ACTOR AKRELOAD : INVENTORY
{
inventory.maxamount 1
}

Actor AKSEMI : Inventory
{
inventory.maxamount 1
}

Actor AKAMMO : ammo
{
inventory.maxamount 30
Inventory.Icon "AK47A0"
}

ACTOR AK47 :  FIST1 
{
	Weapon.AmmoUse1 0
	Weapon.AmmoUse2 0
	Weapon.AmmoGive 0
	Weapon.AmmoType1 "ClipH"
	Weapon.AmmoType2 "AKAMMO"
	Weapon.SlotNumber 4
	Scale 0.87
	Obituary "$OB_MPPISTOL"
	Inventory.Pickupmessage "got a AK"
	+WEAPON.NOAUTOFIRE
	+WEAPON.NOALERT
	Tag "AK47"
	States
	{
	
SPAWN:
		tnt1 a 1
		boss a 0 A_SpawnItemEx("AK47I",0,0,0,FRANDOM(2,4),0,5,FRANDOM(350,370),SXF_NOCHECKPOSITION)
	Stop
	
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	ALASPINASWACHO:
	AKRR a 1 offset(-2,34)
	AKRR a 1 offset(-10,42)
	AKRR a 1 offset(-21,54)
	AKRR a 1 offset(-31,66)
	AKRR a 1 offset(-41,82)
	tnt1 a 2
	tmt1 a 0 offset(2,32)
	boss x 0 A_TakeInventory("PUNCHIN",1)
	boss a 0 A_GunFlash("Puchin")
	tnt1 aaaa 5
	AKRR a 1 offset(-10,69)
	AKRR a 1 offset(-8,66)
	AKRR a 1 offset(-6,48)
	AKRR a 1 offset(-4,42)
	AKRR a 1 offset(-2,36)
	AKRR a 1 offset(0,34)
	AKRR a 1 offset(0,33)
	AKRR a 1 offset(0,32)
	boss x 0 A_TakeInventory("PUNCHIN",1)
	boss a 0 A_GunFlash("CrossHair")
	goto ready
		

	grenadetr:
	boss x 0 A_TakeInventory("lanzalaputog",1)
	fast a 0 A_JumpIfInventory("GrenadeItem",1,1)
Goto Ready
	boss x 0 A_TakeInventory("GrenadeItem",1)
	AKRR a 1 offset(0,33)
	AKRR a 1 offset(0,34)
	AKRR a 1 offset(0,36)
	AKRR a 1 offset(0,42)
	AKRR a 1 offset(0,48)
	AKRR a 1 offset(0,54)
	AKRR a 1 offset(0,60)
	AKRR a 1 offset(0,66)
	AKRR a 1 offset(0,72)
	AKRR a 1 offset(0,82)
	tnt1 a 4
	boss x 0 A_TakeInventory("lanzalaputog",1)
	tmt1 a 0 offset(0,32)
	boss a 0 A_GunFlash("thorwgrenadewacho")
	tnt1 aaaaaa 8
	AKRR a 1 offset(0,69)
	AKRR a 1 offset(0,66)
	AKRR a 1 offset(0,48)
	AKRR a 1 offset(0,42)
	AKRR a 1 offset(0,36)
	AKRR a 1 offset(0,34)
	AKRR a 1 offset(0,33)
	AKRR a 1 offset(0,32)
		boss x 0 A_TakeInventory("lanzalaputog",1)
		boss a 0 A_GunFlash("CrossHair")
	goto ready

DawnForDaRoll:
		AKRR a 1 offset(0,33)
		AKRR a 1 offset(0,34)
		AKRR a 1 offset(0,36)
		AKRR a 1 offset(0,48)
		AKRR a 1 offset(0,54)
		AKRR a 1 offset(0,66)
		AKRR a 1 offset(0,82)
		fast a 0 A_JumpIfInventory("RunCheckItem",1,"startrun")
		fast a 0 A_JumpIfInventory("MakeARoll",1,"RollingStones")
		Goto AltoLevanteTieneElGil
		
SosReDawnWacho:
		AKRR a 1 offset(0,33)
		AKRR a 1 offset(0,34)
		AKRR a 1 offset(0,36)
		AKRR a 1 offset(0,42)
		AKRR a 1 offset(0,48)
		AKRR a 1 offset(0,54)
		AKRR a 1 offset(0,60)
		AKRR a 1 offset(0,66)
		AKRR a 1 offset(0,72)
		AKRR a 1 offset(0,82)
	Goto ItemCheck
	
AltoLevanteTieneElGil:
		boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,30)
		AKRR a 1 offset(0,69)
		AKRR a 1 offset(0,66)
		AKRR a 1 offset(0,48)
		AKRR a 1 offset(0,42)
		AKRR a 1 offset(0,36)
		AKRR a 1 offset(0,34)
		AKRR a 1 offset(0,33)
		AKRR a 1 offset(0,32)
		boss x 0 A_TakeInventory("MakeARoll",1)
		boss a 0 A_GunFlash("CrossHair")
	Goto Ready


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Select:
		AKRR A 1 A_Raise
		boss a 0 A_ZoomFactor(1)
		boss a 0 A_SetPitch(pitch-0.02)
		boss a 0 A_GunFlash("CrossHair")
		boss x 0 A_TakeInventory("ZOOMED",1)
		boss x 0 A_TakeInventory("AKRELOAD",1)
		boss x 0 A_TakeInventory("PUNCHIN",1)
		boss x 0 A_TakeInventory("lanzalaputog",1)
	Loop
	
Ready:
		fast a 0 A_JumpIfInventory("ZOOMED",1,"ZREADY")
		fast a 0 A_JumpIfInventory("AKRELOAD",1,"LOOPINGA")
		fast a 0 A_JumpIfInventory("UsoBASE",1,"SosReDawnWacho")
		fast a 0 A_JumpIfInventory("RunCheckItem",1,"DawnForDaRoll")
		fast a 0 A_JumpIfInventory("MakeARoll",1,"DawnForDaRoll")
		fast a 0 A_JumpIfInventory("PUNCHIN",1,"ALASPINASWACHO")
		fast a 0 A_JumpIfInventory("lanzalaputog",1,"grenadetr")
		boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,30)
		boss a 0 ACS_NamedExecute("RCorrectorACS")
		AKRR A 2 A_WeaponReady(WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
	Loop
		
ZREADY:
		boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,10)
		ZAKR A 1 A_WeaponReady(WRF_AllowZOOM|WRF_ALLOWRELOAD)
		boss a 0 ACS_NamedExecute("RCorrectorACS")
		boss a 0 A_ZoomFactor(1.55)
	LOOP
	
Deselect:
		boss a 0 A_ZoomFactor(1)
		boss a 0 A_SetPitch(pitch+0.02)
		boss x 0 A_TakeInventory("AKRELOAD",1)
		AKRR A 1 A_LOWER
	Loop
	

////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////	
		

		AltFire:
		fast a 0 A_JumpIfInventory("AKRELOAD",1,"DOU")
		boss a 0 A_playsound("SGCLICK",6,1.0)
		boss a 0 offset(0,34)
		fast a 0 A_JumpIfInventory("AKSEMI",1,3)
		boss y 0 A_GiveInventory("AKSEMI",1)
		boss a 0 A_PRINT("SEMI FIRE")
		Goto Ready
		boss x 0 A_TakeInventory("AKSEMI",1)
		boss a 0 A_PRINT("AUTO FIRE")
		Goto Ready
		
	
////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////	


RELOAD:
		boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,30)
		fast a 0 A_JumpIfInventory("ZOOMED",1,"SACAELZOOM")
		fast a 0 A_JumpIfInventory("AKAMMO",30,"Ready")
		fast a 0 A_JumpIfInventory("ClipH",1,1)
	GOTO READY
		AKRR A 3
		AKRR A 1 offset(0,33)
		boss a 0 A_playsound("SGCLICK",6,1.0)
		AKRR A 2 offset(0,34)
		AKRR A 5 offset(0,33)
	
selasaca:
		fast a 0 A_JumpIfInventory("AKAMMO",0,0)
	goto continua
		boss x 0 A_TakeInventory("AKAMMO",1)
		boss y 0 A_Giveinventory("ClipH",1)
		fast a 0 A_JumpIfInventory("AKAMMO",1,"selasaca")
	
continua: 
		boss y 0 A_Giveinventory("CrossHairUnt",5)
		RAKR ABCD 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss y 0 A_Giveinventory("CrossHairUnt",8)
		boss a 0 A_playsound("SGPUMP1",7,1.0)
		RAKR EFGHI 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss a 0 A_FireCustomMissile("AKEclip",0,0,0,-20)
		boss y 0 A_Giveinventory("CrossHairUnt",4)
		RAKR JLMNO 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss y 0 A_GiveInventory("AKRELOAD",1)
		boss a 0 A_playsound("MOVE",5,2.0)
		RAKR PPPPPPPPPPPPPPPpppppp 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss a 0 A_playsound("MOVE",5,1.0)
		
LOOPINGA:
		RAKR P 1 A_WeaponReady
	Loop
		
DOU:
		fast a 0 A_JumpIfInventory("ClipH",1,1)
	Goto SELAMETIO
		boss x 0 A_TakeInventory("ClipH",1)
		boss y 0 A_GiveInventory("AKAMMO",1)
		fast a 0 A_JumpIfInventory("AKAMMO",30,"SELAMETIO")
		fast a 0 A_JumpIfInventory("ClipH",1,"DOU")
	Goto SELAMETIO
	
SELAMETIO:
		RAKR QRS 1 
		boss a 0 A_playsound("SGPUMP2",7,1.0)
		boss y 0 A_Giveinventory("CrossHairUnt",18)
		RAKR TUVWWWXxxxxX 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss a 0 A_playsound("SGCLICK",6,1.0)
		RAKR YYZZZ 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		RAKT ABCD 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		RAKT EFGHIJ 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss x 0 A_TakeInventory("AKRELOAD",1)
		boss x 0 A_TakeInventory("ZOOMED",1)
		boss x 0 A_TakeInventory("PUNCHIN",1)
		boss x 0 A_TakeInventory("MakeARoll",1)
		boss x 0 A_TakeInventory("lanzalaputog",1)
	GOTO Ready


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Zoom:
		fast a 0 A_JumpIfInventory("AKRELOAD",1,"SELAMETIO")
		fast a 0 A_JumpIfInventory("ZOOMED",1,"SACAELZOOM")
		boss y 0 A_GiveInventory("ZOOMED",1)
	goto ZOOM_IN
	
SACAELZOOM:
		boss a 0 A_playsound("MOVE",5,2.0)
		boss x 0 A_TakeInventory("ZOOMED",1)
		boss x 0 A_TakeInventory("PUNCHIN",1)
		boss x 0 A_TakeInventory("MakeARoll",1)
		boss x 0 A_TakeInventory("lanzalaputog",1)
		ZAKZ EDC 1 A_ZoomFactor(1)
		AKRR AAAA 3 A_WeaponReady(WRF_ALLOWRELOAD)
	GOTO Ready
	
	
Zoom_IN:
		boss a 0 A_playsound("MOVE",5,2.0)
		ZAKZ CDE 1 A_ZoomFactor(1.55)
		ZAKR AAAA 3 A_WeaponReady(WRF_ALLOWRELOAD)
	GOTO ZREADY
	
	
////////////////////////////////////////////////////////////////////////////////
		
	
ZFIRE:
		fast a 0 A_JumpIfInventory("AKAMMO",1,1)
		GOTO READY
		ZAKR A 1
ZFIREC:
		fast a 0 A_JumpIfInventory("AKSEMI",1,"SEMIZFIRE")
		fast a 0 A_JumpIfInventory("AKAMMO",1,1)
	GOTO ZREADY
		boss x 0 A_TakeInventory("AKAMMO",1)
		boss a 0 A_AlertMonsters
		boss a 0 A_ZoomFactor(1.40)
		boss a 0 A_playsound("ROCKETFIRE",1,4.0)
		boss a 0 Radius_Quake(5,3,0,8,0)
		NULL A 0 A_FireCustomMissile("WeaponFireLight")
		fast a 0 A_JumpIfInventory("CrouchCheck",1,"ZAuto_Crouch")
		ZAKF A 1 A_FireCustomMissile("AKTracer", (FRandom(-0.2,0.2)), 0, 0, 12 , 0 ,(FRandom(-0.2,0.2)))
	Goto Continue_ZAuto
ZAuto_Crouch:
		ZAKF A 1 A_FireCustomMissile("AKTracer", (FRandom(-0.2,0.2)), 0, 0, 6 , 0 ,(FRandom(-0.2,0.2)))
Continue_ZAuto:	
		boss a 0 A_FireCustomMissile("ESMOUC", (FRandom(-0.2,0.2)), 0, 0, 0 , 0 ,(FRandom(-0.2,0.2)))
		boss a 0 A_FIRECUSTOMMISSILE("BREAKERBASE")
		boss a 0 A_ZoomFactor(1.55)
		boss a 0 Radius_Quake(9,6,0,8,0)
		ZAKF B 1 A_SetPitch(Pitch-5.0)
		boss y 0 A_Giveinventory("RCorrector",60)
		ZAKF CD 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss a 0 A_FireCustomMissile("CasingHCDropper",0,0,4,12)
		boss a 0 A_Refire("ZFIREC")
		ZAKF EFG 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		ZAKR A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GOTO ZREADY
		
SEMIZFIRE:
		fast a 0 A_JumpIfInventory("AKAMMO",1,1)
	GOTO ZREADY
		boss x 0 A_TakeInventory("AKAMMO",1)
		boss a 0 A_AlertMonsters
		boss a 0 A_ZoomFactor(1.65)
		boss a 0 A_playsound("ROCKETFIRE",1,4.0)
		boss a 0 Radius_Quake(5,3,0,8,0)
		NULL A 0 A_FireCustomMissile("WeaponFireLight")
		fast a 0 A_JumpIfInventory("CrouchCheck",1,"ZSemi_Crouch")
		ZAKF A 1 A_FireCustomMissile("AKTracer", 0, 0, 0, 12 , 0 , 0)
	Goto Continue_ZSemi
ZSemi_Crouch:
		ZAKF A 1 A_FireCustomMissile("AKTracer", 0, 0, 0, 6 , 0 , 0)
Continue_ZSemi:	
		boss a 0 A_FireCustomMissile("ESMOUC", 0, 0, 0, 0 , 0 , 0)
		boss a 0 A_FIRECUSTOMMISSILE("BREAKERBASE")
		boss a 0 A_ZoomFactor(1.55)
		boss a 0 Radius_Quake(9,6,0,8,0)
		ZAKF B 1 A_SetPitch(Pitch-4.0)
		boss y 0 A_Giveinventory("RCorrector",30)
		ZAKF CD 1 A_WeaponReady
		boss a 0 A_FireCustomMissile("CasingHCDropper",0,0,4,12)
		ZAKF EFG 1 A_WeaponReady
		ZAKR A 1 A_WeaponReady
	GOTO ZREADY

////////////////////////////////////////////////////////////////////////////////	
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////////////////////////////////////////////////////////////////////////////////


Fire:
		fast a 0 A_JumpIfInventory("AKRELOAD",1,"LOOPINGA")
		boss a 0 A_playsound("SGCLICK",6,1.0)
		fast a 0 A_JumpIfInventory("ZOOMED",1,"ZFIRE")
		AKRR A 1
FireC:
		fast a 0 A_JumpIfInventory("AKAMMO",1,1)
	GOTO READY
		fast a 0 A_JumpIfInventory("ZOOMED",1,"ZFIRE")
		fast a 0 A_JumpIfInventory("AKSEMI",1,"SEMIFIRE")
		boss x 0 A_TakeInventory("AKAMMO",1)
		boss a 0 A_AlertMonSters
		boss a 0 A_ZoomFactor(0.92)
		boss a 0 A_playsound("ROCKETFIRE",1,4.0)
		NULL A 0 A_FireCustomMissile("WeaponFireLight")
	Goto RecoilChecker
	
ContinueFire:
		fast a 0 A_JumpIfInventory("AKSEMI",1,"ContinueSemi")
		AKFN A 1 
		boss a 0 A_FireCustomMissile("ESMOUC", (FRandom(-0.1,0.1)), 0, 0, 0 , 0 ,(FRandom(-0.1,0.1)))
		boss a 0 A_FIRECUSTOMMISSILE("BREAKERBASE")
		boss a 0 Radius_Quake(9,6,0,8,0)
		AKFN B 1 
		boss a 0 A_ZoomFactor(1)
		boss a 0 A_SetPitch(Pitch-6.0)
		AKFN CD 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss a 0 A_FireCustomMissile("CasingHCDropper",0,0,0,4)
		fast a 0 A_JumpIfInventory("AKSEMI",1,1)
		boss a 0 A_Refire("FireC")
	Goto Ready

SEMIFIRE:
		boss x 0 A_TakeInventory("AKAMMO",1)
		boss a 0 A_AlertMonSters
		boss a 0 A_ZoomFactor(0.92)
		boss a 0 A_playsound("ROCKETFIRE",1,4.0)
		boss a 0 A_FIRECUSTOMMISSILE("BREAKERBASE")
		NULL A 0 A_FireCustomMissile("WeaponFireLight")
	Goto RecoilChecker
	
	ContinueSemi:
		AKFN A 1
		boss a 0 A_FireCustomMissile("ESMOUC", (FRandom(-0,0)), 0, 0, 0 , 0 ,(FRandom(-0,0)))
		AKFN B 1 
		boss a 0 Radius_Quake(9,5,0,8,0)
		boss a 0 A_ZoomFactor(1)
		boss a 0 A_SetPitch(Pitch-5.5)
		AKFN CD 1 A_WeaponReady
		boss a 0 A_FireCustomMissile("CasingHCDropper",0,0,0,4)
	Goto Ready
		
		
////////////////////////////////////////////////////////////////////////////////	
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////////////////////////////////////////////////////////////////////////////////


RecoilChecker:
		fast a 0 A_Jump(128,2)
		boss a 0 A_SetAngle(Angle-0.1)
		fast a 0 A_Jump(256,1)
		boss a 0 A_SetANgle(Angle+0.1)
		boss a 0
		fast a 0 A_JumpIfInventory("CrossHairUnt",9,"FireR9")
		fast a 0 A_JumpIfInventory("CrossHairUnt",8,"FireR8")
		fast a 0 A_JumpIfInventory("CrossHairUnt",7,"FireR7")
		fast a 0 A_JumpIfInventory("CrossHairUnt",6,"FireR6")
		fast a 0 A_JumpIfInventory("CrossHairUnt",5,"FireR5")
		fast a 0 A_JumpIfInventory("CrossHairUnt",4,"FireR4")
		fast a 0 A_JumpIfInventory("CrossHairUnt",3,"FireR3")
		fast a 0 A_JumpIfInventory("CrossHairUnt",2,"FireR2")
FireR0:
		boss a 0 A_FireCustomMissile("AKTracer", (FRandom(-8.1,8.1)), 0, 0, 6 , 0 ,(FRandom(-7.1,7.1)))
		boss a 0 A_SetPitch(Pitch-0.6)
		boss y 0 A_GiveInventory("CrossHairUnt",3)
		boss y 0 A_Giveinventory("RCorrector",60)
	Goto ContinueFire
FireR1:
		boss a 0 A_FireCustomMissile("AKTracer", (FRandom(-8.1,8.1)), 0, 0, 6 , 0 ,(FRandom(-7.1,7.1)))
		boss a 0 A_SetPitch(Pitch-0.6)
		boss y 0 A_GiveInventory("CrossHairUnt",3)
		boss y 0 A_Giveinventory("RCorrector",50)
	Goto ContinueFire
FireR2:
		boss a 0 A_FireCustomMissile("AKTracer", (FRandom(-8.1,8.1)), 0, 0, 6 , 0 ,(FRandom(-7.1,7.1)))
		boss a 0 A_SetPitch(Pitch-0.6)
		boss y 0 A_GiveInventory("CrossHairUnt",3)
		boss y 0 A_Giveinventory("RCorrector",40)
	Goto ContinueFire
FireR3:
		boss a 0 A_FireCustomMissile("AKTracer", (FRandom(-8.1,8.1)), 0, 0, 6 , 0 ,(FRandom(-7.1,7.1)))
		boss a 0 A_SetPitch(Pitch-0.7)
		boss y 0 A_GiveInventory("CrossHairUnt",4)
		boss y 0 A_Giveinventory("RCorrector",50)
	Goto ContinueFire
FireR4:
		boss a 0 A_FireCustomMissile("AKTracer", (FRandom(-8.1,8.1)), 0, 0, 6 , 0 ,(FRandom(-7.1,7.1)))
		boss a 0 A_SetPitch(Pitch-0.8)
		boss y 0 A_GiveInventory("CrossHairUnt",4)
		boss y 0 A_Giveinventory("RCorrector",60)
	Goto ContinueFire
FireR5:
		boss a 0 A_FireCustomMissile("AKTracer", (FRandom(-8.1,8.1)), 0, 0, 6 , 0 ,(FRandom(-7.1,7.1)))
		boss a 0 A_SetPitch(Pitch-0.9)
		boss y 0 A_GiveInventory("CrossHairUnt",4)
		boss y 0 A_Giveinventory("RCorrector",70)
	Goto ContinueFire
FireR6:
		boss a 0 A_FireCustomMissile("AKTracer", (FRandom(-8.1,8.1)), 0, 0, 6 , 0 ,(FRandom(-7.1,7.1)))
		boss a 0 A_SetPitch(Pitch-1)
		boss y 0 A_GiveInventory("CrossHairUnt",5)
		boss y 0 A_Giveinventory("RCorrector",80)
	Goto ContinueFire
FireR7:
		boss a 0 A_FireCustomMissile("AKTracer", (FRandom(-8.1,8.1)), 0, 0, 6 , 0 ,(FRandom(-7.1,7.1)))
		boss a 0 A_SetPitch(Pitch-1.1)
		boss y 0 A_GiveInventory("CrossHairUnt",5)
		boss y 0 A_Giveinventory("RCorrector",90)
	Goto ContinueFire
FireR8:
		boss a 0 A_FireCustomMissile("AKTracer", (FRandom(-8.1,8.1)), 0, 0, 6 , 0 ,(FRandom(-7.1,7.1)))
		boss a 0 A_SetPitch(Pitch-1.2)
		boss y 0 A_GiveInventory("CrossHairUnt",5)
		boss y 0 A_Giveinventory("RCorrector",120)
	Goto ContinueFire
FireR9:
		boss a 0 A_FireCustomMissile("AKTracer", (FRandom(-8.1,8.1)), 0, 0, 6 , 0 ,(FRandom(-7.1,7.1)))
		boss a 0 A_SetPitch(Pitch-1.3)
		boss y 0 A_GiveInventory("CrossHairUnt",5)
		boss y 0 A_Giveinventory("RCorrector",110)
	Goto ContinueFire


////////////////////////////////////////////////////////////////////////////////	
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////


CrossHair:		
		fast a 0 A_JumpIfInventory("ZOOMED",1,"SinCross")
		fast a 0 A_JumpIfInventory("CrossHairUnt",18,"R30")
		fast a 0 A_JumpIfInventory("CrossHairUnt",17,"R29")
		fast a 0 A_JumpIfInventory("CrossHairUnt",16,"R28")
		fast a 0 A_JumpIfInventory("CrossHairUnt",15,"R27")
		fast a 0 A_JumpIfInventory("CrossHairUnt",14,"R26")
		fast a 0 A_JumpIfInventory("CrossHairUnt",13,"R25")
		fast a 0 A_JumpIfInventory("CrossHairUnt",12,"R24")
		fast a 0 A_JumpIfInventory("CrossHairUnt",11,"R23")
		fast a 0 A_JumpIfInventory("CrossHairUnt",10,"R22")
		fast a 0 A_JumpIfInventory("CrossHairUnt",9,"R21")
		fast a 0 A_JumpIfInventory("CrossHairUnt",8,"R20")
		fast a 0 A_JumpIfInventory("CrossHairUnt",7,"R19")
		fast a 0 A_JumpIfInventory("CrossHairUnt",6,"R18")
		fast a 0 A_JumpIfInventory("CrossHairUnt",5,"R17")
		fast a 0 A_JumpIfInventory("CrossHairUnt",4,"R16")
		fast a 0 A_JumpIfInventory("CrossHairUnt",3,"R15")
		fast a 0 A_JumpIfInventory("CrossHairUnt",2,"R14")
		TNT1 A 1 A_SetCrossHair(13)
		Loop
		
R30:
TNT1 AAAA 1 A_SetCrossHair(30)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R29:
TNT1 AAAA 1 A_SetCrossHair(29)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R28:
TNT1 AAAA 1 A_SetCrossHair(28)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R27:
TNT1 AAAA 1 A_SetCrossHair(27)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R26:
TNT1 AAAA 1 A_SetCrossHair(26)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R25:
TNT1 AAAA 1 A_SetCrossHair(25)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R24:
TNT1 AAA 1 A_SetCrossHair(24)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R23:
TNT1 AAA 1 A_SetCrossHair(23)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R22:
TNT1 AAA 1 A_SetCrossHair(22)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R21:
TNT1 AAA 1 A_SetCrossHair(21)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R20:
TNT1 AA 1 A_SetCrossHair(20)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R19:
TNT1 AA 1 A_SetCrossHair(19)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R18:
TNT1 AA 1 A_SetCrossHair(18)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R17:
TNT1 AA 1 A_SetCrossHair(17)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R16:
TNT1 AAA 1 A_SetCrossHair(16)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R15:
TNT1 AAAA 1 A_SetCrossHair(15)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R14:
TNT1 AAAAA 1 A_SetCrossHair(14)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
SinCross:
TNT1 A 3 A_SetCrossHair(10)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
	}
}












