
//Fast fire totem variant.
ACTOR Dusk_Riveter_Fastfire : Dusk_Riveter //replaces bfg9000 //There's no true bfg equivalent on dusk.
{
	+POWERED_UP 
	Weapon.SisterWeapon Dusk_Riveter
	Weapon.AmmoGive 0
	States
	{

	Fire:
		TNT1 A 0 A_GunFlash		TNT1 A 0 A_GiveInventory("Player_WeaponShot",1)

TNT1 A 0 A_JumpIfInventory("Fastfire_TotemAmount",31,"Fire_Stacked2")
		W09F ABCD 1 bright A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		W09F EF 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
	    TNT1 A 0 A_JumpIfInventory("DeathMatchToken",1,"Fire_DM")
		W09F GHIJKLMNOPQR 1 A_WeaponReady (WRF_ALLOWRELOAD)
		Goto Ready

	Fire_DM:
		W09F GHI 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		W09F JKLMNOPQR 1 A_WeaponReady (WRF_ALLOWRELOAD)
		Goto Ready




	Fire_Stacked2:
		W09F ABC 1 bright A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
	    TNT1 A 0 A_JumpIfInventory("DeathMatchToken",1,"Fire_DM_Stacked2")
		W09F D 1 bright A_WeaponReady (WRF_ALLOWRELOAD)
		W09F EFGHIJKLMNOPQR 1 A_WeaponReady (WRF_ALLOWRELOAD)
		Goto Ready

	Fire_DM_Stacked2:
		W09F D 1 bright A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		W09F E 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		W09F FGHIJKLMNOPQR 1 A_WeaponReady (WRF_ALLOWRELOAD)
		Goto Ready


	}
}

