Actor Satanic_MaledictoryEagle : Weapon Replaces Pistol 20666
{
	Weapon.SelectionOrder 1
	Weapon.AmmoType 	"Satanic_EagleCartridgeAmmo"
	Weapon.AmmoUse 		0
	Weapon.AmmoGive 	16
	Weapon.AmmoGive2	0
	Weapon.AmmoType2	"Satanic_Clip"
	Inventory.PickupSound "misc/w_pkup"
	Inventory.PickupMessage "the evil-soaked maledictory eagle fits snugly in your hip holster."
	Tag "Maledictory Eagle"
	Decal "BulletChip"
	+NO_AUTO_SWITCH
	States
	{
	Spawn:
		EAGS A -1
		Stop
	ScopeDown:
		TNT1 A 0 A_SetBlend("00 00 00",1,12)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_JumpIfInventory("PWCIsOff",1,"ScpDwnDefXHair")
		TNT1 A 0 A_SetCrosshair(11)
		Goto Ready
	ScpDwnDefXHair:	
		TNT1 A 0 A_SetCrosshair(0)
	Ready:
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,"ScopeUp")
		TNT1 A 0 A_JumpIfInventory("Satanic_EagleCartridgeAmmo",16,2)
		TNT1 A 0 A_JumpIfInventory("Satanic_Reload",1,2)
		TNT1 A 0 A_TakeInventory("Satanic_Reload",1)
		Goto Ready+10
		TNT1 A 0 A_JumpIfInventory("Satanic_Clip",1,3)
		EAGL A 4 A_TakeInventory("Satanic_Reload",1)
		EAGL D 8 A_PlaySound("Satanic/Weapons/ShotgunReload")
		Goto Ready+10
		EAGL C 32 A_PlaySound("Satanic/Weapons/EagleReload")
		TNT1 A 0 ACS_ExecuteAlways(773,0,0,0,0)
		TNT1 A 0 A_TakeInventory("Satanic_Reload",1)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,"ScopeUp")
		EAGL A 1 A_WeaponReady
		Goto Ready
	ScopeCheck:
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,"ScopeReady")
		Goto ScopeDown
	ScopeUp:
		TNT1 A 0 A_SetBlend("00 00 00",1,12)
		TNT1 A 0 A_ZoomFactor(4.0)
		TNT1 A 0 A_JumpIfInventory("PWCIsOff",1,"ScpUpDefXHair")
		TNT1 A 0 A_SetCrosshair(7)
		Goto ScopeReady
	ScpUpDefXHair:
		TNT1 A 0 A_SetCrosshair(0)
	ScopeReady:
		TNT1 A 0 A_JumpIfInventory("Satanic_EagleCartridgeAmmo",16,2)
		TNT1 A 0 A_JumpIfInventory("Satanic_Reload",1,2)
		TNT1 A 0 A_TakeInventory("Satanic_Reload",1)
		Goto ScopeReady+9
		TNT1 A 0 A_JumpIfInventory("Satanic_Clip",1,3)
		ZOOM A 4 BRIGHT A_TakeInventory("Satanic_Reload",1)
		ZOOM A 8 BRIGHT A_PlaySound("Satanic/Weapons/ShotgunReload")
		Goto ScopeReady+9
		ZOOM A 32 BRIGHT A_PlaySound("Satanic/Weapons/EagleReload")
		TNT1 A 0 ACS_ExecuteAlways(773,0,0,0,0)
		TNT1 A 0 A_TakeInventory("Satanic_Reload",1)
		ZOOM A 1 BRIGHT A_WeaponReady(WRF_NOBOB)
		Goto ScopeCheck
	Deselect:
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,"ScopeDeselect")
		TNT1 A 0 A_TakeInventory("TertiaryChecker",1)
		TNT1 A 0 A_TakeInventory("MEagleCheck",1)
	DeselectLoop:	
		TNT1 A 0 A_Lower
		EAGL A 1 A_Lower
		Loop
	ScopeDeselect:
		TNT1 A 0 A_TakeInventory("TertiaryChecker",1)
		TNT1 A 0 A_SetBlend("00 00 00",1,12)
		TNT1 A 0 A_TakeInventory("MEagleCheck",1)
		TNT1 A 0 A_ZoomFactor(1.0)
		Goto DeselectLoop
	Select:
		TNT1 A 0 A_GiveInventory("MEagleCheck",1)
		TNT1 A 0 A_JumpIfInventory("PWCIsOff",1,"DefXHair")
		TNT1 A 0 A_SetCrosshair(11)
		Goto SelectLoop
	DefXHair:
		TNT1 A 0 A_SetCrosshair(0)
	SelectLoop:	
		TNT1 A 0 A_Raise
		EAGL A 1 A_Raise
		Loop
	Fire:
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,"ZoomedFire")
		TNT1 A 0 A_JumpIfInventory("Satanic_EagleCartridgeAmmo",1,2)
		TNT1 A 0 A_GiveInventory("Satanic_Reload",1)
		Goto Ready
		TNT1 A 0 A_PlaySound("Satanic/Weapons/EagleShot")
		TNT1 A 0 A_FireCustomMissile("Satanic_EagleCasingSpawner",0,0,0,0)
		TNT1 A 0 ACS_Execute(811,0,50,random(22,44),0)
		TNT1 A 0 A_Light1
		EAGL B 2 BRIGHT A_FireBullets(0,0,1,24,"Satanic_BulletPuff")
		TNT1 A 0 A_TakeInventory("Satanic_EagleCartridgeAmmo",1)
		TNT1 A 0 A_Light0
		EAGL A 3 Offset(31,35)
		EAGL A 3 Offset(46,50)
		EAGL A 3 Offset(41,45)
		TNT1 A 0 A_WeaponReady
		EAGL A 3 Offset(36,40)
		Goto Ready
	ZoomedFire:
		TNT1 A 0 A_JumpIfInventory("Satanic_EagleCartridgeAmmo",1,2)
		TNT1 A 0 A_GiveInventory("Satanic_Reload",1)
		Goto ScopeReady
		TNT1 A 0 A_PlaySound("Satanic/Weapons/EagleShot")
		TNT1 A 0 ACS_Execute(811,0,50,random(22,44),0)
		TNT1 A 0 A_Light1
		ZOOM B 2 BRIGHT A_FireBullets(0,0,1,24,"Satanic_BulletPuff")
		TNT1 A 0 A_TakeInventory("Satanic_EagleCartridgeAmmo",1)
		TNT1 A 0 A_Light0
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		Goto ScopeReady
	Hold:
		//TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,"ZoomedHold")
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,"ZoomedFire")
		TNT1 A 0 A_JumpIfInventory("Satanic_EagleCartridgeAmmo",1,2)
		TNT1 A 0 A_GiveInventory("Satanic_Reload",1)
		Goto Ready
		TNT1 A 0 A_PlaySound("Satanic/Weapons/EagleShot")
		TNT1 A 0 A_FireCustomMissile("Satanic_EagleCasingSpawner",0,0,0,0)
		TNT1 A 0 ACS_Execute(811,0,50,random(22,44),0)
		TNT1 A 0 A_Light1
		EAGL B 2 BRIGHT A_FireBullets(5,5,1,24,"Satanic_BulletPuff")
		EAGL A 0 A_TakeInventory("Satanic_EagleCartridgeAmmo",1)
		TNT1 A 0 A_Light0
		EAGL A 2 Offset(31,35)
		EAGL A 2 Offset(46,50)
		TNT1 A 0 A_Refire
		EAGL A 2 Offset(41,45)
		EAGL A 2 Offset(36,40)
		Goto Ready
	//ZoomedHold:
		TNT1 A 0 A_JumpIfInventory("Satanic_EagleCartridgeAmmo",1,2)
		ZOOM A 0 A_GiveInventory("Satanic_Reload",1)
		Goto ScopeReady
		ZOOM A 0 A_PlaySound("Satanic/Weapons/EagleShot")
		ZOOM A 0 ACS_Execute(811,0,50,random(22,44),0)
		ZOOM A 0 A_Light1
		ZOOM B 2 A_FireBullets(0,0,1,24,"Satanic_BulletPuff")
		ZOOM A 0 A_TakeInventory("Satanic_EagleCartridgeAmmo",1)
		ZOOM A 0 A_Light0
		ZOOM BBBBBBBBBBBBBB 1 A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		ZOOM CCCCCCCCCCCCCC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		ZOOM DDDDDDDDDDDDDD 1 A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		Goto ScopeReady
	AltFire:
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,"ZoomedAltfire")
		TNT1 A 0 A_JumpIfInventory("Satanic_EagleCartridgeAmmo",1,2)
		TNT1 A 0 A_GiveInventory("Satanic_Reload",1)
		Goto Ready
		TNT1 A 0 Acs_ExecuteAlways(769,0,5,0,0) // Take 5 SoulAmmo or damage player by the same value
		TNT1 A 0 ACS_Execute(811,0,50,random(22,44),0)
		TNT1 A 0 A_PlaySound("Satanic/Weapons/EagleShot")
		TNT1 A 0 A_FireCustomMissile("Satanic_EagleCasingSpawner",0,0,0,0)
		TNT1 A 0 A_Light1
		EAGL B 2 BRIGHT A_FireCustomMissile("Satanic_EagleAltFireShot",0,0,0,8)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",2,0,0,18)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",4,0,0,18)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",-2,0,0,18)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",-4,0,0,18)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",0,0,0,2)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",0,0,0,8)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",0,0,0,16)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",0,0,0,32)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",0,0,0,48)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",0,0,0,64)
		TNT1 A 0 A_Light0
		EAGL A 4 A_TakeInventory("Satanic_EagleCartridgeAmmo",1)
		EAGL A 4 Offset(31,35)
		EAGL A 4 Offset(46,50)
		EAGL A 4 Offset(41,45)
		TNT1 A 0 A_WeaponReady
		EAGL A 4 Offset(36,40)
		Goto Ready
	ZoomedAltfire:
		TNT1 A 0 A_JumpIfInventory("Satanic_EagleCartridgeAmmo",1,2)
		TNT1 A 0 A_GiveInventory("Satanic_Reload",1)
		Goto ScopeReady
		TNT1 A 0 Acs_ExecuteAlways(769,0,5,0,0) // Take 5 SoulAmmo or damage player by the same value
		TNT1 A 0 ACS_Execute(811,0,50,random(22,44),0)
		TNT1 A 0 A_PlaySound("Satanic/Weapons/EagleShot")
		TNT1 A 0 A_Light1
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",2,0,0,18)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",4,0,0,18)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",-2,0,0,18)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",-4,0,0,18)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",0,0,0,2)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",0,0,0,8)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",0,0,0,16)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",0,0,0,32)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",0,0,0,48)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",0,0,0,64)
		ZOOM B 2 BRIGHT A_FireCustomMissile("Satanic_EagleAltFireShot",0,0,0,8)
		TNT1 A 0 A_Light0
		TNT1 A 0 A_TakeInventory("Satanic_EagleCartridgeAmmo",1)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM B 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM C 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,1)
		Goto ScopeDown
		ZOOM D 1 BRIGHT A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		Goto ScopeReady
	AltHold:
		//TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,"ZoomedAltHold")
		TNT1 A 0 A_JumpIfInventory("TertiaryChecker",1,"ZoomedAltFire")
		EAGL B 0 A_JumpIfInventory("Satanic_EagleCartridgeAmmo",1,2)
		EAGL B 0 A_GiveInventory("Satanic_Reload",1)
		Goto Ready
		EAGL B 0 Acs_ExecuteAlways(769,0,5,0,0) // Take 5 SoulAmmo or damage player by the same value
		EAGL B 0 ACS_Execute(811,0,50,random(22,44),0)
		EAGL B 0 A_PlaySound("Satanic/Weapons/EagleShot")
		EAGL B 0 A_FireCustomMissile("Satanic_EagleCasingSpawner",0,0,0,0)
		TNT1 A 0 A_Light1
		EAGL B 2 BRIGHT A_FireCustomMissile("Satanic_EagleAltFireShot",0,0,0,8)
		EAGL B 0 A_FireCustomMissile("Satanic_BloodDecalThing",2,0,0,18)
		EAGL B 0 A_FireCustomMissile("Satanic_BloodDecalThing",4,0,0,18)
		EAGL B 0 A_FireCustomMissile("Satanic_BloodDecalThing",-2,0,0,18)
		EAGL B 0 A_FireCustomMissile("Satanic_BloodDecalThing",-4,0,0,18)
		EAGL B 0 A_FireCustomMissile("Satanic_BloodDecalThing",0,0,0,2)
		EAGL B 0 A_FireCustomMissile("Satanic_BloodDecalThing",0,0,0,8)
		EAGL B 0 A_FireCustomMissile("Satanic_BloodDecalThing",0,0,0,16)
		EAGL B 0 A_FireCustomMissile("Satanic_BloodDecalThing",0,0,0,32)
		EAGL B 0 A_FireCustomMissile("Satanic_BloodDecalThing",0,0,0,48)
		EAGL B 0 A_FireCustomMissile("Satanic_BloodDecalThing",0,0,0,64)
		TNT1 A 0 A_Light0
		EAGL A 4 A_TakeInventory("Satanic_EagleCartridgeAmmo",1)
		EAGL A 4 Offset(31,35)
		EAGL A 4 Offset(46,50)
		EAGL A 4 Offset(41,45)
		TNT1 A 0 A_WeaponReady
		EAGL A 4 Offset(36,40)
		Goto Ready
	//ZoomedAltHold:
		TNT1 A 0 A_JumpIfInventory("Satanic_EagleCartridgeAmmo",1,2)
		TNT1 A 0 A_GiveInventory("Satanic_Reload",1)
		Goto ScopeReady
		TNT1 A 0 Acs_ExecuteAlways(769,0,5,0,0) // Take 5 SoulAmmo or damage player by the same value
		TNT1 A 0 ACS_Execute(811,0,50,random(22,44),0)
		TNT1 A 0 A_PlaySound("Satanic/Weapons/EagleShot")
		TNT1 A 0 A_Light1
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",2,0,0,18)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",4,0,0,18)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",-2,0,0,18)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",-4,0,0,18)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",0,0,0,2)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",0,0,0,8)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",0,0,0,16)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",0,0,0,32)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",0,0,0,48)
		TNT1 A 0 A_FireCustomMissile("Satanic_BloodDecalThing",0,0,0,64)
		ZOOM B 2 A_FireCustomMissile("Satanic_EagleAltFireShot",0,0,0,8)
		TNT1 A 0 A_Light0
		TNT1 A 0 A_TakeInventory("Satanic_EagleCartridgeAmmo",1)
		ZOOM BBBBBBBBBBBBBBBBBBBB 1 A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		ZOOM CCCCCCCCCCCCCCCCCCCC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		ZOOM DDDDDDDDDDDDDDDDDDDD 1 A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)
		Goto ScopeReady
	}
}

ACTOR MEagleCheck : Inventory
{
	-INVBAR
	Inventory.Amount 1
	Inventory.MaxAmount 1
}

ACTOR MEagleScopeCheck : Inventory
{
	-INVBAR
	Inventory.Amount 1
	Inventory.MaxAmount 1
}

Actor Satanic_EagleAltFireShot : FastProjectile
{
	DamageType "MEagleAlt"
	Radius	3
	Height	3
	Speed	200
	Damage	32
	RenderStyle	Add
	Decal 		BloodSmear
	Alpha		0.8 
	Scale		1.5
	PROJECTILE
	+THRUGHOST
	+NOGRAVITY
	+EXTREMEDEATH
	+SPECTRAL
	States
	{
	Spawn:
		FBLD A 2 Bright 
		FBLD B 2 Bright
		Loop
	Death:
		TNT1 A 0 A_SpawnItem("MEagleAltPuffInterior")
		EPUF E 0 A_PlaySound("Satanic/Weapons/Piece")    
		EPUF E 2 Bright
		EPUF D 2 Bright
		EPUF C 2 Bright
		EPUF B 3 Bright
		EPUF A 6 Bright
		Stop
	}
}

ACTOR MEagleAltPuffInterior
{
	Radius 1
	Height 1
	-SOLID
	+NOGRAVITY
	States
	{
	Spawn:
		TNT1 A 2
		TNT1 A 2
		TNT1 A 2 LIGHT ("meaglealt1white")
		TNT1 A 3 LIGHT ("meaglealt1white")
		TNT1 A 6 LIGHT ("meaglealt1white")
		Stop
	}
}