ACTOR grizzlyfired : Ammo
{
 Inventory.MaxAmount 7
 Ammo.BackpackMaxAmount 7
 +IGNORESKILL
}
ACTOR LeverSpawn : CustomInventory replaces Shotgun
{
	Inventory.Amount 0
	scale 0.6
	Inventory.Icon "GRIGA0"
	Inventory.PickupMessage "$GOT_LEVERACTION"
	Inventory.PickupSound "items/gunspickup"
	+DROPPED
	States
	{
	Spawn:
		GRZP A 10
		GRZP A 1 bright
		loop
	Pickup:
		TNT1 A 0 A_JumpIfInventory("Leveraction2", 1, 3) //Skips giving you the normal HunterShotgun if you have the upgrade
		TNT1 A 0 A_GiveInventory("Leveraction")
		TNT1 A 0 A_Jump(256, 2)
		TNT1 A 0 A_GiveInventory("shotgunAmmo", 4)
		TNT1 A 0
		Stop
	}
}
ACTOR LeveractionBuild2 : CustomInventory
{
	Inventory.Amount 0
	scale 0.7
	Inventory.Icon "GRIGA0"
	+DROPPED
	States
	{
	Spawn:
		GRZP B 10
		loop
	Pickup:
	    TNT1 A 0 A_GiveInventory("LeverAction2")
		TNT1 A 2
		TNT1 A 0 A_selectweapon("Leveraction2")
		TNT1 A 0 A_PlaySound("special/workbench",CHAN_ITEM)
		TNT1 A 2
		Stop
	}
}
ACTOR Leveraction : weapon
{
  SpawnID 27
  Weapon.SelectionOrder 1300
  Weapon.AmmoUse1 1
  Weapon.AmmoUse2 0
  Weapon.AmmoGive1 0
  Weapon.AmmoGive2 2
  Weapon.BobStyle Alpha
	Weapon.BobSpeed 1.5
	Weapon.BobRangeX .2
	Weapon.BobRangeY .5
  Weapon.AmmoType2 "Shotgunammo"
  Weapon.AmmoType1 "grizzlyfired"
  Inventory.PickupMessage "$GOT_LEVERACTION"
  Inventory.PickupSound "items/gunspickup"
   Inventory.Icon "GRIGA0"
  weapon.slotnumber 3
  Weapon.Kickback 120
  +AMMO_CHECKBOTH
  +NOALERT
  scale 0.6
  weapon.upsound "weapons/grizlydeploy"
  Obituary "$OBIT_LEVERACTION"
  Tag "$WEAPON_LEVERACTION"
  States
  {
  Ready:
    GRIF G 0 a_JumpIfInventory("lightlit",1,"Readylamp")
    GRIF G 0 a_JumpIfInventory("grizzlyfired",1,"ReadyLoaded")
    GRIF G 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWUSER1|WRF_ALLOWuser2|WRF_ALLOWUSER3)
    Loop
  ReadyLoaded:
    GRIZ A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWUSER1|WRF_ALLOWuser2|WRF_ALLOWUSER3)
    Loop
  ReadyLamp:
     GRIO U 0 a_JumpIfInventory("grizzlyfired",1,"readylamploaded")
     GRIO U 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWuser2|WRF_ALLOWUSER1|WRF_ALLOWUSER3)
     loop
 ReadyLampLoaded:
     GRIO J 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWuser2|WRF_ALLOWUSER1|WRF_ALLOWUSER3)
     loop
  Deselect:
    "----" #  0 A_LIGHT0
    "----" #  0 A_lower
    "----" #  1 A_Lower
    Loop
  Select:
    TNT1 A 0 a_JumpIfInventory("grizzlyfired",1,"SelectLoaded")
    GRIF G 1 A_Raise
	GRIF G 0 A_Raise
    Loop
   SelectLoaded:
    GRIZ A 1 A_Raise
	GRIZ A 0 A_Raise
    Loop
  Fire:
    "----" # 0 a_JumpIfInventory("lightlit",1,"FireLamp")
    "----" # 0 a_JumpIfInventory("grizzlyfired",1,"FireReal")
    Goto Reload
  FireLamp:
     "----" # 0 a_JumpIfInventory("grizzlyfired",1,"FireLampReal")
    Goto Reload
  FireReal:
	TNT1 A 0 A_PlaySound ("weapons/grizlygun", CHAN_WEAPON)
    GRIF A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_PlaySound ("weapons/leverdistant", CHAN_AUTO)
	TNT1 A 0 A_SetPitch(Pitch-1)
	TNT1 A 0 A_FireBullets (3, 3, 6, 14, "hitpuff", FBF_NORANDOM | FBF_USEAMMO)
	TNT1 A 0 A_Light2
	TNT1 A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,8,0)
	GRIF B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetPitch(Pitch-2)
	TNT1 A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,8,0)
	TNT1 A 0 A_Light0
    GRIF C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetPitch(Pitch+0.5)
	GRIF D 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetPitch(Pitch+0.5)
	GRIF E 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_AlertMonsters
	GRIF A 0 A_JumpIfInventory("grizzlyfired",1,"Pump")
	TNT1 A 0 A_SetPitch(Pitch+0.5)
	GRIF G 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetPitch(Pitch+0.5)
    GRIF G 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRIF G 0 A_checkreload
	GRIF G 2 A_refire("empty")
	Goto ready
  Pump:
	GRIP ABC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_PlaySound ("weapons/leveropen", CHAN_ITEM)
    GRIP DEFG 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRIP G 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_spawnitemex("shellCasingspawner",-10,-10,32,-10)
	TNT1 A 0 A_PlaySound ("weapons/leverclose", CHAN_ITEM)
	GRIP GGHIJKL 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRIZ A 1  A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    Goto Ready
  FireLampReal:
	 "----" # 0 A_PlaySound ("weapons/grizlygun", CHAN_WEAPON)
    GRII A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_PlaySound ("weapons/leverdistant", CHAN_AUTO)
	TNT1 A 0 A_SetPitch(Pitch-1)
	TNT1 A 0 A_FireBullets (3, 3, 6, 14, "hitpuff", FBF_NORANDOM | FBF_USEAMMO)
	TNT1 A 0 A_Light2
	TNT1 A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,8,0)
	GRII B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetPitch(Pitch-2)
	TNT1 A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,8,0)
	TNT1 A 0 A_Light0
    GRII C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetPitch(Pitch+0.5)
	GRII D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRII D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetPitch(Pitch+0.5)
	GRII E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRII E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_AlertMonsters
	GRII A 0 A_JumpIfInventory("grizzlyfired",1,"LampPump")
	TNT1 A 0 A_SetPitch(Pitch+0.5)
	GRII F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRII F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetPitch(Pitch+0.5)
	GRII G 0 A_checkreload
	GRII G 1 A_refire("emptyLamp")
	Goto ready
  LampPump:
    TNT1 A 0 A_PlaySound ("weapons/grizlydeploy", CHAN_AUTO)
	GRIC A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRIC B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRIC C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRIC D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRIC D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRIC E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRIC F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_PlaySound ("weapons/leveropen", CHAN_ITEM)
    GRIC G 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRIC H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRIC I 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRIC I 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRIC J 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_FireCustomMissile("SpincockSpawner",10,0,5,-3)
	GRIC K 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRIC L 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRIC M 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 5 A_PlaySound ("weapons/leverclose", CHAN_ITEM)
	GRIC N 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRIC O 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRIC P 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRIC P 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRIC Q 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRIC Q 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRIO J 1  A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    Goto Ready
  Reload:
         "----" # 0 A_JumpIfInventory("grizzlyfired",1,"ReloadLoaded")
		 "----" # 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
         "----" # 0 A_JumpIfInventory("shotgunammo",1,"Reloadempty")
        Goto Ready
  ReloadLoaded:
         "----" # 0 A_JumpIfInventory("grizzlyfired",7,"Ready")
		 "----" # 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
         "----" # 0 A_JumpIfInventory("shotgunammo",1,"ReloadloadedStart")
        Goto Ready
	Reloadempty:
	     "----" # 0
		GRIR ABC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	    TNT1 A 0 A_PlaySound ("weapons/leveropen", CHAN_ITEM)
	    GRIR DEFG 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	ReloadFirstShell:
	    GRIR HIJ 2 A_WeaponReady(WRF_NOPRIMARY|WRF_ALLOWUSER1)
	    TNT1 A 0 A_PlaySound ("weapons/leverload",CHAN_ITEM)
		GRIR A 0 A_Giveinventory("grizzlyfired",1)
		GRIR A 0 A_TakeInventory("shotgunammo",1,TIF_NOTAKEINFINITE)
		GRIR KLMN 2 A_WeaponReady(WRF_NOPRIMARY|WRF_ALLOWUSER1)
		GRIR A 0 A_refire("reloaddone")
		GRIR A 0 a_JumpIfInventory("shotgunammo",1,"shellloaded")
		Goto Reloaddone
	ReloadLoadedStart:
		GRIK ABC 1 A_WeaponReady(WRF_NOPRIMARY|WRF_ALLOWUSER1)
	    TNT1 A 0 A_PlaySound ("weapons/leveropen", CHAN_ITEM)
	    GRIK DEF 2 A_WeaponReady(WRF_NOPRIMARY|WRF_ALLOWUSER1)
		GRIR A 0 A_refire("reloaddone")
	ShellLoaded:
	    TNT1 A 0 A_JumpIfInventory("grizzlyfired",6,"ReloadLast")
	    GRIT GGHIJ 2 A_WeaponReady(WRF_NOPRIMARY|WRF_ALLOWUSER1)
	    TNT1 A 0 A_PlaySound ("weapons/leverload",CHAN_ITEM)
		GRIR A 0 A_Giveinventory("grizzlyfired",1)
		GRIR A 0 A_TakeInventory("shotgunammo",1,TIF_NOTAKEINFINITE)
		GRIR KLMN 2 A_WeaponReady(WRF_NOPRIMARY|WRF_ALLOWUSER1)
		GRIR A 0 A_refire("reloaddone")
		GRIR A 0 a_JumpIfInventory("shotgunammo",1,"shellloaded")
		Goto Reloaddone
	Reloadlast:
	    GRIT GGHIJ 2 A_WeaponReady(WRF_NOPRIMARY|WRF_ALLOWUSER1)
	    TNT1 A 0 A_PlaySound ("weapons/leverload",CHAN_ITEM)
		GRIR A 0 A_Giveinventory("grizzlyfired",1)
		GRIR A 0 A_TakeInventory("shotgunammo",1,TIF_NOTAKEINFINITE)
		GRIR A 0 A_refire("reloaddone")
		GRIT KLMN 2 A_WeaponReady(WRF_NOPRIMARY|WRF_ALLOWUSER1)
	ReloadDone:
        GRIR O 2 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1)
	    GRIR P 2 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1)
        GRIR Q 2 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1)
		TNT1 A 0 A_PlaySound ("weapons/leverclose",CHAN_ITEM)
        GRIC DDEFGHIJKLM 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1)
		TNT1 A 3 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1)
		GRIK NOPQ 2 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1)
		GRIZ A 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1)
        Goto Ready
 user2:
	TNT1 A 0 a_JumpIfInventory("lightlit",1,"unlight")
    TNT1 A 0 a_JumpIfInventory("batteries",20,"light")
	TNT1 A 0 a_JumpIfInventory("BatteryReload",1,"user3")
 Light:
	TNT1 A 0 A_JumpIfInventory("grizzlyfired",1,"user2Loaded")
	GRIO M 2 a_playsound("weapons/revolverup")
	GRIO NOP 2 
	GRIO QRS 2 
	GRIO T 2 A_giveinventory("lightlit",1) 
	GRIO U 1 a_playsound("weapons/lampclickon")
    goto readylamp
  unlight:
	TNT1 A 0 A_JumpIfInventory("grizzlyfired",1,"unlightLoaded")
	GRIO U 1 a_playsound("weapons/lampclickoff")
	GRIO T 2 a_light0
	GRIO SRQ 2
	GRIO P 1  
    GRIO ON 1  a_playsound("weapons/revolverup")
	GRIO M 1 A_takeinventory("lightlit",1)
    goto ready
  user2loaded:
	GRIO B 2 a_playsound("weapons/revolverup")
	GRIO CDE 2 
	GRIO FG 2 
	GRIO I 2 A_giveinventory("lightlit",1) 
	GRIO J 1 a_playsound("weapons/lampclickon")
    goto readylamp
  unlightloaded:
	GRIO J 1 a_playsound("weapons/lampclickoff")
	GRIO I 2 a_light0
	GRIO H 2
	GRIO GFE 2
	GRIO D 1 
    GRIO C 1  a_playsound("weapons/revolverup")
	GRIO B 1 A_takeinventory("lightlit",1)
    goto ready
 user3:
 "----" # 0 a_JumpIfInventory("BatteryReload",1,"user3start")
	 "----" # 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	 goto ready
  User3Start:
    GRIO M 0 a_JumpIfInventory("grizzlyfired",1,"user3Loaded")
    GRIO MNOP 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRIO C 0 a_playsound("items/flashlightload")
	MAGL HIJKL 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	MAGL MNO 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	MAGL O 0 A_takeinventory("BatteryReload",1)
	MAGL O 0 A_giveinventory("batteries",120)
	MAGL PQRS 3 A_WeaponReady(WRF_NOFIRE)
	TNT1 A 8 A_WeaponReady(WRF_NOFIRE)
	GRIO QRST 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_giveinventory("lightlit",1) 
	TNT1 A 1 a_playsound("items/flashlighton")
	goto ready
 user3Loaded:
    GRIO BCDE 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRIO C 0 a_playsound("items/flashlightload")
	MAGL HIJKL 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	MAGL MNO 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	MAGL O 0 A_takeinventory("BatteryReload",1)
	MAGL O 0 A_giveinventory("batteries",120)
	MAGL PQRS 3 A_WeaponReady(WRF_NOFIRE)
	TNT1 A 8 A_WeaponReady(WRF_NOFIRE)
	GRIO FGHI 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_giveinventory("lightlit",1) 
	TNT1 A 1 a_playsound("items/flashlighton")
	goto ready
  USer1:
        TNT1 A 0 a_JumpIfInventory("lightlit",1,"LightUser1")
		TNT1 A 0 A_JumpIfInventory("grizzlyfired",1,"punchLoaded")
        GRIO MNOP 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        WPUN ABC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
  	    TNT1 A 0 A_CustomPunch(random(3, 5) * 6, TRUE, 0, "FistPuff", 80)
	    WPUN D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		WPUN E 1 A_jumpifinventory("punchimpact", 1, "punchblockUL")
		WPUN FGH 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 10 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		GRIO PONM 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		goto ready
  PunchBlockUL:
        WPUN DDDCBA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 5 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		GRIO PONM 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_TakeInventory("Punchimpact",1)
		goto ready
  LightUser1:
        GRIO I 0 a_light0
        TNT1 A 0 A_JumpIfInventory("grizzlyfired",1,"LightLoaded")
        GRIO IHGF 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        MAGL ABC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
  	    TNT1 A 0 A_CustomPunch(random(3, 5) * 6, TRUE, 0, "MaglitePuff", 90)
	    MAGL D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		MAGL E 1 A_jumpifinventory("punchimpact", 1, "LightblockUL")
		MAGL FGH 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 10 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		GRIO FGHI 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		goto ready
	 LightBlockUL:
        MAGL EEDCBA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 5 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		GRIO RSTU 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_TakeInventory("Punchimpact",1)
		goto ready
  PunchLoaded:
        GRIO BCDE 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        WPUN ABC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
  	    TNT1 A 0 A_CustomPunch(random(3, 5) * 6, TRUE, 0, "FistPuff", 80)
	    WPUN D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		WPUN E 1 A_jumpifinventory("punchimpact", 1, "punchblockL")
		WPUN FGH 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 5 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		GRIO EDCB 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		goto ready
   PunchBlockL:
        WPUN DDDCBA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 5 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		GRIO FGHI 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_TakeInventory("Punchimpact",1)
		goto ready
	 LightLoaded:
        GRIO IHGF 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        MAGL ABC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
  	    TNT1 A 0 A_CustomPunch(random(3, 5) * 6, TRUE, 0, "MaglitePuff", 90)
	    MAGL D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		MAGL E 1 A_jumpifinventory("punchimpact", 1, "LightblockL")
		MAGL FGH 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 10 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		GRIO FGHI 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		goto ready
	 LightBlockL:
        MAGL EEDCBA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 5 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		GRIO FGHI 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_TakeInventory("Punchimpact",1)
		goto ready
	empty:
        GRIF G 1  A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH|WRF_ALLOWUSER1|WRF_ALLOWuser2)
        GRIF G 0  a_refire("empty")
        goto ready
	emptylamp:
        GRIO U 2  A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        GRIO U 0  a_refire("emptylamp")
        goto readylamp
  Spawn:
    GRZP A 10
	GRZP A 1 bright
    loop
  }
}
ACTOR Leveraction2 : weapon
{
  SpawnID 27
  Weapon.SelectionOrder 1300
  Weapon.AmmoUse1 1
  Weapon.AmmoUse2 0
  Weapon.AmmoGive1 0
  Weapon.AmmoGive2 2
  Weapon.BobStyle Alpha
	Weapon.BobSpeed 1.5
	Weapon.BobRangeX .2
	Weapon.BobRangeY .5
  Weapon.AmmoType2 "Shotgunammo"
  Weapon.AmmoType1 "grizzlyfired"
  Inventory.PickupMessage "$GOT_LEVERACTION2"
  Inventory.PickupSound "items/gunspickup"
   Inventory.Icon "GRIGB0"
  weapon.slotnumber 3
  Weapon.Kickback 120
  +AMMO_CHECKBOTH
  +NOALERT
   +CHEATNOTWEAPON
  scale 0.6
  weapon.upsound "weapons/grizlydeploy"
  Obituary "$OBIT_LEVERACTION2"
  Tag "$WEAPON_LEVERACTION2"
  States
  {
  Ready:
    G2IF G 0 a_JumpIfInventory("lightlit",1,"Readylamp")
    G2IF G 0 a_JumpIfInventory("grizzlyfired",1,"ReadyLoaded")
    G2IF G 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWUSER1|WRF_ALLOWuser2|WRF_ALLOWUSER3)
    Loop
  ReadyLoaded:
    G2IZ A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWUSER1|WRF_ALLOWuser2|WRF_ALLOWUSER3)
    Loop
  ReadyLamp:
     G2IO U 0 a_JumpIfInventory("grizzlyfired",1,"readylamploaded")
     G2IO U 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWuser2|WRF_ALLOWUSER1|WRF_ALLOWUSER3)
     loop
 ReadyLampLoaded:
     G2IO J 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWuser2|WRF_ALLOWUSER1|WRF_ALLOWUSER3)
     loop
  Deselect:
    "----" #  0 A_LIGHT0
    "----" #  0 A_lower
    "----" #  1 A_Lower
    Loop
  Select:
    TNT1 A 0 A_takeinventory("leveraction",1)
    TNT1 A 0 a_JumpIfInventory("grizzlyfired",1,"SelectLoaded")
    G2IF G 1 A_Raise
	G2IF G 0 A_Raise
    Loop
   SelectLoaded:
    G2IZ A 1 A_Raise
	G2IZ A 0 A_Raise
    Loop
  Fire:
    "----" # 0 a_JumpIfInventory("lightlit",1,"FireLamp")
    "----" # 0 a_JumpIfInventory("grizzlyfired",1,"FireReal")
    Goto Reload
  FireLamp:
     "----" # 0 a_JumpIfInventory("grizzlyfired",1,"FireLampReal")
    Goto Reload
  FireReal:
	TNT1 A 0 A_PlaySound ("weapons/grizlygun", CHAN_WEAPON)
    G2IF A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_PlaySound ("weapons/leverdistant", CHAN_AUTO)
	TNT1 A 0 A_SetPitch(Pitch-1)
	TNT1 A 0 A_FireBullets (3, 3, 6, 14, "hitpuff", FBF_NORANDOM | FBF_USEAMMO)
	TNT1 A 0 A_Light2
	TNT1 A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,8,0)
	G2IF B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetPitch(Pitch-2)
	TNT1 A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,8,0)
	TNT1 A 0 A_Light0
    G2IF C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetPitch(Pitch+0.5)
	G2IF D 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetPitch(Pitch+0.5)
	G2IF E 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_AlertMonsters
	G2IF A 0 A_JumpIfInventory("grizzlyfired",1,"Pump")
	TNT1 A 0 A_SetPitch(Pitch+0.5)
	G2IF G 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetPitch(Pitch+0.5)
    G2IF G 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2IF G 0 A_checkreload
	G2IF G 2 A_refire("empty")
	Goto ready
  Pump:
	G2IP ABC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_PlaySound ("weapons/leveropen", CHAN_ITEM)
    G2IP DEFG 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2IP G 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_spawnitemex("shellCasingspawner",-10,-10,32,-10)
	TNT1 A 0 A_PlaySound ("weapons/leverclose", CHAN_ITEM)
	G2IP GGHIJKL 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2IZ A 1  A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    Goto Ready
  FireLampReal:
	 "----" # 0 A_PlaySound ("weapons/grizlygun", CHAN_WEAPON)
    G2II A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_PlaySound ("weapons/leverdistant", CHAN_AUTO)
	TNT1 A 0 A_SetPitch(Pitch-1)
	TNT1 A 0 A_FireBullets (3, 3, 6, 14, "hitpuff", FBF_NORANDOM | FBF_USEAMMO)
	TNT1 A 0 A_Light2
	TNT1 A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,8,0)
	G2II B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetPitch(Pitch-2)
	TNT1 A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,8,0)
	TNT1 A 0 A_Light0
    G2II C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetPitch(Pitch+0.5)
	G2II D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2II D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetPitch(Pitch+0.5)
	G2II E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2II E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_AlertMonsters
	G2II A 0 A_JumpIfInventory("grizzlyfired",1,"LampPump")
	TNT1 A 0 A_SetPitch(Pitch+0.5)
	G2II F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2II F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetPitch(Pitch+0.5)
	G2II G 0 A_checkreload
	G2II G 1 A_refire("emptyLamp")
	Goto ready
  LampPump:
    TNT1 A 0 A_PlaySound ("weapons/grizlydeploy", CHAN_AUTO)
	G2IC A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2IC B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2IC C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2IC D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2IC D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2IC E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2IC F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_PlaySound ("weapons/leveropen", CHAN_ITEM)
    G2IC G 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2IC H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2IC I 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2IC I 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2IC J 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_FireCustomMissile("SpincockSpawner",10,0,5,-3)
	G2IC K 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2IC L 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2IC M 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 5 A_PlaySound ("weapons/leverclose", CHAN_ITEM)
	G2IC N 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2IC O 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2IC P 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2IC P 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2IC Q 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2IC Q 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2IO J 1  A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    Goto Ready
  Altfire:
     "----" # 0 a_JumpIfInventory("grizzlyfired",1,"FireRealAlt")
    Goto Reload
   FireRealAlt:
	TNT1 A 0 A_PlaySound ("weapons/grizlygun", CHAN_WEAPON)
    G2IF A 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_PlaySound ("weapons/leverdistant", CHAN_AUTO)
	TNT1 A 0 A_SetPitch(Pitch-1)
	TNT1 A 0 A_FireBullets (3, 3, 6, 14, "hitpuff", FBF_NORANDOM)
	TNT1 A 0 A_Light2
	TNT1 A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,8,0)
	G2IF B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetPitch(Pitch-2)
	TNT1 A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,8,0)
	G2IR A 0 A_TakeInventory("grizzlyfired",1,TIF_NOTAKEINFINITE)
	TNT1 A 0 A_Light0
    G2IF C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	GRIF A 0 A_JumpIfInventory("grizzlyfired",1,"PumpAlt")
	TNT1 A 0 A_SetPitch(Pitch+0.5)
	G2IF D 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetPitch(Pitch+0.5)
	G2IF E 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_AlertMonsters
	G2IF G 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    G2IF G 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2IF G 0 A_checkreload
	G2IF G 2 A_refire("empty")
	Goto ready
  PumpAlt:
	G2IF D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetPitch(Pitch+0.5)
	G2IF H 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_PlaySound ("weapons/leveropen", CHAN_ITEM)
	G2IF IJK 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_AlertMonsters
	G2IF L 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
    TNT1 A 0 A_FireCustomMissile("shellCasingSpawner",0,0,15,-3)
	TNT1 A 0 A_PlaySound ("weapons/leverclose", CHAN_ITEM)
    G2IF MNOFG 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2IZ A 2 A_refire("Altfire")
	Goto ready
  Reload:
         "----" # 0 A_JumpIfInventory("grizzlyfired",1,"ReloadLoaded")
		 "----" # 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
         "----" # 0 A_JumpIfInventory("shotgunammo",1,"Reloadempty")
        Goto Ready
  ReloadLoaded:
         "----" # 0 A_JumpIfInventory("grizzlyfired",7,"Ready")
		 "----" # 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
         "----" # 0 A_JumpIfInventory("shotgunammo",1,"ReloadloadedStart")
        Goto Ready
	Reloadempty:
	     "----" # 0
		G2IR ABC 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1)
	    TNT1 A 0 A_PlaySound ("weapons/leveropen", CHAN_ITEM)
	    G2IR DEFG 2 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1)
	ReloadFirstShell:
	    G2IR HIJ 2 A_WeaponReady(WRF_NOPRIMARY|WRF_ALLOWUSER1)
	    TNT1 A 0 A_PlaySound ("weapons/leverload",CHAN_ITEM)
		G2IR A 0 A_Giveinventory("grizzlyfired",1)
		G2IR A 0 A_TakeInventory("shotgunammo",1,TIF_NOTAKEINFINITE)
		G2IR KLMN 2 A_WeaponReady(WRF_NOPRIMARY|WRF_ALLOWUSER1)
		GRIR A 0 A_refire("reloaddone")
		G2IR A 0 a_JumpIfInventory("shotgunammo",1,"shellloaded")
		Goto Reloaddone
	ReloadLoadedStart:
		G2IK ABC 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1)
	    TNT1 A 0 A_PlaySound ("weapons/leveropen", CHAN_ITEM)
		GRIR A 0 A_refire("reloaddone")
	    G2IK DEF 2 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1)
	ShellLoaded:
	    TNT1 A 0 A_JumpIfInventory("grizzlyfired",6,"ReloadLast")
	    G2IT GGHIJ 2 A_WeaponReady(WRF_NOPRIMARY|WRF_ALLOWUSER1)
	    TNT1 A 0 A_PlaySound ("weapons/leverload",CHAN_ITEM)
		G2IR A 0 A_Giveinventory("grizzlyfired",1)
		G2IR A 0 A_TakeInventory("shotgunammo",1,TIF_NOTAKEINFINITE)
		G2IR KLMN 2 A_WeaponReady(WRF_NOPRIMARY|WRF_ALLOWUSER1)
		GRIR A 0 A_refire("reloaddone")
		G2IR A 0 a_JumpIfInventory("shotgunammo",1,"shellloaded")
		Goto Reloaddone
	Reloadlast:
	    G2IT GGHIJ 2 A_WeaponReady(WRF_NOPRIMARY|WRF_ALLOWUSER1)
	    TNT1 A 0 A_PlaySound ("weapons/leverload",CHAN_ITEM)
		G2IR A 0 A_Giveinventory("grizzlyfired",1)
		G2IR A 0 A_TakeInventory("shotgunammo",1,TIF_NOTAKEINFINITE)
		GRIR A 0 A_refire("reloaddone")
		G2IT KLMN 2 A_WeaponReady(WRF_NOPRIMARY|WRF_ALLOWUSER1)
	ReloadDone:
        G2IR O 2 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1)
	    G2IR P 2 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1)
        G2IR Q 2 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1)
		TNT1 A 0 A_PlaySound ("weapons/leverclose",CHAN_ITEM)
        G2IC DDEFGHIJKLM 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1)
		TNT1 A 3 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1)
		G2IK NOPQ 2 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1)
		G2IZ A 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWUSER1)
        Goto Ready
 user2:
	TNT1 A 0 a_JumpIfInventory("lightlit",1,"unlight")
    TNT1 A 0 a_JumpIfInventory("batteries",20,"light")
	TNT1 A 0 a_JumpIfInventory("BatteryReload",1,"user3")
 Light:
	TNT1 A 0 A_JumpIfInventory("grizzlyfired",1,"user2Loaded")
	G2IO M 2 a_playsound("weapons/revolverup")
	G2IO NOP 2 
	G2IO QRS 2 
	G2IO T 2 A_giveinventory("lightlit",1) 
	G2IO U 1 a_playsound("weapons/lampclickon")
    goto readylamp
  unlight:
	TNT1 A 0 A_JumpIfInventory("grizzlyfired",1,"unlightLoaded")
	G2IO U 1 a_playsound("weapons/lampclickoff")
	G2IO T 2 a_light0
	G2IO SRQ 2
	G2IO P 1  
    G2IO ON 1  a_playsound("weapons/revolverup")
	G2IO M 1 A_takeinventory("lightlit",1)
    goto ready
  user2loaded:
	G2IO B 2 a_playsound("weapons/revolverup")
	G2IO CDE 2 
	G2IO FG 2 
	G2IO I 2 A_giveinventory("lightlit",1) 
	G2IO J 1 a_playsound("weapons/lampclickon")
    goto readylamp
  unlightloaded:
	G2IO J 1 a_playsound("weapons/lampclickoff")
	G2IO I 2 a_light0
	G2IO H 2
	G2IO GFE 2
	G2IO D 1 
    G2IO C 1  a_playsound("weapons/revolverup")
	G2IO B 1 A_takeinventory("lightlit",1)
    goto ready
 user3:
 "----" # 0 a_JumpIfInventory("BatteryReload",1,"user3start")
	 "----" # 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	 goto ready
  User3Start:
    G2IO M 0 a_JumpIfInventory("grizzlyfired",1,"user3Loaded")
    G2IO MNOP 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2IO C 0 a_playsound("items/flashlightload")
	MAGL HIJKL 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	MAGL MNO 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	MAGL O 0 A_takeinventory("BatteryReload",1)
	MAGL O 0 A_giveinventory("batteries",120)
	MAGL PQRS 3 A_WeaponReady(WRF_NOFIRE)
	TNT1 A 8 A_WeaponReady(WRF_NOFIRE)
	G2IO QRST 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_giveinventory("lightlit",1) 
	TNT1 A 1 a_playsound("items/flashlighton")
	goto ready
 user3Loaded:
    G2IO BCDE 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	G2IO C 0 a_playsound("items/flashlightload")
	MAGL HIJKL 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	MAGL MNO 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	MAGL O 0 A_takeinventory("BatteryReload",1)
	MAGL O 0 A_giveinventory("batteries",120)
	MAGL PQRS 3 A_WeaponReady(WRF_NOFIRE)
	TNT1 A 8 A_WeaponReady(WRF_NOFIRE)
	G2IO FGHI 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_giveinventory("lightlit",1) 
	TNT1 A 1 a_playsound("items/flashlighton")
	goto ready
  USer1:
        TNT1 A 0 a_JumpIfInventory("lightlit",1,"LightUser1")
		TNT1 A 0 A_JumpIfInventory("grizzlyfired",1,"punchLoaded")
        G2IO MNOP 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        WPUN ABC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
  	    TNT1 A 0 A_CustomPunch(random(3, 5) * 6, TRUE, 0, "FistPuff", 80)
	    WPUN D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		WPUN E 1 A_jumpifinventory("punchimpact", 1, "punchblockUL")
		WPUN FGH 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 10 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		G2IO PONM 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		goto ready
  PunchBlockUL:
        WPUN DDDCBA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 5 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		G2IO PONM 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_TakeInventory("Punchimpact",1)
		goto ready
  LightUser1:
        G2IO I 0 a_light0
        TNT1 A 0 A_JumpIfInventory("grizzlyfired",1,"LightLoaded")
        G2IO IHGF 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        MAGL ABC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
  	    TNT1 A 0 A_CustomPunch(random(3, 5) * 6, TRUE, 0, "MaglitePuff", 90)
	    MAGL D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		MAGL E 1 A_jumpifinventory("punchimpact", 1, "LightblockUL")
		MAGL FGH 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 10 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		G2IO FGHI 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		goto ready
	 LightBlockUL:
        MAGL EEDCBA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 5 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		G2IO RSTU 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_TakeInventory("Punchimpact",1)
		goto ready
  PunchLoaded:
        G2IO BCDE 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        WPUN ABC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
  	    TNT1 A 0 A_CustomPunch(random(3, 5) * 6, TRUE, 0, "FistPuff", 80)
	    WPUN D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		WPUN E 1 A_jumpifinventory("punchimpact", 1, "punchblockL")
		WPUN FGH 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 5 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		G2IO EDCB 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		goto ready
   PunchBlockL:
        WPUN DDDCBA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 5 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		G2IO FGHI 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_TakeInventory("Punchimpact",1)
		goto ready
	 LightLoaded:
        G2IO IHGF 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        MAGL ABC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
  	    TNT1 A 0 A_CustomPunch(random(3, 5) * 6, TRUE, 0, "MaglitePuff", 90)
	    MAGL D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		MAGL E 1 A_jumpifinventory("punchimpact", 1, "LightblockL")
		MAGL FGH 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 10 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		G2IO FGHI 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		goto ready
	 LightBlockL:
        MAGL EEDCBA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 5 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		G2IO FGHI 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_TakeInventory("Punchimpact",1)
		goto ready
	empty:
        G2IF G 1  A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH|WRF_ALLOWUSER1|WRF_ALLOWuser2)
        G2IF G 0  a_refire("empty")
        goto ready
	emptylamp:
        G2IO U 2  A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        G2IO U 0  a_refire("emptylamp")
        goto readylamp
  Spawn:
    GRZP B 10
	GRZP B 1 bright
    loop
  }
}
