Actor GMIDPistol : Pistol Replaces Pistol
{
	Weapon.BobRangeX 0.3
	Weapon.BobRangeY 0.5
	Weapon.BobStyle InverseSmooth
	Weapon.BobSpeed 2.0
	Weapon.UpSound "pistup"
	attacksound ""
	Weapon.AmmoType "Clip2"
	Weapon.AmmoUse 1
	Tag "Beretta"
	Scale 0.5
	+WEAPON.NOALERT
	Inventory.PickupMessage "Picked up a Beretta. \cf(\cjSlot 2\cf)"
	Obituary "%o barely evaded %k's Beretta."
	states
	{
	Spawn:
	PIST A -1 
	Stop
	Ready:
	TNT1 A 0 A_JumpIfInventory("StartingAnimation",1,"StartGame")
	PISG A 1 A_WeaponReady
	Loop
	Fire:
	PISG A 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
	PISG A 0 A_AlertMonsters
	PISG B 0 A_JumpIfInventory("PowerQuadDamageST", 1, "QuadFire")
	PISG B 0 A_PlaySound("weapons/GMPISTL1", CHAN_WEAPON)
	PISG B 0 A_SetPitch(pitch-0.15)
	PISG B 0 A_FireBullets (5.6, 0, 1, 5, "XaserPuff")
    PISG B 0 A_FireCustomMissile("CasingSpawner",0,0,17,0)
	PISG B 1 Bright A_Light1
	PISG C 1 Bright A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
	PISG D 0 A_SetPitch(pitch+0.15)
	PISG D 0 A_Light0
    PISG D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
	PISG EF 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
	PISG A 2 A_WeaponReady(WRF_NoSwitch)
	PISG A 3 A_WeaponReady(WRF_NoSwitch)
	Goto Ready
	QuadFire:
	TNT1 A 0 A_SetBlend("Blue", 0.50, 16)
	PISG B 0 A_PlaySound("QuadDamage/Use")
	PISG B 0 A_PlaySound("weapons/GMPISTL1", CHAN_WEAPON)
	PISG B 0 A_SetPitch(pitch-0.15)
	PISG B 0 A_FireBullets (5.6, 0, 1, 5, "XaserPuff")
    PISG B 0 A_FireCustomMissile("CasingSpawner",0,0,17,0)
	PISG B 1 Bright A_Light1
	PISG C 1 Bright A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
	PISG D 0 A_SetPitch(pitch+0.15)
    PISG D 1 A_Light0
	PISG EF 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
	PISG A 2 A_WeaponReady(WRF_NoSwitch)
	PISG A 3 A_WeaponReady(WRF_NoSwitch)
    Goto Ready
  Deselect:
    PISG A 1 A_Lower
    PISG A 0 A_Lower
    Loop
  Select:
    PISG A 1 A_Raise
    PISG A 0 A_Raise
    Loop
  StartGame: //Damn, those four-legged bastards are gonna pay for being cringy as fuck.
	TNT1 A 15 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
	KNUX A 0 A_PlaySound("player/intro", CHAN_VOICE)
	TNT1 A 0 A_TakeInventory("StartingAnimation", 9999)
	KNUX ABC 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
	KNUX A 0 A_PlaySound("knuckled")
	KNUX DDDCBA 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
	KNX2 ABC 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
	KNX2 A 0 A_PlaySound("knuckled")
	KNX2 DDDCBA 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
	TNT1 A 20 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
	BLRD A 0 A_PlaySound("pistol/cock")
	BRLD ABCDEFGHIJKLMNOPQ 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
	Goto Ready
  AltFire:
	TNT1 A 0 A_GunFlash("WeaponStill")
	TNT1 A 0 A_PlaySound ("weapons/KICK")
	FOOT AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
	FOOT C 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
	FOOT D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
	FOOT D 1 A_CustomPunch(5,0,0,"KickPuff")
	FOOT D 0 A_Quake(1,2,0,10)
	FOOT EF 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
	FOOT FEDCBA 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
	TNT1 A 8 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
	TNT1 A 0 A_ReFire
	Goto Ready
  WeaponStill:
	PISG A 22
	Goto LightDone
  }
}

Actor GMIDDualPistol : GMIDPistol
{
	Weapon.BobRangeX 0.3
	Weapon.BobRangeY 0.5
	Weapon.BobStyle InverseSmooth
	Weapon.BobSpeed 2.0
	Weapon.UpSound "pistup2"
	attacksound ""
	Weapon.AmmoType "Clip2"
	Weapon.AmmoUse 2
	Tag "Dual Berettas"
	Scale 0.5
	+WEAPON.NOALERT
	Inventory.PickupMessage "You got another Beretta! \cf(\cjSlot 2\cf)"
	Obituary "%o was so close to evading %k's dual Berettas."
	Inventory.Icon "PISTB0" //For mods like DrPyspy's Weapon Wheel and Tapwave's War Trophies
	states
	{
	Ready:
	PIS2 A 1 A_WeaponReady
	Loop
	Fire:
	PIS2 A 2
	PIS2 A 0 A_AlertMonsters
	PIS2 B 0 A_JumpIfInventory("PowerQuadDamageST", 1, "QuadFire")
	PIS2 B 0 A_SetPitch(pitch-0.3)
	PIS2 B 0 A_PlaySound("weapons/GMPISTL2", CHAN_WEAPON)
	PIS2 B 0 A_FireBullets (11.2, 0, 2, 5, "XaserPuff")
    PIS2 B 0 A_FireCustomMissile("CasingSpawner",0,0,17,0)
    PIS2 B 0 A_FireCustomMissile("CasingSpawner",0,0,-13,0)
	PIS2 B 1 Bright A_Light1
	PIS2 C 1 Bright A_Light0
	PIS2 D 1 A_Light0
	PIS2 D 0 A_SetPitch(pitch+0.3)
	PIS2 EF 1
	PIS2 A 5 A_WeaponReady(1)
	Goto Ready
	QuadFire:
	TNT1 A 0 A_SetBlend("Blue", 0.50, 16)
	PIS2 D 0 A_PlaySound("QuadDamage/Use")
	PIS2 B 0 A_SetPitch(pitch-0.3)
	PIS2 B 0 A_PlaySound("weapons/GMPISTL2", CHAN_WEAPON)
	PIS2 B 0 A_FireBullets (11.2, 0, 2, 5, "XaserPuff")
    PIS2 B 0 A_FireCustomMissile("CasingSpawner",0,0,17,0)
    PIS2 B 0 A_FireCustomMissile("CasingSpawner",0,0,-13,0)
	PIS2 B 1 Bright A_Light1
	PIS2 C 1 Bright A_Light0
	PIS2 D 1 A_Light0
	PIS2 D 0 A_SetPitch(pitch+0.3)
	PIS2 EF 1
	PIS2 A 5 A_WeaponReady(1)
    Goto Ready
  AltFire:
	TNT1 A 0 A_GunFlash("WeaponStill")
	TNT1 A 0 A_PlaySound ("weapons/KICK")
	FOOT AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
	FOOT C 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
	FOOT D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
	FOOT D 1 A_CustomPunch(5,0,0,"KickPuff")
	FOOT D 0 A_Quake(1,2,0,10)
	FOOT EF 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
	FOOT FEDCBA 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
	TNT1 A 8 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
	TNT1 A 0 A_ReFire
	Goto Ready
  WeaponStill:
	PIS2 A 22
	Goto LightDone
  Deselect:
    PIS2 A 1 A_Lower
    PIS2 A 0 A_Lower
    Loop
  Select:
    PIS2 A 1 A_Raise
    PIS2 A 0 A_Raise
    Loop
  }
}