// --------------------------------------------------------------------------
//
//	Version History
//
// --------------------------------------------------------------------------
//
//	v1.7b	2018-03-23
//		You can now access the mods option menu from "Brutal doom options" in the main menu.
//
//	v1.7	2018-03-18
//		Added options to disable these weapons:
//		* MP40
//		* Flame Cannon
//		* Revenant Missile Launcher
//		* Buzzsaw
//		* Hand Grenades
//		Added the option to select between BDv20b and BDv21 shotgun sprites.
//		Added the option to select between BDv20b and BDv21 SSG sprites.
//		Added the option to select rocket launcher alt fire (infrared scope or grenade launcher).
//		Added some new cacodemon gib sprites.
//		Made a new sprite for the revolver ammunition.
//		Slightly increased the lightcone (wider light) from the pistol flashlight.
//		Changed the blood decals for green and blue blood, they now match BDv21 much better.
//		Changed the way bubbles look and behave under water, they should now look much more realistic.
//		All fire and flames should now burn out when in contact with water.
//		Added new casing sprites for the rifle, machinegun and sniper rifle.
//		Added brightmaps to the pistol and shotgun.
//		Added brightmaps to BFG10k (item), cell and cellpack.
//		Added some missed brightmaps for the cacodemon.
//		Added support for QueueCorpse for all gibs.
//		Added support for turbo reload for all weapons.
//		Reintroduced SGT Marks ammodropper.
//		Remade the shotgun strap physics, which works for both shotgun skins (and is ofc toggable).
//		Playing as the purist class now shows the correct weapon item sprites.
//		Fixed a bug causing hellknights to sometimes have red blood.
//		Fixed a bug where the chainsaw would switch between different bloody sprites.
//		Fixed a bug where some cacodemon gore dissappeared when under water.
//		Fixed a bug where some projectiles would stick to walls in deathmatch.
//		Fixed a bug where the crosshair would sometimes disappear when using the sniper rifle.
//		Added some new ammunition items:
//		* Box of rifle ammuntion (100 bullets for Rifle, Machinegun and Sniper rifle).
//		* Box of minigun ammunition (100 bullets for minigun).
//		* Railpack (24 ammo for the railgun and BFG10k).
//		Increased ammo pickup for Revenant Missile Launcher from 6 to 8.
//		Increased the spawnrate of green shellboxes from 15% to 20%.
//		Decreased shell box and green shell box ammount from 20 to 16.
//		Decreased the spawnrate of railcores from 15% to 10%.
//		Increased the spawnrate of SMG and C-4 replacing the Shotgun from 30% to 40%.
//		Cellpack now has a 10% chance to spawn into a railpack.
//		Single rockets will no longer be replaced with C-4 charges.
//		Added SMG, AssaultShotgun, Machinegun and Grenade launcher to the chainsaw-replacer spawnpool.
//		Remade the clipbox replacer from 10% revolver bullets, 90% clipbox to 75% minigun ammo, 12.5% revolver bullets, 12.5% rifle ammo.
//		Increased the damage of the Sniper rifle.
//		Decreased the damage of the BFG 9000.
//		Slightly faster reload speed for the MP40.
//		Pressing the "weapon special" key with the railgun equiped will switch between normal and charged mode.
//		The charged mode uses double ammunition but is more powerful (works exactly like BDv21 Railgun)
//		Updated the following weapons:
//		* Rifle
//		* Minigun
//		* Machinegun
//		* Grenade launcher
//		* Flamecannon
//		* BFG10k
//		* Unmaker
//
//	v1.6	2017-12-12
//		The mod has been updated to work with BDv21.
//		Temporary disabled my custom HUD.
//		There is no longer two versions of the mod (zandornum and gzdoom), they have been merged into one.
//		Temporary removed dual wielding for all weapons.
//		Tomporary removed the "Ammodropper".
//		Tomporary removed the tactical class. (What is that anyway?)
//		Replaced BDv21 railgun with my railgun.
//		Replaced the BDv21 pistol with my pistol.
//		Added an option to turn off the BDv21 weapons individually.
//		The BDv21 flashlight is now only available for the purist class, and has been updated with my graphics.
//		Merged the pistol and rifle start-classes. Starting weapon is selected in the options.
//		Improved some stuff for deathmatches.
//		Updated the purist class and weapons. They should now feel more smooth and solid.
//		Fixed brightmaps not showing up for Zandronum.
//		Fixed a bug where the flashlight would flicker when turned on.
//		Fixed a bug causing the game to crash when using some weapons under water.
//		Fixed a bug causing no weapon or ammunition to respawn in Zandronum deathmatches.
//		Fixed some bugs causing the C-4 to not work properly in multiplayer.
//		Slightly changed the AI of the Cacodemon. It should now feel much more intelligent and dangerous.
//		Improved the Baron bosses for doom e1m8.
//		Improved some general fx.
//		Added some more frames to some casings.
//		The Radiation Shielding Suit has recieved new graphics. (Selectable in the options menu)
//		The Radiation Shielding Suit now gives an additional 90% dmg reduction against fire. (Yes, even imps and mancubus attacks)
//		Rebalanced the damage for some weapons. They should now feel more solid.
//		Autoshotgun pickup ammo raised from 8 to 20
//		The AA12 now uses the green shotgun shells.
//		Shotgun and Plasma Rifle has been reverted to BDv20b sprites. (This will be selectable in the future)
//		Re-added the option to disable the Shotgun strap physics.
//		Sniper Rifle now uses normal rifle ammunition.
//		Increased the damage of the BFG9000.
//		Increased max ammuniton for the railgun from 40/80 to 50/100.
//		The BDv21 SMG will now have a chance to spawn instead of a Shotgun once you have one.
//		All magazines now has a 50/50 chance to be either a rifle magazine or a 9mm magazine. (pistol smg, mp40)
//		Removed the random weapon spawn from the computer area map.
//		Added brightmaps to the Rocket Launcher.
//		Added brightmaps to the shotgun. (not complete)
//		Updated the secret weapon "Hitlers Buzzsaw" to be more smooth.
//		Added an option to select between BDv20b and BDv21 sprites for the Buzzsaw
//		Probably changed some more minor stuff. Can't remember everything...
//
//	v1.5	2017-10-16
//		Updated shotgun, super shotgun, plasma rifle and BFG 9000, see below.
//		Slightly increased health of Barons and Knights.
//		Added particle effects to all shotguns.
//		Added new ricochet graphics for hitscan weapons.
//		Player will no longer leave bloody foot prints on liquid surfaces.
//		Weapons and projectiles will no longer leave flames on liquid surfaces.
//		Updated graphics on splashes when shooting and walking on liquid surfaces.
//		Increased the spawn rate of the new weapons from 20% to 30%.
//		The SSG will now spawn in DTWID.
//		Crosshair now gets disabled when aiming down sight (not yet on the rifle).
//		All hanging bodies are now destroyable.
//		Impaled bodies now sometimes drop ammo.
//		Barrels can now get hit by rockets and plasma.
//		The Barons and Knights will now have green blood upon fatalities.
//		Fixed a bug where Barons had the sounds of Hell knights.
//		Fixed a bug causing some casings to disappear.
//		Railgun has new infrared graphics and will no longer remove the effect from night vision goggles when turned off.
//		Changed the screen effect from Night vision goggles.
//		Changed the screen effect from Invulnerability sphere.
//		Updated graphics on some items:
//		* Small health bonus
//		* Small armor bonus
//		* Soul sphere
//		* Mega sphere
//		* Blur sphere
//		* Invulnerability sphere
//
//	v1.4	2017-07-17
//		Chainsaw has received an update, see below.
//		2 new weapons: Knife(slot 1) & Pistol(slot2)
//		New option menu, see below.
//		New keybind: Throw C4.
//		New keybind: Weapon special.
//		Railgun nightvision toggle now uses weapon special key instead of unload key.
//		Revolver cylinder spin now uses weapon special key instead of unload key.
//		Sniper rifle zoom change now uses weapon special key instead of unload key.
//		You can now roll handgrenades by pressing the new weapon special key, in addition to the reload key.
//		C-4(Weapon) now has a 20% chance to spawn instead of a shotgun, once the player has a shotgun.
//		The hellish missile launchers primary fire will now allways fire homing projectiles, even if you don't have a target in sight.
//		Slightly increased the speed of the rocketlaunchers rockets.
//		Rifle and dual rifle moved to weapon slot 4
//		Revolver moved to weapon slot 2
//		Added new green blood sprites.
//		Added some new cacodemon gore stuff.
//		The green and blue blood has recieved some updates and should now look and behave much better.
//		Some slight changes to increase performance.
//		Fixed a bug where baron of hell and hellknights became totally confused upon meeting an invisible player.
//
//	v1.3	2017-03-29
//		The automatic shotguns reload can be cancelled with a kick.
//		The C-4 will bounce much less.
//		Pressing "unload" while zoomed with the railgun toggles nightvision on/off.
//		Slightly increased revolver reload.
//		Slightly increased sniper rifles fire speed and reload.
//		Increased drop rate of sniper magazines from 10% to 15%.
//		Reduced vertical recoil of the MP40.
//		Increased MP40 reload speed.
//		The rocketlauncher grenades will now bounce less.
//		The Hellish Missile Launcher has received an update, see below.
//		Updated some explosion, smoke, fire and plasma effects.
//		Some changes for better preformance.
//		The Super Shotgun will now spawn in Doom1 and FreeDoom1 maps.
//		Weapon casings will now spawn closer to the weapons extractor and behaves more realisticly.
//		The crosshair will disappear when zoomed with the sniper and railgun.
//		Smoothed the middle-finger-sprites.
//		The Doom2 boss cubes that spawns demons has new sprites.
//
//	v1.2b	2017-02-13
//		Fixed a bug casuing the C4 to never spawn.
//
//	v1.2	2017-02-13
//		New weapon added: C4 explosives.
//		MP40 has received an update, see below.
//		Rocket launcher has received an update, see below.
//		Slightly increased AutoShotgun fire speed.
//		Reduced the charge time of the railgun.
//		Moved the new weapons to the back of weapon selection.
//		Added three new death animations to the cacodemon.
//		Made remaining cacodemon bodies destroyable.
//		Remade how casings behave when under water.
//		Fixed a bug where hellknights sometimes bled red blood.
//		Fixed a bug with green blodspots not showing properly.
//		Fixed a bug causing the blue blood pools to not show up.
//		Fixed a bug where cacodemon bodies and pieces sometimes had red blood.
//
//	v1.1	2017-01-22
//		Fixed all errors upon loading the mod.
//		Fixed a bug causing the new ammunition spawning when playing in classic mode.
//		Added support for zandronum (separate file) and the latest version of gzdoom.
//		The updated mugshot is now a seperate file with a complete HUD replacement.
//		Fixed sound errors of barons and knights.
//		Increased sniper rifle damage with 25%.
//		Increased droprate of green shells (4x) from 10% to 20%.
//		Increased droprate of green shellbox (20x) from 10% to 15%.
//		Increased green shells gained form backpacks from 4 to 12.
//		Slightly increased AutoShotgun reload speed.
//		AutoShotgun can now be fired mid reload, like the normal shotgun.
//		Railgun now has it's own unique ammo type which has a 15% chance to spawn instead of cells.
//		Increased railgun damage with 25%.
//		Increased railgun ammo capacity from 5 shots to 8 shots.
//		Updated graphics for railgun pickup.
//
//	V1.0	2017-01-14
//		Mod released on the internet.
//
//
// --------------------------------------------------------------------------
//
//	Overall changes and new features. More details below.
//
// --------------------------------------------------------------------------
//	
//	This PK3 is made for Brutal Doom v21 earlier versions are currently not supported.
//	These are the things included:
//
//	7 new weapons:
//		Combat knife, Pistol, Revolver, Automatic shotgun, Sniper rifle, Railgun, C-4 and Detonator
//
//	9 new items:
//		9mm magazines, Revolver bullets, Rifle box, Minigun box,
//		Rail core, Rail pack, C-4 Explosives, 4x and 20x Green Shells.
//
//	Updated weapons:
//		Chainsaw
//		Shotgun
//		SSG
//		Rifle
//		Minigun
//		Machinegun
//		Rocket Launcher
//		Grenade launcher
//		Plasma Rifle
//		BFG 9000
//		BFG 10000
//		Unmaker
//		Flamecannon
//		Hellish Missile Launcher
//		Hand Grenades
//		MP40
//		Hitlers Buzzsaw
//		All Classic Weapons
//
//	Updated enemies:
//		Baron of hell
//		Hellknight
//		Cacodemon
//
//	Updated items:
//		Radiation suit
//
//	Updated casings behaviour.
//
//	A new "taunt" sound: "Eat shit hellspawn!"
//
//	New modern hud with updated sprites for Doomguys portrait.
//
//	Updated some explosion, smoke, fire and plasma effects.
//
//	The Super Shotgun will now spawn in Doom1, FreeDoom1 and DTWID maps. (Where? Well, thats a secret.)
//
//	Some updated and smoothed sprites.
//
//	New options menu and keybindings.
//
//
// --------------------------------------------------------------------------
//
//	New weapons
//
// --------------------------------------------------------------------------
//
//	I have put a lot of time in each of the new weapons.
//	Attention to detail and making the weapon fun to use has been the primary goal.
//	The new weapons can spawn in three places:
//	* They replace the chainsaw once you have picked one up.
//	* They have a 30% chance to spawn instead of another weapon. See their descriptions.
//
//	Knife (slot 1)
//		The weapon is currently in beta.
//		You can only get this weapon by select to start with it, or summon it with the console.
//		The knife is a completely silent weapon with thje ability to "stunlock" enemies because of it's high pain-state.
//		More stuff regarding the knife will come in a future update.
//
//	Pistol (slot2)
//		The beretta uses 9mm ammunition (together with the MP40) and can either be found besides
//		the bodies of your fellow marines, or be selected as a starting weapon.
//		Two attachements (upgrades) to the pistol can be found:
//		Flashlight - turn on the flashlight by pressing the weapon special key.
//		Silencer - turns the weapon silent.
//
//	Revolver (slot 2)
//		Each shot deals heavy damage and has a 10% chance to do a critical hit.
//		The weapon is wonderful against Barons, Knights and Cacodemons in close-range.
//		Altfire fires faster but is less accurate.
//		Pressing "weapon special" will spin the cylinder.
//		Spinning the cylinder is working 100% and is not just cosmetic, meaning that
//		you can play russian roulette against your enemies. Kinda useless, but fun.
//		Revolver bullets has a 10% chance to spawn instead of a ClipBox.
//		Has a 30% chance to spawn instead of a minigun.
//
//	Automatic Shotgun (slot 3)
//		Each shot fires 6 pellets, but each pellet deals about double damage compared to
//		those from the normal shotgun and ssg, making the automatic shotgun more
//		powerful even without the increased firing speed.
//		To balance the weapon I had to introduce a second type of shotgun ammunition.
//		The green shells has a 20% chance to replace normal shells and 15% chance to replace shellboxes.
//		Has a 30% chance to spawn instead of a super shotgun.
//
//	Sniper Rifle (slot 5)
//		The best long-range weapon. Best used against smaller enemies.
//		Sniping down comandos feels so satisfying.
//		Altfire toggles the scope. Which can toggle between 4x, 8x and 16x zoom
//		by Pressing "weapon special" while using the scope.
//		Sniper magazines has a 15% chance to spawn instead of a Clip.
//		Has a 30% chance to spawn instead of a rocket launcher.
//		
//	Railgun (slot 6)
//		The railgun is able to fire through smaller enemies, making it great against smaller
//		units standing in a line. The visible railtrail is just cosmetic, so don't worry
//		if it looks like the rail is missing the targets. The weapon is 100% accurate.
//		Altfire toggles the scope, which has a 2x zoom.
//		Pressing "weapon special" will toggle nightvision when using the scope.
//		Railgun cores has a 15% chance to spawn instead of a Cell.
//		Has a 30% chance to spawn instead of a plasmarifle.
//		
//	C-4 Explosives (slot 0)
//		Throw away C4s with primary fire. Detonate them with secondary fire.
//		The C-4 deals more damage than the grenades, but has a smaller radius.
//		A thrown C-4 can be disarmed and picked up again by walking up to it and pressing "use".
//		A single C-4 has a 5% chance to spawn instead of a rocket.
//		Has a 30% chance to spawn instead of a shotgun.
//
//
// --------------------------------------------------------------------------
//
//	Updated weapons
//		There may be a lot of more minor changes than those mentioned here.
//		Some weapons have a few pixels changed in some places. Most noticable is the machinegun.
//		All weapons have recieved what I call "Smoothed animations" that means that:
//		* There's more frames in the weapons animations.
//		* The weapon won't pop up/out when selecting/deselecting.
//		* The weapon won't disappear when kicking, taunting or throwing grenades.
//		* The weapon takes the same amount of time to select and deselect as all other weapons.
//		* Fixed missaligned sprites.
//
// --------------------------------------------------------------------------	
//
//	Chainsaw:
//		Increased damage.
//		Weapon will keep bloodstains att all times.
//		Weapon won't turn silent when kicking or taunting.
//		Going on a killing spree with the chainsaw will give cruelty bonus (armor) and sometimes drop ammo.
//
//	Shotgun:
//		Able to switch between BDv20b and BDv21 graphics.
//		Re-enabled and updated the strap physics.
//		Added brightmaps.
//
//	SSG:
//		Increased damage.
//		Changed sounds.
//		Added two new reload animations. They can be choosen in the options menu.
//
//	Rifle:
//		No longer chares ammunition with the minigun.
//		Now uses the same ammunition as the machinegun and sniper rifle.
//		Increased accuracy.
//		Lowered RPM.
//
//	Minigun:
//		Now uses a different type of ammunition from the rifles.
//		Increased maximum ammunition from 300/600 to 400/800.
//		Lowered spin up time.
//		The weapon is much more accurate but has more recoil.
//		Lowered damage but increased RPM.
//		Added new sounds.
//		The barells now spin in the other direction, which is more realistic concidering its belt fed from the right side.
//
//	Machinegun:
//		Now uses the same ammunition as the rifle and sniper rifle.
//		The weapon now uses magazines instead of a belt (and has to be reloaded).
//		Slightly increased bullet spread.
//		Slightly lowered damage.
//		Increased recoil.
//		The UI now shows if you have loaded a grenade into the machineguns grenade launcher.
//		You can change the position of this indicator with the variables TE_MGX and TE_MGY
//
//	Rocket Launcher:
//		Added an optional altfire - fire rockets as timed grenades.
//		Bugfix: Weapon will no longer alert enemies when firing an empty weapon.
//		Added brightmaps.
//
//	Grenadelauncher
//		The weapon will no longer "reload" when you have no rockets left.
//
//	Plasma Rifle:
//		Weapon will no longer stay on the ground efter been picked up (BDv20b bug)
//		Increased damage.
//		Increased projectile speed.
//		Added brightmaps.
//		
//	BFG 9000:
//		Increased damage.
//		Decreased the charge up time before fireing the weapon.
//		Slightly updated the graphics to make the weapon look more interesting.
//		Weapon won't disappear when kicking or taunting.
//		Added brightmaps.
//		Changed how the weapon works:
//		* It will now fire a fast moving projectile that does continous damage and has a large aoe upon detonation.
//		  There is an option to change the behaviour to the classic mode in the options menu.
//
//	BFG 10000:
//		Now uses railcores as ammunition instead of cells.
//		Updated pickup sprite.
//		Reduced charge up and cooldown time.
//		Slightly increased damage.
//
//	unmaker:
//		max ammunition lowered from 999 to 666 (becase it a weapon from hell! duh?) ammo/shot lowered to compensate for this.
//		you no longer get ammunition from killing zombies, the weapon slowly recharges itself.
//		(It takes about 15 minutes to get full ammo.)
//
//	Hand grenades:
//		Throwing a grenade at an enemy will now provoke it.
//		Grenades can now be rolled by pressing "reload" or "weapon special".
//		If a grenade falls into water it will lose momentum and start to sink.
//
//	MP40:
//		New updated sprites and animations.
//		It now fires with a open bolt system, as it does in real life.
//		Slight increase in damage.
//		Slight increase in accuracy.
//		Slight increased altfire zoom.
//		The weapon no longer shares ammunition with the rifle and minigun,
//		but uses the new 9mm magazines together with the pistol and BDv21 SMG.
//
//	Flamecannon:
//		Made altfire more powerful
//		Added light to all fire.
//		The weapon will no longer be able to fire under water.
//
//	Hellish Missile Launcher:
//		Buffed projectile speed and damage.
//		Increased maximum ammunition from 50/100 to 100/200.
//		New altfire: Fire non-homing rockets.
//
//
// --------------------------------------------------------------------------
//
//	Updated enemies
//
// --------------------------------------------------------------------------	
//
//	Baron of Hell
//		Can use both hands in melee.
//		Can use both hands to throw missiles.
//		Will attack more frequently when taunted.
//		Will bleed green blood.
//		New death animations.
//		All corpses are now destroyable.
//		Increased speed so it's faster than the Hell Knight.
//		Increased health.
//		Bugfix: Walls will now always lower in Phobos Anomaly upon death.
//
//	Hell Knight
//		Can use both hands in melee.
//		Can use both hands to throw missiles.
//		Will attack more frequently when taunted.
//		Will bleed green blood.
//		New death animations.
//		All corpses are now destroyable.
//		Lowered speed so it's slower than the Baron of Hell.
//		Increased health.
//
//	Cacodemon
//		Improved AI.
//		New projectile graphic.
//		Decreased speed when avoiding projectiles.
//		Will now attack more frequently.
//		All corpses are now destroyable.
//		Three new death animations added.
//		Will occasionally blink it's eye.
//		Increased health.
//
//
// --------------------------------------------------------------------------
//
//	Other stuff
//
// --------------------------------------------------------------------------	
//
//	Casings
//		Will now fade out and disappear after ten minutes.
//		Will now spawn closer to the weapons extractor and behaves more realisticly.
//		Smoke has been added.
//		Speed, angle and rotation are now fully randomzied.
//
//	A new "taunt" sound: "Eat shit hellspawn!"
//
//	New modern hud with updated sprites for Doomguys portrait.
//
//	New option menu.
//		Each new weapon of this mod can be individually disabled.
//		The players starting weapon can be selected between fists/knife/pistol/rifle
//		The pistols flashlight is kinda heavy on performance, so it has three graphics options to select between.
//		The reload animation of the SSG can be changed.
//		The behaviour of BFG 9000 can be changed.
//
//	New keybinds
//		throw C4
//		weapon special
//
// --------------------------------------------------------------------------
//
//	Information, Contact and Credits
//
// --------------------------------------------------------------------------
//
//	Hi!
//	My main goal with this mod has been a much more smooth Brutal Doom experience.
//	This PK3 is a light version of a bigger mod I've been working on for some years
//	which I made just for fun. I had at the beginning no intention to release
//	anything of it, therefore there might be some people missing in the credits.
//	I have really lost track of every sprite, sound and mod that I have used in
//	some way throughout the years. If you find some credits missing, please contact me.
//
//	Also, any of the stuff that I've made are free for anyone to use and modify in any way.
//	Just leave me credits in an apppropirate place.
//	I would love to know if you've been using any of it in your own mod. ;)
//
//	You can reach me by email:			daniel.kjellin.88@gmail.com
//	Or by sending me a PM on moddb:		http://www.moddb.com/members/tomtefar1988/
//	The mods website:					http://www.moddb.com/mods/brutal-doom/addons/tomtefars-extension/
//
//
//
//	The two lead words for my mod is Quality and Rebalance.
//
//	Quality:
//	* All weapons should feel complete, have no missing or missaligned sprites,
//	  get full brightmaps and feel powerful and satisfying to use.
//	* There should be as few bugs as possible.
//	* Items, enemies and FX should have brightmaps and lightning where it fits.
//
//	Rebalance:
//	* No weapon should be too powerful, and no weapon should feel useless. Every weapon has it's place and uses.
//	* Weapons that share the same ammunition may split in using different ammunition, if it helps the above statement.
//	* Enemies that feel weak compared to vanilla doom will get buffed, and gets some new tricks to use.
//
//
//
//	Baron & Knight
//		original sprites	SmoothDoom
//		original decorate	SergeantMarkIV
//		decorate & sprite edits done by me
//
//	Cacodemon
//		CDD1 sprites		SmoothDoom
//		CDD2 sprites		BeautifulDoom
//		CDD4 sprites		BeautifulDoom
//		original decorate	SergeantMarkIV
//		decorate & sprite edits done by me
//
//	Knife
//		original sprites	ScubaSteve
//		decorate & sprite edits done by me
//
//	Pistol
//		original decorate	JTC3 - "Brutal Pack"-mod
//		original sprites	DoomNukem
//		decorate & sprite edits done by me
//
//	Revolver
//		original sprites	DoomNukem
//		rotating cylinder	PillowBlaster
//		ammo pickup			copcap resident evil 2
//		decorate & sprite edits done by me
//
//	Automatic Shotgun
//		original sprites and decorate	Flammable4444
//		shellbox sprite original		Captain J
//		decorate & sprite edits done by me
//
//	Sniper Rifle
//		Original by TODM of realm667.com
//		decorate & sprite edits done by me
//
//	Railgun
//		original sprites	osjclatchford
//		railgun ammo made by me
//		decorate & sprite edits done by me
//
//	Grenades
//		original decorate	SergeantMarkIV
//		decorate & sprite edits done by me
//
//	Hell Launcher
//		sprites				Mike12
//		original decorate	SergeantMarkIV
//		decorate & sprite edits done by me
//
//	C-4
//		original sprites	DoomNukem
//		original decorate	saegiru
//		decorate & sprite edits done by me
//		scripts done by me
//
//	BFG
//		rotating motor sprites		NoozeArts
//		original decorate			SergeantMarkIV
//		decorate & sprite edits done by me
//
//	Doomguy head
//		original sprites	SmoothDoom
//		sprite edits done by me
//	
//	Casings
//		CASA, CASB, CASC done by me
//
//	Updated "cubes" of the Doom2 Boss
//		original sprites	Eriance/Amuscaria
//		sprite edits and brightmaps done by me
//
//	Flashlight
//		original model made by MarioDev @ sketchfab.com
//		https://sketchfab.com/models/56dd67db15444a6bb5b5cbf09a7f1294
//		conversion to sprites and edits done by me
//		original decorate from "Playstation doom for brutal doom"
//		decorate edits done by me
//
//	Enviromental protection / New rad suit
//		sprites done by me