actor AUG : Weapon
{
  Game Doom
  Weapon.SelectionOrder 1500
  weapon.ammotype "AUGClip"
  weapon.ammouse 1
  weapon.ammogive 999
  weapon.ammogive2 999
  weapon.ammotype2 "AUGAmmo"
  Obituary "$OB_MPPISTOL" // "%o was tickled by %k's pea shooter."
  Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED" // "Picked up a pistol."
  States
  {
  Ready:
    AUGN K 0 acs_executeAlways(675,0,0,0,0)
	AUGN A 0 A_JumpIfInventory("thrownade",1,"ThrowGrenade")
    AUGN A 0 A_JumpIfInventory("IsReloading",1,"Reload")
	AUGN A 0 A_JumpIfInventory("Kinfeammo",1,"UseKnife")  
    AUGN A 1 A_WeaponReady
    loop  
  TrueReady: 
    AUGN K 0 acs_executeAlways(675,0,0,0,0)
    AUGN K 0 A_JumpIfNoAmmo("ReloadStartAim")
    AUGN K 0 A_JumpIfInventory("IsReloading",1,"ReloadStartAim")
	AUGN K 0 A_JumpIfInventory("thrownade",1,"ThrowGrenade")
	AUGN K 0 A_JumpIfInventory("Kinfeammo",1,"UseKnife")
    AUGN K 1 A_WeaponReady(WRF_NOBOB)
  loop 
  Deselect: 
    AUGN A 0 A_Lower
    AUGN A 0 A_Lower
    AUGN A 1 A_Lower
    AUGN A 0 acs_executeAlways(675,0,0,0,0)
    loop
  Select:
    AUGN A 0 A_Raise
    AUGN A 0 A_Raise
    AUGN A 1 A_Raise
    AUGN A 0 acs_executeAlways(675,0,0,0,0)
    loop
  Fire:
    AUGN L 0 A_JumpIfInventory("Aiming",1,"FireAim")
    AUGN L 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    AUGN L 0 A_jumpifnoammo("Reload")
    AUGN L 0 A_jumpifinventory("deadshot",1,"Fire_deadshot")
    AUGN L 0 A_jumpifinventory("Doubletap",1,"Fire_Doubletap")
    AUGN L 1 A_playsound("AUG/FIRE")
    AUGN M 1 bright A_FireBullets (2.4,1.7,-1,random(1250,1250),"BulletPuff")
    AUGN N 2
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,-6,2)
    AUGN MA 1
    AUGN A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    AUGN A 0 A_jumpifnoammo("Reload")
	goto ready
  Fire_deadshot:
    AUGN L 0 A_JumpIfInventory("Aiming",1,"FireAim")
    AUGN L 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    AUGN L 0 A_jumpifnoammo("Reload")
    AUGN L 0 A_jumpifinventory("Doubletap",1,"Fire_deadshotDoubletap")
    AUGN L 1 A_playsound("AUG/FIRE")
    AUGN M 1 bright A_FireBullets (1.5,1,-1,random(1250,1250),"BulletPuff")
    AUGN N 2
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,-6,2)
    AUGN MA 1
    AUGN A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    AUGN A 0 A_jumpifnoammo("Reload")
	goto ready
  Fire_Doubletap:
    AUGN L 0 A_JumpIfInventory("Aiming",1,"FireAim")
    AUGN L 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    AUGN L 0 A_jumpifnoammo("Reload")
    AUGN L 1 A_playsound("AUG/FIRE")
    AUGN M 1 bright A_FireBullets (2.4,1.7,-1,random(1250,1250),"BulletPuff")
    AUGN N 1
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,-6,2)
    AUGN MA 1
    AUGN A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    AUGN A 0 A_jumpifnoammo("Reload")
	goto ready
  Fire_deadshotDoubletap:
    AUGN L 0 A_JumpIfInventory("Aiming",1,"FireAim")
    AUGN L 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    AUGN L 0 A_jumpifnoammo("Reload")
    AUGN L 1 A_playsound("AUG/FIRE")
    AUGN M 1 bright A_FireBullets (1.5,1,-1,random(1250,1250),"BulletPuff")
    AUGN N 1
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,-6,2)
    AUGN MA 1
    AUGN A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    AUGN A 0 A_jumpifnoammo("Reload")
	goto ready
  altfire:
    AUGN R 0 A_JumpIfInventory("Aiming",1,"AltFire2")
    AUGN R 0 A_ZoomFactor(1.2)
    AUGN RST 2
    AUGN T 0 A_GiveInventory("Aiming",1)
    goto TrueReady
   AltFire2:
    AUGN T 0 A_ZoomFactor(1.0)
    AUGN TSR 2
    AUGN R 0 A_TakeInventory("Aiming",1)
    goto Ready
  ReloadStartAim:
    AUGN R 0 A_ZoomFactor(1.0)
    AUGN RST 2
    AUGN T 0 A_TakeInventory("Aiming",1)
    AUGN K 0 acs_executeAlways(675,0,0,0,0)
    goto reload
  FireAim:
    AUGN K 0 A_JumpIfInventory("IsReloading",1,"ReloadStartAim") 
    AUGN K 0 A_jumpifnoammo("ReloadStartAim")
    AUGN K 0 A_jumpifinventory("Doubletap",1,"FireAim_Doubletap")
    AUGN K 0 A_jumpifinventory("deadshot",1,"FireAim_deadshot")
    AUGN P 0 A_playsound("AUG/FIRE")
	AUGN P 1 bright A_FireBullets (1.5,1,-1,random(1250,1250),"BulletPuff")
	AUGN Q 2 A_FireCustomMissile("BulletCasingSpawner",0,0,3,0)
	AUGN Q 0 
	AUGN PO 1 
    AUGN Q 0 A_jumpifnoammo("ReloadStartAim")
    AUGN Q 0 A_ReFire
    AUGN Q 0 A_jumpifnoammo("ReloadStartAim")
    Goto TrueReady
  FireAim_deadshot:
    AUGN K 0 A_JumpIfInventory("IsReloading",1,"ReloadStartAim") 
    AUGN K 0 A_jumpifnoammo("ReloadStartAim")
    AUGN K 0 A_jumpifinventory("Doubletap",1,"FireAim_deadshotDoubletap")
    AUGN P 0 A_playsound("AUG/FIRE")
	AUGN O 1 //
	AUGN P 1 bright A_FireBullets (1,1,-1,random(1250,1250),"BulletPuff")
	AUGN Q 2 A_FireCustomMissile("BulletCasingSpawner",0,0,3,0)
	AUGN Q 0 
	AUGN PO 1
    AUGN Q 0 A_jumpifnoammo("ReloadStartAim")
    AUGN Q 0 A_ReFire
    AUGN Q 0 A_jumpifnoammo("ReloadStartAim")
    Goto TrueReady
  FireAim_Doubletap:
    AUGN K 0 A_JumpIfInventory("IsReloading",1,"ReloadStartAim") 
    AUGN K 0 A_jumpifnoammo("ReloadStartAim")
    AUGN K 0 A_jumpifinventory("deadshot",1,"FireAim_deadshotDoubletap")
    AUGN P 0 A_playsound("AUG/FIRE")
	AUGN O 1 
	AUGN P 1 bright A_FireBullets (1.5,1,-1,random(1250,1250),"BulletPuff")
	AUGN Q 1 A_FireCustomMissile("BulletCasingSpawner",0,0,3,0)
	AUGN Q 0 
	AUGN PO 1
    AUGN Q 0 A_jumpifnoammo("ReloadStartAim")
    AUGN Q 0 A_ReFire
    AUGN Q 0 A_jumpifnoammo("ReloadStartAim")
    Goto TrueReady
  FireAim_deadshotDoubletap:
    AUGN K 0 A_JumpIfInventory("IsReloading",1,"ReloadStartAim") 
    AUGN K 0 A_jumpifnoammo("ReloadStartAim")
    AUGN P 0 A_playsound("AUG/FIRE")
	AUGN O 1 
	AUGN P 1 bright A_FireBullets (1,1,-1,random(1250,1250),"BulletPuff")
	AUGN Q 1 A_FireCustomMissile("BulletCasingSpawner",0,0,3,0)
	AUGN Q 0 
	AUGN PO 1
    AUGN Q 0 A_jumpifnoammo("ReloadStartAim")
    AUGN Q 0 A_ReFire
    AUGN Q 0 A_jumpifnoammo("ReloadStartAim")
    Goto TrueReady
  Reload:
    AUGN K 0 acs_executeAlways(675,0,0,0,0)
	AUGN A 0 A_TakeInventory("IsReloading",1)
    AUGN A 0 A_jumpifinventory("Speedcola", 1,"Reload_speed")
    AUGN A 0 A_jumpifinventory("AUGClip", 30,"ready")
	AUGN A 0 A_jumpifinventory("AUGammo", 1, 1)
	goto ready
	AUGN BCDEFG 2
	AUGN G 20 A_playsound("AUG/Clipout")
	goto reload2
  Reload2:
    AUGN J 0 A_Giveinventory("AUGclip",1)
	AUGN J 0 A_Takeinventory("AUGammo",1)
    AUGN J 0 A_jumpifinventory("AUGclip",30,"reloaddone")
	AUGN J 0 A_jumpifinventory("AUGammo",1,"reload2")
	goto reloaddone
  reloaddone:
	AUGN HJ 2
	AUGN J 15 A_playsound("AUG/Clipin")
	AUGN JHGFEDCB 2
	goto ready
  Reload_speed:
	AUGN A 0 A_TakeInventory("IsReloading",1)
    AUGN A 0 A_jumpifinventory("AUGClip", 30,"ready")
	AUGN A 0 A_jumpifinventory("AUGammo", 1, 1)
	goto ready
	AUGN BCDEFG 1
	AUGN G 10 A_playsound("AUG/Clipout")
	goto reload2_speed
  Reload2_speed:
    AUGN J 0 A_Giveinventory("AUGclip",1)
	AUGN J 0 A_Takeinventory("AUGammo",1)
    AUGN J 0 A_jumpifinventory("AUGclip",30,"reloaddone_speed")
	AUGN J 0 A_jumpifinventory("AUGammo",1,"reload2_speed")
	goto reloaddone_speed
  reloaddone_speed:
	AUGN HJ 1
	AUGN J 7 A_playsound("AUG/Clipin")
	AUGN JHGFEDCB 1
	goto ready
  ThrowGrenade:
     HNDG BCD 1
     HNDG E 1 A_PlaySound("weapons/grenadepin")
     HNDG FGHH 1
     HNDG I 1 A_PlaySound("weapons/grenadethr") 
     HNDG J 0 A_FireCustomMissile("ThrownGrenade",0,0,0,0)
     HNDG J 0 A_PlaySound("weapons/grenadethr")
     HNDG JKLMNOPQ 1
     HNDG Q 0 A_TakeInventory("thrownade")
     Goto Ready
  Useknife:
     KNFG A 0 A_jumpifinventory("Machete",1,"UseMachete")
     KNFG ABC 2
	 KNFG C 0 A_CustomPunch (110,1,0,"KnifePuff")
	 KNFG DEF 2
	 KNFG F 0 A_TakeInventory("Kinfeammo")
	 goto ready
  UseMachete:
     MHT4 ABC 2
	 MHT4 C 0 A_CustomPunch (450,1,0,"Machetepuff")
	 MHT4 DEFG 2
	 MHT4 G 0 A_TakeInventory("Kinfeammo")
	 goto ready
  Flash:
    TNTT A 0
	stop
  Spawn:
    GEWE Z -1
	stop
  }
}


actor AUGClip : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 0
    inventory.maxamount 30
    ammo.backpackamount 0
    ammo.backpackmaxamount 30
    +IGNORESKILL
}

actor AUGAmmo : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 360
    inventory.maxamount 360
    ammo.backpackamount 360
    ammo.backpackmaxamount 360
    +IGNORESKILL
    inventory.pickupmessage "Got Colt45 rounds!"  
    States
    {
    Spawn:
      CLIP A -1
      Stop
    }
}

actor PAPAUG : Weapon
{
  Game Doom
  Weapon.SelectionOrder 1500
  weapon.ammotype "PAPAUGClip"
  weapon.ammouse 1
  weapon.ammogive 999
  weapon.ammogive2 999
  weapon.ammotype2 "PAPAUGAmmo"
  Obituary "$OB_MPPISTOL" // "%o was tickled by %k's pea shooter."
  Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED" // "Picked up a pistol."
  States
  {
  Ready:
    AUGN K 0 acs_executeAlways(675,0,0,0,0)
	AUGP A 0 A_JumpIfInventory("thrownade",1,"ThrowGrenade")
    AUGP A 0 A_JumpIfInventory("IsReloading",1,"Reload")
	AUGP A 0 A_JumpIfInventory("Kinfeammo",1,"UseKnife")  
    AUGP A 1 A_WeaponReady
    loop  
  TrueReady: 
    AUGP K 0 acs_executeAlways(675,0,0,0,0)
    AUGP K 0 A_JumpIfNoAmmo("ReloadStartAim")
    AUGP K 0 A_JumpIfInventory("IsReloading",1,"ReloadStartAim")
	AUGP K 0 A_JumpIfInventory("thrownade",1,"ThrowGrenade")
	AUGP K 0 A_JumpIfInventory("Kinfeammo",1,"UseKnife")
    AUGP K 1 A_WeaponReady(WRF_NOBOB)
  loop 
  Deselect: 
    AUGP A 0 A_Lower
    AUGP A 0 A_Lower
    AUGP A 1 A_Lower
    AUGP A 0 acs_executeAlways(675,0,0,0,0)
    loop
  Select:
    AUGP A 0 A_Raise
    AUGP A 0 A_Raise
    AUGP A 1 A_Raise
    AUGP A 0 acs_executeAlways(675,0,0,0,0)
    loop
  Fire:
    AUGP L 0 A_JumpIfInventory("Aiming",1,"FireAim")
    AUGP L 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    AUGP L 0 A_jumpifnoammo("Reload")
    AUGP L 0 A_jumpifinventory("deadshot",1,"Fire_deadshot")
    AUGP L 0 A_jumpifinventory("Doubletap",1,"Fire_Doubletap")
    AUGP L 1 A_playsound("AUG/FIRE")
    AUGP L 0 
    AUGP M 1 bright A_FireBullets (2.4,1.7,-1,random(1750,1750),"BulletPuff")
    AUGP N 2
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,-6,2)
    AUGP MA 1
    AUGP A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    AUGP A 0 A_jumpifnoammo("Reload")
	goto ready
  Fire_deadshot:
    AUGP L 0 A_JumpIfInventory("Aiming",1,"FireAim")
    AUGP L 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    AUGP L 0 A_jumpifnoammo("Reload")
    AUGP L 0 A_jumpifinventory("Doubletap",1,"Fire_deadshotDoubletap")
    AUGP L 1 A_playsound("AUG/FIRE")
    AUGP L 0 
    AUGP M 1 bright A_FireBullets (1.5,1,-1,random(1750,1750),"BulletPuff")
    AUGP N 2
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,-6,2)
    AUGP MA 1
    AUGP A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    AUGP A 0 A_jumpifnoammo("Reload")
	goto ready
  Fire_Doubletap:
    AUGP L 0 A_JumpIfInventory("Aiming",1,"FireAim")
    AUGP L 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    AUGP L 0 A_jumpifnoammo("Reload")
    AUGP L 1 A_playsound("AUG/FIRE")
    AUGP L 0 
    AUGP M 1 bright A_FireBullets (2.4,1.7,-1,random(1750,1750),"BulletPuff")
    AUGP N 1
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,-6,2)
    AUGP MA 1
    AUGP A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    AUGP A 0 A_jumpifnoammo("Reload")
	goto ready
  Fire_deadshotDoubletap:
    AUGP L 0 A_JumpIfInventory("Aiming",1,"FireAim")
    AUGP L 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    AUGP L 0 A_jumpifnoammo("Reload")
    AUGP L 1 A_playsound("AUG/FIRE")
    AUGP L 0 
    AUGP M 1 bright A_FireBullets (1.5,1,-1,random(1750,1750),"BulletPuff")
    AUGP N 1
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,-6,2)
    AUGP MA 1
    AUGP A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    AUGP A 0 A_jumpifnoammo("Reload")
	goto ready
  FireAim:
    AUGP K 0 A_JumpIfInventory("IsReloading",1,"ReloadStartAim") 
    AUGP K 0 A_jumpifnoammo("ReloadStartAim")
    AUGP K 0 A_jumpifinventory("Doubletap",1,"FireAim_Doubletap")
    AUGP K 0 A_jumpifinventory("deadshot",1,"FireAim_deadshot")
    AUGP P 0 A_playsound("AUG/FIRE")
	AUGP O 1 
	AUGP P 1 bright A_FireBullets (1.5,1,-1,random(1750,1750),"BulletPuff")
	AUGP Q 2 A_FireCustomMissile("BulletCasingSpawner",0,0,3,0)
	AUGP Q 0 
	AUGP PO 1
    AUGP Q 0 A_jumpifnoammo("ReloadStartAim")
    AUGP Q 0 A_ReFire
    AUGP Q 0 A_jumpifnoammo("ReloadStartAim")
    Goto TrueReady
  FireAim_deadshot:
    AUGP K 0 A_JumpIfInventory("IsReloading",1,"ReloadStartAim") 
    AUGP K 0 A_jumpifnoammo("ReloadStartAim")
    AUGP K 0 A_jumpifinventory("Doubletap",1,"FireAim_deadshotDoubletap")
    AUGP P 0 A_playsound("AUG/FIRE")
	AUGP O 1 
	AUGP P 1 bright A_FireBullets (1,1,-1,random(1750,1750),"BulletPuff")
	AUGP Q 2 A_FireCustomMissile("BulletCasingSpawner",0,0,3,0)
	AUGP Q 0 
	AUGP PO 1
    AUGP Q 0 A_jumpifnoammo("ReloadStartAim")
    AUGP Q 0 A_ReFire
    AUGP Q 0 A_jumpifnoammo("ReloadStartAim")
    Goto TrueReady
  FireAim_Doubletap:
    AUGP K 0 A_JumpIfInventory("IsReloading",1,"ReloadStartAim") 
    AUGP K 0 A_jumpifnoammo("ReloadStartAim")
    AUGP K 0 A_jumpifinventory("deadshot",1,"FireAim_deadshotDoubletap")
    AUGP P 0 A_playsound("AUG/FIRE")
	AUGP O 1 
	AUGP P 1 bright A_FireBullets (1.5,1,-1,random(1750,1750),"BulletPuff")
	AUGP Q 1 A_FireCustomMissile("BulletCasingSpawner",0,0,3,0)
	AUGP Q 0 
	AUGP PO 1
    AUGP Q 0 A_jumpifnoammo("ReloadStartAim")
    AUGP Q 0 A_ReFire
    AUGP Q 0 A_jumpifnoammo("ReloadStartAim")
    Goto TrueReady
  FireAim_deadshotDoubletap:
    AUGP K 0 A_JumpIfInventory("IsReloading",1,"ReloadStartAim") 
    AUGP K 0 A_jumpifnoammo("ReloadStartAim")
    AUGP P 0 A_playsound("AUG/FIRE")
	AUGP O 1 
	AUGP P 1 bright A_FireBullets (1,1,-1,random(1750,1750),"BulletPuff")
	AUGP Q 1 A_FireCustomMissile("BulletCasingSpawner",0,0,3,0)
	AUGP Q 0 
	AUGP PO 1
    AUGP Q 0 A_jumpifnoammo("ReloadStartAim")
    AUGP Q 0 A_ReFire
    AUGP Q 0 A_jumpifnoammo("ReloadStartAim")
    Goto TrueReady
  altfire:
    AUGP R 0 A_JumpIfInventory("Aiming",1,"AltFire2")
    AUGP R 0 A_ZoomFactor(1.2)
    AUGP RST 2
    AUGP T 0 A_GiveInventory("Aiming",1)
    goto TrueReady
   AltFire2:
    AUGP T 0 A_ZoomFactor(1.0)
    AUGP TSR 2
    AUGP R 0 A_TakeInventory("Aiming",1)
    goto Ready
  ReloadStartAim:
    AUGP R 0 A_ZoomFactor(1.0)
    AUGP RST 2
    AUGP T 0 A_TakeInventory("Aiming",1)
    AUGN K 0 acs_executeAlways(675,0,0,0,0)
    goto reload
  ReloadStartAim:
    AUGP K 0 A_ZoomFactor(1.0)
    AUGP K 1
    AUGP K 0 A_TakeInventory("Aiming",1)
    goto reload
  Reload:
    AUGN K 0 acs_executeAlways(675,0,0,0,0)
	AUGP A 0 A_TakeInventory("IsReloading",1)
    AUGP A 0 A_jumpifinventory("Speedcola", 1,"Reload_speed")
    AUGP A 0 A_jumpifinventory("PAPAUGClip", 45,"ready")
	AUGP A 0 A_jumpifinventory("PAPAUGammo", 1, 1)
	goto ready
	AUGP BCDEFG 2
	AUGP G 20 A_playsound("AUG/Clipout")
	goto reload2
  Reload2:
    AUGP J 0 A_Giveinventory("PAPAUGclip",1)
	AUGP J 0 A_Takeinventory("PAPAUGammo",1)
    AUGP J 0 A_jumpifinventory("PAPAUGclip",45,"reloaddone")
	AUGP J 0 A_jumpifinventory("PAPAUGammo",1,"reload2")
	goto reloaddone
  reloaddone:
	AUGP HJ 2
	AUGP J 15 A_playsound("AUG/Clipin")
	AUGP JHGFEDCB 2
	goto ready
  Reload_speed:
    AUGN K 0 acs_executeAlways(675,0,0,0,0)
	AUGP A 0 A_TakeInventory("IsReloading",1)
    AUGP A 0 A_jumpifinventory("PAPAUGClip", 45,"ready")
	AUGP A 0 A_jumpifinventory("PAPAUGammo", 1, 1)
	goto ready
	AUGP BCDEFG 1
	AUGP G 10 A_playsound("AUG/Clipout")
	goto reload2_speed
  Reload2_speed:
    AUGP J 0 A_Giveinventory("PAPAUGclip",1)
	AUGP J 0 A_Takeinventory("PAPAUGammo",1)
    AUGP J 0 A_jumpifinventory("PAPAUGclip",45,"reloaddone_speed")
	AUGP J 0 A_jumpifinventory("PAPAUGammo",1,"reload2_speed")
	goto reloaddone_speed
  reloaddone_speed:
	AUGP HJ 1
	AUGP J 7 A_playsound("AUG/Clipin")
	AUGP JHGFEDCB 1
	goto ready
  ThrowGrenade:
     HNDG BCD 1
     HNDG E 1 A_PlaySound("weapons/grenadepin")
     HNDG FGHH 1
     HNDG I 1 A_PlaySound("weapons/grenadethr") 
     HNDG J 0 A_FireCustomMissile("ThrownGrenade",0,0,0,0)
     HNDG J 0 A_PlaySound("weapons/grenadethr")
     HNDG JKLMNOPQ 1
     HNDG Q 0 A_TakeInventory("thrownade")
     Goto Ready
  Useknife:
     KNFG A 0 A_jumpifinventory("Machete",1,"UseMachete")
     KNFG ABC 2
	 KNFG C 0 A_CustomPunch (110,1,0,"KnifePuff")
	 KNFG DEF 2
	 KNFG F 0 A_TakeInventory("Kinfeammo")
	 goto ready
  UseMachete:
     MHT4 ABC 2
	 MHT4 C 0 A_CustomPunch (450,1,0,"Machetepuff")
	 MHT4 DEFG 2
	 MHT4 G 0 A_TakeInventory("Kinfeammo")
	 goto ready
  Flash:
    TNTT A 0
	stop
  Spawn:
    GEWE Z -1
	stop
  }
}


actor PAPAUGClip : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 0
    inventory.maxamount 45
    ammo.backpackamount 0
    ammo.backpackmaxamount 45
    +IGNORESKILL
}

actor PAPAUGAmmo : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 495
    inventory.maxamount 495
    ammo.backpackamount 495
    ammo.backpackmaxamount 495
    +IGNORESKILL
    inventory.pickupmessage "Got Colt45 rounds!"  
    States
    {
    Spawn:
      CLIP A -1
      Stop
    }
}