ACTOR Shot_GunSP : BrutalWeapon
{
	Game Doom
	SpawnID 27
	Weapon.SelectionOrder 1300
	Weapon.AmmoUse 1 
	Weapon.AmmoGive 6
	Weapon.AmmoType "Shell"
	Inventory.PickupMessage "Winchester"
    Inventory.PickupSound "SGPMP10"
	Tag "Winchester"
	Obituary "%o [Winchester] %k"
    AttackSound "None"
	Weapon.BobRangeX 0.3
	Weapon.BobRangeY 1.0
	Weapon.BobStyle Alpha
	Weapon.BobSpeed 2.0
    +WEAPON.NOALERT
    +WEAPON.NOAUTOAIM
	+WEAPON.NOAUTOFIRE
	States
	{

	Steady:
	TNT1 A 1
	Goto Ready
	Ready:
        TNT1 AAAA 0 A_JumpIfInventory("GoFatality", 1, "Steady")
        TNT1 A 0 A_PlaySound("SGPMP10")
		//SHTG CBA 0
        WINS ABCDE 1 A_JumpIfInventory("GoFatality", 1, "Steady")
        TNT1 AAAAAAAAAAAAAAA 0
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        
				TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		WINC A 1 A_WeaponReady
//TNT1 A 0 BRIGHT A_FireCustomMissile("Alerter", random(-2,2), 0, -1, 0)
		Goto Ready+14
		
	Deselect:
			TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
        WINS EDCBA 1
		TNT1 A 1 A_Lower
		Wait
	
	Select:
	TNT1 A 0 A_Takeinventory("FistsSelected",1)
	TNT1 A 0 A_Takeinventory("SawSelected",1)
	TNT1 A 0 A_Giveinventory("ShotgunSelected",1)
	TNT1 A 0 A_Takeinventory("SSGSelected",1)
	TNT1 A 0 A_Takeinventory("MinigunSelected",1)
	TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
	TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
    TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("BFGSelected",1)
	TNT1 A 0 A_Takeinventory("BFG10kSelected",1)
	TNT1 A 0 A_Takeinventory("RailGunSelected",1)
	TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
	TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
	TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
	TNT1 A 0 A_Takeinventory("HasBarrel",1)
		TNT1 A 0 A_Raise
		Wait
	Fire:
        TNT1 AAAA 0
        //TNT1 AA 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
        TNT1 A 0 A_PlaySound("HS_FIRE1", 1)
		TNT1 A 0 A_PlaySound("HS_FIRE2", 1)
        TNT1 A 0
		TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
		
		//TNT1 AAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-10,10), 0, -1, random(-10,10))
		TNT1 AAAAA 0 A_FireCustomMissile("RifleTracer", random(-5,5), 0, -1, random(-5,5))
        //TNT1 A 0 ACS_Execute(374, 0, 0, 0, 0)
        WINC B 1 BRIGHT A_GunFlash
		WINC A 0 A_FireBullets (6, 6, 5, 55, "ShotgunPuff")
		WIND C 1
		
		WINC A 1
		
		
		WINC A 2
		
		TNT1 A 0 A_GiveInventory ("Pumping", 1)
		WINC CEG 1
		TNT1 A 0 A_FireCustomMissile("ShotCaseSpawn",0,0,-4,-4)
		WINC I 1 A_PlaySound("SGPMP10", 3)
		WINC JLJ 1
        WINC IGEC 1 A_JumpIfInventory("Kicking",1,"DoKick")
		
   //SHTG A 6 <-- Old frame
        WINC A 1 Offset(10,36) // <-- New frames
        WINC A 1 Offset(9,40) //
        WINC A 1 Offset(4,40) //
        WINC A 1 Offset(0,32) //
        WINC A 0 A_Refire
        WINC A 0 //A_Refire
		Goto Ready+14
	
	Spawn:
		WHCE A -1
		Stop
    DoKick:
	    TNT1 A 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		NULL A 0 A_JumpIf (momZ > 0, "AirKick")
		NULL A 0 A_JumpIf (momZ < 0, "AirKick")
		
        TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		KICK BCD 1
		RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
        KICK H 4
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK IGFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+14
    BerserkerKick:
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		KICK ABCDEFG 1
        RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
        KICK H 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK IGFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+14
	
	AirKick:
	    TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Recoil (-6)
		KICK JKLMN 1
        RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -31)
        KICK O 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK PQRST 2
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+14
		
	SuperAirKick:
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Recoil (-6)
		KICK JKLMN 1
        RIFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -31)
        KICK O 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK PQRST 2
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+14
    /*Taunt:
		TNT1 A 0 A_JumpIfInventory("IsPostal",1,"FlipOff1")
		TNT1 A 0 A_JumpIfInventory("IsQuaker540",1,"FlipOff2")
		TNT1 A 0 A_JumpIfInventory("IsNikolai",1,"FlipOff3")
		TNT1 A 0 A_JumpIfInventory("IsSgtDoomguy5th",1,"FlipOff4")
		TNT1 A 0 A_JumpIfInventory("IsCommander",1,"FlipOff5")
		TNT1 A 0 A_JumpIfInventory("IsDukeNukem",1,"FlipOff6")
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		Goto Ready+14
	FlipOff1:
		TNT1 A 0 A_ZoomFactor(1.0)
        TNT1 A 5
		FUCK A 2
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 0, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", -9, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 9, 0, -1, 0)
        FUCK B 2 A_PlaySound("PFUCK", 1)
        FUCK C 2 A_AlertMonsters
		FUCK D 15 A_Takeinventory("Taunting",1)
        FUCK CBA 5
        TNT1 A 5
		Goto Ready+14
	FlipOff2:
		TNT1 A 0 A_ZoomFactor(1.0)
        TNT1 A 5
		FUCK A 2
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 0, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", -9, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 9, 0, -1, 0)
        FUCK B 2 A_PlaySound("DFUCK", 1)
        FUCK C 2 A_AlertMonsters
		FUCK D 15 A_Takeinventory("Taunting",1)
        FUCK CBA 5
        TNT1 A 5
		Goto Ready+14
	FlipOff3:
		TNT1 A 0 A_ZoomFactor(1.0)
        TNT1 A 5
		FUCK A 2
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 0, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", -9, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 9, 0, -1, 0)
        FUCK B 2 A_PlaySound("NFUCK", 1)
        FUCK C 2 A_AlertMonsters
		FUCK D 15 A_Takeinventory("Taunting",1)
        FUCK CBA 5
        TNT1 A 5
		Goto Ready+14
	FlipOff4:
		TNT1 A 0 A_ZoomFactor(1.0)
        TNT1 A 5
		FUCK A 2
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 0, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", -9, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 9, 0, -1, 0)
        FUCK B 2 A_PlaySound("5FUCK", 1)
        FUCK C 2 A_AlertMonsters
		FUCK D 15 A_Takeinventory("Taunting",1)
        FUCK CBA 5
        TNT1 A 5
		Goto Ready+14
	FlipOff5:
		TNT1 A 0 A_ZoomFactor(1.0)
        TNT1 A 5
		FUCK A 2
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 0, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", -9, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 9, 0, -1, 0)
        FUCK B 2 A_PlaySound("TFUCK", 1)
        FUCK C 2 A_AlertMonsters
		FUCK D 15 A_Takeinventory("Taunting",1)
        FUCK CBA 5
        TNT1 A 5
		Goto Ready+14
	FlipOff6:
		TNT1 A 0 A_ZoomFactor(1.0)
        TNT1 A 5
		FUCK A 2
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 0, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", -9, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 9, 0, -1, 0)
        FUCK B 2 A_PlaySound("NUCK", 1)
        FUCK C 2 A_AlertMonsters
		FUCK D 15 A_Takeinventory("Taunting",1)
        FUCK CBA 5
        TNT1 A 5
		Goto Ready+14
	Salute:
	    TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
	    TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_ALertMonsters
		SALU ABCDEDCDEDCDEDCBA 4
		TNT1 A 0 A_TakeInventory("Salute1",1)
		TNT1 A 0 A_TakeInventory("Salute2",1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Ready+14
		
		Flash:
    WWWF A 1 Bright A_Light2
    WWWF B 1 Bright A_Light1
    Goto LightDone*/
		
	}
}

ACTOR ShotgunAmmo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 10
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 10
   Inventory.Icon "SHTCA0"
}



