actor NormalShotgun : Weapon
{
  Game Doom
  Weapon.SelectionOrder 1800
  weapon.ammotype "ShotgunClip"
  weapon.ammouse 1
  weapon.ammogive2 999
  weapon.ammogive1 999
  weapon.ammotype2 "ShotgunAmmo"
  Inventory.PickupMessage "You got The Shotgun!"
  Obituary "$OB_MPSHOTGUN" // "%o chewed on %k's boomstick."
  States
  {
  Ready:
	PKSG A 0 A_JumpIfInventory("thrownade",1,"ThrowGrenade")
    PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload")  
	AK47 A 0 A_JumpIfInventory("Kinfeammo",1,"UseKnife") 	
    PKSG A 1 A_WeaponReady
    Loop 
  Deselect: 
    PKSG A 0 A_Lower
    PKSG A 0 A_Lower
    PKSG A 1 A_Lower
    loop
  Select:
    PKSG A 0 A_Raise
    PKSG A 0 A_Raise
    PKSG A 1 A_Raise
    loop
  Fire:
    PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    PKSG A 2 A_jumpifinventory("deadshot",1,"Fire_deadshot") 
    PKSG A 2 A_jumpifinventory("doubletap",1,"Fire_doubletap") 
    PKSG A 0 A_JumpIfNoAmmo("Reload")
	PKSG A 0 A_playsound("SG/FIRE")
    PKSG A 0 A_FireBullets(6,6,5,Random(70,70),"bulletPuff")
	PKSG A 7 A_gunflash
    PKSG ABCDEF 2
	PKSG G 0 A_playsound("SG/PUMP")
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-11,2)
	PKSG GH 2
    PKSG GFEDCBA 2
    PKSG A 0 A_JumpIfNoAmmo("Reload") 
    PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    PKSG A 1 A_ReFire
    PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    PKSG A 0 A_JumpIfNoAmmo("Reload") 
    Goto Ready
  Fire_deadshot:
    PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    PKSG A 2 A_jumpifinventory("doubletap",1,"Fire_doubletapdeadshot") 
    PKSG A 0 A_JumpIfNoAmmo("Reload")
	PKSG A 0 A_playsound("SG/FIRE")
    PKSG A 0 A_FireBullets(3,3,5,Random(70,70),"bulletPuff")
	PKSG A 7 A_gunflash
    PKSG ABCDEF 2
	PKSG G 0 A_playsound("SG/PUMP")
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-11,2)
	PKSG GH 2
    PKSG GFEDCBA 2
    PKSG A 0 A_JumpIfNoAmmo("Reload") 
    PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    PKSG A 1 A_ReFire
    PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    PKSG A 0 A_JumpIfNoAmmo("Reload") 
    Goto Ready
  Fire_doubletapdeadshot:
    PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    PKSG A 0 A_JumpIfNoAmmo("Reload")
	PKSG A 0 A_playsound("SG/FIRE")
    PKSG A 0 A_FireBullets(3,3,5,Random(70,70),"bulletPuff")
	PKSG A 7 A_gunflash
    PKSG ABCDEF 1
	PKSG G 0 A_playsound("SG/PUMP")
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-11,2)
	PKSG GH 1
    PKSG GFEDCBA 1
    PKSG A 0 A_JumpIfNoAmmo("Reload") 
    PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    PKSG A 1 A_ReFire
    PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    PKSG A 0 A_JumpIfNoAmmo("Reload") 
    Goto Ready
  Fire_doubletap:
    PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    PKSG A 0 A_JumpIfNoAmmo("Reload")
	PKSG A 0 A_playsound("SG/FIRE")
    PKSG A 0 A_FireBullets(6,6,5,Random(70,70),"bulletPuff")
	PKSG A 7 A_gunflash
    PKSG ABCDEF 1
	PKSG G 0 A_playsound("SG/PUMP")
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-11,2)
	PKSG GH 1
    PKSG GFEDCBA 1
    PKSG A 0 A_JumpIfNoAmmo("Reload") 
    PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    PKSG A 1 A_ReFire
    PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    PKSG A 0 A_JumpIfNoAmmo("Reload") 
    Goto Ready
  Reload:
	SHTR A 0 A_TakeInventory("IsReloading",1)
    SHTR A 0 A_jumpifinventory("SpeedCola",1,"Reload_speed")
	SHTR A 0 A_jumpifInventory("ShotgunClip",6,"Reloaddone")
    SHTR A 0 A_JumpIfInventory("Shotgunammo", 1, 1)
	goto Ready+1
    PKSG ABCDEF 2
  Goto Reload2
  Reload2:
    DNSG I 0 A_Jumpifinventory("ShotgunClip",5,"reload3")
    SHTR ABCD 2
	SHTR E 0 A_playsound("SG/LOAD")
	SHTR E 0 A_GiveInventory("ShotgunClip",2)
	SHTR E 0 A_TakeInventory("Shotgunammo",2)
	SHTR EFGHI 2 A_weaponready(WRF_NOBOB)
	SHTR E 0 A_jumpifInventory("ShotgunClip",6,"ReloadDone")
	SHTR E 0 A_JumpIfInventory("Shotgunammo", 1, "Reload2")
    Goto Reloaddone
  Reload3:
    SHTR ABCD 2
	SHTR E 0 A_playsound("SG/LOAD")
	SHTR E 0 A_GiveInventory("ShotgunClip",1)
	SHTR E 0 A_TakeInventory("Shotgunammo",1)
	SHTR EFGHI 2 A_weaponready(WRF_NOBOB)
	SHTR E 0 A_jumpifInventory("ShotgunClip",6,"ReloadDone")
    Goto Reloaddone
  ReloadDone:
	PKSG G 0 A_playsound("SG/PUMP")
	PKSG GH 2
    PKSG GFEDCBA 2
    Goto Ready
  Reload_speed:
	SHTR A 0 A_TakeInventory("IsReloading",1)
	SHTR A 0 A_jumpifInventory("ShotgunClip",6,"Reloaddone")
    SHTR A 0 A_JumpIfInventory("Shotgunammo", 1, 1)
	goto Ready+1
    PKSG ABCDEF 2
  Goto Reload2_speed
  Reload2_speed:
    DNSG I 0 A_Jumpifinventory("ShotgunClip",5,"reload3_speed")
    SHTR ABCD 1
	SHTR E 0 A_playsound("SG/LOAD")
	SHTR E 0 A_GiveInventory("ShotgunClip",2)
	SHTR E 0 A_TakeInventory("Shotgunammo",2)
	SHTR EFGHI 1 A_weaponready(WRF_NOBOB)
	SHTR E 0 A_jumpifInventory("ShotgunClip",6,"ReloadDone_speed")
	SHTR E 0 A_JumpIfInventory("Shotgunammo", 1, "Reload2_speed")
    Goto Reloaddone_speed
  Reload3_speed:
    SHTR ABCD 1
	SHTR E 0 A_playsound("SG/LOAD")
	SHTR E 0 A_GiveInventory("ShotgunClip",1)
	SHTR E 0 A_TakeInventory("Shotgunammo",1)
	SHTR EFGHI 1 A_weaponready(WRF_NOBOB)
	SHTR E 0 A_jumpifInventory("ShotgunClip",6,"ReloadDone_speed")
    Goto Reloaddone_speed
  ReloadDone_speed:
	PKSG G 0 A_playsound("SG/PUMP")
	PKSG GH 1
    PKSG GFEDCBA 1
    Goto Ready
  ThrowGrenade:
     HNDG BCD 1
     HNDG E 1 A_PlaySound("weapons/grenadepin")
     HNDG FGHH 1
     HNDG I 1 A_PlaySound("weapons/grenadethr") 
     HNDG J 0 A_FireCustomMissile("ThrownGrenade",0,0,0,0)
     HNDG J 0 A_PlaySound("weapons/grenadethr")
     HNDG JKLMNOPQ 1
     HNDG Q 0 A_TakeInventory("thrownade")
     Goto Ready
  Useknife:
     KNFG A 0 A_jumpifinventory("Machete",1,"UseMachete")
     KNFG ABC 2
	 KNFG C 0 A_CustomPunch (110,1,0,"KnifePuff")
	 KNFG DEF 2
	 KNFG F 0 A_TakeInventory("Kinfeammo")
	 goto ready
  UseMachete:
     MHT4 ABC 2
	 MHT4 C 0 A_CustomPunch (450,1,0,"Machetepuff")
	 MHT4 DEFG 2
	 MHT4 G 0 A_TakeInventory("Kinfeammo")
	 goto ready
  Flash:
    TNTT A 1
    Goto LightDone
  Flash:
    SHTF A 4 Bright A_Light1
    SHTF B 3 Bright A_Light2
    Goto LightDone
  Spawn:
    SADA A -1
    Stop
  }
}

actor ShotgunClip : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 0
    inventory.maxamount 6
    ammo.backpackamount 0
    ammo.backpackmaxamount 6
    +IGNORESKILL
}


actor ShotgunAmmo : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 6
    inventory.maxamount 120
    ammo.backpackamount 6
    ammo.backpackmaxamount 120
    +IGNORESKILL
    inventory.pickupmessage "Got Shotgun Shells!!"  
    States
    {
    Spawn:
      CLIP A -1
      Stop
    }
}

actor PAPShotgun : Weapon
{
  Game Doom
  Weapon.SelectionOrder 1300
  weapon.ammotype "PAPShotgunClip"
  weapon.ammouse 1
  weapon.ammogive2 999
  weapon.ammogive1 999
  weapon.ammotype2 "ShotgunAmmo"
  Inventory.PickupMessage "You got The Shotgun!"
  Obituary "$OB_MPSHOTGUN" // "%o chewed on %k's boomstick."
  States
  {
  Ready:
	PKSG A 0 A_JumpIfInventory("thrownade",1,"ThrowGrenade")
    PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload")  
	AK47 A 0 A_JumpIfInventory("Kinfeammo",1,"UseKnife")	
    PKSG A 1 A_WeaponReady
    Loop
  Dryfire:
    AK47 A 0 A_JumpIfInventory("IsReloading",1,"Reload")
    PKSG A 3
    Goto Reload
  Deselect: 
    PKSG A 0 A_Lower
    PKSG A 0 A_Lower
    PKSG A 1 A_Lower
    loop
  Select:
    PKSG A 0 A_Raise
    PKSG A 0 A_Raise
    PKSG A 1 A_Raise
    loop
  Fire:
    PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    PKSG A 2 A_jumpifinventory("deadshot",1,"Fire_deadshot") 
    PKSG A 2 A_jumpifinventory("doubletap",1,"Fire_doubletap") 
    PKSG A 0 A_JumpIfNoAmmo("Reload")
	PKSG A 0 A_playsound("SG/FIRE")
    PKSG A 0 A_FireBullets(3,3,5,Random(140,140),"bulletPuff")
	PKSG A 7 A_gunflash
    PKSG ABCDEF 2
	PKSG G 0 A_playsound("SG/PUMP")
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-11,2)
	PKSG GH 2
    PKSG GFEDCBA 2
    PKSG A 0 A_JumpIfNoAmmo("Reload") 
    PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    PKSG A 1 A_ReFire
    PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    PKSG A 0 A_JumpIfNoAmmo("Reload") 
    Goto Ready
  Fire_deadshot:
    PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    PKSG A 2 A_jumpifinventory("doubletap",1,"Fire_doubletapdeadshot") 
    PKSG A 0 A_JumpIfNoAmmo("Reload")
	PKSG A 0 A_playsound("SG/FIRE")
    PKSG A 0 A_FireBullets(1.2,1,5,Random(140,140),"bulletPuff")
	PKSG A 7 A_gunflash
    PKSG ABCDEF 2
	PKSG G 0 A_playsound("SG/PUMP")
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-11,2)
	PKSG GH 2
    PKSG GFEDCBA 2
    PKSG A 0 A_JumpIfNoAmmo("Reload") 
    PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    PKSG A 1 A_ReFire
    PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    PKSG A 0 A_JumpIfNoAmmo("Reload") 
    Goto Ready
  Fire_doubletapdeadshot:
    PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    PKSG A 0 A_JumpIfNoAmmo("Reload")
	PKSG A 0 A_playsound("SG/FIRE")
    PKSG A 0 A_FireBullets(1.2,1,5,Random(140,140),"bulletPuff")
	PKSG A 7 A_gunflash
    PKSG ABCDEF 1
	PKSG G 0 A_playsound("SG/PUMP")
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-11,2)
	PKSG GH 1
    PKSG GFEDCBA 1
    PKSG A 0 A_JumpIfNoAmmo("Reload") 
    PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    PKSG A 1 A_ReFire
    PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    PKSG A 0 A_JumpIfNoAmmo("Reload") 
    Goto Ready
  Fire_doubletap:
    PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    PKSG A 0 A_JumpIfNoAmmo("Reload")
	PKSG A 0 A_playsound("SG/FIRE")
    PKSG A 0 A_FireBullets(3,3,5,Random(140,140),"bulletPuff")
	PKSG A 7 A_gunflash
    PKSG ABCDEF 1
	PKSG G 0 A_playsound("SG/PUMP")
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-11,2)
	PKSG GH 1
    PKSG GFEDCBA 1
    PKSG A 0 A_JumpIfNoAmmo("Reload") 
    PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    PKSG A 1 A_ReFire
    PKSG A 0 A_JumpIfInventory("IsReloading",1,"Reload") 
    PKSG A 0 A_JumpIfNoAmmo("Reload") 
    Goto Ready
  Reload:
	SHTR A 0 A_TakeInventory("IsReloading",1)
    SHTR A 0 A_jumpifinventory("SpeedCola",1,"Reload_speed")
	SHTR A 0 A_jumpifInventory("PAPShotgunClip",12,"Reloaddone")
    SHTR A 0 A_JumpIfInventory("Shotgunammo", 1, 1)
	goto Ready+1
    PKSG ABCDEF 2
    SHTR ABCD 2
	SHTR E 0 A_playsound("SG/LOAD")
	SHTR EFGHI 2
  Goto Reload2
  Reload2:
	SHTR E 0 A_GiveInventory("PAPShotgunClip",1)
	SHTR E 0 A_TakeInventory("Shotgunammo",1)
	SHTR E 0 A_jumpifInventory("PAPShotgunClip",12,"ReloadDone")
	SHTR E 0 A_JumpIfInventory("Shotgunammo", 1, "Reload2")
    Goto Reloaddone
  ReloadDone:
	PKSG G 0 A_playsound("SG/PUMP")
    PKSG GHGFEDCBA 2 A_weaponready(WRF_NOBOB)
    Goto Ready
  Reload_speed:
	SHTR A 0 A_TakeInventory("IsReloading",1)
	SHTR A 0 A_jumpifInventory("PAPShotgunClip",12,"Reloaddone")
    SHTR A 0 A_JumpIfInventory("Shotgunammo", 1, 1)
	goto Ready+1
    PKSG ABCDEF 1
    SHTR ABCD 1
	SHTR E 0 A_playsound("SG/LOAD")
	SHTR EFGHI 1
  Goto Reload2_speed
  Reload2_speed:
	SHTR E 0 A_GiveInventory("PAPShotgunClip",1)
	SHTR E 0 A_TakeInventory("Shotgunammo",1)
	SHTR E 0 A_jumpifInventory("PAPShotgunClip",12,"ReloadDone_speed")
	SHTR E 0 A_JumpIfInventory("Shotgunammo", 1, "Reload2_speed")
    Goto Reloaddone_speed
  ReloadDone_speed:
	PKSG G 0 A_playsound("SG/PUMP")
    PKSG GHGFEDCBA 1 A_weaponready(WRF_NOBOB)
    Goto Ready
  ThrowGrenade:
     HNDG BCD 1
     HNDG E 1 A_PlaySound("weapons/grenadepin")
     HNDG FGHH 1
     HNDG I 1 A_PlaySound("weapons/grenadethr") 
     HNDG J 0 A_FireCustomMissile("ThrownGrenade",0,0,0,0)
     HNDG J 0 A_PlaySound("weapons/grenadethr")
     HNDG JKLMNOPQ 1
     HNDG Q 0 A_TakeInventory("thrownade")
     Goto Ready
  Useknife:
     KNFG A 0 A_jumpifinventory("Machete",1,"UseMachete")
     KNFG ABC 2
	 KNFG C 0 A_CustomPunch (110,1,0,"KnifePuff")
	 KNFG DEF 2
	 KNFG F 0 A_TakeInventory("Kinfeammo")
	 goto ready
  UseMachete:
     MHT4 ABC 2
	 MHT4 C 0 A_CustomPunch (450,1,0,"Machetepuff")
	 MHT4 DEFG 2
	 MHT4 G 0 A_TakeInventory("Kinfeammo")
	 goto ready
  Flash:
    TNTT A 1
    Goto LightDone
  Flash:
    SHTF A 4 Bright A_Light1
    SHTF B 3 Bright A_Light2
    Goto LightDone
  Spawn:
    SADA A -1
    Stop
  }
}

actor PAPShotgunClip : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 0
    inventory.maxamount 12
    ammo.backpackamount 0
    ammo.backpackmaxamount 12
    +IGNORESKILL
}

actor SSG : Weapon
{
  Game Doom
  SpawnID 33
  Weapon.SelectionOrder 1800
  Weapon.Kickback 50
  Weapon.AmmoType1 "SSGClip"
  Weapon.AmmoType2 "SSGAmmo"
  weapon.ammogive2 999
  weapon.ammogive1 999
  Weapon.AmmoUse1 1
  Weapon.AmmoUse2 0
  +WEAPON.NOAUTOFIRE
  Inventory.PickupMessage "$GOTSHOTGUN2" // "You got the super shotgun!"
  Obituary "$OB_MPSSHOTGUN" // "%o was splattered by %k's super shotgun."
  States
  {
  Ready:
	M1GE A 0 A_JumpIfInventory("thrownade",1,"ThrowGrenade") 
	AK47 A 0 A_JumpIfInventory("Kinfeammo",1,"UseKnife")
    SHT2 A 1 A_WeaponReady
    Loop
  Deselect: 
    SHT2 A 0 A_Lower
    SHT2 A 0 A_Lower
    SHT2 A 1 A_Lower
    loop
  Select:
    SHT2 A 0 A_Raise
    SHT2 A 0 A_Raise
    SHT2 A 1 A_Raise
    loop
  fire:
	SGFF A 0 A_jumpifnoammo("Reload2")
	SGFG A 0 A_jumpifinventory("SSGcheck",1,"Fire2")
	SGFG A 0 A_FireBullets(3,3,3,Random(140,140),"bulletPuff",0)
	SGFG A 0 A_playsound("Weapons/SSGFire1")
	SGFG A 0 A_GiveInventory("SSGcheck",1)
	SGFG A 0 A_TakeInventory("SSGclip",1)
	SGFG A 0 A_Recoil(2)
	SGFG A 6
	SGFG A 0 A_jumpifnoammo("Reload2")
	goto ready
  fire2:
	SGFF A 0 A_jumpifnoammo("Reload2")
	SGFF A 0 A_FireBullets(3,3,3,Random(140,140),"bulletPuff",0)
	SGFF A 0 A_playsound("Weapons/SSGFire1")
	SGFF A 0 A_TakeInventory("SSGcheck",1)
	SGFF A 0 A_TakeInventory("SSGclip",1)
	SGFG A 0 A_Recoil(2)
	SGFF A 6
	SGFF A 0 A_jumpifnoammo("Reload2")
	goto ready
  AltFire:
	SSGF B 0 A_jumpifinventory("SSGclip",2,"Bigfire")
	SSGF B 0 A_jumpifinventory("SSGclip",1,"reload1")
	SSGF B 0 A_jumpifnoammo("Reload2")
	goto ready+1
  Bigfire:
    SHT2 A 0 A_jumpifinventory("deadshot",1,"Bigfire_deadshot")
    SHT2 A 0 A_jumpifinventory("Doubletap",1,"Bigfire_Doubletap")
    SHT2 A 3
    SHT2 A 0 A_PlaySound ("weapons/sshotf")
    SHT2 A 0 A_TakeInventory("SSGclip",2)
	SHT2 A 0 A_FireBullets(9.8,10.2,8,Random(280,280),"bulletPuff",0)
    SHT2 A 7 A_Gunflash
    Goto ReloadBigfire
  Bigfire_deadshot:
    SHT2 A 0 A_jumpifinventory("Doubletap",1,"Bigfire_Doubletapdeadshot")
    SHT2 A 3
    SHT2 A 0 A_PlaySound ("weapons/sshotf")
    SHT2 A 0 A_TakeInventory("SSGclip",2)
	SHT2 A 0 A_FireBullets(6.4,5.2,8,Random(280,280),"bulletPuff",0)
    SHT2 A 7 A_Gunflash
    Goto ReloadBigfire
  Bigfire_Doubletapdeadshot:
    SHT2 A 2
    SHT2 A 0 A_PlaySound ("weapons/sshotf")
    SHT2 A 0 A_TakeInventory("SSGclip",2)
	SHT2 A 0 A_FireBullets(6.4,5.2,8,Random(280,280),"bulletPuff",0)
    SHT2 A 4 A_Gunflash
    Goto ReloadBigfire
  Bigfire_Doubletap:
    SHT2 A 2
    SHT2 A 0 A_PlaySound ("weapons/sshotf")
    SHT2 A 0 A_TakeInventory("SSGclip",2)
	SHT2 A 0 A_FireBullets(9.8,10.2,8,Random(280,280),"bulletPuff",0)
    SHT2 A 4 A_Gunflash
	goto ReloadBigfire
  ReloadBigfire:
	SSGF B 0 A_jumpifnoammo("Ready")
    SHT2 B 0 A_jumpifinventory("Speedcola",1,"Reloadbigfire_speed")
    SHT2 B 7
    SHT2 C 7
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-11,6)
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-8,6)
    SHT2 D 7 A_PlaySound("weapons/sshoto")
    SHT2 E 7
    SHT2 F 7 A_PlaySound("weapons/sshotl")
    SHT2 F 0 A_giveinventory("SSGClip",2)
    SHT2 F 0 A_takeinventory("SSGammo",2)
    SHT2 G 6
    SHT2 H 6 A_PlaySound("weapons/sshotc")
    SHT2 A 5
    Goto Ready
  ReloadBigfire_speed:
    SHT2 B 4
    SHT2 C 4
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-11,6)
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-8,6)
    SHT2 D 4 A_PlaySound("weapons/sshoto")
    SHT2 E 4
    SHT2 F 4 A_PlaySound("weapons/sshotl")
    SHT2 F 0 A_giveinventory("SSGClip",2)
    SHT2 F 0 A_takeinventory("SSGammo",2)
    SHT2 G 3
    SHT2 H 3 A_PlaySound("weapons/sshotc")
    SHT2 A 2
    Goto Ready
  Reload1:
    SHT2 A 0 A_jumpifinventory("Speedcola",1,"Reload1_speed")
    SHT2 A 3
    SHT2 B 7
    SHT2 C 7
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-11,6)
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-8,6)
    SHT2 D 7 A_PlaySound("weapons/sshoto")
    SHT2 E 7
    SHT2 F 7 A_PlaySound("weapons/sshotl")
    SHT2 F 0 A_giveinventory("SSGClip",1)
    SHT2 F 0 A_takeinventory("SSGammo",1)
    SHT2 F 0 A_takeinventory("SSGcheck",1)
    SHT2 G 6
    SHT2 H 6  A_PlaySound("weapons/sshotc")
	goto ready
  Reload1_speed:
    SHT2 A 2
    SHT2 B 4
    SHT2 C 4
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-11,6)
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-8,6)
    SHT2 D 4 A_PlaySound("weapons/sshoto")
    SHT2 E 4
    SHT2 F 4 A_PlaySound("weapons/sshotl")
    SHT2 F 0 A_giveinventory("SSGClip",1)
    SHT2 F 0 A_takeinventory("SSGammo",1)
    SHT2 F 0 A_takeinventory("SSGcheck",1)
    SHT2 G 3
    SHT2 H 3  A_PlaySound("weapons/sshotc")
	goto ready
  Reload2:	
    SHT2 A 0 A_jumpifinventory("Speedcola",1,"Reload2_speed")
    SHT2 A 3
    SHT2 B 7
    SHT2 C 7
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-11,6)
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-8,6)
    SHT2 D 7 A_PlaySound("weapons/sshoto")
    SHT2 E 7
    SHT2 F 7 A_PlaySound("weapons/sshotl")
    SHT2 F 0 A_giveinventory("SSGClip",2)
    SHT2 F 0 A_takeinventory("SSGammo",2)
    SHT2 G 6
    SHT2 H 6 A_PlaySound("weapons/sshotc")
	goto ready
  Reload2_speed:	
    SHT2 A 3
    SHT2 B 4
    SHT2 C 4
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-11,6)
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-8,6)
    SHT2 D 4 A_PlaySound("weapons/sshoto")
    SHT2 E 4
    SHT2 F 4 A_PlaySound("weapons/sshotl")
    SHT2 F 0 A_giveinventory("SSGClip",2)
    SHT2 F 0 A_takeinventory("SSGammo",2)
    SHT2 G 3
    SHT2 H 3 A_PlaySound("weapons/sshotc")
	goto ready
  ThrowGrenade:
     HNDG BCD 1
     HNDG E 1 A_PlaySound("weapons/grenadepin")
     HNDG FGHH 1
     HNDG I 1 A_PlaySound("weapons/grenadethr") 
     HNDG J 0 A_FireCustomMissile("ThrownGrenade",0,0,0,0)
     HNDG J 0 A_PlaySound("weapons/grenadethr")
     HNDG JKLMNOPQ 1
     HNDG Q 0 A_TakeInventory("thrownade")
     Goto Ready
  Useknife:
     KNFG A 0 A_jumpifinventory("Machete",1,"UseMachete")
     KNFG ABC 2
	 KNFG C 0 A_CustomPunch (110,1,0,"KnifePuff")
	 KNFG DEF 2
	 KNFG F 0 A_TakeInventory("Kinfeammo")
	 goto ready
  UseMachete:
     MHT4 ABC 2
	 MHT4 C 0 A_CustomPunch (450,1,0,"Machetepuff")
	 MHT4 DEFG 2
	 MHT4 G 0 A_TakeInventory("Kinfeammo")
	 goto ready
  Flash:
    SHT2 A 0 A_jumpifinventory("Doubletap",1,"Flash_Doubletap")
    SHT2 I 4 Bright A_Light1
    SHT2 J 3 Bright A_Light2
    Goto LightDone
  Flash_Doubletap:
    SHT2 I 2 Bright A_Light1
    SHT2 J 1 Bright A_Light2
    Goto LightDone
  Spawn:
    SGN2 A -1
    Stop
  }
}


actor SSGAMMO : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 12
    inventory.maxamount 120
    ammo.backpackamount 12
    ammo.backpackmaxamount 120
    +IGNORESKILL
    inventory.pickupmessage "Got supershotgun rounds!"  
    States
    {
    Spawn:
      CLIP A -1
      Stop
    }
}

  actor SSGClip : Ammo
 {
   Inventory.Amount 0
   Inventory.MaxAmount 2
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 2
   Inventory.Icon SHELA0
 } 
 
 
actor SSGcheck : ammo
{
 Inventory.Amount 0
 inventory.maxamount 1
}

actor PAPSSG : Weapon
{
  Game Doom
  Weapon.SelectionOrder 400
  Weapon.AmmoType1 "PAPSSGClip"
  Weapon.AmmoType2 "SSGAmmo"
  weapon.ammogive2 999
  weapon.ammogive1 999
  Weapon.AmmoUse1 1
  Weapon.AmmoUse2 0
  Inventory.PickupMessage "You got the 24 Bore!"
  +WEAPON.NOAUTOFIRE
  Obituary "$OB_MPSSHOTGUN" // "%o was splattered by %k's super shotgun."
  States
  {
  Ready:
	M1GE A 0 A_JumpIfInventory("thrownade",1,"ThrowGrenade")
	AK47 A 0 A_JumpIfInventory("Kinfeammo",1,"UseKnife")
    SHT2 A 1 A_WeaponReady
    loop
  Deselect: 
    SHT2 A 0 A_Lower
    SHT2 A 0 A_Lower
    SHT2 A 1 A_Lower
    loop
  Select:
    SHT2 A 0 A_Raise
    SHT2 A 0 A_Raise
    SHT2 A 1 A_Raise
    loop
  Useknife:
     KNFG A 0 A_jumpifinventory("Machete",1,"UseMachete")
     KNFG ABC 2
	 KNFG C 0 A_CustomPunch (110,1,0,"KnifePuff")
	 KNFG DEF 2
	 KNFG F 0 A_TakeInventory("Kinfeammo")
	 goto ready
  UseMachete:
     MHT4 ABC 2
	 MHT4 C 0 A_CustomPunch (450,1,0,"Machetepuff")
	 MHT4 DEFG 2
	 MHT4 G 0 A_TakeInventory("Kinfeammo")
	 goto ready
  fire:
	SGFF A 0 A_jumpifnoammo("Reload2")
	SGFG A 0 A_jumpifinventory("PAPSSGcheck",1,"Fire2")
	SGFG A 0 A_FireBullets(2,2,3,Random(280,280),"bulletPuff",0)
	SGFG A 0 A_playsound("Weapons/SSGFire1")
	SGFG A 0 A_GiveInventory("PAPSSGcheck",1)
	SGFG A 0 A_TakeInventory("PAPSSGclip",1)
	SGFG A 0 A_Recoil(2)
	SGFG A 6
	SGFG A 0 A_jumpifnoammo("Reload2")
	goto ready
  fire2:
	SGFF A 0 A_jumpifnoammo("Reload2")
	SGFF A 0 A_FireBullets(2,2,3,Random(280,280),"bulletPuff",0)
	SGFF A 0 A_playsound("Weapons/SSGFire1")
	SGFF A 0 A_TakeInventory("PAPSSGcheck",1)
	SGFF A 0 A_TakeInventory("PAPSSGclip",1)
	SGFG A 0 A_Recoil(2)
	SGFF A 6
	SGFF A 0 A_jumpifnoammo("Reload2")
	goto ready
  AltFire:
	SSGF B 0 A_jumpifinventory("PAPSSGclip",2,"Bigfire")
	SSGF B 0 A_jumpifinventory("PAPSSGclip",1,"reload1")
	SSGF B 0 A_jumpifnoammo("Reload2")
	goto ready+1
  Bigfire:
    SHT2 A 0 A_jumpifinventory("Doubletap",1,"Bigfire_Doubletap")
    SHT2 A 3
    SHT2 A 0 A_PlaySound ("weapons/sshotf")
    SHT2 A 0 A_TakeInventory("PAPSSGclip",2)
	SHT2 A 0 A_FireBullets(4.9,5.1,10,Random(560,560),"bulletPuff",0)
    SHT2 A 7 A_Gunflash
    Goto ReloadBigfire
  Bigfire_Doubletap:
    SHT2 A 2
    SHT2 A 0 A_PlaySound ("weapons/sshotf")
    SHT2 A 0 A_TakeInventory("PAPSSGclip",2)
	SHT2 A 0 A_FireBullets(4.9,5.1,10,Random(560,560),"bulletPuff",0)
    SHT2 A 4 A_Gunflash
	goto ReloadBigfire
  ReloadBigfire:
	SSGF B 0 A_jumpifnoammo("Ready")
    SHT2 B 0 A_jumpifinventory("Speedcola",1,"Reloadbigfire_speed")
    SHT2 B 7
    SHT2 C 7
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-11,6)
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-8,6)
    SHT2 D 7 A_PlaySound("weapons/sshoto")
    SHT2 E 7
    SHT2 F 7 A_PlaySound("weapons/sshotl")
    SHT2 F 0 A_giveinventory("PAPSSGClip",2)
    SHT2 F 0 A_takeinventory("SSGammo",2)
    SHT2 G 6
    SHT2 H 6 A_PlaySound("weapons/sshotc")
    SHT2 A 5
    Goto Ready
  ReloadBigfire_speed:
    SHT2 B 4
    SHT2 C 4
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-11,6)
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-8,6)
    SHT2 D 4 A_PlaySound("weapons/sshoto")
    SHT2 E 4
    SHT2 F 4 A_PlaySound("weapons/sshotl")
    SHT2 F 0 A_giveinventory("PAPSSGClip",2)
    SHT2 F 0 A_takeinventory("SSGammo",2)
    SHT2 G 3
    SHT2 H 3 A_PlaySound("weapons/sshotc")
    SHT2 A 2
    Goto Ready
  Reload1:
    SHT2 A 0 A_jumpifinventory("Speedcola",1,"Reload1_speed")
    SHT2 A 3
    SHT2 B 7
    SHT2 C 7
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-11,6)
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-8,6)
    SHT2 D 7 A_PlaySound("weapons/sshoto")
    SHT2 E 7
    SHT2 F 7 A_PlaySound("weapons/sshotl")
    SHT2 F 0 A_giveinventory("PAPSSGClip",1)
    SHT2 F 0 A_takeinventory("SSGammo",1)
    SHT2 F 0 A_takeinventory("PAPSSGcheck",1)
    SHT2 G 6
    SHT2 H 6  A_PlaySound("weapons/sshotc")
	goto ready
  Reload1_speed:
    SHT2 A 2
    SHT2 B 4
    SHT2 C 4
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-11,6)
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-8,6)
    SHT2 D 4 A_PlaySound("weapons/sshoto")
    SHT2 E 4
    SHT2 F 4 A_PlaySound("weapons/sshotl")
    SHT2 F 0 A_giveinventory("PAPSSGClip",1)
    SHT2 F 0 A_takeinventory("SSGammo",1)
    SHT2 F 0 A_takeinventory("PAPSSGcheck",1)
    SHT2 G 3
    SHT2 H 3  A_PlaySound("weapons/sshotc")
	goto ready
  Reload2:	
    SHT2 A 0 A_jumpifinventory("Speedcola",1,"Reload2_speed")
    SHT2 A 3
    SHT2 B 7
    SHT2 C 7
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-11,6)
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-8,6)
    SHT2 D 7 A_PlaySound("weapons/sshoto")
    SHT2 E 7
    SHT2 F 7 A_PlaySound("weapons/sshotl")
    SHT2 F 0 A_giveinventory("PAPSSGClip",2)
    SHT2 F 0 A_takeinventory("SSGammo",2)
    SHT2 G 6
    SHT2 H 6 A_PlaySound("weapons/sshotc")
	goto ready
  Reload2_speed:	
    SHT2 A 3
    SHT2 B 4
    SHT2 C 4
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-11,6)
	TNTT A 0 A_FireCustomMissile("ShellCasingSpawner",0,0,-8,6)
    SHT2 D 4 A_PlaySound("weapons/sshoto")
    SHT2 E 4
    SHT2 F 4 A_PlaySound("weapons/sshotl")
    SHT2 F 0 A_giveinventory("PAPSSGClip",2)
    SHT2 F 0 A_takeinventory("SSGammo",2)
    SHT2 G 3
    SHT2 H 3 A_PlaySound("weapons/sshotc")
	goto ready
  ThrowGrenade:
     HNDG BCD 1
     HNDG E 1 A_PlaySound("weapons/grenadepin")
     HNDG FGHH 1
     HNDG I 1 A_PlaySound("weapons/grenadethr") 
     HNDG J 0 A_FireCustomMissile("ThrownGrenade",0,0,0,0)
     HNDG J 0 A_PlaySound("weapons/grenadethr")
     HNDG JKLMNOPQ 1
     HNDG Q 0 A_TakeInventory("thrownade")
     Goto Ready
  Flash:
    SHT2 A 0 A_jumpifinventory("Doubletap",1,"Flash_Doubletap")
    SHT2 I 4 Bright A_Light1
    SHT2 J 3 Bright A_Light2
    Goto LightDone
  Flash_Doubletap:
    SHT2 I 2 Bright A_Light1
    SHT2 J 1 Bright A_Light2
    Goto LightDone
  Spawn:
    SGN2 A -1
    Stop
  }
}

  actor PAPSSGClip : Ammo
 {
   Inventory.Amount 0
   Inventory.MaxAmount 2
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 2
   Inventory.Icon SHELA0
 } 
 
 
actor PAPSSGcheck : ammo
{
 Inventory.Amount 0
 inventory.maxamount 1
}


