Actor Spin: Inventory
{
inventory.maxamount 1
}

Actor RandomHeadExploder: Inventory
{
inventory.maxamount 1
}

// --------------------------------------------------------------------------
//
// Minigun
//
// --------------------------------------------------------------------------

ACTOR Mini_Gun : Chaingun Replaces Chaingun
{
Weapon.BobRangeX 0.5
	Weapon.BobRangeY 0.7
	Weapon.BobStyle InverseSmooth
	Weapon.BobSpeed 2.5
Game Doom
SpawnID 28
Weapon.SelectionOrder 700
Weapon.AmmoType1 "Clip2"
//Weapon.AmmoType2 "Clip2"
Weapon.AmmoGive 30
Weapon.AmmoUse1 1
//Weapon.AmmoUse2 1
    +WEAPON.NOAUTOAIM
	+WEAPON.NOAUTOFIRE
	+FORCEXYBILLBOARD
Inventory.PickupSound "PICKC"
Weapon.UpSound "CHGNPKUP"
Inventory.PickupMessage "You got the Minigun!"
Obituary "%o was mowed down by %k's Minigun."
AttackSound "none"
Scale 0.9
States
{
Steady:
	TNT1 A 1
	Goto Ready
	
Flash:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory("FlashlightAction", 1, "CheckFlashlight")
	TNT1 A 1
	TNT1 A 0 A_JumpIfInventory("IsFlashlightOn", 1, "FlashOn")
	Goto Flash
	FlashOn:
	TNT1 A 0 A_FireCustomMissile("FlashlightProjectile", 0, 0, 0, 0, 0, 0)
	TNT1 A 0 A_FireCustomMissile("FlashlightSource", 0, 0, 0, 0, 0, 0)
	Goto Flash 
	CheckFlashLight:
	TNT1 A 1
	TNT1 A 0 A_TakeInventory("FlashlightAction")
	TNT1 A 0 A_JumpIfInventory("IsFlashlightOn", 1, "TurnOffFlashlight")
	TNT1 A 0 A_GiveInventory("IsFlashlightOn", 1)
	Goto Flash
	TurnOffFlashlight:
	TNT1 A 0 A_TakeInventory("IsFlashlightOn", 1)
	Goto Flash
	
				SwitchingPistol:
					TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_StopSound(5)
		TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"SwitchingPistol1B")
			TNT1 A 0 A_TakeInventory("weaponspecial2",1)
				TNT1 A 0 A_PlaySound("PIHOL", 4)
	TNT1 A 0 A_SetAngle(-0.2 + angle)
	CH9S D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetAngle(-0.2 + angle)
	TNT1 A 0 A_SetPitch(pitch + 0.2)
	CH9S C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetAngle(-0.2 + angle)
	TNT1 A 0 A_SetPitch(pitch + 0.2)
	CH9S B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetAngle(+0.2 + angle)
	TNT1 A 0 A_SetPitch(pitch + 0.2)
	CH9S A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetAngle(+0.2 + angle)
	TNT1 A 0 A_SetPitch(pitch + 0.2)
	CH9S Y 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetAngle(+0.2 + angle)
		TNT1 A 0 A_TakeInventory("weaponspecial2",1)
		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_Recoil(-1)
		PUN3 A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_PlaySound("weapons/fistwhoosh",0)
		PUN3 B 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_SetPitch(+2 + pitch)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
		PUN3 D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
			TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		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)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_SetPitch(+3 + pitch)
		PUN3 EGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PUN3 I 1 A_SetPitch(-2 + pitch)
		TNT1 A 0 A_SetPitch(-3 + pitch)
		PUN3 JKL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 5
			TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol2")
			TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol2")
				TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol2")
					TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol2")
						TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol2")
							TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol2")
		TNT1 A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_TakeInventory("weaponspecial2",1)
		TNT1 A 0 A_PlaySound("CHGNPKUP", 4)
		TNT1 A 0 A_SetAngle(-0.2 + angle)
		CH9S Y 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		TNT1 A 0 A_SetAngle(-0.2 + angle)
		CH9S A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		TNT1 A 0 A_SetAngle(-0.2 + angle)
		CH9S B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_SetAngle(+0.2 + angle)
		CH9S C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_SetAngle(+0.2 + angle)
		CH9S D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.2 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		Goto Ready+18
		
		
		SwitchingPistol2:
		TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"SwitchingPistol2B")
		TNT1 A 0 A_TakeInventory("weaponspecial2",1)
				TNT1 A 0 A_PlaySound("PIHOL", 4)

		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_Recoil(-1)
	PUN4 A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_PlaySound("weapons/fistwhoosh",0)
		PUN4 B 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_SetPitch(+2 + pitch)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
		PUN4 D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
					TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		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)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_SetPitch(+3 + pitch)
		PUN4 EGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PUN4 I 1 A_SetPitch(-2 + pitch)
		TNT1 A 0 A_SetPitch(-3 + pitch)
		PUN4 JKL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
				TNT1 A 5
			TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol3")
			TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol3")
				TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol3")
					TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol3")
						TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol3")
							TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol3")
		TNT1 A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_TakeInventory("weaponspecial2",1)
		TNT1 A 0 A_PlaySound("CHGNPKUP", 4)
		TNT1 A 0 A_SetAngle(-0.2 + angle)
		CH9S Y 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		TNT1 A 0 A_SetAngle(-0.2 + angle)
		CH9S A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		TNT1 A 0 A_SetAngle(-0.2 + angle)
		CH9S B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_SetAngle(+0.2 + angle)
		CH9S C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_SetAngle(+0.2 + angle)
		CH9S D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.2 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		Goto Ready+18
		
		
		SwitchingPistol1B:
			TNT1 A 0 A_TakeInventory("weaponspecial2",1)
				TNT1 A 0 A_PlaySound("PIHOL", 4)
			TNT1 A 0 A_SetAngle(-0.2 + angle)
	CH9S D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetAngle(-0.2 + angle)
	TNT1 A 0 A_SetPitch(pitch + 0.2)
	CH9S C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetAngle(-0.2 + angle)
	TNT1 A 0 A_SetPitch(pitch + 0.2)
	CH9S B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetAngle(+0.2 + angle)
	TNT1 A 0 A_SetPitch(pitch + 0.2)
	CH9S A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetAngle(+0.2 + angle)
	TNT1 A 0 A_SetPitch(pitch + 0.2)
	CH9S Y 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetAngle(+0.2 + angle)
		TNT1 A 0 A_TakeInventory("weaponspecial2",1)
		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_Recoil(-1)
		PUN3 A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_PlaySound("weapons/fistwhoosh",0)
		PUN3 B 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_SetPitch(+2 + pitch)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
		PUN3 D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
			TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		RIfF AA 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0, 0, 5)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0, 25, 5)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0, -25, 5)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_SetPitch(+3 + pitch)
		PUN3 EGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PUN3 I 1 A_SetPitch(-2 + pitch)
		TNT1 A 0 A_SetPitch(-3 + pitch)
		PUN3 JKL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 5
			TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol2")
			TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol2")
				TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol2")
					TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol2")
						TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol2")
							TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol2")
		TNT1 A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_TakeInventory("weaponspecial2",1)
		TNT1 A 0 A_PlaySound("CHGNPKUP", 4)
		TNT1 A 0 A_SetAngle(-0.2 + angle)
		CH9S Y 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		TNT1 A 0 A_SetAngle(-0.2 + angle)
		CH9S A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		TNT1 A 0 A_SetAngle(-0.2 + angle)
		CH9S B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_SetAngle(+0.2 + angle)
		CH9S C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_SetAngle(+0.2 + angle)
		CH9S D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.2 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		Goto Ready+18
		
		
		SwitchingPistol2B:
		TNT1 A 0 A_TakeInventory("weaponspecial2",1)
				TNT1 A 0 A_PlaySound("PIHOL", 4)

		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_Recoil(-1)
	PUN4 A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_PlaySound("weapons/fistwhoosh",0)
		PUN4 B 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_SetPitch(+2 + pitch)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
		PUN4 D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
					TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		RIfF AA 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0, 0, 5)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0, 25, 5)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0, -25, 5)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_SetPitch(+3 + pitch)
		PUN4 EGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PUN4 I 1 A_SetPitch(-2 + pitch)
		TNT1 A 0 A_SetPitch(-3 + pitch)
		PUN4 JKL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
			TNT1 A 5
			TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol3")
			TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol3")
				TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol3")
					TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol3")
						TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol3")
							TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol3")
		TNT1 A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_TakeInventory("weaponspecial2",1)
		TNT1 A 0 A_PlaySound("CHGNPKUP", 4)
		TNT1 A 0 A_SetAngle(-0.2 + angle)
		CH9S Y 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		TNT1 A 0 A_SetAngle(-0.2 + angle)
		CH9S A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		TNT1 A 0 A_SetAngle(-0.2 + angle)
		CH9S B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_SetAngle(+0.2 + angle)
		CH9S C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_SetAngle(+0.2 + angle)
		CH9S D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.2 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		Goto Ready+18
		
		
		
		SwitchingPistol3:
			TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"SwitchingPistol3B")
		TNT1 A 0 A_TakeInventory("weaponspecial2",1)
		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_Recoil(-1)
		PUN3 A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_PlaySound("weapons/fistwhoosh",0)
		PUN3 B 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_SetPitch(+2 + pitch)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
		PUN3 D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
			TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		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)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_SetPitch(+3 + pitch)
				TNT1 A 0 A_TakeInventory("weaponspecial2",1)
		PUN3 EGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PUN3 I 1 A_SetPitch(-2 + pitch)
		TNT1 A 0 A_SetPitch(-3 + pitch)
		PUN3 JKL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 5
			TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol2")
			TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol2")
				TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol2")
					TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol2")
						TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol2")
							TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol2")
		TNT1 A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_TakeInventory("weaponspecial2",1)
		TNT1 A 0 A_PlaySound("CHGNPKUP", 4)
		TNT1 A 0 A_SetAngle(-0.2 + angle)
		CH9S Y 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		TNT1 A 0 A_SetAngle(-0.2 + angle)
		CH9S A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		TNT1 A 0 A_SetAngle(-0.2 + angle)
		CH9S B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_SetAngle(+0.2 + angle)
		CH9S C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_SetAngle(+0.2 + angle)
		CH9S D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.2 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		Goto Ready+18
		
		
			SwitchingPistol3B:
		TNT1 A 0 A_TakeInventory("weaponspecial2",1)
		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_Recoil(-1)
		PUN3 A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_PlaySound("weapons/fistwhoosh",0)
		PUN3 B 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_SetPitch(+2 + pitch)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
		PUN3 D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
			TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		RIfF AA 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0, 0, 5)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0, 25, 5)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0, -25, 5)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_SetPitch(+3 + pitch)
				TNT1 A 0 A_TakeInventory("weaponspecial2",1)
		PUN3 EGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		PUN3 I 1 A_SetPitch(-2 + pitch)
		TNT1 A 0 A_SetPitch(-3 + pitch)
		PUN3 JKL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 5
			TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol2")
			TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol2")
				TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol2")
					TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol2")
						TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol2")
							TNT1 A 0 A_JumpIfInventory("weaponspecial2", 1, "SwitchingPistol2")
		TNT1 A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_TakeInventory("weaponspecial2",1)
		TNT1 A 0 A_PlaySound("CHGNPKUP", 4)
		TNT1 A 0 A_SetAngle(-0.2 + angle)
		CH9S Y 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		TNT1 A 0 A_SetAngle(-0.2 + angle)
		CH9S A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		TNT1 A 0 A_SetAngle(-0.2 + angle)
		CH9S B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_SetAngle(+0.2 + angle)
		CH9S C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_SetAngle(+0.2 + angle)
		CH9S D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.2 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		Goto Ready+18
	
Ready: 
		TNT1 A 0 A_SetAngle(-0.2 + angle)
		CH9S Y 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		TNT1 A 0 A_SetAngle(-0.2 + angle)
		CH9S A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		TNT1 A 0 A_SetAngle(-0.2 + angle)
		CH9S B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_SetAngle(+0.2 + angle)
		CH9S C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_SetAngle(+0.2 + angle)
		CH9S D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.2 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 AAAAAAAAAAA 0
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
		TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
		CHAG A 2 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
		TNT1 A 0 A_JumpIfInventory("Spin",1,"Ready2")
		Goto Ready+18

Ready2:
      TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
	  		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
	    TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
		TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
      CHAG ABCD 1 A_WeaponReady 
	  TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	    TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
	  		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
	    TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
	  TNT1 A 0 A_AlertMonsters
       TNT1 A 0 A_PlaySound("CHAINSPI",CHAN_5,1.0,1)
      Loop

	Deselect:
	TNT1 A 0 A_PlaySound("PIHOL", 4)
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_StopSound(5)
	TNT1 A 0 A_SetAngle(-0.2 + angle)
	CH9S D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetAngle(-0.2 + angle)
	TNT1 A 0 A_SetPitch(pitch + 0.2)
	CH9S C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetAngle(-0.2 + angle)
	TNT1 A 0 A_SetPitch(pitch + 0.2)
	CH9S B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetAngle(+0.2 + angle)
	TNT1 A 0 A_SetPitch(pitch + 0.2)
	CH9S A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetAngle(+0.2 + angle)
	TNT1 A 0 A_SetPitch(pitch + 0.2)
	CH9S Y 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetAngle(+0.2 + angle)
	TNT1 A 0 A_TakeInventory ("Spin",1)
	TNT1 A 0 A_TakeInventory("TossGrenade", 1)
	TNT1 A 0 A_TakeInventory("Weaponspecial2")
			TNT1 A 0 A_TakeInventory("switchfiremode")
		TNT1 A 0 A_TakeInventory("Weaponspecial")
	 TNT1 A 0 A_Takeinventory("RandomHeadExploder",1)
	 TNT1 A 0 SetPlayerProperty(0,0,0)
	TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
		TNT1 A 1
		Wait

    Select:
		TNT1 A 0 A_Giveinventory("RandomHeadExploder",1)
		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_Giveinventory("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 AAAAAAAAAAAAAA 0 A_Raise
		Goto Ready
		
	Fire:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Spin",1,"Fire2")
		TNT1 A 0 A_PlaySound("CHAINSTA", 5)
		CHAG BC 2 A_WeaponReady
		CHAG D 2 A_WeaponReady
		CHAG BC 1 A_WeaponReady
		CHAG D 1 A_WeaponReady
		CHAG BC 1 A_WeaponReady
		CHAG D 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
        TNT1 A 0
    Hold:
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
		TNT1 A 0 A_JumpIfInventory("Spin",1,"Fire2")
		
        TNT1 A 0 A_Recoil(0.1)
		TNT1 A 0 A_SetAngle(random(1, -1) + angle)
		TNT1 A 0 A_SetPitch(-0.4 + pitch)
		
		
		//TNT1 A 0 A_CustomMissile ("Rocket", 0, 0, 15, 2)
		
		
	    TNT1 A 0 A_PlaySound("CHAINSPI",CHAN_5,1.0,1)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Alerter", 0, 0, 0, 0)
			TNT1 A 0 A_PlaySound("CHGNGUY",2)
        TNT1 A 0 A_PlaySound("CHGNSHOT", 6, 1, TRUE)
        TNT1 A 0 A_Recoil(0.1)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		////TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
        CHAF A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		 TNT1 A 0 BRIGHT A_FireBullets(4, 4, 1, 9, "MachineGunBulletPuff", 1)
		   TNT1 A 0 A_FireCustomMissile("MinigunTracer", random(-3,3), 0, -1, -14, 0, random(-3,3))
		 TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
        CHAF A 0 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", random(-3,3), 0, -1, 0, 0, random(-3,3))
		TNT1 A 0
        TNT1 A 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18)
        CHAF B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_PlaySound("CHGNGUY",2)
		////TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
        CHAF G 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(0.99)
			TNT1 A 0 Radius_Quake(1,9,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		TNT1 A 0 A_FireBullets(4, 4, 1, 9, "MachineGunBulletPuff", 1)
		   TNT1 A 0 A_FireCustomMissile("MinigunTracer", random(-3,3), 0, -1, -14, 0, random(-3,3))
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
        CHAF A 0 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", random(-3,3), 0, -1, 0, 0, random(-3,3))
		TNT1 A 0
        TNT1 A 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18)
	    CHAF H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_SetAngle(random(1, -1) + angle)
		TNT1 A 0 A_PlaySound("CHGNGUY",2)
		TNT1 A 0 A_ReFire ("Hold2")
		TNT1 A 0 A_PlaySound("MGSTOP", 1)
		TNT1 A 0 A_StopSound(6)
	 TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
	 TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
	 CHAG A 1 A_WeaponReady
	 TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
	 CHAG B 1 A_WeaponReady
	 TNT1 A 0 A_Refire
	 TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
	 CHAG C 1 A_WeaponReady
	 TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	 TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
	 CHAG D 1 A_WeaponReady
	 TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	 TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)		
	 TNT1 A 0 A_PlaySound("CHAINSTO", 5)
	      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
	 TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
	 TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
	 CHAG A 1 A_WeaponReady
	 TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
	 TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
	 CHAG B 1 A_WeaponReady
	 TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
	 TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
	 CHAG C 2 A_WeaponReady
	 TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
	 TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
	 CHAG D 2 A_WeaponReady
	 TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
	 TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
      
	 TNT1 A 0 A_TakeInventory("Spin", 1)
     TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
	 TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
	 TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
	 TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
	 CHAG A 2  A_WeaponReady
	 TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
	 TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
	 CHAG B 2  A_WeaponReady
	 TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
	 TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
	 CHAG C 2 A_WeaponReady
	 TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
	 TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
	 CHAG D 2 A_WeaponReady
	 TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
	 TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
	 CHAG ABCD 2 A_WeaponReady
	 TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
	 CHAG ABCD 3 A_WeaponReady
	 TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
     goto Ready+18


 Hold2:
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
		TNT1 A 0 A_JumpIfInventory("Spin",1,"Fire2")
		
        TNT1 A 0 A_Recoil(0.1)
		TNT1 A 0 A_SetAngle(random(1, -1) + angle)
		TNT1 A 0 A_SetPitch(-0.4 + pitch)
		
		
		//TNT1 A 0 A_CustomMissile ("Rocket", 0, 0, 15, 2)
		
		
	    TNT1 A 0 A_PlaySound("CHAINSPI",CHAN_5,1.0,1)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Alerter", 0, 0, 0, 0)
			TNT1 A 0 A_PlaySound("CHGNGUY",2)
        TNT1 A 0 A_PlaySound("CHGNSHOT", 6, 1, TRUE)
        TNT1 A 0 A_Recoil(0.1)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		////TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
        CHAF Z 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		 TNT1 A 0 BRIGHT A_FireBullets(4, 4, 1, 9, "MachineGunBulletPuff", 1)
		   TNT1 A 0 A_FireCustomMissile("MinigunTracer", random(-3,3), 0, -1, -14, 0, random(-3,3))
		 TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
        CHAF A 0 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", random(-3,3), 0, -1, 0, 0, random(-3,3))
		TNT1 A 0
        TNT1 A 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18)
        CHAF B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_PlaySound("CHGNGUY",2)
		////TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
        CHAF G 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(0.99)
			TNT1 A 0 Radius_Quake(1,9,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		TNT1 A 0 A_FireBullets(4, 4, 1, 9, "MachineGunBulletPuff", 1)
		   TNT1 A 0 A_FireCustomMissile("MinigunTracer", random(-3,3), 0, -1, -14, 0, random(-3,3))
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
        CHAF A 0 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", random(-3,3), 0, -1, 0, 0, random(-3,3))
		TNT1 A 0
        TNT1 A 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18)
	    CHAF H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_SetAngle(random(1, -1) + angle)
		TNT1 A 0 A_PlaySound("CHGNGUY",2)
		TNT1 A 0 A_ReFire 
		TNT1 A 0 A_PlaySound("MGSTOP", 1)
		TNT1 A 0 A_StopSound(6)
	 TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
	 TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
	 CHAG A 1 A_WeaponReady
	 TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
	 CHAG B 1 A_WeaponReady
	 TNT1 A 0 A_Refire
	 TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
	 CHAG C 1 A_WeaponReady
	 TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	 TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
	 CHAG D 1 A_WeaponReady
	 TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	 TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)		
	 TNT1 A 0 A_PlaySound("CHAINSTO", 5)
	      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
	 TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
	 TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
	 CHAG A 1 A_WeaponReady
	 TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
	 TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
	 CHAG B 1 A_WeaponReady
	 TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
	 TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
	 CHAG C 2 A_WeaponReady
	 TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
	 TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
	 CHAG D 2 A_WeaponReady
	 TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
	 TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
      
	 TNT1 A 0 A_TakeInventory("Spin", 1)
     TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
	 TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
	 TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
	 TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
	 CHAG A 2  A_WeaponReady
	 TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
	 TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
	 CHAG B 2  A_WeaponReady
	 TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
	 TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
	 CHAG C 2 A_WeaponReady
	 TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
	 TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
	 CHAG D 2 A_WeaponReady
	 TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
	 TNT1 A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
	 CHAG ABCD 2 A_WeaponReady
	 TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
	 CHAG ABCD 3 A_WeaponReady
	 TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
     goto Ready+18

	
Fire2:
TNT1 A 0 A_PlaySound("CHAINSPI",CHAN_5,1.0,1)
	TNT1 A 0 A_PlaySound("CHGNGUY",2)
		TNT1 A 0 A_PlaySound("CHGNSHOT", 6, 1, TRUE)
        TNT1 A 0 A_Recoil(0.1)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		////TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
        CHAF A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		 TNT1 A 0 A_ZoomFactor(0.99)
		 TNT1 A 0 A_FireBullets(4, 4, 1, 9, "MachineGunBulletPuff", 1)
		   TNT1 A 0 A_FireCustomMissile("MinigunTracer", random(-3,3), 0, -1, -14, 0, random(-3,3))
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
        CHAF A 0 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", random(-3,3), 0, -1, 0, 0, random(-3,3))
		TNT1 A 0
        TNT1 A 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18)
        CHAF B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		 TNT1 A 0 A_SetPitch(-0.4 + pitch)
		TNT1 A 0 A_SetAngle(random(1, -1) + angle)
			TNT1 A 0 Radius_Quake(1,9,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		////TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
        CHAF G 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		 TNT1 A 0 A_ZoomFactor(0.99)
		 TNT1 A 0 A_FireBullets(4, 4, 1, 9, "MachineGunBulletPuff", 1)
		 TNT1 A 0 A_FireCustomMissile("MinigunTracer", random(-3,3), 0, -1, -14, 0, random(-3,3))
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
        CHAF A 0 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", random(-3,3), 0, -1, 0, 0, random(-3,3))
		TNT1 A 0
        TNT1 A 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18)
		TNT1 A 0 A_SetAngle(random(1, -1) + angle)
		CHAF H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
 TNT1 A 0 A_ZoomFactor(1.0)
        MNGG B 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			 TNT1 A 0 A_PlaySound("CHGNGUY",2)
		 TNT1 A 0 A_ReFire ("Fire2a")
		TNT1 A 0 A_PlaySound("MGSTOP", 1)
		TNT1 A 0 A_StopSound(6)
		
     CHAG A 1 A_WeaponReady
     TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,0)

     CHAG B 1 A_WeaponReady
     TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,0)

     CHAG C 1 A_WeaponReady
     TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,0)

     CHAG D 1 A_WeaponReady
     TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,0)

        goto Ready2
		
		Fire2a:
TNT1 A 0 A_PlaySound("CHAINSPI",CHAN_5,1.0,1)
	TNT1 A 0 A_PlaySound("CHGNGUY",2)
		TNT1 A 0 A_PlaySound("CHGNSHOT", 6, 1, TRUE)
        TNT1 A 0 A_Recoil(0.1)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		////TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
        CHAF Z 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		 TNT1 A 0 A_ZoomFactor(0.99)
		 TNT1 A 0 A_FireBullets(4, 4, 1, 9, "MachineGunBulletPuff", 1)
		  TNT1 A 0 A_FireCustomMissile("MinigunTracer", random(-3,3), 0, -1, -14, 0, random(-3,3))
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
        CHAF A 0 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", random(-3,3), 0, -1, 0, 0, random(-3,3))
		TNT1 A 0
        TNT1 A 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18)
        CHAF B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		 TNT1 A 0 A_SetPitch(-0.4 + pitch)
		TNT1 A 0 A_SetAngle(random(1, -1) + angle)
			TNT1 A 0 Radius_Quake(1,9,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		////TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
        CHAF G 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		 TNT1 A 0 A_ZoomFactor(0.99)
		 TNT1 A 0 A_FireBullets(4, 4, 1, 9, "MachineGunBulletPuff", 1)
		 TNT1 A 0 A_FireCustomMissile("MinigunTracer", random(-3,3), 0, -1, -14, 0, random(-3,3))
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
        CHAF A 0 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", random(-3,3), 0, -1, 0, 0, random(-3,3))
		TNT1 A 0
        TNT1 A 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18)
		TNT1 A 0 A_SetAngle(random(1, -1) + angle)
		CHAF H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
 TNT1 A 0 A_ZoomFactor(1.0)
        MNGG B 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			 TNT1 A 0 A_PlaySound("CHGNGUY",2)
		 TNT1 A 0 A_ReFire 
		TNT1 A 0 A_PlaySound("MGSTOP", 1)
		TNT1 A 0 A_StopSound(6)
		
     CHAG A 1 A_WeaponReady
     TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,0)

     CHAG B 1 A_WeaponReady
     TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,0)

     CHAG C 1 A_WeaponReady
     TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,0)

     CHAG D 1 A_WeaponReady
     TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,0)

        goto Ready2





  AltFire:
     
     TNT1 A 0 A_JumpIfInventory("Spin",1,"StopAlt")
     TNT1 A 0 A_GiveInventory ("Spin",1)
     //TNT1 A 0 SetPlayerProperty(0,1,0)
      TNT1 A 0 A_PlaySound("CHAINSTA",5)
	  TNT1 A 0 A_JumpIfInventory("Clip2",1,1)
     CHAG ABCD 2 A_WeaponReady(WRF_NOFIRE)
     TNT1 A 0
     Goto Ready2

  StopAlt:
	TNT1 A 0
     TNT1 A 0 A_TakeInventory ("Spin",1)
     TNT1 A 0 A_PlaySound("CHAINSTO",5)
     //TNT1 A 0 SetPlayerProperty(0,0,0)
	 CHAG ABCD 1 A_WeaponReady
	      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
     CHAG ABCDABCD 2 A_WeaponReady
	      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
	 CHAG ABCD 3 A_WeaponReady
	      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
     TNT1 A 0
     Goto Ready+18
	 
	 TiredKickStart:
	    TNT1 A 0 SetPlayerProperty(0,1,0)
	    TNT1 A 0
		Goto DoKick+2
		
	TiredKickEnd:
	    TNT1 A 0
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Select

		StompKickFlash:
		STOM ABCDDDDE 1
		Stop

		Stomp:
	    TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 0 A_GunFlash("StompKickFlash")
	    NULL A 0 A_JumpIf (pitch > 90, "NormalAirKick")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperStomp")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		STOM ABCDDDDE 1
		TNT1 A 0 ThrustThingZ(0,-5,0,1)
		STOM EE 1
		TNT1 A 0 A_SetPitch(75)
        RIFF A 0 A_FireCustomMissile("StompAttack", 0, 0, 15, -11)
		RIFF A 0 A_FireCustomMissile("StompAttack", 0, 0, -15, -11)
		TNT1 A 0 A_SpawnItem("FootStepStrong")
        STOM F 5
		KICK A 0 A_Takeinventory("Kicking",1)
		STOM GH 2
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_jumpIfInventory("UsedStamina", 500, "TiredKickEnd")
		Goto Ready
		
	
	SuperStomp:
		TNT1 A 0 A_GunFlash("StompKickFlash")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		STOM ABCDDDDE 1
		TNT1 A 0 ThrustThingZ(0,-5,0,1)
		STOM EE 1
		TNT1 A 0 A_SetPitch(75)
        RIFF A 0 A_FireCustomMissile("SuperStompAttack", 0, 0, 15, -11)
		RIFF A 0 A_FireCustomMissile("SuperStompAttack", 0, 0, -15, -11)
		TNT1 A 0 A_SpawnItem("FootStepStrong")
        STOM F 5
		KICK A 0 A_Takeinventory("Kicking",1)
		STOM GH 2
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_jumpIfInventory("UsedStamina", 600, "TiredKickEnd")
		Goto Ready
 	
    KickFlash:
		CHAK BCD 1
		CHAK D 7
		CHAK DCBA 1
		Stop

	BersFlash:
		CHAK BCD 1
		CHAK D 7
		CHAK DCBA 1
		Stop

	AirKikFlash:
		CHAK BCD 1
		CHAK D 11
		CHAK DCBA 1
		Stop
		
		InsultFlash:
		CHAK BCD 1
		CHAK D 30
		CHAK DCBA 1
		Stop
		

	DoKick:
		TNT1 A 0 A_StopSound(6)
	    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("KickFlash")
		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)
		TNT1 A 0 A_SetPitch(-0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.998)
		TNT1 A 0 A_SetAngle(+0.5 + angle)
		TNT1 A 0 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+18

	NormalKick:
		TNT1 A 0 A_StopSound(6)
	    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("KickFlash")
		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)
		TNT1 A 0 A_SetPitch(-0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.998)
		TNT1 A 0 A_SetAngle(+0.5 + angle)
		TNT1 A 0 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+18
		
	SlideKickChecker:
		TNT1 A 0
		NULL A 0 A_JumpIf (Vely > 0, "SlideKick")
		NULL A 0 A_JumpIf (Velx > 0, "SlideKick")
		NULL A 0 A_JumpIf (Vely < 0, "SlideKick")
		NULL A 0 A_JumpIf (Velx < 0, "SlideKick")
		Goto NormalKick

	SlideKickFlash1:
		CHAK ABCDDDDDDDDDDDDDDDDDD 1
		CHAK DCBA 1
		Stop

	SlideKickFlash2:
		CHAK DDDDDDDDDDD 1
		CHAK DDD 1
		CHAK DCBA 1
		Stop

	SlideKickFlash3:
		CHAK DDD 1
		CHAK DDD 1
		CHAK DCBA 1
		Stop

	SlideKick:
		TNT1 A 0
		TNT1 A 0 A_StopSound(5)
		TNT1 A 0 A_StopSound(6)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
//		TNT1 A 0 A_GunFlash("AirKikFlash")
		TNT1 A 0 A_Jump(128, "SlideKickRight")
		TNT1 A 0 A_GunFlash("SlideKickFlash1")
		TNT1 A 0 A_PlaySound("SlideKick/Start", 0)
		TNT1 A 0 A_Recoil (-2)
		KIC4 J 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Recoil (-2.50)
		KIC4 K 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Recoil (-3)
		KIC4 L 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Recoil (-3.50)
		KIC4 M 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Recoil (-4)
		KIC4 N 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Recoil (-4.50)
		RIFF A 0 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_PlaySound("SlideKick/Loop", 1)
		TNT1 A 0 A_Recoil (-5)
	SlideKickLoop1:
		KIC4 OOOOO 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Recoil (-6)
		TNT1 A 0 A_GunFlash("SlideKickFlash2")
		KIC4 OOO 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Jump(60, "SlideKickLoop1")
		Goto SlideKickEnd1
	SlideKickEnd1:
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 A_GunFlash("SlideKickFlash3")
		TNT1 A 0 A_PlaySound("SlideKick/End", 1)
		KIC4 A 0 A_TakeInventory("Kicking",1)
		KIC4 PQRST 2 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
				Goto Ready+18

	SlideKickRight:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
//		TNT1 A 0 A_GunFlash("AirKikFlash")
		TNT1 A 0 A_Jump(128, "SlideKickRight")
		TNT1 A 0 A_GunFlash("SlideKickFlash1")
		TNT1 A 0 A_PlaySound("SlideKick/Start", 0)
		TNT1 A 0 A_Recoil (-2)
		KIC5 J 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Recoil (-2.50)
		KIC5 K 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Recoil (-3)
		KIC5 L 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Recoil (-3.50)
		KIC5 M 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Recoil (-4)
		KIC5 N 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Recoil (-4.50)
		RIFF A 0 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_PlaySound("SlideKick/Loop", 1)
		TNT1 A 0 A_Recoil (-5)
	SlideKickLoop2:
		KIC5 OOOOO 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Recoil (-6)
		TNT1 A 0 A_GunFlash("SlideKickFlash2")
		KIC5 OOO 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Jump(60, "SlideKickLoop2")
		Goto SlideKickEnd2
	SlideKickEnd2:
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 A_GunFlash("SlideKickFlash3")
		TNT1 A 0 A_PlaySound("SlideKick/End", 1)
		KIC5 A 0 A_TakeInventory("Kicking",1)
		KIC5 PQRST 2 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
				Goto Ready+18

	BerserkerKick:
		 TNT1 A 0
		 TNT1 A 0 A_StopSound(6)
		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_PlaySound("KICK", 1)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_GunFlash("KickFlash")
		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("SuperKickAttack", 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)
		TNT1 A 0 A_SetPitch(-0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.998)
		TNT1 A 0 A_SetAngle(+0.5 + angle)
		TNT1 A 0 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+18



		
		
	AirKick:
	    TNT1 A 0
		TNT1 A 0 A_StopSound(6)
		TNT1 A 0 A_GiveInventory("UsedStamina", 50)
		NULL A 0 A_JumpIf (pitch < 40, 1)
		Goto Stomp
	
	NormalAirKick:
		TNT1 A 0 A_StopSound(6)
		TNT1 A 0 A_GunFlash("AirKikFlash")
		TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick")
		TNT1 A 0 A_PlaySound("KICK", 0)
		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+18

	SuperAirKick:
		TNT1 A 0 A_StopSound(6)
		TNT1 A 0 A_GunFlash("AirKikFlash")
		TNT1 A 0 A_PlaySound("KICK", 0)
		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+18
	Taunt:
	TNT1 A 0 A_StopSound(5)
	   TNT1 A 0 A_StopSound(6)
		TNT1 A 0 A_GunFlash("InsultFlash")
		TNT1 A 0 A_TakeInventory("Zoomed", 1)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 5
		FUCK A 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_FireCustomMissile("Taunter", 0, 0, -1, 0)
		TNT1 A 0 A_FireCustomMissile("Taunter", -9, 0, -1, 0)
		TNT1 A 0 A_FireCustomMissile("Taunter", 9, 0, -1, 0)
		FUCK B 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_PlaySound("FUCK",4)
		FUCK C 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_AlertMonsters
		FUCK D 15 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_TakeInventory("Taunting",1)
		FUCK CBA 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)  
		TNT1 A 5
				Goto Ready+18
	Salute:
	TNT1 A 0 A_StopSound(5)
		TNT1 A 0 A_StopSound(6)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_ALertMonsters
		SALU ABCDEDCDEDCDEDCBA 4 A_JumpIfInventory("Kicking", 1, "DoKick")
		TNT1 A 0 A_TakeInventory("Salute1",1)
		TNT1 A 0 A_TakeInventory("Salute2",1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Ready
	
		CheckGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfTargetInLOS("CheckDistanceGrab")
				Goto Ready+18
		
	CheckDistanceGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfCloser(100, "Grab")
				Goto Ready+18
		
	CheckIfCanGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfInTargetInventory("CanGrab", 1, "Grab")
				Goto Ready+18	
		
	Grab:
	    PKUP ABC 2
		TNT1 A 0 A_CustomMissile("PickupProjectile")
		PKUP DEF 2
		Goto Ready
		
	PuristGun:
		TNT1 A 1
		TNT1 A 0 A_GiveInventory("ClassicChaingun", 1)
		TNT1 A 0 A_TakeInventory("Mini_Gun", 1)
		TNT1 A 10
		Goto Ready2	
	TossGrenade:	
		TNT1 A 0
		TNT1 A 0 A_StopSound(5)
		TNT1 A 0 A_StopSound(6)
		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",3)
		GRTH EEFG 1
		TNT1 A 2 A_SetPitch(-0.5 + pitch)
		TNT1 A 2 A_SetPitch(-0.5 + pitch)
		TNT1 A 2 A_SetPitch(-0.25 + pitch)
		TNT1 A 2 A_SetPitch(-0.25 + pitch)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		GRTH H 1 A_PLaySound ("GRNTOSS")
		 TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
		TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1)
		TNT1 A 0 A_FireCustomMissile("HandGrenade", random(-2,2), 0, 0, 0, 0, 0)
		GRTH I 1
		TNT1 A 0 A_SetPitch(+0.3 + pitch)
		GRTH J 1
		TNT1 A 0 A_SetPitch(+1 + pitch)
		GRTH K 1
		 TNT1 A 0 A_SetPitch(+1 + pitch)
		GRTH L 1
		 TNT1 A 0 A_SetPitch(+1 + pitch)
		GRTH M 1
		TNT1 A 0 A_SetPitch(-0.5 + pitch)
			TNT1 A 1 A_TakeInventory("TossGrenade",1)
			TNT1 A 0 A_SetPitch(-0.5 + pitch)
		TNT1 A 4 A_SetPitch(-0.5 + pitch)
		TNT1 A 1 
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
			TNT1 A 0 A_PlaySound("CHGNPKUP", 4)
		TNT1 A 0 A_SetAngle(-0.2 + angle)
		CH9S Y 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		TNT1 A 0 A_SetAngle(-0.2 + angle)
		CH9S A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		TNT1 A 0 A_SetAngle(-0.2 + angle)
		CH9S B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_SetAngle(+0.2 + angle)
		CH9S C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_SetAngle(+0.2 + angle)
		CH9S D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.2 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		Goto Ready+18
		
	NoGrenade:
		TNT1 A 0
		TNT1 A 0 A_Print("No Grenades Left.")
		Goto REady+18	
	}
}

