
//Fast fire totem variant.
ACTOR Dusk_Sickles_Fastfire : Dusk_Sickles 
{
	+POWERED_UP 
	Weapon.SisterWeapon Dusk_sickles
	States
	{
		

	Fire:
		TNT1 A 0 A_Gunflash
		TNT1 A 0 A_JumpIfInventory("Weapon_Fireleft", 1, "Fire_Left")	 

		TNT1 A 0 A_GiveInventory("Weapon_Fireleft", 1)
		Goto Fire_Continue

	Fire_Left:
        TNT1 A 0 A_TakeInventory("Weapon_Fireleft", 2)
		Goto Fire_Continue



	Fire_Continue:
		TNT1 A 0 A_JUMP(128, "Fire_Continue_AltAnim")//Jumps into random muzzleflashes animaitons.
TNT1 A 0 A_JumpIfInventory("Fastfire_TotemAmount",31,"Fire_Continue_Stacked2")
			W01H A 0 A_JumpIfInventory("Weapon_Fireleft", 1, 2)
			W01G A 0
		"####" ABCD 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		"####" EFGHIJKLMNOPQRST 1 A_WeaponReady (WRF_ALLOWRELOAD)
		Goto Ready

	Fire_Continue_AltAnim:
TNT1 A 0 A_JumpIfInventory("Fastfire_TotemAmount",31,"Fire_Continue_AltAnim_Stacked2")
			W01F A 0 A_JumpIfInventory("Weapon_Fireleft", 1, 2)
			W01I A 0
		"####" ABCD 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		"####" EFGHIJKLMNOP 1 A_WeaponReady (WRF_ALLOWRELOAD)
		Goto Ready




	Fire_Continue_Stacked2:
			W01H A 0 A_JumpIfInventory("Weapon_Fireleft", 1, 2)
			W01G A 0
		"####" ABCD 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		"####" EFGHIJKLMNOPQRST 1 A_WeaponReady (WRF_ALLOWRELOAD)
		Goto Ready

	Fire_Continue_AltAnim_Stacked2:
			W01F A 0 A_JumpIfInventory("Weapon_Fireleft", 1, 2)
			W01I A 0
		"####" ABCD 1 A_WeaponReady (WRF_NOFIRE|WRF_NOSWITCH)
		"####" EFGHIJKLMNOP 1 A_WeaponReady (WRF_ALLOWRELOAD)
		Goto Ready




	Flash_NoActorMode:
		TNT1 A 1 //A_SpawnItemEx("Sickles_BlockProjectileOnly",40,0,0,  0,0,0  ,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
		Goto LightDone	

	Flash_NoDeflectionMode:
		TNT1 A 1 A_SpawnItemEx("Sickles_BlockProjectileOnly_2x",40,0,0,  0,0,0  ,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
		Goto LightDone	

	Flash_VanillaMode:
		TNT1 A 1 A_SpawnItemEx("Sickles_BlockProjectileAttacks_2x",40,0,0,  0,0,0  ,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
		Goto LightDone	

	Flash_DooskMode:
		TNT1 A 1 A_SpawnItemEx("Sickles_BlockDooskProjectileAttacks_2x",40,0,0,  0,0,0  ,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
		Goto LightDone	

	Flash_ModernGZDMode:
		TNT1 A 1 A_SpawnItemEx("Sickles_AimReflectProjectileAttacks_2x",40,0,0,  0,0,0  ,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
		Goto LightDone	

	}
}


