actor "L86 LSW" : RGUWeapon
{
  obituary "%k fed %o with lead from the L86."
  inventory.pickupmessage "You got the L86 Light Squad Weapon. Time to Dakka!"
  //attacksound "l86/fire1"
  weapon.selectionorder 1
  weapon.ammotype "L86Clip"
  weapon.ammouse 1
  weapon.ammogive 0
  weapon.ammotype2 "L86Ammo"
  weapon.ammouse2 0
  weapon.ammogive2 0
  -NOAUTOFIRE
  states
  {
  Ready:
    GRNA L 0 A_TakeInventory("weapondropper",2)
    TNT1 A 0 A_PlaySoundEx("weapon/draw","SoundSlot5")
    L86A ABCDE 3
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    L86A FFFGG 1 A_WeaponReady(WRF_ALLOWZOOM)
    L86A HIJK 2 A_WeaponReady(WRF_ALLOWZOOM)
	M4CD A 0 A_JumpIfInventory("L86Token",1,"Reload")
    L86A L 0 A_JumpIfNoAmmo("Reload")
	M4CC F 0 A_JumpIfInventory("weapondropper",1,"DropWeapon")
    L86A L 0 A_JumpIfInventory("Aiming",1,5)
    L86A L 0 A_JumpIfInventory("Reloading",1,"Reload")
    L86A L 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade")
    L86A L 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86A L 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
    Goto Ready+19
    L86C F 0 A_JumpIfInventory("Reloading",1,"Reload")
  ReadyAim:
    L86C F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade")
    L86C F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
	G18A I 0 A_JumpIfInventory("weapondropper",1,"AltFire3")
    L86C F 1 A_WeaponReady(WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
    Goto Ready+25
  Deselect:
    L86A L 0 A_PlaySoundEx("weapon/down","SoundSlot5")
    L86A L 0 A_TakeInventory("Aiming",1)
    L86A L 0 A_TakeInventory("Reloading",1)
    L86A L 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    L86A L 0 A_ZoomFactor(1.0)
    L86A L 0 A_Lower
    L86A L 1 A_Lower
    Goto Deselect+5
  Select:
    L86A A 0 A_Raise
    Loop
  Fire:
    L86B A 0 A_JumpIfInventory("Aiming",1,"FireAim")
    L86B A 0 A_JumpIfNoAmmo("ReloadStart")
    L86B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim")
    L86B A 0 A_PlayWeaponSound("l86/fire")
    L86B A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,5,3)
    L86B A 0 BRIGHT A_GunFlash
    L86B A 1 BRIGHT A_FireCustomMissile("HHCBL86", frandom(-7.00,7.00), 1, 0, 4, 0, frandom(-7.00,7.00))
	L86B A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,3,35-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    L86B A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("L86Clip",10,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    L86B A 0 A_JumpIfNoAmmo("FireEmpty")
    L86B B 1
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    L86B C 0 A_JumpIfInventory("L86Ammo",1,4)
    L86B CDE 1 A_ReFire
    Goto Ready+19
    L86B C 0 A_JumpIfNoAmmo("ReloadStart")
    L86B CDE 1 A_ReFire
    Goto Ready+19
  Hold:
    L86B A 0 A_JumpIfInventory("Aiming",1,"HoldAim")
    L86B A 0 A_JumpIfNoAmmo("ReloadStart")
    L86B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim")
    L86B A 0 A_PlayWeaponSound("l86/fireak")
    L86B A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzleLight",0,0,5,3)
    L86B A 0 BRIGHT A_GunFlash
    L86B A 1 BRIGHT A_FireCustomMissile("HHCBL86", frandom(-10.00,10.00), 1, 0, 4, 0, frandom(-10.00,10.00))
	L86B A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,3,35-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    L86B A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("L86Clip",10,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    L86B A 0 A_JumpIfNoAmmo("FireEmpty")
    L86B B 1
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    L86B C 0 A_JumpIfInventory("L86Ammo",1,4)
    L86B CDE 1 A_ReFire
    Goto Ready+19
    L86B C 0 A_JumpIfNoAmmo("ReloadStart")
    L86B CDE 1 A_ReFire
    Goto Ready+19
  FireEmpty:
    L86B BCD 1
    L86B E 1 A_GiveInventory("L86Bolt",1)
    L86B E 0 A_JumpIfInventory("L86Ammo",1,2)
    L86B E 0 A_ReFire
    Goto Ready+19
    L86B E 0 A_JumpIfNoAmmo("ReloadStart")
    L86B E 0 A_ReFire
    Goto Ready+19
  FireAim:
    L86D A 0 A_PlayWeaponSound("l86/fire")
    L86D A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,0,2)
    L86D A 0 BRIGHT A_GunFlash
    L86D A 1 BRIGHT A_FireCustomMissile("HHCBL86", frandom(-1.75,1.75), 1, 0, 4, 0, frandom(-1.75,1.75))
	L86D A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,-4,34-(Sin(Pitch)*43),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    L86D A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("L86Clip",10,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    L86D A 0 A_JumpIfNoAmmo("FireAimEmpty")
    L86D B 1
    L86D C 0 A_JumpIfInventory("L86Ammo",1,4)
    L86D CDE 1 A_ReFire
    Goto Ready+25
    L86D C 0 A_JumpIfNoAmmo("ReloadStart")
    L86D CDE 1 A_ReFire
    Goto Ready+25
  HoldAim:
    L86D A 0 A_PlayWeaponSound("l86/fireak")
    L86D A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzleLight",0,0,0,2)
    L86D A 0 BRIGHT A_GunFlash
    L86D A 1 BRIGHT A_FireCustomMissile("HHCBL86", frandom(-2.50,2.50), 1, 0, 4, 0, frandom(-2.50,2.50))
	L86D A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,-4,34-(Sin(Pitch)*43),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    L86D A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("L86Clip",10,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    L86D A 0 A_JumpIfNoAmmo("FireAimEmpty")
    L86D B 1
    L86D C 0 A_JumpIfInventory("L86Ammo",1,4)
    L86D CDE 1 A_ReFire
    Goto Ready+25
    L86D C 0 A_JumpIfNoAmmo("ReloadStart")
    L86D CDE 1 A_ReFire
    Goto Ready+25
  FireAimEmpty:
    L86D BCD 1
    L86D E 1 A_GiveInventory("L86Bolt",1)
    L86D E 0 A_JumpIfInventory("L86Ammo",1,2)
    L86D E 0 A_ReFire
    Goto Ready+19
    L86D E 0 A_JumpIfNoAmmo("ReloadStart")
    L86D E 0 A_ReFire
    Goto Ready+19
  Reload: //AltFire:
    L86E A 0 A_JumpIfInventory("L86Clip",84,2)
    L86E A 0 A_JumpIfInventory("L86Ammo",1,"ReloadStart")
    L86E A 0 A_TakeInventory("Reloading",1)
    L86E A 0 A_JumpIfInventory("Aiming",1,"ReadyAim")
    Goto Ready+22
  ReloadStart:
    L86E A 0 ACS_NamedExecuteAlways("RefSpeak",0,0,0,0)
    L86E A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim")
    L86E A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH")
	L86E A 0 A_JumpIfInventory("L86Token",1,"Reload2")
    L86E ABC 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86E D 3 A_PlaySoundEx("l86/clipout","SoundSlot5")
    L86E EFGHIJKL 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
	L86E L 0 A_FireCustomMissile("EmptyDrumSpawner",0,0,0,-4)
	L86E D 0 A_GiveInventory("L86Token",1)
	goto Reload2
  Reload2:
    L86E NOPQRS 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86E TUVWXYZ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    L86F ABCDEF 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86F GHI 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    L86F J 3 A_PlaySoundEx("l86/clipin","SoundSlot5")
    L86F K 3 A_TakeInventory("Reloading",1)
    Goto ReloadAmmo
  ReloadAmmo:
    L86F Z 0 A_JumpIfInventory("L86Clip",84,"ReloadEnd")
	L86F Z 0 A_TakeInventory("L86Token",1)
    L86F Z 0 A_JumpIfInventory("L86Ammo",1,1)
    Goto ReloadEnd
    L86F Z 0 A_GiveInventory("L86Clip",1)
    L86F Z 0 A_TakeInventory("L86Ammo",1)
    Goto ReloadAmmo
  ReloadEnd:
    L86F LMNOP 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86F Y 0 A_JumpIfInventory("L86Bolt",1,"ReloadEndBolt")
    L86F YZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86G ABCDEFGH 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    L86G G 0 A_ReFire
    Goto Ready+19
  ReloadEndBolt:
    L86F QRS 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    L86F T 3 A_PlaySoundEx("l86/bolt","SoundSlot5")
    L86F U 0 A_TakeInventory("L86Bolt",1)
    L86F UVWXYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86G ABCDEFGH 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    L86G G 0 A_ReFire
    Goto Ready+19
  Zoom:
  PostReloadAlt:
    L86E A 0 A_JumpIfInventory("L86Token",1,"Reload")
    L86C F 0 A_ZoomFactor(1.2)
    L86C E 0 A_GiveInventory("Aiming",1)
	L86C A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    L86C ABCDEF 2
    Goto AltHold
  AltFireHoldAim:
    "####" "#" 0 A_JumpIfInventory("L86Clip",1,1)
	Goto Reload
    L86D A 0 A_PlayWeaponSound("l86/fireak")
	GRNA L 0 A_TakeInventory("L86Clip",1)
    L86D A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzleLight",0,0,0,2)
    L86D A 0 BRIGHT A_GunFlash
    L86D A 1 BRIGHT A_FireCustomMissile("HHCBL86", frandom(-2.50,2.50), 1, 0, 4, 0, frandom(-2.50,2.50))
	L86D A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,-4,34-(Sin(Pitch)*43),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    L86D A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("L86Clip",10,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    L86D B 1
    "####" "#" 0 A_JumpIfInventory("L86Clip",1,1)
	Goto Reload
    L86D CDE 1 A_ReFire
    Goto Ready+25
  AltHold:
    L86C F 1 A_WeaponReady(WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	M4CA C 0 A_JumpIfInventory("FireHeld",1,"AltFireHoldAim")
	M4CA C 0 A_JumpIfInventory("Reloading",1,"Reload")
	U45A L 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade")
    U45A L 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
	G18A I 0 A_JumpIfInventory("weapondropper",1,"AltFire3")
	M4CA F 0 A_Refire("AltHold")
	M4CA C 0 A_JumpIfInventory("Aiming",1,"AltFire2")
	Goto Ready+25
  AltFire:
    GRNA L 0 A_TakeInventory("weapondropper",2)
    M4CD A 0 A_JumpIfInventory("L86Token",1,"Reload")
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"AltHold")
    L86C A 0 A_JumpIfInventory("Aiming",1,"AltFire2")
    L86C A 0 A_ZoomFactor(1.2)
    L86C AB 2
    L86C B 0 A_GiveInventory("Aiming",1)
    L86C CDEF 2
    L86C F 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    L86C F 0 A_Refire
    Goto Ready+25
  AltFire2:
    L86C F 0 A_ZoomFactor(1.0)
    L86C FE 2
    L86C E 0 A_TakeInventory("Aiming",1)
    L86C DCBA 2
    L86C A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
	L86A LLLL 1
    M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    Goto Ready+19
  AltFire3:
    L86C F 0 A_ZoomFactor(1.0)
    L86C FE 2
    L86C E 0 A_TakeInventory("Aiming",1)
    L86C DCBA 2
    L86C A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    L86C A 0 A_Refire
	goto DropWeapon
  ReloadStartAim:
    L86C F 0 A_ZoomFactor(1.0)
    L86C FE 2
    L86C E 0 A_TakeInventory("Aiming",1)
    L86C DCBA 2
    L86C 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:
    WEP2 H 0
    WEP2 H 0 A_SpawnItem("L86Drop")
    stop
  ReloadStart_SOH:
    L86E A 0 A_JumpIfInventory("L86Token",1,"Reload3")
    L86E AB 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86E C 2 A_PlaySoundEx("l86/clipsoh","SoundSlot5")
    L86E DEFGHIJKL 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
	L86E L 0 A_FireCustomMissile("EmptyDrumSpawner",0,0,0,-4)
	L86E D 0 A_GiveInventory("L86Token",1)
	goto Reload3
  Reload3:
    L86E NOPQRS 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86E TUVWXYZ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    L86F ABCDEF 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86F GHI 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    L86F J 2 A_PlaySoundEx("l86/clipin","SoundSlot5")
    L86F K 2 A_TakeInventory("Reloading",1)
    Goto ReloadAmmo_SOH
  ReloadAmmo_SOH:
    L86F Z 0 A_JumpIfInventory("L86Clip",84,"ReloadEnd_SOH")
	L86F Z 0 A_TakeInventory("L86Token",1)
    L86F Z 0 A_JumpIfInventory("L86Ammo",1,1)
    Goto ReloadEnd_SOH
    L86F Z 0 A_GiveInventory("L86Clip",1)
    L86F Z 0 A_TakeInventory("L86Ammo",1)
    Goto ReloadAmmo_SOH
  ReloadEnd_SOH:
    L86F LMNOP 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86F Y 0 A_JumpIfInventory("L86Bolt",1,"ReloadEndBolt_SOH")
    L86F YZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86G ABCDEFGH 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    L86G G 0 A_ReFire
    Goto Ready+19
  ReloadEndBolt_SOH:
    L86F LMNOP 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86F QRS 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    L86F T 2 A_PlaySoundEx("l86/bolt","SoundSlot5")
    L86F U 0 A_TakeInventory("L86Bolt",1)
    L86F UVWXYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86G ABCDEFGH 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    L86G G 0 A_ReFire
    Goto Ready+19
  Fire_SteadyAim:
    L86B A 0 A_PlayWeaponSound("l86/fire")
    L86B A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,5,3)
    L86B A 0 BRIGHT A_GunFlash
    L86B A 1 BRIGHT A_FireCustomMissile("HHCBL86", frandom(-5.00,5.00), 1, 0, 4, 0, frandom(-5.00,5.00))
	L86B A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,3,35-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    L86B A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("L86Clip",10,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    L86D A 0 A_JumpIfNoAmmo("FireEmpty")
    L86B B 1
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    L86B C 0 A_JumpIfInventory("L86Ammo",1,4)
    L86B CDE 1 A_ReFire
    Goto Ready+19
    L86B C 0 A_JumpIfNoAmmo("ReloadStart")
    L86B CDE 1 A_ReFire
    Goto Ready+19
  Hold_SteadyAim:
    L86B A 0 A_PlayWeaponSound("l86/fireak")
    L86B A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzleLight",0,0,5,3)
    L86B A 0 BRIGHT A_GunFlash
    L86B A 1 BRIGHT A_FireCustomMissile("HHCBL86", frandom(-8.00,8.00), 1, 0, 4, 0, frandom(-8.00,8.00))
	L86B A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,3,35-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    L86B A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("L86Clip",10,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    L86D A 0 A_JumpIfNoAmmo("FireEmpty")
    L86B B 1
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    L86B C 0 A_JumpIfInventory("L86Ammo",1,4)
    L86B CDE 1 A_ReFire
    Goto Ready+19
    L86B C 0 A_JumpIfNoAmmo("ReloadStart")
    L86B CDE 1 A_ReFire
    Goto Ready+19
  FragGrenade:
    U45F A 0 ACS_NamedExecuteAlways("RefSpeak",0,1,0,0)
    U45F A 0 A_ZoomFactor(1.0)
    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
    Goto Ready+2
  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
    Goto Ready+2
  KnifeAttack:
    GRNA L 0 A_TakeInventory("weapondropper",2)
    U45F A 0 A_ZoomFactor(1.0)
    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("KnifeAttack",1)
    GRNA L 0 A_TakeInventory("ThrowingGrenade",1)
    Goto Ready+2
  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("KnifeAttack",1)
    GRNA L 0 A_TakeInventory("ThrowingGrenade",1)
    Goto Ready+2
  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("KnifeAttack",1)
    GRNA L 0 A_TakeInventory("ThrowingGrenade",1)
    Goto Ready+2
  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("KnifeAttack",1)
    GRNA L 0 A_TakeInventory("ThrowingGrenade",1)
    Goto Ready+2
  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
    Goto Ready+2
  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
    Goto Ready+2
  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
    Goto Ready+2
  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
    Goto Ready+2
  DropWeapon:
    L86A KJIHGFEDCB 2 A_WeaponReady(WRF_NOPRIMARY)
	L86A 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("L86Dropped",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("L86Thrown",0,0,7,2)
	stop
  }
}

actor L86Bolt : Inventory
{
    inventory.amount 0
    inventory.maxamount 1
}
actor L86Clip : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 0
    inventory.maxamount 84
    ammo.backpackamount 0
    ammo.backpackmaxamount 84
    +IGNORESKILL
}
actor "L86 LSW Ex Mags" : "L86 LSW"
{
  obituary "%k fed %o with lead from the L86."
  inventory.pickupmessage "You got the L86 Light Squad Weapon. Time to Dakka!"
  //attacksound "l86/fire1"
  weapon.selectionorder 1
  weapon.ammotype "L86Clip2"
  weapon.ammouse 1
  weapon.ammogive 0
  weapon.ammotype2 "L86Ammo"
  weapon.ammouse2 0
  weapon.ammogive2 0
  -NOAUTOFIRE
  states
  {
  Ready:
    GRNA L 0 A_TakeInventory("weapondropper",2)
    TNT1 A 0 A_PlaySoundEx("weapon/draw","SoundSlot5")
    L86A ABCDE 3
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    L86A FFFGG 1 A_WeaponReady(WRF_ALLOWZOOM)
    L86A HIJK 2 A_WeaponReady(WRF_ALLOWZOOM)
	M4CD A 0 A_JumpIfInventory("L86Token",1,"Reload")
    L86A L 0 A_JumpIfNoAmmo("Reload")
	M4CC F 0 A_JumpIfInventory("weapondropper",1,"DropWeapon")
    L86A L 0 A_JumpIfInventory("Aiming",1,5)
    L86A L 0 A_JumpIfInventory("Reloading",1,"Reload")
    L86A L 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade")
    L86A L 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86A L 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
    Goto Ready+19
    L86C F 0 A_JumpIfInventory("Reloading",1,"Reload")
  ReadyAim:
    L86C F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade")
    L86C F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
	G18A I 0 A_JumpIfInventory("weapondropper",1,"AltFire3")
    L86C F 1 A_WeaponReady(WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
    Goto Ready+25
  Fire:
    L86B A 0 A_JumpIfInventory("Aiming",1,"FireAim")
    L86B A 0 A_JumpIfNoAmmo("ReloadStart")
    L86B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim")
    L86B A 0 A_PlayWeaponSound("l86/fire")
    L86B A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,5,3)
    L86B A 0 BRIGHT A_GunFlash
    L86B A 1 BRIGHT A_FireCustomMissile("HHCBL86", frandom(-7.00,7.00), 1, 0, 4, 0, frandom(-7.00,7.00))
	L86B A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,3,35-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    L86B A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("L86Clip2",10,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    L86B A 0 A_JumpIfNoAmmo("FireEmpty")
    L86B B 1
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    L86B C 0 A_JumpIfInventory("L86Ammo",1,4)
    L86B CDE 1 A_ReFire
    Goto Ready+19
    L86B C 0 A_JumpIfNoAmmo("ReloadStart")
    L86B CDE 1 A_ReFire
    Goto Ready+19
  Hold:
    L86B A 0 A_JumpIfInventory("Aiming",1,"HoldAim")
    L86B A 0 A_JumpIfNoAmmo("ReloadStart")
    L86B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim")
    L86B A 0 A_PlayWeaponSound("l86/fireak")
    L86B A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzleLight",0,0,5,3)
    L86B A 0 BRIGHT A_GunFlash
    L86B A 1 BRIGHT A_FireCustomMissile("HHCBL86", frandom(-10.00,10.00), 1, 0, 4, 0, frandom(-10.00,10.00))
	L86B A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,3,35-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    L86B A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("L86Clip2",10,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    L86B A 0 A_JumpIfNoAmmo("FireEmpty")
    L86B B 1
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    L86B C 0 A_JumpIfInventory("L86Ammo",1,4)
    L86B CDE 1 A_ReFire
    Goto Ready+19
    L86B C 0 A_JumpIfNoAmmo("ReloadStart")
    L86B CDE 1 A_ReFire
    Goto Ready+19
  FireAim:
    L86D A 0 A_PlayWeaponSound("l86/fire")
    L86D A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,0,2)
    L86D A 0 BRIGHT A_GunFlash
    L86D A 1 BRIGHT A_FireCustomMissile("HHCBL86", frandom(-1.75,1.75), 1, 0, 4, 0, frandom(-1.75,1.75))
	L86D A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,-4,34-(Sin(Pitch)*43),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    L86D A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("L86Clip2",10,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    L86D A 0 A_JumpIfNoAmmo("FireAimEmpty")
    L86D B 1
    L86D C 0 A_JumpIfInventory("L86Ammo",1,4)
    L86D CDE 1 A_ReFire
    Goto Ready+25
    L86D C 0 A_JumpIfNoAmmo("ReloadStart")
    L86D CDE 1 A_ReFire
    Goto Ready+25
  HoldAim:
    L86D A 0 A_PlayWeaponSound("l86/fireak")
    L86D A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzleLight",0,0,0,2)
    L86D A 0 BRIGHT A_GunFlash
    L86D A 1 BRIGHT A_FireCustomMissile("HHCBL86", frandom(-2.50,2.50), 1, 0, 4, 0, frandom(-2.50,2.50))
	L86D A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,-4,34-(Sin(Pitch)*43),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    L86D A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("L86Clip2",10,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    L86D A 0 A_JumpIfNoAmmo("FireAimEmpty")
    L86D B 1
    L86D C 0 A_JumpIfInventory("L86Ammo",1,4)
    L86D CDE 1 A_ReFire
    Goto Ready+25
    L86D C 0 A_JumpIfNoAmmo("ReloadStart")
    L86D CDE 1 A_ReFire
    Goto Ready+25
  Fire_SteadyAim:
    L86B A 0 A_PlayWeaponSound("l86/fire")
    L86B A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzle",0,0,5,3)
    L86B A 0 BRIGHT A_GunFlash
    L86B A 1 BRIGHT A_FireCustomMissile("HHCBL86", frandom(-5.00,5.00), 1, 0, 4, 0, frandom(-5.00,5.00))
	L86B A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,3,35-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    L86B A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("L86Clip2",10,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    L86D A 0 A_JumpIfNoAmmo("FireEmpty")
    L86B B 1
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    L86B C 0 A_JumpIfInventory("L86Ammo",1,4)
    L86B CDE 1 A_ReFire
    Goto Ready+19
    L86B C 0 A_JumpIfNoAmmo("ReloadStart")
    L86B CDE 1 A_ReFire
    Goto Ready+19
  Hold_SteadyAim:
    L86B A 0 A_PlayWeaponSound("l86/fireak")
    L86B A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzleLight",0,0,5,3)
    L86B A 0 BRIGHT A_GunFlash
    L86B A 1 BRIGHT A_FireCustomMissile("HHCBL86", frandom(-8.00,8.00), 1, 0, 4, 0, frandom(-8.00,8.00))
	L86B A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,3,35-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    L86B A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("L86Clip2",10,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    L86D A 0 A_JumpIfNoAmmo("FireEmpty")
    L86B B 1
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    L86B C 0 A_JumpIfInventory("L86Ammo",1,4)
    L86B CDE 1 A_ReFire
    Goto Ready+19
    L86B C 0 A_JumpIfNoAmmo("ReloadStart")
    L86B CDE 1 A_ReFire
    Goto Ready+19
  Reload: //AltFire:
    L86E A 0 A_JumpIfInventory("L86Clip2",126,2)
    L86E A 0 A_JumpIfInventory("L86Ammo",1,"ReloadStart")
    L86E A 0 A_TakeInventory("Reloading",1)
    L86E A 0 A_JumpIfInventory("Aiming",1,"ReadyAim")
    Goto Ready+22
  ReloadStart:
    L86E A 0 ACS_NamedExecuteAlways("RefSpeak",0,0,0,0)
    L86E A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim")
    L86E A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH")
	L86E A 0 A_JumpIfInventory("L86Token",1,"Reload2")
    L86E ABC 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86E D 3 A_PlaySoundEx("l86/clipout","SoundSlot5")
    L86E EFGHIJKL 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
	L86E L 0 A_FireCustomMissile("EmptyDrumSpawner",0,0,0,-4)
	L86E D 0 A_GiveInventory("L86Token",1)
	goto Reload2
  Reload2:
    L86E NOPQRS 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86E TUVWXYZ 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    L86F ABCDEF 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86F GHI 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    L86F J 3 A_PlaySoundEx("l86/clipin","SoundSlot5")
    L86F K 3 A_TakeInventory("Reloading",1)
    Goto ReloadAmmo
  ReloadAmmo:
    L86F Z 0 A_JumpIfInventory("L86Clip2",126,"ReloadEnd")
	L86F Z 0 A_TakeInventory("L86Token",1)
    L86F Z 0 A_JumpIfInventory("L86Ammo",1,1)
    Goto ReloadEnd
    L86F Z 0 A_GiveInventory("L86Clip2",1)
    L86F Z 0 A_TakeInventory("L86Ammo",1)
    Goto ReloadAmmo
  ReloadEnd:
    L86F LMNOP 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86F Y 0 A_JumpIfInventory("L86Bolt",1,"ReloadEndBolt")
    L86F YZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86G ABCDEFGH 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    L86G G 0 A_ReFire
    Goto Ready+19
  ReloadEndBolt:
    L86F LMNOP 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86F QRS 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    L86F T 3 A_PlaySoundEx("l86/bolt","SoundSlot5")
    L86F U 0 A_TakeInventory("L86Bolt",1)
    L86F UVWXYZ 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86G ABCDEFGH 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    L86G G 0 A_ReFire
    Goto Ready+19
  ReloadStartAim:
    L86C F 0 A_ZoomFactor(1.0)
    L86C FE 2
    L86C E 0 A_TakeInventory("Aiming",1)
    L86C DCBA 2
    L86C A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    Goto ReloadStart+2
  ReloadStart_SOH:
    L86E A 0 A_JumpIfInventory("L86Token",1,"Reload3")
    L86E AB 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86E C 2 A_PlaySoundEx("l86/clipsoh","SoundSlot5")
    L86E DEFGHIJKL 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
	L86E L 0 A_FireCustomMissile("EmptyDrumSpawner",0,0,0,-4)
	L86E D 0 A_GiveInventory("L86Token",1)
	goto Reload3
  Reload3:
    L86E NOPQRS 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86E TUVWXYZ 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    L86F ABCDEF 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86F GHI 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    L86F J 2 A_PlaySoundEx("l86/clipin","SoundSlot5")
    L86F K 2 A_TakeInventory("Reloading",1)
    Goto ReloadAmmo_SOH
  ReloadAmmo_SOH:
    L86F Z 0 A_JumpIfInventory("L86Clip2",126,"ReloadEnd_SOH")
	L86F Z 0 A_TakeInventory("L86Token",1)
    L86F Z 0 A_JumpIfInventory("L86Ammo",1,1)
    Goto ReloadEnd_SOH
    L86F Z 0 A_GiveInventory("L86Clip2",1)
    L86F Z 0 A_TakeInventory("L86Ammo",1)
    Goto ReloadAmmo_SOH
  ReloadEnd_SOH:
    L86F LMNOP 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86F Y 0 A_JumpIfInventory("L86Bolt",1,"ReloadEndBolt_SOH")
    L86F YZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86G ABCDEFGH 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    L86G G 0 A_ReFire
    Goto Ready+19
  ReloadEndBolt_SOH:
    L86F LMNOP 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86F QRS 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    L86F T 2 A_PlaySoundEx("l86/bolt","SoundSlot5")
    L86F U 0 A_TakeInventory("L86Bolt",1)
    L86F UVWXYZ 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    L86G ABCDEFGH 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    L86G G 0 A_ReFire
    Goto Ready+19
  AltFireHoldAim:
    "####" "#" 0 A_JumpIfInventory("L86Clip2",1,1)
	Goto Reload
    L86D A 0 A_PlayWeaponSound("l86/fireak")
	GRNA L 0 A_TakeInventory("L86Clip2",1)
    L86D A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzleLight",0,0,0,2)
    L86D A 0 BRIGHT A_GunFlash
    L86D A 1 BRIGHT A_FireCustomMissile("HHCBL86", frandom(-2.50,2.50), 1, 0, 4, 0, frandom(-2.50,2.50))
	L86D A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,-4,34-(Sin(Pitch)*43),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    L86D A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("L86Clip2",10,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    L86D B 1
    "####" "#" 0 A_JumpIfInventory("L86Clip2",1,1)
	Goto Reload
    L86D CDE 1 A_ReFire
    Goto Ready+25
  }
}

actor L86Clip2 : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 0
    inventory.maxamount 126
    ammo.backpackamount 0
    ammo.backpackmaxamount 126
    +IGNORESKILL
}

actor L86ExMags : Inventory
{
    inventory.amount 0
    inventory.maxamount 1
}
actor "L86 LSW Grip" : "L86 LSW"
{
  obituary "%k fed %o with lead from the L86."
  inventory.pickupmessage "You got the L86 Light Squad Weapon. Time to Dakka!"
  //attacksound "l86/fire1"
  weapon.selectionorder 1
  weapon.ammotype "L86Clip"
  weapon.ammouse 1
  weapon.ammogive 0
  weapon.ammotype2 "L86Ammo"
  weapon.ammouse2 0
  weapon.ammogive2 0
  -NOAUTOFIRE
  states
  {
  Fire:
    L86B A 0 A_JumpIfInventory("Aiming",1,"FireAim")
    L86B A 0 A_JumpIfNoAmmo("ReloadStart")
    L86B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim")
    L86B A 0 A_PlayWeaponSound("l86/fire")
    L86B A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzleLight",0,0,5,3)
    L86B A 0 BRIGHT A_GunFlash
    L86B A 1 BRIGHT A_FireCustomMissile("HHCBL86G", frandom(-5.00,5.00), 1, 0, 4, 0, frandom(-5.00,5.00))
	L86B A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,3,35-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    L86B A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("L86Clip",10,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    L86B A 0 A_JumpIfNoAmmo("FireEmpty")
    L86B B 1
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    L86B C 0 A_JumpIfInventory("L86Ammo",1,4)
    L86B CDE 1 A_ReFire
    Goto Ready+19
    L86B C 0 A_JumpIfNoAmmo("ReloadStart")
    L86B CDE 1 A_ReFire
    Goto Ready+19
  Hold:
    L86B A 0 A_JumpIfInventory("Aiming",1,"HoldAim")
    L86B A 0 A_JumpIfNoAmmo("ReloadStart")
    L86B A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim")
    L86B A 0 A_PlayWeaponSound("l86/fireak")
    L86B A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzleLight",0,0,5,3)
    L86B A 0 BRIGHT A_GunFlash
    L86B A 1 BRIGHT A_FireCustomMissile("HHCBL86G", frandom(-8.00,8.00), 1, 0, 4, 0, frandom(-8.00,8.00))
	L86B A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,3,35-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    L86B A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("L86Clip",10,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    L86B A 0 A_JumpIfNoAmmo("FireEmpty")
    L86B B 1
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    L86B C 0 A_JumpIfInventory("L86Ammo",1,4)
    L86B CDE 1 A_ReFire
    Goto Ready+19
    L86B C 0 A_JumpIfNoAmmo("ReloadStart")
    L86B CDE 1 A_ReFire
    Goto Ready+19
  FireAim:
    L86D A 0 A_PlayWeaponSound("l86/fire")
    L86D A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzleLight",0,0,0,2)
    L86D A 0 BRIGHT A_GunFlash
    L86D A 1 BRIGHT A_FireCustomMissile("HHCBL86G", frandom(-1.25,1.25), 1, 0, 4, 0, frandom(-1.25,1.25))
	L86D A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,-4,34-(Sin(Pitch)*43),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    L86D A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("L86Clip",10,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    L86D A 0 A_JumpIfNoAmmo("FireAimEmpty")
    L86D B 1
    L86D C 0 A_JumpIfInventory("L86Ammo",1,4)
    L86D CDE 1 A_ReFire
    Goto Ready+25
    L86D C 0 A_JumpIfNoAmmo("ReloadStart")
    L86D CDE 1 A_ReFire
    Goto Ready+25
  HoldAim:
    L86D A 0 A_PlayWeaponSound("l86/fireak")
    L86D A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzleLight",0,0,0,2)
    L86D A 0 BRIGHT A_GunFlash
    L86D A 1 BRIGHT A_FireCustomMissile("HHCBL86G", frandom(-2.00,2.00), 1, 0, 4, 0, frandom(-2.00,2.00))
	L86D A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,-4,34-(Sin(Pitch)*43),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    L86D A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("L86Clip",10,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    L86D A 0 A_JumpIfNoAmmo("FireAimEmpty")
    L86D B 1
    L86D C 0 A_JumpIfInventory("L86Ammo",1,4)
    L86D CDE 1 A_ReFire
    Goto Ready+25
    L86D C 0 A_JumpIfNoAmmo("ReloadStart")
    L86D CDE 1 A_ReFire
    Goto Ready+25
  Fire_SteadyAim:
    L86B A 0 A_PlayWeaponSound("l86/fire")
    L86B A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzleLight",0,0,5,3)
    L86B A 0 BRIGHT A_GunFlash
    L86B A 1 BRIGHT A_FireCustomMissile("HHCBL86G", frandom(-3.50,3.50), 1, 0, 4, 0, frandom(-3.50,3.50))
	L86B A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,3,35-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    L86B A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("L86Clip",10,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    L86B A 0 A_JumpIfNoAmmo("FireEmpty")
    L86B B 1
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    L86B C 0 A_JumpIfInventory("L86Ammo",1,4)
    L86B CDE 1 A_ReFire
    Goto Ready+19
    L86B C 0 A_JumpIfNoAmmo("ReloadStart")
    L86B CDE 1 A_ReFire
    Goto Ready+19
  Hold_SteadyAim:
    L86B A 0 A_PlayWeaponSound("l86/fireak")
    L86B A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzleLight",0,0,5,3)
    L86B A 0 BRIGHT A_GunFlash
    L86B A 1 BRIGHT A_FireCustomMissile("HHCBL86G", frandom(-6.00,6.00), 1, 0, 4, 0, frandom(-6.00,6.00))
	L86B A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,3,35-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    L86B A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("L86Clip",10,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    L86B A 0 A_JumpIfNoAmmo("FireEmpty")
    L86B B 1
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    L86B C 0 A_JumpIfInventory("L86Ammo",1,4)
    L86B CDE 1 A_ReFire
    Goto Ready+19
    L86B C 0 A_JumpIfNoAmmo("ReloadStart")
    L86B CDE 1 A_ReFire
    Goto Ready+19
  AltFireHoldAim:
    "####" "#" 0 A_JumpIfInventory("L86Clip",1,1)
	Goto Reload
    L86D A 0 A_PlayWeaponSound("l86/fireak")
	GRNA L 0 A_TakeInventory("L86Clip",1)
    L86D A 0 A_FireCustomMissile("WeaponSmokePuff_LMGMuzzleLight",0,0,0,2)
    L86D A 0 BRIGHT A_GunFlash
    L86D A 1 BRIGHT A_FireCustomMissile("HHCBL86G", frandom(-2.00,2.00), 1, 0, 4, 0, frandom(-2.00,2.00))
	L86D A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,-4,34-(Sin(Pitch)*43),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    L86D A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("L86Clip",10,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    L86D B 1
    "####" "#" 0 A_JumpIfInventory("L86Clip",1,1)
	Goto Reload
    L86D CDE 1 A_ReFire
    Goto Ready+25
  }
}

actor L86Grip : Inventory
{
    inventory.amount 0
    inventory.maxamount 1
}

actor L86Pickup : CustomInventory
{
  inventory.pickupmessage "You got the L86 Light Squad Weapon. Time to Dakka!"
  inventory.pickupsound "hbar/bolt"
  +INVENTORY.AUTOACTIVATE
  //inventory.respawntics 70
  scale 0.15
  States
  {
  Spawn:
    WEP2 H -1
    stop
  Pickup:
    WEP2 H 0
    WEP2 H 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",0,0,0)) == 1, "PickupStay")
    WEP2 H 0 A_JumpIfInventory("L86 LSW",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    WEP2 H 0 A_JumpIfInventory("L86 LSW Ex Mags",1,"AmmoPickup")
    WEP2 H 0 A_JumpIfInventory("L86 LSW Grip",1,"AmmoPickup")
    WEP2 H 0 A_JumpIfInventory("Perk1_OneManArmy",1,"OneManArmy")
    WEP2 H 0 A_JumpIfInventory("MaxWeaponsFilled",57,"FailPickup2")
	WEP2 H 0 A_GiveInventory("MaxWeaponsFilled",44)
    WEP2 H 0 ACS_NamedExecuteWithResult("RefPickU",34,0,0)
    stop
  PickupStay:
    WEP2 H 0
    WEP2 H 0 A_JumpIfInventory("L86 LSW",1,"FailPickup") // If the player already has this weapon, they get more ammo for it
    WEP2 H 0 A_JumpIfInventory("L86 LSW Ex Mags",1,"FailPickup")
    WEP2 H 0 A_JumpIfInventory("L86 LSW Grip",1,"FailPickup")
    WEP2 H 0 A_JumpIfInventory("Perk1_OneManArmy",1,"OneManArmy")
    WEP2 H 0 A_JumpIfInventory("MaxWeaponsFilled",57,"FailPickup2")
	WEP2 H 0 A_GiveInventory("MaxWeaponsFilled",44)
    WEP2 H 0 ACS_NamedExecuteWithResult("RefPickU",34,0,0)
    WEP2 H 0 ACS_NamedExecuteWithResult("RefPickC",34,0,0)
    WEP2 H 0 A_PlaySound("hbar/bolt")
    fail
  AmmoPickup:
    WEP2 H 0
    WEP2 H 0 A_JumpIfInventory("L86Ammo",0,"FailPickup")
    WEP2 H 0 A_GiveInventory("L86Ammo",84)
    stop
  OneManArmy:
    WEP2 H 0
	WEP2 H 0 A_JumpIfInventory("MaxWeaponsFilled",94,"FailPickup2")
	WEP2 H 0 A_GiveInventory("MaxWeaponsFilled",44)
	WEP2 H 0 ACS_NamedExecuteWithResult("RefPickU",34,0,0)
	stop
  FailPickup:
    WEP2 H 1
    fail
  FailPickup2:
    WEP2 H 1
    WEP2 H 0 ACS_NamedExecuteAlways("RefSlots",0,31,0,0)
    fail
  }
}

actor L86Drop : L86Pickup
{
  States
  {
  Spawn:
    WEP2 H -1
    stop
  Pickup:
    WEP2 H 0
    WEP2 H 0 A_JumpIfInventory("L86 LSW",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    WEP2 H 0 A_JumpIfInventory("L86 LSW Ex Mags",1,"AmmoPickup")
    WEP2 H 0 A_JumpIfInventory("L86 LSW Grip",1,"AmmoPickup")
    WEP2 H 0 A_JumpIfInventory("Perk1_OneManArmy",1,"OneManArmy")
    WEP2 H 0 A_JumpIfInventory("MaxWeaponsFilled",57,"FailPickup2")
	WEP2 H 0 A_GiveInventory("MaxWeaponsFilled",44)
    WEP2 H 0 ACS_NamedExecuteWithResult("RefPickU",34,0,0)
    stop
  }
}

actor L86Drop2 : L86Drop
{
  States
  {
  Spawn:
    WEP2 H -1
    stop
  Pickup:
    WEP2 H 0
    WEP2 H 0 A_JumpIfInventory("L86 LSW",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    WEP2 H 0 A_JumpIfInventory("L86 LSW Ex Mags",1,"AmmoPickup")
    WEP2 H 0 A_JumpIfInventory("L86 LSW Grip",1,"AmmoPickup")
    WEP2 H 0 A_JumpIfInventory("Perk1_OneManArmy",1,"OneManArmy")
    WEP2 H 0 A_JumpIfInventory("MaxWeaponsFilled",57,"FailPickup2")
	WEP2 H 0 A_GiveInventory("MaxWeaponsFilled",44)
    WEP2 H 0 ACS_NamedExecuteWithResult("RefPickU",34,0,0)
    stop
  AmmoPickup:
    WEP2 H 0
    stop
  }
}

actor HHCBL86 : HHBullet
{
  damage (random(24,30))
  Speed 400
  damagetype "LMG"
  States
  {
  Spawn:
    TNT1 A 15
    stop
  Death:
    TNT1 A 0 A_SpawnItemEx("ImpactSmokePuff", 0, 0, 0, 0, 0, 0, 0, 128, 0)
    TNT1 A 5 A_PlaySound("generic/ricochet")
    stop
  XDeath:
    TNT1 A 0 A_GiveToTarget("HitIndicator",1)
    TNT1 A 5 A_PlaySound("generic/ricochets")
    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")
    stop
  }
}

actor HHCBL86G : HHCBL86
{
  damage (random(25,32))
}
