Code: Select all
ACTOR Rifle : Weapon Replaces Pistol
{
	Weapon.AmmoUse1 0
	Weapon.AmmoGive1 10
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	YScale 0.6
	XScale 0.8
	Weapon.SelectionOrder 4500
	Weapon.AmmoType1 "Clip2"
	Weapon.AmmoType2 "RifleAmmo"
	Obituary "%o was shot down by %k's assault rifle."
    AttackSound "None"
    Inventory.PickupSound "CLIPIN"
	Inventory.Pickupmessage "You got the Assault Rifle!"
	+WEAPON.WIMPY_WEAPON
    +WEAPON.NOAUTOAIM
    +WEAPON.NOALERT
    +WEAPON.NOAUTOFIRE
	+FORCEXYBILLBOARD
	+WEAPON.NO_AUTO_SWITCH
    Scale 0.8
	States
	{
	PickUp:
	TNT1 A 0 A_Playsound("PICKUPONELINER")
	TNT1 A 0
	Stop
	
	Steady:
	TNT1 A 1
	Goto Ready
	
	Ready:
        TNT1 A 2 A_JumpIfInventory("GoFatality", 1, "Steady")
		
        TNT1 A 0 A_PlaySound("CLIPIN")
        RIFS ABC 1
        TNT1 AAAAAAAA 0
        TNT1 A 0 //A_JumpIfInventory("RifleAmmo",1,2)
        //Goto Reload
        TNT1 AAAA 0
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		TNT1 A 0 A_TakeInventory("RifleSpread", 5)
		RIFG A 1 A_WeaponReady
		TNT1 A 0 A_TakeInventory("UsedStamina", 1)
		
        Goto Ready+9
    Ready2:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		
		RI2G A 2 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		TNT1 A 0 A_TakeInventory("UsedStamina", 2)
		Loop
	Deselect:
		TNT1 A 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
        TNT1 A 0 A_ZoomFactor(1.0)
		RIFS CBA 1
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
		TNT1 A 1
		Wait
		
	Select:
		TNT1 A 0 A_Takeinventory("FistsSelected",1)
		TNT1 A 0 A_Takeinventory("SawSelected",1)
		TNT1 A 0 A_Takeinventory("ShotgunSelected",1)
		TNT1 A 0 A_Takeinventory("SSGSelected",1)
		TNT1 A 0 A_Takeinventory("MinigunSelected",1)
		TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
		TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
		TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
		TNT1 A 0 A_Takeinventory("BFGSelected",1)
		TNT1 A 0 A_Takeinventory("BFG10kSelected",1)
		TNT1 A 0 A_Takeinventory("RailGunSelected",1)
		TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
		TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
		TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
		TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
		TNT1 A 0 A_Takeinventory("HasBarrel",1)
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		MARN A 0 ACS_ExecuteAlways(728, 0, 0, 0, 0)//Check if penetration is on.
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
		
		Goto Ready
	
    Fire:
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("RifleSpread", 5, "FireHighSpread")
		TNT1 A 0 A_GiveInventory("RifleSpread", 1)
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/pistol")
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		RIFF A 1 BRIGHT A_AlertMonsters
		//TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		RIFF B 1 BRIGHT A_FireBullets (2, 2, 1, 9, "HitPuff")
        RIFF A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, -12, 0, random(-1,1))
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, 0, 0, 0)
		TNT1 A 0
        TNT1 A 0 A_SetPitch(-1.3 + pitch)
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetPitch(+0.6 + pitch)
		RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-6)
        RIFG A 1 A_SetPitch(+0.5 + pitch)
		RIFG A 0 A_Refire
		RIFG A 5 A_WeaponReady(1)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_TakeInventory("RifleSpread", 5)
		RIFG A 5 A_WeaponReady(1)
		Goto Ready+6
		
	FireHighSpread:
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,2)
        Goto Reload
        TNT1 AAAA 0
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
        TNT1 A 0 A_PlaySound("weapons/rifle")
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		RIFF A 1 BRIGHT A_AlertMonsters
		//TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
		RIFF B 1 BRIGHT A_FireBullets (8, 8, 1, 9, "HitPuff")
        RIFF A 0 A_FireCustomMissile("Tracer", random(-4,4), 0, -1, -12, 0, random(-4,4))
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", random(-3,3), 0, -1, 0, 0, random(-3,3))
		TNT1 A 0
        TNT1 A 0 A_SetPitch(-0.7 + pitch)
		//TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetPitch(+0.4 + pitch)
		RIFF C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-6)
        RIFG A 1 A_SetPitch(+0.3 + pitch)
		RIFG A 1 A_Refire
		RIFG A 5 A_WeaponReady(1)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_TakeInventory("RifleSpread", 5)
		RIFG A 5 A_WeaponReady(1)
		Goto Ready+6	
      Fire2:
        TNT1 A 0 A_PlaySound("weapons/rifle")
		TNT1 A 0 A_JumpIfInventory("IsFiringAltFireOnFullAuto", 1, "Fire2FullAuto")
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		RI2G A 0 A_AlertMonsters
		//TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,5)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
		RI2F A 1 BRIGHT A_FireBullets (0.1, 0.1, -1, 9, "HitPuff")
        RI2F A 0 BRIGHT A_FireCustomMissile("Tracer", 0, 0, -1, 0)
		TNT1 A 0 A_JumpIfInventory("NoPenetration", 1, 2)
		RIFF A 0 A_FireCustomMissile("WallPenetrationHitscan", 0, 0, -1, -12, 0, 0)
		TNT1 A 0
        //TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_SetPitch(-0.8 + pitch)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		RI2F B 1 A_WeaponReady(1)
		TNT1 A 0 A_SetPitch(+0.4 + pitch)
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",1,0,8,0)
        RI2F C 1 A_WeaponReady(1)
		TNT1 A 0 A_SetPitch(+0.4 + pitch)
		TNT1 A 0 A_GiveInventory("IsFiringAltFireOnFullAuto", 1)
		RI2G A 1 A_WeaponReady(1)
        RI2F B 0 A_ReFire
		TNT1 A 0 A_TakeInventory("IsFiringAltFireOnFullAuto", 1)
		RI2G A 10 A_WeaponReady(1)
        RI2G A 0
		Goto Ready2
		
	Fire2FullAuto:
        TNT1 A 0 A_PlaySound("weapons/rifle")
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		RI2G A 0 A_AlertMonsters
		//TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,5)
		TNT1 A 0 A_SpawnItemEx("PlayerMuzzle1",30,0,45)
		RI2F A 1 BRIGHT A_FireBullets (0.1, 0.1, -1, 9, "HitPuff")
        RI2F A 0 BRIGHT A_FireCustomMissile("Tracer", 0, 0, -1, 0)
        //TNT1 A 0 ACS_Execute(373, 0, 0, 0, 0)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_SetPitch(-1.3 + pitch)
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_SetAngle(random(1, -1) + angle)
		RI2F B 1
		TNT1 A 0 A_SetPitch(+0.4 + pitch)
		TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",1,0,8,0)
        RI2F C 1
		TNT1 A 0 A_SetPitch(+0.4 + pitch)
		RI2G A 1 A_WeaponReady(1)
		TNT1 A 0 A_Refire
        RI2F B 0
		TNT1 A 0 A_TakeInventory("IsFiringAltFireOnFullAuto", 1)
		RI2G A 10 A_WeaponReady(1)
        RI2G A 0
		Goto Ready2	
    AltFire:
        TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Zoomed",1,8)
		TNT1 A 0 A_Giveinventory("Zoomed",1)
		TNT1 A 0 A_Giveinventory("GoSpecial",1)
        TNT1 A 0 A_ZoomFactor(1.6)
		TNT1 A 0 A_Giveinventory("ADSmode",1)
        RIFZ A 1
        Goto Ready2
        TNT1 AAAAAA 0
        RIFZ A 1
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
        Goto Ready+6
		
	NoAmmo:
	RIFG A 1 A_PlaySound("weapons/empty")
	TNT1 A 0 A_Takeinventory("Zoomed",1)
    TNT1 A 0 A_ZoomFactor(1.0)
	TNT1 A 0 A_Takeinventory("ADSmode",1)
	Goto Ready+12
	
    Reload:
		RIFG A 1 A_WeaponReady
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_JumpIfInventory("RifleAmmo",31,64)
        TNT1 A 0 A_JumpIfInventory("Clip2",1,3)
        Goto NoAmmo
        TNT1 AAA 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_PlaySound("Reload")
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0
        RIFR ABCDE 1  A_JumpIfInventory("Kicking",1,"DoKick")
		TNT1 A 0 A_JumpIfInventory("HasUnloaded", 1, 2)
        RIFR F 1 A_FireCustomMissile("EmptyClipSpawn",-5,0,8,-4)
        RIFR GGGGGGGG 1
		RIFR HIKL 1
		RIFR MMM 1
		RIFR NOPQRST 1 A_JumpIfInventory("Kicking",1,"DoKick")
		TNT1 A 0 A_Takeinventory("HasUnloaded",1)
		TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,"InsertBullets2")//30+1 effect
		
	InsertBullets:
		TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("RifleAmmo",30,15)
		TNT1 A 0 A_JumpIfInventory("Clip2",1,3)
		Goto Ready+6
        TNT1 AAAAAA 0
		TNT1 A 0 A_Giveinventory("RifleAmmo",1)
		TNT1 A 0 A_Giveinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_Takeinventory("Clip2",1)
		Goto InsertBullets
		
		TNT1 AAAAAAAAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
        Goto Ready+6
		TNT1 AAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
        Goto Ready+6
		
	InsertBullets2:
		TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("RifleAmmo",31,15)
		TNT1 A 0 A_JumpIfInventory("Clip2",1,3)
		Goto Ready+6
        TNT1 AAAAAA 0
		TNT1 A 0 A_Giveinventory("RifleAmmo",1)
		TNT1 A 0 A_Giveinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_Takeinventory("Clip2",1)
		Goto InsertBullets2
		
		TNT1 AAAAAAAAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
        Goto Ready+6
		TNT1 AAAA 0
		TNT1 A 0 A_Takeinventory("Reloading",1)
        Goto Ready+6	
		
		
		
		
		
		
		
		
	Unload:
		RIFG A 1 A_WeaponReady
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Unloading",1)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,3)
        Goto NoAmmo
        TNT1 AAA 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		RIFR TSRQPO 1
        TNT1 A 0 A_PlaySound("Reload")
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
		TNT1 A 0 A_Takeinventory("Unloading",1)
		
	RemoveBullets:
		TNT1 AAAA 0
		TNT1 A 0 A_JumpIfInventory("RifleAmmo",1,3)
		Goto FinishUnload
        TNT1 AAAAAA 0
		TNT1 A 0 A_Takeinventory("RifleAmmo",1)
		TNT1 A 0 A_Takeinventory("DoubleRifleAmmo",1)
		TNT1 A 0 A_Giveinventory("Clip2",1)
		Goto RemoveBullets
	
	FInishUnload:
		RIFR NMLKIGHGFEDCBA 1
		TNT1 A 0 A_PlaySound("DryFire")
		TNT1 A 0 A_GiveInventory("HasUnloaded", 1)
		TNT1 A 0 A_Takeinventory("Unloading",1)
		Goto Ready+6
		
		
		
 	Spawn:
		RIFL A -1
		Stop
		
	DoKick:
	    TNT1 A 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		NULL A 0 A_JumpIf (momZ > 0, "AirKick")
		NULL A 0 A_JumpIf (momZ < 0, "AirKick")
		NULL A 0 A_JumpIf (pitch > 32, "LowKickChecker1")
	InitializeNormalKick:
        TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		STMP ABCDEF 1
		//TNT1 A 0 A_Custompunch(4,0,1,"KickPuff")
		RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
        STMP G 4
		KICK A 0 A_Takeinventory("Kicking",1)
		STMP HIJK 2
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 SetPlayerProperty(0,0,0)
		NULL A 0 A_TakeInventory("KickHasHit",1)
		Goto Ready+6
	LowKickChecker1:
	    TNT1 A 1
	    NULL A 0 A_JumpIf (pitch > 90, "InitializeNormalKick")
		Goto LowKick
		
	LowKick:
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItemEx ("PLOFT5",15,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		KICK UVW 1 A_SetPitch(-8.0 + pitch)
		KICK X 1
		RIFF A 0 A_FireCustomMissile("KickAttackLow", 0, 0, 0, 0)
		KICK Y 1
        KICK Z 4
		KICK YX 1
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK WVU 1
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 SetPlayerProperty(0,0,0)
		NULL A 0 A_TakeInventory("KickHasHit",1)
		Goto Ready+6	
		
    BerserkerKick:
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		KICK ABCDEFG 1
        RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
        KICK H 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK IGFEDCBA 1
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 SetPlayerProperty(0,0,0)
		NULL A 0 A_TakeInventory("KickHasHit",1)
		Goto Ready+6
	
	AirKick:
	    TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Recoil (-2)
		KICK JKLMNO 1
        RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -8)
        KICK P 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK QRST 2
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		NULL A 0 A_TakeInventory("KickHasHit",1)
		Goto Ready+6
		
	
	SuperAirKick:
	    TNT1 A 0
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Recoil (-2)
		KICK JKLMNO 1
        RIFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -8)
        KICK P 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK QRST 2
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		NULL A 0 A_TakeInventory("KickHasHit",1)
		Goto Ready+6
	
	Taunt:
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Taunting",1)
		TNT1 A 0 A_JumpIfInventory("RealismMode", 1, "CheckGrab")
        TNT1 A 10
		FUCK A 1
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 0, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", -9, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 9, 0, -1, 0)
        FUCK B 1 A_PlaySound("FUCK", 2)
        FUCK CD 1 A_AlertMonsters
		FUCK E 15 A_Takeinventory("Taunting",1)
        FUCK DCBA 1
        TNT1 A 10
		Goto Ready
	Salute:
	    TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_ALertMonsters
		SALU ABCDEDCDEDCDEDCBA 4
		TNT1 A 0 A_TakeInventory("Salute1",1)
		TNT1 A 0 A_TakeInventory("Salute2",1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Ready
		
	CheckGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfTargetInLOS("CheckDistanceGrab")
		Goto Ready+6
	CheckDistanceGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfCloser(100, "Grab")
		Goto Ready+6
	CheckIfCanGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfInTargetInventory("CanGrab", 1, "Grab")
		Goto Ready+6	
	Grab:
	    PKUP ABC 2
		TNT1 A 0 A_CustomMissile("PickupProjectile")
		PKUP DEF 2
		Goto Ready
	TossGrenade:	
		TNT1 A 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_JumpIfInventory("GrenadeAmmo", 1, 1)
		Goto NoGrenade
		GRTH ABCD 1
		TNT1 A 0 A_GiveInventory("FiredGrenade", 1)
		TNT1 A 0 A_PLaySound ("GRNPIN")
		GRTH EEFG 1
		TNT1 A 0 A_PLaySound ("GRNTOSS")
		GRTH HI 1
		TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1)
		TNT1 A 0 A_FireCustomMissile("HandGrenade", random(-2,2), 0, 0, 0, 0, 0)
	    TNT1 A 0 A_TakeInventory("FiredGrenade", 1)
		GRTH JKLM 1
		TNT1 A 1 
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		Goto Ready	
	NoGrenade:
		TNT1 A 0
		TNT1 A 0 A_Print("No Grenades Left.")
		Goto REady+6
	}
}