Actor 64Fist : Fist Replaces Fist
{
	States
	{
	Fire:
		PUNG B 5
		PUNG C 5 A_Punch
		PUNG D 5
		PUNG C 5
		PUNG B 5 A_ReFire
		goto Ready
	}
}

Actor 64Chainsaw : Chainsaw Replaces Chainsaw
{
	Scale 0.82
	Weapon.UpSound "null"
	States
	{
	Select:
		SAWG C 0
		SAWG C 0 A_PlaySoundEx ("weapons/sawup", SOUNDSLOT7, 0)
		SAWG C 1 A_Raise
		goto Select+2
	Ready:
		SAWG CD 5 A_WeaponReady
		Loop
	Fire:
		SAWG AB 2 A_Saw
		SAWG B 0 A_ReFire
		Goto Ready
	}
}

Actor 64Pistol : Pistol Replaces Pistol
{
	States
	{
	Fire:
		PISG B 8 A_FirePistol
		PISG C 4
		PISG B 5 A_ReFire
		Goto Ready
	Flash:
		PISF A 7 Bright
		Goto LightDone
		PISF A 7 Bright
		Goto LightDone
	}
}

Actor 64Shotgun : Shotgun Replaces Shotgun
{
  Scale 0.87
  states
  {
  Fire:
    SHTG A 3
    SHTG A 0 A_FireShotgun
    SHTG A 3 A_SetPitch (pitch-2)
    SHTG A 1 A_SetPitch (pitch+0.8)
    SHTG C 2 A_SetPitch (pitch+0.6)
    SHTG C 3 A_SetPitch (pitch+0.4)
    SHTG C 4 A_SetPitch (pitch+0.2)
    SHTG C 12
    SHTG B 5
    SHTG A 3
    SHTG A 7 A_ReFire
    Goto Ready
  Flash:
    SHTF A 2 Bright
	SHTF A 2 Bright
	Goto LightDone
  }
}

Actor 64SuperShotgun : SuperShotgun Replaces SuperShotgun
{
	Scale 0.82
	states
	{
	Fire:
		SHT2 A 3
		SHT2 A 0 A_Recoil (2)
		SHT2 A 0 A_FireShotgun2
		SHT2 A 3 A_SetPitch (pitch-2)
		SHT2 A 1 A_SetPitch (pitch+0.8)
		SHT2 A 2 A_SetPitch (pitch+0.6)
		SHT2 A 1 A_SetPitch (pitch+0.4)
		SHT2 C 2
		SHT2 C 0 A_SetPitch (pitch+0.2)
		SHT2 C 8 A_CheckReload
		SHT2 C 21
		SHT2 B 6 A_OpenShotgun2
		SHT2 A 6 A_LoadShotgun2
		SHT2 A 5 A_ReFire
		Goto Ready
	Flash:
		SHT2 I 2 Bright
		SHT2 I 2 Bright
		Goto LightDone
	}
}

Actor 64Chaingun : Chaingun Replaces Chaingun
{
	Scale 0.82
	States
	{
	Fire:
		CHGG A 0 A_GunFlash
		CHGG A 0 A_FireBullets(5.6, 0, 1, 5, "BulletPuff")
		CHGG A 0 A_PlaySoundEx ("weapons/chngun", SOUNDSLOT8,0)
		CHGG A 2 A_SetPitch (pitch-1)
		CHGG A 1 A_SetPitch (pitch+1)
		CHGG B 0 A_FireBullets(5.6, 0, 1, 5, "BulletPuff")
		CHGG B 0 A_PlaySoundEx ("weapons/chngun", SOUNDSLOT9,0)
		CHGG B 2 A_SetPitch (pitch-1)
		CHGG B 1 A_SetPitch (pitch+1)
		CHGG B 0 A_ReFire ("Hold1")
		Goto Ready
	Hold1:
		CHGG A 0 A_GunFlash ("Flash2")
		CHGG A 0 A_FireBullets(5.6, 0, 1, 5, "BulletPuff")
		CHGG A 0 A_PlaySoundEx ("weapons/chngun", ITEM,0)
		CHGG A 2 A_SetPitch (pitch-1)
		CHGG A 1 A_SetPitch (pitch+1)
		CHGG C 0 A_FireBullets(5.6, 0, 1, 5, "BulletPuff")
		CHGG C 0 A_PlaySoundEx ("weapons/chngun", SOUNDSLOT5,0)
		CHGG C 2 A_SetPitch (pitch-1)
		CHGG C 1 A_SetPitch (pitch+1)
		CHGG C 0 A_ReFire ("Hold2")
		Goto Ready
	Hold2:
		CHGG A 0 A_GunFlash ("Flash3")
		CHGG A 0 A_FireBullets(5.6, 0, 1, 5, "BulletPuff")
		CHGG A 0 A_PlaySoundEx ("weapons/chngun", SOUNDSLOT6,0)
		CHGG A 2 A_SetPitch (pitch-1)
		CHGG A 1 A_SetPitch (pitch+1)
		CHGG D 0 A_FireBullets(5.6, 0, 1, 5, "BulletPuff")
		CHGG D 0 A_PlaySoundEx ("weapons/chngun", SOUNDSLOT7,0)
		CHGG D 2 A_SetPitch (pitch-1)
		CHGG D 1 A_SetPitch (pitch+1)
		CHGG D 0 A_ReFire
		Goto Ready
	Flash:
		CHGF A 2 Bright
		TNT1 A 1
		CHGF B 2 Bright
		TNT1 A 1
		Goto LightDone
	Flash2:
		CHGF A 2 Bright
		TNT1 A 1
		CHGF C 2 Bright
		TNT1 A 1
		Goto LightDone
	Flash3:
		CHGF A 2 Bright
		TNT1 A 1
		CHGF D 2 Bright
		TNT1 A 1
		Goto LightDone
	}
}

Actor 64RocketLauncher : RocketLauncher Replaces RocketLauncher
{
	Scale 0.82
	States
	{
	Fire:
		MISG B 9 A_GunFlash
		MISG B 0 A_Recoil (2)
		MISG B 0 A_FireMissile
		MISG B 3 A_SetPitch (pitch-2)
		MISG B 1 A_SetPitch (pitch+0.8)
		MISG B 2 A_SetPitch (pitch+0.6)
		MISG B 3 A_SetPitch (pitch+0.4)
		MISG B 4 A_SetPitch (pitch+0.2)
		MISG B 1
		MISG B 0 A_ReFire
		Goto Ready
	Flash:
		MISF A 4 Bright 
		MISF B 4 Bright
		MISF CD 4 bright
		Goto LightDone
	}
}

Actor 64PlasmaRifle : PlasmaRifle Replaces PlasmaRifle
{
	Scale 0.82
	States
	{
	Ready: 
		PLSG A 0 A_PlaySoundEx ("weapon/plasmaidle","WEAPON",1)
	  	PLSG ABC 2 A_WeaponReady
		loop
	Deselect:
		PLSF A 0 A_StopSoundEx ("WEAPON")
		PLSF A 1 A_Lower
		loop
	Select:
		PLSF A 1 A_Raise
		loop
	Fire:
		PLSG A 5 A_FirePlasma
		PLSG B 0 A_ReFire
		Goto Ready
	Flash:
		PLSF B 4 Bright
		Goto Lightdone
	}
}

Actor 64BFG9000 : BFG9000 replaces BFG9000
{
	Scale 0.82
	States
	{
	Fire:
		BFGG A 20 A_BFGSound
		BFGG A 10 A_GunFlash
		BFGG B 5
		BFGG B 0 A_SetBlend ("Green",0.75,14)
		BFGG B 15 A_FireBFG
		BFGG A 13 A_ReFire
		goto Ready
	Flash:
		BFGF A 11 bright
		BFGF B 6 bright
		BFGF C 6 bright
		Goto LightDone
	}
}

actor Unmaker : DoomWeapon 9901
{
  game Doom
  scale 0.82
  Weapon.SelectionOrder 2900
  Inventory.PickupMessage "What the !@# is this!"
  AttackSound "weapons/unmaker"
  Weapon.AmmoUse 1
  Weapon.AmmoGive 40
  Weapon.AmmoType "Cell"
  Inventory.Icon LGUNA0
  States
  {
  Spawn:
    LGUN A -1
    loop
  Ready:
    UNMA A 1 A_WeaponReady
    loop
  Deselect:
    UNMA A 1 A_Lower
    loop
  Select:
    UNMA A 1 A_Raise
    loop
   Fire:
      UNMA A 0 A_JumpIfInventory ("WeaponPower", 1, 4)
      UNMA A 0 A_GunFlash
      UNMA A 3 A_FireCustomMissile ("UnmakerLaser")
      UNMA A 7
      Goto Ready
      UNMA A 0 A_JumpIfInventory ("WeaponPower", 2, 4)
      UNMA A 0 A_GunFlash
      UNMA A 3 A_FireCustomMissile("UnmakerLaser")
      UNMA A 2
      Goto Ready
      UNMA A 0 A_JumpIfInventory ("WeaponPower", 3, 8)
      UNMA A 0 A_GunFlash
      UNMA A 0 A_FireCustomMissile ("UnmakerLaser", -1.5)
      UNMA A 0 A_JumpIfNoAmmo (3)
      UNMA A 0 A_FireCustomMissile ("UnmakerLaser", 1.5)
      UNMA A 3
      UNMA A 2
      UNMA A 0 A_Refire
      goto Ready
      UNMA A 0
      Goto Hold1
   Hold1:
      UNMA A 0 A_GunFlash
      UNMA A 0 A_FireCustomMissile ("UnmakerLaser")
      UNMA A 0 A_JumpIfNoAmmo (5)
      UNMA A 0 A_FireCustomMissile ("UnmakerLaser", -4.5)
      UNMA A 0 A_JumpIfNoAmmo (3)
      UNMA A 0 A_FireCustomMissile ("UnmakerLaser", 4.5)
      UNMA A 3
      UNMA A 2
      UNMA A 0 A_Refire ("Hold2")
      Goto Ready
   Hold2:
      UNMA A 0 A_GunFlash
      UNMA A 0 A_FireCustomMissile ("UnmakerLaser")
      UNMA A 0 A_JumpIfNoAmmo (5)
      UNMA A 0 A_FireCustomMissile ("UnmakerLaser", -6.0)
      UNMA A 0 A_JumpIfNoAmmo (3)
      UNMA A 0 A_FireCustomMissile ("UnmakerLaser", 6.0)
      UNMA A 3
      UNMA A 2
      UNMA A 0 A_Refire ("Hold3")
      Goto Ready
   Hold3:
      UNMA A 0 A_GunFlash
      UNMA A 0 A_FireCustomMissile ("UnmakerLaser")
      UNMA A 0 A_JumpIfNoAmmo (5)
      UNMA A 0 A_FireCustomMissile ("UnmakerLaser", -7.5)
      UNMA A 0 A_JumpIfNoAmmo (3)
      UNMA A 0 A_FireCustomMissile ("UnmakerLaser", 7.5)
      UNMA A 3
      UNMA A 2
      UNMA A 0 A_Refire ("Hold4")
      Goto Ready
   Hold4:
      UNMA A 0 A_GunFlash
      UNMA A 0 A_FireCustomMissile ("UnmakerLaser")
      UNMA A 0 A_JumpIfNoAmmo (5)
      UNMA A 0 A_FireCustomMissile ("UnmakerLaser", -9.0)
      UNMA A 0 A_JumpIfNoAmmo (3)
      UNMA A 0 A_FireCustomMissile ("UnmakerLaser", 9.0)
      UNMA A 3
      UNMA A 2
      Goto Ready
   Flash:
      UNMA B 3 bright
      goto LightDone
      UNMA B 3 bright
      goto LightDone
  }
}

actor BlasterRifle : DoomWeapon
{
   Weapon.SelectionOrder 1
   weapon.slotnumber 10   
   Inventory.Pickupsound "misc/w_pkup"
   Inventory.PickupMessage "Picked up a BlasterRifle!"
   Weapon.AmmoType "cell"
   Weapon.AmmoGive 20
   Weapon.AmmoUse 1
   States
   {  
 Spawn:
      BLAP A -1
      Loop
   Ready:
      BLPS A 1 A_WeaponReady
      Loop
   Deselect:
      BLPS A 1 A_Lower
      Loop
   Select:
      BLPS A 1 A_Raise
      Loop
   Fire:
      BLPS A 2
      BLPS C 0 A_PlayWeaponSound("weapons/blasterrifle")
      BLPS C 0 A_FireCustomMissile("PistolBlast",0,1,9,0)
      BLPS B 4
      BLPS D 0 
      BLPS C 0
      BLPS B 0 A_refire
      Goto Ready
   Hold:
      BLPS A 2
      BLPS C 0 A_PlayWeaponSound("weapons/blasterrifle")
      BLPS C 0 A_FireCustomMissile("PistolBlast",0,1,9,0)
      BLPS B 4
      BLPS D 0 
      BLPS C 0
      BLPS B 0
      Goto Ready
    
   }
}

ACTOR PistolBlast
{
   Radius 4
   Height 2
   Speed 80
   Scale 1.0  
   Damage 7
   PROJECTILE
   +NOGRAVITY
   States
   {
   Spawn:
      IPLS A 0 BRIGHT
      IPLS A 2 
      IPLS B 2 
      IPLS A 2 
      IPLS B 2 
      Loop
   Death:
      IPLE ABCD 4
      Stop
   }
}