Actor SSGSHELL : AMMO
{
inventory.maxamount 2
Inventory.Icon "ISSGA0"
}


Actor SSGRELOAD : INVENTORY
{
inventory.maxamount 1
}




Actor SSG : FIST1 
{
	Game Doom
	Weapon.SelectionOrder 1802
	Weapon.AmmoUse1 0
	Weapon.AmmoUse2 0
	Weapon.AmmoGive 0
	Weapon.AmmoType1 "NewShell"
	Weapon.AmmoType2 "SSGSHELL"
	Weapon.SlotNumber 3
	Scale 1.1
	Obituary "$OB_MPPISTOL"
	Inventory.Pickupmessage "Got a Double Shotgun"
	+WEAPON.NOAUTOFIRE
	+WEAPON.NOALERT
	Tag "Double Barrel Shotgun"
	States
	{
		Select:
		tnt1 a 0 a_zoomfactor(1)
		tnt1 a 0 A_TakeInventory("ZOOMED",1)
		tnt1 a 0 a_takeinventory("PUNCHIN",1)
		TNT1 A 0 A_Gunflash("CrossHair")
		tnt1 a 0 a_takeinventory("lanzalaputog",1)
		tnt1 a 0 a_setpitch(pitch-0.02)
		tnt1 a 0 a_zoomfactor(1)
		tnt1 a 0 A_JumpIfInventory("SSGSHELL",2,"Select2")
		tnt1 a 0 A_JumpIfInvEntory("SSGSHELL",1,"Select1")
		SSGR C 1 A_Raise
		loop
Select2:
		SSGR A 1 A_Raise
	Goto Select
Select1:
		SSGR B 1 A_Raise
	Goto Select
	
	
		Deselect:
		tnt1 a 0 a_zoomfactor(1)
		tnt1 a 0 a_setpitch(pitch+0.02)
		TNT1 A 0 A_TakeInventory("Recoil",3)
		TNT1 A 0 A_takeINVENTORY("SSGRELOAD",1)
		tnt1 a 0 A_JumpIfInventory("SSGSHELL",2,"Deselect2")
		tnt1 a 0 A_JumpIfInvEntory("SSGSHELL",1,"Deselect1")
		SSGR C 1 A_Lower
		LOOP
Deselect2:
		SSGR A 1 A_Lower
	Goto Deselect
Deselect1:
		SSGR B 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("SSGRELOAD",1,"0RELOAD")
		tnt1 a 0 a_jumpifinventory("RunCheckItem",1,"DawnForDaRoll")
		TNT1 A 0 A_JumpIfInventory("PUNCHIN",1,"ALASPINASWACHO")
		tnt1 a 0 a_jumpifinventory("lanzalaputog",1,"grenadetr")
		tnt1 a 0 A_JumpIfInventory("SSGSHELL",2,"2SHELLREADY")
		tnt1 a 0 A_JumpIfInvEntory("SSGSHELL",1,"1SHELLREADY")
		
		NOREADY:
		SSGR C 4 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWRELOAD)
		TNT1 A 0 ACS_NamedExecute("RCorrectorACS")
		GOTO Ready
		
		1SHELLREADY:
		SSGR B 4 A_WeaponReady(WRF_ALLOWRELOAD)
		TNT1 A 0 ACS_NamedExecute("RCorrectorACS")
		GOTO Ready
		
		2SHELLREADY:
		SSGR A 4 A_WeaponReady(WRF_ALLOWRELOAD)
		TNT1 A 0 ACS_NamedExecute("RCorrectorACS")
		GOTO Ready

	
ALASPINASWACHO:
tnt1 a 0 A_JumpIfInventory("SSGSHELL",2,"ALASPINASWACHO2")
tnt1 a 0 A_JumpIfInvEntory("SSGSHELL",1,"ALASPINASWACHO1")
	SSGR c 1 offset(-2,34)
	SSGR c 1 offset(-10,42)
	SSGR c 1 offset(-21,54)
	SSGR c 1 offset(-31,66)
	SSGR c 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
	SSGR c 1 offset(-10,69)
	SSGR c 1 offset(-8,66)
	SSGR c 1 offset(-6,48)
	SSGR c 1 offset(-4,42)
	SSGR c 1 offset(-2,36)
	SSGR c 1 offset(0,34)
	SSGR c 1 offset(0,33)
	SSGR c 1 offset(0,32)
	tnt1 a 0 a_takeinventory("PUNCHIN",1)
	TNT1 A 0 A_Gunflash("CrossHair")
	goto ready
ALASPINASWACHO2:
	SSGR a 1 offset(-2,34)
	SSGR a 1 offset(-10,42)
	SSGR a 1 offset(-21,54)
	SSGR a 1 offset(-31,66)
	SSGR 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
	SSGR a 1 offset(-10,69)
	SSGR a 1 offset(-8,66)
	SSGR a 1 offset(-6,48)
	SSGR a 1 offset(-4,42)
	SSGR a 1 offset(-2,36)
	SSGR a 1 offset(0,34)
	SSGR a 1 offset(0,33)
	SSGR a 1 offset(0,32)
	tnt1 a 0 a_takeinventory("PUNCHIN",1)
	TNT1 A 0 A_Gunflash("CrossHair")
	goto ready
ALASPINASWACHO1:
	SSGR B 1 offset(-2,34)
	SSGR B 1 offset(-10,42)
	SSGR B 1 offset(-21,54)
	SSGR B 1 offset(-31,66)
	SSGR B 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
	SSGR B 1 offset(-10,69)
	SSGR B 1 offset(-8,66)
	SSGR B 1 offset(-6,48)
	SSGR B 1 offset(-4,42)
	SSGR B 1 offset(-2,36)
	SSGR B 1 offset(0,34)
	SSGR B 1 offset(0,33)
	SSGR 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("GrenadeItem",1)
	tnt1 a 0 A_JumpIfInventory("SSGSHELL",2,"grenadetr2")
	tnt1 a 0 A_JumpIfInvEntory("SSGSHELL",1,"grenadetr1")
	SSGR C 1 offset(0,33)
	SSGR C 1 offset(0,34)
	SSGR C 1 offset(0,36)
	SSGR C 1 offset(0,42)
	SSGR C 1 offset(0,48)
	SSGR C 1 offset(0,54)
	SSGR C 1 offset(0,60)
	SSGR C 1 offset(0,66)
	SSGR C 1 offset(0,72)
	SSGR C 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
	SSGR C 1 offset(0,69)
	SSGR C 1 offset(0,66)
	SSGR C 1 offset(0,48)
	SSGR C 1 offset(0,42)
	SSGR C 1 offset(0,36)
	SSGR C 1 offset(0,34)
	SSGR C 1 offset(0,33)
	SSGR C 1 offset(0,32)
	tnt1 a 0 a_takeinventory("lanzalaputog",1)
	TNT1 A 0 A_Gunflash("CrossHair")
	goto ready
	grenadetr1:
	SSGR B 1 offset(0,33)
	SSGR B 1 offset(0,34)
	SSGR B 1 offset(0,36)
	SSGR B 1 offset(0,42)
	SSGR B 1 offset(0,48)
	SSGR B 1 offset(0,54)
	SSGR B 1 offset(0,60)
	SSGR B 1 offset(0,66)
	SSGR B 1 offset(0,72)
	SSGR B 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
	SSGR B 1 offset(0,69)
	SSGR B 1 offset(0,66)
	SSGR B 1 offset(0,48)
	SSGR B 1 offset(0,42)
	SSGR B 1 offset(0,36)
	SSGR B 1 offset(0,34)
	SSGR B 1 offset(0,33)
	SSGR B 1 offset(0,32)
	tnt1 a 0 a_takeinventory("lanzalaputog",1)
	TNT1 A 0 A_Gunflash("CrossHair")
	goto ready
grenadetr2:
	SSGR a 1 offset(0,33)
	SSGR a 1 offset(0,34)
	SSGR a 1 offset(0,36)
	SSGR a 1 offset(0,42)
	SSGR a 1 offset(0,48)
	SSGR a 1 offset(0,54)
	SSGR a 1 offset(0,60)
	SSGR a 1 offset(0,66)
	SSGR a 1 offset(0,72)
	SSGR 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
	SSGR a 1 offset(0,69)
	SSGR a 1 offset(0,66)
	SSGR a 1 offset(0,48)
	SSGR a 1 offset(0,42)
	SSGR a 1 offset(0,36)
	SSGR a 1 offset(0,34)
	SSGR a 1 offset(0,33)
	SSGR a 1 offset(0,32)
	tnt1 a 0 a_takeinventory("lanzalaputog",1)
	TNT1 A 0 A_Gunflash("CrossHair")
	goto ready

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

DawnForDaRoll:
		tnt1 a 0 A_JumpIfInventory("SSGSHELL",2,"DawnForDaRoll2")
		tnt1 a 0 A_JumpIfInvEntory("SSGSHELL",1,"DawnForDaRoll1")
		SSGR C 1 offset(0,33)
		SSGR C 1 offset(0,34)
		SSGR C 1 offset(0,36)
		SSGR C 1 offset(0,48)
		SSGR C 1 offset(0,54)
		SSGR C 1 offset(0,66)
		SSGR C 1 offset(0,82)
		tnt1 a 0 a_jumpifinventory("RunCheckItem",1,"startrun")
		tnt1 a 0 a_jumpifinventory("MakeARoll",1,"RollingStones")
		Goto AltoLevanteTieneElGil
DawnForDaRoll1:
		SSGR B 1 offset(0,33)
		SSGR B 1 offset(0,34)
		SSGR B 1 offset(0,36)
		SSGR B 1 offset(0,48)
		SSGR B 1 offset(0,54)
		SSGR B 1 offset(0,66)
		SSGR B 1 offset(0,82)
		tnt1 a 0 a_jumpifinventory("RunCheckItem",1,"startrun")
		tnt1 a 0 a_jumpifinventory("MakeARoll",1,"RollingStones")
		Goto AltoLevanteTieneElGil
DawnForDaRoll2:
		SSGR a 1 offset(0,33)
		SSGR a 1 offset(0,34)
		SSGR a 1 offset(0,36)
		SSGR a 1 offset(0,48)
		SSGR a 1 offset(0,54)
		SSGR a 1 offset(0,66)
		SSGR 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("SSGSHELL",2,"SosReDawnWacho2")
		tnt1 a 0 A_JumpIfInvEntory("SSGSHELL",1,"SosReDawnWacho1")
		SSGR C 1 offset(0,33)
		SSGR C 1 offset(0,34)
		SSGR C 1 offset(0,36)
		SSGR C 1 offset(0,42)
		SSGR C 1 offset(0,48)
		SSGR C 1 offset(0,54)
		SSGR C 1 offset(0,60)
		SSGR C 1 offset(0,66)
		SSGR C 1 offset(0,72)
		SSGR C 1 offset(0,82)
	Goto ItemCheck
SosReDawnWacho1:
		SSGR B 1 offset(0,33)
		SSGR B 1 offset(0,34)
		SSGR B 1 offset(0,36)
		SSGR B 1 offset(0,42)
		SSGR B 1 offset(0,48)
		SSGR B 1 offset(0,54)
		SSGR B 1 offset(0,60)
		SSGR B 1 offset(0,66)
		SSGR B 1 offset(0,72)
		SSGR B 1 offset(0,82)
	Goto ItemCheck
SosReDawnWacho2:
		SSGR a 1 offset(0,33)
		SSGR a 1 offset(0,34)
		SSGR a 1 offset(0,36)
		SSGR a 1 offset(0,42)
		SSGR a 1 offset(0,48)
		SSGR a 1 offset(0,54)
		SSGR a 1 offset(0,60)
		SSGR a 1 offset(0,66)
		SSGR a 1 offset(0,72)
		SSGR a 1 offset(0,82)
	Goto ItemCheck
	
AltoLevanteTieneElGil:
		TNT1 A 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,45)
		tnt1 a 0 A_JumpIfInventory("SSGSHELL",2,"AltoLevanteTieneElGil2")
		tnt1 a 0 A_JumpIfInvEntory("SSGSHELL",1,"AltoLevanteTieneElGil1")
		SSGR C 1 offset(0,69)
		SSGR C 1 offset(0,66)
		SSGR C 1 offset(0,48)
		SSGR C 1 offset(0,42)
		SSGR C 1 offset(0,36)
		SSGR C 1 offset(0,34)
		SSGR C 1 offset(0,33)
		SSGR C 1 offset(0,32)
		tnt1 a 0 a_takeinventory("MakeARoll",1)
		TNT1 A 0 A_Gunflash("CrossHair")
	Goto Ready	
AltoLevanteTieneElGil2:
		SSGR a 1 offset(0,69)
		SSGR a 1 offset(0,66)
		SSGR a 1 offset(0,48)
		SSGR a 1 offset(0,42)
		SSGR a 1 offset(0,36)
		SSGR a 1 offset(0,34)
		SSGR a 1 offset(0,33)
		SSGR a 1 offset(0,32)
		tnt1 a 0 a_takeinventory("MakeARoll",1)
		TNT1 A 0 A_Gunflash("CrossHair")
	Goto Ready	
AltoLevanteTieneElGil1:
		SSGR B 1 offset(0,69)
		SSGR B 1 offset(0,66)
		SSGR B 1 offset(0,48)
		SSGR B 1 offset(0,42)
		SSGR B 1 offset(0,36)
		SSGR B 1 offset(0,34)
		SSGR B 1 offset(0,33)
		SSGR B 1 offset(0,32)
		tnt1 a 0 a_takeinventory("MakeARoll",1)
		TNT1 A 0 A_Gunflash("CrossHair")
	Goto Ready	
	
	
	
	
	
	
	
	
	
	AltFire:
	tnt1 A 0 A_JumpIfInventory("SSGRELOAD",1,"LEPONEUNA")
    tnt1 A 0 A_JumpIfInventory("SSGSHELL",2,"FIRER")
	tnt1 A 0 A_JumpIfInventory("SSGSHELL",1,"FIREL")
	GOTO READY
	
	
	Reload:
	tnt1 a 0 A_JumpIfInventory("SSGRELOAD",1,"Ready")
	tnt1 a 0 A_JumpIfInventory("SSGSHELL",2,"Ready")
	tnt1 a 0 a_jumpifinventory("NewShell",1,1)
	goto ready
	RSSG ABCDEF 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_JumpIfInventory("SSGSHELL",1,"SOLOUNAJEJE")
	tnt1 a 0 A_playsound("SGCLICK",6,1.0)
	RSSG FFF 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	tnt1 a 0 a_giveinventory("CrossHairUnt",7)
	TNT1 A 0 A_FireCustomMissile("SSGCasingDropper",0,0,-6,-6)
	RSSG GGGGGG 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	SOLOUNAJEJE:
	tnt1 a 0 A_playsound("SGCLICK",6,1.0)
	RSSG FFF 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	tnt1 a 0 a_giveinventory("CrossHairUnt",7)
	TNT1 A 0 A_FireCustomMissile("SSGCasingDropper",0,0,-7,-8)
	RSSG GGGGGG 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	tnt1 a 0 A_playsound("MOVE",5,2.0)
	RSSG HHIIJK 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	RSSG LMNOP 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_GIVEINVENTORY("SSGRELOAD",1)
	TNT1 A 0 A_JumpIfInventory("SSGSHELL",1,"CONUNA")
	RSSG QQQQ 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	tnt1 a 0 A_playsound("SGCLICK",6,1.0)
	
	
	0RELOAD:
	TNT1 A 0 A_JumpIfInventory("SSGSHELL",1,"CONUNAS")
	RSSG Q 1 A_WeaponReady(WRF_NOBOB)
	LOOP
	
	
	LEPONEUNA:
	TNT1 A 0 A_JumpIfInventory("SSGSHELL",1,"LEPONELAOTRA")
	TNT1 A 0 A_JumpIfInventory("NewShell",1,1)
	GOTO TERMINO
	SSGB ABCD 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	tnt1 a 0 A_playsound("SGINSERT",5,2.5)
	SSGB EFG 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_TAKEINVENTORY("NewShell",1)
	TNT1 A 0 A_GIVEINVENTORY("SSGSHELL",1)
	tnt1 a 0 a_giveinventory("CrossHairUnt",7)
	SSGB GGGGHHHH 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	ENRL P 0 A_playsound("SGCLICK",6,1.0)
	tnt1 a 0 A_playsound("MOVE",5,2.0)
	SSGB IJKLLL 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	
	CONUNA:
	SSGB L 1 A_WeaponReady
	LOOP
	
	CONUNAS:
	SSGB L 6 A_WeaponReady(WRF_NOBOB)
	GOTO CONUNA
	
	LEPONELAOTRA:
	TNT1 A 0 A_JumpIfInventory("NewShell",1,"SSS")
	GOTO TERMINO
	SSS:
	SSGP ABC 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	tnt1 a 0 A_playsound("SGINSERT",5,2.5)
	SSGP DEF 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_TAKEINVENTORY("NewShell",1)
	TNT1 A 0 A_GIVEINVENTORY("SSGSHELL",1)
	tnt1 a 0 a_giveinventory("CrossHairUnt",7)
	SSGP GGGHHH 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	ENRL P 0 A_playsound("SGCLICK",6,1.0)
	
	TERMINO:
	TNT1 A 0 A_JumpIfInventory("SSGSHELL",2,1)
	GOTO TERMINOSINUNA
	SSGV GGGHHI 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	tnt1 a 0 a_giveinventory("CrossHairUnt",3)
	tnt1 a 0 A_playsound("SGPUMP1",6,1.0)
	SSGV IJJKK 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	RSSG CBA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	tnt1 a 0 A_TakeInventory("SSGRELOAD",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
	
	TERMINOSINUNA:
	SSGV MMN 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	tnt1 a 0 A_playsound("SGPUMP1",6,1.0)
	SSGV NO 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	RSSG BA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	tnt1 a 0 A_TakeInventory("SSGRELOAD",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
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	Fire:
	tnt1 A 0 A_JumpIfInventory("SSGRELOAD",1,"TERMINO")
	tnt1 a 0 A_playsound("SGCLICK",1,1.0)
	tnt1 a 0 A_JumpIfInventory("SSGSHELL",2,2)
	tnt1 a 0 A_JumpIfInventory("SSGSHELL",1,"FIREL")
	GOTO READY
	SSGR C 2
	tnt1 a 0 A_playsound("SSGDOUBLEFIRE",1,1.0)
	tnt1 a 0 A_TakeInventory("SSGSHELL",2)
	tnt1 a 0 A_AlertMonsters
	TNT1 A 0 A_ZoomFactor(5)
	TNT1 A 0 Radius_Quake(24,18,0,25,0)
	NULL A 0 A_FireCustomMissile("WeaponFireLight")
	FSSG A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_FIRECUSTOMMISSILE("SSHOTGUNBREAKER")
	TNT1 aaaaaaaaaaaaaa 0 A_FireCustomMissile("Perdigon7", (FRandom(-5,11)), 0, 4, -7 , 0 ,(FRandom(-5,5)))
	TNT1 aaaaaaaaaaaaaa 0 A_FireCustomMissile("Perdigon7", (FRandom(-11,5)), 0, -4, -7 , 0 ,(FRandom(-5,5)))
	TNT1 AAAAAAA 0 A_FireCustomMissile("ESMOUC", (FRandom(-7.3,7.3)), 0, 4, -7 , 0 ,(FRandom(-5.3,5.3)))
	TNT1 AAAAAAA 0 A_FireCustomMissile("ESMOUC", (FRandom(-7.3,7.3)), 0, -4, -7 , 0 ,(FRandom(-5.3,5.3)))
	TNT1 A 0 A_ZoomFactor(1)
	FSSG C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetPitch(Pitch-20.0)
	tnt1 a 0 a_giveinventory("RCorrector",490)
	tnt1 a 0 A_GiveInventory("CrossHairUnt",30)
	FSSG DD 5 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	FSSG E 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	FSSG FG 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	Goto NOReady
	
	
	
	
	
	FIRER:
	tnt1 a 0 A_playsound("SGCLICK",1,1.0)
	SSGR BB 1
	tnt1 a 0 A_playsound("SGFIRE",1,1.0)
	tnt1 a 0 A_TakeInventory("SSGSHELL",1)
	tnt1 a 0 A_AlertMonsters
	tnt1 a 0 A_ZoomFactor(0.80)
	NULL A 0 A_FireCustomMissile("WeaponFireLight")
	FSGR A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 Radius_Quake(12,9,0,10,0)
	TNT1 A 0 A_FIRECUSTOMMISSILE("SHOTGUNBREAKER")
	TNT1 aaaaaaaaaaaaaa 0 A_FireCustomMissile("Perdigon5", (FRandom(-5,5)), 0, 4, -7 , 0 ,(FRandom(-5,5)))	
	TNT1 AAAAAAA 0 A_FireCustomMissile("ESMOUC", (FRandom(-7.3,4.3)), 0, 4, -7 , 0 ,(FRandom(-5.3,5.3)))	
	tnt1 a 0 A_ZoomFactor(1)
	FSGR B 1 A_SetPitch(PITCH-3)
	tnt1 a 0 a_giveinventory("RCorrector",295)
	tnt1 a 0 A_GiveInventory("CrossHairUnt",10)
	FSGR C 1 A_SetAngle(ANGLE+0.2)
	FSGR DDDEF 1 A_SetAngle(ANGLE+0.2)
	GOTO READY
	
	FIREL:
	tnt1 a 0 A_playsound("SGCLICK",1,1.0)
	SSGR CC 1
	tnt1 a 0 A_playsound("SGFIRE",1,1.0)
	tnt1 a 0 A_TakeInventory("SSGSHELL",1)
	tnt1 a 0 A_AlertMonsters
	tnt1 a 0 A_ZoomFactor(0.80)
	NULL A 0 A_FireCustomMissile("WeaponFireLight")
	FSGL A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 Radius_Quake(12,9,0,10,0)
	TNT1 A 0 A_FIRECUSTOMMISSILE("SHOTGUNBREAKER")
	TNT1 aaaaaaaaaaaaaa 0 A_FireCustomMissile("Perdigon5", (FRandom(-5,5)), 0, -4, -7 , 0 ,(FRandom(-5,5)))
	TNT1 AAAAAAA 0 A_FireCustomMissile("ESMOUC", (FRandom(-7.3,4.3)), 0, -4, -7 , 0 ,(FRandom(-5.3,5.3)))
	tnt1 a 0 A_ZoomFactor(1)
	FSGL B 1 A_SetPitch(PITCH-3)
	tnt1 a 0 a_giveinventory("RCorrector",295)
	tnt1 a 0 A_GiveInventory("CrossHairUnt",10)
	FSGL C 1 A_SetAngle(ANGLE-0.2)
	FSGL DDDEF 1 A_SetAngle(ANGLE-0.2)
	
	
	GOTO READY
	

	

















	CrossHair:		
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",12,"R30")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",11,"R29")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",10,"R28")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",9,"R27")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",8,"R26")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",7,"R25")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",6,"R24")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",5,"R23")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",4,"R22")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",3,"R21")
		TNT1 A 0 A_JumpIfInventory("CrossHairUnt",2,"R20")
		TNT1 A 1 A_SetCrossHair(19)
		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

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


