actor Uzi : Weapon
{
  obituary "%o was mowed down by %k's chaingun."
  weapon.ammotype "UziClip"
  weapon.ammouse 1
  weapon.ammogive2 999
  weapon.ammogive1 999
  Weapon.SelectionOrder 200  
  weapon.ammotype2 "UziAmmo"
  states
  {
  Ready:
	M1GE A 0 A_JumpIfInventory("thrownade",1,"ThrowGrenade")
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 	
	AK47 A 0 A_JumpIfInventory("Kinfeammo",1,"UseKnife")
    UZIG A 1 A_WeaponReady
    loop
  Deselect: 
    UZIG A 0 A_Lower
    UZIG A 0 A_Lower
    UZIG A 1 A_Lower
    loop
  Select:
    UZIG A 0 A_Raise
    UZIG A 0 A_Raise
    UZIG A 1 A_Raise
    loop
  Fire:
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    UZIG B 0 A_JumpIfNoAmmo("Reload")
    UZIG A 0 A_jumpifinventory("doubletap",1,"Fire_doubletap")
	TNTT A 0 A_playsound("uzi/fire")
    UZIG C 2 A_FireBullets (5.6, 0, 1, random(825,825), "BulletPuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    UZIG C 0 A_JumpIfNoAmmo("Reload")
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    UZIG D 2
    UZIG D 0 A_ReFire
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    UZIG C 0 A_JumpIfNoAmmo("Reload") 
    goto Ready
  Fire_doubletap:
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    UZIG B 0 A_JumpIfNoAmmo("Reload")
	TNTT A 0 A_playsound("uzi/fire")
    UZIG C 1 A_FireBullets (5.6, 0, 1, random(825,825), "BulletPuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    UZIG C 0 A_JumpIfNoAmmo("Reload")
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    UZIG D 1
    UZIG D 0 A_ReFire
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    UZIG C 0 A_JumpIfNoAmmo("Reload") 
    goto Ready
  Reload:
	AUG1 A 0 A_TakeInventory("IsReloading",1)
    UZRE A 0 A_jumpifinventory("SpeedCola",1,"Reload_speed")
	UZRE A 0 A_jumpifInventory("UziClip",24,"Ready")
    UZRE A 0 A_JumpIfInventory("Uziammo", 1, 1)
	goto Ready+1
    UZRE A 3
	UZRE B 0 A_playsound("uzi/out")
	UZRE BCDEF 3
  Goto Reload2
  Reload2:
	UZRE F 0 A_GiveInventory("UziClip",1)
	UZRE F 0 A_TakeInventory("Uziammo",1)
	UZRE F 0
	UZRE F 0 A_jumpifInventory("UziClip",24,"ReloadDone")
	UZRE F 0 A_JumpIfInventory("Uziammo", 1, "Reload2")
    Goto Reloaddone
  ReloadDone:
    UZRE F 12
    UZRE G 3
	UZRE H 0 A_playsound("uzi/in")
	UZRE HIJ 3
	UZRE K 5
	UZRE L 3
	UZRE M 0 A_playsound("uzi/pull") 
	UZRE MNOPQ 3
    Goto Ready
  Reload_speed:
	UZRE A 0 A_jumpifInventory("UziClip",24,"Ready")
    UZRE A 0 A_JumpIfInventory("Uziammo", 1, 1)
	goto Ready+1
    UZRE A 1
	UZRE B 0 A_playsound("uzi/out")
	UZRE BCDEF 1
  Goto Reload2_speed
  Reload2_speed:
	UZRE F 0 A_GiveInventory("UziClip",1)
	UZRE F 0 A_TakeInventory("Uziammo",1)
	UZRE F 0
	UZRE F 0 A_jumpifInventory("UziClip",24,"ReloadDone_speed")
	UZRE F 0 A_JumpIfInventory("Uziammo", 1, "Reload2_speed")
    Goto Reloaddone_speed
  ReloadDone_speed:
    UZRE F 10
    UZRE G 2
	UZRE H 0 A_playsound("uzi/in")
	UZRE HIJ 2
	UZRE K 3
	UZRE L 2
	UZRE M 0 A_playsound("uzi/pull") 
	UZRE MNOPQ 2
    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 1
    stop
  Spawn:
    USMG A -1
    stop
  }
}

actor UziClip : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 0
    inventory.maxamount 24
    ammo.backpackamount 0
    ammo.backpackmaxamount 24
    +IGNORESKILL
}


actor UziAmmo : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 24
    inventory.maxamount 250
    ammo.backpackamount 24
    ammo.backpackmaxamount 250
    +IGNORESKILL
    inventory.pickupmessage "Got A Uzi clip!!"  
    States
    {
    Spawn:
      CLIP A -1
      Stop
    }
}

actor PAPUzi : Weapon
{
  obituary "%o was mowed down by %k's chaingun."
  weapon.ammotype "PAPUziClip"
  weapon.ammouse 1
  weapon.ammogive2 999
  weapon.ammogive1 999
  Weapon.SelectionOrder 1300  
  weapon.ammotype2 "UziAmmo"
  states
  {
  Ready:
	M1GE A 0 A_JumpIfInventory("thrownade",1,"ThrowGrenade")
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload")
	AK47 A 0 A_JumpIfInventory("Kinfeammo",1,"UseKnife")	
    UZIG A 1 A_WeaponReady
    loop
  Deselect: 
    UZIG A 0 A_Lower
    UZIG A 0 A_Lower
    UZIG A 1 A_Lower
    loop
  Select:
    UZIG A 0 A_Raise
    UZIG A 0 A_Raise
    UZIG A 1 A_Raise
    loop
  Fire:
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    UZIG B 0 A_JumpIfNoAmmo("Reload")
    UZIG A 0 A_jumpifinventory("doubletap",1,"Fire_doubletap")
	TNTT A 0 A_playsound("uzi/fire")
    UZIG C 2 A_FireBullets (3.6, 0, 1, random(1650,1650), "BulletPuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    UZIG C 0 A_JumpIfNoAmmo("Reload")
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    UZIG D 2
    UZIG D 0 A_ReFire
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    UZIG C 0 A_JumpIfNoAmmo("Reload") 
    goto Ready
  Fire_doubletap:
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    UZIG B 0 A_JumpIfNoAmmo("Reload")
	TNTT A 0 A_playsound("uzi/fire")
    UZIG C 1 A_FireBullets (3.6, 0, 1, random(1650,1650), "BulletPuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    UZIG C 0 A_JumpIfNoAmmo("Reload")
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    UZIG D 1
    UZIG D 0 A_ReFire
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    UZIG C 0 A_JumpIfNoAmmo("Reload") 
    goto Ready
  Reload:
	AUG1 A 0 A_TakeInventory("IsReloading",1)
    UZRE A 0 A_jumpifinventory("SpeedCola",1,"Reload_speed")
	UZRE A 0 A_jumpifInventory("PAPUziClip",48,"Ready")
    UZRE A 0 A_JumpIfInventory("Uziammo", 1, 1)
	goto Ready+1
    UZRE A 3
	UZRE B 0 A_playsound("uzi/out")
	UZRE BCDEF 3
  Goto Reload2
  Reload2:
	UZRE F 0 A_GiveInventory("PAPUziClip",1)
	UZRE F 0 A_TakeInventory("Uziammo",1)
	UZRE F 0
	UZRE F 0 A_jumpifInventory("PAPUziClip",48,"ReloadDone")
	UZRE F 0 A_JumpIfInventory("Uziammo", 1, "Reload2")
    Goto Reloaddone
  ReloadDone:
    UZRE F 12
    UZRE G 3
	UZRE H 0 A_playsound("uzi/in")
	UZRE HIJ 3
	UZRE K 5
	UZRE L 3
	UZRE M 0 A_playsound("uzi/pull") 
	UZRE MNOPQ 3
    Goto Ready
  Reload_speed:
	UZRE A 0 A_jumpifInventory("PAPUziClip",48,"Ready")
    UZRE A 0 A_JumpIfInventory("Uziammo", 1, 1)
	goto Ready+1
    UZRE A 2
	UZRE B 0 A_playsound("uzi/out")
	UZRE BCDEF 2
  Goto Reload2_speed
  Reload2_speed:
	UZRE F 0 A_GiveInventory("PAPUziClip",1)
	UZRE F 0 A_TakeInventory("Uziammo",1)
	UZRE F 0
	UZRE F 0 A_jumpifInventory("PAPUziClip",48,"ReloadDone_speed")
	UZRE F 0 A_JumpIfInventory("Uziammo", 1, "Reload2_speed")
    Goto Reloaddone_speed
  ReloadDone_speed:
    UZRE F 10
    UZRE G 2
	UZRE H 0 A_playsound("uzi/in")
	UZRE HIJ 2
	UZRE K 3
	UZRE L 2
	UZRE M 0 A_playsound("uzi/pull") 
	UZRE MNOPQ 2
    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 1
    stop
  Spawn:
    USMG A -1
    stop
  }
}

actor PAPUziClip : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 0
    inventory.maxamount 48
    ammo.backpackamount 0
    ammo.backpackmaxamount 48
    +IGNORESKILL
}

actor DualUzis : Weapon
{
  obituary "%o was mowed down by %k's chaingun."
  weapon.ammotype "DualUziClip"
  weapon.ammouse 1
  weapon.ammogive2 999
  weapon.ammogive1 999
  Weapon.SelectionOrder 300  
  weapon.ammotype2 "DualUziAmmo"
  states
  {
  Ready: 
	M1GE A 0 A_JumpIfInventory("thrownade",1,"ThrowGrenade")
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload")
	AK47 A 0 A_JumpIfInventory("Kinfeammo",1,"UseKnife")
    UZIS A 1 A_WeaponReady
    loop
  Deselect: 
    UZIS A 0 A_Lower
    UZIS A 0 A_Lower
    UZIS A 1 A_Lower
    loop
  Select:
    UZIS A 0 A_Raise
    UZIS A 0 A_Raise
    UZIS A 1 A_Raise
    loop
  Fire:
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    UZIS A 0 A_jumpifnoammo("Reload")
    UZIS A 2 A_jumpifinventory("doubletap",1,"Fire_doubletap")
	TNTT A 0 A_playsound("uzi/fire")
    UZIS B 2 Bright A_FireBullets(8,3,1,random(1650,1650),"BulletPuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,-30,2)
	TNTT A 0 A_playsound("uzi/fire")
    UZIS C 2 Bright A_FireBullets(8,3,1,random(1650,1650),"BulletPuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,-30,2)
    UZIS A 0 A_jumpifnoammo("Reload")
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    UZIS A 0 A_ReFire
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    UZIS A 0 A_jumpifnoammo("Reload")
    goto Ready
  Fire_doubletap:
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    UZIS A 0 A_jumpifnoammo("Reload")
    UZIS A 1
	TNTT A 0 A_playsound("uzi/fire")
    UZIS B 1 Bright A_FireBullets(8,3,1,random(1650,1650),"BulletPuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,-30,2)
	TNTT A 0 A_playsound("uzi/fire")
    UZIS C 1 Bright A_FireBullets(8,3,1,random(1650,1650),"BulletPuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,-30,2)
    UZIS A 0 A_jumpifnoammo("Reload")
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    UZIS A 0 A_ReFire
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    UZIS A 0 A_jumpifnoammo("Reload")
    goto Ready
  Reload:
	AUG1 A 0 A_TakeInventory("IsReloading",1)
    DURE A 0 A_jumpifinventory("SpeedCola",1,"Reload_speed")
	DURE A 0 A_jumpifInventory("DualUziClip",48,"Ready")
    DURE A 0 A_JumpIfInventory("DualUziammo", 1, 1)
	goto Ready+1
    DURE A 3
	DURE B 0 A_playsound("uzi/out")
	DURE BCDE 3
    DURE F 12
    DURE G 3
	DURE H 0 A_playsound("uzi/in")
	DURE HIJ 3
	goto reload2
  Reload2:
	DURE J 0 A_GiveInventory("DualUziClip",1)
	DURE J 0 A_TakeInventory("DualUziammo",1)
	DURE J 0
	DURE J 0 A_jumpifInventory("DualUziClip",48,"ReloadDone")
	DURE J 0 A_JumpIfInventory("DualUziammo", 1, "Reload2")
    Goto Reloaddone
  Reloaddone:
    DVRE A 3
	DVRE B 0 A_playsound("uzi/out")
	DVRE BCDE 3
    DVRE F 12
    DVRE G 3
	DVRE H 0 A_playsound("uzi/in")
	DVRE HIJ 3
	DVRE KLMNOPQRS 1
	goto ready
  Reload_speed:
	DURE A 0 A_jumpifInventory("DualUziClip",48,"Ready")
    DURE A 0 A_JumpIfInventory("DualUziammo", 1, 1)
	goto Ready+1
    DURE A 2
	DURE B 0 A_playsound("uzi/out")
	DURE BCDE 2
    DURE F 10
    DURE G 2
	DURE H 0 A_playsound("uzi/in")
	DURE HIJ 2
	goto reload2_speed
  Reload2_speed:
	DURE J 0 A_GiveInventory("DualUziClip",1)
	DURE J 0 A_TakeInventory("DualUziammo",1)
	DURE J 0
	DURE J 0 A_jumpifInventory("DualUziClip",48,"ReloadDone_speed")
	DURE J 0 A_JumpIfInventory("DualUziammo", 1, "Reload2_speed")
    Goto Reloaddone_speed
  Reloaddone_speed:
    DVRE A 2
	DVRE B 0 A_playsound("uzi/out")
	DVRE BCDE 2
    DVRE F 10
    DVRE G 2
	DVRE H 0 A_playsound("uzi/in")
	DVRE HIJ 2
	DVRE KLMNOPQRS 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 1
    stop
  Spawn:
    SMGS A -1
    stop
  }
}

actor DualUziClip : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 0
    inventory.maxamount 48
    ammo.backpackamount 0
    ammo.backpackmaxamount 48
    +IGNORESKILL
}


actor DualUziAmmo : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 48
    inventory.maxamount 425
    ammo.backpackamount 48
    ammo.backpackmaxamount 425
    +IGNORESKILL
    inventory.pickupmessage "Got A Uzi clip!!"  
    States
    {
    Spawn:
      CLIP A -1
      Stop
    }
}

actor PAPDualUzis : Weapon
{
  obituary "%o was mowed down by %k's chaingun."
  weapon.ammotype "PAPDualUziClip"
  weapon.ammouse 1
  weapon.ammogive2 999
  weapon.ammogive1 999
  Weapon.SelectionOrder 1300  
  weapon.ammotype2 "DualUziAmmo"
  states
  {
  Ready: 
	M1GE A 0 A_JumpIfInventory("thrownade",1,"ThrowGrenade")
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload")  
	AK47 A 0 A_JumpIfInventory("Kinfeammo",1,"UseKnife")
    UZIS A 1 A_WeaponReady
    loop
  Deselect: 
    UZIS A 0 A_Lower
    UZIS A 0 A_Lower
    UZIS A 1 A_Lower
    loop
  Select:
    UZIS A 0 A_Raise
    UZIS A 0 A_Raise
    UZIS A 1 A_Raise
    loop
  Fire:
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    UZIS A 0 A_jumpifnoammo("Reload")
    UZIS A 2 A_jumpifinventory("doubletap",1,"Fire_doubletap")
	TNTT A 0 A_playsound("uzi/fire")
    UZIS B 2 Bright A_FireBullets(6.2,2.2,1,random(3300,3300),"BulletPuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,-30,2)
	TNTT A 0 A_playsound("uzi/fire")
    UZIS C 2 Bright A_FireBullets(6.2,2.2,1,random(3300,3300),"BulletPuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,-30,2)
    UZIS A 0 A_jumpifnoammo("Reload")
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    UZIS A 0 A_ReFire
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    UZIS A 0 A_jumpifnoammo("Reload")
    goto Ready
  Fire_doubletap:
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    UZIS A 0 A_jumpifnoammo("Reload")
    UZIS A 1 
	TNTT A 0 A_playsound("uzi/fire")
    UZIS B 1 Bright A_FireBullets(6.2,2.2,1,random(3300,3300),"BulletPuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,-30,2)
	TNTT A 0 A_playsound("uzi/fire")
    UZIS C 1 Bright A_FireBullets(6.2,2.2,1,random(3300,3300),"BulletPuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,-30,2)
    UZIS A 0 A_jumpifnoammo("Reload")
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    UZIS A 0 A_ReFire
    AUG1 A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    UZIS A 0 A_jumpifnoammo("Reload")
    goto Ready
  Reload_speed:
	DURE A 0 A_jumpifInventory("PAPDualUziClip",72,"Ready")
    DURE A 0 A_JumpIfInventory("DualUziammo", 1, 1)
	goto Ready+1
    DURE A 2
	DURE B 0 A_playsound("uzi/out")
	DURE BCDE 2
    DURE F 10
    DURE G 2
	DURE H 0 A_playsound("uzi/in")
	DURE HIJ 2
	goto reload2_speed
  Reload2_speed:
	DURE J 0 A_GiveInventory("PAPDualUziClip",1)
	DURE J 0 A_TakeInventory("DualUziammo",1)
	DURE J 0
	DURE J 0 A_jumpifInventory("PAPDualUziClip",72,"ReloadDone_speed")
	DURE J 0 A_JumpIfInventory("DualUziammo", 1, "Reload2_speed")
    Goto Reloaddone_speed
  Reloaddone_speed:
    DVRE A 2
	DVRE B 0 A_playsound("uzi/out")
	DVRE BCDE 2
    DVRE F 10
    DVRE G 2
	DVRE H 0 A_playsound("uzi/in")
	DVRE HIJ 2
	DVRE KLMNOPQRS 1
	goto ready
  Reload:
	AUG1 A 0 A_TakeInventory("IsReloading",1)
    DURE A 0 A_jumpifinventory("SpeedCola",1,"Reload_speed")
	DURE A 0 A_jumpifInventory("PAPDualUziClip",72,"Ready")
    DURE A 0 A_JumpIfInventory("DualUziammo", 1, 1)
	goto Ready+1
    DURE A 3
	DURE B 0 A_playsound("uzi/out")
	DURE BCDE 3
    DURE F 12
    DURE G 3
	DURE H 0 A_playsound("uzi/in")
	DURE HIJ 3
	goto reload2
  Reload2:
	DURE J 0 A_GiveInventory("PAPDualUziClip",1)
	DURE J 0 A_TakeInventory("DualUziammo",1)
	DURE J 0
	DURE J 0 A_jumpifInventory("PAPDualUziClip",72,"ReloadDone")
	DURE J 0 A_JumpIfInventory("DualUziammo", 1, "Reload2")
    Goto Reloaddone
  Reloaddone:
    DVRE A 3
	DVRE B 0 A_playsound("uzi/out")
	DVRE BCDE 3
    DVRE F 12
    DVRE G 3
	DVRE H 0 A_playsound("uzi/in")
	DVRE HIJ 3
	DVRE KLMNOPQRS 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 1
    stop
  Spawn:
    SMGS A -1
    stop
  }
}

actor PAPDualUziClip : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 0
    inventory.maxamount 72    
	ammo.backpackamount 0
    ammo.backpackmaxamount 72
    +IGNORESKILL
}