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

// Rocket Launcher

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

ACTOR Rocket_Launcher: RocketLauncher Replaces RocketLauncher
{
	Weapon.BobRangeX 0.5
	Weapon.BobRangeY 0.7
	Weapon.BobStyle InverseSmooth
	Weapon.BobSpeed 2.5
	Game Doom
	SpawnID 29
	Speed 20
	Weapon.SelectionOrder 2500
	Weapon.AmmoUse1 0
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	Weapon.AmmoGive1 6
	Weapon.AmmoType1 "RocketAmmo"
	Weapon.AmmoType2 "RocketRounds"
	Inventory.PickupSound "PICKRCT"
	Weapon.UpSound "weapons/weaponholster"
	+WEAPON.NOAUTOAIM
	+WEAPON.EXPLOSIVE
	Inventory.PickupMessage "You got the Rocket Launcher! Blow some shit up!"
	States
	{
	Steady:
	TNT1 A 1
	Goto Ready
	Ready:

		TNT1 A 0 A_PlaySound("RLANDRAW", 5)
		MISS A 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		MISS B 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		MISS C 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		MISS D 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		Goto RealReady 
		
		RealReady:
		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("switchfiremode",1,"Firerate")
		TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
		TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
		MISG A 1 A_WeaponReady
		Goto RealReady
		
		Firerate:
	//TNT1 A 0 A_JumpIfInventory("RLFRate",1,"Firerate2")	
	TNT1 A 0 A_PlaySound("RLCYCLE3", 3)
	TNT1 A 0 A_TakeInventory("switchfiremode")
		MISG A 2 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		MISG ADEF 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		MISG A 3 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_JumpIfInventory("RocketRounds",1,2)
		Goto Reload
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("switchfiremode")
		TNT1 A 0 A_FireCustomMissile("RedFlareSpawn",-5,0,0,0)
		
		TNT1 A 0 A_PlaySound ("RLGRND", 6)
				TNT1 A 0 A_PlaySound ("RLSWEET", 7)
			TNT1 A 0 A_AlertMonsters
		MISF A 1 BRIGHT A_FireCustomMissile("BouncingRocketNade", 0, False, 0, 0, True, 5)
		TNT1 A 0 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_FireCustomMissile("ShakeYourAssQuad", 0, 0, 0, 0)
		 TNT1 A 0 A_SetPitch(-3.7 + pitch)
		TNT1 A 0 A_ZoomFactor(0.99)
		MISF B 1 BRIGHT A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetPitch(+1.0 + pitch)
		TNT1 A 0 A_ZoomFactor(0.98)
		MISF C 1 BRIGHT A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.97)
		MISF D 1 BRIGHT A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+0.5 + pitch)
		
		TNT1 A 0 A_PlaySound("RLCYCLE", 3)
		TNT1 A 0 A_Takeinventory("RocketRounds",1,TIF_NOTAKEINFINITE)
		TNT1 A 0 A_Recoil(0.20)
		MISG B 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.98)
		MISG C 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_SetPitch(+0.5 + pitch)
			TNT1 A 0 A_ZoomFactor(0.99)
		MISG A 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(1.0)
		MISG A 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		MISG D 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		MISG EF 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		MISG A 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_JumpIfInventory("switchfiremode", 1, "Firerate3")
		MISG A 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_JumpIfInventory("switchfiremode", 1, "Firerate3")
			MISG A 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_JumpIfInventory("switchfiremode", 1, "Firerate")
				MISG A 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
					TNT1 A 0 A_JumpIfInventory("switchfiremode", 1, "Firerate3")
					MISG A 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
						TNT1 A 0 A_JumpIfInventory("switchfiremode", 1, "Firerate3")
						MISG A 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
							TNT1 A 0 A_JumpIfInventory("switchfiremode", 1, "Firerate3")
							MISG A 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
							TNT1 A 0 A_JumpIfInventory("switchfiremode", 1, "Firerate3")
							MISG A 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_TakeInventory("switchfiremode")
		Goto RealReady
		
		
		
		Firerate3:
TNT1 A 0 A_TakeInventory("switchfiremode")
		TNT1 A 0 A_JumpIfInventory("RocketRounds",1,2)
		Goto Reload
		TNT1 AAAA 0
		TNT1 A 0 A_FireCustomMissile("RedFlareSpawn",-5,0,0,0)
			TNT1 A 0 A_TakeInventory("switchfiremode")
		TNT1 A 0 A_PlaySound ("RLGRND", 6)
				TNT1 A 0 A_PlaySound ("RLSWEET", 7)
			TNT1 A 0 A_AlertMonsters
		MISF A 1 BRIGHT A_FireCustomMissile("BouncingRocketNade", 0, False, 0, 0, True, 5)
		TNT1 A 0 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_FireCustomMissile("ShakeYourAssQuad", 0, 0, 0, 0)
		 TNT1 A 0 A_SetPitch(-3.7 + pitch)
		TNT1 A 0 A_ZoomFactor(0.99)
		MISF B 1 BRIGHT A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetPitch(+1.0 + pitch)
		TNT1 A 0 A_ZoomFactor(0.98)
		MISF C 1 BRIGHT A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.97)
		MISF D 1 BRIGHT A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+0.5 + pitch)
		
		TNT1 A 0 A_PlaySound("RLCYCLE", 3)
		TNT1 A 0 A_Takeinventory("RocketRounds",1,TIF_NOTAKEINFINITE)
		TNT1 A 0 A_Recoil(0.20)
		MISG B 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.98)
		MISG C 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_SetPitch(+0.5 + pitch)
			TNT1 A 0 A_ZoomFactor(0.99)
		MISG A 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(1.0)
		MISG A 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		MISG D 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		MISG EF 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		MISG A 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_JumpIfInventory("switchfiremode", 1, "Firerate3")
		MISG A 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_JumpIfInventory("switchfiremode", 1, "Firerate3")
			MISG A 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_JumpIfInventory("switchfiremode", 1, "Firerate")
				MISG A 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
					TNT1 A 0 A_JumpIfInventory("switchfiremode", 1, "Firerate3")
					MISG A 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
						TNT1 A 0 A_JumpIfInventory("switchfiremode", 1, "Firerate3")
						MISG A 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
							TNT1 A 0 A_JumpIfInventory("switchfiremode", 1, "Firerate3")
							MISG A 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
							TNT1 A 0 A_JumpIfInventory("switchfiremode", 1, "Firerate3")
							MISG A 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_TakeInventory("switchfiremode")
		Goto RealReady
	
	/* Firerate2:
MISG A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch + 0.2)
	MIAG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_PlaySound("NOFF")
	MIAG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
	MIAG A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_Print("Rocket Mode")
	TNT1 A 0 A_TakeInventory("switchfiremode", 1)
	TNT1 A 0 A_TakeInventory("RLFRate", 1)
	GoTo Ready+9 */		
		
			SwitchingPistol:
			TNT1 A 0 A_TakeInventory("weaponspecial2",1)
				TNT1 A 0 A_PlaySound("PIHOL", 4)
		MISS D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		MISS C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.4)
		MISS B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		MISS A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		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 */ 
		
	Deselect:
	TNT1 A 0 A_TakeInventory("Weaponspecial2")
			TNT1 A 0 A_TakeInventory("switchfiremode")
		TNT1 A 0 A_TakeInventory("Weaponspecial")
		TNT1 A 0 A_PlaySound("PIHOL", 4)
		MISS D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		MISS C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		MISS B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		MISS A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0 A_Lower
		Wait
	Select:

	TNT1 A 0 A_Takeinventory("FistsSelected",1)
	TNT1 A 0 A_Takeinventory("SawSelected",1)
	TNT1 A 0 A_Takeinventory("ShotgunSelected",1)
	TNT1 A 0 A_Takeinventory("SSGSelected",1)
	TNT1 A 0 A_Takeinventory("MinigunSelected",1)
	TNT1 A 0 A_Takeinventory("NewchaingunSelected",1)
	TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
	TNT1 A 0 A_Giveinventory("RocketLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("BFGSelected",1)
	TNT1 A 0 A_Takeinventory("RailGunSelected",1)
	TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
	TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
	TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
	TNT1 A 0 A_Takeinventory("HasBarrel",1)
	
		MISG A 0 A_Raise
		Wait
	Fire:

		TNT1 A 0 A_JumpIfInventory("RocketRounds",1,2)
		Goto Reload
		TNT1 AAAA 0
		TNT1 A 0 A_FireCustomMissile("RedFlareSpawn",-5,0,0,0)
		
		TNT1 A 0 A_PlaySound ("DSRFIRE", 6)
				TNT1 A 0 A_PlaySound ("RLSWEET", 7)
		TNT1 A 0 A_AlertMonsters
					TNT1 A 0 A_FireCustomMissile("Rocket", 0, 1, 0, -5)
		MISF A 1 BRIGHT A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_FireCustomMissile("ShakeYourAssQuad", 0, 0, 0, 0)
		 TNT1 A 0 A_SetPitch(-3.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.99)
		MISF B 1 BRIGHT A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetPitch(+1.0 + pitch)
		TNT1 A 0 A_ZoomFactor(0.98)
		MISF C 1 BRIGHT A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.97)
		MISF D 1 BRIGHT A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+0.5 + pitch)
		
		TNT1 A 0 A_PlaySound("RLCYCLE", 3)
		TNT1 A 0 A_Takeinventory("RocketRounds",1,TIF_NOTAKEINFINITE)
		TNT1 A 0 A_Recoil(0.20)
		MISG B 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.98)
		MISG C 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_SetPitch(+0.5 + pitch)
			TNT1 A 0 A_ZoomFactor(0.99)
		MISG A 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(1.0)
		MISG ADEF 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		MISG A 8 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ReFire
		Goto RealReady
		
					AltFire:
		
		TNT1 A 0 A_PlaySound("RLCYCLE2", 3)
		MISG A 2 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		MISG ADEF 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		MISG A 3 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_JumpIfInventory("RocketRounds",1,2)
		Goto Reload
		TNT1 AAAA 0
		TNT1 A 0 A_FireCustomMissile("RedFlareSpawn",-5,0,0,0)
		TNT1 A 0 A_PlaySound("HEAT", 6)
		TNT1 A 0 A_PlaySound ("RLSWEET", 7)
			TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("SeekerRocket", 0, 1, 0, -5)
		MISF A 1 BRIGHT A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_FireCustomMissile("ShakeYourAssQuad", 0, 0, 0, 0)
		 TNT1 A 0 A_SetPitch(-3.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.99)
		MISF B 1 BRIGHT A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
			TNT1 A 0 A_ZoomFactor(0.98)
		MISF C 1 BRIGHT A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetPitch(+0.5 + pitch)
	TNT1 A 0 A_ZoomFactor(0.97)
		MISF D 1 BRIGHT A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+0.5 + pitch)
		
		TNT1 A 0 A_PlaySound("RLCYCLE", 3)
		TNT1 A 0 A_Takeinventory("RocketRounds",1,TIF_NOTAKEINFINITE)
		TNT1 A 0 A_Recoil(0.20)
		MISG B 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.98)
		MISG C 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_ZoomFactor(0.99)
				TNT1 A 0 A_SetPitch(+0.5 + pitch)
		MISG A 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(1.0)
		MISG ADEF 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		MISG A 8 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ReFire
		Goto RealReady
		
		  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("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		MISG A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		TNT1 A 0 A_TakeInventory("UsedStamina", 2)
		Loop
	

	Reload:
		MISG A 1 A_WeaponReady 

		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_JumpIfInventory("RocketRounds",6,"DontReload")
		TNT1 A 0 A_JumpIfInventory("RocketAmmo",1,3)
		TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		Goto RealReady
		TNT1 AAAA 0
		TNT1 A 0 A_PlaySound("RLREADY", 5)
		MISR QPO 1 A_WeaponReady(WRF_NOFIRE)
		MISR X 1 A_WeaponReady(WRF_NOFIRE)
		MISR M 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		MISR L 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		MISS Z 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_FireCustomMissile("RocketCaseSpawn",-30,0,-4,-4)
		MISR J 1 A_WeaponReady(WRF_NOFIRE)
			TNT1 A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		MISR JJJJJJJJJJJJ 1 A_WeaponReady(WRF_NOFIRE)
		MISA ABC 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_SetPitch(-0.1 + pitch)
		TNT1 A 0 A_SetPitch(-0.1 + pitch)
		MISR K 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.1 + pitch)
		TNT1 A 0 A_SetPitch(-0.1 + pitch)
		MISR L 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.1 + pitch)
		TNT1 A 0 A_SetPitch(-0.1 + pitch)
		MISR M 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_PlaySound("RLIN", 0)
		MISR N 2 A_WeaponReady(WRF_NOFIRE)
		TNT1 AAA 0
		MISR OPQ 1 A_WeaponReady(WRF_NOFIRE)
		MISG A 1 A_WeaponReady(WRF_NOFIRE)
		MISG EF 1 A_WeaponReady(WRF_NOFIRE)

		TNT1 AAAAAA 0
		TNT1 A 0 A_JumpIfInventory("RocketRounds",6,15)
		TNT1 A 0 A_JumpIfInventory("RocketAmmo",1,3)
		Goto RealReady
		TNT1 AAAAAA 0
		TNT1 A 0 A_Giveinventory("RocketRounds",1)
		TNT1 A 0 A_Takeinventory("RocketAmmo",1)
		Goto Reload+65

		TNT1 AAAAAAAAAA 0

		MISG A 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_TakeInventory("switchfiremode")
		TNT1 A 0  A_Refire 
		Goto RealReady

	Spawn:
		LAUN A -1
		Stop

	TossGrenade:	
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_JumpIfInventory("GrenadeAmmo", 1, 1)
		Goto NoGrenade
		GRTH ABCD 1
		TNT1 A 0 A_GiveInventory("FiredGrenade", 1)
		TNT1 A 0 A_PLaySound ("GRNPIN",3)
		GRTH EEFG 1
		TNT1 A 2 A_SetPitch(-0.5 + pitch)
		TNT1 A 2 A_SetPitch(-0.5 + pitch)
		TNT1 A 2 A_SetPitch(-0.25 + pitch)
		TNT1 A 2 A_SetPitch(-0.25 + pitch)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		GRTH H 1 A_PLaySound ("GRNTOSS")
		 TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
		TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1)
		TNT1 A 0 A_FireCustomMissile("HandGrenade", random(-2,2), 0, 0, 0, 0, 0)
		GRTH I 1
		TNT1 A 0 A_SetPitch(+0.3 + pitch)
		GRTH J 1
		TNT1 A 0 A_SetPitch(+1 + pitch)
		GRTH K 1
		 TNT1 A 0 A_SetPitch(+1 + pitch)
		GRTH L 1
		 TNT1 A 0 A_SetPitch(+1 + pitch)
		GRTH M 1
		TNT1 A 0 A_SetPitch(-0.5 + pitch)
			TNT1 A 1 A_TakeInventory("TossGrenade",1)
			TNT1 A 0 A_SetPitch(-0.5 + pitch)
		TNT1 A 4 A_SetPitch(-0.5 + pitch)
		TNT1 A 1 
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		Goto Ready	
	NoGrenade:
		TNT1 A 0
		TNT1 A 0 A_Print("No Grenades Left.")
		Goto RealReady
		
		TiredKickStart:
	    TNT1 A 0 SetPlayerProperty(0,1,0)
	    TNT1 A 0
		Goto DoKick+2
		
	TiredKickEnd:
	    TNT1 A 0
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Select	
		
		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



	KickFlash:
		MISS DCBA 1
		MISS A 6
		MISS ABCD 1
		Stop

	BersFlash:
		MISS DCBA 1
		MISS A 6
		MISS ABCD 1
		Stop

	AirKikFlash:
		MISS DCBA 1
		MISS A 10
		MISS ABCD 1
		Stop
		
		InsultFlash:
			MISS DCBA 1
		MISS A 29
		MISS ABCD 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:
		MISK ABCDDDDDDDDDDDDDDDDDD 1
		MISK DCBA 1
		Stop

	SlideKickFlash2:
		MISK DDDDDDDDDDD 1
		MISK DDD 1
		MISK DCBA 1
		Stop

	SlideKickFlash3:
		MISK DDD 1
		MISK DDD 1
		MISK DCBA 1
		Stop

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

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

	BerserkerKick:
		 TNT1 A 0
		TNT1 A 0 A_TakeInventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_TakeInventory("ADSmode",1)
		NULL A 0 A_JumpIf (momZ > 0, "AirKick")
		NULL A 0 A_JumpIf (momZ < 0, "AirKick")
		NULL A 0 A_JumpIf(Height < 54, "SlideKick")
		
		TNT1 A 0 A_PlaySound("KICK", 1)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_GunFlash("KickFlash")
		TNT1 A 0 A_SetAngle(-0.5 + angle)
		TNT1 A 1 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_SetAngle(-0.5 + angle)
		TNT1 A 1 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.985)
		KICK B 1 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_SetAngle(-0.5 + angle)
		TNT1 A 0 A_ZoomFactor(0.970)
		KICK C 1 A_SetAngle(-0.5 + angle)
		TNT1 A 0 A_ZoomFactor(0.965)
		TNT1 A 0 A_SetAngle(+0.5 + angle)
		KICK D 1 A_SetPitch(+1.25 + pitch)
		TNT1 A 0 A_ZoomFactor(0.950)
		RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
        KICK H 3 
		TNT1 A 0 A_ZoomFactor(0.965)
		TNT1 A 0 A_SetAngle(+1 + angle)
		TNT1 A 0 A_Recoil(-1)
		KICK A 0 A_TakeInventory("Kicking",1)
		KICK I 1
		TNT1 A 0 A_ZoomFactor(0.970)
		TNT1 A 0 A_SetAngle(+1 + angle)
		KICK G 1 A_SetPitch(-0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.985)
		TNT1 A 0 A_SetPitch(-0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.998)
		TNT1 A 0 A_SetAngle(+0.5 + angle)
		TNT1 A 0 A_SetPitch(-0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.999)
		TNT1 A 0 A_SetAngle(+0.5 + angle)
		KICK D 1 A_SetAngle(+0.5 + angle)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_SetPitch(-0.5 + pitch)
		KICK C 1 A_SetAngle(-0.5 + angle)
		KICK B 1 A_SetPitch(-1.25 + pitch)
		KICK A 1
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto RealReady



		
		
	AirKick:
	    TNT1 A 0
		TNT1 A 0 A_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 RealReady
	Salute:
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_ALertMonsters
		SALU ABCDEDCDEDCDEDCBA 4 A_JumpIfInventory("Kicking", 1, "DoKick")
		TNT1 A 0 A_TakeInventory("Salute1",1)
		TNT1 A 0 A_TakeInventory("Salute2",1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Ready
	}
}

ACTOR RocketRounds: Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 6
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 6
}

