULL A 0 A_PlaySound("weapons/pbarm", 2)
		XPFS B 3
		XHFF A 0 A_PlaySound("MINE002", 3)
		TNT1 A 0 A_ThrowGrenade("ThrownProxMine",4,11,1,0)
		TNT1 A 0 A_TakeInventory("MineAmmo", 1)
		XHFF MNOPQRSTUVWXYZ 1
		Goto Ready

	NoMine:
		TNT1 A 0
		TNT1 A 0 A_Print("No Land Mines left")
		TNT1 A 0
		Goto Ready+12

	ThrowGrenade:
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_TakeInventory("ADSMode", 1)
		TNT1 A 0 A_TakeInventory("DoGrenade", 1)
		TNT1 A 0 A_JumpIfInventory("HandGrenadeAmmo", 1, 1)
		Goto NoGrenade
		HNDF ABCDEFGH 1
		HNDF I 2 A_PlaySound("OPNGRN", 1)
		HNDF JKLMNOPQR 1
		TNT1 A 1
		TNT1 A 0 A_Refire
		HND1 I 2 A_PlaySound("THRGRN", 1)
		TNT1 A 0 A_TakeInventory("HandGrenadeAmmo", 1)
		HND1 J 1 A_FireCustomMissile("ThrownGrenade30")
		HND1 KLMNOPQ 2
		TNT1 A 0 A_TakeInventory("DoGrenade", 1)
		Goto Ready

	NoGrenade:
		TNT1 A 0
		TNT1 A 0 A_Print("No Grenades left")
		TNT1 A 0
		Goto Ready+12

    FlashKicking:
		M55S F 1 
		M55S E 1 
		M55S D 1 
		M55S D 3 
		M55S C 3
		M55S D 3 
		M55S E 1 
		M55S F 1 
		M55G A 1 
		M55G AAA 1 
		Stop
		
	FlashAirKicking:
		M55S F 1 
		M55S E 1 
		M55S D 1 
		M55S D 3 
		M55S C 3
		M55S D 3 
		M55S E 1 
		M55S F 1 
		M55G A 1 
		M55G AAAA 1
		Stop
		
	FlashSlideKicking:
		M55S FE 2 
		M55S DDDDCCCCCDD 2  
		Stop
		
	FlashSlideKickingStop:
		//TNT1 A 0
		M55S DEFF 1 
		M55G A 2 
		Stop
		
FlashPunching:
		M55S F 1 
		M55S E 1 
		M55S D 1 
		M55S D 3 
		M55S C 3
		M55S D 3 
		M55S E 1 
		M55S F 1 
		M55G A 1 
		M55G AAA 1 
		Stop
		
	////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////
		
		QuickPunchPurist:
		TNT1 A 0 A_Print("Knife Combos Not Allowed In Classic Mode!")
		TNT1 A 0 A_Takeinventory("DoPunch",1)
		Goto Ready+12
		
	QuickPunch:
		TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "QuickPunchPurist")
		TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"SuperQuickPunch")
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_GunFlash("FlashPunching")
		TNT1 A 0 A_GiveInventory("HasCutingWeapon", 1)
		TNT1 A 0 A_PlaySound("KNIFUP", 0)
		TNT1 AA 1
		TNT1 A 0 A_TakeInventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_TakeInventory("ADSmode",1)
		TNT1 AA 1
		TNT1 A 0 A_PlaySound("KNIFSWNG", 1)
		TNT1 A 0 A_ZoomFactor(1.015)
		MC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch) 
		TNT1 A 0 A_ZoomFactor(1.03)
		TNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
        MC3S C 1 A_SetPitch(+2 + pitch)
		TNT1 A 0 A_ZoomFactor(1.045)
		TNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
        MC3S D 1 A_SetPitch(-3 + pitch)
		TNT1 A 0 A_ZoomFactor(1.055)
		TNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_FireCustomMissile("KnifeSwing", 0, 0, 0, 0)
        MC3S EF 1 A_SetPitch(+1 + pitch)
		TNT1 A 0 A_ZoomFactor(1.025)
		MC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickLeft")
		TNT1 A 0 A_JumpIfInventory("KnifeHasHit",1,"KnifeCombo1")
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_TakeInventory("KnifeHasHit",1)
		TNT1 A 0 A_TakeInventory("HasCutingWeapon", 1)
		Goto Ready+6
		
	SuperQuickPunch:
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_GunFlash("FlashPunching")
		TNT1 A 0 A_GiveInventory("HasCutingWeapon", 1)
		TNT1 A 0 A_PlaySound("KNIFUP", 0)
		TNT1 AA 1
		TNT1 A 0 A_TakeInventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_TakeInventory("ADSmode",1)
		TNT1 AA 1
		TNT1 A 0 A_PlaySound("KNIFSWNG", 1)
		TNT1 A 0 A_ZoomFactor(1.015)
		MC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch) 
		TNT1 A 0 A_ZoomFactor(1.03)
		TNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
        MC3S C 1 A_SetPitch(+2 + pitch)
		TNT1 A 0 A_ZoomFactor(1.045)
		TNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
        MC3S D 1 A_SetPitch(-3 + pitch)
		TNT1 A 0 A_ZoomFactor(1.055)
		TNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_FireCustomMissile("SuperKnifeSwing", 0, 0, 0, 0)
        MC3S EF 1 A_SetPitch(+1 + pitch)
		TNT1 A 0 A_ZoomFactor(1.025)
		MC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"SuperKickLeft")
		TNT1 A 0 A_JumpIfInventory("KnifeHasHit",1,"SuperKnifeCombo1")
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_TakeInventory("KnifeHasHit",1)
		TNT1 A 0 A_TakeInventory("HasCutingWeapon", 1)
		Goto Ready+6
		
	KnifeCombo1:
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_TakeInventory("KnifeHasHit",1)
		TNT1 A 0 A_TakeInventory("HasCutingWeapon", 1)
		Goto Ready+6
		TNT1 AAAAAAAAAAA 0
		PUN3 ABCDE 1
	    TNT1 A 0 A_PlaySound("weapons/fistwhoosh", 5)
		TNT1 A 0 A_GiveInventory("Punching",1)
		PUN3 F 1
		RIfF AA 0 A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 5)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1", 0, 0, 25, 5)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1", 0, 0, -25, 5)
		PUN3 GHI 1
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		PUN3 JKL 1 A_JumpIfInventory("Kicking",1,"KickLeft")
        TNT1 AAAAA 1 A_JumpIfInventory("DoPunch",1,"KnifeCombo2")
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_TakeInventory("KnifeHasHit",1)
		TNT1 A 0 A_TakeInventory("HasCutingWeapon", 1)
		Goto Ready//+6
		
	SuperKnifeCombo1:
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_TakeInventory("KnifeHasHit",1)
		TNT1 A 0 A_TakeInventory("HasCutingWeapon", 1)
		Goto Ready+6
		TNT1 AAAAAAAAAAA 0
		PUN3 ABCDE 1
	    TNT1 A 0 A_PlaySound("weapons/fistwhoosh", 5)
		TNT1 A 0 A_GiveInventory("Punching",1)
		PUN3 F 1
		RIfF AA 0 A_FireCustomMissile("MeleeStrikeSuperHook", 0, 0, 0, 5)
		PUN3 GHI 1
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		PUN3 JKL 1 A_JumpIfInventory("Kicking",1,"SuperKickLeft")
        TNT1 AAAAA 1 A_JumpIfInventory("DoPunch",1,"SuperKnifeCombo2")
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_TakeInventory("KnifeHasHit",1)
		TNT1 A 0 A_TakeInventory("HasCutingWeapon", 1)
		Goto Ready//+6
		
	KnifeCombo2:
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_TakeInventory("KnifeHasHit",1)
		TNT1 A 0 A_TakeInventory("HasCutingWeapon", 1)
		Goto Ready//+6
		TNT1 AAAAAAAAAAA 0
		TNT1 A 0 A_PlaySound("KNIFUP", 0)
		TNT1 A 0 A_ZoomFactor(1.015)
		MC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch) 
		TNT1 A 0 A_PlaySound("KNIFSWNG", 1)
		TNT1 A 0 A_ZoomFactor(1.03)
		TNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
        MC1S C 1 A_SetPitch(+2 + pitch)
		TNT1 A 0 A_ZoomFactor(1.045)
		TNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
        MC1S D 1 A_SetPitch(-3 + pitch)
		TNT1 A 0 A_ZoomFactor(1.055)
		TNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_FireCustomMissile("KnifeSwing", 0, 0, 0, 0)
        MC1S EF 1 A_SetPitch(+1 + pitch)
		TNT1 A 0 A_ZoomFactor(1.025)
		MC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickRight")
		TNT1 A 0 A_JumpIfInventory("KnifeHasHit",1,"KnifeCombo3")
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_TakeInventory("KnifeHasHit",1)
		TNT1 A 0 A_TakeInventory("HasCutingWeapon", 1)
		Goto Ready//+6
		
	SuperKnifeCombo2:
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_TakeInventory("KnifeHasHit",1)
		TNT1 A 0 A_TakeInventory("HasCutingWeapon", 1)
		Goto Ready//+6
		TNT1 AAAAAAAAAAA 0
		TNT1 A 0 A_PlaySound("KNIFUP", 0)
		TNT1 A 0 A_ZoomFactor(1.015)
		MC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch) 
		TNT1 A 0 A_PlaySound("KNIFSWNG", 1)
		TNT1 A 0 A_ZoomFactor(1.03)
		TNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
        MC1S C 1 A_SetPitch(+2 + pitch)
		TNT1 A 0 A_ZoomFactor(1.045)
		TNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
        MC1S D 1 A_SetPitch(-3 + pitch)
		TNT1 A 0 A_ZoomFactor(1.055)
		TNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_FireCustomMissile("SuperKnifeSwing", 0, 0, 0, 0)
        MC1S EF 1 A_SetPitch(+1 + pitch)
		TNT1 A 0 A_ZoomFactor(1.025)
		MC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"SuperKickRight")
		TNT1 A 0 A_JumpIfInventory("KnifeHasHit",1,"SuperKnifeCombo3")
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_TakeInventory("KnifeHasHit",1)
		TNT1 A 0 A_TakeInventory("HasCutingWeapon", 1)
		Goto Ready//+6
		
	KnifeCombo3:
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_TakeInventory("KnifeHasHit",1)
		TNT1 A 0 A_TakeInventory("HasCutingWeapon", 1)
		Goto Ready//+6
		TNT1 AAAAAAAAAAA 0
		TNT1 A 0 A_ZoomFactor(1.015)
		TNT1 A 0 A_PlaySound("weapons/ultrwhoosh")
		P0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch) 
		TNT1 A 0 A_ZoomFactor(1.03)
		TNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
        P0NC C 1 A_SetPitch(+2 + pitch)
		TNT1 A 0 A_ZoomFactor(1.045)
		TNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
        P0NC D 1 A_SetPitch(-3 + pitch)
		TNT1 A 0 A_ZoomFactor(1.055)
		P0NG AAAA 0 A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 0)
		TNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
        P0NC E 1 A_SetPitch(+1 + pitch)
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_ZoomFactor(1.025)
		P0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickLeft")
		TNT1 AAAA 1 A_JumpIfInventory("DoPunch",1,"KnifeCombo4")
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_TakeInventory("KnifeHasHit",1)
		TNT1 A 0 A_TakeInventory("HasCutingWeapon", 1)
		Goto Ready//+6
		
	SuperKnifeCombo3:
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_TakeInventory("KnifeHasHit",1)
		TNT1 A 0 A_TakeInventory("HasCutingWeapon", 1)
		Goto Ready//+6
		TNT1 AAAAAAAAAAA 0
		TNT1 A 0 A_ZoomFactor(1.015)
		TNT1 A 0 A_PlaySound("weapons/ultrwhoosh")
		P0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch) 
		TNT1 A 0 A_ZoomFactor(1.03)
		TNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
        P0NC C 1 A_SetPitch(+2 + pitch)
		TNT1 A 0 A_ZoomFactor(1.045)
		TNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
        P0NC D 1 A_SetPitch(-3 + pitch)
		TNT1 A 0 A_ZoomFactor(1.055)
		P0NG AA 0 A_FireCustomMissile("MeleeStrikeSuperHook", 0, 0, 0, 0)
		TNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
        P0NC E 1 A_SetPitch(+1 + pitch)
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_ZoomFactor(1.025)
		P0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"SuperKickLeft")
		TNT1 AAAA 1 A_JumpIfInventory("DoPunch",1,"SuperKnifeCombo4")
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_TakeInventory("KnifeHasHit",1)
		TNT1 A 0 A_TakeInventory("HasCutingWeapon", 1)
		Goto Ready//+6
		
	KnifeCombo4:
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_TakeInventory("KnifeHasHit",1)
		TNT1 A 0 A_TakeInventory("HasCutingWeapon", 1)
		Goto Ready//+6
		TNT1 AAAAAAAAAAA 0
		TNT1 A 0 A_PlaySound("KNIFUP", 0)
		TNT1 A 0 A_ZoomFactor(1.015)
		MC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch) 
		TNT1 A 0 A_PlaySound("KNIFSWNG", 1)
		TNT1 A 0 A_ZoomFactor(1.03)
		TNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
        MC6S C 1 A_SetPitch(+2 + pitch)
		TNT1 A 0 A_ZoomFactor(1.045)
		TNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
        MC6S D 1 A_SetPitch(-3 + pitch)
		TNT1 A 0 A_ZoomFactor(1.055)
		TNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_FireCustomMissile("KnifeSwing", 0, 0, 0, 0)
        MC6S EF 1 A_SetPitch(+1 + pitch)
		TNT1 A 0 A_ZoomFactor(1.025)
		MC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_JumpIfInventory("KnifeHasHit",1,"KnifeCombo1")
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickRight")
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_TakeInventory("KnifeHasHit",1)
		TNT1 A 0 A_TakeInventory("HasCutingWeapon", 1)
		Goto Ready//+6
		
	SuperKnifeCombo4:
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 1 A_JumpIfInventory("DoPunch",1, 10)
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_TakeInventory("KnifeHasHit",1)
		TNT1 A 0 A_TakeInventory("HasCutingWeapon", 1)
		Goto Ready//+6
		TNT1 AAAAAAAAAAA 0
		TNT1 A 0 A_PlaySound("KNIFUP", 0)
		TNT1 A 0 A_ZoomFactor(1.015)
		MC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch) 
		TNT1 A 0 A_PlaySound("KNIFSWNG", 1)
		TNT1 A 0 A_ZoomFactor(1.03)
		TNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
        MC6S C 1 A_SetPitch(+2 + pitch)
		TNT1 A 0 A_ZoomFactor(1.045)
		TNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
        MC6S D 1 A_SetPitch(-3 + pitch)
		TNT1 A 0 A_ZoomFactor(1.055)
		TNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_FireCustomMissile("SuperKnifeSwing", 0, 0, 0, 0)
        MC6S EF 1 A_SetPitch(+1 + pitch)
		TNT1 A 0 A_ZoomFactor(1.025)
		MC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_JumpIfInventory("KnifeHasHit",1,"SuperKnifeCombo1")
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"SuperKickRight")
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_TakeInventory("KnifeHasHit",1)
		TNT1 A 0 A_TakeInventory("HasCutingWeapon", 1)
		Goto Ready//+6
		
	KickLeft:
		KIK1 ABC 1
        TNT1 A 0 A_PlaySound("KICK", 5)
		TNT1 A 0 //A_GiveInventory("Punching",1)
		TNT1 A 0 A_GiveInventory("Kicking",1)
		TNT1 A 0 A_SetPitch(-6 + pitch)
		KIK1 D 1
		RIfF A 0 A_FireCustomMissile("KickAttack", 0, 0, 5, 5)
		KIK1 DD 1
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		KIK1 ECBA 1
		TNT1 A 0 A_TakeInventory("Kicking",1)
        TNT1 AAAAA 1 A_JumpIfInventory("DoPunch",1,"KnifeCombo2")
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_TakeInventory("KnifeHasHit",1)
		TNT1 A 0 A_TakeInventory("HasCutingWeapon", 1)
		Goto Ready
		
	SuperKickLeft:
		KIK1 ABC 1
        TNT1 A 0 A_PlaySound("KICK", 5)
		TNT1 A 0 //A_GiveInventory("Punching",1)
		TNT1 A 0 A_GiveInventory("Kicking",1)
		TNT1 A 0 A_SetPitch(-6 + pitch)
		KIK1 D 1
		RIfF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 5, 5)
		KIK1 DD 1
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		KIK1 ECBA 1
		TNT1 A 0 A_TakeInventory("Kicking",1)
        TNT1 AAAAA 1 A_JumpIfInventory("DoPunch",1,"SuperKnifeCombo2")
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_TakeInventory("KnifeHasHit",1)
		TNT1 A 0 A_TakeInventory("HasCutingWeapon", 1)
		Goto Ready
		
	KickRight:
		KIK2 ABC 1
        TNT1 A 0 A_PlaySound("KICK", 5)
		TNT1 A 0 //A_GiveInventory("Punching",1)
		TNT1 A 0 A_GiveInventory("Kicking",1)
		TNT1 A 0 A_SetPitch(-6 + pitch)
		KIK2 D 1
		RIfF A 0 A_FireCustomMissile("KickAttack", 0, 0, 5, 5)
		KIK2 DD 1
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		KIK2 ECBA 1
		TNT1 A 0 A_TakeInventory("Kicking",1)
        TNT1 AAAAA 1 A_JumpIfInventory("DoPunch",1,"KnifeCombo2")
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_TakeInventory("KnifeHasHit",1)
		TNT1 A 0 A_TakeInventory("HasCutingWeapon", 1)
		Goto Ready
		
	SuperKickRight:
		KIK2 ABC 1
        TNT1 A 0 A_PlaySound("KICK", 5)
		TNT1 A 0 //A_GiveInventory("Punching",1)
		TNT1 A 0 A_GiveInventory("Kicking",1)
		TNT1 A 0 A_SetPitch(-6 + pitch)
		KIK2 D 1
		RIfF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 5, 5)
		KIK2 DD 1
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		KIK2 ECBA 1
		TNT1 A 0 A_TakeInventory("Kicking",1)
        TNT1 AAAAA 1 A_JumpIfInventory("DoPunch",1,"SuperKnifeCombo2")
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_TakeInventory("KnifeHasHit",1)
		TNT1 A 0 A_TakeInventory("HasCutingWeapon", 1)
		Goto Ready

////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////


    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(Height < 54, "SlideKick")
		TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"BerserkerKick")
		TNT1 A 0 A_PlaySound("KICK", 1)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_GunFlash("FlashKicking")
		TNT1 A 0 A_SetAngle(-0.5 + angle)
		TNT1 A 1 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_SetAngle(-0.5 + angle)
		TNT1 A 1 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.985)
		KICK B 1 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_SetAngle(-0.5 + angle)
		TNT1 A 0 A_ZoomFactor(0.970)
		KICK C 1 A_SetAngle(-0.5 + angle)
		TNT1 A 0 A_ZoomFactor(0.965)
		TNT1 A 0 A_SetAngle(+0.5 + angle)
		KICK D 1 A_SetPitch(+1.25 + pitch)
		TNT1 A 0 A_ZoomFactor(0.950)
		RIfF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
		
        KICK H 3 
		TNT1 A 0 A_ZoomFactor(0.965)
		TNT1 A 0 A_SetAngle(+1 + angle)
		TNT1 A 0 A_Recoil(-1)
		KICK A 0 A_TakeInventory("Kicking",1)
		KICK I 1
		TNT1 A 0 A_ZoomFactor(0.970)
		TNT1 A 0 A_SetAngle(+1 + angle)
		KICK G 1 A_SetPitch(-0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.985)
		KICK F 1 A_SetPitch(-0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.998)
		TNT1 A 0 A_SetAngle(+0.5 + angle)
		KICK E 1 A_SetPitch(-0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.999)
		TNT1 A 0 A_SetAngle(+0.5 + angle)
		KICK D 1 A_SetAngle(+0.5 + angle)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_SetPitch(-0.5 + pitch)
		KICK C 1 A_SetAngle(-0.5 + angle)
		KICK B 1 A_SetPitch(-1.25 + pitch)
		KICK A 1
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+6
		
	SlideKick:
		TNT1 A 0 A_GiveInventory("IsSlideKicking", 1)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_Jumpifinventory("PowerStrength",1,"SuperSlideKick")
		TNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)
		TNT1 A 0 A_PlaySound("SlideKick/Start", 1)
		TNT1 A 0 A_Recoil (-13)
		TNT1 A 0 A_GunFlash("FlashSlideKicking")
		NULL A 0 A_JumpIf(Height > 54, "LowerKick")
		TNT1 A 0 A_ZoomFactor(0.95)
		SLDK A 1 A_ZoomFactor(0.90)
		SLDK B 1 A_ZoomFactor(0.85)
		SLDK C 1 A_ZoomFactor(0.80)
		SLDK D 1 A_ZoomFactor(0.75)
        RIFF AA 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -31)
		NULL A 0 A_JumpIf(Height > 54, "LowerKick")
		TNT1 A 0 A_JumpIfInventory("KickHasHitAnObject", 1, "LowerKick")
		SLDK F 3
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -31)
		NULL A 0 A_JumpIf(Height > 54, "LowerKick")
		TNT1 A 0 A_JumpIfInventory("KickHasHitAnObject", 1, "LowerKick")
		TNT1 A 0 A_Recoil (-5)
		SLDK E 3
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -31)
		NULL A 0 A_JumpIf(Height > 54, "LowerKick")
		TNT1 A 0 A_JumpIfInventory("KickHasHitAnObject", 1, "LowerKick")
		TNT1 A 0 A_Recoil (-5)
		SLDK F 3
		TNT1 A 0 A_ZoomFactor(0.960)
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -31)
		NULL A 0 A_JumpIf(Height > 54, "LowerKick")
		TNT1 A 0 A_JumpIfInventory("KickHasHitAnObject", 1, "LowerKick")
		TNT1 A 0 A_Recoil (-4)
		SLDK G 3
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -31)
		NULL A 0 A_JumpIf(Height > 54, "LowerKick")
		TNT1 A 0 A_JumpIfInventory("KickHasHitAnObject", 1, "LowerKick")
		TNT1 A 0 A_Recoil (-4)
		SLDK F 3
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -31)
		NULL A 0 A_JumpIf(Height > 54, "LowerKick")
		TNT1 A 0 A_JumpIfInventory("KickHasHitAnObject", 1, "LowerKick")
		TNT1 A 0 A_Recoil (-3)
		SLDK F 3
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -31)
		NULL A 0 A_JumpIf(Height > 54, "LowerKick")
		TNT1 A 0 A_JumpIfInventory("KickHasHitAnObject", 1, "LowerKick")
		TNT1 A 0 A_Recoil (-2)
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK A 0 A_Takeinventory("IsSlideKicking",1)
		TNT1 A 0 A_ZoomFactor(1.0)
		SLDK HK 2
		TNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+6
		
	 LowerKick:
		TNT1 A 0 A_ZoomFactor(1.0)
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK A 0 A_Takeinventory("KickHasHitAnObject",1)
		TNT1 A 0 A_TakeInventory("IsSlideKicking", 1)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_PlaySound("SlideKick/End", 1)
		TNT1 A 0 A_GunFlash("FlashSlideKickingStop")
		SLDK HK 2
		TNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+6
		
	SuperSlideKick:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)
		TNT1 A 0 A_PlaySound("SlideKick/Start", 1)
		TNT1 A 0 A_Recoil (-15)
		TNT1 A 0 A_GunFlash("FlashSlideKicking")
		NULL A 0 A_JumpIf(Height > 54, "LowerKick")
		TNT1 A 0 A_ZoomFactor(0.95)
		SLDK A 1 A_ZoomFactor(0.90)
		SLDK B 1 A_ZoomFactor(0.85)
		SLDK C 1 A_ZoomFactor(0.80)
		SLDK D 1 A_ZoomFactor(0.75)
        RIFF AA 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -31)
		NULL A 0 A_JumpIf(Height > 54, "LowerKick")
		TNT1 A 0 A_JumpIfInventory("KickHasHitAnObject", 1, "LowerKick")
		SLDK F 3
		TNT1 A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -31)
		NULL A 0 A_JumpIf(Height > 54, "LowerKick")
		TNT1 A 0 A_JumpIfInventory("KickHasHitAnObject", 1, "LowerKick")
		TNT1 A 0 A_Recoil (-5)
		SLDK E 3
		TNT1 A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -31)
		NULL A 0 A_JumpIf(Height > 54, "LowerKick")
		TNT1 A 0 A_JumpIfInventory("KickHasHitAnObject", 1, "LowerKick")
		TNT1 A 0 A_Recoil (-5)
		SLDK F 3
		TNT1 A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -31)
		NULL A 0 A_JumpIf(Height > 54, "LowerKick")
		TNT1 A 0 A_JumpIfInventory("KickHasHitAnObject", 1, "LowerKick")
		TNT1 A 0 A_Recoil (-4)
		SLDK G 3
		TNT1 A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -31)
		NULL A 0 A_JumpIf(Height > 54, "LowerKick")
		TNT1 A 0 A_JumpIfInventory("KickHasHitAnObject", 1, "LowerKick")
		TNT1 A 0 A_Recoil (-4)
		SLDK F 3
		TNT1 A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -31)
		NULL A 0 A_JumpIf(Height > 54, "LowerKick")
		TNT1 A 0 A_JumpIfInventory("KickHasHitAnObject", 1, "LowerKick")
		TNT1 A 0 A_Recoil (-3)
		SLDK F 3
		TNT1 A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -31)
		NULL A 0 A_JumpIf(Height > 54, "LowerKick")
		TNT1 A 0 A_JumpIfInventory("KickHasHitAnObject", 1, "LowerKick")
		TNT1 A 0 A_Recoil (-2)
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK A 0 A_Takeinventory("IsSlideKicking",1)
		TNT1 A 0 A_ZoomFactor(1.0)
		SLDK HK 2
		TNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+6
		
    BerserkerKick:
		TNT1 A 0 A_PlaySound("KICK", 1)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_GunFlash("FlashKicking")
		TNT1 A 0 A_SetAngle(-0.5 + angle)
		TNT1 A 1 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_SetAngle(-0.5 + angle)
		TNT1 A 1 A_SetPitch(+0.5 + pitch)
		KICK B 1 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.985)
		TNT1 A 0 A_SetAngle(-0.5 + angle)
		KICK C 1 A_SetAngle(-0.5 + angle)
		TNT1 A 0 A_ZoomFactor(0.970)
		TNT1 A 0 A_SetAngle(+0.5 + angle)
		KICK D 1 A_SetPitch(+1.25 + pitch)
		TNT1 A 0 A_ZoomFactor(0.955)
		TNT1 A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
		
        KICK H 3 A_ZoomFactor(0.950)
		TNT1 A 0 A_SetAngle(+1 + angle)
		TNT1 A 0 A_Recoil(-1)
		KICK A 0 A_TakeInventory("Kicking",1)
		KICK I 1 
		TNT1 A 0 A_ZoomFactor(0.955)
		TNT1 A 0 A_SetAngle(+1 + angle)
		KICK G 1 A_SetPitch(-0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.970)
		KICK F 1 A_SetPitch(-0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.985)
		TNT1 A 0 A_SetAngle(+0.5 + angle)
		KICK E 1 A_SetPitch(-0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.995)
		TNT1 A 0 A_SetAngle(+0.5 + angle)
		KICK D 1 A_SetAngle(+0.5 + angle)
		TNT1 A 0 A_ZoomFactor(0.998)
		TNT1 A 0 A_SetPitch(-0.5 + pitch)
		KICK C 1 A_SetAngle(-0.5 + angle)
		TNT1 A 0 A_ZoomFactor(0.999)
		KICK B 1 A_SetPitch(-1.25 + pitch)
		TNT1 A 0 A_ZoomFactor(1.0)
		KICK A 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+6

	AirKick:
	    TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick")
		TNT1 A 0 A_PlaySound("KICK", 1)
		TNT1 A 0 A_Recoil (-6)
		TNT1 A 0 A_GunFlash("FlashAirKicking")
		TNT1 A 0 A_ZoomFactor(0.95)
		KICK JKLMN 1
        RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_ZoomFactor(0.975)
        KICK O 3
		TNT1 A 0 A_ZoomFactor(0.995)
		KICK A 0 A_TakeInventory("Kicking",1)
		KICK PQRST 2
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+6

	SuperAirKick:
		TNT1 A 0 A_PlaySound("KICK", 1)
		TNT1 A 0 A_Recoil (-6)
		TNT1 A 0 A_GunFlash("FlashKicking")
		TNT1 A 0 A_ZoomFactor(0.95)
		KICK JKLMN 1
        RIFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -31)
        TNT1 A 0 A_ZoomFactor(0.975)
        KICK O 3
		TNT1 A 0 A_ZoomFactor(0.995)
		KICK A 0 A_TakeInventory("Kicking",1)
		KICK PQRST 2
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+6
		
    Taunt:
		TNT1 A 0 A_TakeInventory("Zoomed", 1)
        TNT1 A 0 A_ZoomFactor(1.0)
        TNT1 A 5
		FUCK A 2
		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 2 A_PlaySound("FUCK", 1)
        FUCK C 2 A_AlertMonsters
		FUCK D 15 A_TakeInventory("Taunting",1)
        FUCK CBA 5
		TNT1 A 5
		Goto Ready
	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
	}
}

Actor NitroTracer2 : Tracer
{
Speed 500
Damage 70
Decal "Scorch"
states
	{
	Death:
	XDeath:
		TNT1 A 0 A_Stopsound(6)
		MISL B 0 ACS_NamedExecuteAlways("GuidedMissileACS101",0,800,0,0)
		EXPL A 0 Radius_Quake (3, 16, 0, 15, 0)
		TNT1 A 0 A_SpawnItem ("BigRicoChet", 0, -30)
        TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("UnderwaterExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("NitroExplosion2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 AAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAAAA 0 A_CustomMissile ("ExplosionParticleVeryFast", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAA 0 A_CustomMissile ("MediumExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
        EXPL AAAAA 0 A_CustomMissile ("ExplosionSmokeFast22", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 1
		TNT1 A 0 A_PlaySound("FAREXPL", 3)
		TNT1 A 20
		Stop
	}
}

Actor APTracer2 : Tracer
{
Speed 500
Damage 30
+FOILINVUL
+RIPPER
}

actor NitroExplosion2 : RocketExplosion
{
States    
	{
	Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem("WhiteShockwave")
	TNT1 A 2
	TNT1 A 0 A_Explode(360,125)
    Stop
	}
}
		
Actor ChaingunWeaponSpawner replaces Chaingun
{
//+NOTDMATCH
States
{
Spawn:
TNT1 A 0
TNT1 A 3 A_JumpIf(ACS_NamedExecuteWithResult("CheckTraditional")==1,"ReplaceTraditional")
TNT1 A 1 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated
TNT1 A 1 ACS_NamedExecuteAlways("StarterPackDynamicProgressionFix",0)
TNT1 A 1 ACS_NamedExecuteAlways("SpawnerScript",0)
TNT1 A 1 A_Jump(256,"Deciding")
Deciding:
TNT1 A 1
loop

Spawner2:
TNT1 A 1 
TNT1 A 2 A_JumpIf(ACS_NamedExecuteWithResult("CheckTraditional")==1,"ReplaceTraditional")
TNT1 A 1 A_SpawnItemEx("DropedMinigun",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)
Stop
ReplaceVanilla:
TNT1 A 1 
TNT1 A 1 A_SpawnItemEx("Vanilla_Mini_gun",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)
Stop
ReplaceTraditional:
TNT1 A 1 
TNT1 A 1 A_SpawnItemEx("Traditional_Chaingun",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)
Stop
Spawner1:
Spawner3:
Spawner4:
TNT1 A 0 A_Jump(32, 2)
		TNT1 A 0 A_SpawnItemEx("DropedMinigun",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)
		Stop
		TNT1 AAA 0
		TNT1 A 0 A_SpawnItemEx("DropedMinigun",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)
		Stop

Spawner5:
	TNT1 A 0 A_SpawnItemEx("DropedMinigun",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)
	Stop
Spawner6:
	TNT1 A 0 A_SpawnItemEx("DropedMinigun",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)
	Stop
Spawner7:
		TNT1 A 0 A_Jump(32, 2)
		TNT1 A 0 A_SpawnItemEx("DropedMinigun",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)
		Stop
		TNT1 AAA 0
		TNT1 A 0 A_SpawnItemEx("DropedMinigun",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)
		Stop
Spawner8:
		TNT1 A 0 A_Jump(64, 2)
		TNT1 A 0 A_SpawnItemEx("DropedMinigun",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)
		Stop
		TNT1 AAA 0
		TNT1 A 0 A_SpawnItemEx("DropedMinigun",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)
		Stop
Spawner10:
Spawner11:
TNT1 A 1 A_SpawnItemEx("DropedMinigun",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)
stop
Spawner9:
		TNT1 A 1 A_JumpIf(CallACS("GetLevelNumber") == 1, "EarlyLevelSpawn")
		TNT1 A 1 A_JumpIf(CallACS("GetLevelNumber") == 5, "EarlyLevelSpawn")
		
		TNT1 A 1 A_JumpIf(CallACS("GetLevelNumber") == 2, "LowLevelSpawn")
		TNT1 A 1 A_JumpIf(CallACS("GetLevelNumber") == 6, "LowLevelSpawn")
		
		TNT1 A 1 A_JumpIf(CallACS("GetLevelNumber") == 3, "MidLevelSpawn")
		TNT1 A 1 A_JumpIf(CallACS("GetLevelNumber") == 7, "MidLevelSpawn")
		
		
		TNT1 A 1 A_JumpIf(CallACS("GetLevelNumber") == 4, "HighLevelSpawn")
		TNT1 A 1 A_JumpIf(CallACS("GetLevelNumber") >= 8, "HighLevelSpawn")
		Goto LowLevelSpawn
	EarlyLevelSpawn:
	LowLevelSpawn:
		TNT1 A 0 A_SpawnItemEx("DropedMinigun",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)
		Stop
	MidLevelSpawn:
		TNT1 A 0 A_Jump(32, 2)
		TNT1 A 0 A_SpawnItemEx("DropedMinigun",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)
		Stop
		TNT1 AAA 0
		TNT1 A 0 A_SpawnItemEx("M50",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)
		Stop
	HighLevelSpawn:
		TNT1 A 0 A_Jump(64, 2)
		TNT1 A 0 A_SpawnItemEx("DropedMinigun",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)
		Stop
		TNT1 AAA 0
		TNT1 A 0 A_SpawnItemEx("M50",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)
		Stop
stop
}
}

ACTOR SniperCaseSpawn
{
	Speed 20
	PROJECTILE
	+NOCLIP
	+CLIENTSIDEONLY
	States
	{
	Spawn:
        TNT1 A 0
		TNT1 A 1 A_CustomMissile("EmptyBrassSniper",-5,0,random(-80,-100),2,random(45,80))
		Stop
	}
}

ACTOR EmptyBrassSniper : EmptyBrass
{
   Scale 0.25
   States
   {
   Spawn:
	  TNT1 A 0 ACS_ExecuteAlways(7798, 0, 0, 0, 0)//Check Effects
      CASS ABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGH 3 A_JumpIf(waterlevel > 1, "Splash")
      STOP

   Death:
      CASS I 0
      LCPJ A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4","Rest5","Rest6","Rest7","Rest8")
      Goto Rest1
    Rest1:
      CASS I 900
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ToggleBulletJanitor")==1,"Disappear")
      Loop
    Rest2:
      CASS J 900
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ToggleBulletJanitor")==1,"Disappear")
      loop
    Rest3:
	  CASS K 900
	 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ToggleBulletJanitor")==1,"Disappear")
      Loop
    Rest4:
      CASS L 900
	 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ToggleBulletJanitor")==1,"Disappear")
      Loop
    Rest5:
      CASS M 900
	 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ToggleBulletJanitor")==1,"Disappear")
      Loop
    Rest6:
      CASS I 900
	 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ToggleBulletJanitor")==1,"Disappear")
      Loop
    Rest7:
      CASS J 900
	 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ToggleBulletJanitor")==1,"Disappear")
      Loop
    Rest8:
      CASS K 900
	 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ToggleBulletJanitor")==1,"Disappear")
      Loop
	  
  Disappear:
  TNT1 A 1
  Stop
	 
	Splash:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem("UnderwaterEmptyBrass")
	Stop
	
   }
}

Actor SniperRound : Ammo
{
	Inventory.PickUpSound "items/cartridge_pick"
    Game Doom
	+DONTGIB
	+FLOORCLIP
	Inventory.PickUpMessage "Picked up a pair of .417 rounds."
	Inventory.Amount 2
    Inventory.MaxAmount 50
    Ammo.BackpackAmount 10
    Ammo.BackpackMaxAmount 100
	Scale 0.5
    Inventory.Icon "417AA0"
    States
    {
    Spawn:
      417A B -1
      Stop
	}
}

ACTOR SniperRoundBox : SniperRound
{
	Inventory.PickUpMessage "Picked up a case of .417 rounds."
	Inventory.PickUpSound "items/cartridge_pick"
	Inventory.Amount 10
    Inventory.MaxAmount 50
    Ammo.BackpackAmount 10
    Ammo.BackpackMaxAmount 100
    States
    {
    Spawn:
      417B A -1
      Stop
	}
}
