ACTOR ClassicWeapon : Weapon
{
 //Weapon.BobRangeX 0.5
 //Weapon.BobRangeY 0.5
 //Weapon.BobSpeed 3.0
 //Weapon.BobStyle InverseSmooth
 VisibleToPlayerClass Purist
 Inventory.ForbiddenTo BDoomer, Doomer2, TacticalDoomer
	States
	{
	GoingToReady:
	SelectingAnimation:
		  TNT1 A 2
		  TNT1 A 0 A_TakeInventory("BDWEaponACtion", 1)
		  TNT1 A 0 A_TakeInventory("ExecuteDownedEnemy", 1)
		  TNT1 A 0 A_TakeInventory("Kicking",1)
		  TNT1 A 0 A_TakeInventory("Salute1", 1)
		  TNT1 A 0 A_TakeInventory("Salute2", 1)
		  TNT1 A 0 A_TakeInventory("Taunting",1)
		  TNT1 A 0 A_TakeInventory("TossGrenade",1)
		  TNT1 A 0 A_TakeInventory("IsRunning",1)
		  TNT1 A 0 A_TakeInventory("Reloading",1)
		  TNT1 AAAA 1 A_Jump(255, "Ready3")
		Loop
		
	Steady:
		TNT1 A 1
		Goto GoingToReady
		
	
	WEaponActions:
		  TNT1 A 0
		  TNT1 A 0 A_TakeInventory("BDWEaponACtion", 1)
		  TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		  TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		  TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		  TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		  TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		  TNT1 A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		  TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		  TNT1 A 1
		  TNT1 A 0 A_Jump(255, "Ready3")
		  TNT1 A 1
		Loop
	Flash:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("SwitchFlashlight",1,"SwitchFlashlight")
		TNT1 A 0 A_JumpIfInventory("FlashlightOn", 1, "FlashOn")
		TNT1 A 4
		TNT1 A 0 A_TakeInventory("UsedStamina", 1)
		Goto Flash
	
	FlashOn:
		TNT1 A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("FlashlightSource", 32, 8, 30)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile2", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile3", 0, 0, 0, 0, 0, 0)
		
		TNT1 A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("FlashlightSource", 32, 8, 30)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile2", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile3", 0, 0, 0, 0, 0, 0)
		
		TNT1 A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("FlashlightSource", 32, 8, 30)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile2", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile3", 0, 0, 0, 0, 0, 0)
		
		TNT1 A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("FlashlightSource", 32, 8, 30)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile2", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile3", 0, 0, 0, 0, 0, 0)
		
		TNT1 A 0 A_TakeInventory("UsedStamina", 1)
		
		Goto Flash
		
		
	SwitchFlashlight:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("SwitchFlashlight", 1)
		TNT1 A 0 A_JumpIfInventory("FlashlightOn",1,"TurnFlashOff")
		TNT1 A 0 A_Giveinventory("FlashlightOn",1)
		TNT1 A 0 A_PlaySound("FLASHON", 5)
		
        Goto Flash
	TurnFlashOff:
		TNT1 A 0 A_Takeinventory("FlashlightOn",1)
		TNT1 A 0 A_Light0
		TNT1 A 0 A_PlaySound("FLASHOFF", 5)
        Goto Flash
	
	
	RifleBash:
		TNT1 A 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		
		TNT1 A 0 A_PlaySound("KICK")
		RIBA ACE 1
		RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 0)
		RIBA G 5
		RIBA A 0 A_Takeinventory("Kicking",1)
		RIBA FEDCBA 1
		TNT1 AAAA 1
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"RifleBash")
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		RIBA A 0 A_Takeinventory("Kicking",1)
		Goto SelectingAnimation
		
	DoKick:
		TNT1 A 2
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		
		TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		NULL A 0 A_JumpIf (momZ > 0, "AirKick")
		NULL A 0 A_JumpIf (momZ < 0, "AirKick")
        TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick")
		//TNT1 A 0 A_JumpIfInventory("RifleSelected", 1, "RifleBash")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		KICK BCD 1
		RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
        KICK H 5
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK I 1
		KICK GFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		RIBA A 0 A_Takeinventory("Kicking",1)
		Goto SelectingAnimation
		
	
    BerserkerKick:
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		KICK BCD 1
        RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
        KICK H 5
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK I 1
		KICK GFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		RIBA A 0 A_Takeinventory("Kicking",1)
		Goto GoingToReady
	
	AirKick:
	    TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Recoil (-6)
		KICK JKLMN 1
        RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -31)
        KICK O 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK PQRST 2
		TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		RIBA A 0 A_Takeinventory("Kicking",1)
		Goto GoingToReady
		
	SuperAirKick:
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Recoil (-6)
		KICK JKLMN 1
        RIFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -31)
        KICK O 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK PQRST 2
		TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		RIBA A 0 A_Takeinventory("Kicking",1)
		Goto GoingToReady

    Taunt:
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Taunting",1)
		
        TNT1 A 10
		FVCK A 1
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 0, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", -9, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 9, 0, -1, 0)
        FVCK B 1 A_PlaySound("FUCK", 2)
        FVCK CD 1 A_AlertMonsters
		FVCK E 15 A_Takeinventory("Taunting",1)
        FVCK DCBA 1
        TNT1 A 10
		
		Goto GoingToReady
	Salute:
	    TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_ALertMonsters
		NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		TNT1 ABCDEDCDEDCDEDCBA 4
		TNT1 A 0 A_TakeInventory("Salute1",1)
		TNT1 A 0 A_TakeInventory("Salute2",1)
		 MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto GoingToReady
	TossGrenade:	
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_JumpIfInventory("GrenadeAmmo", 1, 4)
		TNT1 A 0
		TNT1 A 0 A_Print("No Grenades Left.")
		TNT1 A 0 A_Jump(256, "Ready3")
		TNT1 AAAAA 0
		PRTH ABCD 1
		TNT1 A 0 A_GiveInventory("FiredGrenade", 1)
		TNT1 A 0 A_PLaySound ("GRNPIN")
		PRTH EEFG 1
		TNT1 A 0 A_PLaySound ("GRNTOSS")
		PRTH HI 1
		TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1)
		TNT1 A 0 A_FireCustomMissile("HandGrenade", random(-2,2), 0, 0, 0, 0, 0)
	    TNT1 A 0 A_TakeInventory("FiredGrenade", 1)
		PRTH JKLM 1
		TNT1 A 1 
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		Goto GoingToReady	
	NoGrenade:
		TNT1 A 0
		TNT1 A 0 A_Print("No Grenades Left.")
		Goto GoingToReady
		
		
		
		
		
	DoExecution:
		TNT1 A 1
		TNT1 A 0 A_ChangeFLag("NOPAIN", 1)
		TNT1 A 0 A_ChangeFLag("PUSHABLE", 0)
		TNT1 A 0 A_Stop
		TNT1 A 0 SetPlayerProperty(0,1,4)
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK A 0 A_Takeinventory("ExecuteDownedEnemy",1)
		TNT1 A 0 A_JumpIfInventory("IsFloating", 1, "ExecuteAirStomp")
		TNT1 A 0 A_JumpIfInventory("ExecuteBashWall", 1, "BashWall")
		TNT1 A 0 A_JumpIfInventory("ExecuteStompWall", 1, "StompWall")
		
		TNT1 A 0 A_SetPitch(80)
		
		TNT1 A 5
		TNT1 A 0 A_Jump(256, "Execution1", "Execution2", "Execution3")
		
	
	Stompwall:
		TNT1 A 0 A_Stop
		TNT1 A 0 A_JumpIfInventory("IsFloating", 1, "ExecuteAirStomp")
		TNT1 A 0 A_SetPitch(10)
		TNT1 A 0 A_Recoil(-1)

		KICK JKLMN 1 A_Recoil(-1)
        RIFF A 0 A_FireCustomMissile("ExecutionAttackStompWall", 0, 0, 0, -7)
		
        KICK OOO 2  A_Recoil(-1)
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK PQRST 1
		
		KICK A 0 A_Takeinventory("ExecuteStompWall",1)
		KICK A 0 A_Takeinventory("ExecuteBashWall",1)
		TNT1 A 5
		Goto FinishExecution+8
		
			
	Bashwall:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("IsFloating", 1, "ExecuteAirStomp")
		TNT1 A 0 A_PlaySound("imp/pain", 4)
		TNT1 A 0 A_ZoomFactor(1.3)
		IEHW A 2
		TNT1 A 0 A_ZoomFactor(1.0)
		IEHW A 8
		IEHW AAA 1 A_SetAngle(angle+6)
		IEHW BCDEF 1 A_SetAngle(angle+6)
		IEHW G 3
		TNT1 AA 0 A_CustomMissile("XDeath1", 48, 0, 45, 2)
		TNT1 A 0 A_PlaySound("imp/pain", 4)
		TNT1 A 0 A_CustomMissile("KickAttack", 48, 0, 45, 2)
		
		IEHW HIJKKK 1 A_SetAngle(angle-3)
		IEHW KKKJIH 1 A_SetAngle(angle+3)
		IEHW FG 3
		TNT1 AA 0 A_CustomMissile("XDeath1", 48, 0, 45, 2)
		TNT1 A 0 A_PlaySound("imp/pain", 4)
		TNT1 A 0 A_CustomMissile("KickAttack", 48, 0, 45, 2)
		
		IEHW HIJKKK 1 A_SetAngle(angle-3)
		IEHW KKKJIH 1 A_SetAngle(angle+3)
		IEHW FG 3
		TNT1 AA 0 A_CustomMissile("XDeath1", 48, 0, 45, 2)
		TNT1 A 0 A_PlaySound("imp/pain", 4)
		TNT1 A 0 A_CustomMissile("KickAttack", 48, 0, 45, 2)
		
		IEHW HIJKKK 1 A_SetAngle(angle-3)
		IEHW KKKJIH 1 A_SetAngle(angle+3)
		TNT1 AA 0 A_CustomMissile("XDeath1", 48, 0, 45, 2)
		TNT1 A 0 A_CustomMissile("ImpHeadExplode", 48, 0, 45, 2)
		TNT1 A 0 A_CustomMissile("XDeath2", 48, 0, 45, 2)
		TNT1 AAA 0 A_CustomMissile("KickAttack", 48, 0, 45, 2)
		IEHW LMNO 1
		IEHW O 6
		IEHW PQRST 2 A_SetAngle(angle-4)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadImp_NoHead")
		TNT1 AAA 1 A_SetAngle(angle-3)
		
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK A 0 A_Takeinventory("ExecuteBashWall",1)
		KICK A 0 A_Takeinventory("ExecuteStompWall",1)
		
		TNT1 A 5
		Goto FinishExecution+8	
		
	ExecuteAirStomp:
		TNT1 A 0
		TNT1 A 0 A_Stop
		TNT1 A 0 A_GiveInventory("IsExecutingOnAir", 1)
		TNT1 A 0 ThrustThingZ(0, 10, 0, 1)
		STOM ABCCCCC 1 A_SetPitch(80)
		STOM CCCCCCCCCCC 1 A_CheckFloor("DoAirStomp")
	DoAirStomp:
		RIFF AAA 0 A_FireCustomMissile("ExecutionAttackKick", 0, 0, 0, 0)
        STOM D 5
		TNT1 A 0 ThrustThingZ(0, 20, 1, 1)
		TNT1 A 0 A_TakeInventory("IsExecutingOnAir", 1)
		KICK A 0 A_Takeinventory("ExecuteStompWall",1)
		KICK A 0 A_Takeinventory("ExecuteBashWall",1)
		Goto FinishExecution
		
	Execution1:	
		KICK BCD 1
		TNT1 A 0 A_JumpIfInventory("IsFloating", 1, "ExecuteAirStomp")
		RIFF A 0 A_FireCustomMissile("ExecutionAttackKick", 0, 0, 0, -7)
        KICK H 5
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK I 1
		KICK GFEDCBA 1
		TNT1 A 5
		Goto FinishExecution
		
	Execution2:
		TNT1 A 0
		TNT1 A 0 A_ZoomFactor(1.5)
		TNT1 A 0 A_JumpIfInventory("IsFloating", 1, "ExecuteAirStomp")
		PUN4 B 1 A_Stop
        PUN4 C 1 A_PlaySound("skeleton/swing")
		PUN4 D 1 A_FireCustomMissile("ExecutionAttackMelee", 0, 0, 0, 0)
		PUN4 E 3 A_Stop
		PUN4 DCB 2 A_Stop
		PUN3 A 1 A_Stop
        PUN3 B 1 A_PlaySound("skeleton/swing")
		PUN3 C 1 A_FireCustomMissile("ExecutionAttackMelee", 0, 0, 0, 0)
		PUN3 E 3 A_Stop
		PUN3 CBA 2 A_Stop
		
		PUN4 B 1 A_Stop
        PUN4 C 1 A_PlaySound("skeleton/swing")
		PUN4 D 1 A_FireCustomMissile("ExecutionAttackMelee", 0, 0, 0, 0)
		PUN4 E 3 A_Stop
		PUN4 DCB 2 A_Stop
		PUN3 A 1 A_Stop
        PUN3 B 1 A_PlaySound("skeleton/swing")
		PUN3 C 1 A_FireCustomMissile("ExecutionAttackMelee", 0, 0, 0, 0)
		PUN3 E 3 A_Stop
		PUN3 CBA 2 A_Stop
		
		PUN4 B 1 A_Stop
        PUN4 C 1 A_PlaySound("skeleton/swing")
		PUN4 D 1 A_FireCustomMissile("ExecutionAttackMelee", 0, 0, 0, 0)
		PUN4 E 3 A_Stop
		PUN4 DCB 2 A_Stop
		
		TNT1 A 1
		PUN3 A 1 A_Stop
        PUN3 B 1 A_PlaySound("skeleton/swing")
		PUN3 C 1 
		TNT1 AAA 0 A_FireCustomMissile("ExecutionAttackKick", 0, 0, 0, 0)
		PUN3 E 6 A_Stop
		PUN3 CBA 2 A_Stop
		TNT1 A 0 A_ZoomFactor(1.0)
		
		TNT1 A 5
		Goto FinishExecution
		
		
	Execution3:
		
		KIKF ABC 1
		TNT1 A 0 A_JumpIfInventory("IsFloating", 1, "ExecuteAirStomp")
        TNT1 A 0 A_PlaySound("KICK")
		KIKF D 1
		TNT1 AAA 0 A_FireCustomMissile("ExecutionAttackFatality", 0, 0, 0, 0)
		KIKF DDDDDDD 1 A_SetPitch(Pitch-10)
		KIKF ECBA 2
		TNT1 A 0 SetPlayerProperty(0,0,4)
		TNT1 A 0 A_ChangeFLag("NOPAIN", 0)
		TNT1 A 0 A_ChangeFLag("PUSHABLE", 1)
		TNT1 A 5 
		KICK A 0 A_Takeinventory("ExecuteDownedEnemy",1)
		Goto GoingToReady
		
	FinishExecution:
		TNT1 A 0
		TNT1 AAAAAAAA 1 A_SetPitch(Pitch-10)
		TNT1 A 0 A_ChangeFLag("NOPAIN", 0)
		TNT1 A 0 A_ChangeFLag("PUSHABLE", 1)
		TNT1 A 0 SetPlayerProperty(0,0,4)
		KICK A 0 A_Takeinventory("ExecuteDownedEnemy",1)
		Goto GoingToReady
	}
}

ACTOR ClassicFist : ClassicWeapon
{
	Game Doom
	Weapon.SelectionOrder 4
	Weapon.Kickback 100
	Obituary "$OB_MPFIST"
	Tag "$TAG_FIST"
	+WEAPON.MELEEWEAPON
	
	+WEAPON.NOALERT
	Tag "Fists"
	States
	{
	
	Ready:
	Ready3:
	    
		
		PKFS A 1 A_WeaponReady
		
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        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("TossGrenade",1,"TossGrenade")
		
		
		Loop
	Deselect:
		PKFS A 1 A_Lower
		Loop
	Select:
		PKFS A 1 A_Raise
		TNT1 A 0 A_GunFlash
		Loop
	Fire:
	    TNT1 A 0 A_jumpifinventory("PowerStrength",1,"Fire2")
		PKFS B 1 A_Giveinventory("Punching",1)
		TNT1 A 0 A_PlaySound("skeleton/swing")
		PKFS CD 1
		PKFS E 2 A_FireCustomMissile("MeleeStrike2", 0, 0, 0, -5)
		PKFS FGHIJKL 2
		Goto Ready
	Fire2:
		PKFS B 1 A_Giveinventory("Punching",1)
		TNT1 A 0 A_PlaySound("weapons/gswing")
		PKFS CD 1
		PKFS E 2 A_FireCustomMissile("MeleeStrike1Smash", 0, 0, 0, -5)
		PKFS FGHIJK 2
		Goto Ready	
	}
}




ACTOR ClassicSaw : ClassicWeapon
{
	Game Doom
	Weapon.Kickback 0
	Weapon.SelectionOrder 2
	Weapon.UpSound "weapons/sawup"
	Weapon.ReadySound "none"
	Inventory.PickupMessage "$GOTCHAINSAW"
	Obituary "$OB_MPCHAINSAW"
	Tag "$TAG_CHAINSAW"
	+WEAPON.MELEEWEAPON
	Tag "Chainsaw"
	+WEAPON.AXEBLOOD
	
	States
	{
	
	Ready:
	Ready3:
		TNT1 A 0
		TNT1 A 0 A_Takeinventory("HasCutingWeapon",1)
		TNT1 A 0 A_PlaySound("weapons/sawidle", 2)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        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("TossGrenade",1,"TossGrenade")
		TNT1 A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"Ready.Blood")
        TNT1 A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"Ready.BlueBlood")
        TNT1 A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"Ready.GreenBlood")
		VSAW ABAB 2 A_WeaponReady
		Loop
		
	Ready.Blood:
		VSRW ABAB 2 A_WeaponReady
		
		Goto Ready
		
	Ready.BlueBlood:
		VSBW ABAB 2 A_WeaponReady
		Goto Ready
		
	Ready.GreenBlood:
		VSGW ABAB 2 A_WeaponReady
		Goto Ready	
		
	Deselect:
		VSAW A 1 A_Lower
		Loop
	Select:
		VSAW A 1 A_Raise
		KICK A 0 A_Takeinventory("PowerBloodOnVisor",1)
		KICK A 0 A_Takeinventory("PowerBlueBloodOnVisor",1)
		KICK A 0 A_Takeinventory("PowerGreenBloodOnVisor",1)
		TNT1 A 0 A_GunFlash
		Loop
	Fire:
		TNT1 A 0
		TNT1 A 0 A_Giveinventory("HasCutingWeapon",1)
		TNT1 A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"Fire.Blood")
        TNT1 A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"Fire.BlueBlood")
        TNT1 A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"Fire.GreenBlood")
		VSAW CD 2 A_Saw("weapons/chainsaw/loop", "CSAWCUT", 3, "SSawPuff")
		SAWG B 0 A_ReFire
		Goto Ready
		
	Fire.Blood:
		TNT1 A 0 A_TakeInventory("PowerBlueBloodOnVisor", 1)
		TNT1 A 0 A_TakeInventory("PowerGreenBloodOnVisor", 1)
		VSRW CD 2 A_Saw("weapons/chainsaw/loop", "CSAWCUT", 3, "SSawPuff")
		TNT1 A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"Fire.BlueBlood")
        TNT1 A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"Fire.GreenBlood")
		SAWG B 0 A_ReFire
		Goto Ready
	
	Fire.BlueBlood:
		TNT1 A 0 A_TakeInventory("PowerBloodOnVisor", 1)
		TNT1 A 0 A_TakeInventory("PowerGreenBloodOnVisor", 1)
		VSBW CD 2 A_Saw("weapons/chainsaw/loop", "CSAWCUT", 3, "SSawPuff")
		TNT1 A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"Fire.Blood")
        TNT1 A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"Fire.GreenBlood")
		SAWG B 0 A_ReFire
		Goto Ready
		
	Fire.GreenBlood:
		TNT1 A 0 A_TakeInventory("PowerBlueBloodOnVisor", 1)
		TNT1 A 0 A_TakeInventory("PowerBloodOnVisor", 1)
		VSGW CD 2 A_Saw("weapons/chainsaw/loop", "CSAWCUT", 3, "SSawPuff")
		TNT1 A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"Fire.Blood")
        TNT1 A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"Fire.BlueBlood")
		SAWG B 0 A_ReFire
		Goto Ready
	
	Spawn:
		CSAW A -1
		Stop
	}
}


ACTOR ClassicPistol : ClassicWeapon
{
	Game Doom
	Weapon.SelectionOrder 3
	Weapon.AmmoUse 1
	Weapon.AmmoGive 20
	Weapon.AmmoType "clip2"
	Obituary "$OB_MPPISTOL"
	
	+WEAPON.NOAUTOFIRE
	Tag "Pistol"
	Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED"
	Tag "$TAG_PISTOL"
	States
	{
	Ready:
	Ready3:
	    
		
		PKPI A 1 A_WeaponReady
		
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        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("TossGrenade",1,"TossGrenade")
		
		
		Loop
	Deselect:
		PKPI A 1 A_Lower
		
		
		Loop
	Select:
		PKPI A 1 A_Raise
		TNT1 A 0 A_GunFlash
		Loop
	Fire:
		TNT1 A 0 A_FireBullets (3, 1, 1, 25, "WeakPuff", FBF_NORANDOM | FBF_USEAMMO)
		TNT1 A 0 A_PlaySound("pfire", 1)
		RIFF A 0 A_FireCustomMissile("DecorativeTracer", random(-2,2), 0, 0, 0)
		TNT1 A 0 A_ZoomFactor(0.98)
        PKPI F 1 BRIGHT
		PKPI CDE 1 A_ZoomFactor(1.0)
		TNT1 A 0 A_FireCustomMissile("PistolCaseSpawn",5,0,0,-9)
		PKPI D 1
		PKPI C 1 A_WeaponReady(1)
		PKPI B 0 A_WeaponReady(1)
		PKPI A 5 A_WeaponReady(1)
		TNT1 A 0 A_ReFire
		Goto Ready
		
 	Spawn:
		PIST G 0
		PIST G -1
		Stop
		
	}
}




ACTOR ClassicSMG : ClassicWeapon
{
	Game Doom
	Weapon.SelectionOrder 2
	Weapon.AmmoUse 1
	Weapon.AmmoGive 20
	Weapon.AmmoType "clip2"
	Obituary "$OB_MPPISTOL"
	
	+WEAPON.NOAUTOFIRE
	Tag "Sub-Machinegun"
	Inventory.Pickupmessage "You got the Sub-Machinegun!"
	Tag "$TAG_PISTOL"
	States
	{
	Ready:
	Ready3:
	    
		
		VSMG A 1 A_WeaponReady
		
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        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("TossGrenade",1,"TossGrenade")
		
		
		Loop
	Deselect:
		VSMG A 1 A_Lower
		
		
		Loop
	Select:
		VSMG A 1 A_Raise
		TNT1 A 0 A_GunFlash
		Loop
	Fire:
		TNT1 A 0 A_FireBullets (5, 3, -1, 20, "WeakPuff", FBF_NORANDOM | FBF_USEAMMO)
		TNT1 A 0 A_PlaySound("pfire", 1)
		RIFF A 0 A_FireCustomMissile("DecorativeTracer", random(-2,2), 0, 0, 0)
		TNT1 A 0 A_ZoomFactor(0.98)
        VSMG B 1 BRIGHT
		VSMG E 1 A_ZoomFactor(1.0)
		TNT1 A 0 A_FireCustomMissile("PistolCaseSpawn",5,0,0,-9)
		
		
		TNT1 A 0 A_FireBullets (9, 3, -1, 20, "WeakPuff", FBF_NORANDOM | FBF_USEAMMO)
		TNT1 A 0 A_PlaySound("pfire", 1)
		RIFF A 0 A_FireCustomMissile("DecorativeTracer", random(-2,2), 0, 0, 0)
		TNT1 A 0 A_ZoomFactor(0.98)
        VSMG C 1 BRIGHT
		VSMG E 1 A_ZoomFactor(1.0)
		TNT1 A 0 A_FireCustomMissile("PistolCaseSpawn",5,0,0,-9)
		
		
		TNT1 A 0 A_FireBullets (9, 3, -1, 20, "WeakPuff", FBF_NORANDOM | FBF_USEAMMO)
		TNT1 A 0 A_PlaySound("pfire", 1)
		RIFF A 0 A_FireCustomMissile("DecorativeTracer", random(-2,2), 0, 0, 0)
		TNT1 A 0 A_ZoomFactor(0.98)
        VSMG D 1 BRIGHT
		VSMG E 1 A_ZoomFactor(1.0)
		TNT1 A 0 A_FireCustomMissile("PistolCaseSpawn",5,0,0,-9)
		
		TNT1 A 0 A_ReFire
		Goto Ready
 	Spawn:
		SMGZ A -1
		Stop
		
	}
}




ACTOR ClassicShotgun : ClassicWeapon
{
	Game Doom
	Weapon.SelectionOrder 2
	Weapon.AmmoUse 1
	Weapon.AmmoGive 8
	Weapon.AmmoType "AmmoShell"
	
	Tag "Shotgun"
	Inventory.PickupMessage "$GOTSHOTGUN"
	Obituary "$OB_MPSHOTGUN"
	Tag "$TAG_SHOTGUN"
	States
	{
	Ready:
	Ready3:
	    
		PKSG A 1 A_WeaponReady
		
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        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("TossGrenade",1,"TossGrenade")
		
		
		
		Loop
	Deselect:
	    
		PKSG A 1 A_Lower
		
		
		
		Loop
	Select:
		PKSG A 1 A_Raise
		TNT1 A 0 A_GunFlash
		
		Loop
	Fire:
		PKSG A 1
		TNT1 AAAAAAA 0 A_FireCustomMissile("DecorativeTracer", random(-5,5),0,0,-12,0,random(-1,1))
		TNT1 A 0 A_FireBullets (5.5, 1.0, 5, 14, "ShotgunPuff", FBF_NORANDOM | FBF_USEAMMO)
		TNT1 A 0 A_FireBullets (2.0, 1.0, 4, 14, "ShotgunPuff", FBF_NORANDOM)
		TNT1 A 0 A_PlaySound("weapons/sg", 1)
		PKSG B 2 BRIGHT A_SetPitch(-4.0 + pitch)
		TNT1 A 0 A_ZoomFactor(0.97)
		PKSG C 1
		TNT1 A 0 A_ZoomFactor(1.00)
		PKSG CDDE 1 A_SetPitch(1.0 + pitch)
		PKSG A 4
		PKSG FGHI 1
		TNT1 A 0 A_FireCustomMissile ("ShotCaseSpawn", 0, 0, -4, -4)
		SHTG A 0 A_PlaySound("weapons/sgpump", 3)
		PKSG JKKLLMMMLLKKJIHGF 1
		PKSG A 3
		TNT1 A 0 A_Refire
		PKSG A 10 A_WeaponReady
		Goto Ready
	Spawn:
		SHOT A -1
		Stop
	}
}	




ACTOR ClassicSSG : ClassicWeapon
{
	Game Doom
	Weapon.SelectionOrder 1
	Weapon.AmmoUse 2
	Weapon.AmmoGive 8
	Weapon.AmmoType "AmmoShell"
	Inventory.PickupMessage "$GOTSHOTGUN2"
	Obituary "$OB_MPSSHOTGUN"
	Tag "$TAG_SUPERSHOTGUN"
	+WEAPON.NOAUTOFIRE
	Tag "Super Shotgun"
	States
	{
	
	Ready:
	Ready3:
	    
		PKSS A 1 A_WeaponReady
		
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        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("TossGrenade",1,"TossGrenade")
		
		
		
		Loop
	Deselect:
		PKSS A 1 A_Lower
		Loop
	Select:
		PKSS A 1 A_Raise
		TNT1 A 0 A_GunFlash
		Loop
	Fire:
	    PKSS A 1
		TNT1 A 0 A_firebullets (0,0,1,15,"shotpuff",0,180)
		TNT1 AAAAAAAAAAAAAA 0 A_FireCustomMissile("DecorativeTracer", random(-10,10),0,0,-12,0,random(-3,3))
		TNT1 A 0 A_FireBullets (10.0, 3.0, 9, 14, "ShotgunPuff", FBF_NORANDOM | FBF_USEAMMO)
		TNT1 A 0 A_FireBullets (5.0, 2.0, 9, 14, "ShotgunPuff", FBF_NORANDOM)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
		TNT1 A 0 A_playsound("SSHFIRE", 1)
		PKSS B 2 BRIGHT A_SetPitch(-6.0 + pitch)
		TNT1 A 0 A_ZoomFactor(0.95)
		PKSS C 1
		TNT1 A 0 A_ZoomFactor(1.0)
		PKSS DEFAAA 1 A_SetPitch(1.0 + pitch)
		PKSS A 5
		TNT1 A 0 A_CheckReload
		PKSS GHIJKL 1
		TNT1 A 0 A_PlaySound("weapons/sshoto", 4)
		PKSS MNOPQR 1
		TNT1 AA 0 A_FireCustomMissile("SSGCaseSpawner",0,0,-10)
		PKES S 4
		PKSS STUV 2
		TNT1 A 0 A_PlaySound("weapons/sshotl", 4)
		PKSS XWYZ 1
		//TNT1 A 10
		PKS2 ABCD 2
		TNT1 A 0 A_PlaySound("weapons/sshotc", 4)
		PKS2 EFG 2
		PKSS A 5
		TNT1 A 0 A_Refire
		Goto Ready
	Spawn:
		SGN2 A -1
		Stop	
	}
}




ACTOR ClassicChaingun : ClassicWeapon
{
	Game Doom
	Weapon.SelectionOrder 1
	Weapon.AmmoUse 1
	Weapon.AmmoGive 20
	Weapon.AmmoType "clip2"
	Inventory.PickupMessage "$GOTCHAINGUN"
	Obituary "$OB_MPCHAINGUN"
	Tag "Minigun"
	Tag "$TAG_CHAINGUN"
	States
	{
	
	Ready:
	Ready3:
	    
		PKCG A 1 A_WeaponReady
		
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        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("TossGrenade",1,"TossGrenade")
		
		
		
		Loop
	Deselect:
		PKCG A 1 A_Lower
		
		
		
		Loop
	Select:
	    
		PKCG A 1 A_Raise
		TNT1 A 0 A_GunFlash
		
		Loop
	Fire:
		TNT1 A 0 BRIGHT A_FireBullets (5, 1, 1, 16, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO)
        TNT1 A 0 A_FireCustomMissile("DecorativeTracer", random(-3,3), 0, 0, -12, 0, random(-3,3))
		TNT1 A 0 A_PlaySound("CHGNSHOT", 1)
		TNT1 A 0 A_FireCustomMissile("rIFLECaseSpawn",5,0,12,-16)
		PKCG F 1 BRIGHT 
		TNT1 A 0 A_SetPitch(-0.5 + pitch)
		PKCG G 1 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		PKCG H 1 A_SetPitch(0.5 + pitch)
		
		
		TNT1 A 0 BRIGHT A_FireBullets (5, 1, 1, 16, "MachineGunBulletPuff", FBF_NORANDOM | FBF_USEAMMO)
        TNT1 A 0 A_FireCustomMissile("DecorativeTracer", random(-3,3), 0, 0, -12, 0, random(-3,3))
		TNT1 A 0 A_PlaySound("CHGNSHOT", 1)
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,12,-16)
		PKCG E 1 BRIGHT 
		TNT1 A 0 A_SetPitch(-0.5 + pitch)
		PKCG G 1 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		PKCG H 1 A_SetPitch(0.5 + pitch)
		
		TNT1 A 0 A_ReFire
		PKCG ABCDAABBCCCDDDD 1 A_WeaponReady(1)
		Goto Ready
	Spawn:
		MGUN A -1
		Stop
		
	}
}


ACTOR ClassicRocketLauncher : ClassicWeapon
{
	Game Doom
	Weapon.SelectionOrder 4
	Weapon.AmmoUse 1
	Weapon.AmmoGive 2
	Weapon.AmmoType "AmmoRocket"
	
	Tag "Rocket Launcher"
	Inventory.PickupMessage "$GOTLAUNCHER"
	Tag "$TAG_ROCKETLAUNCHER"
	States
	{
	
	Ready:
	Ready3:
	    
		PKRL A 1 A_WeaponReady
		
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        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("TossGrenade",1,"TossGrenade")
		
		
		
		Loop
	Deselect:
		PKRL A 1 A_Lower
		
		
		
		Loop
	Select:
		PKRL A 1 A_Raise
		TNT1 A 0 A_GunFlash
		
		Loop
	Fire:
		PKRL BC 2 BRIGHT
		TNT1 A 0 A_PlaySound ("DSRFIRE")
		TNT1 A 0 A_FireCustomMissile("WeakRocket", 0, 1, 0, -10)
		TNT1 A 0 A_SetPitch(-2.0 + pitch)
		PKRL D 2 BRIGHT
		PKRL EFGHIJ 2 A_SetPitch(0.25 + pitch)
		PKRL AA 1 A_SetPitch(0.25 + pitch)
		TNT1 A 0 A_Refire
		Goto Ready
	Spawn:
		LAUN A -1
		Stop
	}
}


ACTOR ClassicPlasmaRifle : ClassicWeapon
{
	Game Doom
	Weapon.SelectionOrder 1
	Weapon.AmmoUse 1
	Weapon.AmmoGive 40
	Weapon.AmmoType "AmmoCell"
	
	Tag "Plasma Rifle"
	Inventory.PickupMessage "$GOTPLASMA"
	Tag "$TAG_PLASMARIFLE"
	States
	{
	Ready:
	Ready3:
	    
		3LSG A 1 A_WeaponReady
		
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        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("TossGrenade",1,"TossGrenade")
		
		
		
		Loop
	Deselect:
	    TNT1 A 0 A_Takeinventory("HasPlasmaWeapon",1)
		
		
		
		3LSG A 1 A_Lower
		Loop
	Select:
	    TNT1 A 0 A_Giveinventory("HasPlasmaWeapon",1)
		TNT1 A 0 A_GunFlash
		3LSG A 1 A_Raise
		Loop
	Fire:
		TNT1 A 0 A_FireCustomMissile("ClassicPlasmaBall", 0, 1, 0, -10)
		3LSF EF 1 BRIGHT
		3KPL A 1
		TNT1 A 0 A_Refire
		3KPL ABCDEFF 1
		3KPL G 6
		3KPL FFEDCBA 1
		Goto Ready
	Spawn:
		PLAS A -1
		Stop
	}
}

ACTOR ClassicPlasmaBall
{
	Game Doom
	Radius 4
	Height 4
	Speed 25
	Damage 7
	Projectile
	+RANDOMIZE
	RenderStyle Add
	Alpha 0.75
	SeeSound "weapons/plasmaf"
	DeathSound "weapons/plasmax"
	damagetype Plasma
	Obituary "$OB_MPPLASMARIFLE"
	Species "Marines"
	+THRUSPECIES
	+MTHRUSPECIES
	States
	{
	DM:
		TNT1 A 0
		TNT1 A 0 A_ChangeFLag("THRUSPECIES", 0)
		TNT1 A 0 A_ChangeFLag("MTHRUSPECIES", 0)
		Goto Spawn1
	
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("CheckIfDM", 0, 0, 0, 0)//Check if Coop

	Spawn1:
	    TNT1 A 1
		Goto Spawn2
	Spawn2:
		PLSS ABAB 1 Bright A_SpawnItem("BlueFlareSmall")
		Loop
	Death:
	    TNT1 A 0
		TNT1 A 0 A_CustomMissile ("BluePlasmaFire", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAA 0 A_CustomMissile ("BluePlasmaParticle", 0, 0, random (0, 360), 2, random (0, 360))
		PLSE ABC 2 BRIGHT A_SpawnItem("BlueFlare")
		PLSE DE 2 Bright A_SpawnItem("BlueFlareSmall")
		Stop
	}
}


ACTOR VanillaBFG9000 : ClassicWeapon
{
	Game Doom
	Height 20
	Weapon.SelectionOrder 2
	Weapon.AmmoUse 40
	Weapon.AmmoGive 0
	Weapon.AmmoType "AmmoCell"
	+WEAPON.NOAUTOFIRE
	Tag "BFG 9000"
	Inventory.PickupMessage "$GOTBFG9000"
	States
	{
	
	Ready3:
	Ready:
	Reload:
		BFGN A 1 A_WeaponReady
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        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("TossGrenade",1,"TossGrenade")
		Loop
		
	Deselect:
	    TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		BFGN A 1 A_Lower
		Loop
		
	Select:
		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_Giveinventory("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_GunFlash
		TNT1 A 1 A_Raise
		TNT1 AAAAAAAA 0 A_Raise
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
        TNT1 A 0 A_PlaySound("BFGREADY")
		SelectAnimation:
		BFGS ABCDE 1
		Goto Ready
		
		
		
	Fire:
        TNT1 A 0 A_PlaySound("BFGCHARGE")
		BFGC ABCDABCDABCDABCD 1 BRIGHT
		BFGC ABCDABCDABCDABCD 1 BRIGHT
        BFGA A 2 BRIGHT A_FireCustomMissile("GreenFlareSpawn",0,0,0,0)
        TNT1 A 0 A_PlaySound("BFGFIRE")
		TNT1 AAA 0 A_FireCustomMissile("GreenFlareSpawn",0,0,0,0)
        TNT1 A 0 A_Recoil(8)
        //TNT1 A 0 A_ZoomFactor(1.3)
		
        TNT1 A 0 BRIGHT A_FireCustomMissile("Alerter", 0, 0, -1, 0)
		TNT1 A 0 A_JumpIfInventory("DMgame", 1, 4)
		TNT1 A 0 BRIGHT A_FireCustomMissile("BFGBall")
		TNT1 A 0
		Goto RecoilFire
		TNT1 AAA 0
		TNT1 A 0 BRIGHT A_FireCustomMissile("BFGBallDM")
		
	RecoilFire:	
		BFGA B 2 BRIGHT
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
        BFGA CDEF 2 BRIGHT A_FireCustomMissile("GreenFlareSpawn",0,0,0,0)
        //TNT1 A 0 A_ZoomFactor(1.0)
        BFGN A 1 BRIGHT
		BFGN A 4
        TNT1 A 0  A_Refire
		Goto Ready
		
	Spawn:
		BFUG A -1
		Stop		
	}
}