Actor REVREADY : Inventory
{
inventory.maxamount 1
}

Actor REVRELOAD : Inventory
{
inventory.maxamount 1
}

Actor REVAMMO : ammo
{
inventory.maxamount 6
Inventory.Icon "RVICA0"
}


ACTOR REVOLVER :  FIST1    
{
	Weapon.AmmoUse1 0
	Weapon.AmmoUse2 0
	Weapon.AmmoGive 0
	Weapon.AmmoType1 "ClipH"
	Weapon.AmmoType2 "REVAMMO"
	Weapon.SlotNumber 2
	Scale 0.5
	Obituary "$OB_MPPISTOL"
	Inventory.Pickupmessage "got a Revolver"
	+WEAPON.NOAUTOFIRE
	+WEAPON.NOALERT
	Tag "Revolver"
	States
	{
	
Spawn:
		tnt1 a 1
		boss a 0 A_SpawnItemEx("RevolverI",0,0,0,FRANDOM(2,4),0,5,FRANDOM(350,370),SXF_NOCHECKPOSITION)
	Stop
	

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


grenadetr2:
		boss x 0 A_Takeinventory("lanzalaputog",1)
		fast a 0 A_JumpIfInventory("GrenadeItem",1,1)
	Goto Ready
		boss x 0 A_TakeInventory("GrenadeItem",1)
		fast a 0 A_JumpIfInventory("REVREADY",1,1)
	Goto grenadetr
		REVR a 1 offset(0,33)
		REVR a 1 offset(0,34)
		REVR a 1 offset(0,36)
		REVR a 1 offset(0,42)
		REVR a 1 offset(0,48)
		REVR a 1 offset(0,54)
		REVR a 1 offset(0,60)
		REVR a 1 offset(0,66)
		REVR a 1 offset(0,72)
		REVR 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
		REVR a 1 offset(0,69)
		REVR a 1 offset(0,66)
		REVR a 1 offset(0,48)
		REVR a 1 offset(0,42)
		REVR a 1 offset(0,36)
		REVR a 1 offset(0,34)
		REVR a 1 offset(0,33)
		REVR a 1 offset(0,32)
		boss x 0 A_Takeinventory("lanzalaputog",1)
		boss a 0 A_Gunflash("CrossHair")
	Goto Ready
grenadetr:
		REVR d 1 offset(0,33)
		REVR d 1 offset(0,34)
		REVR d 1 offset(0,36)
		REVR d 1 offset(0,42)
		REVR d 1 offset(0,48)
		REVR d 1 offset(0,54)
		REVR d 1 offset(0,60)
		REVR d 1 offset(0,66)
		REVR d 1 offset(0,72)
		REVR d 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
		REVR d 1 offset(0,69)
		REVR d 1 offset(0,66)
		REVR d 1 offset(0,48)
		REVR d 1 offset(0,42)
		REVR d 1 offset(0,36)
		REVR d 1 offset(0,34)
		REVR d 1 offset(0,33)
		REVR d 1 offset(0,32)
		boss x 0 A_Takeinventory("lanzalaputog",1)
		boss a 0 A_Gunflash("CrossHair")
	Goto Ready
	
ALASPINASWACHO2:
		fast a 0 A_JumpIfInventory("REVREADY",1,1)
	Goto ALASPINASWACHO
		REVR a 1 offset(-2,34)
		REVR a 1 offset(-10,42)
		REVR a 1 offset(-21,54)
		REVR a 1 offset(-31,66)
		REVR 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
		REVR a 1 offset(-10,69)
		REVR a 1 offset(-8,66)
		REVR a 1 offset(-6,48)
		REVR a 1 offset(-4,42)
		REVR a 1 offset(-2,36)
		REVR a 1 offset(0,34)
		REVR a 1 offset(0,33)
		REVR a 1 offset(0,32)
		boss x 0 A_Takeinventory("PUNCHIN",1)
		boss a 0 A_Gunflash("CrossHair")
	Goto ready
ALASPINASWACHO:
		REVR d 1 offset(-2,34)
		REVR d 1 offset(-10,42)
		REVR d 1 offset(-21,54)
		REVR d 1 offset(-31,66)
		REVR d 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
		REVR d 1 offset(-10,69)
		REVR d 1 offset(-8,66)
		REVR d 1 offset(-6,48)
		REVR d 1 offset(-4,42)
		REVR d 1 offset(-2,36)
		REVR d 1 offset(0,34)
		REVR d 1 offset(0,33)
		REVR d 1 offset(0,32)
		boss x 0 A_Takeinventory("PUNCHIN",1)
		boss a 0 A_Gunflash("CrossHair")
	Goto ready
	
DawnForDaRoll2:
		fast a 0 A_JumpIfInventory("REVREADY",1,1)
	Goto DawnForDaRoll
		REVR a 1 offset(0,33)
		REVR a 1 offset(0,34)
		REVR a 1 offset(0,36)
		REVR a 1 offset(0,48)
		REVR a 1 offset(0,54)
		REVR a 1 offset(0,66)
		REVR a 1 offset(0,82)
		fast a 0 A_Jumpifinventory("RunCheckItem",1,"startrun")
		fast a 0 A_Jumpifinventory("MakeARoll",1,"RollingStones")
	Goto AltoLevanteTieneElGil
DawnForDaRoll:		
		REVR d 1 offset(0,33)
		REVR d 1 offset(0,34)
		REVR d 1 offset(0,36)
		REVR d 1 offset(0,48)
		REVR d 1 offset(0,54)
		REVR d 1 offset(0,66)
		REVR d 1 offset(0,82)
		fast a 0 A_Jumpifinventory("RunCheckItem",1,"startrun")
		fast a 0 A_Jumpifinventory("MakeARoll",1,"RollingStones")
	Goto AltoLevanteTieneElGil
		
SosReDawnWacho2:
		fast a 0 A_JumpIfInventory("REVREADY",1,1)
	Goto SosReDawnWacho
		REVR a 1 offset(0,33)
		REVR a 1 offset(0,34)
		REVR a 1 offset(0,36)
		REVR a 1 offset(0,42)
		REVR a 1 offset(0,48)
		REVR a 1 offset(0,54)
		REVR a 1 offset(0,60)
		REVR a 1 offset(0,66)
		REVR a 1 offset(0,72)
		REVR a 1 offset(0,82)
	Goto ItemCheck
SosReDawnWacho:
		REVR D 1 offset(0,33)
		REVR D 1 offset(0,34)
		REVR D 1 offset(0,36)
		REVR D 1 offset(0,42)
		REVR D 1 offset(0,48)
		REVR D 1 offset(0,54)
		REVR D 1 offset(0,60)
		REVR D 1 offset(0,66)
		REVR D 1 offset(0,72)
		REVR D 1 offset(0,82)
	Goto ItemCheck
		
AltoLevanteTieneElGil2:
		boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,55)
		fast a 0 A_JumpIfInventory("REVREADY",1,1)
	Goto AltoLevanteTieneElGil
		REVR a 1 offset(0,69)
		REVR a 1 offset(0,66)
		REVR a 1 offset(0,48)
		REVR a 1 offset(0,42)
		REVR a 1 offset(0,36)
		REVR a 1 offset(0,34)
		REVR a 1 offset(0,33)
		REVR a 1 offset(0,32)
		boss x 0 A_Takeinventory("MakeARoll",1)
		boss a 0 A_Gunflash("CrossHair")
	Goto Ready
AltoLevanteTieneElGil:
		fast a 0 A_JumpIfInventory("REVREADY",1,"AltoLevanteTieneElGil2")
		REVR d 1 offset(0,69)
		REVR d 1 offset(0,66)
		REVR d 1 offset(0,48)
		REVR d 1 offset(0,42)
		REVR d 1 offset(0,36)
		REVR d 1 offset(0,34)
		REVR d 1 offset(0,33)
		REVR d 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)
		boss a 0 a_zoomfactor(1)
		fast a 0 A_JumpIfInventory("REVREADY",1,"Select2")
		REVR D 1 A_Raise
	Loop
Select2:
		REVR A 1 A_Raise
	Goto Select
	
Deselect:
		boss a 0 a_zoomfactor(1)
		boss x 0 A_Takeinventory("REVRELOAD",1)
		boss a 0 a_setpitch(pitch+0.02)
		fast a 0 A_JumpIfInventory("REVREADY",1,"Deselect2")
		REVR D 1 A_Lower
	Loop
Deselect2:
		REVR A 1 A_Lower
	Loop
	
	
Ready:
		boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,45)
		fast a 0 A_JumpIfInventory("UsoBASE",1,"SosReDawnWacho2")
		fast a 0 A_JumpIfInventory("MakeARoll",1,"DawnForDaRoll2")
		fast a 0 A_Jumpifinventory("RunCheckItem",1,"DawnForDaRoll2")
		fast a 0 A_Jumpifinventory("lanzalaputog",1,"grenadetr2")
		fast a 0 A_JumpIfInventory("PUNCHIN",1,"ALASPINASWACHO2")
		fast a 0 A_JumpIfInventory("REVREADY",1,"RReady")
		REVR D 7 A_WeaponReady(WRF_ALLOWRELOAD)
		boss a 0 ACS_NamedExecute("RCorrectorACS")
	Loop	
RReady:
		REVR A 7 A_WeaponReady(WRF_ALLOWRELOAD)
		boss a 0 ACS_NamedExecute("RCorrectorACS")
	Goto Ready
		
		
////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
	
	
AltFire:
		fast a 0 A_JumpIfInventory("REVRELOAD",1,"SeLaVaAMeter")
		fast a 0 A_JumpIfInventory("REVAMMO",1,1)
	Goto Ready
		fast a 0 A_JumpIfInventory("REVREADY",1,"Desfire3")
		boss a 0 A_PlaySound("REVCLIP",6,2.0)
		REVR D 1 A_WeaponReady(WRF_NOFIRE)
		boss y 0 A_Giveinventory("CrossHairUnt",1)
		REVR D 1 A_WeaponReady(WRF_NOFIRE)
		boss y 0 A_Giveinventory("CrossHairUnt",1)
		boss a 0 A_Refire("ProFire4")
	Goto DesFire3
ProFire4:
		REVR C 1 A_WeaponReady(WRF_NOFIRE)
		boss y 0 A_Giveinventory("CrossHairUnt",1)
		REVR C 1 A_WeaponReady(WRF_NOFIRE)
		boss y 0 A_Giveinventory("CrossHairUnt",1)
		boss a 0 A_Refire("ProFire5")
	Goto DesFire2
ProFire5:
		REVR B 1 A_WeaponReady(WRF_NOFIRE)
		boss y 0 A_Giveinventory("CrossHairUnt",1)
		REVR B 1 A_WeaponReady(WRF_NOFIRE)
		boss y 0 A_Giveinventory("CrossHairUnt",1)
		boss a 0 A_Refire("ProFire6")
	Goto DesFire1
ProFire6:
		REVR A 1 A_WeaponReady(WRF_NOFIRE)
		boss y 0 A_Giveinventory("CrossHairUnt",1)
		REVR A 1 A_WeaponReady(WRF_NOFIRE)
		boss y 0 A_Giveinventory("CrossHairUnt",1)
		boss y 0 A_GiveInventory("REVREADY",1)
		boss a 0 A_PlaySound("SGCLICK",6,1.0)
	Goto RReady
	
	
////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////	


Fire:
		fast a 0 A_JumpIfInventory("REVRELOAD",1,"EsperaCargador")
		boss a 0 A_playsound("SGCLICK",6,1.0)
		fast a 0 A_JumpIfInventory("REVAMMO",1,1)
	Goto Ready
		fast a 0 A_JumpIfInventory("REVREADY",1,"Disparo")
		boss a 0 A_PlaySound("REVCLIP",6,2.0)
		REVR D 1 A_WeaponReady(WRF_NOFIRE)
		boss y 0 A_Giveinventory("CrossHairUnt",1)
		boss a 0 A_Refire("ProFire1")
	Goto DesFire
ProFire:
		REVR C 1 A_WeaponReady(WRF_NOFIRE)
		boss y 0 A_Giveinventory("CrossHairUnt",1)
		REVR C 1 A_WeaponReady(WRF_NOFIRE)
		boss y 0 A_Giveinventory("CrossHairUnt",1)
		boss a 0 A_Refire("ProFire1")
	Goto DesFire1
ProFire1:
		REVR B 1 A_WeaponReady(WRF_NOFIRE)
		boss y 0 A_Giveinventory("CrossHairUnt",1)
		REVR B 1 A_WeaponReady(WRF_NOFIRE)
		boss y 0 A_Giveinventory("CrossHairUnt",1)
		boss a 0 A_Refire("ProFire2")
	Goto DesFire2
ProFire2:
		boss y 0 A_Giveinventory("CrossHairUnt",2)
		REVR AAAAAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss a 0 A_Refire("ProFire3")
	Goto ProFire6
ProFire3:
		REVR B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss a 0 A_PlaySound("SGCLICK",6,1.0)
		REVR E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss y 0 A_Giveinventory("CrossHairUnt",1)
	Goto Disparo+1
Disparo:
		REVR E 1
		REVF A 1
		boss x 0 A_TakeInventory("RevAmmo",1)
		boss a 0 A_PlaySound("REVFIRE",1,1.0)
		boss x 0 A_TakeInventory("REVREADY",1)
		NULL A 0 A_FireCustomMissile("WeaponFireLight")
	Goto PresicionCheck
		
ContinueFire:
		TNT1 AAAA 0 A_FireCustomMissile("ESMOUC", (FRandom(-7.2,7.2)), 0, 0, 0 , 0 ,(FRandom(-7.2,7.2)))
		boss a 0 A_FIRECUSTOMMISSILE("BREAKERBASE")
		boss a 0 A_AlertMonsters
		boss a 0 A_ZoomFactor(0.80)
		boss a 0 Radius_Quake(36,9,0,3,0)
		fast a 0 A_Jump(128,2)
		boss a 0 A_SetAngle(Angle-0.3)
		boss a 0 A_SetPitch(Pitch-17.50)
		fast a 0 A_Jump(255,1)
		boss a 0 A_SetAngle(Angle+0.3)
		REVF BC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss a 0 A_ZoomFactor(1)
		REVF DDDDEFG 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	Goto Ready
			
	
DesFire3:
		REVR A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss y 0 A_Giveinventory("CrossHairUnt",1)
DesFire2:
		REVR B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss y 0 A_Giveinventory("CrossHairUnt",1)
DesFire1:
		REVR C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss y 0 A_Giveinventory("CrossHairUnt",1)
DesFire:
		REVR D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss y 0 A_Giveinventory("CrossHairUnt",1)
		boss x 0 A_TakeInventory("REVREADY",1)
	Goto Ready
		
	
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////


Reload:
		boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,45)
		fast a 0 A_JumpIfInventory("RevAmmo",6,"Ready")
		fast a 0 A_JumpIfInventory("ClipH",1,1)
	Goto READY
		REVO AB 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss a 0 A_PlaySound("REVCLIP",6,1.0)
		boss y 0 A_Giveinventory("CrossHairUnt",7)
		REVO CDDEE 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)	
		tnt1 aaaaaa 0 a_firecustommissile("CasingHCDropperLeft",0,0,-7)
selasaca:
		fast a 0 A_Jumpifinventory("RevAmmo",0,0)
	Goto continua
		boss x 0 A_Takeinventory("RevAmmo",1)
		boss y 0 A_Giveinventory("ClipH",1)
		fast a 0 A_Jumpifinventory("RevAmmo",1,"selasaca")
continua: 
		boss a 0 A_PlaySound("SGCLICK",6,1.0)
		boss y 0 A_GiveInventory("REVRELOAD",1)
		REVO EEEEEEEEEEEEEEEEEEEeeeeee 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss a 0 A_playsound("MOVE",5,2.0)
		REVO EEEE 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
EsperaCargador:
		REVO E 1 A_WeaponReady
	Loop
	
SeLaVaAMeter:
		fast a 0 A_JumpIfInventory("RevAmmo",6,"SeLaMete")
		fast a 0 A_JumpIfInventory("ClipH",1,1)
	Goto SeLaMete
		boss x 0 A_TakeInventory("ClipH",1)
		boss y 0 A_GiveInventory("RevAmmo",1)
	Loop

SeLaMete:
		REVI ABCDEFGGHHIII 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss y 0 A_Giveinventory("CrossHairUnt",13)
		boss a 0 A_PlaySound("SGCLICK",6,1.0)
		REVI JK 5 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		REVI LLMMMMMMMMM 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss a 0 A_PlaySound("REVCLIP",6,2.0)
		REVI NNOOPP 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss x 0 A_TakeInventory("RevReload")
		boss a 0 A_PlaySound("SGCLICK",6,1.0)
		boss y 0 A_Giveinventory("CrossHairUnt",4)
		REVI QQQRRSSTUVWXXYY 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss x 0 A_TakeInventory("REVREADY",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


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


PresicionCheck:
		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("REVTracer", (FRandom(-0.1,0.1)), 0, 0,10 , 0 ,(FRandom(-0.1,0.1)))
		boss a 0 A_SetPitch(Pitch-3.05)
		boss y 0 A_Giveinventory("RCorrector",295)
		boss y 0 A_Giveinventory("CrossHairUnt",8)
	Goto ContinueFire
FireR1:
		boss a 0 A_FireCustomMissile("REVTracer", (FRandom(-0.2,0.2)), 0, 0,10 , 0 ,(FRandom(-0.1,0.2)))
		boss a 0 A_SetPitch(Pitch-3.5)
		boss y 0 A_Giveinventory("RCorrector",350)
		boss y 0 A_Giveinventory("CrossHairUnt",8)
	Goto ContinueFire
FireR2:
		boss a 0 A_FireCustomMissile("REVTracer", (FRandom(-0.3,0.3)), 0, 0,10 , 0 ,(FRandom(-0.3,0.3)))
		boss a 0 A_SetPitch(Pitch-4.05)
		boss y 0 A_Giveinventory("RCorrector",400)
		boss y 0 A_Giveinventory("CrossHairUnt",8)
	Goto ContinueFire
FireR3:
		boss a 0 A_FireCustomMissile("REVTracer", (FRandom(-0.7,0.7)), 0, 0,10 , 0 ,(FRandom(-0.7,0.7)))
		boss a 0 A_SetPitch(Pitch-4.5)
		boss y 0 A_Giveinventory("RCorrector",450)
		boss y 0 A_Giveinventory("CrossHairUnt",8)
	Goto ContinueFire
FireR4:
		boss a 0 A_FireCustomMissile("REVTracer", (FRandom(-1.0,1.0)), 0, 0,10 , 0 ,(FRandom(-1.0,1.0)))
		boss a 0 A_SetPitch(Pitch-5)
		boss y 0 A_Giveinventory("RCorrector",500)
		boss y 0 A_Giveinventory("CrossHairUnt",8)
	Goto ContinueFire
FireR5:
		boss a 0 A_FireCustomMissile("REVTracer", (FRandom(-1.4,1.4)), 0, 0,10 , 0 ,(FRandom(-1.4,1.4)))
		boss a 0 A_SetPitch(Pitch-5.5)
		boss y 0 A_Giveinventory("RCorrector",500)
		boss y 0 A_Giveinventory("CrossHairUnt",8)
	Goto ContinueFire
FireR6:
		boss a 0 A_FireCustomMissile("REVTracer", (FRandom(-1.8,1.6)), 0, 0,10 , 0 ,(FRandom(-1.6,1.6)))
		boss a 0 A_SetPitch(Pitch-5.6)
		boss y 0 A_Giveinventory("RCorrector",500)
		boss y 0 A_Giveinventory("CrossHairUnt",8)
	Goto ContinueFire
FireR7:
		boss a 0 A_FireCustomMissile("REVTracer", (FRandom(-1.8,1.8)), 0, 0,10 , 0 ,(FRandom(-1.8,1.8)))
		boss a 0 A_SetPitch(Pitch-5.7)
		boss y 0 A_Giveinventory("RCorrector",500)
		boss y 0 A_Giveinventory("CrossHairUnt",8)
	Goto ContinueFire
FireR8:
		boss a 0 A_FireCustomMissile("REVTracer", (FRandom(-2.0,2.0)), 0, 0,10 , 0 ,(FRandom(-2.0,2.0)))
		boss a 0 A_SetPitch(Pitch-5.8)
		boss y 0 A_Giveinventory("RCorrector",500)
		boss y 0 A_Giveinventory("CrossHairUnt",8)
	Goto ContinueFire
FireR9:
		boss a 0 A_FireCustomMissile("REVTracer", (FRandom(-2.2,2.2)), 0, 0,10 , 0 ,(FRandom(-2.2,2.2)))
		boss a 0 A_SetPitch(Pitch-5.9)
		boss y 0 A_Giveinventory("RCorrector",500)
		boss y 0 A_Giveinventory("CrossHairUnt",8)
	Goto ContinueFire


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


CrossHair:		
		fast a 0 A_JumpIfInventory("CrossHairUnt",17,"R30")
		fast a 0 A_JumpIfInventory("CrossHairUnt",16,"R29")
		fast a 0 A_JumpIfInventory("CrossHairUnt",15,"R28")
		fast a 0 A_JumpIfInventory("CrossHairUnt",14,"R27")
		fast a 0 A_JumpIfInventory("CrossHairUnt",13,"R26")
		fast a 0 A_JumpIfInventory("CrossHairUnt",12,"R25")
		fast a 0 A_JumpIfInventory("CrossHairUnt",11,"R24")
		fast a 0 A_JumpIfInventory("CrossHairUnt",10,"R23")
		fast a 0 A_JumpIfInventory("CrossHairUnt",9,"R22")
		fast a 0 A_JumpIfInventory("CrossHairUnt",8,"R21")
		fast a 0 A_JumpIfInventory("CrossHairUnt",7,"R20")
		fast a 0 A_JumpIfInventory("CrossHairUnt",6,"R19")
		fast a 0 A_JumpIfInventory("CrossHairUnt",5,"R18")
		fast a 0 A_JumpIfInventory("CrossHairUnt",4,"R17")
		fast a 0 A_JumpIfInventory("CrossHairUnt",3,"R16")
		fast a 0 A_JumpIfInventory("CrossHairUnt",2,"R15")
		TNT1 A 1 A_SetCrossHair(14)
		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	
Stop
	

	}
}













