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

ACTOR MatriarchSelected : GenericToken {}
ACTOR MatriarchLoading : GenericToken {}
ACTOR MatriarchClip : Inventory { Inventory.MaxAmount 10 }
ACTOR MatriarchClip2 : MatriarchClip {}

ACTOR Matriarch : GuncasterWeapon replaces PhoenixRod
{
   Inventory.PickupSound "Guncaster/Laugh1"
   Inventory.PickupMessage "$GOTMATRIARCH"
   Obituary "$KILLMATRIARCH"
   Weapon.UpSound "Matriarch/Up" 
   Weapon.SelectionOrder 7
   Weapon.AmmoGive 6
   Weapon.AmmoType "MatriarchAmmo"
   Weapon.AmmoUse 1
   Weapon.SlotNumber 5
   Weapon.BobStyle InverseSmooth
   Weapon.BobSpeed 1.6
   Weapon.BobRangeY 0.8
   Weapon.BobRangeX 1.4
   +NOAUTOAIM
   +NOALERT
   //+AMMO_OPTIONAL
   Scale 0.9
   States
   {
   Spawn:
      MTRG X -1
      Stop
   Ready:
	  MCRG A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  MURG A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  MARG A 0
   	  "####" A 0 A_JumpIf(CallACS("GunslingerMode"),"ZweiReady")
      "####" A 0 A_JumpIfInventory("PowerGunzerking",1,"ZweiReady")
	  "####" A 0 A_JumpIfInventory("MatriarchStratActive",1,"StratReady")
   ReadyLoop:
	  MCRG A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  MURG A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  MARG A 0
   	  "####" A 0 A_JumpIf(CallACS("GunslingerMode"),"ZweiReady")
      "####" A 0 A_JumpIfInventory("PowerGunzerking",1,"ZweiReady")
	  "####" A 0 A_JumpIfInventory("MatriarchStratActive",1,"StratActivate")
      "####" A 1 A_WeaponReady(WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
      Loop
	  
   StratActivate:
      "####" A 0 A_JumpIf(CallACS("GunslingerMode"), "GunzerkStratActivate")
      "####" A 0 A_JumpIfInventory("PowerGunzerking",1,"GunzerkStratActivate")
	  MCTM A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  MUTM A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  MATM A 0
	  "####" A 0 A_PlaySound("Matriarch/Pull",5,0.7)
	  "####" ABCDEFGH 1
	  MCUG A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  MUUG A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  MAUG A 0
	  "####" A 5
	  "####" A 0 A_GiveInventory("MatriarchStratActive",1)
   StratReady:
   	  "####" A 0 A_JumpIf(CallACS("GunslingerMode"),"ZweiReady")
      "####" A 0 A_JumpIfInventory("PowerGunzerking",1,"ZweiReady")
	  "####" A 0 A_JumpIfInventory("MatriarchStratActive",1,1)
	  Goto StratDeactivate
	  MCUG A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  MUUG A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  MAUG A 0
	  "####" A 1 A_WeaponReady(WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
	  Loop
   StratDeactivate:
      "####" A 0 A_JumpIf(CallACS("GunslingerMode"), "GunzerkStratDeactivate")
      "####" A 0 A_JumpIfInventory("PowerGunzerking",1,"GunzerkStratDeactivate")
	  MCTM A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  MUTM A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  MATM A 0
	  "####" A 0 A_PlaySound("Matriarch/Pull",5,0.7)
      "####" IJKLMNO 1
	  MCRG A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  MURG A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  MARG A 0
	  "####" A 5
	  "####" A 0 A_TakeInventory("MatriarchStratActive",1)
	  Goto Ready
	  
   DeselectMain:
	  MCRG A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  MURG A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  MARG A 0
      "####" A 0 A_TakeInventory("MatriarchSelected")
	  "####" A 0 A_JumpIf(CallACS("GunslingerMode"),"ZweiDeselect")
      "####" A 0 A_JumpIfInventory("PowerGunzerking",1,"ZweiDeselect")
	  "####" A 0 A_JumpIfInventory("MatriarchStratActive",1,"StratDeselect")
      "####" A 1 A_Lower
      "####" A 0 A_Lower
      Loop
   StratDeselect:
	  MCUG A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  MUUG A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  MAUG A 0
      "####" A 1 A_Lower
      "####" A 0 A_Lower
      Loop
   Select:
	  MCRG A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  MURG A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  MARG A 0
      "####" A 0 A_GiveInventory("MatriarchSelected")
      "####" A 0 A_JumpIf(CallACS("CrosshairMode"), 2)
      "####" A 0 A_SetCrosshair(52)
	  "####" A 0 A_JumpIf(CallACS("GunslingerMode"),"ZweiSelect")
      "####" A 0 A_JumpIfInventory("PowerGunzerking",1,"ZweiSelect")
	  "####" A 0 A_JumpIfInventory("MatriarchStratActive",1,"StratSelect")
      "####" A 1 A_Raise
      "####" A 0 A_Raise
      Loop
   StratSelect:
	  MCUG A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  MURG A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  MAUG A 0
      "####" A 1 A_Raise
      "####" A 0 A_Raise
      Loop
   Fire:
	  MCRF A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  MURF A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  MARF A 0
      "####" A 0 A_JumpIfInventory("MatriarchStratActive",1,"StratFire")
   LastFire:
      "####" A 0 A_PlaySound("Matriarch/Fire",1,0.8)
      "####" A 0 A_PlaySound("Matriarch/Add",5,0.5)
      "####" A 0 A_SetBlend("Yellow",0.15,12)
      "####" A 0 A_Recoil(7)
      "####" A 0 A_AlertMonsters
      "####" A 0 A_QuakeEx(7, 7, 7, 7, 0, 16, none, QF_SCALEDOWN)
      "####" A 0 A_FireCustomMissile("MatriarchSlug",0,1)//,8,-4)
      "####" A 0 A_SetPitch(pitch-0.5, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-0.5, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,2,2)
      "####" A 1 Bright A_ZoomFactor(0.99)
      "####" A 0 A_SetPitch(pitch-2, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-2, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,4,4)
      "####" B 1 Bright A_ZoomFactor(0.97)
	  MCRG A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  MURG A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  MARG A 0
      "####" A 0 A_SetPitch(pitch-3, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-3, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,5,5)
      "####" B 1 A_ZoomFactor(0.94) //Sheesh.
	  "####" A 0 A_PlaySound("Matriarch/Reload",6,0.3)
      "####" A 0 A_SetPitch(pitch-1.5, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-1.5, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,6,6)
	  "####" C 1 A_ZoomFactor(0.93)
      "####" A 0 A_SetPitch(pitch-0.5, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-0.5, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,7,7)
	  "####" D 1 A_ZoomFactor(0.92)
      "####" A 0 A_SetPitch(pitch+0.5, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+1, SPF_INTERPOLATE)
	  "####" E 1 A_ZoomFactor(0.915)
      "####" A 0 A_SetPitch(pitch+0.5, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" F 1 A_ZoomFactor(0.92)
      "####" A 0 A_SetPitch(pitch+1, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+1, SPF_INTERPOLATE)
	  "####" G 1 A_ZoomFactor(0.93)
      "####" A 0 A_SetPitch(pitch+0.5, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("TankShellCasingSpawner",0,0,4,-10)
	  "####" H 1 A_ZoomFactor(0.95)
      "####" A 0 A_SetPitch(pitch+0.5, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.97)
      "####" A 0 A_SetPitch(pitch+0.5, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" J 1 A_ZoomFactor(0.98)
      "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" K 1 A_ZoomFactor(0.99)
      "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_ReFire
	  "####" A 1 A_ZoomFactor(1)
      Goto Ready
	  
	StratFire:
      "####" A 0 A_JumpIfInventory("MatriarchClip",0,"FullOrNotEnough")
	  "####" A 0 A_JumpIfInventory("HexenCounter",1,"HexenStratFire")
	  "####" A 0 A_JumpIfInventory("MatriarchAmmo",2,"StratFireLoadSeq")
	  "####" A 0 A_JumpIfInventory("MatriarchClip",1,"UnleashTheFirestorm")
	  "####" A 0 A_JumpIfInventory("MatriarchAmmo",1,"LastFire")
	  Goto Ready
	HexenStratFire:
	  "####" A 0 A_JumpIfInventory("GreenMana",10,"StratFireLoadSeq")
	  Goto Ready
	StratFireLoadSeq:
      "####" A 0 A_JumpIfInventory("MatriarchClip",0,"FullOrNotEnough")
	  MCUL A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  MUUL A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  MAUL A 0
	  "####" A 0 A_PlaySound("Matriarch/Load",6,0.5)
	  "####" A 0 A_GiveInventory("MatriarchLoading",1)
	  "####" ABCDEFGHIJK 1 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_NOBOB)
	  "####" A 0 A_JumpIfInventory("HexenCounter",1,3)
	  "####" A 0 A_TakeInventory("MatriarchAmmo",1,TIF_NOTAKEINFINITE)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_TakeInventory("GreenMana",5,TIF_NOTAKEINFINITE)
	  "####" A 0 A_GiveInventory("MatriarchClip",1)
	  "####" A 0 A_ReFire("StratFire")
	  Goto UnleashTheFirestorm
	StopStrat:
	  MCUG A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  MUUG A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  MAUG A 0
	  "####" A 0 A_TakeInventory("MatriarchLoading",1)
	  "####" A 20
	  "####" A 0 A_ClearReFire
	  Goto StratReady
	FullOrNotEnough:
	  MCUG A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  MUUG A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  MAUG A 0
	  "####" A 1 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_NOBOB)
	  "####" A 0 A_ReFire("StratFireLoadSeq")
	  Goto UnleashTheFirestorm 
	UnleashTheFirestorm:
	  MCUF A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  MUUF A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  MAUF A 0
      "####" A 0 A_TakeInventory("MatriarchLoading",1)
      "####" A 0 A_PlaySound("Matriarch/Fire",1,0.8)
      "####" A 0 A_PlaySound("Matriarch/Add",5,0.5)
      "####" A 0 A_SetBlend("Yellow",0.15,12)
      "####" A 0 A_Recoil(3)
      "####" A 0 A_AlertMonsters
      "####" A 0 A_Quake (7, 7, 0, 3, none)
	  "####" A 0 A_TakeInventory("MatriarchClip",1)
      "####" A 0 A_FireCustomMissile("MatriarchSlug",0,0)//,8,-4)
      "####" A 0 A_SetPitch(pitch-0.15, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-0.15, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,2,2)
      "####" A 1 Bright A_ZoomFactor(0.99)
      "####" A 0 A_SetPitch(pitch-0.35, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-0.35, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,4,4)
      "####" B 1 Bright A_ZoomFactor(0.97)
      "####" A 0 A_SetPitch(pitch-0.5, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-0.5, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,5,5)
      "####" C 1 A_ZoomFactor(0.94)
	  "####" A 0 A_FireCustomMissile("TankShellCasingSpawner",0,0,4,-10)
      "####" A 0 A_SetPitch(pitch-0.35, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-0.35, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,6,6)
	  "####" D random(0,1) A_ZoomFactor(0.93)
      "####" A 0 A_SetPitch(pitch-0.15, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-0.15, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,7,7)
	  "####" E random(0,1) A_ZoomFactor(0.92)
	  "####" A 0 A_JumpIfInventory("HexenCounter",1,2)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_JumpIfInventory("GreenMana",10,3)
	  "####" A 0 A_JumpIfInventory("MatriarchAmmo",2,2)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_ReFire("StratFireEnd")
	  "####" A 0 A_JumpIfInventory("MatriarchClip",1,"UnleashTheFirestorm")
	  Goto StratFireEnd
   StratFireEnd:
	  MCUG A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  MUUG A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  MAUG A 0
	  "####" F 1 A_ZoomFactor(0.92)
      "####" A 0 A_SetPitch(pitch+0.35, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.35, SPF_INTERPOLATE)
	  "####" G 1 A_ZoomFactor(0.93)
      "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("TankShellCasingSpawner",0,0,4,-10)
	  "####" H 1 A_ZoomFactor(0.95)
      "####" A 0 A_SetPitch(pitch+0.125, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.125, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.97)
      "####" A 0 A_SetPitch(pitch+0.125, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.125, SPF_INTERPOLATE)
	  "####" J 1 A_ZoomFactor(0.98)
	  "####" K 1 A_ZoomFactor(0.99)
	  "####" A 1 A_ZoomFactor(1)
      Goto Ready
		  
	AltFire:
      "####" A 0 A_JumpIfInventory("MatriarchLoading",1,"StopStrat")
      MCRM A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  MURM A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
      MARM A 0
	  "####" A 0 A_JumpIfInventory("MatriarchStratActive",1,1)
	  Goto Super::CheckForMagic
      MCUM A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  MUUM A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  MAUM A 0
	  "####" A 0
	  Goto Super::CheckForMagic
	  
	Zoom:
      "####" A 0 A_JumpIf(CallACS("GunslingerMode"),"Gunzerk")
	  "####" A 0 A_JumpIfInventory("PowerGunzerking",1,"Gunzerk")
	  "####" A 0 A_JumpIfInventory("MatriarchStratActive",1,"Strat")
	  Goto Regular
	Regular:
	  "####" A 0 A_JumpIfInventory("PowerMidasMode",1,5)
	  MCRK A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  MURK A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  MARK A 0
	  "####" A 0
	  Goto Super::Zoom
	  MCRK A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  MURK A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  MAMK A 0
	  "####" A 0
	  Goto Super::Zoom
	  
	Strat:
	  "####" A 0 A_JumpIfInventory("PowerMidasMode",1,5)
	  MCUK A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  MUUK A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  MAUK A 0
	  "####" A 0
	  Goto Super::Zoom
	  MCUK A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  MUUK A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  MUMK A 0
	  "####" A 0
	  Goto Super::Zoom
	  
	Gunzerk:
	  "####" A 0 A_JumpIfInventory("MatriarchStratActive",1,"StratGunzerk")
	  "####" A 0 A_JumpIfInventory("PowerMidasMode",1,5)
	  1CRK A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  1URK A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  1ARK A 0
	  "####" A 0
	  Goto Super::Zoom
	  1CRK A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  1URK A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  1AMK A 0
	  "####" A 0
	  Goto Super::Zoom
	  
	StratGunzerk:
	  "####" A 0 A_JumpIfInventory("PowerMidasMode",1,5)
	  1CJK A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  1SBK A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  1ABK A 0
	  "####" A 0
	  Goto Super::Zoom
	  1CJK A 0 A_JumpIfInventory("PowerSuitToken",1,3)
	  1SBK A 0 A_JumpIfInventory("PowerSuitProtect",1,2)
	  1BIK A 0
	  "####" A 0
	  Goto Super::Zoom
	  
   //Zweihander

   ZweiSelect:
	  3BRG A 0 A_JumpIfInventory("MatriarchStratActive",1,2)
	  3ARG A 0
      "####" A 1 A_Raise
      "####" A 0 A_Raise
      Loop
   ZweiDeselect:
	  3BRG A 0 A_JumpIfInventory("MatriarchStratActive",1,2)
	  3ARG A 0
	  "####" 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:
	  "####" 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_Gunflash("Flash",GFF_NOEXTCHANGE)
	  Goto RIdle
   GunzerkStratActivate:
	  1BRG A 0
	  "####" A 0 A_PlaySound("Matriarch/Pull",5,0.7)
	  "####" A 0 A_GiveInventory("MatriarchStratActive",1)
	  "####" A 15 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWZOOM)
	  Goto RIdle
   GunzerkStratDeactivate:
	  1ARG A 0
	  "####" A 0 A_PlaySound("Matriarch/Pull",5,0.7)
	  "####" A 0 A_TakeInventory("MatriarchStratActive",1)
	  "####" A 15 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWZOOM)
	  Goto RIdle
	  
   //Right
   
   RIdle:
	  1BRG A 0 A_JumpIfInventory("MatriarchStratActive",1,2)
	  1ARG A 0
	  "####" A 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
	  "####" A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
	  "####" 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
	  Stop
   RFire:
	  "####" A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  "####" A 0 A_JumpIfInventory("PowerGunzerking",1,1)
	  Goto BackToReady
	  "####" A 0 A_JumpIfInventory("HexenCounter",1,"HexenR")
	  "####" A 1 A_JumpIfInventory("MatriarchAmmo",1,"RConfirmed")
	  Goto RIdle
   HexenR:
	  "####" A 1 A_JumpIfInventory("GreenMana",5,1)
	  Goto RIdle
   RConfirmed:
	  "####" A 0 A_JumpIfInventory("MatriarchStratActive",1,"StratRFire")
	  1ARF A 0
      "####" A 0 A_PlaySound("Matriarch/Fire",1,0.8)
      "####" A 0 A_PlaySound("Matriarch/Add",5,0.5)
      "####" A 0 A_SetBlend("Yellow",0.15,12)
      "####" A 0 A_Recoil(2.25)
      "####" A 0 A_AlertMonsters
      "####" A 0 A_QuakeEx(7, 7, 7, 7, 0, 16, none, QF_SCALEDOWN)
      "####" A 0 A_FireCustomMissile("MatriarchSlug",0,1,10,-4)
      //"####" A 0 A_TakeInventory("MatriarchAmmo",1,TIF_NOTAKEINFINITE)
      "####" A 0 A_SetPitch(pitch-0.25, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,14,0)
      "####" A 1 Bright A_ZoomFactor(0.99)
      "####" A 0 A_SetPitch(pitch-1.0, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-1.0, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,16,2)
      "####" B 1 Bright A_ZoomFactor(0.97)
      "####" A 0 A_SetPitch(pitch-1.5, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-1.5, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,17,3)
	  1ARG A 0
      "####" A 1 A_ZoomFactor(0.94) //Sheesh.
	  "####" A 0 A_PlaySound("Matriarch/Reload",6,0.3)
      "####" A 0 A_SetPitch(pitch-0.75, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-0.75, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,18,4)
	  "####" B 1 A_ZoomFactor(0.93)
      "####" A 0 A_SetPitch(pitch-0.25, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,19,5)
	  "####" C 1 A_ZoomFactor(0.92)
      "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" D 1 A_ZoomFactor(0.915)
      "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" E 1 A_ZoomFactor(0.92)
      "####" A 0 A_SetPitch(pitch+0.5, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" F 1 A_ZoomFactor(0.93)
      "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" G 1 A_ZoomFactor(0.95)
      "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("TankShellCasingSpawner",0,0,8,-10)
	  "####" H 1 A_ZoomFactor(0.97)
      "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.98)
      "####" A 0 A_SetPitch(pitch+0.125, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.125, SPF_INTERPOLATE)
	  "####" J 1 A_ZoomFactor(0.99)
      "####" A 0 A_SetPitch(pitch+0.125, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.125, SPF_INTERPOLATE)
	  "####" K 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
	  Goto RIdle
	StratRFire:
      "####" A 0 A_JumpIfInventory("MatriarchClip",0,"RFullOrNotEnough")
	  "####" A 0 A_JumpIfInventory("HexenCounter",1,"HexenStratRFire")
	  "####" A 0 A_JumpIfInventory("MatriarchAmmo",2,"StratRFireLoadSeq")
	  "####" A 0 A_JumpIfInventory("MatriarchClip",1,"RUnleashTheFirestorm")
	  //"####" A 0 A_JumpIfInventory("MatriarchAmmo",1,"LastRFire")
	  Goto RIdle
	HexenStratRFire:
	  "####" A 0 A_JumpIfInventory("GreenMana",10,"StratRFireLoadSeq")
	  Goto RIdle
	StratRFireLoadSeq:
      "####" A 0 A_JumpIfInventory("MatriarchClip",0,"RFullOrNotEnough")
	  1BRL A 0
	  "####" A 0 A_PlaySound("Matriarch/Load",6,0.5)
	  "####" A 0 A_GiveInventory("MatriarchLoading",1)
	  "####" ABCDEFGHIJK 1
	  "####" A 0 A_JumpIfInventory("HexenCounter",1,3)
	  "####" A 0 A_TakeInventory("MatriarchAmmo",1,TIF_NOTAKEINFINITE)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_TakeInventory("GreenMana",5,TIF_NOTAKEINFINITE)
	  "####" A 0 A_GiveInventory("MatriarchClip",1)
	  "####" A 0 A_JumpIfInventory("SynthFireRight",1,"StratRFire")
	  Goto RUnleashTheFirestorm
	/*RStopStrat:
	  1CBG A 0 A_JumpIfInventory("PowerSuitToken",1,2)
	  1BRG A 0
	  "####" A 0 A_ClearReFire
	  "####" A 0 A_TakeInventory("MatriarchLoading",1)
	  "####" A 20
	  Goto RIdle*/
	RFullOrNotEnough:
	  1BRG A 0
	  "####" A 1
	  "####" A 0 A_JumpIfInventory("SynthFireRight",1,"StratRFireLoadSeq")
	  Goto RUnleashTheFirestorm 
	RUnleashTheFirestorm:
	  1BRF A 0
      "####" A 0 A_PlaySound("Matriarch/Fire",1,0.8)
      "####" A 0 A_PlaySound("Matriarch/Add",5,0.5)
      "####" A 0 A_SetBlend("Yellow",0.15,12)
      "####" A 0 A_Recoil(3)
      "####" A 0 A_AlertMonsters
      "####" A 0 A_Quake (7, 7, 0, 3, none)
	  "####" A 0 A_TakeInventory("MatriarchClip",1)
      "####" A 0 A_FireCustomMissile("MatriarchSlug",0,0)//,8,-4)
      "####" A 0 A_SetPitch(pitch-0.15, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-0.15, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,14,0)
      "####" A 1 Bright A_ZoomFactor(0.99)
      "####" A 0 A_SetPitch(pitch-0.35, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-0.35, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,16,2)
      "####" B 1 Bright A_ZoomFactor(0.97)
      "####" A 0 A_SetPitch(pitch-0.5, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-0.5, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,17,3)
	  1BRG A 0
      "####" C 1 A_ZoomFactor(0.94)
	  "####" A 0 A_FireCustomMissile("TankShellCasingSpawner",0,0,4,-10)
      "####" A 0 A_SetPitch(pitch-0.35, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-0.35, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,18,4)
	  "####" D random(0,1) A_ZoomFactor(0.93)
      "####" A 0 A_SetPitch(pitch-0.15, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-0.15, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,19,5)
	  "####" E random(0,1) A_ZoomFactor(0.92)
	  "####" A 0 A_FireCustomMissile("TankShellCasingSpawner",0,0,8,-10)
	  "####" A 0 A_JumpIfInventory("HexenCounter",1,2)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_JumpIfInventory("GreenMana",10,3)
	  "####" A 0 A_JumpIfInventory("MatriarchAmmo",2,2)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_JumpIfInventory("SynthFireRight",1,"StratRFireEnd")
	  "####" A 0 A_JumpIfInventory("MatriarchClip",1,"RUnleashTheFirestorm")
	  Goto StratRFireEnd
   StratRFireEnd:
	  1BRG A 0
	  "####" F 1 A_ZoomFactor(0.92)
      "####" A 0 A_SetPitch(pitch+0.35, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.35, SPF_INTERPOLATE)
	  "####" G 1 A_ZoomFactor(0.93)
      "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("TankShellCasingSpawner",0,0,8,-10)
	  "####" H 1 A_ZoomFactor(0.95)
      "####" A 0 A_SetPitch(pitch+0.125, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.125, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.97)
      "####" A 0 A_SetPitch(pitch+0.125, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.125, SPF_INTERPOLATE)
	  "####" J 1 A_ZoomFactor(0.98)
	  "####" K 1 A_ZoomFactor(0.99)
	  "####" A 1 A_ZoomFactor(1)
      Goto RIdle
	  
   //Left
	  
   Flash:
	  TNT1 A 0 A_Light0
   LIdle:
	  2BRG A 0 A_JumpIfInventory("MatriarchStratActive",1,2)
	  2ARG A 0
	  "####" A 1 A_JumpIfInventory("SynthFireLeft",1,"LFire")
	  Loop
   LFire:
   	  "####" A 0 A_JumpIf(CallACS("GunslingerMode"),2)
	  "####" A 0 A_JumpIfInventory("PowerGunzerking",1,1) 
	  Goto Nullify
	  "####" A 0 A_JumpIfInventory("HexenCounter",1,"HexenL")
	  "####" A 1 A_JumpIfInventory("MatriarchAmmo",1,"LConfirmed")
	  Goto LIdle
   HexenL:
	  "####" A 1 A_JumpIfInventory("GreenMana",5,1)
	  Goto LIdle
   LConfirmed:
	  "####" A 0 A_JumpIfInventory("MatriarchStratActive",1,"StratLFire")
	  2ARF A 0
      "####" A 0 A_PlaySound("Matriarch/Fire",1,0.8)
      "####" A 0 A_PlaySound("Matriarch/Add",5,0.5)
      "####" A 0 A_SetBlend("Yellow",0.15,12)
      "####" A 0 A_Recoil(2.25)
      "####" A 0 A_AlertMonsters
      "####" A 0 A_QuakeEx(7, 7, 7, 7, 0, 16, none, QF_SCALEDOWN)
      "####" A 0 A_FireCustomMissile("MatriarchSlug",0,1,-10,-4)
      //"####" A 0 A_TakeInventory("MatriarchAmmo",1,TIF_NOTAKEINFINITE)
      "####" A 0 A_SetPitch(pitch-0.25, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,-14,0)
      "####" A 1 Bright A_ZoomFactor(0.99)
      "####" A 0 A_SetPitch(pitch-1.0, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+1.0, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,-16,2)
      "####" B 1 Bright A_ZoomFactor(0.97)
      "####" A 0 A_SetPitch(pitch-1.5, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+1.5, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,-17,3)
	  2ARG A 0
      "####" A 1 A_ZoomFactor(0.94) //Sheesh.
	  "####" A 0 A_PlaySound("Matriarch/Reload",6,0.3)
      "####" A 0 A_SetPitch(pitch-0.75, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.75, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,-18,4)
	  "####" B 1 A_ZoomFactor(0.93)
      "####" A 0 A_SetPitch(pitch-0.25, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,-19,5)
	  "####" C 1 A_ZoomFactor(0.92)
      "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-0.5, SPF_INTERPOLATE)
	  "####" D 1 A_ZoomFactor(0.915)
      "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" E 1 A_ZoomFactor(0.92)
      "####" A 0 A_SetPitch(pitch+0.5, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-0.5, SPF_INTERPOLATE)
	  "####" F 1 A_ZoomFactor(0.93)
      "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" G 1 A_ZoomFactor(0.95)
      "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("TankShellCasingSpawnerLeft",0,0,-8,-10)
	  "####" H 1 A_ZoomFactor(0.97)
      "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-0.25, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.98)
      "####" A 0 A_SetPitch(pitch+0.125, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-0.125, SPF_INTERPOLATE)
	  "####" J 1 A_ZoomFactor(0.99)
      "####" A 0 A_SetPitch(pitch+0.125, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle-0.125, SPF_INTERPOLATE)
	  "####" K 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("SynthFireLeft",1,"LFire")
	  Goto LIdle
	StratLFire:
      "####" A 1 A_JumpIfInventory("MatriarchClip2",0,"LFullOrNotEnough")
	  "####" A 0 A_JumpIfInventory("HexenCounter",1,"HexenStratLFire")
	  "####" A 0 A_JumpIfInventory("MatriarchAmmo",2,"StratLFireLoadSeq")
	  "####" A 0 A_JumpIfInventory("MatriarchClip2",1,"LUnleashTheFirestorm")
	  //"####" A 0 A_JumpIfInventory("MatriarchAmmo",1,"LastLFire")
	  Goto LIdle
	HexenStratLFire:
	  "####" A 0 A_JumpIfInventory("GreenMana",10,"StratLFireLoadSeq")
	  Goto LIdle
	StratLFireLoadSeq:
      "####" A 0 A_JumpIfInventory("MatriarchClip2",0,"LFullOrNotEnough")
	  2BRL A 0
	  "####" A 0 A_PlaySound("Matriarch/Load",6,0.5)
	  "####" A 0 A_GiveInventory("MatriarchLoading",1)
	  "####" ABCDEFGHIJK 1
	  "####" A 0 A_JumpIfInventory("HexenCounter",1,3)
	  "####" A 0 A_TakeInventory("MatriarchAmmo",1,TIF_NOTAKEINFINITE)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_TakeInventory("GreenMana",5,TIF_NOTAKEINFINITE)
	  "####" A 0 A_GiveInventory("MatriarchClip2",1)
	  "####" A 0 A_JumpIfInventory("SynthFireLeft",1,"StratLFire")
	  Goto LUnleashTheFirestorm
	/*LStopStrat:
	  1CBG A 0 A_JumpIfInventory("PowerSuitToken",1,2)
	  1BRG A 0
	  "####" A 0 A_ClearReFire
	  "####" A 0 A_TakeInventory("MatriarchLoading",1)
	  "####" A 20
	  Goto LIdle*/
	LFullOrNotEnough:
	  2BRG A 0
	  "####" A 1
	  "####" A 0 A_JumpIfInventory("SynthFireLeft",1,"StratLFireLoadSeq")
	  Goto LUnleashTheFirestorm 
	LUnleashTheFirestorm:
	  2BRF A 0
      "####" A 0 A_PlaySound("Matriarch/Fire",1,0.8)
      "####" A 0 A_PlaySound("Matriarch/Add",5,0.5)
      "####" A 0 A_SetBlend("Yellow",0.15,12)
      "####" A 0 A_Recoil(3)
      "####" A 0 A_AlertMonsters
      "####" A 0 A_Quake (7, 7, 0, 3, none)
	  "####" A 0 A_TakeInventory("MatriarchClip2",1)
      "####" A 0 A_FireCustomMissile("MatriarchSlug",0,0)//,8,-4)
      "####" A 0 A_SetPitch(pitch-0.15, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.15, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,-14,0)
      "####" A 1 Bright A_ZoomFactor(0.99)
      "####" A 0 A_SetPitch(pitch-0.35, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.35, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,-16,2)
      "####" B 1 Bright A_ZoomFactor(0.97)
      "####" A 0 A_SetPitch(pitch-0.5, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.5, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,-17,3)
	  2BRG A 0
      "####" C 1 A_ZoomFactor(0.94)
	  "####" A 0 A_FireCustomMissile("TankShellCasingSpawner",0,0,-4,-10)
      "####" A 0 A_SetPitch(pitch-0.35, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.35, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,-18,4)
	  "####" D random(0,1) A_ZoomFactor(0.93)
      "####" A 0 A_SetPitch(pitch-0.15, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.15, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("GunsmokeSpawner_Large",0,0,-19,5)
	  "####" E random(0,1) A_ZoomFactor(0.92)
	  "####" A 0 A_FireCustomMissile("TankShellCasingSpawnerLeft",0,0,-8,-10)
	  "####" A 0 A_JumpIfInventory("HexenCounter",1,2)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_JumpIfInventory("GreenMana",10,3)
	  "####" A 0 A_JumpIfInventory("MatriarchAmmo",2,2)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_JumpIfInventory("SynthFireLeft",1,"StratLFireEnd")
	  "####" A 0 A_JumpIfInventory("MatriarchClip2",1,"LUnleashTheFirestorm")
	  Goto StratLFireEnd
   StratLFireEnd:
	  2BRG A 0
	  "####" F 1 A_ZoomFactor(0.92)
      "####" A 0 A_SetPitch(pitch+0.35, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.35, SPF_INTERPOLATE)
	  "####" G 1 A_ZoomFactor(0.93)
      "####" A 0 A_SetPitch(pitch+0.25, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.25, SPF_INTERPOLATE)
	  "####" A 0 A_FireCustomMissile("TankShellCasingSpawnerLeft",0,0,-8,-10)
	  "####" H 1 A_ZoomFactor(0.95)
      "####" A 0 A_SetPitch(pitch+0.125, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.125, SPF_INTERPOLATE)
	  "####" I 1 A_ZoomFactor(0.97)
      "####" A 0 A_SetPitch(pitch+0.125, SPF_INTERPOLATE)
      "####" A 0 A_SetAngle(angle+0.125, SPF_INTERPOLATE)
	  "####" J 1 A_ZoomFactor(0.98)
	  "####" K 1 A_ZoomFactor(0.99)
	  "####" A 1 A_ZoomFactor(1)
      Goto LIdle
   }
}