
Actor ColtRELOAD : Inventory
{
inventory.maxamount 1
}

Actor ColtAmmo : ammo
{
inventory.maxamount 15
Inventory.Icon "PISTA0"
}

Actor Coltburst : inventory
{
inventory.maxamount 1
}

Actor ColtburstHistorial : inventory
{
inventory.maxamount 3
}

ACTOR Colt :  FIST1 Replaces PISTOL    
{
	Game Doom
	Weapon.SelectionOrder 1802
	Weapon.AmmoUse1 0
	Weapon.AmmoUse2 0
	Weapon.AmmoGive 0
	Weapon.AmmoType1 "ClipL"
	Weapon.AmmoType2 "ColtAmmo"
	Weapon.SlotNumber 2
	Scale 0.8
	Obituary "$OB_MPPISTOL"
	Inventory.Pickupmessage "got a pistol"
	+WEAPON.NOAUTOFIRE
	+WEAPON.NOALERT
	Tag "Pistol"
	States
{
 	Spawn:
	tnt1 a 1
	boss a 0 A_SpawnItemEx("Pistoli",0,0,0,FRANDOM(2,4),0,5,FRANDOM(350,370),SXF_NOCHECKPOSITION)
	Stop
	
	
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ALASPINASWACHO:
		LPIS a 1 offset(-2,34)
		LPIS a 1 offset(-10,42)
		LPIS a 1 offset(-21,54)
		LPIS a 1 offset(-31,66)
		LPIS a 1 offset(-41,82)
		tnt1 a 2
		boss a 0 offset(2,32)
		boss x 0 A_TakeInventory("PUNCHIN",1)
		boss a 0 A_GunFlash("Puchin")
		tnt1 aaaa 5
ContinuePuchin:
		LPIS a 1 offset(-10,69)
		LPIS a 1 offset(-8,66)
		LPIS a 1 offset(-6,48)
		LPIS a 1 offset(-4,42)
		LPIS a 1 offset(-2,36)
		LPIS a 1 offset(0,34)
		LPIS a 1 offset(0,33)
		LPIS 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)
		LPIS a 1 offset(0,33)
		LPIS a 1 offset(0,34)
		LPIS a 1 offset(0,36)
		LPIS a 1 offset(0,42)
		LPIS a 1 offset(0,48)
		LPIS a 1 offset(0,54)
		LPIS a 1 offset(0,60)
		LPIS a 1 offset(0,66)
		LPIS a 1 offset(0,72)
		LPIS a 1 offset(0,82)
		tnt1 a 4
		boss x 0 A_TakeInventory("lanzalaputog",1)
		boss a 0 offset(0,32)
		boss a 0 a_gunflash("thorwgrenadewacho")
		tnt1 aaaaaa 8
		LPIS a 1 offset(0,69)
		LPIS a 1 offset(0,66)
		LPIS a 1 offset(0,48)
		LPIS a 1 offset(0,42)
		LPIS a 1 offset(0,36)
		LPIS a 1 offset(0,34)
		LPIS a 1 offset(0,33)
		LPIS a 1 offset(0,32)
		boss x 0 A_TakeInventory("lanzalaputog",1)
		boss a 0 A_Gunflash("CrossHair")
	Goto Ready

DawnForDaRoll:
		LPIS a 1 offset(0,33)
		LPIS a 1 offset(0,34)
		LPIS a 1 offset(0,36)
		LPIS a 1 offset(0,48)
		LPIS a 1 offset(0,54)
		LPIS a 1 offset(0,66)
		LPIS a 1 offset(0,82)
		boss a 0 A_JumpIfInventory("RunCheckItem",1,"startrun")
		boss a 0 A_JumpIfInventory("MakeARoll",1,"RollingStones")
		Goto AltoLevanteTieneElGil
SosReDawnWacho:
		LPIS a 1 offset(0,33)
		LPIS a 1 offset(0,34)
		LPIS a 1 offset(0,36)
		LPIS a 1 offset(0,42)
		LPIS a 1 offset(0,48)
		LPIS a 1 offset(0,54)
		LPIS a 1 offset(0,60)
		LPIS a 1 offset(0,66)
		LPIS a 1 offset(0,72)
		LPIS a 1 offset(0,82)
	Goto ItemCheck
	
AltoLevanteTieneElGil:
		boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,45)
		LPIS a 1 offset(0,69)
		LPIS a 1 offset(0,66)
		LPIS a 1 offset(0,48)
		LPIS a 1 offset(0,42)
		LPIS a 1 offset(0,36)
		LPIS a 1 offset(0,34)
		LPIS a 1 offset(0,33)
		LPIS 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:
		boss x 0 A_TakeInventory("ZOOMED",1)
		boss x 0 A_TakeInventory("PUNCHIN",1)
		boss a 0 A_Gunflash("CrossHair")
		boss x 0 A_TakeInventory("lanzalaputog",1)
		boss a 0 a_setpitch(pitch-0.02)
		LPIS A 1 A_Raise
		boss a 0 a_zoomfactor(1)
	Loop
		
Deselect:
		boss a 0 a_zoomfactor(1)
		boss x 0 A_TakeInventory("ColtRELOAD",1)
		boss a 0 a_setpitch(pitch+0.02)
		LPIS A 1 A_Lower
	Loop
	
Ready:
		boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,45)
		fast a 0 A_JumpIfInventory("ColtRELOAD",1,"ESPED")
		fast a 0 A_JumpIfInventory("ZOOMED",1,"ZReady")
		fast a 0 A_JumpIfInventory("MakeARoll",1,"DawnForDaRoll")
		fast a 0 A_JumpIfInventory("RunCheckItem",1,"DawnForDaRoll")
		fast a 0 A_JumpIfInventory("UsoBASE",1,"SosReDawnWacho")
		fast a 0 A_JumpIfInventory("lanzalaputog",1,"grenadetr")
		fast a 0 A_JumpIfInventory("PUNCHIN",1,"ALASPINASWACHO")
		LPIS A 3 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		boss a 0 ACS_NamedExecute("RCorrectorACS")
	Loop
		
ZReady:
		boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,20)
		ZP1S A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		boss a 0 ACS_NamedExecute("RCorrectorACS")
		boss a 0 A_ZoomFACTOR(1.4)
	LOOP


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AltFire:
		fast a 0 A_JumpIfInventory("ColtRELOAD",1,"cargando")
		boss a 0 offset(0,34)
		fast a 0 A_JumpIfInventory("ZOOMED",1,"ZReady")
	Goto Ready
SACAELburst:
		boss a 0 A_Print("SEMI FIRE")
		fast a 0 A_JumpIfInventory("ZOOMED",1,"ZReady")
	Goto Ready	
	
	
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Reload:
	boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,45)
		fast a 0 A_JumpIfInventory("ZOOMED",1,"SACAELZOOM")
		fast a 0 A_JumpIfInventory("ColtAMMO",15,"Ready")
		fast a 0 A_JumpIfInventory("ClipL",1,1)
	Goto Ready
		LPIS A 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		LPIS A 1 offset(0,33)
		boss a 0 A_PlaySound("Click",6,1.0)
		LPIS A 2 offset(0,34)
		LPIS A 6 offset(0,33)
selasaca:
		tnt1 a 0 A_JumpIfInventory("ColtAMMO",0,0)
	Goto continua
		boss x 0 A_TakeInventory("coltammo",1)
		boss y 0 A_GiveInventory("ClipL",1)
		fast a 0 A_JumpIfInventory("coltammo",1,"selasaca")
continua: 
		boss y 0 A_GiveInventory("CrossHairUnt",15)
		RPIS ABC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		RPIS DEFG 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss a 0 A_PlaySound("SGPUMP1",7,1.0)
		boss a 0 A_PlaySound("MOVE",5,3.0)
		RPIS G 3 A_FireCustomMissile("PISEclip",0,0,10,-20)
		RPIS GGGGGGgg 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss y 0 A_GiveInventory("COLTRELOAD",1)
ESPED:
		RPIS G 1 A_WeaponReady
	LOOP
	
cargando:
		fast a 0 A_JumpIfInventory("ClipL",1,1)
	Goto YACARGO
		boss x 0 A_TakeInventory("CLIPL",1)
		boss y 0 A_GiveInventory("ColtAMMO",1)
		fast a 0 A_JumpIfInventory("ColtAMMO",15,1)
	LOOP
YACARGO:
		boss y 0 A_GiveInventory("CrossHairUnt",15)
		RPIS HIJJJJJJJJJ 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss a 0 A_PlaySound("SGPUMP2",7,1.0)
		boss x 0 A_TakeInventory("COLTRELOAD",1)
		RPIS KKKKKLMNOPQ 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		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("ZOOMED",1,"SACAELZOOM")
		boss y 0 A_GiveInventory("ZOOMED",1)
	Goto ZOOM_IN
	
SACAELZOOM:
		boss a 0 A_PlaySound("MOVE",5,1.0)
		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)
		ZPIS CBA 1 A_ZOOMFACTOR(1)
		LPIS AAAA 3 A_WeaponReady(WRF_ALLOWRELOAD)
	Goto Ready
	
Zoom_IN:
		boss a 0 A_PlaySound("MOVE",5,1.0)
		ZPIS ABC 1 A_ZoomFACTOR(1.4)
		ZP1S AAA 3 A_WeaponReady(WRF_ALLOWRELOAD)
	Goto ZReady
	
////////////////////////////////////////////////////////////////////////////////

ZFIRE:
		fast a 0 A_JumpIfInventory("Coltburst",1,"ZburstFire")
		boss x 0 A_TakeInventory("ColtAmmo",1)
		boss a 0 A_ZoomFactor(1.3)
		boss a 0 A_PlaySound("CLTFIRE",1,1.0)
		boss a 0 A_AlertMonsters
		boss A 0 A_FireCustomMissile("WeaponFireLight")
		ZPIS D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		fast a 0 A_JumpIfInventory("CrouchCheck",1,"ZSemi_Crouch")
ZSemi_NoCrouch:
		boss a 0 A_FireCustomMissile("ColtTracerSsuperpiola", 0, 0, 0, 9 , 0 , 0)
	Goto Continue_ZSemi
ZSemi_Crouch:
		boss a 0 A_FireCustomMissile("ColtTracerSsuperpiola", 0, 0, 0, 1 , 0 , 0)
Continue_ZSemi:
		boss a 0 A_FireCustomMissile("esmouc", (FRandom(-0.1,0.1)), 0, 0, 0 , 0 ,(FRandom(-0.1,0.1)))
		fast a 0 A_Jump(127,2)
		boss a 0 A_SetAngle(Angle-0.15)
	Goto SDSDR4
		boss a 0 A_SetANgle(Angle+0.15)
SDSDR4:
        boss a 0 Radius_Quake(9,5,0,8,0)
		boss a 0 A_SetPitch(Pitch-4.50)
		boss y 0 A_GiveInventory("RCorrector",50)
		boss a 0 A_ZoomFactor(1.4)
		ZPIS E 1 A_WeaponReady(WRF_NOSWITCH)
		boss a 0 A_FireCustomMissile("CasingLCDropperLEFT",0,0,0,15)
		ZPIS F 1 A_WeaponReady(WRF_NOSWITCH)
		ZPIS GHC 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	Goto ZReady
	
ZburstFire:
		fast a 0 A_JumpIfInventory("COLTAMMO",3,1)
	Goto ZReady
		boss a 0 Radius_Quake(2,2,0,10,0)
		boss x 0 A_TakeInventory("ColtAmmo",1)
		boss a 0 A_ZoomFactor(1.3)
		boss a 0 A_PlaySound("CLTFIRE",1,1.0)
		boss a 0 A_AlertMonsters
		boss A 0 A_FireCustomMissile("WeaponFireLight")
		ZPIS D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss a 0 A_FireCustomMissile("ColtTracerSsuperpiola", 0, 0, 0, 10 , 0 , 0)
		boss a 0 A_FireCustomMissile("esmouc", (FRandom(-0.1,0.1)), 0, 0, 0 , 0 ,(FRandom(-0.1,0.1)))
		boss a 0 A_SetPitch(Pitch-0.50)
		boss y 0 A_GiveInventory("CrossHairUnt",3)
		boss a 0 A_ZoomFactor(1.2)
		ZPIS E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss a 0 A_FireCustomMissile("CasingLCDropperLEFT",0,0,0,15)
		boss x 0 A_TakeInventory("ColtAmmo",1)
		boss x 0 A_TakeInventory("ColtAmmo",1)
		boss a 0 A_ZoomFactor(1.1)
		boss a 0 A_PlaySound("CLTFIRE",6,1.0)
		boss a 0 A_AlertMonsters
		boss a 0 A_FireCustomMissile("WeaponFireLight")
		ZPIS D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss a 0 A_FireCustomMissile("ColtTracerSsuperpiola", (FRandom(-0.2,0.2)), 0, 0, 10 , 0 ,(FRandom(-0.2,0.2)))
		ZPIS D 0 A_FireCustomMissile("ColtTracerSsuperpiola", (FRandom(-0.8,0.8)), 0, 0, 10 , 0 ,(FRandom(-0.8,0.8)))
		boss a 0 A_FireCustomMissile("esmouc", (FRandom(-0.1,0.1)), 0, 0, 0 , 0 ,(FRandom(-0.1,0.1)))
		boss a 0 A_SetPitch(Pitch-0.60)
		boss a 0 A_ZoomFactor(1.4)
		boss a 0 A_PlaySound("CLTFIRE",7,1.0)
		ZPIS E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss a 0 A_FireCustomMissile("CasingLCDropperLEFT",0,0,0,15)
		ZPIS F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss A 0 A_FireCustomMissile("WeaponFireLight")
		ZPIS GH 1  A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss a 0 A_FireCustomMissile("CasingLCDropperLEFT",0,0,0,15)
	Goto ZReady
	
	
////////////////////////////////////////////////////////////////////////////////
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Fire:
	    fast a 0 A_JumpIfInventory("ColtRELOAD",1,"ESPED")
		boss a 0 A_PlaySound("SGCLICK",6,1.0)
		fast a 0 A_JumpIfInventory("ColtAmmo",1,1)
	Goto Ready
	    fast a 0 A_JumpIfInventory("ZOOMED",1,"ZFIRE")
	    fast a 0 A_JumpIfInventory("Coltburst",1,"burstFire")
	 	boss A 0 A_FireCustomMissile("WeaponFireLight")
	 	boss a 0 A_PlaySound("CLTFIRE",1,1.0)
		boss x 0 A_TakeInventory("ColtAmmo",1)	
		boss a 0 A_ZoomFactor(0.95)
		boss a 0 A_AlertMonsters
        LPIS B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	Goto RecoilChecker
////
		ContinueFire:
	    fast a 0 A_JumpIfInventory("Coltburst",1,"BurstFireAnim")
	    TNT1 a 0 A_SetPitch(Pitch-9.0)
		boss y 0 A_GiveInventory("CrossHairUnt",1)
		boss a 0 A_FireCustomMissile("esmouc", (FRandom(-0.1,0.1)), 0, 0, 0 , 0 ,(FRandom(-0.1,0.1)))
		boss a 0 Radius_Quake(9,5,0,8,0)
		fast a 0 A_Jump(128,2)
		fast a 0 A_Jump(256,1)
		boss a 0 A_ZoomFactor(1.0)
		LPIS C 1 
		TNT1 a 0 FAST A_SetPitch(Pitch+1.0)
        boss a 0 A_FireCustomMissile("CasingLCDropperLEFT",0,0,0,7)
		LPIS D 1 A_WeaponReady(WRF_NOSWITCH)
		LPIS EA 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	Goto Ready
	
BurstFire:
		boss y 0 A_GiveInventory("ColtburstHistorial",3)
	BurstFireStart:
			fast a 0 A_JumpIfInventory("ColtAmmo",1,1)
		Goto Ready
			boss a 0 Radius_Quake(1,16,0,10,0)
			boss a 0 A_ZoomFactor(0.95)
			boss a 0 A_PlaySound("CLTFIRE",CHAN_AUTO,1.0)
			fast a 0 A_JumpIfInventory("ColtburstHistorial",1,"RecoilChecker")
			LPIS DEA 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM|WRF_NOFIRE)
		Goto Ready

BurstFireAnim:
		LPIS BC 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOFIRE)
		tnt1 a 0 A_FireCustomMissile("CasingLCDropperLEFT",0,0,0,7)
		boss x 0 A_TakeInventory("ColtAmmo",1)
		boss x 0 A_TakeInventory("CrossHairUnt",1)
		boss x 0 A_TakeInventory("ColtburstHistorial",1)
	Goto BurstFireStart


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RecoilChecker:
		tnt1 a 0 A_JumpIfInventory("CrossHairUnt",9,"firer9")
		tnt1 a 0 A_JumpIfInventory("CrossHairUnt",8,"firer8")
		tnt1 a 0 A_JumpIfInventory("CrossHairUnt",7,"firer7")
		tnt1 a 0 A_JumpIfInventory("CrossHairUnt",6,"firer6")
		tnt1 a 0 A_JumpIfInventory("CrossHairUnt",5,"firer5")
		tnt1 a 0 A_JumpIfInventory("CrossHairUnt",4,"firer4")
		tnt1 a 0 A_JumpIfInventory("CrossHairUnt",3,"firer3")
		tnt1 a 0 A_JumpIfInventory("CrossHairUnt",2,"firer2")
		firer0:
		tnt1 a 0 A_FireCustomMissile("ColtTracerSsuperpiola", (FRandom(-9.2,9.2)), 0, 0, 6 , 0 ,(FRandom(-7.2,7.3)))
		tnt1 a 0 A_SetPitch(Pitch-0.8)
		tnt1 a 0 A_GiveInventory("RCorrector",80)
		tnt1 a 0 A_GiveInventory("CrossHairUnt",3)
		Goto ContinueFire
		
		firer1:
		tnt1 a 0 A_FireCustomMissile("ColtTracerSsuperpiola", (FRandom(-9.2,9.2)), 0, 0, 6 , 0 ,(FRandom(-7.2,7.3)))
		tnt1 a 0 A_SetPitch(Pitch-0.8)
		tnt1 a 0 A_GiveInventory("RCorrector",80)
		tnt1 a 0 A_GiveInventory("CrossHairUnt",3)
		Goto ContinueFire
		
		firer2:
		tnt1 a 0 A_FireCustomMissile("ColtTracerSsuperpiola", (FRandom(-9.2,9.2)), 0, 0, 6 , 0 ,(FRandom(-7.2,7.3)))
		tnt1 a 0 A_SetPitch(Pitch-0.8)
		tnt1 a 0 A_GiveInventory("RCorrector",80)
		tnt1 a 0 A_GiveInventory("CrossHairUnt",3)
		Goto ContinueFire
		
		firer3:
		tnt1 a 0 A_FireCustomMissile("ColtTracerSsuperpiola", (FRandom(-9.2,9.2)), 0, 0, 6 , 0 ,(FRandom(-7.2,7.3)))
		tnt1 a 0 A_SetPitch(Pitch-0.9)
		tnt1 a 0 A_GiveInventory("RCorrector",90)
		tnt1 a 0 A_GiveInventory("CrossHairUnt",3)
		Goto ContinueFire
		
		firer4:
		tnt1 a 0 A_FireCustomMissile("ColtTracerSsuperpiola", (FRandom(-9.2,9.2)), 0, 0, 6 , 0 ,(FRandom(-7.2,7.3)))
		tnt1 a 0 A_SetPitch(Pitch-0.9)
		tnt1 a 0 A_GiveInventory("RCorrector",90)
		tnt1 a 0 A_GiveInventory("CrossHairUnt",3)
		Goto ContinueFire
		
		firer5:
		tnt1 a 0 A_FireCustomMissile("ColtTracerSsuperpiola", (FRandom(-9.2,9.2)), 0, 0, 6 , 0 ,(FRandom(-7.2,7.3)))
		tnt1 a 0 A_SetPitch(Pitch-0.9)
		tnt1 a 0 A_GiveInventory("RCorrector",90)
		tnt1 a 0 A_GiveInventory("CrossHairUnt",3)
		Goto ContinueFire
		
		firer6:
		tnt1 a 0 A_FireCustomMissile("ColtTracerSsuperpiola", (FRandom(-9.2,9.2)), 0, 0, 6 , 0 ,(FRandom(-7.2,7.3)))
		tnt1 a 0 A_SetPitch(Pitch-0.9)
		tnt1 a 0 A_GiveInventory("RCorrector",90)
		tnt1 a 0 A_GiveInventory("CrossHairUnt",3)
		Goto ContinueFire
		
		firer7:
		tnt1 a 0 A_FireCustomMissile("ColtTracerSsuperpiola", (FRandom(-9.2,9.2)), 0, 0, 6 , 0 ,(FRandom(-7.2,7.3)))
		tnt1 a 0 A_SetPitch(Pitch-0.9)
		tnt1 a 0 A_GiveInventory("RCorrector",90)
		tnt1 a 0 A_GiveInventory("CrossHairUnt",3)
		Goto ContinueFire
		
		firer8:
		tnt1 a 0 A_FireCustomMissile("ColtTracerSsuperpiola", (FRandom(-9.2,9.2)), 0, 0, 6 , 0 ,(FRandom(-7.2,7.3)))
		tnt1 a 0 A_SetPitch(Pitch-1.0)
		tnt1 a 0 A_GiveInventory("RCorrector",100)
		tnt1 a 0 A_GiveInventory("CrossHairUnt",3)
		Goto ContinueFire
		
		firer9:
		tnt1 a 0 A_FireCustomMissile("ColtTracerSsuperpiola", (FRandom(-9.2,9.2)), 0, 0, 6 , 0 ,(FRandom(-7.2,7.3)))
		tnt1 a 0 A_SetPitch(Pitch-1.0)
		tnt1 a 0 A_GiveInventory("RCorrector",100)
		tnt1 a 0 A_GiveInventory("CrossHairUnt",3)
		Goto ContinueFire


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


CrossHair:		
		tnt1 a 0 A_JumpIfInventory("ZOOMED",1,"SinCross")
		tnt1 a 0 A_JumpIfInventory("CrossHairUnt",19,"R30")
		tnt1 a 0 A_JumpIfInventory("CrossHairUnt",18,"R29")
		tnt1 a 0 A_JumpIfInventory("CrossHairUnt",17,"R28")
		tnt1 a 0 A_JumpIfInventory("CrossHairUnt",16,"R27")
		tnt1 a 0 A_JumpIfInventory("CrossHairUnt",15,"R26")
		tnt1 a 0 A_JumpIfInventory("CrossHairUnt",14,"R25")
		tnt1 a 0 A_JumpIfInventory("CrossHairUnt",13,"R24")
		tnt1 a 0 A_JumpIfInventory("CrossHairUnt",12,"R23")
		tnt1 a 0 A_JumpIfInventory("CrossHairUnt",11,"R22")
		tnt1 a 0 A_JumpIfInventory("CrossHairUnt",10,"R21")
		tnt1 a 0 A_JumpIfInventory("CrossHairUnt",9,"R20")
		tnt1 a 0 A_JumpIfInventory("CrossHairUnt",8,"R19")
		tnt1 a 0 A_JumpIfInventory("CrossHairUnt",7,"R18")
		tnt1 a 0 A_JumpIfInventory("CrossHairUnt",6,"R17")
		tnt1 a 0 A_JumpIfInventory("CrossHairUnt",5,"R16")
		tnt1 a 0 A_JumpIfInventory("CrossHairUnt",4,"R15")
		tnt1 a 0 A_JumpIfInventory("CrossHairUnt",3,"R14")
		tnt1 a 0 A_JumpIfInventory("CrossHairUnt",2,"R13")
		tnt1 a 1 A_SetCrossHair(12)
		Loop
		
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

	}
}














