Actor SawFireSeq1: Inventory
{
inventory.maxamount 1
}

Actor SawFireSeq2: Inventory
{
inventory.maxamount 1
}

Actor ClassicModernSaw : Chainsaw
{
	weapon.selectionorder 220
	inventory.pickupsound "weapons/chainsaw/draw"
	//inventory.pickupsound "none"
	Weapon.UpSound "none"
	weapon.readysound "weapons/chainsaw/idle"
    +WEAPON.NOAUTOAIM
	+WEAPON.AXEBLOOD
	+WEAPON.CHEATNOTWEAPON
	//+WEAPON.NOAUTOFIRE
	states
	{
	
	
	NevermindGoBackToModernMode:
		TNT1 A 1
		TNT1 A 0 A_GiveInventory("ChainSaw", 1)
		TNT1 A 1
		TNT1 A 0 A_TakeInventory("ClassicModernSaw", 1)
		TNT1 A 10
		Goto Ready	
	
	Select:
		TNT1 A 0 A_Takeinventory("FistsSelected",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)
		KICK A 0 A_Takeinventory("PowerBloodOnVisor",1)
		KICK A 0 A_Takeinventory("PowerBlueBloodOnVisor",1)
		KICK A 0 A_Takeinventory("PowerGreenBloodOnVisor",1)
		TNT1 A 0 A_JumpIfInventory("HasClassicSaw", 1, 2)
		Goto NevermindGoBackToModernMode
		TNT1 AA 0
		TNT1 A 0 A_Giveinventory("HasCutingWeapon",1)
		TNT1 A 0 A_Raise
		Wait
	Deselect:
		TNT1 A 0 A_Takeinventory("HasCutingWeapon",1)
		TNT1 A 0 A_StopsoundEx("Weapon")
		TNT1 A 0 A_Lower
		SAWN A 1 A_Lower
		goto deselect+1

    Steady:
	TNT1 A 1
	Goto Ready
	
	Ready:
        CSWS AB 1 A_JumpIfInventory("GoFatality", 1, "Steady")
        TNT1 A 0 A_PlaySound("DSSAWZIP", 1)
        CSWS BCDEFEDCB 1
		CSWS A 17 A_playsound("weapons/chainsaw/draw", 1)

        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0

        TNT1 A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"Ready.Blood")
        TNT1 A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"Ready.BlueBlood")
        TNT1 A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"Ready.GreenBlood")
        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_FireCustomMissile("SmokeSpawner",0,0,0,5)
		TNT1 A 0 A_PlaySound("DSSAWUP", 4)
		TNT1 A 0 A_playsound("weapons/chainsaw/idle")
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		CSWG A 2 A_weaponready
        CSWG B 2 A_weaponready
		CSWG A 2 A_weaponready
        CSWG B 2 A_weaponready
		goto ready+35
	Fire:
        TNT1 A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"Fire.Blood")
        TNT1 A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"Fire.BlueBlood")
        TNT1 A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"Fire.GreenBlood")
		TNT1 A 0 A_playsound("weapons/chainsaw/start")
		CSWG ABCD 1
	Hold:
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"Hold.Blood")
        TNT1 A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"Hold.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"Hold.GreenBlood")
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		TNT1 A 0 A_PlaySoundEx("weapons/chainsaw/loop","Weapon",0)
		//CSWF A 1 A_CustomPunch(5,1,1,"SSawPuff")
		CSWF A 1 A_Saw("weapons/chainsaw/loop", "CSAWCUT", 5, "SSawPuff")
		CSWF B 1
		//CSWF C 1 A_custompunch(5,1,1,"SSawPuff")
		CSWF C 1 A_Saw("", "", 3, "SSawPuff")
		CSWF D 1
		TNT1 A 0 A_Refire
		TNT1 A 0 A_StopsoundEx("Weapon")
		TNT1 A 0 A_Playsound("weapons/chainsaw/stop")
		CSWG DC 1
		goto ready+35
		
	
	Ready.Blood:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_playsound("weapons/chainsaw/idle")
		CSW2 A 2 A_weaponready
        CSW2 B 2 A_weaponready
		CSW2 A 2 A_weaponready
        CSW2 B 2 A_weaponready
		Goto Ready+35
	Fire.Blood:
		TNT1 A 0 A_playsound("weapons/chainsaw/start")
		CSW2 ABCD 1
	Hold.Blood:
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		KICK A 0 A_Takeinventory("PowerBlueBloodOnVisor",1)
		KICK A 0 A_Takeinventory("PowerGreenBloodOnVisor",1)
		//TNT1 A 0 A_PlaySoundEx("weapons/chainsaw/loop","Weapon",0)
		CSW2 G 1 A_Saw("weapons/chainsaw/loop", "CSAWCUT", 5, "SSawPuff")
		CSW2 F 1
		CSW2 G 1 A_Saw("", "", 5, "SSawPuff")
		CSW2 H 1
        TNT1 A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"Hold.BlueBlood")
        TNT1 A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"Hold.GreenBlood")
		TNT1 A 0 A_Refire
		TNT1 A 0 A_StopsoundEx("Weapon")
		TNT1 A 0 A_Playsound("weapons/chainsaw/stop")
		CSW2 DC 1
		goto ready.blood


	Ready.BlueBlood:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_playsound("weapons/chainsaw/idle")
		CSW3 A 2 A_weaponready
        CSW3 B 2 A_weaponready
		Goto Ready+35
	Fire.BlueBlood:
		TNT1 A 0 A_playsound("weapons/chainsaw/start")
		CSW3 CD 1
	Hold.BlueBlood:
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		KICK A 0 A_Takeinventory("PowerBloodOnVisor",1)
		KICK A 0 A_Takeinventory("PowerGreenBloodOnVisor",1)
		TNT1 A 0 A_playsoundEx("weapons/chainsaw/loop","Weapon",0)
		CSW3 E 1 A_custompunch(7,1,1,"SSawPuff")
		CSW3 F 1
		CSW3 G 1 A_custompunch(7,1,1,"SSawPuff")
		CSW3 H 1
        TNT1 A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"Hold.Blood")
        TNT1 A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"Hold.GreenBlood")
		TNT1 A 0 A_Refire
		TNT1 A 0 A_StopsoundEx("Weapon")
		TNT1 A 0 A_Playsound("weapons/chainsaw/stop")
		CSW3 DC 1
		goto ready+35


	Ready.GreenBlood:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_playsound("weapons/chainsaw/idle")
		CSW4 A 2 A_weaponready
        CSW4 B 2 A_weaponready
		Goto Ready+35
	Fire.GreenBlood:
		TNT1 A 0 A_playsound("weapons/chainsaw/start")
		CSW4 CD 1
	Hold.GreenBlood:
        //TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
		KICK A 0 A_Takeinventory("PowerBloodOnVisor",1)
		KICK A 0 A_Takeinventory("PowerBlueBloodOnVisor",1)
		TNT1 A 0 A_playsoundEx("weapons/chainsaw/loop","Weapon",1)
		CSW4 E 1 A_custompunch(7,1,1,"SSawPuff")
		CSW4 F 1
		CSW4 G 1 A_custompunch(7,1,1,"SSawPuff")
		CSW4 H 1
        TNT1 A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"Hold.Blood")
        TNT1 A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"Hold.BlueBlood")
		TNT1 A 0 A_Refire
		TNT1 A 0 A_StopsoundEx("Weapon")
		TNT1 A 0 A_Playsound("weapons/chainsaw/stop")
		CSW4 DC 1
		goto ready+35
		
	
	
	AltFire:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"AltFireRed")
		TNT1 A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"AltFireGreen")
		TNT1 A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"AltFireBlue")
		TNT1 A 0 A_PlaySoundEx("weapons/chainsaw/loop","Weapon",0)
		//TNT1 A 0 A_PlaySound("DSSAWHIT", 3)
		TNT1 A 0 A_JumpIfInventory("SawFireSeq2", 1, 15)
		TNT1 A 0 A_JumpIfInventory("SawFireSeq1", 1, "AltFireLeft")
		//TNT1 A 0 A_Jump(12, "AltFire2")
		NULL A 0 A_JumpIf (momZ > 0, "AltFire2")
		NULL A 0 A_JumpIf (momZ < 0, "AltFire2")
		CSA1 ABCD 1
		TNT1 AAAAAAAAAAAAAA 0
		TNT1 A 0 A_GiveInventory("SawFireSeq1")
		TNT1 A 0 A_TakeInventory("SawFireSeq2")
		TNT1 A 5
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSA1 EFG 1
		TNT1 AAAAA 0 A_Saw("", "", 1, "SSawPuff2", 0, 120, 32)
		CSA1 H 1 A_Saw("", "", 0, "SSawPuff2", 0, 120, 32)
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue")
		CSA1 JKL 1
		TNT1 A 5
		TNT1 A 0 A_ReFire
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		CSA1 MNO 1
		Goto Ready+35
		
	AltContinue:
		CSA1 P 1 A_Saw("weapons/chainsaw/loop", "DSSAWHIT", 6, "SSawPuff2", 0, 120, 3)
		CSA1 QI 1
		
		
		
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSA1 JKL 1
		TNT1 A 5
		CSA1 MNO 1
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		TNT1 A 0 A_TakeInventory("SawFireSeq2", 1)
		Goto Ready+35	
		
	AltFireLeft:	
		TNT1 A 2
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSA1 LKJ 1
		TNT1 AAAAA 0 A_Saw("", "", 1, "SSawPuff2", 0, 120, 32)
		CSA1 I 1 A_Saw("", "", 0, "SSawPuff2", 0, 120, 32)
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueleft")
		CSA1 HGFE 1
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		TNT1 A 0 A_GiveInventory("SawFireSeq2", 1)
		TNT1 A 5
		TNT1 A 0 A_ReFire
		CSA1 DCBA 1
		TNT1 A 0 A_TakeInventory("SawFireSeq2", 1)
		Goto Ready+35
		
	AltContinueLeft:
		CSA1 P 1 A_Saw("weapons/chainsaw/loop", "DSSAWHIT", 6, "SSawPuff2", 0, 120, 3)
		CSA1 QI 1
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueleft")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSA1 HGFE 1
		TNT1 A 5
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		TNT1 A 0 A_TakeInventory("SawFireSeq2", 1)
		CSA1 DCBA 1
		Goto Ready+35	
	
	
		
	AltFire2:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"AltFire2Red")
		TNT1 A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"AltFire2Green")
		TNT1 A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"AltFire2Blue")
		CSA2 ABCDDEEEF 1
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSA2 GHI 1 A_JumpIfCloser(119, "AltContinue2")
		TNT1 AAAAAAAAAAAAAAA 0 A_Saw("", "", 0, "SSawPuff", 0, 120, 0, 32)
		CSA2 J 1 A_Saw("", "", 8, "SSawPuff",0,120)
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue2")
		CSA2 MNO 1 A_JumpIfCloser(119, "AltContinue2")
		TNT1 A 5
		CSA2 PQ 1
		Goto Ready+35
	
	AltContinue2:
		CSA2 J 1 A_Saw("weapons/chainsaw/loop", "DSSAWHIT", 8, "SSawPuff", 0, 120)
		CSA2 KL 1
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue2")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSA2 J 1 A_Saw("weapons/chainsaw/loop", "DSSAWHIT", 8, "SSawPuff", 0, 120)
		CSA2 KL 1
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue2")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSA2 MNO 1
		TNT1 A 5
		CSA2 PQ 1
		Goto Ready+35
		
		
		
	AltFireRed:
		TNT1 A 0
		TNT1 A 0 A_PlaySoundEx("weapons/chainsaw/loop","Weapon",0)
		//TNT1 A 0 A_PlaySound("DSSAWHIT", 3)
		TNT1 A 0 A_JumpIfInventory("SawFireSeq2", 1, 15)
		TNT1 A 0 A_JumpIfInventory("SawFireSeq1", 1, "AltFireLeftRed")
		//TNT1 A 0 A_Jump(12, "AltFire2")
		NULL A 0 A_JumpIf (momZ > 0, "AltFire2")
		NULL A 0 A_JumpIf (momZ < 0, "AltFire2")
		CSR1 ABCD 1
		TNT1 AAAAAAAAAAAAAA 0
		TNT1 A 0 A_GiveInventory("SawFireSeq1")
		TNT1 A 0 A_TakeInventory("SawFireSeq2")
		TNT1 A 5
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSR1 EFG 1
		TNT1 AAAAA 0 A_Saw("", "", 1, "SSawPuff2", 0, 120, 32)
		CSR1 H 1 A_Saw("", "", 0, "SSawPuff2", 0, 120, 32)
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueRed")
		CSR1 JKL 1
		TNT1 A 5
		TNT1 A 0 A_ReFire
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		CSR1 MNO 1
		Goto Ready+35
		
	AltContinueRed:
		CSR1 P 1 A_Saw("weapons/chainsaw/loop", "DSSAWHIT", 6, "SSawPuff2", 0, 120, 3)
		CSR1 QI 1
		CSA1 QI 1
		
		
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueRed")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSR1 JKL 1
		TNT1 A 5
		CSR1 MNO 1
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		TNT1 A 0 A_TakeInventory("SawFireSeq2", 1)
		Goto Ready+35	
		
	AltFireLeftRed:	
		TNT1 A 2
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSR1 LKJ 1
		TNT1 AAAAA 0 A_Saw("", "", 1, "SSawPuff2", 0, 120, 32)
		CSR1 I 1 A_Saw("", "", 0, "SSawPuff2", 0, 120, 32)
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueleftred")
		CSR1 HGFE 1
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		TNT1 A 0 A_GiveInventory("SawFireSeq2", 1)
		TNT1 A 5
		TNT1 A 0 A_ReFire
		CSR1 DCBA 1
		TNT1 A 0 A_TakeInventory("SawFireSeq2", 1)
		Goto Ready+35
		
	AltContinueLeftRed:
		CSR1 P 1 A_Saw("weapons/chainsaw/loop", "DSSAWHIT", 6, "SSawPuff2", 0, 120, 3)
		CSR1 QI 1
		
		
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueleftred")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSR1 HGFE 1
		TNT1 A 5
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		TNT1 A 0 A_TakeInventory("SawFireSeq2", 1)
		CSR1 DCBA 1
		Goto Ready+35	
	
	
		
	AltFire2Red:
		TNT1 A 0
		CSR2 ABCDDEEEF 1
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSR2 GHI 1 A_JumpIfCloser(119, "AltContinue2Red")
		TNT1 AAAAAAAAAAAAAAA 0 A_Saw("", "", 0, "SSawPuff", 0, 120, 0, 32)
		CSR2 J 1 A_Saw("", "", 8, "SSawPuff",0,120)
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue2Red")
		CSR2 MNO 1 A_JumpIfCloser(119, "AltContinue2Red")
		TNT1 A 5
		CSR2 PQ 1
		Goto Ready+35
	
	AltContinue2Red:
		CSR2 J 1 A_Saw("weapons/chainsaw/loop", "DSSAWHIT", 8, "SSawPuff", 0, 120)
		CSR2 KL 1
		
		
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue2Red")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSR2 J 1 A_Saw("weapons/chainsaw/loop", "DSSAWHIT", 8, "SSawPuff", 0, 120)
		CSR2 KL 1
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue2Red")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSR2 MNO 1
		TNT1 A 5
		CSR2 PQ 1
		Goto Ready+35	
		
	
	AltFireBlue:
		TNT1 A 0
		TNT1 A 0 A_PlaySoundEx("weapons/chainsaw/loop","Weapon",0)
		//TNT1 A 0 A_PlaySound("DSSAWHIT", 3)
		TNT1 A 0 A_JumpIfInventory("SawFireSeq2", 1, 15)
		TNT1 A 0 A_JumpIfInventory("SawFireSeq1", 1, "AltFireLeftBlue")
		//TNT1 A 0 A_Jump(12, "AltFire2")
		NULL A 0 A_JumpIf (momZ > 0, "AltFire2")
		NULL A 0 A_JumpIf (momZ < 0, "AltFire2")
		CSB1 ABCD 1
		TNT1 AAAAAAAAAAAAAA 0
		TNT1 A 0 A_GiveInventory("SawFireSeq1")
		TNT1 A 0 A_TakeInventory("SawFireSeq2")
		TNT1 A 5
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSB1 EFG 1
		TNT1 AAAAA 0 A_Saw("", "", 1, "SSawPuff2", 0, 120, 32)
		CSB1 H 1 A_Saw("", "", 0, "SSawPuff2", 0, 120, 32)
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueBlue")
		CSB1 JKL 1
		TNT1 A 5
		TNT1 A 0 A_ReFire
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		CSB1 MNO 1
		Goto Ready+35
		
	AltContinueBlue:
		CSB1 P 1 A_Saw("weapons/chainsaw/loop", "DSSAWHIT", 6, "SSawPuff2", 0, 120, 3)
		CSB1 QI 1
		
		TNT1 A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"AltContinueRed")
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueBlue")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSB1 JKL 1
		TNT1 A 5
		CSB1 MNO 1
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		TNT1 A 0 A_TakeInventory("SawFireSeq2", 1)
		Goto Ready+35	
		
	AltFireLeftBlue:	
		TNT1 A 2
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSB1 LKJ 1
		TNT1 AAAAA 0 A_Saw("", "", 1, "SSawPuff2", 0, 120, 32)
		CSB1 I 1 A_Saw("", "", 0, "SSawPuff2", 0, 120, 32)
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueleftBlue")
		CSB1 HGFE 1
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		TNT1 A 0 A_GiveInventory("SawFireSeq2", 1)
		TNT1 A 5
		TNT1 A 0 A_ReFire
		CSB1 DCBA 1
		TNT1 A 0 A_TakeInventory("SawFireSeq2", 1)
		Goto Ready+35
		
	AltContinueLeftBlue:
		CSB1 P 1 A_Saw("weapons/chainsaw/loop", "DSSAWHIT", 6, "SSawPuff2", 0, 120, 3)
		CSB1 QI 1
		
		TNT1 A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"AltContinueRed")
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueleftBlue")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSB1 HGFE 1
		TNT1 A 5
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		TNT1 A 0 A_TakeInventory("SawFireSeq2", 1)
		CSB1 DCBA 1
		Goto Ready+35	
	
	
		
	AltFire2Blue:
		TNT1 A 0
		CSB2 ABCDDEEEF 1
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSB2 GHI 1 A_JumpIfCloser(119, "AltContinue2Blue")
		TNT1 AAAAAAAAAAAAAAA 0 A_Saw("", "", 0, "SSawPuff", 0, 120, 0, 32)
		CSB2 J 1 A_Saw("", "", 8, "SSawPuff",0,120)
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue2Blue")
		CSB2 MNO 1 A_JumpIfCloser(119, "AltContinue2Blue")
		TNT1 A 5
		CSB2 PQ 1
		Goto Ready+35
	
	AltContinue2Blue:
		CSB2 J 1 A_Saw("weapons/chainsaw/loop", "DSSAWHIT", 8, "SSawPuff", 0, 120)
		CSB2 KL 1
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue2Blue")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSB2 J 1 A_Saw("weapons/chainsaw/loop", "DSSAWHIT", 8, "SSawPuff", 0, 120)
		CSB2 KL 1
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue2Blue")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSB2 MNO 1
		TNT1 A 5
		CSB2 PQ 1
		Goto Ready+35
		
	AltFireGreen:
		TNT1 A 0
		TNT1 A 0 A_PlaySoundEx("weapons/chainsaw/loop","Weapon",0)
		//TNT1 A 0 A_PlaySound("DSSAWHIT", 3)
		TNT1 A 0 A_JumpIfInventory("SawFireSeq2", 1, 15)
		TNT1 A 0 A_JumpIfInventory("SawFireSeq1", 1, "AltFireLeftGreen")
		//TNT1 A 0 A_Jump(12, "AltFire2")
		NULL A 0 A_JumpIf (momZ > 0, "AltFire2")
		NULL A 0 A_JumpIf (momZ < 0, "AltFire2")
		CSG1 ABCD 1
		TNT1 AAAAAAAAAAAAAA 0
		TNT1 A 0 A_GiveInventory("SawFireSeq1")
		TNT1 A 0 A_TakeInventory("SawFireSeq2")
		TNT1 A 5
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSG1 EFG 1
		TNT1 AAAAA 0 A_Saw("", "", 1, "SSawPuff2", 0, 120, 32)
		CSG1 H 1 A_Saw("", "", 0, "SSawPuff2", 0, 120, 32)
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueGreen")
		CSG1 JKL 1
		TNT1 A 5
		TNT1 A 0 A_ReFire
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		CSG1 MNO 1
		Goto Ready+35
		
	AltContinueGreen:
		CSG1 P 1 A_Saw("weapons/chainsaw/loop", "DSSAWHIT", 6, "SSawPuff2", 0, 120, 3)
		CSG1 QI 1
		TNT1 A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"AltContinueBlue")
		TNT1 A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"AltContinueRed")
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueGreen")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSG1 JKL 1
		TNT1 A 5
		CSG1 MNO 1
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		TNT1 A 0 A_TakeInventory("SawFireSeq2", 1)
		Goto Ready+35	
		
	AltFireLeftGreen:	
		TNT1 A 2
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSG1 LKJ 1
		TNT1 AAAAA 0 A_Saw("", "", 1, "SSawPuff2", 0, 120, 32)
		CSG1 I 1 A_Saw("", "", 0, "SSawPuff2", 0, 120, 32)
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueleftGreen")
		CSG1 HGFE 1
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		TNT1 A 0 A_GiveInventory("SawFireSeq2", 1)
		TNT1 A 5
		TNT1 A 0 A_ReFire
		CSG1 DCBA 1
		TNT1 A 0 A_TakeInventory("SawFireSeq2", 1)
		Goto Ready+35
		
	AltContinueLeftGreen:
		CSG1 P 1 A_Saw("weapons/chainsaw/loop", "DSSAWHIT", 6, "SSawPuff2", 0, 120, 3)
		CSG1 QI 1
		TNT1 A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"AltContinueBlue")
		TNT1 A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"AltContinueRed")
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueleftGreen")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSG1 HGFE 1
		TNT1 A 5
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		TNT1 A 0 A_TakeInventory("SawFireSeq2", 1)
		CSG1 DCBA 1
		Goto Ready+35	
	
	
		
	AltFire2Green:
		TNT1 A 0
		CSG2 ABCDDEEEF 1
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSG2 GHI 1 A_JumpIfCloser(119, "AltContinue2Green")
		TNT1 AAAAAAAAAAAAAAA 0 A_Saw("", "", 0, "SSawPuff", 0, 120, 0, 32)
		CSG2 J 1 A_Saw("", "", 8, "SSawPuff",0,120)
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue2Green")
		CSG2 MNO 1 A_JumpIfCloser(119, "AltContinue2Green")
		TNT1 A 5
		CSG2 PQ 1
		Goto Ready+35
	
	AltContinue2Green:
		CSG2 J 1 A_Saw("weapons/chainsaw/loop", "DSSAWHIT", 8, "SSawPuff", 0, 120)
		CSG2 KL 1
		
		
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue2Green")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSG2 J 1 A_Saw("weapons/chainsaw/loop", "DSSAWHIT", 8, "SSawPuff", 0, 120)
		CSG2 KL 1
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue2Green")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSG2 MNO 1
		TNT1 A 5
		CSG2 PQ 1
		Goto Ready+35	


	



	
    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+35
	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+35	
		
    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+35
	
	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+35
		
	
	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+35
	
	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+35
	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+35
		
	CheckGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfTargetInLOS("CheckDistanceGrab")
		goto ready+35
	CheckDistanceGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfCloser(100, "Grab")
		goto ready+35
	CheckIfCanGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfInTargetInventory("CanGrab", 1, "Grab")
		goto ready+35	
	Grab:
	    PKUP ABC 2
		TNT1 A 0 A_CustomMissile("PickupProjectile")
		PKUP DEF 2
		goto ready+35
	TossGrenade:	
		TNT1 A 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+35
	NoGrenade:
		TNT1 A 0
		TNT1 A 0 A_Print("No Grenades Left.")
		goto ready+35	
	}
}

