actor "Colt M4A1" : RGUWeapon
{
  obituary "%k gunned %o down with the M4A1."
  inventory.pickupmessage "You got the Colt M4A1 carbine. Fast and light."
  //attacksound "ump45/fire6"
  weapon.selectionorder 3
  weapon.ammotype "M4A1Clip"
  weapon.ammouse 1
  weapon.ammogive 0
  weapon.ammotype2 "M4A1Ammo"
  weapon.ammouse2 0
  weapon.ammogive2 0
  -NOAUTOFIRE
  states
  {
  Ready:
    M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    GRNA L 0 A_TakeInventory("weapondropper",2)
    TNT1 A 0 A_PlaySoundEx("weapon/draw","SoundSlot5")
    M4CA ABCDE 2 A_WeaponReady(WRF_NOPRIMARY|WRF_ALLOWZOOM)
	M4CA FGHIJ 2 A_WeaponReady(WRF_ALLOWZOOM)
	M4CD A 0 A_JumpIfInventory("M4Token",1,"Reload")
    M4CA J 0 A_JumpIfNoAmmo("Reload")
	M4CC F 0 A_JumpIfInventory("weapondropper",1,"DropWeapon")
    M4CA J 0 A_JumpIfInventory("Aiming",1,5)
    M4CA J 0 A_JumpIfInventory("Reloading",1,"Reload")
    M4CA J 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade")
    M4CA J 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    M4CA J 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
    Goto Ready+15
    M4CC F 0 A_JumpIfInventory("Reloading",1,"Reload")
  ReadyAim:
    M4CC F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade")
    M4CC F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
	G18A I 0 A_JumpIfInventory("weapondropper",1,"AltFire3")
    M4CC F 1 A_WeaponReady(WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
    Goto Ready+21
  Deselect:
    M4CA J 0 A_PlaySoundEx("weapon/down","SoundSlot5")
    M4CA J 0 A_TakeInventory("Aiming",1)
    M4CA J 0 A_TakeInventory("Reloading",1)
    M4CA J 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    M4CA J 0 A_ZoomFactor(1.0)
    M4CA J 0 A_Lower
    M4CA J 1 A_Lower
    Goto Deselect+5
  Select:
    M4CC A 0 A_Raise
    Loop
  Fire:
    M4CB A 0 A_JumpIfInventory("Aiming",1,"FireAim")
    M4CB A 0 A_JumpIfNoAmmo("ReloadStart")
    M4CB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim")
    M4CB A 0 A_PlayWeaponSound("m4a1/fire")
    M4CB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,7,2)
    M4CB A 0 BRIGHT A_GunFlash
    M4CB A 1 BRIGHT A_FireCustomMissile("HHCBM4A1", frandom(-6.00,6.00), 1, 0, 4, 0, frandom(-6.00,6.00))
	M4CB A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,13,35-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    M4CB A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("M4A1Clip",5,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    M4CB A 0 A_JumpIfNoAmmo("FireEmpty")
    M4CB BC 1
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    M4CB C 0 A_JumpIfInventory("M4A1Ammo",1,2)
    M4CB C 0 A_ReFire
    Goto Ready+15
    M4CB C 0 A_JumpIfNoAmmo("ReloadStart")
    M4CB C 0 A_ReFire
    Goto Ready+15
  Hold:
    M4CB A 0 A_JumpIfInventory("Aiming",1,"HoldAim")
    M4CB A 0 A_JumpIfNoAmmo("ReloadStart")
    M4CB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim")
    M4CB A 0 A_PlayWeaponSound("m4a1/fire")
    M4CB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,7,2)
    M4CB A 0 BRIGHT A_GunFlash
    M4CB A 1 BRIGHT A_FireCustomMissile("HHCBM4A1", frandom(-8.50,8.50), 1, 0, 4, 0, frandom(-8.50,8.50))
	M4CB A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,13,35-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    M4CB A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("M4A1Clip",5,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    M4CB A 0 A_JumpIfNoAmmo("FireEmpty")
    M4CB BC 1
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    M4CB C 0 A_JumpIfInventory("M4A1Ammo",1,2)
    M4CB C 0 A_ReFire
    Goto Ready+15
    M4CB C 0 A_JumpIfNoAmmo("ReloadStart")
    M4CB C 0 A_ReFire
    Goto Ready+15
  FireEmpty:
    M4CB B 1
    M4CB C 1 A_GiveInventory("M4A1Bolt",1)
    M4CB C 0 A_JumpIfInventory("M4A1Ammo",1,2)
    M4CB C 0 A_ReFire
    Goto Ready+15
    M4CB C 0 A_JumpIfNoAmmo("ReloadStart")
    M4CB C 0 A_ReFire
    Goto Ready+15
  FireAim:
    M4CC G 0 A_PlayWeaponSound("m4a1/fire")
    M4CC G 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,2)
    M4CC G 0 BRIGHT A_GunFlash
    M4CC G 1 BRIGHT A_FireCustomMissile("HHCBM4A1", frandom(-1.20,1.20), 1, 0, 4, 0, frandom(-1.20,1.20))
	M4CC G 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)
    M4CC G 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("M4A1Clip",5,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    M4CC G 0 A_JumpIfNoAmmo("FireAimEmpty")
    M4CC HI 1
    M4CC I 0 A_JumpIfInventory("M4A1Ammo",1,2)
    M4CC I 0 A_ReFire
    Goto Ready+21
    M4CC I 0 A_JumpIfNoAmmo("ReloadStart")
    M4CC I 0 A_ReFire
    Goto Ready+21
  HoldAim:
    M4CC G 0 A_PlayWeaponSound("m4a1/fire")
    M4CC G 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,2)
    M4CC G 0 BRIGHT A_GunFlash
    M4CC G 1 BRIGHT A_FireCustomMissile("HHCBM4A1", frandom(-1.70,1.70), 1, 0, 4, 0, frandom(-1.70,1.70))
	M4CC G 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)
    M4CC G 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("M4A1Clip",5,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    M4CC G 0 A_JumpIfNoAmmo("FireAimEmpty")
    M4CC HI 1
    M4CC I 0 A_JumpIfInventory("M4A1Ammo",1,2)
    M4CC I 0 A_ReFire
    Goto Ready+21
    M4CC I 0 A_JumpIfNoAmmo("ReloadStart")
    M4CC I 0 A_ReFire
    Goto Ready+21
  FireAimEmpty:
    M4CC H 1
    M4CC I 1 A_GiveInventory("M4A1Bolt",1)
    M4CC I 0 A_JumpIfInventory("M4A1Ammo",1,2)
    M4CC I 0 A_ReFire
    Goto Ready+21
    M4CC I 0 A_JumpIfNoAmmo("ReloadStart")
    M4CC I 0 A_ReFire
    Goto Ready+21
  Reload: //AltFire:
    M4CD A 0 A_JumpIfInventory("M4A1Clip",30,2)
    M4CD A 0 A_JumpIfInventory("M4A1Ammo",1,"ReloadStart")
    M4CD A 0 A_TakeInventory("Reloading",1)
    M4CD A 0 A_JumpIfInventory("Aiming",1,"ReadyAim")
    Goto Ready+18
  ReloadStart:
    M4CD A 0 ACS_NamedExecuteAlways("RefSpeak",0,0,0,0)  
    M4CD A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim")
    M4CD A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH")
	M4CD A 0 A_JumpIfInventory("M4Token",1,"Reload2")
    M4CD A 3 A_PlaySoundEx("m4a1/clipout","SoundSlot5")
	M4CD A 0 A_FireCustomMissile("M4A1EmptyMagSpawner",0,0,0,-4)
	M4CD A 0 A_GiveInventory("M4Token",1)
	goto Reload2
  Reload2:
    M4CD BCDEFGH 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    M4CD IJKL 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    M4CD M 0 A_PlayWeaponSound("weapon/wellbonk")
    M4CD MNO 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    M4CD P 0 A_PlayWeaponSound("m4a1/clipin")
    M4CD P 3 A_TakeInventory("Reloading",1)
    Goto ReloadAmmo
  ReloadAmmo:
    M4CD Z 0 A_JumpIfInventory("M4A1Clip",30,"ReloadEnd")
	M4CD Z 0 A_TakeInventory("M4Token",1)
    M4CD Z 0 A_JumpIfInventory("M4A1Ammo",1,1)
    Goto ReloadEnd
    M4CD Z 0 A_GiveInventory("M4A1Clip",1)
    M4CD Z 0 A_TakeInventory("M4A1Ammo",1)
    Goto ReloadAmmo
  ReloadEnd:
    M4CD Q 3
    M4CD R 0 A_JumpIfInventory("M4A1Bolt",1,"ReloadEndBolt")
    M4CD RST 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    M4CD UVW 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    M4CD G 0 A_ReFire
    Goto Ready+15
  ReloadEndBolt:
    M4CD Z 0 A_TakeInventory("M4A1Bolt",1)
    M4CD XY 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    M4CD Z 3 A_PlayWeaponSound("m4a1/bolt")
    M4CE ABCD 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    M4CE EFG 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    M4CE V 0 A_ReFire
    Goto Ready+15
  Zoom:
  PostReloadAlt:
    M4CD A 0 A_JumpIfInventory("M4Token",1,"Reload")
    M4CC F 0 A_ZoomFactor(1.3)
    M4CC E 0 A_GiveInventory("Aiming",1)
	M4CC A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    M4CC ABCDEF 1
    Goto AltHold
  AltFireHoldAim:
    "####" "#" 0 A_JumpIfInventory("M4A1Clip",1,1)
	Goto Reload
    M4CC G 0 A_PlayWeaponSound("m4a1/fire")
	GRNA L 0 A_TakeInventory("M4A1Clip",1)
    M4CC G 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,2)
    M4CC G 0 BRIGHT A_GunFlash
    M4CC G 1 BRIGHT A_FireCustomMissile("HHCBM4A1", frandom(-1.20,1.20), 1, 0, 4, 0, frandom(-1.20,1.20))
	M4CC G 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)
    M4CC G 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("M4A1Clip",5,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    M4CC H 1
    M4CC I 0 A_ReFire
    Goto Ready+21
  AltHold:
    M4CC 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+21
  AltFire:
    GRNA L 0 A_TakeInventory("weapondropper",2)
    M4CD A 0 A_JumpIfInventory("M4Token",1,"Reload")
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"AltHold")
    M4CC A 0 A_JumpIfInventory("Aiming",1,"AltFire2")
    M4CC A 0 A_ZoomFactor(1.3)
    M4CC AB 1
    M4CC B 0 A_GiveInventory("Aiming",1)
    M4CC CDEF 1
    M4CC F 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    M4CC F 0 A_Refire
    Goto Ready+21
  AltFire2:
    M4CC F 0 A_ZoomFactor(1.0)
    M4CC FE 1
    M4CC E 0 A_TakeInventory("Aiming",1)
    M4CC DCBA 1
    M4CC A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
	M4CA JJJJ 1
    M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    Goto Ready+15
  AltFire3:
    M4CC A 0 A_ZoomFactor(1.0)
    M4CC FEDCBA 1
    M4CC A 0 A_TakeInventory("Aiming",1)
    M4CC A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    goto DropWeapon
  ReloadStartAim:
    M4CC F 0 A_ZoomFactor(1.0)
    M4CC FE 1
    M4CC E 0 A_TakeInventory("Aiming",1)
    M4CC DCBA 1
    M4CC 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 T 0
    WEAP T 0 A_SpawnItem("M4A1Drop")
    stop
  ReloadStart_SOH:
    M4CD A 0 A_JumpIfInventory("M4Token",1,"Reload3")
    M4CD A 2 A_PlaySoundEx("m4a1/clipout","SoundSlot5")
	M4CD A 0 A_FireCustomMissile("M4A1EmptyMagSpawner",0,0,0,-4)
	M4CD A 0 A_GiveInventory("M4Token",1)
	goto Reload3
  Reload3:
    M4CD BCDEFGH 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    M4CD IJKL 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    M4CD M 0 A_PlayWeaponSound("weapon/wellbonk")
    M4CD MNO 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    M4CD P 0 A_PlayWeaponSound("m4a1/clipin")
    M4CD P 2 A_TakeInventory("Reloading",1)
    Goto ReloadAmmo_SOH
  ReloadAmmo_SOH:
    M4CD Z 0 A_JumpIfInventory("M4A1Clip",30,"ReloadEnd_SOH")
	M4CD Z 0 A_TakeInventory("M4Token",1)
    M4CD Z 0 A_JumpIfInventory("M4A1Ammo",1,1)
    Goto ReloadEnd_SOH
    M4CD Z 0 A_GiveInventory("M4A1Clip",1)
    M4CD Z 0 A_TakeInventory("M4A1Ammo",1)
    Goto ReloadAmmo_SOH
  ReloadEnd_SOH:
    M4CD Q 2
    M4CD R 0 A_JumpIfInventory("M4A1Bolt",1,"ReloadEndBolt_SOH")
    M4CD RST 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    M4CD UVW 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    M4CD G 0 A_ReFire
    Goto Ready+13
  ReloadEndBolt_SOH:
    M4CD Z 0 A_TakeInventory("M4A1Bolt",1)
    M4CD XY 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    M4CD Z 2 A_PlayWeaponSound("m4a1/bolt")
    M4CE ABCD 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    M4CE EFG 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    M4CE V 0 A_ReFire
    Goto Ready+15
  Fire_SteadyAim:
    M4CB A 0 A_PlayWeaponSound("m4a1/fire")
    M4CB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,7,2)
    M4CB A 0 BRIGHT A_GunFlash
    M4CB A 1 BRIGHT A_FireCustomMissile("HHCBM4A1", frandom(-4.25,4.25), 1, 0, 4, 0, frandom(-4.25,4.25))
	M4CB A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,13,35-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    M4CB A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("M4A1Clip",5,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    M4CB A 0 A_JumpIfNoAmmo("FireEmpty")
    M4CB BC 1
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    M4CB C 0 A_JumpIfInventory("M4A1Ammo",1,2)
    M4CB C 0 A_ReFire
    Goto Ready+15
    M4CB C 0 A_JumpIfNoAmmo("ReloadStart")
    M4CB C 0 A_ReFire
    Goto Ready+15
  Hold_SteadyAim:
    M4CB A 0 A_PlayWeaponSound("m4a1/fire")
    M4CB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,7,2)
    M4CB A 0 BRIGHT A_GunFlash
    M4CB A 1 BRIGHT A_FireCustomMissile("HHCBM4A1", frandom(-6.50,6.50), 1, 0, 4, 0, frandom(-6.50,6.50))
	M4CB A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,13,35-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    M4CB A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("M4A1Clip",5,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    M4CB A 0 A_JumpIfNoAmmo("FireEmpty")
    M4CB BC 1
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    M4CB C 0 A_JumpIfInventory("M4A1Ammo",1,2)
    M4CB C 0 A_ReFire
    Goto Ready+15
    M4CB C 0 A_JumpIfNoAmmo("ReloadStart")
    M4CB C 0 A_ReFire
    Goto Ready+15
  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
	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)
    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)
	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("KnifeAttack",1)
    GRNA L 0 A_TakeInventory("ThrowingGrenade",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("KnifeAttack",1)
    GRNA L 0 A_TakeInventory("ThrowingGrenade",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("KnifeAttack",1)
    GRNA L 0 A_TakeInventory("ThrowingGrenade",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:
    M4CA JJIHGFEDCB 2 A_WeaponReady(WRF_NOPRIMARY)
	M4CA 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("M4A1Dropped",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("M4A1Thrown",0,0,7,2)
	stop
  }
}

actor M4A1Clip : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 0
    inventory.maxamount 30
    ammo.backpackamount 0
    ammo.backpackmaxamount 30
    +IGNORESKILL
}

actor M4A1Bolt : Inventory
{
    inventory.amount 0
    inventory.maxamount 1
}

actor "Colt M4A1 Ex Mags" : "Colt M4A1"
{
  obituary "%k gunned %o down with the M4A1."
  inventory.pickupmessage "You got the Colt M4A1 carbine. Fast and light."
  //attacksound "ump45/fire6"
  weapon.selectionorder 3
  weapon.ammotype "M4A1Clip2"
  weapon.ammouse 1
  weapon.ammogive 0
  weapon.ammotype2 "M4A1Ammo"
  weapon.ammouse2 0
  weapon.ammogive2 0
  -NOAUTOFIRE
  states
  {
  Ready:
    M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    GRNA L 0 A_TakeInventory("weapondropper",2)
    TNT1 A 0 A_PlaySoundEx("weapon/draw","SoundSlot5")
    M4CA ABCDE 2 A_WeaponReady(WRF_NOPRIMARY|WRF_ALLOWZOOM)
	M4CA FGHIJ 2 A_WeaponReady(WRF_ALLOWZOOM)
	M4CD A 0 A_JumpIfInventory("M4Token",1,"Reload")
    M4CA J 0 A_JumpIfNoAmmo("Reload")
	M4CC F 0 A_JumpIfInventory("weapondropper",1,"DropWeapon")
    M4CA J 0 A_JumpIfInventory("Aiming",1,5)
    M4CA J 0 A_JumpIfInventory("Reloading",1,"Reload")
    M4CA J 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade")
    M4CA J 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    M4CA J 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
    Goto Ready+15
    M4CC F 0 A_JumpIfInventory("Reloading",1,"Reload")
  ReadyAim:
    M4CC F 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade")
    M4CC F 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
	G18A I 0 A_JumpIfInventory("weapondropper",1,"AltFire3")
    M4CC F 1 A_WeaponReady(WRF_NOBOB|WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
    Goto Ready+21
  Fire:
    M4CB A 0 A_JumpIfInventory("Aiming",1,"FireAim")
    M4CB A 0 A_JumpIfNoAmmo("ReloadStart")
    M4CB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Fire_SteadyAim")
    M4CB A 0 A_PlayWeaponSound("m4a1/fire")
    M4CB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,7,2)
    M4CB A 0 BRIGHT A_GunFlash
    M4CB A 1 BRIGHT A_FireCustomMissile("HHCBM4A1", frandom(-6.00,6.00), 1, 0, 4, 0, frandom(-6.00,6.00))
	M4CB A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,13,35-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    M4CB A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("M4A1Clip2",5,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    M4CB A 0 A_JumpIfNoAmmo("FireEmpty")
    M4CB BC 1
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    M4CB C 0 A_JumpIfInventory("M4A1Ammo",1,2)
    M4CB C 0 A_ReFire
    Goto Ready+15
    M4CB C 0 A_JumpIfNoAmmo("ReloadStart")
    M4CB C 0 A_ReFire
    Goto Ready+15
  Hold:
    M4CB A 0 A_JumpIfInventory("Aiming",1,"HoldAim")
    M4CB A 0 A_JumpIfNoAmmo("ReloadStart")
    M4CB A 0 A_JumpIfInventory("Perk3_SteadyAim",1,"Hold_SteadyAim")
    M4CB A 0 A_PlayWeaponSound("m4a1/fire")
    M4CB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,7,2)
    M4CB A 0 BRIGHT A_GunFlash
    M4CB A 1 BRIGHT A_FireCustomMissile("HHCBM4A1", frandom(-8.50,8.50), 1, 0, 4, 0, frandom(-8.50,8.50))
	M4CB A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,13,35-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    M4CB A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("M4A1Clip2",5,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    M4CB A 0 A_JumpIfNoAmmo("FireEmpty")
    M4CB BC 1
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    M4CB C 0 A_JumpIfInventory("M4A1Ammo",1,2)
    M4CB C 0 A_ReFire
    Goto Ready+15
    M4CB C 0 A_JumpIfNoAmmo("ReloadStart")
    M4CB C 0 A_ReFire
    Goto Ready+15
  FireAim:
    M4CC G 0 A_PlayWeaponSound("m4a1/fire")
    M4CC G 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,2)
    M4CC G 0 BRIGHT A_GunFlash
    M4CC G 1 BRIGHT A_FireCustomMissile("HHCBM4A1", frandom(-1.20,1.20), 1, 0, 4, 0, frandom(-1.20,1.20))
	M4CC G 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)
    M4CC G 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("M4A1Clip2",5,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    M4CC G 0 A_JumpIfNoAmmo("FireAimEmpty")
    M4CC HI 1
    M4CC I 0 A_JumpIfInventory("M4A1Ammo",1,2)
    M4CC I 0 A_ReFire
    Goto Ready+21
    M4CC I 0 A_JumpIfNoAmmo("ReloadStart")
    M4CC I 0 A_ReFire
    Goto Ready+21
  HoldAim:
    M4CC G 0 A_PlayWeaponSound("m4a1/fire")
    M4CC G 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,2)
    M4CC G 0 BRIGHT A_GunFlash
    M4CC G 1 BRIGHT A_FireCustomMissile("HHCBM4A1", frandom(-1.70,1.70), 1, 0, 4, 0, frandom(-1.70,1.70))
	M4CC G 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)
    M4CC G 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("M4A1Clip2",5,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    M4CC G 0 A_JumpIfNoAmmo("FireAimEmpty")
    M4CC HI 1
    M4CC I 0 A_JumpIfInventory("M4A1Ammo",1,2)
    M4CC I 0 A_ReFire
    Goto Ready+21
    M4CC I 0 A_JumpIfNoAmmo("ReloadStart")
    M4CC I 0 A_ReFire
    Goto Ready+21
  Fire_SteadyAim:
    M4CB A 0 A_PlayWeaponSound("m4a1/fire")
    M4CB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,7,2)
    M4CB A 0 BRIGHT A_GunFlash
    M4CB A 1 BRIGHT A_FireCustomMissile("HHCBM4A1", frandom(-4.25,4.25), 1, 0, 4, 0, frandom(-4.25,4.25))
	M4CB A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,13,35-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    M4CB A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("M4A1Clip2",5,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    M4CB A 0 A_JumpIfNoAmmo("FireEmpty")
    M4CB BC 1
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    M4CB C 0 A_JumpIfInventory("M4A1Ammo",1,2)
    M4CB C 0 A_ReFire
    Goto Ready+15
    M4CB C 0 A_JumpIfNoAmmo("ReloadStart")
    M4CB C 0 A_ReFire
    Goto Ready+15
  Hold_SteadyAim:
    M4CB A 0 A_PlayWeaponSound("m4a1/fire")
    M4CB A 0 A_FireCustomMissile("WeaponSmokePuff",0,0,7,2)
    M4CB A 0 BRIGHT A_GunFlash
    M4CB A 1 BRIGHT A_FireCustomMissile("HHCBM4A1", frandom(-6.50,6.50), 1, 0, 4, 0, frandom(-6.50,6.50))
	M4CB A 0 A_SpawnItemEx("RifleCasing",Cos(Pitch)*30,13,35-(Sin(Pitch)*25),Cos(Pitch)*FRandom(2,4),FRandom(3,6),-Sin(Pitch)*FRandom(3,6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)
    M4CB A 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("M4A1Clip2",5,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    M4CB A 0 A_JumpIfNoAmmo("FireEmpty")
    M4CB BC 1
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    M4CB C 0 A_JumpIfInventory("M4A1Ammo",1,2)
    M4CB C 0 A_ReFire
    Goto Ready+15
    M4CB C 0 A_JumpIfNoAmmo("ReloadStart")
    M4CB C 0 A_Refire
    Goto Ready+15
  Reload: //AltFire:
    M4CD A 0 A_JumpIfInventory("M4A1Clip2",45,2)
    M4CD A 0 A_JumpIfInventory("M4A1Ammo",1,"ReloadStart")
    M4CD A 0 A_TakeInventory("Reloading",1)
    M4CD A 0 A_JumpIfInventory("Aiming",1,"ReadyAim")
    Goto Ready+18
  ReloadStart:
    M4CD A 0 ACS_NamedExecuteAlways("RefSpeak",0,0,0,0)
    M4CD A 0 A_JumpIfInventory("Aiming",1,"ReloadStartAim")
    M4CD A 0 A_JumpIfInventory("Perk1_SOH",1,"ReloadStart_SOH")
	M4CD A 0 A_JumpIfInventory("M4Token",1,"Reload2")
    M4CD A 3 A_PlaySoundEx("m4a1/clipout","SoundSlot5")
	M4CD A 0 A_FireCustomMissile("M4A1EmptyMagExtendedSpawner",0,0,0,-4)
	M4CD A 0 A_GiveInventory("M4Token",1)
	goto Reload2
  Reload2:
    M4CD BCDEFGH 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    M4CD IJKL 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    M4CD M 0 A_PlayWeaponSound("weapon/wellbonk")
    M4CD MNO 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    M4CD P 0 A_PlayWeaponSound("m4a1/clipin")
    M4CD P 3 A_TakeInventory("Reloading",1)
    Goto ReloadAmmo
  ReloadAmmo:
    M4CD Z 0 A_JumpIfInventory("M4A1Clip2",45,"ReloadEnd")
	M4CD Z 0 A_TakeInventory("M4Token",1)
    M4CD Z 0 A_JumpIfInventory("M4A1Ammo",1,1)
    Goto ReloadEnd
    M4CD Z 0 A_GiveInventory("M4A1Clip2",1)
    M4CD Z 0 A_TakeInventory("M4A1Ammo",1)
    Goto ReloadAmmo
  ReloadEnd:
    M4CD Q 3
    M4CD R 0 A_JumpIfInventory("M4A1Bolt",1,"ReloadEndBolt")
    M4CD RST 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    M4CD UVW 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    M4CD G 0 A_ReFire
    Goto Ready+15
  ReloadEndBolt:
    M4CD Z 0 A_TakeInventory("M4A1Bolt",1)
    M4CD XY 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    M4CD Z 3 A_PlayWeaponSound("m4a1/bolt")
    M4CE ABCD 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    M4CE EFG 3 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    M4CE V 0 A_ReFire
    Goto Ready+15
  ReloadStartAim:
    M4CC F 0 A_ZoomFactor(1.0)
    M4CC FE 1
    M4CC E 0 A_TakeInventory("Aiming",1)
    M4CC DCBA 1
    M4CC A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    Goto ReloadStart+2
  ReloadStart_SOH:
    M4CD A 0 A_JumpIfInventory("M4Token",1,"Reload3")
    M4CD A 2 A_PlaySoundEx("m4a1/clipout","SoundSlot5")
	M4CD A 0 A_FireCustomMissile("M4A1EmptyMagExtendedSpawner",0,0,0,-4)
	M4CD A 0 A_GiveInventory("M4Token",1)
	goto Reload3
  Reload3:
    M4CD BCDEFGH 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    M4CD IJKL 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    M4CD M 0 A_PlayWeaponSound("weapon/wellbonk")
    M4CD MNO 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    M4CD P 0 A_PlayWeaponSound("m4a1/clipin")
    M4CD P 2 A_TakeInventory("Reloading",1)
    Goto ReloadAmmo_SOH
  ReloadAmmo_SOH:
    M4CD Z 0 A_JumpIfInventory("M4A1Clip2",45,"ReloadEnd_SOH")
	M4CD Z 0 A_TakeInventory("M4Token",1)
    M4CD Z 0 A_JumpIfInventory("M4A1Ammo",1,1)
    Goto ReloadEnd_SOH
    M4CD Z 0 A_GiveInventory("M4A1Clip2",1)
    M4CD Z 0 A_TakeInventory("M4A1Ammo",1)
    Goto ReloadAmmo_SOH
  ReloadEnd_SOH:
    M4CD Q 2
    M4CD R 0 A_JumpIfInventory("M4A1Bolt",1,"ReloadEndBolt_SOH")
    M4CD RST 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    M4CD UVW 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    M4CD G 0 A_ReFire
    Goto Ready+15
  ReloadEndBolt_SOH:
    M4CD Z 0 A_TakeInventory("M4A1Bolt",1)
    M4CD XY 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    M4CD Z 2 A_PlayWeaponSound("m4a1/bolt")
    M4CE ABCD 2 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
    M4CE EFG 2 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
	M4CA C 0 A_JumpIfInventory("AltFireHeld",1,"PostReloadAlt")
    M4CE V 0 A_ReFire
    Goto Ready+15
  AltFireHoldAim:
    "####" "#" 0 A_JumpIfInventory("M4A1Clip",1,1)
	Goto Reload
    M4CC G 0 A_PlayWeaponSound("m4a1/fire")
	GRNA L 0 A_TakeInventory("M4A1Clip2",1)
    M4CC G 0 A_FireCustomMissile("WeaponSmokePuff",0,0,0,2)
    M4CC G 0 BRIGHT A_GunFlash
    M4CC G 1 BRIGHT A_FireCustomMissile("HHCBM4A1", frandom(-1.20,1.20), 1, 0, 4, 0, frandom(-1.20,1.20))
	M4CC G 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)
    M4CC G 0 BRIGHT ACS_NamedExecuteAlways("RefKick",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("M4A1Clip2",5,2)
    TNT1 A 0 A_PlaySound("m9/lock")
    M4CC H 1
    M4CC I 0 A_ReFire
    Goto Ready+21
  }
}

actor M4A1Clip2 : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 0
    inventory.maxamount 45
    ammo.backpackamount 0
    ammo.backpackmaxamount 45
    +IGNORESKILL
}

actor M4A1ExMags : Inventory
{
    inventory.amount 0
    inventory.maxamount 1
}

actor M4A1Pickup : CustomInventory
{
  inventory.pickupmessage "You got the Colt M4A1 carbine. Fast and light."
  inventory.pickupsound "akm/bolt"
  +INVENTORY.AUTOACTIVATE
  //inventory.respawntics 70
  scale 0.15
  States
  {
  Spawn:
    WEAP T -1
    stop
  Pickup:
    WEAP T 0
    WEAP T 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",0,0,0)) == 1, "PickupStay")
    WEAP T 0 A_JumpIfInventory("Colt M4A1",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    WEAP T 0 A_JumpIfInventory("Colt M4A1 Ex Mags",1,"AmmoPickup")
    WEAP T 0 A_JumpIfInventory("Perk1_OneManArmy",1,"OneManArmy")
    WEAP T 0 A_JumpIfInventory("MaxWeaponsFilled",71,"FailPickup2")
	WEAP T 0 A_GiveInventory("MaxWeaponsFilled",30)
    WEAP T 0 ACS_NamedExecuteWithResult("RefPickU",18,0,0)
    stop
  PickupStay:
    WEAP T 0
    WEAP T 0 A_JumpIfInventory("Colt M4A1",1,"FailPickup") // If the player already has this weapon, they get more ammo for it
    WEAP T 0 A_JumpIfInventory("Colt M4A1 Ex Mags",1,"FailPickup")
    WEAP T 0 A_JumpIfInventory("Perk1_OneManArmy",1,"OneManArmy")
    WEAP T 0 A_JumpIfInventory("MaxWeaponsFilled",71,"FailPickup2")
	WEAP T 0 A_GiveInventory("MaxWeaponsFilled",30)
    WEAP T 0 ACS_NamedExecuteWithResult("RefPickU",18,0,0)
    WEAP T 0 ACS_NamedExecuteWithResult("RefPickC",18,0,0)
    WEAP T 0 A_PlaySound("akm/bolt")
    fail
  AmmoPickup:
    WEAP T 0
    WEAP T 0 A_JumpIfInventory("M4A1Ammo",0,"FailPickup")
    WEAP T 0 A_GiveInventory("M4A1Ammo",30)
    stop
  OneManArmy:
    WEAP T 0
	WEAP T 0 A_JumpIfInventory("MaxWeaponsFilled",108,"FailPickup2")
	WEAP T 0 A_GiveInventory("MaxWeaponsFilled",30)
	WEAP T 0 ACS_NamedExecuteWithResult("RefPickU",18,0,0)
	stop
  FailPickup:
    WEAP T 1
    fail
  FailPickup2:
    WEAP T 1
    WEAP T 0 ACS_NamedExecuteAlways("RefSlots",0,18,0,0)
    fail
  }
}

actor M4A1Drop : M4A1Pickup
{
  States
  {
  Spawn:
    WEAP T -1
    stop
  Pickup:
    WEAP T 0
    WEAP T 0 A_JumpIfInventory("Colt M4A1",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    WEAP T 0 A_JumpIfInventory("Colt M4A1 Ex Mags",1,"AmmoPickup")
    WEAP T 0 A_JumpIfInventory("Perk1_OneManArmy",1,"OneManArmy")
    WEAP T 0 A_JumpIfInventory("MaxWeaponsFilled",71,"FailPickup2")
	WEAP T 0 A_GiveInventory("MaxWeaponsFilled",30)
    WEAP T 0 ACS_NamedExecuteWithResult("RefPickU",18,0,0)
    stop
  }
}

actor M4A1Drop2 : M4A1Drop
{
  States
  {
  Spawn:
    WEAP T -1
    stop
  Pickup:
    WEAP T 0
    WEAP T 0 A_JumpIfInventory("Colt M4A1",1,"AmmoPickup") // If the player already has this weapon, they get more ammo for it
    WEAP T 0 A_JumpIfInventory("Colt M4A1 Ex Mags",1,"AmmoPickup")
    WEAP T 0 A_JumpIfInventory("Perk1_OneManArmy",1,"OneManArmy")
    WEAP T 0 A_JumpIfInventory("MaxWeaponsFilled",71,"FailPickup2")
	WEAP T 0 A_GiveInventory("MaxWeaponsFilled",30)
    WEAP T 0 ACS_NamedExecuteWithResult("RefPickU",18,0,0)
    stop
  AmmoPickup:
    WEAP T 0
    stop
  }
}

actor HHCBM4A1 : HHBullet
{
  damage (random(23,29))
  Speed 400
  damagetype "Rifle"
  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
  }
}