// *** MODIFIED BY CHEBMASTER
// I mark most important places modified by me with //***Che -- unless I forget to.

ACTOR BrutalPistol : BrutalWeapon
{
	Weapon.AmmoUse1 0
	Weapon.AmmoGive1 0
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	Weapon.AmmoType1 "Clip1"
	Weapon.AmmoType2 "BDPistolAmmo"
	weapon.selectionorder 3800
	Obituary "%o was shot down by %k's pistol."
    AttackSound "None"
    Inventory.PickupSound "CLIPIN"
	Inventory.Pickupmessage "$GOTPISTOL"
    +WEAPON.NOAUTOAIM
	+WEAPON.NOAUTOFIRE
	+WEAPON.NOALERT
	+WEAPON.NO_AUTO_SWITCH
	+WEAPON.WIMPY_WEAPON
    +FORCEXYBILLBOARD
	Scale 0.9
	Tag "Pistol"
	States
	{
	
		//***Che disabling player weapons for cutscenes and for the evacuation center
		HoldFire:
			PISR N 0 offset(20,32) A_JumpIfInventory("Taunting",1,"Taunt")
			PISR N 0 A_JumpIfInventory("Salute1", 1, "Salute")
			PISR N 0 A_JumpIfInventory("Salute2", 1, "Salute")
			PISR N 0 A_JumpIfInventory("Reloading",1,"Reload")
			PISR N 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
			PISR N 0 A_JumpIfInventory("StartDualWield",1,"DualWield")
			PISR N 1 offset(20,32) A_WeaponReady(WRF_NOBOB | WRF_NOFIRE | WRF_ALLOWRELOAD)
			PISR N 0 A_JumpIfInventory("DisablePlayerWeapons", 1, "HoldFire")
			Goto Ready		
	
		Ready3:
		Ready:
			PIST F 0 A_JumpIfInventory("DisablePlayerWeapons", 1, "HoldFire") //***Che	
			PIST F 0 A_JumpIfInventory("Kicking",1,"DoKick")
			PIST F 0 A_JumpIfInventory("Taunting",1,"Taunt")
			PIST F 0 A_JumpIfInventory("Salute1", 1, "Salute")
			PIST F 0 A_JumpIfInventory("Salute2", 1, "Salute")
			PIST F 0 A_JumpIfInventory("Reloading",1,"Reload")
			PIST F 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
			PIST F 0 A_JumpIfInventory("Unloading",1,"Unload")
			PIST F 1 A_WeaponReady(WRF_ALLOWRELOAD)
			PIST F 0 A_Takeinventory("PistolFireAnimation1",1)
			PIST F 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
			PIST F 0 A_JumpIfInventory("StartDualWield",1,"DualWield")
			
			Loop
			
		CheckSprint:
			PIST F 1 A_WeaponReady(WRF_NOFIRE)
			PIST F 0 A_JumpIfInventory("IsStandingStill", 1, "Ready3")
			PIST F 0 A_JumpIfInventory("IsTacticalClass", 1, "StartSprint")
			Goto Ready
			
		StartSprint:
			PIST F 1 A_WeaponReady(WRF_NOFIRE)
			PIST F 0 A_JumpIfInventory("UsedStamina", 40, "StopSprintTired")
			
		Sprinting:	
			PISP A 0 offset(-9,32) 
			PIST F 0 offset(-9,32) A_JumpIfInventory("IsStandingStill", 1, "Ready3")
			PIST F 0 offset(-9,32) A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
			PLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.
			PIST F 0 offset(-9,32) A_JumpIfInventory("PowerStrength", 1, 2)
			PIST F 0 offset(-9,32) A_GiveInventory("UsedStamina", 2)
			PIST F 0 offset(-9,32)
			PISP F 1 offset(-9,34) A_SetPitch(pitch -0.5)
			PISP F 1 offset(-6,36) A_SetPitch(pitch -0.5)
			PISP F 1 offset(-3,38) A_SetPitch(pitch -0.5)
			PISP F 1 offset(0,38) A_SetPitch(pitch -0.5)
			PISP F 1 offset(3,36) A_SetPitch(pitch -0.5)
			PISP F 1 offset(6,34) A_SetPitch(pitch -0.5)
			PISP F 1 offset(9,32) A_SetPitch(pitch -0.5)
			PIST F 0 offset(9,32) A_WeaponReady(WRF_NOBOB)
			PIST F 0 A_JumpIfInventory("Kicking",1,"DoKick")
			PIST F 0 A_JumpIfInventory("Taunting",1,"Taunt")
			PIST F 0 A_JumpIfInventory("Reloading",1,"Reload")
			PIST F 0 offset(-9,32) A_GiveInventory("UsedStamina", 3)
			PIST F 0 offset(9,33) A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
			PISP F 1 offset(9,34) A_SetPitch(pitch +0.5)
			PISP F 1 offset(6,36) A_SetPitch(pitch +0.5)
			PISP F 1 offset(3,38) A_SetPitch(pitch +0.5)
			PISP F 1 offset(0,38) A_SetPitch(pitch +0.5)
			PISP F 1 offset(-3,36) A_SetPitch(pitch +0.5)
			PISP F 1 offset(-6,34) A_SetPitch(pitch +0.5)
			PISP F 1 offset(-9,32) A_SetPitch(pitch +0.5)
			PIST F 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)
			PIST F 0 offset(-9,32) A_JumpIfInventory("IsRunning", 1, "Sprinting")
			
			Goto StopSprint
		StopSprintTired:
			PIST F 1
			PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
			PIST F 0 A_PlaySound("Tired", 2)
			PIST F 0 A_TakeInventory("UsedStamina", 2)
			PIST F 5 A_WeaponReady
			PIST F 0 A_TakeInventory("UsedStamina", 2)
			PIST F 5 A_WeaponReady
			PIST F 0 A_TakeInventory("UsedStamina", 2)
			PIST F 5 A_WeaponReady
			PIST F 0 A_TakeInventory("UsedStamina", 2)
			PIST F 5 A_WeaponReady
			PIST F 0 A_TakeInventory("UsedStamina", 2)
			PIST F 5 A_WeaponReady
			Goto Ready
		StopSprint:
			PISP A 1
			PIST F 0 A_JumpIfInventory("UsedStamina", 60, "StopSprintTired")
			PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
			Goto Ready	
			
		Deselect:
			PISS BA 1
			TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
			PIST F 0 A_TakeInventory("TossGrenade", 1)
			TNT1 A 1 A_Lower
			Wait
			
		Select:
			PIST F 0 A_Takeinventory("StartDualWield",1)
			PIST F 0 A_Giveinventory("GoSpecial",1)
			PIST F 0 A_Takeinventory("FistsSelected",1)
			PIST F 0 A_Takeinventory("sawSelected",1)
			PIST F 0 A_Takeinventory("ShotgunSelected",1)
			PIST F 0 A_Takeinventory("SSGSelected",1)
			PIST F 0 A_Takeinventory("MinigunSelected",1)
			PIST F 0 A_Takeinventory("PlasmaGunSelected",1)
			PIST F 0 A_Takeinventory("RocketLauncherSelected",1)
			PIST F 0 A_Takeinventory("GrenadeLauncherSelected",1)
			PIST F 0 A_Takeinventory("BFGSelected",1)
			PIST F 0 A_Takeinventory("BFG10kSelected",1)
			"----" A 0 A_Takeinventory("UnmakerSelected",1) //***Che
			"----" A 0 A_Takeinventory("MG42Selected",1) //***Che
			"----" A 0 A_Takeinventory("AxeSelected",1) //***Che
			"----" A 0 A_Takeinventory("DragonslayerSelected",1) //***Che
			PIST F 0 A_Takeinventory("RailGunSelected",1)
			PIST F 0 A_Takeinventory("SubMachineGunSelected",1)
			PIST F 0 A_Takeinventory("RevenantLauncherSelected",1)
			PIST F 0 A_Takeinventory("LostSoulSelected",1)
			PIST F 0 A_Takeinventory("FlameCannonSelected",1)
			PIST F 0 A_Takeinventory("HasBarrel",1)
			TNT1 A 1
			TNT1 A 1 A_Raise
			TNT1 AAAAAAAAAA 0 A_Raise
			Goto SelectAnimation
			
			
		SelectAnimation:
			TNT1 A 1
			PIST F 0 A_JumpIfInventory("GoFatality", 1, "Steady")
			PIST F 0 A_PlaySound("CLIPIN")
			PISS AB 1
			PIST F 0 A_Takeinventory("StartDualWield",1)
			PIST F 0 A_GunFlash
			Goto Ready

		
		Fire:
			PIST F 0 A_JumpIfInventory("BDPistolAmmo",1,2)
			Goto NoAmmo
			TNT1 AAAA 0
			PIST F 0 A_JumpIfInventory("DisablePlayerWeapons", 1, "HoldFire") //***Che	
			PIST F 0 A_AlertMonsters
			
				"----" A 0 A_JumpIfInventory("QPowerQuadDamage", 1, 2)
				"----" A 0 A_JumpIf(true, 2)
				"----" A 0 A_PlaySound("quaddamage/echo", CHAN_7)
				"----" A 0 A_GiveInventory ("PlayerIsFighting", 150) //***Che encourages the follower NPCs to get da fug out of your line of fire
			
			
			TNT1 A 0 A_JumpIFInventory("PistolBurstFire", 1, "Fire2")
			//RIFF A 0 A_FireCustomMissile("DistantFireSoundShotgun", random(-1,1), 0, 0, -12, 0, random(-1,1))
			PIST F 0 A_PlaySound("FARSHT", 6)
			PIST F 0 A_PlaySound("PFIRE", 1)
			PIST F 0 A_ZoomFactor(0.98)
			PIST A 1 BRIGHT A_FireBullets (1, 1, -1, 14, "WeakPuff", FBF_NORANDOM)
			PIST F 0 A_ZoomFactor(1.0)
			RIFF A 0 A_FireCustomMissile("DecorativeTracer", random(-1,1), 0, 0, 0)
			PIST F 0 A_Takeinventory("BDPistolAmmo",1)
			PIST F 0 A_Takeinventory("BDDualPistolAmmo",1)
			PIST B 1
			PIST F 0 A_FireCustomMissile("PistolCaseSpawn",5,0,0,-9)
			PIST C 1 
			PIST F 0 A_JumpIfInventory("IsTacticalClass", 1, "FireEndTactical")
			PIST D 1
			PIST F 0 A_JumpIfInventory("Reloading",1,"Reload")
			PIST F 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
			PIST F 3 A_WeaponReady(WRF_NOBOB | WRF_ALLOWRELOAD)
			PIST F 0 A_JumpIfInventory("Reloading",1,"Reload")
			PIST F 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
			PIST F 3 A_WeaponReady(WRF_NOBOB | WRF_ALLOWRELOAD)
			PIST F 0 A_REfire
			Goto Ready
			
		Fire2:
			TNT1 A 0
			PIST F 0 A_JumpIfInventory("DisablePlayerWeapons", 1, "HoldFire") //***Che	
			PIST F 0 A_PlaySound("FARSHT", 6)
			PIST F 0 A_PlaySound("PFIRE", 1)
			PIST F 0 A_ZoomFactor(0.98)
			PIST A 1 BRIGHT A_FireBullets (1, 1, -1, 14, "WeakPuff", FBF_NORANDOM)
			PIST F 0 A_ZoomFactor(1.0)
			RIFF A 0 A_FireCustomMissile("DecorativeTracer", random(-1,1), 0, 0, 0)
			PIST F 0 A_Takeinventory("BDPistolAmmo",1)
			PIST F 0 A_Takeinventory("BDDualPistolAmmo",1)
			PIST F 0 A_JumpIfInventory("BDPistolAmmo",1,2)
			Goto NoAmmo
			PIST B 0
			PIST F 0 A_FireCustomMissile("PistolCaseSpawn",5,0,0,-9)
			PIST F 0 A_PlaySound("FARSHT", 6)
			PIST F 0 A_PlaySound("PFIRE", 1)
			PIST F 0 A_ZoomFactor(0.98)
			PIST A 0 BRIGHT A_FireBullets (1, 1, -1, 14, "WeakPuff", FBF_NORANDOM)
			TNT1 A 0 A_SetPitch(pitch-1)
			PIST F 0 A_ZoomFactor(1.0)
			RIFF A 0 A_FireCustomMissile("DecorativeTracer", random(-1,1), 0, 0, 0)
			PIST F 0 A_Takeinventory("BDPistolAmmo",1)
			PIST F 0 A_Takeinventory("BDDualPistolAmmo",1)
			PIST F 0 A_JumpIfInventory("BDPistolAmmo",1,2)
			Goto NoAmmo
			PIST B 0
			PIST B 1
			TNT1 A 0 A_SetPitch(pitch-1)
			PIST F 0 A_FireCustomMissile("PistolCaseSpawn",5,0,0,-9)
			PIST F 0 A_PlaySound("FARSHT", 6)
			PIST F 0 A_PlaySound("PFIRE", 1)
			PIST F 0 A_ZoomFactor(0.98)
			PIST A 1 BRIGHT A_FireBullets (2, 2, -1, 14, "WeakPuff", FBF_NORANDOM)
			PIST F 0 A_ZoomFactor(1.0)
			RIFF A 0 A_FireCustomMissile("DecorativeTracer", random(-1,1), 0, 0, 0)
			PIST F 0 A_Takeinventory("BDPistolAmmo",1)
			PIST F 0 A_Takeinventory("BDDualPistolAmmo",1)
			TNT1 A 0 A_SetPitch(pitch-1)
			PIST F 0 A_JumpIfInventory("BDPistolAmmo",1,2)
			Goto NoAmmo
			PIST B 0
			PIST B 1
			PIST F 0 A_FireCustomMissile("PistolCaseSpawn",5,0,0,-9)
			PIST C 1 
			PIST DE 1
			PIST F 0 A_JumpIfInventory("Reloading",1,"Reload")
			PIST F 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
			PIST F 0 A_JumpIfInventory("Reloading",1,"Reload")
			PIST F 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
			PIST F 2 A_WeaponReady(WRF_NOBOB | WRF_ALLOWRELOAD)
			Goto Ready	
			
		FireEndTactical:
			PIST F 0
			PIST F 0 A_JumpIfInventory("IsRunning", 1, "FireEndTactical2")
			PIST E 1 A_WeaponReady(1)
			PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
			PIST F 7 A_WeaponReady(1)
			Goto Ready
			
		FireEndTactical2:
			PIST F 0
			PLAY A 0 ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.
			PIST F 0 A_GiveInventory("UsedStamina", 4)
			PIST E 1 A_WeaponReady(1)
			PIST F 5 A_WeaponReady(1)
			Goto Sprinting
			
		NoAmmo:
			RIFG A 0
			RIFG A 0 A_ZoomFactor(1.0)
			RIFG A 0 A_Takeinventory("Zoomed",1)
			RIFG A 0 A_Takeinventory("ADSmode",1)
			RIFG A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
			TNT1 A 0 A_PlaySound("weapons/empty", 4)
			NoAmmo2:
			RIFG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
			RIFG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
			RIFG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
			RIFG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
			RIFG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
			RIFG A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
			RIFG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
			PIST F 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)
			RIFG A 0 A_JumpIfInventory("Reloading",1,"Reload")
			RIFG A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
			TNT1 A 0 A_JumpIfInventory("NoAutoReload", 1, "Ready3")
			RIFG A 0 A_JumpIfInventory("Clip1",1,"Reload")
			RIFG A 0 A_JumpIfInventory("FiredPrimary",1,"NoAmmo2")
			Goto Ready3
		
		Reload:
			PIST F 1 A_WeaponReady
			PIST F 0 A_Takeinventory("Reloading",1)
			PIST F 0 A_Takeinventory("ADSmode",1)
			PIST F 0 A_JumpIfInventory("BDPistolAmmo",16,"Ready")

			PIST F 0 A_JumpIfInventory("Clip1",1,3)
			Goto NoAmmo
			TNT1 AAA 0
			PIST F 0 A_Takeinventory("Zoomed",1)
			PIST F 0 A_ZoomFactor(1.0)
			PIST F 0 A_GiveInventory ("Pumping", 1)
			PIST F 0 A_Takeinventory("Reloading",1)
			PIST F 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
			PIST F 0 A_JumpIfInventory("HasUnloaded", 1, 3)
			RIFR C 0 A_FireCustomMissile("EmptyClipSpawn",-5,0,8,-4)
			PIST F 0 A_PlaySound("reload")
			TNT1 AA 0
			PISR ABCDEFFFFF 1 
			PIST F 0 A_PlaySound("prel")
			PISR GHIIJKLMNNNOPQR 1
			PIST F 0 A_Takeinventory("HasUnloaded",1)
			PIST F 0 A_JumpIfInventory("BDPistolAmmo",1,"InsertBullets2")//15+1 effect
			
		TurboReload:
			PIST F 0 A_Takeinventory("HasUnloaded",1)
			PISS BA 0
			Goto InsertBullets
			
		InsertBullets:
			TNT1 AAAA 0
			PIST F 0 A_JumpIfInventory("BDPistolAmmo",15,15)
			PIST F 0 A_JumpIfInventory("Clip1",1,3)
			Goto Ready
			TNT1 AAAAAA 0
			PIST F 0 A_Giveinventory("BDPistolAmmo",1)
			PIST F 0 A_Giveinventory("BDDualPistolAmmo",1)
			PIST F 0 A_Takeinventory("Clip1",1)
			Goto InsertBullets
			
			TNT1 AAAAAAAAAA 0
			PIST F 0 A_Takeinventory("Reloading",1)
			
			PIST F 0 A_Refire
			Goto Ready
			TNT1 AAAA 0
			PIST F 0 A_Takeinventory("Reloading",1)
			
			PIST F 0 A_Refire
			Goto Ready
			
		InsertBullets2:
			TNT1 AAAA 0
			PIST F 0 A_JumpIfInventory("BDPistolAmmo",16,15)
			PIST F 0 A_JumpIfInventory("Clip1",1,3)
			Goto Ready
			TNT1 AAAAAA 0
			PIST F 0 A_Giveinventory("BDPistolAmmo",1)
			PIST F 0 A_Giveinventory("BDDualPistolAmmo",1)
			PIST F 0 A_Takeinventory("Clip1",1)
			Goto InsertBullets2
			
			TNT1 AAAAAAAAAA 0
			PIST F 0 A_Takeinventory("Reloading",1)
			PIST F 0 A_Refire
			Goto Ready
			TNT1 AAAA 0
			PIST F 0 A_Takeinventory("Reloading",1)
			
			PIST F 0 A_Refire
			Goto Ready	
		Spawn:
			PIST A 0
			PIST G -1
			Stop
			
			
		AltFire:
			TNT1 A 0
			TNT1 A 0 A_JumpIFInventory("PistolBurstFire", 1, "StopAlt")
			TNT1 A 0 A_GiveInventory("PistolBurstFire", 1)
			TNT1 A 0 A_Print("Burst fire")
			Goto Ready3
			
		StopAlt:
			TNT1 A 0
			TNT1 A 0 A_TakeInventory("PistolBurstFire", 1)
			TNT1 A 0 A_Print("Single shot")
			Goto Ready3
			
		AltFire2:	
			PIST F 0
			PIST F 0 A_JumpIfInventory("PistolFireAnimation1", 1, 5)
			PISA ABC 1
			TNT1 A 4
			PIST F 0
			PIST F 0 A_PlaySound("skeleton/swing")
			PIST F 0 A_Giveinventory("Punching",1)
			PIST F 0 A_Giveinventory("PistolFireAnimation1",1)
			PISA DE 1 
			PONG A 0 A_FireCustomMissile("MeleeStrikeNormal", 0, 0, 0, 2)
			PISA FFFG 1
			PISA H 1 A_Weaponready(1)
			PIST F 0 A_JumpIfInventory("Kicking",1,"KickLeft")
			PISA IJ 1 A_Weaponready(1)
			PIST F 0 A_JumpIfInventory("Kicking",1,"KickLeft")
			PISA CBA 1 A_Weaponready(1)
			PIST F 0 A_Takeinventory("PistolFireAnimation1",1)
			Goto Ready	
			
		KickLeft:
			KIK1 ABC 1
			PIST F 0 A_PlaySound("KICK")
			PIST F 0 A_Giveinventory("Punching",1)
			PIST F 0 A_SetPitch(-6 + pitch)
			KIK1 D 1
			PUN2 A 0 A_Custompunch(35,0,1,"MeleePuff", 100)
			KIK1 DD 1
			KIK1 ECBA 1
			TNT1 A 5 A_TakeInventory("Kicking",1)
			Goto Ready	
			
		Steady:
			TNT1 A 1
			Goto Ready	
			
			
		Unload:
			PIST F 1 A_WeaponReady
			PIST F 0 A_Takeinventory("Unloading",1)
			PIST F 0 A_Takeinventory("ADSmode",1)
			PIST F 0 A_JumpIfInventory("BDPistolAmmo",1,3)
			Goto NoAmmo
			TNT1 AAA 0
			PIST F 0 A_Takeinventory("Zoomed",1)
			PIST F 0 A_ZoomFactor(1.0)
			PIST F 0 A_GiveInventory ("Pumping", 1)
			PIST F 0 A_Takeinventory("Reloading",1)
			PISR RQPONNNMLKJIIHG 1
			PIST F 0 A_PlaySound("prel")
			PISR FFFEDCBA 1
			PIST F 0 A_Giveinventory("HasUnloaded",1)
			PIST F 0 A_JumpIfInventory("BDPistolAmmo",1,"RemoveBullets")

		RemoveBullets:
			TNT1 AAAA 0
			PIST F 0 A_JumpIfInventory("BDPistolAmmo",1,3)
			Goto Ready
			TNT1 AAAAAA 0
			PIST F 0 A_Takeinventory("BDPistolAmmo",1)
			PIST F 0 A_Takeinventory("BDDualPistolAmmo",1)
			PIST F 0 A_Giveinventory("Clip1",1)
			Goto RemoveBullets
			
			TNT1 AAAAAAAAAA 0
			PIST F 0 A_Takeinventory("Reloading",1)
			
			PIST F 0 A_Refire
			Goto Ready
			TNT1 AAAA 0
			PIST F 0 A_Takeinventory("Reloading",1)
			
			PIST F 0 A_Refire
			Goto Ready
			
			
		DualWield:
			TNT1 A 1
			PIST F 0 A_Takeinventory("StartDualWield",1)
			PIST F 0 A_JumpIfInventory("DualPistols", 1, "GetDual")
			PIST F 0 A_Print("You must have two identical weapons to dual wield.")
			Goto Ready
			
		 GetDual:	
			PIST F 0
			PIST F 0 A_Takeinventory("Zoomed",1)
			PIST F 0 A_Takeinventory("ADSmode",1)
			PIST F 0 A_TakeInventory("TossGrenade", 1)
			PIST F 0 A_TakeInventory("Kicking",1)
			PIST F 0 A_TakeInventory("Taunting",1)
			PIST F 0 A_TakeInventory("Reloading",1)
			PIST F 0 A_TakeInventory("Unloading",1)
			PIST F 0 A_TakeInventory("Salute1", 1)
			PIST F 0 A_TakeInventory("Salute2", 1)
			PIST F 0 A_ZoomFactor(1.0)
			PIST F 0 A_SelectWEapon("DualPistols")
			Goto Ready	
	}
}