ACTOR SGRELOAD : INVENTORY
{
inventory.maxamount 1
}


ACTOR SGRECAMARA : INVENTORY
{
inventory.maxamount 1
}

ACTOR SGCARGADOR : AMMO
{
inventory.maxamount 7
Inventory.Icon "SHELF0"
}


Actor SHELLVACIA : INVENTORY
{
inventory.maxamount 1
}


ACTOR RSHOTGUN : FIST1 
{
	Game Doom
	Weapon.SelectionOrder 1865
	Weapon.AmmoUse1 0
	Weapon.AmmoUse2 0
	Weapon.AmmoGive 0
	Weapon.AmmoType1 "NewShell"
	Weapon.AmmoType2 "SGCARGADOR"
	Weapon.SlotNumber 3
	Scale 0.75
	Obituary "$OB_MPPISTOL"
	Inventory.Pickupmessage "got a Shotgun"
	+WEAPON.NOAUTOFIRE
	+WEAPON.NOALERT
	Tag "Shotgun"
	States
	{
	
	Select:
		tnt1 a 0 a_zoomfactor(1)
		TNT1 A 0 A_Gunflash("CrossHair")
		tnt1 a 0 a_setpitch(pitch-0.02)
		tnt1 a 0 A_TakeInventory("ZOOMED",1)
		tnt1 a 0 a_takeinventory("PUNCHIN",1)
		tnt1 a 0 a_takeinventory("lanzalaputog",1)
		TNT1 A 0 A_JumpIfInventory("SGRECAMARA",1,"SELECTFEO")
		RSHT B 1 A_RAISE	
	Goto Select
SELECTFEO:
		RSHT A 1 A_RAISE
	Goto Select
		
	
Deselect:
		TNT1 A 0 A_zoomfactor(1.0)
		TNT1 A 0 A_TakeInventory("Recoil",3)
		TNT1 A 0 A_TAKEINVENTORY("SGRELOAD",1)
		TNT1 a 0 a_setpitch(pitch+0.02)
		TNT1 A 0 A_JumpIfInventory("SGRECAMARA",1,"Deselect2")
		RSHT B 1 A_Lower
	Goto Deselect
Deselect2:
		RSHT A 1 A_Lower
	Goto Deselect
		
	Ready:
	TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,35)
	TNT1 A 0 A_JumpIfInventory("UsoBASE",1,"SosReDawnWacho")
	tnt1 a 0 A_JumpIfInventory("MakeARoll",1,"DawnForDaRoll")
	TNT1 A 0 A_JumpIfInventory("SGRELOAD",1,"ESPERANDOSHELL")
	tnt1 a 0 A_JumpIfInventory("RunCheckItem",1,"DawnForDaRoll")
	tnt1 a 0 A_JumpIfInventory("lanzalaputog",1,"grenadetr")
	TNT1 A 0 A_JumpIfInventory("PUNCHIN",1,"ALASPINASWACHO")
	TNT1 A 0 A_JumpIfInventory("SGRECAMARA",1,1)
	GOTO READY2
		RSHT A 7 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	TNT1 A 0 ACS_NamedExecute("RCorrectorACS")
		loop
	Ready2:
		RSHT B 7 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		TNT1 A 0 ACS_NamedExecute("RCorrectorACS")
	Goto Ready
		
		
		
		
		
		
				
	ALASPINASWACHO:
	TNT1 A 0 A_JUMPIFINVENTORY("SGRECAMARA",1,1)
	goto ALASPINASWACHO2
	tnt1 a 0 a_takeinventory("Zoomed",1)
	tnt1 a 0 a_takeinventory("SGRELOAD",1)
	RSHT a 1 offset(-2,34)
	RSHT a 1 offset(-10,42)
	RSHT a 1 offset(-21,54)
	RSHT a 1 offset(-31,66)
	RSHT a 1 offset(-41,82)
	tnt1 a 2
	tmt1 a 0 offset(2,32)
	tnt1 a 0 a_takeinventory("PUNCHIN",1)
	tnt1 a 0 a_gunflash("Puchin")
	tnt1 aaaa 5
	RSHT a 1 offset(-10,69)
	RSHT a 1 offset(-8,66)
	RSHT a 1 offset(-6,48)
	RSHT a 1 offset(-4,42)
	RSHT a 1 offset(-2,36)
	RSHT a 1 offset(0,34)
	RSHT a 1 offset(0,33)
	RSHT a 1 offset(0,32)
	tnt1 a 0 a_takeinventory("PUNCHIN",1)
	goto ready
		
		
		
			ALASPINASWACHO2:
			tnt1 a 0 a_takeinventory("Zoomed",1)
			tnt1 a 0 a_takeinventory("SGRELOAD",1)
	RSHT B 1 offset(-2,34)
	RSHT B 1 offset(-10,42)
	RSHT B 1 offset(-21,54)
	RSHT B 1 offset(-31,66)
	RSHT B 1 offset(-41,82)
	tnt1 B 2
	tmt1 a 0 offset(2,32)
	tnt1 a 0 a_takeinventory("PUNCHIN",1)
	tnt1 a 0 a_gunflash("Puchin")
	tnt1 aaaa 5
	RSHT B 1 offset(-10,69)
	RSHT B 1 offset(-8,66)
	RSHT B 1 offset(-6,48)
	RSHT B 1 offset(-4,42)
	RSHT B 1 offset(-2,36)
	RSHT B 1 offset(0,34)
	RSHT B 1 offset(0,33)
	RSHT B 1 offset(0,32)
	tnt1 a 0 a_takeinventory("PUNCHIN",1)
	TNT1 A 0 A_Gunflash("CrossHair")
	goto ready
		
		
		

	grenadetr:
	tnt1 a 0 a_takeinventory("lanzalaputog",1)
	TNT1 A 0 A_JumpIfInventory("GrenadeItem",1,1)
	Goto Ready
	tnt1 a 0 a_takeinventory("Zoomed",1)
	tnt1 a 0 a_takeinventory("SGRELOAD",1)
	TNT1 A 0 A_TakeInventory("GrenadeItem",1)
TNT1 A 0 A_JUMPIFINVENTORY("SGRECAMARA",1,"GRENADET2")
	RSHT B 1 offset(0,33)
	RSHT B 1 offset(0,34)
	RSHT B 1 offset(0,36)
	RSHT B 1 offset(0,42)
	RSHT B 1 offset(0,48)
	RSHT B 1 offset(0,54)
	RSHT B 1 offset(0,60)
	RSHT B 1 offset(0,66)
	RSHT B 1 offset(0,72)
	RSHT B 1 offset(0,82)
	tnt1 B 4
	tnt1 a 0 a_takeinventory("lanzalaputog",1)
	tmt1 a 0 offset(0,32)
	tnt1 a 0 a_gunflash("thorwgrenadewacho")
	tnt1 aaaaaa 8
	RSHT B 1 offset(0,66)
	RSHT B 1 offset(0,69)
	RSHT B 1 offset(0,48)
	RSHT B 1 offset(0,42)
	RSHT B 1 offset(0,36)
	RSHT B 1 offset(0,34)
	RSHT B 1 offset(0,33)
	RSHT B 1 offset(0,32)
		tnt1 a 0 a_takeinventory("lanzalaputog",1)
		TNT1 A 0 A_Gunflash("CrossHair")
		TNT1 A 0 A_JUMPIFINVENTORY("SGRECAMARA",1,"Ready")
	goto ready2
GRENADET2:
	RSHT A 1 offset(0,33)
	RSHT A 1 offset(0,34)
	RSHT A 1 offset(0,36)
	RSHT A 1 offset(0,42)
	RSHT A 1 offset(0,48)
	RSHT A 1 offset(0,54)
	RSHT A 1 offset(0,60)
	RSHT A 1 offset(0,66)
	RSHT A 1 offset(0,72)
	RSHT A 1 offset(0,82)
	tnt1 A 4
	tnt1 a 0 a_takeinventory("lanzalaputog",1)
	tmt1 a 0 offset(0,32)
	tnt1 a 0 a_gunflash("thorwgrenadewacho")
	tnt1 aaaaaa 8
	RSHT A 1 offset(0,66)
	RSHT A 1 offset(0,69)
	RSHT A 1 offset(0,48)
	RSHT A 1 offset(0,42)
	RSHT A 1 offset(0,36)
	RSHT A 1 offset(0,34)
	RSHT A 1 offset(0,33)
	RSHT A 1 offset(0,32)
		tnt1 a 0 a_takeinventory("lanzalaputog",1)
		TNT1 A 0 A_Gunflash("CrossHair")
		TNT1 A 0 A_JUMPIFINVENTORY("SGRECAMARA",1,"Ready")
	goto ready2
	
		

		
DawnForDaRoll:
		TNT1 A 0 A_JUMPIFINVENTORY("SGRECAMARA",1,"DawnForDaRoll2")
		RSHT B 1 offset(0,33)
		RSHT B 1 offset(0,34)
		RSHT B 1 offset(0,36)
		RSHT B 1 offset(0,48)
		RSHT B 1 offset(0,54)
		RSHT B 1 offset(0,66)
		RSHT B 1 offset(0,82)
		tnt1 a 0 a_jumpifinventory("RunCheckItem",1,"startrun")
		tnt1 a 0 a_jumpifinventory("MakeARoll",1,"RollingStones")
		Goto AltoLevanteTieneElGil
DawnForDaRoll2:
		RSHT A 1 offset(0,33)
		RSHT A 1 offset(0,34)
		RSHT A 1 offset(0,36)
		RSHT A 1 offset(0,48)
		RSHT A 1 offset(0,54)
		RSHT A 1 offset(0,66)
		RSHT A 1 offset(0,82)
		tnt1 a 0 a_jumpifinventory("RunCheckItem",1,"startrun")
		tnt1 a 0 a_jumpifinventory("MakeARoll",1,"RollingStones")
		Goto AltoLevanteTieneElGil
		
SosReDawnWacho:
		TNT1 A 0 A_JUMPIFINVENTORY("SGRECAMARA",1,1)
		GOTO SosReDawnWacho2
		RSHT a 1 offset(0,33)
		RSHT a 1 offset(0,34)
		RSHT a 1 offset(0,36)
		RSHT a 1 offset(0,42)
		RSHT a 1 offset(0,48)
		RSHT a 1 offset(0,54)
		RSHT a 1 offset(0,60)
		RSHT a 1 offset(0,66)
		RSHT a 1 offset(0,72)
		RSHT a 1 offset(0,82)
	Goto ItemCheck
SosReDawnWacho2:
		RSHT B 1 offset(0,33)
		RSHT B 1 offset(0,34)
		RSHT B 1 offset(0,36)
		RSHT B 1 offset(0,42)
		RSHT B 1 offset(0,48)
		RSHT B 1 offset(0,54)
		RSHT B 1 offset(0,60)
		RSHT B 1 offset(0,66)
		RSHT B 1 offset(0,72)
		RSHT B 1 offset(0,82)
	Goto ItemCheck
	
AltoLevanteTieneElGil:
		TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,35)
		TNT1 A 0 A_JUMPIFINVENTORY("SGRECAMARA",1,"AltoLevanteTieneElGil2")
		RSHT B 1 offset(0,69)
		RSHT B 1 offset(0,66)
		RSHT B 1 offset(0,48)
		RSHT B 1 offset(0,42)
		RSHT B 1 offset(0,36)
		RSHT B 1 offset(0,34)
		RSHT B 1 offset(0,33)
		RSHT B 1 offset(0,32)
		tnt1 a 0 a_takeinventory("MakeARoll",1)
		TNT1 A 0 A_Gunflash("CrossHair")
	Goto Ready	
AltoLevanteTieneElGil2:
		RSHT A 1 offset(0,69)
		RSHT A 1 offset(0,66)
		RSHT A 1 offset(0,48)
		RSHT A 1 offset(0,42)
		RSHT A 1 offset(0,36)
		RSHT A 1 offset(0,34)
		RSHT A 1 offset(0,33)
		RSHT A 1 offset(0,32)
		tnt1 a 0 a_takeinventory("MakeARoll",1)
		TNT1 A 0 A_Gunflash("CrossHair")
	Goto Ready	
		
		
		
		
		
		
		
	Deselect:
		RSHT A 0 A_zoomfactor(1.0)
		TNT1 A 0 A_TakeInventory("Recoil",3)
		TNT1 A 0 A_TAKEINVENTORY("SGRELOAD",1)
		tnt1 a 0 a_setpitch(pitch+0.02)
		RSHT A 1 A_Lower
		LOOP
	
ZALTFIRE5:
	TNT1 A 0 A_JumpIfInventory("SGRECAMARA",1,2)
	ZSHT ONM 1
		Goto AltFire+2
	ZSHT CBA 1
		Goto AltFire+2
	
ALTFIRE:
		TNT1 A 0 A_JUMPIFINVENTORY("SGRELOAD",1,"CARGANDO")
	tnt1 a 0 a_jumpifinventory("Zoomed",1,"ZALTFIRE5")
		TNT1 A 0 A_JumpIfInventory("SGRECAMARA",1,"1animDown")

0animDown:
		TNT1 A 0 A_PlaySound("SGPUMP1",6,1.0)
		TNT1 A 0 A_ZoomFactor(0.99)
		SHTP A 1 A_SetPitch(Pitch+0.416)
		TNT1 A 0 A_GiveInventory("CrossHairUnt",1)
		SHTP B 1 A_SetPitch(Pitch+0.416)
		TNT1 A 0 A_GiveInventory("CrossHairUnt",1)
		SHTP C 1 A_SetPitch(Pitch+0.416)
				tnt1 a 0 a_refire("0hold")
				goto 0release
				0hold:
		TNT1 A 0 A_GiveInventory("CrossHairUnt",1)
		SHTP C 1 A_SetPitch(Pitch+0.416)
		TNT1 A 0 A_GiveInventory("CrossHairUnt",1)
		SHTP DD 1 A_SetPitch(Pitch+0.416)
	Goto Intercambio.CheckSubida		
			0Suelta:
					TNT1 A 0 A_PlaySound("SGPUMP2",7,1.0)
					TNT1 A 0 A_ZoomFactor(1)
					SHTP D 1 A_SetPitch(Pitch-0.625)
					TNT1 A 0 A_GiveInventory("CrossHairUnt",1)
					SHTP C 1 A_SetPitch(Pitch-0.625)
					0release:
					TNT1 A 0 A_GiveInventory("CrossHairUnt",1)
					SHTP B 1 A_SetPitch(Pitch-0.625)
					TNT1 A 0 A_GiveInventory("CrossHairUnt",1)
					SHTP A 1 A_SetPitch(Pitch-0.625)
					tnt1 a 0 a_jumpifinventory("Zoomed",1,"zoomealokpo")
				Goto Ready2
	
1animDown:
		TNT1 A 0 A_PlaySound("SGPUMP1",6,1.0)
		TNT1 A 0 A_ZoomFactor(0.99)
		SHTP H 1 A_SetPitch(Pitch+0.416)
		TNT1 A 0 A_GiveInventory("CrossHairUnt",1)
		SHTP G 1 A_SetPitch(Pitch+0.416)
		TNT1 A 0 A_GiveInventory("CrossHairUnt",1)
		SHTP F 1 A_SetPitch(Pitch+0.416)
					tnt1 a 0 a_refire("1hold")
					goto 1release
					1hold:
		TNT1 A 0 A_GiveInventory("CrossHairUnt",1)
		SHTP F 1 A_SetPitch(Pitch+0.416)
		TNT1 A 0 A_GiveInventory("CrossHairUnt",1)
		SHTP EE 1 A_SetPitch(Pitch+0.416)
	Goto Intercambio.CheckSubida
			1Suelta:
					TNT1 A 0 A_PlaySound("SGPUMP2",7,1.0)
					TNT1 A 0 A_ZoomFactor(1)
					SHTP E 1 A_SetPitch(Pitch-0.625)
					TNT1 A 0 A_GiveInventory("CrossHairUnt",1)
					SHTP F 1 A_SetPitch(Pitch-0.625)
					1release:
					TNT1 A 0 A_GiveInventory("CrossHairUnt",1)
					SHTP G 1 A_SetPitch(Pitch-0.625)
					TNT1 A 0 A_GiveInventory("CrossHairUnt",1)
					SHTP H 1 A_SetPitch(Pitch-0.625)
					tnt1 a 0 a_jumpifinventory("Zoomed",1,"zoomealokpo")
				Goto Ready

Intercambio.CheckSubida:
		TNT1 A 0 A_JumpIfInventory("ShellVacia",1,"Tira0")
		TNT1 A 0 A_JumpIfInventory("SGRECAMARA",1,"Tira1")
		TNT1 A 0 A_JumpIfInventory("SGCARGADOR",1,1)
	Goto Holding
		SHTP D 1 A_GiveInventory("SGRECAMARA",1)
		tnt1 a 0 A_playsound("SGCLICK",6,1.0)
		TNT1 A 0 A_TakeInventory("SGCARGADOR",1)
	Goto Holding
		
		
Holding:
		SHTP D 1 
		TNT1 A 0 A_Refire("Holding")
		TNT1 A 0 A_JumpIfInventory("SGRECAMARA",1,"1Suelta")
	Goto 0Suelta
		
	
	
	
Tira0:
TNT1 A 0 A_FireCustomMissile("SGCasingDropper",0,0,4,2)
TNT1 A 0 A_TakeInventory("ShellVacia",10)
Goto Intercambio.CheckSubida

Tira1:
TNT1 A 0 A_SpawnItemEx("SHELLI",0,0,0,5,0,5,FRANDOM(295,320),SXF_NOCHECKPOSITION)
TNT1 A 0 A_TakeInventory("SGRECAMARA",1)
Goto Intercambio.CheckSubida
	
	
	
	
	
	Reload:
	TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,35)
	tnt1 a 0 a_jumpifinventory("Zoomed",1,"zoom_Out")
	TNT1 A 0 A_REFIRE("READY")
	TNT1 A 0 A_JumpIfInventory("SGCARGADOR",7,"READY")
	TNT1 A 0 A_JumpIfInventory("NewShell",1,1)
	GOTO READY
	TNT1 A 0 A_GIVEINVENTORY("SGRELOAD",1)
	TNT1 A 0 A_GiveInventory("CrossHairUnt",5)
	RSHT CDE 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	
	DUPO:
	tnt1 a 0 A_playsound("MOVE",5,2.0)
	TNT1 A 0 A_JumpIfInventory("SGCARGADOR",7,"TerminaReload")
	RSHT FFFf 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	
	ESPERANDOSHELL:
	RSHT F 1 A_WEAPONREADY
	LOOP
	
	CARGANDO:
	TNT1 A 0 A_JumpIfInventory("NewShell",1,1)
	GOTO TerminaReload
	RSHT FF 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	tnt1 a 0 A_playsound("SGCLICK",6,1.0)
	TNT1 A 0 A_GiveInventory("CrossHairUnt",3)
	RSHT GGHHII 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	tnt1 a 0 A_playsound("SGINSERT",1,1.0)
	tnt1 a 0 A_playsound("SGPUMP2",5,1.0)
	tnt1 a 0 A_TakeInventory("NewShell",1)
	tnt1 a 0 A_GiveInventory("SGCARGADOR",1)
	RSHT JJJJKKK 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	RSHT LMN 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_JumpIfInventory("NewShell",1,1)
	GOTO TerminaReload
	TNT1 A 0 A_JumpIfInventory("SGCARGADOR",7,1)
	GOTO DUPO
	
	TerminaReload:
	TNT1 A 0 A_GiveInventory("CrossHairUnt",5)
	RSHT EDC 1 A_TAKEINVENTORY("SGRELOAD",1)
	tnt1 a 0 A_TakeInventory("ZOOMED",1)
		tnt1 a 0 a_takeinventory("PUNCHIN",1)
		tnt1 a 0 a_takeinventory("MakeARoll",1)
		tnt1 a 0 a_takeinventory("lanzalaputog",1)
		goto Ready
			
		ZOOM:
		tnt1 a 0 a_jumpifinventory("Zoomed",1,"zoom_Out")
		tnt1 a 0 a_giveinventory("Zoomed",1)

		
		zoomealokpo:
		tnt1 a 0 a_jumpifinventory("sgrecamara",1,"zoomanimation1")
		goto zoomanimation2
		
		zoomanimation1:
		tnt1 a 0 A_playsound("MOVE",5,2.0)
		ZSHT AABC 1 A_ZOOMFACTOR(1.2)
		ZSHT DD 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		ZSHT DDDD 3 A_WEAPONREADY(WRF_ALLOWRELOAD)
		GOTO ZREADY
		
		zoomanimation2:
		tnt1 a 0 A_playsound("MOVE",5,2.0)
		ZSHT MMNO 1 A_ZOOMFACTOR(1.2)
		ZSHT EE 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		ZSHT EEEE 3 A_WEAPONREADY(WRF_ALLOWRELOAD)
		GOTO ZREADY2
		
		ZREADY:
			TNT1 A 0 A_TakeInventory("Recoil",1)
		TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
		tnt1 a 0 a_jumpifinventory("sgrecamara",1,1)
		GOTO ZREADY2
		ZSHT D 3 A_WEAPONREADY(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		TNT1 A 0 ACS_NamedExecute("RCorrectorACS")
		loop
		
		ZREADY2:
		TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
		tnt1 a 0 a_jumpifinventory("sgrecamara",1,"zready")
		ZSHT E 3 A_WEAPONREADY(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		TNT1 A 0 ACS_NamedExecute("RCorrectorACS")
		Goto ZREADY
		
		
		
		zoom_Out:
		tnt1 a 0 A_playsound("MOVE",5,2.0)
		tnt1 a 0 a_jumpifinventory("sgrecamara",1,"ASDADDDD")
		ZSHT ONMM 1 a_zoomfactor(1)
		tnt1 a 0 A_TakeInventory("ZOOMED",1)
		tnt1 a 0 a_takeinventory("PUNCHIN",1)
		tnt1 a 0 a_takeinventory("MakeARoll",1)
		tnt1 a 0 a_takeinventory("lanzalaputog",1)
		RSHT BBB 3 A_WEAPONREADY(WRF_ALLOWRELOAD)
		GOTO READY2
		
		ASDADDDD:
		tnt1 a 0 A_playsound("MOVE",5,2.0)
		ZSHT CBAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		ZSHT ONM 0 a_zoomfactor(1)
		tnt1 a 0 A_TakeInventory("ZOOMED",1)
		tnt1 a 0 a_takeinventory("PUNCHIN",1)
		tnt1 a 0 a_takeinventory("MakeARoll",1)
		tnt1 a 0 a_takeinventory("lanzalaputog",1)
		RSHT AAA 3 A_WEAPONREADY(WRF_ALLOWRELOAD)
		GOTO READY
		
		
		


		
		
		ZFIRE:
		tnt1 a 0 A_jumpifinventory("SGRECAMARA",1,1)
		goto ZREADY2
		ZSHT E 1
		tnt1 a 0 A_TAKEINVENTORY("SGRECAMARA",1)
		tnt1 a 0 A_playsound("SGFIRE",1,1.0)
		TNT1 A 0 A_AlertMonsters
		ZSHT E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_ZOOMFACTOR(1)
		TNT1 A 0 Radius_Quake(12,9,0,10,0)
		ZSHT F 1 
		NULL A 0 A_FireCustomMissile("WeaponFireLight")
		TNT1 A 0 A_FIRECUSTOMMISSILE("SHOTGUNBREAKER")
		TNT1 aaaa 0 A_FireCustomMissile("Perdigon7", (FRandom(-6.5,6.5)), 0, 0, 12 , 0 ,(FRandom(-6.5,6.5)))
		TNT1 aaaa 0 A_FireCustomMissile("Perdigon7", (FRandom(-3.5,3.5)), 0, 0, 10 , 0 ,(FRandom(-3.5,3.5)))
		TNT1 AAAA 0 A_FireCustomMissile("ESMOUC", (FRandom(-6,6)), 0, 0, 6 , 0 ,(FRandom(-2,2)))
		TNT1 A 0 A_GiveInventory("ShellVacia",1)
		TNT1 A 0 A_SETPITCH(PITCH-6.45)
		tnt1 a 0 a_giveinventory("RCorrector",325)
		ZSHT GG 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZOOMFACTOR(1.2)
		Goto ZReady2
		
		
		
		
		
		
		
		Fire:
		TNT1 A 0 A_JUMPIFINVENTORY("SGRELOAD",1,"TERMINARELOAD")
		tnt1 a 0 A_playsound("SGCLICK",6,1.0)
		tnt1 a 0 a_jumpifinventory("Zoomed",1,"ZFIRE")
		RSHT B 1
		tnt1 a 0 A_jumpifinventory("SGRECAMARA",1,1)
		goto READY2
		tnt1 a 0 A_TAKEINVENTORY("SGRECAMARA",1)
		tnt1 a 0 A_playsound("SGFIRE",1,1.0)
		TNT1 A 0 A_AlertMonsters
		RSHT B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_ZOOMFACTOR(0.65)
        TNT1 A 0 Radius_Quake(12,9,0,10,0)
		SHTF A 1 
		NULL A 0 A_FireCustomMissile("WeaponFireLight")
		TNT1 A 0  A_FIRECUSTOMMISSILE("SHOTGUNBREAKER")
	Goto RecoilChecker
	
	ContinueFire:
		TNT1 AAAAAAAAA 0 A_FireCustomMissile("ESMOUC", (FRandom(-7.3,7.3)), 0, 0, 6 , 0 ,(FRandom(-4,4)))
		TNT1 A 0 A_GiveInventory("ShellVacia",1)
		TNT1 A 0 A_ZOOMFACTOR(1.0)
		SHTF BB 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		boss a 0 A_SetPitch(Pitch-15.50)
        SHTF CCCCC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		SHTF DDE 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		RSHT B 1 A_WeaponReady
		Goto Ready2


		
		
RecoilChecker:
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",8,"FireR4")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",6,"FireR3")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",4,"FireR2")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",2,"FireR1")
FireR0:
		TNT1 aaaa 0 A_FireCustomMissile("Perdigon7", (FRandom(-14.5,14.5)), 0, 0, 6 , 0 ,(FRandom(-14.5,14.5)))
		TNT1 aaaa 0 A_FireCustomMissile("Perdigon7", (FRandom(-7.5,7.5)), 0, 0, 6 , 0 ,(FRandom(-7.5,7.5)))
		TNT1 A 0 A_SETPITCH(PITCH-3)
		tnt1 a 0 a_giveinventory("RCorrector",280)
		tnt1 a 0 A_GiveInventory("CrossHairUnt",6)
	Goto ContinueFire
FireR1:
		TNT1 aaaa 0 A_FireCustomMissile("Perdigon7", (FRandom(-14.5,14.5)), 0, 0, 6 , 0 ,(FRandom(-14.5,14.5)))
		TNT1 aaaa 0 A_FireCustomMissile("Perdigon7", (FRandom(-7.5,7.5)), 0, 0, 6 , 0 ,(FRandom(-7.5,7.5)))
		TNT1 A 0 A_SETPITCH(PITCH-3.5)
		tnt1 a 0 a_giveinventory("RCorrector",330)
		tnt1 a 0 A_GiveInventory("CrossHairUnt",6)
	Goto ContinueFire
FireR2:
		TNT1 aaaa 0 A_FireCustomMissile("Perdigon7", (FRandom(-14.5,14.5)), 0, 0, 6 , 0 ,(FRandom(-14.5,14.5)))
		TNT1 aaaa 0 A_FireCustomMissile("Perdigon7", (FRandom(-7.5,7.5)), 0, 0, 6 , 0 ,(FRandom(-7.5,7.5)))
		TNT1 A 0 A_SETPITCH(PITCH-4)
		tnt1 a 0 a_giveinventory("RCorrector",380)
		tnt1 a 0 A_GiveInventory("CrossHairUnt",6)
	Goto ContinueFire
FireR3:
		TNT1 aaaa 0 A_FireCustomMissile("Perdigon7", (FRandom(-14.5,14.5)), 0, 0, 6 , 0 ,(FRandom(-14.5,14.5)))
		TNT1 aaaa 0 A_FireCustomMissile("Perdigon7", (FRandom(-7.5,7.5)), 0, 0, 6 , 0 ,(FRandom(-7.5,7.5)))
		TNT1 A 0 A_SETPITCH(PITCH-4.5)
		tnt1 a 0 a_giveinventory("RCorrector",430)
		tnt1 a 0 A_GiveInventory("CrossHairUnt",7)
	Goto ContinueFire
FireR4:
		TNT1 aaaa 0 A_FireCustomMissile("Perdigon7", (FRandom(-14.5,14.5)), 0, 0, 6 , 0 ,(FRandom(-14.5,14.5)))
		TNT1 aaaa 0 A_FireCustomMissile("Perdigon7", (FRandom(-7.5,7.5)), 0, 0, 6 , 0 ,(FRandom(-7.5,7.5)))
		TNT1 A 0 A_SETPITCH(PITCH-5)
		tnt1 a 0 a_giveinventory("RCorrector",480)
		tnt1 a 0 A_GiveInventory("CrossHairUnt",7)
	Goto ContinueFire
FireR5:
		TNT1 aaaa 0 A_FireCustomMissile("Perdigon7", (FRandom(-14.5,14.5)), 0, 0, 6 , 0 ,(FRandom(-14.5,14.5)))
		TNT1 aaaa 0 A_FireCustomMissile("Perdigon7", (FRandom(-7.5,7.5)), 0, 0, 6 , 0 ,(FRandom(-7.5,7.5)))
		TNT1 A 0 A_SETPITCH(PITCH-5.5)
		tnt1 a 0 a_giveinventory("RCorrector",530)
		tnt1 a 0 A_GiveInventory("CrossHairUnt",8)
	Goto ContinueFire
		
		
		
		
	CrossHair:	
		fast a 0 A_JumpIfInventory("ZOOMED",1,"SinCross")
		fast a 0 A_JumpIfInventory("CrossHairUnt",12,"R30")
		fast a 0 A_JumpIfInventory("CrossHairUnt",11,"R29")
		fast a 0 A_JumpIfInventory("CrossHairUnt",10,"R28")
		fast a 0 A_JumpIfInventory("CrossHairUnt",9,"R27")
		fast a 0 A_JumpIfInventory("CrossHairUnt",8,"R26")
		fast a 0 A_JumpIfInventory("CrossHairUnt",7,"R25")
		fast a 0 A_JumpIfInventory("CrossHairUnt",6,"R24")
		fast a 0 A_JumpIfInventory("CrossHairUnt",5,"R23")
		fast a 0 A_JumpIfInventory("CrossHairUnt",4,"R22")
		fast a 0 A_JumpIfInventory("CrossHairUnt",3,"R21")
		fast a 0 A_JumpIfInventory("CrossHairUnt",2,"R20")
		TNT1 A 1 A_SetCrossHair(19)
		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
R13:
TNT1 AAAAA 1 A_SetCrossHair(13)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R12:
TNT1 AAAAAA 1 A_SetCrossHair(12)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R12:
TNT1 AAAAAA 1 A_SetCrossHair(11)
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

 	Spawn:
			tnt1 a 1
			TNT1 A 0 A_SpawnItemEx("SHOTGUNI",0,0,0,FRANDOM(2,4),0,5,FRANDOM(350,370),SXF_NOCHECKPOSITION)
			Stop
	}
}








