Auto Fire Gun code help... Plz?

//=============================================================================
// WeaponAutoFireGun.
//=============================================================================
class WeaponAutoFireGun expands WeaponAssaultGun;
simulated function Actor AcquireTarget()
{
local vector StartTrace, EndTrace, HitLocation, HitNormal;
local Actor hit, retval;
local DeusExPlayer P2;
Local DeusExPlayer P3;
local ScriptedPawn p;
Super.AcquireTarget();
P3=DeusExPlayer(Owner);
If (Hit.IsA('p')&&((P.Alliance.InitialAlliances[0].AllianceLevel<=-0.1&&P.Alliance.InitialAlliances[0].AllianceName=="Player")||(P.Alliance.InitialAlliances[1].AllianceLevel<=-0.1&&P.Alliance.Initialalliances[1].AllianceName=="Player")) &&P.bInvincible!=True)
{
GoToState('NormalFire');
}
if (Hit.Isa('P2')&&P2.PlayerReplicationInfo.Team!=P3.PlayerReplicationInfo.Team)
{
GoToState('NormalFire');
}
}
Ok, to explain. I thought that i would make some rather hacky weapons for DX, as most of SuperModv1 is not all that new to me(Apart from the Replication to clients part, that was a bit of a pain.). Anyway, i thought a weapon that checks a Pawn's status relative to the player(Is it friend or foe?), and fires if they are an enemy. However, it is proving a bit of a bastard, as the code is not compiling, thanks to the bit in bold... Anyone care to help me out of this??? (Again...)