Actor GuySSG: Weapon{
	Inventory.RestrictedTo "Stickguyclass"
	Weapon.AmmoUse 0
	Weapon.AmmoGive 8
	Weapon.AmmoType "Shell"
	Weapon.SlotNumber 3
	Obituary "%o tried to touch %k 's Contraption"
    Inventory.Pickupmessage "What kind of contraption is this even?"
    Tag "Contraption"
	+weapon.noalert
	STATES
	{
	  Ready:
		SGSG A 1 A_weaponready(WRF_ALLOWRELOAD)
		Loop
	  Deselect:
		SGSG A 1 A_Lower
		Loop
	  Select:
		SGSG A 1 A_Raise
		Loop
	  Fire:
		TNT1 A 0 A_JumpIfInventory("Shell",2,1)
	  Goto Click
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_JumpIfInventory("Stickguyfastfingers",1,"SpeedFire")
		TNT1 A 0 A_FireBullets (12.2, 8.1, 20, 5, "Stickguypuffs") 
		TNT1 A 0 A_Takeinventory("Shell", 2)
		TNT1 A 0 A_Playsound("Stickguy/RBOM",Chan_weapon)
		TNT1 A 0 A_GUNFLASH("Gunflash1")
		SGSG A 2 A_SetPitch (pitch-3)
		SGSG K 2 A_SetPitch (pitch-2)
		SGSG L 3 A_SetPitch (pitch-1)
		SGSG E 2 Offset(0,40) A_SETpitch(pitch+0.2)
		SGSG A 1 offset(0,40) A_SETpitch(pitch+0.8)
		SGSG A 1 offset(0,39) A_SETpitch(pitch+1)
		SGSG A 1 offset(0,37) A_SETpitch(pitch+1.6)
		SGSG A 1 offset(0,38) A_SETpitch(pitch+1.4)
		SGSG A 1 offset(0,36) A_SETpitch(pitch+1)
		SGSG A 1 offset(0,35)
		SGSG A 1 offset(-2,34)
		SGSG A 1 offset(-4,33)
		SGSG A 1 offset(-7,32)
		SGSG M 2 Offset(-12,40)
		SGSG M 2 Offset(0,32)
		SGSG N 2 Offset(16,45)
		SGSG N 2 Offset(8,37)
		SGSG N 2 Offset(-14,22) //peak
		SGSG N 2 Offset(-26,29)
		SGSG N 2 Offset(-24,30)  A_Playsound("Stickguy/RHICK",Chan_body)
		SGSG O 2 Offset(0,28) 
		SGSG O 2 Offset(0,32)
		SGSG N 2 A_Playsound("Stickguy/RHACK",Chan_weapon)
		SGSG N 2 Offset(-27,30)
		SGSG N 2 Offset(-14,22)
		SGSG N 2 Offset(8,37)
		SGSG N 2 Offset(16,45)
		SGSG M 2 Offset(0,32)
		SGSG A 1 offset(-4,34)
		SGSG A 1 offset(-1,33)
		SGSG A 2 offset(2,32)
		SGSG A 2 A_refire
		Goto Ready
	  SpeedFire:
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_SETpitch(pitch-0.75)
		SGSG A 2 BRIGHT A_FireBullets (22.2, 16.1, 20, 3, "Stickguypuffs") 
		TNT1 A 0 A_jump(128,1)
		TNT1 A 0 A_Takeinventory("shell",2)
		TNT1 A 0 A_GUNFLASH("Gunflash2")
		TNT1 A 0 A_Playsound("Stickguy/REAS",Chan_weapon)
		TNT1 A 0 Offset(0,42)
		SGSG L 2 Offset(0,40) A_SETpitch(pitch+0.1)
		SGSG D 2 Offset(0,38) A_SETpitch(pitch+0.25)
		SGSG A 2 Offset(0,35) A_SETpitch(pitch+0.40)
		SGSG F 2 Offset(0,33) A_Playsound("Stickguy/RHICK",Chan_body)
		SGSG G 2 Offset(0,32)
		SGSG H 2 A_Playsound("Stickguy/RHACK",Chan_body)
		SGSG A 10
		SGSG A 2 A_refire
		goto ready
	  Click:
		SGSG A 2 Offset(0,48) A_PlaySound("Stickguy/Tick", CHAN_WEAPON)
		SGSG A 2 Offset(0,40)
		SGSG A 2 Offset(0,32)
		Goto ready
	  Spawn:
		TNT1 A -1
		Stop
	  Gunflash1:
		SGSG IJ 1 BRIGHT
		Goto LightDone
	  GunFlash2:
		SGSG BC 1 BRIGHT
		Goto LightDone
	//---------------------------------------MELEE STUFF
	  Altfire:
		TNT1 A 0 Offset(0,32) A_JumpIfInventory("GuyStick",1,"XiaoMelee")
		TNT1 A 1 Offset(0,32) A_JumpIfInventory("StickguyMeleeStack",20,"BerserkFire")
	  QuickPunch:
		REFT D 2 A_FireCustomMissile("FistImpact",0,0,0,1)
		REFT D 2 Offset(-2,32) A_AlertMonsters 
		REFT C 2 Offset(0,32)
		REFT B 2
		TNT1 A 6
		Goto Ready
	  BerserkFire:
		REFT M 1 Offset(104,18) A_FireCustomMissile("ZerkFist",0,0,0,1)
		REFT N 2 Offset(0,32) A_AlertMonsters
		REFT P 2 
		REFT P 2 
		REFT U 1 
		TNT1 A 1 Offset(0,32)
		Goto Ready
	  XiaoMelee:
		TNT1 A 1 Offset(0,32) A_JumpIfInventory("StickguyMeleeStack",10,"XiaoZerk")
		RXXS A 2 A_FireCustomMissile("StickImpact",0,0,0,1)
		RXXS B 2 A_alertMonsters
		Goto RestOfStickmelee	
	  XiaoZerk:
		RXXS E 2 A_FireCustomMissile("ZerkStick",0,0,0,1)
		RXXS F 2 A_alertMonsters
	  RestOfStickmelee:
		RXXS CD 2
		TNT1 A 4
		Goto Ready
		}
}
