const int acsPointerPitch = 1;
const int acsToggleFlashlight = 2;

const int flashlightVert = 18;
const int flashlightHoriz = 0; // 36 for over-the-shoulder effect


Actor FLINTES : inventory 
{
inventory.maxamount 1
}


ACTOR FLINT : FIST1
{

	Weapon.BobRangeX 0.65
	Weapon.BobRangeY 0.10
	Weapon.BobSpeed 2
	Weapon.BobStyle InverseSmooth
	
	Weapon.AmmoType1 "SSGSHELL"
	Weapon.AmmoType2 "ColtAmmo"
	Obituary "$OB_MPPISTOL"
	Inventory.Pickupmessage "got a rifle"
	+WEAPON.NOAUTOFIRE
	+WEAPON.NOALERT
	+INVENTORY.UNDROPPABLE
	Tag "Light"
	States
	{
	SPAWN:
	PIST A -1
	STOP
	
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////


	ALASPINASWACHO:
	FLNT i 1 offset(-2,34) A_FIRECustomMissile("FLINTFLARE1")		
	FLNT i 1 offset(-10,42) A_FIRECustomMissile("FLINTFLARE2")		
	FLNT i 1 offset(-21,54) A_FIRECustomMissile("FLINTFLARE3")		
	FLNT i 1 offset(-31,66) A_FIRECustomMissile("FLINTFLARE1")		
	FLNT i 1 offset(-41,82) A_FIRECustomMissile("FLINTFLARE2")		
	tnt1 a 2
	tmt1 a 0 offset(2,32)
	boss x 0 A_TakeInventory("PUNCHIN",3)
	boss a 0 A_GunFlash("Puchin")	
	tnt1 aaaa 1 A_FIRECustomMissile("FLINTFLARE1")		
	tnt1 aaaa 1 A_FIRECustomMissile("FLINTFLARE2")		
	tnt1 aaaa 1 A_FIRECustomMissile("FLINTFLARE3")		
	tnt1 aaaa 1 A_FIRECustomMissile("FLINTFLARE1")		
	FLNT i 1 offset(-10,69) A_FIRECustomMissile("FLINTFLARE2")		
	FLNT i 1 offset(-8,66) A_FIRECustomMissile("FLINTFLARE2")		
	FLNT i 1 offset(-6,48) A_FIRECustomMissile("FLINTFLARE3")		
	FLNT i 1 offset(-4,42) A_FIRECustomMissile("FLINTFLARE3")		
	FLNT i 1 offset(-2,36) A_FIRECustomMissile("FLINTFLARE1")		
	FLNT i 1 offset(0,34) A_FIRECustomMissile("FLINTFLARE1")		
	FLNT i 1 offset(0,33) A_FIRECustomMissile("FLINTFLARE2")		
	FLNT i 1 offset(0,32) A_FIRECustomMissile("FLINTFLARE2")		
	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)
	FLNT i 1 offset(0,33)
	FLNT i 1 offset(0,34)
	FLNT i 1 offset(0,36)
	FLNT i 1 offset(0,42)
	FLNT i 1 offset(0,48)
	FLNT i 1 offset(0,54)
	FLNT i 1 offset(0,60)
	FLNT i 1 offset(0,66)
	FLNT i 1 offset(0,72)
	FLNT i 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
	FLNT i 1 offset(0,69) A_FIRECustomMissile("FLINTFLARE1")		
	FLNT i 1 offset(0,66) A_FIRECustomMissile("FLINTFLARE2")		
	FLNT i 1 offset(0,48) A_FIRECustomMissile("FLINTFLARE3")		
	FLNT i 1 offset(0,42) A_FIRECustomMissile("FLINTFLARE2")		
	FLNT i 1 offset(0,36) A_FIRECustomMissile("FLINTFLARE1")		
	FLNT i 1 offset(0,34) A_FIRECustomMissile("FLINTFLARE2")		
	FLNT i 1 offset(0,33) A_FIRECustomMissile("FLINTFLARE3")		
	FLNT i 1 offset(0,32) A_FIRECustomMissile("FLINTFLARE2")		
		boss x 0 A_TakeInventory("lanzalaputog",1)
		boss a 0 A_GunFlash("CrossHair")
	goto ready

DawnForDaRoll:
		FLNT i 1 offset(0,33)
		FLNT i 1 offset(0,34)
		FLNT i 1 offset(0,36)
		FLNT i 1 offset(0,48)
		FLNT i 1 offset(0,54)
		FLNT i 1 offset(0,66)
		FLNT i 1 offset(0,82)
		fast a 0 A_JumpIfInventory("RunCheckItem",1,"startrun")
		fast a 0 A_JumpIfInventory("MakeARoll",1,"RollingStones")
		Goto AltoLevanteTieneElGil
		
SosReDawnWacho:
		FLNT i 1 offset(0,33)
		FLNT i 1 offset(0,34)
		FLNT i 1 offset(0,36)
		FLNT i 1 offset(0,42)
		FLNT i 1 offset(0,48)
		FLNT i 1 offset(0,54)
		FLNT i 1 offset(0,60)
		FLNT i 1 offset(0,66)
		FLNT i 1 offset(0,72)
		FLNT i 1 offset(0,82)
	Goto ItemCheck
	
AltoLevanteTieneElGil:
		boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,30)
		FLNT i 1 offset(0,69) A_FIRECustomMissile("FLINTFLARE1")		
		FLNT i 1 offset(0,66) A_FIRECustomMissile("FLINTFLARE2")		
		FLNT i 1 offset(0,48) A_FIRECustomMissile("FLINTFLARE3")		
		FLNT i 1 offset(0,42) A_FIRECustomMissile("FLINTFLARE2")		
		FLNT i 1 offset(0,36) A_FIRECustomMissile("FLINTFLARE1")		
		FLNT i 1 offset(0,34) A_FIRECustomMissile("FLINTFLARE2")		
		FLNT i 1 offset(0,33) A_FIRECustomMissile("FLINTFLARE3")		
		FLNT i 1 offset(0,32) A_FIRECustomMissile("FLINTFLARE2")		
		boss x 0 A_TakeInventory("MakeARoll",1)
		boss a 0 A_GunFlash("CrossHair")
	Goto Ready


////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
	
	
	SELECT:
	TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,50)
	tnt1 a 0 a_setpitch(pitch-0.02)
	FLNT A 1 A_RAISE
	LOOP
	
	LOPRENDE:
	FLNT AAAAAA 1
	tnt1 a 0 A_playsound("FLINA",1,1.0)
	FLNT AABB 1
	TNT1 A 0 A_GIVEINVENTORY("FLINTES",1)
	FLNT CCDEFGHI 1 A_FIRECustomMissile("FLINTFLARE1")	
	GOTO READY
	
	DESELECT:
	TNT1 A 0 A_TAKEINVENTORY("FLINTES",1)
	TNT1 A 0 A_TakeInventory("Recoil",3)
	FLNT IGEC 1 a_setpitch(pitch+0.105)
	TNT1 AAAAAAAAAAAAA 0 A_Lower
	TNT1 A 1 A_Lower
		Wait
	
	AltFire:
	tnt1 a 0 A_playsound("SGCLICK",1,1.0)
			TNT1 A 0 A_JumpIfInventory("SSGSHELL",1,1)
			Goto Ready
			TNT1 A 0 A_JumpIfInventory("SSG",1,1)
			Goto Ready
TNT1 A 0 A_GunFlash("LightOn")
		FLNT KL 2 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_playsound("MOVE",2,2.0)
		FLNT MN 1 A_WeaponReady(WRF_NOFIRE)
	TNT1 A 0 a_gunflash("FireSSG")
	FLNT KMLN 3 A_WeaponReady(WRF_NOFIRE)
	GOTO READY
	
	Fire:
	tnt1 a 0 A_playsound("SGCLICK",6,1.0)
	TNT1 A 0 A_JumpIfInventory("ColtAmmo",1,1)
	Goto Ready
	TNT1 A 0 a_gunflash("FireP")
	FLNT KL 3 A_WeaponReady(WRF_NOFIRE)
	FLNT MNKLMNK 3 A_WeaponReady
	GOTO READY
	
	READY:
	tnt1 a 0 A_SetCrossHair(15)
	TNT1 A 0 A_JUMPIFINVENTORY("FLINTES",1,1)
	GOTO LOPRENDE
	TNT1 A 0 A_GunFlash("LightOn")
	TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,50)
	fast a 0 A_JumpIfInventory("PUNCHIN",1,"ALASPINASWACHO")
	fast a 0 A_JumpIfInventory("MakeARoll",1,"DawnForDaRoll")
	fast a 0 A_JumpIfInventory("UsoBASE",1,"SosReDawnWacho")
	fast a 0 A_JumpIfInventory("RunCheckItem",1,"DawnForDaRoll")
	fast a 0 A_JumpIfInventory("lanzalaputog",1,"grenadetr")
	FLNT KLMN 3 A_WeaponReady
	loop


	LightOn:
	TNT1 AAAA 1 A_FIRECustomMissile("FLINTFLARE1")		
	TNT1 AAAA 1 A_FIRECustomMissile("FLINTFLARE2")	
	TNT1 AAAA 1 A_FIRECustomMissile("FLINTFLARE3")
	Stop


		
	FireP:		
	TNT1 A 1 
	tnt1 a 0 A_ZoomFactor(0.95)
	tnt1 a 0 A_playsound("CLTFIRE",1,1.0)
	TNT1 A 0 A_AlertMonsters
	tnt1 a 0 A_FIRECustomMissile("FLINTFLARE1")
	TNT1 A 0 A_TakeInventory("ColtAmmo",1)
	TNT1 A 0 A_FireCustomMissile("ColtTracerSsuperpiola", (FRandom(-9.2,9.2)), 0, 8, -12 , 0 ,(FRandom(9.5,9.5)))
	TNT1 AAAAAAA 0 A_FireCustomMissile("ESMOUC", (FRandom(-5.5,5.5)), 0, 8, -12 , 0 ,(FRandom(-5.5,5.5)))
	tnt1 a 0 A_SetPitch(Pitch-9.0)
	tnt1 a 0 A_JUMP(127,2)
	tnt1 a 0 A_SetAngle(Angle-1.5)
	GOTO SDSDR3
	tnt1 a 0 A_SetANgle(Angle+0.5)
	SDSDR3:
	tnt1 a 0 A_ZoomFactor(1.0)
	TNT1 AAAA 1 A_FIRECustomMissile("FLINTFLARE1")
	

tnt1 a 0 A_FIRECustomMissile("FLINTFLARE1")
TNT1 A 1 A_SetPitch(Pitch+0.1)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE1")
TNT1 A 1 A_SetPitch(Pitch+0.1)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE1")
TNT1 A 1 A_SetPitch(Pitch+0.1)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE1")
TNT1 A 1 A_SetPitch(Pitch+0.1)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE1")
TNT1 A 1 A_SetPitch(Pitch+0.1)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE2")
TNT1 A 1 A_SetPitch(Pitch+0.1)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE2")
TNT1 A 1 A_SetPitch(Pitch+0.05)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE2")
TNT1 A 1 A_SetPitch(Pitch+0.05)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE2")
TNT1 A 1 A_SetPitch(Pitch+0.05)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE2")
TNT1 A 1 A_SetPitch(Pitch+0.05)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE2")
TNT1 A 1 A_SetPitch(Pitch+0.03)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE2")
TNT1 A 1 A_SetPitch(Pitch+0.03)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE2")
TNT1 A 1 A_SetPitch(Pitch+0.03)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE3")
TNT1 A 1 A_SetPitch(Pitch+0.03)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE3")
TNT1 A 1 A_SetPitch(Pitch+0.02)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE3")
TNT1 A 1 A_SetPitch(Pitch+0.02)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE3")
TNT1 A 1 A_SetPitch(Pitch+0.02)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE3")
TNT1 A 1 A_SetPitch(Pitch+0.02)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE3")
TNT1 A 1 A_SetPitch(Pitch+0.10)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE3")
TNT1 A 1 A_SetPitch(Pitch+0.10)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE3")
TNT1 A 1 A_SetPitch(Pitch+0.10)
	Stop

		
		FireSSG:	
	TNT1 A 1 
	tnt1 a 0 A_ZoomFactor(0.95)
	tnt1 a 0 A_playsound("SGFIRE",2,1.0)
	TNT1 A 0 A_AlertMonsters
	tnt1 a 0 A_FIRECustomMissile("FLINTFLARE1")
	TNT1 A 0 A_TakeInventory("SSGSHELL",1)
	TNT1 A 0 A_FireCustomMissile("SSHOTGUNBREAKER", (FRandom(-5.5,5.5)), 0, 8, -12 , 0 ,(FRandom(1.5,11.5)))
	TNT1 AAAAAAAAAAAA 0 A_FireCustomMissile("Perdigon5", (FRandom(-5.5,5.5)), 0, 8, -12 , 0 ,(FRandom(-3.5,7.5)))
	TNT1 AAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile("ESMOUC", (FRandom(-8.5,8.5)), 0, 8, -12 , 0 ,(FRandom(-8.5,8.5)))
	tnt1 a 0 A_SetPitch(Pitch-30.0)
	tnt1 a 0 A_JUMP(127,2)
	tnt1 a 0 A_SetAngle(Angle-1.5)
	GOTO SDSDR3
	tnt1 a 0 A_SetANgle(Angle+0.5)
	SDSDR3:
	tnt1 a 0 A_ZoomFactor(1.0)
	TNT1 AAAA 1 A_FIRECustomMissile("FLINTFLARE1")
	
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE1")
TNT1 A 1 A_SetPitch(Pitch+0.5)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE1")
TNT1 A 1 A_SetPitch(Pitch+0.5)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE1")
TNT1 A 1 A_SetPitch(Pitch+0.1)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE1")
TNT1 A 1 A_SetPitch(Pitch+0.1)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE1")
TNT1 A 1 A_SetPitch(Pitch+0.1)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE2")
TNT1 A 1 A_SetPitch(Pitch+0.1)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE2")
TNT1 A 1 A_SetPitch(Pitch+0.1)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE2")
TNT1 A 1 A_SetPitch(Pitch+0.1)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE2")
TNT1 A 1 A_SetPitch(Pitch+0.05)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE2")
TNT1 A 1 A_SetPitch(Pitch+0.05)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE2")
TNT1 A 1 A_SetPitch(Pitch+0.05)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE2")
TNT1 A 1 A_SetPitch(Pitch+0.05)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE2")
TNT1 A 1 A_SetPitch(Pitch+0.03)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE3")
TNT1 A 1 A_SetPitch(Pitch+0.03)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE3")
TNT1 A 1 A_SetPitch(Pitch+0.03)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE3")
TNT1 A 1 A_SetPitch(Pitch+0.03)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE3")
TNT1 A 1 A_SetPitch(Pitch+0.02)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE3")
TNT1 A 1 A_SetPitch(Pitch+0.02)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE3")
TNT1 A 1 A_SetPitch(Pitch+0.02)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE3")
TNT1 A 1 A_SetPitch(Pitch+0.02)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE3")
TNT1 A 1 A_SetPitch(Pitch+0.10)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE3")
TNT1 A 1 A_SetPitch(Pitch+0.10)
tnt1 a 0 A_FIRECustomMissile("FLINTFLARE3")
TNT1 A 1 A_SetPitch(Pitch+0.10)
	Stop
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
R30:
TNT1 AAAA 1 A_SetCrossHair(30)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R29:
TNT1 AAAA 1 A_SetCrossHair(29)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R28:
TNT1 AAAA 1 A_SetCrossHair(28)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R27:
TNT1 AAAA 1 A_SetCrossHair(27)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R26:
TNT1 AAAA 1 A_SetCrossHair(26)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R25:
TNT1 AAAA 1 A_SetCrossHair(25)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R24:
TNT1 AAA 1 A_SetCrossHair(24)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R23:
TNT1 AAA 1 A_SetCrossHair(23)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R22:
TNT1 AAA 1 A_SetCrossHair(22)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R21:
TNT1 AAA 1 A_SetCrossHair(21)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R20:
TNT1 AA 1 A_SetCrossHair(20)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R19:
TNT1 AA 1 A_SetCrossHair(19)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R18:
TNT1 AA 1 A_SetCrossHair(18)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R17:
TNT1 AA 1 A_SetCrossHair(17)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R16:
TNT1 AAA 1 A_SetCrossHair(16)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R15:
TNT1 AAAA 1 A_SetCrossHair(15)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R14:
TNT1 AAAAA 1 A_SetCrossHair(14)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R13:
TNT1 AAAAA 1 A_SetCrossHair(13)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R12:
TNT1 AAAAAA 1 A_SetCrossHair(12)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R12:
TNT1 AAAAAA 1 A_SetCrossHair(11)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
SinCross:
TNT1 A 3 A_SetCrossHair(10)
TNT1 A 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
	}
}






