ACTOR "Double Barrel Shotgun" : Weapon Replaces SuperShotgun 31004
{
    //$Category DN3D Weapons
	Weapon.SelectionOrder 26
	Weapon.BobStyle Normal
    Weapon.BobSpeed 1.4
    Weapon.BobRangeX 0.85
    Weapon.BobRangeY 0.6
    Weapon.AmmoUse 1
    Weapon.AmmoGive 10
    Weapon.AmmoType "Shotgun Ammo"
    Obituary "%o was utterley splattered by %k's Super Shotgun."
    Inventory.PickupMessage "\cnDouble Barrel Shotgun!"
    Inventory.PickupSound "DukeNukem/PickWeapon"
    Scale 0.53
    +WEAPON.AMMO_OPTIONAL
	+WEAPON.ALT_AMMO_OPTIONAL
	+WEAPON.NOALERT
    States
    {
	Spawn:
		TNT1 A 0		
		TNT1 A 1 A_Jump(256,"Spawn1","Spawn2")
		Stop
	Spawn1:	
        DBS2 A -1
        Stop
	Spawn2:	
        DBS2 B -1
        Stop
	Ready:
        DBSG A 1 A_WeaponReady
        DBSG A 0 A_JumpIfInventory("Waiting",15,"Knuckles")
		DBSG AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_WeaponReady
		DBSG A 0 A_GiveInventory("Waiting",1)
        Loop
	Knuckles:
        DBSG AAAAA 1 A_Lower
        DBSG 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:
        DBSG AAAAA 1 A_Lower
		DBSG A 0 A_TakeInventory("Waiting",15)
        DBSG A 0 A_Lower
        Goto Deselect+4
    Select:
        DBSG 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_GiveInventory("CheckWeaponSuperShotgun",1)
        TNT1 A 0 A_TakeInventory("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)
		DBSG A 0 A_PlaySound("SuperShotgun/Select",6)
        DBSG A 0 A_Raise
        DBSG A 1 A_Raise
        DBSG A 0 A_Raise
        DBSG A 1 A_Raise
        DBSG A 0 A_Raise
        DBSG A 1 A_Raise
        DBSG A 0 A_Raise
        DBSG A 1 A_Raise
        DBSG A 0 A_Raise
        DBSG AAAAA 1 A_Raise
        DBSG AAAAAAAAAA 2 A_Raise
        Loop
    Fire:
	    DBSG A 0 A_JumpIfInventory("Shotgun Ammo",2,2)
		DBSG A 0 A_JumpIfInventory("Shotgun Ammo",1,"FireFail")
		DBSG A 0 
		DBSG A 0 A_JumpIfNoAmmo("FireFail")
        DBSG A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        DBSG A 0 A_PlaySound("SuperShotgun/Shoot",5)   
	    DBSG A 0 A_FireBullets(Random(11,10),Random(7,6),16,Random(22,24),"BulletSuperShotgun",FBF_NORANDOM)
		DBSG A 0 A_TakeInventory("Shotgun Ammo",2)
		DBSG A 0 A_GunFlash 
        DBSG A 0 A_AlertMonsters
        DBSG BBCCDDEEFFEEDDGG 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		DBSG G 0 A_JumpIfInventory("Shotgun Ammo",2,"2")
		DBSG G 0 A_JumpIfInventory("Shotgun Ammo",1,"FailLoad")
		DBSG G 0 A_JumpIfNoAmmo("FailLoad")
		DBSG G 0 A_PlaySound("SuperShotgun/Reload1",6)
		DBSG GG 0 A_FireCustomMissile("DoubleShellSpawner",0,0,12,9)
	    DBSG HHIIJJKKLLMMNNOO 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)  
		DBSG O 0 A_PlaySound("SuperShotgun/Load",6)
		DBSG O 0 A_TakeInventory("Waiting",15)
		DBSG PPQQRRSSTTUUVV 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		DBSG W 0 A_PlaySound("SuperShotgun/Reload2",6)
		DBSG WWDDGGXXAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        Goto Ready
	FailLoad:
	    DBSG H 0 A_PlaySound("SuperShotgun/Reload1",6)
		DBSG HH 0 A_FireCustomMissile("DoubleShellSpawner",0,0,12,9)
		DBSG HHIIJJKKJJIIHH 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 		
		DBSG D 0 A_PlaySound("SuperShotgun/Load",7)
		DBSG DDEEFFEEDDGGXXAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 		
		Goto Ready
    Flash:
        DBSF B 0 A_FireCustomMissile("DukeFlashShotgun",0,0,0)
		DBSF B 0 A_Light1
		DBSF B 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		DBSF B 0 A_FireCustomMissile("DukeFlashSuperShotgun",0,0,0)
		DBSF B 0 A_Light2
		DBSF BB 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		DBSF B 0 A_FireCustomMissile("DukeFlashSuperShotgun",0,0,0)
		DBSF B 0 A_Light2 
		DBSF C 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		DBSF C 0 A_FireCustomMissile("DukeFlashShotgun",0,0,0)
		DBSF C 0 A_Light1 
		DBSF C 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 1 A_Light0
	    Goto LightDone
    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:  
        DBSG AAAAAAAAAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        Stop
	FireFail:
	    DBSG A 0 A_PlaySound("Shotgun/Fail",6)
		DBSG A 0 A_TakeInventory("Waiting",15)
		DBSG AAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        Goto Ready	
    }
}

ACTOR DukeFlashSuperShotgun
{
    Speed 1
    Radius 1
    Height 1
    Damage 0
    Projectile
    +NOCLIP
	+NOTIMEFREEZE
    States
    {
    Spawn:
        TNT1 A 0 
		TNT1 A 1
        Stop
    }
}