ACTOR "Assault Shotgun" : Weapon 31005
{
    //$Category DN3D Weapons
	Weapon.SelectionOrder 45
	Weapon.BobStyle Normal
    Weapon.BobSpeed 1.4
    Weapon.BobRangeX 0.85
    Weapon.BobRangeY 0.6
    Weapon.AmmoUse 1
    Weapon.AmmoGive 12
    Weapon.AmmoType "Shotgun Ammo"
    Obituary "%o was blown away by %k's Assault Shotgun."
    Inventory.PickupMessage "\cnAssault Shotgun!"
    Inventory.PickupSound "DukeNukem/PickWeapon"
    Scale 0.565
    +WEAPON.AMMO_OPTIONAL
	+WEAPON.ALT_AMMO_OPTIONAL
	+WEAPON.NOALERT
    States
    {
	Spawn:
		TNT1 A 0		
		TNT1 A 1 A_Jump(256,"Spawn1","Spawn2")
		Stop
	Spawn1:	
        ASSP A -1
        Stop
	Spawn2:	
        ASSP A -1
        Stop
	Ready:
        ASSH A 1 A_WeaponReady
        ASSH A 0 A_JumpIfInventory("Waiting",15,"Knuckles")
		ASSH AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_WeaponReady
		ASSH A 0 A_GiveInventory("Waiting",1)
        Loop
	Knuckles:
        ASSH AAAAA 1 A_Lower
        ASSH A 0 A_Lower
		KNUK A 0 A_PlaySound("DukeNukem/Waiting",8)
        KNUK A 0 A_TakeInventory("Waiting",15)
        KNUK A 1 Offset(0,120) 
		KNUK A 1 Offset(0,110)
		KNUK A 1 Offset(0,100)
		KNUK A 1 Offset(0,90)
		KNUK A 1 Offset(0,80)
		KNUK A 1 Offset(0,70)
		KNUK A 1 Offset(0,60)
		KNUK A 1 Offset(0,50)
		KNUK A 1 Offset(0,40)
		KNUK AAABBB 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		KNUK C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        KNUK C 0 A_PlaySound("Duke/KNuckles",5)
		KNUK C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		KNUK C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        KNUK DDDCCCBBBAAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)  
        KNUK A 1 Offset(0,40)
		KNUK A 1 Offset(0,50)
		KNUK A 1 Offset(0,60)
		KNUK A 1 Offset(0,70)
		KNUK A 1 Offset(0,80)
		KNUK A 1 Offset(0,90)
		KNUK A 1 Offset(0,100)
		KNUK A 1 Offset(0,110)
		KNUK A 1 Offset(0,120)
        Goto Select
    Deselect:
        ASSH AAAAA 1 A_Lower
		ASSH A 0 A_TakeInventory("Waiting",15)
        ASSH A 0 A_Lower
        Goto Deselect+4
    Select:
        ASSH A 1 A_Raise
		TNT1 A 0 A_TakeInventory("Crack Knuckles",1)
		TNT1 A 0 A_TakeInventory("CheckWeaponMightyFoot",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponPistol",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponDualPistol",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponBlackTail",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponDualBlackTail",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponDesertEagle",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponShotgun",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponSuperShotgun",1)
        TNT1 A 0 A_GiveInventory("CheckWeaponAssaultShotgun",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponExplosiveShotgun",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponChaingun",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponLMG2028",1)
		TNT1 A 0 A_TakeInventory("CheckWeaponMinigun",1)
		TNT1 A 0 A_TakeInventory("CheckWeaponExplosiveChaingun",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponRPG",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponShockCannon",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponPipeBomb",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponLaserTripBomb",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponShrinker",1)
		TNT1 A 0 A_TakeInventory("CheckWeaponShrinker2",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponExpander",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponExecutor",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponDevastator",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponLaserChaingun",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponRailgun",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponFreezethrower",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponIncinerator",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponPulsethrower",1)
		ASSH A 0 A_PlaySound("AssaultShotgun/Up",6)
        ASSH A 0 A_Raise
        ASSH A 1 A_Raise
        ASSH A 0 A_Raise
        ASSH A 1 A_Raise
        ASSH A 0 A_Raise
        ASSH A 1 A_Raise
        ASSH A 0 A_Raise
        ASSH A 1 A_Raise
        ASSH A 0 A_Raise
        ASSH AAAAA 1 A_Raise
        ASSH AAAAAAAAAA 2 A_Raise
        Loop
	Fire:	
		ASSH A 0 A_JumpIfNoAmmo("FireFail")
		ASSH A 0 A_JumpIfInventory("AssaultShotgunReload",16,"Reload")
        ASSH A 0 A_TakeInventory("Waiting",15)
		ASSH A 0 A_GunFlash
        ASSH ABCD 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 		
        ASSH D 0 A_PlaySound("AssaultShotgun/Shoot",5)
	    ASSH D 0 A_FireBullets(Random(5,4),Random(4,5),8,Random(16,18),"BulletShotgun",FBF_NORANDOM)
		ASSH D 0 A_TakeInventory("Shotgun Ammo",1)
	    ASSH D 0 A_GiveInventory("AssaultShotgunReload",1)
        ASSH D 0 A_AlertMonsters
	    ASSH EFG 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		ASSH G 0 A_FireCustomMissile("AssaultShellSpawner",0,0,0,-1)
		ASSH HIJ 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	    ASSH AA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
	    Goto Ready
    Flash:
        TNT1 AA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		ASSF C 0 A_FireCustomMissile("DukeFlashShotgun",0,0,0)
		ASSF C 0 A_Light1 
		ASSF C 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		ASSF D 0 A_FireCustomMissile("DukeFlashShotgun",0,0,0)
		ASSF D 0 A_Light1 
		ASSF D 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		ASSF E 0 A_FireCustomMissile("DukeFlashShotgun",0,0,0)
		ASSF E 0 A_Light2 
		ASSF E 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		ASSF F 0 A_FireCustomMissile("DukeFlashShotgun",0,0,0)
		ASSF F 0 A_Light2 
		ASSF F 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		ASSF G 0 A_FireCustomMissile("DukeFlashShotgun",0,0,0)
		ASSF G 0 A_Light2 
		ASSF G 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        ASSF G 0 A_Light0
        Goto LightDone
    Reload:   
        ASSR AABBCCDDEE 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		ASSR E 0 A_PlaySound("AssaultShotgun/Mout",6)
        ASSR FFGGHHIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIHHGGFF 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		ASSR F 0 A_PlaySound("AssaultShotgun/Min",6)
		ASSR F 0 A_TakeInventory("AssaultShotgunReload",16)
		ASSR EEDDCCBBAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		ASSH AAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        Goto Ready
    AltFire:
        BOOT C 0 A_JumpIfInventory("PowerStrength",1,22)
		BOOT C 0 A_GunFlash
		BOOT C 0 ACS_ExecuteAlways(500,0,FAS_ActorKick)
		BOOT CCCCCC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		BOOT C 0 A_CustomPunch(Random(26,30),0,0,"MightyBootPuff")
		BOOT C 0 A_TakeInventory("Waiting",15)
        BOOT DDDDD 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        BOOT CCCCC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        BOOT C 0 A_Refire
        Goto Ready  
		BOOT C 0 ACS_ExecuteAlways(500,0,FAS_ActorKick)
		BOOT C 0 A_GunFlash
		BOOT CCCCCC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		BOOT C 0 A_CustomPunch(10*Random(26,30),0,0,"MightyBootPuff")
		BOOT C 0 A_TakeInventory("Waiting",15)
        BOOT DDDDD 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        BOOT CCCCC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        BOOT C 0 A_Refire
        Goto Ready	
	AltFlash:  
        ASSH AAAAAAAAAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        Stop
	FireFail:
	    ASSH A 0 A_PlaySound("AssaultShotgun/Fail",6)
		ASSH A 0 A_TakeInventory("Waiting",15)
		ASSH AAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        Goto Ready	
    }
}

ACTOR "AssaultShotgunReload" : Ammo
{
	+IGNORESKILL
	Inventory.Amount 1
	Inventory.MaxAmount 16
}