actor HChaingun : Chaingun replaces Chaingun
{
	Weapon.BobRangeX 0.5
	Weapon.BobRangeY 0.5
	Weapon.BobStyle "Inverse"
	Weapon.AmmoType2 "Clip"
	Weapon.AmmoUse2 1
	States
	{
	Spawn:
		CGPU A -1
		stop
	Select:
		HDCG A 1 A_Raise
		loop
	Deselect:
		HDCG A 1 A_Lower
		loop
	Ready:
		HDCG A 1 A_WeaponReady
		loop
	Flash:
		CGAS ABCDE 4 bright
		stop
	AltFire:
		"####" # 0 A_FireBullets(5.6, 0, 1, 5, "RedLaserPuff")
		"####" # 0 A_PlaySound("weapons/laser/chaingun", CHAN_WEAPON)
		HDCG CDEI 1 bright
		"####" # 0 A_ReFire("AltFire2")
		"####" # 0 A_GunFlash
		"####" # 0 A_PlaySound("weapons/laser/chaingun/gas", CHAN_WEAPON)
		HDCG KLMNO 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
		goto Ready
	AltFire2:
		"####" # 0 A_FireBullets(5.6, 0, 1, 5, "RedLaserPuff")
		"####" # 0 A_PlaySound("weapons/laser/chaingun", CHAN_WEAPON)
		HDCG PDEI 1 bright
		"####" # 0 A_ReFire("AltFire")
		"####" # 0 A_GunFlash
		"####" # 0 A_PlaySound("weapons/laser/chaingun/gas", CHAN_WEAPON)
		HDCG KLMNO 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
		goto Ready
	Fire:
		"####" # 0 A_FireBullets(5.6, 0, 1, 10, "RedLaserPuff")
		"####" # 0 A_PlaySound("weapons/laser/chaingun", CHAN_WEAPON)
		HDCG CDEFGHIJ 1 bright
		"####" # 0 A_ReFire
		"####" # 0 A_GunFlash
		"####" # 0 A_PlaySound("weapons/laser/chaingun/gas", CHAN_WEAPON)
		HDCG KLMNO 4 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
		goto Ready
	}
}
