Actor MinigunUpgraded: Inventory
{
inventory.maxamount 1
}

Actor EquipDeathDealer: Inventory
{
Inventory.MaxAmount 1
}

Actor StartAmmoMinigun : Inventory
{
Inventory.MaxAmount 1
}

Actor MinigunUpgrade: Custominventory
{
//$Category Ammunition
	Game Doom
	SpawnID 94 //10
	Height 24
	//-COUNTITEM
	+INVENTORY.ALWAYSPICKUP
	+COUNTITEM
	Inventory.Pickupsound "CHGNPKUP"
	Inventory.PickupMessage "You got the Minigun Upgrade!!!"
	States
	{
	Spawn:
		8GUN ABCDEDCB 2 Light("WeaponUpgradeSpawner") //BRIGHT
		Loop
	
    Pickup:
	  TNT1 A 0 A_GiveInventory("MinigunUpgraded", 1)
      Stop
	}
}



ACTOR MiniGun : BrutalWeapon
{
	Game Doom
	SpawnID 28
	Weapon.SelectionOrder 700
	Weapon.AmmoType1 "MinigunAmmo"
	Weapon.AmmoGive 0
	Weapon.AmmoUse1 1
	+WEAPON.NOAUTOAIM
	+WEAPON.NOAUTOFIRE
	+FORCEXYBILLBOARD
	Inventory.PickupSound "CBOXPKUP"
	Inventory.PickupMessage "You got the Minigun!"
	Obituary "%o was mowed down by %k's Minigun."
	AttackSound "none"
	Scale 0.9
	States
	{
	Spawn:
		MGUN A 1
		MGUN A -1
		Stop
		
		 Ready: 

		 Ready3:
TNT1 A 0

		TNT1 A 0 A_JumpIfInventory("EquipDeathDealer",1,"ReadyDeathdealer")
	//		Goto ReadyDeathdealer
			 
       // TNT1 A 0 A_JumpIfInventory("Spin",1,"ReadyDeathDealer2")



		  CHAG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		
		  CHAG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		  CHAG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		  CHAG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
	CHAG A 0 A_JumpIfInventory("StartDualWield",1,"DualWield")
		  CHAG A 1 A_WeaponReady
		  CHAG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		  CHAG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
			
		  CHAG A 0 A_JumpIfInventory("Spin",1,"Ready2")
		  CHAG A 0 A_JumpIfInventory("MinigunAmmo",1,"Ready")
		  Goto IdleNoAmmo
		  
		  IdleNoAmmo:
		  CHAE A 1 A_WeaponReady
		  CHAG A 0 A_TakeInventory ("Spin",1)
		  CHAG A 0 A_JumpIfInventory("MinigunAmmo",1,"Ready")
		  CHAG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  CHAG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		  CHAG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		  Loop

		Ready2:
		  CHAG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  CHAG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		  CHAG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		  CHAG ABCD 1 A_WeaponReady 
		  CHAG A 0 A_AlertMonsters
		  CHAG A 0 A_PlaySound("CHAINSPI", 5)
		  Loop

		  
	CheckSprint:
		CHAG A 1 A_WeaponReady(WRF_NOFIRE)
		CHAG A 0 A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		CHAG A 0 A_JumpIfInventory("IsTacticalClass", 1, "StartSprint")
		Goto Ready
		

	StartSprint:
		CHAG A 1 A_WeaponReady(WRF_NOFIRE)
		CHAG A 0 A_Takeinventory("Zoomed",1)
		CHAG A 0 A_Takeinventory("ADSmode",1)
		CHAG A 0 A_ZoomFactor(1.0)
		CHAG A 0 A_JumpIfInventory("UsedStamina", 40, "StopSprintTired")
		
	Sprinting:	
		CHSP A 0 offset(-9,32) 
		CHAG A 0 offset(-9,32) A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		CHAG A 0 offset(-9,32) A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
		PLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.
		CHAG A 0 offset(-9,32) A_JumpIfInventory("PowerStrength", 1, 2)
		CHAG A 0 offset(-9,32) A_GiveInventory("UsedStamina", 9)
		CHAG A 0 offset(-9,32)
		CHSP A 1 offset(-9,34) A_SetPitch(pitch -0.5)
		CHSP A 1 offset(-6,36) A_SetPitch(pitch -0.5)
		CHSP A 1 offset(-3,38) A_SetPitch(pitch -0.5)
		CHSP A 1 offset(0,38) A_SetPitch(pitch -0.5)
		CHSP A 1 offset(3,36) A_SetPitch(pitch -0.5)
		CHSP A 1 offset(6,34) A_SetPitch(pitch -0.5)
		CHSP A 1 offset(9,32) A_SetPitch(pitch -0.5)
		CHAG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)
		CHAG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        CHAG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		CHAG A 0 offset(-9,32) A_GiveInventory("UsedStamina", 9)
		CHAG A 0 offset(9,33) A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
		CHSP A 1 offset(9,34) A_SetPitch(pitch +0.5)
		CHSP A 1 offset(6,36) A_SetPitch(pitch +0.5)
		CHSP A 1 offset(3,38) A_SetPitch(pitch +0.5)
		CHSP A 1 offset(0,38) A_SetPitch(pitch +0.5)
		CHSP A 1 offset(-3,36) A_SetPitch(pitch +0.5)
		CHSP A 1 offset(-6,34) A_SetPitch(pitch +0.5)
		CHSP A 1 offset(-9,32) A_SetPitch(pitch +0.5)
		CHAG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)
		CHAG A 0 offset(-9,32) A_JumpIfInventory("IsRunning", 1, "Sprinting")
		Goto StopSprint
		
	StopSprintTired:
		CHAG A 1
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		CHAG A 0 A_PlaySound("Tired", 2)
		CHAG A 0 A_TakeInventory("UsedStamina", 2)
		CHAG A 5 A_WeaponReady
		CHAG A 0 A_TakeInventory("UsedStamina", 2)
		CHAG A 5 A_WeaponReady
		CHAG A 0 A_TakeInventory("UsedStamina", 2)
		CHAG A 5 A_WeaponReady
		CHAG A 0 A_TakeInventory("UsedStamina", 2)
		CHAG A 5 A_WeaponReady
		CHAG A 0 A_TakeInventory("UsedStamina", 2)
		CHAG A 5 A_WeaponReady
		
Goto Ready
	StopSprint:
		CHSP A 1
		CHAG A 0 A_JumpIfInventory("UsedStamina", 60, "StopSprintTired")
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		Goto Ready 





CheckSprintDD:
		8HWS C 1 A_WeaponReady(WRF_NOFIRE)
		CHAG A 0 A_JumpIfInventory("IsStandingStill", 1, "ReadyDeathDealer")
		CHAG A 0 A_JumpIfInventory("IsTacticalClass", 1, "StartSprintDD")
		Goto ReadyDeathDealer 

	StartSprintDD:
		8HWS C 1 A_WeaponReady(WRF_NOFIRE)
		CHAG A 0 A_Takeinventory("Zoomed",1)
		CHAG A 0 A_Takeinventory("ADSmode",1)
		CHAG A 0 A_ZoomFactor(1.0)
		CHAG A 0 A_JumpIfInventory("UsedStamina", 40, "StopSprintTiredDD")
		
	SprintingDD:	
		CHSP A 0 offset(-9,32) 
		CHAG A 0 offset(-9,32) A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		CHAG A 0 offset(-9,32) A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
		PLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.
		CHAG A 0 offset(-9,32) A_JumpIfInventory("PowerStrength", 1, 2)
		CHAG A 0 offset(-9,32) A_GiveInventory("UsedStamina", 9)
		CHAG A 0 offset(-9,32)
		8HWS C 1 offset(-9,34) A_SetPitch(pitch -0.5)
		8HWS C 1 offset(-6,36) A_SetPitch(pitch -0.5)
		8HWS C 1 offset(-3,38) A_SetPitch(pitch -0.5)
		8HWS C 1 offset(0,38) A_SetPitch(pitch -0.5)
		8HWS C 1 offset(3,36) A_SetPitch(pitch -0.5)
		8HWS C 1 offset(6,34) A_SetPitch(pitch -0.5)
		8HWS C 1 offset(9,32) A_SetPitch(pitch -0.5)
		CHAG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)
		CHAG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        CHAG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		CHAG A 0 offset(-9,32) A_GiveInventory("UsedStamina", 9)
		CHAG A 0 offset(9,33) A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
		8HWS C 1 offset(9,34) A_SetPitch(pitch +0.5)
		8HWS C 1 offset(6,36) A_SetPitch(pitch +0.5)
		8HWS C 1 offset(3,38) A_SetPitch(pitch +0.5)
		8HWS C 1 offset(0,38) A_SetPitch(pitch +0.5)
		8HWS C 1 offset(-3,36) A_SetPitch(pitch +0.5)
		8HWS C 1 offset(-6,34) A_SetPitch(pitch +0.5)
		8HWS C 1 offset(-9,32) A_SetPitch(pitch +0.5)
		CHAG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)
		CHAG A 0 offset(-9,32) A_JumpIfInventory("IsRunning", 1, "SprintingDD")
		Goto StopSprintDD
		
	StopSprintTiredDD:
		8HWS A 1
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		CHAG A 0 A_PlaySound("Tired", 2)
		CHAG A 0 A_TakeInventory("UsedStamina", 2)
		8HWS A 5 A_WeaponReady
		CHAG A 0 A_TakeInventory("UsedStamina", 2)
		8HWS A 5 A_WeaponReady
		CHAG A 0 A_TakeInventory("UsedStamina", 2)
		8HWS A 5 A_WeaponReady
		CHAG A 0 A_TakeInventory("UsedStamina", 2)
		8HWS A 5 A_WeaponReady
		CHAG A 0 A_TakeInventory("UsedStamina", 2)
		8HWS A 5 A_WeaponReady
		
Goto ReadyDeathDealer
	StopSprintDD:
		8HWS A 1 //CHSP A 1
		CHAG A 0 A_JumpIfInventory("UsedStamina", 60, "StopSprintTiredDD")
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		Goto ReadyDeathDealer 




















		Deselect:
			CHAG A 0 A_TakeInventory ("Spin",1)
			CHAG A 0 A_TakeInventory("TossGrenade", 1)
			CHAG A 0 A_Takeinventory("HeavyAutomaticWeapon",1)
			CHAG A 0 A_TakeInventory("RandomHeadExploder", 1)
			CHAG A 0 SetPlayerProperty(0,0,0)
			CHGS DCBA 1
			TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
			TNT1 A 1 A_Lower
			Wait

		Select:
			CHAG A 0
TNT1 A 0 A_JumpIfInventory("StartAmmoMinigun",1,"Selected")
TNT1 A 0 A_GiveInventory("MinigunAmmo",40)
TNT1 A 0 A_GiveInventory("StartAmmoMinigun",1)
Selected:
			CHAG A 0 A_Giveinventory("GoSpecial",1)
			CHAG A 0 A_Giveinventory("HeavyAutomaticWeapon",1)
			CHAG A 0 A_Takeinventory("FistsSelected",1)
			CHAG A 0 A_Takeinventory("SawSelected",1)
			CHAG A 0 A_Takeinventory("ShotgunSelected",1)
			CHAG A 0 A_Takeinventory("SSGSelected",1)
			CHAG A 0 A_Giveinventory("MinigunSelected",1)
			CHAG A 0 A_Takeinventory("PlasmaGunSelected",1)
			CHAG A 0 A_Takeinventory("RocketLauncherSelected",1)
			CHAG A 0 A_Takeinventory("GrenadeLauncherSelected",1)
			CHAG A 0 A_Takeinventory("BFGSelected",1)
			CHAG A 0 A_Takeinventory("BFG10kSelected",1)
			CHAG A 0 A_Takeinventory("RailGunSelected",1)
			CHAG A 0 A_Takeinventory("SubMachineGunSelected",1)
			CHAG A 0 A_Takeinventory("RevenantLauncherSelected",1)
			CHAG A 0 A_Takeinventory("LostSoulSelected",1)
			CHAG A 0 A_Takeinventory("FlameCannonSelected",1)
			CHAG A 0 A_Takeinventory("HasBarrel",1)
			CHAG A 0 A_TakeInventory("TossGrenade", 1)
			CHAG A 0 A_GiveInventory("RandomHeadExploder", 1)
			CHAG A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "PuristGun")
			CHAG A 0 A_PlaySound("CHGNPKUP")

TNT1 A 0 A_JumpIfInventory("EquipDeathDealer", 1,"GetReadydeathdealer")

			CHGS AAAAAA 1 A_Raise
			TNT1 AAAAAA 0 A_Raise
		
		SelectAnimation:
			CHAG A 0
			CHAG A 0 A_GunFlash
CHAG A 0 A_Takeinventory("StartDualWield",1)
			CHGS ABCD 1 A_JumpIfInventory("GoFatality", 1, "Steady")
			Goto Ready

		NoAmmo:
			CHAE A 10 A_PlaySound("weapons/empty")
			Goto IdleNoAmmo
			
			
		Fire:
			CHAG A 0
TNT1 A 0 A_JumpIfInventory("EquipDeathDealer", 1, "FireDeathdealer")
			CHAG A 0 A_JumpIfInventory("Spin",1,"Hold")
			CHAG A 0 A_PlaySound("CHAINSTA", 5)
			CHAG A 0 BRIGHT A_FireCustomMissile("Alerter", 0, 0, 0, 0)
			CHAG BC 1
			CHAG D 1
			CHAG AB 1
			CHAG A 0 A_StopSound(5)
			//CHAG A 0 A_PlaySound("CHAINSPI", 5)
			CHAG A 0
		Hold:
			CHAG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
			CHAG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
			
			CHAG A 0 A_PlaySound("CHGNSHOT", 1)
			CHAG A 0 A_PlaySound("FARMGN", 5)
			CHAG A 0 A_ZoomFactor(0.98)
			
CHAF A 1 BRIGHT A_FireBullets(5, 5, -1, 16, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO)
//(5, 5, -1, 16,

			CHAG A 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18)
			CHAG A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
			CHAF A 0 BRIGHT A_FireCustomMissile("DecorativeTracer", random(-2,2), 0, 0, -12, 0, random(-2,2))
			CHAG A 0 A_ZoomFactor(1.0)



			CHAG A 0 A_JumpIfInventory("IsTacticalClass", 1, 2) //Tactical mode skips a frame, fires faster
			
			CHAF B 1 //faster
			CHAG A 0

			RIFG A 0 A_JumpIfInventory("IsNOTTacticalClass", 1, 2)//tactical mode has muzzle climb
			RIFG A 0 A_SetPitch(pitch-0.95)
		//	RIFG A 0 A_SetPitch(pitch-0.05)

			RIFG A 0
			CHAG A 0 A_PlaySound("CHGNSHOT", 1)
			CHAG A 0 A_PlaySound("FARMGN", 5)
			CHAG A 0 A_ZoomFactor(0.98)
			//TNT1 AA 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
			//RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, -5, 0, 0)
			CHAF C 1 BRIGHT A_FireBullets(5, 5, -1, 16, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO) 
//(5, 5, -1, 16,
			CHAG A 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18)
			CHAG A 0 A_SpawnItemEx("PlayerMuzzle3",30,5,27)
			CHAF A 0 BRIGHT A_FireCustomMissile("DecorativeTracer", random(-2,2), 0, 0, -12, 0, random(-2,2))
			CHAG A 0 A_ZoomFactor(1.0)


			CHAG A 0 A_JumpIfInventory ("IsTacticalClass", 1, 2)//Tactical mode skips a frame, fires faster

			CHAF D 1
			CHAG A 0
			

			RIFG A 0 A_JumpIfInventory("IsNOTTacticalClass", 1, 2)//tactical mode has muzzle climb
			RIFG A 0 A_SetPitch(pitch-0.95)
		//	RIFG A 0 A_SetPitch(pitch-0.05)


			RIFG A 0
			MNGG B 0 A_ReFire
			CHAG A 0 A_PlaySound("MINIGEN", 5)
			CHAG A 0 A_JumpIfInventory("Spin",1,"Ready2")
			
		 CHAG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		 CHAG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		 CHAG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		 CHAG A 0 A_PlaySound("CHAINSTO", 5)
		 CHAG A 1 A_WeaponReady
		
		 CHAG B 1 A_WeaponReady
		 CHAG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		 CHAG A 0 A_Refire
		
		 CHAG C 1 A_WeaponReady
		 CHAG A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
		 CHAG D 1 A_WeaponReady
				

		 CHAG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		 
		 CHAG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		 CHAG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		 CHAG A 1 A_WeaponReady
		 CHAG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		 CHAG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		 CHAG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		
		 CHAG B 1 A_WeaponReady
		 CHAG A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
		 CHAG C 2 A_WeaponReady
		
		 CHAG D 2 A_WeaponReady
		 CHAG A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
		 CHAG A 0 A_JumpIfInventory("Spin",1,"Ready2") 
		 CHAG A 0 A_TakeInventory("Spin", 1)
		 CHAG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		 CHAG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		 CHAG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		 CHAG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		 CHAG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		 
		 CHAG A 2 A_WeaponReady
		
		 CHAG B 2 A_WeaponReady
		 CHAG A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
		 CHAG C 2 A_WeaponReady
		
		 CHAG D 2 A_WeaponReady
		 CHAG A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
		 CHAG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		 CHAG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		 CHAG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		 CHAG ABCD 2 A_WeaponReady
		 CHAG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		 CHAG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		 CHAG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		 CHAG ABCD 3 A_WeaponReady
		 
		 goto Ready



	  AltFire:
 TNT1 A 0 A_JumpIfInventory("EquipDeathDealer",1,"DeathDealerAltFire")
		 
		 CHAG A 0 A_JumpIfInventory("Spin",1,"StopAlt")
		 CHAG A 0 A_GiveInventory ("Spin",1)
		 //CHAG A 0 SetPlayerProperty(0,1,0)
		  CHAG A 0 A_PlaySound("CHAINSTA", 5)
		  CHAG A 0 A_JumpIfInventory("MinigunAmmo",1,1)
		  Goto IdleNoAmmo
		 CHAG ABCD 2
		 CHAG A 0
		 Goto Ready2


DeathdealerAltFire:
		 
		 CHAG A 0 A_JumpIfInventory("Spin",1,"DeathDealerStopAlt")
		 CHAG A 0 A_GiveInventory ("Spin",1)
		  CHAG A 0 A_PlaySound("CHAINSTA", 5)
		  CHAG A 0 A_JumpIfInventory("MinigunAmmo",1,1)
		  Goto IdleNoAmmoDeathDealer
		 //CHAG ABCD 2

		  8HAG ABCD 3 
8HAG AB 2 A_PlaySound("CHAINSPI", 5)
8HAG CD 2 
 
		  CHAG A 0 A_AlertMonsters
		 // CHAG A 0 A_PlaySound("CHAINSPI", 5)

		 CHAG A 0 A_WeaponReady
		 Goto ReadyDeathDealer2

  DeathDealerStopAlt:
		CHAG A 0
		 CHAG A 0 A_TakeInventory ("Spin",1)
		 CHAG A 0 A_PlaySound("CHAINSTO", 6)
		 CHAG A 0 A_StopSound(5)
		 CHAG A 0 A_StopSound(1)

8HAG ABCDABCDABCD 2 A_WeaponReady 
8HAG ABCD 3 A_WeaponReady
8HAG A 0		
//		 CHAG ABCD 1
//		 CHAG ABCDABCD 2 A_WeaponReady
//		 CHAG ABCD 3 A_WeaponReady
//		 CHAG A 0
		 Goto ReadyDeathDealer


	  StopAlt:
		CHAG A 0
		 CHAG A 0 A_TakeInventory ("Spin",1)
		 CHAG A 0 A_PlaySound("CHAINSTO", 6)
		 CHAG A 0 A_StopSound(5)
		 CHAG A 0 A_StopSound(1)
		 //CHAG A 0 SetPlayerProperty(0,0,0)
		 CHAG ABCD 1
		 CHAG ABCDABCD 2 A_WeaponReady
		 CHAG ABCD 3 A_WeaponReady
		 CHAG A 0
		 Goto Ready


		
		
		PuristGun:
			TNT1 A 1
			CHAG A 0 A_GiveInventory("ClassicChaingun", 1)
			CHAG A 0 A_TakeInventory("MiniGun", 1)
			TNT1 A 10
			Goto Ready2	











Prompt1:
		TNT1 A 0 A_Print("You need a Minigun Upgrade!")
		goto Ready3


	Dualwield:
		TNT1 A 0 A_Takeinventory("StartDualwield",1)
		TNT1 A 0 A_JumpIfInventory("MinigunUpgraded", 1, "SwitchToDeathDealer")
		Goto Prompt1


	SwitchToDeathDealer:
	 TNT1 A 0 A_TakeInventory("Spin",1)
		TNT1 A 0 A_JumpIfInventory("EquipDeathDealer", 1, "SwitchToMinigun")
		TNT1 A 0 A_GiveInventory("EquipDeathDealer", 1)
//TNT1 A 0 A_PlaySoundEx("8HAINSW1", "Auto")
TNT1 A 0 A_PlaySound("Reload", 6)
		DDSW AABBCCDDD 1
		DDSW EFG 2
		//TNT1 A 0 A_PlaySoundEx("8HAINSW2", "Auto")
		DDSW JIII 2
		8HWS AABCD 1
		Goto ReadyDeathDealer



	SwitchToMinigun:
		TNT1 A 0 A_TakeInventory("EquipDeathDealer", 1)
		//TNT1 A 0 A_PlaySoundEx("8HAINSW1", "Auto")
			TNT1 A 0 A_PlaySound("Reload", 6)
		8HWS DDCCBBAAA 1
		DDSW IJGFED 2
		//TNT1 A 0 A_PlaySoundEx("8HAINSW3", "Auto")
//TNT1 A 0 A_PlaySound("Reload", 6)		
//DDSW DDCBA 1
CHGS EFGH 1
		Goto Ready3

GetReadydeathdealer:
			CHGS AAAAAA 0 A_Raise
			TNT1 AAAAAA 0 A_Raise
			CHAG A 0
			CHAG A 0 A_GunFlash
			8HWS ABCD 1 A_JumpIfInventory("GoFatality", 1, "Steady")

ReadyDeathDealer:
	 TNT1 A 0 A_JumpIfInventory("Spin",1,"ReadyDeathDealer2")

CHAG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		
		  CHAG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		  CHAG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		  CHAG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
CHAG A 0 A_JumpIfInventory("StartDualWield",1,"DualWield")
		  8HAG A 1 A_WeaponReady
		  CHAG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		  CHAG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprintDD")
			
		  CHAG A 0 A_JumpIfInventory("Spin",1,"Ready2")
		  CHAG A 0 A_JumpIfInventory("MinigunAmmo",1,"ReadyDeathDealer")
		  Goto IdleNoAmmoDeathDealer
		  
		  IdleNoAmmoDeathDealer:
		  8HAG A 1 A_WeaponReady
		  CHAG A 0 A_TakeInventory ("Spin",1)
		  CHAG A 0 A_JumpIfInventory("MinigunAmmo",1,"ReadyDeathDealer")
		  CHAG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  CHAG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		  CHAG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		  Loop



		ReadyDeathDealer2:
CHAG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  CHAG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		  CHAG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		  8HAG ABCD 1 A_WeaponReady 
		  CHAG A 0 A_AlertMonsters
		  CHAG A 0 A_PlaySound("CHAINSPI", 5)
			Loop



DeselectDeathDealer:
		TNT1 A 0 A_ZoomFactor(1.0)
	//	TNT1 A 0 A_StopSoundEx("SoundSlot5")
			TNT1 A 0 A_StopSoundEx("Weapon")
	//		TNT1 A 0 A_GunFlash("Null")
			TNT1 A 0 A_TakeInventory ("EquipDeathDealer",1)
			TNT1 A 0 A_TakeInventory ("Spin",1)
			//TNT1 A 0 A_TakeInventory("Overheating", 100)
			TNT1 A 0 A_Takeinventory("RandomHeadExploder",1)
			8HWS DDCCBBAAA 1
		DDSW IJGFED 2
	//	TNT1 A 0 A_PlaySoundEx("8HAINSW3", "Auto")
		DDSW DDCBA 1
        8HWS DCBA 1
      //  MG03 BCDG 1
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
		Wait		
		
		








	FireDeathDealer:
	    TNT1 A 0 A_JumpIfInventory("Spin",1,"DeathDealerFire2") 
		TNT1 A 0 
CHAG A 0 A_PlaySound("CHAINSTA", 5)
		8HAG B 3 A_ZoomFactor(0.995)
		8HAG B 1 A_ZoomFactor(0.990)
		8HAG C 2 A_ZoomFactor(0.985)
		8HAG C 1 A_ZoomFactor(0.980)
		8HAG D 2 
    HoldDeathDealer:
        //TNT1 A 0 A_PlaySoundEx("8HAINFIR", "Weapon", 1)
CHAG A 0 A_PlaySound("CHGNSHOT", 1)
			CHAG A 0 A_PlaySound("FARMGN", 5)	
TNT1 A 0 A_ZoomFactor(0.98)
			
	HoldingDeathDealer:
        8HAF A 1 BRIGHT A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
			8HAF A 1 A_FireCustomMissile("MinigunTracer", random(-6,6), 0, -1, random(-4,4))
			8HAF A 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18)

CHAG A 0 A_PlaySound("CHGNSHOT", 1)
CHAG A 0 A_PlaySound("FARMGN", 5)	
 
8HAF A 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18)

CHAG A 0 A_PlaySound("CHGNSHOT", 1)
CHAG A 0 A_PlaySound("FARMGN", 5)	
 
			8HAF A 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18) 

CHAG A 0 A_PlaySound("CHGNSHOT", 1)
CHAG A 0 A_PlaySound("FARMGN", 5)	
 

			8HAF A 0 A_Firecustommissile("MiniBeltPieceSpawn",0,0,-12,-18) 

8HAF A 0 A_FireBullets(7, 7, -1, 16, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO)
8HAF A 0 A_FireBullets(7, 7, -1, 16, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO)
8HAF A 0 A_FireBullets(7, 7, -1, 16, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO)

//8HAF A 0 A_FireBullets(7, 7, 3, 5, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO) 
//8HAF A 0 A_FireBullets(7, 7, 3, 6, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO) 
//8HAF A 0 A_FireBullets(7, 7, 3, 5, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO) 



//8HAF A 0 A_FireBullets(7, 7, 3, 9, "MachineGunBulletPuff", 1) 
//	8HAF A 0 A_TakeInventory("Minigunammo", 3) 
					
        8HAF BC 1 
        8HAF D 1 BRIGHT A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0) 
	8HAF D 1 A_FireCustomMissile("MinigunTracer", random(-6,6), 0, -1, random(-4,4)) 
			8HAF D 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18) 

CHAG A 0 A_PlaySound("CHGNSHOT", 1)
CHAG A 0 A_PlaySound("FARMGN", 5)	
 

			8HAF D 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18)

CHAG A 0 A_PlaySound("CHGNSHOT", 1)
CHAG A 0 A_PlaySound("FARMGN", 5)	
 
 
			8HAF D 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18) 

CHAG A 0 A_PlaySound("CHGNSHOT", 1)
CHAG A 0 A_PlaySound("FARMGN", 5)	
 
			
8HAF D 0 A_Firecustommissile("MiniBeltPieceSpawn",0,0,-12,-18) 
//8HAF A 0 A_FireBullets(7, 7, 3, 5, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO) 
//8HAF A 0 A_FireBullets(7, 7, 3, 6, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO) 
 
8HAF A 0 A_FireBullets(7, 7, -1, 16, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO)
8HAF A 0 A_FireBullets(7, 7, -1, 16, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO)
8HAF A 0 A_FireBullets(7, 7, -1, 16, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO)


//			8HAF D 0 A_TakeInventory("Minigunammo", 2) 
			
        8HAF EF 1
        8HAF G 1 BRIGHT A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0) 
			8HAF G 0 A_FireCustomMissile("MinigunTracer", random(-6,6), 0, -1, random(-4,4)) 
			8HAF G 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18) 

CHAG A 0 A_PlaySound("CHGNSHOT", 1)
CHAG A 0 A_PlaySound("FARMGN", 5)	
 

			8HAF G 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18) 

CHAG A 0 A_PlaySound("CHGNSHOT", 1)
CHAG A 0 A_PlaySound("FARMGN", 5)	
 

			8HAF G 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18) 

CHAG A 0 A_PlaySound("CHGNSHOT", 1)
CHAG A 0 A_PlaySound("FARMGN", 5)	
 

			8HAF G 0 A_Firecustommissile("MiniBeltPieceSpawn",0,0,-12,-18) 
//8HAF A 0 A_FireBullets(7, 7, 3, 5, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO) 
//8HAF A 0 A_FireBullets(7, 7, 3, 6, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO) 
//			8HAF G 0 A_TakeInventory("Minigunammo", 2) 

8HAF A 0 A_FireBullets(7, 7, -1, 16, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO)
8HAF A 0 A_FireBullets(7, 7, -1, 16, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO)
8HAF A 0 A_FireBullets(7, 7, -1, 16, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO)
			
        8HAF H 1 A_ReFire("HoldingDeathDealer")
		TNT1 A 0 A_StopSoundEx("Weapon") 
		TNT1 A 0 A_PlaySoundEx("CHAINSTO", "Auto") 
			//A_PlaySoundEx("DTHDLRSP", "Auto") 
			
        8HAG A 1 A_FireCustomMissile("SmokeSpawner11",0,0,0,0) 
	8HAG A 1 A_ZoomFactor(0.98) 
	8HAG A 1 A_Refire("HoldDeathDealer") 
			
        8HAG B 1 A_FireCustomMissile("SmokeSpawner11",0,0,0,0) 
	8HAG B 1 A_ZoomFactor(0.99) 
			8HAG B 1 A_Refire("HoldDeathDealer") 
			
		8HAG C 1 A_FireCustomMissile("SmokeSpawner11",0,0,0,0) 
			8HAG C 0 A_ZoomFactor(0.995) 
			8HAG C 0 A_Refire("HoldDeathDealer") 
			
		8HAG D 1 A_FireCustomMissile("SmokeSpawner11",0,0,0,0) 
			8HAG D 0 A_ZoomFactor(1.0) 
			8HAG D 0 A_Refire("HoldDeathDealer") 
			
        8HAG AABBCCDD 1 A_FireCustomMissile("SmokeSpawner11",0,0,0,0) 
			TNT1 A 0 A_Refire("HoldDeathDealer") 
			
        8HAG AABBCCDD 1 A_FireCustomMissile("SmokeSpawner11",0,0,0,0) 
			TNT1 A 0 A_Refire("HoldDeathDealer") 
			
		8HAG AAABBBCCCDDD 1 A_FireCustomMissile("SmokeSpawner11",0,0,0,0) 
			TNT1 A 0 A_Refire("HoldDeathDealer") 
			
        goto ReadyDeathDealer
		


	DeathDealerFire2:
        TNT1 A 0 //A_PlaySoundEx("8HAINFIR", "Weapon", 1) A_ZoomFactor(0.98) 
CHAG A 0 A_PlaySound("CHGNSHOT", 1)
			CHAG A 0 A_PlaySound("FARMGN", 5)
			
	HoldDeathDealerFire2:
//TNT1 A 0 A_PlaySoundEx("8HAINFIR", "Weapon", 1)
CHAG A 0 A_PlaySound("CHGNSHOT", 1)
			CHAG A 0 A_PlaySound("FARMGN", 5)	
TNT1 A 0 A_ZoomFactor(0.98)
			
	HoldingDeathDealerFire2:
        8HAF A 1 BRIGHT A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
			8HAF A 1 A_FireCustomMissile("MinigunTracer", random(-6,6), 0, -1, random(-4,4))
			8HAF A 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18)

CHAG A 0 A_PlaySound("CHGNSHOT", 1)
CHAG A 0 A_PlaySound("FARMGN", 5)	
 
8HAF A 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18)

CHAG A 0 A_PlaySound("CHGNSHOT", 1)
CHAG A 0 A_PlaySound("FARMGN", 5)	
 
			8HAF A 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18) 

CHAG A 0 A_PlaySound("CHGNSHOT", 1)
CHAG A 0 A_PlaySound("FARMGN", 5)	
 

			8HAF A 0 A_Firecustommissile("MiniBeltPieceSpawn",0,0,-12,-18) 
//8HAF A 0 A_FireBullets(7, 7, 3, 5, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO) 
//8HAF A 0 A_FireBullets(7, 7, 3, 6, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO) 
//8HAF A 0 A_FireBullets(7, 7, 3, 5, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO) 
//			8HAF A 0 A_TakeInventory("Minigunammo", 3) 

8HAF A 0 A_FireBullets(7, 7, -1, 16, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO)
8HAF A 0 A_FireBullets(7, 7, -1, 16, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO)
8HAF A 0 A_FireBullets(7, 7, -1, 16, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO)

					
        8HAF BC 1 
        8HAF D 1 BRIGHT A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0) 
	8HAF D 1 A_FireCustomMissile("MinigunTracer", random(-6,6), 0, -1, random(-4,4)) 
			8HAF D 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18) 

CHAG A 0 A_PlaySound("CHGNSHOT", 1)
CHAG A 0 A_PlaySound("FARMGN", 5)	
 

			8HAF D 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18)

CHAG A 0 A_PlaySound("CHGNSHOT", 1)
CHAG A 0 A_PlaySound("FARMGN", 5)	
 
 
			8HAF D 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18) 

CHAG A 0 A_PlaySound("CHGNSHOT", 1)
CHAG A 0 A_PlaySound("FARMGN", 5)	
 
			
8HAF D 0 A_Firecustommissile("MiniBeltPieceSpawn",0,0,-12,-18) 
//8HAF A 0 A_FireBullets(7, 7, 3, 5, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO) 
//8HAF A 0 A_FireBullets(7, 7, 3, 6, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO) 
//			8HAF D 0 A_TakeInventory("Minigunammo", 2) 

8HAF A 0 A_FireBullets(7, 7, -1, 16, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO)
8HAF A 0 A_FireBullets(7, 7, -1, 16, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO)
8HAF A 0 A_FireBullets(7, 7, -1, 16, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO)

			
        8HAF EF 1
        8HAF G 1 BRIGHT A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0) 
			8HAF G 0 A_FireCustomMissile("MinigunTracer", random(-6,6), 0, -1, random(-4,4)) 
			8HAF G 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18) 

CHAG A 0 A_PlaySound("CHGNSHOT", 1)
CHAG A 0 A_PlaySound("FARMGN", 5)	
 

			8HAF G 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18) 

CHAG A 0 A_PlaySound("CHGNSHOT", 1)
CHAG A 0 A_PlaySound("FARMGN", 5)	
 

			8HAF G 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18) 

CHAG A 0 A_PlaySound("CHGNSHOT", 1)
CHAG A 0 A_PlaySound("FARMGN", 5)	
 

			8HAF G 0 A_Firecustommissile("MiniBeltPieceSpawn",0,0,-12,-18) 
//8HAF A 0 A_FireBullets(7, 7, 3, 5, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO) 
//8HAF A 0 A_FireBullets(7, 7, 3, 6, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO) 
//			8HAF G 0 A_TakeInventory("Minigunammo", 2) 
8HAF A 0 A_FireBullets(7, 7, -1, 16, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO)
8HAF A 0 A_FireBullets(7, 7, -1, 16, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO)
8HAF A 0 A_FireBullets(7, 7, -1, 16, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO)
			
        8HAF H 1 A_ReFire("HoldingDeathDealerFire2")
		TNT1 A 0 A_StopSoundEx("Weapon") 
		TNT1 A 0 A_PlaySoundEx("CHAINSTO", "Auto") 
			//A_PlaySoundEx("DTHDLRSP", "Auto")  
			
       TNT1 AAAAA 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0) 
			TNT1 A 0 A_Refire("HoldDeathDealerFire2") 
			
			
        goto ReadyDeathDealer2





		}
}
