ACTOR PlasmaAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 50
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 50
   Inventory.Icon "PLASA0"
}


ACTOR PlasmaAmmoCounter : Inventory
{
   Inventory.MaxAmount 50
}

Actor HasPlasmaWeapon: Inventory
{
inventory.maxamount 1
}

// --------------------------------------------------------------------------
//
// Plasma rifle
//
// --------------------------------------------------------------------------

ACTOR Plasma_Gun : PlasmaRifle
{
	Weapon.BobRangeX 0.5
	Weapon.BobRangeY 0.7
	Weapon.BobStyle InverseSmooth
	Weapon.BobSpeed 2.5
	Weapon.SelectionOrder 100
	Weapon.AmmoUse1 0
	Weapon.AmmoGive1 0
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
    Inventory.PickupSound "PLSDRAW"
	Weapon.UpSound "weapons/weaponholster"
	Weapon.AmmoType1 "Cell"
	Weapon.AmmoType2 "PlasmaAmmo"
	+FORCEXYBILLBOARD

	Inventory.PickupMessage "You Got The Plasma Gun!"
	States
	{
	
	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
	
	Steady:
	TNT1 A 1
	Goto Ready
	Ready:
	    TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "PuristGun")
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_PlaySound("PLSDRAW",5)
        PLS9 A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PLS9 B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch - 0.4)
		PLS9 C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		Goto RealReady
 
		
		
			RealReady:
			TNT1 A 0 A_JumpIfInventory("PlasmaAmmoCounter", 40, "LowReady")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		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("Weaponspecial",1,"SwitchingDual")
		TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")
		TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
		TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
		PLSG A 1 A_WeaponReady
		Goto RealReady
		
		
		
			LowReady:
			//TNT1 A 0 A_PlaySound("LOWE")
			goto LowR1
						
						
						LowR1:
						TNT1 A 0 A_JumpIfInventory("PlasmaAmmoCounter", 45, "LowReady2")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		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("Weaponspecial",1,"SwitchingDual")
		TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")
		TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
		TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
		PLSE A 5 A_WeaponReady
				TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		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("Weaponspecial",1,"SwitchingDual")
		TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")
		TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
		TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
		PLSE B 5 A_WeaponReady
				TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		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("Weaponspecial",1,"SwitchingDual")
		TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")
		TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
		TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
		Goto LowR1
		
		
				LowReady2:
				//TNT1 A 0 A_PlaySound("LOWE")
				
				goto LowR2
				
				LowR2:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		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("Weaponspecial",1,"SwitchingDual")
		TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")
		TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
		TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
		PLSE A 3 A_WeaponReady
				TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		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("Weaponspecial",1,"SwitchingDual")
		TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")
		TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
		TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
		PLSE C 3 A_WeaponReady
				TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		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("Weaponspecial",1,"SwitchingDual")
		TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")
		TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
		TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
		Goto LowR2
		
		

	Firerate:
	TNT1 A 0 A_JumpIfInventory("PFRate",1,"Firerate2")
	TNT1 A 0 A_PlaySound("PBEP")
	PLSG Z 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch + 0.2)
	PLSG X 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	PLSG Y 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
	PLSG X 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	TNT1 A 0 A_Print("Fire Rounds")
	PLSG Z 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	TNT1 A 0 A_TakeInventory("switchfiremode", 1)
	TNT1 A 0 A_GiveInventory("PFRate")
	PLSG Z 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	GoTo RealReady
	
	Firerate2:
PLSG Q 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_PlaySound("POFF")
	PLSG R 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	PLSG S 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
	PLSG R 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	TNT1 A 0 A_Print("Plasma Rounds")
	PLSG Q 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	TNT1 A 0 A_TakeInventory("switchfiremode", 1)
	TNT1 A 0 A_TakeInventory("PFRate", 1)
	PLSG Q 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	GoTo RealReady
		
			SwitchingDual:
		TNT1 A 0 A_TakeInventory("weaponspecial",1)
		TNT1 A 0 A_SelectWeapon("DualPlasmarifles")
		Goto RealReady

		SwitchingPistol:
			TNT1 A 0 A_TakeInventory("weaponspecial2",1)
				TNT1 A 0 A_PlaySound("PIHOL", 4)
		PL9K C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PL9K B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.4)
		PL9K A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
			TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"SwitchingPistol1B")
			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)
		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, "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)
	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, "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)
		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)
				TNT1 A 0 A_TakeInventory("weaponspecial2",1)
		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, "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
		
		
		SwitchingPistol1B:
			TNT1 A 0 A_TakeInventory("weaponspecial2",1)
				TNT1 A 0 A_PlaySound("PIHOL", 4)
		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)
		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)
					TNT1 A 0 A_TakeInventory("weaponspecial2",1)
		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, "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)
	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, "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
		
		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)
		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)
				TNT1 A 0 A_TakeInventory("weaponspecial2",1)
		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, "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
		
	DontNeedToReload:
	Goto RealReady
	Deselect:
		TNT1 A 0 A_Takeinventory("Unloading",1)
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_TakeInventory("Weaponspecial2")
		TNT1 A 0 A_Takeinventory("HasPlasmaWeapon",1)
		TNT1 A 0 A_TakeInventory("Weaponspecial2")
				TNT1 A 0 A_TakeInventory("switchfiremode")
		TNT1 A 0 A_TakeInventory("Weaponspecial")
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_PlaySound("PIHOL", 4)
        PLS9 C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PLS9 B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.4)
		PLS9 A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
		TNT1 A 1
		Wait
	Select:
	    TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "PuristGun")
	    TNT1 A 0 A_Giveinventory("HasPlasmaWeapon",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_Takeinventory("MinigunSelected",1)
	TNT1 A 0 A_Giveinventory("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)
	
		TNT1 A 0 A_Raise
		Wait
		
		
		
		
		
	
		
		
	Fire:
	TNT1 A 0 A_CheckReload
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
        TNT1 A 0 A_JumpIfInventory("PlasmaAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("PFRate",1, "Fire3")
		TNT1 A 0 A_JumpIfInventory("PlasmaAmmoCounter", 45, "FireE")
        TNT1 A 0 A_PlaySound("PLSM9", CHAN_WEAPON)
		PLSF A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_FireCustomMissile("PlasmaBall", 0, 20, 0, 0)
		PLSA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(0.98)
		TNT1 A 0 A_setpitch(pitch-0.6)
		TNT1 A 0 A_FireCustomMissile("Shakeyourassminor", 0, 0, 0, 0)
		PLSA C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(0.99)
			TNT1 A 0 A_setpitch(pitch+0.2)
		PLSF B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("PlasmaAmmo",1)
		TNT1 A 0 A_setpitch(pitch+0.2)
		
		TNT1 A 0 A_Giveinventory("PlasmaAmmoCounter",1)
		
		TNT1 A 0 A_ReFire
        TNT1 A 0 A_PlaySound("PLSCOOL", 5)
        PLSG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		PLSG C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		PLSG D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		PLSG E 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PLSG EEEE 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,10,2) 
		PLSG E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSG D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		PLSG C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		PLSG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
        TNT1 A 0 A_PlaySound("BEPBEP")
		Goto RealReady
		
		
		
		
		FireE:
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Low Ammo Beep")==1,"FireE2")
	TNT1 A 0 A_CheckReload
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
        TNT1 A 0 A_JumpIfInventory("PlasmaAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("PFRate",1, "Fire3")
        TNT1 A 0 A_PlaySound("PLSM9", CHAN_WEAPON)
		TNT1 A 0 A_PlaySound("LOWA")
		PLSE D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_FireCustomMissile("SmokeSpawner") 
		TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_FireCustomMissile("PlasmaBall", 0, 1, 0, 0)
		PLSA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_FireCustomMissile("SmokeSpawner") 
		TNT1 A 0 A_ZoomFactor(0.98)
		TNT1 A 0 A_setpitch(pitch-0.6)
		TNT1 A 0 A_FireCustomMissile("Shakeyourassminor", 0, 0, 0, 0)
		PLSA C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_FireCustomMissile("SmokeSpawner") 
		TNT1 A 0 A_ZoomFactor(0.99)
			TNT1 A 0 A_setpitch(pitch+0.2)
		PLSE E 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawner") 
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("PlasmaAmmo",1)
		TNT1 A 0 A_setpitch(pitch+0.2)
		TNT1 A 0 A_Giveinventory("PlasmaAmmoCounter",1)
		TNT1 A 0 A_ReFire
        TNT1 A 0 A_PlaySound("PLSCOOL", 5)
        PLSG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		PLSG C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		PLSG D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		PLSG E 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PLSG EEEE 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,10,2) 
		PLSG E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSG D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		PLSG C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		PLSG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
        TNT1 A 0 A_PlaySound("BEPBEP")
		Goto RealReady
		
		
		FireE2:
	TNT1 A 0 A_CheckReload
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
        TNT1 A 0 A_JumpIfInventory("PlasmaAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("PFRate",1, "Fire3")
        TNT1 A 0 A_PlaySound("PLSM9", CHAN_WEAPON)
		PLSE D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_FireCustomMissile("SmokeSpawner") 
		TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_FireCustomMissile("PlasmaBall", 0, 1, 0, 0)
		PLSA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_FireCustomMissile("SmokeSpawner") 
		TNT1 A 0 A_ZoomFactor(0.98)
		TNT1 A 0 A_setpitch(pitch-0.6)
		TNT1 A 0 A_FireCustomMissile("Shakeyourassminor", 0, 0, 0, 0)
		PLSA C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_FireCustomMissile("SmokeSpawner") 
		TNT1 A 0 A_ZoomFactor(0.99)
			TNT1 A 0 A_setpitch(pitch+0.2)
		PLSE E 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawner") 
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("PlasmaAmmo",1)
		TNT1 A 0 A_setpitch(pitch+0.2)
		TNT1 A 0 A_Giveinventory("PlasmaAmmoCounter",1)
		TNT1 A 0 A_ReFire
        TNT1 A 0 A_PlaySound("PLSCOOL", 5)
        PLSG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		PLSG C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		PLSG D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		PLSG E 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PLSG EEEE 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,10,2) 
		PLSG E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSG D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		PLSG C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		PLSG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
        TNT1 A 0 A_PlaySound("BEPBEP")
		Goto RealReady
		
		Fire3:
	TNT1 A 0 A_CheckReload
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
        TNT1 A 0 A_JumpIfInventory("PlasmaAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
			TNT1 A 0 A_JumpIfInventory("PlasmaAmmoCounter", 45, "FireE3")
        TNT1 A 0 A_PlaySound("PIRY", CHAN_WEAPON)
		TNT1 A 0 A_FireCustomMissile("Fire_Ball", 0, 1, 0, 0)
		PFSF A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawner") 
		TNT1 A 0 A_ZoomFactor(0.99)
		PFSA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(0.98)
		TNT1 A 0 A_setpitch(pitch-0.6)
		TNT1 A 0 A_FireCustomMissile("Shakeyourassminor", 0, 0, 0, 0)
		PFSA C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(0.99)
			TNT1 A 0 A_setpitch(pitch+0.2)
		PLSF B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("PlasmaAmmo",2)
		TNT1 A 0 A_setpitch(pitch+0.2)
		PLSG A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_Giveinventory("PlasmaAmmoCounter",2)
		TNT1 A 0 A_ReFire
        TNT1 A 0 A_PlaySound("PLSCOOL", 5)
        PLSG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		PLSG C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		PLSG D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		PLSG E 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PLSG EEEE 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,10,2) 
		PLSG E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSG D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		PLSG C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		PLSG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
        TNT1 A 0 A_PlaySound("BEPBEP")
		Goto RealReady
		
		
		FireE3:
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Low Ammo Beep")==1,"FireE4")
	TNT1 A 0 A_CheckReload
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
        TNT1 A 0 A_JumpIfInventory("PlasmaAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
        TNT1 A 0 A_PlaySound("PIRY", CHAN_WEAPON)
			TNT1 A 0 A_PlaySound("LOWA")
		TNT1 A 0 A_FireCustomMissile("Fire_Ball", 0, 1, 0, 0)
		PFSF A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawner") 
		TNT1 A 0 A_ZoomFactor(0.99)
		PFSA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(0.98)
		TNT1 A 0 A_setpitch(pitch-0.6)
		TNT1 A 0 A_FireCustomMissile("Shakeyourassminor", 0, 0, 0, 0)
		PFSA C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(0.99)
			TNT1 A 0 A_setpitch(pitch+0.2)
		PLSF B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("PlasmaAmmo",2)
		TNT1 A 0 A_setpitch(pitch+0.2)
		PLSG A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_Giveinventory("PlasmaAmmoCounter",2)
		TNT1 A 0 A_ReFire
        TNT1 A 0 A_PlaySound("PLSCOOL", 5)
        PLSG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		PLSG C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		PLSG D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		PLSG E 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PLSG EEEE 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,10,2) 
		PLSG E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSG D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		PLSG C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		PLSG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
        TNT1 A 0 A_PlaySound("BEPBEP")
		Goto RealReady
		
		FireE4:
	TNT1 A 0 A_CheckReload
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
        TNT1 A 0 A_JumpIfInventory("PlasmaAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
        TNT1 A 0 A_PlaySound("PIRY", CHAN_WEAPON)
		TNT1 A 0 A_FireCustomMissile("Fire_Ball", 0, 1, 0, 0)
		PFSF A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawner") 
		TNT1 A 0 A_ZoomFactor(0.99)
		PFSA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(0.98)
		TNT1 A 0 A_setpitch(pitch-0.6)
		TNT1 A 0 A_FireCustomMissile("Shakeyourassminor", 0, 0, 0, 0)
		PFSA C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(0.99)
			TNT1 A 0 A_setpitch(pitch+0.2)
		PLSF B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("PlasmaAmmo",2)
		TNT1 A 0 A_setpitch(pitch+0.2)
		PLSG A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_Giveinventory("PlasmaAmmoCounter",2)
		TNT1 A 0 A_ReFire
        TNT1 A 0 A_PlaySound("PLSCOOL", 5)
        PLSG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		PLSG C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		PLSG D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		PLSG E 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PLSG EEEE 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,10,2) 
		PLSG E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSG D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		PLSG C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		PLSG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
        TNT1 A 0 A_PlaySound("BEPBEP")
		Goto RealReady

// Charging up secondary ------------------------------------------------------------

	AltFire:
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
        TNT1 A 0 A_JumpIfInventory("PlasmaAmmo",10,2)
        Goto Reload
        TNT1 AAA 0
		TNT1 A 0 A_JumpIfInventory("PFRate",1, "AltFire2")
	TNT1 A 0 A_PlaySound("PLSCHARG",5)
		TNT1 A 0 A_Giveinventory("PlasmaAmmoCounter",10)
		PLSL A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSL B 1 BRIGHT A_Takeinventory("PlasmaAmmo",1)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA C 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA D 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA A 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA B 1 BRIGHT A_Takeinventory("PlasmaAmmo",1)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA C 1 BRIGHT
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA D 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA A 1 BRIGHT
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA B 1 BRIGHT A_Takeinventory("PlasmaAmmo",1)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA C 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA D 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA A 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA B 1 BRIGHT A_Takeinventory("PlasmaAmmo",1)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA C 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA D 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA A 1 BRIGHT
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA B 1 BRIGHT A_Takeinventory("PlasmaAmmo",1)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA C 1 BRIGHT
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA D 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA A 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA B 1 BRIGHT A_Takeinventory("PlasmaAmmo",1)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA C 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA D 1 BRIGHT
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA A 1 BRIGHT
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA B 1 BRIGHT A_Takeinventory("PlasmaAmmo",1)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA C 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA D 1 BRIGHT
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA A 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA B 1 BRIGHT A_Takeinventory("PlasmaAmmo",1)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA C 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA D 1 BRIGHT
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA A 1 BRIGHT
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA B 1 BRIGHT A_Takeinventory("PlasmaAmmo",1)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA C 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA D 1 BRIGHT
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA A 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA B 1 BRIGHT A_Takeinventory("PlasmaAmmo",1)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA C 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PLSA D 1 BRIGHT
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)

	TNT1 A 0 A_PlaySound("PLSFULL", 6, 0.8, 1)
	TNT1 A 0 A_ReFire

// Holding Charge ------------------------------------------------------------

AltHold:
	
	TNT1 A 0 A_JumpIfInventory("Reloading",1,"Cancel")
	PLFA A 1 BRIGHT offset (0, 32) A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetPitch(pitch - 0.2)
	TNT1 A 0 A_JumpIfInventory("Reloading",1,"Cancel")
	PLFA C 1 BRIGHT offset (0, 33) A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetPitch(pitch + 0.2)
	TNT1 A 0 A_JumpIfInventory("Reloading",1,"Cancel")
	PLFA A 1 BRIGHT offset (1, 32) A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
TNT1 A 0 A_SetPitch(pitch - 0.2)
	TNT1 A 0 A_JumpIfInventory("Reloading",1,"Cancel")
	PLFA C 1 BRIGHT offset (-1, 32) A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    TNT1 A 0 A_SetPitch(pitch + 0.2)
	TNT1 A 0 A_ReFire

// Let Fly --------------------------------------------------------------------------

	TNT1 A 0 A_StopSound(6)
	PLSF A 1 BRIGHT A_PlaySound("PLSALTFR",6)
	TNT1 A 0 A_SetPitch(pitch - 0.2)
	TNT1 A 0 A_ZoomFactor(0.99)
	PLSF B 1 BRIGHT A_Recoil(3)
	TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_ZoomFactor(0.98)
	PLSF B 1 BRIGHT 
		TNT1 A 0 A_ZoomFactor(0.97)
	TNT1 A 0 A_SetPitch(pitch - 0.2)
	TNT1 AAAAAAAAAAAAA 0 A_FireCustomMissile("PlasmaBall34", random(-6,6), 0, -1, 0, 0, random(-4,4))
		TNT1 A 0 A_FireCustomMissile("PlasmaFlareSpawn",-5,0,0,0)
        PLSG J 1 A_FireCustomMissile("ShakeYourAssQuad", 0, 0, 0, 0)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_ZoomFactor(0.96)
        PLSG K 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_ZoomFactor(0.95)
		 PLSG L 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_SetPitch(pitch - 0.2)
		 TNT1 A 0 A_ZoomFactor(0.96)
		 PLSG K 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_SetPitch(pitch - 0.2)
		 TNT1 A 0 A_ZoomFactor(0.97)
		 PLSG J 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_ZoomFactor(0.98)
        PLSG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PLSG C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PLSG D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetPitch(pitch + 0.2)
		PLSG E 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
			TNT1 A 0 A_SetPitch(pitch + 0.2)
		PLSG E 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
			TNT1 A 0 A_SetPitch(pitch + 0.2)
		PLSG E 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
			TNT1 A 0 A_SetPitch(pitch + 0.2)
		PLSG E 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
			TNT1 A 0 A_SetPitch(pitch + 0.2)
		PLSG E 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
			TNT1 A 0 A_SetPitch(pitch + 0.2)
		PLSG EEEEEE 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		PLSG E 1 A_FireCustomMissile("SmokeSpawner",0,0,10,5)
		PLSG DCB 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        TNT1 A 0 A_JumpIfInventory("PlasmaAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
        TNT1 A 0 A_PlaySound("BEPBEP")
		Goto RealReady
		
		LetFly2:
	TNT1 A 0 A_StopSound(6)
	PLSF A 1 BRIGHT A_PlaySound("PIRALTY",6)
	TNT1 A 0 A_SetPitch(pitch - 0.2)
	TNT1 A 0 A_ZoomFactor(0.99)
	PLSF B 1 BRIGHT A_Recoil(3)
	TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_ZoomFactor(0.98)
	PLSF B 1 BRIGHT 
		TNT1 A 0 A_ZoomFactor(0.97)
	TNT1 A 0 A_SetPitch(pitch - 0.2)
	TNT1 AAAAAAAAAAAAA 0 A_FireCustomMissile("Fire_Ball", random(-6,6), 0, -1, 0, 0, random(-4,4))
		TNT1 A 0 A_FireCustomMissile("PlasmaFlareSpawn",-5,0,0,0)
        PLSG J 1 A_FireCustomMissile("ShakeYourAssQuad", 0, 0, 0, 0)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_ZoomFactor(0.96)
        PLSG K 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_ZoomFactor(0.95)
		 PLSG L 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_SetPitch(pitch - 0.2)
		 TNT1 A 0 A_ZoomFactor(0.96)
		 PLSG K 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_SetPitch(pitch - 0.2)
		 TNT1 A 0 A_ZoomFactor(0.97)
		 PLSG J 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_ZoomFactor(0.98)
        PLSG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PLSG C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PLSG D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetPitch(pitch + 0.2)
		PLSG E 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
			TNT1 A 0 A_SetPitch(pitch + 0.2)
		PLSG E 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
			TNT1 A 0 A_SetPitch(pitch + 0.2)
		PLSG E 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
			TNT1 A 0 A_SetPitch(pitch + 0.2)
		PLSG E 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
			TNT1 A 0 A_SetPitch(pitch + 0.2)
		PLSG E 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
			TNT1 A 0 A_SetPitch(pitch + 0.2)
		PLSG EEEEEE 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		PLSG E 1 A_FireCustomMissile("SmokeSpawner",0,0,10,5)
		PLSG DCB 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        TNT1 A 0 A_JumpIfInventory("PlasmaAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
        TNT1 A 0 A_PlaySound("BEPBEP")
		Goto RealReady

// Cancel Charge --------------------------------------------------------------------------------------------

	Cancel:
TNT1 A 0 A_JumpIfInventory("PFRate",1, "Cancel2")
			TNT1 A 0 A_TakeInventory("Reloading",1)
			TNT1 A 0 A_StopSound(6)
			TNT1 A 0 A_PlaySound("STOPCHRG", 5)
TNT1 A 0 A_Takeinventory("PlasmaAmmoCounter",10)
		PLSA A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PLSA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_Giveinventory("PlasmaAmmo",1)
		PLSA C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PLSA D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PLSA A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PLSA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_Giveinventory("PlasmaAmmo",1)
		PLSA C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PLSA D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PLSA A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PLSA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_Giveinventory("PlasmaAmmo",1)
			
		PLSA C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PLSA D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PLSA A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PLSA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_Giveinventory("PlasmaAmmo",1)
			
		PLSA C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PLSA D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PLSA A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PLSA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_Giveinventory("PlasmaAmmo",1)
		
		PLSA C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PLSA D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PLSA A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PLSA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_Giveinventory("PlasmaAmmo",1)
		PLSA C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PLSA D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_PlaySound("plscool", 7)
		PLSA A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PLSA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_Giveinventory("PlasmaAmmo",1)
		PLSA C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PLSA D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PLSA A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
			PLSA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_Giveinventory("PlasmaAmmo",1)
		PLSA C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PLSA D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PLSA A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PLSA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_Giveinventory("PlasmaAmmo",1)
		PLSA C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PLSA D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PLSA A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PLSA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_Giveinventory("PlasmaAmmo",1)
		PLSA C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PLSA D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)

			TNT1 A 0 A_TakeInventory("Reloading",1)
			TNT1 A 0 A_PlaySound("BEPBEP", 5, 1.2)
			TNT1 A 0 A_ClearReFire

		Goto RealReady
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		Cancel2:
			TNT1 A 0 A_TakeInventory("Reloading",1)
			TNT1 A 0 A_StopSound(6)
			TNT1 A 0 A_PlaySound("STOPCHRG", 5)
TNT1 A 0 A_Takeinventory("PlasmaAmmoCounter",20)
		PFSA A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PFSA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_Giveinventory("PlasmaAmmo",2)
		PFSA C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PFSA D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PFSA A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PFSA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_Giveinventory("PlasmaAmmo",2)
		PFSA C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PFSA D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PFSA A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PFSA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_Giveinventory("PlasmaAmmo",2)
			
		PFSA C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PFSA D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PFSA A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PFSA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_Giveinventory("PlasmaAmmo",2)
			
		PFSA C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PFSA D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PFSA A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PFSA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_Giveinventory("PlasmaAmmo",2)
		
		PFSA C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PFSA D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PFSA A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PFSA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_Giveinventory("PlasmaAmmo",2)
		PFSA C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PFSA D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_PlaySound("plscool", 7)
		PFSA A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PFSA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_Giveinventory("PlasmaAmmo",2)
		PFSA C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PFSA D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PFSA A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
			PFSA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_Giveinventory("PlasmaAmmo",2)
		PFSA C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PFSA D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PFSA A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PFSA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_Giveinventory("PlasmaAmmo",2)
		PFSA C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PFSA D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PFSA A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PFSA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_Giveinventory("PlasmaAmmo",2)
		PFSA C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PFSA D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)

			TNT1 A 0 A_TakeInventory("Reloading",1)
			TNT1 A 0 A_PlaySound("BEPBEP", 5, 1.2)
			TNT1 A 0 A_ClearReFire

		Goto RealReady
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		AltFire2:
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
        TNT1 A 0 A_JumpIfInventory("PlasmaAmmo",20,2)
        Goto Reload
        TNT1 AAA 0
		
	TNT1 A 0 A_PlaySound("PLSCHARG",5)
		TNT1 A 0 A_Giveinventory("PlasmaAmmoCounter",20)
		PFSL  A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSL  B 1 BRIGHT A_Takeinventory("PlasmaAmmo",2)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  C 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  D 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  A 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  B 1 BRIGHT A_Takeinventory("PlasmaAmmo",2)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  C 1 BRIGHT
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  D 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  A 1 BRIGHT
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  B 1 BRIGHT A_Takeinventory("PlasmaAmmo",2)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  C 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  D 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  A 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  B 1 BRIGHT A_Takeinventory("PlasmaAmmo",2)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  C 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  D 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  A 1 BRIGHT
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  B 1 BRIGHT A_Takeinventory("PlasmaAmmo",2)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  C 1 BRIGHT
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  D 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  A 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  B 1 BRIGHT A_Takeinventory("PlasmaAmmo",2)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  C 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  D 1 BRIGHT
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  A 1 BRIGHT
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  B 1 BRIGHT A_Takeinventory("PlasmaAmmo",2)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  C 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  D 1 BRIGHT
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  A 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  B 1 BRIGHT A_Takeinventory("PlasmaAmmo",2)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  C 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  D 1 BRIGHT
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  A 1 BRIGHT
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  B 1 BRIGHT A_Takeinventory("PlasmaAmmo",2)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  C 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  D 1 BRIGHT
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  A 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  B 1 BRIGHT A_Takeinventory("PlasmaAmmo",2)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  C 1 BRIGHT 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PFSA  D 1 BRIGHT
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)

	TNT1 A 0 A_PlaySound("PLSFULL", 6, 0.8, 1)
	goto AltHold2
	
	
	AltHold2:
	
	TNT1 A 0 A_JumpIfInventory("Reloading",1,"Cancel")
	PFSA  A 1 BRIGHT offset (0, 32) A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetPitch(pitch - 0.2)
	TNT1 A 0 A_JumpIfInventory("Reloading",1,"Cancel")
	PFSA  D 1 BRIGHT offset (0, 33) A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetPitch(pitch + 0.2)
	TNT1 A 0 A_JumpIfInventory("Reloading",1,"Cancel")
	PFSA  A 1 BRIGHT offset (1, 32) A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
TNT1 A 0 A_SetPitch(pitch - 0.2)
	TNT1 A 0 A_JumpIfInventory("Reloading",1,"Cancel")
	PFSA  D 1 BRIGHT offset (-1, 32) A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    TNT1 A 0 A_SetPitch(pitch + 0.2)
	TNT1 A 0 A_ReFire("AltHold2")
	goto LetFly2
		
		
		
		
		
		
		
		
		

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

	Flash:
		TNT1 A 4
        Goto LightDone
	Spawn:
	    TNT1 A 0
		TNT1 A 0 A_ChangeFLag("THRUACTORS", 1)
		PLAS A 20
		TNT1 A 0 A_SpawnItem("DropedPlasmaGun")
		Stop

    Reload:
TNT1 A 0 A_Takeinventory("PlasmaAmmoCounter",50)
	TNT1 A 0 A_Takeinventory("Reloading",1)
	TNT1 A 0 A_ClearReFire
	TNT1 A 0 A_JumpIfInventory("PlasmaAmmo",50,"DontNeedToReload")
	TNT1 A 0 A_JumpIfInventory("PlasmaAmmo", 1, "ReloadNormally")
	TNT1 A 0 A_JumpIfInventory("Cell",1,7)

	TNT1 A 0 A_PlaySound("BEP")
	PLSR A 4 A_WeaponReady(WRF_NOFIRE)
	TNT1 A 0 A_PlaySound("BEP")
	PLSR A 4 A_WeaponReady(WRF_NOFIRE)
	TNT1 A 0 A_CheckReload
        Goto RealReady
        TNT1 AAAA 0
        TNT1 A 0 A_PlaySound("PLREADY",5)

        PLSR AB 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(+0.2 + pitch)
		TNT1 A 0 A_FireCustomMissile("PlasmaCaseSpawn",-210,0,20,-20)
		PLSR C 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(+0.2 + pitch)
		PLSR D 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(+0.2 + pitch)
		PLSR E 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(+0.2 + pitch)
		PLSR EEEEEEEEEEEEEEF 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.2 + pitch)
        PLSR G 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.2 + pitch)
		PLSR H 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.2 + pitch)
		PLSR I 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.2 + pitch)
		PLSR JJJJJJIKLBAAAAA 1 A_WeaponReady(WRF_NOFIRE)
		
		ReloadingSequence:
		TNT1 AAAAAAAAAA 0
		TNT1 A 0 A_JumpIfInventory("PlasmaAmmo",50,15)
		TNT1 A 0 A_JumpIfInventory("Cell",1,3)
		Goto RealReady
        TNT1 AAAAAA 0
		TNT1 A 0 A_Giveinventory("PlasmaAmmo",1)
		TNT1 A 0 A_Takeinventory("Cell",1)
		Goto ReloadingSequence
		TNT1 AAAAAAAA 0
		
		TNT1 A 0 A_Takeinventory("Reloading",1)
        Goto RealReady
		
		ReloadNormally:
		TNT1 A 0 A_Takeinventory("PlasmaAmmoCounter",50)
		TNT1 A 0 A_JumpIfInventory("Cell",1,7)

	TNT1 A 0 A_PlaySound("BEP")
	PLSR A 4 A_WeaponReady(WRF_NOFIRE)
	TNT1 A 0 A_PlaySound("BEP")
	PLSR A 4 A_WeaponReady(WRF_NOFIRE)
	TNT1 A 0 A_CheckReload
        Goto RealReady
        TNT1 AAAA 0
        TNT1 A 0 A_PlaySound("PLREADY",5)

        PLSR AB 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(+0.2 + pitch)
		TNT1 A 0 A_FireCustomMissile("PlasmaCaseSpawn",-210,0,20,-20)
		PLSR C 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(+0.2 + pitch)
		PLSR D 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(+0.2 + pitch)
		PLSR E 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(+0.2 + pitch)
		PLSR EEEEEEEEEEEEEEF 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.2 + pitch)
        PLSR G 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.2 + pitch)
		PLSR H 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.2 + pitch)
		PLSR I 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.2 + pitch)
		PLSR JXYZYXIKLBAAAAA 1 A_WeaponReady(WRF_NOFIRE)
		
		ReloadingSequence:
		TNT1 AAAAAAAAAA 0
		TNT1 A 0 A_JumpIfInventory("PlasmaAmmo",50,15)
		TNT1 A 0 A_JumpIfInventory("Cell",1,3)
		Goto RealReady
        TNT1 AAAAAA 0
		TNT1 A 0 A_Giveinventory("PlasmaAmmo",1)
		TNT1 A 0 A_Takeinventory("Cell",1)
		Goto ReloadingSequence
		TNT1 AAAAAAAA 0
		
		TNT1 A 0 A_Takeinventory("Reloading",1)
        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:
		PLSK ABC 1
		PLSK C 8
		PLSK CBA 1
		Stop

	BersFlash:
		PLSK ABC 1
		PLSK C 8
		PLSK CBA 1
		Stop


	AirKikFlash:
		PLSK ABC 1
		PLSK C 12
		PLSK CBA 1
		Stop
		
			InsultFlash:
		PLS9 CBA 1
		Stop
		
		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

	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:			   
		PLSK ABCCCCCCCCCCCCCCCCCCC 1
		PLSK CCBA 1
		Stop

	SlideKickFlash2:	 
		PLSK CCCCCCCCCCC 1
		PLSK CCC 1
		PLSK CCBA 1
		Stop

	SlideKickFlash3:
		PLSK CCCC 1
		PLSK CCC 1
		PLSK CCBA 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_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_GunFlash("AirKikFlash")
		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 RealReady

	SuperAirKick:
		TNT1 A 0 A_PlaySound("KICK", 0)
		TNT1 A 0 A_GunFlash("AirKikFlash")
		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 RealReady

Taunt:
		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
	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
		
	CheckGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfTargetInLOS("CheckDistanceGrab")
		Goto RealReady
	CheckDistanceGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfCloser(100, "Grab")
		Goto RealReady
	CheckIfCanGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfInTargetInventory("CanGrab", 1, "Grab")
		Goto RealReady
	Grab:
	    PKUP ABC 2
		TNT1 A 0 A_CustomMissile("PickupProjectile")
		PKUP DEF 2
		Goto Ready
		
	PuristGun:
		TNT1 A 1
		TNT1 A 0 A_GiveInventory("ClassicPlasmaRifle", 1)
		TNT1 A 0 A_TakeInventory("Plasma_Gun", 1)
		TNT1 A 0 A_TakeInventory("DualPlasmaRifles", 1)
		TNT1 A 10
		Goto Ready	
	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
	}
}



ACTOR Plasma_Ball: FastProjectile Replaces PlasmaBall
{
	Radius 10
	Height 2
	Speed 70
	Damage 10
    DamageType Plasma
	Decal "SmallerScorch"
	Projectile
	+RANDOMIZE
	
	//+SHOOTABLE
	-NOBLOCKMAP
	+NOBLOOD
	+NORADIUSDMG
	+THRUSPECIES
	+MTHRUSPECIES
	Species "Marines"
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0 damagefactor "Taunt", 0.0 damagefactor "KillMe", 0.0 damagefactor "Shrapnel", 0.0
	Health 5
	Scale 1.0
	
renderstyle ADD
alpha 0.90
Scale 0.10
	DeathSound "PEX"
	//SeeSound "PLSM9"
    SeeSound "None"
	Obituary "$OB_MPPLASMARIFLE"
	States
	{
	DM:
		TNT1 A 0
		TNT1 A 0 A_ChangeFLag("THRUSPECIES", 0)
		TNT1 A 0 A_ChangeFLag("MTHRUSPECIES", 0)
		Goto Spawn1
	
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_ExecuteAlways(719, 0, 0, 0, 0)//Check if Coop

	Spawn1:
	TNT1 A 0 A_PlaySound("PBLOOP",6,1,1)
        PBAL C 1 BRIGHT A_SpawnItem("PlasmaFlare",0,0)
		Loop

Xdeath:
TNT1 A 0 A_StopSound(6)
    //TNT1 A 0 A_SpawnItem ("PlasmaPuff", 0)
    //TNT1 A 0 A_SpawnItem ("RailPuff", 0)
	TNT1 A 0 A_CustomMissile ("BluePlasmaFire", 0, 0, random (0, 360), 2, random (0, 360))
	//TNT1 A 0 A_SpawnItem("BluePlasmaRife")
	TNT1 AAAAA 0 A_CustomMissile ("BluePlasmaParticle", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 B 1 A_Explode(6,50,0)
	TNT1 B 4
	TNT2 AAA 9 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
		
		Stop

	Death:
	TNT1 A 0 A_StopSound(6)
    //TNT1 A 0 A_SpawnItem ("PlasmaPuff", 0)
    //TNT1 A 0 A_SpawnItem ("RailPuff", 0)
	TNT1 B 1 A_Explode(6,50,1)
	TNT1 A 0 A_SpawnItemEx ("DetectFloorCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_SpawnItemEx ("DetectCeilCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_CustomMissile ("BluePlasmaFire", 0, 0, random (0, 360), 2, random (0, 360))
	TNT1 AAAAA 0 A_CustomMissile ("BluePlasmaParticle", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 B 4	
    TNT2 AAAAAAAAA 9 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}

ACTOR Fire_Ball
{
	Radius 10
	Height 2
	Speed 55
	Damage 15
    DamageType Flames
	Decal "SmallerScorch"
	Projectile
	+RANDOMIZE
	
	//+SHOOTABLE
	-NOBLOCKMAP
	+NOBLOOD
	+NORADIUSDMG
	+THRUSPECIES
	+MTHRUSPECIES
	Species "Marines"
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0 damagefactor "Taunt", 0.0 damagefactor "KillMe", 0.0 damagefactor "Shrapnel", 0.0
	Health 5
	Scale 1.0
	
renderstyle ADD
alpha 0.90
Scale 0.10
	DeathSound "PEX"
	//SeeSound "PLSM9"
    SeeSound "None"
	Obituary "$OB_MPPLASMARIFLE"
	States
	{
	DM:
		TNT1 A 0
		TNT1 A 0 A_ChangeFLag("THRUSPECIES", 0)
		TNT1 A 0 A_ChangeFLag("MTHRUSPECIES", 0)
		Goto Spawn1
	
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_ExecuteAlways(719, 0, 0, 0, 0)//Check if Coop

	Spawn1:
	TNT1 A 0 A_PlaySound("PBLOOP",6,1,1)
        PFAL A 1 BRIGHT A_SpawnItem("RedFlareSmall",0,0)
		Loop

Xdeath:
TNT1 A 0 A_StopSound(6)
    //TNT1 A 0 A_SpawnItem ("PlasmaPuff", 0)
    //TNT1 A 0 A_SpawnItem ("RailPuff", 0)
	//TNT1 A 0 A_SpawnItem("BluePlasmaRife")
    TNT1 B 1 A_Explode(6,50,0)
	  EXPL AA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
	    TNT1 A 0 A_SpawnItem("RedFlareMedium",0,0)
		EXPL A 0 A_SpawnItem("ExplosionParticleSpawner")
	EXPL AAA 0 A_CustomMissile ("FlamethrowerFireParticles", 6, 0, random (0, 360), 2, random (0, 90))
	//FRFX ZZZ 0 BRIGHT A_CustomMissile ("BigBlackSmoke", 2, 0, random (0, 360), 2, random (0, 30))
	//TNT1 A 2 A_SpawnItem("BurningGroundLowDamage")
	TNT1 A 0 A_SpawnItemEx("TinyBurningPiece", random (-15, 15), random (-15, 15))
	TNT1 A 0 A_SpawnItemEx("TinyBurningPiece2", random (-35, 35), random (-35, 35))
	TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-45, 45), random (-45, 35))
	TNT1 B 4
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece", random (-15, 15), random (-15, 15))
	TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-45, 45), random (-45, 35))
	TNT2 AAA 9 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
		
		Stop

	Death:
	TNT1 A 0 A_StopSound(6)
    //TNT1 A 0 A_SpawnItem ("PlasmaPuff", 0)
    //TNT1 A 0 A_SpawnItem ("RailPuff", 0)
	TNT1 B 1 A_Explode(6,50,1)
	EXPL AAAAAA 0 A_CustomMissile ("FireBallExplosionFlames", 1, 0, random (0, 360), 2, random (0, 360))
	 EXPL AA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
	    TNT1 A 0 A_SpawnItem("RedFlareMedium",0,0)
	TNT1 A 0 A_SpawnItemEx ("DetectFloorCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_SpawnItemEx ("DetectCeilCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 B 4	
    TNT2 AAAAAAAAA 9 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}


ACTOR PlasmaBall75: Plasma_Ball
{
	Damage 9
	SeeSound "PLSM10"
}

ACTOR PlasmaBall34: Plasma_Ball
{
	Damage 12
	SeeSound "None"
}

ACTOR PlasmaBall99: Plasma_Ball
{
	Damage 20
	SeeSound "PLSM9"
}










ACTOR PlasmagunOnTheFloor: CustomInventory Replaces PlasmaRifle
{
 scale 1.0
 radius 16
 height 4
 damage 0
 +ALWAYSPICKUP
   Mass 1
   Inventory.PickupMessage "You got the Plasma Rifle!"
   Inventory.PickupSound "PLSDRAW"
    States
    {

	 Spawn:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("InvisiblePlasmaAmmo")
		PLAS A -1
		Stop
		
	Pickup:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Plasma_Gun", 1, "Pickup2")
		TNT1 A 0 A_GiveInventory("Plasma_Gun", 1)
		Stop
	Pickup2:
	    TNT1 A 0 A_GiveInventory("DualPlasmaRifles", 1)
		Stop
    }
}


ACTOR DropedPlasmaGun: PlasmagunOnTheFloor
{
 +ALWAYSPICKUP
    States
    {

	 Spawn:
	    TNT1 A 0
		PLAS A -1
		Stop
    }
}



ACTOR InvisiblePLasmaAmmo: CustomInventory
{
 scale 1.0
 radius 16
 height 4
 damage 0
   Mass 1
    +ALWAYSPICKUP
   Inventory.PickupSound "PLSDRAW"
   Inventory.PickupMessage "Plasma Cells."
    States
    {

	 Spawn:
		CELL D -1
		Stop
	Pickup:
	    TNT1 A 0
		TNT1 A 0 A_GiveInventory("Cell", 50)
		Stop
}}