actor BloodTommygun : weapon
{  
Game Doom
  Weapon.SelectionOrder 1800
  weapon.ammouse 1
  weapon.ammogive1 999
  weapon.ammotype "TommAmmo"
  Inventory.PickupMessage "You got The Pump Action Shotgun!!"
  Obituary "$OB_MPSHOTGUN" // "%o chewed on %k's boomstick."
  States
  {
  Ready:
	TOMG A 0 A_JumpIfInventory("thrownade",1,"ThrowGrenade") 
	TOMG A 0 A_JumpIfInventory("Kinfeammo",1,"UseKnife") 	
    TOMG A 1 A_WeaponReady
    Loop
  Deselect: 
    TOMG A 0 A_Lower
    TOMG A 0 A_Lower
    TOMG A 1 A_Lower
    loop
  Select:
    TOMG A 0 A_Raise
    TOMG A 0 A_Raise
    TOMG A 1 A_Raise
    loop
  Fire:
    TOMF A 0 A_jumpifinventory("doubletap",1,"Fire_doubletap") 
    TOMF A 3
    TOMF A 0 A_FireBullets (5.6, 5.6, 1, random(2950,2950), "BulletPuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    TOMF A 0 A_PlaySound("DSTOMFR")
    TOMF B 3
    TOMF B 0 A_FireBullets (5.6, 5.6, 1, random(2950,2950), "BulletPuff")
	TNTT B 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    TOMF A 0 A_PlaySound("DSTOMFR")
	TOMF C 3
    TOMF C 0 A_FireBullets (5.6, 5.6, 1, random(2950,2950), "BulletPuff")
	TNTT C 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    TOMF A 0 A_PlaySound("DSTOMFR")
	TOMF D 3
    TOMF D 0 A_FireBullets (5.6, 5.6, 1, random(2950,2950), "BulletPuff")
	TNTT D 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    TOMF A 0 A_PlaySound("DSTOMFR")
	TOMF D 2 A_REFIRE
	goto ready
  Fire_doubletap:
    TOMF A 1
    TOMF A 0 A_FireBullets (5.6, 5.6, 1, random(2950,2950), "BulletPuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    TOMF A 0 A_PlaySound("DSTOMFR")
    TOMF B 1
    TOMF B 0 A_FireBullets (5.6, 5.6, 1, random(2950,2950), "BulletPuff")
	TNTT B 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    TOMF A 0 A_PlaySound("DSTOMFR")
	TOMF C 2
    TOMF C 0 A_FireBullets (5.6, 5.6, 1, random(2950,2950), "BulletPuff")
	TNTT C 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    TOMF A 0 A_PlaySound("DSTOMFR")
	TOMF D 2
    TOMF D 0 A_FireBullets (5.6, 5.6, 1, random(2950,2950), "BulletPuff")
	TNTT D 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    TOMF A 0 A_PlaySound("DSTOMFR")
	TOMF D 1 A_REFIRE
	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
}
}
ACTOR TommAmmo : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 333
    inventory.maxamount 333
    ammo.backpackamount 333
    ammo.backpackmaxamount 333
    +IGNORESKILL
    inventory.pickupmessage "Got Shotgun Shells!!"  
    States
    {
    Spawn:
      CLIP A -1
      Stop
    }
}

actor PAPBloodTommygun : weapon
{  
Game Doom
  Weapon.SelectionOrder 1800
  weapon.ammouse 1
  weapon.ammogive1 999
  weapon.ammotype "PAPTommAmmo"
  Inventory.PickupMessage "You got The Pump Action Shotgun!!"
  Obituary "$OB_MPSHOTGUN" // "%o chewed on %k's boomstick."
  States
  {
  Ready:
	TOMG A 0 A_JumpIfInventory("thrownade",1,"ThrowGrenade") 
	TOMG A 0 A_JumpIfInventory("Kinfeammo",1,"UseKnife") 	
    TOMG A 1 A_WeaponReady
    Loop
  Deselect: 
    TOMG A 0 A_Lower
    TOMG A 0 A_Lower
    TOMG A 1 A_Lower
    loop
  Select:
    TOMG A 0 A_Raise
    TOMG A 0 A_Raise
    TOMG A 1 A_Raise
    loop
  Fire:
    TOMF A 0 A_jumpifinventory("doubletap",1,"Fire_doubletap") 
    TOMF A 3
    TOMF A 0 A_FireBullets (5.6, 5.6, 1, random(3950,3950), "BulletPuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    TOMF A 0 A_PlaySound("DSTOMFR")
    TOMF B 3
    TOMF B 0 A_FireBullets (5.6, 5.6, 1, random(3950,3950), "BulletPuff")
	TNTT B 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    TOMF A 0 A_PlaySound("DSTOMFR")
	TOMF C 3
    TOMF C 0 A_FireBullets (5.6, 5.6, 1, random(3950,3950), "BulletPuff")
	TNTT C 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    TOMF A 0 A_PlaySound("DSTOMFR")
	TOMF D 3
    TOMF D 0 A_FireBullets (5.6, 5.6, 1, random(3950,3950), "BulletPuff")
	TNTT D 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    TOMF A 0 A_PlaySound("DSTOMFR")
	TOMF D 2 A_REFIRE
	goto ready
  Fire_doubletap:
    TOMF A 1
    TOMF A 0 A_FireBullets (5.6, 5.6, 1, random(3950,3950), "BulletPuff")
	TNTT A 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    TOMF A 0 A_PlaySound("DSTOMFR")
    TOMF B 1
    TOMF B 0 A_FireBullets (5.6, 5.6, 1, random(3950,3950), "BulletPuff")
	TNTT B 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    TOMF A 0 A_PlaySound("DSTOMFR")
	TOMF C 2
    TOMF C 0 A_FireBullets (5.6, 5.6, 1, random(3950,3950), "BulletPuff")
	TNTT C 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    TOMF A 0 A_PlaySound("DSTOMFR")
	TOMF D 2
    TOMF D 0 A_FireBullets (5.6, 5.6, 1, random(3950,3950), "BulletPuff")
	TNTT D 0 A_FireCustomMissile("BulletCasingSpawner",0,0,3,2)
    TOMF A 0 A_PlaySound("DSTOMFR")
	TOMF D 1 A_REFIRE
	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
}
}
ACTOR PAPTommAmmo : Ammo
{
    inventory.icon "CLIPA0"
    inventory.amount 999
    inventory.maxamount 999
    ammo.backpackamount 999
    ammo.backpackmaxamount 999
    +IGNORESKILL
    inventory.pickupmessage "Got Shotgun Shells!!"  
    States
    {
    Spawn:
      CLIP A -1
      Stop
    }
}