
//Fast fire totem variant.
ACTOR Dusk_assrifle_Fastfire : Dusk_Assrifle //replaces chaingun
{
	+POWERED_UP 
	Weapon.SisterWeapon Dusk_Assrifle
	Weapon.AmmoGive 0
	States
	{
	
	Fire:
		W05D A 0 A_Gunflash	 		TNT1 A 0 A_GiveInventory("Player_WeaponShot",1)
		TNT1 A 0 A_JUMP(256, "Fire_ff1","Fire_ff2","Fire_ff3")//Jumps into random muzzleflashes animaitons.

	Fire_ff1:
		W05H AB 1 bright A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		Goto FireContinue
	Fire_ff2:
		W05H DE 1 bright A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		Goto FireContinue
	Fire_ff3:
		W05H FG 1 bright A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		Goto FireContinue

//The rest of the fire animation.
	FireContinue:
TNT1 A 0 A_JumpIfInventory("Fastfire_TotemAmount",31,"Fire_Stacked2")
		W05F C 1 bright A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_Refire("Fire")
		W05F DE 1 bright A_WeaponReady (WRF_ALLOWRELOAD)
		W05F FGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady (WRF_ALLOWRELOAD)
		W05G AB 1 A_WeaponReady (WRF_ALLOWRELOAD)
		Goto Ready


	Fire_Stacked2:
		TNT1 A 0 A_Refire("Fire")
		W05F CDE 1 bright A_WeaponReady (WRF_ALLOWRELOAD)
		W05F FGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady (WRF_ALLOWRELOAD)
		W05G AB 1 A_WeaponReady (WRF_ALLOWRELOAD)
		Goto Ready


	}
}

