actor WeaponSmokePuff
{
  RenderStyle None
  -RANDOMIZE
  +NOCLIP
  PROJECTILE
  Speed 28
  Damage 0
  states
  {
  Spawn:
    TNT1 A 1
    TNT1 A 0 A_AlertMonsters
    TNT1 A 0 A_SpawnItemEx("MuzzleFlash", 0, 0, 0, 0, 0, 0, 0, 128, 0)
    stop
  }
}

actor Aiming : Inventory
{
    inventory.amount 0
    inventory.maxamount 1
}


actor MuzzleFlash
{
  RenderStyle Add
  alpha 0.5
  -RANDOMIZE
  +NOCLIP
  PROJECTILE
  Speed 2
  Damage 0
  Scale 0.15
  +CLIENTSIDEONLY
  +NOINTERACTION
  states
  {
  Spawn:
    MUZZ A 0 
    MUZZ A 2 bright A_Jump(128,"Spawn2","Spawn3","Spawn4","Spawn5","Spawn6")
    stop
  Spawn2:
    MUZZ B 2 bright 
    stop
  Spawn3:
    MUZZ C 2 bright 
    stop
  Spawn4:
    MUZZ D 2 bright 
    stop
  Spawn5:
    MUZZ E 2 bright 
    stop
  Spawn6:
    MUZZ F 2 bright 
    stop
  }
}

actor MuzzleFlash2 : MuzzleFlash
{
  Scale 0.25
}

ACTOR Scar-H : Weapon
{
  Game Doom
  scale 0.15
  Weapon.SelectionOrder 1900
  Weapon.AmmoUse 1
  Weapon.AmmoGive1 999
  Weapon.AmmoGive2 999
  Weapon.AmmoType "SCARclip"
  Weapon.AmmoType2 "SCARAmmo"
  Obituary "$OB_MPPISTOL"
  States
  {
  Ready:
    SCAR A 0 acs_executeAlways(675,0,0,0,0)
    SCAR A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
	SCAR A 0 A_JumpIfInventory("thrownade",1,"ThrowGrenade")
	SCAR A 0 A_JumpIfInventory("Kinfeammo",1,"UseKnife")
    SCAR A 1 A_WeaponReady
    Goto Ready  
  TrueReady: 
    SCAA D 0 acs_executeAlways(675,0,0,0,0)
    SCAA D 0 A_JumpIfNoAmmo("ReloadStartAim")
    SCAA D 0 A_JumpIfInventory("IsReloading",1,"ReloadStartAim")
	SCAA A 0 A_JumpIfInventory("thrownade",1,"ThrowGrenade")
	SCAA A 0 A_JumpIfInventory("Kinfeammo",1,"UseKnife")
    SCAA D 1 A_WeaponReady(WRF_NOBOB)
  Goto TrueReady  
  Deselect: 
    SCAR A 0 A_Lower
    SCAR A 0 A_Lower
    SCAR A 1 A_Lower
    SCAR A 0 acs_executeAlways(675,0,0,0,0)
    loop
  Select:
    SCAR A 0 A_Raise
    SCAR A 0 A_Raise
    SCAR A 1 A_Raise
    SCAR A 0 acs_executeAlways(675,0,0,0,0)
    loop
  Fire:
    SCAR A 0 A_JumpIfInventory("Aiming",1,"FireAim")
    SCAR A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    SCAR A 0 A_jumpifnoammo("Reload")
    SCAR A 0 A_jumpifinventory("Doubletap",1,"Fire_Doubletap")
    SCAR A 0 A_jumpifinventory("deadshot",1,"Fire_deadshot")
    SCAR B 2  
    SCAR B 1 A_FireCustomMissile("WeaponSmokePuff",0,0,8,3)
    SCAR B 0 A_PlaySound("scar/fire") 
    SCAR B 0 A_FireBullets(4,3,1,random(1550,1550),"BulletPuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    SCAR C 2
    SCAR A 0 A_jumpifnoammo("Reload")
    SCAR B 2 A_ReFire
    SCAR A 0 A_jumpifnoammo("Reload")
    Goto Ready
  Fire_deadshot:
    SCAR A 0 A_JumpIfInventory("Aiming",1,"FireAim")
    SCAR A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    SCAR A 0 A_jumpifnoammo("Reload")
    SCAR A 0 A_jumpifinventory("Doubletap",1,"Fire_deadshotDoubletap")
    SCAR B 2  
    SCAR B 1 A_FireCustomMissile("WeaponSmokePuff",0,0,8,3)
    SCAR B 0 A_PlaySound("scar/fire") 
    SCAR B 0 A_FireBullets(2.2,1.5,1,random(1550,1550),"BulletPuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    SCAR C 2
    SCAR A 0 A_jumpifnoammo("Reload")
    SCAR B 2 A_ReFire
    SCAR A 0 A_jumpifnoammo("Reload")
    Goto Ready
  Fire_Doubletap:
    SCAR A 0 A_JumpIfInventory("Aiming",1,"FireAim")
    SCAR A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    SCAR A 0 A_jumpifnoammo("Reload")
    SCAR A 0 A_jumpifinventory("deadshot",1,"Fire_deadshotDoubletap")
    SCAR B 1  
    SCAR B 0 A_FireCustomMissile("WeaponSmokePuff",0,0,8,3)
    SCAR B 0 A_PlaySound("scar/fire") 
    SCAR B 0 A_FireBullets(4,3,1,random(1550,1550),"BulletPuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    SCAR C 1
    SCAR A 0 A_jumpifnoammo("Reload")
    SCAR B 1 A_ReFire
    SCAR A 0 A_jumpifnoammo("Reload")
    Goto Ready
  Fire_deadshotDoubletap:
    SCAR A 0 A_JumpIfInventory("Aiming",1,"FireAim")
    SCAR A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    SCAR A 0 A_jumpifnoammo("Reload")
    SCAR B 1  
    SCAR B 0 A_FireCustomMissile("WeaponSmokePuff",0,0,8,3)
    SCAR B 0 A_PlaySound("scar/fire") 
    SCAR B 0 A_FireBullets(2.2,1.5,1,random(1550,1550),"BulletPuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    SCAR C 1
    SCAR A 0 A_jumpifnoammo("Reload")
    SCAR B 1 A_ReFire
    SCAR A 0 A_jumpifnoammo("Reload")
    Goto Ready
  FireAim:
    SCAA A 0 A_JumpIfInventory("IsReloading",1,"ReloadStartAim") 
    SCAA A 0 A_jumpifnoammo("ReloadStartAim")
    SCAA A 0 A_jumpifinventory("Doubletap",1,"FireAim_Doubletap")
    SCAA A 0 A_jumpifinventory("deadshot",1,"FireAim_deadshot")
    SCAA E 2
	SCAA E 1 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3)
    SCAA E 0 A_PlaySound("scar/fire") 
    SCAA E 0 A_FireBullets(1.5,1.5,1,random(1550,1550))
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    SCAA F 2
    SCAA A 0 A_jumpifnoammo("ReloadStartAim")
    SCAA E 2 A_ReFire
    SCAA A 0 A_jumpifnoammo("ReloadStartAim")
    Goto TrueReady
  FireAim_Doubletap:
    SCAA A 0 A_JumpIfInventory("IsReloading",1,"ReloadStartAim") 
    SCAA A 0 A_jumpifnoammo("ReloadStartAim")
    SCAA A 0 A_jumpifinventory("deadshot",1,"FireAim_Doubletapdeadshot")
    SCAA E 1
	SCAA E 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3)
    SCAA E 0 A_PlaySound("scar/fire") 
    SCAA E 0 A_FireBullets(1.5,1.5,1,random(1550,1550))
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    SCAA F 1
    SCAA A 0 A_jumpifnoammo("ReloadStartAim")
    SCAA E 1 A_ReFire
    SCAA A 0 A_jumpifnoammo("ReloadStartAim")
    Goto TrueReady
  FireAim_deadshot:
    SCAA A 0 A_JumpIfInventory("IsReloading",1,"ReloadStartAim") 
    SCAA A 0 A_jumpifnoammo("ReloadStartAim")
    SCAA A 0 A_jumpifinventory("Doubletap",1,"FireAim_Doubletapdeadshot")
    SCAA E 2
	SCAA E 1 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3)
    SCAA E 0 A_PlaySound("scar/fire") 
    SCAA E 0 A_FireBullets(0.2,0.3,1,random(1550,1550))
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    SCAA F 2
    SCAA A 0 A_jumpifnoammo("ReloadStartAim")
    SCAA E 2 A_ReFire
    SCAA A 0 A_jumpifnoammo("ReloadStartAim")
    Goto TrueReady
  FireAim_Doubletapdeadshot:
    SCAA A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    SCAA A 0 A_jumpifnoammo("Reload")
    SCAA E 1
	SCAA E 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3)
    SCAA E 0 A_PlaySound("scar/fire") 
    SCAA E 0 A_FireBullets(0.2,0.3,1,random(1550,1550))
    SCAA F 1
    SCAA A 0 A_jumpifnoammo("Reload")
    SCAA E 1 A_ReFire
    SCAA A 0 A_jumpifnoammo("Reload")
    Goto TrueReady
  altfire:
    SCAA A 0 A_JumpIfInventory("Aiming",1,"AltFire2")
    SCAA A 0 A_ZoomFactor(1.2)
    SCAA ABCD 1
    SCAA D 0 A_GiveInventory("Aiming",1)
    goto TrueReady
   AltFire2:
    SCAA A 0 A_ZoomFactor(1.0)
    SCAA DCBA 1
    SCAA A 0 A_TakeInventory("Aiming",1)
    goto Ready
  ReloadStartAim:
    SCAA A 0 A_ZoomFactor(1.0)
    SCAA DCBA 1
    SCAA A 0 A_TakeInventory("Aiming",1)
    goto reload
  Reload:
	SCAR A 0 A_TakeInventory("IsReloading",1)
    SCAR A 0 A_jumpifinventory("Speedcola", 1,"Reload_speed")
    SCAR A 0 A_jumpifinventory("SCARclip", 20,"ready")
	SCAR A 0 A_jumpifinventory("SCARAmmo", 1, 1)
	goto ready+1
	SCAR A 0 A_playsound("scar/clipout")
	SCAR A 2 offset(0,40)
	SCAR A 2 offset(0,44)
	SCAR A 2 offset(0,48)
	SCAR A 2 offset(0,52)
	SCAR A 2 offset(0,56)
	SCAR A 2 offset(0,60)
	SCAR A 2 offset(0,64)
	SCAR A 20 offset(0,64)
    Goto Reload2
  Reload2:
    SCAR A 0 A_Giveinventory("SCARclip",1)
	SCAR A 0 A_Takeinventory("SCARammo",1)
    SCAR A 0 A_jumpifinventory("SCARclip",20,"reloaddone")
	SCAR A 0 A_jumpifinventory("SCARammo",1,"reload2")
	goto reloaddone
  Reloaddone:
    SCAR A 0 A_playsound("scar/clipin")
	SCAR A 15 offset(0,64)
	SCAR A 0 A_playsound("SCAR/bolt")
	SCAR A 10 offset(0,64)
    SCAR A 2 offset(0,64)
	SCAR A 2 offset(0,60)
	SCAR A 2 offset(0,56)
	SCAR A 2 offset(0,52)
	SCAR A 2 offset(0,48)
	SCAR A 2 offset(0,44)
	SCAR A 2 offset(0,40)
	goto ready	
  Reload_speed:
	SCAR A 0 A_TakeInventory("IsReloading",1)
    SCAR A 0 A_jumpifinventory("SCARclip", 20,"ready")
	SCAR A 0 A_jumpifinventory("SCARAmmo", 1, 1)
	goto ready+1
	SCAR A 0 A_playsound("scar/clipout")
	SCAR A 1 offset(0,40)
	SCAR A 1 offset(0,44)
	SCAR A 1 offset(0,48)
	SCAR A 1 offset(0,52)
	SCAR A 1 offset(0,56)
	SCAR A 1 offset(0,60)
	SCAR A 1 offset(0,64)
	SCAR A 10 offset(0,64)
    Goto Reload2_speed
  Reload2_speed:
    SCAR A 0 A_Giveinventory("SCARclip",1)
	SCAR A 0 A_Takeinventory("SCARammo",1)
    SCAR A 0 A_jumpifinventory("SCARclip",20,"reloaddone_speed")
	SCAR A 0 A_jumpifinventory("SCARammo",1,"reload2_speed")
	goto reloaddone_speed
  Reloaddone_speed:
    SCAR A 0 A_playsound("scar/clipin")
	SCAR A 7 offset(0,64)
	SCAR A 0 A_playsound("SCAR/bolt")
	SCAR A 5 offset(0,64)
    SCAR A 1 offset(0,64)
	SCAR A 1 offset(0,60)
	SCAR A 1 offset(0,56)
	SCAR A 1 offset(0,52)
	SCAR A 1 offset(0,48)
	SCAR A 1 offset(0,44)
	SCAR A 1 offset(0,40)
	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:
    TNTA A 0
  Spawn:
    SCAR S -1
    Stop
  }
}

actor SCARClip : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 0
    inventory.maxamount 20
    ammo.backpackamount 0
    ammo.backpackmaxamount 20
    +IGNORESKILL
}

actor SCARAmmo : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 20
    inventory.maxamount 280
    ammo.backpackamount 20
    ammo.backpackmaxamount 280
    +IGNORESKILL
    inventory.pickupmessage "Got AK47 rounds!"  
    States
    {
    Spawn:
      CLIP A -1
      Stop
    }
}

ACTOR PAPScar-H : Weapon
{
  Game Doom
  scale 0.15
  Weapon.SelectionOrder 1900
  Weapon.AmmoUse 1
  Weapon.AmmoGive1 999
  Weapon.AmmoGive2 999
  Weapon.AmmoType "PAPSCARclip"
  Weapon.AmmoType2 "PAPSCARAmmo"
  Obituary "$OB_MPPISTOL"
  States
  {
  Ready:
    SCAR A 0 acs_executeAlways(675,0,0,0,0)
    SCAR A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
	SCAR A 0 A_JumpIfInventory("thrownade",1,"ThrowGrenade")
	SCAR A 0 A_JumpIfInventory("Kinfeammo",1,"UseKnife")
    SCAR A 1 A_WeaponReady
    Goto Ready  
  TrueReady: 
    SCAA D 0 acs_executeAlways(675,0,0,0,0)
    SCAA D 0 A_JumpIfNoAmmo("ReloadStartAim")
    SCAA D 0 A_JumpIfInventory("IsReloading",1,"ReloadStartAim")
	SCAA A 0 A_JumpIfInventory("thrownade",1,"ThrowGrenade")
	SCAA A 0 A_JumpIfInventory("Kinfeammo",1,"UseKnife")
    SCAA D 1 A_WeaponReady(WRF_NOBOB)
  Goto TrueReady   
  Deselect: 
    SCAR A 0 A_Lower
    SCAR A 0 A_Lower
    SCAR A 1 A_Lower
    SCAR A 0 acs_executeAlways(675,0,0,0,0)
    loop
  Select:
    SCAR A 0 A_Raise
    SCAR A 0 A_Raise
    SCAR A 1 A_Raise
    SCAR A 0 acs_executeAlways(675,0,0,0,0)
    loop
  Fire:
    SCAR A 0 A_JumpIfInventory("Aiming",1,"FireAim")
    SCAR A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    SCAR A 0 A_jumpifnoammo("Reload")
    SCAR A 0 A_jumpifinventory("Doubletap",1,"Fire_Doubletap")
    SCAR A 0 A_jumpifinventory("deadshot",1,"Fire_deadshot")
    SCAR B 2  
    SCAR B 1 A_FireCustomMissile("WeaponSmokePuff",0,0,8,3)
    SCAR B 0 A_PlaySound("scar/fire") 
    SCAR B 0 A_FireBullets(4,3,1,random(2650,2650),"BulletPuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    SCAR C 2
    SCAR A 0 A_jumpifnoammo("Reload")
    SCAR B 2 A_ReFire
    SCAR A 0 A_jumpifnoammo("Reload")
    Goto Ready
  Fire_deadshot:
    SCAR A 0 A_JumpIfInventory("Aiming",1,"FireAim")
    SCAR A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    SCAR A 0 A_jumpifnoammo("Reload")
    SCAR A 0 A_jumpifinventory("Doubletap",1,"Fire_deadshotDoubletap")
    SCAR B 2  
    SCAR B 1 A_FireCustomMissile("WeaponSmokePuff",0,0,8,3)
    SCAR B 0 A_PlaySound("scar/fire") 
    SCAR B 0 A_FireBullets(2.2,1.5,1,random(2650,2650),"BulletPuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    SCAR C 2
    SCAR A 0 A_jumpifnoammo("Reload")
    SCAR B 2 A_ReFire
    SCAR A 0 A_jumpifnoammo("Reload")
    Goto Ready
  Fire_Doubletap:
    SCAR A 0 A_JumpIfInventory("Aiming",1,"FireAim")
    SCAR A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    SCAR A 0 A_jumpifnoammo("Reload")
    SCAR A 0 A_jumpifinventory("deadshot",1,"Fire_deadshotDoubletap")
    SCAR B 1  
    SCAR B 0 A_FireCustomMissile("WeaponSmokePuff",0,0,8,3)
    SCAR B 0 A_PlaySound("scar/fire") 
    SCAR B 0 A_FireBullets(4,3,1,random(2650,2650),"BulletPuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    SCAR C 1
    SCAR A 0 A_jumpifnoammo("Reload")
    SCAR B 1 A_ReFire
    SCAR A 0 A_jumpifnoammo("Reload")
    Goto Ready
  Fire_deadshotDoubletap:
    SCAR A 0 A_JumpIfInventory("Aiming",1,"FireAim")
    SCAR A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    SCAR A 0 A_jumpifnoammo("Reload")
    SCAR B 1  
    SCAR B 0 A_FireCustomMissile("WeaponSmokePuff",0,0,8,3)
    SCAR B 0 A_PlaySound("scar/fire") 
    SCAR B 0 A_FireBullets(2.2,1.5,1,random(2650,2650),"BulletPuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    SCAR C 1
    SCAR A 0 A_jumpifnoammo("Reload")
    SCAR B 1 A_ReFire
    SCAR A 0 A_jumpifnoammo("Reload")
    Goto Ready
  FireAim:
    SCAA A 0 A_JumpIfInventory("IsReloading",1,"ReloadStartAim") 
    SCAA A 0 A_jumpifnoammo("ReloadStartAim")
    SCAA A 0 A_jumpifinventory("Doubletap",1,"FireAim_Doubletap")
    SCAA A 0 A_jumpifinventory("deadshot",1,"FireAim_deadshot")
    SCAA E 2
	SCAA E 1 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3)
    SCAA E 0 A_PlaySound("scar/fire") 
    SCAA E 0 A_FireBullets(1.5,1.5,1,random(2650,2650))
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    SCAA F 2
    SCAA A 0 A_jumpifnoammo("ReloadStartAim")
    SCAA E 2 A_ReFire
    SCAA A 0 A_jumpifnoammo("ReloadStartAim")
    Goto TrueReady
  FireAim_Doubletap:
    SCAA A 0 A_JumpIfInventory("IsReloading",1,"ReloadStartAim") 
    SCAA A 0 A_jumpifnoammo("ReloadStartAim")
    SCAA A 0 A_jumpifinventory("deadshot",1,"FireAim_Doubletapdeadshot")
    SCAA E 1
	SCAA E 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3)
    SCAA E 0 A_PlaySound("scar/fire") 
    SCAA E 0 A_FireBullets(1.5,1.5,1,random(2650,2650))
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    SCAA F 1
    SCAA A 0 A_jumpifnoammo("ReloadStartAim")
    SCAA E 1 A_ReFire
    SCAA A 0 A_jumpifnoammo("ReloadStartAim")
    Goto TrueReady
  FireAim_deadshot:
    SCAA A 0 A_JumpIfInventory("IsReloading",1,"ReloadStartAim") 
    SCAA A 0 A_jumpifnoammo("ReloadStartAim")
    SCAA A 0 A_jumpifinventory("Doubletap",1,"FireAim_Doubletapdeadshot")
    SCAA E 2
	SCAA E 1 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3)
    SCAA E 0 A_PlaySound("scar/fire") 
    SCAA E 0 A_FireBullets(0.2,0.3,1,random(2650,2650))
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    SCAA F 2
    SCAA A 0 A_jumpifnoammo("ReloadStartAim")
    SCAA E 2 A_ReFire
    SCAA A 0 A_jumpifnoammo("ReloadStartAim")
    Goto TrueReady
  FireAim_Doubletapdeadshot:
    SCAA A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    SCAA A 0 A_jumpifnoammo("Reload")
    SCAA E 1
	SCAA E 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,3)
    SCAA E 0 A_PlaySound("scar/fire") 
    SCAA E 0 A_FireBullets(0.2,0.3,1,random(2650,2650))
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    SCAA F 1
    SCAA A 0 A_jumpifnoammo("Reload")
    SCAA E 1 A_ReFire
    SCAA A 0 A_jumpifnoammo("Reload")
    Goto TrueReady
  altfire:
    SCAA A 0 A_JumpIfInventory("Aiming",1,"AltFire2")
    SCAA A 0 A_ZoomFactor(1.2)
    SCAA ABCD 1
    SCAA D 0 A_GiveInventory("Aiming",1)
    goto TrueReady
   AltFire2:
    SCAA A 0 A_ZoomFactor(1.0)
    SCAA DCBA 1
    SCAA A 0 A_TakeInventory("Aiming",1)
    goto Ready
  ReloadStartAim:
    SCAA A 0 A_ZoomFactor(1.0)
    SCAA DCBA 1
    SCAA A 0 A_TakeInventory("Aiming",1)
    goto reload
  Reload:
	SCAR A 0 A_TakeInventory("IsReloading",1)
    SCAR A 0 A_jumpifinventory("Speedcola", 1,"Reload_speed")
    SCAR A 0 A_jumpifinventory("PAPSCARclip", 45,"ready")
	SCAR A 0 A_jumpifinventory("PAPSCARAmmo", 1, 1)
	goto ready+1
	SCAR A 0 A_playsound("scar/clipout")
	SCAR A 2 offset(0,40)
	SCAR A 2 offset(0,44)
	SCAR A 2 offset(0,48)
	SCAR A 2 offset(0,52)
	SCAR A 2 offset(0,56)
	SCAR A 2 offset(0,60)
	SCAR A 2 offset(0,64)
	SCAR A 20 offset(0,64)
    Goto Reload2
  Reload2:
    SCAR A 0 A_Giveinventory("PAPSCARclip",1)
	SCAR A 0 A_Takeinventory("PAPSCARammo",1)
    SCAR A 0 A_jumpifinventory("PAPSCARclip",45,"reloaddone")
	SCAR A 0 A_jumpifinventory("PAPSCARammo",1,"reload2")
	goto reloaddone
  Reloaddone:
    SCAR A 0 A_playsound("scar/clipin")
	SCAR A 15 offset(0,64)
	SCAR A 0 A_playsound("SCAR/bolt")
	SCAR A 10 offset(0,64)
    SCAR A 2 offset(0,64)
	SCAR A 2 offset(0,60)
	SCAR A 2 offset(0,56)
	SCAR A 2 offset(0,52)
	SCAR A 2 offset(0,48)
	SCAR A 2 offset(0,44)
	SCAR A 2 offset(0,40)
	goto ready	
  Reload_speed:
	SCAR A 0 A_TakeInventory("IsReloading",1)
    SCAR A 0 A_jumpifinventory("PAPSCARclip", 45,"ready")
	SCAR A 0 A_jumpifinventory("PAPSCARAmmo", 1, 1)
	goto ready+1
	SCAR A 0 A_playsound("scar/clipout")
	SCAR A 1 offset(0,40)
	SCAR A 1 offset(0,44)
	SCAR A 1 offset(0,48)
	SCAR A 1 offset(0,52)
	SCAR A 1 offset(0,56)
	SCAR A 1 offset(0,60)
	SCAR A 1 offset(0,64)
	SCAR A 10 offset(0,64)
    Goto Reload2_speed
  Reload2_speed:
    SCAR A 0 A_Giveinventory("PAPSCARclip",1)
	SCAR A 0 A_Takeinventory("PAPSCARammo",1)
    SCAR A 0 A_jumpifinventory("PAPSCARclip",45,"reloaddone_speed")
	SCAR A 0 A_jumpifinventory("PAPSCARammo",1,"reload2_speed")
	goto reloaddone_speed
  Reloaddone_speed:
    SCAR A 0 A_playsound("scar/clipin")
	SCAR A 7 offset(0,64)
	SCAR A 0 A_playsound("SCAR/bolt")
	SCAR A 5 offset(0,64)
    SCAR A 1 offset(0,64)
	SCAR A 1 offset(0,60)
	SCAR A 1 offset(0,56)
	SCAR A 1 offset(0,52)
	SCAR A 1 offset(0,48)
	SCAR A 1 offset(0,44)
	SCAR A 1 offset(0,40)
	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:
    TNTA A 0
  Spawn:
    SCAR S -1
    Stop
  }
}

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

actor PAPSCARAmmo : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 45
    inventory.maxamount 900
    ammo.backpackamount 45
    ammo.backpackmaxamount 900
    +IGNORESKILL
    inventory.pickupmessage "Got AK47 rounds!"  
    States
    {
    Spawn:
      CLIP A -1
      Stop
    }
}