ACTOR LasergunSpawner : CustomInventory  9351
{
  +INVENTORY.ALWAYSPICKUP
  Inventory.PickupMessage "You got the Super Secret Laser Gun! Oh yeah!"
  Inventory.PickupSound "WPICK"
  Scale 0.9
  States
  {
  Spawn:
    LGUN B 1
	LGUN B -1
    Stop
  Pickup:
    LGUN B 1
    TNT1 A 0 A_GiveInventory("Lasergun")
    Stop
  }
}

actor Lasergun : DoomWeapon
{
  //$Category Weapons
  spawnid 84
  game Doom
  scale 0.82
  Weapon.SelectionOrder 2900
  Inventory.PickupMessage "You got the Super Secret Laser Gun! Oh yeah!"
  AttackSound "weapons/AlphaLZRGker"
  Weapon.AmmoUse 1
  Weapon.AmmoGive 40
  Weapon.AmmoType "Cell"
  Inventory.Icon LGUNA0
  States
  {
  Spawn:
		LGUN B -1
		loop
  Ready:
		LZRG A 1 A_WeaponReady
		loop
	
  Select:
		TNT1 AAAAA 1 A_Raise
		TNT1 AAAAAAAAAA 0 A_Raise
		Goto SelectAnimation

	SelectAnimation:
		LZRS ABCD 1
		TNT1 A 0 A_giveInventory("HasPLasmaWeapon", 1)
		Goto Ready
	
	Deselect:
		LZRS DCBA 1
		TNT1 A 0 A_TakeInventory("HasPLasmaWeapon", 1)
		TNT1 A 0 A_StopSoundEx("WEAPON")
		TNT1 AAAAAAAAAA 0 A_Lower
		TNT1 A 1 A_Lower
		Wait
		
   Fire:
	  
	  TNT1 A 0 A_ZoomFactor(0.99)
	  TNT1 A 0 A_PlaySound ("LSSTART",2)
	  
	  
	 Hold:
	  TNT1 A 0 A_PlaySoundEx ("LSLOOP","WEAPON",1)
	  LZRG B 1 BRIGHT A_FireCustomMissile("AlphaLZRGkerLaser", 0, 1)
	  LZRG C 1 BRIGHT A_FireCustomMissile("AlphaLZRGkerLaser", 0, 0)
	  LZRG B 1 BRIGHT A_FireCustomMissile("AlphaLZRGkerLaser", 0, 1)
	  LZRG C 1 BRIGHT A_FireCustomMissile("AlphaLZRGkerLaser", 0, 0)
	  TNT1 A 0 A_Refire
	  TNT1 A 0 A_StopSoundEx("WEAPON")
	  TNT1 A 0 A_PlaySound ("LSSTOP",2)
	  TNT1 A 0 A_ZoomFactor(1.0)
	  LZRG AAAAA 2 A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0)
	  Goto Ready
  }
}


actor AlphaLZRGkerLaser : FastProjectile 9904
{
  game Doom
  radius 1
  height 1
  speed 999
  scale 0.6
  damage 2
  PROJECTILE
  +RANDOMIZE
  +EXTREMEDEATH
  +FORCERADIUSDMG
  DAmagetype "Plasma"
  Renderstyle Add
  Decal Bulletchip
  Alpha 1
  SeeSound "weapons/AlphaLZRGker"
  DeathSound "Null"
  Obituary "%o was LZRGde by %k."
  States
  {
  Spawn:
      TNT1 A 1
	  lOOP
  Death:
		TNT1 AAAAAAAA 0 A_CustomMissile ("ExplosionParticleLaser", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 360))
	  
	TNT1 AA 1 A_SpawnItem("RocketFlare")
	 //EXPL A 0 A_CustomMissile ("ExplosionSmokeFast22", 5, 0, random (0, 360), 2, random (0, 360))
    Stop
  }
}

actor AlphaLZRGkerLaserTrail
{
  game Doom
  height 4
  radius 2
  scale 0.6
  speed 0
  damage 0
  Renderstyle Add
  Alpha 1
  seesound "null"
  deathsound "null"
  PROJECTILE
  +RANDOMIZE
  states
  {
  Spawn:
    LAZR abab 1 bright
    stop
  Death:
    LPUF A 1 bright
    stop
  }
}