ACTOR HQUzis : HQWeapon
{
	+Ammo_CheckBoth
	Inventory.PickupMessage "\c[White][ \c[Red]Dual GAL-45 \"Norma & Jane\" Submachine Guns\c- \c[White]]"
	Tag "Dual GAL-45s \"Norma & Jane\""
	Weapon.SelectionOrder 1900
	Weapon.AmmoUse1 1
	Weapon.AmmoUse2 1
	Weapon.AmmoGive2 30
	Weapon.Kickback 4
	weapon.ammotype1 "UzisLoaded"
	weapon.ammotype2 "PistolAmmo"
	Weapon.UpSound "UZISEL"
	Inventory.PickupSound "UZIPKP"
	Weapon.SlotNumber 4
	Scale 0.3
	+NOALERT
	+NOAUTOFIRE
	obituary "%o terminated %k with the Dual GALs."
	States
	{
	Spawn:
		UZIT A -1
		Stop
	Ready: 
		UZIO A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM|WRF_ALLOWUSER1|WRF_ALLOWUSER2|WRF_ALLOWUSER3)
		Loop
	Deselect:
		UZIO A 0 A_TakeInventory("UziStyle",9)
        NULL A 0 A_JumpIf(CountInv("HQGrabbedBarrel") == 1,"ZeroFucksGiven")
		UZIO A 1 A_Lower(20)
		Loop
	Select:
      TNT1 A 1
      TNT1 A 0 A_JumpIfInventory("HQUzisToken",1,"SelectNormal") 
      TNT1 A 0 A_Giveinventory("HarleyTalk",1)
	  TNT1 A 0 A_Giveinventory("HQUzisToken",1)
      TNT1 A 0 A_Playsound("HQVUZI",CHAN_VOICE)
      Goto SelectNormal
  SelectNormal:
		UZIO A 0 A_TakeInventory("UziStyle",9)
		UZIO A 1 A_Raise(20)
		LOOP
	Fire:
		UZIO A 0 A_TakeInventory("SheReloads",99)
	Hold:
	FireHold:
		UZIO A 0 A_JumpIf(CountInv("UzisLoaded") == 0,"Reload")
		UZIO A 0 
		UZIO A 0 A_AlertMonsters
		UZIO A 0 A_JumpIf(CountInv("UziStyle") == 1,"AltHold")
		UZIO A 0 A_JumpIfInventory("UziSwap",1,"Fire2")
		Goto Fire1
	Fire1:
		UZIO A 0 A_GiveInventory("UziSwap",1)
		UZLF B 0
 	    {
	    If (CountInv("UziAlt") && CountInv("PistolAmmo2") > 0)
	    {
	    A_PlayWeaponSound("UZISALT");
    	A_FireBullets(3.5,3.5,1,9,"DisasterShockPuff",1);
    	A_TakeInventory("PistolAmmo2",1);
    	}
	    Else
	    {
    	A_PlayWeaponSound("UZISFIR");
        A_FireBullets(3.5,3.5,1,9,"DisasterGiblessPuff",1);
    	}
	    }
		LUGK A 0 A_FireCustomMissile("ShotSpawn",0,0,-6,8,0,0)
		LUGE B 0 A_FireCustomMissile("45ACPCaseSpawn2",345+FRandom(-8.0,8.0),0,-18,-2,0)
		UZRF C 0 A_Jump(256,"FireL1", "FireL2", "FireL3")
	FireL1:
	UFLF A 1 BRIGHT A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY|WRF_NOSWITCH)
	Goto Fire1Rest
	FireL2:
	UFLF B 1 BRIGHT A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY|WRF_NOSWITCH)
	Goto Fire1Rest
	FireL3:
	UFLF C 1 BRIGHT A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY|WRF_NOSWITCH)
	Goto Fire1Rest
	Fire1Rest:
		MGNF B 0 A_Quake(2, 2, 0, 48576, "None")
		NULL A 0 A_SetPitch(Pitch -1.3)
		UZLF C 0 A_JumpIfInventory ("UziTic1",1,"Fire1Refire")
		UZLF C 1 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY|WRF_NOSWITCH)
		UZLF C 0 A_GiveInventory("UziTic1",1)
		UZLF D 1
		{
		If((GetPlayerInput(INPUT_BUTTONS)&BT_ALTATTACK)&&!(GetPlayerInput(INPUT_OLDBUTTONS)&BT_ALTATTACK)) { Return A_Jump(256,"SwapToAlt"); }
		A_WeaponReady(WRF_NOSWITCH); Return State("");
		}
		UZIO A 1
		{
		If((GetPlayerInput(INPUT_BUTTONS)&BT_ALTATTACK)&&!(GetPlayerInput(INPUT_OLDBUTTONS)&BT_ALTATTACK)) { Return A_Jump(256,"SwapToAlt"); }
		A_Refire("FireHold"); Return State("");
		}
		Goto Ready
	Fire1Refire:
		UZLF C 0 A_TakeInventory("UziTic1",99)
		UZLF C 1
		{
		If((GetPlayerInput(INPUT_BUTTONS)&BT_ALTATTACK)&&!(GetPlayerInput(INPUT_OLDBUTTONS)&BT_ALTATTACK)) { Return A_Jump(256,"SwapToAlt"); }
		A_WeaponReady(WRF_NOSWITCH); Return State("");
		}
		UZIO A 1
		{
		If((GetPlayerInput(INPUT_BUTTONS)&BT_ALTATTACK)&&!(GetPlayerInput(INPUT_OLDBUTTONS)&BT_ALTATTACK)) { Return A_Jump(256,"SwapToAlt"); }
		A_Refire("FireHold"); Return State("");
		}
		Goto Ready
	Fire2:
		UZIO A 0 A_TakeInventory("UziSwap",99)
		UZRF B 0 
 	    {
	    If (CountInv("UziAlt") && CountInv("PistolAmmo2") > 0)
	    {
	    A_PlayWeaponSound("UZISALT");
    	A_FireBullets(3.5,3.5,1,9,"DisasterShockPuff",1);
    	A_TakeInventory("PistolAmmo2",1);
    	}
	    Else
	    {
    	A_PlayWeaponSound("UZISFIR");
        A_FireBullets(3.5,3.5,1,9,"DisasterGiblessPuff",1);
    	}
	    }
		LUGK A 0 A_FireCustomMissile("ShotSpawn",0,0,6,8,0,0)
		LUGE B 0 A_FireCustomMissile("45ACPCaseSpawn",345+FRandom(-8.0,8.0),0,-8,-2,0)
		UZRF C 0 A_Jump(256,"FireR1", "FireR2", "FireR3")
	FireR1:
	UFRF A 1 BRIGHT A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY|WRF_NOSWITCH)
	Goto Fire2Rest
	FireR2:
	UFRF B 1 BRIGHT A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY|WRF_NOSWITCH)
	Goto Fire2Rest
	FireR3:
	UFRF C 1 BRIGHT A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY|WRF_NOSWITCH)
	Goto Fire2Rest
	Fire2Rest:
		MGNF B 0 A_Quake(2, 2, 0, 48576, "None")
		NULL A 0 A_SetPitch(Pitch -1.3)
		UZRF C 0 A_JumpIfInventory("UziTic2",1,"Fire2Refire")
		UZRF C 1 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY|WRF_NOSWITCH)
		UZRF C 0 A_GiveInventory("UziTic2",1)
		UZRF D 1
		{
		If((GetPlayerInput(INPUT_BUTTONS)&BT_ALTATTACK)&&!(GetPlayerInput(INPUT_OLDBUTTONS)&BT_ALTATTACK)) { Return A_Jump(256,"SwapToAlt"); }
		A_WeaponReady(WRF_NOSWITCH); Return State("");
		}
		UZIO A 1
		{
		If((GetPlayerInput(INPUT_BUTTONS)&BT_ALTATTACK)&&!(GetPlayerInput(INPUT_OLDBUTTONS)&BT_ALTATTACK)) { Return A_Jump(256,"SwapToAlt"); }
		A_Refire("FireHold"); Return State("");
		}
		Goto Ready
	Fire2Refire:
		UZRF C 0 A_TakeInventory("UziTic2",99)
		UZRF C 1
		{
		If((GetPlayerInput(INPUT_BUTTONS)&BT_ALTATTACK)&&!(GetPlayerInput(INPUT_OLDBUTTONS)&BT_ALTATTACK)) { Return A_Jump(256,"SwapToAlt"); }
		A_WeaponReady(WRF_NOSWITCH); Return State("");
		}
		UZIO A 1
		{
		If((GetPlayerInput(INPUT_BUTTONS)&BT_ALTATTACK)&&!(GetPlayerInput(INPUT_OLDBUTTONS)&BT_ALTATTACK)) { Return A_Jump(256,"SwapToAlt"); }
		A_Refire("FireHold"); Return State("");
		}
		Goto Ready
	AltFire:
		UZIO A 0 A_GiveInventory("UziStyle",1)
	    TNT1 A 0 A_TakeInventory("SheReloads",99)
		UZIA ABCD 1
	AltHold:
		UZIO A 0 A_JumpIf(CountInv("UzisLoaded") == 0,"AltStop")
		UZIO A 0 A_AlertMonsters
		UZIO A 0 A_JumpIf(CountInv("UziStyle") == 0,"FireHold")
		UZIO A 0 A_JumpIfInventory("UziSwap",1,"AltFire2")
		Goto AltFire1
	AltFire1:
		UZIO A 0 A_GiveInventory("UziSwap",1)
		UZRF B 0 A_TakeInventory("UzisLoaded",1)
		UZLF B 0
 	    {
	    If (CountInv("UziAlt") && CountInv("PistolAmmo2") > 0)
	    {
	    A_PlayWeaponSound("UZISALT");
        A_FireBullets(random(5.0,20.0),random(2.0,-2.0),-1,9,"DisasterShockPuff",0|FBF_EXPLICITANGLE);
    	A_TakeInventory("PistolAmmo2",1);
    	}
	    Else
	    {
    	A_PlayWeaponSound("UZISFIR");
        A_FireBullets(random(5.0,20.0),random(2.0,-2.0),-1,9,"DisasterGiblessPuff",0|FBF_EXPLICITANGLE);
    	}
	    }
		LUGK A 0 A_FireCustomMissile("ShotSpawn",0,0,-25,8,0,0)
		LUGE B 0 A_FireCustomMissile("45ACPCaseSpawn2",345+random(-8,8),0,-30,-2,0)
		UZRF C 0 A_Jump(256,"AltFireL1", "AltFireL2", "AltFireL3")
	AltFireL1:
	UZFA A 1 BRIGHT A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY|WRF_NOSWITCH)
	Goto AltFire1Rest
	AltFireL2:
	UZFA B 1 BRIGHT A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY|WRF_NOSWITCH)
	Goto AltFire1Rest
	AltFireL3:
	UZFA C 1 BRIGHT A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY|WRF_NOSWITCH)
	Goto AltFire1Rest
	AltFire1Rest:
		MGNF B 0 A_Quake(2, 2, 0, 48576, "None")
		NULL A 0 A_SetPitch(Pitch -1.3)
		UZRF C 0 A_JumpIfInventory("UziTic1",1,"AltFire1TicRest")
		UZIA E 1 BRIGHT A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY|WRF_NOSWITCH)
		UZRF C 0 A_GiveInventory("UziTic1",1)
		UZIA G 1 BRIGHT
		{
		If((GetPlayerInput(INPUT_BUTTONS)&BT_ATTACK)&&!(GetPlayerInput(INPUT_OLDBUTTONS)&BT_ATTACK)) { Return A_Jump(256,"AltStop"); }
		A_WeaponReady(WRF_NOSWITCH); Return State("");
		}
		UZIA D 1
		{
		If((GetPlayerInput(INPUT_BUTTONS)&BT_ATTACK)&&!(GetPlayerInput(INPUT_OLDBUTTONS)&BT_ATTACK)) { Return A_Jump(256,"AltStop"); }
		A_Refire("AltHold"); Return State("");
		}
		Goto AltStop
	AltFire1TicRest:
		UZRF C 0 A_TakeInventory("UziTic1",99)
		UZIA E 1 BRIGHT
		{
		If((GetPlayerInput(INPUT_BUTTONS)&BT_ATTACK)&&!(GetPlayerInput(INPUT_OLDBUTTONS)&BT_ATTACK)) { Return A_Jump(256,"AltStop"); }
		A_WeaponReady(WRF_NOSWITCH); Return State("");
		}
		UZIA D 1
		{
		If((GetPlayerInput(INPUT_BUTTONS)&BT_ATTACK)&&!(GetPlayerInput(INPUT_OLDBUTTONS)&BT_ATTACK)) { Return A_Jump(256,"AltStop"); }
		A_Refire("AltHold"); Return State("");
		}
		Goto AltStop
	AltFire2:
		UZIO A 0 A_TakeInventory("UziSwap",99)
		UZRF B 0 A_TakeInventory("UzisLoaded",1)
		UZLF B 0
 	    {
	    If (CountInv("UziAlt") && CountInv("PistolAmmo2") > 0)
	    {
	    A_PlayWeaponSound("UZISALT");
        A_FireBullets(random(-5.0,-20.0),random(2.0,-2.0),-1,9,"DisasterShockPuff",0|FBF_EXPLICITANGLE);
    	A_TakeInventory("PistolAmmo2",1);
    	}
	    Else
	    {
    	A_PlayWeaponSound("UZISFIR");
        A_FireBullets(random(-5.0,-20.0),random(2.0,-2.0),-1,9,"DisasterGiblessPuff",0|FBF_EXPLICITANGLE);
    	}
	    }
		LUGK A 0 A_FireCustomMissile("ShotSpawn",0,0,25,8,0,0)
		LUGE B 0 A_FireCustomMissile("45ACPCaseSpawn",345+random(-8,8),0,8,-2,0)
		UZRF C 0 A_Jump(256,"AltFireR1", "AltFireR2", "AltFireR3")
	AltFireR1:
	UZFA D 1 BRIGHT A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY|WRF_NOSWITCH)
	Goto AltFire2Rest
	AltFireR2:
	UZFA E 1 BRIGHT A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY|WRF_NOSWITCH)
	Goto AltFire2Rest
	AltFireR3:
	UZFA F 1 BRIGHT A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY|WRF_NOSWITCH)
	Goto AltFire2Rest
	AltFire2Rest:
		MGNF B 0 A_Quake(2, 2, 0, 48576, "None")
		NULL A 0 A_SetPitch(Pitch -1.3)
		UZRF C 0 A_JumpIfInventory("UziTic2",1,"AltFire2TicRest")
		UZIA F 1 BRIGHT A_WeaponReady(WRF_NOPRIMARY|WRF_NOSECONDARY|WRF_NOSWITCH)
		UZRF C 0 A_GiveInventory("UziTic2",1)
		UZIA G 1 BRIGHT
		{
		If((GetPlayerInput(INPUT_BUTTONS)&BT_ATTACK)&&!(GetPlayerInput(INPUT_OLDBUTTONS)&BT_ATTACK)) { Return A_Jump(256,"AltStop"); }
		A_WeaponReady(WRF_NOSWITCH); Return State("");
		}
		UZIA D 1
		{
		If((GetPlayerInput(INPUT_BUTTONS)&BT_ATTACK)&&!(GetPlayerInput(INPUT_OLDBUTTONS)&BT_ATTACK)) { Return A_Jump(256,"AltStop"); }
		A_Refire("AltHold"); Return State("");
		}
		Goto AltStop
	AltFire2TicRest:
		UZRF C 0 A_TakeInventory("UziTic2",99)
		UZIA F 1 BRIGHT
		{
		If((GetPlayerInput(INPUT_BUTTONS)&BT_ATTACK)&&!(GetPlayerInput(INPUT_OLDBUTTONS)&BT_ATTACK)) { Return A_Jump(256,"AltStop"); }
		A_WeaponReady(WRF_NOSWITCH); Return State("");
		}
		UZIA D 1
		{
		If((GetPlayerInput(INPUT_BUTTONS)&BT_ATTACK)&&!(GetPlayerInput(INPUT_OLDBUTTONS)&BT_ATTACK)) { Return A_Jump(256,"AltStop"); }
		A_Refire("AltHold"); Return State("");
		}
		Goto AltStop
	AltStop:
		UZIA DCBA 1
		UZIO A 0 A_TakeInventory("UziStyle",9)
		UZIO A 0 A_JumpIf(CountInv("UzisLoaded") == 0,"Reload")
		UZIO A 1
		{
		If((GetPlayerInput(INPUT_BUTTONS)&BT_ALTATTACK)&&!(GetPlayerInput(INPUT_OLDBUTTONS)&BT_ALTATTACK)) { Return A_Jump(256,"SwapToAlt"); }
		If((GetPlayerInput(INPUT_BUTTONS)&BT_ATTACK)&&!(GetPlayerInput(INPUT_OLDBUTTONS)&BT_ATTACK)) { Return A_Jump(256,"Fire"); }
		A_Refire("FireHold"); Return State("");
		}
		UZIO A 0 A_ClearRefire
		Goto Ready
	SwapToAlt:
		UZIA ABCD 1
		UZIO A 0 A_GiveInventory("UziStyle",1)
		UZIA D 1
		{
		If((GetPlayerInput(INPUT_BUTTONS)&BT_ATTACK)&&!(GetPlayerInput(INPUT_OLDBUTTONS)&BT_ATTACK)) { Return A_Jump(256,"AltStop"); }
		If((GetPlayerInput(INPUT_BUTTONS)&BT_ALTATTACK)&&!(GetPlayerInput(INPUT_OLDBUTTONS)&BT_ALTATTACK)) { Return A_Jump(256,"AltHold"); }
		Return State("");
		}
		UZIO A 0 A_ClearRefire
		Goto AltStop
	Reload:
		UZIO A 0 A_JumpIfInventory("UzisLoaded", 60, 2)
		UZIO A 0 A_JumpIfInventory("PistolAmmo", 1, "ReloadWork")
		UZIO A 1 { A_WeaponReady; A_ClearRefire; }
		Goto ReloadTwirl
	ReloadWork:
		UZIR A 0 A_ClearRefire
		UZIO A 0 A_TakeInventory("UziStyle",9)
        TNT1 A 0 A_GiveInventory("SheReloads",1)
		UZIR ABC 1
		UZCO A 0 A_StartSound("UZISUNL",CHAN_7,CHANF_OVERLAP)
		AKCR B 0 A_FireCustomMissile("EmptyUziClip1",60,0,8,-5)
		AKCR B 0 A_FireCustomMissile("EmptyUziClip2",-60,0,-8,-5)
		UZIR DE 1
		TNT1 A 3
		UZRL ABCD 1
		UZCO A 0 A_PlayWeaponSound("UZISREL")
		UZRL E 3
		UZRL F 2
		UZRL GHIJ 1
		TNT1 A 2
		UZRR ABCD 1
		UZCO A 0 A_PlayWeaponSound("UZISREL")
		UZRR E 3
		UZRR F 2
		UZRR GHIJ 1
	ReloadLoop:
		SOCR H 0 A_TakeInventory("PistolAmmo", 1)
		SOCR H 0 A_GiveInventory("UzisLoaded", 1)
		SOCR H 0 A_JumpIfInventory("UzisLoaded", 60, "ReloadFinish")
		SOCR H 0 A_JumpIfInventory("PistolAmmo", 1, "ReloadLoop")
		Goto ReloadFinish
	ReloadFinish:
		TNT1 A 5
		SOCO A 0 A_StartSound("UZISDRW",CHAN_7,CHANF_OVERLAP)
		UZIR FGHI 1
		UZIO A 2
		TNT1 A 0 A_TakeInventory("SheReloads",99)
		Goto Ready
	Flash:
		SOCF A 3 Bright A_Light1
		SOCF A 3 Bright A_Light0
		Goto LightDone
	Zoom:
	UZIZ AC 1
	TNT1 A 0 A_Overlay (-3, "QuickMelee")
	UZIZ D 8
	UZIZ CBA 2
	Goto Ready
	User1:
	MELE A 0 A_JumpIfInventory("ThrowableAmmo",1,1)
	Goto GrenadeDry
	UZIH A 0 A_PlaySoundEX("UZISHOLS",CHAN_6)
	UZIH ABC 1
	UZIH D 3
	TNT1 A 0 A_Overlay (-3, "ThrowNao2")
	UZIH D 15
	UZIH A 0 A_PlaySoundEX("UZISUHOL",CHAN_6)
	UZIH CBA 2
	Goto Ready
	User2:
	SOCH A 0 A_JumpIfInventory("StimAmmo",1,1)
	Goto StimDry
	SOCH A 0 A_JumpIfInventory("SpeedItem",1,2)
	SOCH A 0 A_JumpIfHealthLower(100, 1)
	Goto HealthFull
	UZIH A 0 A_PlaySoundEX("UZISHOLS",CHAN_6)
	UZIH ABC 1
	UZIH D 2
	TNT1 A 0 A_Overlay (-3, "InjectorPlunge")
	UZIH D 30
	UZIH A 0 A_PlaySoundEX("UZISUHOL",CHAN_6)
	UZIH CBA 2
	Goto Ready
	GrenadeDry:
	UZIO A 1 ACS_NamedExecute("NoGrenades", 0)
	Goto Ready
	HealthFull:
	UZIO A 1 ACS_NamedExecute("FullHealth", 0)
	Goto Ready
	StimDry:
	UZIO A 1 ACS_NamedExecute("NoStims", 0)
	Goto Ready
	ReloadTwirl:
	SOCR A 0 A_PlayWeaponSound("MAGNSTR")
    TNT1 A 0 A_GiveInventory("SheReloads",1)
	UZIZ BC 1
	Goto ReloadTwirlHold
	ReloadTwirlHold:
	UZII ADB 1
	UZII D 0 A_PlaySound("MAGNSPN",CHAN_7)
	UZII CEFG 1
	UZII D 0 A_PlaySound("MAGNSPN",CHAN_6)
	NULL A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_RELOAD, "ReloadTwirlHold")
	Goto ReloadTwirlFinish
	ReloadTwirlFinish:
	UZII A 0 A_PlayWeaponSound("MAGNSTP")
	UZII A 1
	UZIZ CD 1
	UZIZ DDDCBA 1 A_WeaponReady(WRF_NOSWITCH)
	UZIO AAAA 1 A_WeaponReady(WRF_NOSWITCH)
    TNT1 A 0 A_TakeInventory("SheReloads",99)
	Goto Ready
  User3:
  SOCO A 0 A_JumpIfInventory("UziAlt", 1, "AmmoToggle2")
  SOCO A 0 A_JumpIfInventory("PistolAmmo2", 1, "AmmoToggle1")
  Goto AmmoToggle3
  AmmoToggle1:
  UZIO A 1 A_GiveInventory("UziAlt", 1)
  Goto AmmoSwapAnim
  AmmoToggle2:
  UZIO A 1 A_TakeInventory("UziAlt", 99)
  Goto AmmoSwapAnim
  AmmoToggle3:
  UZIO A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM|WRF_ALLOWUSER1|WRF_ALLOWUSER2|WRF_ALLOWUSER3)
  Goto Ready
  AmmoSwapAnim:
  UZIR A 0 A_ClearRefire
  UZIO A 0 A_TakeInventory("UziStyle",9)
  TNT1 A 0 A_TakeInventory("SheReloads",99)
  UZIR ABC 1
  UZCO A 0 A_StartSound("UZISUNL",CHAN_7,CHANF_OVERLAP)
  UZIR DE 1
  TNT1 A 3
  UZRL ABCD 1
  UZCO A 0 A_PlayWeaponSound("UZISREL")
  UZRL E 3
  UZRL F 2
  UZRL GHIJ 1
  TNT1 A 2
  UZRR ABCD 1
  UZCO A 0 A_PlayWeaponSound("UZISREL")
  UZRR E 3
  UZRR F 2
  UZRR GHIJ 1
  TNT1 A 5
  SOCO A 0 A_StartSound("UZISDRW",CHAN_7,CHANF_OVERLAP)
  UZIR FGHI 1
  UZIO A 2
  TNT1 A 0 A_TakeInventory("SheReloads",99)
  Goto Ready
	}
}

ACTOR UzisLoaded : Ammo
{
	+IGNORESKILL
	Inventory.Amount 0
	Inventory.MaxAmount 60
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 60
}


Actor UziSwap : QuinnBoolean { Inventory.MaxAmount 1 }
Actor UziStyle : QuinnBoolean { Inventory.MaxAmount 1 }
Actor UziTic1 : QuinnBoolean { Inventory.MaxAmount 1 }
Actor UziTic2 : QuinnBoolean { Inventory.MaxAmount 1 }
Actor UziAlt : QuinnBoolean { Inventory.MaxAmount 1 }