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D3X1K AXYZ

[Solved]Can anyone tell me what is wrong with this code?

Question

Everything works except the flamethrower (aka Dragons inferno) mode.
How it should work:

Spoiler

>If the V5_UpgradeSys cvar is true and you have picked up a V5DragonBreathPickup (which gives you the V5DragonBreathUpgrade), but not the Dragon breath shells, then it will switch from the Flak shell to the Dragons Inferno shell.
>If the V5_UpgradeSys cvar is true and you have picked up the Dragon Breath shells, but not the V5DragonBreathPickup, then it will switch from the Flak shell to the Dragons Breath shell.
>If the V5_UpgradeSys cvar is true and you have picked up the Dragon Breath shells and the V5DragonBreathPickup, then it will switch from the Dragons Breath shell to the Dragons Inferno shell.
>If the V5_UpgradeSys cvar is false then all you need is one upgrade and it will switch from the Dragons Breath shell to the Dragons Inferno shell.



What is happening:

Spoiler

>If the V5_UpgradeSys cvar is true and you have picked up a V5DragonBreathPickup (which gives you the V5DragonBreathUpgrade), but not the Dragon breath shells, then it will switch from the Flak shell to an error which forces you to have to drop the shotgun in order to Switch weapons. <===== False positive
>If the V5_UpgradeSys cvar is true and you have picked up the Dragon Breath shells, but not the V5DragonBreathPickup, then it will switch from the Flak shell to the Dragons Breath shell.
>If the V5_UpgradeSys cvar is true and you have picked up the Dragon Breath shells and the V5DragonBreathPickup, then it will switch from the Dragons Breath shell to an error which forces you to have to drop the shotgun in order to Switch weapons. <===== False positve
>If the V5_UpgradeSys cvar is false then all you need is one upgrade and it will switch from the Dragons Breath shell to the Dragons Inferno shell.



The Switch order:
>>Buckshot
>>Slug
>>flak
>>Dragonbreath
>>Dragons Inferno

I can not seem to figure out why I keep getting the False possitive. Please help me. I can't release this update for my mod unless I get this working and this is all that i have left to do.

Notes:

The A_Log lines are for Debugging. False positive is the log under my Anonymous functions to alert me that it went through my function wrong.
GZDooM 2.4.0 and Slade v3.1.1.5

 

code base:

the shotgun from Project Overkill v1.03 (a mod for the v2.03 and Jrmyxd Hellstorm edition versions of Project brutality)

 

Spoiler

Actor V5DragonBreathUpgrade : Inventory
{
Inventory.MaxAmount 1
}
Actor HasFlak : Inventory
{
Inventory.MaxAmount 1
}

Actor V5DragonBreathPickup: CustomInventory
{
//$Category Ammunition
   Game Doom
   Height 24
   //-COUNTITEM
   +INVENTORY.ALWAYSPICKUP
   +COUNTITEM
   Inventory.Pickupsound "misc/shellbox_PickUp"
   Inventory.PickupMessage "You got the V5 Dragon's Breath Shell Upgrade!!!"
   //Inventory.RestrictedTo "V5OKExperiment","V5BrutalDoomer","V5PlusDoomer"
   States
   {
   Spawn:
      VHEL ABCDEDCB 2 BRIGHT
      Loop
   
    Pickup:
     TNT1 A 0 A_JumpIf(getCvar("V5_UpgradeSys")!=1, "Pickup2")
     TNT1 A 0 A_GiveInventory("V5DragonBreathUpgrade", 1)
     TNT1 A 0 A_GiveInventory("NewShell", 20)
      Stop
   Pickup2:
     TNT1 A 0 A_GiveInventory("DragonBreathShellsUpgrade", 1)
       TNT1 A 0 A_GiveInventory("NewShell", 20)
      Stop
   }
}

ACTOR Shot_Gun2 : Shotgun Replaces Shot_Gun
{
   Weapon.BobRangeX 0.3
   Weapon.BobRangeY 0.5
   Weapon.BobStyle InverseSmooth
   Weapon.BobSpeed 2.0
   +FLOORCLIP
   +DONTGIB
   Game Doom
   SpawnID 27
   Weapon.SelectionOrder 1300
   Weapon.AmmoUse1 0
   Weapon.AmmoUse2 0
   Weapon.AmmoGive1 4
   Weapon.AmmoGive2 0
   Weapon.AmmoType1 "NewShell"
   Weapon.AmmoType2 "ShotgunAmmo"
   Inventory.PickupMessage "You got the Pump Shotgun! (Slot 3)"
    Inventory.PickupSound "SHOTPICK"
   Obituary "%o sucked %k's Shotgun"
    AttackSound "None"
   Tag "Shotgun"
    +WEAPON.NOALERT
    +WEAPON.NOAUTOAIM
   +WEAPON.NOAUTOFIRE
   Scale 0.5
   States
   {
   NoAmmo:
      TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ToggleShotgunSkin")==1,"Wood_NoAmmo")
      TNT1 A 0 A_PlaySound("weapons/empty")
      TNT1 A 0 A_TakeInventory("Zoomed", 1)
      TNT1 A 0 A_ZoomFactor(1.0)
      TNT1 A 0 A_TakeInventory("ADSmode", 1)
      TNT1 A 0 A_TakeInventory("Reloading", 1)
      SHTG A 1 A_WeaponReady
      Goto Ready+14
      
   Wood_NoAmmo:
      TNT1 A 0 A_PlaySound("weapons/empty")
      TNT1 A 0 A_TakeInventory("Zoomed", 1)
      TNT1 A 0 A_ZoomFactor(1.0)
      TNT1 A 0 A_TakeInventory("ADSmode", 1)
      TNT1 A 0 A_TakeInventory("Reloading", 1)
      5HTG A 1 A_WeaponReady
      Goto Ready+14


   Steady:
   TNT1 A 1
   Goto Ready
   
      LedgeClimb:
      TNT1 A 0 A_Playsound("ledgeclimb")
      TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
      TNT1 A 0 A_SetPitch(-5)
      CL1M FDCCDFHIK 1 A_SetPitch(-4)
      TNT1 A 0 A_TakeInventory("Climbed_Ledge", 5000)
      TNT1 A 0 A_TakeInventory("Grabbing_A_Ledge", 5000)
      Goto Ready+14
   
   Ready:
      TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ToggleShotgunSkin")==1,"Wood_Ready")
        TNT1 AAAA 0 A_JumpIfInventory("GoFatality", 1, "Steady")
        SHSS ABCD 1 A_JumpIf(ACS_NamedExecuteWithResult("ToggleShotgunSkin")==1,"Wood_ReadyReal")
        TNT1 A 0 A_PlaySound("weapons/sgmvpump")
        TNT1 AAAAAAAAAAAAAAA 0
      TNT1 A 0 A_JumpIfInventory("Grabbing_A_Ledge",1,"LedgeClimb")
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
                                                                     
      TNT1 A 0 A_JumpIfInventory("DoPunch",1,"QuickPunch")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
      TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
      TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
      TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
       TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
      TNT1 A 0 A_JumpIfInventory("DoMine", 1, "ThrowMine")
      TNT1 A 0 A_JumpIfInventory("DoElecPod", 1, "ThrowElecPod")
      TNT1 A 0 A_JumpIfInventory("DoSwarmPod", 1, "ThrowSwarmPod")
      TNT1 A 0 A_JumpIfInventory("DoHealBackpack", 1, "UseHealthBackPack")
      TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "WeaponSpecial")
      TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ToggleShotgunSkin")==1,"Wood_ReadyReal")
        TNT1 A 0 A_SetCrosshair(0)
      SHTG A 1
         {
            A_WeaponReady;
            A_WeaponOffset(CallACS("Script_GetGunOffsetX"), CallACS("Script_GetGunOffsetY"),WOF_KEEPY);
         }
      Goto Ready+14
      
   Wood_Ready:
        TNT1 AAAA 0 A_JumpIfInventory("GoFatality", 1, "Steady")
        TNT1 A 0 A_PlaySound("weapons/sgmvpump")
      5HTG CBA 0
        5HSS ABCD 1 A_JumpIfInventory("GoFatality", 1, "Steady")
        TNT1 A 0 A_PlaySound("weapons/sgmvpump")
   Wood_ReadyReal:
        TNT1 AAAAAAAAAAAAAAA 0
      TNT1 A 0 A_JumpIfInventory("Grabbing_A_Ledge",1,"LedgeClimb")
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
                                                                     
      TNT1 A 0 A_JumpIfInventory("DoPunch",1,"QuickPunch")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
      TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
      TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
      TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
       TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
      TNT1 A 0 A_JumpIfInventory("DoMine", 1, "ThrowMine")
      TNT1 A 0 A_JumpIfInventory("DoElecPod", 1, "ThrowElecPod")
      TNT1 A 0 A_JumpIfInventory("DoSwarmPod", 1, "ThrowSwarmPod")
      TNT1 A 0 A_JumpIfInventory("DoHealBackpack", 1, "UseHealthBackPack")
      TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "WeaponSpecial")
        TNT1 A 0 A_SetCrosshair(0)
      5HTG A 1
         {
            A_WeaponReady;
            A_WeaponOffset(CallACS("Script_GetGunOffsetX"), CallACS("Script_GetGunOffsetY"),WOF_KEEPY);
         }
      Goto Wood_Ready+14

      Ready2:
      TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ToggleShotgunSkin")==1,"Wood_Ready2")
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")

        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
      TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
      TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
      TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
       TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
      TNT1 A 0 A_JumpIfInventory("DoMine", 1, "ThrowMine")
      TNT1 A 0 A_JumpIfInventory("DoElecPod", 1, "ThrowElecPod")
      TNT1 A 0 A_JumpIfInventory("DoSwarmPod", 1, "ThrowSwarmPod")
      TNT1 A 0 A_JumpIfInventory("DoHealBackpack", 1, "UseHealthBackPack")
      TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "WeaponSpecial")
        TNT1 A 0 A_JumpIfInventory("Grabbing_A_Ledge",1,"LedgeClimb")
      SHT8 A 5
         {
            A_WeaponReady;
            A_WeaponOffset(CallACS("Script_GetGunOffsetX"), CallACS("Script_GetGunOffsetY"),WOF_KEEPY);
}   

      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
      TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
      TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
       TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
      TNT1 A 0 A_JumpIfInventory("DoMine", 1, "ThrowMine")
      TNT1 A 0 A_JumpIfInventory("DoElecPod", 1, "ThrowElecPod")
      TNT1 A 0 A_JumpIfInventory("DoSwarmPod", 1, "ThrowSwarmPod")
      TNT1 A 0 A_JumpIfInventory("DoHealBackpack", 1, "UseHealthBackPack")
      TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "WeaponSpecial")
        TNT1 A 0 A_JumpIfInventory("Grabbing_A_Ledge",1,"LedgeClimb")
      SHT8 B 5
         {
            A_WeaponReady;
            A_WeaponOffset(CallACS("Script_GetGunOffsetX"), CallACS("Script_GetGunOffsetY"),WOF_KEEPY);
         }

      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
       TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
      TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
       TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
      TNT1 A 0 A_JumpIfInventory("DoMine", 1, "ThrowMine")
      TNT1 A 0 A_JumpIfInventory("DoElecPod", 1, "ThrowElecPod")
      TNT1 A 0 A_JumpIfInventory("DoSwarmPod", 1, "ThrowSwarmPod")
      TNT1 A 0 A_JumpIfInventory("DoHealBackpack", 1, "UseHealthBackPack")
      TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "WeaponSpecial")
        TNT1 A 0 A_JumpIfInventory("Grabbing_A_Ledge",1,"LedgeClimb")
      SHT8 C 5
         {
            A_WeaponReady;
            A_WeaponOffset(CallACS("Script_GetGunOffsetX"), CallACS("Script_GetGunOffsetY"),WOF_KEEPY);
         }
     Loop
   Wood_Ready2:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
      TNT1 A 0 A_JumpIfInventory("Unloading",1,"Unload")
      TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
      TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
       TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
      TNT1 A 0 A_JumpIfInventory("DoMine", 1, "ThrowMine")
      TNT1 A 0 A_JumpIfInventory("DoElecPod", 1, "ThrowElecPod")
      TNT1 A 0 A_JumpIfInventory("DoSwarmPod", 1, "ThrowSwarmPod")
      TNT1 A 0 A_JumpIfInventory("DoHealBackpack", 1, "UseHealthBackPack")
      TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "WeaponSpecial")
      TNT1 A 0 A_JumpIfInventory("Grabbing_A_Ledge",1,"LedgeClimb")
      5HT8 A 5
         {
            A_WeaponReady;
            A_WeaponOffset(CallACS("Script_GetGunOffsetX"), CallACS("Script_GetGunOffsetY"),WOF_KEEPY);
         }
      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
      TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
      TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
       TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
      TNT1 A 0 A_JumpIfInventory("DoMine", 1, "ThrowMine")
      TNT1 A 0 A_JumpIfInventory("DoElecPod", 1, "ThrowElecPod")
      TNT1 A 0 A_JumpIfInventory("DoSwarmPod", 1, "ThrowSwarmPod")
      TNT1 A 0 A_JumpIfInventory("DoHealBackpack", 1, "UseHealthBackPack")
      TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "WeaponSpecial")
        TNT1 A 0 A_JumpIfInventory("Grabbing_A_Ledge",1,"LedgeClimb")
      5HT8 B 5
         {
            A_WeaponReady;
            A_WeaponOffset(CallACS("Script_GetGunOffsetX"), CallACS("Script_GetGunOffsetY"),WOF_KEEPY);
         }
      TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
       TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
      TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
       TNT1 A 0 A_JumpIfInventory("DoGrenade", 1, "ThrowGrenade")
      TNT1 A 0 A_JumpIfInventory("DoMine", 1, "ThrowMine")
      TNT1 A 0 A_JumpIfInventory("DoElecPod", 1, "ThrowElecPod")
      TNT1 A 0 A_JumpIfInventory("DoSwarmPod", 1, "ThrowSwarmPod")
      TNT1 A 0 A_JumpIfInventory("DoHealBackpack", 1, "UseHealthBackPack")
      TNT1 A 0 A_JumpIfInventory("GoWeaponSpecialAbility", 1, "WeaponSpecial")
        TNT1 A 0 A_JumpIfInventory("Grabbing_A_Ledge",1,"LedgeClimb")
      5HT8 C 5
         {
            A_WeaponReady;
            A_WeaponOffset(CallACS("Script_GetGunOffsetX"), CallACS("Script_GetGunOffsetY"),WOF_KEEPY);
         }
   WeaponSpecialPurist:
      TNT1 A 0 A_Print("Weapon Special Not Available in Classic Mode!")
      TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1)
      Goto Ready+14
      
   WeaponSpecial:
      TNT1 AAAAA 0
      TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "WeaponSpecialPurist")
      TNT1 A 0 A_JumpIfInventory("HasSlugs", 1, "SwitchToFlak")
      TNT1 A 0 A_JumpIfInventory("HasFlak", 1, "V5UpgradeSystem_FLAK")
      TNT1 A 0 A_JumpIfInventory("HasDragonBreath", 1, "V5UpgradeSystem_DB")
      TNT1 A 0 A_JumpIfInventory("HasFlameThrowerShotty", 1, "SwitchToBuckshot")
      TNT1 A 0 A_Print("Slug Shells Loaded")
      TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1)
      TNT1 A 0 A_GiveInventory("HasSlugs")
      Goto FakeReload
   
   SwitchToFlak:
      TNT1 A 0 A_Print("Flak Shells Loaded")
      TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1)
      TNT1 A 0 A_GiveInventory("HasFlak")
      TNT1 A 0 A_Takeinventory("HasSlugs",1)
      Goto FakeReload
   
   //SwitchToDragonBreath:
      
      //TNT1 A 0 A_JumpIfInventory("IsPlayingAsDeathBringer", 1, 2)
      //TNT1 A 0 A_JumpIf(GetCvar("V5_UpgradeSys")==1,"V5UpgradeSystem")
      //TNT1 A 0 A_JumpIfInventory("DragonBreathUpgrade", 1, "SwitchToDragonBreath2")
      //Goto SwitchToBuckshot
   
   SwitchToDragonBreath2:
      TNT1 AAA 0
      TNT1 A 0 A_Print("Dragon's Breath Shells Loaded")
      TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1)
      TNT1 A 0 A_Takeinventory("HasFlak", 1)
      TNT1 A 0 A_GiveInventory("HasDragonBreath")
      Goto FakeReload
      
      
   //SwitchToFlamethrower:
      //TNT1 A 0 A_JumpIf(GetCvar("V5_UpgradeSys")!=1,"SwitchToFlamethower2")
      //TNT1 A 0 A_JumpIfInventory("IsPlayingAsDeathBringer", 1, 2)
      //TNT1 A 0 A_JumpIfInventory("V5DragonBreathUpgrade", 1, "SwitchToFlamethrower2")
      //Goto SwitchToBuckshot
   
   SwitchToFlamethower2:
      TNT1 AAA 0
      TNT1 A 0 A_Print("Dragon's Inferno Rounds Loaded")
      TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1)
      TNT1 A 0 A_Takeinventory("HasDragonBreath", 1)
      TNT1 A 0 A_Takeinventory("HasFlak", 1)
      TNT1 A 0 A_GiveInventory("HasFlameThrowerShotty")
      Goto FakeReload
      
   SwitchToBuckshot:
      TNT1 A 0 A_Print("Buckshot Shells Loaded")
      TNT1 A 0 A_Takeinventory("GoWeaponSpecialAbility",1)
      TNT1 A 0 A_Takeinventory("HasSlugs", 1)
      TNT1 A 0 A_Takeinventory("HasFlak", 1)
      TNT1 A 0 A_Takeinventory("HasDragonBreath",1)
      TNT1 A 0 A_Takeinventory("HasFlameThrowerShotty",1)
      Goto FakeReload

   V5UpgradeSystem_FLAK:
      TNT1 A 0
      {
         If (GetCvar("V5_UpgradeSys")==1)
         {
            If(CountInv("DragonBreathUpgrade")==1)
            {
               A_Log("FLAK to DB is good");
               return State("SwitchToDragonBreath2");
            }
            Else
            {
               If(CountInv("V5DragonBreathUpgrade")==1)
               {
                  A_Log("FLAK to V5 is good");
                  return State("SwitchToFlamethrower2");
               }
               Else
               {
                  A_Log("NEED UPRGRADE");
                  return State("SwitchToBuckshot");
               }
            }
         }
         Else
         {
            If(CountInv("DragonBreathUpgrade")==1)
            {
               A_Log("V5 Upgrade System is Deactivated");
               return State("SwitchToDragonBreath2");
            }
            Else
            {
               A_Log("Thats a double Negative");
               Return State("SwitchToBuckshot");
            }
         }
      }
      TNT1 A 0 A_LOG("\cNA FALSE POSTIVE")
      Goto SwitchToFlamethrower2
      
   V5UpgradeSystem_DB:
      TNT1 A 0
      {
         If (GetCvar("V5_UpgradeSys")==1)
         {
            If(CountInv("V5DragonBreathUpgrade")==1)
            {
               A_Log("DB to V5 is good");
               return State("SwitchToFlamethrower2");
            }
            Else
            {
               A_Log("still NEED V5 upgrade");
               return State("SwitchToBuckshot");
            }
         }
         Else
         {
            If(CountInv("DragonBreathUpgrade")==1)
            {
               A_Log("V5 Upgrade System is still Deactivated");
               return State("SwitchToFlamethower2");
            }
            Else
            {
               A_Log("That is also a Double Negative.");
               Return State("SwitchToBuckshot");
            }
         }
      }
      TNT1 A 0 A_LOG("\cNA FALSE POSTIVE")
      Goto SwitchToFlamethrower2
   Deselect:
      TNT1 A 0 A_Takeinventory("HasUnloaded",1)
      TNT1 A 0 A_Takeinventory("Unloading",1)
      TNT1 A 0 A_TakeInventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
      TNT1 A 0 A_TakeInventory("ADSmode",1)
      TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ToggleShotgunSkin")==1,6)
        SHSS DCBA 1
      TNT1 A 1 A_Lower
      Wait
        5HSS DCBA 1
      TNT1 A 1 A_Lower
      Wait

   Select:
      TNT1 A 0 ACS_NamedExecuteAlways("ToggleShotgunUpgraded",0) //For people who want this weapon to replace another
      TNT1 A 0 A_Takeinventory("HasUnloaded",1)
      TNT1 A 0 A_Takeinventory("Unloading",1)
      TNT1 A 0 A_TakeInventory("RifleSelected",1)
      TNT1 A 0 A_TakeInventory("CarbineSelected",1)
      TNT1 A 0 A_TakeInventory("FistsSelected",1)
      TNT1 A 0 A_TakeInventory("SawSelected",1)
      TNT1 A 0 A_TakeInventory("SledgeSelected",1)
      TNT1 A 0 A_TakeInventory("HandgunSelected",1)
      TNT1 A 0 A_TakeInventory("DualHandgunSelected",1)
      TNT1 A 0 A_TakeInventory("RevolverSelected",1)
      TNT1 A 0 A_GiveInventory("ShotgunSelected",1)
      TNT1 A 0 A_TakeInventory("SSGSelected",1)
      TNT1 A 0 A_TakeInventory("ASGSelected",1)
      TNT1 A 0 A_TakeInventory("QSGSelected",1)
      TNT1 A 0 A_TakeInventory("MinigunSelected",1)
      TNT1 A 0 A_TakeInventory("NewChaingunSelected",1)   
      TNT1 A 0 A_TakeInventory("RocketLauncherSelected",1)
      TNT1 A 0 A_TakeInventory("GrenadeLauncherSelected",1)
      TNT1 A 0 A_TakeInventory("SGLSelected",1)
      TNT1 A 0 A_TakeInventory("PlasmaGunSelected",1)
      TNT1 A 0 A_TakeInventory("M2Selected",1)   
      TNT1 A 0 A_TakeInventory("FreezerSelected",1)
      TNT1 A 0 A_TakeInventory("RailGunSelected",1)
      TNT1 A 0 A_TakeInventory("BFGSelected",1)
      TNT1 A 0 A_TakeInventory("BFGBeamSelected",1)
      TNT1 A 0 A_TakeInventory("BHCSelected",1)
      TNT1 A 0 A_TakeInventory("RevenantLauncherSelected",1)
      TNT1 A 0 A_TakeInventory("FlameCannonSelected",1)
      TNT1 A 0 A_TakeInventory("HellRifleSelected",1)
      TNT1 A 0 A_TakeInventory("LandMineSelected",1)
      TNT1 A 0 A_TakeInventory("UACSMGSelected",1)
      TNT1 A 0 A_TakeInventory("SubMachineGunSelected",1)
      TNT1 A 0 A_TakeInventory("LostSoulSelected",1)
      TNT1 A 0 A_TakeInventory("HasBarrel",1)
      TNT1 A 0 A_TakeInventory("HasBurningBarrel",1)
      TNT1 A 0 A_Raise
      Wait

    Fire:
      TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ToggleShotgunSkin")==1,"Wood_Fire")
      TNT1 A 0 A_JumpIfInventory("HasDragonBreath", 1, "DragonFire")
      TNT1 A 0 A_JumpIfInventory("HasFlak", 1, "FlakFire")
      TNT1 A 0 A_JumpIfInventory("HasSlugs", 1, "SlugFire")
      TNT1 A 0 A_JumpIfInventory("HasFlameThrowerShotty", 1, "MiniFlamethrowerFire")
        TNT1 A 0 A_TakeInventory("Reloading", 1)
      TNT1 A 0 A_JumpIfInventory("Zoomed", 1, "Fire2")
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
        Goto Reload
        TNT1 AAAA 0
      TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("weapons/sg", 5)
        TNT1 A 0
      TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
      TNT1 AAAAA 0 A_FireCustomMissile("Tracer", Random(-5, 5), 0, -1, Random(-5, 5))
   //   TNT1 AAAAA 0 A_FireCustomMissile("DragonsBreathTracer", Random(-5, 5), 0, -1, Random(-5, 5))
      TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
      TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
      TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
      TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        SHTF AB 1 BRIGHT
      TNT1 A 0 A_ZoomFactor(0.95)
      
      TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, 3)
      SHTG A 0 A_FireBullets(3.65, 1.85, 11, 10, "ShotgunPuff")////////////////////////////////////// Project Brutality Pump Shotgun
      TNT1 A 0 A_Jump(256, 3)
      TNT1 A 0
      SHTG A 0 A_FireBullets(2.7, 2.7, 10, 10, "ShotgunPuff")////////////////////////////////////// Classic v20 Pump Shotgun
      TNT1 A 0
      TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
      SHTF CDE 1
      TNT1 A 0 A_ZoomFactor(0.975)
      SHTG A 1
      TNT1 A 0 A_ZoomFactor(1.0)
      TNT1 A 0 A_GiveInventory("IsCocking", 1)
      SHTG BCDEFG 1
      TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
      SHTG H 1
      SHTG I 1 A_PlaySound("weapons/sgmvpump", 1)
      SHTG JKLMLKJI 1
        SHTG I 1 A_PlaySound("weapons/sgpump", 1)
      SHTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
        //SHTG A 1 Offset(10,36)
        SHTG A 1 Offset(9,40)
        //SHTG A 1 Offset(4,40)
        SHTG A 1 Offset(0,32)
        SHTG A 0 A_ReFire
        SHTG A 0
      Goto Ready+14
      
   Wood_Fire:
      TNT1 A 0 A_JumpIfInventory("HasDragonBreath", 1, "Wood_DragonFire")
      TNT1 A 0 A_JumpIfInventory("HasSlugs", 1, "Wood_SlugFire")
      TNT1 A 0 A_JumpIfInventory("HasFlak", 1, "Wood_FlakFire")
      TNT1 A 0 A_JumpIfInventory("HasFlameThrowerShotty", 1, "Wood_MiniFlamethrowerFire")
        TNT1 A 0 A_TakeInventory("Reloading", 1)
      TNT1 A 0 A_JumpIfInventory("Zoomed", 1, "Wood_Fire2")
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
        Goto Reload
        TNT1 AAAA 0
      TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("weapons/sg", 5)
        TNT1 A 0
      TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
      TNT1 AAAAA 0 A_FireCustomMissile("Tracer", Random(-5, 5), 0, -1, Random(-5, 5))
   //   TNT1 AAAAA 0 A_FireCustomMissile("DragonsBreathTracer", Random(-5, 5), 0, -1, Random(-5, 5))
      TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
      TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
      TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
      TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        5HTF AB 1 BRIGHT
      TNT1 A 0 A_ZoomFactor(0.95)
      
      TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, 3)
      SHTG A 0 A_FireBullets(3.65, 1.85, 11, 10, "ShotgunPuff")//////////////////////////////////////
      TNT1 A 0 A_Jump(256, 3)
      TNT1 A 0
      SHTG A 0 A_FireBullets(2.7, 2.7, 10, 10, "ShotgunPuff")//////////////////////////////////////
      TNT1 A 0
      TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
      5HTF CDE 1
      TNT1 A 0 A_ZoomFactor(0.975)
      5HTG A 1
      TNT1 A 0 A_ZoomFactor(1.0)
      TNT1 A 0 A_GiveInventory("IsCocking", 1)
      5HTG BCDEFG 1
      TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
      5HTG H 1
      5HTG I 1 A_PlaySound("weapons/sgmvpump", 1)
      5HTG JKLMLKJI 1
        5HTG I 1 A_PlaySound("weapons/sgpump", 1)
      5HTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
        //5HTG A 1 Offset(10,36)
        5HTG A 1 Offset(9,40)
        //5HTG A 1 Offset(4,40)
        5HTG A 1 Offset(0,32)
        5HTG A 0 A_ReFire
        5HTG A 0
      Goto Wood_Ready+14
   
   SlugFire:
        TNT1 A 0 A_TakeInventory("Reloading", 1)
      TNT1 A 0 A_JumpIfInventory("Zoomed", 1, "Fire2")
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
        Goto Reload
        TNT1 AAAA 0
      TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("SlugShot", 5)
        TNT1 A 0
      TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
      TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
      TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
      TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
      TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        SHTF AB 1 BRIGHT
      TNT1 A 0 A_ZoomFactor(0.95)
      SHTG A 0 A_FireBullets(1.5, 0.5, 1, 67, "ShotgunPuff")
      TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
      SHTF CDE 1
      TNT1 A 0 A_ZoomFactor(0.975)
      SHTG A 1
      TNT1 A 0 A_ZoomFactor(1.0)
      TNT1 A 0 A_GiveInventory("IsCocking", 1)
      SHTG BCDEFG 1
      TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
      SHTG H 1
      SHTG I 1 A_PlaySound("weapons/sgmvpump", 1)
      SHTG JKLMLKJI 1
        SHTG I 1 A_PlaySound("weapons/sgpump", 1)
      SHTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
        SHTG A 1 Offset(4,40)
        SHTG A 1 Offset(0,32) A_ReFire
      Goto Ready+14
   
   
   FlakFire:
        TNT1 A 0 A_TakeInventory("Reloading", 1)
      TNT1 A 0 A_JumpIfInventory("Zoomed", 1, "Fire2")
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
        Goto Reload
        TNT1 AAAA 0
      TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("SlugShot", 5)
        TNT1 A 0
      TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
      TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
      TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
      TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
      TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        SHTF AB 1 BRIGHT
      TNT1 A 0 A_ZoomFactor(0.95)
      //SHTG A 0 A_FireBullets(1.5, 0.5, 1, 67, "ShotgunPuff")
      FLAK B 0 A_FireCustomMissile("Chunk21",0,1,15,-18)
      FLAK B 0 A_FireCustomMissile("Chunk22",0,1,18,13)
      FLAK B 0 A_FireCustomMissile("Chunk23",0,1,13,5)
      //FLAK B 0 A_FireCustomMissile("Chunk23",0,1,0,-15)
      FLAK B 0 A_FireCustomMissile("Chunk24",0,1,0,-15)
      FLAK B 0 A_FireCustomMissile("Chunk22",0,1,-18,12)
      FLAK B 0 A_FireCustomMissile("Chunk21",0,0,-13,8)
      TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
      SHTF CDE 1
      TNT1 A 0 A_ZoomFactor(0.975)
      SHTG A 1
      TNT1 A 0 A_ZoomFactor(1.0)
      TNT1 A 0 A_GiveInventory("IsCocking", 1)
      SHTG BCDEFG 1
      TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
      SHTG H 1
      SHTG I 1 A_PlaySound("weapons/sgmvpump", 1)
      SHTG JKLMLKJI 1
        SHTG I 1 A_PlaySound("weapons/sgpump", 1)
      SHTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
        SHTG A 1 Offset(10,36)
        SHTG A 1 Offset(9,40)
        SHTG A 1 Offset(4,40)
        SHTG A 1 Offset(0,32)
        SHTG A 0 A_ReFire
        SHTG A 0
      Goto Ready+14
      
   Wood_SlugFire:
        TNT1 A 0 A_TakeInventory("Reloading", 1)
      TNT1 A 0 A_JumpIfInventory("Zoomed", 1, "Wood_Fire2")
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
        Goto Reload
        TNT1 AAAA 0
      TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("SlugShot", 5)
        TNT1 A 0
      TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
      TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
      TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
      TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
      TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        5HTF AB 1 BRIGHT
      TNT1 A 0 A_ZoomFactor(0.95)
      5HTG A 0 A_FireBullets(1.5, 0.5, 1, 67, "ShotgunPuff")
      TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
      5HTF CDE 1
      TNT1 A 0 A_ZoomFactor(0.975)
      5HTG A 1
      TNT1 A 0 A_ZoomFactor(1.0)
      TNT1 A 0 A_GiveInventory("IsCocking", 1)
      5HTG BCDEFG 1
      TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
      5HTG H 1
      5HTG I 1 A_PlaySound("weapons/sgmvpump", 1)
      5HTG JKLMLKJI 1
        5HTG I 1 A_PlaySound("weapons/sgpump", 1)
      5HTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
        5HTG A 1 Offset(10,36)
        5HTG A 1 Offset(9,40)
        5HTG A 1 Offset(4,40)
        5HTG A 1 Offset(0,32)
        5HTG A 0 A_ReFire
        5HTG A 0
      Goto Wood_Ready+14
      
   Wood_FlakFire:
        TNT1 A 0 A_TakeInventory("Reloading", 1)
      TNT1 A 0 A_JumpIfInventory("Zoomed", 1, "Fire2")
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
        Goto Reload
        TNT1 AAAA 0
      TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("SlugShot", 5)
        TNT1 A 0
      TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
      TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
      TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
      TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
      TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
      FLAK B 0 A_FireCustomMissile("Chunk21",0,1,15,-18)
      FLAK B 0 A_FireCustomMissile("Chunk22",0,1,18,13)
      FLAK B 0 A_FireCustomMissile("Chunk23",0,1,13,5)
      //FLAK B 0 A_FireCustomMissile("Chunk23",0,1,0,-15)
      FLAK B 0 A_FireCustomMissile("Chunk24",0,1,0,-15)
      FLAK B 0 A_FireCustomMissile("Chunk22",0,1,-18,12)
      FLAK B 0 A_FireCustomMissile("Chunk21",0,0,-13,8)
      TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
      SHTF CDE 1
      TNT1 A 0 A_ZoomFactor(0.975)
      SHTG A 1
      TNT1 A 0 A_ZoomFactor(1.0)
      TNT1 A 0 A_GiveInventory("IsCocking", 1)
      SHTG BCDEFG 1
      TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
      SHTG H 1
      SHTG I 1 A_PlaySound("weapons/sgmvpump", 1)
      SHTG JKLMLKJI 1
        SHTG I 1 A_PlaySound("weapons/sgpump", 1)
      SHTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
        SHTG A 1 Offset(10,36)
        SHTG A 1 Offset(9,40)
        SHTG A 1 Offset(4,40)
        SHTG A 1 Offset(0,32)
        SHTG A 0 A_ReFire
        SHTG A 0
      Goto Wood_Ready+14
   
   DragonFire:
        TNT1 A 0 A_TakeInventory("Reloading", 1)
      TNT1 A 0 A_JumpIfInventory("Zoomed", 1, "Fire2")
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
        Goto Reload
        TNT1 AAAA 0
      TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("DRBTFIRE", 5)
        TNT1 A 0
      TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
      TNT1 AAAAA 0 A_FireCustomMissile("Tracer", Random(-5, 5), 0, -1, Random(-5, 5))
      TNT1 AAAAA 0 A_FireCustomMissile("DragonsBreathTracer", Random(-5, 5), 0, -1, Random(-5, 5))
      TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
      TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
      TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
      TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        SHTF AB 1 BRIGHT
      TNT1 A 0 A_ZoomFactor(0.95)
      //SHTG A 0 A_FireBullets(3.65, 1.85, 9, 7, "ShotgunPuff")//////////////////////////////////////
      TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
      SHTF CDE 1
      TNT1 A 0 A_ZoomFactor(0.975)
      SHTG A 1
      TNT1 A 0 A_ZoomFactor(1.0)
      TNT1 A 0 A_GiveInventory("IsCocking", 1)
      SHTG BCDEFG 1
      TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
      SHTG H 1
      TNT1 A 0 A_PlaySound("weapons/sgmvpump", 1)
      SHTG I 3 //A_PlaySound("weapons/sgmvpump", 1)
      SHTG JKLMLKJI 1
        SHTG I 1 A_PlaySound("weapons/sgpump", 1)
      SHTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
        //SHTG A 1 Offset(10,36)
        SHTG A 1 Offset(9,40)
        //SHTG A 1 Offset(4,40)
        SHTG A 1 Offset(0,32)
        SHTG A 0 A_ReFire
        SHTG A 0
      Goto Ready+14
      
   MiniFlamethrowerFire:
        TNT1 A 0 A_TakeInventory("Reloading", 1)
      TNT1 A 0 A_JumpIfInventory("Zoomed", 1, "Fire2")
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
        Goto Reload
        TNT1 AAAA 0
      TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("DRBTFIRE", 5)
        TNT1 A 0
      TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
      TNT1 AAAAA 0 A_FireCustomMissile("ShotgunFlamethrower", Random(-5, 5), 0, 0, Random(-5, 5))
      TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
      TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
      TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
      TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        SHTF AB 1 BRIGHT
      TNT1 A 0 A_ZoomFactor(0.95)
      //SHTG A 0 A_FireBullets(3.65, 1.85, 9, 7, "ShotgunPuff")//////////////////////////////////////
      TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
      SHTF CDE 1
      TNT1 A 0 A_ZoomFactor(0.975)
      SHTG A 1
      TNT1 A 0 A_ZoomFactor(1.0)
      TNT1 A 0 A_GiveInventory("IsCocking", 1)
      SHTG BCDEFG 1
      TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
      SHTG H 1
      TNT1 A 0 A_PlaySound("weapons/sgmvpump", 1)
      SHTG I 3 //A_PlaySound("weapons/sgmvpump", 1)
      SHTG JKLMLKJI 1
        SHTG I 1 A_PlaySound("weapons/sgpump", 1)
      SHTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
        SHTG A 1 Offset(10,36)
        SHTG A 1 Offset(9,40)
        SHTG A 1 Offset(4,40)
        SHTG A 1 Offset(0,32)
        SHTG A 0 A_ReFire
        SHTG A 0
      Goto Ready+14
      
   Wood_DragonFire:
        TNT1 A 0 A_TakeInventory("Reloading", 1)
      TNT1 A 0 A_JumpIfInventory("Zoomed", 1, "Wood_Fire2")
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
        Goto Reload
        TNT1 AAAA 0
      TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("DRBTFIRE", 5)
        TNT1 A 0
      TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
      TNT1 AAAAA 0 A_FireCustomMissile("Tracer", Random(-5, 5), 0, -1, Random(-5, 5))
      TNT1 AAAAA 0 A_FireCustomMissile("DragonsBreathTracer", Random(-5, 5), 0, -1, Random(-5, 5))
      TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
      TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
      TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
      TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        5HTF AB 1 BRIGHT
      TNT1 A 0 A_ZoomFactor(0.95)
      //SHTG A 0 A_FireBullets(3.65, 1.85, 9, 7, "ShotgunPuff")//////////////////////////////////////
      TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
      5HTF CDE 1
      TNT1 A 0 A_ZoomFactor(0.975)
      5HTG A 1
      TNT1 A 0 A_ZoomFactor(1.0)
      TNT1 A 0 A_GiveInventory("IsCocking", 1)
      5HTG BCDEFG 1
      TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
      5HTG H 1
      TNT1 A 0 A_PlaySound("weapons/sgmvpump", 1)
      5HTG I 3 //A_PlaySound("weapons/sgmvpump", 1)
      5HTG JKLMLKJI 1
        5HTG I 1 A_PlaySound("weapons/sgpump", 1)
      5HTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
        //5HTG A 1 Offset(10,36)
        5HTG A 1 Offset(9,40)
        //5HTG A 1 Offset(4,40)
        5HTG A 1 Offset(0,32)
        5HTG A 0 A_ReFire
        5HTG A 0
      Goto Wood_Ready+14
      
   Wood_MiniFlamethrowerFire:
        TNT1 A 0 A_TakeInventory("Reloading", 1)
      TNT1 A 0 A_JumpIfInventory("Zoomed", 1, "Wood_Fire2")
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
        Goto Reload
        TNT1 AAAA 0
      TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("DRBTFIRE", 5)
        TNT1 A 0
      TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
      TNT1 AAAAA 0 A_FireCustomMissile("ShotgunFlamethrower", Random(-5, 5), 0, 0, Random(-5, 5))
      TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
      TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
      TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
      TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
        5HTF AB 1 BRIGHT
      TNT1 A 0 A_ZoomFactor(0.95)
      //SHTG A 0 A_FireBullets(3.65, 1.85, 9, 7, "ShotgunPuff")//////////////////////////////////////
      TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
      5HTF CDE 1
      TNT1 A 0 A_ZoomFactor(0.975)
      5HTG A 1
      TNT1 A 0 A_ZoomFactor(1.0)
      TNT1 A 0 A_GiveInventory("IsCocking", 1)
      5HTG BCDEFG 1
      TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
      5HTG H 1
      TNT1 A 0 A_PlaySound("weapons/sgmvpump", 1)
      5HTG I 3 //A_PlaySound("weapons/sgmvpump", 1)
      5HTG JKLMLKJI 1
        5HTG I 1 A_PlaySound("weapons/sgpump", 1)
      5HTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
        5HTG A 1 Offset(10,36)
        5HTG A 1 Offset(9,40)
        5HTG A 1 Offset(4,40)
        5HTG A 1 Offset(0,32)
        5HTG A 0 A_ReFire
        5HTG A 0
      Goto Wood_Ready+14
      
   Fire2:
      TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ToggleShotgunSkin")==1,"Wood_Fire2")
      TNT1 A 0 A_JumpIfInventory("HasDragonBreath", 1, "DragonFire2")
      TNT1 A 0 A_JumpIfInventory("HasSlugs", 1, "SlugFire2")
      TNT1 A 0 A_JumpIfInventory("HasFlak", 1, "FlakFire2")
      TNT1 A 0 A_JumpIfInventory("HasFlameThrowerShotty", 1, "MiniFlamethrowerFire2")
        TNT1 A 0 A_TakeInventory("Reloading", 1)
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
        Goto Reload
        TNT1 AAAA 0
      TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("weapons/sg", 5)
        TNT1 A 0
      TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
      
      TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, 3)
      SHTG A 0 A_FireBullets(2.85, 1.35, 11, 10, "ShotgunPuff")
      TNT1 A 0 A_Jump(256, 3)
      TNT1 A 0
      SHTG A 0 A_FireBullets(1.7, 1.7, 10, 10, "ShotgunPuff")
      TNT1 A 0
      
      TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
      TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
      TNT1 AAAAA 0 A_FireCustomMissile("Tracer", Random(-5, 5), 0, -1, Random(-5, 5))
      TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
      TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 2, 0, 0)
        SHT8 F 2 BRIGHT
      SHT8 GA 2
      TNT1 A 0 A_ZoomFactor(1.0)
        SHT8 A 1
      SHT8 DHE 1
      TNT1 A 0 A_GiveInventory("IsCocking", 1)
      SHTG BCDEFG 1
      TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn", 0, 0, -4, -4)
      SHTG H 1
      SHTG I 1 A_PlaySound("weapons/sgmvpump", 1)
      SHTG JKLMLKJI 1
        SHTG I 1 A_PlaySound("weapons/sgpump", 1)
      SHTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
      TNT1 A 0 A_ZoomFactor(1.8)
      SHT8 EHD 1
      TNT1 A 0 A_ReFire
      Goto Ready2
      
   Wood_Fire2:
      TNT1 A 0 A_JumpIfInventory("HasDragonBreath", 1, "Wood_DragonFire2")
      TNT1 A 0 A_JumpIfInventory("HasSlugs", 1, "Wood_SlugFire2")
      TNT1 A 0 A_JumpIfInventory("HasFlameThrowerShotty", 1, "Wood_MiniFlamethrowerFire2")
        TNT1 A 0 A_TakeInventory("Reloading", 1)
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
        Goto Reload
        TNT1 AAAA 0
      TNT1 A 0 A_JumpIfInventory("ShotgunWasEmpty", 1, "Pump2")
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("weapons/sg", 5)
        TNT1 A 0
      TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
      
      TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, 3)
      SHTG A 0 A_FireBullets(2.85, 1.35, 9, 10, "ShotgunPuff")
      TNT1 A 0 A_Jump(256, 3)
      TNT1 A 0
      SHTG A 0 A_FireBullets(1.7, 1.7, 10, 10, "ShotgunPuff")
      TNT1 A 0
      
      TNT1 AAAAA 0 A_FireCustomMissile("Tracer", Random(-5, 5), 0, -1, Random(-5, 5))
      TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
      TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
      TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
      TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 2, 0, 0)
        5HT8 F 2 BRIGHT
      5HT8 GA 2
      TNT1 A 0 A_ZoomFactor(1.0)
        5HT8 A 1
      5HT8 DHE 1
      TNT1 A 0 A_GiveInventory("IsCocking", 1)
      5HTG BCDEFG 1
      TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn", 0, 0, -4, -4)
      5HTG H 1
      5HTG I 1 A_PlaySound("weapons/sgmvpump", 1)
      5HTG JKLMLKJI 1
        5HTG I 1 A_PlaySound("weapons/sgpump", 1)
      5HTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
      TNT1 A 0 A_ZoomFactor(1.8)
      5HT8 EHD 1
      TNT1 A 0 A_ReFire
      Goto Wood_Ready2
   
   SlugFire2:
        TNT1 A 0 A_TakeInventory("Reloading", 1)
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
        Goto Reload
        TNT1 AAAA 0
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("SlugShot", 5)
        TNT1 A 0
      TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
      //SHTG A 0 A_FireCustomMissile("SlugTracer", Random(-1, 1), 0, 0)
      SHTG A 0 A_FireBullets(1.1, 0.25, 1, 67, "ShotgunPuff")
      TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
      TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
      TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
      TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 2, 0, 0)
        SHT8 F 2 BRIGHT
      SHT8 GA 1
      TNT1 A 0 A_ZoomFactor(1.0)
        SHT8 A 1
      SHT8 DHE 1
      TNT1 A 0 A_GiveInventory("IsCocking", 1)
      SHTG BCDEFG 1
      TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn", 0, 0, -4, -4)
      SHTG H 1
      SHTG I 1 A_PlaySound("weapons/sgmvpump", 1)
      SHTG JKLMLKJI 1
        SHTG I 1 A_PlaySound("weapons/sgpump", 1)
      SHTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
      TNT1 A 0 A_ZoomFactor(1.8)
      SHT8 EHD 1
      TNT1 A 0 A_ReFire
      Goto Ready2
   
   Wood_SlugFire2:
        TNT1 A 0 A_TakeInventory("Reloading", 1)
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
        Goto Reload
        TNT1 AAAA 0
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("SlugShot", 5)
        TNT1 A 0
      TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
      //SHTG A 0 A_FireCustomMissile("SlugTracer", Random(-1, 1), 0, 0)
      5HTG A 0 A_FireBullets(1.1, 0.25, 1, 67, "ShotgunPuff")
      TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
      TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
      TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
      TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 2, 0, 0)
        5HT8 F 2 BRIGHT
      5HT8 GA 1
      TNT1 A 0 A_ZoomFactor(1.0)
        5HT8 A 1
      5HT8 DHE 1
      TNT1 A 0 A_GiveInventory("IsCocking", 1)
      5HTG BCDEFG 1
      TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn", 0, 0, -4, -4)
      5HTG H 1
      5HTG I 1 A_PlaySound("weapons/sgmvpump", 1)
      5HTG JKLMLKJI 1
        5HTG I 1 A_PlaySound("weapons/sgpump", 1)
      5HTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
      TNT1 A 0 A_ZoomFactor(1.8)
      5HT8 EHD 1
      TNT1 A 0 A_ReFire
      Goto Wood_Ready2
   
   FlakFire2:
        TNT1 A 0 A_TakeInventory("Reloading", 1)
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
        Goto Reload
        TNT1 AAAA 0
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("SlugShot", 5)
        TNT1 A 0
      TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
      //SHTG A 0 A_FireCustomMissile("SlugTracer", Random(-1, 1), 0, 0)
      5HTG A 0 A_FireBullets(1.1, 0.25, 1, 67, "ShotgunPuff")
      FLAK B 0 A_FireCustomMissile("Chunk21",0,1,15,-18)
      FLAK B 0 A_FireCustomMissile("Chunk22",0,1,18,13)
      FLAK B 0 A_FireCustomMissile("Chunk23",0,1,13,5)
      //FLAK B 0 A_FireCustomMissile("Chunk23",0,1,0,-15)
      FLAK B 0 A_FireCustomMissile("Chunk24",0,1,0,-15)
      FLAK B 0 A_FireCustomMissile("Chunk22",0,1,-18,12)
      FLAK B 0 A_FireCustomMissile("Chunk21",0,0,-13,8)
      TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
      TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
      TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
      TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 2, 0, 0)
        SHT8 F 2 BRIGHT
      SHT8 GA 2
      TNT1 A 0 A_ZoomFactor(1.0)
        SHT8 A 1
      SHT8 DHE 1
      TNT1 A 0 A_GiveInventory("IsCocking", 1)
      SHTG BCDEFG 1
      TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn", 0, 0, -4, -4)
      SHTG H 1
      SHTG I 1 A_PlaySound("weapons/sgmvpump", 1)
      SHTG JKLMLKJI 1
        SHTG I 1 A_PlaySound("weapons/sgpump", 1)
      SHTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
      TNT1 A 0 A_ZoomFactor(1.8)
      SHT8 EHD 1
      TNT1 A 0 A_ReFire
      Goto Ready2

   Wood_FlakFire2:
        TNT1 A 0 A_TakeInventory("Reloading", 1)
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
        Goto Reload
        TNT1 AAAA 0
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("SlugShot", 5)
        TNT1 A 0
      TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
      //SHTG A 0 A_FireCustomMissile("SlugTracer", Random(-1, 1), 0, 0)
      5HTG A 0 A_FireBullets(1.1, 0.25, 1, 67, "ShotgunPuff")
      FLAK B 0 A_FireCustomMissile("Chunk21",0,1,15,-18)
      FLAK B 0 A_FireCustomMissile("Chunk22",0,1,18,13)
      FLAK B 0 A_FireCustomMissile("Chunk23",0,1,13,5)
      //FLAK B 0 A_FireCustomMissile("Chunk23",0,1,0,-15)
      FLAK B 0 A_FireCustomMissile("Chunk24",0,1,0,-15)
      FLAK B 0 A_FireCustomMissile("Chunk22",0,1,-18,12)
      FLAK B 0 A_FireCustomMissile("Chunk21",0,0,-13,8)
      TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
      TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
      TNT1 AAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
      TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 2, 0, 0)
        5HT8 F 2 BRIGHT
      5HT8 GA 2
      TNT1 A 0 A_ZoomFactor(1.0)
        5HT8 A 1
      5HT8 DHE 1
      TNT1 A 0 A_GiveInventory("IsCocking", 1)
      5HTG BCDEFG 1
      TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn", 0, 0, -4, -4)
      5HTG H 1
      5HTG I 1 A_PlaySound("weapons/sgmvpump", 1)
      5HTG JKLMLKJI 1
        5HTG I 1 A_PlaySound("weapons/sgpump", 1)
      5HTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
      TNT1 A 0 A_ZoomFactor(1.8)
      5HT8 EHD 1
      TNT1 A 0 A_ReFire
      Goto Wood_Ready2
      
   DragonFire2:
        TNT1 A 0 A_TakeInventory("Reloading", 1)
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
        Goto Reload
        TNT1 AAAA 0
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("DRBTFIRE", 5)
        TNT1 A 0
      TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
      TNT1 AAAAA 0 A_FireCustomMissile("DragonsBreathTracer", Random(-5, 5), 0, -1, Random(-3, 3))
      SHTG A 0 //A_FireBullets(1.1, 0.25, 1, 67, "ShotgunPuff")
      TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
      TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
      TNT1 AAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
      TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 2, 0, 0)
        SHT8 F 2 BRIGHT
      SHT8 GA 2
      TNT1 A 0 A_ZoomFactor(1.0)
        SHT8 A 1
      SHT8 DHE 1
      TNT1 A 0 A_GiveInventory("IsCocking", 1)
      SHTG BCDEFG 1
      TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn", 0, 0, -4, -4)
      SHTG H 1
      SHTG I 1 A_PlaySound("weapons/sgmvpump", 1)
      SHTG JKLMLKJI 1
        SHTG I 1 A_PlaySound("weapons/sgpump", 1)
      SHTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
      TNT1 A 0 A_ZoomFactor(1.8)
      SHT8 EHD 1
      TNT1 A 0 A_ReFire
      Goto Ready2
      
   Wood_DragonFire2:
        TNT1 A 0 A_TakeInventory("Reloading", 1)
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
        Goto Reload
        TNT1 AAAA 0
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("DRBTFIRE", 5)
        TNT1 A 0
      TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
      TNT1 AAAAA 0 A_FireCustomMissile("DragonsBreathTracer", Random(-5, 5), 0, -1, Random(-3, 3))
      5HTG A 0 //A_FireBullets(1.1, 0.25, 1, 67, "ShotgunPuff")
      TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
      TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
      TNT1 AAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
      TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 2, 0, 0)
        5HT8 F 2 BRIGHT
      5HT8 GA 2
      TNT1 A 0 A_ZoomFactor(1.0)
        5HT8 A 1
      5HT8 DHE 1
      TNT1 A 0 A_GiveInventory("IsCocking", 1)
      5HTG BCDEFG 1
      TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn", 0, 0, -4, -4)
      5HTG H 1
      5HTG I 1 A_PlaySound("weapons/sgmvpump", 1)
      5HTG JKLMLKJI 1
        5HTG I 1 A_PlaySound("weapons/sgpump", 1)
      5HTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
      TNT1 A 0 A_ZoomFactor(1.8)
      5HT8 EHD 1
      TNT1 A 0 A_ReFire
      Goto Wood_Ready2
      
   MiniFlamethrowerFire2:
        TNT1 A 0 A_TakeInventory("Reloading", 1)
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
        Goto Reload
        TNT1 AAAA 0
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("DRBTFIRE", 5)
        TNT1 A 0
      TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
      TNT1 AAAAA 0 A_FireCustomMissile("ShotgunFlamethrower", Random(-5, 5), 0, -1, Random(-5, 5))
      SHTG A 0 //A_FireBullets(1.1, 0.25, 1, 67, "ShotgunPuff")
      TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
      TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
      TNT1 AAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
      TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 2, 0, 0)
        SHT8 F 2 BRIGHT
      SHT8 GA 2
      TNT1 A 0 A_ZoomFactor(1.0)
        SHT8 A 1
      SHT8 DHE 1
      TNT1 A 0 A_GiveInventory("IsCocking", 1)
      SHTG BCDEFG 1
      TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn", 0, 0, -4, -4)
      SHTG H 1
      SHTG I 1 A_PlaySound("weapons/sgmvpump", 1)
      SHTG JKLMLKJI 1
        SHTG I 1 A_PlaySound("weapons/sgpump", 1)
      SHTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
      TNT1 A 0 A_ZoomFactor(1.8)
      SHT8 EHD 1
      TNT1 A 0 A_ReFire
      Goto Ready2
      
      
   Wood_MiniFlamethrowerFire2:
        TNT1 A 0 A_TakeInventory("Reloading", 1)
        TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, 2)
        Goto Reload
        TNT1 AAAA 0
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_PlaySound("DRBTFIRE", 5)
        TNT1 A 0
      TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn", 0, 0, 0, 0)
      TNT1 AAAAA 0 A_FireCustomMissile("ShotgunFlamethrower", Random(-5, 5), 0, -1, Random(-5, 5))
      5HTG A 0 //A_FireBullets(1.1, 0.25, 1, 67, "ShotgunPuff")
      TNT1 A 0 ACS_NamedExecute("Recoil282", 0, 0, 0, 0)
      TNT1 A 0 A_TakeInventory("ShotgunAmmo", 1)
      TNT1 AAAAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17))
      TNT1 AA 0 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 2, 0, 0)
        5HT8 F 2 BRIGHT
      5HT8 GA 2
      TNT1 A 0 A_ZoomFactor(1.0)
        5HT8 A 1
      5HT8 DHE 1
      TNT1 A 0 A_GiveInventory("IsCocking", 1)
      5HTG BCDEFG 1
      TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn", 0, 0, -4, -4)
      5HTG H 1
      5HTG I 1 A_PlaySound("weapons/sgmvpump", 1)
      5HTG JKLMLKJI 1
        5HTG I 1 A_PlaySound("weapons/sgpump", 1)
      5HTG FEDCB 1 A_JumpIfInventory("Kicking", 1, "DoKick")
      TNT1 A 0 A_ZoomFactor(1.8)
      5HT8 EHD 1
      TNT1 A 0 A_ReFire
      Goto Wood_Ready2

 

 

Edited by D3X1K AXYZ : added page friendly layout changes

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3 answers to this question

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  • 1

You have a typo in the name of the state "SwitchToFlamethower2" (Flamethower) (thow). When you try to jump to this state, you use the non-typoed "SwitchToFlamethrower2" (Flamethrower) (throw).

 

By the way, you should put long code into a spoiler, like this:

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Edited by scifista42

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10 hours ago, scifista42 said:

You have a typo in the name of the state "SwitchToFlamethower2" (Flamethower) (thow). When you try to jump to this state, you use the non-typoed "SwitchToFlamethrower2" (Flamethrower) (throw).

 

By the way, you should put long code into a spoiler, like this:

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I did a search and replace and found 2 more "thower's." I fixed them and now it works fine. Thank you. You saved me days (if not weeks) of frustration, aggravated searching, and coding.

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