Actor RIFLEPRECAMARA : Ammo
{
Inventory.maxamount 1
}

Actor ENFRL : Inventory
{
Inventory.maxamount 1
}

Actor balavacia : Inventory
{
Inventory.maxamount 1
}

Actor CARGADORpp : Ammo
{
Inventory.maxamount 5
}

Actor RIFLEP : FIST1
{
	Weapon.AmmoUse1 0
	Weapon.AmmoUse2 0
	Weapon.AmmoGive 0
	Weapon.AmmoType1 "ClipHH"
	Weapon.AmmoType2 "CARGADORpp"
	Weapon.SlotNumber 4
	Scale 0.7
	Obituary "$OB_MPPISTOL"
	Inventory.Pickupmessage "got a Rifle"
	+WEAPON.NOAUTOFIRE
	+WEAPON.NOALERT
	Tag "Rifle"
	States
{
Spawn:
			tnt1 a 1
			boss a 0 A_SpawnItemEx("ENFIELDI",0,0,0,FRANDOM(2,4),0,5,FRANDOM(350,370),SXF_NOCHECKPOSITION)
			Stop


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ALASPINASWACHO:
		RRIF a 1 offset(-2,34)
		RRIF a 1 offset(-10,42)
		RRIF a 1 offset(-21,54)
		RRIF a 1 offset(-31,66)
		RRIF 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
		RRIF a 1 offset(-10,69)
		RRIF a 1 offset(-8,66)
		RRIF a 1 offset(-6,48)
		RRIF a 1 offset(-4,42)
		RRIF a 1 offset(-2,36)
		RRIF a 1 offset(0,34)
		RRIF a 1 offset(0,33)
		RRIF 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)
		RRIF a 1 offset(0,33)
		RRIF a 1 offset(0,34)
		RRIF a 1 offset(0,36)
		RRIF a 1 offset(0,42)
		RRIF a 1 offset(0,48)
		RRIF a 1 offset(0,54)
		RRIF a 1 offset(0,60)
		RRIF a 1 offset(0,66)
		RRIF a 1 offset(0,72)
		RRIF 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
		RRIF a 1 offset(0,69)
		RRIF a 1 offset(0,66)
		RRIF a 1 offset(0,48)
		RRIF a 1 offset(0,42)
		RRIF a 1 offset(0,36)
		RRIF a 1 offset(0,34)
		RRIF a 1 offset(0,33)
		RRIF a 1 offset(0,32)
		boss x 0 A_Takeinventory("lanzalaputog",1)
		boss a 0 A_Gunflash("CrossHair")
	goto ready

DawnForDaRoll:
		RRIF a 1 offset(0,33)
		RRIF a 1 offset(0,34)
		RRIF a 1 offset(0,36)
		RRIF a 1 offset(0,48)
		RRIF a 1 offset(0,54)
		RRIF a 1 offset(0,66)
		RRIF a 1 offset(0,82)
		fast a 0 A_Jumpifinventory("RunCheckItem",1,"startrun")
		fast a 0 A_Jumpifinventory("MakeARoll",1,"RollingStones")
		Goto AltoLevanteTieneElGil
		
SosReDawnWacho:
		RRIF a 1 offset(0,33)
		RRIF a 1 offset(0,34)
		RRIF a 1 offset(0,36)
		RRIF a 1 offset(0,42)
		RRIF a 1 offset(0,48)
		RRIF a 1 offset(0,54)
		RRIF a 1 offset(0,60)
		RRIF a 1 offset(0,66)
		RRIF a 1 offset(0,72)
		RRIF a 1 offset(0,82)
	Goto ItemCheck
	
AltoLevanteTieneElGil:
		boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,30)
		RRIF a 1 offset(0,69)
		RRIF a 1 offset(0,66)
		RRIF a 1 offset(0,48)
		RRIF a 1 offset(0,42)
		RRIF a 1 offset(0,36)
		RRIF a 1 offset(0,34)
		RRIF a 1 offset(0,33)
		RRIF 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 a 0 a_zoomfactor(1)
		boss a 0 a_setpitch(pitch-0.02)
		boss x 0 A_TakeInventory("ZOOMED",1)
		boss a 0 A_Gunflash("CrossHair")
		boss x 0 A_Takeinventory("PUNCHIN",1)
		boss x 0 A_Takeinventory("lanzalaputog",1)
		RRIF A 1 A_Raise
	Loop
	
Deselect:
		boss a 0 a_zoomfactor(1)
		boss a 0 a_setpitch(pitch+0.02)
		boss x 0 A_TakeINVENTORY("ENFRL",1)
		RRIF A 1 A_Lower
	Loop
	
Ready:
		fast a 0 A_JumpIfInventory("Zoomed",1,"PONESUM")
		boss a 0 A_ZoomFactor(1)
		fast a 0 A_JumpIfInventory("UsoBASE",1,"SosReDawnWacho")
		fast a 0 A_JumpIfInventory("MakeARoll",1,"DawnForDaRoll")
		fast a 0 A_JumpIfInventory("PUNCHIN",1,"ALASPINASWACHO")
		fast a 0 A_Jumpifinventory("RunCheckItem",1,"DawnForDaRoll")
		boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,30)
		fast a 0 A_Jumpifinventory("lanzalaputog",1,"grenadetr")
		RRIF A 4 A_WeaponReady(WRF_AllowZoom|WRF_AllowReload)
		boss a 0 ACS_NamedExecute("RCorrectorACS")
	Loop
	
ZReady:
		boss a 0 A_ZoomFactor(2.3)
		boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
		ZENF F 1 A_WeaponReady(WRF_AllowZoom|WRF_AllowReload)
		boss a 0 ACS_NamedExecute("RCorrectorACS")
		fast a 0 A_JumpIfInventory("Zoomed",1,"ZReady")
	Goto Ready
	
	
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Altfire:
		fast a 0 A_JumpIfInventory("ENFRL",1,"SELAMETES")
		boss a 0 A_ZoomFactor(1)
		boss a 0 A_playsound("SGPUMP2",7,1.0)
		boss a 0 A_playsound("MOVE",5,2.0)
		RIFP ABDEFGH 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss a 0 A_Refire("1")
	Goto MedioDesPump
	
1:
		boss a 0 A_playsound("SGPUMP1",7,1.0)
		RIFP I 1 A_SetPitch(Pitch+0.2)
		boss y 0 A_GiveInventory("CrossHairUnt",1)
		RIFP J 1 A_SetPitch(Pitch+0.2)
		boss y 0 A_GiveInventory("CrossHairUnt",1)
		RIFP K 1 A_SetPitch(Pitch+0.2)
		boss y 0 A_GiveInventory("CrossHairUnt",1)
		RIFP L 1 A_SetPitch(Pitch+0.2)
		boss y 0 A_GiveInventory("CrossHairUnt",1)
		Goto ChekaBalitas
132:
		RIFP O 1 A_SetPitch(Pitch+0.2)
		boss y 0 A_GiveInventory("CrossHairUnt",1)
		fast a 0 A_JumpIfInventory("RIFLEPRECAMARA",1,"Mantene")
		fast a 0 A_JumpIfInventory("CARGADORpp",1,"CAMBIO")
	Goto Mantene
	
		ChekaBalitas:
		fast a 0 A_JumpIfInventory("balavacia",1,1)
	Goto 132
		boss a 0 A_playsound("DeathCasing",1,2.5)
		boss a 0 A_FireCustomMissile("CasingHHCDropper",0,0,-2,0)
		boss x 0 A_TakeInventory("balavacia",1,1)
	Goto 132
		
Mantene:
		boss a 0 A_ZoomFactor(0.99)
		RIFP P 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss a 0 A_Refire("Mantene")
		boss a 0 A_ZoomFactor(1)
		boss a 0 A_playsound("SGPUMP1",7,1.0)
		RIFP PP 1 A_SetPitch(Pitch-0.1)
		boss y 0 A_GiveInventory("CrossHairUnt",1)
		RIFP NK 1 A_SetPitch(Pitch-0.1)
		boss y 0 A_GiveInventory("CrossHairUnt",1)
		RIFP HE 1 A_SetPitch(Pitch-0.1)
		boss y 0 A_GiveInventory("CrossHairUnt",1)
		RIFP DC 1 A_SetPitch(Pitch-0.1)
		boss y 0 A_GiveInventory("CrossHairUnt",1)
		RIFP BA 1 A_SetPitch(Pitch-0.1)
		boss y 0 A_GiveInventory("CrossHairUnt",1)
	Goto Ready
	
Cambio:
		boss x 0 A_TakeInventory("CARGADORpp",1)
		boss a 0 A_playsound("SGCLICK",6,1.0)
		boss y 0 A_GiveInventory("RIFLEPRECAMARA",1)
	Goto Mantene
	
FullDesPump:
		RIFP PONMLKJI 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
MedioDesPump:
		RIFP HGFEDCBA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	Goto Ready


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Reload:
		boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,30)
		fast a 0 A_JumpIfInventory("Zoomed",1,"SACAZOOMGAY")
		fast a 0 A_JumpIfInventory("CARGADORpp",5,"Ready")
		fast a 0 A_JumpIfInventory("ClipHH",1,1)
	Goto Ready
		RIFP ABCDEF 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss y 0 A_Giveinventory("CrossHairUnt",6)
		boss a 0 A_playsound("SGPUMP2",7,1.0)
		RIFP GHIJKL 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss a 0 A_playsound("SGCLICK",6,1.0)
		boss a 0 A_playsound("SGPUMP1",7,1.0)
		boss y 0 A_GiveInventory("ENFRL",1)
		ENRL ABCDEFGHHIIJJKKk 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
ESPERALABALA:
		fast a 0 A_JumpIfInventory("CARGADORpp",5,"TERMINARELOAD")
		fast a 0 A_JumpIfInventory("ClipHH",1,1)
	Goto TERMINARELOAD
		boss a 0 A_playsound("MOVE",5,2.0)
		ENRL LL 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss a 0 A_playsound("SGCLICK",6,1.0)
LISTAPARALABALA:
		fast a 0 A_JumpIfInventory("ClipHH",1,1)
	Goto TERMINARELOAD
		ENRL L 1 A_WeaponReady
	Loop
	
SELAMETES:
		ENRL MMNNOOO 1
		boss y 0 A_Giveinventory("CrossHairUnt",7)
		boss x 0 A_TakeInventory("ClipHH",1)
		ENRL P 2 A_playsound("SGINSERT",6,1.0)
		ENRL P 2 A_playsound("SGPUMP2",7,1.0)
		boss y 0 A_GiveInventory("CARGADORpp",1)
		ENRL QQRRRSSSTTU 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		ENRL L 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	Goto ESPERALABALA
	
TERMINARELOAD:
		fast a 0 A_JumpIfInventory("RIFLEPRECAMARA",1,"NIAHIWACHO")
		fast a 0 A_JumpIfInventory("CARGADORpp",1,"CARGACUANDOTERMINA")
NIAHIWACHO:
		ENRL LKJIHGFEDCBA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss y 0 A_Giveinventory("CrossHairUnt",6)
		RIFP MLKJIH 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss a 0 A_playsound("SGCLICK",6,1.0)
		RIFP GFEDCBA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss x 0 A_TakeInventory("ENFRL",1)
		boss x 0 A_Takeinventory("PUNCHIN",1)
		boss x 0 A_Takeinventory("MakeARoll",1)
		boss x 0 A_Takeinventory("lanzalaputog",1)
	Goto Ready
	
CARGACUANDOTERMINA:
		boss x 0 A_TakeInventory("CARGADORpp",1)
		boss y 0 A_GiveInventory("RIFLEPRECAMARA",1)
		ENRL LKJIHGFEDCBA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss y 0 A_Giveinventory("CrossHairUnt",6)
		RIFP MLKJIH 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss a 0 A_playsound("SGPUMP1",7,1.0)
		RIFP GFEDCBA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss x 0 A_TakeInventory("ENFRL",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("Zoomed",1,"SACAZOOMGAY")
PONESUM:
		boss a 0 A_playsound("MOVE",5,2.0)
		boss y 0 A_GiveInventory("Zoomed",1)
		ZENF ABCDE 1 A_ZoomFactor(2.3)
		ZENF F 9 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss y 0 A_GiveInventory("Zoomed",1)
	Goto ZReady
	
SACAZOOMGAY:
		boss a 0 A_playsound("MOVE",5,2.0)
		boss a 0 a_zoomfactor(1)
		boss x 0 A_TakeInventory("ZOOMED",1)
		ZENF EDCBA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		RRIF A 9 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		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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ZFIRE:
		ZENF F 1
		fast a 0 A_JumpIfInventory("RIFLEPRECAMARA",1,1)
	Goto ZReady
		boss x 0 A_TakeInventory("RIFLEPRECAMARA",1)
		boss a 0 A_playsound("SPRFIRE",1,1.2)
		boss a 0 A_ZoomFactor(1.45)
		boss a 0 A_AlertMonSters
		boss a 0 Radius_Quake(4,12,0,24,0)
		boss a 0 A_FireCustomMissile("WeaponFireLight")
		boss y 0 A_Giveinventory("balavacia",1)
		fast a 0 A_JumpIfInventory("CrouchCheck",1,"ZFire_Crouch")
		boss a 0 A_FireCustomMissile("EnfieldTracer", 0, 0 , 0 , 10 , 0 , 0)
	Goto Continue_ZFire
ZFire_Crouch:
		boss a 0 A_FireCustomMissile("EnfieldTracer", 0, 0 , 0 , 2 , 0 , 0)
Continue_ZFire:
		boss a 0 A_FireCustomMissile("ESMOUC", 0, 0 , 0 , 4 , 0 , 0)
		boss a 0 A_FIRECUSTOMMISSILE("BREAKERBASE", 0, 1, 0, 1)
		boss a 0 Radius_Quake(9,12,0,24,0)
		ZENF GHI 1 A_SetPitch(Pitch-4.0)
		boss y 0 A_Giveinventory("RCorrector",19)
		ZENF IIIIIIIIIIIJ 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		ZENF J 1 A_ZoomFactor(2.3)
		ZENF F 3 A_ZoomFactor(2.3)
	Goto ZReady
	
	
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Fire:
		fast a 0 A_JumpIfInventory("ENFRL",1,"TERMINARELOAD")
		boss a 0 A_playsound("SGCLICK",6,1.0)
		fast a 0 A_JumpIfInventory("Zoomed",1,"ZFIRE")
		RRIF A 1
		fast a 0 A_JumpIfInventory("RIFLEPRECAMARA",1,1)
	Goto Ready
		boss x 0 A_TakeInventory("RIFLEPRECAMARA",1)
		boss a 0 A_playsound("SPRFIRE",1,1.0)
		boss a 0 A_ZoomFactor(0.93)
		boss a 0 A_AlertMonSters
		boss  A 0 A_FireCustomMissile("WeaponFireLight")
	Goto RecoilChecker
	
ContinueFire:
		boss y 0 A_Giveinventory("balavacia",1)
		boss a 0 A_FireCustomMissile("ESMOUC", (FRandom(-0.9,0.9)), 0 , 0 , -1 , 0 , (FRandom(-0.7,0.9)))
		boss a 0 A_FIRECUSTOMMISSILE("BREAKERBASE", 0, 1, 0, 1)
		RIFF A 1 
		RIFF BC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		boss a 0 Radius_Quake(9,12,0,24,0)
		boss a 0 A_SetPitch(Pitch-15.50)
		RIFF DD 1
		RIFF EEEEEE 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		RIFF E 1 A_ZoomFactor(0.94)
		RIFF E 1 A_ZoomFactor(0.95)
		RIFF E 1 A_ZoomFactor(0.96)
		RIFF E 1 A_ZoomFactor(0.97)
		RIFF E 1 A_ZoomFactor(0.98)
		RIFF E 1 A_ZoomFactor(0.99)
		RIFF E 1 A_ZoomFactor(1)
		RIFF EFFGH 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		RRIF A 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	Goto Ready
	

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RecoilChecker:
		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("EnfieldTracer", (FRandom(-14.1,14.1)), 0 , 0 , 6 , 0 , (FRandom(-7.0,7.1)))
		boss a 0 A_SetPitch(Pitch-2.0)
		boss y 0 A_Giveinventory("RCorrector",195)
		boss y 0 A_GiveInventory("CrossHairUnt",10)
	Goto ContinueFire
FireR1:
		boss a 0 A_FireCustomMissile("EnfieldTracer", (FRandom(-14.1,14.1)), 0 , 0 , 6 , 0 , (FRandom(-7.0,7.1)))
		boss a 0 A_SetPitch(Pitch-2.2)
		boss y 0 A_Giveinventory("RCorrector",215)
		boss y 0 A_GiveInventory("CrossHairUnt",10)
	Goto ContinueFire
FireR2:
		boss a 0 A_FireCustomMissile("EnfieldTracer", (FRandom(-14.1,14.1)), 0 , 0 , 6 , 0 , (FRandom(-7.0,7.1)))
		boss a 0 A_SetPitch(Pitch-2.4)
		boss y 0 A_Giveinventory("RCorrector",235)
		boss y 0 A_GiveInventory("CrossHairUnt",10)
	Goto ContinueFire
FireR3:
		boss a 0 A_FireCustomMissile("EnfieldTracer", (FRandom(-14.1,14.1)), 0 , 0 , 6 , 0 , (FRandom(-7.0,7.1)))
		boss a 0 A_SetPitch(Pitch-2.5)
		boss y 0 A_Giveinventory("RCorrector",245)
		boss y 0 A_GiveInventory("CrossHairUnt",10)
	Goto ContinueFire
FireR4:
		boss a 0 A_FireCustomMissile("EnfieldTracer", (FRandom(-14.1,14.1)), 0 , 0 , 6 , 0 , (FRandom(-7.0,7.1)))
		boss a 0 A_SetPitch(Pitch-2.6)
		boss y 0 A_Giveinventory("RCorrector",255)
		boss y 0 A_GiveInventory("CrossHairUnt",10)
	Goto ContinueFire
FireR5:
		boss a 0 A_FireCustomMissile("EnfieldTracer", (FRandom(-14.1,14.1)), 0 , 0 , 6 , 0 , (FRandom(-7.0,7.1)))
		boss a 0 A_SetPitch(Pitch-2.7)
		boss y 0 A_Giveinventory("RCorrector",265)
		boss y 0 A_GiveInventory("CrossHairUnt",10)
	Goto ContinueFire
FireR6:
		boss a 0 A_FireCustomMissile("EnfieldTracer", (FRandom(-14.1,14.1)), 0 , 0 , 6 , 0 , (FRandom(-7.0,7.1)))
		boss a 0 A_SetPitch(Pitch-2.8)
		boss y 0 A_Giveinventory("RCorrector",275)
		boss y 0 A_GiveInventory("CrossHairUnt",10)
	Goto ContinueFire
FireR7:
		boss a 0 A_FireCustomMissile("EnfieldTracer", (FRandom(-14.1,14.1)), 0 , 0 , 6 , 0 , (FRandom(-7.0,7.1)))
		boss a 0 A_SetPitch(Pitch-2.9)
		boss y 0 A_Giveinventory("RCorrector",285)
		boss y 0 A_GiveInventory("CrossHairUnt",10)
	Goto ContinueFire
FireR8:
		boss a 0 A_FireCustomMissile("EnfieldTracer", (FRandom(-14.1,14.1)), 0 , 0 , 6 , 0 , (FRandom(-7.0,7.1)))
		boss a 0 A_SetPitch(Pitch-3)
		boss y 0 A_Giveinventory("RCorrector",295)
		boss y 0 A_GiveInventory("CrossHairUnt",10)
	Goto ContinueFire
FireR9:
		boss a 0 A_FireCustomMissile("EnfieldTracer", (FRandom(-14.1,14.1)), 0 , 0 , 6 , 0 , (FRandom(-7.0,7.1)))
		boss a 0 A_SetPitch(Pitch-3.2)
		boss y 0 A_Giveinventory("RCorrector",315)
		boss y 0 A_GiveInventory("CrossHairUnt",10)
	Goto ContinueFire
		
		
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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 AAA 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 AAA 1 A_SetCrossHair(20)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R19:
TNT1 AAA 1 A_SetCrossHair(19)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R18:
TNT1 AAA 1 A_SetCrossHair(18)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R17:
TNT1 AAA 1 A_SetCrossHair(17)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R16:
TNT1 AAAA 1 A_SetCrossHair(16)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R15:
TNT1 AAAAA 1 A_SetCrossHair(15)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R14:
TNT1 AAAAAA 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
	}
}





