ACTOR PulverizerSelected : GenericToken {}
Actor LeadBallReleased : GenericToken {}
Actor LeadBallHeld : GenericToken {}
Actor LeadBallSize : GenericCounter { Inventory.MaxAmount 20 }
Actor LeadBallRightReleased : GenericToken {}
Actor LeadBallRightHeld : GenericToken {}
Actor LeadBallRightSize : GenericCounter { Inventory.MaxAmount 20 }
Actor LeadBallLeftReleased : GenericToken {}
Actor LeadBallLeftHeld : GenericToken {}
Actor LeadBallLeftSize : GenericCounter { Inventory.MaxAmount 20 }

#include "Decorate/Guns/Projectile/Pulverizer.txt"

ACTOR Pulverizer : GuncasterWeapon replaces Blaster
{
   Inventory.PickupSound "Guncaster/Laugh1"
   Inventory.PickupMessage "$GOTPULVERIZER"
   Obituary "$KILLPULVERIZER"
   Weapon.UpSound "Pulverizer/Up" 
   Weapon.SelectionOrder 4
   Weapon.AmmoGive 60
   Weapon.AmmoType "PulverizerAmmo"
   Weapon.AmmoUse 1
   Weapon.SlotNumber 4
   Weapon.BobStyle InverseSmooth
   Weapon.BobSpeed 1.7
   Weapon.BobRangeY 0.6
   Weapon.BobRangeX 1.1
   +NOALERT
   +NOAUTOAIM
   Scale 0.8
   States
   {
   Spawn:
      PLVG X -1
      Stop
   Ready:
   	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),"ZweiReady")
      TNT1 A 0 A_JumpIfInventory("PowerGunzerking",1,"ZweiReady")
	  TNT1 A 0 A_JumpIfInventory("PulverizerStratActive",1,"StratReady")
   ReadyLoop:
	  TNT1 A 0 A_TakeInventory("RightFireToken")
   	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),"ZweiReady")
      TNT1 A 0 A_JumpIfInventory("PowerGunzerking",1,"ZweiReady")
	  TNT1 A 0 A_JumpIfInventory("PulverizerStratActive",1,"StratActivate")
      PLVG A 1 A_WeaponReady(WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
      Loop
   StratActivate:
   	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),"ZweiStratActivate")
      TNT1 A 0 A_JumpIfInventory("PowerGunzerking",1,"ZweiStratActivate")
	  PCBU A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  PUBU A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  PLBU A 0
	  "####" ABCDEF 1
	  "####" A 0 A_PlaySound("Pulverizer/Button",5,0.7)
	  "####" GHIJKLMNNN 1
	  "####" A 0 A_PlaySound("Pulverizer/Slap",6,0.8)
	  "####" OPQRSTUVWXYZ 1
   StratReady:
   	  "####" A 0 A_JumpIf(CallACS("GunslingerMode"),"ZweiReady")
      "####" A 0 A_JumpIfInventory("PowerGunzerking",1,"ZweiReady")
	  "####" A 0 A_JumpIfInventory("PulverizerStratActive",1,1)
	  Goto StratDeactivate
	  TNT1 A 0 A_TakeInventory("RightFireToken")
	  PCBG A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  PUBG A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  PLBG A 0
	  "####" A 1 A_WeaponReady(WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
	  Loop
   StratDeactivate:
   	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),"ZweiStratDeactivate")
      TNT1 A 0 A_JumpIfInventory("PowerGunzerking",1,"ZweiStratDeactivate")
	  PCBD A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  PUBD A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  PLBD A 0
      "####" ABCDEF 1
	  "####" G 0 A_PlaySound("Pulverizer/Button",5,0.7)
	  "####" GHIJK 1
	  PLVG A 4
	  Goto Ready
   DeselectMain:
	  TNT1 A 0 A_TakeInventory("LeftFireToken")
      TNT1 A 0 A_TakeInventory("PulverizerSelected",1)
	  TNT1 A 0 A_TakeInventory("LeadBallHeld")
	  TNT1 A 0 A_TakeInventory("LeadBallSize")
	  TNT1 A 0 A_TakeInventory("LeadBallRightSize")
	  TNT1 A 0 A_TakeInventory("LeadBallRightHeld")
	  TNT1 A 0 A_TakeInventory("LeadBallLeftHeld")
	  TNT1 A 0 A_TakeInventory("LeadBallLeftSize")
      TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"), "ZweiDeselect")
      TNT1 A 0 A_JumpIfInventory("PowerGunzerking",1,"ZweiDeselect")
	  TNT1 A 0 A_JumpIfInventory("PulverizerStratActive",1,"StratDeselect")
      PLVG A 1 A_Lower
      PLVG A 0 A_Lower
      Loop
   StratDeselect:
	  PCBG A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  PUBG A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  PLBG A 0
      "####" A 1 A_Lower
      "####" A 0 A_Lower
      Loop
   Select:
      TNT1 A 0 A_GiveInventory("PulverizerSelected",1)
      TNT1 A 0 A_JumpIf(CallACS("CrosshairMode"), 2)
      TNT1 A 0 A_SetCrosshair(53)
      "####" A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  "####" A 0 A_JumpIfInventory("PowerGunzerking",1,1) 
	  "####" A 0 A_GunFlash("Nullify")
      TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"), "ZweiSelect")
      TNT1 A 0 A_JumpIfInventory("PowerGunzerking",1,"ZweiSelect")
	  TNT1 A 0 A_JumpIfInventory("PulverizerStratActive",1,"StratSelect")
      PLVG A 1 A_Raise
      PLVG A 0 A_Raise
      Loop
   StratSelect:
	  PCBG A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  PUBG A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  PLBG A 0
      "####" A 1 A_Raise
      "####" A 0 A_Raise
      Loop
	Fire:
	  "####" A 0 A_GiveInventory("RightFireToken")
      PLVF A 0 A_JumpIfInventory("PulverizerStratActive",1,"StratFire")
      PLVF A 0 A_PlaySound("Pulverizer/Fire",5,0.8,1)
      PLVF A 0 A_PlaySound("Pulverizer/Add",6,0.6,1)
	Looplet:
      PLVF A 0 A_Quake(2, 10, 0, 3, none) //Master of Decorate, snort.
      PLVF A 0 A_SetBlend("Yellow",0.04,3)
      PLVF A 0 A_AlertMonsters
      PLVF A 0 //A_SetPitch(pitch-0.25)
      PLVF A 0 //A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,30,-18)
      PLVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 1, 6, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175)) //A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_USEAMMO|FBF_NORANDOM)
      PLVF A 1 Bright A_ZoomFactor(0.94)

      PLVF A 0 A_SetBlend("Yellow",0.04,3)
      PLVF A 0 A_AlertMonsters
      PLVF A 0 ////A_SetPitch(pitch-0.25)
      PLVF A 0 ////A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,30,-18)
      PLVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 0, 6, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      PLVF B 1 Bright A_ZoomFactor(0.9375)

      PLVF A 0 A_SetBlend("Yellow",0.03,3)
      PLVF A 0 A_AlertMonsters
      PLVF A 0 //A_SetPitch(pitch-0.25)
      PLVF A 0 //A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,30,-18)
	  PLVF A 0 A_JumpIfInventory("HexenCounter",1,2)
      PLVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 1, 6, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_USEAMMO|FBF_NORANDOM)
	  PLVF A 0 A_Jump(256,2)
	  PLVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 0, 6, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      PLVF C 1 Bright A_ZoomFactor(0.935)

      PLVF A 0 A_SetBlend("Yellow",0.03,3)
      PLVF A 0 A_AlertMonsters
      PLVF A 0 ////A_SetPitch(pitch-0.25)
      PLVF A 0 ////A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,30,-18)
      PLVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 0, 6, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175)) //A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      PLVF D 1 Bright A_ZoomFactor(0.9325)

      PLVF A 0 A_SetBlend("Yellow",0.04,3)
      PLVF A 0 A_AlertMonsters
      PLVF A 0 //A_SetPitch(pitch-0.25)
      PLVF A 0 //A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,30,-18)
	  PLVF A 0 A_JumpIfInventory("HexenCounter",1,2)
      PLVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 1, 6, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175)) //A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_USEAMMO|FBF_NORANDOM)
	  PLVF A 0 A_Jump(256,2)
	  PLVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 0, 6, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175)) //A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      PLVF E 1 Bright A_ZoomFactor(0.93)

      PLVF A 0 A_SetBlend("Yellow",0.04,3)
      PLVF A 0 A_AlertMonsters
      PLVF A 0 ////A_SetPitch(pitch-0.25)
      PLVF A 0 ////A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,30,-18)
      PLVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 0, 6, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175)) //A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      PLVF F 1 Bright A_ZoomFactor(0.9275)

      PLVF A 0 A_SetBlend("Yellow",0.03,3)
      PLVF A 0 A_AlertMonsters
      PLVF A 0 //A_SetPitch(pitch-0.25)
      PLVF A 0 //A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,30,-18)
	  PLVF A 0 A_JumpIfInventory("HexenCounter",1,2)
      PLVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 1, 6, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175)) //A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_USEAMMO|FBF_NORANDOM)
	  PLVF A 0 A_Jump(256,2)
	  PLVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 0, 6, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175)) //A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      PLVF G 1 Bright A_ZoomFactor(0.93)

      PLVF A 0 A_SetBlend("Yellow",0.03,3)
      PLVF A 0 A_AlertMonsters
      PLVF A 0 ////A_SetPitch(pitch-0.25)
      PLVF A 0 ////A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,30,-18)
      PLVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 0, 6, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))  //A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      PLVF H 1 Bright A_ZoomFactor(0.9325)

      PLVF A 0 A_SetBlend("Yellow",0.04,3)
      PLVF A 0 A_AlertMonsters
      PLVF A 0 //A_SetPitch(pitch-0.25)
      PLVF A 0 //A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,30,-18)
	  PLVF A 0 A_JumpIfInventory("HexenCounter",1,2)
      PLVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 1, 6, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175)) //A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_USEAMMO|FBF_NORANDOM)
	  PLVF A 0 A_Jump(256,2)
	  PLVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 0, 6, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175)) //A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      PLVF I 1 Bright A_ZoomFactor(0.93)

      PLVF A 0 A_SetBlend("Yellow",0.04,3)
      PLVF A 0 A_AlertMonsters
      PLVF A 0 ////A_SetPitch(pitch-0.25)
      PLVF A 0 ////A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,30,-18)
      PLVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 0, 6, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175)) //A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      PLVF J 1 Bright A_ZoomFactor(0.9375)

	  PLVE A 0 A_ReFire

      PLVE A 0 A_PlaySound("Pulverizer/Down",5,0.9)
      PLVE A 0 A_StopSound(6)
      PLVF A 0 A_SetBlend("Yellow",0.03,8)
      PLVE A 0 A_Quake(2, 3, 0, 3, none)
	  
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
      PLVE A 0 ////A_SetPitch(pitch-0.25)
      PLVE A 0 ////A_SetAngle(angle-0.25)
      PLVE A 1 A_ZoomFactor(0.94)
	  
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR A 0 A_ReFire
      PLVE A 0 ////A_SetPitch(pitch-0.2)
      PLVE A 0 ////A_SetAngle(angle-0.2)
	  PLVE B 1 A_ZoomFactor(0.95)
	  
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR A 0 A_ReFire
      PLVE A 0 ////A_SetPitch(pitch-0.15)
      PLVE A 0 ////A_SetAngle(angle-0.15)
      PLVE C 1 A_ZoomFactor(0.96)
	  
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR A 0 A_ReFire
      PLVE A 0 ////A_SetPitch(pitch-0.1)
      PLVE A 0 ////A_SetAngle(angle-0.1)
      PLVE D 1 A_ZoomFactor(0.97)
	  
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR A 0 A_ReFire
      PLVE A 0 ////A_SetPitch(pitch-0.05)
      PLVE A 0 ////A_SetAngle(angle-0.05)
      PLVE E 1 A_ZoomFactor(0.98)
	  
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR A 0 A_ReFire
	  PLVR A 1 A_ZoomFactor(0.99)
	  
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR A 0 A_ReFire
      PLVR B 1 A_ZoomFactor(0.995)
	  
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR A 0 A_ReFire
	  PLVR C 1 A_ZoomFactor(1)
	  
	  PLVR A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR D 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR E 1 A_ReFire

	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR A 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR A 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR B 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR B 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR C 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR C 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR D 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR D 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR E 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR E 1 A_ReFire
	  
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR A 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR A 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR B 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR B 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR C 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR C 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR D 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR D 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR D 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR E 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR E 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR E 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVR E 1 A_ReFire
	  PLVR A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  PLVG A 0 A_ReFire
	  "####" A 0 A_TakeInventory("RightFireToken")
	  Goto Ready
	StratFire:
	  "####" A 0 A_JumpIfInventory("HexenCounter",1,3)
	  "####" A 0 A_JumpIfInventory("PulverizerAmmo",5,"BulletLasagne")
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_JumpIfInventory("BlueMana",3,"BulletLasagne")
	  "####" A 0 A_JumpIfInventory("LeadBallHeld",1,1)
	  Goto Ready
	  "####" A 0 A_GiveInventory("LeadBallHeld",1)
	OutOfAmmoOrFullStack:
      PCBR A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  PUBR A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  PLBR A 0
	  "####" A 0 A_JumpIfNoAmmo("ReleaseTheDachshund")
	  "####" A 0 A_PlaySound("Pulverizer/Loop",5,0.8,1)
	  "####" A 0 A_StopSound(6)
	  "####" A 0 A_ZoomFactor(1)
	  "####" ABCDE 1
	  "####" A 0 A_ReFire
	ReleaseTheDachshund:
      PCBE A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  PUBE A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  PLBE A 0
	  "####" A 0 A_TakeInventory("LeadBallSize")
	  "####" A 0 A_TakeInventory("LeadBallHeld")
      "####" A 0 A_PlaySound("Pulverizer/Down",5,0.9)
      "####" A 0 A_PlaySound("LeadBall/Release",6,1.0)
      "####" A 0 A_SetBlend("Yellow",0.2,20)
	  "####" A 0 A_Recoil(10)
      "####" A 0 A_Quake(5, 15, 0, 3, none)

      "####" A 1 A_ZoomFactor(0.94)

      "####" A 0 ////A_SetPitch(pitch-2.5)
      "####" A 0 ////A_SetAngle(angle-2.5)
	  "####" B 1 A_ZoomFactor(0.95)

      "####" A 0 ////A_SetPitch(pitch-1.95)
      "####" A 0 ////A_SetAngle(angle-1.95)
      "####" C 1 A_ZoomFactor(0.96)
	  
      "####" A 0 ////A_SetPitch(pitch-1.1)
      "####" A 0 ////A_SetAngle(angle-1.1)
      "####" D 1 A_ZoomFactor(0.97)
	  
      "####" A 0 ////A_SetPitch(pitch-0.8)
      "####" A 0 ////A_SetAngle(angle-0.8)
      "####" E 1 A_ZoomFactor(0.98)
	  
      "####" A 0 ////A_SetPitch(pitch-0.5)
      "####" A 0 ////A_SetAngle(angle-0.5)
      PCBR A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  PUBR A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  PLBR A 0
	  "####" A 1 A_ZoomFactor(0.99)
	  
      "####" A 0 ////A_SetPitch(pitch-0.2)
      "####" A 0 ////A_SetAngle(angle-0.2)
      "####" B 1 A_ZoomFactor(0.995)
	  
      "####" A 0 ////A_SetPitch(pitch-0.1)
      "####" A 0 ////A_SetAngle(angle-0.1)
	  "####" C 1 A_ZoomFactor(1)
	  
      "####" A 0 ////A_SetPitch(pitch-0.05)
      "####" A 0 ////A_SetAngle(angle-0.05)
	  "####" DE 1
	  "####" ABCDEABCDEAABBCCDDEEAABBCCDDEE 1 A_ReFire
	  Goto Ready
	BulletLasagne:
      PCBF A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  PUBF A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  PLBF A 0
	  "####" A 0 A_GiveInventory("RightFireToken")
	  "####" A 0 A_JumpIfInventory("LeadBallHeld",1,2)
	  "####" A 0 A_FireCustomMissile("LeadBall",0,0,0,0)
	  "####" A 0 A_GiveInventory("LeadBallHeld",1)
	  "####" A 0 A_JumpIfInventory("LeadBallSize",0,"OutOfAmmoOrFullStack")
	  "####" A 0 A_PlaySound("Pulverizer/Fire",5,0.8,1)
      "####" A 0 A_PlaySound("Pulverizer/Add",6,0.6,1)
	LasagneLooplet:
      "####" A 0 A_Quake(2, 10, 0, 3, none)
      "####" A 0 A_SetBlend("Yellow",0.04,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
      "####" A 1 Bright A_ZoomFactor(0.94)

      "####" A 0 A_SetBlend("Yellow",0.04,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
      "####" B 1 Bright A_ZoomFactor(0.9375)

      "####" A 0 A_SetBlend("Yellow",0.03,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
      "####" C 1 Bright A_ZoomFactor(0.935)

      "####" A 0 A_SetBlend("Yellow",0.03,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
      "####" D 1 Bright A_ZoomFactor(0.9325)

      "####" A 0 A_SetBlend("Yellow",0.04,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
      "####" E 1 Bright A_ZoomFactor(0.93)

      "####" A 0 A_SetBlend("Yellow",0.04,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
      "####" F 1 Bright A_ZoomFactor(0.9275)

      "####" A 0 A_SetBlend("Yellow",0.03,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
      "####" G 1 Bright A_ZoomFactor(0.93)

      "####" A 0 A_SetBlend("Yellow",0.03,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
      "####" H 1 Bright A_ZoomFactor(0.9325)

      "####" A 0 A_SetBlend("Yellow",0.04,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
      "####" I 1 Bright A_ZoomFactor(0.93)

      "####" A 0 A_SetBlend("Yellow",0.04,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
      "####" J 1 Bright A_ZoomFactor(0.9375)

	  "####" A 0 A_ReFire
	  
      PCBE A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  PUBE A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  PLBE A 0
	  "####" A 0 A_TakeInventory("LeadBallSize")
	  "####" A 0 A_TakeInventory("LeadBallHeld")
      "####" A 0 A_PlaySound("Pulverizer/Down",5,0.9)
      "####" A 0 A_PlaySound("LeadBall/Release",6,1.0)
      "####" A 0 A_SetBlend("Yellow",0.2,20)
	  "####" A 0 A_Recoil(10)
      "####" A 0 A_Quake(5, 15, 0, 3, none)
	  
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
      "####" A 1 A_ZoomFactor(0.94)
	  
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
      "####" A 0 ////A_SetPitch(pitch-2.5)
      "####" A 0 ////A_SetAngle(angle-2.5)
	  "####" B 1 A_ZoomFactor(0.95)
	  
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
      "####" A 0 ////A_SetPitch(pitch-1.95)
      "####" A 0 ////A_SetAngle(angle-1.95)
      "####" C 1 A_ZoomFactor(0.96)
	  
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
      "####" A 0 ////A_SetPitch(pitch-1.1)
      "####" A 0 ////A_SetAngle(angle-1.1)
      "####" D 1 A_ZoomFactor(0.97)
	  
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
      "####" A 0 ////A_SetPitch(pitch-0.8)
      "####" A 0 ////A_SetAngle(angle-0.8)
      "####" E 1 A_ZoomFactor(0.98)
	  
      PCBR A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  PUBR A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  PLBR A 0
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
      "####" A 0 ////A_SetPitch(pitch-0.5)
      "####" A 0 ////A_SetAngle(angle-0.5)
	  "####" A 1 A_ZoomFactor(0.99)
	  
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
      "####" A 0 ////A_SetPitch(pitch-0.2)
      "####" A 0 ////A_SetAngle(angle-0.2)
      "####" B 1 A_ZoomFactor(0.995)
	  
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
      "####" A 0 ////A_SetPitch(pitch-0.1)
      "####" A 0 ////A_SetAngle(angle-0.1)
	  "####" C 1 A_ZoomFactor(1)
	  
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,7,0)
      "####" A 0 ////A_SetPitch(pitch-0.05)
      "####" A 0 ////A_SetAngle(angle-0.05)
	  "####" E 1

	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" A 1 A_ReFire
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" A 1 A_ReFire
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" B 1 A_ReFire
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" B 1 A_ReFire
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" C 1 A_ReFire
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" C 1 A_ReFire
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" D 1 A_ReFire
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" D 1 A_ReFire
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" E 1 A_ReFire
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" E 1 A_ReFire
	  
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" A 1 A_ReFire
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" A 1 A_ReFire
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" B 1 A_ReFire
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" B 1 A_ReFire
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" C 1 A_ReFire
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" C 1 A_ReFire
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" D 1 A_ReFire
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" D 1 A_ReFire
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" D 1 A_ReFire
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" E 1 A_ReFire
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" E 1 A_ReFire
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" E 1 A_ReFire
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" E 1 A_ReFire
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)	  
	  "####" A 0 A_ReFire
	  "####" A 0 A_TakeInventory("RightFireToken")
	  Goto Ready
	  
	AltFire:
	  "####" A 0 A_GiveInventory("RightFireToken")
      PCVM A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  PUVM A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
      PLVM A 0
	  "####" A 0 A_JumpIfInventory("PulverizerStratActive",1,1)
	  Goto Super::CheckForMagic
      PCBM A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  PUBM A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  PLBM 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("PulverizerStratActive",1,"Strat")
	  Goto Regular
	Regular:
	  "####" A 0 A_JumpIfInventory("PowerMidasMode",1,5)
	  PCVK A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  PUVK A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  PLVK A 0
	  "####" A 0
	  Goto Super::Zoom
	  PCVK A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  PUVK A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  PLMK A 0
	  "####" A 0
	  Goto Super::Zoom
	  
	Strat:
	  "####" A 0 A_JumpIfInventory("PowerMidasMode",1,5)
	  PCBK A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  PUBK A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  PLBK A 0
	  "####" A 0
	  Goto Super::Zoom
	  PCBK A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  PUBK A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  PBMK A 0
	  "####" A 0
	  Goto Super::Zoom
	  
	Gunzerk:
	  "####" A 0 A_JumpIfInventory("PulverizerStratActive",1,"GunzerkStrat")
	  "####" A 0 A_GunFlash("LeftKickBudge",GFF_NOEXTCHANGE)
	  "####" A 0 A_JumpIfInventory("PowerMidasMode",1,5)
	  1CVK A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  1UVK A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  1LVK A 0
	  "####" A 0 
	  Goto Super::Zoom
	  1CVK A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  1UVK A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  1LMK A 0
	  "####" A 0
	  Goto Super::Zoom
	  
	GunzerkStrat:
	  "####" A 0 A_GunFlash("LeftKickBudge",GFF_NOEXTCHANGE)
	  "####" A 0 A_JumpIfInventory("PowerMidasMode",1,5)
	  1CBK A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  1BUK A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  1LBK A 0
	  "####" A 0 
	  Goto Super::Zoom
	  1CBK A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  1BUK A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  1BMK A 0
	  "####" A 0
	  Goto Super::Zoom
	  
	LeftKickBudge:
	  2LBK A 0 A_JumpIfInventory("PulverizerStratActive",1,2)
	  2LVK A 0
	  "####" ABCDEFGHIHGFEDCBA 1
	  "####" Z 10
	  "####" Z 0 
	  {
		If((CountInv("PowerGunzerking") > 0) || CallACS("GunslingerMode"))
		{
			A_GunFlash("Flash",GFF_NOEXTCHANGE);
		}
		Else
		{
			A_GunFlash("Nullify",GFF_NOEXTCHANGE);
		}
	  }
	  Stop	  
	  
	//Zweihander

   ZweiSelect:
	  3LBG A 0 A_JumpIfInventory("PulverizerStratActive",1,2)
      3LVG A 0
	  "####" A 0 A_Raise
      "####" A 1 A_Raise
      Loop
   ZweiDeselect:
	  TNT1 A 0 A_GunFlash("Nullify",GFF_NOEXTCHANGE)
	  TNT1 A 0 A_TakeInventory("SynthFireActive",1)
	  TNT1 A 0 A_TakeInventory("SynthFireLeft",1)
	  TNT1 A 0 A_TakeInventory("SynthFireRight",1)
	  TNT1 A 0 A_StopSound(1)
	  TNT1 A 0 A_StopSound(4)
	  TNT1 A 0 A_StopSound(5)
	  TNT1 A 0 A_StopSound(6)
   Zweihander:
	  3LBG A 0 A_JumpIfInventory("PulverizerStratActive",1,2)
      3LVG A 0
	  "####" A 0 A_Lower
	  "####" A 1 A_Lower
	  Loop
   ZweiReady:
	  3LBG A 0 A_JumpIfInventory("PulverizerStratActive",1,2)
      3LVG A 0
	  "####" A 0 A_GiveInventory("SynthFireActive",1)
	  "####" A 0 ACS_NamedExecuteAlways("SynthLeft")
	  "####" A 0 ACS_NamedExecuteAlways("SynthRight")
	  "####" A 0 A_GunFlash("Flash",GFF_NOEXTCHANGE)
	  Goto RIdle
   ZweiStratActivate:
      PLSA A 0 A_GunFlash("LeftStratToggle",GFF_NOEXTCHANGE)
	  PLSA A 0 A_PlaySound("Pulverizer/Button",5,0.7)
	  PLSA A 0 A_GiveInventory("PulverizerStratActive")
	  PLSA ABCDEFGHIHGFEDCBA 1
	  Goto RIdle
   ZweiStratDeactivate:
      PLSD A 0 A_GunFlash("LeftStratToggle",GFF_NOEXTCHANGE)
	  PLSD A 0 A_PlaySound("Pulverizer/Button",5,0.7)
	  PLSD A 0 A_TakeInventory("PulverizerStratActive")
	  PLSD ABCDEFGHIHGFEDCBA 1
	  Goto RIdle
   LeftStratToggle:
	  2LBK A 0 A_JumpIfInventory("PulverizerStratActive",1,2)
	  2LVK A 0
	  "####" ABCDEFGHIHGFEDCBA 1
	  "####" Z 0 
	  {
		If((CountInv("PowerGunzerking") > 0) || CallACS("GunslingerMode"))
		{
			A_GunFlash("Flash",GFF_NOEXTCHANGE);
		}
		Else
		{
			A_GunFlash("Nullify",GFF_NOEXTCHANGE);
		}
	  }
	  Stop	  
	  
	  
   //Right
   
   RIdle:
	  TNT1 A 0 A_TakeInventory("RightFireToken")
	  TNT1 A 0 A_JumpIfInventory("PulverizerStratActive",1,"RStratIdle")
	  1LVG A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
	  TNT1 A 0 A_JumpIfInventory("LeftFireToken",1,3)
	  1LVG A 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
	  TNT1 A 0 A_Jump(256,2)
	  1LVG A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
      TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"), "RIdle")
	  1LVG A 0 A_JumpIfInventory("PowerGunzerking",1,"RIdle") 
	  Goto BackToReady
   BackToReady:
	  1LVG A 0 A_GunFlash("Nullify",GFF_NOEXTCHANGE)
	  Goto Ready
   RFire:
	  1LVG A 0 A_StopSound(1)
	  1LVG A 0 A_StopSound(4)
      TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  1LVF A 0 A_JumpIfInventory("PowerGunzerking",1,1) 
	  Goto BackToReady
	  1LVG A 0 A_JumpIfInventory("HexenCounter",1,"HexenR")
	  1LVG A 1 A_JumpIfInventory("PulverizerAmmo",5,"RConfirmed")
	  Goto RIdle
   HexenR:
	  1LVG A 1 A_JumpIfInventory("BlueMana",1,1)
	  Goto RIdle
   RConfirmed:
	  "####" A 0 A_GiveInventory("RightFireToken")
      1LVF A 0 A_PlaySound("Pulverizer/Fire",1,0.8,1)
      1LVF A 0 A_PlaySound("Pulverizer/Add",4,0.6,1)
	Looplet:
	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  1LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto REnd
      1LVF A 0 A_Quake(2, 10, 0, 3, none) //Master of Decorate, snort.
      1LVF A 0 A_SetBlend("Yellow",0.04,3)
	  //1LVF A 0 A_TakeInventory("PulverizerAmmo",1,TIF_NOTAKEINFINITE)
      //1LVF A 0 A_Recoil(0.1)
      1LVF A 0 A_AlertMonsters
      1LVF A 0 //A_SetPitch(pitch-0.125)
      1LVF A 0 //A_SetAngle(angle-0.125)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,40,-20)
      1LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 1, 10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175)) //A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM|FBF_USEAMMO)
      1LVF A 1 Bright A_ZoomFactor(0.94)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  1LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto REnd
      1LVF A 0 A_SetBlend("Yellow",0.04,3)
      //1LVF A 0 A_Recoil(0.1)
      1LVF A 0 A_AlertMonsters
      1LVF A 0 //A_SetPitch(pitch-0.125)
      1LVF A 0 //A_SetAngle(angle-0.125)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,40,-20)
      1LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 0, 10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175)) //A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      1LVF B 1 Bright A_ZoomFactor(0.9375)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  1LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto REnd
      1LVF A 0 A_SetBlend("Yellow",0.03,3)
	  //1LVF A 0 A_TakeInventory("PulverizerAmmo",1,TIF_NOTAKEINFINITE)
      //1LVF A 0 A_Recoil(0.1)
      1LVF A 0 A_AlertMonsters
      1LVF A 0 //A_SetPitch(pitch-0.125)
      1LVF A 0 //A_SetAngle(angle-0.125)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,40,-20)
	  1LVF A 0 A_JumpIfInventory("HexenCounter",1,2)
      1LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 1, 10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_USEAMMO|FBF_NORANDOM)
	  1LVF A 0 A_Jump(256,2)
	  1LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 0, 10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      1LVF C 1 Bright A_ZoomFactor(0.935)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  1LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto REnd
      1LVF A 0 A_SetBlend("Yellow",0.03,3)
      //1LVF A 0 A_Recoil(0.1)
      1LVF A 0 A_AlertMonsters
      1LVF A 0 //A_SetPitch(pitch-0.125)
      1LVF A 0 //A_SetAngle(angle-0.125)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,40,-20)
      1LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 0, 10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      1LVF D 1 Bright A_ZoomFactor(0.9325)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  1LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto REnd
      1LVF A 0 A_SetBlend("Yellow",0.04,3)
	  //1LVF A 0 A_TakeInventory("PulverizerAmmo",1,TIF_NOTAKEINFINITE)
      //1LVF A 0 A_Recoil(0.1)
      1LVF A 0 A_AlertMonsters
      1LVF A 0 //A_SetPitch(pitch-0.125)
      1LVF A 0 //A_SetAngle(angle-0.125)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,40,-20)
	  1LVF A 0 A_JumpIfInventory("HexenCounter",1,2)
      1LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 1, 10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_USEAMMO|FBF_NORANDOM)
	  1LVF A 0 A_Jump(256,2)
	  1LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 0, 10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      1LVF E 1 Bright A_ZoomFactor(0.93)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  1LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto REnd
      1LVF A 0 A_SetBlend("Yellow",0.04,3)
      //1LVF A 0 A_Recoil(0.1)
      1LVF A 0 A_AlertMonsters
      1LVF A 0 //A_SetPitch(pitch-0.125)
      1LVF A 0 //A_SetAngle(angle-0.125)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,40,-20)
      1LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 0, 10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      1LVF F 1 Bright A_ZoomFactor(0.9275)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  1LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto REnd
      1LVF A 0 A_SetBlend("Yellow",0.03,3)
	  //1LVF A 0 A_TakeInventory("PulverizerAmmo",1,TIF_NOTAKEINFINITE)
      //1LVF A 0 A_Recoil(0.1)
      1LVF A 0 A_AlertMonsters
      1LVF A 0 //A_SetPitch(pitch-0.125)
      1LVF A 0 //A_SetAngle(angle-0.125)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,40,-20)
	  1LVF A 0 A_JumpIfInventory("HexenCounter",1,2)
      1LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 1, 10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_USEAMMO|FBF_NORANDOM)
	  1LVF A 0 A_Jump(256,2)
	  1LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 0, 10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      1LVF G 1 Bright A_ZoomFactor(0.93)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  1LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto REnd
      1LVF A 0 A_SetBlend("Yellow",0.03,3)
      //1LVF A 0 A_Recoil(0.1)
      1LVF A 0 A_AlertMonsters
      1LVF A 0 //A_SetPitch(pitch-0.125)
      1LVF A 0 //A_SetAngle(angle-0.125)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,40,-20)
      1LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 0, 10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      1LVF H 1 Bright A_ZoomFactor(0.9325)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  1LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto REnd
      1LVF A 0 A_SetBlend("Yellow",0.04,3)
	  //1LVF A 0 A_TakeInventory("PulverizerAmmo",1,TIF_NOTAKEINFINITE)
      //1LVF A 0 A_Recoil(0.1)
      1LVF A 0 A_AlertMonsters
      1LVF A 0 //A_SetPitch(pitch-0.125)
      1LVF A 0 //A_SetAngle(angle-0.125)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,40,-20)
	  1LVF A 0 A_JumpIfInventory("HexenCounter",1,2)
      1LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 1, 10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_USEAMMO|FBF_NORANDOM)
	  1LVF A 0 A_Jump(256,2)
	  1LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 0, 10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      1LVF I 1 Bright A_ZoomFactor(0.93)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  1LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto REnd
      1LVF A 0 A_SetBlend("Yellow",0.04,3)
      //1LVF A 0 A_Recoil(0.1)
      1LVF A 0 A_AlertMonsters
      1LVF A 0 //A_SetPitch(pitch-0.25)
      1LVF A 0 //A_SetAngle(angle-0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVF A 0 A_FireCustomMissile("BuellerCasingSpawner",0,0,40,-20)
      1LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 0, 10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      1LVF J 1 Bright A_ZoomFactor(0.9375)

	  1LVE A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")

	REnd:
      1LVE A 0 A_PlaySound("Pulverizer/Down",1,0.9)
      1LVE A 0 A_StopSound(4)
      1LVF A 0 A_SetBlend("Yellow",0.03,8)
      1LVE A 0 A_Quake(2, 3, 0, 3, none)
	  
      1LVE A 0 //A_SetPitch(pitch-0.125)
      1LVE A 0 //A_SetAngle(angle-0.125)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      1LVE A 1 A_ZoomFactor(0.94)
	  
	  1LVR A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
      1LVE A 0 //A_SetPitch(pitch-0.1)
      1LVE A 0 //A_SetAngle(angle-0.1)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVE B 1 A_ZoomFactor(0.95)
	  
	  1LVR A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
      1LVE A 0 //A_SetPitch(pitch-0.075)
      1LVE A 0 //A_SetAngle(angle-0.075)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      1LVE C 1 A_ZoomFactor(0.96)
	  
	  1LVR A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
      1LVE A 0 //A_SetPitch(pitch-0.05)
      1LVE A 0 //A_SetAngle(angle-0.05)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      1LVE D 1 A_ZoomFactor(0.97)
	  
	  1LVR A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
      1LVE A 0 //A_SetPitch(pitch-0.025)
      1LVE A 0 //A_SetAngle(angle-0.025)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      1LVE E 1 A_ZoomFactor(0.98)
	  
	  1LVR A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVR A 1 A_ZoomFactor(0.99)
	  
	  1LVR A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      1LVR B 1 A_ZoomFactor(0.995)
	  
	  1LVR A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVR C 1 A_ZoomFactor(1)
	  
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
	  1LVR DE 1 A_JumpIfInventory("SynthFireRight",1,"RFire")
	  1LVR AABBCCDDEEAABBCCDDDEEEE 1 A_JumpIfInventory("SynthFireRight",1,"RFire")
  	  "####" A 0 A_TakeInventory("RightFireToken")
	  1LVG A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
	  Goto RIdle 
	  
	RStratIdle:
	  TNT1 A 0 A_TakeInventory("RightFireToken")
	  1LBG A 0 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  TNT1 A 0 A_JumpIfInventory("LeftFireToken",1,3)
	  1LBG A 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
	  TNT1 A 0 A_Jump(256,2)
	  1LBG A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
      TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"), "RStratIdle")
	  1LBG A 0 A_JumpIfInventory("PowerGunzerking",1,"RStratIdle") 
	  Goto BackToReady
	RStratFire:
	  "####" A 0 A_StopSound(5)
	  "####" A 0 A_StopSound(6)
      "####" A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  "####" A 0 A_JumpIfInventory("PowerGunzerking",1,1) 
	  Goto ReleaseTheRightDachshund
	  "####" A 0 A_JumpIfInventory("HexenCounter",1,3)
	  "####" A 0 A_JumpIfInventory("PulverizerAmmo",5,"RBulletLasagne")
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_JumpIfInventory("BlueMana",3,"RBulletLasagne")
	  "####" A 0 A_JumpIfInventory("LeadBallRightHeld",1,1)
	  Goto RStratIdle
	  "####" A 0 A_GiveInventory("LeadBallRightHeld",1)
	OutOfAmmoOrFullStackRight:
      //PCBR A 0 A_JumpIfInventory("PowerSuitToken",1,2)
	  1LBR A 0
	  "####" A 0 A_JumpIfNoAmmo("ReleaseTheRightDachshund")
	  "####" A 0 A_PlaySound("Pulverizer/Loop",5,0.8,1)
	  "####" A 0 A_StopSound(6)
	  "####" A 0 A_ZoomFactor(1)
	  "####" ABCDE 1
	  "####" A 0 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	ReleaseTheRightDachshund:
      //PCBE A 0 A_JumpIfInventory("PowerSuitToken",1,2)
	  1LBE A 0
	  "####" A 0 A_TakeInventory("LeadBallRightSize")
	  "####" A 0 A_TakeInventory("LeadBallRightHeld")
      "####" A 0 A_PlaySound("Pulverizer/Down",5,0.9)
      "####" A 0 A_PlaySound("LeadBall/Release",6,1.0)
      "####" A 0 A_SetBlend("Yellow",0.2,20)
	  "####" A 0 A_Recoil(10)
      "####" A 0 A_Quake(5, 15, 0, 3, none)

      "####" A 1 A_ZoomFactor(0.94)

      "####" A 0 ////A_SetPitch(pitch-2.5)
      "####" A 0 ////A_SetAngle(angle-2.5)
	  "####" B 1 A_ZoomFactor(0.95)

      "####" A 0 ////A_SetPitch(pitch-1.95)
      "####" A 0 ////A_SetAngle(angle-1.95)
      "####" C 1 A_ZoomFactor(0.96)
	  
      "####" A 0 ////A_SetPitch(pitch-1.1)
      "####" A 0 ////A_SetAngle(angle-1.1)
      "####" D 1 A_ZoomFactor(0.97)
	  
      "####" A 0 ////A_SetPitch(pitch-0.8)
      "####" A 0 ////A_SetAngle(angle-0.8)
      "####" E 1 A_ZoomFactor(0.98)
	  
      "####" A 0 ////A_SetPitch(pitch-0.5)
      "####" A 0 ////A_SetAngle(angle-0.5)
      //PCBR A 0 A_JumpIfInventory("PowerSuitToken",1,2)
	  1LBR A 0
	  "####" A 1 A_ZoomFactor(0.99)
	  
      "####" A 0 ////A_SetPitch(pitch-0.2)
      "####" A 0 ////A_SetAngle(angle-0.2)
      "####" B 1 A_ZoomFactor(0.995)
	  
      "####" A 0 ////A_SetPitch(pitch-0.1)
      "####" A 0 ////A_SetAngle(angle-0.1)
	  "####" C 1 A_ZoomFactor(1)
	  
      "####" A 0 ////A_SetPitch(pitch-0.05)
      "####" A 0 ////A_SetAngle(angle-0.05)
	  "####" DE 1
      "####" A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  "####" A 0 A_JumpIfInventory("PowerGunzerking",1,1) 
	  Goto BackToReady
	  "####" ABCDEABCDEAABBCCDDEEAABBCCDDEE 1 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  "####" A 0 A_TakeInventory("RightFireToken")
	  Goto RStratIdle
	RBulletLasagne:
      //PCBF A 0 A_JumpIfInventory("PowerSuitToken",1,2)
	  1LBF A 0
	  "####" A 0 A_GiveInventory("RightFireToken")
	  "####" A 0 A_JumpIfInventory("LeadBallRightHeld",1,2)
	  "####" A 0 A_FireCustomMissile("LeadBallRight",0,0,0,0)
	  "####" A 0 A_GiveInventory("LeadBallRightHeld",1)
	  "####" A 0 A_JumpIfInventory("LeadBallRightSize",0,"OutOfAmmoOrFullStackRight")
	  "####" A 0 A_PlaySound("Pulverizer/Fire",5,0.8,1)
      "####" A 0 A_PlaySound("Pulverizer/Add",6,0.6,1)
	RLasagneLooplet:
      "####" A 0 A_Quake(2, 10, 0, 3, none)
      "####" A 0 A_SetBlend("Yellow",0.04,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      "####" A 1 Bright A_ZoomFactor(0.94)

      "####" A 0 A_SetBlend("Yellow",0.04,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      "####" B 1 Bright A_ZoomFactor(0.9375)

      "####" A 0 A_SetBlend("Yellow",0.03,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      "####" C 1 Bright A_ZoomFactor(0.935)

      "####" A 0 A_SetBlend("Yellow",0.03,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      "####" D 1 Bright A_ZoomFactor(0.9325)

      "####" A 0 A_SetBlend("Yellow",0.04,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      "####" E 1 Bright A_ZoomFactor(0.93)

      "####" A 0 A_SetBlend("Yellow",0.04,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      "####" F 1 Bright A_ZoomFactor(0.9275)

      "####" A 0 A_SetBlend("Yellow",0.03,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      "####" G 1 Bright A_ZoomFactor(0.93)

      "####" A 0 A_SetBlend("Yellow",0.03,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      "####" H 1 Bright A_ZoomFactor(0.9325)

      "####" A 0 A_SetBlend("Yellow",0.04,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      "####" I 1 Bright A_ZoomFactor(0.93)

      "####" A 0 A_SetBlend("Yellow",0.04,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      "####" J 1 Bright A_ZoomFactor(0.9375)

	  "####" A 0 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  
      //PCBE A 0 A_JumpIfInventory("PowerSuitToken",1,2)
	  1LBE A 0
	  "####" A 0 A_TakeInventory("LeadBallRightSize")
	  "####" A 0 A_TakeInventory("LeadBallRightHeld")
      "####" A 0 A_PlaySound("Pulverizer/Down",5,0.9)
      "####" A 0 A_PlaySound("LeadBall/Release",6,1.0)
      "####" A 0 A_SetBlend("Yellow",0.2,20)
	  "####" A 0 A_Recoil(10)
      "####" A 0 A_Quake(5, 15, 0, 3, none)
	  
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      "####" A 1 A_ZoomFactor(0.94)
	  
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      "####" A 0 ////A_SetPitch(pitch-2.5)
      "####" A 0 ////A_SetAngle(angle-2.5)
	  "####" B 1 A_ZoomFactor(0.95)
	  
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      "####" A 0 ////A_SetPitch(pitch-1.95)
      "####" A 0 ////A_SetAngle(angle-1.95)
      "####" C 1 A_ZoomFactor(0.96)
	  
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      "####" A 0 ////A_SetPitch(pitch-1.1)
      "####" A 0 ////A_SetAngle(angle-1.1)
      "####" D 1 A_ZoomFactor(0.97)
	  
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      "####" A 0 ////A_SetPitch(pitch-0.8)
      "####" A 0 ////A_SetAngle(angle-0.8)
      "####" E 1 A_ZoomFactor(0.98)
	  
      //PCBR A 0 A_JumpIfInventory("PowerSuitToken",1,2)
	  1LBR A 0
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      "####" A 0 ////A_SetPitch(pitch-0.5)
      "####" A 0 ////A_SetAngle(angle-0.5)
	  "####" A 1 A_ZoomFactor(0.99)
	  
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      "####" A 0 ////A_SetPitch(pitch-0.2)
      "####" A 0 ////A_SetAngle(angle-0.2)
      "####" B 1 A_ZoomFactor(0.995)
	  
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      "####" A 0 ////A_SetPitch(pitch-0.1)
      "####" A 0 ////A_SetAngle(angle-0.1)
	  "####" C 1 A_ZoomFactor(1)
	  
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,12,0)
      "####" A 0 ////A_SetPitch(pitch-0.05)
      "####" A 0 ////A_SetAngle(angle-0.05)
	  "####" E 1

	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" A 1 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" A 1 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" B 1 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" B 1 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" C 1 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" C 1 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" D 1 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" D 1 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" E 1 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" E 1 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" A 1 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" A 1 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" B 1 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" B 1 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" C 1 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" C 1 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" D 1 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" D 1 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" D 1 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" E 1 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" E 1 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" E 1 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" E 1 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  "####" A 0 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	  "####" A 0 A_JumpIfInventory("SynthFireRight",1,"RStratFire")
	  "####" A 0 A_TakeInventory("RightFireToken")	  
	  Goto RStratIdle
	  
   //Left
   
   Nullify:
	  TNT1 A 0 A_TakeInventory("LeftFireToken",1)
	  Stop
   Flash:
	  TNT1 A 0 A_Light0
   LIdle:
	  TNT1 A 0 A_JumpIfInventory("PulverizerStratActive",1,"LStratIdle")
	  2LVG A 1 A_JumpIfInventory("SynthFireLeft",1,"LFire")
	  Loop
   LFire:
	  2LVG A 0 A_StopSound(5)
	  2LVG A 0 A_StopSound(6)
      TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  2LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1) 
	  Goto Nullify
	  2LVG A 0 A_JumpIfInventory("HexenCounter",1,"HexenL")
	  2LVG A 1 A_JumpIfInventory("PulverizerAmmo",5,"LConfirmed")
	  Goto LIdle
   HexenL:
	  2LVG A 1 A_JumpIfInventory("BlueMana",1,1)
	  Goto LIdle
   LConfirmed:
	  2LVF A 0 A_GiveInventory("LeftFireToken",1)
      2LVF A 0 A_PlaySound("Pulverizer/Fire",5,0.8,1)
      2LVF A 0 A_PlaySound("Pulverizer/Add",6,0.6,1)
	Looplet:
      TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  2LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto LEnd
      2LVF A 0 A_Quake(2, 10, 0, 3, none) //Master of Decorate, snort.
      2LVF A 0 A_SetBlend("Yellow",0.04,3)
	  //2LVF A 0 A_TakeInventory("PulverizerAmmo",1,TIF_NOTAKEINFINITE)
      //2LVF A 0 A_Recoil(0.1)
      2LVF A 0 A_AlertMonsters
      2LVF A 0 //A_SetPitch(pitch-0.25)
      2LVF A 0 //A_SetAngle(angle+0.25)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVF A 0 A_FireCustomMissile("BuellerCasingSpawnerLeft",0,0,-40,-20)
      2LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 1, -10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM|FBF_USEAMMO)
      2LVF A 1 Bright A_ZoomFactor(0.94)

      TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  2LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto LEnd
      2LVF A 0 A_SetBlend("Yellow",0.04,3)
      //2LVF A 0 A_Recoil(0.1)
      2LVF A 0 A_AlertMonsters
      2LVF A 0 //A_SetPitch(pitch-0.125)
      2LVF A 0 //A_SetAngle(angle+0.125)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVF A 0 A_FireCustomMissile("BuellerCasingSpawnerLeft",0,0,-40,-20)
      2LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 0, -10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      2LVF B 1 Bright A_ZoomFactor(0.9375)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  2LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto LEnd
      2LVF A 0 A_SetBlend("Yellow",0.03,3)
      //2LVF A 0 A_TakeInventory("PulverizerAmmo",1,TIF_NOTAKEINFINITE)
      //2LVF A 0 A_Recoil(0.1)
      2LVF A 0 A_AlertMonsters
      2LVF A 0 //A_SetPitch(pitch-0.125)
      2LVF A 0 //A_SetAngle(angle+0.125)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVF A 0 A_FireCustomMissile("BuellerCasingSpawnerLeft",0,0,-40,-20)
	  2LVF A 0 A_JumpIfInventory("HexenCounter",1,2)
      2LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 1, -10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_USEAMMO|FBF_NORANDOM)
	  2LVF A 0 A_Jump(256,2)
	  2LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 0, -10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      2LVF C 1 Bright A_ZoomFactor(0.935)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  2LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto LEnd
      2LVF A 0 A_SetBlend("Yellow",0.03,3)
      //2LVF A 0 A_Recoil(0.1)
      2LVF A 0 A_AlertMonsters
      2LVF A 0 //A_SetPitch(pitch-0.125)
      2LVF A 0 //A_SetAngle(angle+0.125)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVF A 0 A_FireCustomMissile("BuellerCasingSpawnerLeft",0,0,-40,-20)
      2LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 0, -10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      2LVF D 1 Bright A_ZoomFactor(0.9325)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  2LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto LEnd
      2LVF A 0 A_SetBlend("Yellow",0.04,3)
	  //2LVF A 0 A_TakeInventory("PulverizerAmmo",1,TIF_NOTAKEINFINITE)
      //2LVF A 0 A_Recoil(0.1)
      2LVF A 0 A_AlertMonsters
      2LVF A 0 //A_SetPitch(pitch-0.125)
      2LVF A 0 //A_SetAngle(angle+0.125)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVF A 0 A_FireCustomMissile("BuellerCasingSpawnerLeft",0,0,-40,-20)
	  2LVF A 0 A_JumpIfInventory("HexenCounter",1,2)
      2LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 1, -10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_USEAMMO|FBF_NORANDOM)
	  2LVF A 0 A_Jump(256,2)
	  2LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 1, -10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      2LVF E 1 Bright A_ZoomFactor(0.93)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  2LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto LEnd
      2LVF A 0 A_SetBlend("Yellow",0.04,3)
      //2LVF A 0 A_Recoil(0.1)
      2LVF A 0 A_AlertMonsters
      2LVF A 0 //A_SetPitch(pitch-0.125)
      2LVF A 0 //A_SetAngle(angle+0.125)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVF A 0 A_FireCustomMissile("BuellerCasingSpawnerLeft",0,0,-40,-20)
      2LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 0, -10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      2LVF F 1 Bright A_ZoomFactor(0.9275)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  2LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto LEnd
      2LVF A 0 A_SetBlend("Yellow",0.03,3)
	  //2LVF A 0 A_TakeInventory("PulverizerAmmo",1,TIF_NOTAKEINFINITE)
      //2LVF A 0 A_Recoil(0.1)
      2LVF A 0 A_AlertMonsters
      2LVF A 0 //A_SetPitch(pitch-0.125)
      2LVF A 0 //A_SetAngle(angle+0.125)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVF A 0 A_FireCustomMissile("BuellerCasingSpawnerLeft",0,0,-40,-20)
	  2LVF A 0 A_JumpIfInventory("HexenCounter",1,2)
      2LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 1, -10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_USEAMMO|FBF_NORANDOM)
	  2LVF A 0 A_Jump(256,2)
	  2LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 0, -10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      2LVF G 1 Bright A_ZoomFactor(0.93)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  2LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto LEnd
      2LVF A 0 A_SetBlend("Yellow",0.03,3)
      //2LVF A 0 A_Recoil(0.1)
      2LVF A 0 A_AlertMonsters
      2LVF A 0 //A_SetPitch(pitch-0.125)
      2LVF A 0 //A_SetAngle(angle+0.125)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVF A 0 A_FireCustomMissile("BuellerCasingSpawnerLeft",0,0,-40,-20)
      2LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 0, -10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      2LVF H 1 Bright A_ZoomFactor(0.9325)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  2LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto LEnd
      2LVF A 0 A_SetBlend("Yellow",0.04,3)
	  //2LVF A 0 A_TakeInventory("PulverizerAmmo",1,TIF_NOTAKEINFINITE)
      //2LVF A 0 A_Recoil(0.1)
      2LVF A 0 A_AlertMonsters
      2LVF A 0 //A_SetPitch(pitch-0.125)
      2LVF A 0 //A_SetAngle(angle+0.125)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVF A 0 A_FireCustomMissile("BuellerCasingSpawnerLeft",0,0,-40,-20)
	  2LVF A 0 A_JumpIfInventory("HexenCounter",1,2)
      2LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 1, -10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_USEAMMO|FBF_NORANDOM)
	  2LVF A 0 A_Jump(256,2)
	  2LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 0, -10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      2LVF I 1 Bright A_ZoomFactor(0.93)

	  TNT1 A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  2LVG A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto LEnd
      2LVF A 0 A_SetBlend("Yellow",0.04,3)
      //2LVF A 0 A_Recoil(0.1)
      2LVF A 0 A_AlertMonsters
      2LVF A 0 //A_SetPitch(pitch-0.125)
      2LVF A 0 //A_SetAngle(angle+0.125)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVF A 0 A_FireCustomMissile("BuellerCasingSpawnerLeft",0,0,-40,-20)
      2LVF A 0 A_FireCustomMissile("PulverizerTracer", 0.01*random(-400, 400), 0, -10, 6, FPF_NOAUTOAIM, 0.01*random(-175, 175))//A_FireBullets(4,1.75,-1,4*frandom(1.0,3.0),"HBulletPuff",FBF_NORANDOM)
      2LVF J 1 Bright A_ZoomFactor(0.9375)

	  2LVE A 0 A_JumpIfInventory("SynthFireLeft",1,"LFire")

	LEnd:
      2LVE A 0 A_PlaySound("Pulverizer/Down",5,0.9)
      2LVE A 0 A_StopSound(6)
      2LVF A 0 A_SetBlend("Yellow",0.03,8)
      2LVE A 0 A_Quake(2, 3, 0, 3, none)
	  
      2LVE A 0 //A_SetPitch(pitch-0.125)
      2LVE A 0 //A_SetAngle(angle+0.125)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      2LVE A 1 A_ZoomFactor(0.94)
	  
	  2LVR A 0 A_JumpIfInventory("SynthFireLeft",1,"LFire")
      2LVE A 0 //A_SetPitch(pitch-0.1)
      2LVE A 0 //A_SetAngle(angle+0.1)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVE B 1 A_ZoomFactor(0.95)
	  
	  2LVR A 0 A_JumpIfInventory("SynthFireLeft",1,"LFire")
      2LVE A 0 //A_SetPitch(pitch-0.075)
      2LVE A 0 //A_SetAngle(angle+0.075)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      2LVE C 1 A_ZoomFactor(0.96)
	  
	  2LVR A 0 A_JumpIfInventory("SynthFireLeft",1,"LFire")
      2LVE A 0 //A_SetPitch(pitch-0.05)
      2LVE A 0 //A_SetAngle(angle+0.05)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      2LVE D 1 A_ZoomFactor(0.97)
	  
	  2LVR A 0 A_JumpIfInventory("SynthFireLeft",1,"LFire")
      2LVE A 0 //A_SetPitch(pitch-0.025)
      2LVE A 0 //A_SetAngle(angle+0.025)
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      2LVE E 1 A_ZoomFactor(0.98)
	  
	  2LVR A 0 A_JumpIfInventory("SynthFireLeft",1,"LFire")
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVR A 1 A_ZoomFactor(0.99)
	  
	  2LVR A 0 A_JumpIfInventory("SynthFireLeft",1,"LFire")
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      2LVR B 1 A_ZoomFactor(0.995)
	  
	  2LVR A 0 A_JumpIfInventory("SynthFireLeft",1,"LFire")
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVR C 1 A_ZoomFactor(1)
	  
	  PLVF A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
	  2LVR DE 1 A_JumpIfInventory("SynthFireLeft",1,"LFire")
	  2LVR AABBCCDDEEAABBCCDDDEEEE 1 A_JumpIfInventory("SynthFireLeft",1,"LFire")
	  2LVG A 0 A_TakeInventory("LeftFireToken",1)	  
	  2LVG A 0 A_JumpIfInventory("SynthFireLeft",1,"LFire")
	  Goto LIdle

	LStratIdle:
      2LBG A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  2LBG A 0 A_JumpIfInventory("PowerGunzerking",1,1) 
	  Goto Nullify
	  2LBG A 1 A_JumpIfInventory("SynthFireLeft",1,"LStratFire")
	  Loop
	
	LStratFire:
	  "####" A 0 A_GiveInventory("LeftFireToken",1)
	  "####" A 0 A_StopSound(5)
	  "####" A 0 A_StopSound(6)
      "####" A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  "####" A 0 A_JumpIfInventory("PowerGunzerking",1,1) 
	  Goto ReleaseTheLeftDachshund
	  "####" A 0 A_JumpIfInventory("HexenCounter",1,3)
	  "####" A 0 A_JumpIfInventory("PulverizerAmmo",5,"LBulletLasagne")
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_JumpIfInventory("BlueMana",3,"LBulletLasagne")
	  "####" A 0 A_JumpIfInventory("LeadBallLeftHeld",1,1)
	  Goto LStratIdle
	  "####" A 0 A_GiveInventory("LeadBallLeftHeld",1)
	OutOfAmmoOrFullStackLeft:
      //PCBR A 0 A_JumpIfInventory("PowerSuitToken",1,2)
	  2LBR A 0
	  "####" A 0 A_JumpIfNoAmmo("ReleaseTheLeftDachshund")
	  "####" A 0 A_PlaySound("Pulverizer/Loop",5,0.8,1)
	  "####" A 0 A_StopSound(6)
	  "####" A 0 A_ZoomFactor(1)
	  "####" ABCDE 1
	  "####" A 0 A_JumpIfInventory("SynthFireLeft",1,"LStratFire")
	ReleaseTheLeftDachshund:
      //PCBE A 0 A_JumpIfInventory("PowerSuitToken",1,2)
	  2LBE A 0
	  "####" A 0 A_TakeInventory("LeadBallLeftSize")
	  "####" A 0 A_TakeInventory("LeadBallLeftHeld")
      "####" A 0 A_PlaySound("Pulverizer/Down",5,0.9)
      "####" A 0 A_PlaySound("LeadBall/Release",6,1.0)
      "####" A 0 A_SetBlend("Yellow",0.2,20)
	  "####" A 0 A_Recoil(10)
      "####" A 0 A_Quake(5, 15, 0, 3, none)

      "####" A 1 A_ZoomFactor(0.94)

      "####" A 0 ////A_SetPitch(pitch-2.5)
      "####" A 0 ////A_SetAngle(angle-2.5)
	  "####" B 1 A_ZoomFactor(0.95)

      "####" A 0 ////A_SetPitch(pitch-1.95)
      "####" A 0 ////A_SetAngle(angle-1.95)
      "####" C 1 A_ZoomFactor(0.96)
	  
      "####" A 0 ////A_SetPitch(pitch-1.1)
      "####" A 0 ////A_SetAngle(angle-1.1)
      "####" D 1 A_ZoomFactor(0.97)
	  
      "####" A 0 ////A_SetPitch(pitch-0.8)
      "####" A 0 ////A_SetAngle(angle-0.8)
      "####" E 1 A_ZoomFactor(0.98)
	  
      "####" A 0 ////A_SetPitch(pitch-0.5)
      "####" A 0 ////A_SetAngle(angle-0.5)
      //PCBR A 0 A_JumpIfInventory("PowerSuitToken",1,2)
	  2LBR A 0
	  "####" A 1 A_ZoomFactor(0.99)
	  
      "####" A 0 ////A_SetPitch(pitch-0.2)
      "####" A 0 ////A_SetAngle(angle-0.2)
      "####" B 1 A_ZoomFactor(0.995)
	  
      "####" A 0 ////A_SetPitch(pitch-0.1)
      "####" A 0 ////A_SetAngle(angle-0.1)
	  "####" C 1 A_ZoomFactor(1)
	  
      "####" A 0 ////A_SetPitch(pitch-0.05)
      "####" A 0 ////A_SetAngle(angle-0.05)
	  "####" DE 1
      "####" A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  "####" A 0 A_JumpIfInventory("PowerGunzerking",1,1) 
	  Goto Nullify
	  "####" A 0 A_TakeInventory("LeftFireToken",1)
	  "####" ABCDEABCDEAABBCCDDEEAABBCCDDEE 1 A_JumpIfInventory("SynthFireLeft",1,"LStratFire")
	  Goto LStratIdle
	LBulletLasagne:
      //PCBF A 0 A_JumpIfInventory("PowerSuitToken",1,2)
	  2LBF A 0
	  "####" A 0 A_JumpIfInventory("LeadBallLeftHeld",1,2)
	  "####" A 0 A_FireCustomMissile("LeadBallLeft",0,0,0,0)
	  "####" A 0 A_GiveInventory("LeadBallLeftHeld",1)
	  "####" A 0 A_JumpIfInventory("LeadBallLeftSize",0,"OutOfAmmoOrFullStackLeft")
	  "####" A 0 A_PlaySound("Pulverizer/Fire",5,0.8,1)
      "####" A 0 A_PlaySound("Pulverizer/Add",6,0.6,1)
	LLasagneLooplet:
      "####" A 0 A_Quake(2, 10, 0, 3, none)
      "####" A 0 A_SetBlend("Yellow",0.04,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      "####" A 1 Bright A_ZoomFactor(0.94)

      "####" A 0 A_SetBlend("Yellow",0.04,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      "####" B 1 Bright A_ZoomFactor(0.9375)

      "####" A 0 A_SetBlend("Yellow",0.03,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      "####" C 1 Bright A_ZoomFactor(0.935)

      "####" A 0 A_SetBlend("Yellow",0.03,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      "####" D 1 Bright A_ZoomFactor(0.9325)

      "####" A 0 A_SetBlend("Yellow",0.04,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      "####" E 1 Bright A_ZoomFactor(0.93)

      "####" A 0 A_SetBlend("Yellow",0.04,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      "####" F 1 Bright A_ZoomFactor(0.9275)

      "####" A 0 A_SetBlend("Yellow",0.03,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      "####" G 1 Bright A_ZoomFactor(0.93)

      "####" A 0 A_SetBlend("Yellow",0.03,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      "####" H 1 Bright A_ZoomFactor(0.9325)

      "####" A 0 A_SetBlend("Yellow",0.04,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      "####" I 1 Bright A_ZoomFactor(0.93)

      "####" A 0 A_SetBlend("Yellow",0.04,3)
      "####" A 0 A_AlertMonsters
      "####" A 0 ////A_SetPitch(pitch-0.25)
      "####" A 0 ////A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      "####" J 1 Bright A_ZoomFactor(0.9375)

	  "####" A 0 A_JumpIfInventory("SynthFireLeft",1,"LStratFire")
	  
      //PCBE A 0 A_JumpIfInventory("PowerSuitToken",1,2)
	  2LBE A 0
	  "####" A 0 A_TakeInventory("LeadBallLeftSize")
	  "####" A 0 A_TakeInventory("LeadBallLeftHeld")
      "####" A 0 A_PlaySound("Pulverizer/Down",5,0.9)
      "####" A 0 A_PlaySound("LeadBall/Release",6,1.0)
      "####" A 0 A_SetBlend("Yellow",0.2,20)
	  "####" A 0 A_Recoil(10)
      "####" A 0 A_Quake(5, 15, 0, 3, none)
	  
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      "####" A 1 A_ZoomFactor(0.94)
	  
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      "####" A 0 ////A_SetPitch(pitch-2.5)
      "####" A 0 ////A_SetAngle(angle-2.5)
	  "####" B 1 A_ZoomFactor(0.95)
	  
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      "####" A 0 ////A_SetPitch(pitch-1.95)
      "####" A 0 ////A_SetAngle(angle-1.95)
      "####" C 1 A_ZoomFactor(0.96)
	  
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      "####" A 0 ////A_SetPitch(pitch-1.1)
      "####" A 0 ////A_SetAngle(angle-1.1)
      "####" D 1 A_ZoomFactor(0.97)
	  
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      "####" A 0 ////A_SetPitch(pitch-0.8)
      "####" A 0 ////A_SetAngle(angle-0.8)
      "####" E 1 A_ZoomFactor(0.98)
	  
      //PCBR A 0 A_JumpIfInventory("PowerSuitToken",1,2)
	  2LBR A 0
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      "####" A 0 ////A_SetPitch(pitch-0.5)
      "####" A 0 ////A_SetAngle(angle-0.5)
	  "####" A 1 A_ZoomFactor(0.99)
	  
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      "####" A 0 ////A_SetPitch(pitch-0.2)
      "####" A 0 ////A_SetAngle(angle-0.2)
      "####" B 1 A_ZoomFactor(0.995)
	  
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      "####" A 0 ////A_SetPitch(pitch-0.1)
      "####" A 0 ////A_SetAngle(angle-0.1)
	  "####" C 1 A_ZoomFactor(1)
	  
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Medium",0,0,-12,0)
      "####" A 0 ////A_SetPitch(pitch-0.05)
      "####" A 0 ////A_SetAngle(angle-0.05)
	  "####" E 1

	  "####" A 0 A_TakeInventory("LeftFireToken",1)
	  "####" AABBCCDDEEAABBCCDDEE 1 A_JumpIfInventory("SynthFireLeft",1,"LStratFire")
	  Goto LStratIdle
	  }
}