Actor Pumping : Inventory
{
inventory.maxamount 1
}

Actor ImpactMovesSling : Inventory
{
inventory.maxamount 1
}


Actor ShotgunWasEmpty : Inventory
{
inventory.maxamount 1
}

// --------------------------------------------------------------------------
//
// Shotgun
//
// --------------------------------------------------------------------------

ACTOR Shot_Gun : Shotgun Replaces Shotgun
{
	Weapon.BobRangeX 0.5
	Weapon.BobRangeY 0.7
	Weapon.BobStyle InverseSmooth
	Weapon.BobSpeed 2.5
	Game Doom
	SpawnID 27
	Weapon.SelectionOrder 1300
	Weapon.AmmoUse1 0
	Weapon.AmmoUse2 0
	Weapon.AmmoGive1 4
	Weapon.AmmoGive2 0
	Weapon.AmmoType1 "Shell"
	Weapon.AmmoType2 "ShotgunAmmo"
	Inventory.PickupMessage "$GOTSHOTGUN"
    Inventory.PickupSound "PICKS"
	Weapon.UpSound "weapons/weaponholster"
	Obituary "$OB_MPSHOTGUN"
    AttackSound "None"
    +WEAPON.NOALERT
    +WEAPON.NOAUTOAIM
	+WEAPON.NOAUTOFIRE
	+FORCEXYBILLBOARD
	Scale 0.9
	States
	{



    ShakeLeft:
	TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
				TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")
		SHTI GH 2 A_WeaponReady
					TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")
		TNT1 A 0 A_TakeInventory("ImpactMovesSling")
		TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
		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")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		SHTI IJK 2 A_WeaponReady
					TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")
		TNT1 A 0 A_TakeInventory("ImpactMovesSling")
		TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
		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")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		ShakeRight:
					TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")
		TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
		TNT1 A 0 A_TakeInventory("ImpactMovesSling")
		SHTI ABC 2 A_WeaponReady
					TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")
		TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	    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")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		TNT1 A 0 A_JumpIfInventory("ImpactMovesSling", 1, "ShakeLeft")
		SHTI DEF 2 A_WeaponReady
					TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")
		TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
	    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")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		TNT1 A 0 A_JumpIfInventory("ImpactMovesSling", 1, "ShakeLeft")
	    SHTI GHK 2 A_WeaponReady
					TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")
		TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
		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")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
	    SHTI ABEF 2 A_WeaponReady
		Goto OkToFire
		
	ShakeAiming:
	TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")
		ST81 ABC 2 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")
		ST81 BA 2 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")
		TNT1 A 0 A_TakeInventory("ImpactMovesSling")
		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")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		ST81 DEF 2 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")
		ST81 ED 2 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")
	    TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
	    ST81 AB 2 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
	    ST81 DE 2 A_WeaponReady
		Goto Ready2
		
		
		/*Firerate:
	TNT1 A 0 A_JumpIfInventory("SFRate",1,"Firerate2")	
	TNT1 A 0 A_Print("No Auto ALT Aim")
	TNT1 A 0 A_TakeInventory("switchfiremode", 1)
	TNT1 A 0 A_GiveInventory("SFRate")
	GoTo OkToFire*/
	
	/*Firerate2:
	TNT1 A 0 A_Print("Auto ALT Aim")
	TNT1 A 0 A_TakeInventory("switchfiremode", 1)
	TNT1 A 0 A_TakeInventory("SFRate", 1)
	GoTo OkToFire*/
		
	Steady:
		TNT1 A 1
		Goto Ready
	Ready:
        TNT1 AAAA 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "PuristGun")
         TNT1 A 0 A_PlaySound("weapons/sgmvpump", 5)
		SHTG CBA 0 A_JumpIfInventory("GoFatality", 1, "Steady")
        SHSS A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		SHSS B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		SHSS C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		SHSS D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		Goto ShakeRight
		
		Firerate:
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"FirerateAlt")
	TNT1 A 0 A_JumpIfInventory("SFRate",1,"Firerate2")	
	SHRG A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch + 0.2)
	SHRG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	TNT1 A 0 A_PlaySound("SON")
	SHRG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
	SHRG A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	TNT1 A 0 A_Print("Auto Shot")
	TNT1 A 0 A_TakeInventory("switchfiremode", 1)
	TNT1 A 0 A_GiveInventory("SFRate")
	GoTo OkToFire
	
	
	FirerateAlt:
	TNT1 A 0 A_JumpIfInventory("SFRate",1,"FirerateAlt2")	
	SHT8 H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch + 0.2)
	SHT8 I 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	TNT1 A 0 A_PlaySound("SON")
	SHT8 I 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
	SHT8 H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	TNT1 A 0 A_Print("Auto Shot")
	TNT1 A 0 A_TakeInventory("switchfiremode", 1)
	TNT1 A 0 A_GiveInventory("SFRate")
	GoTo Ready2
	
	
	FirerateAlt2:
SHT8 H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch + 0.2)
SHT8 I 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	TNT1 A 0 A_PlaySound("SOFF")
SHT8 I 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
SHT8 H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	TNT1 A 0 A_Print("Pump Action")
	TNT1 A 0 A_TakeInventory("switchfiremode", 1)
	TNT1 A 0 A_TakeInventory("SFRate", 1)
	GoTo Ready2		
	
	Firerate2:
SHRG A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch + 0.2)
SHRG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	TNT1 A 0 A_PlaySound("SOFF")
SHRG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(pitch - 0.2)
SHRG A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	TNT1 A 0 A_Print("Pump Action")
	TNT1 A 0 A_TakeInventory("switchfiremode", 1)
	TNT1 A 0 A_TakeInventory("SFRate", 1)
	GoTo OkToFire		

	OkToFire:
	        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")
		TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
			TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")
		TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
		TNT1 A 0 A_JumpIfInventory("ImpactMovesSling", 1, "ShakeLeft")
		SHTG A 1 A_WeaponReady
        
		Goto OkToFire
		
			SwitchingPistol:
			TNT1 A 0 A_TakeInventory("weaponspecial2",1)
				TNT1 A 0 A_PlaySound("PIHOL", 4)
		SHSS D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		SHSS C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.4)
		SHSS B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		SHSS 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
		
	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("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
			TNT1 A 0 A_JumpIfInventory("switchfiremode",1,"Firerate")
		TNT1 A 0 A_JumpIfInventory("ImpactMovesSling", 1, "ShakeAiming")
		TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
		SHT8 A 1 A_WeaponReady
		Loop
	
	
	Deselect:
			TNT1 A 0
			TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_Takeinventory("SGADSMode",1)
			TNT1 A 0 A_TakeInventory("TossGrenade", 1)
					TNT1 A 0 A_TakeInventory("switchfiremode")
			TNT1 A 0 A_TakeInventory("Weaponspecial2")
		TNT1 A 0 A_TakeInventory("Weaponspecial")
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_PlaySound("PIHOL", 4)
		SHSS D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		SHSS C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		SHSS B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		SHSS A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
		TNT1 A 0 A_Takeinventory("SGADSMode",1)
		TNT1 A 1
		Wait
	
	Select:
		TNT1 A 0 A_Takeinventory("FistsSelected",1)
		TNT1 A 0 A_Takeinventory("SawSelected",1)
		TNT1 A 0 A_Giveinventory("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 AAAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
		Goto Ready
		
		
		
		
		
		
		
		   FireAuto:
        TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
        //TNT1 AA 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		//TNT1 A 0 A_SetAngle(random(2, -2) + angle)
		//TNT1 A 0 A_SetPitch(random(2, -2) + pitch)
			//TNT1 A 0 A_JumpIfInventory("AltMuzzle", 1, "Fire2a")
        TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_PlaySound("AUSG", 5)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,2)
        TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
				 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Shotgun Particles")==1,"SGParticlesA1")
		goto FireFinishA1
		
	SGParticlesA1:
		TNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-15,15), 0, -1, 0, 0, random(-10,10))
	 	goto FireFinishA1
			
	 FireFinishA1:
		//RIFF AAAAAA 0 A_FireCustomMissile("WallPenetrationHitscan", random(-3,3), 0, -1, 0, 0, random(-3,3))
        //TNT1 A 0 ACS_Execute(374, 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
				TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,0,-10)
		 TNT1 AAAAA 0 A_FireCustomMissile("SGTracer", random(-3,3), 0, 0, -14, 0, random(-2,2))
		TNT1 A 0 A_Takeinventory("ShotgunAmmo",1)
	TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
			TNT1 A 0 A_FireBullets (2.5, 2.5, 8, 4, "ShotgunPuff")
		SHTF A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)

		TNT1 A 0 Radius_Quake(1,11,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(-4.0 + pitch)
        SHTF T 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_ZoomFactor(0.98)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
			TNT1 A 0 A_ZoomFactor(0.9875)
		SHTF C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)	
			TNT1 A 0 A_ZoomFactor(0.9825)
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
				TNT1 A 0 A_ZoomFactor(0.9875)
		SHTF XY 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_ZoomFactor(0.98)
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		SHTF X 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
		TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		SHTF W 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
		TNT1 A 0 A_ZoomFactor(1.0)
		SHTF VP 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 

		SHTG A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
TNT1 A 0 A_ReFire
		//TNT1 A 0 A_GiveInventory("AltMuzzle", 1)
		//TNT1 A 0 A_Jump(128, "Pump1")
		Goto OkToFire
		
		
		
		
		
		
		
    Fire:
        TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
        //TNT1 AA 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		//TNT1 A 0 A_SetAngle(random(2, -2) + angle)
		//TNT1 A 0 A_SetPitch(random(2, -2) + pitch)
						TNT1 A 0 A_JumpIfInventory("SFRate",1, "FireAuto")
			TNT1 A 0 A_JumpIfInventory("AltMuzzle", 1, "Fire2a")
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("BOOM", 6)
		TNT1 A 0 A_PlaySound("KSG", 5)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,2)
        TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
				 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Shotgun Particles")==1,"SGParticles1")
		goto FireFinish1
		
	SGParticles1:
		TNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-15,15), 0, -1, 0, 0, random(-10,10))
	 	goto FireFinish1
			
	 FireFinish1:
		//RIFF AAAAAA 0 A_FireCustomMissile("WallPenetrationHitscan", random(-3,3), 0, -1, 0, 0, random(-3,3))
        //TNT1 A 0 ACS_Execute(374, 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
		 TNT1 AAAAA 0 A_FireCustomMissile("SGTracer", random(-2,2), 0, 0, -14, 0, random(-1,1))
		TNT1 A 0 A_Takeinventory("ShotgunAmmo",1)
	TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
			TNT1 A 0 A_FireBullets (2.0, 2.0, 10, 8, "ShotgunPuff")
		SHTF A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)

		TNT1 A 0 Radius_Quake(1,11,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(-8.0 + pitch)
        SHTF T 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_ZoomFactor(0.98)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
			TNT1 A 0 A_ZoomFactor(0.9875)
		SHTF C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)	
			TNT1 A 0 A_ZoomFactor(0.9825)
		TNT1 A 0 A_SetPitch(+2.0 + pitch)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
				TNT1 A 0 A_ZoomFactor(0.9875)
		SHTF XY 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_ZoomFactor(0.98)
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		SHTF X 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(+3.0 + pitch)
		TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		SHTF W 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
		TNT1 A 0 A_ZoomFactor(1.0)
		SHTF VP 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		SHTG A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		SHTR AB 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		
		TNT1 A 0 A_GiveInventory("AltMuzzle", 1)
		//TNT1 A 0 A_Jump(128, "Pump1")
		Goto Pump1
		
		 Fire2a:
         TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
		TNT1 A 0 A_Jump(100, "Fire3a")
		TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
        //TNT1 AA 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		//TNT1 A 0 A_SetAngle(random(2, -2) + angle)
		//TNT1 A 0 A_SetPitch(random(2, -2) + pitch)
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("BOOM", 6)
				TNT1 A 0 A_PlaySound("KSG", 5)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,2)
        TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Shotgun Particles")==1,"SGParticles2")
		goto FireFinish2
		
	SGParticles2:
		TNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-15,15), 0, -1, 0, 0, random(-10,10))
	 	goto FireFinish2
			
	 FireFinish2:
		//RIFF AAAAAA 0 A_FireCustomMissile("WallPenetrationHitscan", random(-3,3), 0, -1, 0, 0, random(-3,3))
        //TNT1 A 0 ACS_Execute(374, 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
			 		 TNT1 AAAAA 0 A_FireCustomMissile("SGTracer", random(-2,2), 0, 0, -14, 0, random(-1,1))
		TNT1 A 0 A_Takeinventory("ShotgunAmmo",1)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
				TNT1 A 0 A_FireBullets (2.0, 2.0, 10, 8, "ShotgunPuff")
		SHTF A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)

		TNT1 A 0 Radius_Quake(1,11,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(-8.0 + pitch)
        SHTF Z 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_ZoomFactor(0.98)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
			TNT1 A 0 A_ZoomFactor(0.9875)
		SHTF C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)	
			TNT1 A 0 A_ZoomFactor(0.9825)
		TNT1 A 0 A_SetPitch(+2.0 + pitch)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
				TNT1 A 0 A_ZoomFactor(0.9875)
		SHTF XY 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_ZoomFactor(0.98)
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		SHTF X 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+3.0 + pitch)
		TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		SHTF W 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
		TNT1 A 0 A_ZoomFactor(1.0)
		SHTF VP 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		SHTG A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		SHTR AB 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_TakeInventory("AltMuzzle", 1)
		//TNT1 A 0 A_Jump(128, "Pump1")
		Goto Pump1
		
		Fire3a:
         TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
        //TNT1 AA 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		//TNT1 A 0 A_SetAngle(random(2, -2) + angle)
		//TNT1 A 0 A_SetPitch(random(2, -2) + pitch)
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("BOOM", 6)
				TNT1 A 0 A_PlaySound("KSG", 5)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,2)
        TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Shotgun Particles")==1,"SGParticles3")
		goto FireFinish3
		
	SGParticles3:
		TNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-15,15), 0, -1, 0, 0, random(-10,10))
	 	goto FireFinish3
			
	 FireFinish3:
		//RIFF AAAAAA 0 A_FireCustomMissile("WallPenetrationHitscan", random(-3,3), 0, -1, 0, 0, random(-3,3))
        //TNT1 A 0 ACS_Execute(374, 0, 0, 0, 0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
					 TNT1 AAAAA 0 A_FireCustomMissile("SGTracer", random(-2,2), 0, 0, -14, 0, random(-1,1))
		TNT1 A 0 A_Takeinventory("ShotgunAmmo",1)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
				TNT1 A 0 A_FireBullets (2.0, 2.0, 10, 8, "ShotgunPuff")
		SHTF A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)

		TNT1 A 0 Radius_Quake(1,11,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(-8.0 + pitch)
        SHTF B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_ZoomFactor(0.98)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
			TNT1 A 0 A_ZoomFactor(0.9875)
		SHTF C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)	
			TNT1 A 0 A_ZoomFactor(0.9825)
		TNT1 A 0 A_SetPitch(+2.0 + pitch)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
				TNT1 A 0 A_ZoomFactor(0.9875)
		SHTF XY 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_ZoomFactor(0.98)
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		SHTF X 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+3.0 + pitch)
		TNT1 A 0 A_ZoomFactor(0.99)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		SHTF W 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
		TNT1 A 0 A_ZoomFactor(1.0)
		SHTF VP 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		SHTG A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		SHTR AB 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_TakeInventory("AltMuzzle", 1)
		//TNT1 A 0 A_Jump(128, "Pump1")
		Goto Pump1
		
   Pump1:	
   TNT1 A 0 A_GiveInventory ("Pumping", 1)
   
   SHTG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
   TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Pump Cam")==1,2)
   	TNT1 A 0 A_SetAngle(+0.4 + angle)
   TNT1 A 0 A_SetPitch(pitch - 0.1)
   SHTG C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
      TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Pump Cam")==1,2)
    	TNT1 A 0 A_SetAngle(+0.4 + angle)
   TNT1 A 0 A_SetPitch(pitch - 0.1)
    TNT1 A 0 A_PlaySound("weapons/sgpump", 7)
   SHTG D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
      TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Pump Cam")==1,2)
    	TNT1 A 0 A_SetAngle(+0.4 + angle)
   TNT1 A 0 A_SetPitch(pitch - 0.1)
   SHTG E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
      TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Pump Cam")==1,2)
    	TNT1 A 0 A_SetAngle(+0.4 + angle)
   TNT1 A 0 A_SetPitch(pitch - 0.1)
   SHTG F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    TNT1 A 0 A_SetPitch(+0.1  + pitch)
   SHTG G 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    TNT1 A 0 A_SetPitch(+0.1  + pitch)
   SHTG H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
   TNT1 A 0 A_SetPitch(+0.1  + pitch)
   SHTG I 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
   TNT1 A 0 A_SetPitch(+0.7  + pitch)
   TNT1 AAAA 0 A_FireCustomMissile("SmokeSpawner3",-4,-4,-4,-4)
    TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-10,-10)
   SHTG K 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
   SHTG L 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    TNT1 A 0 A_SetPitch(-0.1  + pitch)

   SHTG K 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    TNT1 A 0 A_SetPitch(-0.1  + pitch)
    SHTG J 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	  TNT1 A 0 A_SetPitch(-0.1  + pitch)
	SHTG I 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	  TNT1 A 0 A_SetPitch(-0.2  + pitch)
	      TNT1 A 0 A_PlaySound("RANEQ", 2)
	SHTG H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	  TNT1 A 0 A_SetPitch(-0.5  + pitch)
   TNT1 A 0 A_Takeinventory("ShotgunWasEmpty",1)
   SHTG G 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    TNT1 A 0 A_SetPitch(+0.2  + pitch)
	   TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Pump Cam")==1,2)
   TNT1 A 0 A_SetAngle(-0.4 + angle)
   SHTG F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
       TNT1 A 0 A_SetPitch(+0.2  + pitch)
   SHTG E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
      TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Pump Cam")==1,2)
    	TNT1 A 0 A_SetAngle(-0.4 + angle)
   SHTG D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
      TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Pump Cam")==1,2)
    	TNT1 A 0 A_SetAngle(-0.4 + angle)
   SHTG C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    	TNT1 A 0 A_SetAngle(-0.2 + angle)
   TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
   Goto ReadyToFireAgain
   
   
   Pump2:	
   TNT1 A 0 A_GiveInventory ("Pumping", 1)
   TNT1 A 0 A_TakeInventory("Reloading", 1)
	    TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_PlaySound("weapons/sgpump", 7)
   SHTG F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    TNT1 A 0 A_SetPitch(+0.1  + pitch)
   SHTG G 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    TNT1 A 0 A_SetPitch(+0.1  + pitch)
   SHTG H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
   TNT1 A 0 A_SetPitch(+0.1  + pitch)
   SHTG I 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
   TNT1 A 0 A_SetPitch(+0.7  + pitch)
   SHTG K 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
   SHTG L 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    TNT1 A 0 A_SetPitch(-0.1  + pitch)
   SHTG K 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    TNT1 A 0 A_SetPitch(-0.1  + pitch)
    SHTG J 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	  TNT1 A 0 A_SetPitch(-0.1  + pitch)
	SHTG I 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	  TNT1 A 0 A_SetPitch(-0.2  + pitch)
	SHTG H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	  TNT1 A 0 A_SetPitch(-0.2  + pitch)
   TNT1 A 0 A_Takeinventory("ShotgunWasEmpty",1)
    TNT1 A 0 A_PlaySound("RANEQ", 2)
   SHTG G 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
     TNT1 A 0 A_SetPitch(-0.1  + pitch)
   SHTG F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
     TNT1 A 0 A_SetPitch(-0.1  + pitch)
   SHTG E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
     TNT1 A 0 A_SetPitch(-0.1  + pitch)
  SHTG DC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
   TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
   Goto ReadyToFireAgain
   
		
ReadyToFireAgain:	
   //SHTG A 6 <-- Old frame
        SHTG A 1 Offset(10,36) // <-- New frames
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        SHTG A 1 Offset(9,40) //
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        SHTG A 1 Offset(4,40) //
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        SHTG A 1 Offset(0,32) //
		TNT1 A 0 A_WeaponReady (WRF_NOSWITCH)
        SHTG A 0 A_Refire
        SHTG A 0 //A_Refire
		Goto ShakeLeft
		
		
		
		
		
		FireAutoAlt:
        TNT1 A 0 A_Takeinventory("Reloading",1)
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
        //TNT1 AA 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
        TNT1 A 0 A_AlertMonsters
       	TNT1 A 0 A_PlaySound("AUSG", 5)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,2)
        TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
		TNT1 A 0 A_FireBullets (1.7, 1.7, 8, 4, "ShotgunPuff")
		TNT1 A 0 Radius_Quake(1,14,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		
		  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Shotgun Particles")==1,"SGParticles6")
		goto FireFinish6
		
	SGParticles6:
		TNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-15,15), 0, -1, 0, 0, random(-10,10))
	 	goto FireFinish6
			
	 FireFinish6:
			TNT1 AAAAA 0 A_FireCustomMissile("SGTracer", random(-2,2), 0, 0, 0, 0, random(-2,2))
		TNT1 A 0 A_SetPitch(-3.0 + pitch)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
						TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,0,-10)
		TNT1 A 0 A_Takeinventory("ShotgunAmmo",1)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
        SHT8 FZ 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
		SHT8 WZ 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_SetPitch(+2.0 + pitch)
		SHT8 YXYA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)

TNT1 A 0 A_Refire
		Goto ShakeAiming
		
		
		
		
		
		
	Fire2:
	TNT1 A 0 A_JumpIfInventory("SFRate",1, "FireAutoAlt")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Auto Alt")==1,"FireNOALT")
        TNT1 A 0 A_Takeinventory("Reloading",1)
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
        //TNT1 AA 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("BOOM", 5)
				TNT1 A 0 A_PlaySound("KSG", 7)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,2)
        TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
		SHTG A 0 A_FireBullets (1.7, 1.7, 10, 8, "ShotgunPuff")
		TNT1 A 0 Radius_Quake(1,14,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		
		  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Shotgun Particles")==1,"SGParticles4")
		goto FireFinish4
		
	SGParticles4:
		TNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-15,15), 0, -1, 0, 0, random(-10,10))
	 	goto FireFinish4
			
	 FireFinish4:
			TNT1 AAAAA 0 A_FireCustomMissile("SGTracer", random(-2,2), 0, 0, 0, 0, random(-2,2))
		TNT1 A 0 A_SetPitch(-12.0 + pitch)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
		TNT1 A 0 A_Takeinventory("ShotgunAmmo",1)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
        SHT8 FZ 1 BRIGHT A_SetPitch(+2.0 + pitch)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		SHT8 WZ 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		SHT8 YXYA 1 A_SetPitch(+2.0 + pitch)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
TNT1 A 0 A_ZoomFactor(1.0)
        SHT8 ADE 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
   TNT1 A 0 A_GiveInventory ("Pumping", 1)
   SHTG BC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    TNT1 A 0 A_PlaySound("weapons/sgpump",6)
   SHTG D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
  SHTG E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
  SHTG F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    TNT1 A 0 A_SetPitch(+0.1  + pitch)
   SHTG G 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    TNT1 A 0 A_SetPitch(+0.1  + pitch)
   SHTG H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
   TNT1 A 0 A_SetPitch(+0.1  + pitch)
   SHTG I 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
   TNT1 A 0 A_SetPitch(+0.7  + pitch)
    TNT1 AAAA 0 A_FireCustomMissile("SmokeSpawner3",-4,-4,-4,-4)
	 TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-10,-10)
   SHTG K 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
   SHTG L 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    TNT1 A 0 A_SetPitch(-0.1  + pitch)

   SHTG K 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    TNT1 A 0 A_SetPitch(-0.1  + pitch)
    SHTG J 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	  TNT1 A 0 A_SetPitch(-0.1  + pitch)
	SHTG I 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	  TNT1 A 0 A_SetPitch(-0.2  + pitch)
	SHTG H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	  TNT1 A 0 A_SetPitch(-0.5  + pitch)
		SHTG GFEDCB 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
TNT1 A 0 A_ZoomFactor(1.2)
	TNT1 A 0 A_PlaySound("LOOK", 0)
SHT8 ED 1
TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
TNT1 A 0 A_Refire
		Goto ShakeAiming
	
	FireNOALT:
        TNT1 A 0 A_Takeinventory("Reloading",1)
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
			TNT1 A 0 A_JumpIfInventory("SFRate",1, "FireAutoAlt")
		TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
        //TNT1 AA 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("BOOM", 5)
				TNT1 A 0 A_PlaySound("KSG", 7)
		TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,2)
        TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
		SHTG A 0 A_FireBullets (1.7, 1.7, 10, 8, "ShotgunPuff")
		TNT1 A 0 Radius_Quake(1,14,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		   TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Shotgun Particles")==1,"SGParticles5")
		goto FireFinish5
		
	SGParticles5:
		TNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-15,15), 0, -1, 0, 0, random(-10,10))
	 	goto FireFinish5
			
	 FireFinish5:
		TNT1 AAAAA 0 A_FireCustomMissile("SGTracer", random(-2,2), 0, 0, 0, 0, random(-2,2))
		TNT1 A 0 A_SetPitch(-12.0 + pitch)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
		TNT1 A 0 A_Takeinventory("ShotgunAmmo",1)
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
        SHT8 FZ 1 BRIGHT A_SetPitch(+2.0 + pitch)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		SHT8 WZ 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		SHT8 YXYA 1 A_SetPitch(+2.0 + pitch)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
TNT1 A 0 A_ZoomFactor(1.0)
        SHT8 ADE 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
   TNT1 A 0 A_GiveInventory ("Pumping", 1)
   SHTG BC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    TNT1 A 0 A_PlaySound("weapons/sgpump",6)
   SHTG D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
  SHTG E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
  SHTG F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    TNT1 A 0 A_SetPitch(+0.1  + pitch)
   SHTG G 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    TNT1 A 0 A_SetPitch(+0.1  + pitch)
   SHTG H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
   TNT1 A 0 A_SetPitch(+0.1  + pitch)
   SHTG I 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
   TNT1 A 0 A_SetPitch(+0.7  + pitch)
    TNT1 AAAA 0 A_FireCustomMissile("SmokeSpawner3",-4,-4,-4,-4)
	 TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-10,-10)
   SHTG K 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
   SHTG L 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    TNT1 A 0 A_SetPitch(-0.1  + pitch)
  
   SHTG K 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    TNT1 A 0 A_SetPitch(-0.1  + pitch)
    SHTG J 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	  TNT1 A 0 A_SetPitch(-0.1  + pitch)
	SHTG I 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	  TNT1 A 0 A_SetPitch(-0.2  + pitch)
	SHTG H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	  TNT1 A 0 A_SetPitch(-0.5  + pitch)
	   TNT1 A 0 A_PlaySound("RANEQ", 2)
		SHTG GFEDCB 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_Takeinventory("SGADSMode",1)
Goto ReadyToFireAgain
		
	
	
	AltFire:
        TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,8)
			TNT1 A 0 A_PlaySound("LOOK", 0)
		TNT1 A 0 A_Giveinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.2)
		TNT1 A 0 A_Giveinventory("SGADSMode",1)
        SHT8 E 1
        Goto ShakeAiming
        TNT1 AAAAAA 0
        SHT8 D 1
		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("SGADSMode",1)
        Goto OkToFire
	
	Spawn:
		SHTC 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	
		
		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 OkToFire
		
	
	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 OkToFire


    	
   KickFlash:
		SHTG ABCDEF 1
		SHTG F 4
		SHTG FEDCBA 1
		Stop
	AirKikFlash:
		SHTG ABCDEF 1
		SHTG F 6
		SHTG FEDCBA 1
		Stop
		
	BersFlash:
		SHTG ABCDEF 1
		SHTG F 4
		SHTG FEDCBA 1
		Stop
		
		InsultFlash:
		SHSS DCBA 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("SGADSMode",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 OkToFire
		
	NormalKick:
		    TNT1 A 0
		TNT1 A 0 A_TakeInventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_TakeInventory("SGADSMode",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 OkToFire
		
	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:			   
		SHTG ABCDEFFFFFFF 1
		Stop

	SlideKickFlash2:	 
		SHTG FFF 1
		SHTG FFFFFF 1
		SHTG EDCBA 1
		Stop

	SlideKickFlash3:
		SHTG FFFFF 1
		SHTG EDCBA 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 OkToFire

	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 OkToFire

		BerserkerKick:
		 TNT1 A 0
		TNT1 A 0 A_TakeInventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_TakeInventory("SGADSMode",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 OkToFire



		
		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_GunFlash("AirKikFlash")
		
		TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"SuperAirKick")
		TNT1 A 0 A_PlaySound("KICK", 0)
		TNT1 A 0 A_Recoil (-6)
		KICK JKLMN 1
		RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -31)
		KICK O 3
		KICK A 0 A_TakeInventory("Kicking",1)
		KICK PQRST 2
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto OkToFire

	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("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 OkToFire

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 A_TakeInventory("Zoomed",1)
		TNT1 A 0 A_ZoomFactor(1.0)
		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 OkToFire
		
	CheckGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfTargetInLOS("CheckDistanceGrab")
		Goto OkToFire
	CheckDistanceGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfCloser(100, "Grab")
		Goto OkToFire
	CheckIfCanGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfInTargetInventory("CanGrab", 1, "Grab")
		Goto OkToFire
	Grab:
	    PKUP ABC 2
		TNT1 A 0 A_CustomMissile("PickupProjectile")
		PKUP DEF 2
		Goto Ready


    ReloadWithNoAmmoLeft:
    Reload:
	    TNT1 A 0
	    TNT1 A 0
		TNT1 A 0 A_TakeInventory("Reloading", 1)
	    TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		SHTG A 1 A_WeaponReady
		
		TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",8,"OkToFire")
		 TNT1 A 0 A_PlaySound("RANEQ", 1)
		TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, "ReloadNormally")
		TNT1 A 0 A_GiveInventory("ShotgunWasEmpty", 1)
		goto ReloadEmpty
		
	ReloadNormally:	
        TNT1 A 0 A_JumpIfInventory("Shell",1,3)
        Goto OkToFire
        TNT1 AAA 0
		SHTG B 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
				TNT1 A 0 A_GiveInventory ("Pumping", 1)
		SHTG C 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		SHTG D 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		SHTG E 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		SSHR Z 1 A_WeaponReady(WRF_NOFIRE)
        TNT1 AAAA 0
        TNT1 A 0 A_JumpIfInventory("Shell",1,2)
        Goto Reload+60
        TNT1 AAAAA 0


		TNT1 A 0 A_GiveInventory ("Pumping", 1)
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",8,23)
		//TNT1 A 0 A_JumpIfInventory("Shell",0,23)
        TNT1 A 0
        TNT1 A 0 A_Giveinventory("ShotgunAmmo",1)
		TNT1 A 0 A_Takeinventory("Shell",1)

TNT1 A 0 A_PlaySound("insertshell")
TNT1 A 0 A_PlaySound("MINY",3)
        SSHR A 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch - 0.125)
		SSHR B 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch - 0.125)
			
	    SSHR C 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch - 0.125)
        SSHR D 1 A_WeaponReady(WRF_NOFIRE)
        SSHR E 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch + 0.125)
		SSHR F 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch + 0.125)
		SSHR G 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch + 0.125)
        SSHR HI 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_Refire
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        Goto Reload+25
        TNT1 AAAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 AAAAA 0
		TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
		 TNT1 A 0 A_PlaySound("RANEQ", 2)
		SHTG F 1 A_WeaponReady
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		SHTG E 1 A_WeaponReady
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		SHTG D 1 A_WeaponReady
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		SHTG C 1 A_WeaponReady
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		SHTG BA 1 A_WeaponReady
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 //A_Giveinventory("SGFullReloaded",1)
		Goto ShakeLeft
		
		ReloadEmpty:
		  TNT1 A 0 A_JumpIfInventory("Shell",1,3)
        Goto OkToFire
        TNT1 AAA 0
		SHTG B 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
				TNT1 A 0 A_GiveInventory ("Pumping", 1)
		SHTG C 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		SHTG D 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		SHTG E 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
        TNT1 AAAA 0
        TNT1 A 0 A_JumpIfInventory("Shell",1,2)
        Goto Reload+60
        TNT1 AAAAA 0


		TNT1 A 0 A_GiveInventory ("Pumping", 1)
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",8,23)
		//TNT1 A 0 A_JumpIfInventory("Shell",0,23)
        TNT1 A 0
        TNT1 A 0 A_Giveinventory("ShotgunAmmo",1)
		TNT1 A 0 A_Takeinventory("Shell",1)

	TNT1 A 0 A_PlaySound("insertshell")
	TNT1 A 0 A_PlaySound("MINY",3)
        SSHR A 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch - 0.125)
		SSHR B 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch - 0.125)
		
	    SSHR C 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch - 0.125)
        SSHR D 1 A_WeaponReady(WRF_NOFIRE)
        SSHR E 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch + 0.125)
		SSHR F 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch + 0.125)
		SSHR G 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch + 0.125)
        SSHR HI 1 A_WeaponReady(WRF_NOFIRE)
		 TNT1 A 0 A_GiveInventory ("Pumping", 1)
   TNT1 A 0 A_TakeInventory("Reloading", 1)
	    TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_PlaySound("weapons/sgpump", 7)
   SHTG F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    TNT1 A 0 A_SetPitch(+0.1  + pitch)
   SHTG G 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    TNT1 A 0 A_SetPitch(+0.1  + pitch)
   SHTG H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
   TNT1 A 0 A_SetPitch(+0.1  + pitch)
   SHTG I 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
   TNT1 A 0 A_SetPitch(+0.7  + pitch)
   SHTG K 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
   SHTG L 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    TNT1 A 0 A_SetPitch(-0.1  + pitch)
   SHTG K 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    TNT1 A 0 A_SetPitch(-0.1  + pitch)
    SHTG J 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	  TNT1 A 0 A_SetPitch(-0.1  + pitch)
	SHTG I 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	  TNT1 A 0 A_SetPitch(-0.2  + pitch)
	    TNT1 A 0 A_PlaySound("RANEQ", 2)
	SHTG H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	  TNT1 A 0 A_SetPitch(-0.2  + pitch)
   TNT1 A 0 A_Takeinventory("ShotgunWasEmpty",1)
   SHTG G 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
     TNT1 A 0 A_SetPitch(-0.1  + pitch)
   SHTG F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
     TNT1 A 0 A_SetPitch(-0.1  + pitch)
     TNT1 A 0 A_SetPitch(-0.1  + pitch)
   TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		goto ReloadNormally+10
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")


        Goto Reload+25
        TNT1 AAAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 AAAAA 0
		 TNT1 A 0 A_PlaySound("RANEQ", 2)
		SHTG F 1 A_WeaponReady
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		SHTG E 1 A_WeaponReady
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		SHTG D 1 A_WeaponReady
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		SHTG C 1 A_WeaponReady
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		SHTG BA 1 A_WeaponReady
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 //A_Giveinventory("SGFullReloaded",1)
		Goto ShakeLeft
		
	//AltFire:  Slam Fire Mode. Never used
	    TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
        //TNT1 AA 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		TNT1 A 0 A_SetAngle(random(3, -3) + angle)
		TNT1 A 0 A_SetPitch(random(3, -3) + pitch)
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("BOOM", 1)
        TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		//TNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-15,15), 0, -1, 0, 0, random(-10,10))
		TNT1 AAAAA 0 A_FireCustomMissile("SGTracer", random(-5,5), 0, -1, -12, 0, random(-5,5))
        //TNT1 A 0 ACS_Execute(374, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
		TNT1 A 0 A_Takeinventory("ShotgunAmmo",1)
		SHTG A 0 A_FireBullets (2.0, 2.0, 8, 7, "ShotgunPuff")
		TNT1 A 0 A_SetPitch(-8.0 + pitch)
        SHTF B 1 BRIGHT
		
		SHTF C 1 A_SetPitch(+1.0 + pitch)
		
		SHTF DE 1 A_SetPitch(+1.0 + pitch)
		
		
		SHTG A 1 A_SetPitch(+3.0 + pitch)
		SHTG AA 1 A_SetPitch(+1.0 + pitch)
		
		SHSL A 1
        TNT1 A 0 A_PlaySound("weapons/sgpump", 7)
		SHSL BC 1
		TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
		SHSL DEDCBA 1
		SHTG A 1
		TNT1 A 0 A_Refire
		Goto AltFire


      PuristGun:
		TNT1 A 1
		TNT1 A 0 A_GiveInventory("ClassicShotgun", 1)
		TNT1 A 0 A_TakeInventory("Shot_Gun", 1)
		TNT1 A 10
		Goto Ready2
		
	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 OkToFire	
		
		
	Unload:
		SHTG A 1
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Unloading",1)
		TNT1 A 0 A_Takeinventory("SGADSMode",1)
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_GiveInventory("ShotgunWasEmpty", 1)
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",1,3)
        Goto OkToFire
        TNT1 AAA 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
		TNT1 A 0 A_Takeinventory("Unloading",1)
		   TNT1 A 0 A_PlaySound("RANEQ", 2)
		SHTG ABCDEF 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)  
		
	RemoveBullets:
		TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",1,3)
		Goto FinishUnload
        TNT1 AAAAAA 0
		TNT1 A 0 A_Takeinventory("ShotgunAmmo",1)
		TNT1 A 0 A_Giveinventory("Shell",1)
		
		SHTG G 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)  
	   SHTG H 1 A_PlaySound("weapons/sgpump", 3)
	   //TNT1 A 0 A_SetPitch(+1 + pitch)
	   SHTG IJ 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)  
	   //TNT1 A 0 A_SetPitch(-1 + pitch)
	   SHTG KL 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)  
	   SHTG KJIH 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)  
	   TNT1 A 0 A_Giveinventory("ShotgunWasEmpty",1)
	   SHTG GF 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)  
		Goto RemoveBullets
	
	FInishUnload:
	  TNT1 A 0 A_PlaySound("RANEQ", 2)
		SHTG EDCBA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)  
		TNT1 A 0 A_Takeinventory("Unloading",1)
		Goto OkToFire	
	}
}

ACTOR ShotgunAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 8
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 8
   Inventory.Icon "SHTCA0"
}



