ACTOR TossPower : Inventory { Inventory.MaxAmount 999 }
ACTOR TossPower2 : Inventory { Inventory.MaxAmount 999 }
ACTOR DynamiteTossTimer : Inventory { Inventory.MaxAmount 280 } //8 seconds.
ACTOR DynamiteTossCounter : GenericToken {}
ACTOR DynamiteSelected : GenericToken {}
ACTOR DynamiteBounceCounter : GenericToken {}

#include "Decorate/Guns/Projectile/Dynamite.txt"
#include "Decorate/Guns/Projectile/DynamiteExp.txt"

//Quick-throw item
ACTOR DynamiteQuickToss : CustomInventory
{
  Inventory.Amount 1
  Inventory.MaxAmount 1
  Inventory.InterHubAmount 1
  Inventory.PickupMessage "I want to donate some blood... somebody else's."
  -INVENTORY.INVBAR
  +INVENTORY.UNDROPPABLE
  States
  {
	Spawn:
		REDG A -1
		Stop
	Use:
		TNT1 A 0 A_JumpIfInventory("TNTAmmo",1,1)
		Fail
		//DYNG A 0 A_JumpIfInventory("Mana",25,1)
		//Fail
		TNT1 A 0 A_JumpIfInventory("DynamiteTossCounter",1,"Nope")
		TNT1 A 0 A_JumpIfInventory("LeftFireToken",1,"Nope")
		TNT1 A 0 A_JumpIfInventory("RightFireToken",1,"Nope")
		TNT1 A 0 A_GiveInventory("DynamiteTossTimer",280)
		TNT1 A 0 A_GiveInventory("DynamiteTossCounter",1)
		TNT1 A 0 A_JumpIfInventory("DergfistSelected",1,"DergfistStuff")
		TNT1 A 0 A_JumpIfInventory("LonghornSelected",1,"LonghornStuff")
		TNT1 A 0 A_JumpIfInventory("StruckerSelected",1,"StruckerStuff")
		TNT1 A 0 A_JumpIfInventory("IronblastSelected",1,"IronblastStuff")
		TNT1 A 0 A_JumpIfInventory("PulverizerSelected",1,"PulverizerStuff")
		TNT1 A 0 A_JumpIfInventory("MatriarchSelected",1,"MatriarchStuff")
		TNT1 A 0 A_JumpIfInventory("SovereignSelected",1,"SovereignStuff")
		TNT1 A 0 A_JumpIfInventory("CauterizerSelected",1,"CauterizerStuff")
		TNT1 A 0 A_JumpIfInventory("DreadfulSelected",1,"DreadfulStuff")
		TNT1 A 0 A_JumpIfInventory("DynamiteSelected",1,"DynamiteStuff")
		TNT1 A 1
		Fail
	DergfistStuff:
		TNT1 A 0 A_GiveInventory("DergfistSelect")
		Goto GoOn
	LonghornStuff:
		TNT1 A 1 A_GiveInventory("LonghornSelect")
		Goto GoOn
	StruckerStuff:
		TNT1 A 1 A_GiveInventory("StruckerSelect")
		Goto GoOn
	IronblastStuff:
		TNT1 A 1 A_GiveInventory("IronblastSelect")
		Goto GoOn
	PulverizerStuff:
		TNT1 A 1 A_GiveInventory("PulverizerSelect")
		Goto GoOn
	MatriarchStuff:
		TNT1 A 1 A_GiveInventory("MatriarchSelect")
		Goto GoOn
	SovereignStuff:
		TNT1 A 1 A_GiveInventory("SovereignSelect")
		Goto GoOn
	CauterizerStuff:
		TNT1 A 1 A_GiveInventory("CauterizerSelect")
		Goto GoOn
	DreadfulStuff:
		TNT1 A 1 A_GiveInventory("DreadfulSelect")
		Goto GoOn
	DynamiteStuff:
		TNT1 A 1 A_GiveInventory("DynamiteSelect")
		Goto GoOn
	GoOn:
		TNT1 A 0 A_GiveInventory("Dynatoss")
		TNT1 A 0 A_SelectWeapon("Dynatoss")	
	Nope:
		TNT1 A 0
		Fail
  }
}

ACTOR Dynatoss : Weapon
{
	Weapon.SelectionOrder 999
	+CHEATNOTWEAPON
	States
	{
	Spawn:
		TNT1 A 0
	Select:
		TNT1 AAAAAAAAAAAAAAA 0 A_Raise
		Goto Ready
	Ready:
		TNT1 A 0 A_JumpIfInventory("DergfistSelect",1,"DergfistStuff")
		TNT1 A 0 A_JumpIfInventory("LonghornSelect",1,"LonghornStuff")
		TNT1 A 0 A_JumpIfInventory("StruckerSelect",1,"StruckerStuff")
		TNT1 A 0 A_JumpIfInventory("IronblastSelect",1,"IronblastStuff")
		TNT1 A 0 A_JumpIfInventory("PulverizerSelect",1,"PulverizerStuff")
		TNT1 A 0 A_JumpIfInventory("MatriarchSelect",1,"MatriarchStuff")
		TNT1 A 0 A_JumpIfInventory("SovereignSelect",1,"SovereignStuff")
		TNT1 A 0 A_JumpIfInventory("CauterizerSelect",1,"CauterizerStuff")
		TNT1 A 0 A_JumpIfInventory("DreadfulSelect",1,"DreadfulStuff")
		TNT1 A 0 A_JumpIfInventory("DynamiteSelect",1,"DynamiteStuff")
		TNT1 A 1 
		Goto GoOn
	DergfistStuff:
		TNT1 A 1 A_TakeInventory("DergfistSelect")
		TNT1 A 1 A_SelectWeapon("Dergfist")
		TNT1 A 1 
		Goto GoOn
	LonghornStuff:
		TNT1 A 0 A_TakeInventory("LonghornSelect")
		TNT1 A 0 A_JumpIfInventory("HexenCounter",1,3)
		TNT1 A 0 A_SelectWeapon("Longhorn")
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0 A_SelectWeapon("Longhorn2")
		TNT1 A 1 
		Goto GoOn
	StruckerStuff:
		TNT1 A 0 A_TakeInventory("StruckerSelect")
		TNT1 A 0 A_JumpIfInventory("HexenCounter",1,3)
		TNT1 A 0 A_SelectWeapon("Strucker")
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0 A_SelectWeapon("Strucker2")
		TNT1 A 1 
		Goto GoOn
	IronblastStuff:
		TNT1 A 0 A_TakeInventory("IronblastSelect")
		TNT1 A 0 A_JumpIfInventory("HexenCounter",1,3)
		TNT1 A 0 A_SelectWeapon("Ironblast")
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0 A_SelectWeapon("Ironblast2")
		TNT1 A 1 
		Goto GoOn
	PulverizerStuff:
		TNT1 A 0 A_TakeInventory("PulverizerSelect")
		TNT1 A 0 A_JumpIfInventory("HexenCounter",1,3)
		TNT1 A 0 A_SelectWeapon("Pulverizer")
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0 A_SelectWeapon("Pulverizer2")
		TNT1 A 1 
		Goto GoOn
	MatriarchStuff:
		TNT1 A 0 A_TakeInventory("MatriarchSelect")
		TNT1 A 0 A_JumpIfInventory("HexenCounter",1,3)
		TNT1 A 0 A_SelectWeapon("Matriarch")
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0 A_SelectWeapon("Matriarch2")
		TNT1 A 1 
		Goto GoOn
	SovereignStuff:
		TNT1 A 0 A_TakeInventory("SovereignSelect")
		TNT1 A 0 A_JumpIfInventory("HexenCounter",1,3)
		TNT1 A 0 A_SelectWeapon("Sovereign")
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0 A_SelectWeapon("Sovereign2")
		TNT1 A 1 
		Goto GoOn
	CauterizerStuff:
		TNT1 A 0 A_TakeInventory("CauterizerSelect")
		TNT1 A 0 A_JumpIfInventory("HexenCounter",1,3)
		TNT1 A 0 A_SelectWeapon("Cauterizer")
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0 A_SelectWeapon("Cauterizer2")
		TNT1 A 1 
		Goto GoOn
	DreadfulStuff:
		TNT1 A 0 A_TakeInventory("DreadfulSelect")
		TNT1 A 0 A_JumpIfInventory("HexenCounter",1,3)
		TNT1 A 0 A_SelectWeapon("Old Dreadful")
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0 A_SelectWeapon("Old Dreadful2")
		TNT1 A 1 
		Goto GoOn
	DynamiteStuff:
		TNT1 A 0 A_TakeInventory("DynamiteSelect")
		TNT1 A 0 A_SelectWeapon("DynamiteWeapon")
		TNT1 A 1 
		Goto GoOn
	GoOn:
		TNT1 A 0 A_JumpIfInventory("PowerBerserkDamage",1,"GoOnZerking")
		DC2T A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		DU2T A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DY2T A 0
		"####" A 0
		"####" A 1 A_PlaySound("TNT/Toss",5,0.9)
		"####" BCDEF 1
		//"####" A 0 A_TakeInventory("Mana",25,TIF_NOTAKEINFINITE)
		"####" A 0 A_TakeInventory("TNTAmmo",1,TIF_NOTAKEINFINITE)
		"####" A 0 ACS_NamedExecuteAlways("TNT Blockade")
		"####" A 0 A_PlaySound("Flechette/Throw")
		"####" A 0 A_GiveInventory("TossPower",3)
		"####" G 1 A_FireCustomMissile("DynamiteProjectile",0,0,0,-4,0,18)
		"####" HIJKLMN 1

		TNT1 A 0 A_TakeInventory("TossPower") //Just in case, even if the projectile handles it.
		TNT1 A 0 A_CheckReload
		Goto Deselect
	GoOnZerking:
		DCNT A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		DUNT A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DYNT A 0
		"####" ABCDEF 1
		"####" A 0 A_PlaySound("Guncaster/Kick",2)
		"####" A 0 A_PlaySound("TNT/Toss",5,0.9)
		//"####" A 0 A_TakeInventory("Mana",25,TIF_NOTAKEINFINITE)
		"####" A 0 A_TakeInventory("TNTAmmo",1,TIF_NOTAKEINFINITE)
		"####" A 0 ACS_NamedExecuteAlways("TNT Blockade")
		"####" A 0 A_PlaySound("Flechette/Throw")
		"####" A 0 A_GiveInventory("TossPower",3)
		"####" A 1 A_FireCustomMissile("DynamiteProjectile",0,0,0,-4,0,18)
		"####" GH 1
		TNT1 A 6
		TNT1 A 0 A_CheckReload
		Goto Deselect
	Deselect:
		TNT1 A 1 A_TakeInventory("Dynatoss")
		TNT1 AAAAAAAAAAAAAAA 0 A_Lower
		Goto Ready
	Fire:
		TNT1 A 1
		Goto Deselect
	}
}

ACTOR DynamiteWeapon : GuncasterWeapon
{
	Inventory.PickupSound "misc/w_pkup"
	Inventory.PickupMessage "Picked up a bundle of TNT."
	Obituary "%o was done extra-crispy, thanks to %k's TNT."
	//Weapon.UpSound "" 
	Weapon.SelectionOrder 7
	Weapon.AmmoGive 0
	Weapon.AmmoType "TNTAmmo"
	Weapon.AmmoUse 1
	Weapon.SlotNumber 5
	Weapon.BobStyle InverseSmooth
	Weapon.BobSpeed 2.3
	Weapon.BobRangeY 0.7
	Weapon.BobRangeX 0.9
	Tag "Dynamite"
	Scale 1.1
	+NOALERT
	+NOAUTOAIM
	+UNDROPPABLE
	States
	{
	Spawn:
		DYNG X -1
		Stop
	Ready:
		TNT1 A 0 A_TakeInventory("RightFireToken")
		DCNG A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		DUNG A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DYNG A 0
		"####" A 0 A_TakeInventory("NoInterruption",1)
		"####" A 0 A_JumpIf(CallACS("GunslingerMode"),"ZweiReady")
		"####" A 0 A_JumpIfInventory("PowerGunzerking",1,"ZweiReady")
		"####" A 1 A_WeaponReady(WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
		Loop
	DeselectMain:
		DCNG A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		DUNG A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DYNG A 0
	    "####" A 0 A_TakeInventory("DynamiteSelected")
		"####" A 0 A_StopSound(5)
		"####" A 0 SetPlayerProperty(0,0,2)
		"####" A 0 A_TakeInventory("TossPower")
		"####" A 0 A_TakeInventory("TossPower2")
		"####" A 0 A_JumpIf(CallACS("GunslingerMode"),"ZweiDeselect")
		"####" A 0 A_JumpIfInventory("PowerGunzerking",1,"ZweiDeselect")
		"####" A 0 A_JumpIfInventory("TNTAmmo",1,1)
		Goto DeselectNoAmmo
		"####" AAA 0 A_Lower
		"####" A 1 A_Lower
		Loop
	DeselectNoAmmo:
		TNT1 AAAAAAAA 0 A_Lower
		TNT1 A 1 A_Lower
		Loop
	Select:
	    TNT1 A 0 A_GiveInventory("DynamiteSelected")
		TNT1 A 0 A_JumpIfNoAmmo("InstantLockingBoys")
        TNT1 A 0 A_JumpIf(CallACS("CrosshairMode"), 2)
		TNT1 A 0 A_SetCrosshair(57)
		TNT1 A 0 SetPlayerProperty(0,1,2)
		TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),"ZweiSelect")
		TNT1 A 0 A_JumpIfInventory("PowerGunzerking",1,"ZweiSelect")
		TNT1 A 1 A_Raise
		TNT1 AAAAAAAAAAAAAA 0 A_Raise
	GrabIt:
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		DCNU A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		DUNU A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DYNU A 0
		"####" ABCDEFGHI 1
		"####" I 0 A_PlaySound("TNT/Grab",1,0.8)
		"####" JKLMNOPQRS 1
		Goto Ready
	InstantLockingBoys: //Okay guvnor, nobodies comin' this way.
		TNT1 A 0 A_CheckReload
		Goto DeselectMain
		
	Reload:
		"####" "#" 0 A_JumpIfInventory("DynamiteBounceCounter",1,"DontBounceIt")
		"####" "#" 0 A_GiveInventory("DynamiteBounceCounter")
		"####" "#" 0 A_Print("Dynamite Hostile Contact Detonation \c[Green]Enabled\c-.")
		"####" "#" 25 A_PlaySound("Menu/Change",6)
		Goto Ready
	DontBounceIt:
		"####" "#" 0 A_TakeInventory("DynamiteBounceCounter")
		"####" "#" 0 A_Print("Dynamite Hostile Contact Detonation \c[Red]Disabled\c-.")
		"####" "#" 25 A_PlaySound("Menu/Change",6)		
		Goto Ready
		
	//Zweihander

   ZweiSelect:
		TNT1 A 1 A_Raise
		TNT1 A 0 A_GunFlash("GrabItLeft",GFF_NOEXTCHANGE)
		TNT1 AAAAAAAAAAAAAA 0 A_Raise
   GrabItRight:
		//"####" A 0 A_GunFlash("GrabItLeft",GFF_NOEXTCHANGE)
		//"####" A 0
		CRNU A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		URNU A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DRNU A 0
		"####" ABCDEFGHI 1
		"####" I 0 A_PlaySound("TNT/Grab",1,0.8)
		"####" JKLMNOPQRS 1
		CRNG A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		URNG A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DRNG A 0
		"####" A 0 A_JumpIfInventory("NoInterruption",1,2)
		"####" A 10
		"####" A 0
		Goto ZweiReady
   ZweiDeselect:
		"####" A 0 A_GunFlash("Nullify",GFF_NOEXTCHANGE)
		"####" A 0 A_TakeInventory("SynthFireActive",1)
		"####" A 0 A_TakeInventory("SynthFireLeft",1)
		"####" A 0 A_TakeInventory("SynthFireRight",1)
   Zweihander:
   		DC3G A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		DU3G A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DY3G A 0
		"####" A 0 A_Lower
		"####" A 1 A_Lower
		Loop
   ZweiReady:
		"####" A 0 A_GiveInventory("SynthFireActive",1)
		"####" A 0 ACS_NamedExecuteAlways("SynthLeft")
		"####" A 0 ACS_NamedExecuteAlways("SynthRight")
		"####" A 0 A_JumpIfInventory("NoInterruption",1,2)
		"####" A 0 A_GunFlash("LIdle",GFF_NOEXTCHANGE)
		"####" A 0
		Goto RIdle
	GrabItLeft:
		TNT1 A 0 A_JumpIfInventory("NoInterruption",1,2)
		TNT1 A 10 A_GiveInventory("NoInterruption",1)
		TNT1 A 0 A_TakeInventory("LeftFireToken",1)
		CLNU A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		ULNU A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DLNU A 0
		"####" ABCDEFGHI 1
		"####" I 0 A_PlaySound("TNT/Grab",1,0.8)
		"####" JKLMNOPQRS 1
		Goto LIdle
	  
   //Sides
   
	RIdle:
		TNT1 A 0 A_TakeInventory("RightFireToken")
		CRNG A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		URNG A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DRNG A 0
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
		"####" A 0 A_JumpIfInventory("LeftFireToken",1,3)
		"####" A 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
		"####" A 0 A_Jump(256,2)
		"####" A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		"####" A 0 A_JumpIf(CallACS("GunslingerMode"),"RIdle")
		"####" A 0 A_JumpIfInventory("PowerGunzerking",1,"RIdle") 
		Goto BackToReady
	BackToReady:
		"####" A 0 A_GunFlash("Nullify",GFF_NOEXTCHANGE)
		Goto Ready
	Nullify:
		TNT1 A 0 A_TakeInventory("LeftFireToken",1)
		TNT1 A 0 A_TakeInventory("NoInterruption",1)
		Stop
	LIdle:
		CLNG A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		ULNG A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DLNG A 0
		"####" A 1 A_JumpIfInventory("SynthFireLeft",1,"LFire")
		Loop
		
	//Standard
		
	Fire:
		"####" A 0 A_GiveInventory("RightFireToken")
		//"####" A 0 A_JumpIfInventory("Mana",25,1)
		//Goto Ready
		//"####" A 0 A_TakeInventory("Mana",25,TIF_NOTAKEINFINITE)
		DCNG A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		DUNG A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DYNG A 0
		"####" A 0 A_PlaySound("TNT/Ignition",1,0.9)
		"####" A 1 A_SetPitch(Pitch-0.5)
		"####" A 1 A_SetPitch(Pitch-0.5)
		"####" A 1 A_SetPitch(Pitch-1.0)
		"####" A 1 A_SetPitch(Pitch-2.0)
		"####" A 1 A_SetPitch(Pitch-4.0)
		"####" AAA 1 A_SetPitch(Pitch-5.0)
		"####" A 0 A_FireCustomMissile("IgnitionSnort",frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" AA 0 A_FireCustomMissile("IgnitionSmoke",frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" A 1 A_SetPitch(Pitch+6.0)
		"####" A 0 A_FireCustomMissile("IgnitionSnort",frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" AA 0 A_FireCustomMissile("IgnitionSmoke",frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" A 1 A_SetPitch(Pitch+5.0)
		"####" A 0 A_FireCustomMissile("IgnitionSnort",frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" AA 0 A_FireCustomMissile("IgnitionSmoke",frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" A 1 A_SetPitch(Pitch+4.0)
		"####" A 0 A_FireCustomMissile("IgnitionSnort",frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" AA 0 A_FireCustomMissile("IgnitionSmoke",frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" A 1 A_SetPitch(Pitch+3.0)
		"####" A 0 A_FireCustomMissile("IgnitionSnort",frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" AA 0 A_FireCustomMissile("IgnitionSmoke",frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" A 1 A_SetPitch(Pitch+2.0)
		"####" A 0 A_FireCustomMissile("IgnitionSnort",frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" AA 0 A_FireCustomMissile("IgnitionSmoke",frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" AA 1 A_SetPitch(Pitch+1.0)
		"####" AA 1 A_SetPitch(Pitch+0.5)
		"####" A 0 A_PlaySound("TNT/Burn",5,0.8,1)
		DC1B A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		DU1B A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DY1B A 0 
		"####" A 0 A_GiveInventory("TossPower",3)
		"####" A 1 Bright Offset(1,33) //A_SetPitch(Pitch-0.5)
		//"####" A 1 Bright Offset(3,35) A_SetPitch(Pitch-0.75)
		"####" B 1 Bright Offset(7,39) //A_SetPitch(Pitch-1.0)
		//"####" B 1 Bright Offset(9,43) A_SetPitch(Pitch-1.25)
		"####" C 1 Bright Offset(10,47) //A_SetPitch(Pitch-1.0)
		//"####" C 1 Bright Offset(11,49) A_SetPitch(Pitch-0.75)
		"####" D 1 Bright Offset(12,50) //A_SetPitch(Pitch-0.5)
		//"####" D 1 Bright Offset(13,51) A_SetPitch(Pitch-0.5)
		"####" E 1 Bright Offset(14,52) //A_SetPitch(Pitch-0.25)
		//"####" E 1 Bright Offset(15,53) A_SetPitch(Pitch-0.25)
		"####" A 0 A_ReFire("Sequence1A")
		Goto Toss1A
	
	//Sequence 1 (I wish there was a better way to handle that.)
	Sequence1A:
		"####" F 0 A_GiveInventory("TossPower",1)
		"####" FGHI 1 Bright
		"####" A 0 A_ReFire("Sequence1B")
		Goto Toss1A
	Sequence1B:
		"####" I 0 A_GiveInventory("TossPower",1)
		"####" JKLM 1 Bright
		"####" A 0 A_ReFire("Sequence1C")
		Goto Toss1B
	Sequence1C:
		"####" M 0 A_GiveInventory("TossPower",1)
		"####" NOPQ 1 Bright
		"####" A 0 A_ReFire("Sequence1D")
		Goto Toss1C
	Sequence1D:
		"####" P 0 A_GiveInventory("TossPower",1)
		"####" RSTU 1 Bright
		"####" A 0 A_ReFire("Sequence1E")
		Goto Toss1D
	Sequence1E:
		"####" S 0 A_GiveInventory("TossPower",1)
		"####" VWXY 1 Bright
		"####" A 0 A_ReFire("Sequence1F")
		Goto Toss1E
	Sequence1F:
		"####" V 0 A_GiveInventory("TossPower",1)
		"####" Z 1 Bright
		"####" A 0 A_ReFire("Sequence2A")
		Goto Toss1F
		
	//Sequence 2
		
	Sequence2A:
		DC2B A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		DU2B A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DY2B A 0
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" ABCD 1 Bright
		"####" A 0 A_ReFire("Sequence2B")
		Goto Toss2A
	Sequence2B:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" EFGH 1 Bright
		"####" A 0 A_ReFire("Sequence2C")
		Goto Toss2B
	Sequence2C:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" IJKL 1 Bright
		"####" A 0 A_ReFire("Sequence2D")
		Goto Toss2C
	Sequence2D:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" MNOP 1 Bright
		"####" A 0 A_ReFire("Sequence2E")
		Goto Toss2D
	Sequence2E:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" QRST 1 Bright
		"####" A 0 A_ReFire("Sequence2F")
		Goto Toss2E
	Sequence2F:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" UVWX 1 Bright
		"####" A 0 A_ReFire("Sequence2G")
		Goto Toss2F
	Sequence2G:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" YZ 1 Bright
		"####" A 0 A_ReFire("Sequence3A")
		Goto Toss2G
		
	//Sequence 3
		
	Sequence3A:
		DC3B A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		DU3B A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DY3B A 0
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" ABCD 1 Bright
		"####" A 0 A_ReFire("Sequence3B")
		Goto Toss3A
	Sequence3B:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" EFGH 1 Bright
		"####" A 0 A_ReFire("Sequence3C")
		Goto Toss3B
	Sequence3C:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" IJKL 1 Bright
		"####" A 0 A_ReFire("Sequence3D")
		Goto Toss3C
	Sequence3D:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" MNOP 1 Bright
		"####" A 0 A_ReFire("Sequence3E")
		Goto Toss3D
	Sequence3E:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" QRST 1 Bright
		"####" A 0 A_ReFire("Sequence3F")
		Goto Toss3E
	Sequence3F:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" UVWX 1 Bright
		"####" A 0 A_ReFire("Sequence3G")
		Goto Toss3F
	Sequence3G:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" YZ 1 Bright
		"####" A 0 A_ReFire("Sequence4A")
		Goto Toss3G
		
	//Sequence 4 (BETTER TOSS IT NOW OR NEVER!)
		
	Sequence4A:
		DC4B A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		DU4B A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DY4B A 0
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" ABCD 1 Bright
		"####" A 0 A_ReFire("Sequence4B")
		Goto Toss4A
	Sequence4B:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" EFGH 1 Bright
		"####" A 0 A_ReFire("Sequence4C")
		Goto Toss4B
	Sequence4C:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" IJKL 1 Bright
		"####" A 0 A_ReFire("Sequence4D")
		Goto Toss4C
	Sequence4D:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" MNOP 1 Bright
		"####" A 0 A_ReFire("Sequence4E")
		Goto Toss4D
	Sequence4E:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" QRST 1 Bright
		"####" A 0 A_ReFire("Sequence4F")
		Goto Toss4E
	Sequence4F: //Too late, mate.
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" UVW 1 Bright
		Goto Kaboom
	Kaboom:
		TNT1 A 0 Offset(-1,33)
		TNT1 A 0 A_SetBlend("White",1.0,70)
		TNT1 A 0 A_FireCustomMissile("DynamiteTooLate",0,1,0)
		TNT1 A 0 A_StopSound(5)
		TNT1 A 15
		"####" A 0 A_TakeInventory("RightFireToken")
		Goto GrabIt
		
	Toss1A:
		CT1A A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UT1A A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DT1A A 0
		"####" A 0
		Goto TossMain
	Toss1B:
		CT1B A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UT1B A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DT1B A 0
		"####" A 0
		Goto TossMain
	Toss1C:
		CT1C A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UT1C A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DT1C A 0
		"####" A 0
		Goto TossMain
	Toss1D:
		CT1D A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UT1D A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DT1D A 0
		"####" A 0
		Goto TossMain
	Toss1E:
		CT1E A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UT1E A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DT1E A 0
		"####" A 0
		Goto TossMain
	Toss1F:
		CT1F A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UT1F A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DT1F A 0
		"####" A 0
		Goto TossMain
		
	Toss2A:
		CT2A A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UT2A A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DT2A A 0
		"####" A 0
		Goto TossMain
	Toss2B:
		CT2B A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UT2B A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DT2B A 0
		"####" A 0
		Goto TossMain
	Toss2C:
		CT2C A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UT2C A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DT2C A 0
		"####" A 0
		Goto TossMain
	Toss2D:
		CT2D A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UT2D A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DT2D A 0
		"####" A 0
		Goto TossMain
	Toss2E:
		CT2E A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UT2E A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DT2E A 0
		"####" A 0
		Goto TossMain
	Toss2F:
		CT2F A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UT2F A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DT2F A 0
		"####" A 0
		Goto TossMain
	Toss2G:
		CT2G A 0 A_JumpIfInventory("PowerSuitToken",1,2)
		UT2G A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DT2G A 0
		"####" A 0
		Goto TossMain
		
	Toss3A:
		CT3A A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UT3A A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DT3A A 0
		"####" A 0
		Goto TossMain
	Toss3B:
		CT3B A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UT3B A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DT3B A 0
		"####" A 0
		Goto TossMain
	Toss3C:
		CT3C A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UT3C A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DT3C A 0
		"####" A 0
		Goto TossMain
	Toss3D:
		CT3D A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UT3D A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DT3D A 0
		"####" A 0
		Goto TossMain
	Toss3E:
		CT3E A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UT3E A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DT3E A 0
		"####" A 0
		Goto TossMain
	Toss3F:
		CT3F A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UT3F A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DT3F A 0
		"####" A 0
		Goto TossMain
	Toss3G:
		CT3G A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UT3G A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DT3G A 0
		"####" A 0
		Goto TossMain
		
	Toss4A:
		CT4A A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UT4A A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DT4A A 0
		"####" A 0
		Goto TossMain
	Toss4B:
		CT4B A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UT4B A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DT4B A 0
		"####" A 0
		Goto TossMain
	Toss4C:
		CT4C A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UT4C A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DT4C A 0
		"####" A 0
		Goto TossMain
	Toss4D:
		CT4D A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UT4D A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DT4D A 0
		"####" A 0
		Goto TossMain
	Toss4E:
		CT4E A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UT4E A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DT4E A 0
		"####" A 0
		Goto Kaboom

		
	TossMain:
		"####" ABCDEFGH 1 Bright
		TNT1 A 0 A_JumpIfInventory("PowerBerserkDamage",1,"TossType2")
		TNT1 A 0 A_JumpIfInventory("TossPower",8,"TossType2")
	TossType1:
		/*TNT1 A 1 A_SetPitch(Pitch+0.5)
		TNT1 A 1 A_SetPitch(Pitch+1)
		TNT1 A 1 A_SetPitch(Pitch+2)
		TNT1 A 1 A_SetPitch(Pitch+1)
		TNT1 A 1 A_SetPitch(Pitch+0.5)
		
		TNT1 A 0 A_PlaySound("TNT/Toss",5,0.9)
		DY2T A 1 A_SetPitch(Pitch-0.5)
		DY2T B 1 A_SetPitch(Pitch-1)
		DY2T C 1 A_SetPitch(Pitch-2)
		DY2T D 1 A_SetPitch(Pitch-3)
		DY2T E 1 A_SetPitch(Pitch-2)
		DY2T F 1 A_SetPitch(Pitch-1.5)
		TNT1 A 0 A_FireCustomMissile("DynamiteProjectile",0,1,0,-4,0,18)
		
		DY2T G 1 A_SetPitch(Pitch-1)
		DY2T H 1 A_SetPitch(Pitch-0.5)
		DY2T I 1 A_SetPitch(Pitch-0.25)
		DY2T J 1
		DY2T K 1 A_SetPitch(Pitch+0.1)
		DY2T L 1 A_SetPitch(Pitch+0.25)
		DY2T M 1 A_SetPitch(Pitch+0.25)
		DY2T N 1 A_SetPitch(Pitch+0.1)*/
		
		TNT1 A 5
		DC2T A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		DU2T A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DY2T A 0
		"####" A 0
		"####" A 1 A_PlaySound("TNT/Toss",5,0.9)
		"####" BCDEF 1
		"####" G 1 A_FireCustomMissile("DynamiteProjectile",0,1,0,-4,0,18)
		"####" HIJKLMN 1

		TNT1 A 0 A_TakeInventory("TossPower") //Just in case, even if the projectile handles it.
		TNT1 A 0 A_CheckReload
		"####" A 0 A_TakeInventory("RightFireToken")
		Goto GrabIt
	TossType2:
		/*//TNT1 A 0 A_SetAngle(Angle-1)
		TNT1 A 1 A_SetPitch(Pitch+0.5)
		
		//TNT1 A 0 A_SetAngle(Angle-2)
		TNT1 A 1 A_SetPitch(Pitch+1)
		
		//TNT1 A 0 A_SetAngle(Angle-3)
		TNT1 A 1 A_SetPitch(Pitch+1.25)
		
		//TNT1 A 0 A_SetAngle(Angle-2)
		TNT1 A 1 A_SetPitch(Pitch+1)
		
		//TNT1 A 0 A_SetAngle(Angle-1)
		TNT1 A 1 A_SetPitch(Pitch+0.5)
		TNT1 A 0 A_Jump(192,2)
		
		//DYNT A 0 A_SetAngle(Angle+1)
		DYNT A 1 A_SetPitch(Pitch-0.25)
		
		//DYNT B 0 A_SetAngle(Angle+1)
		DYNT B 1 A_SetPitch(Pitch-0.75)
		
		//DYNT A 0 A_SetAngle(Angle+3)
		DYNT C 1 A_SetPitch(Pitch-1.25)
		
		//DYNT A 0 A_SetAngle(Angle+2)
		DYNT D 1 A_SetPitch(Pitch-1.5)
		
		
		//DYNT A 0 A_SetAngle(Angle+1)
		DYNT E 1 A_SetPitch(Pitch-1)
		
		//DYNT A 0 A_SetAngle(Angle+1)
		DYNT F 1 A_SetPitch(Pitch-0.5)
		
		TNT1 A 0 A_PlaySound("Guncaster/Kick",2)
		TNT1 A 0 A_PlaySound("TNT/Toss",5,0.9)
		TNT1 A 0 A_FireCustomMissile("DynamiteProjectile",0,1,0,-4,0,13)
		
		//DYNT A 0 A_SetAngle(Angle+0.5)
		DYNT G 1 A_SetPitch(Pitch-0.25)
		
		//DYNT A 0 A_SetAngle(Angle+0.25)
		DYNT H 1 A_SetPitch(Pitch-0.1)
		
		TNT1 A 0 A_TakeInventory("TossPower")
		TNT1 A 6
		TNT1 A 0 A_CheckReload*/
		
		TNT1 A 5
		
		DCNT A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		DUNT A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DYNT A 0
		"####" ABCDEF 1
		"####" A 0 A_PlaySound("Guncaster/Kick",2)
		"####" A 0 A_PlaySound("TNT/Toss",5,0.9)
		"####" A 0 A_FireCustomMissile("DynamiteProjectile",0,1,0,-4,0,13)
		"####" GH 1
		TNT1 A 6
		TNT1 A 0 A_CheckReload
		"####" A 0 A_TakeInventory("RightFireToken")
		Goto GrabIt
		
	//Right
	
	RFire:
		"####" A 0 A_JumpIf(CallACS("GunslingerMode"),2)
		"####" A 0 A_JumpIfInventory("PowerGunzerking",1,1) 
		Goto BackToReady
		//DRNG A 0 A_JumpIfInventory("Mana",5,1)
		//Goto RIdle
		"####" A 1 A_JumpIfInventory("TNTAmmo",1,1)
		Goto RIdle
		"####" A 0 A_GiveInventory("RightFireToken")
		//DRNG A 0 A_TakeInventory("Mana",5,TIF_NOTAKEINFINITE)
		//DRNG A 0 A_TakeInventory("TNTAmmo",1,TIF_NOTAKEINFINITE)
		"####" A 0 A_PlaySound("TNT/Ignition",1,0.8)
		"####" A 1 A_SetPitch(Pitch-0.25)
		"####" A 1 A_SetPitch(Pitch-0.25)
		"####" A 1 A_SetPitch(Pitch-0.5)
		"####" A 1 A_SetPitch(Pitch-1.0)
		"####" A 1 A_SetPitch(Pitch-2.0)
		"####" AAA 1 A_SetPitch(Pitch-2.5)
		"####" A 0 A_FireCustomMissile("IgnitionSnortNostril",-15+frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" AA 0 A_FireCustomMissile("IgnitionSmokeNostril",-15+frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" A 1 A_SetPitch(Pitch+3.0)
		"####" A 0 A_FireCustomMissile("IgnitionSnortNostril",-15+frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" AA 0 A_FireCustomMissile("IgnitionSmokeNostril",-15+frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" A 1 A_SetPitch(Pitch+2.5)
		"####" A 0 A_FireCustomMissile("IgnitionSnortNostril",-15+frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" AA 0 A_FireCustomMissile("IgnitionSmokeNostril",-15+frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" A 1 A_SetPitch(Pitch+2.0)
		"####" A 0 A_FireCustomMissile("IgnitionSnortNostril",-15+frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" AA 0 A_FireCustomMissile("IgnitionSmokeNostril",-15+frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" A 1 A_SetPitch(Pitch+1.5)
		"####" A 0 A_FireCustomMissile("IgnitionSnortNostril",-15+frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" AA 0 A_FireCustomMissile("IgnitionSmokeNostril",-15+frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" A 1 A_SetPitch(Pitch+1.0)
		"####" A 0 A_FireCustomMissile("IgnitionSnortNostril",-15+frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" AA 0 A_FireCustomMissile("IgnitionSmokeNostril",-15+frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" AA 1 A_SetPitch(Pitch+0.5)
		"####" AA 1 A_SetPitch(Pitch+0.25)
		"####" A 0 A_PlaySound("TNT/Burn",5,0.8,1)
		
		CR1Z A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR1Z A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR1Z A 0
		"####" A 0 A_GiveInventory("TossPower",3)
		"####" A 1 Bright //A_SetPitch(Pitch-0.5)
		"####" B 1 Bright //A_SetPitch(Pitch-1.0)
		"####" C 1 Bright //A_SetPitch(Pitch-1.0)
		"####" D 1 Bright //A_SetPitch(Pitch-0.5)
		"####" E 1 Bright //A_SetPitch(Pitch-0.25)
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto TossRight1A
		"####" A 0
		Goto SequenceRight1A
	//Sequence 1
		
	SequenceRight1A:
		"####" F 0 A_GiveInventory("TossPower",1)
		"####" FGHI 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto TossRight1A
		"####" A 0
		Goto SequenceRight1B
	SequenceRight1B:
		"####" I 0 A_GiveInventory("TossPower",1)
		"####" JKLM 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto TossRight1B
		"####" A 0
		Goto SequenceRight1C
	SequenceRight1C:
		"####" M 0 A_GiveInventory("TossPower",1)
		"####" NOPQ 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto TossRight1C
		"####" A 0
		Goto SequenceRight1D
	SequenceRight1D:
		"####" P 0 A_GiveInventory("TossPower",1)
		"####" RSTU 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto TossRight1D
		"####" A 0
		Goto SequenceRight1E
	SequenceRight1E:
		"####" S 0 A_GiveInventory("TossPower",1)
		"####" VWXY 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto TossRight1E
		"####" A 0
		Goto SequenceRight1F
	SequenceRight1F:
		"####" V 0 A_GiveInventory("TossPower",1)
		"####" Z 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto TossRight1F
		"####" A 0
		Goto SequenceRight2A
		
	//Sequence 2
		
	SequenceRight2A:
		CR2Z A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR2Z A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR2Z A 0
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" ABCD 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto TossRight2A
		"####" A 0
		Goto SequenceRight2B
	SequenceRight2B:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" EFGH 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto TossRight2B
		"####" A 0
		Goto SequenceRight2C
	SequenceRight2C:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" IJKL 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto TossRight2C
		"####" A 0
		Goto SequenceRight2D
	SequenceRight2D:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" MNOP 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto TossRight2D
		"####" A 0
		Goto SequenceRight2E
	SequenceRight2E:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" QRST 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto TossRight2E
		"####" A 0
		Goto SequenceRight2F
	SequenceRight2F:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" UVWX 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto TossRight2F
		"####" A 0
		Goto SequenceRight2G
	SequenceRight2G:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" YZ 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto TossRight2G
		"####" A 0
		Goto SequenceRight3A
		
	//Sequence 3
		
	SequenceRight3A:
		CR3Z A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR3Z A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR3Z A 0
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" ABCD 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto TossRight3A
		"####" A 0
		Goto SequenceRight3B
	SequenceRight3B:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" EFGH 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto TossRight3B
		"####" A 0
		Goto SequenceRight3C
	SequenceRight3C:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" IJKL 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto TossRight3C
		"####" A 0
		Goto SequenceRight3D
	SequenceRight3D:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" MNOP 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto TossRight3D
		"####" A 0
		Goto SequenceRight3E
	SequenceRight3E:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" QRST 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto TossRight3E
		"####" A 0
		Goto SequenceRight3F
	SequenceRight3F:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" UVWX 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto TossRight3F
		"####" A 0
		Goto SequenceRight3G
	SequenceRight3G:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" YZ 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto TossRight3G
		"####" A 0
		Goto SequenceRight4A
		
	//Sequence 4
		
	SequenceRight4A:
		CR4Z A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR4Z A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR4Z A 0
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" ABCD 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto TossRight4A
		"####" A 0
		Goto SequenceRight4B
	SequenceRight4B:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" EFGH 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto TossRight4B
		"####" A 0
		Goto SequenceRight4C
	SequenceRight4C:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" IJKL 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto TossRight4C
		"####" A 0
		Goto SequenceRight4D
	SequenceRight4D:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" MNOP 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto TossRight4D
		"####" A 0
		Goto SequenceRight4E
	SequenceRight4E:
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" QRST 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto TossRight4E
		"####" A 0
		Goto SequenceRight4F
	SequenceRight4F: //Too late, mate.
		"####" A 0 A_GiveInventory("TossPower",1)
		"####" UVW 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireRight",1,1)
		Goto KaboomRight
	KaboomRight:
		TNT1 A 0 A_SetBlend("White",1.0,70)
		TNT1 A 0 A_FireCustomMissile("DynamiteTooLate",0,1,0)
		TNT1 A 0 A_StopSound(5)
		TNT1 A 15
		"####" A 0 A_TakeInventory("RightFireToken")
		GoTo GrabItRight//+2
		
	TossRight1A:
		CR1A A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR1A A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR1A A 0
		"####" A 0
		Goto TossRightMain
	TossRight1B:
		CR1B A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR1B A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR1B A 0
		"####" A 0
		Goto TossRightMain
	TossRight1C:
		CR1C A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR1C A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR1C A 0
		"####" A 0
		Goto TossRightMain
	TossRight1D:
		CR1D A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR1D A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR1D A 0
		"####" A 0
		Goto TossRightMain
	TossRight1E:
		CR1E A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR1E A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR1E A 0
		"####" A 0
		Goto TossRightMain
	TossRight1F:
		CR1F A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR1F A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR1F A 0
		"####" A 0
		Goto TossRightMain
		
	TossRight2A:
		CR2A A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR2A A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR2A A 0
		"####" A 0
		Goto TossRightMain
	TossRight2B:
		CR2B A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR2B A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR2B A 0
		"####" A 0
		Goto TossRightMain
	TossRight2C:
		CR2C A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR2C A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR2C A 0
		"####" A 0
		Goto TossRightMain
	TossRight2D:
		CR2D A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR2D A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR2D A 0
		"####" A 0
		Goto TossRightMain
	TossRight2E:
		CR2E A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR2E A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR2E A 0
		"####" A 0
		Goto TossRightMain
	TossRight2F:
		CR2F A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR2F A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR2F A 0
		"####" A 0
		Goto TossRightMain
	TossRight2G:
		CR2G A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR2G A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR2G A 0
		"####" A 0
		Goto TossRightMain
		
	TossRight3A:
		CR3A A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR3A A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR3A A 0
		"####" A 0
		Goto TossRightMain
	TossRight3B:
		CR3B A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR3B A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR3B A 0
		"####" A 0
		Goto TossRightMain
	TossRight3C:
		CR3C A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR3C A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR3C A 0
		"####" A 0
		Goto TossRightMain
	TossRight3D:
		CR3D A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR3D A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR3D A 0
		"####" A 0
		Goto TossRightMain
	TossRight3E:
		CR3E A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR3E A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR3E A 0
		"####" A 0
		Goto TossRightMain
	TossRight3F:
		CR3F A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR3F A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR3F A 0
		"####" A 0
		Goto TossRightMain
	TossRight3G:
		CR3G A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR3G A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR3G A 0
		"####" A 0
		Goto TossRightMain
		
	TossRight4A:
		CR4A A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR4A A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR4A A 0
		"####" A 0
		Goto TossRightMain
	TossRight4B:
		CR4B A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR4B A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR4B A 0
		"####" A 0
		Goto TossRightMain
	TossRight4C:
		CR4C A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR4C A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR4C A 0
		"####" A 0
		Goto TossRightMain
	TossRight4D:
		CR4D A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR4D A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR4D A 0
		"####" A 0
		Goto TossRightMain
	TossRight4E:
		CR4D A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR4D A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR4D A 0
		"####" A 0
		Goto KaboomRight
		
	TossRightMain:
		"####" ABCDEFGH 1 Bright
		"####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,"TossRightType2")
		"####" A 0 A_JumpIfInventory("TossPower",8,"TossRightType2")
	TossRightType1:
		/*TNT1 A 1 A_SetPitch(Pitch+0.5)
		TNT1 A 1 A_SetPitch(Pitch+1)
		TNT1 A 1 A_SetPitch(Pitch+2)
		TNT1 A 1 A_SetPitch(Pitch+1)
		TNT1 A 1 A_SetPitch(Pitch+0.5)
		
		TNT1 A 0 A_PlaySound("TNT/Toss",5,0.9)
		DR2T A 1 A_SetPitch(Pitch-0.5)
		DR2T B 1 A_SetPitch(Pitch-1)
		DR2T C 1 A_SetPitch(Pitch-2)
		DR2T D 1 A_SetPitch(Pitch-3)
		DR2T E 1 A_SetPitch(Pitch-2)
		DR2T F 1 A_SetPitch(Pitch-1.5)
		TNT1 A 0 A_FireCustomMissile("DynamiteProjectile",0,1,0,-4,0,18)
		
		DR2T G 1 A_SetPitch(Pitch-1)
		DR2T H 1 A_SetPitch(Pitch-0.5)
		DR2T I 1 A_SetPitch(Pitch-0.25)
		DR2T J 1
		DR2T K 1 A_SetPitch(Pitch+0.1)
		DR2T L 1 A_SetPitch(Pitch+0.25)
		DR2T M 1 A_SetPitch(Pitch+0.25)
		DR2T N 1 A_SetPitch(Pitch+0.1)

		TNT1 A 0 A_TakeInventory("TossPower")*/
		
		TNT1 A 5
		CR2T A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UR2T A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DR2T A 0
		"####" A 1 A_PlaySound("TNT/Toss",5,0.9)
		"####" BCDEF 1
		"####" G 1 A_FireCustomMissile("DynamiteProjectile",0,1,0,-4,0,18)
		"####" HIJKLMN 1

		"####" A 0 A_TakeInventory("TossPower")
		"####" A 0 A_TakeInventory("RightFireToken")
		Goto GrabItRight//+2
	TossRightType2:
		/*//TNT1 A 0 A_SetAngle(Angle-1)
		TNT1 A 1 A_SetPitch(Pitch+0.5)
		
		//TNT1 A 0 A_SetAngle(Angle-2)
		TNT1 A 1 A_SetPitch(Pitch+1)
		
		//TNT1 A 0 A_SetAngle(Angle-3)
		TNT1 A 1 A_SetPitch(Pitch+1.25)
		
		//TNT1 A 0 A_SetAngle(Angle-2)
		TNT1 A 1 A_SetPitch(Pitch+1)
		
		//TNT1 A 0 A_SetAngle(Angle-1)
		TNT1 A 1 A_SetPitch(Pitch+0.5)
		TNT1 A 0 A_Jump(192,2)
		
		//DRNT A 0 A_SetAngle(Angle+1)
		DRNT A 1 A_SetPitch(Pitch-0.25)
		
		//DRNT B 0 A_SetAngle(Angle+1)
		DRNT B 1 A_SetPitch(Pitch-0.75)
		
		//DRNT A 0 A_SetAngle(Angle+3)
		DRNT A 1 A_SetPitch(Pitch-1.25)
		
		//DRNT A 0 A_SetAngle(Angle+2)
		DRNT D 1 A_SetPitch(Pitch-1.5)
		
		
		//DRNT A 0 A_SetAngle(Angle+1)
		DRNT E 1 A_SetPitch(Pitch-1)
		
		//DRNT A 0 A_SetAngle(Angle+1)
		DRNT F 1 A_SetPitch(Pitch-0.5)
		
		TNT1 A 0 A_PlaySound("Guncaster/Kick",2)
		TNT1 A 0 A_PlaySound("TNT/Toss",5,0.9)
		TNT1 A 0 A_FireCustomMissile("DynamiteProjectile",0,1,0,-4,0,13)
		
		//DRNT A 0 A_SetAngle(Angle+0.5)
		DRNT G 1 A_SetPitch(Pitch-0.25)
		
		//DRNT A 0 A_SetAngle(Angle+0.25)
		DRNT H 1 A_SetPitch(Pitch-0.1)
		
		TNT1 A 0 A_TakeInventory("TossPower")
		TNT1 A 6*/
		TNT1 A 5
		CRNT A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		URNT A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DRNT A 0
		"####" ABCDEF 1
		"####" A 0 A_PlaySound("Guncaster/Kick",2)
		"####" A 0 A_PlaySound("TNT/Toss",5,0.9)
		"####" A 0 A_FireCustomMissile("DynamiteProjectile",0,1,0,-4,0,13)
		"####" GH 1
		TNT1 A 6
		TNT1 A 0 A_TakeInventory("TossPower")
		"####" A 0 A_TakeInventory("RightFireToken")
		Goto GrabItRight//+2
	  
	LFire:	
		"####" A 0 A_JumpIf(CallACS("GunslingerMode"),2)
		"####" A 0 A_JumpIfInventory("PowerGunzerking",1,1) 
		Goto Nullify
		//"####" A 0 A_JumpIfInventory("Mana",5,1)
		//Goto LIdle
		CLNG A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		ULNG A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DLNG A 0
		"####" A 1 A_JumpIfInventory("TNTAmmo",1,1)
		Goto LIdle
		//"####" A 0 A_TakeInventory("Mana",5,TIF_NOTAKEINFINITE)
		//"####" A 0 A_TakeInventory("TNTAmmo",1,TIF_NOTAKEINFINITE)
		"####" A 0 A_GiveInventory("LeftFireToken",1)
		"####" A 0 A_PlaySound("TNT/Ignition",1,0.8)
		"####" A 1 A_SetPitch(Pitch-0.25)
		"####" A 1 A_SetPitch(Pitch-0.25)
		"####" A 1 A_SetPitch(Pitch-0.5)
		"####" A 1 A_SetPitch(Pitch-1.0)
		"####" A 1 A_SetPitch(Pitch-2.0)
		"####" AAA 1 A_SetPitch(Pitch-2.5)
		"####" A 0 A_FireCustomMissile("IgnitionSnortNostril",15+frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" AA 0 A_FireCustomMissile("IgnitionSmokeNostril",15+frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" A 1 A_SetPitch(Pitch+3.0)
		"####" A 0 A_FireCustomMissile("IgnitionSnortNostril",15+frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" AA 0 A_FireCustomMissile("IgnitionSmokeNostril",15+frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" A 1 A_SetPitch(Pitch+2.5)
		"####" A 0 A_FireCustomMissile("IgnitionSnortNostril",15+frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" AA 0 A_FireCustomMissile("IgnitionSmokeNostril",15+frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" A 1 A_SetPitch(Pitch+2.0)
		"####" A 0 A_FireCustomMissile("IgnitionSnortNostril",15+frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" AA 0 A_FireCustomMissile("IgnitionSmokeNostril",15+frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" A 1 A_SetPitch(Pitch+1.5)
		"####" A 0 A_FireCustomMissile("IgnitionSnortNostril",15+frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" AA 0 A_FireCustomMissile("IgnitionSmokeNostril",15+frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" A 1 A_SetPitch(Pitch+1.0)
		"####" A 0 A_FireCustomMissile("IgnitionSnortNostril",15+frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" AA 0 A_FireCustomMissile("IgnitionSmokeNostril",15+frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" AA 1 A_SetPitch(Pitch+0.5)
		"####" AA 1 A_SetPitch(Pitch+0.25)
		"####" A 0 A_PlaySound("TNT/Burn",5,0.8,1)
		
		CL1Z A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL1Z A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL1Z A 0
		"####" A 0 A_GiveInventory("TossPower2",3)
		"####" A 1 Bright //A_SetPitch(Pitch-0.5)
		"####" B 1 Bright //A_SetPitch(Pitch-1.0)
		"####" C 1 Bright //A_SetPitch(Pitch-1.0)
		"####" D 1 Bright //A_SetPitch(Pitch-0.5)
		"####" E 1 Bright //A_SetPitch(Pitch-0.25)
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto TossLeft1A
		"####" A 0
		Goto SequenceLeft1A
		
	//Sequence 1
		
	SequenceLeft1A:
		"####" F 0 A_GiveInventory("TossPower2",1)
		"####" FGHI 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto TossLeft1A
		"####" A 0
		Goto SequenceLeft1B
	SequenceLeft1B:
		"####" I 0 A_GiveInventory("TossPower2",1)
		"####" JKLM 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto TossLeft1B
		"####" A 0
		Goto SequenceLeft1C
	SequenceLeft1C:
		"####" M 0 A_GiveInventory("TossPower2",1)
		"####" NOPQ 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto TossLeft1C
		"####" A 0
		Goto SequenceLeft1D
	SequenceLeft1D:
		"####" P 0 A_GiveInventory("TossPower2",1)
		"####" RSTU 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto TossLeft1D
		"####" A 0
		Goto SequenceLeft1E
	SequenceLeft1E:
		"####" S 0 A_GiveInventory("TossPower2",1)
		"####" VWXY 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto TossLeft1E
		"####" A 0
		Goto SequenceLeft1F
	SequenceLeft1F:
		"####" V 0 A_GiveInventory("TossPower2",1)
		"####" Z 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto TossLeft1F
		"####" A 0
		Goto SequenceLeft2A
		
	//Sequence 2
		
	SequenceLeft2A:
		CL2Z A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL2Z A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL2Z A 0
		"####" A 0 A_GiveInventory("TossPower2",1)
		"####" ABCD 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto TossLeft2A
		"####" A 0
		Goto SequenceLeft2B
	SequenceLeft2B:
		"####" A 0 A_GiveInventory("TossPower2",1)
		"####" EFGH 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto TossLeft2B
		"####" A 0
		Goto SequenceLeft2C
	SequenceLeft2C:
		"####" A 0 A_GiveInventory("TossPower2",1)
		"####" IJKL 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto TossLeft2C
		"####" A 0
		Goto SequenceLeft2D
	SequenceLeft2D:
		"####" A 0 A_GiveInventory("TossPower2",1)
		"####" MNOP 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto TossLeft2D
		"####" A 0
		Goto SequenceLeft2E
	SequenceLeft2E:
		"####" A 0 A_GiveInventory("TossPower2",1)
		"####" QRST 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto TossLeft2E
		"####" A 0
		Goto SequenceLeft2F
	SequenceLeft2F:
		"####" A 0 A_GiveInventory("TossPower2",1)
		"####" UVWX 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto TossLeft2F
		"####" A 0
		Goto SequenceLeft2G
	SequenceLeft2G:
		"####" A 0 A_GiveInventory("TossPower2",1)
		"####" YZ 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto TossLeft2G
		"####" A 0
		Goto SequenceLeft3A
		
	//Sequence 3
		
	SequenceLeft3A:
		CL3Z A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL3Z A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL3Z A 0
		"####" A 0 A_GiveInventory("TossPower2",1)
		"####" ABCD 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto TossLeft3A
		"####" A 0
		Goto SequenceLeft3B
	SequenceLeft3B:
		"####" A 0 A_GiveInventory("TossPower2",1)
		"####" EFGH 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto TossLeft3B
		"####" A 0
		Goto SequenceLeft3C
	SequenceLeft3C:
		"####" A 0 A_GiveInventory("TossPower2",1)
		"####" IJKL 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto TossLeft3C
		"####" A 0
		Goto SequenceLeft3D
	SequenceLeft3D:
		"####" A 0 A_GiveInventory("TossPower2",1)
		"####" MNOP 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto TossLeft3D
		"####" A 0
		Goto SequenceLeft3E
	SequenceLeft3E:
		"####" A 0 A_GiveInventory("TossPower2",1)
		"####" QRST 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto TossLeft3E
		"####" A 0
		Goto SequenceLeft3F
	SequenceLeft3F:
		"####" A 0 A_GiveInventory("TossPower2",1)
		"####" UVWX 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto TossLeft3F
		"####" A 0
		Goto SequenceLeft3G
	SequenceLeft3G:
		"####" A 0 A_GiveInventory("TossPower2",1)
		"####" YZ 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto TossLeft3G
		"####" A 0
		Goto SequenceLeft4A
		
	//Sequence 4
		
	SequenceLeft4A:
		CL4Z A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL4Z A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL4Z A 0
		"####" A 0 A_GiveInventory("TossPower2",1)
		"####" ABCD 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto TossLeft4A
		"####" A 0
		Goto SequenceLeft4B
	SequenceLeft4B:
		"####" A 0 A_GiveInventory("TossPower2",1)
		"####" EFGH 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto TossLeft4B
		"####" A 0
		Goto SequenceLeft4C
	SequenceLeft4C:
		"####" A 0 A_GiveInventory("TossPower2",1)
		"####" IJKL 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto TossLeft4C
		"####" A 0
		Goto SequenceLeft4D
	SequenceLeft4D:
		"####" A 0 A_GiveInventory("TossPower2",1)
		"####" MNOP 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto TossLeft4D
		"####" A 0
		Goto SequenceLeft4E
	SequenceLeft4E:
		"####" A 0 A_GiveInventory("TossPower2",1)
		"####" QRST 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto TossLeft4E
		"####" A 0
		Goto SequenceLeft4F
	SequenceLeft4F: //Too late, mate.
		"####" A 0 A_GiveInventory("TossPower2",1)
		"####" UVW 1 Bright
		"####" A 0 A_JumpIfInventory("SynthFireLeft",1,1)
		Goto KaboomLeft
	KaboomLeft:
		TNT1 A 0 A_SetBlend("White",1.0,70)
		TNT1 A 0 A_FireCustomMissile("DynamiteTooLate",0,1,0)
		TNT1 A 0 A_StopSound(5)
		TNT1 A 15
		Goto GrabItLeft
		
	TossLeft1A:
		CL1A A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL1A A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL1A A 0
		"####" A 0
		Goto TossLeftMain
	TossLeft1B:
		CL1B A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL1B A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL1B A 0
		"####" A 0
		Goto TossLeftMain
	TossLeft1C:
		CL1C A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL1C A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL1C A 0
		"####" A 0
		Goto TossLeftMain
	TossLeft1D:
		CL1D A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL1D A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL1D A 0
		"####" A 0
		Goto TossLeftMain
	TossLeft1E:
		CL1E A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL1E A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL1E A 0
		"####" A 0
		Goto TossLeftMain
	TossLeft1F:
		CL1F A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL1F A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL1F A 0
		"####" A 0
		Goto TossLeftMain
		
	TossLeft2A:
		CL2A A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL2A A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL2A A 0
		"####" A 0
		Goto TossLeftMain
	TossLeft2B:
		CL2B A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL2B A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL2B A 0
		"####" A 0
		Goto TossLeftMain
	TossLeft2C:
		CL2C A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL2C A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL2C A 0
		"####" A 0
		Goto TossLeftMain
	TossLeft2D:
		CL2D A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL2D A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL2D A 0
		"####" A 0
		Goto TossLeftMain
	TossLeft2E:
		CL2E A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL2E A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL2E A 0
		"####" A 0
		Goto TossLeftMain
	TossLeft2F:
		CL2F A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL2F A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL2F A 0
		"####" A 0
		Goto TossLeftMain
	TossLeft2G:
		CL2G A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL2G A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL2G A 0
		"####" A 0
		Goto TossLeftMain
		
	TossLeft3A:
		CL3A A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL3A A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL3A A 0
		"####" A 0
		Goto TossLeftMain
	TossLeft3B:
		CL2B A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL3B A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL2B A 0
		"####" A 0
		Goto TossLeftMain
	TossLeft3C:
		CL2C A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL3C A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL2C A 0
		"####" A 0
		Goto TossLeftMain
	TossLeft3D:
		CL2D A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL3D A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL2D A 0
		"####" A 0
		Goto TossLeftMain
	TossLeft3E:
		CL3E A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL3E A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL3E A 0
		"####" A 0
		Goto TossLeftMain
	TossLeft3F:
		CL3F A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL3F A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL3F A 0
		"####" A 0
		Goto TossLeftMain
	TossLeft3G:
		CL3G A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL3G A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL3G A 0
		"####" A 0
		Goto TossLeftMain
		
	TossLeft4A:
		CL4A A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL4A A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL4A A 0
		"####" A 0
		Goto TossLeftMain
	TossLeft4B:
		CL4B A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL4B A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL4B A 0
		"####" A 0
		Goto TossLeftMain
	TossLeft4C:
		CL4C A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL4C A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL4C A 0
		"####" A 0
		Goto TossLeftMain
	TossLeft4D:
		CL4D A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL4D A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL4D A 0
		"####" A 0
		Goto TossLeftMain
	TossLeft4E:
		CL4D A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL4D A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL4D A 0
		"####" A 0
		Goto KaboomLeft
		
	TossLeftMain:
		"####" ABCDEFGH 1 Bright
		"####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,"TossLeftType2")
		"####" A 0 A_JumpIfInventory("TossPower2",8,"TossLeftType2")
	TossLeftType1:
		/*TNT1 A 1 A_SetPitch(Pitch+0.5)
		TNT1 A 1 A_SetPitch(Pitch+1)
		TNT1 A 1 A_SetPitch(Pitch+2)
		TNT1 A 1 A_SetPitch(Pitch+1)
		TNT1 A 1 A_SetPitch(Pitch+0.5)
		
		TNT1 A 0 A_PlaySound("TNT/Toss",5,0.9)
		DL2T A 1 A_SetPitch(Pitch-0.5)
		DL2T B 1 A_SetPitch(Pitch-1)
		DL2T C 1 A_SetPitch(Pitch-2)
		DL2T D 1 A_SetPitch(Pitch-3)
		DL2T E 1 A_SetPitch(Pitch-2)
		DL2T F 1 A_SetPitch(Pitch-1.5)
		TNT1 A 0 A_FireCustomMissile("DynamiteProjectile2",0,1,0,-4,0,18)
		
		DL2T G 1 A_SetPitch(Pitch-1)
		DL2T H 1 A_SetPitch(Pitch-0.5)
		DL2T I 1 A_SetPitch(Pitch-0.25)
		DL2T J 1
		DL2T K 1 A_SetPitch(Pitch+0.1)
		DL2T L 1 A_SetPitch(Pitch+0.25)
		DL2T M 1 A_SetPitch(Pitch+0.25)
		DL2T N 1 A_SetPitch(Pitch+0.1)

		TNT1 A 0 A_TakeInventory("TossPower2")*/
		
		TNT1 A 5
		CL2T A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		UL2T A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DL2T A 0
		"####" A 1 A_PlaySound("TNT/Toss",5,0.9)
		"####" BCDEF 1
		"####" G 1 A_FireCustomMissile("DynamiteProjectile2",0,1,0,-4,0,18)
		"####" HIJKLMN 1

		"####" A 0 A_TakeInventory("TossPower2")
		Goto GrabItLeft
	TossLeftType2:
		/*//TNT1 A 0 A_SetAngle(Angle-1)
		TNT1 A 1 A_SetPitch(Pitch+0.5)
		
		//TNT1 A 0 A_SetAngle(Angle-2)
		TNT1 A 1 A_SetPitch(Pitch+1)
		
		//TNT1 A 0 A_SetAngle(Angle-3)
		TNT1 A 1 A_SetPitch(Pitch+1.25)
		
		//TNT1 A 0 A_SetAngle(Angle-2)
		TNT1 A 1 A_SetPitch(Pitch+1)
		
		//TNT1 A 0 A_SetAngle(Angle-1)
		TNT1 A 1 A_SetPitch(Pitch+0.5)
		TNT1 A 0 A_Jump(192,2)
		
		//DLNT A 0 A_SetAngle(Angle+1)
		DLNT A 1 A_SetPitch(Pitch-0.25)
		
		//DLNT B 0 A_SetAngle(Angle+1)
		DLNT B 1 A_SetPitch(Pitch-0.75)
		
		//DLNT A 0 A_SetAngle(Angle+3)
		DLNT A 1 A_SetPitch(Pitch-1.25)
		
		//DLNT A 0 A_SetAngle(Angle+2)
		DLNT D 1 A_SetPitch(Pitch-1.5)
		
		
		//DLNT A 0 A_SetAngle(Angle+1)
		DLNT E 1 A_SetPitch(Pitch-1)
		
		//DLNT A 0 A_SetAngle(Angle+1)
		DLNT F 1 A_SetPitch(Pitch-0.5)
		
		TNT1 A 0 A_PlaySound("Guncaster/Kick",2)
		TNT1 A 0 A_PlaySound("TNT/Toss",5,0.9)
		TNT1 A 0 A_FireCustomMissile("DynamiteProjectile2",0,1,0,-4,0,13)
		
		//DLNT A 0 A_SetAngle(Angle+0.5)
		DLNT G 1 A_SetPitch(Pitch-0.25)
		
		//DLNT A 0 A_SetAngle(Angle+0.25)
		DLNT H 1 A_SetPitch(Pitch-0.1)
		
		TNT1 A 0 A_TakeInventory("TossPower2")
		TNT1 A 6*/
		TNT1 A 5
		CLNT A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		ULNT A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DLNT A 0
		"####" ABCDEF 1
		"####" A 0 A_PlaySound("Guncaster/Kick",2)
		"####" A 0 A_PlaySound("TNT/Toss",5,0.9)
		"####" A 0 A_FireCustomMissile("DynamiteProjectile2",0,1,0,-4,0,13)
		"####" GH 1
		TNT1 A 6
		TNT1 A 0 A_TakeInventory("TossPower2")
		Goto GrabItLeft
		
	AltFire:
		"####" A 0 A_GiveInventory("RightFireToken")
		DCNM A 0 A_JumpIfInventory("PowerSuitToken",1,3)
		DUNM A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
		DYNM A 0
		"####" A 0
		Goto Super::CheckForMagic
	  
	Zoom:
	  "####" A 0 A_GiveInventory("RightFireToken")
      "####" A 0 A_JumpIf(CallACS("GunslingerMode"),"Gunzerk")
	  "####" A 0 A_JumpIfInventory("PowerGunzerking",1,"Gunzerk")
	  //"####" A 0 A_JumpIfInventory("DynamiteStratActive",1,"Strat")
	  Goto Regular
	Regular:
	  "####" A 0 A_JumpIfInventory("PowerMidasMode",1,5)
	  DCNK A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  DUNK A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  DYNK A 0
	  "####" A 0
	  Goto Super::Zoom
	  DCNK A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  DUNK A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  DYMK A 0
	  "####" A 0
	  Goto Super::Zoom
	  
	/*Strat:
	  "####" A 0 A_JumpIfInventory("PowerMidasMode",1,4)
	  MCUK A 0 A_JumpIfInventory("PowerSuitToken",1,2)
	  MAUK A 0
	  "####" A 0
	  Goto Super::Zoom
	  MCUK A 0 A_JumpIfInventory("PowerSuitToken",1,2)
	  MUMK A 0
	  "####" A 0
	  Goto Super::Zoom*/
	  
	Gunzerk:
	  "####" A 0 A_GunFlash("LeftKickBudge",GFF_NOEXTCHANGE)
	  "####" A 0 A_JumpIfInventory("PowerMidasMode",1,5)
	  CRNK A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  URNK A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  DRNK A 0
	  "####" A 0
	  Goto Super::Zoom
	  CRNK A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  URNK A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  DRMK A 0
	  "####" A 0
	  Goto Super::Zoom
	  
	LeftKickBudge:
	  CLDK A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  ULDK A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  DLDK A 0
	  "####" ABCDEFGHIHGFEDCBA 1
	  "####" Z 10
	  "####" Z 0 
	  {
		If((CountInv("PowerGunzerking") > 0) || CallACS("GunslingerMode"))
		{
			A_GunFlash("LIdle",GFF_NOEXTCHANGE);
		}
		Else
		{
			A_GunFlash("Nullify",GFF_NOEXTCHANGE);
		}
	  }
	  Stop
	}
}