Actor Z86BFG9000 : BFG9000 replaces BFG9000
{	
	States
	{
    Fire: 
    	TNT1 A 0 a_jumpif(callacs("BobToggle")==1, "bobfire")
		TNT1 A 0 A_JumpIf(CallACS("recoiltoggle")==1, "recoilfire")
		BFGG A 20 A_BFGSound
    	BFGG A 2 A_GunFlash
		BFGN A 8
    	SBFG D 2 A_FireBFG
		SBFG E 2
		SBFG D 2
		SBFG C 2
		SBFG B 1
		SBFG A 1
		BFGG A 20 A_ReFire
    	goto Ready
	Hold:
		TNT1 A 0 a_jumpif(callacs("BobToggle")==1, "bobhold")
		TNT1 A 0 A_JumpIf(CallACS("recoiltoggle")==1, "recoilhold")
		BFGG A 20 A_BFGSound
    	BFGG A 2 A_GunFlash
		BFGN A 8
    	SBFG D 2 A_FireBFG
		SBFG E 2
		SBFG D 2
		SBFG C 2
		SBFG B 1
		SBFG A 1
		BFGG A 20 A_ReFire
    	goto Ready
	RecoilFire: 
		TNT1 A 0 a_jumpif(callacs("BobToggle")==1, "bobrecoilfire")
		BFGG A 20 A_BFGSound
    	BFGG A 2 A_GunFlash
		BFGN A 8
		SBFG D 1 A_FireBFG
		SBFG D 1 a_setpitch(pitch-2.0)
		SBFG E 1 a_setpitch(pitch-1.6)
		SBFG E 1 a_setpitch(pitch+0.6)
		SBFG D 1 a_setpitch(pitch+0.6)
		SBFG D 1 a_setpitch(pitch+0.6)
		SBFG C 1 a_setpitch(pitch+0.6)
		SBFG C 1 a_setpitch(pitch+0.4)
		SBFG B 1 a_setpitch(pitch+0.4)
		SBFG A 1 a_setpitch(pitch+0.4)
		BFGG A 20 A_ReFire
    	goto Ready
	RecoilHold:
		TNT1 A 0 a_jumpif(callacs("BobToggle")==1, "bobrecoilhold")
		BFGG A 1 A_BFGSound
		BFGG A 19
    	BFGG A 2 A_GunFlash
		BFGN A 8
    	SBFG D 1 A_FireBFG
		SBFG D 1 a_setpitch(pitch-2.0)
		SBFG E 1 a_setpitch(pitch-1.6)
		SBFG E 1 a_setpitch(pitch+0.6)
		SBFG D 1 a_setpitch(pitch+0.6)
		SBFG D 1 a_setpitch(pitch+0.6)
		SBFG C 1 a_setpitch(pitch+0.6)
		SBFG C 1 a_setpitch(pitch+0.4)
		SBFG B 1 a_setpitch(pitch+0.4)
		SBFG A 1 a_setpitch(pitch+0.4)
		BFGG A 20 A_ReFire
    	goto Ready
    Flash:
		TNT1 A 0 A_JumpIf(CallACS("64muzzleflashes")==1, "64muzzleflash")
	    BFGW A 2 bright
    	BFGX HGFE 1 bright A_Light2
		BFGX DCBA 1 bright A_Light2
		TNT1 A 0 A_Light0
    	Goto LightDone
	64muzzleflash:
		TNT1 A 0 A_JumpIf(CallACS("64muzzleflashes")==0, "Flash")
	    BFGW A 2 bright
    	6BGX HGFE 1 bright A_Light2
		6BGX DCBA 1 bright A_Light2
		TNT1 A 0 A_Light0
    	Goto LightDone	
		
	bobFire: 
    	TNT1 A 0 A_JumpIf(CallACS("recoiltoggle")==1, "recoilfire")
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		BFGG A 20 A_BFGSound
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
    	BFGG A 2 A_GunFlash
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		BFGN A 8
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
    	SBFG D 2 A_FireBFG
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG E 2
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG D 2
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG C 2
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG B 1
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG A 1
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		BFGG A 20 A_ReFire
    	goto Ready
	bobHold:
		TNT1 A 0 A_JumpIf(CallACS("recoiltoggle")==1, "recoilhold")
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		BFGG A 20 A_BFGSound
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
    	BFGG A 2 A_GunFlash
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		BFGN A 8
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
    	SBFG D 2 A_FireBFG
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG E 2
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG D 2
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG C 2
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG B 1
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG A 1
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		BFGG A 20 A_ReFire
    	goto Ready
	bobRecoilFire: 
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		BFGG A 20 A_BFGSound
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
    	BFGG A 2 A_GunFlash
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		BFGN A 8
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG D 1 A_FireBFG
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG D 1 a_setpitch(pitch-2.0)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG E 1 a_setpitch(pitch-1.6)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG E 1 a_setpitch(pitch+0.6)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG D 1 a_setpitch(pitch+0.6)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG D 1 a_setpitch(pitch+0.6)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG C 1 a_setpitch(pitch+0.6)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG C 1 a_setpitch(pitch+0.4)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG B 1 a_setpitch(pitch+0.4)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG A 1 a_setpitch(pitch+0.4)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		BFGG A 20 A_ReFire
    	goto Ready
	bobRecoilHold:
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		BFGG A 1 A_BFGSound
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		BFGG A 19
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
    	BFGG A 2 A_GunFlash
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		BFGN A 8
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
    	SBFG D 1 A_FireBFG
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG D 1 a_setpitch(pitch-2.0)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG E 1 a_setpitch(pitch-1.6)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG E 1 a_setpitch(pitch+0.6)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG D 1 a_setpitch(pitch+0.6)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG D 1 a_setpitch(pitch+0.6)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG C 1 a_setpitch(pitch+0.6)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG C 1 a_setpitch(pitch+0.4)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG B 1 a_setpitch(pitch+0.4)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		SBFG A 1 a_setpitch(pitch+0.4)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		BFGG A 20 A_ReFire
    	goto Ready
	}
}