actor "CheyTac Intervention" : RGUWeapon
{
  obituary "%k sniped %o with the Intervention."
  inventory.pickupmessage "You got the CheyTac Intervention sniper rifle."
  //attacksound "intervention/fire"
  weapon.selectionorder 17
  weapon.ammotype "InterventionClip"
  weapon.ammouse 1
  weapon.ammogive 0
  weapon.ammotype2 "InterventionAmmo"
  weapon.ammouse2 0
  weapon.ammogive2 0
  states
  {
  Ready:
    M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    GRNA L 0 A_TakeInventory("weapondropper",2)
    INTA A 0 A_PlaySoundEx("weapon/draw","SoundSlot5")
    INTA BCDEF 2 A_WeaponReady(WRF_NOPRIMARY|WRF_ALLOWZOOM)
	INTA GHIJKLMNOP 2 A_WeaponReady(WRF_ALLOWZOOM)
	M4CD A 0 A_JumpIfInventory("InterToken",1,"Reload")
    INTA P 0 A_JumpIfNoAmmo("Reload")
	M4CC F 0 A_JumpIfInventory("weapondropper",1,"DropWeapon")
    INTA P 0 A_JumpIfInventory("Aiming",1,5)
    INTA P 0 A_JumpIfInventory("Reloading",1,"Reload")
    INTA P 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade")
    INTA P 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    INTA P 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
    Goto Ready+20
    INTF G 0 A_JumpIfInventory("Reloading",1,"Reload")
  ReadyAim:
    INTF G 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade")
    INTF G 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    INTF G 0 A_JumpIfInventory("GZCheck",1,4)
    INTF G 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,2)
    INTF G 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
    Goto Ready+26
    INTF G 1 A_WeaponReady(WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
    Goto Ready+26
    SCOP B 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,2)
    SCOP B 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
    Goto Ready+26
    SCOP B 1 A_WeaponReady(WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
    Goto Ready+26
  Deselect:
    INTA P 0 A_PlaySoundEx("weapon/down","SoundSlot5")
    INTA P 0 A_TakeInventory("Aiming",1)
    INTA P 0 A_TakeInventory("Reloading",1)
    INTA P 0 A_TakeInventory("ReloadingShot",1)
    INTA P 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    INTA P 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
    INTA P 0 A_Lower
    INTA P 1 A_Lower
    Goto Deselect+6
  Select:
	INTA A 0
	INTA A 0 A_TakeInventory("ReloadingShot",1)
    INTA A 0 A_Raise
    Goto Select+2
  Fire:
    "####" "#" 0 A_JumpIfInventory("Aiming",1,"FireAim")
    INTA P 1 A_JumpIfNoAmmo("ReloadStart")
    INTB A 0 A_JumpIfInventory("CoopCheck",1,2)
    INTB A 0 A_TakeInventory("PowerInvisibility",500)
    INTB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim")
    INTB A 0 A_PlayWeaponSound("intervention/fire")
    INTB AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,7,3)
    INTB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,7,3)
    INTB A 2 BRIGHT A_FireCustomMissile("HHCBINTERA", frandom(-15.00,15.00), 1, 0, 4, 0, frandom(-15.00,15.00))
    INTB B 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    INTB A 0 A_JumpIfNoAmmo("FireEmpty")
    INTB B 2 BRIGHT A_GunFlash
    INTB CDE 3
  FireCont:
    INTB F 3
    INTB G 3 A_PlaySound("intervention/dry")//open
	INTB G 0 A_SpawnItemEx("RifleCasingCheyTac",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    INTB HI 3
    INTB J 3 A_PlaySound("intervention/close")
    INTB KL 3
    INTB M 2 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    INTB MNNN 1 A_WeaponReady(WRF_NOBOB|WRF_ALLOWZOOM)
    INTA P 2 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto Ready+20
    INTA A 0 A_JumpIfNoAmmo("ReloadStart")
    Goto Ready+20
  FireCont2:
    INTB F 3
    INTB G 3 A_PlaySound("intervention/dry")//open
	INTB G 0 A_SpawnItemEx("RifleCasingCheyTac",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    INTB HI 3
    INTB J 3 A_PlaySound("intervention/close")
    INTB KL 3
    INTB M 2 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    INTB MNNN 1 A_WeaponReady(WRF_NOBOB|WRF_ALLOWZOOM)
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    INTA P 2 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto Ready+20
    INTA A 0 A_JumpIfNoAmmo("ReloadStart")
    Goto Ready+20
  FireEmpty:
    INTB B 2 BRIGHT A_GunFlash
    INTB C 3 A_GiveInventory("InterventionBolt",1)
    INTA P 2 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto Ready+20
    INTA A 0 A_JumpIfNoAmmo("ReloadStart")
    Goto Ready+20
  FireAim:
    "####" "#" 1 A_JumpIfNoAmmo("ReloadStart")
    "####" "#" 0 A_JumpIfInventory("CoopCheck",1,2)
    "####" "#" 0 A_TakeInventory("PowerInvisibility",500)
    "####" "#" 0 A_PlayWeaponSound("intervention/fire")
    "####" "##" 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,2)
    "####" "#" 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,2)
    "####" "#" 0 A_GiveInventory("ReloadingShot",1)
    "####" "#" 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 15,"FireAimMoving")
    "####" "#" 0 BRIGHT A_FireCustomMissile("HHCBINTERD", frandom(-0.05,0.05), 0, 0, 4, 0, frandom(-0.05,0.05))
    "####" "#" 2 BRIGHT A_FireCustomMissile("HHCBINTERD", frandom(-0.05,0.05), 1, 0, 4, 0, frandom(-0.05,0.05))
  FireAimCont:
    "####" "#" 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    "####" "#" 0 BRIGHT A_JumpIfNoAmmo("FireAimEmpty")
    "####" "#" 0 BRIGHT A_GunFlash
    "####" "#" 0 BRIGHT A_JumpIfInventory("Perk3_SteadyAim_Pro",1,"FireAimSteady")
    "####" "#" 2 BRIGHT A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    "####" "####" 3 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    "####" "#" 0 A_PlaySound("intervention/dry")//open
	"####" "#" 0 A_SpawnItemEx("RifleCasingCheyTac",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    "####" "###" 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    "####" "#" 0 A_PlaySound("intervention/close")
    "####" "#" 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    "####" "#" 0 A_TakeInventory("ReloadingShot",1)
    "####" "##" 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    "####" "#" 2 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    "####" "####" 1 A_WeaponReady(WRF_ALLOWZOOM)
    "####" "#" 2 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto Ready+26
    "####" "#" 0 A_JumpIfNoAmmo("ReloadStart")
    Goto Ready+26
  FireAimSteady:
    "####" "#" 2 BRIGHT A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    "####" "####" 3 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    "####" "#" 3 A_PlaySound("intervention/dry")//open
	"####" "#" 0 A_SpawnItemEx("RifleCasingCheyTac",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    "####" "##" 3
    "####" "#" 3 A_PlaySound("intervention/close")
    "####" "#" 0 A_TakeInventory("ReloadingShot",1)
    "####" "##" 3
    "####" "#" 2 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    "####" "####" 1 A_WeaponReady(WRF_NOBOB|WRF_ALLOWZOOM)
    "####" "#" 2 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto Ready+26
    "####" "#" 0 A_JumpIfNoAmmo("ReloadStart")
    Goto Ready+26
  FireAimMoving:
    "####" "#" 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,2)
    "####" "#" 2 BRIGHT A_FireCustomMissile("HHCBINTERC", frandom(-6.00,6.00), 1, 0, 4, 0, frandom(-6.00,6.00))
    Goto FireAimCont
    "####" "#" 2 BRIGHT A_FireCustomMissile("HHCBINTERB", frandom(-1.00,1.00), 1, 0, 4, 0, frandom(-1.00,1.00))
	//"####" "#" 0 A_SpawnItemEx("RifleCasingCheyTac",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    Goto FireAimCont
  FireAimEmpty:
    "####" "#" 2 BRIGHT A_GunFlash
    "####" "#" 0 A_TakeInventory("ReloadingShot",1)
    "####" "#" 3 A_GiveInventory("InterventionBolt",1)
    "####" "#" 2 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto Ready+26
    "####" "#" 0 A_JumpIfNoAmmo("ReloadStart")
    Goto Ready+26
  Reload: //AltFire:
    INTF A 0 A_JumpIfInventory("InterventionClip",7,2)
    INTF A 0 A_JumpIfInventory("InterventionAmmo",1,"ReloadStart")
    INTF A 0 A_TakeInventory("Reloading",1)
    INTF A 0 A_JumpIfInventory("Aiming",1,"ReadyAim")
    Goto Ready+23
  ReloadStart:
    INTC A 0 ACS_NamedExecuteAlways("RefSpeak",0,0,0,0)
    INTC A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim")
    INTC A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH")
    INTC A 0 A_JumpIfInventory("InterventionBolt",1,"ReloadStartBolt")
	INTC A 0 A_JumpIfInventory("InterToken",1,"Reload2")
    INTC ABCOP 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    INTC QRST 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    INTC U 3 A_PlaySoundEx("intervention/clipout","SoundSlot5")
	INTC U 0 A_FireCustomMissile("EmptyBoxMagSpawner2",0,0,0,-4)
	INTC U 0 A_GiveInventory("InterToken",1)
	INTC VWXYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
	INTD A 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
	goto Reload2
  Reload2:
    INTD BCDEF 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    INTD G 3 A_PlaySoundEx("intervention/clipin","SoundSlot5")
	INTF A 0 A_TakeInventory("Reloading",1)
    Goto ReloadAmmo
  ReloadAmmo:
    INTD G 0 A_JumpIfInventory("InterventionClip",7,"ReloadEnd")
	INTD C 0 A_TakeInventory("InterToken",1)
    INTD G 0 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto ReloadEnd
    INTD G 0 A_GiveInventory("InterventionClip",1)
    INTD G 0 A_TakeInventory("InterventionAmmo",1)
    Goto ReloadAmmo
  ReloadEnd:
    INTD HIJKLM 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    INTD S 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    Goto Ready+20
  ReloadStartBolt:
    INTC A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim")
    INTC A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStartBolt_SOH")
	INTC A 0 A_JumpIfInventory("InterToken",1,"Reload3")
    INTC ABCDE 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    INTC F 3 A_PlaySoundEx("intervention/dry","SoundSlot5")
	INTB A 0 A_SpawnItemEx("RifleCasingCheyTac",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    INTC GHIJKLMNO 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    INTC PQRST 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    INTC U 3 A_PlaySoundEx("intervention/clipout","SoundSlot5")
	INTC U 0 A_FireCustomMissile("EmptyBoxMagSpawner2",0,0,0,-4)
	INTC U 0 A_GiveInventory("InterToken",1)
    INTC VWXYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    INTD A 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
	goto Reload3
  Reload3:
    INTD BCDEF 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    INTD G 3 A_PlaySoundEx("intervention/clipin","SoundSlot5")
	INTF A 0 A_TakeInventory("Reloading",1)
    Goto ReloadAmmoBolt
  ReloadAmmoBolt:
    INTD G 0 A_JumpIfInventory("InterventionClip",7,"ReloadEndBolt")
	INTD C 0 A_TakeInventory("InterToken",1)
    INTD G 0 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto ReloadEndBolt
    INTD G 0 A_GiveInventory("InterventionClip",1)
    INTD G 0 A_TakeInventory("InterventionAmmo",1)
    Goto ReloadAmmoBolt
  ReloadEndBolt:
    INTD A 0 A_TakeInventory("InterventionBolt",1)
    INTD HIJKLM 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    INTD N 3 A_PlaySoundEx("intervention/close","SoundSlot5")
    INTD OPQRS 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    Goto Ready+20
  Zoom:
  PostReloadAlt:
    INTC A 0 A_JumpIfInventory("InterToken",1,"Reload")
    INTF D 0 A_GiveInventory("Aiming",1)
	INTF A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    INTF ABCDE 1
	INTF E 0 ACS_NamedExecuteAlways("RefKick",0,0,0,2)
	INTF E 0 A_ZoomFactor(3.0,ZOOM_INSTANT)
    Goto AltHold
  ReloadBreak:
    INTF E 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
    INTF ED 1
    INTF D 0 A_TakeInventory("Aiming",1)
    INTF CBA 1
    INTF A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
	TNT1 A 0 A_ClearReFire
    Goto Reload
  ClearRefire: 
    SCOP B 1 A_ClearReFire
	Goto AltHold
  FireAimAltHold:
    "####" "#" 0 A_JumpIfInventory("InterventionClip",1,2)
	TNT1 A 0 A_GiveInventory("InterventionBolt",1)
	Goto ReloadBreak
    "####" "#" 0 A_JumpIfInventory("CoopCheck",1,2)
    "####" "#" 0 A_TakeInventory("PowerInvisibility",500)
    "####" "#" 0 A_PlayWeaponSound("intervention/fire")
	"####" "#" 0 A_TakeInventory("InterventionClip",1)
    "####" "##" 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,2)
    "####" "#" 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,2)
    "####" "#" 0 A_GiveInventory("ReloadingShot",1)
    //"####" "#" 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 15,"FireAimMoving")
    "####" "#" 0 BRIGHT A_FireCustomMissile("HHCBINTERD", frandom(-0.05,0.05), 0, 0, 4, 0, frandom(-0.05,0.05))
    "####" "#" 2 BRIGHT A_FireCustomMissile("HHCBINTERD", frandom(-0.05,0.05), 1, 0, 4, 0, frandom(-0.05,0.05))
    "####" "#" 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    "####" "#" 0 BRIGHT A_GunFlash
    "####" "#" 0 BRIGHT A_JumpIfInventory("Perk3_SteadyAim_Pro",1,"FireAimSteady")
	"####" "#" 0 A_JumpIfInventory("AltFireHeld",1,1)
	Goto AltFire5
    "####" "#" 2 BRIGHT //A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
	"####" "#" 0 A_JumpIfInventory("AltFireHeld",1,1)
	Goto AltFire5
    "####" "####" 3 //A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
	"####" "#" 0 A_JumpIfInventory("AltFireHeld",1,1)
	Goto AltFire5
	"####" "#" 0 A_TakeInventory("ReloadingShot",1)
	"####" "#" 0 A_JumpIfInventory("InterventionClip",1,2)
	TNT1 A 0 A_GiveInventory("InterventionBolt",1)
	Goto ReloadBreak
    "####" "#" 0 A_PlaySound("intervention/dry")//open
	"####" "#" 0 A_SpawnItemEx("RifleCasingCheyTac",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    "####" "###" 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    "####" "#" 0 A_PlaySound("intervention/close")
    "####" "#" 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    "####" "##" 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    "####" "#" 2 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    "####" "####" 1 A_WeaponReady(WRF_ALLOWZOOM)
    "####" "#" 2 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto AltHold
  AltHold:
    "####" "#" 0 A_JumpIfInventory("FireHeld",1,"ClearRefire")
    SCOP B 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	"####" "#" 0 A_JumpIfInventory("FireHeld",1,"FireAimAltHold")
	"####" "#" 0 A_JumpIfInventory("Reloading",1,"ReloadBreak")
	"####" "#" 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade")
    "####" "#" 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
	//"####" "#" 0 A_JumpIfInventory("weapondropper",1,"AltFire3")
	"####" "#" 0 A_Refire("AltHold")
	"####" "#" 0 A_JumpIfInventory("Aiming",1,"AltFire2")
	Goto Ready+22
  AltFire:
    GRNA L 0 A_TakeInventory("weapondropper",2)
    M4CD A 0 A_JumpIfInventory("InterToken",1,"Reload")
    INTF A 0 A_JumpIfInventory("ReloadingShot",1,"AltFire4")
	"####" "#" 0 A_JumpIfInventory("AltFireHeld",1,"AltHold")
    INTF A 0 A_JumpIfInventory("Aiming",1,"AltFire2")
    INTF AB 1
    INTF B 0 A_GiveInventory("Aiming",1)
    INTF CDE 1
    INTF E 0 A_ZoomFactor(3.0,ZOOM_INSTANT)
    INTF E 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    INTF E 0 ACS_NamedExecuteAlways("RefKick",0,0,0,2)
	"####" "##" 0 A_Refire("AltHold")
    Goto Ready+26
  AltFire2:
    INTF E 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
    INTF ED 1
    INTF D 0 A_TakeInventory("Aiming",1)
    INTF CBA 1
    INTF A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    Goto Ready+20
  AltFire4:
    INTF E 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
    INTF ED 1
    INTF D 0 A_TakeInventory("Aiming",1)
    INTF CBA 1
    INTF A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    INTF A 0 A_TakeInventory("ReloadingShot",1)
    INTF A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAimCont")
    Goto FireCont
  AltFire5:
    INTF A 0 A_TakeInventory("ReloadingShot",1)
	INTF D 0 A_TakeInventory("Aiming",1)
    "####" "#" 0 A_JumpIfInventory("InterventionClip",1,2)
	TNT1 A 0 A_GiveInventory("InterventionBolt",1)
	Goto ReloadBreak
    INTF E 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
    INTF ED 1
    INTF CBA 1
    INTF A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    //INTF A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAimCont")
	TNT1 A 0 A_ClearReFire
    Goto FireCont2
  ReloadStartAim:
    INTF E 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
    INTF ED 1
    INTF D 0 A_TakeInventory("Aiming",1)
    INTF CBA 1
    INTF A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    Goto ReloadStart+2
  Flash:
    TNT1 A 2 bright A_Light1
    TNT1 A 0 bright A_Light0
    stop
  Spawn:
    WEAP H 0
    WEAP H 0 A_SpawnItem("InterventionDrop")
    stop
  Fire_SteadyAim:
    INTB A 0 A_PlayWeaponSound("intervention/fire")
    INTB AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,7,3)
    INTB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,7,3)
    INTB A 2 BRIGHT A_FireCustomMissile("HHCBINTERD", frandom(-10.00,10.00), 1, 0, 4, 0, frandom(-10.00,10.00))
    INTB B 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    INTB A 0 A_JumpIfNoAmmo("FireEmpty")
    INTB B 2 BRIGHT A_GunFlash
    INTB CDE 3
  Fire_SteadyAimCont:
    INTB F 3
    INTB G 3 A_PlaySound("intervention/dry")//open
	INTB A 0 A_SpawnItemEx("RifleCasingCheyTac",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    INTB HI 3
    INTB J 3 A_PlaySound("intervention/close")
    INTB KL 3
    INTB M 2 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    INTB MNNN 1 A_WeaponReady(WRF_NOBOB|WRF_ALLOWZOOM)
    INTA P 2 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto Ready+20
    INTA A 0 A_JumpIfNoAmmo("ReloadStart")
    Goto Ready+20
  ReloadStart_SOH:
    INTC A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim")
    INTC A 0
    INTC A 0 A_JumpIfInventory("InterventionBolt",1,"ReloadStartBolt")
	INTC A 0 A_JumpIfInventory("InterToken",1,"Reload4")
    INTC ABCOP 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    INTC QRST 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    INTC U 2 A_PlaySoundEx("intervention/clipout","SoundSlot5")
	INTC U 0 A_FireCustomMissile("EmptyBoxMagSpawner2",0,0,0,-4)
	INTC U 0 A_GiveInventory("InterToken",1)
    INTC VWXYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
	INTD A 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
	goto Reload4
  Reload4:
    INTD BCDEF 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    INTD G 2 A_PlaySoundEx("intervention/clipin","SoundSlot5")
	INTF A 0 A_TakeInventory("Reloading",1)
    Goto ReloadAmmo_SOH
  ReloadAmmo_SOH:
    INTD G 0 A_JumpIfInventory("InterventionClip",7,"ReloadEnd_SOH")
	INTD C 0 A_TakeInventory("InterToken",1)
    INTD G 0 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto ReloadEnd_SOH
    INTD G 0 A_GiveInventory("InterventionClip",1)
    INTD G 0 A_TakeInventory("InterventionAmmo",1)
    Goto ReloadAmmo_SOH
  ReloadEnd_SOH:
    INTD HIJKLM 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    INTD S 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    Goto Ready+20
  ReloadStartBolt_SOH:
    INTC A 0 A_JumpIfInventory("InterToken",1,"Reload5")
    INTC A 2
    INTC BCDE 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    INTC F 2 A_PlaySoundEx("intervention/dry","SoundSlot5")
	INTB A 0 A_SpawnItemEx("RifleCasingCheyTac",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    INTC GHIJKLMNO 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    INTC PQRST 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    INTC U 2 A_PlaySoundEx("intervention/clipout","SoundSlot5")
	INTC U 0 A_FireCustomMissile("EmptyBoxMagSpawner2",0,0,0,-4)
	INTC U 0 A_GiveInventory("InterToken",1)
    INTC VWXYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    INTD A 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
	goto Reload5
  Reload5:
    INTD BCDEF 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    INTD G 2 A_PlaySoundEx("intervention/clipin","SoundSlot5")
	INTF A 0 A_TakeInventory("Reloading",1)
    Goto ReloadAmmoBolt_SOH
  ReloadAmmoBolt_SOH:
    INTD G 0 A_JumpIfInventory("InterventionClip",7,"ReloadEndBolt_SOH")
	INTD C 0 A_TakeInventory("InterToken",1)
    INTD G 0 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto ReloadEndBolt_SOH
    INTD G 0 A_GiveInventory("InterventionClip",1)
    INTD G 0 A_TakeInventory("InterventionAmmo",1)
    Goto ReloadAmmoBolt_SOH
  ReloadEndBolt_SOH:
    INTD A 0 A_TakeInventory("InterventionBolt",1)
    INTD HIJKLM 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    INTD N 2 A_PlaySoundEx("intervention/close","SoundSlot5")
    INTD OPQRS 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    Goto Ready+20
  FragGrenade:
    U45F A 0 ACS_NamedExecuteAlways("RefSpeak",0,1,0,0)
    U45F A 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
    U45A L 0 A_TakeInventory("Aiming",1)
    U45A L 0 A_TakeInventory("Reloading",1)
    U45F A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
	M4CA J 0 A_JumpIfInventory("ThrowingStun",1,"StunGrenade")
	M4CA J 0 A_JumpIfInventory("ThrowingIncd",1,"IncGrenade")
    U45A L 0 A_JumpIfInventory("Perk1_SOH_Pro",1,"FragGrenade_SOH")
    GRNA ABC 2
    GRNA D 2 A_PlaySound("grenade/pinpull")
    GRNA EFGH 2
    TNT1 A 15
    TNT1 A 0 A_PlaySound("grenade/throw")
    GRNA A 0 A_PlaySoundEx("us/grenades","Voice")
    GRNA IJK 2
    GRNA L 0 A_TakeInventory("GrenadeAmmo",1)
    GRNA L 0 A_TakeInventory("ThrowingGrenade",1)
    U45A L 0 A_TakeInventory("Aiming",1)
    GRNA L 0 A_TakeInventory("KnifeAttack",1)
    GRNA L 2 A_FireCustomMissile("FragGrenade",frandom(-2.00,2.00),0,0,16,0,frandom(-1.50,1.50))
    GRNA MN 2
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    Goto Ready+3
  FragGrenade_SOH:
    GRNA ABC 1
    GRNA D 1 A_PlaySound("grenade/pinpull")
    GRNA EFGH 1
    TNT1 A 10
    TNT1 A 0 A_PlaySound("grenade/throw")
    GRNA A 0 A_PlaySoundEx("us/grenades","Voice")
    GRNA IJK 1
    GRNA L 0 A_TakeInventory("GrenadeAmmo",1)
    GRNA L 0 A_TakeInventory("ThrowingGrenade",1)
    U45A L 0 A_TakeInventory("Aiming",1)
    GRNA L 0 A_TakeInventory("KnifeAttack",1)
    GRNA L 1 A_FireCustomMissile("FragGrenade",frandom(-2.00,2.00),0,0,16,0,frandom(-1.50,1.50))
    GRNA MN 1
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    Goto Ready+3
  KnifeAttack:
    GRNA L 0 A_TakeInventory("weapondropper",2)
    U45F A 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
    U45A L 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade")
    U45A L 0 A_TakeInventory("Aiming",1)
    U45A L 0 A_TakeInventory("Reloading",1)
    U45F A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    U45A L 0 A_JumpIfInventory("Perk1_SOH_Pro",1,"KnifeAttack_SOH")
    U45C A 0 A_JumpIfInventory("Perk3_Commando",1,"KnifeAttack_Commando")
    KNFA A 0 ACS_NamedExecuteAlways("RefSlash",0,0,0,0)
    KNFA AB 1
    KNFA B 0 A_PlaySound("knife/swing")
    KNFA C 1 A_CustomPunch(102,1,0,"KnifePuff",104)
    KNFA DEFGHIJKL 1
    TNT1 A 20
    GRNA L 0 A_TakeInventory("ThrowingGrenade",1)
    GRNA L 0 A_TakeInventory("KnifeAttack",1)
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    Goto Ready+3
  KnifeAttack_Commando:
    KNFA A 0 ACS_NamedExecuteAlways("RefSlash",0,0,0,0)
    KNFA AB 1
    KNFA B 0 A_PlaySound("knife/swing")
    KNFA C 1 A_CustomPunch(102,1,0,"KnifePuff",160)
    KNFA DEFGHIJKL 1
    TNT1 A 20
    GRNA L 0 A_TakeInventory("ThrowingGrenade",1)
    GRNA L 0 A_TakeInventory("KnifeAttack",1)
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    Goto Ready+3
  KnifeAttack_SOH:
    U45C A 0 A_JumpIfInventory("Perk3_Commando",1,"KnifeAttack_SOH_Commando")
    KNFA A 0 ACS_NamedExecuteAlways("RefSlash",0,0,0,0)
    KNFA AB 1
    KNFA B 0 A_PlaySound("knife/swing")
    KNFA C 1 A_CustomPunch(102,1,0,"KnifePuff",104)
    KNFA DEFGHIJKL 1
    TNT1 A 10
    GRNA L 0 A_TakeInventory("ThrowingGrenade",1)
    GRNA L 0 A_TakeInventory("KnifeAttack",1)
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    Goto Ready+3
  KnifeAttack_SOH_Commando:
    KNFA A 0 ACS_NamedExecuteAlways("RefSlash",0,0,0,0)
    KNFA AB 1
    KNFA B 0 A_PlaySound("knife/swing")
    KNFA C 1 A_CustomPunch(102,1,0,"KnifePuff",160)
    KNFA DEFGHIJKL 1
    TNT1 A 10
    GRNA L 0 A_TakeInventory("ThrowingGrenade",1)
    GRNA L 0 A_TakeInventory("KnifeAttack",1)
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    Goto Ready+3
  StunGrenade:
    U45A L 0 A_JumpIfInventory("Perk1_SOH_Pro",1,"StunGrenade_SOH")
    GRNA ABC 2
    GRNA D 2 A_PlaySound("grenade/pinpull")
    GRNA EFGH 2
    TNT1 A 15
    TNT1 A 0 A_PlaySound("grenade/throw")
    GRNA A 0 A_PlaySoundEx("us/grenades","Voice")
    GRNA IJK 2
    GRNA L 0 A_TakeInventory("StunAmmo",1)
    GRNA L 0 A_TakeInventory("ThrowingGrenade",1)
	GRNA L 0 A_TakeInventory("ThrowingStun",1)
	GRNA L 0 A_TakeInventory("ThrowingIncd",1)
    U45A L 0 A_TakeInventory("Aiming",1)
    GRNA L 0 A_TakeInventory("KnifeAttack",1)
    GRNA L 2 A_FireCustomMissile("StunGrenade",frandom(-2.00,2.00),0,0,16,0,frandom(-1.50,1.50))
    GRNA MN 2
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    Goto Ready+3
  IncGrenade:
    U45A L 0 A_JumpIfInventory("Perk1_SOH_Pro",1,"IncGrenade_SOH")
    GRNA ABC 2
    GRNA D 2 A_PlaySound("grenade/pinpull")
    GRNA EFGH 2
    TNT1 A 15
    TNT1 A 0 A_PlaySound("grenade/throw")
    GRNA A 0 A_PlaySoundEx("us/grenades","Voice")
    GRNA IJK 2
    GRNA L 0 A_TakeInventory("IncdAmmo",1)
    GRNA L 0 A_TakeInventory("ThrowingGrenade",1)
	GRNA L 0 A_TakeInventory("ThrowingStun",1)
	GRNA L 0 A_TakeInventory("ThrowingIncd",1)
    U45A L 0 A_TakeInventory("Aiming",1)
    GRNA L 0 A_TakeInventory("KnifeAttack",1)
    GRNA L 2 A_FireCustomMissile("IncGrenade",frandom(-2.00,2.00),0,0,16,0,frandom(-1.50,1.50))
    GRNA MN 2
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    Goto Ready+3
  StunGrenade_SOH:
    GRNA ABC 1
    GRNA D 1 A_PlaySound("grenade/pinpull")
    GRNA EFGH 1
    TNT1 A 10
    TNT1 A 0 A_PlaySound("grenade/throw")
    GRNA A 0 A_PlaySoundEx("us/grenades","Voice")
    GRNA IJK 1
    GRNA L 0 A_TakeInventory("StunAmmo",1)
    GRNA L 0 A_TakeInventory("ThrowingGrenade",1)
	GRNA L 0 A_TakeInventory("ThrowingStun",1)
	GRNA L 0 A_TakeInventory("ThrowingIncd",1)
    U45A L 0 A_TakeInventory("Aiming",1)
    GRNA L 0 A_TakeInventory("KnifeAttack",1)
    GRNA L 1 A_FireCustomMissile("StunGrenade",frandom(-2.00,2.00),0,0,16,0,frandom(-1.50,1.50))
    GRNA MN 1
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    Goto Ready+3
  IncGrenade_SOH:
    GRNA ABC 1
    GRNA D 1 A_PlaySound("grenade/pinpull")
    GRNA EFGH 1
    TNT1 A 10
    TNT1 A 0 A_PlaySound("grenade/throw")
    GRNA A 0 A_PlaySoundEx("us/grenades","Voice")
    GRNA IJK 1
    GRNA L 0 A_TakeInventory("IncdAmmo",1)
    GRNA L 0 A_TakeInventory("ThrowingGrenade",1)
	GRNA L 0 A_TakeInventory("ThrowingStun",1)
	GRNA L 0 A_TakeInventory("ThrowingIncd",1)
    U45A L 0 A_TakeInventory("Aiming",1)
    GRNA L 0 A_TakeInventory("KnifeAttack",1)
    GRNA L 1 A_FireCustomMissile("IncGrenade",frandom(-2.00,2.00),0,0,16,0,frandom(-1.50,1.50))
    GRNA MN 1
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    Goto Ready+3
  DropWeapon:
    INTA ONMLKJIHGFEDCB 2 A_WeaponReady(WRF_NOPRIMARY)
	INTA A 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
	M4CC F 0 A_JumpIfInventory("weapondropper",2,"ThrowWeapon")
    KNFA A 0 ACS_NamedExecuteAlways("RefDropW",0,0,0,0)
	GRNA L 0 A_TakeInventory("weapondropper",1)
	M4CB A 0 A_FireCustomMissile("IntervDropped",0,0,7,2)
	stop
  ThrowWeapon:
    GRNA IKMN 1
	KNFA B 0 A_PlaySound("knife/swing")
    KNFA A 0 ACS_NamedExecuteAlways("RefDropW",0,0,0,0)
	GRNA L 0 A_TakeInventory("weapondropper",2)
	M4CB A 0 A_FireCustomMissile("IntervThrown",0,0,7,2)
	stop
  }
}

actor InterventionClip : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 0
    inventory.maxamount 7
    ammo.backpackamount 0
    ammo.backpackmaxamount 7
    +IGNORESKILL
}
actor InterventionBolt : Inventory
{
    inventory.amount 0
    inventory.maxamount 1
}
actor "CheyTac Intervention Thermal" : "CheyTac Intervention"
{
  obituary "%k sniped %o with the Intervention."
  inventory.pickupmessage "You got the CheyTac Intervention sniper rifle."
  //attacksound "intervention/fire"
  weapon.selectionorder 17
  weapon.ammotype "InterventionClip"
  weapon.ammouse 1
  weapon.ammogive 0
  weapon.ammotype2 "InterventionAmmo"
  weapon.ammouse2 0
  weapon.ammogive2 0
  states
  {
  Ready:
    M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    GRNA L 0 A_TakeInventory("weapondropper",2)
    INTA A 0 A_PlaySoundEx("weapon/draw","SoundSlot5")
    INTA BCDEF 2 A_WeaponReady(WRF_NOPRIMARY|WRF_ALLOWZOOM)
	INTA GHIJKLMNOP 2 A_WeaponReady(WRF_ALLOWZOOM)
	M4CD A 0 A_JumpIfInventory("InterToken",1,"Reload")
    INTA P 0 A_JumpIfNoAmmo("Reload")
	M4CC F 0 A_JumpIfInventory("weapondropper",1,"DropWeapon")
    INTA P 0 A_JumpIfInventory("Aiming",1,5)
    INTA P 0 A_JumpIfInventory("Reloading",1,"Reload")
    INTA P 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade")
    INTA P 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    INTA P 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
    Goto Ready+20
    INTF G 0 A_JumpIfInventory("Reloading",1,"Reload")
  ReadyAim:
    INTF G 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade")
    INTF G 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    INTF G 0 A_GiveInventory("SniperInfrared",1)
    INTF G 0 A_JumpIfInventory("GZCheck",1,4)
    INTF G 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,2)
    INTF G 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
    Goto Ready+26
    INTF G 1 A_WeaponReady(WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
    Goto Ready+26
    SCOP B 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,2)
    SCOP B 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
    Goto Ready+26
    SCOP B 1 A_WeaponReady(WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
    Goto Ready+26
  Deselect:
    INTA P 0 A_PlaySoundEx("weapon/down","SoundSlot5")
    INTA P 0 A_TakeInventory("PowerLightAmp",500)
    INTA P 0 A_TakeInventory("Aiming",1)
    INTA P 0 A_TakeInventory("AimingFar",1)
    INTA P 0 A_TakeInventory("Reloading",1)
    INTA P 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    INTA P 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
    INTA P 0 A_Lower
    INTA P 1 A_Lower
    Goto Deselect+7
  FireCont2:
    INTF E 0 A_TakeInventory("PowerLightAmp",500)
    INTB F 3
    INTB G 3 A_PlaySound("intervention/dry")//open
	INTB G 0 A_SpawnItemEx("RifleCasingCheyTac",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    INTB HI 3
    INTB J 3 A_PlaySound("intervention/close")
    INTB KL 3
    INTB M 2 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    INTB MNNN 1 A_WeaponReady(WRF_NOBOB|WRF_ALLOWZOOM)
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    INTA P 2 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto Ready+20
    INTA A 0 A_JumpIfNoAmmo("ReloadStart")
    Goto Ready+20
  Zoom:
  PostReloadAlt:
    INTC A 0 A_JumpIfInventory("InterToken",1,"Reload")
    INTF D 0 A_GiveInventory("Aiming",1)
	INTF A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    INTF ABCDE 1
	INTF E 0 ACS_NamedExecuteAlways("RefKick",0,0,0,2)
	"####" "#" 0 A_GiveInventory("SniperInfrared",1)
	"####" "#" 0 A_GiveInventory("AimingFar",1)
	INTF E 0 A_ZoomFactor(3.0,ZOOM_INSTANT)
    Goto AltHold
  ReloadBreak:
    INTF E 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
	M14C F 0 A_TakeInventory("PowerLightAmp",500)
    INTF ED 1
    INTF D 0 A_TakeInventory("Aiming",1)
    INTF CBA 1
    INTF A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
	TNT1 A 0 A_ClearReFire
    Goto Reload
  FireAimAltHold:
    "####" "#" 0 A_JumpIfInventory("InterventionClip",1,2)
	TNT1 A 0 A_GiveInventory("InterventionBolt",1)
	Goto ReloadBreak
    "####" "#" 0 A_JumpIfInventory("CoopCheck",1,2)
    "####" "#" 0 A_TakeInventory("PowerInvisibility",500)
    "####" "#" 0 A_PlayWeaponSound("intervention/fire")
	"####" "#" 0 A_TakeInventory("InterventionClip",1)
    "####" "##" 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,2)
    "####" "#" 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,2)
    "####" "#" 0 A_GiveInventory("ReloadingShot",1)
    //"####" "#" 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 15,"FireAimMoving")
    "####" "#" 0 BRIGHT A_FireCustomMissile("HHCBINTERD", frandom(-0.05,0.05), 0, 0, 4, 0, frandom(-0.05,0.05))
    "####" "#" 2 BRIGHT A_FireCustomMissile("HHCBINTERD", frandom(-0.05,0.05), 1, 0, 4, 0, frandom(-0.05,0.05))
    "####" "#" 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    "####" "#" 0 BRIGHT A_GunFlash
    "####" "#" 0 BRIGHT A_JumpIfInventory("Perk3_SteadyAim_Pro",1,"FireAimSteady")
	"####" "#" 0 A_JumpIfInventory("AltFireHeld",1,1)
	Goto AltFire5
    "####" "#" 2 BRIGHT //A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
	"####" "#" 0 A_JumpIfInventory("AltFireHeld",1,1)
	Goto AltFire5
    "####" "####" 3 //A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
	"####" "#" 0 A_JumpIfInventory("AltFireHeld",1,1)
	Goto AltFire5
	"####" "#" 0 A_TakeInventory("ReloadingShot",1)
	"####" "#" 0 A_JumpIfInventory("InterventionClip",1,2)
	TNT1 A 0 A_GiveInventory("InterventionBolt",1)
	Goto ReloadBreak
    "####" "#" 0 A_PlaySound("intervention/dry")//open
	"####" "#" 0 A_SpawnItemEx("RifleCasingCheyTac",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    "####" "###" 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    "####" "#" 0 A_PlaySound("intervention/close")
    "####" "#" 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    "####" "##" 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    "####" "#" 2 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    "####" "####" 1 A_WeaponReady(WRF_ALLOWZOOM)
    "####" "#" 2 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto AltHold
  AltHold:
    "####" "#" 0 A_GiveInventory("SniperInfrared",1)
	"####" "#" 0 A_GiveInventory("AimingFar",1)
    "####" "#" 0 A_JumpIfInventory("FireHeld",1,"ClearRefire")
    SCOP B 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	"####" "#" 0 A_JumpIfInventory("FireHeld",1,"FireAimAltHold")
	"####" "#" 0 A_JumpIfInventory("Reloading",1,"ReloadBreak")
	"####" "#" 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade")
    "####" "#" 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
	//"####" "#" 0 A_JumpIfInventory("weapondropper",1,"AltFire3")
	"####" "#" 0 A_Refire("AltHold")
	"####" "#" 0 A_JumpIfInventory("Aiming",1,"AltFire2")
	Goto Ready+22
  AltFire:
    "####" "#" 0 A_TakeInventory("weapondropper",2)
    "####" "#" 0 A_JumpIfInventory("InterToken",1,"Reload")
    "####" "#" 0 A_JumpIfInventory("ReloadingShot",1,"AltFire4")
	"####" "#" 0 A_JumpIfInventory("AltFireHeld",1,"AltHold")
    "####" "#" 0 A_JumpIfInventory("Aiming",1,"AltFire2")
    INTF AB 1
    INTF B 0 A_GiveInventory("Aiming",1)
    INTF B 0 A_TakeInventory("AimingFar",1)
    INTF CDE 1
    INTF E 0 A_ZoomFactor(3.0,ZOOM_INSTANT)
    INTF E 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    INTF E 0 ACS_NamedExecuteAlways("RefKick",0,0,0,2)
	"####" "##" 0 A_Refire("AltHold")
    Goto Ready+26
  AltFire2:
    "####" "#" 0 A_JumpIfInventory("AimingFar",1,"AltFire3")
    "####" "#" 0 A_PlaySoundEx("weapon/down","SoundSlot5")
    "####" "#" 0 A_GiveInventory("AimingFar",1)
    "####" "#" 5 A_ZoomFactor(7.5)
    Goto Ready+26
  AltFire3:
    INTF E 0 A_TakeInventory("PowerLightAmp",500)
    INTF E 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
    INTF ED 1
    INTF D 0 A_TakeInventory("Aiming",1)
    INTF D 0 A_TakeInventory("AimingFar",1)
    INTF CBA 1
    INTF A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    Goto Ready+20
  AltFire4:
    INTF E 0 A_TakeInventory("PowerLightAmp",500)
    INTF E 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
    INTF ED 1
    INTF D 0 A_TakeInventory("Aiming",1)
    INTF D 0 A_TakeInventory("AimingFar",1)
    INTF CBA 1
    INTF A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    INTF A 0 A_TakeInventory("ReloadingShot",1)
    INTF A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAimCont")
    Goto FireCont
  AltFire5:
    INTF E 0 A_TakeInventory("PowerLightAmp",500)
    INTF A 0 A_TakeInventory("ReloadingShot",1)
	INTF D 0 A_TakeInventory("Aiming",1)
	INTF D 0 A_TakeInventory("Aiming",1)
    INTF D 0 A_TakeInventory("AimingFar",1)
    "####" "#" 0 A_JumpIfInventory("InterventionClip",1,2)
	TNT1 A 0 A_GiveInventory("InterventionBolt",1)
	Goto ReloadBreak
    INTF E 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
    INTF ED 1
    INTF CBA 1
    INTF A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    //INTF A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAimCont")
	TNT1 A 0 A_ClearReFire
    Goto FireCont2
  ReloadStartAim:
    INTF E 0 A_TakeInventory("PowerLightAmp",500)
    INTF E 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
    INTF ED 1
    INTF D 0 A_TakeInventory("Aiming",1)
    INTF D 0 A_TakeInventory("AimingFar",1)
    INTF CBA 1
    INTF A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    Goto ReloadStart+2
  FragGrenade:
    U45F A 0 ACS_NamedExecuteAlways("RefSpeak",0,1,0,0)
    U45F A 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
    U45F A 0 A_TakeInventory("PowerLightAmp",500)
    U45A L 0 A_TakeInventory("Aiming",1)
    U45A L 0 A_TakeInventory("Reloading",1)
    U45F A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
	M4CA J 0 A_JumpIfInventory("ThrowingStun",1,"StunGrenade")
	M4CA J 0 A_JumpIfInventory("ThrowingIncd",1,"IncGrenade")
    U45A L 0 A_JumpIfInventory("Perk1_SOH_Pro",1,"FragGrenade_SOH")
    GRNA ABC 2
    GRNA D 2 A_PlaySound("grenade/pinpull")
    GRNA EFGH 2
    TNT1 A 15
    TNT1 A 0 A_PlaySound("grenade/throw")
    GRNA A 0 A_PlaySoundEx("us/grenades","Voice")
    GRNA IJK 2
    GRNA L 0 A_TakeInventory("GrenadeAmmo",1)
    GRNA L 0 A_TakeInventory("ThrowingGrenade",1)
    U45A L 0 A_TakeInventory("Aiming",1)
    GRNA L 0 A_TakeInventory("KnifeAttack",1)
    GRNA L 2 A_FireCustomMissile("FragGrenade",frandom(-2.00,2.00),0,0,16,0,frandom(-1.50,1.50))
    GRNA MN 2
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    Goto Ready+3
  KnifeAttack:
    GRNA L 0 A_TakeInventory("weapondropper",2)
    U45F A 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
    U45F A 0 A_TakeInventory("PowerLightAmp",500)
    U45A L 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade")
    U45A L 0 A_TakeInventory("Aiming",1)
    U45A L 0 A_TakeInventory("Reloading",1)
    U45F A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    U45A L 0 A_JumpIfInventory("Perk1_SOH_Pro",1,"KnifeAttack_SOH")
    U45C A 0 A_JumpIfInventory("Perk3_Commando",1,"KnifeAttack_Commando")
    KNFA A 0 ACS_NamedExecuteAlways("RefSlash",0,0,0,0)
    KNFA AB 1
    KNFA B 0 A_PlaySound("knife/swing")
    KNFA C 1 A_CustomPunch(102,1,0,"KnifePuff",104)
    KNFA DEFGHIJKL 1
    TNT1 A 20
    GRNA L 0 A_TakeInventory("ThrowingGrenade",1)
    GRNA L 0 A_TakeInventory("KnifeAttack",1)
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    Goto Ready+3
  }
}

actor InterventionThermal : Inventory
{
    inventory.amount 0
    inventory.maxamount 1
}
actor "CheyTac Intervention Ex Mags" : "CheyTac Intervention"
{
  obituary "%k sniped %o with the Intervention."
  inventory.pickupmessage "You got the CheyTac Intervention sniper rifle."
  //attacksound "intervention/fire"
  weapon.selectionorder 17
  weapon.ammotype "InterventionClip2"
  weapon.ammouse 1
  weapon.ammogive 0
  weapon.ammotype2 "InterventionAmmo"
  weapon.ammouse2 0
  weapon.ammogive2 0
  states
  {
  Ready:
    M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    GRNA L 0 A_TakeInventory("weapondropper",2)
    INTA A 0 A_PlaySoundEx("weapon/draw","SoundSlot5")
    INTA BCDEF 2 A_WeaponReady(WRF_NOPRIMARY|WRF_ALLOWZOOM)
	INTA GHIJKLMNOP 2 A_WeaponReady(WRF_ALLOWZOOM)
	M4CD A 0 A_JumpIfInventory("InterToken",1,"Reload")
    INTA P 0 A_JumpIfNoAmmo("Reload")
	M4CC F 0 A_JumpIfInventory("weapondropper",1,"DropWeapon")
    INTA P 0 A_JumpIfInventory("Aiming",1,5)
    INTA P 0 A_JumpIfInventory("Reloading",1,"Reload")
    INTA P 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade")
    INTA P 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    INTA P 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
    Goto Ready+20
    INTF G 0 A_JumpIfInventory("Reloading",1,"Reload")
  ReadyAim:
    INTF G 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade")
    INTF G 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    INTF G 0 A_JumpIfInventory("GZCheck",1,4)
    INTF G 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,2)
    INTF G 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
    Goto Ready+26
    INTF G 1 A_WeaponReady(WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
    Goto Ready+26
    SCOP B 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,2)
    SCOP B 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
    Goto Ready+26
    SCOP B 1 A_WeaponReady(WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
    Goto Ready+26
  Reload: //AltFire:
    INTF A 0 A_JumpIfInventory("InterventionClip2",11,2)
    INTF A 0 A_JumpIfInventory("InterventionAmmo",1,"ReloadStart")
    INTF A 0 A_TakeInventory("Reloading",1)
    INTF A 0 A_JumpIfInventory("Aiming",1,"ReadyAim")
    Goto Ready+23
  ReloadStart:
    INTC A 0 ACS_NamedExecuteAlways("RefSpeak",0,0,0,0)
    INTC A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim")
    INTC A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH")
    INTC A 0 A_JumpIfInventory("InterventionBolt",1,"ReloadStartBolt")
	INTC A 0 A_JumpIfInventory("InterToken",1,"Reload2")
    INTC ABCOP 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    INTC QRST 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    INTC U 3 A_PlaySoundEx("intervention/clipout","SoundSlot5")
	INTC U 0 A_FireCustomMissile("EmptyBoxMagExtSpawner2",0,0,0,-4)
	INTC U 0 A_GiveInventory("InterToken",1)
    INTC VWXYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    INTD A 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
	goto Reload2
  Reload2:
    INTD BCDEF 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    INTD G 3 A_PlaySoundEx("intervention/clipin","SoundSlot5")
	INTF A 0 A_TakeInventory("Reloading",1)
    Goto ReloadAmmo
  ReloadAmmo:
    INTD G 0 A_JumpIfInventory("InterventionClip2",11,"ReloadEnd")
	INTD C 0 A_TakeInventory("InterToken",1)
    INTD G 0 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto ReloadEnd
    INTD G 0 A_GiveInventory("InterventionClip2",1)
    INTD G 0 A_TakeInventory("InterventionAmmo",1)
    Goto ReloadAmmo
  ReloadEnd:
    INTD HIJKLM 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    INTD S 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    Goto Ready+20
  ReloadStartBolt:
    INTC A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim")
    INTC A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStartBolt_SOH")
	INTC A 0 A_JumpIfInventory("InterToken",1,"Reload3")
    INTC ABCDE 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    INTC F 3 A_PlaySoundEx("intervention/dry","SoundSlot5")
	INTB A 0 A_SpawnItemEx("RifleCasingCheyTac",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    INTC GHIJKLMNO 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    INTC PQRST 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    INTC U 3 A_PlaySoundEx("intervention/clipout","SoundSlot5")
	INTC U 0 A_FireCustomMissile("EmptyBoxMagExtSpawner2",0,0,0,-4)
	INTC U 0 A_GiveInventory("InterToken",1)
    INTC VWXYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    INTD A 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
	goto Reload3
  Reload3:
    INTD BCDEF 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    INTD G 3 A_PlaySoundEx("intervention/clipin","SoundSlot5")
	INTF A 0 A_TakeInventory("Reloading",1)
    Goto ReloadAmmoBolt
  ReloadAmmoBolt:
    INTD G 0 A_JumpIfInventory("InterventionClip2",11,"ReloadEndBolt")
	INTD C 0 A_TakeInventory("InterToken",1)
    INTD G 0 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto ReloadEndBolt
    INTD G 0 A_GiveInventory("InterventionClip2",1)
    INTD G 0 A_TakeInventory("InterventionAmmo",1)
    Goto ReloadAmmoBolt
  ReloadEndBolt:
    INTD A 0 A_TakeInventory("InterventionBolt",1)
    INTD HIJKLM 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    INTD N 3 A_PlaySoundEx("intervention/close","SoundSlot5")
    INTD OPQRS 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    Goto Ready+20
  ReloadStart_SOH:
    INTC A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim")
    INTC A 0
    INTC A 0 A_JumpIfInventory("InterventionBolt",1,"ReloadStartBolt")
	INTC A 0 A_JumpIfInventory("InterToken",1,"Reload4")
    INTC ABCOP 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    INTC QRST 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    INTC U 2 A_PlaySoundEx("intervention/clipout","SoundSlot5")
	INTC U 0 A_FireCustomMissile("EmptyBoxMagExtSpawner2",0,0,0,-4)
	INTC U 0 A_GiveInventory("InterToken",1)
    INTC VWXYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    INTD A 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
	goto Reload4
  Reload4:
    INTD BCDEF 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    INTD G 2 A_PlaySoundEx("intervention/clipin","SoundSlot5")
	INTF A 0 A_TakeInventory("Reloading",1)
    Goto ReloadAmmo_SOH
  ReloadAmmo_SOH:
    INTD G 0 A_JumpIfInventory("InterventionClip2",11,"ReloadEnd_SOH")
	INTD C 0 A_TakeInventory("InterToken",1)
    INTD G 0 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto ReloadEnd_SOH
    INTD G 0 A_GiveInventory("InterventionClip2",1)
    INTD G 0 A_TakeInventory("InterventionAmmo",1)
    Goto ReloadAmmo_SOH
  ReloadEnd_SOH:
    INTD HIJKLM 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    INTD S 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    Goto Ready+20
  ReloadStartBolt_SOH:
    INTC A 0 A_JumpIfInventory("InterToken",1,"Reload5")
    INTC A 2
    INTC BCDE 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    INTC F 2 A_PlaySoundEx("intervention/dry","SoundSlot5")
	INTB A 0 A_SpawnItemEx("RifleCasingCheyTac",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    INTC GHIJKLMNO 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    INTC PQRST 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    INTC U 2 A_PlaySoundEx("intervention/clipout","SoundSlot5")
	INTC U 0 A_FireCustomMissile("EmptyBoxMagExtSpawner2",0,0,0,-4)
	INTC U 0 A_GiveInventory("InterToken",1)
    INTC VWXYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    INTD A 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
	goto Reload5
  Reload5:
    INTD BCDEF 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    INTD G 2 A_PlaySoundEx("intervention/clipin","SoundSlot5")
	INTF A 0 A_TakeInventory("Reloading",1)
    Goto ReloadAmmoBolt_SOH
  ReloadAmmoBolt_SOH:
    INTD G 0 A_JumpIfInventory("InterventionClip2",11,"ReloadEndBolt_SOH")
	INTD C 0 A_TakeInventory("InterToken",1)
    INTD G 0 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto ReloadEndBolt_SOH
    INTD G 0 A_GiveInventory("InterventionClip2",1)
    INTD G 0 A_TakeInventory("InterventionAmmo",1)
    Goto ReloadAmmoBolt_SOH
  ReloadEndBolt_SOH:
    INTD A 0 A_TakeInventory("InterventionBolt",1)
    INTD HIJKLM 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    INTD N 2 A_PlaySoundEx("intervention/close","SoundSlot5")
    INTD OPQRS 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    Goto Ready+20
  ReloadStartAim:
    INTF E 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
    INTF ED 1
    INTF D 0 A_TakeInventory("Aiming",1)
    INTF CBA 1
    INTF A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    Goto ReloadStart+2
  ReloadBreak:
    INTF E 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
    INTF ED 1
    INTF D 0 A_TakeInventory("Aiming",1)
    INTF CBA 1
    INTF A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
	TNT1 A 0 A_ClearReFire
    Goto Reload
  FireAimAltHold:
    "####" "#" 0 A_JumpIfInventory("InterventionClip2",1,2)
	TNT1 A 0 A_GiveInventory("InterventionBolt",1)
	Goto ReloadBreak
    "####" "#" 0 A_JumpIfInventory("CoopCheck",1,2)
    "####" "#" 0 A_TakeInventory("PowerInvisibility",500)
    "####" "#" 0 A_PlayWeaponSound("intervention/fire")
	"####" "#" 0 A_TakeInventory("InterventionClip2",1)
    "####" "##" 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,2)
    "####" "#" 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,2)
    "####" "#" 0 A_GiveInventory("ReloadingShot",1)
    //"####" "#" 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 15,"FireAimMoving")
    "####" "#" 0 BRIGHT A_FireCustomMissile("HHCBINTERD", frandom(-0.05,0.05), 0, 0, 4, 0, frandom(-0.05,0.05))
    "####" "#" 2 BRIGHT A_FireCustomMissile("HHCBINTERD", frandom(-0.05,0.05), 1, 0, 4, 0, frandom(-0.05,0.05))
    "####" "#" 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    "####" "#" 0 BRIGHT A_GunFlash
    "####" "#" 0 BRIGHT A_JumpIfInventory("Perk3_SteadyAim_Pro",1,"FireAimSteady")
	"####" "#" 0 A_JumpIfInventory("AltFireHeld",1,1)
	Goto AltFire5
    "####" "#" 2 BRIGHT //A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
	"####" "#" 0 A_JumpIfInventory("AltFireHeld",1,1)
	Goto AltFire5
    "####" "####" 3 //A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
	"####" "#" 0 A_JumpIfInventory("AltFireHeld",1,1)
	Goto AltFire5
	"####" "#" 0 A_TakeInventory("ReloadingShot",1)
	"####" "#" 0 A_JumpIfInventory("InterventionClip2",1,2)
	TNT1 A 0 A_GiveInventory("InterventionBolt",1)
	Goto ReloadBreak
    "####" "#" 0 A_PlaySound("intervention/dry")//open
	"####" "#" 0 A_SpawnItemEx("RifleCasingCheyTac",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    "####" "###" 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    "####" "#" 0 A_PlaySound("intervention/close")
    "####" "#" 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    "####" "##" 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    "####" "#" 2 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    "####" "####" 1 A_WeaponReady(WRF_ALLOWZOOM)
    "####" "#" 2 
    Goto AltHold
  }
}

actor InterventionClip2 : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 0
    inventory.maxamount 11
    ammo.backpackamount 0
    ammo.backpackmaxamount 11
    +IGNORESKILL
}

actor InterventionExMags : Inventory
{
    inventory.amount 0
    inventory.maxamount 1
}

actor "CheyTac Intervention Fine Tuned" : "CheyTac Intervention"
{
  states
  {
  Fire:
    "####" "#" 0 A_JumpIfInventory("Aiming",1,"FireAim")
    INTA P 1 A_JumpIfNoAmmo("ReloadStart")
    INTB A 0 A_JumpIfInventory("CoopCheck",1,2)
    INTB A 0 A_TakeInventory("PowerInvisibility",500)
    INTB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim")
    INTB A 0 A_PlayWeaponSound("intervention/fire")
    INTB AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,7,3)
    INTB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,7,3)
    INTB A 2 BRIGHT A_FireCustomMissile("HHCBINTERA", frandom(-15.00,15.00), 1, 0, 4, 0, frandom(-15.00,15.00))
    INTB B 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    INTB A 0 A_JumpIfNoAmmo("FireEmpty")
    INTB B 2 BRIGHT A_GunFlash
    INTB CDE 2
  FireCont:
    INTB F 2
    INTB G 2 A_PlaySound("intervention/dry")//open
	INTB A 0 A_SpawnItemEx("RifleCasingCheyTac",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    INTB HI 2
    INTB J 2 A_PlaySound("intervention/close")
    INTB KL 2
    INTB M 2 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    INTB NN 1 A_WeaponReady(WRF_NOBOB|WRF_ALLOWZOOM)
    INTA P 2 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto Ready+20
    INTA A 0 A_JumpIfNoAmmo("ReloadStart")
    Goto Ready+20
  FireCont2:
    INTB F 2
    INTB G 2 A_PlaySound("intervention/dry")//open
	INTB G 0 A_SpawnItemEx("RifleCasingCheyTac",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    INTB HI 2
    INTB J 2 A_PlaySound("intervention/close")
    INTB KL 2
    INTB M 2 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    INTB MN 1 A_WeaponReady(WRF_NOBOB|WRF_ALLOWZOOM)
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    INTA P 2 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto Ready+20
    INTA A 0 A_JumpIfNoAmmo("ReloadStart")
    Goto Ready+20
  FireEmpty:
    INTB B 2 BRIGHT A_GunFlash
    INTB C 3 A_GiveInventory("InterventionBolt",1)
    INTA P 2 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto Ready+20
    INTA A 0 A_JumpIfNoAmmo("ReloadStart")
    Goto Ready+20
  FireAim:
    "####" "#" 1 A_JumpIfNoAmmo("ReloadStart")
    "####" "#" 0 A_JumpIfInventory("CoopCheck",1,2)
    "####" "#" 0 A_TakeInventory("PowerInvisibility",500)
    "####" "#" 0 A_PlayWeaponSound("intervention/fire")
    "####" "##" 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,2)
    "####" "#" 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,2)
    "####" "#" 0 A_GiveInventory("ReloadingShot",1)
    "####" "#" 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 15,"FireAimMoving")
    "####" "#" 0 BRIGHT A_FireCustomMissile("HHCBINTERD", frandom(-0.05,0.05), 0, 0, 4, 0, frandom(-0.05,0.05))
    "####" "#" 2 BRIGHT A_FireCustomMissile("HHCBINTERD", frandom(-0.05,0.05), 1, 0, 4, 0, frandom(-0.05,0.05))
  FireAimCont:
    "####" "#" 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    "####" "#" 0 BRIGHT A_JumpIfNoAmmo("FireAimEmpty")
    "####" "#" 0 BRIGHT A_GunFlash
    "####" "#" 0 BRIGHT A_JumpIfInventory("Perk3_SteadyAim_Pro",1,"FireAimSteady")
    "####" "#" 2 BRIGHT A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    "####" "#####" 2 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    "####" "#" 0 A_PlaySound("intervention/dry")//open
	"####" "#" 0 A_SpawnItemEx("RifleCasingCheyTac",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    "####" "###" 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    "####" "#" 0 A_PlaySound("intervention/close")
    "####" "#" 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    "####" "#" 0 A_TakeInventory("ReloadingShot",1)
    "####" "#" 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    "####" "#" 2 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    "####" "##" 1 A_WeaponReady(WRF_ALLOWZOOM)
    "####" "#" 2 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto Ready+26
    "####" "#" 0 A_JumpIfNoAmmo("ReloadStart")
    Goto Ready+26
  FireAimSteady:
    "####" "#" 2 BRIGHT A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    "####" "#####" 2 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    "####" "#" 2 A_PlaySound("intervention/dry")//open
	"####" "#" 0 A_SpawnItemEx("RifleCasingCheyTac",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    "####" "##" 2
    "####" "#" 2 A_PlaySound("intervention/close")
    "####" "#" 0 A_TakeInventory("ReloadingShot",1)
    "####" "#" 2
    "####" "#" 2 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    "####" "##" 1 A_WeaponReady(WRF_NOBOB|WRF_ALLOWZOOM)
    "####" "#" 2 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto Ready+26
    "####" "#" 0 A_JumpIfNoAmmo("ReloadStart")
    Goto Ready+26
  FireAimMoving:
    "####" "#" 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,2)
    "####" "#" 2 BRIGHT A_FireCustomMissile("HHCBINTERC", frandom(-6.00,6.00), 1, 0, 4, 0, frandom(-6.00,6.00))
    Goto FireAimCont
    "####" "#" 2 BRIGHT A_FireCustomMissile("HHCBINTERB", frandom(-1.00,1.00), 1, 0, 4, 0, frandom(-1.00,1.00))
	"####" "#" 0 A_SpawnItemEx("RifleCasingCheyTac",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    Goto FireAimCont
  FireAimEmpty:
    "####" "#" 2 BRIGHT A_GunFlash
    "####" "#" 0 A_TakeInventory("ReloadingShot",1)
    "####" "#" 3 A_GiveInventory("InterventionBolt",1)
    "####" "#" 2 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto Ready+26
    "####" "#" 0 A_JumpIfNoAmmo("ReloadStart")
    Goto Ready+26
  Fire_SteadyAim:
    INTB A 0 A_PlayWeaponSound("intervention/fire")
    INTB AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,7,3)
    INTB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,7,3)
    INTB A 2 BRIGHT A_FireCustomMissile("HHCBINTERD", frandom(-10.00,10.00), 1, 0, 4, 0, frandom(-10.00,10.00))
    INTB B 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    INTB A 0 A_JumpIfNoAmmo("FireEmpty")
    INTB B 2 BRIGHT A_GunFlash
    INTB CDE 2
  Fire_SteadyAimCont:
    INTB F 2
    INTB G 2 A_PlaySound("intervention/dry")//open
	INTB A 0 A_SpawnItemEx("RifleCasingCheyTac",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    INTB HI 2
    INTB J 2 A_PlaySound("intervention/close")
    INTB KL 2
    INTB M 2 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    INTB NN 1 A_WeaponReady(WRF_NOBOB|WRF_ALLOWZOOM)
    INTA P 2 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto Ready+20
    INTA A 0 A_JumpIfNoAmmo("ReloadStart")
    Goto Ready+20
  PostReloadAlt:
    INTC A 0 A_JumpIfInventory("InterToken",1,"Reload")
    INTF D 0 A_GiveInventory("Aiming",1)
	INTF A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    INTF ABCDE 1
	INTF E 0 ACS_NamedExecuteAlways("RefKick",0,0,0,2)
	INTF E 0 A_ZoomFactor(3.0,ZOOM_INSTANT)
    Goto AltHold
  ReloadBreak:
    INTF E 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
    INTF ED 1
    INTF D 0 A_TakeInventory("Aiming",1)
    INTF CBA 1
    INTF A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
	TNT1 A 0 A_ClearReFire
    Goto Reload
  ClearRefire: 
    SCOP B 1 A_ClearReFire
	Goto AltHold
  FireAimAltHold:
    "####" "#" 0 A_JumpIfInventory("InterventionClip",1,2)
	TNT1 A 0 A_GiveInventory("InterventionBolt",1)
	Goto ReloadBreak
    "####" "#" 0 A_JumpIfInventory("CoopCheck",1,2)
    "####" "#" 0 A_TakeInventory("PowerInvisibility",500)
    "####" "#" 0 A_PlayWeaponSound("intervention/fire")
	"####" "#" 0 A_TakeInventory("InterventionClip",1)
    "####" "##" 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,2)
    "####" "#" 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,2)
    "####" "#" 0 A_GiveInventory("ReloadingShot",1)
    //"####" "#" 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 15,"FireAimMoving")
    "####" "#" 0 BRIGHT A_FireCustomMissile("HHCBINTERD", frandom(-0.05,0.05), 0, 0, 4, 0, frandom(-0.05,0.05))
    "####" "#" 2 BRIGHT A_FireCustomMissile("HHCBINTERD", frandom(-0.05,0.05), 1, 0, 4, 0, frandom(-0.05,0.05))
    "####" "#" 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    "####" "#" 0 BRIGHT A_GunFlash
    "####" "#" 0 BRIGHT A_JumpIfInventory("Perk3_SteadyAim_Pro",1,"FireAimSteady")
	"####" "#" 0 A_JumpIfInventory("AltFireHeld",1,1)
	Goto AltFire5
    "####" "#" 2 BRIGHT //A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
	"####" "#" 0 A_JumpIfInventory("AltFireHeld",1,1)
	Goto AltFire5
    "####" "###" 2 //A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
	"####" "#" 0 A_JumpIfInventory("AltFireHeld",1,1)
	Goto AltFire5
	"####" "#" 0 A_TakeInventory("ReloadingShot",1)
	"####" "#" 0 A_JumpIfInventory("InterventionClip",1,2)
	TNT1 A 0 A_GiveInventory("InterventionBolt",1)
	Goto ReloadBreak
    "####" "#" 0 A_PlaySound("intervention/dry")//open
	"####" "#" 0 A_SpawnItemEx("RifleCasingCheyTac",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    "####" "###" 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    "####" "#" 0 A_PlaySound("intervention/close")
    "####" "#" 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    "####" "#" 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    "####" "#" 2 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    "####" "##" 1 A_WeaponReady(WRF_ALLOWZOOM)
    "####" "#" 2 
    Goto AltHold
  AltHold:
    "####" "#" 0 A_JumpIfInventory("FireHeld",1,"ClearRefire")
    SCOP B 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	"####" "#" 0 A_JumpIfInventory("FireHeld",1,"FireAimAltHold")
	"####" "#" 0 A_JumpIfInventory("Reloading",1,"ReloadBreak")
	"####" "#" 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade")
    "####" "#" 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
	//"####" "#" 0 A_JumpIfInventory("weapondropper",1,"AltFire3")
	"####" "#" 0 A_Refire("AltHold")
	"####" "#" 0 A_JumpIfInventory("Aiming",1,"AltFire2")
	Goto Ready+22
  AltFire:
    GRNA L 0 A_TakeInventory("weapondropper",2)
    M4CD A 0 A_JumpIfInventory("InterToken",1,"Reload")
    INTF A 0 A_JumpIfInventory("ReloadingShot",1,"AltFire4")
	"####" "#" 0 A_JumpIfInventory("AltFireHeld",1,"AltHold")
    INTF A 0 A_JumpIfInventory("Aiming",1,"AltFire2")
    INTF AB 1
    INTF B 0 A_GiveInventory("Aiming",1)
    INTF CDE 1
    INTF E 0 A_ZoomFactor(3.0,ZOOM_INSTANT)
    INTF E 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    INTF E 0 ACS_NamedExecuteAlways("RefKick",0,0,0,2)
	"####" "##" 0 A_Refire("AltHold")
    Goto Ready+26
  AltFire2:
    INTF E 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
    INTF ED 1
    INTF D 0 A_TakeInventory("Aiming",1)
    INTF CBA 1
    INTF A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    Goto Ready+20
  AltFire4:
    INTF E 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
    INTF ED 1
    INTF D 0 A_TakeInventory("Aiming",1)
    INTF CBA 1
    INTF A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    INTF A 0 A_TakeInventory("ReloadingShot",1)
    INTF A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAimCont")
    Goto FireCont
  AltFire5:
    INTF A 0 A_TakeInventory("ReloadingShot",1)
	INTF D 0 A_TakeInventory("Aiming",1)
    "####" "#" 0 A_JumpIfInventory("InterventionClip",1,2)
	TNT1 A 0 A_GiveInventory("InterventionBolt",1)
	Goto ReloadBreak
    INTF E 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
    INTF ED 1
    INTF CBA 1
    INTF A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    //INTF A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAimCont")
	TNT1 A 0 A_ClearReFire
    Goto FireCont2
  }
}

actor InterventionRapidFire : Inventory
{
    inventory.amount 0
    inventory.maxamount 1
}

actor "CheyTac Intervention Explosive" : "CheyTac Intervention"
{
  obituary "%k's explosive Intervention round destroyed %o."
  inventory.pickupmessage "You got the CheyTac Intervention sniper rifle."
  //attacksound "intervention/fire"
  +WEAPON.EXPLOSIVE
  weapon.selectionorder 17
  weapon.ammotype "InterventionClip"
  weapon.ammouse 1
  weapon.ammogive 0
  weapon.ammotype2 "InterventionAmmo"
  weapon.ammouse2 0
  weapon.ammogive2 0
  states
  {
  Fire:
    "####" "#" 0 A_JumpIfInventory("Aiming",1,"FireAim")
    INTA P 1 A_JumpIfNoAmmo("ReloadStart")
    INTB A 0 A_JumpIfInventory("CoopCheck",1,2)
    INTB A 0 A_TakeInventory("PowerInvisibility",500)
    INTB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim")
    INTB A 0 A_PlayWeaponSound("intervention/fire")
    INTB AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,7,3)
    INTB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,7,3)
    INTB A 2 BRIGHT A_FireCustomMissile("HHCBINTERAE", frandom(-15.00,15.00), 1, 0, 4, 0, frandom(-15.00,15.00))
    INTB B 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    INTB A 0 A_JumpIfNoAmmo("FireEmpty")
    INTB B 2 BRIGHT A_GunFlash
    INTB CDE 3
  FireCont:
    INTB F 3
    INTB G 3 A_PlaySound("intervention/dry")//open
	INTB A 0 A_SpawnItemEx("RifleCasingCheyTacEXP",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    INTB HI 3
    INTB J 3 A_PlaySound("intervention/close")
    INTB KL 3
    INTB M 2 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    INTB MNNN 1 A_WeaponReady(WRF_NOBOB|WRF_ALLOWZOOM)
    INTA P 2 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto Ready+20
    INTA A 0 A_JumpIfNoAmmo("ReloadStart")
    Goto Ready+20
  FireEmpty:
    INTB B 2 BRIGHT A_GunFlash
    INTB C 3 A_GiveInventory("InterventionBolt",1)
    INTA P 2 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto Ready+20
    INTA A 0 A_JumpIfNoAmmo("ReloadStart")
    Goto Ready+20
  FireAim:
    "####" "#" 1 A_JumpIfNoAmmo("ReloadStart")
    "####" "#" 0 A_JumpIfInventory("CoopCheck",1,2)
    "####" "#" 0 A_TakeInventory("PowerInvisibility",500)
    "####" "#" 0 A_PlayWeaponSound("intervention/fire")
    "####" "##" 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,2)
    "####" "#" 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,2)
    "####" "#" 0 A_GiveInventory("ReloadingShot",1)
    "####" "#" 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 15,"FireAimMoving")
    "####" "#" 2 BRIGHT A_FireCustomMissile("HHCBINTERBE", frandom(-0.05,0.05), 1, 0, 4, 0, frandom(-0.05,0.05))
  FireAimCont:
    "####" "#" 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    "####" "#" 0 BRIGHT A_JumpIfNoAmmo("FireAimEmpty")
    "####" "#" 0 BRIGHT A_GunFlash
    "####" "#" 0 BRIGHT A_JumpIfInventory("Perk3_SteadyAim_Pro",1,"FireAimSteady")
    "####" "#" 2 BRIGHT A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    "####" "####" 3 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    "####" "#" 0 A_PlaySound("intervention/dry")//open
	"####" "#" 0 A_SpawnItemEx("RifleCasingCheyTacEXP",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    "####" "###" 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    "####" "#" 0 A_PlaySound("intervention/close")
    "####" "#" 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    "####" "#" 0 A_TakeInventory("ReloadingShot",1)
    "####" "##" 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    "####" "#" 2 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    "####" "####" 1 A_WeaponReady(WRF_ALLOWZOOM)
    "####" "#" 2 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto Ready+26
    "####" "#" 0 A_JumpIfNoAmmo("ReloadStart")
    Goto Ready+26
  FireAimSteady:
    "####" "#" 2 BRIGHT A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    "####" "####" 3 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    "####" "#" 3 A_PlaySound("intervention/dry")//open
	"####" "#" 0 A_SpawnItemEx("RifleCasingCheyTacEXP",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    "####" "##" 3
    "####" "#" 3 A_PlaySound("intervention/close")
    "####" "#" 0 A_TakeInventory("ReloadingShot",1)
    "####" "##" 3
    "####" "#" 2 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    "####" "####" 1 A_WeaponReady(WRF_NOBOB|WRF_ALLOWZOOM)
    "####" "#" 2 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto Ready+26
    "####" "#" 0 A_JumpIfNoAmmo("ReloadStart")
    Goto Ready+26
  FireAimMoving:
    "####" "#" 0 A_JumpIfInventory("Perk3_SteadyAim_Pro",1,2)
    "####" "#" 2 BRIGHT A_FireCustomMissile("HHCBINTERCE", frandom(-6.00,6.00), 1, 0, 4, 0, frandom(-6.00,6.00))
    Goto FireAimCont
    "####" "#" 2 BRIGHT A_FireCustomMissile("HHCBINTERBE", frandom(-1.00,1.00), 1, 0, 4, 0, frandom(-1.00,1.00))
	"####" "#" 0 A_SpawnItemEx("RifleCasingCheyTacEXP",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    Goto FireAimCont
  FireAimEmpty:
    "####" "#" 2 BRIGHT A_GunFlash
    "####" "#" 0 A_TakeInventory("ReloadingShot",1)
    "####" "#" 3 A_GiveInventory("InterventionBolt",1)
    "####" "#" 2 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto Ready+26
    "####" "#" 0 A_JumpIfNoAmmo("ReloadStart")
    Goto Ready+26
  Fire_SteadyAim:
    INTB A 0 A_PlayWeaponSound("intervention/fire")
    INTB AA 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,7,3)
    INTB A 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,7,3)
    INTB A 2 BRIGHT A_FireCustomMissile("HHCBINTERDE", frandom(-10.00,10.00), 1, 0, 4, 0, frandom(-10.00,10.00))
    INTB B 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    INTB A 0 A_JumpIfNoAmmo("FireEmpty")
    INTB B 2 BRIGHT A_GunFlash
    INTB CDE 3
  Fire_SteadyAimCont:
    INTB F 3
    INTB G 3 A_PlaySound("intervention/dry")//open
	INTB A 0 A_SpawnItemEx("RifleCasingCheyTacEXP",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    INTB HI 3
    INTB J 3 A_PlaySound("intervention/close")
    INTB KL 3
    INTB M 2 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    INTB MNNN 1 A_WeaponReady(WRF_NOBOB|WRF_ALLOWZOOM)
    INTA P 2 A_JumpIfInventory("InterventionAmmo",1,1)
    Goto Ready+20
    INTA A 0 A_JumpIfNoAmmo("ReloadStart")
    Goto Ready+20
  AltFire4:
    INTF E 0 A_ZoomFactor(1.0,ZOOM_INSTANT)
    INTF ED 1
    INTF D 0 A_TakeInventory("Aiming",1)
    INTF CBA 1
    INTF A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    INTF A 0 A_TakeInventory("ReloadingShot",1)
    INTF A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAimCont")
    Goto FireCont
  FireAimAltHold:
    "####" "#" 0 A_JumpIfInventory("InterventionClip",1,2)
	TNT1 A 0 A_GiveInventory("InterventionBolt",1)
	Goto ReloadBreak
    "####" "#" 0 A_JumpIfInventory("CoopCheck",1,2)
    "####" "#" 0 A_TakeInventory("PowerInvisibility",500)
    "####" "#" 0 A_PlayWeaponSound("intervention/fire")
	"####" "#" 0 A_TakeInventory("InterventionClip",1)
    "####" "##" 0 A_FireCustomMissile("WeaponSmokePuffShotgun",0,0,0,2)
    "####" "#" 0 A_FireCustomMissile("WeaponSmokePuff_ShotMuzzle",0,0,0,2)
    "####" "#" 0 A_GiveInventory("ReloadingShot",1)
    //"####" "#" 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 15,"FireAimMoving")
    "####" "#" 2 BRIGHT A_FireCustomMissile("HHCBINTERBE", frandom(-0.05,0.05), 1, 0, 4, 0, frandom(-0.05,0.05))
    "####" "#" 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    "####" "#" 0 BRIGHT A_GunFlash
    "####" "#" 0 BRIGHT A_JumpIfInventory("Perk3_SteadyAim_Pro",1,"FireAimSteady")
	"####" "#" 0 A_JumpIfInventory("AltFireHeld",1,1)
	Goto AltFire5
    "####" "#" 2 BRIGHT //A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
	"####" "#" 0 A_JumpIfInventory("AltFireHeld",1,1)
	Goto AltFire5
    "####" "####" 3 //A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
	"####" "#" 0 A_JumpIfInventory("AltFireHeld",1,1)
	Goto AltFire5
	"####" "#" 0 A_TakeInventory("ReloadingShot",1)
	"####" "#" 0 A_JumpIfInventory("InterventionClip",1,2)
	TNT1 A 0 A_GiveInventory("InterventionBolt",1)
	Goto ReloadBreak
    "####" "#" 0 A_PlaySound("intervention/dry")//open
	"####" "#" 0 A_SpawnItemEx("RifleCasingCheyTacEXP",Cos(Pitch)*30,3,34-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    "####" "###" 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    "####" "#" 0 A_PlaySound("intervention/close")
    "####" "#" 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    "####" "##" 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    "####" "#" 2 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH|WRF_ALLOWZOOM)
    "####" "####" 1 A_WeaponReady(WRF_ALLOWZOOM)
    "####" "#" 2 
    Goto AltHold
  }
}

actor InterventionExplosive : Inventory
{
    inventory.amount 0
    inventory.maxamount 1
}

actor InterventionPickup : CustomInventory
{
  inventory.pickupmessage "You got the CheyTac Intervention sniper rifle."
  inventory.pickupsound "barrett/bolt"
  +INVENTORY.AUTOACTIVATE
  //inventory.respawntics 70
  scale 0.15
  States
  {
  Spawn:
    WEAP H -1
    stop
  Pickup:
    WEAP H 0
    WEAP H 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",0,0,0)) == 1, "PickupStay")
    WEAP H 0 A_JumpIfInventory("CheyTac Intervention",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    WEAP H 0 A_JumpIfInventory("CheyTac Intervention Ex Mags",1,"AmmoPickup")
    WEAP H 0 A_JumpIfInventory("CheyTac Intervention Thermal",1,"AmmoPickup")
    WEAP H 0 A_JumpIfInventory("CheyTac Intervention Explosive",1,"AmmoPickup")
    WEAP H 0 A_JumpIfInventory("CheyTac Intervention Fine Tuned",1,"AmmoPickup")
	WEAP H 0 A_JumpIfInventory("Perk1_OneManArmy",1,"OneManArmy")
    WEAP H 0 A_JumpIfInventory("MaxWeaponsFilled",71,"FailPickup2")
	WEAP H 0 A_GiveInventory("MaxWeaponsFilled",30)
    WEAP H 0 ACS_NamedExecuteWithResult("RefPickU",1,0,0)
    stop
  PickupStay:
    WEAP H 0
    WEAP H 0 A_JumpIfInventory("CheyTac Intervention",1,"FailPickup") // If the player already has this weapon, they get more ammo for it
    WEAP H 0 A_JumpIfInventory("CheyTac Intervention Ex Mags",1,"FailPickup")
    WEAP H 0 A_JumpIfInventory("CheyTac Intervention Thermal",1,"FailPickup")
    WEAP H 0 A_JumpIfInventory("CheyTac Intervention Explosive",1,"FailPickup")
    WEAP H 0 A_JumpIfInventory("CheyTac Intervention Fine Tuned",1,"FailPickup")
	WEAP H 0 A_JumpIfInventory("Perk1_OneManArmy",1,"OneManArmy")
    WEAP H 0 A_JumpIfInventory("MaxWeaponsFilled",71,"FailPickup2")
	WEAP H 0 A_GiveInventory("MaxWeaponsFilled",30)
    WEAP H 0 ACS_NamedExecuteWithResult("RefPickU",1,0,0)
    WEAP H 0 ACS_NamedExecuteWithResult("RefPickC",1,0,0)
    WEAP H 0 A_PlaySound("barrett/bolt")
    fail
  AmmoPickup:
    WEAP H 0
    WEAP H 0 A_JumpIfInventory("InterventionAmmo",0,"FailPickup")
    WEAP H 0 A_GiveInventory("InterventionAmmo",7)
    stop
  OneManArmy:
    WEAP H 0
	WEAP H 0 A_JumpIfInventory("MaxWeaponsFilled",108,"FailPickup2")
	WEAP H 0 A_GiveInventory("MaxWeaponsFilled",30)
	WEAP H 0 ACS_NamedExecuteWithResult("RefPickU",1,0,0)
	stop
  FailPickup:
    WEAP H 1
    fail
  FailPickup2:
    WEAP H 1
    WEAP H 0 ACS_NamedExecuteAlways("RefSlots",0,27,0,0)
    fail
  }
}

actor InterventionDrop : InterventionPickup
{
  States
  {
  Spawn:
    WEAP H -1
    stop
  Pickup:
    WEAP H 0
    WEAP H 0 A_JumpIfInventory("CheyTac Intervention",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    WEAP H 0 A_JumpIfInventory("CheyTac Intervention Ex Mags",1,"AmmoPickup")
    WEAP H 0 A_JumpIfInventory("CheyTac Intervention Thermal",1,"AmmoPickup")
    WEAP H 0 A_JumpIfInventory("CheyTac Intervention Explosive",1,"AmmoPickup")
    WEAP H 0 A_JumpIfInventory("CheyTac Intervention Fine Tuned",1,"AmmoPickup")
	WEAP H 0 A_JumpIfInventory("Perk1_OneManArmy",1,"OneManArmy")
    WEAP H 0 A_JumpIfInventory("MaxWeaponsFilled",71,"FailPickup2")
	WEAP H 0 A_GiveInventory("MaxWeaponsFilled",30)
    WEAP H 0 ACS_NamedExecuteWithResult("RefPickU",1,0,0)
    stop
  }
}

actor InterventionDrop2 : InterventionDrop
{
  States
  {
  Spawn:
    WEAP H -1
    stop
  Pickup:
    WEAP H 0
    WEAP H 0 A_JumpIfInventory("CheyTac Intervention",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    WEAP H 0 A_JumpIfInventory("CheyTac Intervention Ex Mags",1,"AmmoPickup")
    WEAP H 0 A_JumpIfInventory("CheyTac Intervention Thermal",1,"AmmoPickup")
    WEAP H 0 A_JumpIfInventory("CheyTac Intervention Explosive",1,"AmmoPickup")
    WEAP H 0 A_JumpIfInventory("CheyTac Intervention Fine Tuned",1,"AmmoPickup")
	WEAP H 0 A_JumpIfInventory("Perk1_OneManArmy",1,"OneManArmy")
    WEAP H 0 A_JumpIfInventory("MaxWeaponsFilled",71,"FailPickup2")
	WEAP H 0 A_GiveInventory("MaxWeaponsFilled",30)
    WEAP H 0 ACS_NamedExecuteWithResult("RefPickU",1,0,0)
    stop
  AmmoPickup:
    WEAP H 0
    stop
  }
}

actor HHCBINTERA : HHBullet
{
  damage (140)
  damagetype "Sniper"
  obituary "%k sniped %o with the Intervention."
  States
  {
  Spawn:
    TNT1 A 2
    Loop
  Death:
    TNT1 A 0 A_SpawnItemEx("ImpactSmokePuff", 0, 0, 0, 0, 0, 0, 0, 128, 0)
    TNT1 A 5 A_PlaySound("generic/ricochet")
	TNT1 A 10 A_AlertMonsters(136)
    stop
  XDeath:
    TNT1 A 0 A_GiveToTarget("HitIndicator",1)
    TNT1 A 5 A_PlaySound("generic/ricochets")
	TNT1 A 10 A_AlertMonsters(136)
    stop
  Crash:
    TNT1 A 0 A_GiveToTarget("HitIndicator",1)
    TNT1 A 0 A_SpawnItemEx("ImpactSmokePuff_2", 0, 0, 0, 0, 0, 0, 0, 128, 0)
    TNT1 A 5 A_PlaySound("generic/ricochet")
	TNT1 A 10 A_AlertMonsters(136)
    stop
  }
}
actor HHCBINTERB : HHCBINTERA
{
  damage (140)
}
actor HHCBINTERC : HHCBINTERA
{
  damage (170)
}
actor HHCBINTERD : HHCBINTERA
{
  damage (70)
}

actor HHCBINTERAE : HHBullet
{
  damage (90)
  +FORCERADIUSDMG
  -BLOODSPLATTER
  decal RevenantScorch
  damagetype "Sniper"
  SeeSound "generic/explosion"
  AttackSound "generic/explosion"
  States
  {
  Spawn:
    TNT1 A 2
	Loop
  XDeath:
  Crash:
    TNT1 A 0 A_GiveToTarget("HitIndicator",1)
  Death:
    TNT1 A 0 Radius_Quake(2,10,0,7,0)
    TNT1 A 0 A_SetDamageType("Explosion")
    TNT1 A 0 A_Explode(43,90)
	TNT1 A 0 A_PlaySoundEx("distant/explosionsmall","SoundSlot6")
    TNT1 AAAAAAAA 0 A_SpawnItemEx("ImpactSpark2", 0, 0, 0, random(-3,-1), random(-2,2), random(-2,2), 0, 128, 64)
    TNT1 AA 0 A_SpawnItemEx("ExplosionSmall", random(-2,0), random(-1,1), random(-1,1), 0, 0, 0, 0, 128, 0)
    TNT1 A 5
    TNT1 A 15 A_AlertMonsters(360)
    stop
  }
}
actor HHCBINTERBE : HHCBINTERAE
{
  damage (90)
  States
  {
  XDeath:
  Crash:
    TNT1 A 0 A_GiveToTarget("HitIndicator",1)
  Death:
    TNT1 A 0 Radius_Quake(2,5,0,7,0)
    TNT1 A 0 A_SetDamageType("Explosion")
    TNT1 A 0 A_Explode(100,90)
	TNT1 A 0 A_PlaySoundEx("distant/explosionsmall","SoundSlot6")
    TNT1 AAAAAAAA 0 A_SpawnItemEx("ImpactSpark2", 0, 0, 0, random(-3,-1), random(-2,2), random(-2,2), 0, 128, 64)
    TNT1 AA 0 A_SpawnItemEx("ExplosionSmall", random(-2,0), random(-1,1), random(-1,1), 0, 0, 0, 0, 128, 0)
    TNT1 A 5
    TNT1 A 15 A_AlertMonsters(360)
    stop
  }
}
actor HHCBINTERCE : HHCBINTERAE
{
  damage (85)
  States
  {
  XDeath:
  Crash:
    TNT1 A 0 A_GiveToTarget("HitIndicator",1)
  Death:
    TNT1 A 0 Radius_Quake(2,5,0,7,0)
    TNT1 A 0 A_SetDamageType("Explosion")
    TNT1 A 0 A_Explode(85,90)
	TNT1 A 0 A_PlaySoundEx("distant/explosionsmall","SoundSlot6")
    TNT1 AAAAAAAA 0 A_SpawnItemEx("ImpactSpark2", 0, 0, 0, random(-3,-1), random(-2,2), random(-2,2), 0, 128, 64)
    TNT1 AA 0 A_SpawnItemEx("ExplosionSmall", random(-2,0), random(-1,1), random(-1,1), 0, 0, 0, 0, 128, 0)
    TNT1 A 5
    TNT1 A 15 A_AlertMonsters(360)
    stop
  }
}
actor HHCBINTERDE : HHCBINTERAE
{
  damage (80)
  States
  {
  XDeath:
  Crash:
    TNT1 A 0 A_GiveToTarget("HitIndicator",1)
  Death:
    TNT1 A 0 Radius_Quake(2,5,0,7,0)
    TNT1 A 0 A_SetDamageType("Explosion")
    TNT1 A 0 A_Explode(50,90)
	TNT1 A 0 A_PlaySoundEx("distant/explosionsmall","SoundSlot6")
    TNT1 AAAAAAAA 0 A_SpawnItemEx("ImpactSpark2", 0, 0, 0, random(-3,-1), random(-2,2), random(-2,2), 0, 128, 64)
    TNT1 AA 0 A_SpawnItemEx("ExplosionSmall", random(-2,0), random(-1,1), random(-1,1), 0, 0, 0, 0, 128, 0)
    TNT1 A 5
    TNT1 A 15 A_AlertMonsters(360)
    stop
  }
}