ACTOR SSGAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 2
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 2
   Inventory.Icon "SGN2A0"
}


// --------------------------------------------------------------------------
//
// Super Shotgun
//
// --------------------------------------------------------------------------
ACTOR SSG : Doomweapon Replaces SuperShotgun
{
	Weapon.BobRangeX 0.5
	Weapon.BobRangeY 0.7
	Weapon.BobStyle InverseSmooth
	Weapon.BobSpeed 2.5
	Game Doom
	SpawnID 33
   Weapon.Kickback 50
	Weapon.SelectionOrder 400
	Weapon.AmmoGive1 4
	Weapon.AmmoGive2 0
	Weapon.AmmoType1 "Shell"
	Weapon.AmmoType2 "SSGAmmo"
	Weapon.AmmoUse1 0
	Weapon.AmmoUse2 0
    +WEAPON.NOAUTOAIM
	+WEAPON.NOAUTOFIRE
	+FORCEXYBILLBOARD
	Inventory.PickupMessage "$GOTSHOTGUN2"
	Obituary "$OB_MPSSHOTGUN"
    Inventory.PickupSound "PICKSS"
	Weapon.UpSound "weapons/weaponholster"
	Scale 0.9
	States
	{
	Steady:
	TNT1 A 1
	Goto Ready
	
	Ready:
		Goto RealReady
      	
		
			RealReady:
			TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
			TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		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("Weaponspecial2",1,"Switchingpistol")
		TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
		SHT2 A 1 A_WeaponReady
		Goto RealReady
		
		
		
		/*Ready2:
		TNT1 A 0 A_PlaySound("RDSS", 5)
		SHT5 ABCD 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			Goto RealReady*/
		
			SwitchingPistol:
			TNT1 A 0 A_TakeInventory("weaponspecial2",1)
				TNT1 A 0 A_PlaySound("PIHOL", 4)
		SHT5 D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		SHT5 C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.4)
		SHT5 B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		SHT5 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 0 A_TakeInventory("weaponspecial2",1)
				TNT1 A 0 A_PlaySound("PIHOL", 4)
		SHT5 A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		SHT5 B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.4)
		SHT5 C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		SHT5 D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		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 0 A_TakeInventory("weaponspecial2",1)
				TNT1 A 0 A_PlaySound("PIHOL", 4)
		SHT5 A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		SHT5 B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.4)
		SHT5 C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		SHT5 D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		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 0 A_TakeInventory("weaponspecial2",1)
				TNT1 A 0 A_PlaySound("PIHOL", 4)
		SHT5 A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		SHT5 B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.4)
		SHT5 C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		SHT5 D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		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 0 A_TakeInventory("weaponspecial2",1)
				TNT1 A 0 A_PlaySound("PIHOL", 4)
		SHT5 A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		SHT5 B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.4)
		SHT5 C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		SHT5 D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		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 0 A_TakeInventory("weaponspecial2",1)
				TNT1 A 0 A_PlaySound("PIHOL", 4)
		SHT5 A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		SHT5 B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.4)
		SHT5 C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		SHT5 D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		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 0 A_TakeInventory("weaponspecial2",1)
				TNT1 A 0 A_PlaySound("PIHOL", 4)
		SHT5 A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		SHT5 B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.4)
		SHT5 C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		SHT5 D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		Goto Ready
		
	Deselect:
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_TakeInventory("Weaponspecial2")
		TNT1 A 0 A_Takeinventory("SSGSelected",1)
				TNT1 A 0 A_TakeInventory("switchfiremode")
		TNT1 A 0 A_TakeInventory("Weaponspecial")
		TNT1 A 0 A_PlaySound("PIHOL", 4)
		SHT1 A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		SHT1 B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		SHT1 C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		SHT1 D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
		TNT1 A 0 A_Lower
		Wait
	Select:
		TNT1 A 0 A_Takeinventory("FistsSelected",1)
		TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "PuristGun")
		TNT1 A 0 A_Takeinventory("SawSelected",1)
		TNT1 A 0 A_Takeinventory("ShotgunSelected",1)
		TNT1 A 0 A_Giveinventory("SSGSelected",1)
		TNT1 A 0 A_Takeinventory("MinigunSelected",1)
		TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
		TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
		TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
		TNT1 A 0 A_Takeinventory("BFGSelected",1)
		TNT1 A 0 A_Takeinventory("BFG10kSelected",1)
		TNT1 A 0 A_Takeinventory("RailGunSelected",1)
		TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
		TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
		TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
		TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
		TNT1 A 0 A_Takeinventory("HasBarrel",1) 
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		//TNT1 A 0 A_JumpIfInventory("SSGFirstSelect", 1, "Ready2")
		TNT1 AAAAAAAAAAAA 0 A_Raise
		 	TNT1 A 0 A_PlaySound("CLIPINSS", 5)
		SHT2 U 1 Offset(20,46)
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		SHT2 V 1 Offset(1,33)
        TNT1 A 0 A_SetPitch(pitch - 0.1)
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
        SHT2 W 1
		TNT1 A 0 A_SetPitch(pitch - 0.4)
		SHT2 X 1
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		SHT2 YZ 1
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
        SHO9 DE 1
		TNT1 A 0 A_SetPitch(pitch - 0.1)
		SHO9 FG 1
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		//TNT1 A 0 A_GiveInventory("SSGFirstSelect",1)
		Goto Ready
		
    NoAmmo:
        SHT2 A 4 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_PlaySound("weapons/empty", 2)
		TNT1 A 0 A_TakeInventory("SSGAlt",1)
		TNT1 A 0 A_JumpIfInventory("Shell", 1, "Reload")
        Goto Ready+6
	 Fire:
		TNT1 A 0 A_TakeInventory("Reloading",1)
		TNT1 A 0 A_JumpIfInventory("SSGAlt",1,"AltFire")
		TNT1 A 0 A_JumpIfInventory("SSGAmmo", 2, 1)
		Goto NoAmmo
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SSG Sound")==1,"FireALTS")
			TNT1 A 0 A_playsound("SSHFIRE",7)
				goto FireFinsh
				
		FireALTS:
		TNT1 A 0 A_playsound("ASHFIRE",7)
		goto FireFinsh
		
	
		FireFinsh:
		SHT2 A 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				SHO9 A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)  
		//TNT1 A 0 A_JumpIfInventory("SSGAmmo", 2, 1)
		//Goto AltFire
		TNT1 A 0 A_TakeInventory("SSGAmmo", 2)
		TNT1 A 0 A_Recoil(5)
		 TNT1 A 0 A_FireCustomMissile("ShakeYourAssQuad", 0, 0, 0, 0)
		TNT1 AAAA 0 A_FireCustomMissile("SmokeSpawner",0,0,0,2)
		TNT1 AAAAAAAAAAA 0 A_FireCustomMissile("SGTracer", random(-3,3), 0, 0, -18, 0, random(-3,3))
		
		  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SSG Particles")==1,"SGParticles1")
		goto FireFinish2
		
	SGParticles1:
		TNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-15,15), 0, -1, 0, 0, random(-10,10))
	 	goto FireFinish2
			
	 FireFinish2:
		 TNT1 AA 0 A_FireCustomMissile("YellowFlareSpawn",15,0,0,0)
		 TNT1 AA 0 A_FireCustomMissile("YellowFlareSpawn",-15,0,0,0)
		 TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
		TNT1 A 0 Radius_Quake(5,8,0,1,0) //(intensity, duration, damrad, tremrad, tid)
				TNT1 A 0 A_ZoomFactor(0.985)
				 SHO9 A 0 A_firebullets (0,0,1,15,"shotpuff",0,245)
		TNT1 A 0 A_FireBullets (10, 4, 10, 7, "ShotgunPuff")
		TNT1 A 0 A_FireBullets (10, 4, 10, 7, "ShotgunPuff")
			TNT1 A 0 A_SetPitch(-2.0 + pitch)
        SHO9 B 1 BRIGHT A_SetPitch(-2.0 + pitch)
			TNT1 A 0 A_ZoomFactor(0.970)
      SHO8 C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	  TNT1 A 0 A_SetPitch(-2.0 + pitch)
	TNT1 A 0 A_ZoomFactor(0.965)
      SHO8 Z 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_ZoomFactor(0.950)
	  TNT1 A 0 A_SetPitch(-2.0 + pitch)
	    SHO8 Y 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(0.945)
		 SHO8 Z 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		 	TNT1 A 0 A_ZoomFactor(0.930)
      SHO8 C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		 	TNT1 A 0 A_ZoomFactor(0.920)
	  TNT1 A 0 A_SetPitch(+2.0 + pitch)
	   SHO8 D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	   TNT1 A 0 A_ZoomFactor(0.935)
	    SHO8 E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(0.945)
      TNT1 A 0 A_TakeInventory("SSGAlt",1)
      TNT1 A 0 A_TakeInventory("Reloading",1)
      //TNT1 A 0 A_JumpIfInventory("Shell",0,"NoAmmo")
        SHT3 A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)  //A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		TNT1 A 0 A_ZoomFactor(0.965)
		 TNT1 A 0 A_SetPitch(+2.0 + pitch)
		  SHT3 BA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		 TNT1 A 0 A_SetPitch(+2.0 + pitch)
		  TNT1 A 0 A_ZoomFactor(1.0)
		Goto Reload
		
		
		
		
		
	Reload:	
		TNT1 A 0
		
		TNT1 A 0 A_TakeInventory("Reloading",1)
		
		
		TNT1 A 0 A_JumpIfInventory("SSGAlt", 1, "Reload2")//Check if still has a shell on left barrel
		
		TNT1 A 0 A_JumpIfInventory("SSGAmmo", 2, "Ready")//Check if still has a shell on left barrel
		
		
		TNT1 A 0 A_JumpIfInventory("Shell", 1, 1)//Check if has any ammo left to reload
		Goto Ready
		
		
		TNT1 A 0 A_JumpIfInventory("Shell", 2, 1)//Check if has ammo to reload 2 shells
		Goto Reload2
		
	
		
		
		//Reload 2 barrels
		TNT1 A 0 A_PlaySound("EQUIPM", 1)
		SHT9 A 1  A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetAngle(-0.1 + angle)
		SHT9 B 1  A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetAngle(-0.1 + angle)
		SHT9 C 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetAngle(-0.1 + angle)
		SHT9 D 1 A_WeaponReady(WRF_NOFIRE)
		 	TNT1 A 0 A_SetAngle(-0.4 + angle)
		TNT1 A 0 A_SetPitch(pitch + 0.4)
        SHT9 EF 1 A_WeaponReady(WRF_NOFIRE)
		 	TNT1 A 0 A_SetAngle(-0.4 + angle)
		TNT1 A 0 A_PlaySound("DBSOPEN", 5)
		TNT1 A 0 A_SetPitch(pitch + 0.4)
		SHT9 J 1 A_WeaponReady(WRF_NOFIRE)
		 	TNT1 A 0 A_SetAngle(-0.4 + angle)
		TNT1 A 0 A_SetPitch(pitch + 0.4)
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
		TNT1 A 0 A_JumpIfInventory("HasUnloaded", 1, 3)
		TNT1 AA 0 A_FireCustomMissile("SSGCaseSpawner",0,0,-10)
        SHT2 K 1 A_WeaponReady(WRF_NOFIRE)
		 	TNT1 A 0 A_SetAngle(-0.4 + angle)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		 SHT7 Z 1 A_WeaponReady(WRF_NOFIRE)
		  TNT1 A 0 A_SetAngle(-0.3 + angle)
		SHT2 L 2 A_WeaponReady(WRF_NOFIRE)
			
		TNT1 AAAA 0 A_FireCustomMissile("SmokeSpawner",0,0,0,2)
		SHT2 L 10 A_WeaponReady(WRF_NOFIRE)
			TNT1 A 0 A_SetAngle(+0.4 + angle)
		SHT2 M 1 A_WeaponReady(WRF_NOFIRE)
			TNT1 A 0 A_SetAngle(+0.4 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		SHT2 N 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetAngle(+0.4 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		        TNT1 A 0 A_playsound("DBSLOAD", 5)
		SHT2 O 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetAngle(+0.4 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		  SHT2 P 1 A_WeaponReady(WRF_NOFIRE)
		  TNT1 A 0 A_SetPitch(pitch + 0.1)
	 TNT1 A 0 A_SetAngle(+0.3 + angle)
		    TNT1 A 0 A_PlaySound("EQUIPM", 1)
		  TNT1 A 0 A_SetPitch(pitch + 0.1)
		  SHT2 Q 1 A_WeaponReady(WRF_NOFIRE) 
		  TNT1 A 0 A_SetPitch(pitch + 0.1)
		
		  TNT1 A 0 A_SetPitch(pitch + 0.1)
		  SHT2 R 1 A_WeaponReady(WRF_NOFIRE)
		  SHT2 S 1 A_WeaponReady(WRF_NOFIRE)
		  TNT1 A 0 A_SetAngle(+0.1 + angle)
		  TNT1 A 0 A_GiveInventory ("Pumping", 1)
		SHT2 T 1 A_WeaponReady(WRF_NOFIRE)
		 TNT1 A 0 A_SetPitch(pitch - 0.1)
		  TNT1 A 0 A_SetAngle(+0.1 + angle)
		SHT2 U 1 A_WeaponReady(WRF_NOFIRE)
		 TNT1 A 0 A_SetPitch(pitch - 0.1)
		 TNT1 A 0 A_PlaySound("DBSCLOSE", 5)
		  TNT1 A 0 A_SetAngle(+0.1 + angle)
		SHT2 V 1 A_WeaponReady(WRF_NOFIRE) 
			 TNT1 A 0 A_SetPitch(pitch - 0.1)
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
		TNT1 A 0 A_TakeInventory("Shell", 2)
		TNT1 A 0 A_GiveInventory("SSGAmmo", 2)
			SHT2 W 1 A_WeaponReady(WRF_NOFIRE)
			 TNT1 A 0 A_SetPitch(pitch - 0.2)
			SHT2 X 1 A_WeaponReady(WRF_NOFIRE)
			 TNT1 A 0 A_SetPitch(pitch - 0.2)
			SHT2 Y 1 A_WeaponReady(WRF_NOFIRE)
			 TNT1 A 0 A_SetPitch(pitch - 0.2)
			SHT2 Z 1 A_WeaponReady(WRF_NOFIRE)
			 TNT1 A 0 A_SetPitch(pitch + 0.1)
		  TNT1 A 0 A_GiveInventory ("Pumping", 1)
		  TNT1 A 0 A_TakeInventory("SSGAlt",1)
			SHO9 D 1 A_WeaponReady(WRF_NOFIRE)
			 TNT1 A 0 A_SetPitch(pitch + 0.1)
			SHO9 E 1 A_WeaponReady(WRF_NOFIRE)
			 TNT1 A 0 A_SetPitch(pitch + 0.1)
			SHO9 F 1 A_WeaponReady(WRF_NOFIRE)
			TNT1 A 0 A_SetPitch(pitch + 0.1)
			SHO9 G 1 A_WeaponReady(WRF_NOFIRE)
			TNT1 A 0 A_SetPitch(pitch + 0.1)
		  TNT1 A 0 A_ReFire
        Goto Ready+7
		

AltFire:
		TNT1 A 0 A_TakeInventory("Reloading",1)
		TNT1 A 0 A_JumpIfInventory("SSGAmmo",1,3)
        Goto NoAmmo
        TNT1 AAAAA 0
		
		TNT1 A 0 A_JumpIfInventory("SSGAlt",1,"AltFire2")
		TNT1 A 0 A_TakeInventory("SSGAmmo",1)
		TNT1 A 0 A_GiveInventory("SSGAlt",1)
		TNT1 A 0 BRIGHT A_PlaySound("SSALT",6)
		SHT2 A 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        TNT1 A 0 A_Recoil(2)
        TNT1 A 0 A_ALertMonsters
		TNT1 AAAA 0 A_FireCustomMissile("SmokeSpawner",0,0,0,2)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
        SHTA A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(-0.7 + angle)
				TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		TNT1 A 0 A_ZoomFactor(0.950)
		TNT1 A 0 A_FireBullets (3, 3, 10, 7, "ShotgunPuff")
		TNT1 A 0 Radius_Quake(1,12,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		 TNT1 AAAAA 0 A_FireCustomMissile("SGTracer", random(-3,3), 0, 0, -14, 0, random(-3,3))
		  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SSG Particles")==1,"SGParticles2a")
		goto FireFinish3a
		
	SGParticles2a:
		TNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-15,15), 0, -1, 0, 0, random(-10,10))
	 	goto FireFinish3a
			
	 FireFinish3a:
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
	TNT1 A 0 A_SetPitch(-1.0 + pitch)
		SHT4 A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(-0.7 + angle)
		TNT1 A 0 A_ZoomFactor(0.975)
		TNT1 A 0 A_SetPitch(-1.0 + pitch)
		SHT4 C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(-0.7 + angle)
		TNT1 A 0 A_ZoomFactor(0.985)
		TNT1 A 0 A_SetPitch(-1.0 + pitch)
			SHT4 D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_SetAngle(+0.7 + angle)
				TNT1 A 0 A_ZoomFactor(0.995)
				TNT1 A 0 A_SetPitch(+1.0 + pitch)
			SHT4 C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(+0.7 + angle)
			TNT1 A 0 A_SetPitch(+1.0 + pitch)
			TNT1 A 0 A_ZoomFactor(1.0)
		SHT4 Z 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.7 + angle)
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
        SHT4 B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)

        TNT1 A 0
        Goto Ready+6

AltFire2:
		TNT1 A 0 A_TakeInventory("SSGAmmo", 1)
		TNT1 A 0 BRIGHT A_PlaySound("DALT",7)
		SHT2 A 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        TNT1 A 0 A_Recoil(2)
        TNT1 A 0 A_ALertMonsters
		TNT1 AAAA 0 A_FireCustomMissile("SmokeSpawner",0,0,0,2)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
        SHTA B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.7 + angle)
			TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_FireBullets (4, 4, 11, 7, "ShotgunPuff")
					TNT1 A 0 A_ZoomFactor(0.950)
		  TNT1 AAAAA 0 A_FireCustomMissile("SGTracer", random(-3,3), 0, 0, -14, 0, random(-3,3))
		   TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SSG Particles")==1,"SGParticles3a")
		goto FireFinish4a
		
	SGParticles3a:
		TNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-15,15), 0, -1, 0, 0, random(-10,10))
	 	goto FireFinish4a
			
	 FireFinish4a:
				TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		TNT1 A 0 Radius_Quake(1,12,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		 TNT1 A 0 A_SetPitch(-1.0 + pitch)

        SHT4 Y 1 BRIGHT A_SetPitch(+1.0 + pitch)
		TNT1 A 0 A_SetAngle(+0.7 + angle)
 TNT1 A 0 A_SetPitch(-1.0 + pitch)

		TNT1 A 0 A_ZoomFactor(0.975)
		SHT4 C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.7 + angle)
		 TNT1 A 0 A_SetPitch(-1.0 + pitch)

		 TNT1 A 0 A_ZoomFactor(0.985)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		SHT4 D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(-0.7 + angle)
		SHO8 E 1 A_SetPitch(+1.0 + pitch)
				TNT1 A 0 A_SetAngle(-0.7 + angle)
			TNT1 A 0 A_ZoomFactor(0.995)
		SHO8 E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_SetAngle(-0.7 + angle)
		TNT1 A 0 A_SetPitch(+1.0 + pitch)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZoomFactor(1.0)
		
		TNT1 A 0 A_TakeInventory("SSGAlt", 1)
		TNT1 A 0 A_JumpIfInventory("Shell",1,1)
		TNT1 A 0 A_GiveInventory("Reloading", 1)
		Goto Ready
        
	Reload2:
		
		TNT1 A 0 A_TakeInventory("Reloading",1)
		TNT1 A 0 A_JumpIfInventory("Shell",1,1)
		Goto NoAmmo
		TNT1 A 0 A_TakeInventory("SSGAlt",1)
		TNT1 A 0 A_PlaySound("EQUIPM", 1)
		SHT9 A 1  A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetAngle(-0.1 + angle)
		SHT9 B 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetAngle(-0.1 + angle)
		SHT9 C 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetAngle(-0.1 + angle)
		SHT9 D 1 A_WeaponReady(WRF_NOFIRE)
			TNT1 A 0 A_SetAngle(-0.4 + angle)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
        SHT9 EF 1 A_WeaponReady(WRF_NOFIRE)
			TNT1 A 0 A_SetAngle(-0.4 + angle)
		TNT1 A 0 A_PlaySound("DBSOPEN", 5)
		SHT2 J 1 A_WeaponReady(WRF_NOFIRE)
			TNT1 A 0 A_SetAngle(-0.4 + angle)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 A 0
	    TNT1 A 0
		
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
        
        
		TNT1 A 0 A_FireCustomMissile("SSGCaseSpawner",0,0,-10)
        SHT2 K 1 A_WeaponReady(WRF_NOFIRE)
			TNT1 A 0 A_SetAngle(-0.4 + angle)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		SHT7 Z 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetAngle(-0.3 + angle)
		  	
		SHT7 L 2 A_WeaponReady(WRF_NOFIRE)
		  
		TNT1 AAAA 0 A_FireCustomMissile("SmokeSpawner",0,0,0,2)
		SHT7 L 10 A_WeaponReady(WRF_NOFIRE)
		  	TNT1 A 0 A_SetAngle(+0.4 + angle)
		SHT7 M 1 A_WeaponReady(WRF_NOFIRE)
		  	TNT1 A 0 A_SetAngle(+0.4 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		SHT7 N 1 A_WeaponReady(WRF_NOFIRE)
			TNT1 A 0 A_SetAngle(+0.4 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		      TNT1 A 0 A_playsound("DBSLOAD", 5)
		SHT7 O 1 A_WeaponReady(WRF_NOFIRE)
			TNT1 A 0 A_SetAngle(+0.4 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		SHT7 P 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetAngle(+0.3 + angle)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		
		TNT1 A 0 A_PlaySound("EQUIPM", 1)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		SHT2 Q 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
	
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		SHT2 R 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0
		SHT2 S 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
		SHT2 T 1 A_WeaponReady(WRF_NOFIRE)
		 TNT1 A 0 A_SetPitch(pitch - 0.1)
		SHT2 U 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetAngle(+0.1 + angle)
		 TNT1 A 0 A_SetPitch(pitch - 0.1)
		  TNT1 A 0 A_PlaySound("DBSCLOSE", 5)
		SHT2 V 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetAngle(+0.1 + angle)
         TNT1 A 0 A_SetPitch(pitch - 0.1)
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
		TNT1 A 0 A_TakeInventory("Shell", 1)
		TNT1 A 0 A_GiveInventory("SSGAmmo", 1)
        SHT2 W 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetAngle(+0.1 + angle)
		 TNT1 A 0 A_SetPitch(pitch - 0.1)
		SHT2 X 1 A_WeaponReady(WRF_NOFIRE)
		 TNT1 A 0 A_SetPitch(pitch - 0.1)
		SHT2 Y 1 A_WeaponReady(WRF_NOFIRE)
		 TNT1 A 0 A_SetPitch(pitch - 0.1)
		SHT2 Z 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
		SHO9 DE 1 A_WeaponReady(WRF_NOFIRE)
		SHO9 FG 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_ReFire
	  Goto Ready+7

	Spawn:
		SGN2 A -1
		Stop
		KickFlash:
		SHTG ABCDEF 1
		SHTG F 4
		SHTG FEDCBA 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 Ready+6
		
	
	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 Ready+6
		
	KickFlash:
		SHT2 ABCDE 1
		SHT2 E 6
		SHT2 EDCBA 1
		Stop
	AirKikFlash:
		SHT2 ABCDE 1
		SHT2 E 8
		SHT2 EDCBA 1
		Stop
		
		BersFlash:
		SHT2 ABCDE 1
		SHT2 E 6
		SHT2 EDCBA 1
		Stop
		
		InsultFlash:
		SHT2 ABCDE 1
		SHT2 E 29
		SHT2 EDCBA 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 Ready+6
		
	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 Ready+6
		
	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:			   
		SHT2 ABCDEEEEEEEEEEEEEEEEE 1
		SHT2 DCBA 1
		Stop

	SlideKickFlash2:     
		SHT2 EEEEEEEEEEE 1
		SHT2 EEE 1
		SHT2 DCBA 1
		Stop

	SlideKickFlash3:
		SHT2 EEE 1
		SHT2 EEE 1
		SHT2 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 Ready+6
	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 Ready+6

		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 Ready+6



		
		
	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 Ready
		
	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 Ready
	
Taunt:
		TNT1 A 0 A_GunFlash("InsultFlash")
		TNT1 A 0 A_TakeInventory("Zoomed", 1)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 5
		FUCK A 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_FireCustomMissile("Taunter", 0, 0, -1, 0)
		TNT1 A 0 A_FireCustomMissile("Taunter", -9, 0, -1, 0)
		TNT1 A 0 A_FireCustomMissile("Taunter", 9, 0, -1, 0)
		FUCK B 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_PlaySound("FUCK",4)
		FUCK C 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_AlertMonsters
		FUCK D 15 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_TakeInventory("Taunting",1)
		FUCK CBA 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)   
		TNT1 A 5
		Goto Ready
	Salute:
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_ALertMonsters
		SALU ABCDEDCDEDCDEDCBA 4 A_JumpIfInventory("Kicking", 1, "DoKick")
		TNT1 A 0 A_TakeInventory("Salute1",1)
		TNT1 A 0 A_TakeInventory("Salute2",1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Ready
		
	CheckGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfTargetInLOS("CheckDistanceGrab")
		Goto Ready+6
	CheckDistanceGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfCloser(100, "Grab")
		Goto Ready+6
	CheckIfCanGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfInTargetInventory("CanGrab", 1, "Grab")
		Goto Ready+6	
	Grab:
	    PKUP ABC 2
		TNT1 A 0 A_CustomMissile("PickupProjectile")
		PKUP DEF 2
		Goto Ready
		
	PuristGun:
		TNT1 A 1
		TNT1 A 0 A_GiveInventory("ClassicSSG", 1)
		TNT1 A 0 A_TakeInventory("SSG", 1)
		TNT1 A 10
		Goto Ready
		
	TossGrenade:	
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_JumpIfInventory("GrenadeAmmo", 1, 1)
		Goto NoGrenade
		GRTH ABCD 1
		TNT1 A 0 A_GiveInventory("FiredGrenade", 1)
		TNT1 A 0 A_PLaySound ("GRNPIN",3)
		GRTH EEFG 1
		TNT1 A 2 A_SetPitch(-0.5 + pitch)
		TNT1 A 2 A_SetPitch(-0.5 + pitch)
		TNT1 A 2 A_SetPitch(-0.25 + pitch)
		TNT1 A 2 A_SetPitch(-0.25 + pitch)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		GRTH H 1 A_PLaySound ("GRNTOSS")
		 TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
		TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1)
		TNT1 A 0 A_FireCustomMissile("HandGrenade", random(-2,2), 0, 0, 0, 0, 0)
		GRTH I 1
		TNT1 A 0 A_SetPitch(+0.3 + pitch)
		GRTH J 1
		TNT1 A 0 A_SetPitch(+1 + pitch)
		GRTH K 1
		 TNT1 A 0 A_SetPitch(+1 + pitch)
		GRTH L 1
		 TNT1 A 0 A_SetPitch(+1 + pitch)
		GRTH M 1
		TNT1 A 0 A_SetPitch(-0.5 + pitch)
			TNT1 A 1 A_TakeInventory("TossGrenade",1)
			TNT1 A 0 A_SetPitch(-0.5 + pitch)
		TNT1 A 4 A_SetPitch(-0.5 + pitch)
		TNT1 A 1 
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
						TNT1 A 0 A_PlaySound("PIHOL", 4)
		SHT5 A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		SHT5 B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.4)
		SHT5 C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		SHT5 D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		Goto Ready

	NoGrenade:
		TNT1 A 0
		TNT1 A 0 A_Print("No Grenades Left.")
		Goto REady+6	
		
	
	Unload:
		SHT5 A 1 A_WeaponReady
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Unloading",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_JumpIfInventory("SSGAmmo",1,3)
        Goto Ready
        TNT1 AAA 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
		TNT1 A 0 A_Takeinventory("Unloading",1)
		
	RemoveBullets:
		TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("SSGAmmo",1,3)
		Goto FinishUnload
        TNT1 AAAAAA 0
		TNT1 A 0 A_Takeinventory("SSGAmmo",1)
		TNT1 A 0 A_Giveinventory("Shell",1)
		Goto RemoveBullets
	
	FInishUnload:
		SHT2 B 2 Offset(20,48) //A_FireCustomMissile("SmokeSpawner",0,0,0,5)
        SHT2 B 2 Offset(10,36) //A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		SHT2 BCDEF 1
		SHT2 GH 1
		TNT1 A 0 A_PlaySound("weapons/sshotc", 5)
		SHT2 IJ 1
        SHT2 K 2
		TNT1 A 20
		TNT1 A 0 A_GiveInventory("HasUnloaded", 1)
		TNT1 A 0 A_Takeinventory("Unloading",1)
		SHT2 U 1 Offset(20,46)
		SHT2 V 1 Offset(1,33)
        
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
        TNT1 A 0 A_PlaySound("weapons/sshotc", 5)
        SHT2 WX 1
		SHT2 YZ 1
		TNT1 A 0 A_PlaySound("CLIPINSS", 5)
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
        SHO9 DE 1
		SHO9 FG 1
		Goto Ready
		Goto Ready
	
	}
}
