ACTOR MiniGun : BrutalWeapon
{
	Game Doom
	SpawnID 28
	Weapon.SelectionOrder 700
	Weapon.BobSpeed 2.1
	Weapon.AmmoType1 "MinigunAmmo"
	Weapon.AmmoGive 0
	Weapon.AmmoUse1 1
	+WEAPON.NOAUTOAIM
	+WEAPON.NOAUTOFIRE
	+FORCEXYBILLBOARD
	Inventory.PickupSound "CBOXPKUP"
	Inventory.PickupMessage "$GOTMINIGUN"
	Obituary "%o was mowed down by %k's Minigun."
	AttackSound "none"
	 tag "XM-214"
	Scale 0.8
	States
	{
	Spawn:
		MGUN A 1
		MGUN A -1
		Stop
		
		INSPECT:
		TNT1 A 0 SetPlayerProperty(0,1,4)
		CHAG A 0 A_Takeinventory("neverfoundminigun",1)
		CHAG A 0 a_setpitch(0)
		TNT1 AAAAAAAAA 1 {a_setpitch(pitch+4); A_InspectReady;}
		TNT1 A 0 A_InspectReady
		TNT1 A 0 ACS_NAMEDEXECUTE("MINIGUNCROUCH",0)
		//crouch
		CHAI ABCDEF 1 {a_setpitch(pitch+3); A_InspectReady;}
		CHAI GHI 1 A_InspectReady
		TNT1 A 0 a_overlay(2,"BELTCAMERA")
		CHAI JKL 1 A_InspectReady
		// belt load
		CHAG A 0 A_PlaySound("BELT1", 5)
		CHAI MMMMMMMMMM 1 A_InspectReady
		CHAI NOPQRSTUUVVWW 1 A_InspectReady
		CHAG A 0 A_PlaySound("BELT2", 5)
		CHAI XXYYZZ 1 A_InspectReady
		//beep 1
		CH41 A 2
		CHAG A 0 A_PlaySound("BLEEP1", 1)
		CH4I ABCDEF 2 A_InspectReady
		//beep2
		CHAG A 0 A_PlaySound("BLEEP2", 5)
		CH4I GHI 2 A_InspectReady
		//steam
		CHAG A 0 A_PlaySound("STEAM", 2)
		CH4I JKLMNOPQRSTUVWXY 1 A_InspectReady
		//get up
		CH4I Z 1 {a_setpitch(pitch-5); A_InspectReady;}
		CH5I ABCD 1 {a_setpitch(pitch-5); A_InspectReady;}
		CHAG A 0 A_PlaySound("CHGNPKUP",7)
		//select
		TNT1 A 0 a_giveinventory("minigunammo",20)
		CHGS ABCDEFGH 1 {a_setpitch(pitch-3); A_InspectReady;}
		
		TNT1 A 0 A_JumpIfInventory("choosingreward", 1, 2)
		TNT1 A 0 SetPlayerProperty(0,0,4)
		TNT1 A 0
		goto ready3
		
		BeltCamera:
		TNT1 A 1 A_setAngle(angle-0.5)
		TNT1 AA 1 a_setpitch(pitch+0.5)
		TNT1 AAA 1 A_setAngle(angle+0.5)
		//belt load
		TNT1 AAAAAAAAAA 1
		TNT1 AA 1 A_setAngle(angle+0.5)
		TNT1 AA 1 a_setpitch(pitch+0.5)
		TNT1 AA 1 A_setAngle(angle+0.5)
		TNT1 AAA 1 a_setpitch(pitch-0.5)
		TNT1 AA 1
		TNT1 AA 1 a_setpitch(pitch-0.5)
		TNT1 AA 1 A_setAngle(angle-0.5)
		TNT1 AA 1 a_setpitch(pitch-0.5)
		TNT1 AA 1 A_setAngle(angle-0.5)
		//beep 1
		TNT1 AA 2 A_setAngle(angle-0.5)
		TNT1 A 2
		TNT1 AAAA 2 a_setpitch(pitch-0.5)
		//beep 2
		TNT1 AAA 2 A_setAngle(angle-0.5)
		TNT1 AA 2 a_setpitch(pitch+1)
		STOP
		
		 Ready: 
		 SelectAnimation:
			CHAG A 0
			TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
				//Inspect check
				TNT1 A 0 a_jumpif(GetCVAR("weaponinspect") == 1,2)
				TNT1 A 0 A_JumpIfInventory("neverfoundMINIGUN",1,"Inspect")
				//
			CHAG A 0 
			CHGS ABCDEFGH 1 A_JumpIfInventory("GoFatality", 1, "Steady")
			CHAG A 1 
		 Ready3:
		  CHAG A 0 A_JumpIfInventory("Kicking",1,"DOKICKMINIGUN")
		  CHAG A 1 A_WeaponReadyLit
			
		  CHAG A 0 A_JumpIfInventory("Spin",1,"Ready2")
		  CHAG A 0 A_JumpIfInventory("MinigunAmmo",1,"Ready3")
		  Goto IdleNoAmmo
		  
		  IdleNoAmmo:
		  CHAG A 1 A_WeaponReadyLit
		  CHAG A 0 A_TakeInventory ("Spin",1)
		  CHAG A 0 A_JumpIfInventory("MinigunAmmo",1,"Ready3")
		  CHAG A 0 A_JumpIfInventory("Kicking",1,"DOKICKMINIGUN")
		  Loop

		Ready2:	
		//DURABILITY CHECK
		TNT1 A 0 A_JumpIFInventory("FirearmsdurabilityOFF", 1, 3)
		PIST F 0 A_JumpIfInventory("minigunDurability",180, 2)
		CHAG A 0 A_TakeInventory ("Spin",1)
		goto Ready3
		///
		  CHAG A 0 A_JumpIfInventory("Kicking",1,"DOKICKMINIGUN")
		  CHAG ABCD 1 A_WeaponReadyLit
		  CHAG A 0 A_AlertMonsters
		  CHAG A 0 A_PlaySound("CHAINSPI", 6, 0.8, 256)
		  Loop
		  
	CheckSprint:
		//CHAG A 1 A_WeaponReady(WRF_NOFIRE)
		CHAG A 0 A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		CHAG A 0 A_JumpIfInventory("IsTacticalClass", 1, "StartSprint")
		Goto Ready3
		
	StartSprint:
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_FORWARD, 1)
		GOTO READY3
		CHGS GFED 1 A_WeaponReady(WRF_NOFIRE)
		CHAG A 0 A_Takeinventory("Zoomed",1)
		CHAG A 0 A_Takeinventory("ADSmode",1)
		CHAG A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_JumpIfInventory("LARGESTAMINA", 1, 2)
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 70, "Trip")
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 1400, "Trip")
		
	Sprinting:	
		CHSP A 0 offset(-9,32) 
		CHAG A 0 offset(-9,32) A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		TNT1 A 0 A_JumpIfInventory("LARGESTAMINA", 1, 2)
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 2000, "StopSprintTired")
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_FORWARD, 1)
		GOTO StopSprint
		PLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.
		CHAG A 0 offset(-9,32) A_JumpIfInventory("Powerstrength2", 1, 2)
		CHAG A 0 offset(-9,32) A_GiveInventory("usedstamina", 10)
		CHAG A 0 offset(-9,32)
		CHSP A 1 offset(-9,34) A_SetPitch(pitch -0.5)
		CHSP A 1 offset(-6,36) A_SetPitch(pitch -0.5)
		CHSP A 1 offset(-3,38) A_SetPitch(pitch -0.5)
		CHSP A 1 offset(0,38) A_SetPitch(pitch -0.5)
		CHSP A 1 offset(3,36) A_SetPitch(pitch -0.5)
		CHSP A 1 offset(6,34) A_SetPitch(pitch -0.5)
		CHSP A 1 offset(9,32) A_SetPitch(pitch -0.5)
		CHAG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)
		CHAG A 0 A_JumpIfInventory("Kicking",1,"DOKICKMINIGUN")
        CHAG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		CHAG A 0 offset(-9,32) A_GiveInventory("UsedStamina", 9)
		CHAG A 0 offset(9,33) A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
		CHSP A 1 offset(9,34) A_SetPitch(pitch +0.5)
		CHSP A 1 offset(6,36) A_SetPitch(pitch +0.5)
		CHSP A 1 offset(3,38) A_SetPitch(pitch +0.5)
		CHSP A 1 offset(0,38) A_SetPitch(pitch +0.5)
		CHSP A 1 offset(-3,36) A_SetPitch(pitch +0.5)
		CHSP A 1 offset(-6,34) A_SetPitch(pitch +0.5)
		CHSP A 1 offset(-9,32) A_SetPitch(pitch +0.5)
		CHAG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)
		CHAG A 0 offset(-9,32) A_JumpIfInventory("IsRunning", 1, "Sprinting")
		Goto StopSprint
		
	StopSprintTired:
		CHGS DEFG 1
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		CHAG A 0 A_PlaySound("Tired", 2)
		TNT1 A 0 A_Jumpifhealthlower(25,"rupturesprint")													   
		CHAG A 25 A_WeaponReady
		Goto Ready3
	StopSprint:
		CHGS DEFG 1
		TNT1 A 0 A_JumpIfInventory("LARGESTAMINA", 1, 2)
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 70, "StopSprintTired")
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 1400, "StopSprintTired")
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		Goto Ready3 

		Deselect:
			CHAG A 0 A_StopSound(1)
			CHAG A 0 A_StopSound(6)
			MGN1 A 0 A_TakeInventory ("MINIGUNSELECTED",1)
			CHAG A 0 A_TakeInventory ("Spin",1)
			TNT1 A 0 A_TakeInventory("throwtoken", 1)
			TNT1 A 0 A_TakeInventory("slashtoken", 1)
			CHAG A 0 A_TakeInventory("Flaretoken", 1)			
			CHAG A 0 A_TakeInventory("TossGrenade", 1)
			CHAG A 0 A_Takeinventory("HeavyAutomaticWeapon",1)
			CHAG A 0 A_TakeInventory("RandomHeadExploder", 1)
			CHAG A 0 SetPlayerProperty(0,0,0)
			TNT1 A 0 A_JumpIfInventory("weaponbroke", 1, "Deselectcontinue")
			CHGS DCBA 1 
		DESELECTCONTINUE:
			TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
			TNT1 A 1 A_Lower 
			Wait
			
			goingtoaction:
			CHAG A 0 A_StopSound(1)
			CHAG A 0 A_StopSound(6)
			MGN1 A 0 A_TakeInventory ("MINIGUNSELECTED",1)
			CHAG A 0 A_TakeInventory ("Spin",1)
			TNT1 A 0 A_TakeInventory("throwtoken", 1)
			TNT1 A 0 A_TakeInventory("slashtoken", 1)
			CHAG A 0 A_TakeInventory("Flaretoken", 1)			
			CHAG A 0 A_TakeInventory("TossGrenade", 1)
			CHAG A 0 A_Takeinventory("HeavyAutomaticWeapon",1)
			CHAG A 0 A_TakeInventory("RandomHeadExploder", 1)
			CHAG A 0 SetPlayerProperty(0,0,0)
			CHGS DCBA 1
			TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "wearanimation")
			TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "removeanimation")
			TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"drugshot")
			TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"BANDAGE")
			goto repair

		Select: 
		TNT1 A 0  A_Overlay(-10,"FirstPersonLegsStand")
		TNT1 A 0 a_removelight(1)
		TNT1 A 0 A_removelight(2)		
			CHAG A 0 {if(GetCVAR("bd_SmartCrosshairs") == 1){A_SetCrosshair(GetCVAR("MinigunCrosshair"));}else{A_SetCrosshair(0);}}
			TNT1 A 0 A_SetRoll(0)
			TNT1 A 0 SetPlayerProperty(0,0,2)
			TNT1 A 0 ACS_NAMEDEXECUTE("WEAPONSELECT",0)
			CHAG A 0 A_Giveinventory("GoSpecial",1)
			CHAG A 0 A_Giveinventory("HeavyAutomaticWeapon",1)
			TNT1 A 0 A_TakeInventory("throwtoken", 1)
			TNT1 A 0 A_TakeInventory("slashtoken", 1)
			CHAG A 0 A_TakeInventory("Flaretoken", 1)		
			CHAG A 0 A_TakeInventory("TossGrenade", 1)
			CHAG A 0 A_GiveInventory("RandomHeadExploder", 1)
			CHAG A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "PuristGun")
			CHAG A 0 A_PlaySound("CHAINPK")
			CHGS AAA 0 A_Raise
			TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
			goto ready


	WeaponCheckOverlay:
		TNT1 A 5
		PISA D 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USER4, 1)
		Stop
	WeaponCheck2:
		TNT1 A 1
		PISA D 0 ACS_NamedExecutealways("minigundurabilitycheck", 0)
		PISA D 0 ACS_NamedExecutealways("minigunmagcheck", 0)
		PISA D 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USER4, "WeaponCheck2")
		stop	
	NoAmmoUnload:
	    PISA D 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USER4, 1)
		goto Noammo
		TNT1 A 0 A_Overlay(98,"WeaponCheckOverlay",false)
	NoAmmo:
		CHAG A 0 A_PlaySound("dryfire")
	Noammo2:
		CHAG A 20 
		PISA D 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USER4, "Noammo2")
		Goto IdleNoAmmo
			
			
		Fire:
			CHAG A 0
			CHAG A 0 A_JumpIfInventory("Spin",1,"Hold")
			CHAG A 0 A_PlaySound("CHAINSTA", 1)
			CHAG A 0 BRIGHT A_FireCustomMissile("Alerter", 0, 0, 0, 0)
			CHAG BC 6
			CHAG D 4
			CHAG AB 4
			CHAG A 0 A_StopSound(6)
			CHAG A 0
			
		Hold:	
		//DURABILITY CHECK
		TNT1 A 0 A_JumpIFInventory("FirearmsdurabilityOFF", 1, 4)
		PIST F 0 A_Takeinventory("minigunDurability",1)
		PIST F 0 A_JumpIfInventory("minigunDurability",180, 2)
		PIST F 0 A_Jump(20, "Misfire")
		///
		RIFG A 0 A_JumpIfInventory("minigunammo", 1, 1)
		goto stopspinning
			CHAG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
			CHAG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
			
			CHAG A 0 A_StartSound("MINGLOOP",6, CHANF_LOOPING)
			CHAG A 0 A_ZoomFactor(0.90)
			
			CHAF A 1 A_Fireprojectile("minigunTracer", frandom(-1.3,1.3), 1,0,0,0, 0)
			"####" "#" 0 A_WeaponOffset(random(-2,2),32+random(-2,2))
			"####" "#" 0 A_SetAngle(angle+random(-1,1))
			CHAG A 0 A_Quake(1, 3, 0, 400, "")
			CHAG A 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18)
			CHAG A 0 A_SpawnItemEx("PlayerMuzzle2",30,5,27)
			CHAG A 0 A_ZoomFactor(1.0)
			CHAG A 0 A_JumpIfInventory("IsTacticalClass", 1, 2)//Tactical mode skips a frame, fires faster
			CHAF B 1 A_WeaponOffset(0,32)
			CHAG A 0
			
			RIFG A 0 A_JumpIfInventory("norecoil", 1, 3)
			RIFG A 0 A_JumpIfInventory("IsNOTTacticalClass", 1, 2)//tactical mode has muzzle climb
			RIFG A 0 A_SetPitch(pitch-1.7)
			RIFG A 0
			

			CHAG A 0 A_ZoomFactor(0.88)
			//TNT1 AA 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
			//RIFF A 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, -5, 0, 0)
			CHAF C 1 A_Fireprojectile("minigunTracer", frandom(-1.3,1.3), 1,0,0,0, 0)
			"####" "#" 0 A_WeaponOffset(random(-2,2),32+random(-2,2))
			"####" "#" 0 A_SetAngle(angle+random(-1,1))
			CHAG A 0 A_Quake(1, 3, 0, 400, "")
			CHAG A 0 A_Firecustommissile("50CaseSpawn",0,0,-12,-18)
			CHAG A 0 A_SpawnItemEx("PlayerMuzzle3",30,5,27)
			CHAG A 0 A_ZoomFactor(1.0)
			CHAG A 0 A_JumpIfInventory("IsTacticalClass", 1, 2)//Tactical mode skips a frame, fires faster
			CHAF D 1 A_WeaponOffset(0,32)
			CHAG A 0
			
			RIFG A 0 A_JumpIfInventory("norecoil", 1, 3)
			RIFG A 0 A_JumpIfInventory("IsNOTTacticalClass", 1, 2)//tactical mode has muzzle climb
			RIFG A 0 A_SetPitch(pitch-1.7)
			RIFG A 0
			
			/// DURABILITY CHECK 2
			PIST F 0 A_JumpIfInventory("FIREARMSdurabilityOFF", 1, 2)
			PIST F 0 A_JumpIfInventory("MINIGUNdurability", 1, 1)
			goto weaponbreak
			RIFG A 0 A_JumpIfInventory("minigunammo", 1, 1)
			goto stopspinning
			///
			
			MNGG B 0 A_ReFire
			
		StopSpinning:
			CHAG A 0 A_StopSound(6)
			CHAG A 0 A_PlaySound("MINIGEN", 1)
			CHAG A 0 A_JumpIfInventory("Spin",1,"Ready2")
			
		 CHAG A 0 A_JumpIfInventory("Kicking",1,"DOKICKMINIGUN")
		 CHAG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		 CHAG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		 CHAG A 1 A_WeaponReady
		
		 CHAG B 1 A_WeaponReady
		 CHAG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		 CHAG A 0 A_Refire
		
		 CHAG C 1 A_WeaponReady
		 CHAG A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
		 CHAG D 1 A_WeaponReady
				

		 CHAG A 0 A_JumpIfInventory("Kicking",1,"DOKICKMINIGUN")
		 
		 CHAG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		 CHAG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		 CHAG A 1 A_WeaponReady
		 TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
		TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
		TNT1 A 0 A_JumpIfInventory("repairtoken",1,"goingtoaction")
		 TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
		TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
		TNT1 A 0 A_Jumpifinventory("throwtoken",1, "Quickthrow")
		TNT1 A 0 A_Jumpifinventory("slashtoken",1, "Quickslash")
		 TNT1 A 0 A_JumpIfInventory("flaretoken",1,"TossFlare")
		 CHAG A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USER3, "TOSSGRENADE")
		 CHAG A 0 A_JumpIfInventory("Kicking",1,"DOKICKMINIGUN")
		 CHAG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		
		 CHAG B 1 A_WeaponReady
		 CHAG A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
		 CHAG C 2 A_WeaponReady
		
		 CHAG D 2 A_WeaponReady
		 CHAG A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
		 CHAG A 0 A_JumpIfInventory("Spin",1,"Ready2") 
		 CHAG A 0 A_TakeInventory("Spin", 1)
		 CHAG A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		 CHAG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		 TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
		TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
		TNT1 A 0 A_JumpIfInventory("repairtoken",1,"goingtoaction")
		 TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
		TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
		TNT1 A 0 A_Jumpifinventory("throwtoken",1, "Quickthrow")
		TNT1 A 0 A_Jumpifinventory("slashtoken",1, "Quickslash")
		 TNT1 A 0 A_JumpIfInventory("flaretoken",1,"TossFlare")
		 CHAG A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USER3, "TOSSGRENADE")
		 CHAG A 0 A_JumpIfInventory("Kicking",1,"DOKICKMINIGUN")
		 CHAG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		 
		 CHAG A 2 A_WeaponReady
		
		 CHAG B 2 A_WeaponReady
		 CHAG A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
		 CHAG C 2 A_WeaponReady
		
		 CHAG D 2 A_WeaponReady
		 CHAG A 0 A_FireCustomMissile("SmokeSpawner11",0,0,0,0)
		 TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
		TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
		TNT1 A 0 A_JumpIfInventory("repairtoken",1,"goingtoaction")
		 TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
		TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
		TNT1 A 0 A_Jumpifinventory("throwtoken",1, "Quickthrow")
		TNT1 A 0 A_Jumpifinventory("slashtoken",1, "Quickslash")
		 TNT1 A 0 A_JumpIfInventory("flaretoken",1,"TossFlare")
		 CHAG A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USER3, "TOSSGRENADE")
		 CHAG A 0 A_JumpIfInventory("Kicking",1,"DOKICKMINIGUN")
		 CHAG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		 CHAG ABCD 2 A_WeaponReady
		 TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
		TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
		TNT1 A 0 A_JumpIfInventory("repairtoken",1,"goingtoaction")
		 TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
		TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
		TNT1 A 0 A_Jumpifinventory("throwtoken",1, "Quickthrow")
		TNT1 A 0 A_Jumpifinventory("slashtoken",1, "Quickslash")
		 TNT1 A 0 A_JumpIfInventory("flaretoken",1,"TossFlare")
		 CHAG A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USER3, "TOSSGRENADE")
		 CHAG A 0 A_JumpIfInventory("Kicking",1,"DOKICKMINIGUN")
		 CHAG A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		 CHAG ABCD 3 A_WeaponReady		 
		 goto Ready3



	  AltFire:
		 CHAG A 0 A_JumpIfInventory("Spin",1,"StopAlt")
		 
		 //DURABILITY CHECK
		TNT1 A 0 A_JumpIFInventory("FirearmsdurabilityOFF", 1, 4)
		PIST F 0 A_JumpIfInventory("minigunDurability",180, 3)
		CHAG A 0 A_TakeInventory ("Spin",1)
		PIST F 0 A_print("that function is not working properly at the moment!")
		goto Ready3
		///
		 
		 CHAG A 0 A_GiveInventory ("Spin",1)
		 //CHAG A 0 SetPlayerProperty(0,1,0)
		  CHAG A 0 A_PlaySound("CHAINSTA", 1)
		  CHAG A 0 A_JumpIfInventory("MinigunAmmo",1,1)
		  Goto IdleNoAmmo
		  
		 CHAG BC 6 A_WeaponReady(WRF_NOFIRE)
		 CHAG D 4	A_WeaponReady(WRF_NOFIRE)	 
		 CHAG AB 3 A_WeaponReady(WRF_NOFIRE)
		 CHAG CDABCDABCD 3 A_WeaponReady(WRF_NOFIRE)
		 CHAG A 0
		 Goto Ready2

	  StopAlt:
		CHAG A 0
		 CHAG A 0 A_TakeInventory ("Spin",1)
		 CHAG A 0 A_PlaySound("CHAINSTO", 1)
		 CHAG A 0 A_StopSound(6)
		 //CHAG A 0 SetPlayerProperty(0,0,0)
		 CHAG ABCD 1 A_WeaponReady(WRF_NOFIRE)
		 CHAG ABCDABCD 2 A_WeaponReady(WRF_NOFIRE)
		 CHAG ABCD 3 A_WeaponReady(WRF_NOFIRE)
		 CHAG A 0
		 Goto Ready3


		Misfire:
		CHAG A 0 A_PlaySound("CHAINSTO", 1)
		TNT1 A 0 A_stopsound(6)
		TNT1 A 0 A_playsound("DRYFIRE",1)
		CHAG A 20
		TNT1 A 0 A_playsound("DRYFIRE",1)
		goto Ready3

		Weaponbreak:
		CHAG A 0 A_PlaySound("CHAINSTO", 1)
		CHAG A 0 A_StopSound(6)
		TNT1 A 0 a_print("your Minigun has broken!")
		CHGS DCBA 1 
		TNT1 A 1
		TNT1 A 0 a_SPAWNITEM("brokenMINIGUN",0,0)
		 TNT1 A 0 a_RADIUSGIVE("hasbeendropped",90, RGF_OBJECTS | RGF_NOSIGHT, 1, "brokenMINIGUN")
		TNT1 A 0 ACS_namedexecute("BROKENDISARM",0)
		TNT1 AAA 1 a_weaponready
		Wait
		
	RELOAD:
	PIST F 0 A_JumpIfInventory("REPAIRMODE",1,"KITREPAIR")
	goto Ready3
	
User4:
	PIST F 0 A_JumpIfInventory("minigunammo",1,1)
	goto noammounload
	CHAG A 5
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USER4, "CheckAmmo2")
	goto Ready3
CheckAmmo2:
	TNT1 A 0 SetPlayerProperty(0,1,4)
	CHAG A 0 A_PlaySound("CHGNPKUP",7)
	CHGS GFEDCBA 1 
	TNT1 A 0 a_setpitch(0)
	TNT1 A 0 ACS_NamedExecute("CROUCH",0)
	TNT1 AAAAA 1 a_setpitch(pitch+8)
	CH5I DCBA 1
	CH4I ZYXWVUTS 1
	CHAG A 0 A_PlaySound("BLEEP2", 5)
	CH4I HGF 1
	CH4I E 1 Offset(0,38)
	CH4I E 1 Offset(0,35)
	CH4I E 1 Offset(0,33)
CheckAmmoHold:
	CH4I E 1 Offset(0,32)
	TNT1 A 0 A_JumpIFInventory("FirearmsdurabilityOFF", 1, 2)
	TNT1 A 0 ACS_NAMEDEXECUTEalways("minigunDURABILITYCHECK",0)
	TNT1 A 0 ACS_NamedExecutealways("MinigunMAGCHECK",0)
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_USER4, "CheckAmmoHold")
	CH4I E 1 Offset(0,33)
	CH4I E 1 Offset(0,35)
	CH4I E 1 Offset(0,38)
	CH4I FGH 1
	CHAG A 0 A_PlaySound("BLEEP1", 5)
	CH4I STUVWXYZ 1
	CH5I ABCD 1
	TNT1 A 0 ACS_NamedExecute("GETUP",0)
	TNT1 AAAAA 1 a_setpitch(pitch-8)
	TNT1 A 0 a_setpitch(0)
	CHAG A 0 A_PlaySound("CHGNPKUP",7)
	CHGS ABCDEFG 1
	TNT1 A 0 SetPlayerProperty(0,0,4)
	goto Ready3
	
	
	KITREPAIR:
		TNT1 A 0 A_JumpIFInventory("survivalkituses",1, 2)
		PIST F 0 A_Jump(256,"kitbroke")
		CHAG A 5
		
		TNT1 A 0 A_JumpIFInventory("minigunDurability",600, "NoNeedRepair")
		PIST F 0 A_JumpIfInventory("scrapmetal",1, 2)
		PIST F 0 A_Jump(256,"outofmetal")
		
	KITREPAIR2:
		PIST F 0 A_GIVEinventory("minigunDurability",80)
		BADF A 0 A_Takeinventory("survivalkituses",1)
		BADF A 0 A_Takeinventory("scrapmetal",1)
		TNT1 A 0 A_playsound("WIRECUT",1)
		CHGS HGFEDCBA 1
		TNT1 A 35
		CHGS ABCDEFGH 1
		
		TNT1 A 0 A_JumpIFInventory("survivalkituses",1, 2)
		PIST F 0 A_Jump(256,"kitbroke")
		CHAG A 2
		goto Ready3	
		
	DoKICKMINIGUN:
		TNT1 A 0 A_JumpIfInventory("isdoomguy", 1, 4)
		TNT1 A 0 A_JumpIfInventory("LARGESTAMINA", 1, 2)
		TNT1 A 0 A_JumpifInventory("UsedStamina",95,4)
		TNT1 A 0 A_JumpifInventory("UsedStamina",1995,3)
		TNT1 A 0 A_overlay(3,"KICKMINIGUN")
		TNT1 A 0 a_Jump(256,"Dokick")
		goto Ready3
		TNT1 A 0 A_overlay(3,"KICKMINIGUNtired")
		TNT1 A 0 a_Jump(256,"Dokick")
		goto Ready3	
	KICKMINIGUN:
		CHGS GFE 1
		CHSP A 12 
		CHGS EFG 1 
		TNT1 A 0 A_JumpIfInventory("Airkicking", 1, 2)
		TNT1 A 0 A_JumpIfInventory("isSliding", 1, 2)
		stop
		CHGS G 10
		STOP
		CHGS DCBA 1 
		TNT1 A 6
		STOP
	KICKMINIGUNtired:
		CHGS GFE 2 
		CHSP A 37 
		CHGS EFG 2 
		STOP	
		
		}
}

