

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


ACTOR Rocket_Launcher : BrutalWeapon Replaces RocketLauncher
{
	Game Doom
	SpawnID 29
	Speed 20
	Damage 20
	Weapon.SelectionOrder 9500
	Weapon.AmmoUse1 0
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	Weapon.AmmoGive1 0
	Weapon.AmmoType1 "AmmoRocket"
	Weapon.AmmoType2 "RocketRounds"
    Inventory.PickupSound "ROCKPKUP"
    +WEAPON.NOAUTOAIM
	+FORCEXYBILLBOARD
	+WEAPON.AXEBLOOD
	+WEAPON.EXPLOSIVE
	+WEAPON.NOAUTOFIRE
	+WEAPON.NOALERT
	Inventory.PickupMessage "$GOTLAUNCHER"
	Tag "Rocket Launcher"
	States
	{
		
		Ready3:
		Ready:
			TNT1 A 0 A_JumpIfInventory("DisablePlayerWeapons", 1, "HoldFire") //***Che
			RLNG A 1 A_WeaponReady(WRF_ALLOWRELOAD)
			RLNG A 0 A_JumpIfInventory("Unloading",1,"Unload")
			RLNG A 0 A_JumpIfInventory("Reloading",1,"Reload")
			RLNG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
			RLNG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
			RLNG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
			RLNG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
			RLNG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
			RLNG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
			RLNG A 0 A_JumpIfInventory("HasUnloadedRL", 1, "ReadyNoAmmo")
			RLNG A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
			Loop
			
		Ready2:
			TNT1 A 0 A_JumpIfInventory("DisablePlayerWeapons", 1, "HoldFire") //***Che
			"----" A 0 A_GiveInventory ("PlayerIsFighting", 20) //***Che encourages the follower NPCs to get da fug out of your line of fire
			SNIP A 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)
			RLNG A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
			RLNG A 0 A_JumpIfInventory("Unloading",1,"Unload")
			RLNG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
			RLNG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
			RLNG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
			RLNG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
			RLNG A 0 A_JumpIfInventory("Reloading",1,"Reload")
			RLNG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
			RLNG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
			Loop	
			
		ReadyNoAmmo:
			//TNT1 A 0 A_JumpIfInventory("DisablePlayerWeapons", 1, "HoldFire") //***Che
			MISR J 1 A_WeaponReady(WRF_ALLOWRELOAD)
			RLNG A 0 A_JumpIfInventory("Unloading",1,"Unload")
			RLNG A 0 A_JumpIfInventory("Reloading",1,"Reload")
			RLNG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
			RLNG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
			RLNG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
			RLNG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
			RLNG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
			RLNG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
			Loop

		//***Che disabling player weapons for cutscenes and for the evacuation center
		HoldFire:
			MISP A 0 A_JumpIfInventory("Zoomed",1,"NoAim")
			MISP A 0 A_JumpIfInventory("Taunting",1,"Taunt")
			MISP A 0 A_JumpIfInventory("Salute1", 1, "Salute")
			MISP A 0 A_JumpIfInventory("Salute2", 1, "Salute")
			MISP A 0 A_JumpIfInventory("Reloading",1,"Reload")
			MISP A 0 A_JumpIfInventory("Unloading",1,"Unload")
			MISP A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
			MISP A 1 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE | WRF_ALLOWRELOAD)
			MISP A 0 A_JumpIfInventory("DisablePlayerWeapons", 1, "HoldFire")
			Goto Ready			
		
		NoAmmo:
			RIFG A 0
			RLNG A 0 A_Takeinventory("PowerLightAmp", 1)
			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")
			RLNG A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOPRIMARY)
			RIFG A 0 A_JumpIfInventory("Reloading",1,"Reload")
			RIFG A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
			TNT1 A 0 A_JumpIfInventory("NoAutoReload", 1, "NoAmmo2")
			RIFG A 0 A_JumpIfInventory("AmmoRocket",1,"Reload")
			RIFG A 0 A_JumpIfInventory("FiredPrimary",1,"NoAmmo2")
			Goto Ready3
		
		CheckSprint:
			RLNG A 1 A_WeaponReady(WRF_NOFIRE)
			RLNG A 0 A_JumpIfInventory("IsStandingStill", 1, "Ready3")
			RLNG A 0 A_JumpIfInventory("IsTacticalClass", 1, "StartSprint")
			Goto Ready
			
		StartSprint:
			RLNG A 1 A_WeaponReady(WRF_NOFIRE)
			RLNG A 0 A_Takeinventory("Zoomed",1)
			RLNG A 0 A_Takeinventory("ADSmode",1)
			RLNG A 0 A_Takeinventory("PowerLightAmp", 1)
			RLNG A 0 A_ZoomFactor(1.0)
			RLNG A 0 A_JumpIfInventory("UsedStamina", 40, "StopSprintTired")
			
		Sprinting:	
			MISP A 0 offset(-9,32) 
			RLNG A 0 offset(-9,32) A_JumpIfInventory("IsStandingStill", 1, "Ready3")
			RLNG A 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.
			RLNG A 0 offset(-9,32) A_JumpIfInventory("PowerStrength", 1, 2)
			RLNG A 0 offset(-9,32) A_GiveInventory("UsedStamina", 8)
			RLNG A 0 offset(-9,32)
			MISP A 1 offset(-9,34) A_SetPitch(pitch -0.5)
			MISP A 1 offset(-6,36) A_SetPitch(pitch -0.5)
			MISP A 1 offset(-3,38) A_SetPitch(pitch -0.5)
			MISP A 1 offset(0,38) A_SetPitch(pitch -0.5)
			MISP A 1 offset(3,36) A_SetPitch(pitch -0.5)
			MISP A 1 offset(6,34) A_SetPitch(pitch -0.5)
			MISP A 1 offset(9,32) A_SetPitch(pitch -0.5)
			RLNG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)
			RLNG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
			RLNG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
			RLNG A 0 A_JumpIfInventory("Reloading",1,"Reload")
			RLNG A 0 offset(-9,32) A_GiveInventory("UsedStamina", 8)
			RLNG A 0 offset(9,33) A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
			MISP A 1 offset(9,34) A_SetPitch(pitch +0.5)
			MISP A 1 offset(6,36) A_SetPitch(pitch +0.5)
			MISP A 1 offset(3,38) A_SetPitch(pitch +0.5)
			MISP A 1 offset(0,38) A_SetPitch(pitch +0.5)
			MISP A 1 offset(-3,36) A_SetPitch(pitch +0.5)
			MISP A 1 offset(-6,34) A_SetPitch(pitch +0.5)
			MISP A 1 offset(-9,32) A_SetPitch(pitch +0.5)
			RLNG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)
			RLNG A 0 offset(-9,32) A_JumpIfInventory("IsRunning", 1, "Sprinting")
			
			Goto StopSprint
		StopSprintTired:
			RLNG A 1
			PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
			RLNG A 0 A_PlaySound("Tired", 2)
			RLNG A 0 A_TakeInventory("UsedStamina", 2)
			RLNG A 5 A_WeaponReady
			RLNG A 0 A_TakeInventory("UsedStamina", 2)
			RLNG A 5 A_WeaponReady
			RLNG A 0 A_TakeInventory("UsedStamina", 2)
			RLNG A 5 A_WeaponReady
			RLNG A 0 A_TakeInventory("UsedStamina", 2)
			RLNG A 5 A_WeaponReady
			RLNG A 0 A_TakeInventory("UsedStamina", 2)
			RLNG A 5 A_WeaponReady
			Goto Ready
		StopSprint:
			MISP A 1
			RLNG A 0 A_JumpIfInventory("UsedStamina", 60, "StopSprintTired")
			PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
			Goto Ready
			
		Deselect:
			RLNG A 0
			RLNG A 0 A_Takeinventory("Zoomed",1)
			RLNG A 0 A_Takeinventory("PowerLightAmp", 1)
			RLNG A 0 A_ZoomFactor(1.0)
			RLNG A 0 A_TakeInventory("TossGrenade", 1)
			MISS DCBA 1
			TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
			TNT1 A 1 A_Lower
			Wait
		Select:
			RLNG A 0 A_Giveinventory("GoSpecial",1)
			RLNG A 0 A_Takeinventory("FistsSelected",1)
			RLNG A 0 A_Takeinventory("sawSelected",1)
			RLNG A 0 A_Takeinventory("ShotgunSelected",1)
			RLNG A 0 A_Takeinventory("SSGSelected",1)
			RLNG A 0 A_Takeinventory("MinigunSelected",1)
			RLNG A 0 A_Takeinventory("PlasmaGunSelected",1)
			//RLNG A 0 A_Giveinventory("RocketLauncherSelected",1)
			RLNG A 0 A_Giveinventory("RocketLauncherSelected",1)
			RLNG A 0 A_Takeinventory("GrenadeLauncherSelected",1)
			RLNG A 0 A_Takeinventory("BFGSelected",1)
			RLNG A 0 A_Takeinventory("BFG10kSelected",1)
			RLNG A 0 A_Takeinventory("RailGunSelected",1)
			RLNG A 0 A_Takeinventory("SubMachineGunSelected",1)
			RLNG A 0 A_Takeinventory("RevenantLauncherSelected",1)
	
		//***Che
			"----" A 0 A_Takeinventory("UnmakerSelected",1)
			"----" A 0 A_Takeinventory("MG42Selected",1) //***Che
			"----" A 0 A_Takeinventory("AxeSelected",1) //***Che
			
			"----" A 0 A_Takeinventory("DragonslayerSelected",1) //***Che
			"----" A 0 A_Takeinventory("SniperRifleSelected",1)
			"----" A 0 A_Takeinventory("ShotolverSelected",1)
			"----" A 0 A_Takeinventory("Shotolver2Selected",1)
	
			RLNG A 0 A_Takeinventory("LostSoulSelected",1)
			RLNG A 0 A_Takeinventory("FlameCannonSelected",1)
			RLNG A 0 A_Takeinventory("HasBarrel",1)
			RLNG A 0 A_TakeInventory("TossGrenade", 1)
			TNT1 AAAAAA 0 A_RAise
			TNT1 A 1 A_Raise
			RLNG A 0 A_GunFlash
			RLNG A 0
			RLNG A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "PuristGun")
			TNT1 A 2 A_PlaySound("RLANDRAW")
		SelectAnimation:
			MISS ABCD 1 A_JumpIfInventory("GoFatality", 1, "Steady")
			
			TNT1 AAAAA 0
			Goto Ready
			
		Fire:
			
			RLNG A 0
			RLNG A 0 A_JumpIfInventory("RocketRounds",1,2)
			Goto NoAmmo
			TNT1 AAAA 0
			TNT1 A 0 A_GiveInventory ("PlayerIsFighting", 150) //***Che encourages the follower NPCs to get da fug out of your line of fire
			RLNG A 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			
			
			RLNG A 0 A_JumpIfInventory("Zoomed",1,"ZoomedFire")
			"----" A 0 A_JumpIfInventory("DisablePlayerWeapons", 1, "HoldFire") //***Che
			
			RLNG A 1
			
			RLNG A 0 A_JumpIfInventory("DMgame",1,"DM")
			RLNG A 0 A_FireCustomMissile("RedFlareSpawn",-5,0,0,0)
			RLNG A 0 A_PlaySound ("DSRFIRE")
			RLNG A 0 BRIGHT A_FireCustomMissile("Alerter")
			RLNG A 0 A_ZoomFactor(0.98)
			RLNF A 1 BRIGHT
			RLNG A 0 A_FireCustomMissile("FBD_PlayerRocket", 0, 1, 0, -6)
			RLNG A 0 A_FireCustomMissile("RocketGlassBreaker", 0, 1, 0, -6) 
			Goto RecoilAnimation
			
		DM:	
			RLNG A 0 A_FireCustomMissile("RedFlareSpawn",-5,0,0,0)
			RLNG A 0 A_PlaySound ("DSRFIRE")
			RLNG A 0 A_ZoomFactor(0.98)
			RLNF A 1 BRIGHT A_FireCustomMissile("RocketDM", 0, 1, 0, -6)
			RLNG A 0 A_FireCustomMissile("RocketGlassBreaker", 0, 1, 0, -6) 
			
		RecoilAnimation:	
			RLNG A 0 A_Takeinventory("RocketRounds",1)
			RLNG A 0 A_ZoomFactor(1.0)
			RLNF B 1 BRIGHT A_WeaponReady(WRF_NOFIRE| WRF_NOBOB)//Allows quick switch
			RLNF C 1 
			RLNF D 1 A_WeaponReady(WRF_NOFIRE| WRF_NOBOB)//Allows quick switch
			RLNF E 1 
			RLNF FGH 1 
			
			RLNG A 0 A_JumpIfInventory("Reloading",1,"Reload")
			RLNG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
			RLNG AAA 1 A_WeaponReady(WRF_NOFIRE | WRF_NOBOB | WRF_ALLOWRELOAD)
			RLNG A 0 A_JumpIfInventory("Reloading",1,"Reload")
			RLNG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
			RLNG BCD 2 A_WeaponReady(WRF_NOFIRE| WRF_NOBOB | WRF_ALLOWRELOAD)//Allows quick switch
			RLNG A 1
			RLNG A 0 A_Refire
			Goto Ready
			
			
		ZoomedFire:	
			TNT1 A 0 A_JumpIfInventory("DisablePlayerWeapons", 1, "NoAim") //***Che
			SNIP A 1
			RLNG A 0 A_JumpIfInventory("DMgame",1,"ZoomedFireDM")
			RLNG A 0 A_FireCustomMissile("RedFlareSpawn",-5,0,0,0)
			RLNG A 0 A_PlaySound ("DSRFIRE")
			RLNG A 0 BRIGHT A_FireCustomMissile("Alerter")
			RLNG A 0 A_ZoomFactor(2.9)
			SNIP A 1 BRIGHT
			RLNG A 0 A_FireCustomMissile("FBD_PlayerRocket", 0, 1, 0, -6)
			RLNG A 0 A_FireCustomMissile("RocketGlassBreaker", 0, 1, 0, -6) 
			Goto ZoomedRecoil
			
		ZoomedFireDM:	
			RLNG A 0 A_FireCustomMissile("RedFlareSpawn",-5,0,0,0)
			RLNG A 0 A_PlaySound ("DSRFIRE")
			RLNG A 0 A_ZoomFactor(2.9)
			SNIP A 1 BRIGHT A_FireCustomMissile("RocketDM", 0, 1, 0, -6)
			RLNG A 0 A_FireCustomMissile("RocketGlassBreaker", 0, 1, 0, -6) 
			
		ZoomedRecoil:	
			RLNG A 0 A_Takeinventory("RocketRounds",1)
			RLNG A 0 A_ZoomFactor(3.0)
			SNIP A 1 BRIGHT
			SNIP A 1 BRIGHT A_SetPitch(-0.6 + pitch)
			SNIP A 1 BRIGHT
			SNIP A 1 BRIGHT
			SNIP AAA 1 BRIGHT A_SetPitch(0.1 + pitch)
			SNIP AAA 1 BRIGHT A_SetPitch(0.1 + pitch)
			SNIP AAA 2 BRIGHT
			SNIP A 1 BRIGHT
			RLNG A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
			RLNG A 0 A_JumpIfInventory("FiredSecondary",1,"HoldAim")//If still pressing alt fire, it means its holding aim
			RLNG A 0 A_Refire
			Goto Ready2	
		
		Reload:
			RLNG A 0
			RLNG A 0 A_Takeinventory("Reloading",1)
			RLNG A 0 A_ZoomFactor(1.0)
			RLNG A 0 A_TakeInventory("Zoomed", 1)
			RLNG A 0 A_Takeinventory("PowerLightAmp", 1)
			RLNG A 0 A_JumpIfInventory("HasUnloadedRL", 1, 26)
			RLNG A 1 A_WeaponReady(WRF_NOFIRE)
			RLNG A 0 A_JumpIfInventory("RocketRounds",6,"NoNeedToReload")
			RLNG A 0 A_JumpIfInventory("AmmoRocket",1,3)
			Goto Ready
			TNT1 AAAA 0
			
			RLNG A 0 A_JumpIfInventory("TurboReload",1,"TurboReload")
		
			
			RLNG A 0 A_PlaySound("Reload")
			MISR ABCDE 1 
			RLNG A 0 A_FireCustomMissile("RocketCaseSpawn",-20,0,2,-10)
			MISR EFGGG 1
			MISR HIJJJJKLM 1
			MISR MNOPONM 1
			MISR Q 1
			MISR R 1
			RLNG BCD 2
			RLNG A 1
			RLNG A 0 A_Takeinventory("HasUnloadedRL",1)
			Goto FinishReload
			
			FinishReload:
			TNT1 AAAAAA 0
			RLNG A 0 A_JumpIfInventory("RocketRounds",6,"NoNeedToReload")
			RLNG A 0 A_JumpIfInventory("AmmoRocket",1,3)
			Goto Ready
			TNT1 AAAAAA 0
			RLNG A 0 A_Giveinventory("RocketRounds",1)
			RLNG A 0 A_Takeinventory("AmmoRocket",1)
			Goto FinishReload
			
			TNT1 AAAAAAAAAA 0
			
			NoNeedToReload:
			RLNG A 1 A_Refire
			Goto Ready
			
			
		TurboReload:
			RLNG A 0 A_Takeinventory("HasUnloaded",1)
			PISS BA 0
			Goto FinishReload	


		Spawn:
			LAUN A -1
			Stop
			
		Unload:
			RLNG A 0
			RLNG A 0 A_Takeinventory("Zoomed",1)
			RLNG A 0 A_Takeinventory("PowerLightAmp", 1)
			RLNG A 0 A_ZoomFactor(1.0)
			RLNG A 0 A_JumpIfInventory("RocketRounds",1,2)
			Goto ReadyNoAMmo
			TNT1 AA 0
			
			RLNG A 1 A_WeaponReady(WRF_NOFIRE)
			RLNG A 0 A_Takeinventory("Unloading",1)
			RLNG A 0 A_ZoomFactor(1.0)
			RLNG A 0 A_TakeInventory("Zoomed", 1)
			RLNG A 0 A_JumpIfInventory("AmmoRocket",1,3)
			Goto Ready
			TNT1 AAAA 0
			
			RLNG A 0 A_PlaySound("Reload")
			MISR ABCDE 1 
			MISR EFGGG 1
			MISR HI 1
			RLNG A 0 A_Giveinventory("HasUnloadedRL",1)
			
			
		FinishUnload:
			TNT1 AAAAAA 0
			RLNG A 0 A_JumpIfInventory("RocketRounds",1,3)
			Goto ReadyNoAMmo
			TNT1 AAAA 0
			RLNG A 0 A_Takeinventory("RocketRounds",1)
			RLNG A 0 A_Giveinventory("AmmoRocket",1)
			Goto FinishUnload
			
			TNT1 AAAAAAAAAA 0
			Goto ReadyNoAMmo

		
		
		PuristGun:
			TNT1 A 1
			RLNG A 0 A_GiveInventory("ClassicRocketLauncher", 1)
			RLNG A 0 A_TakeInventory("Rocket_Launcher", 1)
			TNT1 A 10
			Goto Ready	
			
			
		AltFire:
			TNT1 A 0 A_JumpIfInventory("DisablePlayerWeapons", 1, "HoldFire") //***Che
			RLNG A 0
			RLNG A 0 A_JumpIfInventory("Zoomed",1,"NoAim")
			RLNG A 0 A_Giveinventory("Zoomed",1)
			RLNG A 0 A_ZoomFactor(3.0)
			RLNG A 0 A_giveinventory("PowerLightAmp", 1)
			MIAI ABCDE 1
			RLNG A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
			SNIP A 1 A_WeaponReady(WRF_ALLOWRELOAD)
			RLNG A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
			SNIP A 1 A_WeaponReady(WRF_ALLOWRELOAD)
			RLNG A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
			SNIP A 1 A_WeaponReady(WRF_ALLOWRELOAD)
			RLNG A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
			RLNG A 0 A_JumpIfInventory("FiredSecondary",1,"HoldAim")
			Goto Ready2
			
		HoldAim:
			TNT1 A 0 A_JumpIfInventory("DisablePlayerWeapons", 1, "NoAim") //***Che
			TNT1 A 0 A_GiveInventory ("PlayerIsFighting", 20) //***Che
			RLNG A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
			SNIP A 1 A_WeaponReady(WRF_ALLOWRELOAD)
			RLNG A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
			SNIP A 1 A_WeaponReady(WRF_ALLOWRELOAD)
			RLNG A 0 A_JumpIfInventory("FiredPrimary",1,"Fire")
			SNIP A 1 A_WeaponReady(WRF_ALLOWRELOAD)
			RLNG A 0 A_JumpIfInventory("FiredSecondary",1,"HoldAim")
		NoAim:	
			MIAI EDBA 1
			RLNG A 0 A_Light0
			RLNG A 0 A_Takeinventory("Zoomed",1)
			RLNG A 0 A_Takeinventory("PowerLightAmp", 1)
			RLNG A 0 A_ZoomFactor(1.0)
			Goto Ready	
		

	}
}

ACTOR RocketRounds : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 6
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 6
   Inventory.Icon "RLAUA0"
}












Actor TimeFreezer2 : PowerupGiver
{
  Inventory.Pickupmessage "Time Freezer!"
  Inventory.Icon "MEGAA0"
  Inventory.MaxAmount 0
  Inventory.UseSound "pickups/slowmo"
  Powerup.Type "TimeFreezer"
  Powerup.Duration 50
  Translation "128:143=48:63"
  +AUTOACTIVATE
  +INVENTORY.FANCYPICKUPSOUND
  States
  {
  Spawn:
    MEGA ABCD 4 bright
    Loop
  }
}

ACTOR PowerTimeFreezer2 : PowerTimeFreezer
{
  Powerup.Duration 2
}