ACTOR Clip3 : Ammo Replaces Clip
{
	Game Doom
	SpawnID 11
	Inventory.PickupMessage "Picked up a Magazine."
	    Inventory.PickupSound "MAGYUP"
	Inventory.Amount 15
	Ammo.DropAmount 15
	Inventory.MaxAmount 300
	Ammo.BackpackAmount 15
	Ammo.BackpackMaxAmount 600
	Inventory.Icon "CLIUA0"
	States
	{
	Spawn:
		CLI3 A -1
		Stop
	}
}

// --------------------------------------------------------------------------

// Berreta M92FS

// --------------------------------------------------------------------------
ACTOR BP_Pistol: Weapon Replaces Pistol
{
	Weapon.BobRangeX 0.5
	Weapon.BobRangeY 0.7
	Weapon.BobStyle InverseSmooth
	Weapon.BobSpeed 2.6
	Weapon.AmmoUse1 0
	Weapon.AmmoGive1 4
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	Weapon.AmmoType1 "Clip3"
	Weapon.AmmoType2 "PistolAmmo"
	Obituary "%o was shot down by %k's Pistol"
	AttackSound "None"
	Inventory.PickupSound "weapons/pistolup"
    Weapon.UpSound "PIHOL"
	Inventory.Pickupmessage "You got the Pistol!"
	+WEAPON.WIMPY_WEAPON

	+WEAPON.NOAUTOAIM
	+WEAPON.NOAUTOFIRE
	+WEAPON.NOALERT
	Scale 0.750
	States
	{
	Spawn:
		PIST A -1
		Stop

	Steady:
		TNT1 A 1
		Goto Ready

	Ready:
	 TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_PlaySound("weapons/pistolup", 5)
		TNT1 A 0 A_SetAngle(-0.4 + angle)
		BRTS A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_SetPitch(pitch - 0.4)
		BRTS B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetAngle(-0.4 + angle)
		BRTS C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_SetAngle(+0.4 + angle)
		BRTS D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetAngle(+0.4 + angle)
		BRTS Z 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		Goto RealReady
		
		RealReady:
		 TNT1 A 0 A_ZoomFactor(1.0)
				TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Reloading", 1, "Reload")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")
		TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
		TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
		PISG A 1 A_WeaponReady
		goto RealReady
		
		
		
		Firerate:
	TNT1 A 0 A_JumpIfInventory("Zoomed",1,"FirerateAlt")
	TNT1 A 0 A_JumpIfInventory("PIRate",1,"Firerate2")	
	PISG F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch + 0.2)
	PISG G 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_PlaySound("NON")
	PISG G 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
	PISG F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_Print("Burst Mode")
	TNT1 A 0 A_TakeInventory("switchfiremode", 1)
	TNT1 A 0 A_GiveInventory("PIRate")
	GoTo RealReady
	
	
		FirerateAlt:
	TNT1 A 0 A_JumpIfInventory("PIRate",1,"FirerateAlt2")	
	PISA E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch + 0.2)
	PISA F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_PlaySound("NON")
	PISA F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
	PISA E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_Print("Burst Mode")
	TNT1 A 0 A_TakeInventory("switchfiremode", 1)
	TNT1 A 0 A_GiveInventory("PIRate")
	GoTo Ready3
	
	
		FirerateAlt2:
PISA E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch + 0.2)
	PISA F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_PlaySound("NOFF")
	PISA F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
	PISA E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_Print("Single Shot")
	TNT1 A 0 A_TakeInventory("switchfiremode", 1)
	TNT1 A 0 A_TakeInventory("PIRate", 1)
	GoTo Ready3
	
	Firerate2:
PISG F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch + 0.2)
	PISG G 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_PlaySound("NOFF")
	PISG G 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
	PISG F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_Print("Single Shot")
	TNT1 A 0 A_TakeInventory("switchfiremode", 1)
	TNT1 A 0 A_TakeInventory("PIRate", 1)
	GoTo RealReady		
		
		
		SwitchingPistol:
			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(-0.4 + angle)
		BRTS Z 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
	TNT1 A 0 A_SetAngle(-0.4 + angle)
		BRTS D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_SetAngle(+0.4 + angle)
		BRTS C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_SetAngle(+0.4 + angle)
		BRTS B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		BRTS A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		BRTS Y 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		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)
		Goto Ready
		
		
		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)
		Goto Ready
		
		
		SwitchingPistol1B:
			TNT1 A 0 A_TakeInventory("weaponspecial2",1)
				TNT1 A 0 A_PlaySound("PIHOL", 4)
			TNT1 A 0 A_SetAngle(-0.4 + angle)
		BRTS Z 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
	TNT1 A 0 A_SetAngle(-0.4 + angle)
		BRTS D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_SetAngle(+0.4 + angle)
		BRTS C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_SetAngle(+0.4 + angle)
		BRTS B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		BRTS A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		BRTS Y 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		BRTS X 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	
		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)
		Goto Ready
		
		
		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)
		Goto Ready
		
		
		
		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)
		Goto Ready
		
		
			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)
		Goto Ready
		
	Ready2:
		PISG A 1 A_WeaponReady

		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("Reloading", 1, "Reload")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")
		TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
		TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
		PISG A 1 A_WeaponReady
		Goto Ready2
		
	Deselect:
	 TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_PlaySound("PIHOL", 4)
		TNT1 A 0 A_TakeInventory("Weaponspecial2")
		TNT1 A 0 A_TakeInventory("switchfiremode")
		TNT1 A 0 A_TakeInventory("Weaponspecial")
			TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		  TNT1 A 0 A_Takeinventory("PistolSelected",1)
		  	TNT1 A 0 A_SetAngle(-0.4 + angle)
		BRTS Z 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
	TNT1 A 0 A_SetAngle(-0.4 + angle)
		BRTS D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_SetAngle(+0.4 + angle)
		BRTS C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_SetAngle(+0.4 + angle)
		BRTS B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		BRTS A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		BRTS Y 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		BRTS X 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
		TNT1 A 1 A_Lower
		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("NewchaingunSelected",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("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_Giveinventory("PistolSelected",1)
		TNT1 A 0 A_Raise
		Wait
		
		
		FireBurst:
	
        TNT1 A 0 A_JumpIfInventory("PistolAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire3")
		//TNT1 A 0 A_JumpIfInventory("AltMuzzle", 1, "Fire2")
      TNT1 A 0 A_PlaySound("weapons/pistol", 6)
		TNT1 A 0 A_PlaySound("SHUTUP", 7)
		PISG A 0 A_FireBullets (1, 1, -1, 5, "HitPuff",1,1000)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_AlertMonsters
		PISF D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_FireBullets (2, 2, -1, 5, "InvisPuff",1,5500)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_FireCustomMissile("PTracer", random(0,0), 0, 0, -14, 0, random(0,1))
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        TNT1 A 0 A_setpitch(pitch-1.4)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("MP40CaseSpawn",0,0,0,-3)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawnerSM",0,0,0,0)
		TNT1 A 0 A_Takeinventory("PistolAmmo",1)
         PISF B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(0.98)
		PISF Y 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_setpitch(pitch+1.0)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_setpitch(pitch+0.3)
		
		      TNT1 A 0 A_PlaySound("weapons/pistol", 6)
		TNT1 A 0 A_PlaySound("SHUTUP", 7)
		PISG A 0 A_FireBullets (1, 1, -1, 5, "HitPuff",1,1000)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_AlertMonsters
		PISF Z 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_FireBullets (2, 2, -1, 5, "InvisPuff",1,5500)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_FireCustomMissile("PTracer", random(0,0), 0, 0, -14, 0, random(0,1))
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        TNT1 A 0 A_setpitch(pitch-1.4)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("MP40CaseSpawn",0,0,0,-3)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawnerSM",0,0,0,0)
		TNT1 A 0 A_Takeinventory("PistolAmmo",1)
         PISF B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(0.98)
		PISF Y 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_setpitch(pitch+1.0)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_setpitch(pitch+0.3)
		
		      TNT1 A 0 A_PlaySound("weapons/pistol", 6)
		TNT1 A 0 A_PlaySound("SHUTUP", 7)
		PISG A 0 A_FireBullets (1, 1, -1, 5, "HitPuff",1,1000)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_AlertMonsters
		PISF D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_FireBullets (2, 2, -1, 5, "InvisPuff",1,5500)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_FireCustomMissile("PTracer", random(0,0), 0, 0, -14, 0, random(0,1))
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        TNT1 A 0 A_setpitch(pitch-1.4)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("MP40CaseSpawn",0,0,0,-3)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawnerSM",0,0,0,0)
		TNT1 A 0 A_Takeinventory("PistolAmmo",1)
        PISF B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(0.98)
		PISF Y 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_setpitch(pitch+1.0)
		PISF C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_setpitch(pitch+0.3)
		PISG A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		//TNT1 A 0 A_GiveInventory("AltMuzzle", 1)
		Goto Ready2
		
		
		
	Fire:
	
        TNT1 A 0 A_JumpIfInventory("PistolAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire3")
		TNT1 A 0 A_JumpIfInventory("PIRate",1, "FireBurst")
		TNT1 A 0 A_JumpIfInventory("AltMuzzle", 1, "Fire2")
      TNT1 A 0 A_PlaySound("weapons/pistol", 6)
		TNT1 A 0 A_PlaySound("SHUTUP", 7)
		PISG A 0 A_FireBullets (1, 1, -1, 5, "HitPuff",1,1000)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_AlertMonsters
		PISF D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_FireBullets (2, 2, -1, 5, "InvisPuff",1,5500)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_FireCustomMissile("PTracer", random(0,0), 0, 0, -14, 0, random(0,1))
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        TNT1 A 0 A_setpitch(pitch-1.4)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("MP40CaseSpawn",0,0,0,-3)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawnerSM",0,0,0,0)
		TNT1 A 0 A_Takeinventory("PistolAmmo",1)
        PISF B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(0.98)
		PISF Y 1 A_WeaponReady(WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_setpitch(pitch+1.0)
		PISF C 1 A_WeaponReady(WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_setpitch(pitch+0.3)
		TNT1 A 0 A_GiveInventory("AltMuzzle", 1)
		Goto Ready2
		
		Fire2:
	
        TNT1 A 0 A_JumpIfInventory("PistolAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire3")
		TNT1 A 0 A_JumpIfInventory("PIRate",1, "FireBurst")
        TNT1 A 0 A_PlaySound("weapons/pistol", 6)
		TNT1 A 0 A_PlaySound("SHUTUP", 7)
		PISG A 0 A_FireBullets (1, 1, -1, 6, "HitPuff",1,1000)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_AlertMonsters
		PISF Z 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_FireBullets (1, 2, 1, 5, "InvisPuff",1,5500)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_FireCustomMissile("PTracer", random(0,0), 0, 0, -14, 0, random(0,1))
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
         TNT1 A 0 A_setpitch(pitch-1.4)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("MP40CaseSpawn",0,0,0,-3)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawnerSM",0,0,0,0)
		TNT1 A 0 A_Takeinventory("PistolAmmo",1)
        PISF B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(0.98)
		PISF Y 1 A_WeaponReady(WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_setpitch(pitch+1.0)
		PISF C 1 A_WeaponReady(WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_setpitch(pitch+0.3)
		TNT1 A 0 A_TakeInventory("AltMuzzle", 1)
		Goto Ready2
		
	
	   AltFire:
        TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,8)
		TNT1 A 0 A_Giveinventory("Zoomed",1)
		TNT1 A 0 A_Giveinventory("GoSpecial",1)
        TNT1 A 0 A_ZoomFactor(1.3)
		TNT1 A 0 A_Giveinventory("ADSmode",1)
		TNT1 A 0 A_PlaySound("LOOK", 0)
        PISA Z 1 A_WeaponReady
        Goto Ready3
        TNT1 AAAAAA 0
        PISA Z 1 A_WeaponReady
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_PlaySound("LOOK", 0)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
        Goto RealReady
		
		Ready3:
		PISA A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")

		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("Reloading", 1, "Reload")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
		TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
		PISA A 1 A_WeaponReady
		Goto Ready3
		
		
		Fire3:
        TNT1 A 0 A_JumpIfInventory("PistolAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
		 //TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("No Alt Bob")==1,"Fire3NOB")
		 TNT1 A 0 A_JumpIfInventory("PIRate",1, "FireBurstAlt")
		TNT1 A 0 A_JumpIfInventory("AltMuzzle", 1, "Fire4")
        TNT1 A 0 A_PlaySound("weapons/pistol", 6)
		TNT1 A 0 A_PlaySound("SHUTUP", 7)
		PISG A 0 A_FireBullets (0.1, 0.1, 1, 5, "HitPuff",1,1000)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_AlertMonsters
		PISA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
			TNT1 A 0 A_SetAngle(-0.2 + angle)
		 TNT1 A 0 A_ZoomFactor(1.285)
		TNT1 A 0 A_FireBullets (0.1, 0.1, -1, 5, "InvisPuff",1,5500)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_FireCustomMissile("PTracer", random(0,0), 0, 0, -10, 0, random(0,1))
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        TNT1 A 0 A_setpitch(pitch-2.0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("MP40CaseSpawn",0,0,0,2)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawnerSM",0,0,0,0)
		TNT1 A 0 A_Takeinventory("PistolAmmo",1)
		PISA X 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(-0.2 + angle)
		TNT1 A 0 A_ZoomFactor(1.275)
		TNT1 A 0 A_setpitch(pitch+1.6)
		PISA Y 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(+0.2 + angle)
			 TNT1 A 0 A_ZoomFactor(1.285)
		TNT1 A 0 A_GiveInventory("AltMuzzle", 1)
		PISA D 1 A_WeaponReady(WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(+0.2 + angle)
		TNT1 A 0 A_ZoomFactor(1.3)
		TNT1 A 0 A_setpitch(pitch+0.3)
		Goto Ready3
		
		
		FireBurstAlt:
        TNT1 A 0 A_JumpIfInventory("PistolAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
		 //TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("No Alt Bob")==1,"Fire3NOB")
		//TNT1 A 0 A_JumpIfInventory("AltMuzzle", 1, "Fire4")
        TNT1 A 0 A_PlaySound("weapons/pistol", 6)
		TNT1 A 0 A_PlaySound("SHUTUP", 7)
		PISG A 0 A_FireBullets (0.1, 0.1, 1, 5, "HitPuff",1,1000)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_AlertMonsters
		PISA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
			TNT1 A 0 A_SetAngle(-0.2 + angle)
		 TNT1 A 0 A_ZoomFactor(1.285)
		TNT1 A 0 A_FireBullets (0.1, 0.1, -1, 5, "InvisPuff",1,5500)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_FireCustomMissile("PTracer", random(0,0), 0, 0, -10, 0, random(0,1))
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        TNT1 A 0 A_setpitch(pitch-2.0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("MP40CaseSpawn",0,0,0,2)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawnerSM",0,0,0,0)
		TNT1 A 0 A_Takeinventory("PistolAmmo",1)
      PISA X 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(-0.2 + angle)
		TNT1 A 0 A_ZoomFactor(1.275)
		TNT1 A 0 A_setpitch(pitch+1.6)
		PISA Y 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(+0.2 + angle)
			 TNT1 A 0 A_ZoomFactor(1.285)
		//TNT1 A 0 A_GiveInventory("AltMuzzle", 1)

		
		TNT1 A 0 A_PlaySound("weapons/pistol", 6)
		TNT1 A 0 A_PlaySound("SHUTUP", 7)
		PISG A 0 A_FireBullets (0.1, 0.1, 1, 5, "HitPuff",1,1000)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_AlertMonsters
		PISA W 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
			TNT1 A 0 A_SetAngle(-0.2 + angle)
		 TNT1 A 0 A_ZoomFactor(1.285)
		TNT1 A 0 A_FireBullets (0.1, 0.1, -1, 5, "InvisPuff",1,5500)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_FireCustomMissile("PTracer", random(0,0), 0, 0, -10, 0, random(0,1))
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        TNT1 A 0 A_setpitch(pitch-2.0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("MP40CaseSpawn",0,0,0,2)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawnerSM",0,0,0,0)
		TNT1 A 0 A_Takeinventory("PistolAmmo",1)
       PISA X 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(-0.2 + angle)
		TNT1 A 0 A_ZoomFactor(1.275)
		TNT1 A 0 A_setpitch(pitch+1.6)
		PISA Y 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(+0.2 + angle)
			 TNT1 A 0 A_ZoomFactor(1.285)
		//TNT1 A 0 A_GiveInventory("AltMuzzle", 1)

		
		TNT1 A 0 A_PlaySound("weapons/pistol", 6)
		TNT1 A 0 A_PlaySound("SHUTUP", 7)
		PISG A 0 A_FireBullets (0.1, 0.1, 1, 5, "HitPuff",1,1000)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_AlertMonsters
		PISA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
			TNT1 A 0 A_SetAngle(-0.2 + angle)
		 TNT1 A 0 A_ZoomFactor(1.285)
		TNT1 A 0 A_FireBullets (0.1, 0.1, -1, 5, "InvisPuff",1,5500)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_FireCustomMissile("PTracer", random(0,0), 0, 0, -10, 0, random(0,1))
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        TNT1 A 0 A_setpitch(pitch-2.0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("MP40CaseSpawn",0,0,0,2)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawnerSM",0,0,0,0)
		TNT1 A 0 A_Takeinventory("PistolAmmo",1)
       PISA X 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(-0.2 + angle)
		TNT1 A 0 A_ZoomFactor(1.275)
		TNT1 A 0 A_setpitch(pitch+1.6)
		PISA Y 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(+0.2 + angle)
			 TNT1 A 0 A_ZoomFactor(1.285)
		//TNT1 A 0 A_GiveInventory("AltMuzzle", 1)
		PISA D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(+0.2 + angle)
		TNT1 A 0 A_ZoomFactor(1.3)
		TNT1 A 0 A_setpitch(pitch+0.3)
		PISA A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		Goto Ready3
		
		
	/*Fire3NOB:
        TNT1 A 0 A_JumpIfInventory("PistolAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("AltMuzzle", 1, "Fire4NOB")
        TNT1 A 0 A_PlaySound("weapons/pistol", 6)
		TNT1 A 0 A_PlaySound("SHUTUP", 7)
		PISG A 0 A_FireBullets (0.1, 0.1, 1, 6, "HitPuff",1,1000)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_AlertMonsters
		PISA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH|WRF_NOBOB) 
		 TNT1 A 0 A_ZoomFactor(1.285)
		TNT1 A 0 A_FireBullets (0.1, 0.1, -1, 5, "InvisPuff",1,5500)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH|WRF_NOBOB) 
				TNT1 A 0 A_FireCustomMissile("PTracer", random(0,0), 0, 0, -10, 0, random(0,1))
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH|WRF_NOBOB) 
        TNT1 A 0 A_setpitch(pitch-2.0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("MP40CaseSpawn",0,0,0,2)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawnerSM",0,0,0,0)
		TNT1 A 0 A_Takeinventory("PistolAmmo",1)
        PISA C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH|WRF_NOBOB) 
		TNT1 A 0 A_ZoomFactor(1.275)
		TNT1 A 0 A_setpitch(pitch+1.6)
		PISA Y 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH|WRF_NOBOB) 
			 TNT1 A 0 A_ZoomFactor(1.285)
		TNT1 A 0 A_GiveInventory("AltMuzzle", 1)
		PISA D 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB) 
		TNT1 A 0 A_ZoomFactor(1.3)
		TNT1 A 0 A_setpitch(pitch+0.3)
		Goto Ready3*/
		
		/*Fire4NOB:
        TNT1 A 0 A_JumpIfInventory("PistolAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
        TNT1 A 0 A_PlaySound("weapons/pistol", 6)
		TNT1 A 0 A_PlaySound("SHUTUP", 7)
		PISG A 0 A_FireBullets (0.1, 0.1, 1, 5, "HitPuff",1,1000)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_AlertMonsters
		PISA W 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH|WRF_NOBOB) 
		 TNT1 A 0 A_ZoomFactor(1.285)
		TNT1 A 0 A_FireBullets (0.1, 0.1, -1, 5, "InvisPuff",1,5500)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH|WRF_NOBOB) 
				TNT1 A 0 A_FireCustomMissile("PTracer", random(0,0), 0, 0, -10, 0, random(0,1))
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH|WRF_NOBOB) 
        TNT1 A 0 A_setpitch(pitch-2.0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("MP40CaseSpawn",0,0,0,2)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawnerSM",0,0,0,0)
		TNT1 A 0 A_Takeinventory("PistolAmmo",1)
        PISA X 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH|WRF_NOBOB) 
		TNT1 A 0 A_ZoomFactor(1.275)
		TNT1 A 0 A_setpitch(pitch+1.6)
		PISA Y 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH|WRF_NOBOB) 
		TNT1 A 0 A_ZoomFactor(1.285)
		TNT1 A 0 A_TakeInventory("AltMuzzle", 1)
		PISA D 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB) 
		TNT1 A 0 A_ZoomFactor(1.3)
		TNT1 A 0 A_setpitch(pitch+0.3)
		Goto Ready3*/
		
			Fire4:
        TNT1 A 0 A_JumpIfInventory("PistolAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
				 //TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("No Alt Bob")==1,"Fire4NOB")
				  TNT1 A 0 A_JumpIfInventory("PIRate",1, "FireBurstAlt")
        TNT1 A 0 A_PlaySound("weapons/pistol", 6)
		TNT1 A 0 A_PlaySound("SHUTUP", 7)
		PISG A 0 A_FireBullets (0.1, 0.1, 1, 6, "HitPuff",1,1000)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_AlertMonsters
		PISA W 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
			TNT1 A 0 A_SetAngle(+0.2 + angle)
		 TNT1 A 0 A_ZoomFactor(1.285)
		TNT1 A 0 A_FireBullets (0.1, 0.1, -1, 5, "InvisPuff",1,5500)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_FireCustomMissile("PTracer", random(0,0), 0, 0, -10, 0, random(0,1))
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        TNT1 A 0 A_setpitch(pitch-2.0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("MP40CaseSpawn",0,0,0,2)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawnerSM",0,0,0,0)
		TNT1 A 0 A_Takeinventory("PistolAmmo",1)
       PISA X 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(+0.2 + angle)
		TNT1 A 0 A_ZoomFactor(1.275)
		TNT1 A 0 A_setpitch(pitch+1.6)
		PISA Y 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(-0.2 + angle)
		TNT1 A 0 A_ZoomFactor(1.285)
		TNT1 A 0 A_TakeInventory("AltMuzzle", 1)
		PISA D 1 A_WeaponReady(WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(-0.2 + angle)
		TNT1 A 0 A_ZoomFactor(1.3)
		TNT1 A 0 A_setpitch(pitch+0.3)
		Goto Ready3
	
	NoAmmo:
		PISG A 1 A_WeaponReady
		TNT1 A 0 A_PlaySound("weapons/empty",0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		Goto RealReady
Reload:
		PISG A 1 A_WeaponReady(WRF_NOFIRE)

		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_TakeInventory("Reloading",1)
		TNT1 A 0 A_TakeInventory("ADSmode",1)
		TNT1 A 0 A_TakeInventory("Zoomed",1)
		TNT1 A 0 A_JumpIfInventory("PistolAmmo",15,"Ready2")
		TNT1 A 0 A_JumpIfInventory("PistolAmmo", 1, "ReloadNormally")
		TNT1 A 0 A_JumpIfInventory("Clip3",1,3)
		Goto NoAmmo
		TNT1 AAA 0
		TNT1 A 0 A_TakeInventory("Zoomed",1)
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
		TNT1 A 0 A_TakeInventory("Reloading",1)
		TNT1 A 0 A_PlaySound("PistolReload1", 5)
		 TNT1 A 0 A_PlaySound("RANEQ", 2)
		PISR ZYWXA 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_FireCustomMissile("EmptyClipMP40",5,0,8,-4)
		PISR B 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(+0.2 + pitch)
		PISR C 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(+0.2 + pitch)
		PISR D 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(+0.2 + pitch)
		PISR E 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(+0.2 + pitch)
		PISR FFFFFF 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.2 + pitch)
		PISR G 1 A_WeaponReady(WRF_NOFIRE)
		PISR H 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.2 + pitch)
		PISR I 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.2 + pitch)
		PISR J 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.2 + pitch)
		PISR KKLLLL 1 A_WeaponReady(WRF_NOFIRE)
		 TNT1 A 0 A_PlaySound("RANEQ", 2)
		PISR MMNNOQP 1 A_WeaponReady(WRF_NOFIRE)
		
			InsertClip:
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0
		TNT1 A 0 A_JumpIfInventory("PistolAmmo",15,15)
		TNT1 A 0 A_JumpIfInventory("Clip3",1,3)
		Goto Ready2+6
		TNT1 AAA 0
		TNT1 A 0 A_Giveinventory("PistolAmmo",1)
		TNT1 A 0 A_Takeinventory("Clip3",1)
		Goto InsertClip//+39
		TNT1 AAAAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
		Goto RealReady
		TNT1 AAAAAAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
		Goto RealReady
		
		
		ReloadNormally:
		TNT1 A 0 A_JumpIfInventory("Clip3",1,3)
		Goto NoAmmo
		TNT1 A 0 A_TakeInventory("Zoomed",1)
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
		TNT1 A 0 A_TakeInventory("Reloading",1)
		TNT1 A 0 A_PlaySound("FASTPISR", 5)
		 TNT1 A 0 A_PlaySound("RANEQ", 2)
		PISR ZYWX 1 A_WeaponReady(WRF_NOFIRE)
		PI2R AB 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(+0.2 + pitch)
		PI2R C 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(+0.2 + pitch)
		PI2R D 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(+0.2 + pitch)
		PI2R E 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(+0.2 + pitch)
		PI2R F 1 A_WeaponReady(WRF_NOFIRE)
		PI2R FFFFFFFF 1 A_WeaponReady(WRF_NOFIRE)
		PI2R G 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.2 + pitch)
		PI2R H 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.2 + pitch)
		PI2R I 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.2 + pitch)
		PI2R J 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.2 + pitch)
		PI2R KKL 1 A_WeaponReady(WRF_NOFIRE)
		 TNT1 A 0 A_PlaySound("RANEQ", 2)
		PISR MMNNOQP 1 A_WeaponReady(WRF_NOFIRE)
		
	InsertClip2:
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0
		TNT1 A 0 A_JumpIfInventory("PistolAmmo",15,15)
		TNT1 A 0 A_JumpIfInventory("Clip3",1,3)
		Goto Ready2+6
		TNT1 AAA 0
		TNT1 A 0 A_Giveinventory("PistolAmmo",1)
		TNT1 A 0 A_Takeinventory("Clip3",1)
		Goto InsertClip//+39
		TNT1 AAAAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
		Goto RealReady
		TNT1 AAAAAAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
		Goto RealReady
		
	TossGrenade:	
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_JumpIfInventory("GrenadeAmmo", 1, 1)
		Goto NoGrenade
		GRTH ABCD 1
		TNT1 A 0 A_GiveInventory("FiredGrenade", 1)
		TNT1 A 0 A_PLaySound ("GRNPIN",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)
		Goto Ready	
		
	NoGrenade:
		TNT1 A 0
		TNT1 A 0 A_Print("No Grenades Left.")
		Goto RealReady
		
		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	

		
		KickFlash:
		BRTS ZDCBAY 1
		TNT1 A 2
		BRTS YABCDZ 1
		Stop
	BersFlash:
		BRTS ZDCBAY 1
		TNT1 A 2
		BRTS YABCDZ 1
		Stop
	AirKikFlash:
		BRTS ZDCBAY 1
		TNT1 A 6
		BRTS YABCDZ 1
		Stop
		
		InsultFlash:
		PISG BCDEF 1
		TNT1 A 4
		Stop
		
	 DoKick:
	    TNT1 A 0
		TNT1 A 0 A_TakeInventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_TakeInventory("ADSmode",1)
		NULL A 0 A_JumpIf (momZ > 0, "AirKick")
		NULL A 0 A_JumpIf (momZ < 0, "AirKick")
		NULL A 0 A_JumpIf(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 RealReady
		
	NormalKick:
		  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 RealReady
		
	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:
		PISK ABCDDDDDDDDDDDDDDDDDD 1
		PISK DCBA 1
		Stop

	SlideKickFlash2:
		PISK DDDDDDDDDDD 1
		PISK DDD 1
		PISK DCBA 1
		Stop

	SlideKickFlash3:
		PISK DDD 1
		PISK DDD 1
		PISK DCBA 1
		Stop


	SlideKick:
		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)
		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 RealReady

	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 RealReady

		BerserkerKick:
		 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_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 RealReady



		
		
	AirKick:
	    TNT1 A 0
		TNT1 A 0 A_GunFlash("KickFlash")
		TNT1 A 0 A_GiveInventory("UsedStamina", 50)
		NULL A 0 A_JumpIf (pitch < 40, 1)
		Goto Stomp

		
		NormalAirKick:
		TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick")
		TNT1 A 0 A_PlaySound("KICK", 0)
		TNT1 A 0 A_Recoil (-6)
		TNT1 A 0 A_GunFlash("AirKikFlash")
		KICK JKLMN 1
		PISF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -31)
		KICK O 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK PQRST 2
		Goto RealReady

	SuperAirKick:
		TNT1 A 0 A_PlaySound("KICK", 0)
		TNT1 A 0 A_Recoil (-6)
		TNT1 A 0 A_GunFlash("AirKikFlash")
		KICK JKLMN 1
		PISF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -31)
		KICK O 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK PQRST 2
		Goto RealReady

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 RealReady
		
	
	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 RealReady
		
	Taunt:
		TNT1 A 0 A_GunFlash("InsultFlash")
		TNT1 A 0 A_TakeInventory("Zoomed", 1)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 10
		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", 1)
		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
	Salute:
		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
	}
}

ACTOR PistolAmmo: Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 15
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 15
   Inventory.Icon "PISTI0"
}