Actor FireMode2 : Inventory
{
Inventory.MaxAmount 1
}

Actor RespectTRifle : Inventory
{
Inventory.MaxAmount 1
}

Actor Unload2 : Inventory
{
Inventory.MaxAmount 1
}

Actor Unload1 : Inventory
{
Inventory.MaxAmount 1
}


ACTOR TacticalRifle : BrutalWeapon
{
	Weapon.AmmoUse1 0
	Weapon.AmmoGive1 12
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	//YScale 0.6
	//XScale 0.8
	Weapon.SelectionOrder 2500
	Weapon.AmmoType1 "Clip2"
	Weapon.AmmoType2 "TRifleAmmo"
	Obituary "%o was shot down by %k's tactical rifle."
    AttackSound "None"
    Inventory.PickupSound "CLIPIN"
	Inventory.Pickupmessage "$GOTRIFLE"
    +WEAPON.NOAUTOAIM
    +WEAPON.NOALERT
	+WEAPON.NOAUTOFIRE
	+FORCEXYBILLBOARD
	Tag "Tactical Rifle"
    Scale 0.9
	States
	{
	
		
	TacticalWarning:
		TNT1 A 4
		Goto LetsGetStarted
	WarmUp:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("JustStartedGame", 1)
		TNT1 A 0 A_JumpIfInventory("IsTacticalClass", 1, "TacticalWarning")
		
	LetsGetStarted:	
		TNT1 A 5 A_GunFlash 
TNT1 A 0 A_Giveinventory("TRifleAmmo",42)
TNT1 A 0 A_Giveinventory("RespectTRifle",1)
4A11 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady 
4A12 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady 
4A13 ABCDEFGHIJ 1 A_WeaponReady
TNT1 A 0 A_PlaySoundEx("weapons/carbine/magout", "Auto")
		4A13 KLMNOPQRSTUVWXYZ 1 
4A14 ABCDEFGHIJKL 1 A_WeaponReady
4A14 MNOPQRSTUVWXYZ 1 A_WeaponReady
TNT1 A 0 A_PlaySoundEx("BEP", 7) //FLASHON
4A15 ABCDEFGHIJ 1 A_WeaponReady
TNT1 A 0 A_PlaySoundEx("BEP", 7) //FLASHON
4A15 KLMNOPQRSTU 1 A_WeaponReady
TNT1 A 0 A_PlaySoundEx("BEP", 7) //FLASHON
4A15 VWXYZ 1 A_WeaponReady
4A16 ABCDE 1 A_WeaponReady
TNT1 A 0 A_PlaySoundEx("IronSights", "Auto")
		4A16 FGHIJKLMNOPQ 1 A_WeaponReady
		TNT1 A 0 A_PlaySound("weapons/carbine/fancybutton",7)
TNT1 A 0 A_PlaySound("DRYFIRE",4)
		4A16 RSTUVWXYZ 1 A_WeaponReady
		4A17 ABCDEFGHIJKLMNOPQRSTU 1 A_WeaponReady 
		TNT1 A 0 A_PlaySoundEx("weapons/carbine/magin", "Auto")
		4A17 VWXYZ 1 A_WeaponReady
		4A18 AB 1 A_WeaponReady
		TNT1 A 0 A_PlaySoundEx("weapons/riflemagslap", "Auto")
		4A18 CDEFGHIJKLMNOP 1 A_WeaponReady
		TNT1 A 0 A_PlaySoundEx("weapons/carbine/down", "Auto")
		4A18 QRSTUVWX 1 A_WeaponReady
		Goto Ready3
	
	
	
	CheckSprint:
		TNT1 A 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		TNT1 A 0 A_JumpIfInventory("IsTacticalClass", 1, "StartSprint")
		Goto Ready3
		
	CheckSprint2:
		4A11 H 1 A_WeaponReady(WRF_NOFIRE) //4a13 
		TNT1 A 0 A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		TNT1 A 0 A_JumpIfInventory("IsTacticalClass", 1, "StartSprint")
		Goto Ready2	
		
	StartSprint:
		TNT1 A 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 40, "StopSprintTired")
		
	Sprinting:	
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Accelerate", 1, 1)
		Goto Ready3
		RISP A 0 offset(-9,32) 
		TNT1 A 0 offset(-9,32) A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		TNT1 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.
		TNT1 A 0 offset(-9,32) A_JumpIfInventory("PowerStrength", 1, 2)
		TNT1 A 0 offset(-9,32) A_GiveInventory("UsedStamina", 5)
		TNT1 A 0 offset(-9,32)
		4A13 H 1 offset(-9,34) A_SetPitch(pitch -0.5)
		4A13 H 1 offset(-6,36) A_SetPitch(pitch -0.5)
		4A13 H 1 offset(-3,38) A_SetPitch(pitch -0.5)
		4A13 H 1 offset(0,38) A_SetPitch(pitch -0.5)
		4A13 H 1 offset(3,36) A_SetPitch(pitch -0.5)
		4A13 H 1 offset(6,34) A_SetPitch(pitch -0.5)
		4A13 H 1 offset(9,32) A_SetPitch(pitch -0.5)
		TNT1 A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 offset(-9,32) A_GiveInventory("UsedStamina", 5)
		TNT1 A 0 offset(9,33) A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
		4A13 H 1 offset(9,34) A_SetPitch(pitch +0.5)
		4A13 H 1 offset(6,36) A_SetPitch(pitch +0.5)
		4A13 H 1 offset(3,38) A_SetPitch(pitch +0.5)
		4A13 H 1 offset(0,38) A_SetPitch(pitch +0.5)
		4A13 H 1 offset(-3,36) A_SetPitch(pitch +0.5)
		4A13 H 1 offset(-6,34) A_SetPitch(pitch +0.5)
		4A13 H 1 offset(-9,32) A_SetPitch(pitch +0.5)
		TNT1 A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)
		TNT1 A 0 offset(-9,32) A_JumpIfInventory("IsRunning", 1, "Sprinting")
		
		Goto StopSprint
	StopSprintTired:
		TNT1 A 1
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		TNT1 A 0 A_PlaySound("Tired", 2)
		TNT1 A 0 A_TakeInventory("UsedStamina", 2)
		4A13 H 5 A_WeaponReady
		TNT1 A 0 A_TakeInventory("UsedStamina", 2)
		4A13 H 5 A_WeaponReady
		TNT1 A 0 A_TakeInventory("UsedStamina", 2)
		4A13 H 5 A_WeaponReady
		TNT1 A 0 A_TakeInventory("UsedStamina", 2)
		4A13 H 5 A_WeaponReady
		TNT1 A 0 A_TakeInventory("UsedStamina", 2)
		4A13 H 5 A_WeaponReady
		Goto Ready3
	StopSprint:
		4A13 H 1 //4a11
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 60, "StopSprintTired")
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		Goto Ready3
	
	
	SelectAnimation:
		TNT1 A 0 A_JumpIfInventory("JustStartedGame",1,"WarmUp")
TNT1 A 0 A_JumpIfInventory("RespectTRifle",1,"Selected")
goto LetsGetStarted
Selected:

TNT1 A 0 A_PlaySound("CLIPIN")
        4A1S ABCDE 1 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Takeinventory("BDWeaponACtion",1)
		TNT1 A 0 A_Takeinventory("StartDualWield",1)
        TNT1 AAAA 0
		Goto Ready3
	
	Ready:
	Ready3:
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Ready2")
		4AFG A 1 A_WeaponReady(WRF_ALLOWRELOAD)
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
	    TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
		TNT1 A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		TNT1 A 0 A_JumpIfInventory("StartDualWield",1,"DualWield")
		TNT1 A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
		Loop
		
    Ready2:
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
		TNT1 A 0 A_JumpIfInventory("StartDualWield",1,"DualWield")
	//	TNT1 A 0 A_JumpIfInventory("FiredPrimary",1,"Fire2") //firezoomed
		4AFZ E 1 A_WeaponReady(WRF_ALLOWRELOAD)
TNT1 A 0 A_ZoomFactor(2.5)
		TNT1 A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint2")
		TNT1 A 0 A_TakeInventory("UsedStamina", 2)
		Loop
	
		
	Deselect:
		TNT1 A 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_TakeInventory("Kicking",1)
        TNT1 A 0 A_TakeInventory("Taunting",1)
        TNT1 A 0 A_TakeInventory("Reloading",1)
		TNT1 A 0 A_TakeInventory("Unloading",1)
TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_TakeInventory("Salute1", 1)
		TNT1 A 0 A_TakeInventory("Salute2", 1)
		TNT1 A 0 A_Takeinventory("RifleSelected",1)
        TNT1 A 0 A_ZoomFactor(1.0)
	4A1S EDCBA 1 
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
		TNT1 A 1 A_Lower
		Wait
		
	Select:
		TNT1 A 0
		TNT1 A 0 A_Takeinventory("StartDualWield",1)
TNT1 A 0 A_Takeinventory("WeapSpecial",1)
		TNT1 A 0 A_Giveinventory("GoSpecial",1)
		TNT1 A 0 A_Takeinventory("FistsSelected",1)
		TNT1 A 0 A_Takeinventory("SawSelected",1)
		TNT1 A 0 A_Takeinventory("ShotgunSelected",1)
		TNT1 A 0 A_Takeinventory("SSGSelected",1)
		TNT1 A 0 A_Takeinventory("MinigunSelected",1)
		TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
		TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
		TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
		TNT1 A 0 A_Takeinventory("BFGSelected",1)
		TNT1 A 0 A_Takeinventory("BFG10kSelected",1)
		TNT1 A 0 A_Takeinventory("RailGunSelected",1)
		TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
		TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
		TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
		TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
		TNT1 A 0 A_Takeinventory("HasBarrel",1)
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_TakeInventory("IsRunning", 1)
		TNT1 A 0 A_Giveinventory("RifleSelected",1)
		
		TNT1 A 1 A_Raise
		TNT1 AAAAAAAAA 0 A_Raise
		Goto SelectAnimation
	
    Fire:
TNT1 A 0 A_JumpIfInventory("FireMode2",1,"FireMode2")
TNT1 A 0 A_JumpIfInventory("Zoomed",1,"FireZoomed")
        TNT1 A 0 A_JumpIfInventory("TRifleAmmo",1,2)
        Goto NoAmmo
        TNT1 AA 0
		TNT1 A 0 A_AlertMonsters
		RIFF A 0 A_FireCustomMissile("DistantFireSoundRifle", random(-1,1), 0, 0, -12, 0, random(-1,1))
		TNT1 A 0 A_Takeinventory("DoubleTRifleAmmo",1)
        TNT1 A 0 A_PlaySound("Weapons/Rifle/SFire", 1)
		4AFF A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		4AFF B 1 BRIGHT A_FireBullets (1.5, 1.5, -1, 20, "HitPuff", FBF_NORANDOM)
        RIFF A 0 A_FireCustomMissile("DecorativeTracer", random(-1,1), 0, 0, -12, 0, random(-1,1))
		TNT1 A 0 A_ZoomFactor(0.98)
		TNT1 A 0 A_Takeinventory("TRifleAmmo",1)
		4AFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
TNT1 A 0 A_JumpIfInventory("IsNOTTacticalClass", 1, 2)//tactical mode has muzzle climb
		TNT1 A 0 A_SetPitch(pitch-1.0)

			TNT1 A 0 A_SetPitch(pitch-0.5)

		TNT1 A 0
		TNT1 A 0 A_ZoomFactor(1.0)
     //   4AFF A 1 A_JumpIfInventory("IsTacticalClass", 1, 1)//Tactical mode skips a frame, fires faster
	//	4AFF A 1 
		TNT1 A 0





       TNT1 A 0 A_JumpIfInventory("TRifleAmmo",1,2)
        Goto NoAmmo
        TNT1 AA 0
		TNT1 A 0 A_AlertMonsters
		RIFF A 0 A_FireCustomMissile("DistantFireSoundRifle", random(-1,1), 0, 0, -12, 0, random(-1,1))
		TNT1 A 0 A_Takeinventory("DoubleTRifleAmmo",1)
        TNT1 A 0 A_PlaySound("Weapons/Rifle/SFire", 1)
		4AFF A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		4AFF B 1 BRIGHT A_FireBullets (1.5, 1.5, -1, 20, "HitPuff", FBF_NORANDOM)
        RIFF A 0 A_FireCustomMissile("DecorativeTracer", random(-1,1), 0, 0, -12, 0, random(-1,1))
		TNT1 A 0 A_ZoomFactor(0.98)
		TNT1 A 0 A_Takeinventory("TRifleAmmo",1)
		4AFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
TNT1 A 0 A_JumpIfInventory("IsNOTTacticalClass", 1, 2)//tactical mode has muzzle climb
		TNT1 A 0 A_SetPitch(pitch-1.0)
		TNT1 A 0 A_SetPitch(pitch-1.5)

TNT1 A 0
		TNT1 A 0 A_ZoomFactor(1.0)
     //   4AFF A 1 A_JumpIfInventory("IsTacticalClass", 1, 1)//Tactical mode skips a frame, fires faster
	//	4AFF A 1 
		TNT1 A 0



       TNT1 A 0 A_JumpIfInventory("TRifleAmmo",1,2)
        Goto NoAmmo
        TNT1 AA 0
		TNT1 A 0 A_AlertMonsters
		RIFF A 0 A_FireCustomMissile("DistantFireSoundRifle", random(-1,1), 0, 0, -12, 0, random(-1,1))
		TNT1 A 0 A_Takeinventory("DoubleTRifleAmmo",1)
        TNT1 A 0 A_PlaySound("Weapons/Rifle/SFire", 1)
		4AFF A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		4AFF B 1 BRIGHT A_FireBullets (1.5, 1.5, -1, 20, "HitPuff", FBF_NORANDOM)
        RIFF A 0 A_FireCustomMissile("DecorativeTracer", random(-1,1), 0, 0, -12, 0, random(-1,1))
		TNT1 A 0 A_ZoomFactor(0.98)
		TNT1 A 0 A_Takeinventory("TRifleAmmo",1)
		4AFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
TNT1 A 0 A_JumpIfInventory("IsNOTTacticalClass", 1, 2)//tactical mode has muzzle climb
		TNT1 A 0 A_SetPitch(pitch-1.0)
TNT1 A 0 A_SetPitch(pitch-1.15)

		TNT1 A 0
		TNT1 A 0 A_ZoomFactor(1.0)
     //   4AFF A 1 A_JumpIfInventory("IsTacticalClass", 1, 1)//Tactical mode skips a frame, fires faster
	//	4AFF A 1 
		TNT1 A 0

TNT1 A 0 A_SetPitch(pitch+3.15)

//TNT1 A 0 A_Refire
//		4AFF A 1 //2
		4AFF CC 1 //A_WeaponReady(1) //CC 2

		Goto Ready3


FireMode2:
TNT1 A 0 A_JumpIfInventory("Zoomed",1,"FireMode2Zoomed")


	TNT1 A 0 A_JumpIfInventory("TRifleAmmo",1,2)
        Goto NoAmmo
        TNT1 AA 0
		TNT1 A 0 A_AlertMonsters
		RIFF A 0 A_FireCustomMissile("DistantFireSoundRifle", random(-1,1), 0, 0, -12, 0, random(-1,1))
		TNT1 A 0 A_Takeinventory("DoubleTRifleAmmo",1)
        TNT1 A 0 A_PlaySound("Weapons/Rifle/SFire", 1)
		4AFF A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		4AFF B 1 BRIGHT A_FireBullets (1.5, 1.5, -1, 20, "HitPuff", FBF_NORANDOM)
        RIFF A 0 A_FireCustomMissile("DecorativeTracer", random(-1,1), 0, 0, -12, 0, random(-1,1))
		TNT1 A 0 A_ZoomFactor(0.98)
		TNT1 A 0 A_Takeinventory("TRifleAmmo",1)
		4AFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
TNT1 A 0 A_JumpIfInventory("IsNOTTacticalClass", 1, 2)//tactical mode has muzzle climb
		TNT1 A 0 A_SetPitch(pitch-1.0)

		TNT1 A 0 A_SetPitch(pitch-0.5)

		TNT1 A 0
		TNT1 A 0 A_ZoomFactor(1.0)
     //   4AFF A 1 A_JumpIfInventory("IsTacticalClass", 1, 1)//Tactical mode skips a frame, fires faster
	//	4AFF A 1 
		TNT1 A 0
TNT1 A 0 A_SetPitch(pitch+0.5)
//TNT1 A 0 A_Refire
	//	4AFF A 1
		4AFF C 1 A_WeaponReady(1) 
		Goto Ready3


     FireMode2Zoomed:
        TNT1 A 0 A_JumpIfInventory("TRifleAmmo",1,2)
        Goto NoAmmo
        TNT1 AA 0
		TNT1 A 0 A_AlertMonsters
		RIFF A 0 A_FireCustomMissile("DistantFireSoundRifle", random(-1,1), 0, 0, -12, 0, random(-1,1))
TNT1 A 0 A_ZoomFactor(2.4) //1.9
//		TNT1 A 0 A_Takeinventory("DoubleTRifleAmmo",1)
        TNT1 A 0 A_PlaySound("Weapons/Rifle/SFire", 1)
		4A2F A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
TNT1 A 0 A_ZoomFactor(2.5)
		4A2F B 1 BRIGHT A_FireBullets (1, 1, -1, 20, "HitPuff", FBF_NORANDOM)
        RIFF A 0 A_FireCustomMissile("DecorativeTracer", random(-1,1), 0, 0, -12, 0, random(-1,1))
		TNT1 A 0 A_ZoomFactor(0.98)
		TNT1 A 0 A_Takeinventory("TRifleAmmo",1)
		4A2F C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
TNT1 A 0 A_JumpIfInventory("IsNOTTacticalClass", 1, 2)//tactical mode has muzzle climb
		TNT1 A 0 A_SetPitch(pitch-1.0)
		TNT1 A 0 A_SetPitch(pitch-0.5)

		TNT1 A 0
		TNT1 A 0 A_ZoomFactor(1.0)
     //   4AFF A 1 A_JumpIfInventory("IsTacticalClass", 1, 1)//Tactical mode skips a frame, fires faster
	//	4AFF A 1 
		TNT1 A 0


TNT1 A 0 A_SetPitch(pitch+0.5)

//TNT1 A 0 A_Refire
TNT1 A 0 A_ZoomFactor(2.5)
		4AFZ EE 1 //A_WeaponReady(1) //E 10
TNT1 A 0 A_ZoomFactor(2.5)
TNT1 A 0 A_Refire
		Goto Ready2	



     FireZoomed:
TNT1 A 0 A_JumpIfInventory("FireMode2",1,"FireMode2Zoomed")
        TNT1 A 0 A_JumpIfInventory("TRifleAmmo",1,2)
        Goto NoAmmo
        TNT1 AA 0
		TNT1 A 0 A_AlertMonsters
		RIFF A 0 A_FireCustomMissile("DistantFireSoundRifle", random(-1,1), 0, 0, -12, 0, random(-1,1))
TNT1 A 0 A_ZoomFactor(2.4) //1.9
		TNT1 A 0 A_Takeinventory("DoubleTRifleAmmo",1)
        TNT1 A 0 A_PlaySound("Weapons/Rifle/SFire", 1)
		4A2F A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
TNT1 A 0 A_ZoomFactor(2.5)
		4A2F B 1 BRIGHT A_FireBullets (1, 1, -1, 20, "HitPuff", FBF_NORANDOM)
        RIFF A 0 A_FireCustomMissile("DecorativeTracer", random(-1,1), 0, 0, -12, 0, random(-1,1))
		TNT1 A 0 A_ZoomFactor(0.98)
		TNT1 A 0 A_Takeinventory("TRifleAmmo",1)
		4A2F C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
TNT1 A 0 A_JumpIfInventory("IsNOTTacticalClass", 1, 2)//tactical mode has muzzle climb
		TNT1 A 0 A_SetPitch(pitch-1.0)
		TNT1 A 0 A_SetPitch(pitch-0.5)

		TNT1 A 0
		TNT1 A 0 A_ZoomFactor(1.0)
     //   4AFF A 1 A_JumpIfInventory("IsTacticalClass", 1, 1)//Tactical mode skips a frame, fires faster
	//	4AFF A 1 
		TNT1 A 0



  TNT1 A 0 A_JumpIfInventory("TRifleAmmo",1,2)
        Goto NoAmmo
        TNT1 AA 0
		TNT1 A 0 A_AlertMonsters
		RIFF A 0 A_FireCustomMissile("DistantFireSoundRifle", random(-1,1), 0, 0, -12, 0, random(-1,1))
TNT1 A 0 A_ZoomFactor(2.4) //1.9
		TNT1 A 0 A_Takeinventory("DoubleTRifleAmmo",1)
        TNT1 A 0 A_PlaySound("Weapons/Rifle/SFire", 1)
		4A2F A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
TNT1 A 0 A_ZoomFactor(2.5)
		4A2F B 1 BRIGHT A_FireBullets (1, 1, -1, 20, "HitPuff", FBF_NORANDOM)
        RIFF A 0 A_FireCustomMissile("DecorativeTracer", random(-1,1), 0, 0, -12, 0, random(-1,1))
		TNT1 A 0 A_ZoomFactor(0.98)
		TNT1 A 0 A_Takeinventory("TRifleAmmo",1)
		4A2F C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
TNT1 A 0 A_JumpIfInventory("IsNOTTacticalClass", 1, 2)//tactical mode has muzzle climb
		TNT1 A 0 A_SetPitch(pitch-1.0)
		TNT1 A 0 A_SetPitch(pitch-1.5)

		TNT1 A 0
		TNT1 A 0 A_ZoomFactor(1.0)
     //   4AFF A 1 A_JumpIfInventory("IsTacticalClass", 1, 1)//Tactical mode skips a frame, fires faster
	//	4AFF A 1 
		TNT1 A 0


  TNT1 A 0 A_JumpIfInventory("TRifleAmmo",1,2)
        Goto NoAmmo
        TNT1 AA 0
		TNT1 A 0 A_AlertMonsters
		RIFF A 0 A_FireCustomMissile("DistantFireSoundRifle", random(-1,1), 0, 0, -12, 0, random(-1,1))
TNT1 A 0 A_ZoomFactor(2.4) //1.9
		TNT1 A 0 A_Takeinventory("DoubleTRifleAmmo",1)
        TNT1 A 0 A_PlaySound("Weapons/Rifle/SFire", 1)
		4A2F A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
TNT1 A 0 A_ZoomFactor(2.5)
		4A2F B 1 BRIGHT A_FireBullets (1, 1, -1, 20, "HitPuff", FBF_NORANDOM)
        RIFF A 0 A_FireCustomMissile("DecorativeTracer", random(-1,1), 0, 0, -12, 0, random(-1,1))
		TNT1 A 0 A_ZoomFactor(0.98)
		TNT1 A 0 A_Takeinventory("TRifleAmmo",1)
		4A2F C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
TNT1 A 0 A_JumpIfInventory("IsNOTTacticalClass", 1, 2)//tactical mode has muzzle climb
		TNT1 A 0 A_SetPitch(pitch-1.0)
		TNT1 A 0 A_SetPitch(pitch-1.15)

		TNT1 A 0
		TNT1 A 0 A_ZoomFactor(1.0)
     //   4AFF A 1 A_JumpIfInventory("IsTacticalClass", 1, 1)//Tactical mode skips a frame, fires faster
	//	4AFF A 1 
		TNT1 A 0



TNT1 A 0 A_SetPitch(pitch+3.15)

//TNT1 A 0 A_Refire
TNT1 A 0 A_ZoomFactor(2.5)
		4AFZ EEE 1 //A_WeaponReady(1) //E 10
TNT1 A 0 A_ZoomFactor(2.5)
TNT1 A 0 A_Refire
		Goto Ready2		
        






TNT1 A 0 A_JumpIfInventory("TRifleAmmo",1,2)
        Goto NoAmmo
        TNT1 AA 0
		TNT1 A 0 A_AlertMonsters
		RIFF A 0 A_FireCustomMissile("DistantFireSoundRifle", random(-1,1), 0, 0, -12, 0, random(-1,1))
		TNT1 A 0 A_Takeinventory("DoubleTRifleAmmo",1)
        TNT1 A 0 A_PlaySound("Weapons/Rifle/SFire", 1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fireoomed")
		4A2F A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		4A2F B 1 BRIGHT A_FireBullets (1.5, 1.5, -1, 20, "HitPuff", FBF_NORANDOM)
        RIFF A 0 A_FireCustomMissile("DecorativeTracer", random(-1,1), 0, 0, -12, 0, random(-1,1))
		TNT1 A 0 A_ZoomFactor(2.48)
		TNT1 A 0 A_Takeinventory("TRifleAmmo",1)
		4A2F C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
		TNT1 A 0 A_JumpIfInventory("IsNOTTacticalClass", 1, 2)//tactical mode has muzzle climb
		TNT1 A 0 A_SetPitch(pitch-1.0)
		TNT1 A 0
		TNT1 A 0 A_ZoomFactor(2.5)
        4AFZ E 1 A_JumpIfInventory("IsTacticalClass", 1, 1)//Tactical mode skips a frame, fires faster
		4AFZ E 1 
		TNT1 A 0
TNT1 A 0 A_JumpIfInventory("FiredSecondary",1,"HoldAim")//If still pressing alt fire, it means its holding aim
		TNT1 A 0 A_Refire
TNT1 A 0 A_JumpIfInventory("ZoomHold", 1, "NoAim")
		4AFZ E 2 A_WeaponReady(1)
		Goto Ready3


    AltFire:
        TNT1 A 0
		TNT1 A 0 A_Giveinventory("GoSpecial",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"NoAim")
		TNT1 A 0 A_Giveinventory("Zoomed",1)
TNT1 A 0 A_PlaySound("weapons/ZoomIN",7)
        TNT1 A 0 A_ZoomFactor(2.5)
		TNT1 A 0 A_Giveinventory("ADSmode",1)
        4AFZ ABCDE 1
		
		TNT1 A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
		4AFZ E 1 A_WeaponReady(WRF_ALLOWRELOAD)
				
		TNT1 A 0 A_JumpIfInventory("FiredSecondary",1,"HoldAim")
        Goto Ready2
		
	   HoldAim:	
		TNT1 A 0 A_GiveInventory("ZoomHold",1)
	    TNT1 A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
		4AFZ E 1 A_WeaponReady(WRF_ALLOWRELOAD)
		TNT1 A 0 A_JumpIfInventory("FiredSecondary",1,"HoldAim")
		
       NoAim:
		TNT1 A 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_Takeinventory("ZoomHold",1)
TNT1 A 0 A_PlaySound("weapons/ZoomOUT",7)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		4AFZ EDCBA 1
        Goto Ready3
			
		
	NoAmmo:
		TNT1 A 0
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
		TNT1 A 0 A_PlaySound("weapons/empty", 4)
		NoAmmo2:
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
	    TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		4AFG A 1 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)
		TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
		TNT1 A 0 A_JumpIfInventory("NoAutoReload", 1, "NoAmmo2")
		TNT1 A 0 A_JumpIfInventory("Clip2",1,"Reload")
		TNT1 A 0 A_JumpIfInventory("FiredPrimary",1,"NoAmmo2")
		Goto Ready3
	
    Reload:
		4A20 A 1 A_WeaponReady
		TNT1 A 0 A_TakeInventory("RifleSpread", 10)
		TNT1 A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_JumpIfInventory("TRifleAmmo",45,"Reloaded")//76
		TNT1 A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
        TNT1 A 0 A_JumpIfInventory("Clip2",1,3)
        Goto FinishReloading
        TNT1 AAA 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
       
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
		TNT1 A 0
        4A20 ABDEF 1 A_JumpIfInventory("Kicking",1,"DoKick")
        4A20 GH 1 
TNT1 A 0 A_JumpIfInventory("HasUnloaded",1,"Continue")
        4A20 IKO 1 
		4A20 PQRST 1
		4A20 X 1 //uvw
// TNT1 A 0 A_PlaySound("Reload", 7)
TNT1 A 0 A_PlaySound("weapons/carbine/magout",7) 
		4A20 YYYY 2
Continue:
4A20 YZ 1 
		RIFR N 0 A_JumpIfInventory("Kicking",1,"DoKick")
TNT1 A 0 A_JumpIfInventory("HasUnloaded", 1, 2)
TNT1 A 0 A_FireCustomMissile("EmptyMagTacRifleSpawn",-5,0,8,-4)		

4A21 ABCDEF 1 
TNT1 A 0 A_Takeinventory("HasUnloaded",1)
4A21 GHIJKLMN 1 
TNT1 A 0 A_PlaySoundEx("weapons/carbine/magin", "Auto")
		4A21 OPQRS 1
//4A21 SSSTUV 1 
		TNT1 A 0 A_PlaySoundEx("weapons/riflemagslap", "Auto")
//		4A21 WXYZ 1 
        4A22 BE 1 // ABCDE 
	//4A22 FGH 1
 
		TNT1 A 0 A_JumpIfInventory("TRifleAmmo",1,"InsertBullets2")//30+1 effect
		Goto InsertBullets
		
	TurboReload:
		TNT1 A 0 A_Takeinventory("HasUnloaded",1)
		TNT1 A 0 A_JumpIfInventory("Clip2",1,3)
		Goto Ready3
		//RIFS ABC 0
        Goto InsertBullets
		
	InsertBullets:

TNT1 A 0 A_JumpIfInventory("NoMagReload",1,"NoMagReloading")
TNT1 A 0 A_Takeinventory("TRifleAmmo")
NoMagReloading:
InsertBulletsB:
		TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("TRifleAmmo",42,15)  
		TNT1 A 0 A_JumpIfInventory("Clip2",1,3)
		Goto FinishReloadingCock
        TNT1 AAAAAA 0
		TNT1 A 0 A_Giveinventory("TRifleAmmo",1)
		TNT1 A 0 A_Giveinventory("DoubleTRifleAmmo",1)
		TNT1 A 0 A_Takeinventory("Clip2",1)
		Goto InsertBulletsB
		
		TNT1 AAAAAAAAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
		
		TNT1 A 0 //A_Refire
        Goto FinishReloadingCock
		TNT1 AAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
		
		TNT1 A 0 //A_Refire
        Goto FinishReloadingCock
		
	InsertBullets2:
TNT1 A 0 A_JumpIfInventory("NoMagReload",1,"NoMagReloading2")
TNT1 A 0 A_JumpIfInventory("TRifleAmmo",3,"Three")
Goto Next3
Three:
TNT1 A 0 A_Takeinventory("TRifleAmmo")
TNT1 A 0 A_Giveinventory("TRifleAmmo",3)
Goto InsertBullets2B
Next3:
TNT1 A 0 A_JumpIfInventory("TRifleAmmo",2,"Two")
Goto Next2
Two:
TNT1 A 0 A_Takeinventory("TRifleAmmo")
TNT1 A 0 A_Giveinventory("TRifleAmmo",2)
Goto InsertBullets2B
Next2:
TNT1 A 0 A_Takeinventory("TRifleAmmo")
TNT1 A 0 A_Giveinventory("TRifleAmmo",1)
Goto InsertBullets2B
NoMagReloading2:

InsertBullets2B:
		TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("TRifleAmmo",45,15)
		TNT1 A 0 A_JumpIfInventory("Clip2",1,3)
		Goto FinishReloading
        TNT1 AAAAAA 0
		TNT1 A 0 A_Giveinventory("TRifleAmmo",1)
		TNT1 A 0 A_Giveinventory("DoubleTRifleAmmo",1)
		TNT1 A 0 A_Takeinventory("Clip2",1)
		Goto InsertBullets2B
		
		TNT1 AAAAAAAAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 //A_Refire
        Goto FinishReloading
		TNT1 AAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
		
		TNT1 A 0 //A_Refire
        Goto FinishReloading	
		
	FinishReloading:
		TNT1 A 0

4A22 FGH 1
4A22 IJKLMN 1

		TNT1 A 0 //A_Refire
		Goto Ready3
		
FinishReloadingCock:
		TNT1 A 0
//		4AFA RSTTU 1 
//4A11 H 1 //IJKLMNOPQRSTUVW 1
//4A16 H 1
4A26 IJKLM 1 
4A26 NOPQRSTTT 1 //TTTTTTT 1 
TNT1 A 0 A_PlaySound("BEP",7)
TNT1 A 0 A_PlaySound("weapons/carbine/fancybutton",4) //A_PlaySound("SLAPBABY")
  //UVWXYZ 1 
4A27 AA 1
TNT1 A 0 A_PlaySound("DRYFIRE",7)
4A27 GGH 1 //AAAAAAGH 1
4A27 IJJJJJ 1 //KLMN 1
//4a17 z 1
4A22 FGH 1
4A22 IJKLMN 1


		TNT1 A 0 //A_Refire
		Goto Ready3
		
Reloaded:
4A20 ABCDEFGHI 1
4A20 JKLMNO 1
//4AFA RSTTU 2 
//TNT1 A 0 A_PlaySoundEx("weapons/carbine/magin", "Auto")
TNT1 A 0 A_PlaySoundEx("weapons/riflemagslap", "Auto")
4A21 UUU 2
4A21 VWXYZ 1
4A22 ABCDEEFGH 1
4A22 IJKLMN 1
		TNT1 A 0 //A_Refire
		Goto Ready3

		
		
		
	Unload:
		4A11 A 1 A_WeaponReady
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Unloading",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_JumpIfInventory("TRifleAmmo",1,3)
        Goto NoAmmo
        TNT1 AAA 0

TNT1 A 0 A_JumpIfInventory("TRifleAmmo",3,"unloadB")
TNT1 A 0 A_JumpIfInventory("TRifleAmmo",2,"unloadC")
Goto ContinueUnload

UnloadB:
TNT1 A 0 A_Giveinventory("Unload2",1)
Goto ContinueUnload

UnloadC:
TNT1 A 0 A_Giveinventory("Unload1",1)

ContinueUnload:

		TNT1 A 0 A_Takeinventory("Zoomed",1)
		//4AFR ABCDEFGHIJKLMNOP
4A11 ABCDEFGIJKL 1 //MNOPQRSTUVWXYZ 1
4A12 PQRSTUVWXYZ 1 //ABCDEFGIJKLMNOPQRSTUVWXYZ 1
4A13 ABCDEFGIJ 1
	TNT1 A 0 A_PlaySound("weapons/carbine/magout")
//4AFR QRST 1
//4AFA A 1 
4A13 KL 1
4A14 PQRSTUVWX 1
4A16 F 1
 
      //  TNT1 A 0 A_PlaySound("Reload")
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
		TNT1 A 0 A_Takeinventory("Unloading",1)
		
	RemoveBullets:
		TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("TRifleAmmo",1,3)
		Goto FinishUnload
        TNT1 AAAAAA 0
		TNT1 A 0 A_Takeinventory("TRifleAmmo",1)
		TNT1 A 0 A_Takeinventory("DoubleTRifleAmmo",1)
		TNT1 A 0 A_Giveinventory("Clip2",1)
		Goto RemoveBullets
	
	FInishUnload:
goto Action
		//RIFR ONMLKIGHGFEDCBA 1
		TNT1 A 0 A_PlaySound("DryFire")
		TNT1 A 0 A_GiveInventory("HasUnloaded", 1)
		TNT1 A 0 A_Takeinventory("Unloading",1)
TNT1 A 0 A_Giveinventory("WeapSpecial",1)
		Goto Ready3
		
		Action:

TNT1 A 0
4A16 FGHI 1 
4A16 NOPQRTVXZ 1 //RSTUVWXYZ 1
TNT1 A 0 A_PlaySound("BEEEP",4) //("SLAPBABY")
4A17 ACE 1 //ABCDEF 1 
TNT1 A 0 A_PlaySound("DRYFIRE",7) //

TNT1 A 0 A_FireCustomMissile("U_RifleCaseSpawnCold",5,0,6,-14)
TNT1 A 0 A_Takeinventory("Clip2",1)

TNT1 A 0 A_JumpIfInventory("Unload2",1,"TwoMore")
TNT1 A 0 A_JumpIfInventory("Unload1",1,"OneMore")
Goto ContinueAction

TwoMore:
TNT1 A 0 A_FireCustomMissile("U_RifleCaseSpawnCold",5,0,6,-14)
TNT1 A 0 A_Takeinventory("Clip2",1)

OneMore:
TNT1 A 0 A_FireCustomMissile("U_RifleCaseSpawnCold",5,0,6,-14)
TNT1 A 0 A_Takeinventory("Clip2",1)

ContinueAction:

TNT1 A 0 A_Takeinventory("Unload1",1)
TNT1 A 0 A_Takeinventory("Unload2",1)


4A17 GGHHIJKLMN 1

4A22 FGH 1
4A22 IJKLMN 1
		TNT1 A 0 A_GiveInventory("hasunloaded", 1)
		TNT1 A 0 A_Takeinventory("Unloading",1)
TNT1 A 0 A_Giveinventory("WeapSpecial",1)
		Goto Ready3

 	Spawn:
		4AFL A -1
		Stop
		
	DualWield:
		TNT1 A 0
//TNT1 A 0 A_JumpIfInventory("Zoomed",1,"FireZoomedSingle")
		TNT1 A 0 A_Takeinventory("StartDualWield",1)

TNT1 A 0 A_PlaySoundEx("BEP", 7) //FLASHON
TNT1 A 0 A_JumpIfInventory("FireMode2",1,"FireMode1")
TNT1 A 0 A_Print("Automatic Fire Selected")
TNT1 A 0 A_Giveinventory("FireMode2",1)
TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Ready2")
Goto Ready3

FireMode1:
TNT1 A 0 A_Print("Burst Fire Selected")
TNT1 A 0 A_Takeinventory("FireMode2",1)
TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Ready2")
Goto Ready3

	
	NoDual:
		TNT1 A 1
		TNT1 A 0 A_Print("You can't dual wield rifles when playing in Tactical Mode. Real operators never try to look cool in a firefight.")
		Goto Ready
		
	 GetDual:	
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_TakeInventory("Kicking",1)
        TNT1 A 0 A_TakeInventory("Taunting",1)
        TNT1 A 0 A_TakeInventory("Reloading",1)
		TNT1 A 0 A_TakeInventory("Unloading",1)
		TNT1 A 0 A_TakeInventory("Salute1", 1)
		TNT1 A 0 A_TakeInventory("Salute2", 1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_SelectWEapon("DualRifles")
		Goto Ready
		
		
		
	Execution2:
		TNT1 A 0
		TNT1 A 0 A_ZoomFactor(1.1)
		RIBB A 1 A_Stop
        RIBB B 1 A_PlaySound("skeleton/swing")
		RIBB C 1 A_FireCustomMissile("ExecutionAttackMelee", 0, 0, 0, 0)
		RIBB D 6 A_Stop
		RIBB CBA 2 A_Stop
		
		RIBB A 1 A_Stop
        RIBB B 1 A_PlaySound("skeleton/swing")
		RIBB C 1 A_FireCustomMissile("ExecutionAttackMelee", 0, 0, 0, 0)
		RIBB D 6 A_Stop
		RIBB CBA 2 A_Stop
		
		
		RIBB A 1 A_Stop
        RIBB B 1 A_PlaySound("skeleton/swing")
		RIBB C 1 A_FireCustomMissile("ExecutionAttackKick", 0, 0, 0, 0)
		RIBB D 6 A_Stop
		RIBB CBA 2 A_Stop
		
		TNT1 A 5
		Goto FinishExecution	
	}
}

Actor Zoomed : Inventory
{
inventory.maxamount 1
}

//Actor TRifleAmmo : Inventory
//{
//inventory.maxamount 30
//}

ACTOR TRifleAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 45
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 30
   Inventory.Icon "4AFLA0"
}

ACTOR MeatshieldGunAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 42
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 30
}

ACTOR MeatAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 100
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 100
}