ACTOR AssaultShotgun : BrutalWeapon
{
	Weapon.AmmoUse1 0
	Weapon.AmmoGive1 0
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	Weapon.SelectionOrder 300
	Weapon.AmmoType1 "AmmoShell"
	Weapon.AmmoType2 "AssaultShotgunAmmo"
	Obituary "%o was shot down by %k's Assault Shotgun."
    AttackSound "None"
    Inventory.PickupSound "CLIPIN"
	Inventory.Pickupmessage "$GOTASG"
    +WEAPON.NOAUTOAIM
    +WEAPON.NOAUTOFIRE
	+WEAPON.NOALERT
	+FORCEXYBILLBOARD
    Scale 0.8
	Tag "Assault Shotgun"
	DropItem "AssaultShotgunSpawner"
	States
	{
	SelectAnimation:
		TNT1 A 0
		A12G A 0 A_JumpIfInventory("ASGUnloaded", 1, "NoAmmoAnimation")
		A12S ABCD 1 BRIGHT A_JumpIfInventory("GoFatality", 1, "Steady")
		A12G A 0 A_JumpIfInventory("Reloading",1,"Reload")
		A12G A 0 A_PlaySound("CLIPIN")
		Goto Ready

	NoAmmoAnimation:
		TNT1 A 0
		A12R QQQQ 1 BRIGHT A_JumpIfInventory("GoFatality", 1, "Steady")
		A12G A 0 A_JumpIfInventory("ShotgunChangeAmmo",1,"Reload")
		A12G A 0 A_PlaySound("CLIPIN")
		Goto ReadyNoFuckingAmmo

	Ready:
	Ready3:
		A12G A 0 A_JumpIfInventory("ASGUnloaded", 1, "ReadyNoFuckingAmmo")
		A12G A 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)
        A12G A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        A12G A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		A12G A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		A12G A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        A12G A 0 A_JumpIfInventory("Reloading",1,"Reload")
		A12G A 0 A_JumpIfInventory("Unloading",1,"Unload")
		A12G A 0 A_JumpIfInventory("StartDualWield",1,"ChangeShell")
		A12G A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		A12G A 0 A_JumpIfInventory("IsRunning",1,"StartSprint")
		A12G A 0 A_JumpIfInventory("Zoomed",1,"Ready2")
		A12G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
		Loop

	Ready2:
		A12G A 0
		A12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)
        A12G A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        A12G A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		A12G A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		A12G A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        A12G A 0 A_JumpIfInventory("Reloading",1,"Reload")
		A12G A 0 A_JumpIfInventory("Unloading",1,"Unload")
		A12G A 0 A_JumpIfInventory("StartDualWield",1,"ChangeShell")
		A12G A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		A12G A 0 A_JumpIfInventory("IsRunning",1,"StartSprint")
		A12G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
		Loop

	 ReadyNoFuckingAmmo:
		A12R Q 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)
		A12G A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        A12G A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		A12G A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		A12G A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        A12G A 0 A_JumpIfInventory("Reloading",1,"Reload")
		A12G A 0 A_JumpIfInventory("Unloading",1,"Unload")
		A12G A 0 A_JumpIfInventory("StartDualWield",1,"ChangeShell")
		A12G A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		A12G A 0 A_JumpIfInventory("IsRunning",1,"StartSprintNoAmmo")
		Loop

	ChangeShell:
		TNT1 A 0 A_TakeInventory("StartDualWield", 1)
		TNT1 A 0 A_GiveInventory("ShotgunChangeAmmo", 1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		RIFG A 0 A_SetCrosshair(0)
		TNT1 A 0 A_JumpIfInventory("AmmoSlug", 1, "Unload")
		Goto NoSlugs

	NoSlugs:
		TNT1 A 0 A_Print("You are out of shotgun slugs.", 2)
		SHTN A 0 A_TakeInventory("ShotgunChangeAmmo",1)
		A12G A 3 BRIGHT
		Goto Ready

	Deselect:
		A12G A 0
		A12G A 0 A_Takeinventory("Zoomed",1)
		A12G A 0 A_Takeinventory("ADSmode",1)
		A12G A 0 A_TakeInventory("TossGrenade", 1)
        A12G A 0 A_ZoomFactor(1.0)
		A12G A 0 A_SetCrosshair(0)
		A12G A 0 A_JumpIfInventory("ASGUnloaded", 1, "DeSelectNoAmmo")
		A12S DCBA 1 BRIGHT
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
		TNT1 A 1 A_Lower
		Wait

	DeSelectNoAmmo:
		A12R Q 1 BRIGHT A_Lower
		Wait

	Select:
		A12G A 0 A_Giveinventory("GoSpecial",1)
		TNT1 A 0 A_TakeInventory("FistsSelected", 1)
		TNT1 A 0 A_TakeInventory("ShotgunSelected", 1)
		TNT1 A 0 A_TakeInventory("MinigunSelected", 1)
		TNT1 A 0 A_GiveInventory("SSGSelected", 1)
		TNT1 A 0 A_TakeInventory("RocketLauncherSelected", 1)
		TNT1 A 0 A_TakeInventory("GrenadeLauncherSelected", 1)
		TNT1 A 0 A_TakeInventory("PlasmaGunSelected", 1)
		TNT1 A 0 A_TakeInventory("RailGunSelected", 1)
		TNT1 A 0 A_TakeInventory("RevenantLauncherSelected", 1)
		TNT1 A 0 A_TakeInventory("SubMachineGunSelected", 1)
		TNT1 A 0 A_TakeInventory("BFG10KSelected", 1)
		TNT1 A 0 A_TakeInventory("BFGSelected", 1)
		TNT1 A 0 A_TakeInventory("FlameCannonSelected", 1)
		TNT1 A 0 A_TakeInventory("SawSelected", 1)
		A12G A 0 A_Takeinventory("HasBarrel",1)
		A12G A 0 A_TakeInventory("TossGrenade", 1)
		SHTN A 0 A_TakeInventory("AssaultShotgun2", 1)
		A12G A 0 A_GunFlash
		TNT1 A 1 A_Raise
		TNT1 AAAAAAAAAAAA 0 A_Raise
		Goto SelectAnimation

    Fire:
		TNT1 A 0
        A12G A 0 A_JumpIfInventory("AssaultShotgunAmmo",1,1)
        Goto NoAmmo
        TNT1 A 0
        A12G A 0 A_PlaySound("A12FIR", 1)
		RIFF A 0 A_FireCustomMissile("DistantFireSoundShotgun", random(-1,1), 0, 0, -12, 0, random(-1,1))
		TNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-12,12), 0, -1, 0, 0, random(-9,9))
		TNT1 AAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles2", random(-12,12), 0, -1, 0, 0, random(-9,9))
		TNT1 A 0 A_FireCustomMissile("Alerter",0,0)
		A12G A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
		A12F A 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_ZoomFactor(0.98)
		A12G A 0 A_SpawnItemEx("PlayerMuzzle1",32,0,28)
		A12F A 0 BRIGHT A_FireBullets (2.9, 3.0, 9, 13, "MachineGunBulletPuff", FBF_NORANDOM)
        RIFF AAAAAAAA 0 A_FireCustomMissile("DecorativeTracer", random(-2,2), 0, 0, 0, 0, random(-2,2))
		A12G A 0
		A12G A 0 A_JumpIfInventory("IsNOTTacticalClass", 1, 3)//Tactical Mode deals extra damage and recoil
		SHTN A 0 A_FireBullets (2.5, 2.6, 5, 13, "ShotgunPuff2", FBF_NORANDOM)
		A12G A 0 A_SetPitch(pitch-1.8)
		A12G A 0 A_SetPitch(pitch-1.8)
		A12G A 0
		A12G A 0 A_Takeinventory("AssaultShotgunAmmo",1)
		A12F B 1 BRIGHT A_FireCustomMissile("ShotCaseSpawn",5,0,6,-14)
		TNT1 A 0 A_ZoomFactor(1.0)
        A12F C 1 BRIGHT
		A12F DEF 1 BRIGHT A_SetPitch(0.6 + pitch)
		SHTZ A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
		A12G A 5 BRIGHT A_WeaponReady(1)
		Goto Ready

	 Fire2: //Aiming DOwn the Sights
        A12A E 1 BRIGHT A_AlertMonsters
		TNT1 A 0 A_ZoomFactor(1.29)
		A12G A 0 A_SpawnItemEx("PlayerMuzzle1",32,0,28)
		A12F A 0 BRIGHT A_FireBullets (2.4, 2.5, 9, 13, "MachineGunBulletPuff", FBF_NORANDOM)
        RIFF AAAAAAAA 0 A_FireCustomMissile("DecorativeTracer", random(-2,2), 0, 0, 0, 0, random(-2,2))
		A12G A 0
		A12G A 0 A_JumpIfInventory("IsNOTTacticalClass", 1, 3)//Tactical Mode deals extra damage and recoil
		SHTN A 0 A_FireBullets (2.0, 2.1, 5, 13, "ShotgunPuff2", FBF_NORANDOM)
		A12G A 0 A_SetPitch(pitch-0.9)
		A12G A 0 A_SetPitch(pitch-0.9)
		A12G A 0
		A12G A 0 A_Takeinventory("AssaultShotgunAmmo",1)
		A12A F 1 BRIGHT A_FireCustomMissile("ShotCaseSpawn",5,0,6,0)
		TNT1 A 0 A_ZoomFactor(1.3)
        A12A G 1 BRIGHT
		A12A DDD 1 BRIGHT A_SetPitch(0.3 + pitch)
		A12G A 0 A_JumpIfInventory("FiredSecondary",1,"HoldAim")//If still pressing alt fire, it means its holding aim
		SHTZ A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
		Goto Ready2

	AltFire:
        A12G A 0
		A12G A 0 A_Giveinventory("GoSpecial",1)
		A12G A 0 A_JumpIfInventory("Zoomed",1,"NoAim")
		A12G A 0 A_Giveinventory("Zoomed",1)
        A12G A 0 A_ZoomFactor(1.3)
		A12G A 0 A_Giveinventory("ADSmode",1)
		A12G A 0 A_SetCrosshair(41)
        A12A ABC 1 BRIGHT
        A12G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
		A12A D 1 BRIGHT
		A12G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
		A12A D 1 BRIGHT
		A12G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
		A12A D 1 BRIGHT
		A12G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
		A12A D 1 BRIGHT
		A12G A 0 A_JumpIfInventory("FiredSecondary",1,"HoldAim")
        Goto Ready2

	  HoldAim:
	    A12G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
		A12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)
		A12G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
		A12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)
		A12G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
		A12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)
		A12G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
		A12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)
		A12G A 0 A_JumpIfInventory("FiredSecondary",1,"HoldAim")

	  NoAim:
		A12G A 0 A_Takeinventory("Zoomed",1)
        A12G A 0 A_ZoomFactor(1.0)
		A12G A 0 A_Takeinventory("ADSmode",1)
		A12G A 0 A_SetCrosshair(0)
		A12A CBA 1 BRIGHT
        Goto Ready3

	NoAmmo:
		RIFG A 0
		RIFG A 0 A_ZoomFactor(1.0)
		RIFG A 0 A_Takeinventory("Zoomed",1)
		RIFG A 0 A_Takeinventory("ADSmode",1)
		A12G A 0 A_SetCrosshair(0)
		RIFG A 0 A_JumpIfInventory("TurboReload",1,"InsertBullets")
		TNT1 A 0 A_PlaySound("weapons/empty", 4)
		RIFG A 0 A_JumpIfInventory("ASGUnloaded",1,"NoAmmo3")
	NoAmmo2:
		RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
	    RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		A12G A 5 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)
		RIFG A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_JumpIfInventory("TurboReload",1,"InsertBullets")
		TNT1 A 0 A_JumpIfInventory("NoAutoReload", 1, 2)
		RIFG A 0 A_JumpIfInventory("AmmoShell",1,"Reload")
		RIFG A 0 A_JumpIfInventory("IsRunning",1,"StartSprint")
		Goto Ready3
	NoAmmo3:
		RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
	    RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		A12R Q 5 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)
		RIFG A 0 A_JumpIfInventory("Reloading",1,"Reload")
		RIFG A 0 A_JumpIfInventory("TurboReload",1,"InsertBullets")
		TNT1 A 0 A_JumpIfInventory("NoAutoReload", 1, 2)
		RIFG A 0 A_JumpIfInventory("AmmoShell",1,"Reload")
		RIFG A 0 A_JumpIfInventory("IsRunning",1,"StartSprintNoAmmo")
		Goto ReadyNoFuckingAmmo

    Reload:
		SHTZ A 0
		A12G A 0 A_ZoomFactor(1.0)
		A12G A 0 A_Takeinventory("Reloading",1)
		A12G A 0 A_Takeinventory("ADSmode",1)
		A12G A 0 A_Takeinventory("Zoomed",1)
		A12G A 0 A_SetCrosshair(0)
		A12G A 0 A_JumpIfInventory("AssaultShotgunAmmo",20,"Ready")

        A12G A 0 A_JumpIfInventory("AmmoShell",1,1)
        Goto Ready
        TNT1 AAA 0
		A12G A 0 A_JumpIfInventory("ASGUnloaded", 1, "PutMag")
		A12G A 0 A_JumpIfInventory("TurboReload", 1, "InsertBullets")
		A12G A 0
		A12R ABCD 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		A12R A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		A12G A 0 A_PlaySound("AACL")
		A12R EFG 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		A12R A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		A12R G 4 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		A12R A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		A12R HIJKL 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		A12R A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		A12R L 4 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		A12R A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		A12G A 0 A_PlaySound("RELO1")
		A12R MNOPQ 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		A12G A 0 A_GiveInventory("ASGUnloaded",1)
		A12G A 0 A_FireCustomMissile("EmptyDrumSpawn",0,0,0,-20)
		A12R A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		A12R Q 16 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)

	PutMag:
		TNT1 A 0
		A12G A 0 A_Takeinventory("Reloading",1)
		A12G A 0 A_Takeinventory("ADSmode",1)
		A12G A 0 A_Takeinventory("Zoomed",1)
		A12G A 0 A_Takeinventory("ASGUnloaded",1)
		A12R RSTU 1 BRIGHT
		A12G A 0 A_PlaySound("RELO2")
		A12R L 4 BRIGHT
		A12R LKJIHG 1 BRIGHT
		A12G A 0 A_PlaySound("AACL")
		A12R FE 1 BRIGHT
		A12R E 4 BRIGHT
		A12R DCBA 1 BRIGHT
		Goto InsertBullets

	InsertBullets:
		TNT1 AAAA 0
		A12G A 0 A_JumpIfInventory("AssaultShotgunAmmo",20,15)
		A12G A 0 A_JumpIfInventory("AmmoShell",1,1)
		Goto Ready
        TNT1 AAAAAA 0
		A12G A 0 A_Takeinventory("ASGUnloaded",1)
		A12G A 0 A_Giveinventory("AssaultShotgunAmmo",1)
		A12G A 0 A_Takeinventory("AmmoShell",1)
		Goto InsertBullets

		TNT1 AAAAAAAAAA 0
		A12G A 1 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_TakeInventory("ShotgunChangeAmmo",1)
		A12G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
        Goto Ready
		TNT1 AAAA 0
		A12G A 1 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_TakeInventory("ShotgunChangeAmmo",1)
		A12G A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
        Goto Ready

	Unload:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("ASGUnloaded",1,"UnloadCancel")
		A12G A 1 A_WeaponReady
		A12G A 0 A_Takeinventory("Unloading",1)
		A12G A 0 A_Takeinventory("ADSmode",1)
		A12G A 0 A_Takeinventory("Zoomed",1)
		A12G A 0 A_ZoomFactor(1.0)
		A12G A 0 A_SetCrosshair(0)
        A12G A 0 A_JumpIfInventory("AssaultShotgunAmmo",1,2)
		TNT1 A 0 A_JumpIfInventory("ShotgunChangeAmmo", 1, "FinishUnload")
        Goto ReadyNoFuckingAmmo
        TNT1 AAA 0
		A12R ABCD 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		A12R A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		A12G A 0 A_PlaySound("AACL")
		A12R EFG 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		A12R A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		A12R G 4 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		A12R A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		A12R HIJKL 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		A12R A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		A12R L 4 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		A12R A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		A12G A 0 A_PlaySound("RELO1")
		A12R MNOPQ 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)
		A12G A 0 A_GiveInventory("ASGUnloaded",1)
		A12R A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		A12R Q 16 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)

	RemoveBullets:
		TNT1 AAAA 0
		A12G A 0 A_JumpIfInventory("AssaultShotgunAmmo",1,1)
		Goto FinishUnload
        TNT1 AAAA 0
		A12G A 0 A_Takeinventory("AssaultShotgunAmmo",1)
		A12G A 0 A_Giveinventory("AmmoShell",1)
		Goto RemoveBullets

	FInishUnload:
		A12G A 0
		A12G A 0 A_Giveinventory("ASGUnloaded",1)
		A12G A 0 A_Takeinventory("Unloading",1)
		TNT1 A 0 A_JumpIfInventory("ShotgunChangeAmmo", 1, "ChangeAmmo")
		Goto ReadyNoFuckingAmmo

	UnloadCancel:
		A12R Q 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("ShotgunChangeAmmo", 1, "FinishUnload")
		A12G A 0 A_Takeinventory("Unloading",1)
		A12G A 0 A_Takeinventory("ADSmode",1)
		A12G A 0 A_Takeinventory("Zoomed",1)
		A12G A 0 A_ZoomFactor(1.0)
		A12G A 0 A_SetCrosshair(0)
        Goto ReadyNoFuckingAmmo

	ChangeAmmo:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("AssaultShotgun2")
		TNT1 A 0 A_GiveInventory("Reloading",1)
		TNT1 A 0 A_SelectWeapon("AssaultShotgun2")
		Goto Ready3

	StartSprint:
		A12G A 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)
		SHTN A 0 A_Takeinventory("Zoomed",1)
        SHTN A 0 A_ZoomFactor(1.0)
		SHTN A 0 A_Takeinventory("ADSmode",1)
		RIFG A 0 A_SetCrosshair(0)
		SHTN A 0 A_Giveinventory("GoSpecial",1)
		TNT1 A 0 ACS_NamedExecuteAlways("BDSprint", 0, 0, 0, 0)//Makes player faster.

	Sprinting:
		A1SP A 1 BRIGHT offset(-9,34) A_SetPitch(pitch -0.5)
		A1SP A 1 BRIGHT offset(-6,36) A_SetPitch(pitch -0.5)
		A1SP A 1 BRIGHT offset(-3,38) A_SetPitch(pitch -0.5)
		A1SP A 1 BRIGHT offset(0,38) A_SetPitch(pitch -0.5)
		A1SP A 1 BRIGHT offset(3,36) A_SetPitch(pitch -0.5)
		A1SP A 1 BRIGHT offset(6,34) A_SetPitch(pitch -0.5)
		A1SP A 1 BRIGHT offset(9,32) A_SetPitch(pitch -0.5)
		TNT1 A 0 A_GiveInventory("UsedStamina", 3)
		A1SP A 0 A_WeaponReady(WRF_NOBOB)
		SMGG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        SMGG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        SMGG A 0 A_JumpIfInventory("Reloading",1,"Reload")

		A1SP A 1 BRIGHT offset(9,34) A_SetPitch(pitch +0.5)
		A1SP A 1 BRIGHT offset(6,36) A_SetPitch(pitch +0.5)
		A1SP A 1 BRIGHT offset(3,38) A_SetPitch(pitch +0.5)
		A1SP A 1 BRIGHT offset(0,38) A_SetPitch(pitch +0.5)
		A1SP A 1 BRIGHT offset(-3,36) A_SetPitch(pitch +0.5)
		A1SP A 1 BRIGHT offset(-6,34) A_SetPitch(pitch +0.5)
		A1SP A 1 BRIGHT offset(-9,32) A_SetPitch(pitch +0.5)
		TNT1 A 0 A_GiveInventory("UsedStamina", 3)
		A1SP A 0 A_WeaponReady(WRF_NOBOB)
		SMGG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        SMGG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        SMGG A 0 A_JumpIfInventory("Reloading",1,"Reload")

		PLAY A 0 ACS_NamedExecuteAlways("BDSprint", 0, 0, 0, 0)//Makes player faster.
		SMGG A 0 A_JumpIfInventory("IsRunning", 1, "Sprinting")
		Goto StopSprint

	StopSprint:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("PowerStrength", 1, 2)
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
		A1SP A 1 BRIGHT ACS_NamedExecuteAlways("BDTacticalSpeed", 0, 0, 0, 0)//Makes player slower.
		Goto Ready3

	StopSprintTired:
		A1SP A 1 BRIGHT ACS_NamedExecuteAlways("BDTacticalSpeed", 0, 0, 0, 0)//Makes player slower.
		RIFG A 0 A_PlaySound("Tired", 2)
		Goto Ready3

	StartSprintNoAmmo:
		A12R Q 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)
		SHTN A 0 A_Takeinventory("Zoomed",1)
        SHTN A 0 A_ZoomFactor(1.0)
		SHTN A 0 A_Takeinventory("ADSmode",1)
		RIFG A 0 A_SetCrosshair(0)
		SHTN A 0 A_Giveinventory("GoSpecial",1)
		TNT1 A 0 ACS_NamedExecuteAlways("BDSprint", 0, 0, 0, 0)//Makes player faster.

	SprintingNoAmmo:
		A12R Q 1 BRIGHT offset(-9,34) A_SetPitch(pitch -0.5)
		A12R Q 1 BRIGHT offset(-6,36) A_SetPitch(pitch -0.5)
		A12R Q 1 BRIGHT offset(-3,38) A_SetPitch(pitch -0.5)
		A12R Q 1 BRIGHT offset(0,38) A_SetPitch(pitch -0.5)
		A12R Q 1 BRIGHT offset(3,36) A_SetPitch(pitch -0.5)
		A12R Q 1 BRIGHT offset(6,34) A_SetPitch(pitch -0.5)
		A12R Q 1 BRIGHT offset(9,32) A_SetPitch(pitch -0.5)
		TNT1 A 0 A_GiveInventory("UsedStamina", 3)
		A12R Q 0 A_WeaponReady(WRF_NOBOB)
		SMGG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        SMGG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        SMGG A 0 A_JumpIfInventory("Reloading",1,"Reload")

		A12R Q 1 BRIGHT offset(9,34) A_SetPitch(pitch +0.5)
		A12R Q 1 BRIGHT offset(6,36) A_SetPitch(pitch +0.5)
		A12R Q 1 BRIGHT offset(3,38) A_SetPitch(pitch +0.5)
		A12R Q 1 BRIGHT offset(0,38) A_SetPitch(pitch +0.5)
		A12R Q 1 BRIGHT offset(-3,36) A_SetPitch(pitch +0.5)
		A12R Q 1 BRIGHT offset(-6,34) A_SetPitch(pitch +0.5)
		A12R Q 1 BRIGHT offset(-9,32) A_SetPitch(pitch +0.5)
		TNT1 A 0 A_GiveInventory("UsedStamina", 3)
		A12R Q 0 A_WeaponReady(WRF_NOBOB)
		SMGG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        SMGG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        SMGG A 0 A_JumpIfInventory("Reloading",1,"Reload")

		PLAY A 0 ACS_NamedExecuteAlways("BDSprint", 0, 0, 0, 0)//Makes player faster.
		SMGG A 0 A_JumpIfInventory("IsRunning", 1, "SprintingNoAmmo")
		Goto StopSprintNoAmmo


	StopSprintNoAmmo:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("PowerStrength", 1, 2)
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 100, "StopSprintTiredNoAmmo")
		A12R Q 1 BRIGHT ACS_NamedExecuteAlways("BDTacticalSpeed", 0, 0, 0, 0)//Makes player slower.
		Goto ReadyNoFuckingAmmo

	StopSprintTiredNoAmmo:
		A12R Q 1 BRIGHT ACS_NamedExecuteAlways("BDTacticalSpeed", 0, 0, 0, 0)//Makes player slower.
		RIFG A 0 A_PlaySound("Tired", 2)
		Goto ReadyNoFuckingAmmo

 	Spawn:
		A12P A -1
		Stop
	}
}

ACTOR AssaultShotgunAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 20
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 20
   Inventory.Icon "A12PA0"
}