Actor Reloading : Inventory
{
inventory.maxamount 1
}

Actor Unloading : Inventory
{
inventory.maxamount 1
}

Actor HasUnloaded : Inventory
{
inventory.maxamount 1
}

Actor IsFiring : Inventory
{
inventory.maxamount 1
}


Actor IsFiringAltFireOnFullAuto : Inventory
{
inventory.maxamount 1
}

Actor ADSMode : Inventory
{
inventory.maxamount 1
}


Actor TurningLeft123 : Inventory
{
inventory.maxamount 1
}



Actor UsedStamina : Inventory
{
inventory.maxamount 510
}

Actor RifleSpread : Inventory
{
inventory.maxamount 6
}


ACTOR RifleAmmoCounter : Inventory
{
   Inventory.MaxAmount 50
}







//// --------------------------------------------------------------------------
//
// Rifle
//
// --------------------------------------------------------------------------

ACTOR Rifle : Weapon Replaces Pistol
{
	Weapon.BobRangeX 0.5
	Weapon.BobRangeY 0.7
	Weapon.BobStyle InverseSmooth
	Weapon.BobSpeed 2.5
	Weapon.AmmoUse1 0
	Weapon.AmmoGive1 10
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	YScale 0.6
	XScale 0.8
	Weapon.SelectionOrder 4500
	Weapon.AmmoType1 "Clip2"
	Weapon.AmmoType2 "RifleAmmo"
	Obituary "%o was shot down by %k's assault rifle."
    AttackSound "None"
    Inventory.PickupSound "PICKR"
	Weapon.UpSound "weapons/weaponholster"
	Inventory.Pickupmessage "You got the Assault Rifle!"
	+WEAPON.WIMPY_WEAPON
    +WEAPON.NOAUTOAIM
    +WEAPON.NOALERT
    +WEAPON.NOAUTOFIRE
	+FORCEXYBILLBOARD
    Scale 0.8
	States
	{
	PickUp:
	TNT1 A 0 A_Playsound("PICKUPONELINER")
	TNT1 A 0
	Stop
	
	Steady:
	TNT1 A 1
	Goto Ready
	
	
		
		WarmUp:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("JustStartedGame", 1)
		 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Start Animation")==1,"Ready")
		TNT1 A 5 A_WeaponReady
		RIF4 ABCD 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_PlaySound("weapons/weaponholster",3)
		RIF4 E 1 A_WeaponReady(WRF_NOFIRE)
		RIF4 F 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_PlaySound("RSLAP",1)
		RIF4 G 5 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(+1 + pitch)
		 RIF4 HI 2 A_WeaponReady(WRF_NOFIRE)
		 TNT1 A 0 A_SetPitch(-1 + pitch)
		RIFR RST 1 A_WeaponReady(WRF_NOFIRE)
		Goto RealReady
	
	Firerate:
	TNT1 A 0 A_JumpIfInventory("Zoomed",1,"FirerateAlt")
	TNT1 A 0 A_JumpIfInventory("FRate",1,"Firerate2")	
	RISG A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch + 0.2)
	RISG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_PlaySound("NON")
	RISG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
	RISG A 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("FRate")
	GoTo RealReady
	
	
		FirerateAlt:
	TNT1 A 0 A_JumpIfInventory("FRate",1,"FirerateAlt2")	
	RI2G B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch + 0.2)
	RI2G C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_PlaySound("NON")
	RI2G C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
	RI2G B 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("FRate")
	GoTo Ready2
	
	
		FirerateAlt2:
RI2G B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch + 0.2)
	RI2G C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_PlaySound("NOFF")
	RI2G C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
	RI2G B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_Print("Full Auto")
	TNT1 A 0 A_TakeInventory("switchfiremode", 1)
	TNT1 A 0 A_TakeInventory("FRate", 1)
	GoTo Ready2	
	
	Firerate2:
RISG A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch + 0.2)
	RISG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_PlaySound("NOFF")
	RISG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
	RISG A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_Print("Full Auto")
	TNT1 A 0 A_TakeInventory("switchfiremode", 1)
	TNT1 A 0 A_TakeInventory("FRate", 1)
	GoTo RealReady		
	
	Ready:
	TNT1 A 0 A_JumpIfInventory("JustStartedGame",1,"WarmUp")
        TNT1 A 2 A_JumpIfInventory("GoFatality", 1, "Steady")
		 TNT1 A 0 A_PlaySound("CLIPIN", 5)
        RIFS A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		RIFS B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.4)
		RIFS C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
        Goto RealReady
		
		
		
		RealReady:
			TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
		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")
		RIFG A 1 A_WeaponReady
		Goto RealReady
		
		
		
			SwitchingPistol:
			TNT1 A 0 A_TakeInventory("weaponspecial2",1)
				TNT1 A 0 A_PlaySound("PIHOL", 4)
		RIFS C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		RIFS B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.4)
		RIFS 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
		
		
			/*SwitchingPistol3:
		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_PlaySound("weapons/ultrwhoosh", 5)
//		TNT1 A 0 A_GunFlash("DummyFlash")
//		TNT1 A 0 A_GunFlash("PunchFlash3")
        TNT1 A 0 A_Recoil(-8)
		TNT1 A 0 A_SetAngle(+2 + angle)
		PUN5 A 1 A_SetPitch(-1 + pitch)
		TNT1 A 0 A_SetAngle(+2 + angle)
		PUN5 B 1 A_SetPitch(-1 + pitch)
		TNT1 A 0 A_SetAngle(+2 + angle)
		PUN5 C 1 A_SetPitch(-1 + pitch)
		TNT1 A 0 A_SetAngle(+2 + angle)
		PUN5 D 1 A_SetPitch(-1 + pitch)
		TNT1 A 0 A_GiveInventory("Punching",1)
		PUNG AAAA 0 A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 0)
		PUN5 E 5 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_TakeInventory("Punching", 1)
		TNT1 A 0 A_SetAngle(-2 + angle)
		PUN5 D 1 A_SetPitch(+1 + pitch)
		TNT1 A 0 A_SetAngle(-2 + angle)
		PUN5 C 1 A_SetPitch(+1 + pitch)
		TNT1 A 0 A_SetAngle(-2 + angle)
		PUN5 B 1 A_SetPitch(+1 + pitch)
		TNT1 A 0 A_SetAngle(-2 + angle)
		PUN5 A 1 A_SetPitch(+1 + pitch) 
		Pun5 A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        TNT1 A 5 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_GiveInventory("PSeq4", 1)
		TNT1 A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_TakeInventory("PSeq1", 1)
		TNT1 A 0 A_TakeInventory("PSeq3", 1)
		TNT1 A 0 A_TakeInventory("PSeq4", 1)
		TNT1 A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_TakeInventory("weaponspecial2",1)
		Goto Ready+11 */ 
		
    Ready2:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")
		RI2G A 2 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		TNT1 A 0 A_TakeInventory("UsedStamina", 2)
		Loop
		
		    DontReload:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		
		RIFG A 2 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		TNT1 A 0 A_TakeInventory("UsedStamina", 2)
		Loop
		
	Deselect:
		TNT1 A 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_Takeinventory("Unloading",1)
		TNT1 A 0 A_TakeInventory("Weaponspecial2")
		TNT1 A 0 A_TakeInventory("Weaponspecial")
		TNT1 A 0 A_TakeInventory("switchfiremode")
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_PlaySound("PIHOL", 4)
		RIFS C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		RIFS B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.4)
		RIFS A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
		TNT1 A 1
		Wait
		
		
	Select:
				TNT1 A 0 A_TakeInventory("SkipFailed", 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_Takeinventory("PlasmaGunSelected",1)
		TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
		TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
		TNT1 A 0 A_Takeinventory("BFGSelected",1)
		TNT1 A 0 A_Takeinventory("BFG10kSelected",1)
		TNT1 A 0 A_Takeinventory("RailGunSelected",1)
		TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
		TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
		TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
		TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
		TNT1 A 0 A_Takeinventory("HasBarrel",1)
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_TakeInventory("switchfiremode")
		MARN A 0 ACS_ExecuteAlways(728, 0, 0, 0, 0)//Check if penetration is on.
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
		
		Goto Ready
	
		SwitchingDual:
		TNT1 A 0 A_TakeInventory("weaponspecial",1)
		TNT1 A 0 A_SelectWeapon("Dualrifles")
		Goto RealReady	  
		
					TNT1 A 0 A_TakeInventory("AltMuzzle", 1)
					
    Fire:
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
		
			TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Alt 3 Round")==1,2)
				TNT1 A 0 A_JumpIfInventory("FRate",1, "FireBurst")
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
			TNT1 A 0 A_JumpIfInventory("AltMuzzle2",1,"F3")
		TNT1 A 0 A_GiveInventory("AltMuzzle", 1)
			TNT1 A 0 A_JumpIfInventory("AltMuzzle",1,"F2")
        TNT1 A 0 A_PlaySound("RIFLEFIRE", 6)
		TNT1 A 0 A_PlaySound("RIFLEF", 7)
       	RIF2 A 1 BRIGHT A_WeaponReady
		TNT1 A 0 A_ZoomFactor(0.99)
			TNT1 A 0 A_FireBullets (2, 2, 1, 10, "HitPuff")
		TNT1 A 0 Radius_Quake(1,6,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		 RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -12, 0, random(-1,1))
		  TNT1 A 0 A_SetPitch(-1.3 + pitch)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawnerSM",0,0,0,0)
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,4,-8)
		RIFF B 1 BRIGHT A_WeaponReady
	TNT1 A 0 A_ZoomFactor(0.98)
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		TNT1 A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		RIFF C 1 A_WeaponReady
		TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_SetPitch(+0.6 + pitch)
        RIFG A 1 A_WeaponReady
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_SetPitch(+0.6 + pitch)
		TNT1 A 0 A_Refire
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_TakeInventory("RifleSpread", 5)
		RIFG A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		Goto RealReady
		
		
		F2:
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
			TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Alt 3 Round")==1,2)
		TNT1 A 0 A_JumpIfInventory("FRate",1, "FireBurst")
				TNT1 A 0 A_TakeInventory("AltMuzzle", 1)
				TNT1 A 0 A_GiveInventory("AltMuzzle2", 1)
		
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("RIFLEFIRE", 6)
		TNT1 A 0 A_PlaySound("RIFLEF", 7)
       	RIFF A 1 BRIGHT A_WeaponReady
		TNT1 A 0 A_ZoomFactor(0.99)
			TNT1 A 0 A_FireBullets (2, 2, 1, 10, "HitPuff")
		TNT1 A 0 Radius_Quake(1,6,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -13, 0, random(-1,1))
		  TNT1 A 0 A_SetPitch(-1.3 + pitch)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawnerSM",0,0,0,0)
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,4,-8)
		RIFF B 1 BRIGHT A_WeaponReady
	TNT1 A 0 A_ZoomFactor(0.98)
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		TNT1 A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		RIFF C 1 A_WeaponReady
		TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_SetPitch(+0.6 + pitch)
        RIFG A 1 A_WeaponReady
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_SetPitch(+0.6 + pitch)
		TNT1 A 0 A_Refire
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_TakeInventory("RifleSpread", 5)
		RIFG A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		Goto RealReady
		
		
		F3:
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
			TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Alt 3 Round")==1,2)
		TNT1 A 0 A_JumpIfInventory("FRate",1, "FireBurst")
		
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
				TNT1 A 0 A_TakeInventory("AltMuzzle2", 1)
        TNT1 A 0 A_PlaySound("RIFLEFIRE", 6)
		TNT1 A 0 A_PlaySound("RIFLEF", 7)
       	RIF2 B 1 BRIGHT A_WeaponReady
		TNT1 A 0 A_ZoomFactor(0.99)
			TNT1 A 0 A_FireBullets (2, 2, 1, 10, "HitPuff")
		TNT1 A 0 Radius_Quake(1,6,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -12, 0, random(-1,1))
		  TNT1 A 0 A_SetPitch(-1.3 + pitch)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawnerSM",0,0,0,0)
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,4,-8)
		RIFF B 1 BRIGHT A_WeaponReady
	TNT1 A 0 A_ZoomFactor(0.98)
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		TNT1 A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		RIFF C 1 A_WeaponReady
		TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_SetPitch(+0.6 + pitch)
        RIFG A 1 A_WeaponReady
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_SetPitch(+0.6 + pitch)
		TNT1 A 0 A_Refire
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_TakeInventory("RifleSpread", 5)
		RIFG A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		Goto RealReady
		
		
		
		
		
		
		
		FireBurst:
	      TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload 
        TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("Zoomed",1, "Fire2Burst")
			
        TNT1 A 0 A_PlaySound("RIFLEFIRE", 6)
			TNT1 A 0 A_PlaySound("RIFLEF", 7)
		RI2G A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		 TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,5)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
		RIFF A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		 TNT1 A 0 A_FireBullets (0.8, 0.8, -1, 10, "HitPuff")
		RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -12, 0, random(-1,1))
		 TNT1 A 0 A_ZoomFactor(0.99)
        RI2F A 0 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		 TNT1 A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, -12, 0, 0)
		TNT1 A 0
        //TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		 TNT1 A 0 A_FireCustomMissile("SmokeSpawnerSM",0,0,0,0)
		TNT1 A 0 A_SetPitch(-1.0 + pitch)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
	   RIFF B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,4,-8)
     RIFF C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	 TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_SetPitch(+0.4 + pitch)
		    TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload 
        TNT1 AAAA 0
		 TNT1 A 0 A_PlaySound("RIFLEFIRE", 6)
		 	TNT1 A 0 A_PlaySound("RIFLEF", 7)
					RIF2 A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		 TNT1 A 0 A_FireBullets (1, 1, -1, 10, "HitPuff")
		RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -13, 0, random(-1,1))
		 TNT1 A 0 A_ZoomFactor(0.99)
        RI2F A 0 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		 TNT1 A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, -12, 0, 0)
		TNT1 A 0
        //TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		 TNT1 A 0 A_FireCustomMissile("SmokeSpawnerSM",0,0,0,0)
		TNT1 A 0 A_SetPitch(-1.0 + pitch)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		RIFF B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+0.5 + pitch)
	TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,4,-8)
        RIFF C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_SetPitch(+0.4 + pitch)
		    TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload 
        TNT1 AAAA 0
		 TNT1 A 0 A_PlaySound("RIFLEFIRE", 6)
		 	TNT1 A 0 A_PlaySound("RIFLEF", 7)
				RIF2 B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		 TNT1 A 0 A_FireBullets (0.8, 0.8, -1, 10, "HitPuff")
		RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -12, 0, random(-1,1))
		 TNT1 A 0 A_ZoomFactor(0.99)
        RI2F A 0 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		 TNT1 A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, -12, 0, 0)
		TNT1 A 0
        //TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawnerSM",0,0,0,0)
		TNT1 A 0 A_SetPitch(-1.0 + pitch)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		RIFF B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,4,-8)
       RIFF C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	   TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_SetPitch(+0.4 + pitch)
		RIFG A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_TakeInventory("RifleSpread", 5)
		RIFG A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		Goto RealReady
		
		
		
			
      Fire2:
	  
	  TNT1 A 0 A_JumpIfInventory("FRate",1, "Fire2Burst")
	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Alt Bob")==1,"Fire2NOB")
	   	   TNT1 A 0 A_Jump(100, "Fire2NT")
        TNT1 A 0 A_PlaySound("RIFLEFIRE", 6)
		TNT1 A 0 A_JumpIfInventory("IsFiringAltFireOnFullAuto", 1, "Fire2FullAuto")
		RI2G A 0 A_WeaponReady
		 TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,5)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
		RI2F A 1 BRIGHT A_WeaponReady
		 TNT1 A 0 A_FireBullets (0.1, 0.1, -1, 10, "HitPuff")
		 TNT1 A 0 A_ZoomFactor(1.285)
        RI2F A 0 BRIGHT A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_WeaponReady
		 TNT1 A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, -12, 0, 0)
		TNT1 A 0
        //TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawnerSM",0,0,0,0)
		TNT1 A 0 A_SetPitch(-0.8 + pitch)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		RI2G Z 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		
		 TNT1 A 0 A_ZoomFactor(1.275)
		TNT1 A 0 A_SetPitch(+0.4 + pitch)
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",1,0,8,0)
        RI2F C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		 TNT1 A 0 A_ZoomFactor(1.285)
		TNT1 A 0 A_SetPitch(+0.4 + pitch)
		TNT1 A 0 A_GiveInventory("IsFiringAltFireOnFullAuto", 1)
		RI2G A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        RI2F B 0 A_WeaponReady
		TNT1 A 0 A_ZoomFactor(1.3)
		TNT1 A 0 A_ReFire
		TNT1 A 0 A_TakeInventory("IsFiringAltFireOnFullAuto", 1)
		RI2G A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        RI2G A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		Goto Ready2
		
		  Fire2NOB:
	  
	  TNT1 A 0 A_JumpIfInventory("FRate",1, "Fire2Burst")
	   	   TNT1 A 0 A_Jump(100, "Fire2NT")
        TNT1 A 0 A_PlaySound("RIFLEFIRE", 6)
		TNT1 A 0 A_JumpIfInventory("IsFiringAltFireOnFullAuto", 1, "Fire2FullAuto")
		RI2G A 0 A_WeaponReady(WRF_NOBOB)
		 TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,5)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
		RI2F A 1 BRIGHT A_WeaponReady(WRF_NOBOB)
		 TNT1 A 0 A_FireBullets (0.1, 0.1, -1, 10, "HitPuff")
		 TNT1 A 0 A_ZoomFactor(1.285)
        RI2F A 0 BRIGHT A_WeaponReady(WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_WeaponReady(WRF_NOBOB)
		 TNT1 A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, -12, 0, 0)
		TNT1 A 0
        //TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawnerSM",0,0,0,0)
		TNT1 A 0 A_SetPitch(-0.8 + pitch)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		RI2G Z 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH|WRF_NOBOB)
		
		 TNT1 A 0 A_ZoomFactor(1.275)
		TNT1 A 0 A_SetPitch(+0.4 + pitch)
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",1,0,8,0)
        RI2F C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH|WRF_NOBOB)
		 TNT1 A 0 A_ZoomFactor(1.285)
		TNT1 A 0 A_SetPitch(+0.4 + pitch)

		RI2G A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH|WRF_NOBOB)
        RI2F B 0 A_WeaponReady(WRF_NOBOB)
		TNT1 A 0 A_ZoomFactor(1.3)
		TNT1 A 0 A_ReFire

		RI2G A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH|WRF_NOBOB)
        RI2G A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH|WRF_NOBOB)
		Goto Ready2
		
		Fire2NT:
			  TNT1 A 0 A_JumpIfInventory("FRate",1, "Fire2Burst")
			  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Alt Bob")==1,"Fire2NOB")
        TNT1 A 0 A_PlaySound("RIFLEFIRE", 6)
		TNT1 A 0 A_JumpIfInventory("IsFiringAltFireOnFullAuto", 1, "Fire2FullAuto")
		RI2G A 0 A_WeaponReady
		 TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,5)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
		RI2F Z 1 BRIGHT A_WeaponReady
		 TNT1 A 0 A_ZoomFactor(1.285)
		 TNT1 A 0 A_FireBullets (0.1, 0.1, -1, 10, "HitPuff")
        RI2F A 0 BRIGHT A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_WeaponReady
		 TNT1 A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, -12, 0, 0)
		TNT1 A 0
        //TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawnerSM",0,0,0,0)
		TNT1 A 0 A_SetPitch(-0.8 + pitch)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		RI2G Z 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		 TNT1 A 0 A_ZoomFactor(1.275)
		TNT1 A 0 A_SetPitch(+0.4 + pitch)
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",1,0,8,0)
        RI2F C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		 TNT1 A 0 A_ZoomFactor(1.285)
		TNT1 A 0 A_SetPitch(+0.4 + pitch)
		TNT1 A 0 A_GiveInventory("IsFiringAltFireOnFullAuto", 1)
		RI2G A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(1.3)
        RI2F B 0 A_WeaponReady
		TNT1 A 0 A_ReFire
		TNT1 A 0 A_TakeInventory("IsFiringAltFireOnFullAuto", 1)
		RI2G A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        RI2G A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		Goto Ready2
		
		
		Fire2ANT:
		TNT1 A 0 A_JumpIfInventory("FRate",1, "Fire2Burst")
		 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Alt Bob")==1,"Fire2NOB")
       TNT1 A 0 A_PlaySound("RIFLEFIRE", 6)
		RI2G A 0 A_WeaponReady
		 TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,5)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
		RI2F Z 1 BRIGHT A_WeaponReady
		 TNT1 A 0 A_ZoomFactor(1.285)
		 TNT1 A 0 A_FireBullets (0.1, 0.1, -1, 10, "HitPuff")
        RI2F A 0 BRIGHT A_WeaponReady
        //TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		 TNT1 A 0 A_FireCustomMissile("SmokeSpawnerSM",0,0,0,0)
		TNT1 A 0 A_SetPitch(-1.3 + pitch)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetAngle(random(1, -1) + angle)
		RI2G Z 1 A_WeaponReady
		 TNT1 A 0 A_ZoomFactor(1.275)
		TNT1 A 0 A_SetPitch(+0.4 + pitch)
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",1,0,8,0)
        RI2F C 1 A_WeaponReady
		TNT1 A 0 A_SetPitch(+0.4 + pitch)
		 TNT1 A 0 A_ZoomFactor(1.285)
		RI2G A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(1.3)
		TNT1 A 0 A_Refire
        RI2F B 0 A_WeaponReady
		TNT1 A 0 A_TakeInventory("IsFiringAltFireOnFullAuto", 1)
		RI2G A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        RI2G A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		Goto Ready2	
		
		
	Fire2FullAuto:
	TNT1 A 0 A_JumpIfInventory("FRate",1, "Fire2Burst")
	 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Alt Bob")==1,"Fire2NOB")
	 TNT1 A 0 A_Jump(100, "Fire2ANT")
        TNT1 A 0 A_PlaySound("RIFLEFIRE", 6)
		RI2G A 0 A_WeaponReady
		 TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,5)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
		RI2F A 1 BRIGHT A_WeaponReady
		 TNT1 A 0 A_ZoomFactor(1.285)
		 TNT1 A 0 A_FireBullets (0.1, 0.1, -1, 10, "HitPuff")
		    TNT1 A 0 BRIGHT A_FireCustomMissile("Tracer", 0, 0, -1, 0)
        RI2F A 0 BRIGHT A_WeaponReady
        //TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawnerSM",0,0,0,0)
		TNT1 A 0 A_SetPitch(-1.3 + pitch)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetAngle(random(1, -1) + angle)
		RI2G Z 1 A_WeaponReady
		 TNT1 A 0 A_ZoomFactor(1.275)
		TNT1 A 0 A_SetPitch(+0.4 + pitch)
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",1,0,8,0)
        RI2F C 1 A_WeaponReady
		 TNT1 A 0 A_ZoomFactor(1.285)
		TNT1 A 0 A_SetPitch(+0.4 + pitch)
		RI2G A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(1.3)
		TNT1 A 0 A_Refire
        RI2F B 0 A_WeaponReady
		TNT1 A 0 A_TakeInventory("IsFiringAltFireOnFullAuto", 1)
		RI2G A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        RI2G A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		Goto Ready2	
		
		Fire2Burst:
	      TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload 
        TNT1 AAAA 0
		TNT1 A 0 A_Giveinventory("Zoomed",1)
        TNT1 A 0 A_PlaySound("RIFLEFIRE", 6)
		 TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,5)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
		RI2F A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		 TNT1 A 0 A_FireBullets (0.1, 0.1, 1, 10, "HitPuff")
		 TNT1 A 0 A_ZoomFactor(1.285)
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		 TNT1 A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, -12, 0, 0)
		TNT1 A 0
        //TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawnerSM",0,0,0,0)
		TNT1 A 0 A_SetPitch(-0.8 + pitch)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		RI2G Z 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+0.4 + pitch)
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",1,0,8,0)
        RI2F C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(1.3)
		TNT1 A 0 A_SetPitch(+0.4 + pitch)
		    TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload 
        TNT1 AAAA 0
		 TNT1 A 0 A_PlaySound("RIFLEFIRE", 6)
				RI2F Z 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				 TNT1 A 0 A_ZoomFactor(1.285)
		 TNT1 A 0 A_FireBullets (0.1, 0.1, 1, 10, "HitPuff")
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		 TNT1 A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, -12, 0, 0)
		TNT1 A 0
        //TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawnerSM",0,0,0,0)
		TNT1 A 0 A_SetPitch(-0.8 + pitch)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		RI2G Z 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+0.4 + pitch)
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",1,0,8,0)
        RI2F C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		 TNT1 A 0 A_ZoomFactor(1.3)
		TNT1 A 0 A_SetPitch(+0.4 + pitch)
		    TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload 
        TNT1 AAAA 0
		 TNT1 A 0 A_PlaySound("RIFLEFIRE", 6)
				RI2F A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				 TNT1 A 0 A_ZoomFactor(1.285)
		 TNT1 A 0 A_FireBullets (0.1, 0.1, 1, 10, "HitPuff")
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		 TNT1 A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, -12, 0, 0)
		TNT1 A 0
        //TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawnerSM",0,0,0,0)
		TNT1 A 0 A_SetPitch(-0.8 + pitch)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		RI2G Z 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+0.4 + pitch)
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",1,0,8,0)
        RI2F C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+0.4 + pitch)
		RI2G A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		 TNT1 A 0 A_ZoomFactor(1.3)
		RI2G A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        RI2G A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		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)
        RIFZ A 1 A_WeaponReady
        Goto Ready2
        TNT1 AAAAAA 0
        RIFZ A 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
		
	NoAmmo:
	RIFG A 1 A_WeaponReady
	TNT1 A 0 A_PlaySound("weapons/empty")
	TNT1 A 0 A_Takeinventory("Zoomed",1)
    TNT1 A 0 A_ZoomFactor(1.0)
	TNT1 A 0 A_Takeinventory("ADSmode",1)
	Goto RealReady

    Reload:
		RIFG 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("RifleAmmo",31,"DontReload")
		TNT1 A 0 A_JumpIfInventory("RifleAmmo", 1, "ReloadNormally")
        TNT1 A 0 A_JumpIfInventory("Clip2",1,3)
        Goto NoAmmo
        TNT1 AAA 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_PlaySound("Reload", 5)
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0
         RIER ABC 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		RIER D 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		RIER E 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		 TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		TNT1 A 0 A_JumpIfInventory("HasUnloaded", 1, 2)
        RIER FYZ 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		 TNT1 A 0 A_FireCustomMissile("EmptyClipSpawn",-5,0,8,-4)
        RIER G 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		RIER GGGGGGG 1 A_WeaponReady(WRF_NOFIRE)
		RIER H 1 A_WeaponReady(WRF_NOFIRE)
		
		TNT1 A 0 A_SetPitch(-0.1 + pitch)
		RIER I 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.1 + pitch)
		RIER K 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.1 + pitch)
		RIER L 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.1 + pitch)
		RIER MWX 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.1 + pitch)
		RIER NO 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.1 + pitch)
		RIF4 ZABCD 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.1 + pitch)
					TNT1 A 0 A_PlaySound("EQUIPM", 1)
		RIF4 E 1 A_WeaponReady(WRF_NOFIRE)
		 TNT1 A 0 A_SetPitch(-0.1 + pitch)
		RIF4 F 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_PlaySound("RSLAP",5)
		RIF4 G 5 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(+1 + pitch)
		 RIF4 H 2 A_WeaponReady(WRF_NOFIRE)
		 RIF4 I 2 A_WeaponReady(WRF_NOFIRE)
		 TNT1 A 0 A_SetPitch(-1 + pitch)
		RIFR R 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		RIFR S 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		RIFR T 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
			TNT1 A 0 A_SetPitch(+0.1 + pitch)
		 TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		TNT1 A 0 A_Takeinventory("HasUnloaded",1)
		TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,"InsertBullets2")//30+1 effect
		
	InsertBullets:
		TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("RifleAmmo",30,15)
		TNT1 A 0 A_JumpIfInventory("Clip2",1,3)
		Goto RealReady
        TNT1 AAAAAA 0
		TNT1 A 0 A_Giveinventory("RifleAmmo",1)
		
		TNT1 A 0 A_Takeinventory("Clip2",1)
		Goto InsertBullets
		
		TNT1 AAAAAAAAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
        Goto RealReady
		TNT1 AAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
        Goto RealReady
		
			ReloadNormally:
	      TNT1 A 0 A_JumpIfInventory("Clip2",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
		TNT1 A 0 A_PlaySound("EQUIPM", 7)
        RIFR TSR 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		RIFR Q 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		RIFR P 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		 TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		TNT1 A 0 A_JumpIfInventory("HasUnloaded", 1, 2)
        RIFR O 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
        RIFR NM 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		 TNT1 A 0 A_PlaySound("RUNLOAD", 5)
		RIFE LKIH 1 A_WeaponReady(WRF_NOFIRE)
		RIFR GGGGGGGGGGGG 1 A_WeaponReady(WRF_NOFIRE)
			TNT1 A 0 A_PlaySound("MAGIN", 1)
		RIFR H 1 A_WeaponReady(WRF_NOFIRE)			
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		RIFR I 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		RIFR K 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		TNT1 A 0 A_PlaySound("EQUIPM", 6)
		RIFR L 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch - 0.1)

		RIFR MYZ 1 A_WeaponReady(WRF_NOFIRE)
		RIFR N 1 A_WeaponReady(WRF_NOFIRE)
		RIFR O 1 A_WeaponReady(WRF_NOFIRE)
		RIFR P 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		RIFR Q 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		RIFR R 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		RIFR S 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		RIFR T 1 A_WeaponReady(WRF_NOFIRE)
		 TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		TNT1 A 0 A_Takeinventory("HasUnloaded",1)
		TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,"InsertBullets2")//30+1 effect
		
	InsertBullets2:
		TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("RifleAmmo",31,15)
		TNT1 A 0 A_JumpIfInventory("Clip2",1,3)
		Goto RealReady
        TNT1 AAAAAA 0
		TNT1 A 0 A_Giveinventory("RifleAmmo",1)
		
		TNT1 A 0 A_Takeinventory("Clip2",1)
		Goto InsertBullets2
		
		TNT1 AAAAAAAAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
        Goto RealReady
		TNT1 AAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
        Goto RealReady	
		
		
		
		
		
		
		
		
		
	Unload:
		RIFG A 1 A_WeaponReady
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Unloading",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,3)
        Goto NoAmmo
        TNT1 AAA 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		RIFR TSRQPO 1
        TNT1 A 0 A_PlaySound("RUNLOAD", 5)
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
		TNT1 A 0 A_Takeinventory("Unloading",1)
		
	RemoveBullets:
		TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,3)
		Goto FinishUnload
        TNT1 AAAAAA 0
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		
		TNT1 A 0 A_Giveinventory("Clip2",1)
		Goto RemoveBullets
	
	FInishUnload:
		RIFR NMLKIGHGFEDCBA 1
		TNT1 A 0 A_GiveInventory("HasUnloaded", 1)
		TNT1 A 0 A_Takeinventory("Unloading",1)
		Goto RealReady
		
		
		
 	Spawn:
		RIFL A -1
		Stop
		
		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:
		RIFK ABCD 1
		RIFK D 6
		RIFK DCBA 1	
	    Stop
	
	BersFlash:
		RIFK ABCD 1
		RIFK D 6
		RIFK DCBA 1	
	    Stop
	AirKikFlash:
		RIFK ABCD 1
		RIFK D 10
		RIFK DCBA 1	
	    Stop
		
		InsultFlash:
		RIFS CBAYZ 1
	    Stop

	 DoKick:
	    TNT1 A 0
		TNT1 A 0 A_TakeInventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_TakeInventory("ADSmode",1)
		NULL A 0 A_JumpIf (momZ > 0, "AirKick")
		NULL A 0 A_JumpIf (momZ < 0, "AirKick")
		NULL A 0 A_JumpIf(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:
		RIFK ABCDDDDDDDDDDDDDDDDDD 1
		RIFK DCBA 1
		Stop

	SlideKickFlash2:
		RIFK DDDDDDDDDDD 1
		RIFK DDD 1
		RIFK DCBA 1
		Stop

	SlideKickFlash3:
		RIFK DDD 1
		RIFK DDD 1
		RIFK 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)
			TNT1 A 0 A_ZoomFactor(0.98)
		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_ZoomFactor(0.97)
		TNT1 A 0 A_Recoil (-3)
		KIC4 L 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_ZoomFactor(0.96)
		TNT1 A 0 A_Recoil (-3.50)
		KIC4 M 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_ZoomFactor(0.95)
		TNT1 A 0 A_Recoil (-4)
		KIC4 N 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_ZoomFactor(0.96)
		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_ZoomFactor(0.97)
		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_ZoomFactor(0.98)
		TNT1 A 0 A_Jump(60, "SlideKickLoop1")
		Goto SlideKickEnd1
	SlideKickEnd1:
	TNT1 A 0 A_ZoomFactor(1.0)
		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

	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
		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
		
		
	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
		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_Recoil (-6)
		TNT1 A 0 A_GunFlash("AirKikFlash")
		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
		
		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 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
	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 Zoomed : Inventory
{
inventory.maxamount 1
}

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

ACTOR RifleAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 31
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 31
   Inventory.Icon "RIFLA0"
}

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

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



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

    Death:
	XDeath:
	    TNT2 A 3
		Stop
	}
}


ACTOR FlashlightProjectile2: FlashlightProjectile
{
	Radius 22
	Height 2
}


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


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



Actor IsFlashlightOn : Inventory
{
inventory.maxamount 1
}


Actor FLashlightAction : Inventory
{
inventory.maxamount 1
}


