//TwelveEyes gave me permission to use his Marathon resources. Massive massive credit to him!

/*ACTOR MarathonPlayer : DoomPlayer
{
	Player.DisplayName "SecurityOfficer"
	Gravity 0.15
	Mass 220
    Player.JumpZ 4//Default is 8
	Player.ForwardMove 0.95, 0.925
	Player.SideMove 0.95, 0.925
	Player.DamageScreenColor ""//, 0.0
	Player.Soundclass "MarathonPlayer"

	Player.StartItem "MA-75B Assault Rifle", 1
	Player.StartItem "WSTE-M5 Combat Shotgun", 1
	Player.StartItem "SPNKR-XP SSM Launcher", 1
	Player.StartItem "KKV-7 SMG Flechette", 1
	Player.StartItem "Clip", 100
	Player.StartItem "RocketAmmo", 500
	Player.StartItem "Shell", 500
	Player.StartItem "Cell", 600
	Player.StartItem "MarathonClass", 1
	Player.StartItem "Allmap", 1
	Player.StartItem "PowerScanner", 1
	Player.StartItem "RifleBullet", 500
	Player.StartItem "SmgBullet", 500
	Player.StartItem "GrenadeInClip", 500
	Player.StartItem "SpankerAmmo", 2
	
	States
	{
  Pain.MightyBoot:
  Pain.Mace:
  Pain.DukeDamage:
  Pain.Pistol:
  Pain:
    DGUY G 4 A_SetBlend("Yellow",0.4,6)
    DGUY G 4 A_Pain
    Goto Spawn
  Pain.TimonsAxe:
  Pain.DragonClaw:
    DGUY G 4 A_SetBlend("Blue",0.4,6)
    DGUY G 4 A_Pain
    Goto Spawn
  Pain.BFG:
  Pain.BFGspray:
  Pain.BFGsplash:
    DGUY G 4 A_SetBlend("7FFF00",0.4,6)
    DGUY G 4 A_Pain
    Goto Spawn
  Pain.ZorchPistol:
  Pain.Zorch:
    DGUY G 4 A_SetBlend("Red",0.6,6)
    DGUY G 4 A_Pain
    Goto Spawn
  Pain.DukeExplosive:
  Pain.WolfenFlamethrower:
  Pain.Fire:
    DGUY G 4 A_SetBlend("FF8C00",0.6,6) // Fiery orange
    DGUY G 4 A_Pain
    Goto Spawn
  Pain.Drowning:
    DGUY G 4 A_SetBlend("White",0.6,6)
    DGUY G 4 A_Pain
    Goto Spawn
  Pain.HexenIce:
  Pain.DukeIce:
  Pain.Ice:
    DGUY G 4 A_SetBlend("00FFFF",0.4,6) // Aqua
    DGUY G 4 A_Pain
    Goto Spawn
  Pain.Poison:
  Pain.PoisonCloud:
  Pain.Flem:
  Pain.Slime:
    DGUY G 4 A_SetBlend("228B22",0.4,5) // Muck green
    DGUY G 4 A_Pain
    Goto Spawn
	}
}*/

actor MarathonClass : Inventory { -INVBAR +INVENTORY.UNDROPPABLE Inventory.MaxAmount 1 }
actor AssaultRifle : Inventory { -INVBAR +INVENTORY.UNDROPPABLE Inventory.MaxAmount 1 }

/*ACTOR MarathonARBullet : FastProjectile
{
   Damage (random(9,15))
   Radius 1
   Height 1
   Speed 80
   Projectile
   Obituary "%k pounded %o with the MA-75B."
   +BLOODSPLATTER
   +NOTIMEFREEZE
   +THRUGHOST
   Alpha 1.0
   Decal Bulletchip
   States
   {
   Spawn:
     TNT1 A 1
     loop
   Death:
     TNT1 A 1 A_SpawnItem("MarathonPuff")
     stop
   XDeath:
     TNT1 A 1
	 stop
   }
}

ACTOR MarathonShotgunBullet : FastProjectile
{
   Damage (random(10,12))
   Radius 1
   Height 1
   Speed 80
   Projectile
   Obituary "%k destroyed %o with the WSTE-M5."
   +BLOODSPLATTER
   +NOTIMEFREEZE
   +THRUGHOST
   Alpha 1.0
   Decal Bulletchip
   States
   {
   Spawn:
     TNT1 A 1
     loop
   Death:
     TNT1 A 1 A_SpawnItem("MarathonPuff")
     stop
   XDeath:
     TNT1 A 1
	 stop
   }
}

ACTOR MarathonSMGBullet : FastProjectile
{
   Damage (random(9,15))
   Radius 1
   Height 1
   Speed 80
   Projectile
	Obituary "%k shredded %o with the KKV-7."
   +BLOODSPLATTER
   +NOTIMEFREEZE
   +THRUGHOST
   Alpha 1.0
   Decal Bulletchip
   States
   {
   Spawn:
     TNT1 A 1
     loop
   Death:
     TNT1 A 1 A_SpawnItem("MarathonPuff")
     stop
   XDeath:
     TNT1 A 1
	 stop
   }
}



//*****SMG*****

ACTOR FlechetteCasingSpawner
{
    Radius 1
    Height 1
    Speed 25
    PROJECTILE
	+CLIENTSIDEONLY
    States
    {
    Spawn:
        TNT1 A 1
        TNT1 A 0 A_Die
        Goto Death
    Death:
        TNT1 A 0 A_CustomMissile("FlechetteCasing",1,5,random(-80,-110),2,random(30,40))
        Stop
    }
}

ACTOR FlechetteCasing
{ 
    Scale 0.25
    Radius 3
    Height 3
    Speed 7
    Mass 5
	BounceCount 1
	+CLIENTSIDEONLY
    +THRUACTORS +DROPOFF +MISSILE +NOTELEPORT +FLOORCLIP
    +FORCEXYBILLBOARD +DOOMBOUNCE
    States
    {
    Spawn:
      FLEC ABCDEF 1
      Loop
    Death:
	  TNT1 A 1
      Stop
    }
}

ACTOR SmgBullet : Ammo
{
    Inventory.MaxAmount 24
	Scale 0.35
    States
    {
    Spawn:
    	AMO3 A -1
    	STOP
	}
}

ACTOR SmgClip : Ammo// replaces ShellBox 
{
    Inventory.MaxAmount 4 
    Inventory.PickupMessage "You picked up a 10mm SMG Clip!"
    Inventory.Amount	1
    Ammo.BackpackAmount 4
    Ammo.BackpackMaxAmount 8
	Scale 0.35
    States
    {
    Spawn:
    	AMO3 A -1
    	STOP
	}
}

ACTOR "KKV-7 SMG Flechette" : Weapon// replaces SuperShotgun
{
	Weapon.SlotNumber 1
	Decal BulletChip
	Inventory.PickupMessage "You picked up a KKV-7 SMG Flechette!"
	Weapon.AmmoType		"SmgBullet"
	Weapon.AmmoGive		0
	Weapon.AmmoUse		1
	Weapon.AmmoType2	"SmgBullet"
	Weapon.AmmoGive2	2
	Weapon.AmmoUse2		0
	Scale 0.35
	+AMMO_OPTIONAL
	+ALT_AMMO_OPTIONAL
	+NOALERT
	Radius				12
	Height				12
	States
	{
	Spawn:
		FSMG A -1
		STOP
	Ready:
		HSMG A 1 A_WeaponReady
		LOOP
	Deselect:
		TNT1 A 0 A_Lower
		HSMG A 1 A_Lower
		LOOP
	Select:
		TNT1 A 0 A_Raise
		HSMG A 1 A_Raise
		LOOP
	AltFire:
	Fire:
		TNT1 A 0 A_JumpIfNoAmmo("DryFire")
		TNT1 A 0 A_AlertMonsters//,0,0,0,0)
		TNT1 A 0 A_FireCustomMissile("MarathonSMGBullet",random(-2,2),1,0,0,2,random(-2,2))
		TNT1 A 0 A_FireCustomMissile("MarathonSMGBullet",random(-2,2),1,0,0,2,random(-2,2))
		TNT1 A 0 A_PlaySound("weapons/smg/fire")
		TNT1 A 0 A_FireCustomMissile("FlechetteCasingSpawner",0,0,0,0)
		TNT1 A 0 A_FireCustomMissile("FlechetteCasingSpawner",0,0,0,0)
		HSMG B 1 Bright A_Light2
		HSMG B 1 Bright A_Light1 
		HSMG B 1 Bright A_Light0
		TNT1 A 0 A_Refire
		Goto Ready
	DryFire:
		TNT1 A 0 A_JumpIfInventory("Clip",1,"Reload")
		HSMG A 3 A_PlaySound("weapons/rifle/dryfire")
		Goto Ready
		TNT1 A 0
	Reload:
		HSMG C 10 A_PlaySound("weapons/smg/reload")
		HSMG D 10
		HSMG E 10
	Reload2:
		TNT1 A 0 A_TakeInventory("Clip",1)
        TNT1 A 0 A_GiveInventory("SmgBullet",1)
        TNT1 A 0 A_JumpIfInventory("SmgBullet",0,3)
        TNT1 A 0 A_JumpIfInventory("Clip",1,1)
		Goto Ready
		TNT1 A 0
        Goto Reload2
		TNT1 A 0
		HSMG A 1
		Goto Ready
	}
}

ACTOR "WSTE-M5 Combat Shotgun" : Weapon
{
	Weapon.SlotNumber 2
	Decal BulletChip
	Inventory.PickupMessage "You picked up a WSTE-M5 Combat Shotgun!"
	Weapon.AmmoType		"Shell"
	Weapon.AmmoGive		2
	Weapon.AmmoUse		2
	Scale 0.35
	Radius				12
	Height				12
	States
	{
	Spawn:
		SHTY A -1
		STOP
	Ready:
		//TNT1 A 0 A_JumpIfInventory("SynthFireActive",1,"Ready2")
		SHTG A 1 A_WeaponReady
		LOOP
	Deselect:
		//TNT1 A 0 A_JumpIfInventory("SynthFireActive",1,"Deselect2")
		TNT1 A 0 A_Lower
		SHTG A 1 A_Lower
		LOOP
	Select:
		//TNT1 A 0 A_JumpIfInventory("SynthFireActive",1,"Select2")
		TNT1 A 0 A_Raise
		SHTG A 1 A_Raise
		LOOP
	Fire:
		//TNT1 A 0 A_JumpIfInventory("SynthFireActive",1,"Fire2")
		TNT1 AAAAAAAAA 0 A_FireCustomMissile("MarathonShotgunBullet",random(-4,4),0,0,0,2,random(-4,4))
		TNT1 A 0 A_FireCustomMissile("MarathonShotgunBullet",random(-4,4),1,0,0,2,random(-4,4))
		TNT1 A 0 A_PlaySound("weapons/shotgun/fire")
		SHTG A 1 A_Light2
		SHTG B 3 Bright A_Light1 
		SHTG C 4 Bright A_Light0
		SHTG D 5 Bright
		SHTG F 4 A_PlaySound("weapons/shotgun/reload")
		SHTG G 4
		SHTG H 4
		SHTG I 4
		SHTG J 4
		SHTG A 4
		TNT1 A 0 A_Refire
		Goto Ready
	AltFire:
		TNT1 A 0 A_JumpIfInventory("SynthFireActive",1,"AltFire2")
		SHTG A 1 A_GiveInventory("SynthFireActive",1)
		goto Ready2
		
// Dual shotgun modes
	
	Deselect2:
		TNT1 A 0 A_TakeInventory("SynthFireActive",1)
		TNT1 A 0 A_TakeInventory("SynthFireLeft",1)
		TNT1 A 0 A_TakeInventory("SynthFireRight",1)
	   DS:
	   	TNT1 A 0 A_Lower
		SHT2 A 1 A_Lower
		Goto DS
	Select2:
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Raise
		SHT2 A 1 A_Raise
		Goto Select+1
	Ready2:
		SHT2 A 1
		TNT1 A 0 A_GiveInventory("SynthFireActive",1)
		TNT1 A 0 ACS_ExecuteAlways(891,0,0,0,0) //act.synth-fire LEFT(pri)
		TNT1 A 0 ACS_ExecuteAlways(892,0,0,0,0) //act.synth-fire RIGHT(sec)
	// Left Shotgun
	LIdle:
		SHT2 A 1 A_WeaponReady(12)
		TNT1 A 0 A_JumpIfInventory("SynthFireLeft",1,"LFire")
    	Loop
	LFire:
		TNT1 A 0 A_JumpIfInventory("ShotgunShell",1,1)
		Goto LIdle
		TNT1 A 0 A_FireBullets(5,5,10,20+random(0,4),"MarathonPuff")
		TNT1 A 0 A_PlaySoundEx("weapons/shotgun/fire","Auto",0)
		SHT2 A 1 A_Light2
		SHT2 B 3 Bright A_Light1 
		SHT2 C 4 Bright A_Light0
		SHT2 D 5 Bright
		SHT2 F 4 A_PlaySoundEx("weapons/shotgun/reload","Auto",0)
		SHT2 G 4
		SHT2 H 4
		SHT2 I 4
		SHT2 J 4
		SHT2 A 4
		TNT1 A 0 A_JumpIfInventory("SynthFireLeft",1,"LFire")
		Goto LIdle
	// Right Shotgun
	Flash2:
		SHTG A 8
	RIdle:
		SHTG A 1
		TNT1 A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
    	Loop
	RFire:
		TNT1 A 0 A_JumpIfInventory("ShotgunShell",1,1)
		Goto RIdle
		TNT1 A 0 A_FireBullets(5,5,10,20+random(0,4),"MarathonPuff")
		TNT1 A 0 A_PlaySoundEx("weapons/shotgun/fire","Auto",0)
		SHTG A 1 A_Light2
		SHTG B 3 Bright A_Light1 
		SHTG C 4 Bright A_Light0
		SHTG D 5 Bright
		SHTG F 4 A_PlaySoundEx("weapons/shotgun/reload","Auto",0)
		SHTG G 4
		SHTG H 4
		SHTG I 4
		SHTG J 4
		SHTG A 4
		TNT1 A 0 A_JumpIfInventory("SynthFireRight",1,"RFire")
		Goto RIdle
	Fire2:
		TNT1 A 0
		Goto Ready
	AltFire2:
		TNT1 A 0
		Stop
	}
}

//*****Assault Rifle*****

ACTOR 32mmCasingSpawner
{
    Radius 1
    Height 1
    Speed 25
    PROJECTILE
	+CLIENTSIDEONLY
    States
    {
    Spawn:
        TNT1 A 1
        TNT1 A 0 A_Die
        Goto Death
    Death:
        TNT1 A 0 A_CustomMissile("32mmCasing",1,5,random(-80,-110),2,random(30,40))
        Stop
    }
}

ACTOR 32mmCasing
{ 
    Scale 0.25
    Radius 3
    Height 3
    Speed 7
    Mass 5
	BounceCount 1
	+CLIENTSIDEONLY
    +THRUACTORS +DROPOFF +MISSILE +NOTELEPORT +FLOORCLIP
    +FORCEXYBILLBOARD +DOOMBOUNCE
    States
    {
    Spawn:
      RBLT ABCDEF 1
      Loop
    Death:
      TNT1 A 1
      //RBLT EEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.05)
      Stop
    }
}

ACTOR RifleBullet : Ammo
{
    Inventory.MaxAmount 52
}

ACTOR RifleClip : Ammo// replaces ClipBox 
{
    Inventory.MaxAmount 7 
    Inventory.PickupMessage "You picked up a MA-75B Assault Rifle Clip!"
    Inventory.Amount	1
    Ammo.BackpackAmount 8
    Ammo.BackpackMaxAmount 15
	Scale 0.35
    States
    {
    Spawn:
    	AMO1 A -1
    	STOP
	}
}

ACTOR GrenadeInClip : Ammo
{
	Inventory.MaxAmount 7
}

ACTOR GrenadeClip : Ammo// replaces RocketAmmo 
{
    Inventory.MaxAmount 4 
    Inventory.PickupMessage "You picked up a 20mm Grenade Clip!"
    Inventory.Amount	1
    Ammo.BackpackAmount 4
    Ammo.BackpackMaxAmount 8
	Scale 0.35
    States
    {
    Spawn:
    	GREN A -1
    	STOP
	}
}

ACTOR MarathonGrenade
{
  Decal Scorch
  Radius 6
  Height 8
  Mass 1
  Speed 15
  Damage 2
  DamageType Explosion
  Scale 0.35
  DeathSound "weapons/rifle/nadexpl"
  Projectile
  -NOGRAVITY
  +LOWGRAVITY
  +FORCERADIUSDMG
  //+GRENADETRAIL
  States
  {
  Spawn:
    NADE A 1 Bright
	LOOP
  Death:
  	TNT1 A 0 A_NoGravity
    XPLD A 4 Bright A_Explode(80+random(0,20),96)
    XPLD B 4 Bright 
    XPLD C 4 Bright
    XPLD D 4 Bright
	XPLD E 4 Bright
	XPLD F 4 Bright
    Stop
  }
}

ACTOR "MA-75B Assault Rifle" : Weapon// replaces Chaingun
{
	Weapon.SlotNumber 4
	Decal BulletChip
	Inventory.PickupMessage "You picked up a MA-75B Assault Rifle!"
	Weapon.AmmoType		"RifleBullet"
	Weapon.AmmoGive		100
	Weapon.AmmoUse		1
	Weapon.AmmoType2	"GrenadeInClip"
	Weapon.AmmoGive2	100
	Weapon.AmmoUse2		1
	Scale 0.35
	+AMMO_OPTIONAL
	+ALT_AMMO_OPTIONAL
	+NOAUTOAIM
	+NOALERT
	Radius				12
	Height				12
	States
	{
	Spawn:
		RIFL A -1
		STOP
	Deselect:
		TNT1 A 0 A_TakeInventory("SynthFireActive",1)
		TNT1 A 0 A_TakeInventory("SynthFireLeft",1)
		TNT1 A 0 A_TakeInventory("SynthFireRight",1)
		TNT1 A 0 A_TakeInventory("LeftReload",1)
	   DS:
		TNT1 A 0 A_Lower
		ASLT A 1 A_Lower
		Goto DS
	Select:
		//TNT1 A 0 A_GunFlash
		TNT1 A 0 A_Raise
		ASLT A 1 A_Raise
		Goto Select+1
	Ready:
		ASLT A 1 A_WeaponReady
		loop
	Fire:
		TNT1 A 0 A_JumpIf(waterlevel == 3, "DryFire")
		TNT1 A 0 A_JumpIfNoAmmo("DryFire")
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("MarathonARBullet",random(-5,5),1,0,0,2,random(-5,5))//A_FireBullets(10,10,-1,9+random(0,6),"MarathonPuff")
		TNT1 A 0 A_PlaySound("weapons/rifle/fire")
		TNT1 A 0 A_FireCustomMissile("32mmCasingSpawner",0,0,0,-13)
		TNT1 A 0 A_GunFLash
		ASLT C 1 Bright A_WeaponReady(4)
		ASLT B 1 Bright A_WeaponReady(4)
		ASLT A 1 Bright A_WeaponReady(4)
		Goto Ready
	DryFire:
		TNT1 A 0 A_JumpIfInventory("Clip",1,3)
		ASLT A 3 A_PlaySound("weapons/rifle/dryfire")
		Goto Ready
		TNT1 A 0
		Goto LReload
	LReload:
		TNT1 A 0 A_JumpIfInventory("Clip",1,1)
		Goto Ready
		ASLT D 12 A_PlaySoundEx("weapons/rifle/reload","Auto",0)
		ASLT E 12
		ASLT F 11
	Reload2:
		TNT1 A 0 A_TakeInventory("Clip",1)
        TNT1 A 0 A_GiveInventory("RifleBullet",1)
        TNT1 A 0 A_JumpIfInventory("RifleBullet",0,3)
        TNT1 A 0 A_JumpIfInventory("Clip",1,1)
		Goto Ready
		TNT1 A 0
        Goto Reload2
		TNT1 A 0
		ASLT A 1
		Goto Ready
	Flash:
		TNT1 A 1 A_Light2
		TNT1 A 1 A_Light1
		TNT1 A 1 A_Light0
		stop
	AltFire:
		TNT1 A 0 A_JumpIf(waterlevel == 3, "DryFire")
		TNT1 A 0 A_JumpIfInventory("GrenadeInClip",1,3) // Hack, hack, hack.
		TNT1 A 0 A_JumpIfInventory("RocketAmmo",1,"RReload")
		ASLT A 35 A_PlaySoundEx("weapons/rifle/dryfire","Auto",0)
		Goto Ready//RIdle
	AltFire2:
		TNT1 A 0 A_Recoil(3)
		TNT1 A 0 A_AlertMonsters//,0,0,0,0)
		TNT1 A 0 A_FireCustomMissile("MarathonGrenade",0,1,0,6)
		TNT1 A 0 A_PlaySoundEx("weapons/rifle/grenade","Auto",0)
		ASLT A 10 A_Light2
		ASLT A 10 A_Light1
		ASLT A 10 A_Light0
		TNT1 A 0 A_JumpIfInventory("SynthFireRight",1,"AltFire")
		Goto Ready
	RReload:
		TNT1 A 0 A_JumpIfInventory("RocketAmmo",1,1)
		Goto Ready//RIdle
		ASLT A 30 A_PlaySoundEx("weapons/rifle/reload","Auto",0)
	Reload3:
		TNT1 A 0 A_TakeInventory("RocketAmmo",1)
        TNT1 A 0 A_GiveInventory("GrenadeInClip",1)
        TNT1 A 0 A_JumpIfInventory("GrenadeInClip",0,3)
        TNT1 A 0 A_JumpIfInventory("RocketAmmo",1,1)
		Goto Ready
		TNT1 A 0
        Goto Reload3
		TNT1 A 0 
		ASLT A 1
		Goto Ready
	}
}




//*****Rocket Launcher*****

ACTOR SpankerAmmo : Ammo
{
    Inventory.MaxAmount 2
}

ACTOR RocketUnloaded : Ammo// replaces RocketBox 
{
    Inventory.MaxAmount 1 
    Inventory.PickupMessage "You picked up a SPNKR-XP SSM Rocket Bundle!"
    Inventory.Amount	1
    Ammo.BackpackAmount 1
    Ammo.BackpackMaxAmount 2
	Scale 0.35
    States
    {
    Spawn:
    	ROCK A -1
    	STOP
	}
}

ACTOR LauncherRocket
{
	Decal Scorch
	Radius 6
	Height 8
	Speed 15
	Damage 0
	//DamageType Explosion
	Scale 0.35
	DeathSound "weapons/rocket/hit"
	Projectile
	+RANDOMIZE
	+FORCERADIUSDMG
	States
	{
	Spawn:
		RKET A 1 Bright
		LOOP
	Death:
		RHIT A 5 Bright A_Explode(250+random(0,50),96)
		RHIT BCD 5 Bright
		STOP
	}
}

ACTOR "SPNKR-XP SSM Launcher" : Weapon// replaces RocketLauncher
{
	Weapon.SlotNumber 5
	Inventory.PickupMessage "You picked up a SPNKR-XP SSM Launcher!"
	Weapon.AmmoType		"SpankerAmmo"
	Weapon.AmmoGive		2
	Weapon.AmmoUse		1
	Scale 0.35
	+AMMO_OPTIONAL
	+NOALERT
	+WEAPON.EXPLOSIVE
	Radius				12
	Height				12
	States
	{
	Spawn:
		RCKL A -1
		STOP
	Ready:
		RCKT A 1 A_WeaponReady
		LOOP
	Deselect:
		RCKT A 2 A_Lower
		RCKT A 2 A_Lower
		LOOP
	Select:
		RCKT A 2 A_Raise
		RCKT A 2 A_Raise
		LOOP
	Fire:
		TNT1 A 0 A_JumpIfNoAmmo("Reload")
		TNT1 A 0 A_AlertMonsters//,0,0,0,0)
		TNT1 A 0 A_FireCustomMissile("LauncherRocket",0,1,-1,10)
		TNT1 A 0 A_PlaySound("weapons/rocket/fire")
		RCKT A 5 Bright A_Light2
		RCKT A 5 Bright A_Light1 
		RCKT A 5 Bright A_Light0
		RCKT A 6 
		TNT1 A 0 A_Refire
		Goto Ready
	Reload:
		RCKT A 2 A_Lower
		RCKT A 2 A_Lower
		RCKT A 2 A_Lower
		RCKT A 2 A_Lower
		RCKT A 2 A_Lower
		RCKT A 2 A_Lower
		RCKT A 2 A_Lower
		RCKT A 2 A_Lower
		RCKT A 2 A_Lower
		RCKT A 2 A_Lower
		RCKT A 2 A_Lower
		RCKT A 2 A_Lower
		RCKT A 2 A_Lower
		RCKT A 2 A_Lower
		RCKT A 2 A_Lower
		RCKT A 30
	Reload2:
		TNT1 A 0 A_TakeInventory("RocketAmmo",1)
        TNT1 A 0 A_GiveInventory("SpankerAmmo",1)
        TNT1 A 0 A_JumpIfInventory("SpankerAmmo",2,"ReloadFinish")
        TNT1 A 0 A_JumpIfInventory("RocketAmmo",1,1)
		Goto Ready
		TNT1 A 0
		TNT1 A 0 
        Goto Reload2
	ReloadFinish:
		RCKT A 2 A_Raise
		RCKT A 2 A_Raise
		RCKT A 2 A_Raise
		RCKT A 2 A_Raise
		RCKT A 2 A_Raise
		RCKT A 2 A_Raise
		RCKT A 2 A_Raise
		RCKT A 2 A_Raise
		RCKT A 2 A_Raise
		RCKT A 2 A_Raise
		RCKT A 2 A_Raise
		RCKT A 2 A_Raise
		RCKT A 2 A_Raise
		RCKT A 2 A_Raise
		RCKT A 2 A_Raise
		Goto Ready
	}
}*/