Actor GezzdtDPistol : UWeapon replaces Fist
{
	Weapon.SelectionOrder 1000
	Weapon.SlotNumber 1
	Weapon.AmmoType "DPCharge"
	Weapon.AmmoUse 1
	Weapon.AmmoType2 "DPCharge"
	Weapon.AmmoUse2 1
	Inventory.PickupMessage "You got the Dispersion Pistol"
	Obituary "%o was killed by %k's Dispersion Pistol. What a loser!"
	Tag "Dispersion Pistol"
	scale 0.6
	+Weapon.NOALERT
	Inventory.Icon "1001J0"
	States
	{
	Select:
		TNT1 A 0 A_PlaySound("dpistol/select",6)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_JumpifInventory("DPtransformed",4,"SelectT4")
		TNT1 A 0 A_JumpifInventory("DPtransformed",3,"SelectT3")
		TNT1 A 0 A_JumpifInventory("DPtransformed",2,"SelectT2")
		TNT1 A 0 A_JumpifInventory("DPtransformed",1,"SelectT1")
		1DPF G 1 Offset(67, 100)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPF G 1 Offset(54, 81)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPF G 1 Offset(32, 69)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPF G 1 Offset(22, 58)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPF G 1 Offset(10, 47)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPF G 1 Offset(7, 39)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPF G 1 Offset(2, 34)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPF GFEDCBA 1
		TNT1 A 0 A_JumpifInventory("Transform",1,"Trans1")
		1DPF A 0 A_Raise
		Goto Ready
	SelectT1:
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2DPF G 1 Offset(67, 100)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2DPF G 1 Offset(54, 81)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2DPF G 1 Offset(32, 69)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2DPF G 1 Offset(22, 58)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2DPF G 1 Offset(10, 47)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2DPF G 1 Offset(7, 39)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2DPF G 1 Offset(2, 34)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2DPF GFEDCBA 1
		TNT1 A 0 A_JumpifInventory("Transform",1,"Trans2")
		Goto ReadyT1
	SelectT2:
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3DPF G 1 Offset(67, 100)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3DPF G 1 Offset(54, 81)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3DPF G 1 Offset(32, 69)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3DPF G 1 Offset(22, 58)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3DPF G 1 Offset(10, 47)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3DPF G 1 Offset(7, 39)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3DPF G 1 Offset(2, 34)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3DPF GFEDCBA 1
		TNT1 A 0 A_JumpifInventory("Transform",1,"Trans3")
		Goto ReadyT2
	SelectT3:
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4DPF G 1 Offset(67, 100)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4DPF G 1 Offset(54, 81)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4DPF G 1 Offset(32, 69)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4DPF G 1 Offset(22, 58)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4DPF G 1 Offset(10, 47)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4DPF G 1 Offset(7, 39)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4DPF G 1 Offset(2, 34)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4DPF GFEDCBA 1
		TNT1 A 0 A_JumpifInventory("Transform",1,"Trans4")
		Goto ReadyT3
	SelectT4:
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		5DPF G 1 Offset(67, 100)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		5DPF G 1 Offset(54, 81)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		5DPF G 1 Offset(32, 69)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		5DPF G 1 Offset(22, 58)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		5DPF G 1 Offset(10, 47)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		5DPF G 1 Offset(7, 39)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		5DPF G 1 Offset(2, 34)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		5DPF GFEDCBA 1
		Goto ReadyT4
	Deselect:
		TNT1 A 0 a_playsound ("weapons/holster", 0)
		TNT1 A 0 A_JumpifInventory("DispPowerup",4,"DeselectT4")
		TNT1 A 0 A_JumpifInventory("DispPowerup",3,"DeselectT3")
		TNT1 A 0 A_JumpifInventory("DispPowerup",2,"DeselectT2")
		TNT1 A 0 A_JumpifInventory("DispPowerup",1,"DeselectT1")
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPI A 1 Offset(2, 34)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPI A 1 Offset(7, 39)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPI A 1 Offset(10, 47)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPI A 1 Offset(22, 58)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPI A 1 Offset(32, 69)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPI A 1 Offset(54, 81)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPI A 1 Offset(67, 100)
		TNT1 A 0 A_Lower
		Wait
	DeselectT1:
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DTT K 1 Offset(2, 34)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DTT K 1 Offset(7, 39)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DTT K 1 Offset(10, 47)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DTT K 1 Offset(22, 58)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DTT K 1 Offset(32, 69)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DTT K 1 Offset(54, 81)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DTT K 1 Offset(67, 100)
		TNT1 A 0 A_Lower
		Wait
	DeselectT2:
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2TTT W 1 Offset(2, 34)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2TTT W 1 Offset(7, 39)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2TTT W 1 Offset(10, 47)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2TTT W 1 Offset(22, 58)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2TTT W 1 Offset(32, 69)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2TTT W 1 Offset(54, 81)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2TTT W 1 Offset(67, 100)
		TNT1 A 0 A_Lower
		Wait
	DeselectT3:
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3TT1 C 1 Offset(2, 34)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3TT1 C 1 Offset(7, 39)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3TT1 C 1 Offset(10, 47)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3TT1 C 1 Offset(22, 58)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3TT1 C 1 Offset(32, 69)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3TT1 C 1 Offset(54, 81)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3TT1 C 1 Offset(67, 100)
		TNT1 A 0 A_Lower
		Wait
	DeselectT4:
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4TTT S 1 Offset(2, 34)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4TTT S 1 Offset(7, 39)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4TTT S 1 Offset(10, 47)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4TTT S 1 Offset(22, 58)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4TTT S 1 Offset(32, 69)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4TTT S 1 Offset(54, 81)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4TTT S 1 Offset(67, 100)
		TNT1 A 0 A_Lower
		Wait
	Ready:
		TNT1 A 0 A_JumpifInventory("DPtransformed",4,"ReadyT4")
		TNT1 A 0 A_JumpifInventory("DPtransformed",3,"ReadyT3")
		TNT1 A 0 A_JumpifInventory("DPtransformed",2,"ReadyT2")
		TNT1 A 0 A_JumpifInventory("DPtransformed",1,"ReadyT1")
		1DPI A 1 A_Weaponready
		TNT1 A 0 A_JumpifInventory("DispPowerup",1,"Trans1")
		loop
	ReadyT1:
		1DTT K 1 A_Weaponready
		TNT1 A 0 A_JumpifInventory("DispPowerup",2,"Trans2")
		loop
	ReadyT2:
		2TTT W 1 A_Weaponready
		TNT1 A 0 A_JumpifInventory("DispPowerup",3,"Trans3")
		loop
	ReadyT3:
		3TT1 C 1 A_Weaponready
		TNT1 A 0 A_JumpifInventory("DispPowerup",4,"Trans4")
		loop
	ReadyT4:
		4TTT S 1 A_Weaponready
		loop
	Fire:
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_JumpifInventory("DispPowerup",4,"FireT4")
		TNT1 A 0 A_JumpifInventory("DispPowerup",3,"FireT3")
		TNT1 A 0 A_JumpifInventory("DispPowerup",2,"FireT2")
		TNT1 A 0 A_JumpifInventory("DispPowerup",1,"FireT1")
		TNT1 A 0 A_Playsound("dpistol/fire",7)
		TNT1 A 0 A_FireCustomMissile("DPshot",1,1,8,0,0,1)
	Fireend:
		1DPF ABCDEFGHIJKL 1
		TNT1 A 0 A_Refire("Fire")
		goto Ready
	AltFire:
		TNT1 A 0 A_JumpifInventory("DispPowerup",4,"AltFire4")
		TNT1 A 0 A_JumpifInventory("DispPowerup",3,"AltFire3")
		TNT1 A 0 A_JumpifInventory("DispPowerup",2,"AltFire2")
		TNT1 A 0 A_JumpifInventory("DispPowerup",1,"AltFire1")
		1DPI A 2 A_Weaponready(WRF_NoFire|WRF_NoSwitch)
		1DPI A 2 A_Weaponready(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_Refire("AltCharge")
		TNT1 A 0 A_Playsound("dpistol/altfire",7)
		TNT1 A 0 A_FireCustomMissile("AltDPshot",1,1,8,0,0,1)
		TNT1 A 0 A_TakeInventory("Charging")
	Altend:
		1DPF DEFGHIJKL 1
		goto Ready
	AltFire1:
		1DTT K 0 A_Weaponready(WRF_NoFire|WRF_NoSwitch)
		1DTT K 3 A_Weaponready(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_Refire("AltCharge")
		TNT1 A 0 A_Playsound("dpistol/altfire",7)
		TNT1 A 0 A_FireCustomMissile("AltDPshot",1,1,8,0,0,1)
		TNT1 A 0 A_TakeInventory("Charging")
	Altend1:
		2DPF DEFGHIJ 1
		2DPF K 1 A_Settics(8 / 10)
		2DPF LM 1
		2DPF N 1 A_Settics(8 / 10)
		2DPF OP 1
		2DPF Q 1 A_Settics(8 / 10)
		2DPF RS 1
		2DPF T 1 A_Settics(8 / 10)
		2DPF UV 1
		goto ReadyT1
	AltFire2:
		2TTT W 0 A_Weaponready(WRF_NoFire|WRF_NoSwitch)
		2TTT W 3 A_Weaponready(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_Refire("AltCharge")
		TNT1 A 0 A_Playsound("dpistol/altfire",7)
		TNT1 A 0 A_FireCustomMissile("AltDPshot",1,1,8,0,0,1)
		TNT1 A 0 A_TakeInventory("Charging")
	Altend2:
		3DPF DEFGHIJ 1
		3DPF K 1 A_Settics(8 / 10)
		3DPF LM 1
		3DPF N 1 A_Settics(8 / 10)
		3DPF OP 1
		3DPF Q 1 A_Settics(8 / 10)
		3DPF RS 1
		3DPF T 1 A_Settics(8 / 10)
		3DPF UV 1
		3DPF W 1 A_Settics(8 / 10)
		3DPF XY 1
		3DPF Z 1  A_Settics(8 / 10)
		goto ReadyT2
	AltFire3:
		3TT1 C 0 A_Weaponready(WRF_NoFire|WRF_NoSwitch)
		3TT1 C 3 A_Weaponready(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_Refire("AltCharge")
		TNT1 A 0 A_Playsound("dpistol/altfire",7)
		TNT1 A 0 A_FireCustomMissile("AltDPshot",1,1,8,0,0,1)
		TNT1 A 0 A_TakeInventory("Charging")
	Altend3:
		4DPF DEFGHIJ 1
		4DPF K 1 A_Settics(8 / 10)
		4DPF LM 1
		4DPF N 1 A_Settics(8 / 10)
		4DPF OP 1
		4DPF Q 1 A_Settics(8 / 10)
		4DPF RS 1
		4DPF T 1 A_Settics(8 / 10)
		4DPF UV 1
		4DPF W 1 A_Settics(8 / 10)
		4DPF XY 1
		4DPF Z 1 A_Settics(8 / 10)
		4DFF AB 1
		4DFF C 1 A_Settics(8 / 10)
		4DFF DE 1
		4DFF F 1 A_Settics(8 / 10)
		4DFF GHIJ 1
		goto ReadyT3
	AltFire4:
		4TTT S 0 A_Weaponready(WRF_NoFire|WRF_NoSwitch)
		4TTT S 3 A_Weaponready(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_Refire("AltCharge")
		TNT1 A 0 A_Playsound("dpistol/altfire",7)
		TNT1 A 0 A_FireCustomMissile("AltDPshot",1,1,8,0,0,1)
		TNT1 A 0 A_TakeInventory("Charging")
	Altend4:
		5DPF DEFGHIJ 1
		5DPF K 1 A_Settics(8 / 10)
		5DPF LM 1
		5DPF N 1 A_Settics(8 / 10)
		5DPF OP 1
		5DPF Q 1 A_Settics(8 / 10)
		5DPF RS 1
		5DPF T 1 A_Settics(8 / 10)
		5DPF UV 1
		5DPF W 1 A_Settics(8 / 10)
		5DPF XY 1
		5DPF Z 1 A_Settics(8 / 10)
		5DFF AB 1
		5DFF C 1 A_Settics(8 / 10)
		5DFF DE 1
		5DFF F 1 A_Settics(8 / 10)
		5DFF GH 1
		5DFF I 1 A_Settics(8 / 10)
		5DFF JK 1
		goto ReadyT4
	AltfireX:
		TNT1 A 0 A_Stopsound(1)
		TNT1 A 0 A_Playsound("dpistol/altfire",7)
		TNT1 A 0 A_Jumpifinventory("Charging",7,18)
		TNT1 A 0 A_Jumpifinventory("Charging",6,15)
		TNT1 A 0 A_Jumpifinventory("Charging",5,12)
		TNT1 A 0 A_Jumpifinventory("Charging",4,9)
		TNT1 A 0 A_Jumpifinventory("Charging",3,6)
		TNT1 A 0 A_Jumpifinventory("Charging",2,3)
		TNT1 A 0 A_FireCustomMissile("AltDPshot",1,1,8,0,0,1)
		TNT1 A 0 A_Jump(256,12)
		TNT1 A 0 A_FireCustomMissile("chargedDPshot2",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,10)
		TNT1 A 0 A_FireCustomMissile("chargedDPshot3",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,8)
		TNT1 A 0 A_FireCustomMissile("chargedDPshot4",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,6)
		TNT1 A 0 A_FireCustomMissile("chargedDPshot5",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,4)
		TNT1 A 0 A_FireCustomMissile("chargedDPshot6",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0 A_FireCustomMissile("chargedDPshot",1,0,8,0,0,1)
		TNT1 A 0 A_TakeInventory("Charging")
		goto Altend
	AltfireX1:
		TNT1 A 0 A_Stopsound(1)
		TNT1 A 0 A_Playsound("dpistol/altfire",7)
		TNT1 A 0 A_Jumpifinventory("Charging",9,24)
		TNT1 A 0 A_Jumpifinventory("Charging",8,21)
		TNT1 A 0 A_Jumpifinventory("Charging",7,18)
		TNT1 A 0 A_Jumpifinventory("Charging",6,15)
		TNT1 A 0 A_Jumpifinventory("Charging",5,12)
		TNT1 A 0 A_Jumpifinventory("Charging",4,9)
		TNT1 A 0 A_Jumpifinventory("Charging",3,6)
		TNT1 A 0 A_Jumpifinventory("Charging",2,3)
		TNT1 A 0 A_FireCustomMissile("AltDPshot",1,1,8,0,0,1)
		TNT1 A 0 A_Jump(256,16)
		TNT1 A 0 A_FireCustomMissile("2chargedDPshot2",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,14)
		TNT1 A 0 A_FireCustomMissile("2chargedDPshot3",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,12)
		TNT1 A 0 A_FireCustomMissile("2chargedDPshot4",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,10)
		TNT1 A 0 A_FireCustomMissile("2chargedDPshot5",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,8)
		TNT1 A 0 A_FireCustomMissile("2chargedDPshot6",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,6)
		TNT1 A 0 A_FireCustomMissile("2chargedDPshot7",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,4)
		TNT1 A 0 A_FireCustomMissile("2chargedDPshot8",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0 A_FireCustomMissile("2chargedDPshot",1,0,8,0,0,1)
		TNT1 A 0 A_TakeInventory("Charging")
		goto Altend1
	AltfireX2:
		TNT1 A 0 A_Stopsound(1)
		TNT1 A 0 A_Playsound("dpistol/altfire",7)
		TNT1 A 0 A_Jumpifinventory("Charging",11,30)
		TNT1 A 0 A_Jumpifinventory("Charging",10,27)
		TNT1 A 0 A_Jumpifinventory("Charging",9,24)
		TNT1 A 0 A_Jumpifinventory("Charging",8,21)
		TNT1 A 0 A_Jumpifinventory("Charging",7,18)
		TNT1 A 0 A_Jumpifinventory("Charging",6,15)
		TNT1 A 0 A_Jumpifinventory("Charging",5,12)
		TNT1 A 0 A_Jumpifinventory("Charging",4,9)
		TNT1 A 0 A_Jumpifinventory("Charging",3,6)
		TNT1 A 0 A_Jumpifinventory("Charging",2,3)
		TNT1 A 0 A_FireCustomMissile("AltDPshot",1,1,8,0,0,1)
		TNT1 A 0 A_Jump(256,20)
		TNT1 A 0 A_FireCustomMissile("3chargedDPshot2",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,18)
		TNT1 A 0 A_FireCustomMissile("3chargedDPshot3",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,16)
		TNT1 A 0 A_FireCustomMissile("3chargedDPshot4",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,14)
		TNT1 A 0 A_FireCustomMissile("3chargedDPshot5",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,12)
		TNT1 A 0 A_FireCustomMissile("3chargedDPshot6",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,10)
		TNT1 A 0 A_FireCustomMissile("3chargedDPshot7",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,8)
		TNT1 A 0 A_FireCustomMissile("3chargedDPshot8",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,6)
		TNT1 A 0 A_FireCustomMissile("3chargedDPshot9",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,4)
		TNT1 A 0 A_FireCustomMissile("3chargedDPshot10",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0 A_FireCustomMissile("3chargedDPshot",1,0,8,0,0,1)
		TNT1 A 0 A_TakeInventory("Charging")
		goto Altend2
	AltfireX3:
		TNT1 A 0 A_Stopsound(1)
		TNT1 A 0 A_Playsound("dpistol/altfire",7)
		TNT1 A 0 A_Jumpifinventory("Charging",13,36)
		TNT1 A 0 A_Jumpifinventory("Charging",12,33)
		TNT1 A 0 A_Jumpifinventory("Charging",11,30)
		TNT1 A 0 A_Jumpifinventory("Charging",10,27)
		TNT1 A 0 A_Jumpifinventory("Charging",9,24)
		TNT1 A 0 A_Jumpifinventory("Charging",8,21)
		TNT1 A 0 A_Jumpifinventory("Charging",7,18)
		TNT1 A 0 A_Jumpifinventory("Charging",6,15)
		TNT1 A 0 A_Jumpifinventory("Charging",5,12)
		TNT1 A 0 A_Jumpifinventory("Charging",4,9)
		TNT1 A 0 A_Jumpifinventory("Charging",3,6)
		TNT1 A 0 A_Jumpifinventory("Charging",2,3)
		TNT1 A 0 A_FireCustomMissile("AltDPshot",1,1,8,0,0,1)
		TNT1 A 0 A_Jump(256,24)
		TNT1 A 0 A_FireCustomMissile("4chargedDPshot2",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,22)
		TNT1 A 0 A_FireCustomMissile("4chargedDPshot3",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,20)
		TNT1 A 0 A_FireCustomMissile("4chargedDPshot4",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,18)
		TNT1 A 0 A_FireCustomMissile("4chargedDPshot5",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,16)
		TNT1 A 0 A_FireCustomMissile("4chargedDPshot6",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,14)
		TNT1 A 0 A_FireCustomMissile("4chargedDPshot7",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,12)
		TNT1 A 0 A_FireCustomMissile("4chargedDPshot8",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,10)
		TNT1 A 0 A_FireCustomMissile("4chargedDPshot9",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,8)
		TNT1 A 0 A_FireCustomMissile("4chargedDPshot10",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,6)
		TNT1 A 0 A_FireCustomMissile("4chargedDPshot11",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,4)
		TNT1 A 0 A_FireCustomMissile("4chargedDPshot12",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0 A_FireCustomMissile("4chargedDPshot",1,0,8,0,0,1)
		TNT1 A 0 A_TakeInventory("Charging")
		goto Altend3
	AltfireX4:
		TNT1 A 0 A_Stopsound(1)
		TNT1 A 0 A_Playsound("dpistol/fire",7)
		TNT1 A 0 A_Jumpifinventory("Charging",15,42)
		TNT1 A 0 A_Jumpifinventory("Charging",14,39)
		TNT1 A 0 A_Jumpifinventory("Charging",13,36)
		TNT1 A 0 A_Jumpifinventory("Charging",12,33)
		TNT1 A 0 A_Jumpifinventory("Charging",11,30)
		TNT1 A 0 A_Jumpifinventory("Charging",10,27)
		TNT1 A 0 A_Jumpifinventory("Charging",9,24)
		TNT1 A 0 A_Jumpifinventory("Charging",8,21)
		TNT1 A 0 A_Jumpifinventory("Charging",7,18)
		TNT1 A 0 A_Jumpifinventory("Charging",6,15)
		TNT1 A 0 A_Jumpifinventory("Charging",5,12)
		TNT1 A 0 A_Jumpifinventory("Charging",4,9)
		TNT1 A 0 A_Jumpifinventory("Charging",3,6)
		TNT1 A 0 A_Jumpifinventory("Charging",2,3)
		TNT1 A 0 A_FireCustomMissile("AltDPshot",1,1,8,0,0,1)
		TNT1 A 0 A_Jump(256,28)
		TNT1 A 0 A_FireCustomMissile("5chargedDPshot2",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,26)
		TNT1 A 0 A_FireCustomMissile("5chargedDPshot3",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,24)
		TNT1 A 0 A_FireCustomMissile("5chargedDPshot4",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,22)
		TNT1 A 0 A_FireCustomMissile("5chargedDPshot5",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,20)
		TNT1 A 0 A_FireCustomMissile("5chargedDPshot6",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,18)
		TNT1 A 0 A_FireCustomMissile("5chargedDPshot7",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,16)
		TNT1 A 0 A_FireCustomMissile("5chargedDPshot8",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,14)
		TNT1 A 0 A_FireCustomMissile("5chargedDPshot9",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,12)
		TNT1 A 0 A_FireCustomMissile("5chargedDPshot10",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,10)
		TNT1 A 0 A_FireCustomMissile("5chargedDPshot11",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,8)
		TNT1 A 0 A_FireCustomMissile("5chargedDPshot12",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,6)
		TNT1 A 0 A_FireCustomMissile("5chargedDPshot13",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,4)
		TNT1 A 0 A_FireCustomMissile("5chargedDPshot14",1,0,8,0,0,1)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0 A_FireCustomMissile("5chargedDPshot",1,0,8,0,0,1)
		TNT1 A 0 A_TakeInventory("Charging")
		goto Altend4
	AltCharge:
		TNT1 A 0 A_Jumpifinventory("DPCharge",1,"AltChargestart")
		goto ready
	AltChargestart:
		TNT1 A 0 A_Playsound("dpistol/charge",1)
		TNT1 A 0 A_JumpifInventory("DispPowerup",4,"AltChargeloop4")
		TNT1 A 0 A_JumpifInventory("DispPowerup",3,"AltChargeloop3")
		TNT1 A 0 A_JumpifInventory("DispPowerup",2,"AltChargeloop2")
		TNT1 A 0 A_JumpifInventory("DispPowerup",1,"AltChargeloop1")
	AltChargeloop:
		TNT1 A 0 A_GiveInventory("charging",1)
		TNT1 A 0 A_TakeInventory("DPCharge",1)
		1DPI A 1 Offset(2, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPI A 1 Offset(5, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPI A 1 Offset(2, 32) A_Settics(9 / 10)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPI A 1 Offset(-2, 33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPI A 1 Offset(-5, 33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPI A 1 Offset(-3, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPI A 1 Offset(-5, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPI A 1 Offset(-3, 32) A_Settics(9 / 10)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPI A 1 Offset(-2, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPI A 1 Offset(3, 33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPI A 1 Offset(7, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPI A 1 Offset(3, 33) A_Settics(9 / 10)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPI A 1 Offset(7, 33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DPI A 1 Offset(-2, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_Jumpifinventory("Charging",7,"AltfireX")
		TNT1 A 0 A_Refire("AltChargeloop")
		goto AltfireX	
	AltChargeloop1:
		TNT1 A 0 A_GiveInventory("charging",1)
		TNT1 A 0 A_TakeInventory("DPCharge",1)
		TNT1 A 0 A_Jumpifinventory("Charging",9,"AltfireX1")
		1DTT K 1 Offset(2, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DTT K 1 Offset(5, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DTT K 1 Offset(2, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DTT K 2 Offset(-2, 33) A_Settics(9 / 10)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DTT K 1 Offset(-5, 33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DTT K 1 Offset(-3, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DTT K 1 Offset(-5, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DTT K 1 Offset(-3, 32) A_Settics(9 / 10)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DTT K 1 Offset(-2, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DTT K 1 Offset(3, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DTT K 2 Offset(7, 33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DTT K 1 Offset(3, 33) A_Settics(9 / 10)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DTT K 1 Offset(7, 33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		1DTT K 1 Offset(-2, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_Jumpifinventory("Charging",9,"AltfireX1")
		TNT1 A 0 A_Refire("AltChargeloop1")
		goto AltfireX1
	AltChargeloop2:
		TNT1 A 0 A_GiveInventory("charging",1)
		TNT1 A 0 A_TakeInventory("DPCharge",1)
		TNT1 A 0 A_Jumpifinventory("Charging",11,"AltfireX2")
		2TTT W 1 Offset(2, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2TTT W 1 Offset(5, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2TTT W 2 Offset(2, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2TTT W 1 Offset(-2, 33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2TTT W 1 Offset(-5, 33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2TTT W 1 Offset(-3, 33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2TTT W 1 Offset(-5, 32)
		TNT1 A 0 A_GiveInventory("charging",1)
		TNT1 A 0 A_TakeInventory("DPCharge",1)
		TNT1 A 0 A_Jumpifinventory("Charging",11,"AltfireX2")
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2TTT W 1 Offset(-3, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2TTT W 1 Offset(-2, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2TTT W 2 Offset(3, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2TTT W 1 Offset(7, 33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2TTT W 1 Offset(3, 33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2TTT W 1 Offset(7, 33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		2TTT W 1 Offset(-2, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_Jumpifinventory("Charging",11,"AltfireX2")
		TNT1 A 0 A_Refire("AltChargeloop2")
		goto AltfireX2
	AltChargeloop3:
		TNT1 A 0 A_GiveInventory("charging",1)
		TNT1 A 0 A_TakeInventory("DPCharge",1)
		TNT1 A 0 A_Jumpifinventory("Charging",13,"AltfireX3")
		3TT1 C 1 Offset(2, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3TT1 C 2 Offset(5, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3TT1 C 1 Offset(2, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3TT1 C 1 Offset(-2, 33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3TT1 C 2 Offset(-5, 33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3TT1 C 1 Offset(-3, 33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3TT1 C 1 Offset(-5, 32)
		TNT1 A 0 A_GiveInventory("charging",1)
		TNT1 A 0 A_TakeInventory("DPCharge",1)
		TNT1 A 0 A_Jumpifinventory("Charging",13,"AltfireX3")
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3TT1 C 1 Offset(-3, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3TT1 C 2 Offset(-2, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3TT1 C 1 Offset(3, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3TT1 C 1 Offset(7, 33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3TT1 C 2 Offset(3, 33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3TT1 C 1 Offset(7, 33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		3TT1 C 1 Offset(-2, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_Jumpifinventory("Charging",13,"AltfireX3")
		TNT1 A 0 A_Refire("AltChargeloop3")
		goto AltfireX3
	AltChargeloop4:
		TNT1 A 0 A_GiveInventory("charging",1)
		TNT1 A 0 A_TakeInventory("DPCharge",1)
		TNT1 A 0 A_Jumpifinventory("Charging",15,"AltfireX4")
		4TTT S 2 Offset(2, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4TTT S 1 Offset(5, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4TTT S 2 Offset(2, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4TTT S 1 Offset(-2, 33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4TTT S 2 Offset(-5, 33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4TTT S 2 Offset(-3, 33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4TTT S 1 Offset(-5, 32)
		TNT1 A 0 A_GiveInventory("charging",1)
		TNT1 A 0 A_TakeInventory("DPCharge",1)
		TNT1 A 0 A_Jumpifinventory("Charging",15,"AltfireX4")
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4TTT S 2 Offset(-3, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4TTT S 1 Offset(-2, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4TTT S 2 Offset(3, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4TTT S 1 Offset(7, 33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4TTT S 2 Offset(3, 33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4TTT S 1 Offset(7, 33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		4TTT S 1 Offset(-2, 32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_Jumpifinventory("Charging",15,"AltfireX4")
		TNT1 A 0 A_Refire("AltChargeloop4")
		goto AltfireX4
	FireT1:
		TNT1 A 0 A_Playsound("dpistol/fire",7)
		TNT1 A 0 A_Jumpifinventory("DPCharge",13,3)
		TNT1 A 0 A_TakeInventory("DPCharge",1,TIF_NOTAKEINFINITE)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0 A_TakeInventory("DPCharge",3)
		TNT1 A 0 A_FireCustomMissile("DPshot2",0.5,0,9,0,0,1)
		2DPF ABCDEFGHIJKLMNO 1
		TNT1 A 0 A_Refire("FireT1")
		2DPF PQRSTUV 1
		goto ReadyT1
	FireT2:
		TNT1 A 0 A_Playsound("dpistol/fire",7)
		TNT1 A 0 A_Jumpifinventory("DPCharge",15,3)
		TNT1 A 0 A_TakeInventory("DPCharge",1,TIF_NOTAKEINFINITE)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0 A_TakeInventory("DPCharge",5)
		TNT1 A 0 A_FireCustomMissile("DPshot3",0.5,0,9,0,0,1)
		3DPF ABCDEFGHI 1
		3DPF JKLMNOPQR 1
		TNT1 A 0 A_Refire("FireT2")
		3DPF STUVWXYZ 1
		goto ReadyT2
	FireT3:
		TNT1 A 0 A_Playsound("dpistol/fire",7)
		TNT1 A 0 A_Jumpifinventory("DPCharge",16,3)
		TNT1 A 0 A_TakeInventory("DPCharge",1,TIF_NOTAKEINFINITE)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0 A_TakeInventory("DPCharge",6)
		TNT1 A 0 A_FireCustomMissile("DPshot4",0.5,0,9,0,0,1)
		4DPF ABCDEFGHI 1
		4DPF JKLMNOPQR 1
		4DPF STUVWXYZ 1
		4DFF ABC 1
		TNT1 A 0 A_Refire("FireT3")
		4DFF DEFGHIJ 1
		goto ReadyT3
	FireT4:
		TNT1 A 0 A_Playsound("dpistol/fire",7)
		TNT1 A 0 A_Jumpifinventory("DPCharge",17,3)
		TNT1 A 0 A_TakeInventory("DPCharge",1,TIF_NOTAKEINFINITE)
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0 A_TakeInventory("DPCharge",7)
		TNT1 A 0 A_FireCustomMissile("DPshot5",0.5,0,9,0,0,1)
		5DPF ABCDEFGHI 1
		5DPF JKLMNOPQR 1
		5DPF STUVWXYZ 1
		5DFF ABC 1
		TNT1 A 0 A_Refire("FireT4")
		5DFF DEFGHIJK 1
		goto ReadyT4
	Trans1:
		TNT1 A 0 A_Playsound("dpistol/trans1")
		1DPT ABCDEFGHIJKLMNOPQRSTUVWXYZ 1
		1DTT ABCDEFGHIJK 1
		TNT1 A 0 A_TakeInventory("transform")
		TNT1 A 0 A_GiveInventory("DPtransformed",1)
		goto ReadyT1
	Trans2:
		TNT1 A 0 A_Playsound("dpistol/trans2")
		2DPT ABCDEFGHIJKLMNOPQRSTUVWXYZ 1
		2DTT ABCDEFGHIJKLMNOPQRSTUVWXYZ 1
		2TTT ABCDEFGHIJKLMNOPQRSTUV 1
		TNT1 A 0 A_TakeInventory("transform")
		TNT1 A 0 A_GiveInventory("DPtransformed",1)
		goto ReadyT2
	Trans3:
		TNT1 A 0 A_Playsound("dpistol/trans3")
		3DPT ABCDEFGHIJKLMNOPQRSTUVWXYZ 1
		3DTT ABCDEFGHIJKLMNOPQRSTUVWXYZ 1
		3TTT ABCDEFGHIJKLMNOPQRSTUVWXYZ 1
		3TT1 AB 1
		TNT1 A 0 A_TakeInventory("transform")
		TNT1 A 0 A_GiveInventory("DPtransformed",1)
		goto ReadyT3
	Trans4:
		TNT1 A 0 A_Playsound("dpistol/trans4")
		4DPT ABCDEFGHIJKLMNOPQRSTUVWXYZ 1
		4DTT ABCDEFGHIJKLMNOPQRSTUVWXYZ 1
		4TTT ABCDEFGHIJKLMNOPQRS 1
		TNT1 A 0 A_TakeInventory("transform")
		TNT1 A 0 A_GiveInventory("DPtransformed",1)
		goto ReadyT4
	}
}

ACTOR DPshot
{
	Damage (15)
	Speed 30
	Radius 4
	Height 6
	renderstyle add
	PROJECTILE
	+BLOODSPLATTER
	+FORCEXYBILLBOARD
	Scale 0.6
	Decal "plasmascorchlower"
	Seesound "dpistol/shotfly"
	Obituary "%o was killed by %k's Dispersion Pistol. What a loser!"
	States
	{
	Spawn:
	    TNT1 A 2 NoDelay
		TNT1 A 0 A_Playsound("dpistol/shotfly",6,0.3)
	Spawnloop:
		1SHT ABCDEFGHIJKLMNOPQRSTU 1 bright
		Loop
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Playsound("dpistol/shotex",6,0.7)
		TNT1 A 0 A_Setscale(1,1)
		1DPX ABCDEFGHIJ 2 bright
		Stop
	}
}

ACTOR DPshot2 : DPshot
{
	Damage (25)
	States
	{
	Spawn:
	    TNT1 A 2 NoDelay
	Spawnloop:
		2SHT ABCDEFGHIJKLMNOPQRSTU 1 bright
		Loop
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Playsound("dpistol/shotex",6,0.7)
		TNT1 A 0 A_Setscale(1,1)
		2DPX ABCDEFGHIJ 2 bright
		Stop
	}
}

ACTOR DPshot3 : DPshot
{
	Damage (40)
	States
	{
	Spawn:
	    TNT1 A 2 NoDelay
	Spawnloop:
		3SHT ABCDEFGHIJKLMNOPQRSTU 1 bright
		Loop
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Playsound("dpistol/shotex",6,0.7)
		TNT1 A 0 A_Setscale(1,1)
		3DPX ABCDEFGHIJ 2 bright
		Stop
	}
}

ACTOR DPshot4 : DPshot
{
	Damage (55)
	States
	{
	Spawn:
	    TNT1 A 2 NoDelay
	Spawnloop:
		4SHT ABCDEFGHIJKLMNOPQRSTU 1 bright
		Loop
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Playsound("dpistol/shotex",6,0.7)
		TNT1 A 0 A_Setscale(1,1)
		4DPX ABCDEFGHIJ 2 bright
		Stop
	}
}

ACTOR DPshot5 : DPshot4
{
	Damage (75)
}

ACTOR AltDPshot : DPshot
{
	Damage (9)
	States
	{
	Spawn:
	    TNT1 A 2 NoDelay
		TNT1 A 0 A_Playsound("dpistol/shotfly",6,0.3,0,10)
	Spawnloop:
		1SHT ABCDEFGHIJKLMNOPQRSTU 1 bright
		Loop
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(7,150)
		goto Super::Death
	}
}

ACTOR chargedDPshot2 : AltDPshot
{
	Damage (10)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(10,150)
		goto Super::Death
	}
}
ACTOR chargedDPshot3 : AltDPshot
{
	Damage (12)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(12,150)
		goto Super::Death
	}
}
ACTOR chargedDPshot4 : AltDPshot
{
	Damage (16)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(16,150)
		goto Super::Death
	}
}
ACTOR chargedDPshot5 : AltDPshot
{
	Damage (20)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(20,150)
		goto Super::Death
	}
}
ACTOR chargedDPshot6 : AltDPshot
{
	Damage (24)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(24,150)
		goto Super::Death
	}
}
ACTOR chargedDPshot : AltDPshot
{
	Damage (28)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(28,150)
		goto Super::Death
	}
}


ACTOR 2chargedDPshot2 : AltDPshot
{
	Damage (12)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(12,150)
		goto Super::Death
	}
}
ACTOR 2chargedDPshot3 : AltDPshot
{
	Damage (14)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(14,150)
		goto Super::Death
	}
}
ACTOR 2chargedDPshot4 : AltDPshot
{
	Damage (16)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(16,150)
		goto Super::Death
	}
}
ACTOR 2chargedDPshot5 : AltDPshot
{
	Damage (18)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(18,150)
		goto Super::Death
	}
}
ACTOR 2chargedDPshot6 : AltDPshot
{
	Damage (22)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(22,150)
		goto Super::Death
	}
}
ACTOR 2chargedDPshot7 : AltDPshot
{
	Damage (26)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(26,150)
		goto Super::Death
	}
}
ACTOR 2chargedDPshot8 : AltDPshot
{
	Damage (30)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(30,150)
		goto Super::Death
	}
}
ACTOR 2chargedDPshot : AltDPshot
{
	Damage (34)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(34,150)
		goto Super::Death
	}
}


ACTOR 3chargedDPshot2 : AltDPshot
{
	Damage (14)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(14,150)
		goto Super::Death
	}
}
ACTOR 3chargedDPshot3 : AltDPshot
{
	Damage (16)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(16,150)
		goto Super::Death
	}
}
ACTOR 3chargedDPshot4 : AltDPshot
{
	Damage (18)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(18,150)
		goto Super::Death
	}
}
ACTOR 3chargedDPshot5 : AltDPshot
{
	Damage (20)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(20,150)
		goto Super::Death
	}
}
ACTOR 3chargedDPshot6 : AltDPshot
{
	Damage (23)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(23,150)
		goto Super::Death
	}
}
ACTOR 3chargedDPshot7 : AltDPshot
{
	Damage (27)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(27,150)
		goto Super::Death
	}
}
ACTOR 3chargedDPshot8 : AltDPshot
{
	Damage (30)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(30,150)
		goto Super::Death
	}
}
ACTOR 3chargedDPshot9 : AltDPshot
{
	Damage (33)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(33,150)
		goto Super::Death
	}
}
ACTOR 3chargedDPshot10 : AltDPshot
{
	Damage (36)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(36,150)
		goto Super::Death
	}
}
ACTOR 3chargedDPshot : AltDPshot
{
	Damage (39)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(39,150)
		goto Super::Death
	}
}


ACTOR 4chargedDPshot2 : AltDPshot
{
	Damage (16)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(16,150)
		goto Super::Death
	}
}
ACTOR 4chargedDPshot3 : AltDPshot
{
	Damage (18)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(18,150)
		goto Super::Death
	}
}
ACTOR 4chargedDPshot4 : AltDPshot
{
	Damage (20)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(20,150)
		goto Super::Death
	}
}
ACTOR 4chargedDPshot5 : AltDPshot
{
	Damage (22)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(2,150)
		goto Super::Death
	}
}
ACTOR 4chargedDPshot6 : AltDPshot
{
	Damage (24)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(24,150)
		goto Super::Death
	}
}
ACTOR 4chargedDPshot7 : AltDPshot
{
	Damage (27)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(27,150)
		goto Super::Death
	}
}
ACTOR 4chargedDPshot8 : AltDPshot
{
	Damage (30)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(30,150)
		goto Super::Death
	}
}
ACTOR 4chargedDPshot9 : AltDPshot
{
	Damage (33)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(33,150)
		goto Super::Death
	}
}
ACTOR 4chargedDPshot10 : AltDPshot
{
	Damage (36)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(36,150)
		goto Super::Death
	}
}
ACTOR 4chargedDPshot11 : AltDPshot
{
	Damage (39)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(39,150)
		goto Super::Death
	}
}
ACTOR 4chargedDPshot12 : AltDPshot
{
	Damage (42)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(42,150)
		goto Super::Death
	}
}
ACTOR 4chargedDPshot : AltDPshot
{
	Damage (45)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(45,150)
		goto Super::Death
	}
}


ACTOR 5chargedDPshot2 : AltDPshot
{
	Damage (18)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(18,150)
		goto Super::Death
	}
}
ACTOR 5chargedDPshot3 : AltDPshot
{
	Damage (20)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(20,150)
		goto Super::Death
	}
}
ACTOR 5chargedDPshot4 : AltDPshot
{
	Damage (22)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(22,150)
		goto Super::Death
	}
}
ACTOR 5chargedDPshot5 : AltDPshot
{
	Damage (24)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(24,150)
		goto Super::Death
	}
}
ACTOR 5chargedDPshot6 : AltDPshot
{
	Damage (26)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(26,150)
		goto Super::Death
	}
}
ACTOR 5chargedDPshot7 : AltDPshot
{
	Damage (28)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(28,150)
		goto Super::Death
	}
}
ACTOR 5chargedDPshot8 : AltDPshot
{
	Damage (30)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(30,150)
		goto Super::Death
	}
}
ACTOR 5chargedDPshot9 : AltDPshot
{
	Damage (33)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(33,150)
		goto Super::Death
	}
}
ACTOR 5chargedDPshot10 : AltDPshot
{
	Damage (36)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(36,150)
		goto Super::Death
	}
}
ACTOR 5chargedDPshot11 : AltDPshot
{
	Damage (39)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(39,150)
		goto Super::Death
	}
}
ACTOR 5chargedDPshot12 : AltDPshot
{
	Damage (42)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(42,150)
		goto Super::Death
	}
}
ACTOR 5chargedDPshot13 : AltDPshot
{
	Damage (45)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(45,150)
		goto Super::Death
	}
}
ACTOR 5chargedDPshot14 : AltDPshot
{
	Damage (48)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(48,150)
		goto Super::Death
	}
}
ACTOR 5chargedDPshot : AltDPshot
{
	Damage (51)
	States
	{
	Death:
	XDeath:
	Crash:
		TNT1 A 0 A_Explode(51,150)
		goto Super::Death
	}
}
Actor DPtransformed : Inventory
{Inventory.Maxamount 4}

Actor Transform : Inventory
{Inventory.Maxamount 1}

Actor Charging : Inventory
{Inventory.Maxamount 15}