Counts

endoom0
graphics0
lumps357
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "019ee075-e9f6-46b2-a4f7-bb53fa947045",
    "sha1": "fbcea40a0fd2a0d02682bfb049953c91202f5a74",
    "sha256": "71af8bb459cc05927c47b45b77ee242de81ccec7a23e44bcd09246d79bab25d1",
    "filenames": [
      "(3)[wep]additional_upgrades_final_145.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2022/02/16 00:27:56",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2022/02/16 00:27:56",
    "file": {
      "type": "PK3",
      "size": 5253093,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/fbcea40a0fd2a0d02682bfb049953c91202f5a74/fbcea40a0fd2a0d02682bfb049953c91202f5a74.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 357,
        "maps": 0,
        "palettes": 0
      }
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "POWERUPS2.txt",
        "contents": "Actor UpgradeSpawner2 : UpgradeSpawner replaces UpgradeSpawner\n{\n\t+DONTGIB\n\tStates\n\t{\n\n\tSpawn:\n\t\tTNT1 A 1 NoDelay ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\t\tTNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult(\"CheckTraditional\")==1,\"ReplaceVanilla\")\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleUpgrades\", 0, 0, 0, 0)//Check if Upgrades are disabled\n\t\tTNT1 A 1 A_Jump(256,  \"SpawnQuadBarrel\", \"SpawnPulseCannonUpgrade\", \"SpawnGrenadeLauncherUpgrade\", \"SpawnSniperRifleUpgrade\", \"SpawnLMG\", \"SpawnAutoshotgunUpgrade\", \"SpawnMinigunUpgrade\", \"SpawnDragonBreathUpgrade\")\n\t\tTNT1 A 0\n\tReplaceVanilla:\n\t\tTNT1 A 0 A_SpawnItemEx(\"AmmoSuply\",0,0,0,0,0,0,0,288)\n\t\tStop\n\n\tBackpackSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\t\tTNT1 A 0 A_SpawnItemEx(\"CombatBackpack\",0,0,0,0,0,0,0,288)\n\t\tStop\n\n\tSpawnQuadBarrel:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"Quad_SSG\",0,0,0,0,0,0,0,288)\n\t\tStop\n\n\tSpawnPulseCannonUpgrade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"PulseCannon\",0,0,0,0,0,0,0,288)\n\t\tStop\n\n\tSpawnGrenadeLauncherUpgrade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeLauncherUpgrade\",0,0,0,0,0,0,0,288)\n\t\tStop\n\n\tSpawnSniperRifleUpgrade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"M55\",0,0,0,0,0,0,0,288)\n\t\tStop\n\n\tSpawnLMG:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleLMG\", 0, 0, 0, 0)//Check if Upgrades are disabled\n\t\tTNT1 A 0 A_SpawnItemEx(\"LMG\",0,0,0,0,0,0,0,288)\n\t\tStop\n\n\tSpawnAutoshotgunUpgrade:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleAutoshotgunUpgrade\", 0, 0, 0, 0)//Check if Upgrades are disabled\n\t\tTNT1 A 0 A_SpawnItemEx(\"AutoshotgunUpgrade\",0,0,0,0,0,0,0,288)\n\t\tStop\n\n\tSpawnMinigunUpgrade:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleMinigunUpgrade\", 0, 0, 0, 0)//Check if Upgrades are disabled\n\t\tTNT1 A 0 A_SpawnItemEx(\"MinigunUpgrade\",0,0,0,0,0,0,0,288)\n\t\tStop\n\n\tSpawnDragonBreathUpgrade:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleDragonBreathUpgrade\", 0, 0, 0, 0)//Check if Upgrades are disabled\n\t\tTNT1 A 0 A_SpawnItemEx(\"DragonBreathShellsUpgrade\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "GLDEFS.txt",
        "contents": "pointlight PulseCannonAltFire\n{\n    color 0.5 0.0 0.43\n    size 72\n}\n\nobject PulseCannonBallAlt\n{\n\tframe PCPGJ0 { light PulseCannonAltFire }\n\tframe PCPGK0 { light PulseCannonAltFire }\n}\n\npointlight PulsePlasmaball\n{\n    color 0.45 0.0 0.31\n    size 56\n}\n\nobject PulseCannonBall\n{\n\tframe PPAL { light PulsePlasmaball }\n}\n\n//SniperRoundBox Shadow\nobject SniperRoundBox\n{\n    frame 416B { light 16SHADOW  }\n}\n\nobject SniperRound\n{\n    frame 416A { light TSHADOW  }\n}\n\n// ----------------------\n// -- Weapon Upgrades--\n// ----------------------\n\npointlight Quad\n{\n    color 0.38 0.0 0.0\n    Size 25\n    offset 0 15 0\n}\n\nobject Quad_SSG\n{\n\tframe QSGS { light Quad }\n}\n\npointlight PulseC\n{\n    color 0.6 0.0 0.6\n    size 25\n    offset 0 15 0\n\tdontlightself 1\n}\n\nobject PulseCannon\n{\n\tframe PLCU { light PulseC }\n}\n\npointlight SniperR\n{\n    color 0.0 0.45 0.55\n    size 25\n    offset 0 15 0\n\tdontlightself 1\n}\n\nobject M55\n{\n\tframe M55P { light SniperR }\n}\n\nobject M50\n{\n    frame M50PA0 { light 24SHADOW  }\n}"
      },
      {
        "source": "pk3",
        "name": "AmmoSpawners.txt",
        "contents": "Actor BulletAmmoReplacerU replaces ClipBox\n{\n//+NOTDMATCH\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2 A_JumpIf(ACS_NamedExecuteWithResult(\"CheckTraditional\")==1,\"ReplaceTraditional\")\nTNT1 A 1 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\nTNT1 A 1 ACS_NamedExecuteAlways(\"StarterPackDynamicProgressionFix\",0)\nTNT1 A 1 ACS_NamedExecuteAlways(\"SpawnerScript\",0)\nTNT1 A 1 A_Jump(256,\"Deciding\")\nDeciding:\nTNT1 A 1\nloop\n\nReplaceVanilla:\nTNT1 A 3\nTNT1 A 3 A_JumpIf(ACS_NamedExecuteWithResult(\"CheckTraditional\")==1,\"ReplaceTraditional\")\nTNT1 A 3\nTNT1 A 0 A_SpawnItemEx(\"ClipBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\nReplaceTraditional:\nTNT1 A 0 A_SpawnItemEx(\"ClipBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\n\nSpawner1:\nSpawner2:\nSpawner3:\nSpawner4:\n\t\t//Levels 1-6\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 1, \"EarlyLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 5, \"EarlyLvlRandom\")\n\t\t//levels 7-12\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 2, \"LowLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 6, \"LowLvlRandom\")\n\t\t//levels 13-20\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 3, \"MidLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 7, \"MidLvlRandom\")\n\t\t//Levels >=21\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 4, \"HighLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") >= 8, \"HighLvlRandom\")\n\t\tGoto EarlyLvlRandom\n\tEarlyLvlRandom:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(248, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SniperRoundBox\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(238, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ClipBoxBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(237, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletKitBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(90, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ClipBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletKitU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tLowLvlRandom:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(246, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SniperRoundBox\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(233, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ClipBoxBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(232, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletKitBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(92, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ClipBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletKitU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tMidLvlRandom:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(236, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SniperRoundBox\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(227, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ClipBoxBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(220, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletKitBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(102, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ClipBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletKitU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tHighLvlRandom:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(228, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SniperRoundBox\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(214, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ClipBoxBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(209, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletKitBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(108, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ClipBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletKitU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner5:\nSpawner6:\nSpawner7:\nSpawner8:\nSpawner10:\nSpawner11:\nSpawner9:\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 1, \"EarlyLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 5, \"EarlyLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 2, \"LowLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 6, \"LowLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 3, \"MidLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 7, \"MidLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 4, \"HighLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") >= 8, \"HighLevelSpawn\")\n\t\tGoto LowLevelSpawn\n\tEarlyLevelSpawn:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(238, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ClipBoxBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(237, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletKitBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(90, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ClipBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletKitU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tLowLevelSpawn:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(246, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SniperRoundBox\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(233, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ClipBoxBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(232, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletKitBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(92, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ClipBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletKitU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tMidLevelSpawn:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(236, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SniperRoundBox\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(227, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ClipBoxBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(220, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletKitBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(102, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ClipBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletKitU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tHighLevelSpawn:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(228, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SniperRoundBox\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(214, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ClipBoxBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(209, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletKitBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(108, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ClipBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletKitU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n}\n}\n\nActor BulletClipAmmoReplacerU replaces Clip\n{\n//+NOTDMATCH\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 3 A_JumpIf(ACS_NamedExecuteWithResult(\"CheckTraditional\")==1,\"ReplaceTraditional\")\nTNT1 A 2 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\nTNT1 A 1 ACS_NamedExecuteAlways(\"StarterPackDynamicProgressionFix\",0)\nTNT1 A 1 ACS_NamedExecuteAlways(\"SpawnerScript\",0)\nTNT1 A 1 A_Jump(256,\"Deciding\")\nDeciding:\nTNT1 A 1\nloop\n\nReplaceVanilla:\nTNT1 A 3\nTNT1 A 3 A_JumpIf(ACS_NamedExecuteWithResult(\"CheckTraditional\")==1,\"ReplaceTraditional\")\nTNT1 A 3\nTNT1 A 0 A_SpawnItemEx(\"ClipU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\nReplaceTraditional:\nTNT1 A 0 A_SpawnItemEx(\"ClipU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\n\nSpawner1:\nSpawner2:\nSpawner3:\nSpawner4:\n\t\t//Levels 1-6\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 1, \"EarlyLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 5, \"EarlyLvlRandom\")\n\t\t//levels 7-12\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 2, \"LowLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 6, \"LowLvlRandom\")\n\t\t//levels 13-20\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 3, \"MidLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 7, \"MidLvlRandom\")\n\t\t//Levels >=21\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 4, \"HighLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") >= 8, \"HighLvlRandom\")\n\t\tGoto EarlyLvlRandom\n\tEarlyLvlRandom:\n\t\tTNT1 A 0 A_Jump(244, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SniperRound\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(204, 3)\n\t\tTNT1 A 1 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletCartridge\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"NewClip\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tLowLvlRandom:\n\t\tTNT1 A 0 A_Jump(242, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SniperRound\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(202, 3)\n\t\tTNT1 A 1 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletCartridge\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"NewClip\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tMidLvlRandom:\n\t\tTNT1 A 0 A_Jump(232, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SniperRound\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(196, 3)\n\t\tTNT1 A 1 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletCartridge\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"NewClip\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tHighLvlRandom:\n\t\tTNT1 A 0 A_Jump(222, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SniperRound\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(188, 3)\n\t\tTNT1 A 1 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletCartridge\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"NewClip\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner5:\nSpawner6:\nSpawner7:\nSpawner8:\nSpawner9:\nSpawner10:\nSpawner11:\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 1, \"EarlyLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 5, \"EarlyLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 2, \"LowLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 6, \"LowLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 3, \"MidLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 7, \"MidLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 4, \"HighLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") >= 8, \"HighLevelSpawn\")\n\t\tGoto LowLevelSpawn\n\tEarlyLevelSpawn:\n\t\tTNT1 A 0 A_Jump(244, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SniperRound\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(204, 3)\n\t\tTNT1 A 1 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletCartridge\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"NewClip\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tLowLevelSpawn:\n\t\tTNT1 A 0 A_Jump(242, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SniperRound\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(202, 3)\n\t\tTNT1 A 1 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletCartridge\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"NewClip\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tMidLevelSpawn:\n\t\tTNT1 A 0 A_Jump(232, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SniperRound\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(196, 3)\n\t\tTNT1 A 1 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletCartridge\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"NewClip\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tHighLevelSpawn:\n\t\tTNT1 A 0 A_Jump(222, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SniperRound\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(188, 3)\n\t\tTNT1 A 1 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletCartridge\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"NewClip\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n}\n}\n\nActor BFGAmmospawner replaces CellPack\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 5 A_JumpIf(ACS_NamedExecuteWithResult(\"CheckTraditional\")==1,\"ReplaceTraditional\")\nTNT1 A 1 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\nTNT1 A 1 ACS_NamedExecuteAlways(\"StarterPackDynamicProgressionFix\",0)\nTNT1 A 1 ACS_NamedExecuteAlways(\"SpawnerScript\",0)\nTNT1 A 1 A_Jump(256,\"Deciding\")\nDeciding:\nTNT1 A 1\nloop\nSpawner2:\nTNT1 A 0 A_SpawnItemEx(\"CellPackU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\nReplaceTraditional:\nTNT1 A 0 A_SpawnItemEx(\"CellPackU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\nSpawner1:\nSpawner3:\nSpawner4:\nSpawner4:\n\t\t//Levels 1-6\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 1, \"EarlyLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 5, \"EarlyLvlRandom\")\n\t\t//levels 7-12\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 2, \"LowLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 6, \"LowLvlRandom\")\n\t\t//levels 13-20\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 3, \"MidLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 7, \"MidLvlRandom\")\n\t\t//Levels >=21\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 4, \"HighLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") >= 8, \"HighLvlRandom\")\n\t\tGoto EarlyLvlRandom\n\tEarlyLvlRandom:\n\t\tTNT1 A 0 A_Jump(223, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFGEnergyCell\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(235, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlackEnergyCell\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"CellPackU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tLowLvlRandom:\n\t\tTNT1 A 0 A_Jump(219, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFGEnergyCell\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(231, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlackEnergyCell\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"CellPackU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tMidLvlRandom:\n\t\tTNT1 A 0 A_Jump(191, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFGEnergyCell\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(201, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlackEnergyCell\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"CellPackU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tHighLvlRandom:\n\t\tTNT1 A 0 A_Jump(170, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFGEnergyCell\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(179, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlackEnergyCell\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"CellPackU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner5:\n\t\tTNT1 A 0 A_SpawnItemEx(\"CellPackU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner6:\n\t\tTNT1 A 0 A_SpawnItemEx(\"CellPackU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner7:\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"CellPackU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"CellPackU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner8:\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"CellPackU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"CellPackU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner10:\nSpawner11:\nTNT1 A 1 A_SpawnItemEx(\"CellPackU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nstop\nSpawner9:\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 1, \"EarlyLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 5, \"EarlyLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 2, \"LowLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 6, \"LowLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 3, \"MidLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 7, \"MidLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 4, \"HighLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") >= 8, \"HighLevelSpawn\")\n\t\tGoto LowLevelSpawn\n\tEarlyLevelSpawn:\n\tLowLevelSpawn:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"CellPackU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tMidLevelSpawn:\n\t\tTNT1 A 0 A_Jump(191, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFGEnergyCell\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(201, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlackEnergyCell\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"CellPackU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tHighLevelSpawn:\n\t\tTNT1 A 0 A_Jump(170, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFGEnergyCell\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(179, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlackEnergyCell\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"CellPackU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n}\n}\n\nActor ShellBoxSpawnerU replaces ShellBox\n{\n//+NOTDMATCH\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\nTNT1 A 1 ACS_NamedExecuteAlways(\"StarterPackDynamicProgressionFix\",0)\nTNT1 A 1 ACS_NamedExecuteAlways(\"SpawnerScript\",0)\nTNT1 A 1 A_Jump(256,\"Deciding\")\nDeciding:\nTNT1 A 1\nloop\nSpawner2:\nReplaceVanilla:\nTNT1 A 0 A_SpawnItemEx(\"ShellBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner1:\nSpawner3:\nSpawner4:\n\t\t//Levels 1-6\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 1, \"EarlyLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 5, \"EarlyLvlRandom\")\n\t\t//levels 7-12\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 2, \"LowLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 6, \"LowLvlRandom\")\n\t\t//levels 13-20\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 3, \"MidLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 7, \"MidLvlRandom\")\n\t\t//Levels >=21\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 4, \"HighLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") >= 8, \"HighLvlRandom\")\n\t\tGoto EarlyLvlRandom\n\tEarlyLvlRandom:\n\t\tTNT1 A 0 A_Jump(239, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellBoxBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(22, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedRevolver\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tLowLvlRandom:\n\t\tTNT1 A 0 A_Jump(236, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellBoxBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(24, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedRevolver\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tMidLvlRandom:\n\t\tTNT1 A 0 A_Jump(226, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellBoxBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(28, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedRevolver\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tHighLvlRandom:\n\t\tTNT1 A 0 A_Jump(218, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellBoxBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(32, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedRevolver\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner5:\n\t\tTNT1 A 0 A_Jump(236, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellBoxBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner6:\n\t\tTNT1 A 0 A_Jump(236, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellBoxBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(12, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedRevolver\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner7:\n\t\tTNT1 A 0 A_Jump(236, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellBoxBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(28, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedRevolver\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner8:\n\t\tTNT1 A 0 A_Jump(236, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellBoxBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(28, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedRevolver\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner10:\nSpawner11:\n\t\tTNT1 A 0 A_Jump(236, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellBoxBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 1 A_SpawnItemEx(\"ShellBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tstop\nSpawner9:\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 1, \"EarlyLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 5, \"EarlyLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 2, \"LowLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 6, \"LowLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 3, \"MidLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 7, \"MidLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 4, \"HighLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") >= 8, \"HighLevelSpawn\")\n\t\tGoto LowLevelSpawn\n\tEarlyLevelSpawn:\n\t\tTNT1 A 0 A_Jump(239, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellBoxBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tLowLevelSpawn:\n\t\tTNT1 A 0 A_Jump(236, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellBoxBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(12, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedRevolver\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tMidLevelSpawn:\n\t\tTNT1 A 0 A_Jump(226, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellBoxBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(24, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedRevolver\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tHighLevelSpawn:\n\t\tTNT1 A 0 A_Jump(218, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellBoxBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(28, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedRevolver\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nstop\n}\n}\n\nActor LauncherAmmoSpawnerU replaces RocketBox\n{\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 1 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\nTNT1 A 2 A_JumpIf(ACS_NamedExecuteWithResult(\"ToggleUnifiedExplosives\")==1,\"ReplaceUnified\")\nTNT1 A 1 ACS_NamedExecuteAlways(\"StarterPackDynamicProgressionFix\",0)\nTNT1 A 1 ACS_NamedExecuteAlways(\"SpawnerScript\",0)\nTNT1 A 1 A_Jump(256,\"Deciding\")\nDeciding:\nTNT1 A 1\nloop\nSpawner2:\nReplaceVanilla:\nReplaceToggle:\nTNT1 A 0 A_SpawnItemEx(\"RocketBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\nReplaceUnified:\nTNT1 A 0 A_SpawnItemEx(\"ExplosivesCrate\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\nSpawner1:\nSpawner3:\nSpawner4:\n\t\tTNT1 A 0 A_Jump(110, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RocketBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(229, 3)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(173, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponHeavyGL\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HEGrenadeBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponSuperGL\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SpecialGrenadeBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner5:\n\t\tTNT1 A 0 A_SpawnItemEx(\"RocketBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner6:\n\t\tTNT1 A 0 A_Jump(64, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RocketBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner7:\n\t\tTNT1 A 0 A_Jump(64, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RocketBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(16, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponHeavyGL\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HEGrenadeBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner8:\n\t\tTNT1 A 0 A_Jump(118, 3)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RocketBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(152, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponHeavyGL\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HEGrenadeBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(12, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponSuperGL\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SpecialGrenadeBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner10:\nSpawner11:\nTNT1 A 1 A_SpawnItemEx(\"RocketBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nstop\nSpawner9:\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 1, \"EarlyLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 5, \"EarlyLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 2, \"LowLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 6, \"LowLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 3, \"MidLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 7, \"MidLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 4, \"HighLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") >= 8, \"HighLevelSpawn\")\n\t\tGoto LowLevelSpawn\n\tEarlyLevelSpawn:\n\t\tTNT1 A 0 A_SpawnItemEx(\"RocketBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tLowLevelSpawn:\n\t\tTNT1 A 0 A_Jump(229, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"RocketBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tMidLevelSpawn:\n\t\tTNT1 A 0 A_Jump(231, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(64, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RocketBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponHeavyGL\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HEGrenadeBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tHighLevelSpawn:\n\t\tTNT1 A 0 A_Jump(233, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(110, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RocketBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(173, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponHeavyGL\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HEGrenadeBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponSuperGL\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SpecialGrenadeBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "WeaponSpawners.txt",
        "contents": "Actor ChaingunWeaponSpawnerU replaces Chaingun\n{\n//+NOTDMATCH\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 3 A_JumpIf(ACS_NamedExecuteWithResult(\"CheckTraditional\")==1,\"ReplaceTraditional\")\nTNT1 A 1 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\nTNT1 A 1 ACS_NamedExecuteAlways(\"StarterPackDynamicProgressionFix\",0)\nTNT1 A 1 ACS_NamedExecuteAlways(\"SpawnerScript\",0)\nTNT1 A 1 A_Jump(256,\"Deciding\")\nDeciding:\nTNT1 A 1\nloop\n\nSpawner2:\nTNT1 A 1\nTNT1 A 2 A_JumpIf(ACS_NamedExecuteWithResult(\"CheckTraditional\")==1,\"ReplaceTraditional\")\nTNT1 A 1 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\nReplaceVanilla:\nTNT1 A 1\nTNT1 A 1 A_SpawnItemEx(\"Vanilla_Mini_gun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\nReplaceTraditional:\nTNT1 A 1\nTNT1 A 1 A_SpawnItemEx(\"Traditional_Chaingun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\nSpawner1:\nSpawner3:\nSpawner4:\n\t\t//Levels 1-6\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 1, \"EarlyLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 5, \"EarlyLvlRandom\")\n\t\t//levels 7-12\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 2, \"LowLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 6, \"LowLvlRandom\")\n\t\t//levels 13-20\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 3, \"MidLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 7, \"MidLvlRandom\")\n\t\t//Levels >=21\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 4, \"HighLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") >= 8, \"HighLvlRandom\")\n\t\tGoto EarlyLvlRandom\n\tEarlyLvlRandom:\n\t\tTNT1 A 0 A_Jump(251, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleLMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(250, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleMinigunUpgrade\", 0, 0, 0, 0)//Check if Upgrades are disabled\n\t\tTNT1 A 0 A_SpawnItemEx(\"MinigunUpgrade\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(249, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"M55\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(250, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeLauncherUpgrade\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(212, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"M50\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(206, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponCarbine\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedCarbine\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(191, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponHMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedHMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(198, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponSMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tLowLvlRandom:\n\t\tTNT1 A 0 A_Jump(247, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleLMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(246, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleMinigunUpgrade\", 0, 0, 0, 0)//Check if Upgrades are disabled\n\t\tTNT1 A 0 A_SpawnItemEx(\"MinigunUpgrade\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(245, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"M55\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(246, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeLauncherUpgrade\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(210, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"M50\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(206, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponCarbine\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedCarbine\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(191, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponHMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedHMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(198, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponSMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tMidLvlRandom:\n\t\tTNT1 A 0 A_Jump(237, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleLMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(236, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleMinigunUpgrade\", 0, 0, 0, 0)//Check if Upgrades are disabled\n\t\tTNT1 A 0 A_SpawnItemEx(\"MinigunUpgrade\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(233, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"M55\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(236, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeLauncherUpgrade\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(186, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"M50\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(206, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponCarbine\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedCarbine\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(194, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponHMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedHMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(198, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponSMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tHighLvlRandom:\n\t\tTNT1 A 0 A_Jump(231, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleLMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(230, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleMinigunUpgrade\", 0, 0, 0, 0)//Check if Upgrades are disabled\n\t\tTNT1 A 0 A_SpawnItemEx(\"MinigunUpgrade\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(226, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"M55\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(230, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeLauncherUpgrade\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(172, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"M50\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(206, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponCarbine\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedCarbine\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(194, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponHMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedHMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(198, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponSMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner5:\n\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\tStop\nSpawner6:\n\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\tStop\nSpawner7:\n\t\tTNT1 A 0 A_Jump(32, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner8:\n\t\tTNT1 A 0 A_Jump(64, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner10:\nSpawner11:\nTNT1 A 1 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nstop\nSpawner9:\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 1, \"EarlyLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 5, \"EarlyLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 2, \"LowLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 6, \"LowLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 3, \"MidLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 7, \"MidLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 4, \"HighLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") >= 8, \"HighLevelSpawn\")\n\t\tGoto LowLevelSpawn\n\tEarlyLevelSpawn:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(191, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponHMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedHMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tLowLevelSpawn:\n\t\tTNT1 A 0 A_Jump(210, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"M50\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(206, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponCarbine\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedCarbine\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(191, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponHMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedHMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(198, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponSMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tMidLevelSpawn:\n\t\tTNT1 A 0 A_Jump(186, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"M50\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(206, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponCarbine\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedCarbine\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(191, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponHMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedHMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(198, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponSMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tHighLevelSpawn:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(231, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleLMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(226, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"M55\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(230, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleMinigunUpgrade\", 0, 0, 0, 0)//Check if Upgrades are disabled\n\t\tTNT1 A 0 A_SpawnItemEx(\"MinigunUpgrade\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(230, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeLauncherUpgrade\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(172, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"M50\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(206, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponCarbine\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedCarbine\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(191, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponHMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedHMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(198, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponSMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nstop\n}\n}\n\nActor PlasmaWeaponSpawnerU replaces PlasmaRifle\n{\n//+NOTDMATCH\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 3 A_JumpIf(ACS_NamedExecuteWithResult(\"CheckTraditional\")==1,\"ReplaceTraditional\")\nTNT1 A 1 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\nTNT1 A 1 ACS_NamedExecuteAlways(\"StarterPackDynamicProgressionFix\",0)\nTNT1 A 1 ACS_NamedExecuteAlways(\"SpawnerScript\",0)\nTNT1 A 1 A_Jump(256,\"Deciding\")\nDeciding:\nTNT1 A 1\nloop\n\nReplaceTraditional:\nTNT1 A 0 A_SpawnItemEx(\"Traditional_PlasmaRifle\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\n\nSpawner2:\nReplaceVanilla:\nReplaceToggle://\nTNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult(\"CheckTraditional\")==1,\"ReplaceTraditional\")\nTNT1 A 0 A_SpawnItemEx(\"DropedPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\nSpawner1:\nSpawner3:\nSpawner4:\n\t\t//Levels 1-6\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 1, \"EarlyLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 5, \"EarlyLvlRandom\")\n\t\t//levels 7-12\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 2, \"LowLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 6, \"LowLvlRandom\")\n\t\t//levels 13-20\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 3, \"MidLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 7, \"MidLvlRandom\")\n\t\t//Levels >=21\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 4, \"HighLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") >= 8, \"HighLvlRandom\")\n\t\tGoto EarlyLvlRandom\n\tEarlyLvlRandom:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(248, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PulseCannon\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(236, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LightningGun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(234, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponRailgun\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Rail_Gun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(233, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponFreezer\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FreezerRifle\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(202, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedM2Plasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(192, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"LightPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tLowLvlRandom:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(246, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PulseCannon\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(232, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LightningGun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(228, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponRailgun\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Rail_Gun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(225, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponFreezer\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FreezerRifle\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(179, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedM2Plasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(197, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"LightPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tMidLvlRandom:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(224, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PulseCannon\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(218, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LightningGun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(218, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponRailgun\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Rail_Gun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(220, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponFreezer\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FreezerRifle\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(172, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedM2Plasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(96, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"LightPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tHighLvlRandom:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(210, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PulseCannon\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(208, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LightningGun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(212, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponRailgun\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Rail_Gun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(215, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponFreezer\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FreezerRifle\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(136, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedM2Plasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(64, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"LightPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner5:\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner6:\n\t\tTNT1 A 0 A_Jump(62, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedM2Plasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner7:\n\t\tTNT1 A 0 A_Jump(99, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(90, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedM2Plasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponFreezer\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FreezerRifle\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner8:\n\t\tTNT1 A 0 A_Jump(138, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(148, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedM2Plasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(158, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponFreezer\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FreezerRifle\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(172, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LightningGun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponRailgun\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Rail_Gun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner10:\nSpawner11:\nTNT1 A 1 A_SpawnItemEx(\"DropedPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nstop\nSpawner9:\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 1, \"EarlyLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 5, \"EarlyLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 2, \"LowLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 6, \"LowLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 3, \"MidLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 7, \"MidLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 4, \"HighLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") >= 8, \"HighLevelSpawn\")\n\t\tGoto LowLevelSpawn\n\tEarlyLevelSpawn:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"LightPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tLowLevelSpawn:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedM2Plasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tMidLevelSpawn:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(218, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LightningGun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(128, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponRailgun\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Rail_Gun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponFreezer\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FreezerRifle\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tHighLevelSpawn:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(210, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PulseCannon\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(102, 3)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LightningGun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(128, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponRailgun\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Rail_Gun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponFreezer\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FreezerRifle\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n}\n}\n\nActor SSGWeaponSpawnerU replaces SuperShotgun\n{\n//+NOTDMATCH\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult(\"CheckTraditional\")==1,\"ReplaceTraditional\")\nTNT1 A 1 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated   CheckTraditional\nTNT1 A 1 ACS_NamedExecuteAlways(\"StarterPackDynamicProgressionFix\",0)\nTNT1 A 1 ACS_NamedExecuteAlways(\"SpawnerScript\",0)\nTNT1 A 1 A_Jump(256,\"Deciding\")\nDeciding:\nTNT1 A 1\nloop\n\nSpawner2:\nTNT1 A 0 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\nReplaceVanilla:\nTNT1 A 3\nTNT1 A 3 A_JumpIf(ACS_NamedExecuteWithResult(\"CheckTraditional\")==1,\"ReplaceTraditional\")\nTNT1 A 3\nTNT1 A 0 A_SpawnItemEx(\"Vanilla_SSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\nReplaceTraditional:\nTNT1 A 0 A_SpawnItemEx(\"Traditional_SSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\nSpawner1:\nSpawner3:\nSpawner4:\n\t\t//Levels 1-6\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 1, \"EarlyLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 5, \"EarlyLvlRandom\")\n\t\t//levels 7-12\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 2, \"LowLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 6, \"LowLvlRandom\")\n\t\t//levels 13-20\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 3, \"MidLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 7, \"MidLvlRandom\")\n\t\t//Levels >=21\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 4, \"HighLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") >= 8, \"HighLvlRandom\")\n\t\tGoto EarlyLvlRandom\n\tEarlyLvlRandom:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(248, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Quad_SSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(188, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Commander_Blaster\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tLowLvlRandom:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(246, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Quad_SSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(180, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Commander_Blaster\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tMidLvlRandom:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(224, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Quad_SSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Commander_Blaster\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tHighLvlRandom:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(200, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Quad_SSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(92, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Commander_Blaster\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner5:\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner6:\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner7:\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner8:\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner10:\nSpawner11:\nTNT1 A 1 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nstop\nSpawner9:\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 1, \"EarlyLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 5, \"EarlyLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 2, \"LowLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 6, \"LowLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 3, \"MidLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 7, \"MidLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 4, \"HighLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") >= 8, \"HighLevelSpawn\")\n\t\tGoto LowLevelSpawn\n\tEarlyLevelSpawn:\n\tLowLevelSpawn:\n\t\tTNT1 A 0 A_Jump(52, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"Commander_Blaster\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tMidLevelSpawn:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Commander_Blaster\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tHighLevelSpawn:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(210, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Quad_SSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(92, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Commander_Blaster\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "M50.txt",
        "contents": "ACTOR M50Ammo : Ammo\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 11\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 11\n// Inventory.Icon \"M50PA0\"\n}\n\nActor M50Zoomed : inventory { inventory.maxamount 2 }\nActor HasAP : inventory { inventory.maxamount 1 }\nActor HasNitro : inventory { inventory.maxamount 1 }\nActor CartridgeCounter : inventory { inventory.maxamount 15 }\n\n//// --------------------------------------------------------------------------\n//\n// M50 Sniper Rifle\n//\n//// --------------------------------------------------------------------------\n\nACTOR M50 : Weapon\n{\n\tWeapon.BobRangeX 0.3\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 75\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.SelectionOrder 4500\n\tWeapon.AmmoType1 \"SniperRound\"\n\tWeapon.AmmoType2 \"M50Ammo\"\n\ttag \"M50 Sniper Rifle\"\n\tObituary \"%o was assassinated by %k's Sniper Rifle.\"\n    AttackSound \"None\"\n    Inventory.PickupSound \"weapons/m50_pickup\"\n\tInventory.Pickupmessage \"You got the M50 Sniper Rifle! (Slot 0)\"\n\t+WEAPON.WIMPY_WEAPON\n    +WEAPON.NOAUTOAIM\n    +WEAPON.NOALERT\n    +WEAPON.NOAUTOFIRE\n\t+WEAPON.NO_AUTO_SWITCH\n\tStates\n\t{\n\tPickUp:\n\tTNT1 A 0 A_Playsound(\"PICKUPONELINER\")\n\tTNT1 A 0\n\tStop\n\n\tSteady:\n\tTNT1 A 1\n\tGoto Ready\n\n\tReady:\n        TNT1 A 2 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\n        TNT1 A 0 A_PlaySound(\"weapons/m50_pickup\")\n\t\tM50S ABCDE 1\n        TNT1 AAAAAAAA 0\n        TNT1 A 0 //A_JumpIfInventory(\"L96A5Ammo\",1,2)\n        //Goto Reload\n        TNT1 AAAA 0\n\tRealReady:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t//\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"RifleSpread\", 5)\n\t\tM50G A 1 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"M50Zoomed\",2)\n\t\tTNT1 A 0 A_Zoomfactor(1.0)\n\t\tTNT1 A 0 A_SetCrosshair(0)\n        Loop\n    Ready2:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t//\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tM50Z B 1 A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 A_ZoomFactor(2.0)\n\t\tTNT1 A 0 A_SetCrosshair(5)\n\t\tLoop\n\n\tReady3:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t//\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tM50Z B 1 A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 A_ZoomFactor(5.0)\n\t\tTNT1 A 0 A_SetCrosshair(5)\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"M50Zoomed\",2)\n\t\tTNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GoWeaponSpecialAbility\", 1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetCrosshair(0)\n\t\tM50S EDCBA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1\n\t\tWait\n\n\tSelect:\n\t\tTNT1 A 0 A_SelectWeapon(\"M55\")\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t//\tMARN A 0 ACS_ExecuteAlways(728, 0, 0, 0, 0)//Check if penetration is on.\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\n\t\tGoto Ready\n\tRecoilFlash:\n\t\tTNT1 A 1 A_SetPitch(-4.0 + pitch)\n\t\tTNT1 A 1 A_Setpitch(pitch+1)\n\t\tTNT1 A 1 A_Setpitch(pitch+1)\n\t\tTNT1 A 1 A_Setpitch(pitch+1)\n\t\tTNT1 A 1 A_Setpitch(pitch+1)\n\t\tStop\n\tRecoilFlash2:\n\t\tTNT1 A 1 A_SetPitch(-6.0 + pitch)\n\t\tTNT1 A 1 A_Setpitch(pitch+1)\n\t\tTNT1 A 1 A_Setpitch(pitch+1)\n\t\tTNT1 A 1 A_Setpitch(pitch+1)\n\t\tTNT1 A 1 A_Setpitch(pitch+1)\n\t\tTNT1 A 1 A_Setpitch(pitch+1)\n\t\tTNT1 A 1 A_Setpitch(pitch+1)\n\t\tStop\n\tWeaponSpecial:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasAP\", 1, \"SwitchToNitro\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasNitro\", 1, \"SwitchToFMJ\")\n\t\tTNT1 A 0 A_Print(\"Cartridge type: Armor-Piercing\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"HasAP\")\n\t\tGoto FakeReload\n\n\tSwitchToNitro:\n\t\tTNT1 A 0 A_Print(\"Cartridge type: Nitroglycerine\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasAP\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"HasNitro\")\n\t\tGoto FakeReload\n\n\tSwitchToFMJ:\n\t\tTNT1 A 0 A_Print(\"Cartridge type: Full Metal Jacket\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasAP\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasNitro\",1)\n\t\tGoto FakeReload\n\n    Fire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasAP\", 1, \"APFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasNitro\", 1, \"NitroFire\")\n        TNT1 A 0 A_JumpIfInventory(\"M50Ammo\",1,2)\n        Goto Reload\n        TNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"M50Zoomed\",1,\"Fire2\")\n        TNT1 A 0 A_PlaySound(\"weapons/m50_fire\",7)\n\t\tTNT1 A 0 A_playsound(\"weapons/m50_fire2\", 6)\n\t\tM50F B 1 BRIGHT A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SniperCaseSpawn\",1,0,8,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\tM50F C 1 BRIGHT A_FireBullets(1, 1, 1, 80, \"HitPuff\")\n        XMFF A 0 A_FireCustomMissile(\"Tracer\", 0, 0, 12, -6, 0, random(-3,3))\n\t\tRIFF A 0 A_FireCustomMissile(\"WallPenetrationHitscan\", 0, 0, -1, 0, 0, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tTNT1 A 0 A_Takeinventory(\"M50Ammo\",1)\n\t\tM50F D 1 A_GunFlash(\"RecoilFlash\")\n        M50G A 8\n\t\tM50G AAAA 1 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tM50G A 5 A_WeaponReady(1)\n\t\tGoto RealReady\n\n    Fire2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasAP\", 1, \"APFire2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasNitro\", 1, \"NitroFire2\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/m50_fire\",7)\n\t\tTNT1 A 0 A_playsound(\"weapons/m50_fire2\", 6)\n        //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tRI2G A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SniperCaseSpawn\",1,0,8,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,0,45)\n\t\tM50Z B 1 BRIGHT A_FireBullets(1, 1, 1, 80, \"HitPuff\")\n        RI2F A 0 BRIGHT A_FireCustomMissile(\"Tracer\", 0, 0, -1, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"WallPenetrationHitscan\", 0, 0, -1, -12, 0, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Takeinventory(\"M50Ammo\",1)\n\t\tM50Z B 1 A_GunFlash(\"RecoilFlash2\")\n        M50Z B 10\n\t\tM50Z BBBBBB 1 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tM50Z B 10 A_WeaponReady(WRF_NOBOB)\n        TNT1 A 0 A_JumpIfInventory(\"M50Zoomed\",2,\"Ready3\")\n\t\tGoto Ready2\n\n\tAPFire:\n        TNT1 A 0 A_JumpIfInventory(\"M50Ammo\",1,2)\n        Goto Reload\n        TNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"M50Zoomed\",1,\"Fire2\")\n        TNT1 A 0 A_PlaySound(\"weapons/m50_fire\",7)\n\t\tTNT1 A 0 A_playsound(\"weapons/m50_fire2\", 6)\n\t\tM50F B 1 BRIGHT A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SniperCaseSpawn\",1,0,8,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\tM50F C 1 BRIGHT A_RailAttack(60, 0, 1, None, None, 0, 0, \"APBulletPuff\")//SSawPuff3\n        TNT1 A 0 A_FireBullets(0, 0, 1, 1, \"HitPuff\")\n\t\tXMFF A 0 A_FireCustomMissile(\"Tracer\", 0, 0, 12, -6, 0, random(-3,3))\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tTNT1 A 0 A_Takeinventory(\"M50Ammo\",1)\n\t\tM50F D 1 A_GunFlash(\"RecoilFlash\")\n        M50G A 6\n\t\tM50G AAAA 1 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tM50G A 5 A_WeaponReady(1)\n\t\tGoto RealReady\n\n    APFire2:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/m50_fire\",7)\n\t\tTNT1 A 0 A_playsound(\"weapons/m50_fire2\", 6)\n        //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tRI2G A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SniperCaseSpawn\",1,0,8,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,0,45)\n\t\tM50Z B 1 BRIGHT A_RailAttack(60, 0, 1, None, None, 0, 0, \"APBulletPuff\")//SSawPuff3\n        TNT1 A 0 A_FireBullets(0, 0, 1, 1, \"HitPuff\")\n        RI2F A 0 BRIGHT A_FireCustomMissile(\"Tracer\", 0, 0, -1, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Takeinventory(\"M50Ammo\",1)\n\t\tM50Z B 1 A_GunFlash(\"RecoilFlash2\")\n        M50Z B 10\n\t\tM50Z BBBBBB 1 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tM50Z B 10 A_WeaponReady(WRF_NOBOB)\n        TNT1 A 0 A_JumpIfInventory(\"M50Zoomed\",2,\"Ready3\")\n\t\tGoto Ready2\n\n\tNitroFire:\n        TNT1 A 0 A_JumpIfInventory(\"M50Ammo\",2,2)\n        Goto Reload\n        TNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"M50Zoomed\",1,\"Fire2\")\n        TNT1 A 0 A_PlaySound(\"weapons/m50_fire\",7)\n\t\tTNT1 A 0 A_playsound(\"weapons/m50_fire2\", 6)\n\t\tM50F B 1 BRIGHT A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t//\tM50F C 1 BRIGHT A_FireBullets(10, 10, 1, 30, \"NitroPuff\", FBF_NORANDOMPUFFZ)\n        XMFF A 0 A_FireCustomMissile(\"NitroTracer\", 0, 0, 0, 0, 0, 0)\n\t//\tTNT1 A 0 A_JumpIfInventory(\"NoPenetration\", 1, 2)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tTNT1 A 0 A_Takeinventory(\"M50Ammo\", 2)\n\t\tM50F D 1 A_GunFlash(\"RecoilFlash\")\n        M50G A 6\n\t\tM50G AAAA 1 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tM50G A 5\n\t\tM50F EFGHIJ 1\n\t\tGoto Cock\n\n    NitroFire2:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/m50_fire\",7)\n\t\tTNT1 A 0 A_playsound(\"weapons/m50_fire2\", 6)\n        //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tRI2G A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,5)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,0,45)\n\t//\tM50Z B 1 BRIGHT A_FireBullets(1, 1, 1, 30, \"NitroPuff\", FBF_NORANDOMPUFFZ)\n        RI2F A 0 BRIGHT A_FireCustomMissile(\"NitroTracer\", 0, 0, 0, 0, 0, 0)\n\t//\tTNT1 A 0 A_JumpIfInventory(\"NoPenetration\", 1, 2)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Takeinventory(\"M50Ammo\", 2)\n\t\tM50Z B 1 A_GunFlash(\"RecoilFlash2\")\n        M50Z B 6\n\t\tM50Z BBBBBB 1 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tM50Z B 5\n     // TNT1 A 0 A_JumpIfInventory(\"M50Zoomed\",2,\"Ready3\")\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tM50F EFGHIJ 1\n\t\tGoto Cock\n\n    AltFire:\n        TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"M50Zoomed\",2,\"UnZoom\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"M50Zoomed\",1,\"Zoom2\")\n\n\tZoom1:\n\t\tTNT1 A 0 A_Giveinventory(\"M50Zoomed\",1)\n\t\tTNT1 A 0 A_playsound(\"weapons/m50_zoomin\", 4)\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n        TNT1 A 0 A_ZoomFactor(2.0)\n\t\tTNT1 A 0 A_SetCrosshair(5)\n\t\tTNT1 A 0 A_Giveinventory(\"ADSmode\",1)\n     // M50Z A 1\n        Goto Ready2\n\tZoom2:\n\t\tTNT1 A 0 A_Giveinventory(\"M50Zoomed\",1)\n\t\tTNT1 A 0 A_playsound(\"weapons/m50_zoomin\", 4)\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n        TNT1 A 0 A_ZoomFactor(5.0)\n\t\tTNT1 A 0 A_SetCrosshair(5)\n\t\tTNT1 A 0 A_Giveinventory(\"ADSmode\",1)\n        M50Z B 1\n        Goto Ready3\n\tUnZoom:\n\t\tTNT1 A 0 A_playsound(\"weapons/m50_zoomout\", 6)\n     // M50Z A 1\n\t\tTNT1 A 0 A_Takeinventory(\"M50Zoomed\",2)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetCrosshair(0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n        Goto RealReady\n\n\tNoAmmo:\n\t\tM50G A 1 A_PlaySound(\"weapons/empty\")\n\t\tTNT1 A 0 A_Takeinventory(\"M50Zoomed\",2)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetCrosshair(0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tGoto RealReady\n\n    Reload:\n\t\tM50G A 1 A_WeaponReady\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetCrosshair(0)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"M50Zoomed\",2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"M50Ammo\",11,\"RealReady\")\n        TNT1 A 0 A_JumpIfInventory(\"SniperRound\",1,3)\n        Goto NoAmmo\n        TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"M50Zoomed\",2)\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0\n        M50F E 1  A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n        M50F FGHIJ 1\n\t\tM50F K 1 A_playsound(\"weapons/m50_out\", 5)\n\t\tM50F L 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n\t\tM50R ABCDEFGHIJKLMNOPQR 1\n\t\tM50R ST 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/m50_in\", 5)\n\t\tM50R UVWX 2\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"M50Ammo\",1,\"InsertBullets2\")//30+1 effect\n\t\tTNT1 A 0 A_GiveInventory(\"RifleWasEmpty\", 1)\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"M50Ammo\",10,\"DoneReloading\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SniperRound\",1,3)\n\t\tGoto DoneReloading\n        TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"M50Ammo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"CartridgeCounter\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"SniperRound\",1,TIF_NOTAKEINFINITE)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n        Goto DoneReloading\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n        Goto DoneReloading\n\tInsertBullets2:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"M50Ammo\",11,\"DontCock\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SniperRound\",1,3)\n\t\tGoto DoneReloading\n        TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"M50Ammo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"CartridgeCounter\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"SniperRound\",1,TIF_NOTAKEINFINITE)\n\t\tGoto InsertBullets2\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n        Goto DoneReloading\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n        Goto DoneReloading\n\n\tDoneReloading:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CartridgeCounter\", 10, 1)\n\t\tGoto DontCock\n\t\tTNT1 A 0 A_TakeInventory(\"CartridgeCounter\", 10)\n\t\tTNT1 A 0 A_TakeInventory(\"RifleWasEmpty\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/m50_boltopen\", 5)\n\t//\tTNT1 A 0 A_FireCustomMissile(\"SniperCaseSpawn\",1,0,8,0)\n\t\tM50F LMNONML 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/m50_boltclose\", 5)\n\t\tM50F KJIHGFE 1\n\t\tTNT1 A 0 A_Refire(\"Fire\")\n\t\tGoto RealReady\n\n\tDontCock:\n\t\tTNT1 A 0 A_TakeInventory(\"CartridgeCounter\", 10)\n\t\tTNT1 A 0 A_TakeInventory(\"RifleWasEmpty\")\n\t\tM50F KJIHGFE 1\n\t\tGoto RealReady\n\n\tFakeReload:\n\t\tM50G A 1 A_WeaponReady\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetCrosshair(0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"M50Zoomed\",2)\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0\n        M50F E 1  A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        M50F FGHIJ 1\n\t\tM50F K 1 A_playsound(\"weapons/m50_out\", 5)\n\t\tM50F L 1\n\t\tTNT1 A 0\n\t\tM50R ABCEGIKMOQR 1\n\t\tM50R ST 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/m50_in\", 5)\n\t\tM50R UVWX 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/m50_boltopen\", 5)\n\t\tM50F LMNONML 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/m50_boltclose\", 5)\n\t\tM50F KJIHGFE 1\n\t\tTNT1 A 0 A_Refire(\"Fire\")\n\t\tGoto RealReady\n\n\tCock:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/m50_boltopen\", 5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SniperCaseSpawn\",1,0,8,0)\n\t\tM50F LMNONML 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/m50_boltclose\", 5)\n\t\tM50F KJIHGFE 1\n\t\tTNT1 A 0 A_Refire(\"Fire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"M50Zoomed\",2,\"Ready3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"M50Zoomed\",1,\"Ready2\")\n\t\tGoto RealReady\n\n \tSpawn:\n\t\tM50P A -1\n\t\tStop\n\n\tUseHealthBackPack:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoHealBackpack\", 1)\n\t\tSYRI ABCDEFGHIJ 1\n\t\tSYRI A 0 A_PlaySound(\"blodr1\", 3)\n\t\tSYRI KLL 1\n\t\tSYRI A 0 A_PlaySound(\"misc/N_HP_pickup\", 2)\n\t\tSYRI MMMM 1\n\t\tSYRI LKJIHGFEDCBA 1\n\t\tGoto Ready\n\n\tThrowSwarmPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoSwarmPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Swarmers\", 1, 1)\n\t\tGoto NoSwarmPod\n\t\tTNT1 A 0 A_TakeInventory(\"Swarmers\", 1)\n\t\tXHFA LKJIHG 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF G 2\n\t\tXHFF IJKL 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"SwarmerPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoSwarmPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Swarmers left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowElecPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoElecPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ElecPod\", 1, 1)\n\t\tGoto NoElecPod\n\t\tTNT1 A 0 A_TakeInventory(\"ElecPod\", 1)\n\t\tXHFA ABCDEF 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF B 2\n\t\tXHFF CDEF 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"ElectricPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoElecPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Electropods left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tMinePurist:\n\t\tTNT1 A 0 A_Print(\"Land Mines disabled in Classic Mode!\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tGoto Ready+12\n\n    ThrowMine:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\", 1, 1)\n\t\tGoto NoMine\n\t\tMINE ABCDEF 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 1)\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tTNT1 A 0 A_ThrowGrenade(\"ThrownProxMine\",4,11,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\", 1)\n\t\tMINE GHIJK 1\n\t\tGoto Ready\n\n\tNoMine:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Land Mines left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowGrenade:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tHNDF ABCDEFGH 1\n\t\tHNDF I 2 A_PlaySound(\"OPNGRN\", 1)\n\t\tHNDF JKLMNOPQR 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Refire\n\t\tHND1 I 2 A_PlaySound(\"THRGRN\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\", 1)\n\t\tHND1 J 1 A_FireCustomMissile(\"ThrownGrenade30\")\n\t\tHND1 KLMNOPQ 2\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tGoto Ready\n\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n    FlashKicking:\n\t\tM50S F 1\n\t\tM50S E 1\n\t\tM50S D 1\n\t\tM50S D 3\n\t\tM50S C 3\n\t\tM50S D 3\n\t\tM50S E 1\n\t\tM50S F 1\n\t\tM50G A 1\n\t\tM50G AAA 1\n\t\tStop\n\n\tFlashAirKicking:\n\t\tM50S F 1\n\t\tM50S E 1\n\t\tM50S D 1\n\t\tM50S D 3\n\t\tM50S C 3\n\t\tM50S D 3\n\t\tM50S E 1\n\t\tM50S F 1\n\t\tM50G A 1\n\t\tM50G AAAA 1\n\t\tStop\n\n\tFlashSlideKicking:\n\t\tM50S FE 2\n\t\tM50S DDDDCCCCCDD 2\n\t\tStop\n\n\tFlashSlideKickingStop:\n\t\t//TNT1 A 0\n\t\tM50S DEFF 1\n\t\tM50G A 2\n\t\tStop\n\nFlashPunching:\n\t\tM50S F 1\n\t\tM50S E 1\n\t\tM50S D 1\n\t\tM50S D 3\n\t\tM50S C 3\n\t\tM50S D 3\n\t\tM50S E 1\n\t\tM50S F 1\n\t\tM50G A 1\n\t\tM50G AAA 1\n\t\tStop\n\n\t////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n\t\tQuickPunchPurist:\n\t\tTNT1 A 0 A_Print(\"Knife Combos Not Allowed In Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"DoPunch\",1)\n\t\tGoto Ready+12\n\n\tQuickPunch:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"QuickPunchPurist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"SuperQuickPunch\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\n\tSuperQuickPunch:\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\n\tKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 25, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, -25, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AAAA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n    DoKick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf(Height < 54, \"SlideKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n\n        KICK H 3\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSlideKick:\n\t\tTNT1 A 0 A_GiveInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Jumpifinventory(\"PowerStrength\",1,\"SuperSlideKick\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-13)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_ZoomFactor(0.960)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\t LowerKick:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"KickHasHitAnObject\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/End\", 1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKickingStop\")\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperSlideKick:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-15)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n    BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n\n        KICK H 3 A_ZoomFactor(0.950)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tAirKick:\n\t    TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashAirKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n        TNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n    Taunt:\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\", 1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n        TNT1 A 5\n\t\tFUCK A 2\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n        FUCK B 2 A_PlaySound(\"FUCK\", 1)\n        FUCK C 2 A_AlertMonsters\n\t\tFUCK D 15 A_TakeInventory(\"Taunting\",1)\n        FUCK CBA 5\n\t\tTNT1 A 5\n\t\tGoto Ready\n\tSalute:\n\t    TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\t}\n}\n\nActor NitroTracer : Tracer\n{\nSpeed 500\nDamage 45\nDecal \"Scorch\"\nstates\n\t{\n\tDeath:\n\tXDeath:\n\t\tTNT1 A 0 A_Stopsound(6)\n\t\tMISL B 0 ACS_NamedExecuteAlways(\"GuidedMissileACS101\",0,800,0,0)\n\t\tEXPL A 0 Radius_Quake (3, 16, 0, 15, 0)\n\t\tTNT1 A 0 A_SpawnItem (\"BigRicoChet\", 0, -30)\n        TNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t    TNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t    TNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"NitroExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 AAAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n        EXPL AAAAA 0 A_CustomMissile (\"ExplosionSmokeFast22\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 A 20\n\t\tStop\n\t}\n}\n\nActor APTracer : Tracer\n{\nSpeed 500\nDamage 20\n+FOILINVUL\n+RIPPER\nDecal \"BulletPuff\"\nStates\n{\n\tDeath:\n\tXDeath:\n\tTNT1 A 0 A_SpawnItem(\"BulletPuff\")\n\tStop\n\t}\n}\n\nactor NitroExplosion : RocketExplosion\n{\nStates\n\t{\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"WhiteShockwave\")\n\tTNT1 A 2\n\tTNT1 A 0 A_Explode(240,75)\n    Stop\n\t}\n}\n\nACTOR SniperCaseSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyBrassSniper\",-5,0,random(-80,-100),2,random(45,80))\n\t\tStop\n\t}\n}\n\nACTOR EmptyBrassSniper : EmptyBrass\n{\n   Scale 0.25\n   States\n   {\n   Spawn:\n\t  TNT1 A 0 ACS_ExecuteAlways(7798, 0, 0, 0, 0)//Check Effects\n      CASS ABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGH 3 A_JumpIf(waterlevel > 1, \"Splash\")\n      STOP\n\n   Death:\n      CASS I 0\n      LCPJ A 0 A_Jump(256,\"Rest1\",\"Rest2\",\"Rest3\",\"Rest4\",\"Rest5\",\"Rest6\",\"Rest7\",\"Rest8\")\n      Goto Rest1\n    Rest1:\n      CASS I 900\n\t  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ToggleBulletJanitor\")==1,\"Disappear\")\n      Loop\n    Rest2:\n      CASS J 900\n\t  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ToggleBulletJanitor\")==1,\"Disappear\")\n      loop\n    Rest3:\n\t  CASS K 900\n\t TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ToggleBulletJanitor\")==1,\"Disappear\")\n      Loop\n    Rest4:\n      CASS L 900\n\t TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ToggleBulletJanitor\")==1,\"Disappear\")\n      Loop\n    Rest5:\n      CASS M 900\n\t TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ToggleBulletJanitor\")==1,\"Disappear\")\n      Loop\n    Rest6:\n      CASS I 900\n\t TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ToggleBulletJanitor\")==1,\"Disappear\")\n      Loop\n    Rest7:\n      CASS J 900\n\t TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ToggleBulletJanitor\")==1,\"Disappear\")\n      Loop\n    Rest8:\n      CASS K 900\n\t TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ToggleBulletJanitor\")==1,\"Disappear\")\n      Loop\n\n  Disappear:\n  TNT1 A 1\n  Stop\n\n\tSplash:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"UnderwaterEmptyBrass\")\n\tStop\n\n   }\n}\n\nActor APBulletPuff : BulletPuff\n{\t+ALWAYSPUFF\t\t}\n\nActor DecalTracer : Tracer\n{ Decal \"BulletChip\" }"
      },
      {
        "source": "pk3",
        "name": "M55.txt",
        "contents": "ACTOR M55Ammo : Ammo\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 16\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 16\n //Inventory.Icon \"M55PA0\"\n}\n\n//// --------------------------------------------------------------------------\n//\n// M55 Anti-Materiel Rifle\n//\n//// --------------------------------------------------------------------------\n\nACTOR M55 : Weapon\n{\n\tWeapon.BobRangeX 0.3\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 75\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.SelectionOrder 4500\n\tWeapon.AmmoType1 \"SniperRound\"\n\tWeapon.AmmoType2 \"M55Ammo\"\n\ttag \"M55 Anti-Materiel Rifle\"\n\tObituary \"%o was punctured by %k's Anti-Materiel Rifle.\"\n    AttackSound \"None\"\n    Inventory.PickupSound \"weapons/m55_pickup\"\n\tInventory.Pickupmessage \"You got the M55 Anti-Material Rifle Upgrade!\"\n\t+WEAPON.WIMPY_WEAPON\n    +WEAPON.NOAUTOAIM\n    +WEAPON.NOALERT\n    +WEAPON.NOAUTOFIRE\n\t+INVENTORY.ALWAYSPICKUP\n\t-FORCEXYBILLBOARD\n\t+POWERED_UP\n\tWeapon.SisterWeapon M50\n\tStates\n\t{\n\tPickUp:\n\tTNT1 A 0 A_Playsound(\"PICKUPONELINER\")\n\tTNT1 A 0\n\tStop\n\n\tSteady:\n\tTNT1 A 1\n\tGoto Ready\n\n\tReady:\n        TNT1 A 2 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n        TNT1 A 0 A_PlaySound(\"weapons/m55_pickup\")\n\t\tM55S ABCDE 1\n        TNT1 AAAAAAAA 0\n        TNT1 A 0 //A_JumpIfInventory(\"L96A5Ammo\",1,2)\n        //Goto Reload\n        TNT1 AAAA 0\n\tRealReady:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t//\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"RifleSpread\", 5)\n\t\tM55G A 1 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"M50Zoomed\", 2)\n\t\tTNT1 A 0 A_Takeinventory(\"M55Infrared\")\n\t\tTNT1 A 0 A_Zoomfactor(1.0)\n\t\tTNT1 A 0 A_SetCrosshair(0)\n        Loop\n    Ready2:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t//\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tM55Z A 1 A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 A_ZoomFactor(2.0)\n\t\tTNT1 A 0 A_SetCrosshair(5)\n\t\tLoop\n\n\tReady3:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t//\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tM55Z A 1 A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 A_ZoomFactor(8.0)\n\t\tTNT1 A 0 A_SetCrosshair(5)\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"M50Zoomed\",2)\n\t\tTNT1 A 0 A_Takeinventory(\"M55Infrared\")\n\t\tTNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GoWeaponSpecialAbility\", 1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetCrosshair(0)\n\t\tM55S EDCBA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1\n\t\tWait\n\n\tSelect:\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t//\tMARN A 0 ACS_ExecuteAlways(728, 0, 0, 0, 0)//Check if penetration is on.\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\n\t\tGoto Ready\n\tRecoilFlash:\n\t\tTNT1 A 1 A_SetPitch(-8.0 + pitch)\n\t\tTNT1 A 1 A_Setpitch(pitch+2)\n\t\tTNT1 A 1 A_Setpitch(pitch+2)\n\t\tTNT1 A 1 A_Setpitch(pitch+2)\n\t\tTNT1 A 1 A_Setpitch(pitch+2)\n\t\tStop\n\tRecoilFlash2:\n\t\tTNT1 A 1 A_SetPitch(-12.0 + pitch)\n\t\tTNT1 A 1 A_Setpitch(pitch+2)\n\t\tTNT1 A 1 A_Setpitch(pitch+2)\n\t\tTNT1 A 1 A_Setpitch(pitch+2)\n\t\tTNT1 A 1 A_Setpitch(pitch+2)\n\t\tTNT1 A 1 A_Setpitch(pitch+2)\n\t\tTNT1 A 1 A_Setpitch(pitch+2)\n\t\tStop\n\n\tWeaponSpecial:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasAP\", 1, \"SwitchToNitro\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasNitro\", 1, \"SwitchToFMJ\")\n\t\tTNT1 A 0 A_Print(\"Cartridge type: Armor-Piercing\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"HasAP\")\n\t\tGoto FakeReload\n\n\tSwitchToNitro:\n\t\tTNT1 A 0 A_Print(\"Cartridge type: Nitroglycerine\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasAP\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"HasNitro\")\n\t\tGoto FakeReload\n\n\tSwitchToFMJ:\n\t\tTNT1 A 0 A_Print(\"Cartridge type: Full Metal Jacket\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasAP\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasNitro\",1)\n\t\tGoto FakeReload\n\n    Fire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasAP\", 1, \"APFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasNitro\", 1, \"NitroFire\")\n        TNT1 A 0 A_JumpIfInventory(\"M55Ammo\",1,2)\n        Goto Reload\n        TNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"M50Zoomed\",1,\"Fire2\")\n        TNT1 A 0 A_PlaySound(\"weapons/m55_fire\",7)\n\t\tTNT1 A 0 A_playsound(\"weapons/m55_fire2\", 6)\n\t\tM55F A 1 BRIGHT A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SniperCaseSpawn\",1,0,8,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\tM55F B 1 BRIGHT A_FireBullets(1, 1, 1, 120, \"HitPuff\")\n        XMFF A 0 A_FireCustomMissile(\"Tracer\", 0, 0, 12, -6, 0, random(-3,3))\n\t\tRIFF A 0 A_FireCustomMissile(\"M55WallPenetrationHitscan\", 0, 0, -1, 0, 0, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssQuad\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tTNT1 A 0 A_Takeinventory(\"M55Ammo\",1)\n\t\tM55F C 1 A_GunFlash(\"RecoilFlash\")\n        M55G A 8\n\t\tM55G AAAA 1 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tM55G A 5 A_WeaponReady(1)\n\t\tGoto RealReady\n\n    Fire2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasAP\", 1, \"APFire2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasNitro\", 1, \"NitroFire2\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/m55_fire\",7)\n\t\tTNT1 A 0 A_playsound(\"weapons/m55_fire2\", 6)\n        //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tRI2G A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SniperCaseSpawn\",1,0,8,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,0,45)\n\t\tM55Z A 1 BRIGHT A_FireBullets(1, 1, 1, 120, \"HitPuff\")\n        RI2F A 0 BRIGHT A_FireCustomMissile(\"Tracer\", 0, 0, -1, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"M55WallPenetrationHitscan\", 0, 0, -1, -12, 0, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssQuad\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Takeinventory(\"M55Ammo\",1)\n\t\tM55Z A 1 A_GunFlash(\"RecoilFlash2\")\n        M55Z A 1\n\t\tM55Z AAAAAA 1 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tM55Z A 10 A_WeaponReady(WRF_NOBOB)\n        TNT1 A 0 A_JumpIfInventory(\"M50Zoomed\",2,\"Ready3\")\n\t\tGoto Ready2\n\n\tAPFire:\n        TNT1 A 0 A_JumpIfInventory(\"M55Ammo\",1,2)\n        Goto Reload\n        TNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"M50Zoomed\",1,\"Fire2\")\n        TNT1 A 0 A_PlaySound(\"weapons/m55_fire\",7)\n\t\tTNT1 A 0 A_playsound(\"weapons/m55_fire2\", 6)\n\t\tM55F A 1 BRIGHT A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SniperCaseSpawn\",1,0,8,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\tM55F B 1 BRIGHT A_RailAttack(100, 0, 1, None, None, 0, 0, \"APBulletPuff\")//SSawPuff3\n\t\tTNT1 A 0 BRIGHT A_FireBullets(0, 0, 1, 1, \"HitPuff\")\n\t\tXMFF A 0 A_FireCustomMissile(\"Tracer\", 0, 0, 12, -6, 0, random(-3,3))\n\t//\tTNT1 A 0 A_JumpIfInventory(\"NoPenetration\", 1, 2)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssQuad\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tTNT1 A 0 A_Takeinventory(\"M55Ammo\",1)\n\t\tM55F C 1 A_GunFlash(\"RecoilFlash\")\n        M55G A 1\n\t\tM55G AAAA 1 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tM55G A 5 A_WeaponReady(1)\n\t\tGoto RealReady\n\n    APFire2:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/m55_fire\",7)\n\t\tTNT1 A 0 A_playsound(\"weapons/m55_fire2\", 6)\n        //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tRI2G A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SniperCaseSpawn\",1,0,8,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,0,45)\n\t\tM55Z A 1 BRIGHT A_RailAttack(100, 0, 1, None, None, 0, 0, \"APBulletPuff\")//SSawPuff3\n        TNT1 A 0 BRIGHT A_FireBullets(0, 0, 1, 1, \"HitPuff\")\n\t\tRI2F A 0 BRIGHT A_FireCustomMissile(\"Tracer\", 0, 0, -1, 0)\n\t//\tTNT1 A 0 A_JumpIfInventory(\"NoPenetration\", 1, 2)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssQuad\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Takeinventory(\"M55Ammo\",1)\n\t\tM55Z A 1 A_GunFlash(\"RecoilFlash2\")\n        M55Z A 1\n\t\tM55Z AAAAAA 1 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tM55Z A 10 A_WeaponReady(WRF_NOBOB)\n        TNT1 A 0 A_JumpIfInventory(\"M50Zoomed\",2,\"Ready3\")\n\t\tGoto Ready2\n\n\tNitroFire:\n        TNT1 A 0 A_JumpIfInventory(\"M55Ammo\",2,2)\n        Goto Reload\n        TNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"M50Zoomed\",1,\"Fire2\")\n        TNT1 A 0 A_PlaySound(\"weapons/m55_fire\",7)\n\t\tTNT1 A 0 A_playsound(\"weapons/m55_fire2\", 6)\n\t\tM55F A 1 BRIGHT A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\tM55F B 1 BRIGHT //A_FireBullets(10, 10, 1, 30, \"NitroPuff\", FBF_NORANDOMPUFFZ)\n        XMFF A 0 A_FireCustomMissile(\"M55NitroTracer\", 0, 0, 0, 0, 0, 0)\n\t//\tTNT1 A 0 A_JumpIfInventory(\"NoPenetration\", 1, 2)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssQuad\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tTNT1 A 0 A_Takeinventory(\"M55Ammo\", 2)\n\t\tM55F C 1 A_GunFlash(\"RecoilFlash\")\n        M55G A 1\n\t\tM55G AAAA 1 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tM55G A 5\n\t\tGoto Cock\n\n    NitroFire2:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/m55_fire\",7)\n\t\tTNT1 A 0 A_playsound(\"weapons/m55_fire2\", 6)\n        //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tRI2G A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,5)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,0,45)\n\t\tM55Z A 1 BRIGHT //A_FireBullets(1, 1, 1, 30, \"NitroPuff\", FBF_NORANDOMPUFFZ)\n        RI2F A 0 BRIGHT A_FireCustomMissile(\"M55NitroTracer\", 0, 0, 0, 0, 0, 0)\n\t//\tTNT1 A 0 A_JumpIfInventory(\"NoPenetration\", 1, 2)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssQuad\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Takeinventory(\"M55Ammo\", 2)\n\t\tM55Z A 1 A_GunFlash(\"RecoilFlash2\")\n        M55Z A 1\n\t\tM55Z AAAAAA 1 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tM55Z A 5\n     // TNT1 A 0 A_JumpIfInventory(\"M50Zoomed\",2,\"Ready3\")\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetCrosshair(0)\n\t\tGoto Cock\n\n    AltFire:\n        TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"M50Zoomed\",2,\"UnZoom\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"M50Zoomed\",1,\"Zoom2\")\n\tZoom1:\n\t\tTNT1 A 0 A_Giveinventory(\"M50Zoomed\",1)\n\t\tTNT1 A 0 A_playsound(\"weapons/m50_zoomin\", 4)\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n        TNT1 A 0 A_ZoomFactor(2.0)\n\t\tTNT1 A 0 A_SetCrosshair(5)\n\t\tTNT1 A 0 A_Giveinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"M55Infrared\")\n     // M50Z A 1\n        Goto Ready2\n\tZoom2:\n\t\tTNT1 A 0 A_Giveinventory(\"M50Zoomed\",1)\n\t\tTNT1 A 0 A_playsound(\"weapons/m50_zoomin\", 4)\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n        TNT1 A 0 A_ZoomFactor(8.0)\n\t\tTNT1 A 0 A_SetCrosshair(5)\n\t\tTNT1 A 0 A_Giveinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"M55Infrared\")\n        M55Z A 1\n        Goto Ready3\n\tUnZoom:\n\t\tTNT1 A 0 A_playsound(\"weapons/m50_zoomout\", 6)\n     // M50Z A 1\n\t\tTNT1 A 0 A_Takeinventory(\"M50Zoomed\",2)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetCrosshair(0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"M55Infrared\")\n        Goto RealReady\n\n\tNoAmmo:\n\t\tM55G A 1 A_PlaySound(\"weapons/empty\")\n\t\tTNT1 A 0 A_Takeinventory(\"M55Infrared\")\n\t\tTNT1 A 0 A_Takeinventory(\"M50Zoomed\",2)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tGoto RealReady\n\n    Reload:\n\t\tM55G A 1 A_WeaponReady\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetCrosshair(0)\n\t\tTNT1 A 0 A_Takeinventory(\"M55Infrared\")\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"M50Zoomed\",2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"M55Ammo\",16,\"RealReady\")\n        TNT1 A 0 A_JumpIfInventory(\"SniperRound\",1,3)\n        Goto NoAmmo\n        TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"M50Zoomed\",2)\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0\n        M55U A 1  A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n        M55U ABCDEFGH 1\n\t\tM55D ABCDE 1\n\t\tM55R C 2 A_playsound(\"weapons/m55_out\", 5)\n\t\tM55R C 2\n\t\tTNT1 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n\t\tM55R DEFGHI 2\n\t\tM55R JK 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/m55_in\", 5)\n\t\tM55R LMN 2\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"M55Ammo\",1,\"InsertBullets2\")//30+1 effect\n\t\tTNT1 A 0 A_GiveInventory(\"RifleWasEmpty\", 1)\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"M55Ammo\",15,\"DoneReloading\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SniperRound\",1,3)\n\n\t\tGoto DoneReloading\n        TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"M55Ammo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"CartridgeCounter\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"SniperRound\",1,TIF_NOTAKEINFINITE)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n        Goto DoneReloading\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n        Goto DoneReloading\n\tInsertBullets2:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"M55Ammo\",16,\"DontCock\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SniperRound\",1,3)\n\t\tGoto DoneReloading\n        TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"M55Ammo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"CartridgeCounter\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"SniperRound\",1,TIF_NOTAKEINFINITE)\n\t\tGoto InsertBullets2\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n        Goto DoneReloading\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n        Goto DoneReloading\n\n\tDoneReloading:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CartridgeCounter\", 15, 1)\n\t\tGoto DontCock\n\t\tTNT1 A 0 A_TakeInventory(\"CartridgeCounter\", 15)\n\t\tTNT1 A 0 A_TakeInventory(\"RifleWasEmpty\")\n\t//\tTNT1 A 0 A_FireCustomMissile(\"SniperCaseSpawn\",1,0,8,0)\n\t\tM55R C 10\n\t\tM55C CDEF 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/m55_pickup\", 5)\n\t\tM55C GHIJC 1\n\t\tM55D EDCBA 1\n\t\tM55U HGFEDCBA 1\n\t\tTNT1 A 0 A_Refire(\"Fire\")\n\t\tGoto RealReady\n\n\tDontCock:\n\t\tTNT1 A 0 A_TakeInventory(\"CartridgeCounter\", 15)\n\t\tTNT1 A 0 A_TakeInventory(\"RifleWasEmpty\")\n\t\tM55D EDCBA 1\n\t\tM55U HGFEDCBA 1\n\t\tGoto RealReady\n\n\tFakeReload:\n\t\tM55G A 1 A_WeaponReady\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetCrosshair(0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"M55Infrared\")\n\t\tTNT1 A 0 A_Takeinventory(\"M50Zoomed\",2)\n        TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"M50Zoomed\",2)\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0\n        M55U A 1  A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        M55U ABCDEFGH 1\n\t\tM55D ABCDE 1\n\t\tM55R C 2 A_playsound(\"weapons/m55_out\", 5)\n\t\tM55R C 1\n\t\tM55R DEFGHI 1\n\t\tM55R JK 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/m55_in\", 5)\n\t\tM55R LMN 1\n\t\tM55R C 5\n\t\tM55C CDEF 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/m55_pickup\", 5)\n\t\tM55C GHIJC 1\n\t\tM55D EDCBA 1\n\t\tM55U HGFEDCBA 1\n\t\tTNT1 A 0 A_Refire(\"Fire\")\n\t\tGoto RealReady\n\n\tCock:\n\t\tTNT1 A 0 A_Takeinventory(\"M55Infrared\")\n\t\tM55U ABCDEFGH 1\n\t\tM55D ABCDE 1\n\t\tM55R C 10\n\t\tM55C CDEF 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/m55_pickup\", 5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SniperCaseSpawn\",1,0,8,0)\n\t\tM55C GHIJC 1\n\t\tM55D EDCBA 1\n\t\tM55U HGFEDCBA 1\n\t\tTNT1 A 0 A_Refire(\"Fire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"M50Zoomed\",2,\"Ready3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"M50Zoomed\",1,\"Ready2\")\n\t\tGoto RealReady\n\n \tSpawn:\n\t\tM55P ABCDEDCB 2 Bright\n\t\tLoop\n\n\tUseHealthBackPack:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoHealBackpack\", 1)\n\t\tSYRI ABCDEFGHIJ 1\n\t\tSYRI A 0 A_PlaySound(\"blodr1\", 3)\n\t\tSYRI KLL 1\n\t\tSYRI A 0 A_PlaySound(\"misc/N_HP_pickup\", 2)\n\t\tSYRI MMMM 1\n\t\tSYRI LKJIHGFEDCBA 1\n\t\tGoto Ready\n\n\tThrowSwarmPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoSwarmPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Swarmers\", 1, 1)\n\t\tGoto NoSwarmPod\n\t\tTNT1 A 0 A_TakeInventory(\"Swarmers\", 1)\n\t\tXHFA LKJIHG 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF G 2\n\t\tXHFF IJKL 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"SwarmerPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoSwarmPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Swarmers left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowElecPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoElecPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ElecPod\", 1, 1)\n\t\tGoto NoElecPod\n\t\tTNT1 A 0 A_TakeInventory(\"ElecPod\", 1)\n\t\tXHFA ABCDEF 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF B 2\n\t\tXHFF CDEF 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"ElectricPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoElecPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Electropods left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tMinePurist:\n\t\tTNT1 A 0 A_Print(\"Land Mines disabled in Classic Mode!\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tGoto Ready+12\n\n    ThrowMine:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\", 1, 1)\n\t\tGoto NoMine\n\t\tMINE ABCDEF 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 1)\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tTNT1 A 0 A_ThrowGrenade(\"ThrownProxMine\",4,11,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\", 1)\n\t\tMINE GHIJK 1\n\t\tGoto Ready\n\n\tNoMine:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Land Mines left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowGrenade:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tHNDF ABCDEFGH 1\n\t\tHNDF I 2 A_PlaySound(\"OPNGRN\", 1)\n\t\tHNDF JKLMNOPQR 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Refire\n\t\tHND1 I 2 A_PlaySound(\"THRGRN\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\", 1)\n\t\tHND1 J 1 A_FireCustomMissile(\"ThrownGrenade30\")\n\t\tHND1 KLMNOPQ 2\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tGoto Ready\n\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n    FlashKicking:\n\t\tM55S F 1\n\t\tM55S E 1\n\t\tM55S D 1\n\t\tM55S D 3\n\t\tM55S C 3\n\t\tM55S D 3\n\t\tM55S E 1\n\t\tM55S F 1\n\t\tM55G A 1\n\t\tM55G AAA 1\n\t\tStop\n\n\tFlashAirKicking:\n\t\tM55S F 1\n\t\tM55S E 1\n\t\tM55S D 1\n\t\tM55S D 3\n\t\tM55S C 3\n\t\tM55S D 3\n\t\tM55S E 1\n\t\tM55S F 1\n\t\tM55G A 1\n\t\tM55G AAAA 1\n\t\tStop\n\n\tFlashSlideKicking:\n\t\tM55S FE 2\n\t\tM55S DDDDCCCCCDD 2\n\t\tStop\n\n\tFlashSlideKickingStop:\n\t\t//TNT1 A 0\n\t\tM55S DEFF 1\n\t\tM55G A 2\n\t\tStop\n\nFlashPunching:\n\t\tM55S F 1\n\t\tM55S E 1\n\t\tM55S D 1\n\t\tM55S D 3\n\t\tM55S C 3\n\t\tM55S D 3\n\t\tM55S E 1\n\t\tM55S F 1\n\t\tM55G A 1\n\t\tM55G AAA 1\n\t\tStop\n\n\t////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n\t\tQuickPunchPurist:\n\t\tTNT1 A 0 A_Print(\"Knife Combos Not Allowed In Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"DoPunch\",1)\n\t\tGoto Ready+12\n\n\tQuickPunch:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"QuickPunchPurist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"SuperQuickPunch\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\n\tSuperQuickPunch:\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\n\tKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 25, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, -25, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AAAA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n    DoKick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf(Height < 54, \"SlideKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n\n        KICK H 3\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSlideKick:\n\t\tTNT1 A 0 A_GiveInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Jumpifinventory(\"PowerStrength\",1,\"SuperSlideKick\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-13)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_ZoomFactor(0.960)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\t LowerKick:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"KickHasHitAnObject\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/End\", 1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKickingStop\")\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperSlideKick:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-15)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n    BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n\n        KICK H 3 A_ZoomFactor(0.950)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tAirKick:\n\t    TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashAirKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n        TNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n    Taunt:\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\", 1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n        TNT1 A 5\n\t\tFUCK A 2\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n        FUCK B 2 A_PlaySound(\"FUCK\", 1)\n        FUCK C 2 A_AlertMonsters\n\t\tFUCK D 15 A_TakeInventory(\"Taunting\",1)\n        FUCK CBA 5\n\t\tTNT1 A 5\n\t\tGoto Ready\n\tSalute:\n\t    TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\t}\n}\n\nActor SniperRound : Ammo\n{\n\tInventory.PickUpSound \"items/cartridge_pick\"\n    Game Doom\n\t+DONTGIB\n\t+FLOORCLIP\n\tInventory.PickUpMessage \"Picked up a pair of .416 rounds.\"\n\tInventory.Amount 2\n    Inventory.MaxAmount 50\n    Ammo.BackpackAmount 10\n    Ammo.BackpackMaxAmount 100\n\tScale 0.5\n    Inventory.Icon \"416AA0\"\n    States\n    {\n    Spawn:\n      416A A -1\n      Stop\n\t}\n}\n\nACTOR SniperRoundBox : SniperRound\n{\n\tInventory.PickUpMessage \"Picked up a case of .416 rounds.\"\n\tInventory.PickUpSound \"items/cartridge_pick\"\n\tInventory.Amount 10\n    Inventory.MaxAmount 50\n    Ammo.BackpackAmount 10\n    Ammo.BackpackMaxAmount 100\n\tScale .84\n    States\n    {\n    Spawn:\n      416B A -1\n      Stop\n\t}\n}\n\nActor M55WallPenetrationHitscan : WallPenetrationHitscan\n{\nstates\n\t{\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_CheckFloor(\"Nothing\")\n\tTNT1 A 0 A_CheckCeiling(\"Nothing\")\n\tTNT1 AA 0 A_SpawnItemEx (\"M55Penetrator\",cos(-pitch)*24,0,0+(sin(pitch)*24),cos(-pitch)*100,0,sin(pitch)*100,0,SXF_TRANSFERPITCH)\n\tTNT1 A 2\n    Stop\n\nXDeath:\n\tTNT1 A 0\n\tTNT1 AA 0 A_SpawnItemEx (\"M55Penetrator\",cos(-pitch)*24,0,0+(sin(pitch)*24),cos(-pitch)*100,0,sin(pitch)*100,0,SXF_TRANSFERPITCH)\n\tStop\n\t}\n}\n\nActor M55Penetrator : Penetrator\n{\nDamage 25\nStates\n{\nXDEath:\nTNT1 A 0\nTNT1 A 0 A_Playsound(\"bulletfleshimpact\", 1)\nTNT1 A 0 A_SpawnItemEx (\"M55Penetrator2\",cos(-pitch)*24,0,0+(sin(pitch)*24),cos(-pitch)*100,0,sin(pitch)*100,0,SXF_TRANSFERPITCH)\nTNT1 A 1\nStop\n}\n}\n\nActor M55Penetrator2 : Penetrator2\n{\nDamage 25\nStates\n{\nXDeath:\nTNT1 A 0\nTNT1 A 0 A_Playsound(\"bulletfleshimpact\", 1)\nTNT1 A 0 A_SpawnItemEx (\"M55Penetrator3\",cos(-pitch)*24,0,0+(sin(pitch)*24),cos(-pitch)*100,0,sin(pitch)*100,0,SXF_TRANSFERPITCH)\nTNT1 A 1\nStop\n}\n}\n\nActor M55Penetrator3 : Penetrator3\n{ Damage 25 }\n\nActor M55NitroTracer : Tracer\n{\nSpeed 500\nDamage 90\nDecal \"Scorch\"\nstates\n\t{\n\tDeath:\n\tXDeath:\n\t\tTNT1 A 0 A_Stopsound(6)\n\t\tMISL B 0 ACS_NamedExecuteAlways(\"GuidedMissileACS101\",0,800,0,0)\n\t\tEXPL A 0 Radius_Quake (3, 16, 0, 15, 0)\n\t\tTNT1 A 0 A_SpawnItem (\"BigRicoChet\", 0, -30)\n        TNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t    TNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t    TNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"NitroExplosion2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 AAAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n        EXPL AAAAA 0 A_CustomMissile (\"ExplosionSmokeFast22\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 A 20\n\t\tStop\n\t}\n}\n\nActor M55APTracer : APTracer\n{\nDamage 30\nDecal \"BulletDecalNew1\"\n}\n\nactor NitroExplosion2 : RocketExplosion\n{\nStates\n\t{\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"WhiteShockwave\")\n\tTNT1 A 2\n\tTNT1 A 0 A_Explode(360,125)\n    Stop\n\t}\n}\n\nactor M55Infrared : PowerupGiver\n{\n //Powerup.Color BlueMap, 0.23\n  inventory.maxamount 1\n  powerup.duration -1800\n  powerup.type LightAmp\n  Powerup.Colormap 0.0, 0.0, 0.0, 1.0,0.5,0.5\n  +INVENTORY.AUTOACTIVATE\n}\n\nACTOR M55Infrared : PowerLightAmp { Powerup.Duration -1800 }"
      },
      {
        "source": "pk3",
        "name": "BulletAmmoSpawner.txt",
        "contents": "Actor BulletAmmoReplacerU replaces ClipBox\n{\n//+NOTDMATCH\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2 A_JumpIf(ACS_NamedExecuteWithResult(\"CheckTraditional\")==1,\"ReplaceTraditional\")\nTNT1 A 1 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\nTNT1 A 1 ACS_NamedExecuteAlways(\"StarterPackDynamicProgressionFix\",0)\nTNT1 A 1 ACS_NamedExecuteAlways(\"SpawnerScript\",0)\nTNT1 A 1 A_Jump(256,\"Deciding\")\nDeciding:\nTNT1 A 1\nloop\n\nReplaceVanilla:\nTNT1 A 3\nTNT1 A 3 A_JumpIf(ACS_NamedExecuteWithResult(\"CheckTraditional\")==1,\"ReplaceTraditional\")\nTNT1 A 3\nTNT1 A 0 A_SpawnItemEx(\"NewClipBox\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\nReplaceTraditional:\nTNT1 A 0 A_SpawnItemEx(\"NewClipBox\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\n\nSpawner1:\nSpawner2:\nSpawner3:\nSpawner4:\nSpawner5:\nSpawner6:\nSpawner7:\nSpawner8:\nSpawner9:\nSpawner10:\nSpawner11:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(239, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SniperRoundBox\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(115, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ClipBoxU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(219, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ClipBoxBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(212, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletKitBigU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletKitU\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n}\n}\n\nActor BulletClipAmmoReplacerU replaces Clip\n{\n//+NOTDMATCH\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 3 A_JumpIf(ACS_NamedExecuteWithResult(\"CheckTraditional\")==1,\"ReplaceTraditional\")\nTNT1 A 2 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\nTNT1 A 1 ACS_NamedExecuteAlways(\"StarterPackDynamicProgressionFix\",0)\nTNT1 A 1 ACS_NamedExecuteAlways(\"SpawnerScript\",0)\nTNT1 A 1 A_Jump(256,\"Deciding\")\nDeciding:\nTNT1 A 1\nloop\n\nReplaceVanilla:\nTNT1 A 3\nTNT1 A 3 A_JumpIf(ACS_NamedExecuteWithResult(\"CheckTraditional\")==1,\"ReplaceTraditional\")\nTNT1 A 3\nTNT1 A 0 A_SpawnItemEx(\"NewClip\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\nReplaceTraditional:\nTNT1 A 0 A_SpawnItemEx(\"NewClip\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\n\nSpawner1:\nSpawner2:\nSpawner3:\nSpawner4:\n\t\tTNT1 A 0 A_Jump(224, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SniperRound\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(204, 3)\n\t\tTNT1 A 1 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletCartridge\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"NewClip\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner5:\nSpawner6:\nSpawner7:\nSpawner8:\nSpawner9:\nSpawner10:\nSpawner11:\n\t\tTNT1 A 0 A_Jump(64, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NewClip\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(48, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SniperRound\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 1 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletCartridge\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "ChaingunWeaponSpawner.txt",
        "contents": "Actor ChaingunWeaponSpawnerU replaces Chaingun\n{\n//+NOTDMATCH\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 3 A_JumpIf(ACS_NamedExecuteWithResult(\"CheckTraditional\")==1,\"ReplaceTraditional\")\nTNT1 A 1 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\nTNT1 A 1 ACS_NamedExecuteAlways(\"StarterPackDynamicProgressionFix\",0)\nTNT1 A 1 ACS_NamedExecuteAlways(\"SpawnerScript\",0)\nTNT1 A 1 A_Jump(256,\"Deciding\")\nDeciding:\nTNT1 A 1\nloop\n\nSpawner2:\nTNT1 A 1\nTNT1 A 2 A_JumpIf(ACS_NamedExecuteWithResult(\"CheckTraditional\")==1,\"ReplaceTraditional\")\nTNT1 A 1 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\nReplaceVanilla:\nTNT1 A 1\nTNT1 A 1 A_SpawnItemEx(\"Vanilla_Mini_gun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\nReplaceTraditional:\nTNT1 A 1\nTNT1 A 1 A_SpawnItemEx(\"Traditional_Chaingun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\nSpawner1:\nSpawner3:\nSpawner4:\n\t\t//Levels 1-6\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 1, \"EarlyLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 5, \"EarlyLvlRandom\")\n\t\t//levels 7-12\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 2, \"LowLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 6, \"LowLvlRandom\")\n\t\t//levels 13-20\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 3, \"MidLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 7, \"MidLvlRandom\")\n\t\t//Levels >=21\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 4, \"HighLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") >= 8, \"HighLvlRandom\")\n\t\tGoto EarlyLvlRandom\n\tEarlyLvlRandom:\n\t\tTNT1 A 0 A_Jump(251, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleLMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(250, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleMinigunUpgrade\", 0, 0, 0, 0)//Check if Upgrades are disabled\n\t\tTNT1 A 0 A_SpawnItemEx(\"MinigunUpgrade\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(249, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"M55\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(250, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeLauncherUpgrade\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(212, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"M50\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(206, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponCarbine\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedCarbine\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(194, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponHMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedHMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(198, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponSMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tLowLvlRandom:\n\t\tTNT1 A 0 A_Jump(247, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleLMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(246, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleMinigunUpgrade\", 0, 0, 0, 0)//Check if Upgrades are disabled\n\t\tTNT1 A 0 A_SpawnItemEx(\"MinigunUpgrade\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(245, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"M55\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(246, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeLauncherUpgrade\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(210, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"M50\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(206, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponCarbine\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedCarbine\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(194, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponHMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedHMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(198, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponSMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tMidLvlRandom:\n\t\tTNT1 A 0 A_Jump(237, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleLMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(236, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleMinigunUpgrade\", 0, 0, 0, 0)//Check if Upgrades are disabled\n\t\tTNT1 A 0 A_SpawnItemEx(\"MinigunUpgrade\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(233, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"M55\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(236, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeLauncherUpgrade\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(186, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"M50\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(206, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponCarbine\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedCarbine\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(194, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponHMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedHMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(198, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponSMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tHighLvlRandom:\n\t\tTNT1 A 0 A_Jump(231, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleLMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(230, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleMinigunUpgrade\", 0, 0, 0, 0)//Check if Upgrades are disabled\n\t\tTNT1 A 0 A_SpawnItemEx(\"MinigunUpgrade\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(226, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"M55\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(230, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeLauncherUpgrade\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(172, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"M50\",0,0,0,0,0,0,0,288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(206, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponCarbine\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedCarbine\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(194, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponHMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedHMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(198, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponSMG\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSMG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner5:\n\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\tStop\nSpawner6:\n\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\tStop\nSpawner7:\n\t\tTNT1 A 0 A_Jump(32, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner8:\n\t\tTNT1 A 0 A_Jump(64, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner10:\nSpawner11:\nTNT1 A 1 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nstop\nSpawner9:\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 1, \"EarlyLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 5, \"EarlyLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 2, \"LowLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 6, \"LowLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 3, \"MidLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 7, \"MidLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 4, \"HighLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") >= 8, \"HighLevelSpawn\")\n\t\tGoto LowLevelSpawn\n\tEarlyLevelSpawn:\n\tLowLevelSpawn:\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tMidLevelSpawn:\n\t\tTNT1 A 0 A_Jump(32, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tHighLevelSpawn:\n\t\tTNT1 A 0 A_Jump(64, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "PulseCannon.txt",
        "contents": "ACTOR PulseCannonAmmo : Ammo\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 110\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 110\n}\n\n// --------------------------------------------------------------------------\n//\n// Pulse Cannon / Plasma Suppressor Upgrade\n//\n// --------------------------------------------------------------------------\n\nACTOR PulseCannon : Weapon\n{\n\tGame Doom\n\tWeapon.BobRangeX 0.3\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n//\tWeapon.SelectionOrder 100\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 100\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 200\n    Inventory.PickupSound \"weapons/M1PlasmaUpgrade\"\n\tWeapon.AmmoType1 \"Cell\"\n\tWeapon.AmmoType2 \"PulseCannonAmmo\"\n    Inventory.PickupMessage \"You got the Plasma Suppressor Upgrade for the M1 Plasma Rifle!\"\n\tObituary \"%o's was vaporized by %k's Pulse Cannon.\"\n\t+WEAPON.NOAUTOAIM\n\t+FLOORCLIP\n\t+DONTGIB\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\t+WEAPON.CHEATNOTWEAPON\n\t+POWERED_UP\n\t\tWeapon.SisterWeapon Plasma_Gun\n\n\tStates\n\t{\n\tSpawn:\n\t\tPLCU ABCDEDCB 2 BRIGHT\n\t\tLoop\n\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto Ready\n\n\tReady:\n\t\tXLS9 ABCD 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/M1PlasmaUpgrade/Up\")\n\t\tTNT1 AA 0\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"GunEmpty\")\n\t\tTNT1 A 0 A_PlaySound(\"PLSIDLE\", 6,1,1)\n\t\tXSPR A 1 A_WeaponReady\n\n\tDontNeedToReload:\n\t\tGoto Ready+6\n\n\tGunEmpty:\n\t\tXSPR B 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 AA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tGoto GunEmpty+3\n\n\tDeselect:\n\t\tXLS9 CBA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n    Select:\n\t\tTNT1 A 0 A_TakeInventory(\"RifleSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"CarbineSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SledgeSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"DualHandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevolverSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ASGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"QSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SGLSelected\",1)\n\t//\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"M2Selected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FreezerSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGBeamSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BHCSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HellRifleSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LandMineSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"UACSMGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBurningBarrel\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\t//TNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, 4)\n\t\tTNT1 A 0 A_Giveinventory(\"RandomHeadExploder\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"CarbineSelected\",1)\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PulseCannonAmmo\",1,2)\n\t\tGoto Reload\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(.975)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/M1PlasmaUpgrade/Fire\",3)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tXSPR E 1 A_ZoomFactor(.970)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PulseCannonBall\", 0, 1, 0, 0)\n\t\tXSPR F 1 A_ZoomFactor(.980)\n\t\tTNT1 A 0 A_Takeinventory(\"PulseCannonAmmo\",1)\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tXPR1 CDEEEE 1\n\t\tXPR1 A 0 A_PlaySound(\"HRSteam\", 2)\n\t\tXPR1 FGHIJ 2 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tXPR1 EEEEDC 1\n\t\tTNT1 A 0 A_PlaySound(\"BEPBEP\")\n\t\tGoto Ready+6\n\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PulseCannonAmmo\",4,2)\n\t\tTNT1 A 0 A_PlaySound(\"BEPBEP\")\n\t\tGoto Reload\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"weapons/M1PlasmaUpgrade/AltFire\",3)\n\n\t\tTNT1 A 0 A_AlertMonsters\n\n\t\tXSPR CD 2\n\t\tTNT1 A 0 ACS_NamedExecute(\"Recoil282\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Recoil(1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tXSPR E 1 Offset(0,38)\n\t    XSPR E 1 Offset(0,44)\n\t    XSPR F 1 Offset(0,38)\n\t\tXSPR F 1 Offset(0,34)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PulseCannonBallAlt\", 0, 1, 0, 0)\n\t\tTNT1 A 0 A_Takeinventory(\"PulseCannonAmmo\",5)\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready+6\n\n\tReload:\n\t\tXSPR A 1 A_WeaponReady\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PulseCannonAmmo\",0,\"DontNeedToReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\",1,3)\n\t\tTNT1 A 0 A_PlaySound(\"BEEEP\")\n\t\tGoto Ready+6\n\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"CELLPKUP\")\n\t\tXLSR CDDDEFGHHII 1\n\n\t\tXLSR JKLMN 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaCaseSpawn\",-30,0,-4,-4)\n\t\tXLSR OPQRSSSTU 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\", 0, 15)\n\n\t\tXLSR VWXYZ 1\n\t\tTNT1 A 0 A_PlaySound(\"PLREADY\")\n\t\tXL2R ABCDEFGH 1\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"PulseCannonAmmo\",0,15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\",1,3)\n\t\tGoto Ready+6\n\n\t\tTNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"PulseCannonAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Cell\",1)\n\t\tGoto Reload+55\n\n\t\tTNT1 AAAAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_PlaySound(\"BEPBEP\")\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready+6\n\n\tUseHealthBackPack:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoHealBackpack\", 1)\n\t\tSYRI ABCDEFGHIJ 1\n\t\tSYRI A 0 A_PlaySound(\"blodr1\", 3)\n\t\tSYRI KLL 1\n\t\tSYRI A 0 A_PlaySound(\"misc/N_HP_pickup\", 2)\n\t\tSYRI MMMM 1\n\t\tSYRI LKJIHGFEDCBA 1\n\t\tGoto Ready\n\n\tThrowSwarmPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoSwarmPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Swarmers\", 1, 1)\n\t\tGoto NoSwarmPod\n\t\tTNT1 A 0 A_TakeInventory(\"Swarmers\", 1)\n\t\tXHFA LKJIHG 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF G 2\n\t\tXHFF IJKL 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"SwarmerPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoSwarmPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Swarmers left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+8\n\n\tThrowElecPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoElecPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ElecPod\", 1, 1)\n\t\tGoto NoElecPod\n\t\tTNT1 A 0 A_TakeInventory(\"ElecPod\", 1)\n\t\tXHFA ABCDEF 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF B 2\n\t\tXHFF CDEF 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"ElectricPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoElecPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Electropods left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+8\n\n    ThrowMine:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\", 1, 1)\n\t\tGoto NoMine\n\t\tMINE ABCDEF 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 1)\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tTNT1 A 0 A_ThrowGrenade(\"ThrownProxMine\",4,11,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\", 1)\n\t\tMINE GHIJK 1\n\t\tGoto Ready\n\n\tNoMine:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Land Mines left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+8\n\n\tThrowGrenade:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tHNDF ABCDEFGH 1\n\t\tHNDF I 2 A_PlaySound(\"OPNGRN\", 1)\n\t\tHNDF JKLMNOPQR 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Refire\n\t\tHND1 I 2 A_PlaySound(\"THRGRN\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\", 1)\n\t\tHND1 J 1 A_FireCustomMissile(\"ThrownGrenade30\")\n\t\tHND1 KLMNOPQ 2\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tGoto Ready\n\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+8\n\n\tFlashKicking:\n\t\tXPR1 C 1\n\t\tXPR1 D 1\n\t\tXPR1 D 1\n\t\tXPR1 E 3\n\t\tXPR1 E 3\n\t\tXPR1 D 3\n\t\tXPR1 C 2\n\t\tXPR1 C 2\n\t\tStop\n\n\tFlashAirKicking:\n\t\tXPR1 C 1\n\t\tXPR1 D 1\n\t\tXPR1 D 1\n\t\tXPR1 E 3\n\t\tXPR1 E 3\n\t\tXPR1 D 3\n\t\tXPR1 C 2\n\t\tXPR1 C 4\n\t\tStop\n\n\tFlashSlideKicking:\n\t\tXPR1 CD 2\n\t\tXPR1 DDDDDDDDDDD 2\n\t\tStop\n\n\tFlashSlideKickingStop:\n\t\t//TNT1 A 0\n\t\tXPR1 EDDCC 1\n\t\tXPR1 C 1\n\t\tStop\n\n\tFlashPunching:\n\t\tXPR1 C 1\n\t\tXPR1 D 1\n\t\tXPR1 D 1\n\t\tXPR1 E 3\n\t\tXPR1 E 3\n\t\tXPR1 D 3\n\t\tXPR1 C 1\n\t\tXPR1 C 2\n\t\tStop\n\n\t////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n\t\tQuickPunchPurist:\n\t\tTNT1 A 0 A_Print(\"Knife Combos Not Allowed In Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"DoPunch\",1)\n\t\tGoto Ready+8\n\n\tQuickPunch:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"QuickPunchPurist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"SuperQuickPunch\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\n\tSuperQuickPunch:\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\n\tKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 25, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, -25, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AAAA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n    DoKick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf(Height < 54, \"SlideKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n\n        KICK H 3\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSlideKick:\n\t\tTNT1 A 0 A_GiveInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Jumpifinventory(\"PowerStrength\",1,\"SuperSlideKick\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-13)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_ZoomFactor(0.960)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\t LowerKick:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"KickHasHitAnObject\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/End\", 1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKickingStop\")\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperSlideKick:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-15)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n    BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n\n        KICK H 3 A_ZoomFactor(0.950)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tAirKick:\n\t    TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashAirKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n        TNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n    Taunt:\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\", 1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n        TNT1 A 5\n\t\tFUCK A 2\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n        FUCK B 2 A_PlaySound(\"FUCK\", 1)\n        FUCK C 2 A_AlertMonsters\n\t\tFUCK D 15 A_TakeInventory(\"Taunting\",1)\n        FUCK CBA 5\n\t\tTNT1 A 5\n\t\tGoto Ready\n\tSalute:\n\t    TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\t}\n}\n\nACTOR PulseCannonBall: FastProjectile\n{\n\tRadius 10\n\tHeight 2\n\tSpeed 60\n\tDamage 5\n    DamageType Blackhole\n\tDecal \"SmallerScorch\"\n\tProjectile\n\t+RANDOMIZE\n\tSeeSound \"PAILGF3\"\n\tDeathSound \"PAILGD3\"\n\t//+SHOOTABLE\n\t-NOBLOCKMAP\n\t+NOBLOOD\n\t+NORADIUSDMG\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n\tSpecies \"Marines\"\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0 damagefactor \"Shrapnel\", 0.0\n\tHealth 5\n\tScale .15\n\trenderstyle ADD\n\talpha 0.90\n    SeeSound \"None\"\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tStates\n\t{\n\tDM:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"THRUSPECIES\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"MTHRUSPECIES\", 0)\n\t\tGoto Spawn1\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(719, 0, 0, 0, 0)//Check if Coop\n\n\tSpawn1:\n        PPAL C 1 BRIGHT A_SpawnItem(\"PurplePlasmaFlare\",0,0)\n\t\tLoop\n\nXdeath:\n    //TNT1 A 0 A_SpawnItem (\"PlasmaPuff\", 0)\n    //TNT1 A 0 A_SpawnItem (\"RailPuff\", 0)\n\tTNT1 A 0 A_CustomMissile (\"PurplePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\t//TNT1 A 0 A_SpawnItem(\"BluePlasmaRife\")\n\tTNT1 AAAAA 0 A_CustomMissile (\"PurplePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n    TNT1 B 1 A_Explode(6,50,0)\n\tTNT1 B 4\n\tTNT2 AAA 9 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\tStop\n\n\tDeath:\n    //TNT1 A 0 A_SpawnItem (\"PlasmaPuff\", 0)\n    //TNT1 A 0 A_SpawnItem (\"RailPuff\", 0)\n\tTNT1 B 1 A_Explode(6,50,1)\n\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_CustomMissile (\"PurplePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\tTNT1 AAAAA 0 A_CustomMissile (\"PurplePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 B 4\n    TNT2 AAAAAAAAA 9 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t}\n}\n\nACTOR PulseCannonBallAlt\n{\n\tRadius 6\n\tHeight 8\n\tSpeed 65\n\tFastSpeed 65\n\tDamageType Blackhole\n\tProjectile\n\t//+RANDOMIZE\n\t+FORCEXYBILLBOARD\n\t-THRUGHOST\n    Damage 60\n\tRenderStyle Add\n\tAlpha 1\n\tScale 1.45\n\tDeathSound \"9KEXPL\"\n\tSeeSound \"None\"\n\tDecal \"Scorch\"\n\tSpecies \"Marines\"\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n\t+DONTHURTSPECIES\n\tStates\n\t{\n\tSpawn:\n\t   TNT1 A 0 A_PlaySound(\"weapons/plasmaloop\",6,1,1)\n\t   PCPG J 1 BRIGHT A_SpawnItem(\"PurpleFlareSmall\",0,0)\n\t   PCPG K 1 BRIGHT A_SpawnItem(\"PurpleFlareSmall\",0,0)\n\t   Loop\n\tDeath:\n\t\tTNT1 A 0 A_StopSound(6)\n\t   TNT1 A 0 A_SpawnItem(\"PulseCannonAltShockWave\",0,0)\n\t   PCPG ABCDEFGH 2 BRIGHT A_SpawnItem(\"PurplePlasmaFlare\",0,0)\n\t   TNT1 AAAAA 19 A_CustomMissile(\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t   Stop\n\t}\n}\n\nACTOR PulseCannonAltShockWave\n{\n   Height 1\n   Radius 1\n   +FORCEXYBILLBOARD\n   Scale 1.0\n\tSpecies \"Marines\"\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n\t+DONTHURTSPECIES\n   States\n   {\n   Spawn:\n\t\tPSHK A 1 BRIGHT\n\t\tGoto Death\n   Death:\n      PSHK ABCDEFGH 1 BRIGHT A_FadeOut(0.11)\n      Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "PLASMA.txt",
        "contents": "ACTOR PlasmaAmmo : Ammo\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 50\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 50\n}\n\nActor HasPlasmaWeapon: Inventory\n{\ninventory.maxamount 1\n}\n\n// --------------------------------------------------------------------------\n\n// Plasma Gun\n\n// --------------------------------------------------------------------------\n\nACTOR Plasma_Gun : PlasmaRifle Replaces PlasmaRifle\n{\n\tWeapon.BobRangeX 0.3\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n\tWeapon.SelectionOrder 100\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 1\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 100\n    Inventory.PickupSound \"PLSPICK\"\n\tWeapon.AmmoType1 \"Cell\"\n\tWeapon.AmmoType2 \"PlasmaAmmo\"\n    +WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+FLOORCLIP\n\t+DONTGIB\n\tInventory.PickupMessage \"You got the UAC-M1 Plasma Rifle! (Slot 6)\"\n\tTag \"UAC-M1 Plasma Rifle\"\n\t\t+WEAPON.WIMPY_WEAPON\n\n\tStates\n\t{\n\tSteady:\n\tTNT1 A 1\n\tGoto Ready\n\tReady:\n\t\tTNT1 A 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"DualWieldBaby\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"GunEmpty\")\n\t\tGoto Ready2\n\n\tReady2:\n        PLS9 ABC 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n        TNT1 A 0 A_PlaySound(\"PLREADY\")\n        TNT1 AA 0\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"DualWieldBaby\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"GunEmpty\")\n\t\tTNT1 A 0 A_PlaySound(\"PLSIDLE\", 6,1,1)\n\t\tPLSG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"DualWieldBaby\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"GunEmpty\")\n\t\t4LSG B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"DualWieldBaby\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"GunEmpty\")\n\t\t4LSG C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"DualWieldBaby\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"GunEmpty\")\n\t\t4LSG D 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"DualWieldBaby\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"GunEmpty\")\n\t\t4LSG E 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"DualWieldBaby\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"GunEmpty\")\n\t\t4LSG D 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"DualWieldBaby\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"GunEmpty\")\n\t\t4LSG C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"DualWieldBaby\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"GunEmpty\")\n\t\t4LSG B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"DualWieldBaby\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"GunEmpty\")\n\t\tPLSG A 1 A_WeaponReady\n\t\tGoto Ready2+6\n\n\tDualWieldBaby:\n\t\tTNT1 AAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"DualPlasmaChecker\", 3,\"SwitchToDualWield\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsProjectBrutality\", 1, 2)\n\t\tTNT1 A 0 A_Print(\"\")\n\t\tTNT1 AA 0\n\t\tTNT1 A 0 A_Print(\"You need two plasma rifles to dual wield!\")\n\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tGoto Ready+9\n\n\tSwitchToDualWield:\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_SelectWeapon(\"DualPlasmaRifles\")\n\t\tGoto Select\n\n\tGunEmpty:\n\t\tPLSR A 1 A_WeaponReady\n\t\tPLSR A 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 AA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPLSR A 1 A_WeaponReady\n\t\tGoto GunEmpty+3\n\n\tDraw:\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_PlaySound(\"PLSOFF\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"Plasma_Gun\", 1)\n\t\tStop\n\n\tDontNeedToReload:\n\tGoto Ready2+6\n\tDeselect:\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_Zoomfactor(1.0)\n\t\tTNT1 A 0 A_StopSound(6)\n\t    TNT1 A 0 A_PlaySound(\"PLSOFF\", 1)\n        PLS9 CBA 1\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tSelect:\n\t\tTNT1 A 0 A_SelectWeapon(\"PulseCannon\")\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RifleSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"CarbineSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SledgeSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"DualHandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevolverSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ASGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"QSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"NewChaingunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SGLSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"M2Selected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FreezerSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGBeamSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BHCSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HellRifleSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LandMineSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"UACSMGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBurningBarrel\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"HasPlasmaWeapon\",1)\n\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"PuristFire\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n        TNT1 A 0 A_JumpIfInventory(\"PlasmaAmmo\",1,2)\n        Goto Reload\n        TNT1 AAAA 0\n        TNT1 A 0 A_PlaySound(\"PLSM9\",3)\n\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(.985)\n\t\tPLSF A 1 BRIGHT A_FireCustomMissile(\"Plasma_Ball\", 0, 1, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, 0, 0, 0)\n\t\tPLSF B 1 A_ZoomFactor(.970)\n\t\tPLSF C 1 A_ZoomFactor(.965)\n\t\tPLSF B 0 A_ZoomFactor(.985)\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tDPR2 D 0 A_TakeInventory(\"RightPlasmagunAmmo\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoublePlasmagunAmmo\", 1)\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n        TNT1 A 0 A_PlaySound(\"PLSCOOL\",1)\n\t\tTNT1 A 0 A_Playsound(\"PLSCO0L\",2)\n        PLSG BCD 1\n\t\tPLSG EEEEEE 3 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tPLSG DCB 1\n        TNT1 A 0 A_PlaySound(\"BEPBEP\")\n\t\tGoto Ready2+6\n\n\tPuristFire:\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n        TNT1 A 0 A_JumpIfInventory(\"PlasmaAmmo\",1,2)\n        Goto Reload\n        TNT1 AAAA 0\n        TNT1 A 0 A_PlaySound(\"PLSM9\",3)\n\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(.985)\n\t\tPLSF A 1 BRIGHT A_FireCustomMissile(\"Plasma_Ball\", 0, 1, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, 0, 0, 0)\n\t\tPLSF B 1 A_ZoomFactor(.970)\n\t\tPLSF C 1 A_ZoomFactor(.965)\n\t\tPLSF B 1 A_ZoomFactor(.985)\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RightPlasmagunAmmo\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoublePlasmagunAmmo\", 1)\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n        TNT1 A 0 A_PlaySound(\"PLSCOOL\",1)\n\t\tTNT1 A 0 A_Playsound(\"PLSCO0L\",2)\n        PLSG BCD 1\n\t\tPLSG EEEEEE 3 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tPLSG DCB 1\n        TNT1 A 0 A_PlaySound(\"BEPBEP\")\n\t\tGoto Ready2+6\n\n\tAltFire:\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n        TNT1 A 0 A_JumpIfInventory(\"PlasmaAmmo\",14,13)\n        Goto Reload\n\n        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAA 0\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_AlertMonsters\n\t    TNT1 A 0 A_PlaySound(\"ULTCHAR\", 0)\n\t\tPLSG A 15\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tPLHE A 5 BRIGHT A_PlaySound(\"PLSC_1\", 1)\n\t\t//TNT1 A 0 A_ZoomFactor(0.96)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tPLHE B 5 BRIGHT A_PlaySound(\"PLSC_2\", 2)\n\t\t//TNT1 A 0 A_ZoomFactor(0.94)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\t//TNT1 A 0 A_ZoomFactor(0.93)\n\t\tPLHE C 5 BRIGHT A_PlaySound(\"PLSC_3\", 3)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\t//TNT1 A 0 A_ZoomFactor(0.92)\n\t\tPLHE D 5 BRIGHT A_PlaySound(\"PLSC_4\", 4)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tPLHE E 1 BRIGHT //A_PlaySound(\"PLSCHARG\", 5)\n\t\t//TNT1 A 0 A_ZoomFactor(0.91)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tPLHE F 1 BRIGHT\n\t\t//TNT1 A 0 A_ZoomFactor(0.90)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tPLHE G 1 BRIGHT\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tPLHE H 1 BRIGHT\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tPLHE I 1 BRIGHT\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tPLSA B 1 BRIGHT A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tPLSA D 1 BRIGHT A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tPLSA B 1 BRIGHT A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t    TNT1 A 0 A_ReFire\n\tAltHold:\n\t\tTNT1 A 0 A_PlaySound(\"PLSFULL\", 7,1,1)\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaGauntlet\", 0, 1, 0, 0)\n\t    TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n        TNT1 A 0 A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaGauntlet\", 0, 1, 0, 0)\n        PLSA A 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaGauntlet\", 0, 1, 0, 0)\n        TNT1 A 0 A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaGauntlet\", 0, 1, 0, 0)\n        PLSA B 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaGauntlet\", 0, 1, 0, 0)\n        TNT1 A 0 A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaGauntlet\", 0, 1, 0, 0)\n        PLSA C 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaGauntlet\", 0, 1, 0, 0)\n        TNT1 A 0 A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaGauntlet\", 0, 1, 0, 0)\n        PLSA D 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaGauntlet\", 0, 1, 0, 0)\n        TNT1 A 0 A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaGauntlet\", 0, 1, 0, 0)\n        PLSA C 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaGauntlet\", 0, 1, 0, 0)\n        TNT1 A 0 A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaGauntlet\", 0, 1, 0, 0)\n        PLSA B 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaGauntlet\", 0, 1, 0, 0)\n\t    TNT1 A 0 A_ReFire\n\n\t\tTNT1 A 0 A_StopSound(7)\n        PLSG I 2 BRIGHT A_Recoil(1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"BlueFlareSpawn\",-5,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"PLSULT\", 7)\n\t\tTNT1 A 0 A_ZoomFactor(0.85)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"PuristVanillaFire\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", 5, 1, -1, 10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", -7, 1, 3, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", 7, 1, -3, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", 5, 1, 1, -10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", -5, 1, 1, 10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", -5, 1, -1, -10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", -3, 1, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", 0, 0, 0, -7)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", 0, 0, 0, 7)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", 3, 1, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", 5, 1, -1, 10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", -7, 1, 3, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", 7, 1, -3, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", 5, 1, 1, -10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", -5, 0, 1, 10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", -5, 0, -1, -10)\n\t\tGoto CoolAfterAltFire\n\n\t\tPuristVanillaFire:\n\t\tTNT1 AAAAAAAAAAAAA 0 A_FireCustomMissile(\"GunFireSmoke\", random(-6,6), 0, -1, 0, 0, random(-4,4))\n\t\tTNT1 AAAAAAAAAAAAA 0 A_FireCustomMissile(\"UltPlasma_Ball\", random(-6,6), 0, -1, 0, 0, random(-4,4))\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaFlareSpawn\",-5,0,0,0)\n\t\tCoolAfterAltFire:\n\t\tTNT1 A 0 A_SetPitch(Pitch - 1.15)\n\t\tTNT1 A 0 ACS_NamedExecute(\"Recoil375\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaAmmo\",12)\n\t\tTNT1 A 0 A_TakeInventory(\"RightPlasmagunAmmo\", 12)\n\t\tTNT1 A 0 A_TakeInventory(\"DoublePlasmagunAmmo\", 12)\n\n        PLSG J 1 A_ZoomFactor(0.90)\n\n\t\tPLSG K 1 A_ZoomFactor(0.95)\n\n\t\tPLSG L 1 A_ZoomFactor(0.975)\n\n\t\tPLSG K 1 A_ZoomFactor(0.99)\n\n\t\tPLSG J 1 A_ZoomFactor(1.0)\n\n        PLSU BCDE 1\n\t\tPLSU FFFFFFFFFFFF 2 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tPLSG DCB 1\n        TNT1 A 0 A_JumpIfInventory(\"PlasmaAmmo\",1,2)\n        Goto Reload\n        TNT1 AAAA 0\n        TNT1 A 0 A_PlaySound(\"BEPBEP\")\n\t\tGoto ready2+6\n\tFlash:\n\t\tTNT1 A 4\n        Goto LightDone\n\tSpawn:\n\t\tPLAS A -1\n\t\tStop\n\tDeCharge:\n\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_StopSound(7)\n\t\tTNT1 A 0 A_PlaySound(\"PLSDEARG\")\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n\t\tPLHE I 2 BRIGHT\n\t\tPLHE H 1 BRIGHT\n\t\tPLHE G 2 BRIGHT\n\t\tPLHE F 1 BRIGHT\n\t\tPLHE E 2 BRIGHT\n\t\tPLHE D 1 BRIGHT\n\t\tPLHE C 2 BRIGHT\n\t\tPLHE B 1 BRIGHT\n\t\tPLHE A 2 BRIGHT\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_PlaySound(\"BEPBEP\", 5, 1.2)\n\t\tTNT1 A 0 A_ClearReFire\n\t\tGoto Ready2+6\n\n    Reload:\n\t    PLSR A 1 A_WeaponReady\n\n        TNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PlasmaAmmo\",50,\"DontNeedToReload\")\n        TNT1 A 0 A_PlaySound(\"BEEEP\")\n        TNT1 A 0 A_JumpIfInventory(\"Cell\",1,3)\n        Goto ready2+6\n        TNT1 AAAA 0\n\n        PLSR A 1\n\t\tPLSR B 2 A_PlaySound(\"CELLPKUP\", 20)\n\t\tPLSR C 1\n\t\tPLSR D 2\n\t\tPLSR E 1\n\t\tPLSR F 2 A_StopSound(6)\n\t\tPLSR G 1 A_PlaySound(\"PLSOFF\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 4)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaCaseSpawn\",-5,0,8,-4)\n\t\tPLSR HHHHHHHHIJK 2\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n        PLSR L 1 A_PlaySound(\"PLREADY\", 20)\n\t\tPLSR L 1 A_PlaySound(\"PLSRD\", 21)\n\t\tPLSR LLMNO 2\n\t\tPLSR C 1\n\t\tPLSR B 2\n\t\tTNT1 A 0 A_PlaySound(\"PLSCLICK\")\n\t\tPLSR A 2\n\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"PlasmaAmmo\",50,15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\",1,3)\n\t\tGoto ready2+6\n        TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"PlasmaAmmo\",1)\n\t\tTNT1 A 0 A_GIveInventory(\"RightPlasmagunAmmo\", 1)\n\t\tTNT1 A 0 A_Giveinventory(\"DoublePlasmagunAmmo\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Cell\",1)\n\t\tGoto Reload+42\n\t\tTNT1 AAAAAAAA 0\n\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n        Goto Ready2+6\n\n\t\t////////////////////////////////////////Unloading\n\n\tAlreadyUnloaded:\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto ready2+6\n\n\tUnload:\n\t\tPLSR A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"AlreadyUnloaded\")\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n        TNT1 A 0 A_JumpIfInventory(\"PlasmaAmmo\",1,3)\n        Goto GunEmpty\n        TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\n\t\tPLSR A 1\n\t\tPLSR B 2 A_PlaySound(\"CELLPKUP\")\n\t\tPLSR MMLKJIH 2\n\n\t\tPLSR G 1\n\t\tPLSR F 2\n\t\tPLSR E 1\n\t\tPLSR D 2\n\t\tPLSR C 1\n\t\tPLSR B 2\n\t\tPLSR A 1\n\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"PlasmaAmmo\",1,3)\n\t\tGoto FinishUnload\n        TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RightPlasmagunAmmo\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"DoublePlasmagunAmmo\", 1)\n\t\tTNT1 A 0 A_Giveinventory(\"Cell\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tTNT1 A 0 A_GiveInventory(\"HasUnloaded\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto GunEmpty+6\n\n//////////////////////////////////////////Unloading\n\n\tUseHealthBackPack:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoHealBackpack\", 1)\n\t\tSYRI ABCDEFGHIJ 1\n\t\tSYRI A 0 A_PlaySound(\"blodr1\", 3)\n\t\tSYRI KLL 1\n\t\tSYRI A 0 A_PlaySound(\"misc/N_HP_pickup\", 2)\n\t\tSYRI MMMM 1\n\t\tSYRI LKJIHGFEDCBA 1\n\t\tGoto Ready\n\n\tThrowSwarmPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoSwarmPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Swarmers\", 1, 1)\n\t\tGoto NoSwarmPod\n\t\tTNT1 A 0 A_TakeInventory(\"Swarmers\", 1)\n\t\tXHFA LKJIHG 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF G 2\n\t\tXHFF IJKL 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"SwarmerPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoSwarmPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Swarmers left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowElecPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoElecPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ElecPod\", 1, 1)\n\t\tGoto NoElecPod\n\t\tTNT1 A 0 A_TakeInventory(\"ElecPod\", 1)\n\t\tXHFA ABCDEF 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF B 2\n\t\tXHFF CDEF 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"ElectricPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoElecPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Electropods left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tMinePurist:\n\t\tTNT1 A 0 A_Print(\"Land Mines disabled in Classic Mode!\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tGoto Ready+12\n\n    ThrowMine:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\", 1, 1)\n\t\tGoto NoMine\n\t\tMINE ABCDEF 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 1)\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tTNT1 A 0 A_ThrowGrenade(\"ThrownProxMine\",4,11,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\", 1)\n\t\tMINE GHIJK 1\n\t\tGoto Ready\n\n\tNoMine:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Land Mines left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowGrenade:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tHNDF ABCDEFGH 1\n\t\tHNDF I 2 A_PlaySound(\"OPNGRN\", 1)\n\t\tHNDF JKLMNOPQR 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Refire\n\t\tHND1 I 2 A_PlaySound(\"THRGRN\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\", 1)\n\t\tHND1 J 1 A_FireCustomMissile(\"ThrownGrenade30\")\n\t\tHND1 KLMNOPQ 2\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tGoto Ready\n\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n    FlashKicking:\n\t\tPLSG W 1\n\t\tPLSG X 1\n\t\tPLSG Y 1\n\t\tPLSG Y 3\n\t\tPLSG Z 3\n\t\tPLSG Y 3\n\t\tPLSG X 1\n\t\tPLSG W 1\n\t\tPLSG A 1\n\t\tPLSG AAA 1\n\t\tStop\n\n\tFlashAirKicking:\n\t\tPLSG W 1\n\t\tPLSG X 1\n\t\tPLSG Y 1\n\t\tPLSG Y 3\n\t\tPLSG Z 3\n\t\tPLSG Y 3\n\t\tPLSG X 1\n\t\tPLSG W 1\n\t\tPLSG A 1\n\t\tPLSG AAAA 1\n\t\tStop\n\n\tFlashSlideKicking:\n\t\tPLSU BC 2\n\t\tPLSU DDDDDDEEEFF 2\n\t\tStop\n\n\tFlashSlideKickingStop:\n\t\t//TNT1 A 0\n\t\tPLSU FEDCB 1\n\t\tPLSG A 1\n\t\tStop\n\n\tFlashPunching:\n\t\tPLSG W 1\n\t\tPLSG X 1\n\t\tPLSG Y 1\n\t\tPLSG Y 3\n\t\tPLSG Z 3\n\t\tPLSG Y 3\n\t\tPLSG X 1\n\t\tPLSG W 1\n\t\tPLSG A 1\n\t\tPLSG AAA 1\n\t\tStop\n\n\t////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n\t\tQuickPunchPurist:\n\t\tTNT1 A 0 A_Print(\"Knife Combos Not Allowed In Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"DoPunch\",1)\n\t\tGoto Ready+12\n\n\tQuickPunch:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"QuickPunchPurist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"SuperQuickPunch\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto ready2+6\n\n\tSuperQuickPunch:\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto ready2+6\n\n\tKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto ready2+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 25, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, -25, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto ready2+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AAAA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n    DoKick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf(Height < 54, \"SlideKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n\n        KICK H 3\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ready2+6\n\n\tSlideKick:\n\t\tTNT1 A 0 A_GiveInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Jumpifinventory(\"PowerStrength\",1,\"SuperSlideKick\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-13)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_ZoomFactor(0.960)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ready2+6\n\n\t LowerKick:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"KickHasHitAnObject\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/End\", 1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKickingStop\")\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ready2+6\n\n\tSuperSlideKick:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-15)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ready2+6\n\n    BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n\n        KICK H 3 A_ZoomFactor(0.950)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ready2+6\n\n\tAirKick:\n\t    TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashAirKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ready2+6\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n        TNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ready2+6\n\n    Taunt:\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\", 1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n        TNT1 A 5\n\t\tFUCK A 2\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n        FUCK B 2 A_PlaySound(\"FUCK\", 1)\n        FUCK C 2 A_AlertMonsters\n\t\tFUCK D 15 A_TakeInventory(\"Taunting\",1)\n        FUCK CBA 5\n\t\tTNT1 A 5\n\t\tGoto Ready\n\tSalute:\n\t    TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\t}\n}\n\nACTOR PlasmaGauntlet\n{\n\tGame Doom\n\tProjectile\n\tHeight 12\n\tRadius 40\n\tSpeed 6\n\tDamage (random(1,2))\n\tDamageType Plasma\n\t+NOEXTREMEDEATH\n\t-EXTREMEDEATH\n\tObituary \"%o became an electrical conductor for %k\"\n\tStates\n\t{\n    Spawn:\n        TNT1 A 1\n        Stop\n\t}\n}\n\nACTOR Plasma_Ball: FastProjectile Replaces PlasmaBall\n{\n\tRadius 10\n\tHeight 2\n\tSpeed 60\n\tDamage 8\n    DamageType Plasma\n\tDecal \"SmallerScorch\"\n\tProjectile\n\t+RANDOMIZE\n\n\t//+SHOOTABLE\n\t-NOBLOCKMAP\n\t+NOBLOOD\n\t+NORADIUSDMG\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n\tSpecies \"Marines\"\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0 damagefactor \"Shrapnel\", 0.0\n\tHealth 5\n\tScale 1.0\n\nrenderstyle ADD\nalpha 0.90\nScale 0.10\n\tDeathSound \"weapons/plasmax\"\n\t//SeeSound \"PLSM9\"\n    SeeSound \"None\"\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tStates\n\t{\n\tDM:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"THRUSPECIES\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"MTHRUSPECIES\", 0)\n\t\tGoto Spawn1\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(719, 0, 0, 0, 0)//Check if Coop\n\n\tSpawn1:\n        PBAL C 1 BRIGHT A_SpawnItem(\"PlasmaFlare\",0,0)\n\t\tLoop\n\nXdeath:\n    //TNT1 A 0 A_SpawnItem (\"PlasmaPuff\", 0)\n    //TNT1 A 0 A_SpawnItem (\"RailPuff\", 0)\n\tTNT1 A 0 A_CustomMissile (\"BluePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\t//TNT1 A 0 A_SpawnItem(\"BluePlasmaRife\")\n\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n    TNT1 B 1 A_Explode(6,50,0)\n\tTNT1 B 4\n\tTNT2 AAA 9 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\tStop\n\n\tDeath:\n    //TNT1 A 0 A_SpawnItem (\"PlasmaPuff\", 0)\n    //TNT1 A 0 A_SpawnItem (\"RailPuff\", 0)\n\tTNT1 B 1 A_Explode(6,50,1)\n\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_CustomMissile (\"BluePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 B 4\n    TNT2 AAAAAAAAA 9 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t}\n}\n\nACTOR UltPlasma_Ball: Plasma_Ball\n{\n\tRadius 10\n\tHeight 2\n\tSpeed 60\n\tDamage 8\n    DamageType Plasma\n\tDecal \"SmallerScorch\"\n\tProjectile\n\t+RANDOMIZE\n\n\t//+SHOOTABLE\n\t-NOBLOCKMAP\n\t+NOBLOOD\n\t+NORADIUSDMG\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n\tSpecies \"Marines\"\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0 damagefactor \"Shrapnel\", 0.0\n\tHealth 5\n\tScale 1.0\n\nrenderstyle ADD\nalpha 0.90\nScale 0.10\n\tDeathSound \"weapons/plasmax\"\n\t//SeeSound \"PLSM9\"\n    SeeSound \"None\"\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tStates\n\t{\n\tDM:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"THRUSPECIES\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"MTHRUSPECIES\", 0)\n\t\tGoto Spawn1\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(719, 0, 0, 0, 0)//Check if Coop\n\n\tSpawn1:\n        PBAL C 1 BRIGHT A_SpawnItem(\"PlasmaFlare\",0,0)\n\t\tLoop\n\nXdeath:\n    //TNT1 A 0 A_SpawnItem (\"PlasmaPuff\", 0)\n    //TNT1 A 0 A_SpawnItem (\"RailPuff\", 0)\n\tTNT1 A 0 A_CustomMissile (\"BluePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\t//TNT1 A 0 A_SpawnItem(\"BluePlasmaRife\")\n\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n    TNT1 B 1 A_Explode(6,50,0)\n\tTNT1 B 4\n\tTNT2 AAA 9 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\tStop\n\n\tDeath:\n    //TNT1 A 0 A_SpawnItem (\"PlasmaPuff\", 0)\n    //TNT1 A 0 A_SpawnItem (\"RailPuff\", 0)\n\tTNT1 B 1 A_Explode(6,50,1)\n\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_CustomMissile (\"BluePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 B 4\n    TNT2 AAAAAAAAA 9 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t}\n}\n\nACTOR PlasmaBall75: Plasma_Ball\n{\n\n\tSeeSound \"PLSM9\"\n}\n\nACTOR PlasmaBall76: Plasma_Ball\n{\n    SeeSound \"PLSULT\"\n\tSeeSound \"PLSULT\"\n}\nACTOR PlasmaBall65: Plasma_Ball\n{\n\n\tSeeSound \"PLSM4\"\n}"
      },
      {
        "source": "pk3",
        "name": "PlasmaWeaponSpawner.txt",
        "contents": "Actor PlasmaWeaponSpawnerU replaces PlasmaRifle\n{\n//+NOTDMATCH\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 3 A_JumpIf(ACS_NamedExecuteWithResult(\"CheckTraditional\")==1,\"ReplaceTraditional\")\nTNT1 A 1 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\nTNT1 A 1 ACS_NamedExecuteAlways(\"StarterPackDynamicProgressionFix\",0)\nTNT1 A 1 ACS_NamedExecuteAlways(\"SpawnerScript\",0)\nTNT1 A 1 A_Jump(256,\"Deciding\")\nDeciding:\nTNT1 A 1\nloop\n\nReplaceTraditional:\nTNT1 A 0 A_SpawnItemEx(\"Traditional_PlasmaRifle\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\n\nSpawner2:\nReplaceVanilla:\nReplaceToggle://\nTNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult(\"CheckTraditional\")==1,\"ReplaceTraditional\")\nTNT1 A 0 A_SpawnItemEx(\"DropedPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\nSpawner1:\nSpawner3:\nSpawner4:\n\t\t//Levels 1-6\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 1, \"EarlyLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 5, \"EarlyLvlRandom\")\n\t\t//levels 7-12\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 2, \"LowLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 6, \"LowLvlRandom\")\n\t\t//levels 13-20\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 3, \"MidLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 7, \"MidLvlRandom\")\n\t\t//Levels >=21\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 4, \"HighLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") >= 8, \"HighLvlRandom\")\n\t\tGoto EarlyLvlRandom\n\tEarlyLvlRandom:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(245, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PulseCannon\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(236, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LightningGun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(234, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponRailgun\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Rail_Gun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(233, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponFreezer\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FreezerRifle\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(202, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedM2Plasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(192, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"LightPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tLowLvlRandom:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(241, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PulseCannon\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(232, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LightningGun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(228, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponRailgun\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Rail_Gun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(225, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponFreezer\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FreezerRifle\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(179, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedM2Plasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(197, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"LightPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tMidLvlRandom:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(220, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PulseCannon\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(218, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LightningGun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(218, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponRailgun\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Rail_Gun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(220, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponFreezer\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FreezerRifle\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(172, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedM2Plasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(96, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"LightPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tHighLvlRandom:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(210, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PulseCannon\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(208, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LightningGun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(212, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponRailgun\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Rail_Gun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(215, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponFreezer\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FreezerRifle\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(136, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedM2Plasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(64, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"LightPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner5:\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner6:\n\t\tTNT1 A 0 A_Jump(62, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedM2Plasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner7:\n\t\tTNT1 A 0 A_Jump(99, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(90, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedM2Plasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponFreezer\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FreezerRifle\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner8:\n\t\tTNT1 A 0 A_Jump(138, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(148, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedM2Plasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(158, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponFreezer\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FreezerRifle\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(172, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LightningGun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponRailgun\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Rail_Gun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner10:\nSpawner11:\nTNT1 A 1 A_SpawnItemEx(\"DropedPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nstop\nSpawner9:\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 1, \"EarlyLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 5, \"EarlyLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 2, \"LowLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 6, \"LowLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 3, \"MidLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 7, \"MidLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 4, \"HighLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") >= 8, \"HighLevelSpawn\")\n\t\tGoto LowLevelSpawn\n\tEarlyLevelSpawn:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"LightPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tLowLevelSpawn:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedM2Plasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedPlasma\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tMidLevelSpawn:\n\t\tTNT1 A 0 A_Jump(128, 3)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponRailgun\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Rail_Gun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleWeaponFreezer\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FreezerRifle\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tHighLevelSpawn:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PulseCannon\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"LightningGun\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "QUADBARREL.txt",
        "contents": "ACTOR QUAD_SSGAmmoCounter: Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 4\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 4\n}\n\n// --------------------------------------------------------------------------\n//\n// Super Quad Shotgun\n//\n// --------------------------------------------------------------------------\nACTOR Quad_SSG : DoomWeapon //Replaces SuperShotgun\n{\n\tGame Doom\n\tWeapon.Kickback 50\n//\tWeapon.SelectionOrder 400\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive1 40\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType \"NewShell\"\n\tWeapon.AmmoType2 \"QUAD_SSGAmmoCounter\"\n    +WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\tWeapon.BobRangeX 0.3\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n\tDamageType \"Explosive Impact\"\n\tInventory.PickupMessage \"You found a Quadruple-Barreled Shotgun!!!\"\n\tObituary \"%o's body was pulverised by %k's Quad-Barrel.\"\n    Inventory.Icon \"QSGSF0\"\n\tInventory.PickupSound \"weapons/quadssg_pick\"\n\t+DONTGIB\n\t+FLOORCLIP\n\t+INVENTORY.ALWAYSPICKUP\n\t+WEAPON.CHEATNOTWEAPON\n\t+POWERED_UP\n\t\tWeapon.SisterWeapon SSG\n\tStates\n\t{\n\n\tSpawn:\n\t\tQSGS ABCDEDCB 2 BRIGHT\n\t\tLoop\n\n\tSteady:\n\tTNT1 A 1\n\tGoto Ready\n\tReady:\n        TNT1 A 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n        QHT5 ABCD 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_PlaySound(\"CLIPINSS\")\n        TNT1 AAA 0\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"SSGAlt\",1,\"Ready2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n        TNT1 AAA 0\n\t\tQHT2 A 1 A_WeaponReady\n\t\tGoto Ready+7\n\n\tReady2:\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n        TNT1 AAA 0\n\t\tQHT2 A 1 A_WeaponReady\n\t\tGoto Ready+7\n\tDeselect:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n        QHT5 DCBA 1\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tSelect:\n\t\tTNT1 A 0 A_TakeInventory(\"RifleSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SledgeSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"DualHandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevolverSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ASGSelected\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"QSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"NewChaingunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SGLSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"M2Selected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FreezerSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGBeamSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BHCSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HellRifleSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LandMineSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"UACSMGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBurningBarrel\",1)\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\n    NoAmmo:\n        QHT2 A 4 A_PlaySound(\"weapons/empty\")\n\t\tTNT1 A 0 A_TakeInventory(\"SSGAlt\",1)\n        Goto Ready+6\n\n\t Fire:\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"QUAD_SSGAmmoCounter\", 4, 2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"QUAD_SSGAmmoCounter\", 2, \"AltFire3\")\n\t\tGoto FullReload\n\t\tTNT1 AAAAA 0\n\t\tTNT1 A 0 A_Recoil(6)\n\t\tQHO9 A 2 BRIGHT A_PlaySound(\"weapons/quadssg_fire\", CHAN_WEAPON, 2.5)\n\t\tQHO9 A 0 A_FireBullets(0, 0, 1, Random(100, 200), \"Shotpuff\", 0, 60)\n\t\tTNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"Tracer\", Random(-4, 4), 0, -1, Random(-4, 4))\n\t\tQHO9 A 0 A_FireBullets(0, 0, 6, Random(20, 40), \"Shotpuff\", 0, 60)\n\t\tTNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"Tracer\", Random(-4, 4), 0, -1, Random(-4, 4))\n\t\tQHO9 A 0 A_FireBullets(5, 4, 15, Random(10, 20), \"Shotgunpuff\", 0)\n\t\tTNT1 AAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-18,18), 0, -1, random(-12,12))\n\t\tTNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\",15,0,0,0)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\",-15,0,0,0)\n\t\tQHO9 B 2 BRIGHT A_FireBullets (30, 14, 60, 6, \"ShotgunPuff\", 0)\n\t\tTNT1 A 0 A_SetPitch(pitch - 17.5)\n\t\tTNT1 A 0 A_SetAngle(angle - random(-12.5,-6.5))\n\t\t//TNT1 A 0 ACS_Execute(280, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"QUAD_SSGAmmoCounter\", 4)\n\t\tTNT1 AAAAAAAAA 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tQHO9 B 1 BRIGHT\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tQHO8 C 1\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tQHO8 D 1\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tQHO8 D 3\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tQHO8 E 2\n\t\tQHO8 C 2\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\t\tQHT2 A 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\", 4, 1)\n\t\tGoto Ready+7\n\t\tTNT1 A 0\n\t\tGoto FullReload\n\n\tAltFire:\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SSGAlt\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"QUAD_SSGAmmoCounter\", 4, 1)\n\t\tGoto AltFire2\n\t\tTNT1 A 0 A_Recoil(4)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tQHTA A 1 BRIGHT A_PlaySound(\"weapons/ssg_fire\", 1)\n\t\tQHTA A 0 A_firebullets (0,0,1,30,\"shotpuff\",1,90)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",-5,0,0,0)\n\t\tTNT1 A 0 A_firebullets (0,0,1,45,\"shotpuff\",1,96)\n\t\tTNT1 A 0 A_firebullets (0,0,1,45,\"shotpuff\",1,128)\n\t\tQHTA A 1 BRIGHT A_FireBullets (15, 4, 45, random(5,6), \"MachineGunBulletPuff\")\n\t\tTNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-10,10), 0, -1, random(-10,10))\n\t\tTNT1 A 0 A_SetPitch(pitch - 6.25)\n\t\tTNT1 A 0 A_SetAngle(angle - random(2.5,5))\n\t\t//TNT1 A 0 ACS_Execute(281, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"QUAD_SSGAmmoCounter\", 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tQHTA A 1 BRIGHT\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tQHTA C 1\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tQHTA D 1\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tQHTA D 3\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tQHTA E 2\n\t\tQHTA C 2\n\t\tQHT2 A 2\n\t\tGoto Ready+7\n\n\tAltFire3:\n\tAltFire2:\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"QUAD_SSGAmmoCounter\", 2, 1)\n\t\tGoto FullReload\n\t\tTNT1 A 0 A_Recoil(4)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tQHTA B 1 BRIGHT A_PlaySound(\"weapons/ssg_fire\", 1)\n\t\tQHTA B 0 A_firebullets (0,0,1,30,\"shotpuff\",1,90)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",5,0,0,0)\n\t\tTNT1 A 0 A_firebullets (0,0,1,45,\"shotpuff\",1,96)\n\t\tTNT1 A 0 A_firebullets (0,0,1,45,\"shotpuff\",1,128)\n\t\tQHTA B 1 BRIGHT A_FireBullets (15, 4, 45, random(5,6), \"MachineGunBulletPuff\")\n\t\tTNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-10,10), 0, -1, random(-10,10))\n\t\tTNT1 A 0 A_SetPitch(pitch - 6.25)\n\t\tTNT1 A 0 A_SetAngle(angle - random(-5,-2.5))\n\t\t//TNT1 A 0 ACS_Execute(281, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"QUAD_SSGAmmoCounter\", 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tQHTA B 1 BRIGHT\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tQHTA C 1\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tQHTA D 1\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tQHTA D 3\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tQHTA E 2\n\t\tQHTA C 2\n\t\tQHT2 A 2\n\t\tGoto FullReload\n\n\tReload:\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\", 1, 1)\n\t\tGoto NoAmmo\n\t\tTNT1 A 0 A_JumpIfInventory(\"QUAD_SSGAmmoCounter\", 4, \"Ready2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\", 2, 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"QUAD_SSGAmmoCounter\", 2, 1)\n\t\tGoto FullReload\n\tHalfReload:\n\t\tQHT2 BCDEFGH 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ssg/open\")\n\t\tQHT2 IJK 1\n\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"SSGCaseSpawner\",0,0,-10)\n\n\t\tQHT7 L 5\n\t\tQHT7 MMNNOOPP 1\n\t\tTNT1 A 0 A_playsound(\"weapons/ssg/in\", 1, 1)\n\t\tQHT2 QQR 1\n\n\t\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"QUAD_SSGAmmoCounter\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"NewShell\", 2)\n\t\tGoto FinishReload\n\n\tFullReload:\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\", 4, 3)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\", 2, \"HalfReload\")\n\t\tGoto NoAmmo\n\n\t\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n\n\t\tQHT2 BCDEFGH 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ssg/open\", 3, 1)\n\t\tQHT2 IJK 1\n\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"SSGCaseSpawner\",0,0,-10)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"SSGCaseSpawner\",0,0,-11)\n\n\t\tQHT2 L 5\n\t\tQHT2 MMNNOOPP 1\n\t\tTNT1 A 0 A_playsound(\"weapons/ssg/in\", 4, 1)\n\t\tQHT2 Q 1\n\t\tTNT1 A 0 A_playsound(\"weapons/ssg/in\", 5, 1)\n\t\tQHT2 QR 1\n\n\t\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"QUAD_SSGAmmoCounter\", 4)\n\t\tTNT1 A 0 A_TakeInventory(\"NewShell\", 4)\n\n\tFinishReload:\n\t\tQHT2 STUV 1\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tQHT2 WX 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ssg/close\", 6, 1)\n\t\tQHT2 YZ 1\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tQHO9 DEFG 1\n\t\tQHT2 A 4 A_ReFire\n\t\tGoto Ready+7\n\n\tFlashKicking:\n\t\tQHT2 D 1\n\t\tQHT2 E 1\n\t\tQHT2 E 1\n\t\tQHT2 F 3\n\t\tQHT2 F 3\n\t\tQHT2 E 3\n\t\tQHT2 D 1\n\t\tQHT2 D 1\n\t\tQHT2 CB 1\n\t\tQHT2 AAA 1\n\t\tStop\n\n\tFlashAirKicking:\n\t\tQHT2 D 1\n\t\tQHT2 E 1\n\t\tQHT2 E 1\n\t\tQHT2 F 3\n\t\tQHT2 F 3\n\t\tQHT2 E 3\n\t\tQHT2 D 1\n\t\tQHT2 D 1\n\t\tQHT2 CB 1\n\t\tQHT2 AAAAA 1\n\t\tStop\n\n\tFlashSlideKicking:\n\t\tQHT2 DE 2\n\t\tQHT2 EEEFFFFFFEE 2\n\t\tStop\n\n\tFlashSlideKickingStop:\n\t\t//TNT1 A 0\n\t\tQHT2 ECBAA 1\n\t\tQHT2 A 1\n\t\tStop\n\n\tFlashPunching:\n\t\tQHT2 D 1\n\t\tQHT2 E 1\n\t\tQHT2 E 1\n\t\tQHT2 F 3\n\t\tQHT2 F 3\n\t\tQHT2 E 3\n\t\tQHT2 D 1\n\t\tQHT2 D 1\n\t\tQHT2 CB 1\n\t\tQHT2 AAA 1\n\t\tStop\n\n\t////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n\t\tQuickPunchPurist:\n\t\tTNT1 A 0 A_Print(\"Knife Combos Not Allowed In Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"DoPunch\",1)\n\t\tGoto Ready+12\n\n\tQuickPunch:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"QuickPunchPurist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"SuperQuickPunch\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\n\tSuperQuickPunch:\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\n\tKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 25, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, -25, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AAAA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n    DoKick:\n\tDoKick2:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf(Height < 54, \"SlideKick\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n\n        KICK H 3\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+12\n\n\tSlideKick:\n\t\tTNT1 A 0 A_GiveInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Jumpifinventory(\"PowerStrength\",1,\"SuperSlideKick\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-13)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_ZoomFactor(0.960)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+12\n\n\t LowerKick:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"KickHasHitAnObject\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/End\", 1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKickingStop\")\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+12\n\n\tSuperSlideKick:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-15)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+12\n\n    BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n\n        KICK H 3\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+12\n\n\tAirKick:\n\t    TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashAirKicking\")\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n        KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+12\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n        KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+12\n\n\tUseHealthBackPack:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoHealBackpack\", 1)\n\t\tSYRI ABCDEFGHIJ 1\n\t\tSYRI A 0 A_PlaySound(\"blodr1\", 3)\n\t\tSYRI KLL 1\n\t\tSYRI A 0 A_PlaySound(\"misc/N_HP_pickup\", 2)\n\t\tSYRI MMMM 1\n\t\tSYRI LKJIHGFEDCBA 1\n\t\tGoto Ready\n\n\tThrowSwarmPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoSwarmPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Swarmers\", 1, 1)\n\t\tGoto NoSwarmPod\n\t\tTNT1 A 0 A_TakeInventory(\"Swarmers\", 1)\n\t\tXHFA LKJIHG 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF G 2\n\t\tXHFF IJKL 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"SwarmerPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoSwarmPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Swarmers left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowElecPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoElecPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ElecPod\", 1, 1)\n\t\tGoto NoElecPod\n\t\tTNT1 A 0 A_TakeInventory(\"ElecPod\", 1)\n\t\tXHFA ABCDEF 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF B 2\n\t\tXHFF CDEF 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"ElectricPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoElecPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Electropods left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowMine:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\", 1, 1)\n\t\tGoto NoMine\n\t\tMINE ABCDEF 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 1)\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tTNT1 A 0 A_ThrowGrenade(\"ThrownProxMine\",4,11,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\", 1)\n\t\tMINE GHIJK 1\n\t\tGoto Ready\n\n\tNoMine:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Land Mines left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowGrenade:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tHNDF ABCDEFGH 1\n\t\tHNDF I 2 A_PlaySound(\"OPNGRN\", 1)\n\t\tHNDF JKLMNOPQR 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Refire\n\t\tHND1 I 2 A_PlaySound(\"THRGRN\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\", 1)\n\t\tHND1 J 1 A_FireCustomMissile(\"ThrownGrenade30\")\n\t\tHND1 KLMNOPQ 2\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tGoto Ready\n\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n    Taunt:\n        TNT1 A 5\n\t\tFUCK A 2\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n        FUCK B 2 A_PlaySound(\"FUCK\", 1)\n        FUCK C 2 A_AlertMonsters\n\t\tFUCK D 15 A_Takeinventory(\"Taunting\",1)\n        FUCK CBA 5\n        TNT1 A 5\n\t\tGoto Ready\n\tSalute:\n\t    TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "SSG.txt",
        "contents": "// --------------------------------------------------------------------------\n//\n// Sawed-Off (SSG)\n//\n// --------------------------------------------------------------------------\n\nACTOR SSG : Doomweapon Replaces SuperShotgun\n{\n\tWeapon.BobRangeX 0.3\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n\tGame Doom\n\tSpawnID 33\n    Weapon.Kickback 50\n\tWeapon.SelectionOrder 400\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive1 40\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType \"NewShell\"\n\tWeapon.AmmoType2 \"SSGAmmoCounter\"\n\t+FLOORCLIP\n\t+DONTGIB\n    +WEAPON.NOAUTOAIM\n\tTag \"Sawed-Off Shotgun\"\n\t+WEAPON.NOAUTOFIRE\n    +WEAPON.MELEEWEAPON\n\tInventory.PickupMessage \"You got the Sawed-Off Shotgun! (Slot 3)\"\n\tObituary \"%o was splattered by %k's SSG\"\n    Inventory.PickupSound \"weapons/ssg/pick\"\n\t\t+WEAPON.WIMPY_WEAPON\n\tWeapon.SisterWeapon DualSSG\n\n\tStates\n\t{\n    Spawn:\n        SGN2 A -1\n\t\tStop\n\tDeselect:\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t    TNT1 A 0 A_PlaySound(\"weapons/changing\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\", 1)\n        SHT5 DCBA 1\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tSelect:\n\t\tTNT1 A 0 A_SelectWeapon(\"Quad_SSG\")\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RifleSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"CarbineSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SledgeSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"DualHandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevolverSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ASGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"QSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"NewChaingunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SGLSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"M2Selected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FreezerSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGBeamSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BHCSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HellRifleSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LandMineSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"UACSMGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBurningBarrel\",1)\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto Ready\n\tReady:\n\t\tTNT1 A 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 1 //A_JumpIfInventory(\"Quad_SSG\", 1, 1)\n        TNT1 A 0 A_PlaySound(\"CLIPINSS\")\n        SHT5 ABCD 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\tRealReady:\n        TNT1 AAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1, \"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1, \"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Reloading\", 1, \"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n        TNT1 AAA 0\n\t\tSHT2 A 1 A_WeaponReady\n\t\tGoto RealReady\n\n\tWeaponSpecialPurist:\n\t\tTNT1 A 0 A_Print(\"Weapon Special Not Available in Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tGoto Ready+6\n\n\tWeaponSpecial:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"WeaponSpecialPurist\")\n\t\tTNT1 AAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"DualSSGChecker\", 3,\"SwitchToDualWield\")\n\t\tTNT1 A 0 A_Print(\"You need two sawed-offs to dual wield!\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tGoto Ready+9\n\n\tSwitchToDualWield:\n\t\tTNT1 A 0 A_SelectWeapon(\"DualSSG\")\n\t\tGoto Select\n\n\tNoAmmo:\n\t\t//TNT1 A 0 A_JumpIfInventory(\"Quad_SSG\", 1, 1)\n\t\t//TNT1 A 0 A_SelectWeapon(\"Quad_SSG\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", CHAN_WEAPON)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGAlt\", 1)\n\t\tSHT2 A 4 A_WeaponReady\n\t\tGoto RealReady\n\tFire:\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGAmmoCounter\", 2, 1)\n\t\tGoto AltFire3\n        TNT1 AAAAA 0\n        TNT1 A 0 A_Recoil(5)\n        SHO9 A 0 A_FireBullets(0, 0, 1, 25, \"shotpuff\", 0, 180)\n        SHO9 A 1 BRIGHT A_PlaySound(\"weapons/ssg_fire\", CHAN_WEAPON)\n\t\tTNT1 A 0 A_ZoomFactor(0.925)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGAmmoCounter\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"RightSSGAmmo\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"DualSSGAmmo\", 2)\n        TNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"Tracer\", Random(-7, 7), 0, -1, Random(-7, 7))\n\t\tTNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\", 15, 0, 0, 0)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\", -15, 0, 0, 0)\n        SHO9 B 1 BRIGHT //A_FireBullets(11, 6, 22, 7, \"ShotgunPuff\")\n\t\tTNT1 A 0 A_FireBullets (12, 6, 10, 7, \"ShotgunPuff\") //V20B\n\t\tTNT1 A 0 A_FireBullets (12, 6, 10, 7, \"ShotgunPuff\")\n\n\t\tRIFF AA 0 A_FireCustomMissile(\"GunFireSmokE\", 0, 0, 2, 0, 0, 0)\n\t\tRIFF AA 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, -2, 0, 0, 0)\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n        TNT1 A 0 ACS_NamedExecute(\"Recoil375\", 0, 0, 0, 0)\n        SHO9 B 1 BRIGHT\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tSHO8 C 1 Offset(0, 62)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tSHO8 D 1 Offset(0, 61)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tSHO8 E 1 Offset(0, 60)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n        SHO8 E 2 Offset(0, 56)\n        SHO8 C 2 Offset(0, 42)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\", 1, 1)\n\t\tGoto RealReady\n\t\tTNT1 A 0\n\t\tGoto Reload\n\tAltFire:\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n        TNT1 AAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGAmmoCounter\", 2, 1)\n\t\tGoto AltFire2\n\t\tTNT1 A 0 A_TakeInventory(\"SSGAmmoCounter\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RightSSGAmmo\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DualSSGAmmo\", 1)\n        TNT1 A 0 A_Recoil(2)\n        TNT1 A 0 A_AlertMonsters\n        SHTA A 1 BRIGHT A_PlaySound(\"weapons/shh2\", CHAN_WEAPON)\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\", -5, 0, 0, 0)\n        SHTA A 1 BRIGHT A_FireBullets(9, 6, 10, 7, \"ShotgunPuff\")\n\t\tRIFF AA 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 2, 0, 0, 0)\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n        TNT1 AAAAA 0 A_FireCustomMissile(\"Tracer\", Random(-5, 5), 0, -1, Random(-5, 5))\n        TNT1 A 0 ACS_NamedExecute(\"Recoil374\", 0, 0, 0, 0)\n\t    SHT2 A 1 Offset(0,55)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t    SHT2 A 1 Offset(0,60)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t    SHT2 A 1 Offset(0,55)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t    SHT2 A 1 Offset(0,45)\n\t    SHT2 A 1 Offset(0,40)\n\t    SHT2 A 1 Offset(0,35)\n        TNT1 A 0\n        Goto RealReady\n\tAltFire3:\n\tAltFire2:\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGAmmoCounter\", 1, 1)\n\t\tGoto QuickReload\n\t\tTNT1 A 0 A_TakeInventory(\"SSGAmmoCounter\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DualSSGAmmo\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RightSSGAmmo\", 1)\n        TNT1 A 0 A_Recoil(2)\n        TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"weapons/shh2\", CHAN_WEAPON)\n        SHTA B 1 BRIGHT A_FireBullets(9, 6, 10, 7, \"ShotgunPuff\")\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\", 5, 0, 0, 0)\n\t\tRIFF AA 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, -2, 0, 0, 0)\n        TNT1 AAAAA 0 A_FireCustomMissile(\"Tracer\", Random(-5, 5), 0, -1, Random(-5, 5))\n        TNT1 A 0 ACS_NamedExecute(\"Recoil374\", 0, 0, 0, 0)\n\t    SHT2 A 1 Offset(0,55)\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n\t    SHT2 A 1 Offset(0,60)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t    SHT2 A 1 Offset(0,55)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t    SHT2 A 1 Offset(0,45)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t    SHT2 A 1 Offset(0,40)\n\t    SHT2 A 1 Offset(0,35)\n\t\tGoto QuickReload\n\tQuickReload:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\", 1, 1)\n\t\tGoto NoAmmo\n        SHT2 AA 2\n        SHT2 BCDEFGHIJK 1\n\t\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n        TNT1 A 0 A_PlaySound(\"weapons/ssg/open\", CHAN_WEAPON)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"SSGCaseSpawner\", 0, 0, -10)\n        SHT2 L 3\n\t\tSHT2 MMNNOOPPQQ 1\n\tQLoadSSG:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\", 2, 1)\n\t\tGoto QLoadSSG1\n\t\tTNT1 A 0 A_GiveInventory(\"SSGAmmoCounter\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"DualSSGAmmo\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"RightSSGAmmo\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"NewShell\", 2)\n\t\tTNT1 A 0\n\t\tGoto QContinueReload\n\tQLoadSSG1:\n\t\tTNT1 A 0 A_GiveInventory(\"SSGAmmoCounter\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"DualSSGAmmo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"RightSSGAmmo\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"NewShell\", 1)\n\t\tTNT1 A 0\n\tQContinueReload:\n\t\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n\t\tSHT2 RTUV 1\n\t\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n        TNT1 A 0 A_PlaySound(\"weapons/ssg/close\", CHAN_WEAPON)\n        SHT2 WXYZ 1\n\t\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n        SHO9 DEFG 1\n        SHT2 A 4\n        Goto RealReady\n\tReload:\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGAmmoCounter\", 2, \"RealReady\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\", 1, 1)\n\t\tGoto NoAmmo\n\t\tTNT1 A 0 A_GiveInventory(\"DualSSGAmmo\", 2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGAmmoCounter\", 1, 1)\n\t\tGoto FullReload\n        SHT2 BCDEFGHIJK 1\n        TNT1 A 0 A_PlaySound(\"weapons/ssg/open\", CHAN_WEAPON)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SSGCaseSpawner\",0,0,-10)\n        SHT7 L 5\n        SHT7 MMNNOOPP 1\n        SHT2 QQ 1\n        TNT1 A 0 A_PlaySound(\"weapons/ssg/in\", CHAN_WEAPON)\n\t\tTNT1 A 0 A_GiveInventory(\"SSGAmmoCounter\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"DualSSGAmmo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"RightSSGAmmo\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"NewShell\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n\t\tSHT2 RTUV 1\n\t\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n        TNT1 A 0 A_PlaySound(\"weapons/ssg/close\", CHAN_WEAPON)\n        SHT2 WXYZ 1\n\t\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n        SHO9 DEFG 1\n        SHT2 AAAA 1 A_Refire\n        Goto RealReady\n\tFullReload:\n\t\tSHT2 A 3\n\t\tSHT2 B 2 Offset(20, 48)\n        SHT2 B 2 Offset(10, 36)\n\t\tSHT2 BCDEFGHIJK 1 Offset(-1, 33)\n\t\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n        TNT1 A 0 A_PlaySound(\"weapons/ssg/open\", CHAN_WEAPON)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 3)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"SSGCaseSpawner\", 0, 0, -10)\n        SHT2 L 10\n\t\tSHT2 MMNNOO 1\n\t\tTNT1 A 0 A_TakeInventory(\"HasUnloaded\", 1)\n        TNT1 A 0 A_PlaySound(\"weapons/ssg/in\", CHAN_WEAPON)\n\tLoadSSG:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\", 2, 1)\n\t\tGoto LoadSSG1\n\t\tTNT1 A 0 A_GiveInventory(\"SSGAmmoCounter\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"DualSSGAmmo\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"RightSSGAmmo\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"NewShell\", 2)\n\t\tTNT1 A 0\n\t\tGoto ContinueReload\n\tLoadSSG1:\n\t\tTNT1 A 0 A_GiveInventory(\"SSGAmmoCounter\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"DualSSGAmmo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"RightSSGAmmo\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"NewShell\", 1)\n\t\tTNT1 A 0\n\tContinueReload:\n\t\tSHT2 P 1 Offset(10,36)\n\t\tSHT2 P 1 Offset(20,46)\n\t\tSHT2 Q 1 Offset(30,56)\n\t\tSHT2 Q 1 Offset(40,66)\n\t\tSHT2 R 1 Offset(50,76)\n\t\tTNT1 A 4\n\t\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n\t\tSHT2 T 1 Offset(30,56)\n\t\tSHT2 U 1 Offset(20,46)\n\t\tSHT2 V 1 Offset(1,33)\n\t\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n\t\t TNT1 A 0 A_PlaySound(\"weapons/ssg/close\", CHAN_WEAPON)\n        SHT2 WXYZ 1\n\t\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n        SHO9 DEFG 1\n        SHT2 AA 1 A_Refire\n\t\tGoto RealReady\n\n\tAlreadyUnloaded:\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto RealReady//+6\n\n\tUnload:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"AlreadyUnloaded\")\n\t\tSHT5 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n        TNT1 A 0 A_JumpIfInventory(\"SSGAmmoCounter\",1,3)\n        Goto RealReady\n        TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGAmmoCounter\",1,3)\n\t\tGoto FinishUnload\n        TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"SSGAmmoCounter\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"DualSSGAmmo\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"RightSSGAmmo\", 1)\n\t\tTNT1 A 0 A_Giveinventory(\"NewShell\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tSHT2 B 2 Offset(20,48) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n        SHT2 B 2 Offset(10,36) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tSHT2 BCDEF 1\n\t\tSHT2 GH 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tSHT2 IJ 1\n        SHT2 K 2\n\t\tTNT1 A 20\n\t\tTNT1 A 0 A_GiveInventory(\"HasUnloaded\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t//\tSHT2 U 1 Offset(20,46)\n\t//\tSHT2 V 1 Offset(1,33)\n\n        TNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n        SHT2 KJIHGFEDCB 1\n\t\tSHT2 AA 2\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n      //  SHT2 WX 1\n\t//\tSHT2 YZ 1\n\t\t//TNT1 A 0 A_PlaySound(\"CLIPINSS\")\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n      //  SHO9 DE 1\n\t//\tSHO9 FG 1\n\t\tGoto RealReady\n\n\tUseHealthBackPack:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoHealBackpack\", 1)\n\t\tSYRI ABCDEFGHIJ 1\n\t\tSYRI A 0 A_PlaySound(\"blodr1\", 3)\n\t\tSYRI KLL 1\n\t\tSYRI A 0 A_PlaySound(\"misc/N_HP_pickup\", 2)\n\t\tSYRI MMMM 1\n\t\tSYRI LKJIHGFEDCBA 1\n\t\tGoto Ready\n\n\tThrowSwarmPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoSwarmPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Swarmers\", 1, 1)\n\t\tGoto NoSwarmPod\n\t\tTNT1 A 0 A_TakeInventory(\"Swarmers\", 1)\n\t\tXHFA LKJIHG 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF G 2\n\t\tXHFF IJKL 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"SwarmerPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoSwarmPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Swarmers left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowElecPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoElecPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ElecPod\", 1, 1)\n\t\tGoto NoElecPod\n\t\tTNT1 A 0 A_TakeInventory(\"ElecPod\", 1)\n\t\tXHFA ABCDEF 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF B 2\n\t\tXHFF CDEF 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"ElectricPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoElecPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Electropods left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowGrenade:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tHNDF ABCDEFGH 1\n\t\tHNDF I 2 A_PlaySound(\"OPNGRN\", 1)\n\t\tHNDF JKLMNOPQR 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Refire\n\t\tHND1 I 2 A_PlaySound(\"THRGRN\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\", 1)\n\t\tHND1 J 1 A_FireCustomMissile(\"ThrownGrenade30\")\n\t\tHND1 KLMNOPQ 2\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tGoto Ready\n\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tMinePurist:\n\t\tTNT1 A 0 A_Print(\"Land Mines disabled in Classic Mode!\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tGoto Ready+12\n\n    ThrowMine:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\", 1, 1)\n\t\tGoto NoMine\n\t\tMINE ABCDEF 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 1)\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tTNT1 A 0 A_ThrowGrenade(\"ThrownProxMine\",4,11,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\", 1)\n\t\tMINE GHIJK 1\n\t\tGoto Ready\n\n\tNoMine:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Land Mines left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tFlashKicking:\n\t\tSHT2 B 1\n\t\tSHT2 C 1\n\t\tSHT2 D 1\n\t\tSHT2 E 3\n\t\tSHT2 F 3\n\t\tSHT2 E 3\n\t\tSHT2 D 1\n\t\tSHT2 C 1\n\t\tSHT2 B 1\n\t\tSHT2 AAA 1\n\t\tStop\n\n\tFlashAirKicking:\n\t\tSHT2 B 1\n\t\tSHT2 C 1\n\t\tSHT2 D 1\n\t\tSHT2 E 3\n\t\tSHT2 F 3\n\t\tSHT2 E 3\n\t\tSHT2 D 1\n\t\tSHT2 C 1\n\t\tSHT2 B 1\n\t\tSHT2 AAAA 1\n\t\tStop\n\n\tFlashSlideKicking:\n\t\tSHT2 BC 2\n\t\tSHT2 DEEFFFFFFEE 2\n\t\tStop\n\n\tFlashSlideKickingStop:\n\t\t//TNT1 A 0\n\t\tSHT2 EDCBA 1\n\t\tSHT2 A 1\n\t\tStop\n\n\tFlashPunching:\n\t\tSHT3 B 1\n\t\tSHT3 C 1\n\t\tSHT3 D 1\n\t\tSHT3 E 2\n\t\tSHT3 F 3\n\t\tSHT3 E 2\n\t\tSHT3 D 1\n\t\tSHT3 C 1\n\t\tSHT3 B 1\n\t\tSHT3 A 1\n\t\tStop\n\n\t////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n\t\tQuickPunchPurist:\n\t\tTNT1 A 0 A_Print(\"Knife Combos Not Allowed In Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"DoPunch\",1)\n\t\tGoto Ready+6\n\n\tQuickPunch:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"QuickPunchPurist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"SuperQuickPunch\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\t//TNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\n\tSuperQuickPunch:\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t//\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\n\tKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 25, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, -25, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AAAA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n    DoKick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf(Height < 54, \"SlideKick\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n\n        KICK H 3\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto RealReady\n\n\tSlideKick:\n\t\tTNT1 A 0 A_GiveInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Jumpifinventory(\"PowerStrength\",1,\"SuperSlideKick\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-13)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_ZoomFactor(0.960)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto RealReady\n\n\t LowerKick:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"KickHasHitAnObject\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/End\", 1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKickingStop\")\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Realready\n\n\tSuperSlideKick:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-15)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto RealReady\n\n    BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n\n        KICK H 3 A_ZoomFactor(0.950)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto RealReady\n\n\tAirKick:\n\t    TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashAirKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto RealReady\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n        TNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto RealReady\n\n    Taunt:\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\", 1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n        TNT1 A 5\n\t\tFUCK A 2\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n        FUCK B 2 A_PlaySound(\"FUCK\", 1)\n        FUCK C 2 A_AlertMonsters\n\t\tFUCK D 15 A_TakeInventory(\"Taunting\",1)\n        FUCK CBA 5\n        TNT1 A 5\n\t\tGoto Ready\n\tSalute:\n\t    TNT1 A 0 SetPlayerProperty(0, 1, 0)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0, 0, 0)\n\t\tGoto Ready\n\t}\n}\n\nACTOR SSGAmmoCounter: Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n}"
      },
      {
        "source": "pk3",
        "name": "SSGWeaponSpawner.txt",
        "contents": "Actor SSGWeaponSpawnerU replaces SuperShotgun\n{\n//+NOTDMATCH\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult(\"CheckTraditional\")==1,\"ReplaceTraditional\")\nTNT1 A 1 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated   CheckTraditional\nTNT1 A 1 ACS_NamedExecuteAlways(\"StarterPackDynamicProgressionFix\",0)\nTNT1 A 1 ACS_NamedExecuteAlways(\"SpawnerScript\",0)\nTNT1 A 1 A_Jump(256,\"Deciding\")\nDeciding:\nTNT1 A 1\nloop\n\nSpawner2:\nTNT1 A 0 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\nReplaceVanilla:\nTNT1 A 3\nTNT1 A 3 A_JumpIf(ACS_NamedExecuteWithResult(\"CheckTraditional\")==1,\"ReplaceTraditional\")\nTNT1 A 3\nTNT1 A 0 A_SpawnItemEx(\"Vanilla_SSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\nReplaceTraditional:\nTNT1 A 0 A_SpawnItemEx(\"Traditional_SSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nStop\nSpawner1:\nSpawner3:\nSpawner4:\n\t\t//Levels 1-6\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 1, \"EarlyLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 5, \"EarlyLvlRandom\")\n\t\t//levels 7-12\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 2, \"LowLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 6, \"LowLvlRandom\")\n\t\t//levels 13-20\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 3, \"MidLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 7, \"MidLvlRandom\")\n\t\t//Levels >=21\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 4, \"HighLvlRandom\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") >= 8, \"HighLvlRandom\")\n\t\tGoto EarlyLvlRandom\n\tEarlyLvlRandom:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(248, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Quad_SSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(188, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Commander_Blaster\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tLowLvlRandom:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(246, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Quad_SSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(180, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Commander_Blaster\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tMidLvlRandom:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(220, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Quad_SSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Commander_Blaster\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tHighLvlRandom:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(198, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Quad_SSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Jump(92, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Commander_Blaster\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner5:\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner6:\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner7:\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner8:\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\nSpawner10:\nSpawner11:\nTNT1 A 1 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\nstop\nSpawner9:\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 1, \"EarlyLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 5, \"EarlyLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 2, \"LowLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 6, \"LowLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 3, \"MidLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 7, \"MidLevelSpawn\")\n\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") == 4, \"HighLevelSpawn\")\n\t\tTNT1 A 1 A_JumpIf(CallACS(\"GetLevelNumber\") >= 8, \"HighLevelSpawn\")\n\t\tGoto LowLevelSpawn\n\tEarlyLevelSpawn:\n\tLowLevelSpawn:\n\t\tTNT1 A 0 A_Jump(52, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DropedSSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"Commander_Blaster\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tMidLevelSpawn:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"Commander_Blaster\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\tHighLevelSpawn:\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Commander_Blaster\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"Quad_SSG\",0,0,0,0,0,0,0,SXF_TRANSFERSPECIAL | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS | 288)\n\t\tStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "SAW.txt",
        "contents": "Actor HasCutingWeapon: Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR ComboSeq : Inventory\n{\nInventory.MaxAmount 2\n}\n\nACTOR FiredGun : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor SawFireSeq1: Inventory\n{\ninventory.maxamount 1\n}\n\nActor SawFireSeq2: Inventory\n{\ninventory.maxamount 1\n}\n\nActor Chain_saw : Chainsaw //replaces Chainsaw 13205\n{\nWeapon.BobRangeX 0.3\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n\t+FLOORCLIP\n\t+DONTGIB\nweapon.selectionorder 220\nInventory.PickUpSound \"IGOTSAW\"\n\tWeapon.UpSound \"none\"\n\tweapon.readysound \"weapons/chainsaw/idle\"\n\tInventory.PickupMessage \"You found the Chainsaw! (Slot 1)\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.AXEBLOOD\n\t+WEAPON.NOALERT\n\tTag \"Chainsaw\"\nstates\n\t{\n\n\tSelect:\n\tTNT1 A 0\n\tTNT1 A 0 A_TakeInventory(\"RifleSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"CarbineSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"FistsSelected\",1)\n\tTNT1 A 0 A_GiveInventory(\"SawSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"SledgeSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandgunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"DualHandgunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"RevolverSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"SSGSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"ASGSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"QSGSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"NewChaingunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\",1)\n    TNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"SGLSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"M2Selected\",1)\n\tTNT1 A 0 A_TakeInventory(\"FreezerSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"BFGSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"BFGBeamSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"BHCSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"HellRifleSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"LandMineSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"UACSMGSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"LostSoulSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"HasBarrel\",1)\n\tTNT1 A 0 A_TakeInventory(\"HasBurningBarrel\",1)\n\tKICK A 0 A_Takeinventory(\"PowerBloodOnVisor\",1)\n\tKICK A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\tKICK A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\tTNT1 A 0 A_Raise\n\tWait\n\tDeselect:\n\t\tTNT1 A 0 A_Takeinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_Stopsound(1)\n\t\tTNT1 A 0 A_Lower\n\t\tSAWS A 1 A_Lower\n\t\tWait\n\nSteady:\n\tTNT1 A 1\n\tGoto Ready\n\n    Ready:\n\t    SAWS A 6\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n        SAWS AB 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n        TNT1 A 0 A_PlaySound(\"DSSAWZIP\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\", 2)\n        SAWS BCDEFEDCB 1\n\t\tSAWS A 1\n\t\tSAWS A 6 A_playsound(\"weapons/chainsaw/draw\", 1)\n\t\tSAWS A 2 A_PlaySound(\"DSSAWUP\", 2)\n\t\tTNT1 A 0 A_Takeinventory(\"HasCutingWeapon\",1)\n\t\tSAWS AGAGAGAG 1\n\n        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0\n\tOnLoop:\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Ready.BlueBlood\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Ready.Blood\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Ready.GreenBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n        //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\t//TNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\t//TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tSAWG ABAB 2 A_weaponready\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tSAWG ABAB 2 A_weaponready\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tSAWG ABAB 2 A_weaponready\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tSAWG ABAB 2 A_weaponready\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tSAWG ABAB 2 A_weaponready\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tgoto ready+35\n\n\tReady.Blood:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t//TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tTNT1 A 0 A_Takeinventory(\"HasCutingWeapon\",1)\n\t\tSAW2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tSAW2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\n\t\tSAW2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tSAW2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tSAW2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tSAW2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tSAW2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tSAW2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n        SSW2 CD 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tSSW2 CD 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n        SSW2 CD 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tSSW2 CD 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tSSW2 EF 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tSSW2 EF 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n        SSW2 GHIJ 2 A_weaponready\n\t\tGoto Ready+35\n\n\tReady.BlueBlood:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t//TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tTNT1 A 0 A_Takeinventory(\"HasCutingWeapon\",1)\n\t\tS4W2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tS4W2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\n\t\tS4W2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tS4W2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tS4W2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tS4W2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tS4W2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tS4W2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n        SSW3 CD 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tSSW3 CD 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n        SSW3 CD 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tSSW3 CD 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tSSW3 EF 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tSSW3 EF 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n        SSW3 GHIJ 2 A_weaponready\n\t\tGoto Ready+35\n\n\tWeaponSpecialPurist:\n\t\tTNT1 A 0 A_Print(\"Weapon Special Not Available in Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tGoto Ready+35\n\n\tWeaponSpecial:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"WeaponSpecialPurist\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Quad_SSG\", 1, \"WeaponSpecialQuad\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DualSSGChecker\", 1, 4)\n\t\tTNT1 A 0 A_Print(\"You need a sawed-off shotgun!\")\n\t\tGoto Ready+35\n\t\tTNT1 AAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\", 2, 4)\n\t\tTNT1 A 0 A_Print(\"You need shotgun shells!\")\n\t\tGoto Ready+35\n\t\tTNT1 AAAAA 0\n\t\tTNT1 A 0 A_GunFlash(\"SSGFlash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"WeaponSpecialBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"WeaponSpecialBlueBlood\")\n\t\tSAWG A 1 //Offset(20,40)\n\t\tSAWG B 1 //Offset(40,43)\n\t\tSAWG E 1 //Offset(60,46)\n\t\tSAWG F 1 //Offset(80,46)\n\t\tSAWG G 1\n\t\tSAWG G 40\n\t\tSAWG FEBA 1\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tGoto Ready+35\n\n\tWeaponSpecialQuad:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"WeaponSpecialPurist\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Quad_SSG\", 1, 4)\n\t\tGoto Ready+35\n\t\tTNT1 AAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\", 4, 4)\n\t\tTNT1 A 0 A_Print(\"You need shotgun shells!\")\n\t\tGoto Ready+35\n\t\tTNT1 AAAAA 0\n\t\tTNT1 A 0 A_GunFlash(\"QuadSSGFlash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"WeaponSpecialBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"WeaponSpecialBlueBlood\")\n\t\tSAWG A 1 //Offset(20,40)\n\t\tSAWG B 1 //Offset(40,43)\n\t\tSAWG E 1 //Offset(60,46)\n\t\tSAWG F 1 //Offset(80,46)\n\t\tSAWG G 1\n\t\tSAWG G 40\n\t\tSAWG FEBA 1\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tGoto Ready+35\n\n\tWeaponSpecialBlood:\n\t\tSAWG H 1 //Offset(20,40)\n\t\tSAWG I 1 //Offset(40,43)\n\t\tSAWG J 1 //Offset(60,46)\n\t\tSAWG K 1 //Offset(80,46)\n\t\tSAWG L 1\n\t\tSAWG L 40\n\t\tSAWG KJIH 1\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tGoto Ready+35\n\n\tWeaponSpecialBlueBlood:\n\t\tS4WG H 1 //Offset(20,40)\n\t\tS4WG I 1 //Offset(40,43)\n\t\tS4WG J 1 //Offset(60,46)\n\t\tS4WG K 1 //Offset(80,46)\n\t\tS4WG L 1\n\t\tS4WG L 40\n\t\tS4WG KJIH 1\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tGoto Ready+35\n\n\tSSGFlash:\n\t\tS6AS AB 2\n\t\tTNT1 A 0 A_PlaySound(\"insertshell\", 5)\n\t\tS6AS CDD 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ssg/close\", 7)\n\t\tP6W1 A 4\n\n\t\tTNT1 A 0 A_TakeInventory(\"NewShell\", 2)\n\t\tTNT1 A 0 A_AlertMonsters\n\t    P6W1 B 1 BRIGHT A_FireBullets(0, 0, 1, 20, \"shotpuff\", 1, 120)//Horizontal Spread, Vertical Spread, Numbers of Projectiles (Leave as -1 if its a single one), Damage Factor\n\t\tTNT1 A 0  A_PlaySound(\"SSHFIRE\", 1)//Play gun fire sound\n\t\tTNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"Tracer\", Random(-7, 7), 0, -1, Random(-7, 7))\n\t\tTNT1 A 0 A_FireBullets(15, 9, 22, 7, \"ShotgunPuff\")\n\t\tTNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\", 15, 0, 0, 0)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\", -15, 0, 0, 0)\n\t\tTNT1 A 0 A_SetPitch(-1.55 + pitch)//Vertical recoil down\n\t\tTNT1 A 0 ACS_NamedExecute(\"Recoil282\", 0, 0, 0, 0)\n\t\tP6W1 C 2 //A_FireCustomMissile(\"RifleCaseSpawn\",0,0,6,4) //Ejetts empty brass\n\n\t\tP6W1 DEFGHIJKLMN 1 //A_Refire\n\t\tTNT1 A 0 A_PlaySound(\"insertshell\", 5)\n\t\tS6AS DC 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ssg/close\", 7)\n\t\tS6AS BA 2\n\t\tStop\n\n\tQuadSSGFlash:\n\t\tQHT5 AB 2\n\t\tTNT1 A 0 A_PlaySound(\"insertshell\", 5)\n\t\tQHT5 CDD 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ssg/close\", 7)\n\t\tQHT2 A 4\n\n\t\tTNT1 A 0 A_TakeInventory(\"NewShell\", 4)\n\t\tTNT1 A 0 A_AlertMonsters\n\t    QHO9 A 1 BRIGHT A_FireBullets(0, 0, 1, 20, \"shotpuff\", 1, 120)//Horizontal Spread, Vertical Spread, Numbers of Projectiles (Leave as -1 if its a single one), Damage Factor\n\t\tTNT1 A 0  A_PlaySound(\"weapons/quadssg_fire\", 1)//Play gun fire sound\n\t\tTNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"Tracer\", Random(-7, 7), 0, -1, Random(-7, 7))\n\t\tTNT1 A 0 A_FireBullets(15, 9, 22, 7, \"ShotgunPuff\")\n\t\tTNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\", 15, 0, 0, 0)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\", -15, 0, 0, 0)\n\t\tTNT1 A 0 A_SetPitch(-1.55 + pitch)//Vertical recoil down\n\t\tTNT1 A 0 ACS_NamedExecute(\"Recoil282\", 0, 0, 0, 0)\n\t\tQHO9 B 2 //A_FireCustomMissile(\"RifleCaseSpawn\",0,0,6,4) //Ejetts empty brass\n\n\t\tQHO8 CDE 1 //A_Refire\n\t\tQHT2 BCDEFGH 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ssg/open\", 2)\n\t\tQHT2 IJK 1\n\t\tTNT1 AA 0 A_FireCustomMissile(\"SSGCaseSpawner\",0,0,-10)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"SSGCaseSpawner\",0,0,-11)\n\t\tQHT2 L 5\n\t\tQHT2 MMNNOOPP 1\n\t\tTNT1 A 0 A_playsound(\"weapons/ssg/in\", 3, 1)\n\t\tQHT2 Q 1\n\t\tTNT1 A 0 A_playsound(\"weapons/ssg/in\", 4, 1)\n\t\tQHT2 QR 1\n\t\tTNT1 A 0 A_TakeInventory(\"NewShell\", 4)\n\n\t\tQHT2 STUV 1\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tQHT2 WX 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ssg/close\", 6, 1)\n\t\tQHT2 YZ 1\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tQHO9 DEFG 1\n\t\tQHT5 DC 2\n\t\tQHT5 BA 2\n\t\tStop\n\n\t/*\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Giveinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ComboSeq\", 1, \"QuickShot\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Fire.Blood\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Fire.BlueBlood\")\n         TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Fire.GreenBlood\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/start\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tSAWG ABCD 1\n\tHold:\n\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\nTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Hold.Blood\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Hold.BlueBlood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Hold.GreenBlood\")\n        TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\tSAWF A 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 6, \"SSawPuff3\")\n\t\tSAWF B 1\n\t\tSAWF C 1 A_Saw(\"\", \"BladeRip\", 6, \"SSawPuff4\")\n\t\tSAWF D 1\n\t\t//TNT1 A 0 A_TakeInventory(\"Gas\", 1)\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\", 9)\n\t\tTNT1 A 0 ACS_Execute(282, 0, 0, 0, 0)\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\t//TNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")\n\t\tSAWG DC 1\n\t\tgoto ready+35\n\t\t*/\n\n\t\t//Clean Fire Start\n\t\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Giveinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ComboSeq\", 1, \"QuickShot\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"AltFireBlue\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"AltFireRed\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"AltFireGreen\")\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\t//TNT1 A 0 A_PlaySound(\"Machete/Yum\", 3)\n\t\tTNT1 A 0 A_Jump(48, \"AltFire2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawFireSeq2\", 1, 15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawFireSeq1\", 1, \"AltFireLeft\")\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AltFire2\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AltFire2\")\n\t\tCSA1 ABCD 1\n\t\tTNT1 AAAAAAAAAAAAAA 0\n\t\tTNT1 A 0 A_GiveInventory(\"SawFireSeq1\")\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\")\n\n\t\tCSA1 D 1 Offset(4, 36)\n\t\tCSA1 D 1 Offset(8, 40)\n\t\tCSA1 D 1 Offset(4, 36)\n\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/start\", 4)\n\t\tCSA1 EFG 1\n\t\tTNT1 AAAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 32)\n\t\tCSA1 H 1 A_Saw(\"\", \"\", 0, \"SSawPuff2\", 0, 120, 32)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue\")\n\t\tCSA1 JKL 1\n\n\t\tCSA1 L 1 Offset(-4, 36)\n\t\tCSA1 L 1 Offset(-8, 40)\n\t\tCSA1 L 1 Offset(-4, 36)\n\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tCSA1 MNO 1\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\", 5)\n\t\tGoto ready+35\n\n\tAltContinue:\n\t\tCSA1 P 1 A_Saw(\"weapons/chainsaw/loop\", \"Machete/Yum\", 6, \"SSawPuff2\", 0, 120, 3)\n\t\tCSA1 QI 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"AltContinueRed\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"AltContinueGreen\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"AltContinueBlue\")\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSA1 JKL 1\n\t\t//TNT1 A 3\n\t\tCSA1 L 1 Offset(-4, 36)\n\t\tCSA1 L 1 Offset(-8, 40)\n\t\tCSA1 L 1 Offset(-4, 36)\n\n\t\tCSA1 MNO 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\", 5)\n\t\tGoto ready+35\n\n\tAltFireLeft:\n\t\t//TNT1 A 2\n\n\t\tCSA1 L 1 Offset(8, 40)\n\t\tCSA1 L 1 Offset(4, 36)\n\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSA1 LKJ 1\n\t\tTNT1 AAAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 32)\n\t\tCSA1 I 1 A_Saw(\"\", \"\", 0, \"SSawPuff2\", 0, 120, 32)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueleft\")\n\t\tCSA1 HGFE 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SawFireSeq2\", 1)\n\t//\tTNT1 A 3\n\n\t\tCSA1 E 1 Offset(4, 36)\n\t\tCSA1 E 1 Offset(8, 40)\n\t\tCSA1 E 1 Offset(4, 36)\n\n\t\tTNT1 A 0 A_ReFire\n\t\tCSA1 DCBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\", 5)\n\t\tGoto ready+35\n\n\tAltContinueLeft:\n\t\tCSA1 P 1 A_Saw(\"weapons/chainsaw/loop\", \"Machete/Yum\", 6, \"SSawPuff2\", 0, 120, 3)\n\t\tCSA1 QI 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueleft\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSA1 HGFE 1\n\t//\tTNT1 A 3\n\n\t\tCSA1 E 1 Offset(4, 36)\n\t\tCSA1 E 1 Offset(8, 40)\n\t\tCSA1 E 1 Offset(4, 36)\n\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tCSA1 DCBA 1\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\", 5)\n\t\tGoto ready+35\n\n\tAltFire2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"AltFire2Blue\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"AltFire2Red\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"AltFire2Green\")\n\t\tCSA2 ABCDDEEEF 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSA2 GHI 1 A_JumpIfCloser(119, \"AltContinue2\")\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_Saw(\"\", \"\", 0, \"SSawPuff\", 0, 120, 0, 32)\n\t\tCSA2 J 1 A_Saw(\"\", \"\", 8, \"SSawPuff\",0,120)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2\")\n\t\tCSA2 MNO 1 A_JumpIfCloser(119, \"AltContinue2\")\n\t\tTNT1 A 5\n\t\tCSA2 PQ 1\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\", 5)\n\t\tGoto ready+35\n\n\tAltContinue2:\n\t\tCSA2 J 1 A_Saw(\"weapons/chainsaw/loop\", \"Machete/Yum\", 8, \"SSawPuff\", 0, 120)\n\t\tCSA2 KL 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSA2 J 1 A_Saw(\"weapons/chainsaw/loop\", \"Machete/Yum\", 8, \"SSawPuff\", 0, 120)\n\t\tCSA2 KL 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSA2 MNO 1\n\t\tTNT1 A 5\n\t\tCSA2 PQ 1\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\", 5)\n\t\tGoto ready+35\n\n\t\t//Clean Fire End\n\n\t\t//Blood Fire Start\n\n\t\tAltFireRed:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\t//TNT1 A 0 A_PlaySound(\"Machete/Yum\", 3)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawFireSeq2\", 1, 15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawFireSeq1\", 1, \"AltFireLeftRed\")\n\t\t//TNT1 A 0 A_Jump(12, \"AltFire2\")\n\t\tTNT1 A 0 A_Jump(48, \"AltFire2Red\")\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AltFire2\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AltFire2\")\n\t\tCSR1 ABCD 1\n\t\tTNT1 AAAAAAAAAAAAAA 0\n\t\tTNT1 A 0 A_GiveInventory(\"SawFireSeq1\")\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\")\n\t\t//TNT1 A 3\n\t\tCSR1 D 1 Offset(4, 36)\n\t\tCSR1 D 1 Offset(8, 40)\n\t\tCSR1 D 1 Offset(4, 36)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSR1 EFG 1\n\t\tTNT1 AAAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 32)\n\t\tCSR1 H 1 A_Saw(\"\", \"\", 0, \"SSawPuff2\", 0, 120, 32)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueRed\")\n\t\tCSR1 JKL 1\n\n\t\tCSR1 L 1 Offset(-4, 36)\n\t\tCSR1 L 1 Offset(-8, 40)\n\t\tCSR1 L 1 Offset(-4, 36)\n\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tCSR1 MNO 1\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\" ,5)\n\t\tGoto ready+35\n\n\tAltContinueRed:\n\t\tCSR1 P 1 A_Saw(\"weapons/chainsaw/loop\", \"Machete/Yum\", 6, \"SSawPuff2\", 0, 120, 3)\n\t\tCSR1 QI 1\n\t\tCSR1 QI 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueRed\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSR1 JKL 1\n\t\t//TNT1 A 3\n\t\tCSR1 L 1 Offset(-4, 36)\n\t\tCSR1 L 1 Offset(-8, 40)\n\t\tCSR1 L 1 Offset(-4, 36)\n\t\tCSR1 MNO 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\" ,5)\n\t\tGoto ready+35\n\n\tAltFireLeftRed:\n\t\t//TNT1 A 2\n\t\tCSR1 L 1 Offset(8, 40)\n\t\tCSR1 L 1 Offset(4, 36)\n\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSR1 LKJ 1\n\t\tTNT1 AAAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 32)\n\t\tCSR1 I 1 A_Saw(\"\", \"\", 0, \"SSawPuff2\", 0, 120, 32)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueleftred\")\n\t\tCSR1 HGFE 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SawFireSeq2\", 1)\n\t\t//TNT1 A 3\n\n\t\tCSR1 E 1 Offset(4, 36)\n\t\tCSR1 E 1 Offset(8, 40)\n\t\tCSR1 E 1 Offset(4, 36)\n\n\t\tTNT1 A 0 A_ReFire\n\t\tCSR1 DCBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\" ,5)\n\t\tGoto ready+35\n\n\tAltContinueLeftRed:\n\t\tCSR1 P 1 A_Saw(\"weapons/chainsaw/loop\", \"Machete/Yum\", 6, \"SSawPuff2\", 0, 120, 3)\n\t\tCSR1 QI 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueleftred\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSR1 HGFE 1\n\t\t//TNT1 A 3\n\t\tCSR1 E 1 Offset(4, 36)\n\t\tCSR1 E 1 Offset(8, 40)\n\t\tCSR1 E 1 Offset(4, 36)\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tCSR1 DCBA 1\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\" ,5)\n\t\tGoto ready+35\n\n\tAltFire2Red:\n\t\tTNT1 A 0\n\t\tCSR2 ABCDDEEEF 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSR2 GHI 1 A_JumpIfCloser(119, \"AltContinue2Red\")\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_Saw(\"\", \"\", 0, \"SSawPuff\", 0, 120, 0, 32)\n\t\tCSR2 J 1 A_Saw(\"\", \"\", 8, \"SSawPuff\",0,120)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Red\")\n\t\tCSR2 MNO 1 A_JumpIfCloser(119, \"AltContinue2Red\")\n\t\tTNT1 A 3\n\t\tCSR2 PQ 1\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\" ,5)\n\t\tGoto ready+35\n\n\tAltContinue2Red:\n\t\tCSR2 J 1 A_Saw(\"weapons/chainsaw/loop\", \"Machete/Yum\", 8, \"SSawPuff\", 0, 120)\n\t\tCSR2 KL 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Red\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSR2 J 1 A_Saw(\"weapons/chainsaw/loop\", \"Machete/Yum\", 8, \"SSawPuff\", 0, 120)\n\t\tCSR2 KL 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Red\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSR2 MNO 1\n\t\tTNT1 A 3\n\t\tCSR2 PQ 1\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\" ,5)\n\t\tGoto ready+35\n\n\t\t//Blood Fire End\n\n\t\t//Blue Blood Fire Start\n\n\t\tAltFireBlue:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\t//TNT1 A 0 A_PlaySound(\"Machete/Yum\", 3)\n\t\tTNT1 A 0 A_Jump(48, \"AltFire2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawFireSeq2\", 1, 15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawFireSeq1\", 1, \"AltFireLeftBlue\")\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AltFire2\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AltFire2\")\n\t\tCSB1 ABCD 1\n\t\tTNT1 AAAAAAAAAAAAAA 0\n\t\tTNT1 A 0 A_GiveInventory(\"SawFireSeq1\")\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\")\n\t\t//TNT1 A 3\n\t\tCSB1 D 1 Offset(4, 36)\n\t\tCSB1 D 1 Offset(8, 40)\n\t\tCSB1 D 1 Offset(4, 36)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSB1 EFG 1\n\t\tTNT1 AAAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 32)\n\t\tCSB1 H 1 A_Saw(\"\", \"\", 0, \"SSawPuff2\", 0, 120, 32)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueBlue\")\n\t\tCSB1 JKL 1\n\t//\tTNT1 A 3\n\t\tCSB1 L 1 Offset(-4, 36)\n\t\tCSB1 L 1 Offset(-8, 40)\n\t\tCSB1 L 1 Offset(-4, 36)\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tCSB1 MNO 1\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\" ,5)\n\t\tGoto ready+35\n\n\tAltContinueBlue:\n\t\tCSB1 P 1 A_Saw(\"weapons/chainsaw/loop\", \"Machete/Yum\", 6, \"SSawPuff2\", 0, 120, 3)\n\t\tCSB1 QI 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueBlue\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSB1 JKL 1\n\t\t//TNT1 A 3\n\t\tCSB1 L 1 Offset(-4, 36)\n\t\tCSB1 L 1 Offset(-8, 40)\n\t\tCSB1 L 1 Offset(-4, 36)\n\t\tCSB1 MNO 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\" ,5)\n\t\tGoto ready+35\n\n\tAltFireLeftBlue:\n\t\tCSB1 L 1 Offset(8, 40)\n\t\tCSB1 L 1 Offset(4, 36)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSB1 LKJ 1\n\t\tTNT1 AAAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 32)\n\t\tCSB1 I 1 A_Saw(\"\", \"\", 0, \"SSawPuff2\", 0, 120, 32)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueleftBlue\")\n\t\tCSB1 HGFE 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SawFireSeq2\", 1)\n\t\t//TNT1 A 3\n\t\tCSB1 E 1 Offset(4, 36)\n\t\tCSB1 E 1 Offset(8, 40)\n\t\tCSB1 E 1 Offset(4, 36)\n\t\tTNT1 A 0 A_ReFire\n\t\tCSB1 DCBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\" ,5)\n\t\tGoto ready+35\n\n\tAltContinueLeftBlue:\n\t\tCSB1 P 1 A_Saw(\"weapons/chainsaw/loop\", \"Machete/Yum\", 6, \"SSawPuff2\", 0, 120, 3)\n\t\tCSB1 QI 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueleftBlue\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSB1 HGFE 1\n\t\t//TNT1 A 3\n\t\tCSB1 E 1 Offset(4, 36)\n\t\tCSB1 E 1 Offset(8, 40)\n\t\tCSB1 E 1 Offset(4, 36)\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tCSB1 DCBA 1\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\" ,5)\n\t\tGoto ready+35\n\n\tAltFire2Blue:\n\t\tTNT1 A 0\n\t\tCSB2 ABCDDEEEF 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSB2 GHI 1 A_JumpIfCloser(119, \"AltContinue2Blue\")\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_Saw(\"\", \"\", 0, \"SSawPuff\", 0, 120, 0, 32)\n\t\tCSB2 J 1 A_Saw(\"\", \"\", 8, \"SSawPuff\",0,120)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Blue\")\n\t\tCSB2 MNO 1 A_JumpIfCloser(119, \"AltContinue2Blue\")\n\t\tTNT1 A 3\n\t\tCSB2 PQ 1\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\" ,5)\n\t\tGoto ready+35\n\n\tAltContinue2Blue:\n\t\tCSB2 J 1 A_Saw(\"weapons/chainsaw/loop\", \"Machete/Yum\", 8, \"SSawPuff\", 0, 120)\n\t\tCSB2 KL 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Blue\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSB2 J 1 A_Saw(\"weapons/chainsaw/loop\", \"Machete/Yum\", 8, \"SSawPuff\", 0, 120)\n\t\tCSB2 KL 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Blue\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSB2 MNO 1\n\t\tTNT1 A 3\n\t\tCSB2 PQ 1\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\" ,5)\n\t\tGoto ready+35\n\n\t\t//Blue Blood Fire End\n\n\t//Green Blood Fire Start\n\n\tAltFireGreen:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\t//TNT1 A 0 A_PlaySound(\"Machete/Yum\", 3)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawFireSeq2\", 1, 15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawFireSeq1\", 1, \"AltFireLeftGreen\")\n\t\t//TNT1 A 0 A_Jump(12, \"AltFire2\")\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AltFire2\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AltFire2\")\n\t\tCSG1 ABCD 1\n\t\tTNT1 AAAAAAAAAAAAAA 0\n\t\tTNT1 A 0 A_GiveInventory(\"SawFireSeq1\")\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\")\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSG1 EFG 1\n\t\tTNT1 AAAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 32)\n\t\tCSG1 H 1 A_Saw(\"\", \"\", 0, \"SSawPuff2\", 0, 120, 32)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueGreen\")\n\t\tCSG1 JKL 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tCSG1 MNO 1\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\" ,5)\n\t\tGoto OnLoop\n\n\tAltContinueGreen:\n\t\tCSG1 P 1 A_Saw(\"weapons/chainsaw/loop\", \"Machete/Yum\", 6, \"SSawPuff2\", 0, 120, 3)\n\t\tCSG1 QI 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueGreen\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSG1 JKL 1\n\t\tTNT1 A 5\n\t\tCSG1 MNO 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\" ,5)\n\t\tGoto OnLoop\n\n\tAltFireLeftGreen:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSG1 LKJ 1\n\t\tTNT1 AAAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 32)\n\t\tCSG1 I 1 A_Saw(\"\", \"\", 0, \"SSawPuff2\", 0, 120, 32)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueleftGreen\")\n\t\tCSG1 HGFE 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SawFireSeq2\", 1)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_ReFire\n\t\tCSG1 DCBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\" ,5)\n\t\tGoto OnLoop\n\n\tAltContinueLeftGreen:\n\t\tCSG1 P 1 A_Saw(\"weapons/chainsaw/loop\", \"Machete/Yum\", 6, \"SSawPuff2\", 0, 120, 3)\n\t\tCSG1 QI 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinueleftGreen\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSG1 HGFE 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawFireSeq2\", 1)\n\t\tCSG1 DCBA 1\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\" ,5)\n\t\tGoto OnLoop\n\n\tAltFire2Green:\n\t\tTNT1 A 0\n\t\tCSG2 ABCDDEEEF 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSG2 GHI 1 A_JumpIfCloser(119, \"AltContinue2Green\")\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_Saw(\"\", \"\", 0, \"SSawPuff\", 0, 120, 0, 32)\n\t\tCSG2 J 1 A_Saw(\"\", \"\", 8, \"SSawPuff\",0,120)\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Green\")\n\t\tCSG2 MNO 1 A_JumpIfCloser(119, \"AltContinue2Green\")\n\t\tTNT1 A 5\n\t\tCSG2 PQ 1\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\" ,5)\n\t\tGoto OnLoop\n\n\tAltContinue2Green:\n\t\tCSG2 J 1 A_Saw(\"weapons/chainsaw/loop\", \"Machete/Yum\", 8, \"SSawPuff\", 0, 120)\n\t\tCSG2 KL 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Green\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSG2 J 1 A_Saw(\"weapons/chainsaw/loop\", \"Machete/Yum\", 8, \"SSawPuff\", 0, 120)\n\t\tCSG2 KL 1\n\t\tTNT1 A 0 A_JumpIfCloser(119, \"AltContinue2Green\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSG2 MNO 1\n\t\tTNT1 A 5\n\t\tCSG2 PQ 1\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\" ,5)\n\t\tGoto OnLoop\n\n\t//Green Blood Fire End\n\n\tReady.GreenBlood:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tSAW4 A 2 A_weaponready\n        SAW4 B 2 A_weaponready\n\t\tGoto Ready+35\n\tFire.GreenBlood:\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/start\")\n\t\tSAW4 CD 1\n\tHold.GreenBlood:\n        //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tKICK A 0 A_Takeinventory(\"PowerBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tTNT1 A 0 A_playsoundEx(\"weapons/chainsaw/loop\",\"Weapon\",1)\n\t\tSAW4 E 1 A_custompunch(random(4,6),1,1,\"SSawPuff3\")\n\t\tSAW4 F 1\n\t\tSAW4 G 1 A_custompunch(random(4,6),1,1,\"SSawPuff4\")\n\t\tSAW4 H 1\n        TNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Hold.Blood\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Hold.BlueBlood\")\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")\n\t\tSAW4 DC 1\n\t\tgoto ready+35\n\n\tUseHealthBackPack:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoHealBackpack\", 1)\n\t\tSYRI ABCDEFGHIJ 1\n\t\tSYRI A 0 A_PlaySound(\"blodr1\", 3)\n\t\tSYRI KLL 1\n\t\tSYRI A 0 A_PlaySound(\"misc/N_HP_pickup\", 2)\n\t\tSYRI MMMM 1\n\t\tSYRI LKJIHGFEDCBA 1\n\t\tGoto Ready\n\n\tThrowSwarmPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoSwarmPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Swarmers\", 1, 1)\n\t\tGoto NoSwarmPod\n\t\tTNT1 A 0 A_TakeInventory(\"Swarmers\", 1)\n\t\tXHFA LKJIHG 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF G 2\n\t\tXHFF IJKL 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"SwarmerPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoSwarmPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Swarmers left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowElecPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoElecPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ElecPod\", 1, 1)\n\t\tGoto NoElecPod\n\t\tTNT1 A 0 A_TakeInventory(\"ElecPod\", 1)\n\t\tXHFA ABCDEF 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF B 2\n\t\tXHFF CDEF 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"ElectricPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoElecPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Electropods left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowGrenade:\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tHNDF ABCDEFGH 1\n\t\tHNDF I 2 A_PlaySound(\"OPNGRN\", 1)\n\t\tHNDF JKLMNOPQR 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Refire\n\t\tHND1 I 2 A_PlaySound(\"THRGRN\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\", 1)\n\t\tHND1 J 1 A_FireCustomMissile(\"ThrownGrenade30\")\n\t\tHND1 KLMNOPQ 2\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tGoto Ready\n\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+35\n\n\tMinePurist:\n\t\tTNT1 A 0 A_Print(\"Land Mines disabled in Classic Mode!\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tGoto Ready+35\n\n    ThrowMine:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\", 1, 1)\n\t\tGoto NoMine\n\t\tMINE ABCDEF 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 1)\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tTNT1 A 0 A_ThrowGrenade(\"ThrownProxMine\",4,11,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\", 1)\n\t\tMINE GHIJK 1\n\t\tGoto Ready\n\n\tNoMine:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Land Mines left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+35\n\n    FlashKicking:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"FlashKickingBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"FlashKickingBlueBlood\")\n\t\tSAWG A 1 //Offset(20,40)\n\t\tSAWG B 1 //Offset(40,43)\n\t\tSAWG E 1 //Offset(60,46)\n\t\tSAWG F 1 //Offset(80,46)\n\t\tSAWG G 1 //Offset(100,46)\n\t\tSAWG G 1 //Offset(80,46)\n\t\tSAWG F 1 //Offset(60,46)\n\t\tSAWG E 1 //Offset(40,43)\n\t\tSAWG B 1 //Offset(20,40)\n\t\tSAWG A 1 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tSAWG BABABA 1\n\t\tStop\n\n\tFlashKickingBlood:\n\t\tSAWG H 1 //Offset(20,40)\n\t\tSAWG I 1 //Offset(40,43)\n\t\tSAWG J 1 //Offset(60,46)\n\t\tSAWG K 1 //Offset(80,46)\n\t\tSAWG L 1 //Offset(100,46)\n\t\tSAWG L 1 //Offset(80,46)\n\t\tSAWG K 1 //Offset(60,46)\n\t\tSAWG J 1 //Offset(40,43)\n\t\tSAWG I 1 //Offset(20,40)\n\t\tSAWG H 1 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tSAWG IHIHIH 1\n\t\tStop\n\n\tFlashKickingBlueBlood:\n\t\tS4WG H 1 //Offset(20,40)\n\t\tS4WG I 1 //Offset(40,43)\n\t\tS4WG J 1 //Offset(60,46)\n\t\tS4WG K 1 //Offset(80,46)\n\t\tS4WG L 1 //Offset(100,46)\n\t\tS4WG L 1 //Offset(80,46)\n\t\tS4WG K 1 //Offset(60,46)\n\t\tS4WG J 1 //Offset(40,43)\n\t\tS4WG I 1 //Offset(20,40)\n\t\tS4WG H 1 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tS4WG IHIHIH 1\n\t\tStop\n\n\tFlashAirKicking:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"FlashAirKickingBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"FlashAirKickingBlueBlood\")\n\t\tSAWG A 1 //Offset(20,40)\n\t\tSAWG B 1// Offset(40,43)\n\t\tSAWG E 1 //Offset(60,46)\n\t\tSAWG F 1 //Offset(80,46)\n\t\tSAWG G 1 //Offset(100,46)\n\t\tSAWG G 1 //Offset(80,46)\n\t\tSAWG F 1 //Offset(60,46)\n\t\tSAWG E 1 //Offset(40,43)\n\t\tSAWG B 1 //Offset(20,40)\n\t\tSAWG A 1 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tSAWG BABABABA 1\n\t\tStop\n\n\tFlashAirKickingBlood:\n\t\tSAWG H 1 //Offset(20,40)\n\t\tSAWG I 1 //Offset(40,43)\n\t\tSAWG J 1 //Offset(60,46)\n\t\tSAWG K 1 //Offset(80,46)\n\t\tSAWG L 1 //Offset(100,46)\n\t\tSAWG L 1 //Offset(80,46)\n\t\tSAWG K 1 //Offset(60,46)\n\t\tSAWG J 1 //Offset(40,43)\n\t\tSAWG I 1 //Offset(20,40)\n\t\tSAWG H 1 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tSAWG IHIHIHIH 1\n\t\tStop\n\n\tFlashAirKickingBlueBlood:\n\t\tS4WG H 1 //Offset(20,40)\n\t\tS4WG I 1 //Offset(40,43)\n\t\tS4WG J 1 //Offset(60,46)\n\t\tS4WG K 1 //Offset(80,46)\n\t\tS4WG L 1 //Offset(100,46)\n\t\tS4WG L 1 //Offset(80,46)\n\t\tS4WG K 1 //Offset(60,46)\n\t\tS4WG J 1 //Offset(40,43)\n\t\tS4WG I 1 //Offset(20,40)\n\t\tS4WG H 1 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tS4WG IHIHIHIH 1\n\t\tStop\n\n\tFlashSlideKicking:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"FlashSlideKickingBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"FlashSlideKickingBlueBlood\")\n\t\tSAWG A 2 Offset(20,40)\n\t\tSAWG A 2 Offset(40,43)\n\t\tSAWG B 2 Offset(60,46)\n\t\tSAWG B 2 Offset(80,46)\n\t\tSAWG E 2 Offset(100,46)\n\t\tSAWG E 2 Offset(120,46)\n\t\tSAWG F 2 Offset(120,46)\n\t\tSAWG F 2 Offset(120,46)\n\t\tSAWG G 2 Offset(120,46)\n\t\tSAWG GGGG 1 Offset(120,46)\n\t\tStop\n\n\tFlashSlideKickingBlood:\n\t\tSAWG H 2 Offset(20,40)\n\t\tSAWG H 2 Offset(40,43)\n\t\tSAWG I 2 Offset(60,46)\n\t\tSAWG I 2 Offset(80,46)\n\t\tSAWG J 2 Offset(100,46)\n\t\tSAWG J 2 Offset(120,46)\n\t\tSAWG K 2 Offset(120,46)\n\t\tSAWG K 2 Offset(120,46)\n\t\tSAWG L 2 Offset(120,46)\n\t\tSAWG LLLL 1 Offset(120,46)\n\t\tStop\n\n\tFlashSlideKickingBlueBlood:\n\t\tS4WG H 2 Offset(20,40)\n\t\tS4WG H 2 Offset(40,43)\n\t\tS4WG I 2 Offset(60,46)\n\t\tS4WG I 2 Offset(80,46)\n\t\tS4WG J 2 Offset(100,46)\n\t\tS4WG J 2 Offset(120,46)\n\t\tS4WG K 2 Offset(120,46)\n\t\tS4WG K 2 Offset(120,46)\n\t\tS4WG L 2 Offset(120,46)\n\t\tS4WG LLLL 1 Offset(120,46)\n\t\tStop\n\n\tFlashSlideKickingStop:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"FlashSlideKickingStopBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"FlashSlideKickingStopBlueBlood\")\n\t\tSAWG F 1 Offset(80,46)\n\t\tSAWG E 1 Offset(60,46)\n\t\tSAWG B 1 Offset(40,43)\n\t\tSAWG A 1 Offset(20,40)\n\t\tSAWG BABA 1\n\t\tStop\n\n\tFlashSlideKickingStopBlood:\n\t\tSAWG K 1 Offset(80,46)\n\t\tSAWG J 1 Offset(60,46)\n\t\tSAWG I 1 Offset(40,43)\n\t\tSAWG H 1 Offset(20,40)\n\t\tSAWG IHIH 1\n\t\tStop\n\n\tFlashSlideKickingStopBlueBlood:\n\t\tS4WG K 1 Offset(80,46)\n\t\tS4WG J 1 Offset(60,46)\n\t\tS4WG I 1 Offset(40,43)\n\t\tS4WG H 1 Offset(20,40)\n\t\tS4WG IHIH 1\n\t\tStop\n\n\tFlashPunching:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"FlashPunchingBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"FlashPunchingBlueBlood\")\n\t\tSAWG A 1 //Offset(20,40)\n\t\tSAWG B 1 //Offset(40,43)\n\t\tSAWG E 1 //Offset(60,46)\n\t\tSAWG F 1 //Offset(80,46)\n\t\tSAWG GGGGG 1 //Offset(100,46)\n\t\tSAWG G 1 //Offset(80,46)\n\t\tSAWG F 1 //Offset(60,46)\n\t\tSAWG E 1 //Offset(40,43)\n\t\tSAWG B 1 //Offset(20,40)\n\t\tSAWG A 1 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tSAWG BABABA 1\n\t\tStop\n\n\tFlashPunchingBlood:\n\t\tSAWG H 1 //Offset(20,40)\n\t\tSAWG I 1 //Offset(40,43)\n\t\tSAWG J 1 //Offset(60,46)\n\t\tSAWG K 1 //Offset(80,46)\n\t\tSAWG L 1 //Offset(100,46)\n\t\tSAWG L 1 //Offset(80,46)\n\t\tSAWG K 1 //Offset(60,46)\n\t\tSAWG J 1 //Offset(40,43)\n\t\tSAWG I 1 //Offset(20,40)\n\t\tSAWG H 1 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tSAWG IHIHIH 1\n\t\tStop\n\n\tFlashPunchingBlueBlood:\n\t\tS4WG H 1 //Offset(20,40)\n\t\tS4WG I 1 //Offset(40,43)\n\t\tS4WG J 1 //Offset(60,46)\n\t\tS4WG K 1 //Offset(80,46)\n\t\tS4WG L 1 //Offset(100,46)\n\t\tS4WG L 1 //Offset(80,46)\n\t\tS4WG K 1 //Offset(60,46)\n\t\tS4WG J 1 //Offset(40,43)\n\t\tS4WG I 1 //Offset(20,40)\n\t\tS4WG H 1 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tS4WG IHIHIH 1\n\t\tStop\n\n\t////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n\t\tQuickPunchPurist:\n\t\tTNT1 A 0 A_Print(\"Knife Combos Not Allowed In Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"DoPunch\",1)\n\t\tGoto Ready+35\n\n\tQuickPunch:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"QuickPunchPurist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"SuperQuickPunch\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+35\n\n\tSuperQuickPunch:\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+35\n\n\tKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 25, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, -25, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AAAA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n    DoKick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf(Height < 54, \"SlideKick\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n\n        KICK H 3\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+35\n\n\tSlideKick:\n\t\tTNT1 A 0 A_GiveInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Jumpifinventory(\"PowerStrength\",1,\"SuperSlideKick\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-13)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_ZoomFactor(0.960)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+35\n\n\t LowerKick:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"KickHasHitAnObject\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/End\", 1)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+35\n\n\tSuperSlideKick:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-15)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+35\n\n    BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n\n        KICK H 3 A_ZoomFactor(0.950)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+35\n\n\tAirKick:\n\t    TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashAirKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+35\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n        TNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+35\n    Taunt:\n        TNT1 A 5\n\t\tFUCK A 2\n\t\tFUCK B 2 A_PlaySound(\"FUCK\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tFUCK C 2 A_AlertMonsters\n\t\tFUCK D 15 A_Takeinventory(\"Taunting\",1)\n\t\tFUCK CBA 5\n        TNT1 A 5\n\t\tgoto ready+35\n\tSalute:\n\t    TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\n// New Secondary Attack and Combo-----------------------------------------------------------------------------------------------------------\n\n\tAltFirePurist:\n\t\tTNT1 A 0 A_Print(\"Secondary Fire Not Available in Classic Mode!\")\n\t\tGoto Ready+35\n\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"AltFirePurist\")\n\t\tTNT1 A 0 A_Giveinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"AltFire.Red\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"AltFire.Blue\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredGun\", 1, \"SlashDown\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ComboSeq\", 2, \"Thrust\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ComboSeq\", 1, \"SlashUp\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tSAWG A 1 Offset(20,40)\n\t\tSAWG B 1 Offset(40,43)\n\t\tSAWG B 1 Offset(60,46)\n\t\tSAWG A 1 Offset(80,46)\n\t\tSAWG A 1 Offset(100,46)\n\t\tSAWG B 1 Offset(120,43)\n\t\tSAWG B 1 Offset(140,32)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto AltHold\n\n\tAltFire.Red:\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredGun\", 1, \"SlashDown.Red\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ComboSeq\", 2, \"Thrust.Red\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ComboSeq\", 1, \"SlashUp.Red\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tSAW2 A 1 Offset(20,40)\n\t\tSAW2 B 1 Offset(40,43)\n\t\tSAW2 B 1 Offset(60,46)\n\t\tSAW2 A 1 Offset(80,46)\n\t\tSAW2 A 1 Offset(100,46)\n\t\tSAW2 B 1 Offset(120,43)\n\t\tSAW2 B 1 Offset(140,32)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto AltHold.Red\n\n\tAltFire.Blue:\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredGun\", 1, \"SlashDown.Blue\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ComboSeq\", 2, \"Thrust.Blue\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ComboSeq\", 1, \"SlashUp.Blue\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tS4W2 A 1 Offset(20,40)\n\t\tS4W2 B 1 Offset(40,43)\n\t\tS4W2 B 1 Offset(60,46)\n\t\tS4W2 A 1 Offset(80,46)\n\t\tS4W2 A 1 Offset(100,46)\n\t\tS4W2 B 1 Offset(120,43)\n\t\tS4W2 B 1 Offset(140,32)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto AltHold.Blue\n\n\tAltHold:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"AltFirePurist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"AltHold.Red\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"AltHold.Blue\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ComboSeq\", 2, \"ThrustHold\")\n\t\tSAWZ A 2 Offset(5, 33)\n\t\tSAWZ J 2 Offset(5, 32)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto SlashLeft\n\n\tAltHold.Red:\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ComboSeq\", 2, \"ThrustHold.Red\")\n\t\tSAWX A 2 Offset(5, 33)\n\t\tSAWX J 2 Offset(5, 32)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto SlashLeft.Red\n\n\tAltHold.Blue:\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ComboSeq\", 2, \"ThrustHold.Blue\")\n\t\tSAWY A 2 Offset(5, 33)\n\t\tSAWY J 2 Offset(5, 32)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto SlashLeft.Blue\n\n\tSlashLeft:\n\t\tTNT1 A 0 A_JumpIf (momZ > 0, \"SlashDown\")\n\t\tTNT1 A 0 A_JumpIf (momZ < 0, \"SlashDown\")\n\n\t\tTNT1 A 0 Offset(1,1)\n\t\tTNT1 A 0 Offset(0,35)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"sawswing\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 0, 0.8)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 16)\n\t\tSAWZ A 2\n\t\tSAWZ B 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -30, 0, 0, 9)\n\t\tSAWZ C 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -15, 0, 0, 5)\n\t\tSAWZ D 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\tSAWZ E 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 15, 0, 0, -1)\n\t\tSAWZ F 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 30, 0, 0, -5)\n\t\tSAWZ G 1\n\t\tSAWZ H 2\n\t\tSAWZ I 2\n\n\t\tTNT1 A 0 A_Jump(256, 17)\n\t\tTNT1 AA 0\n\n\t\tSAWZ A 2\n\t\tSAWZ B 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", -30, 0, 0, 9)\n\t\tSAWZ C 1 A_FireCustomMissile(\"SawSwing\", -30, 0, 0, 9)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", -15, 0, 0, 5)\n\t\tSAWZ D 1 A_FireCustomMissile(\"SawSwing\", -15, 0, 0, 5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", 0, 0, 0, 2)\n\t\tSAWZ E 1 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", 15, 0, 0, -1)\n\t\tSAWZ F 1 A_FireCustomMissile(\"SawSwing\", 15, 0, 0, -1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", 30, 0, 0, -5)\n\t\tSAWZ G 1 A_FireCustomMissile(\"SawSwing\", 30, 0, 0, -5)\n\t\tSAWZ H 2\n\t\tSAWZ I 2\n\n\t\tTNT1 AA 0\n\n\t\tSAWG A 1 Offset(-80,76) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tSAWG B 1 Offset(-60,76) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tSAWG A 1 Offset(-40,66) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tSAWG A 1 Offset(-30,56)\n\t\tSAWG B 1 Offset(-20,46)\n\t\tSAWG B 1 Offset(-15,38)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tGoto Ready+35\n\n\tSlashLeft.Red:\n\t\tTNT1 A 0 A_JumpIf (momZ > 0, \"SlashDown.Red\")\n\t\tTNT1 A 0 A_JumpIf (momZ < 0, \"SlashDown.Red\")\n\n\t\tTNT1 A 0 Offset(1,1)\n\t\tTNT1 A 0 Offset(0,35)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"sawswing\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 0, 0.8)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 16)\n\t\tSAWX A 2\n\t\tSAWX B 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -30, 0, 0, 9)\n\t\tSAWX C 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -15, 0, 0, 5)\n\t\tSAWX D 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\tSAWX E 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 15, 0, 0, -1)\n\t\tSAWX F 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 30, 0, 0, -5)\n\t\tSAWX G 1\n\t\tSAWX H 2\n\t\tSAWX I 2\n\n\t\tTNT1 A 0 A_Jump(256, 17)\n\t\tTNT1 AA 0\n\n\t\tSAWX A 2\n\t\tSAWX B 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", -30, 0, 0, 9)\n\t\tSAWX C 1 A_FireCustomMissile(\"SawSwing\", -30, 0, 0, 9)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", -15, 0, 0, 5)\n\t\tSAWX D 1 A_FireCustomMissile(\"SawSwing\", -15, 0, 0, 5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", 0, 0, 0, 2)\n\t\tSAWX E 1 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", 15, 0, 0, -1)\n\t\tSAWX F 1 A_FireCustomMissile(\"SawSwing\", 15, 0, 0, -1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", 30, 0, 0, -5)\n\t\tSAWX G 1 A_FireCustomMissile(\"SawSwing\", 30, 0, 0, -5)\n\t\tSAWX H 2\n\t\tSAWX I 2\n\n\t\tTNT1 AA 0\n\n\t\tSAW2 A 1 Offset(-80,76) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tSAW2 B 1 Offset(-60,76) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tSAW2 A 1 Offset(-40,66) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tSAW2 A 1 Offset(-30,56)\n\t\tSAW2 B 1 Offset(-20,46)\n\t\tSAW2 B 1 Offset(-15,38)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tGoto Ready+35\n\n\tSlashLeft.Blue:\n\t\tTNT1 A 0 A_JumpIf (momZ > 0, \"SlashDown.Blue\")\n\t\tTNT1 A 0 A_JumpIf (momZ < 0, \"SlashDown.Blue\")\n\n\t\tTNT1 A 0 Offset(1,1)\n\t\tTNT1 A 0 Offset(0,35)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"sawswing\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 0, 0.8)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 16)\n\t\tSAWY A 2\n\t\tSAWY B 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -30, 0, 0, 9)\n\t\tSAWY C 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -15, 0, 0, 5)\n\t\tSAWY D 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\tSAWY E 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 15, 0, 0, -1)\n\t\tSAWY F 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 30, 0, 0, -5)\n\t\tSAWY G 1\n\t\tSAWY H 2\n\t\tSAWY I 2\n\n\t\tTNT1 A 0 A_Jump(256, 17)\n\t\tTNT1 AA 0\n\n\t\tSAWY A 2\n\t\tSAWY B 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", -30, 0, 0, 9)\n\t\tSAWY C 1 A_FireCustomMissile(\"SawSwing\", -30, 0, 0, 9)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", -15, 0, 0, 5)\n\t\tSAWY D 1 A_FireCustomMissile(\"SawSwing\", -15, 0, 0, 5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", 0, 0, 0, 2)\n\t\tSAWY E 1 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", 15, 0, 0, -1)\n\t\tSAWY F 1 A_FireCustomMissile(\"SawSwing\", 15, 0, 0, -1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", 30, 0, 0, -5)\n\t\tSAWY G 1 A_FireCustomMissile(\"SawSwing\", 30, 0, 0, -5)\n\t\tSAWY H 2\n\t\tSAWY I 2\n\n\t\tTNT1 AA 0\n\n\t\tS4W2 A 1 Offset(-80,76) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tS4W2 B 1 Offset(-60,76) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tS4W2 A 1 Offset(-40,66) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tS4W2 A 1 Offset(-30,56)\n\t\tS4W2 B 1 Offset(-20,46)\n\t\tS4W2 B 1 Offset(-15,38)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tGoto Ready+35\n\n\tKickRight:\n\t\tTNT1 A 0 A_Recoil(-5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"ComboSeq\", 1)\n\t\t\tKIK2 ABC 1\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 0)\n\t\t\tKIK2 D 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, 0)\n\t\t\tKIK2 DEC 2\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\t\tKIK2 BA 2 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH|WRF_NOPRIMARY)\n\t\tGoto Ready+35\n\n\tSlashUp:\n\t\tTNT1 A 0 A_PlaySound(\"sawswing\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 0, 0.8)\n\t\tTNT1 A 0 A_Recoil(-10)\n\t\tTNT1 A 0 A_AlertMonsters\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 14)\n\t\t\tSAWZ K 2 Offset(-80,80)\n\t\t\tSAWZ K 1 Offset(-71,70)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 15, 0, 0, -12)\n\t\t\tSAWZ K 1 Offset(-38,57)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 8, 0, 0, -6)\n\t\t\tSAWZ K 1 Offset(-7,93)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\t\tSAWZ K 1 Offset(-1,32)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -5, 0, 0, 7)\n\t\t\tSAWZ K 1 Offset(85,-27)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -10, 0, 0, 14)\n\t\t\tSAWZ K 1 Offset(110,-51)\n\n\t\tTNT1 A 0 A_Jump(256, 15)\n\t\tTNT1 AA 0\n\n\t\t\tSAWZ K 2 Offset(-80,80)\n\t\t\tSAWZ K 1 Offset(-71,70)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 15, 0, 0, -12)\n\t\t\tSAWZ K 1 Offset(-38,57) A_FireCustomMissile(\"ZerkSwing\", 15, 0, 0, -12)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 8, 0, 0, -6)\n\t\t\tSAWZ K 1 Offset(-7,93) A_FireCustomMissile(\"ZerkSwing\", 8, 0, 0, -6)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\t\tSAWZ K 1 Offset(-1,32) A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -5, 0, 0, 7)\n\t\t\tSAWZ K 1 Offset(85,-27) A_FireCustomMissile(\"ZerkSwing\", -5, 0, 0, 7)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -10, 0, 0, 14)\n\t\t\tSAWZ K 1 Offset(110,-51) A_FireCustomMissile(\"ZerkSwing\", -10, 0, 0, 14)\n\n\t\tTNT1 AA 0\n\n\t\t\tSAWZ K 2 Offset(132,-67)\n\t\t\tSAWZ K 2 Offset(140,-78)\n\t\t\tSAWZ K 1 Offset(145,-76)\n\t\t\tSAWZ K 1 Offset(147,-74)\n\t\t\tSAWZ K 1 Offset(150,-24)\n\t\t\tSAWZ K 1 Offset(155,34)\n\t\t\tSAWZ K 1 Offset(160,84)\n\t\t\tSAWZ K 1 Offset(100,94)\n\t\t\tSAWZ K 1 Offset(50,99) A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\t\tSAWZ K 1 Offset(32,105) A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)\n\t\tGoto Ready+35\n\n\tSlashUp.Red:\n\t\tTNT1 A 0 A_PlaySound(\"sawswing\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 0, 0.8)\n\t\tTNT1 A 0 A_Recoil(-10)\n\t\tTNT1 A 0 A_AlertMonsters\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 14)\n\t\t\tSAWX K 2 Offset(-80,80)\n\t\t\tSAWX K 1 Offset(-71,70)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 15, 0, 0, -12)\n\t\t\tSAWX K 1 Offset(-38,57)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 8, 0, 0, -6)\n\t\t\tSAWX K 1 Offset(-7,93)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\t\tSAWX K 1 Offset(-1,32)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -5, 0, 0, 7)\n\t\t\tSAWX K 1 Offset(85,-27)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -10, 0, 0, 14)\n\t\t\tSAWX K 1 Offset(110,-51)\n\n\t\tTNT1 A 0 A_Jump(256, 15)\n\t\tTNT1 AA 0\n\n\t\t\tSAWZ X 2 Offset(-80,80)\n\t\t\tSAWZ X 1 Offset(-71,70)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 15, 0, 0, -12)\n\t\t\tSAWX K 1 Offset(-38,57) A_FireCustomMissile(\"ZerkSwing\", 15, 0, 0, -12)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 8, 0, 0, -6)\n\t\t\tSAWX K 1 Offset(-7,93) A_FireCustomMissile(\"ZerkSwing\", 8, 0, 0, -6)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\t\tSAWX K 1 Offset(-1,32) A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -5, 0, 0, 7)\n\t\t\tSAWX K 1 Offset(85,-27) A_FireCustomMissile(\"ZerkSwing\", -5, 0, 0, 7)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -10, 0, 0, 14)\n\t\t\tSAWX K 1 Offset(110,-51) A_FireCustomMissile(\"ZerkSwing\", -10, 0, 0, 14)\n\n\t\tTNT1 AA 0\n\n\t\t\tSAWX K 2 Offset(132,-67)\n\t\t\tSAWX K 2 Offset(140,-78)\n\t\t\tSAWX K 1 Offset(145,-76)\n\t\t\tSAWX K 1 Offset(147,-74)\n\t\t\tSAWX K 1 Offset(150,-24)\n\t\t\tSAWX K 1 Offset(155,34)\n\t\t\tSAWX K 1 Offset(160,84)\n\t\t\tSAWX K 1 Offset(100,94)\n\t\t\tSAWX K 1 Offset(50,99) A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\t\tSAWX K 1 Offset(32,105) A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)\n\t\tGoto Ready+35\n\n\tSlashUp.Blue:\n\t\tTNT1 A 0 A_PlaySound(\"sawswing\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 0, 0.8)\n\t\tTNT1 A 0 A_Recoil(-10)\n\t\tTNT1 A 0 A_AlertMonsters\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 14)\n\t\t\tSAWY K 2 Offset(-80,80)\n\t\t\tSAWY K 1 Offset(-71,70)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 15, 0, 0, -12)\n\t\t\tSAWY K 1 Offset(-38,57)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 8, 0, 0, -6)\n\t\t\tSAWY K 1 Offset(-7,93)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\t\tSAWY K 1 Offset(-1,32)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -5, 0, 0, 7)\n\t\t\tSAWY K 1 Offset(85,-27)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -10, 0, 0, 14)\n\t\t\tSAWY K 1 Offset(110,-51)\n\n\t\tTNT1 A 0 A_Jump(256, 15)\n\t\tTNT1 AA 0\n\n\t\t\tSAWY K 2 Offset(-80,80)\n\t\t\tSAWY K 1 Offset(-71,70)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 15, 0, 0, -12)\n\t\t\tSAWY K 1 Offset(-38,57) A_FireCustomMissile(\"ZerkSwing\", 15, 0, 0, -12)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 8, 0, 0, -6)\n\t\t\tSAWY K 1 Offset(-7,93) A_FireCustomMissile(\"ZerkSwing\", 8, 0, 0, -6)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\t\tSAWY K 1 Offset(-1,32) A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -5, 0, 0, 7)\n\t\t\tSAWY K 1 Offset(85,-27) A_FireCustomMissile(\"ZerkSwing\", -5, 0, 0, 7)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -10, 0, 0, 14)\n\t\t\tSAWY K 1 Offset(110,-51) A_FireCustomMissile(\"ZerkSwing\", -10, 0, 0, 14)\n\n\t\tTNT1 AA 0\n\n\t\t\tSAWY K 2 Offset(132,-67)\n\t\t\tSAWY K 2 Offset(140,-78)\n\t\t\tSAWY K 1 Offset(145,-76)\n\t\t\tSAWY K 1 Offset(147,-74) A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\t\tSAWY K 1 Offset(150,-24)\n\t\t\tSAWY K 1 Offset(155,34)\n\t\t\tSAWY K 1 Offset(160,84)\n\t\t\tSAWY K 1 Offset(100,94)\n\t\t\tSAWY K 1 Offset(50,99) A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\t\tSAWY K 1 Offset(32,105) A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)\n\t\tGoto Ready+35\n\n\tKickLeft:\n\t\tTNT1 A 0 A_Recoil(-5)\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"ComboSeq\", 1)\n\t\t\tKIK1 ABC 1\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 0)\n\t\t\tKIK1 D 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, 0)\n\t\t\tKIK1 DEC 2\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\t\tKIK1 BA 2 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH|WRF_NOPRIMARY)\n\t\tGoto Ready+35\n\n\tThrust:\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/start\")\n\t\tSAWZ E 2 Offset(70, 140)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 0, 0.8)\n\t\tSAWZ E 2 Offset(60, 100)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ThrustKnockdown\",0,0,0,0)\n\t\tSAWZ E 1 Offset(45, 70) A_Recoil(-10)\n\t\tSAWZ E 1 Offset(25, 50)\n\t\tSAWZ E 1 Offset(15, 40)\n\t\tSAWZ E 1 Offset(10, 32)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto ThrustHold\n\n\tThrust.Red:\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/start\")\n\t\tSAWX E 2 Offset(70, 140)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 0, 0.8)\n\t\tSAWX E 2 Offset(60, 100)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ThrustKnockdown\",0,0,0,0)\n\t\tSAWX E 1 Offset(45, 70) A_Recoil(-10)\n\t\tSAWX E 1 Offset(25, 50)\n\t\tSAWX E 1 Offset(15, 40)\n\t\tSAWX E 1 Offset(10, 32)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto ThrustHold.Red\n\n\tThrust.Blue:\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/start\")\n\t\tSAWY E 2 Offset(70, 140)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 0, 0.8)\n\t\tSAWY E 2 Offset(60, 100)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ThrustKnockdown\",0,0,0,0)\n\t\tSAWY E 1 Offset(45, 70) A_Recoil(-10)\n\t\tSAWY E 1 Offset(25, 50)\n\t\tSAWY E 1 Offset(15, 40)\n\t\tSAWY E 1 Offset(10, 32)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto ThrustHold.Blue\n\n\tThrustHold:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/loop\",1)\n\t\tSAWZ A 1 Offset(-170,72) A_Saw(\"\", \"\", 5, \"SSawPuff3\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tSAWZ J 1 Offset(-170, 70)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tSAWZ A 1 Offset(-170,72) A_Saw(\"\", \"\", 5, \"SSawPuff4\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tSAWZ J 1 Offset(-170,70)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_Refire\n\n\t\tSAWZ J 1 Offset(-170,70)\n\t\tSAWZ A 1 Offset(-170,80)\n\t\tSAWZ A 1 Offset(-170,100)\n\t\tTNT1 A 0 A_Stopsound(1)\n\t\tTNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tSAWG DC 1\n\t\tgoto ready+35\n\n\tThrustHold.Red:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/loop\",1)\n\t\tSAWX A 1 Offset(-170,72) A_Saw(\"\", \"\", random(4,6), \"SSawPuff3\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tSAWX J 1 Offset(-170, 70)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tSAWX A 1 Offset(-170,72) A_Saw(\"\", \"\", random(4,6), \"SSawPuff2\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tSAWX J 1 Offset(-170,70)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_Refire\n\n\t\tSAWX J 1 Offset(-170,70)\n\t\tSAWX A 1 Offset(-170,80)\n\t\tSAWX A 1 Offset(-170,100)\n\t\tTNT1 A 0 A_Stopsound(1)\n\t\tTNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tSAW2 DC 1\n\t\tgoto ready+35\n\n\tThrustHold.Blue:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/loop\",1)\n\t\tSAWY A 1 Offset(-170,72) A_Saw(\"\", \"\", random(4,6), \"SSawPuff2\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tSAWY J 1 Offset(-170, 70)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tSAWY A 1 Offset(-170,72) A_Saw(\"\", \"\", random(4,6), \"SSawPuff2\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tSAWY J 1 Offset(-170,70)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_Refire\n\n\t\tSAWY J 1 Offset(-170,70)\n\t\tSAWY A 1 Offset(-170,80)\n\t\tSAWY A 1 Offset(-170,100)\n\t\tTNT1 A 0 A_Stopsound(1)\n\t\tTNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tS4W2 DC 1\n\t\tgoto ready+35\n\n\tSlashDown:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"sawswing\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 0, 0.8)\n\t\tTNT1 A 0 A_Recoil(-5)\n\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 17)\n\t\t\tSAWZ L 2\n\t\t\tSAWZ M 2\n\t\t\tTNT1 A 0 A_AlertMonsters\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -5, 0, 0, 14)\n\t\t\tSAWZ N 2\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 7)\n\t\t\tSAWZ O 1\n\t\t\tTNT1 AAA 0 A_FireCustomMissile(\"SawNoPush\", 5, 0, 0, 2)\n\t\t\tSAWZ P 1\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawNoPush\", 13, 0, 0, -6)\n\t\t\tSAWZ Q 1\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawNoPush\", 20, 0, 0, -12)\n\t\t\tSAWZ R 2\n\n\t\tTNT1 A 0 A_Jump(256, 18)\n\t\tTNT1 AA 0\n\n\t\t\tSAWZ L 2\n\t\t\tSAWZ M 2\n\t\t\tTNT1 A 0 A_AlertMonsters\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -5, 0, 0, 14)\n\t\t\tSAWZ N 2 A_FireCustomMissile(\"ZerkSwing\", -5, 0, 0, 14)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 7)\n\t\t\tSAWZ O 1 A_FireCustomMissile(\"ZerkSwing\", 0, 0, 0, 7)\n\t\t\tTNT1 AAA 0 A_FireCustomMissile(\"SawNoPush\", 5, 0, 0, 2)\n\t\t\tSAWZ P 1 A_FireCustomMissile(\"ZerkSwing\", 5, 0, 0, 2)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawNoPush\", 13, 0, 0, -6)\n\t\t\tSAWZ Q 1 A_FireCustomMissile(\"ZerkSwing\", 13, 0, 0, -6)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawNoPush\", 20, 0, 0, -12)\n\t\t\tSAWZ R 2 A_FireCustomMissile(\"ZerkSwing\", 20, 0, 0, -12)\n\n\t\tTNT1 AA 0\n\n\t\t\tSAWZ S 2\n\t\t\tSAWF A 1 Offset(-50,52) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\t\tSAWF A 1 Offset(-40,42) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\t\tSAWF A 2 Offset(-35, 37) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\t\tSAWF A 2 Offset(-30,35)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tGoto Ready+35\n\n\tSlashDown.Red:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"sawswing\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 0, 0.8)\n\t\tTNT1 A 0 A_Recoil(-5)\n\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 17)\n\t\t\tSAWX L 2\n\t\t\tSAWX M 2\n\t\t\tTNT1 A 0 A_AlertMonsters\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -5, 0, 0, 14)\n\t\t\tSAWX N 2\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 7)\n\t\t\tSAWX O 1\n\t\t\tTNT1 AAA 0 A_FireCustomMissile(\"SawNoPush\", 5, 0, 0, 2)\n\t\t\tSAWX P 1\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawNoPush\", 13, 0, 0, -6)\n\t\t\tSAWX Q 1\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawNoPush\", 20, 0, 0, -12)\n\t\t\tSAWX R 2\n\n\t\tTNT1 A 0 A_Jump(256, 18)\n\t\tTNT1 AA 0\n\n\t\t\tSAWX L 2\n\t\t\tSAWX M 2\n\t\t\tTNT1 A 0 A_AlertMonsters\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -5, 0, 0, 14)\n\t\t\tSAWX N 2 A_FireCustomMissile(\"ZerkSwing\", -5, 0, 0, 14)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 7)\n\t\t\tSAWX O 1 A_FireCustomMissile(\"ZerkSwing\", 0, 0, 0, 7)\n\t\t\tTNT1 AAA 0 A_FireCustomMissile(\"SawNoPush\", 5, 0, 0, 2)\n\t\t\tSAWX P 1 A_FireCustomMissile(\"ZerkSwing\", 5, 0, 0, 2)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawNoPush\", 13, 0, 0, -6)\n\t\t\tSAWX Q 1 A_FireCustomMissile(\"ZerkSwing\", 13, 0, 0, -6)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawNoPush\", 20, 0, 0, -12)\n\t\t\tSAWX R 2 A_FireCustomMissile(\"ZerkSwing\", 20, 0, 0, -12)\n\n\t\tTNT1 AA 0\n\n\t\t\tSAWX S 2\n\t\t\tSAW2 G 1 Offset(-50,52) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\t\tSAW2 G 1 Offset(-40,42) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\t\tSAW2 G 2 Offset(-35, 37) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\t\tSAW2 G 2 Offset(-30,35)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tGoto Ready+35\n\n\tSlashDown.Blue:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"sawswing\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 0, 0.8)\n\t\tTNT1 A 0 A_Recoil(-5)\n\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 17)\n\t\t\tSAWY L 2\n\t\t\tSAWY M 2\n\t\t\tTNT1 A 0 A_AlertMonsters\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -5, 0, 0, 14)\n\t\t\tSAWY N 2\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 7)\n\t\t\tSAWY O 1\n\t\t\tTNT1 AAA 0 A_FireCustomMissile(\"SawNoPush\", 5, 0, 0, 2)\n\t\t\tSAWY P 1\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawNoPush\", 13, 0, 0, -6)\n\t\t\tSAWY Q 1\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawNoPush\", 20, 0, 0, -12)\n\t\t\tSAWY R 2\n\n\t\tTNT1 A 0 A_Jump(256, 18)\n\t\tTNT1 AA 0\n\n\t\t\tSAWY L 2\n\t\t\tSAWY M 2\n\t\t\tTNT1 A 0 A_AlertMonsters\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -5, 0, 0, 14)\n\t\t\tSAWY N 2 A_FireCustomMissile(\"ZerkSwing\", -5, 0, 0, 14)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 7)\n\t\t\tSAWY O 1 A_FireCustomMissile(\"ZerkSwing\", 0, 0, 0, 7)\n\t\t\tTNT1 AAA 0 A_FireCustomMissile(\"SawNoPush\", 5, 0, 0, 2)\n\t\t\tSAWY P 1 A_FireCustomMissile(\"ZerkSwing\", 5, 0, 0, 2)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawNoPush\", 13, 0, 0, -6)\n\t\t\tSAWY Q 1 A_FireCustomMissile(\"ZerkSwing\", 13, 0, 0, -6)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawNoPush\", 20, 0, 0, -12)\n\t\t\tSAWY R 2 A_FireCustomMissile(\"ZerkSwing\", 20, 0, 0, -12)\n\n\t\tTNT1 AA 0\n\t\t\tSAWY S 2\n\t\t\tS4W2 E 1 Offset(-50,52) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\t\tS4W2 E 1 Offset(-40,42) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\t\tS4W2 E 2 Offset(-35, 37) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\t\tS4W2 E 2 Offset(-30,35)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tGoto Ready+35\n\n\tQuickShot:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\", 2, 2)\n\t\tGoto Ready+35\n\t\tTNT1 AA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSG\", 1, 2)\n\t\tGoto Ready+35\n\t\tTNT1 AA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredGun\", 1, 2)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_Jump(256, \"Steady\")\n\t\tTNT1 AA 0\n\n\t\tTNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tSHO9 E 1 Offset(-100,52)\n\t\tSHO9 E 1 Offset(-80,47)\n\t\tSHO9 F 1 Offset(-80,42)\n\t\tSHO9 F 1 Offset(-40,38)\n\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tQWKS A 2\n\tTNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-16,16), 0, -1, random(-9,9))\n\tTNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\",15,0,0,0)\n\tTNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\tTNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\",-15,0,0,0)\n\tTNT1 AAA 0 A_FireCustomMissile(\"SmokeSpawner\",15,0,0,-5)\n\tTNT1 AAA 0 A_FireCustomMissile(\"SmokeSpawner\",-15,0,0,-5)\n\tTNT1 A 0 A_TakeInventory(\"NewShell\", 2)\n\tTNT1 A 0 A_playsound(\"SSHFIRE\", 0)\n\tTNT1 A 0 A_FireBullets (0,0,1,35,\"Shotpuff\",1,120)\n\t\tQWKS B 1 BRIGHT A_FireBullets (7, 4, 18, 6, \"Shotpuff\")\n\t\tTNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\",-15,0,0,0)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\",15,0,0,0)\n\t\tQWKS C 1 BRIGHT A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGun\", 1)\n\t\tQWKS A 1 Offset(15,38)\n\t\tQWKS A 1 Offset(30,48)\n\n\t\tSHO9 G 1 Offset(40,53)\n\t\tSHO9 G 1 Offset(50,58)\n\t\tSHO9 F 1 Offset(60,63) A_SetPitch(pitch - 12.0)\n\t\tSHO9 F 1 Offset(80,68)\n\t\tSHO9 F 1 Offset(120,73)\n\t\tSHO9 F 1 Offset(140,78)\n\t\tTNT1 A 2 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH)\n\t\tTNT1 A 2 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH)\n\t\tGoto Ready+35\n\t}\n}\n\nACTOR SawSwing : FastProjectile\n{\n\tRadius 6\n\tHeight 6\n\tDamageType Cut\n\tProjectile\n\t+FORCEXYBILLBOARD\n\t+NOEXTREMEDEATH\n\t+BLOODSPLATTER\n\tDamage 10\n\tSpeed 40\n\tProjectileKickBack 300\n\tObituary \"%o was sliced-n-diced by %k\"\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"SawDecalNew1\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"BloodHit\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_PlaySound(\"Machete/Yum\", 3)\n\t\tTNT1 A 1\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"SSawPuff3\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tStop\n\tCrash:\n\t\tTNT1 A 0 A_SpawnItemEx(\"SSawPuff3\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR SawNoPush : SawSwing\n{\n\tDamage 14\n\tProjectileKickBack 0\n}\n\nACTOR ZerkSwing : SawSwing\n{\n\tRadius 1\n\tHeight 1\n\tDamage 2\n\tSpeed 40\n\tProjectileKickBack 100\n\t+RIPPER\n\t+NOBOSSRIP\n\t-BLOODSPLATTER\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BloodHit\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_PlaySound(\"Machete/Yum\", 3)\n\t\tTNT1 A 1\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tStop\n\tCrash:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR ThrustKnockdown\n{\n+NOBLOCKMAP\n+MISSILE\nRadius 2\nHeight 2\nDamagetype ExtremePunches\nStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 1\n\tGoto Death\n\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(2,150,0)\n\tTNT1 A 1\n\tTNT1 A 0 A_Explode(2,150,0)\n\tTNT1 A 1\n\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "PBRIFLE.txt",
        "contents": "Actor Reloading : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ADSMode : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RifleWasEmpty : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Unloading : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasUnloaded : Inventory\n{\ninventory.maxamount 1\n}\n\nActor DMRUnderbarrelGrenadeLauncher: Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasGLMode : Inventory\n{\nInventory.MaxAmount 1\n}\n\nACTOR HalfTicCounter : Inventory { Inventory.MaxAmount 1 }\n\nActor GrenadeLauncherUpgrade: Custominventory\n{\n//$Category Ammunition\n\tGame Doom\n\tHeight 24\n\t//-COUNTITEM\n\t+DONTGIB\n\t+FLOORCLIP\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.Pickupsound \"Weapons/GrenadeLoad\"\n\tInventory.PickupMessage \"You got the M209 Underbarrel Grenade Launcher Upgrade!!!\"\n\tStates\n\t{\n\tSpawn:\n\t\tRWGL ABCDEDCB 2 BRIGHT\n\t\tLoop\n\n    Pickup:\n\t  TNT1 A 0 A_GiveInventory(\"Rifle\", 1)\n\t  TNT1 A 0 A_GiveInventory(\"HighExplosiveGrenadeRounds\", 5)\n\t  TNT1 A 0 A_GiveInventory(\"DMRUnderbarrelGrenadeLauncher\", 1)\n\t  TNT1 A 0 A_GiveInventory(\"DualRifles\", 1)\n      Stop\n\t}\n}\n\n// --------------------------------------------------------------------------\n\n// UAC DMR\n\n// --------------------------------------------------------------------------\n\nACTOR Rifle : Weapon\n{\n\tWeapon.BobRangeX 0.3\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 150\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"NewClip\"\n\tWeapon.AmmoType2 \"RifleAmmo\"\n\t+FLOORCLIP\n\t+DONTGIB\n\tObituary \"%o was shot down by %k's DMR.\"\n    AttackSound \"None\"\n    Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"You got the UAC30 DMR! (Slot 4)\"\n\t+WEAPON.WIMPY_WEAPON\n    +WEAPON.NOAUTOAIM\n    +WEAPON.NOALERT\n    +WEAPON.NOAUTOFIRE\n\t+WEAPON.NO_AUTO_SWITCH\n    Scale 0.99\n\tWeapon.SisterWeapon DualRifles\n\tTag \"UAC-30 DMR\"\n\n\tStates\n\t{\n\tSteady:\n\tTNT1 A 1\n\tGoto Ready\n\n\tGoToPurist:\n\t\tTNT1 A 0 A_SelectWeapon(\"Mini_gun\")\n\t\tGoto Select\n\n\tSwapWeapons:\n        TNT1 A 1 ACS_NamedExecuteAlways(\"WeaponSwapSound\", 0)\n\t\t// TNT1 A 0 A_TakeInventory(\"DMR_Counter\", 100)\n\t\tTNT1 A 0 A_TakeInventory(\"WeaponSwapper\", 50)\n\t\t// TNT1 A 0 A_TakeInventory(\"DualRifles\", 50)\n\t\t// TNT1 A 0 A_TakeInventory(\"DualRifleChecker\", 50)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlayerDropedRifle\", 0, 0, 0, 0)\n\t\tTNT1 A 1 A_SelectWeapon(\"Carbine\")\n\t\t TNT1 A 0 A_TakeInventory(\"DMR_Counter\", 100)\n\t\t TNT1 A 1 A_TakeInventory(\"Rifle\", 500)\n\t\tGoto Select\n\n\tWarmUp:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"JustStartedGame\", 1)\n\t\tTNT1 A 5 A_WeaponReady\n\t\tPUNS ABCD 1 A_WeaponReady\n\t\tTNT1 A 0 A_PlaySound(\"Knuckled\")\n\t\tPUNS E 7 A_WeaponReady\n\t\tPUNS FGFE 3 A_WeaponReady\n\t\tPUNS DCBCD 1 A_WeaponReady\n\t\tTNT1 A 0 A_PlaySound(\"Knuckled\")\n\t\tPUNZ E 7 A_WeaponReady\n\t\tPUNZ FGFE 3 A_WeaponReady\n\t\tPUNS DCB 1 A_WeaponReady\n\t\tTNT1 A 5 A_WeaponReady\n\t\tRIFW ABCDEFGHIJKLM 1 A_WeaponReady\n\t\tRIFR HIKL 1 A_WeaponReady\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_IN\")\n\t\tRIFR M 1 A_WeaponReady\n\t\tRIFR NOPQRST 1 A_WeaponReady\n\t\tGoto Ready+9\n\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"JustStartedGame\",1,\"WarmUp\")\n\t\tTNT1 A 0 A_GiveInventory(\"RifleSelected\",1)\n        RIFS ABCD 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n        TNT1 A 0 A_PlaySound(\"CLIPIN\")\n        TNT1 AAAAAAAA 0\n        TNT1 A 0\n        TNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleWasEmpty\", 1, \"LoadChamber\")\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")//DoMine\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")//DoElecPod\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WeaponSwapper\", 1, \"SwapWeapons\")\n        TNT1 A 0 A_SetCrosshair(0)\n\t\tRIFG A 1 A_WeaponReady\n\t\tRIFG A 0 //A_Refire(\"Fire\")\n\t\tGoto Ready+9\n\n    Ready2:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WeaponSwapper\", 1, \"SwapWeapons\")\n\t\tRI2G A 2 A_WeaponReady\n\t\tLoop\n\n\tDeselect:\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t    TNT1 A 0 A_PlaySound(\"weapons/changing\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n        RIFS DCBA 1\n\t\t//TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tWeaponSpecial:\n\t    TNT1 A 0 A_JumpIfInventory(\"DMRUnderbarrelGrenadeLauncher\", 1,\"FireMode\")\n\t    Goto DualWieldBaby\n\n\tDualWieldBaby:\n\t\tTNT1 AAAAA 0\n\t\tTNT1 A 0 A_SetCrosshair(0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DualRifleChecker\", 1,\"SwitchToDualWield\")\n\t\tTNT1 A 0 A_Print(\"You need two rifles to dual wield!\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tGoto Ready+9\n\n\tSwitchToDualWield:\n\t\tTNT1 A 0 A_SelectWeapon(\"DualRifles\")\n\t\tGoto Select\n\n    FireMode:\n\t    TNT1 AAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasGLMode\", 1, \"SwitchToRifleMode\")\n\t\tTNT1 A 0 A_Print(\"Fire Mode: HE Grenades\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"HasGLMode\")\n\t\t4AFR S 0 A_PlaySound(\"LIGHTON\")\n\t\tRIFR ABCBA 2\n\t\tGoto Ready+9\n\n\tSwitchToRifleMode:\n\t\tTNT1 A 0 A_Print(\"Fire Mode: 5.56 mm Bullets\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasGLMode\")\n\t\t4AFR S 0 A_PlaySound(\"LIGHTON\")\n\t\tRIFR ABCBA 2\n\t\tGoto Ready+9\n\n\tSelect:\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"ToggleCarbineUpgraded\",0) //For people who want this weapon to replace another\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\tTNT1 A 0 A_TakeInventory(\"FistsSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"SawSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"SledgeSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"CarbineSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandgunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"DualHandgunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"RevolverSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"SSGSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"ASGSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"QSGSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"NewChaingunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\",1)\n    TNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"SGLSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"M2Selected\",1)\n\tTNT1 A 0 A_TakeInventory(\"FreezerSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"BFGSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"BFGBeamSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"BHCSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"HellRifleSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"LandMineSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"UACSMGSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"LostSoulSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"HasBarrel\",1)\n\tTNT1 A 0 A_TakeInventory(\"HasBurningBarrel\",1)\n\t\t//TNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, 4)\n\tTNT1 A 0 A_GiveInventory(\"RifleSelected\",1)\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tGoToPurist:\n\t\tTNT1 AAA 0\n\t\t//TNT1 A 0 A_Print(\"Classic v20 Weapons Only!\")\n\t\tTNT1 A 0 A_SelectWeapon(\"Mini_gun\")\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\n    Fire:\n\t    TNT1 A 0 A_JumpIfInventory(\"HasGLMode\", 1, \"GLFire\")\n        TNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",1,2)\n        Goto Reload\n        TNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HalfTicCounter\", 1, \"FireHalftic\")\n        TNT1 A 0 A_PlaySound(\"weapons/rifle\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"HalfTicCounter\", 1)\n\t\tRIFF A 1 BRIGHT A_FireBullets (1.25, 1.25, -1, 14, \"HitPuff\")\n\t\tTNT1 A 0 A_ZoomFactor(0.982)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tRIFF BB 1\n\t\tTNT1 A 0 A_ZoomFactor(0.990)\n        RIFF A 0 A_FireCustomMissile(\"Tracer\", random(-1,1), 0, -1, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tTNT1 A 0 A_Takeinventory(\"RifleAmmo\",1)\n\t\tTNT1 A 0 A_SetPitch(-0.9 + pitch)\n\t\tTNT1 A 0 A_Takeinventory(\"DoubleRifleAmmo\",1)\n\t\tTNT1 A 0 A_SetPitch(+0.3 + pitch)\n\t\tRIFF C 1 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,8,-9)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n        RIFG AA 1 A_SetPitch(+0.3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Refire\n\t\tRIFG AA 1 A_ReFire\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready+12\n\n\tGLFire:\n\t    TNT1 A 0 A_JumpIfInventory(\"HighExplosiveGrenadeRounds\",1,2)\n        Goto GLNoAmmo\n\t    RWGF A 1\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"weapons/firegrenade\", 0)\n\t\tTNT1 A 0 A_TakeInventory(\"HighExplosiveGrenadeRounds\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RedFlareSpawn\",-5,0,0,0)\n\t\tTNT1 AAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-16,16), 0, -1, random(-9,9))\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"GrenadeMissileHE\", 0, 1, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/firegrenade\", 1)\n        TNT1 A 0 ACS_NamedExecute(\"Recoil282\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HighExplosiveGrenadeRounds\",1,1)\n\t\tGoto Ready+12\n\t\tTNT1 A 0  BRIGHT\n\t\tRWGF B 1\n\t\tRIFF C 5\n\t\tRIFR ABCDEF 2\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Grenadeopen\", 0)\n\t\tTNT1 AAAA 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GrenadeCaseSpawn\",5,0,-10,-5)\n\t\tRIGR G 20\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Grenadeload\", 0)\n\t\tRIGR K 2\n\t\tRIGR G 5\n\t\tRIFR FEDCBA 1\n\t\tGoto Ready+12\n\n\tFireHalftic:\n\t\tRIFF A 0 A_TakeInventory(\"HalfTicCounter\", 1)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n        TNT1 A 0 A_PlaySound(\"weapons/rifle\", 2)\n\t\tRIFF A 1 BRIGHT A_FireBullets (1.25, 1.25, -1, 15, \"HitPuff\")\n\t\tTNT1 A 0 A_ZoomFactor(0.982)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tRIFF BB 1\n\t\tTNT1 A 0 A_ZoomFactor(0.990)\n        RIFF A 0 A_FireCustomMissile(\"Tracer\", random(-1,1), 0, -1, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tTNT1 A 0 A_SetPitch(-0.9 + pitch)\n\t\tTNT1 A 0 A_Takeinventory(\"RifleAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"DoubleRifleAmmo\",1)\n\t\tTNT1 A 0 A_SetPitch(+0.3 + pitch)\n\t\tRIFF C 1 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,8,-9)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n        RIFG A 1 A_SetPitch(+0.3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Refire\n\t\tRIFG AA 1 A_ReFire\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready+12\n\n\t Fire2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HalfTicCounter\", 1, \"Fire2Halftic\")\n        TNT1 A 0 A_PlaySound(\"weapons/rifle\", 1)\n\t\tRI2G A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,5)\n\t\tTNT1 A 0 A_GiveInventory(\"HalfTicCounter\", 1)\n\t\tRI2F A 1 BRIGHT\n\t\tTNT1 A 0 A_FireBullets (0.1, 0.1, -1, 14, \"HitPuff\")\n\t\tTNT1 A 0 A_ZoomFactor(2.535)\n        RI2F A 0 A_FireCustomMissile(\"Tracer\", 0, 0, -1, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, 3, 0, 0)\n\t\tTNT1 A 0 A_SetPitch(-0.9 + pitch)\n\t\tTNT1 A 0 A_Takeinventory(\"RifleAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"DoubleRifleAmmo\",1)\n\t\tRI2F B 1 A_WeaponReady(1)\n\t\tTNT1 A 0 A_ZoomFactor(2.540)\n\t\tTNT1 A 0 A_SetPitch(+0.3 + pitch)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",1,0,8,0)\n        RI2F C 1 A_WeaponReady(1)\n\t\tTNT1 A 0 A_ZoomFactor(2.545)\n\t\tTNT1 A 0 A_SetPitch(+0.3 + pitch)\n        RI2F B 0\n\t\tRI2G A 3 A_WeaponReady(1)\n\t\tTNT1 A 0 A_ZoomFactor(2.50)\n\t\tTNT1 A 0 A_SetPitch(+0.3 + pitch)\n\t\tTNT1 A 0 A_Refire\n\t\tRI2G AA 1 A_Refire\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready2\n\n\t Fire2Halftic:\n\t\tRIFF A 0 A_TakeInventory(\"HalfTicCounter\", 1)\n        TNT1 A 0 A_PlaySound(\"weapons/rifle\", 2)\n\t\tRI2G A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,5)\n\t\tTNT1 A 0 //A_FireBullets (0.1, 0.1, -1, 14, \"HitPuff\")\n\t\tRI2F A 1 BRIGHT //A_FireBullets (0.1, 0.1, -1, 14, \"HitPuff\")\n\t\tTNT1 A 0 A_FireBullets (0.1, 0.1, -1, 14, \"HitPuff\")\n\t\tTNT1 A 0 A_ZoomFactor(2.535)\n\t\tRIFF A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, 3, 0, 0)\n        RI2F A 0 A_FireCustomMissile(\"Tracer\", 0, 0, -1, 0)\n\t\tTNT1 A 0 A_SetPitch(-0.9 + pitch)\n\t\tTNT1 A 0 A_Takeinventory(\"RifleAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"DoubleRifleAmmo\",1)\n\t\tRI2F B 1 A_WeaponReady(1)\n\t\tTNT1 A 0 A_ZoomFactor(2.540)\n\t\tTNT1 A 0 A_SetPitch(+0.3 + pitch)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",1,0,8,0)\n        RI2F C 1 A_WeaponReady(1)\n\t\tTNT1 A 0 A_ZoomFactor(2.545)\n\t\tTNT1 A 0 A_SetPitch(+0.3 + pitch)\n        RI2F B 0\n\t\tRI2G A 2 A_WeaponReady(1)\n\t\tTNT1 A 0 A_ZoomFactor(2.50)\n\t\tTNT1 A 0 A_SetPitch(+0.3 + pitch)\n\t\tTNT1 A 0 A_Refire\n\t\tRI2G AA 1 A_Refire\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready2\n\n    AltFire:\n\t    TNT1 A 0 A_JumpIfInventory(\"HasGLMode\", 1, \"GLAltFire\")\n\t\tTNT1 A 0 A_PlaySound(\"IronSights\", 0)\n\t\tTNT1 A 0 A_PlaySound(\"RAIL_ZM\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,15)\n\t\tTNT1 A 0 A_Giveinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_SetCrosshair(5)\n\t\tTNT1 A 0 A_ZoomFactor(2.55)\n\t\tTNT1 A 0 A_Giveinventory(\"ADSmode\",1)\n        RI2Z CD 1\n        Goto Ready2\n        TNT1 AAAAAA 0\n        RI2Z DC 1\n\t\tTNT1 A 0 A_SetCrosshair(0)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n        Goto Ready+12\n\n\tGLAltFire:\n\t    TNT1 A 0 A_JumpIfInventory(\"HighExplosiveGrenadeRounds\",1,2)\n        Goto GLNoAmmo\n\t\tRWGF A 1\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"weapons/firegrenade\", 0)\n\t\tTNT1 A 0 A_TakeInventory(\"HighExplosiveGrenadeRounds\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RedFlareSpawn\",-5,0,0,0)\n\t\tTNT1 AAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-16,16), 0, -1, random(-9,9))\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"BouncingGrenadeHE\", 0, 1, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/firegrenade\", 1)\n        TNT1 A 0 ACS_NamedExecute(\"Recoil282\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HighExplosiveGrenadeRounds\",1,1)\n\t\tGoto Ready+12\n\t\tTNT1 A 0  BRIGHT\n\t\tRWGF B 1\n\t\tRIFF C 5\n\t\tRIFR ABCDEF 2\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Grenadeopen\", 0)\n\t\tTNT1 AAAA 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GrenadeCaseSpawn\",5,0,-10,-5)\n\t\tRIGR G 20\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Grenadeload\", 0)\n\t\tRIGR K 2\n\t\tRIGR G 5\n\t\tRIFR FEDCBA 1\n\t\tGoto Ready+12\n\n\tGLNoAmmo:\n\t    RIFF B 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/underbarrelgl_noammo\", 1)\n\t\tRIFF C 1\n\t\tGoto Ready+12\n\n\tNoAmmo:\n\tRIFG A 0 A_PlaySound(\"weapons/empty\")\n\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n    TNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\tGoto Ready+12\n\n    Reload:\n\t\tTNT1 A 0 A_JumpIfInventory(\"DMRUnderbarrelGrenadeLauncher\", 1,\"GLReload\")\n\t\tRIFG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",31,\"NoNeedtoReload\")\n        TNT1 A 0 A_JumpIfInventory(\"NewClip\",1,3)\n        Goto NoAmmo\n        TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0\n        RIFR ABCDE 1  A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_OU\", 2)\n        RIFR F 1 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n        RIFR GGGGGGGG 1\n\t\tRIFR HIKL 1\n\t\tRIFR MMM 1\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_IN\", 3)\n\t\tRIFR NOPQRST 1 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_CL\", 4)\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",1,\"InsertBullets2\")//30+1 effect\n\t\tTNT1 A 0 A_GiveInventory(\"RifleWasEmpty\", 1)\n\t\tGoto InsertBullets\n\n\tGLReload:\n\t\tRIFG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",31,64)\n        TNT1 A 0 A_JumpIfInventory(\"NewClip\",1,3)\n        Goto NoAmmo\n        TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0\n        RIFR ABCDE 1  A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_OU\", 2)\n        RIFR F 1 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n\t    RIGR GGGGGGGG 1\n\t\tRIGR HIJ 1\n\t\tRIGR JJJ 1\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_IN\", 3)\n\t\tRIGR JJ 1\n\t\tRIFR PQRST 1 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_CL\", 4)\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",1,\"InsertBullets2\")//30+1 effect\n\t\tTNT1 A 0 A_GiveInventory(\"RifleWasEmpty\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_CL\", 4)\n\t\tGoto InsertBullets\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",30,15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewCLip\",1,3)\n\t\tGoto Ready+12\n        TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"RifleAmmo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"DoubleRifleAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"NewCLip\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n        Goto Ready+12\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n        Goto Ready+12\n\n\tInsertBullets2:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",31,15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewCLip\",1,3)\n\t\tGoto Ready+12\n        TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"RifleAmmo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"DoubleRifleAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"NewCLip\",1)\n\t\tGoto InsertBullets2\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n        Goto Ready+12\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n        Goto Ready+12\n\n\tLoadChamber:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"IronSights\", 0)\n\t\tRIFR UVWX 2\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_CK\", 0)\n\t\tRIFR YY 1\n\t\tRIFR ZZ 1\n\t\tRIFG A 1\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RifleWasEmpty\",1)\n\t\tGoto Ready+12\n\n\tNoNeedtoReload:\n\t    TNT1 A 0\n\t\tGoto Ready+12\n\n////////////////////////////////////////Unloading\n\n\tAlreadyUnloaded:\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto Ready+12\n\n\tUnload:\n\t    TNT1 A 0 A_JumpIfInventory(\"DMRUnderbarrelGrenadeLauncher\", 1,\"GLUnload\")\n\t\tRIFG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"AlreadyUnloaded\")\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n        TNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",1,3)\n        Goto NoAmmo\n        TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFR TSRQPO 1\n        TNT1 A 0 A_PlaySound(\"RIFCL_OU\")\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\n\tGLUnload:\n\t\tRIFG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"AlreadyUnloaded\")\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n        TNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",1,3)\n        Goto NoAmmo\n        TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFR TSRQP 1\n\t\tRIGR J 1\n        TNT1 A 0 A_PlaySound(\"RIFCL_OU\")\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto RemoveBullets\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",1,3)\n\t\tGoto FinishUnload\n        TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"RifleAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"DoubleRifleAmmo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"NewClip\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tTNT1 A 0 A_JumpIfInventory(\"DMRUnderbarrelGrenadeLauncher\", 1,\"GLFinishUnload\")\n\t\tRIFR NMLIGHGFEDCBA 1\n\t\tTNT1 A 0 A_PlaySound(\"DryFire\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasUnloaded\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto Ready+12\n\n\tGLFInishUnload:\n\t\tRIGR JIGHG 1\n\t\tRIFR FEDCBA 1\n\t\tTNT1 A 0 A_PlaySound(\"DryFire\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasUnloaded\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto Ready+12\n\n//////////////////////////////////////////Unloading\n\n \tSpawn:\n\t\tRIFL A -1\n\t\tStop\n\n\tUseHealthBackPack:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoHealBackpack\", 1)\n\t\tSYRI ABCDEFGHIJ 1\n\t\tSYRI A 0 A_PlaySound(\"blodr1\", 3)\n\t\tSYRI KLL 1\n\t\tSYRI A 0 A_PlaySound(\"misc/N_HP_pickup\", 2)\n\t\tSYRI MMMM 1\n\t\tSYRI LKJIHGFEDCBA 1\n\t\tGoto Ready\n\n\tThrowSwarmPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoSwarmPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Swarmers\", 1, 1)\n\t\tGoto NoSwarmPod\n\t\tTNT1 A 0 A_TakeInventory(\"Swarmers\", 1)\n\t\tXHFA LKJIHG 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF G 2\n\t\tXHFF IJKL 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"SwarmerPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoSwarmPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Swarmers left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowElecPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoElecPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ElecPod\", 1, 1)\n\t\tGoto NoElecPod\n\t\tTNT1 A 0 A_TakeInventory(\"ElecPod\", 1)\n\t\tXHFA ABCDEF 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF B 2\n\t\tXHFF CDEF 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"ElectricPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoElecPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Electropods left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowGrenade:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tHNDF ABCDEFGH 1\n\t\tHNDF I 2 A_PlaySound(\"OPNGRN\", 1)\n\t\tHNDF JKLMNOPQR 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Refire\n\t\tHND1 I 2 A_PlaySound(\"THRGRN\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\", 1)\n\t\tHND1 J 1 A_FireCustomMissile(\"ThrownGrenade30\")\n\t\tHND1 KLMNOPQ 2\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tGoto Ready\n\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowMine:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\", 1, 1)\n\t\tGoto NoMine\n\t\tMINE ABCDEF 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tTNT1 A 0 A_ThrowGrenade(\"ThrownProxMine\",4,11,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\", 1)\n\t\tMINE GHIJK 1\n\t\tGoto Ready\n\n\tNoMine:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Land Mines left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tFlashKicking:\n\t\tRIFR B 1\n\t\tRIFR B 1\n\t\tRIFR A 1\n\t\tRIFR A 3\n\t\tRIFR T 3\n\t\tRIFR A 3\n\t\tRIFR B 1\n\t\tRIFR B 1\n\t\tRIFG A 1\n\t\tRIFG AAA 1\n\t\tStop\n\n\tFlashAirKicking:\n\t\tRIFR B 1\n\t\tRIFR B 1\n\t\tRIFR A 1\n\t\tRIFR A 3\n\t\tRIFR T 3\n\t\tRIFR A 3\n\t\tRIFR B 1\n\t\tRIFR B 1\n\t\tRIFG A 1\n\t\tRIFG AAAA 1\n\t\tStop\n\n\tFlashSlideKicking:\n\t\tTNT1 A 0 A_JumpIfInventory(\"DMRUnderbarrelGrenadeLauncher\", 1,\"GLFlashSlideKicking\")\n\t\tRIFR EF 2\n\t\tRIFR GGGGGGGGGGG 2\n\t\tStop\n\n\tGLFlashSlideKicking:\n\t\tRIFR EF 2\n\t\tRIGR GGGGGGGGGGG 2\n\t\tStop\n\n\tFlashSlideKickingStop:\n\t\t//TNT1 A 0\n\t\tRIFR FEDCA 1\n\t\tRIFG A 1\n\t\tStop\n\n\tFlashPunching:\n\t\tRIFG A 1\n\t\tRIFS C 2\n\t\tRIFS B 2\n\t\tRIFS AAAAAAA 1\n\t\tRIFS B 1\n\t\tRIFS C 1\n\t\tRIFG AA 1\n\t\tStop\n\n////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n\t\tQuickPunchPurist:\n\t\tTNT1 A 0 A_Print(\"Knife Combos Not Allowed In Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"DoPunch\",1)\n\t\tGoto Ready+12\n\n\tQuickPunch:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"QuickPunchPurist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"SuperQuickPunch\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+12\n\n\tSuperQuickPunch:\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+12\n\n\tKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+12\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 25, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, -25, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+12\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AAAA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n    DoKick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf(Height < 54, \"SlideKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n\n        KICK H 3\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+12\n\n\tSlideKick:\n\t\tTNT1 A 0 A_GiveInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Jumpifinventory(\"PowerStrength\",1,\"SuperSlideKick\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-13)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_ZoomFactor(0.960)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+12\n\n\t LowerKick:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"KickHasHitAnObject\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/End\", 1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKickingStop\")\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+12\n\n\tSuperSlideKick:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-15)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+12\n\n    BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n\n        KICK H 3 A_ZoomFactor(0.950)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+12\n\n\tAirKick:\n\t    TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashAirKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+12\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n        TNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+12\n\n    Taunt:\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\", 1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n        TNT1 A 5\n\t\tFUCK A 2\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n        FUCK B 2 A_PlaySound(\"FUCK\", 1)\n        FUCK C 2 A_AlertMonsters\n\t\tFUCK D 15 A_TakeInventory(\"Taunting\",1)\n        FUCK CBA 5\n\t\tTNT1 A 5\n\t\tGoto Ready\n\tSalute:\n\t    TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\t}\n}\n\nActor Zoomed : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR RifleAmmo : Ammo\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 31\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 30\n}\n\nACTOR MeatshieldGunAmmo : Ammo\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 30\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 30\n}\n\nACTOR MeatAmmo : Ammo\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 100\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 100\n}"
      }
    ]
  },
  "maps": []
}

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