# Smoother weapon sprite animations by Per Kristian Risvik (2009-06-08)

Header { Version = 5; }


# Shotgun

State {
  ID = "SGUN1";
  Sprite = "PKSG";
  Frame = 0;
  Tics = 3;
  Next state = "SGUN2";
}

State {
  ID = "SGUN2";
  Sprite = "PKSG";
  Frame = 0;
  Tics = 6;
  Action = "A_FireShotgun";
  Next state = "SGUN3";
}

State {
  ID = "SGUN3";
  Sprite = "PKSG";
  Frame = 1;
  Tics = 2;
  Next state = "SGUN4";
}

State {
  ID = "SGUN4";
  Sprite = "PKSG";
  Frame = 2;
  Tics = 1;
  Next state = "SGUN5";
}

State {
  ID = "SGUN5";
  Sprite = "PKSG";
  Frame = 3;
  Tics = 2;
  Next state = "SGUN6";
}

State {
  ID = "SGUN6";
  Sprite = "PKSG";
  Frame = 4;
  Tics = 3;
  Next state = "SGUN7";
}

State {
  ID = "SGUN7";
  Sprite = "PKSG";
  Frame = 5;
  Tics = 3;
  Next state = "SGUN8";
}

State {
  ID = "SGUN8";
  Sprite = "PKSG";
  Frame = 6;
  Tics = 1;
  Next state = "SGUN9";
}

State {
  ID = "SGUN9";
  Sprite = "PKSG";
  Frame = 7;
  Tics = 3;
  Next state = "SGUN10";
}

State {
  ID = "SGUN10";
  Sprite = "PKSG";
  Frame = 6;
  Tics = 2;
  Next state = "SGUN11";
}

State {
  ID = "SGUN11";
  Sprite = "PKSG";
  Frame = 5;
  Tics = 2;
  Next state = "SGUN12";
}

State {
  ID = "SGUN12";
  Sprite = "PKSG";
  Frame = 4;
  Tics = 2;
  Next state = "SGUN13";
}

State {
  ID = "SGUN13";
  Sprite = "PKSG";
  Frame = 3;
  Tics = 2;
  Next state = "SGUN14";
}

State {
  ID = "SGUN14";
  Sprite = "PKSG";
  Frame = 2;
  Tics = 2;
  Next state = "SGUN15";
}

State {
  ID = "SGUN15";
  Sprite = "PKSG";
  Frame = 1;
  Tics = 2;
  Next state = "SGUN16";
}

State {
  ID = "SGUN16";
  Sprite = "PKSG";
  Frame = 0;
  Tics = 1;
  Next state = "SGUN17";
}

State {
  ID = "SGUN17";
  Sprite = "PKSG";
  Frame = 0;
  Tics = 7;
  Action = "A_ReFire";
  Next state = "SGUN";
}

State {
  ID = "SGUNFLASH1";
  Sprite = "SHTF";
  Frame = 32769;
  Tics = 3;
  Action = "A_Light2";
  Next state = "SGUNFLASH2";
}

State {
  ID = "SGUNFLASH2";
  Sprite = "SHTF";
  Frame = 32768;
  Tics = 2;
  Action = "A_Light1";
  Next state = "LIGHTDONE";
}


# Super shotgun

State {
  ID = "DSGUN";
  Sprite = "PKS2";
  Frame = 0;
  Tics = 1;
  Action = "A_WeaponReady";
  Next state = "DSGUN";
}

State {
  ID = "DSGUNDOWN";
  Sprite = "PKS2";
  Frame = 0;
  Tics = 1;
  Action = "A_Lower";
  Next state = "DSGUNDOWN";
}

State {
  ID = "DSGUNUP";
  Sprite = "PKS2";
  Frame = 0;
  Tics = 1;
  Action = "A_Raise";
  Next state = "DSGUNUP";
}

State {
  ID = "DSGUN1";
  Sprite = "PKS2";
  Frame = 0;
  Tics = 3;
  Next state = "DSGUN2";
}

State {
  ID = "DSGUN2";
  Sprite = "PKS2";
  Frame = 0;
  Tics = 7;
  Action = "A_FireShotgun2";
  Next state = "DSGUN3";
}

State {
  ID = "DSGUN3";
  Sprite = "PKS2";
  Frame = 0;
  Tics = 3;
  Action = "A_CheckReload";
  Next state = "DSGUN4";
}

State {
  ID = "DSGUN4";
  Sprite = "PKS2";
  Frame = 1;
  Tics = 3;
  Next state = "DSGUN5";
}

State {
  ID = "DSGUN5";
  Sprite = "PKS2";
  Frame = 2;
  Tics = 2;
  Next state = "DSGUN6";
}

State {
  ID = "DSGUN6";
  Sprite = "PKS2";
  Frame = 3;
  Tics = 3;
  Next state = "DSGUN7";
}

State {
  ID = "DSGUN7";
  Sprite = "PKS2";
  Frame = 4;
  Tics = 4;
  Next state = "DSGUN8";
}

State {
  ID = "DSGUN8";
  Sprite = "PKS2";
  Frame = 5;
  Tics = 2;
  Action = "A_OpenShotgun2";
  Next state = "DSGUN9";
}

State {
  ID = "DSGUN9";
  Sprite = "PKS2";
  Frame = 6;
  Tics = 2;
  Next state = "DSGUN10";
}

State {
  ID = "DSGUN10";
  Sprite = "PKS2";
  Frame = 7;
  Tics = 2;
  Next state = "DSGUN11";
}

State {
  ID = "DSGUN11";
  Sprite = "PKS2";
  Frame = 8;
  Tics = 2;
  Next state = "DSGUN12";
}

State {
  ID = "DSGUN12";
  Sprite = "PKS2";
  Frame = 9;
  Tics = 2;
  Next state = "DSGUN13";
}

State {
  ID = "DSGUN13";
  Sprite = "PKS2";
  Frame = 10;
  Tics = 3;
  Next state = "DSGUN14";
}

State {
  ID = "DSGUN14";
  Sprite = "PKS2";
  Frame = 11;
  Tics = 2;
  Action = "A_LoadShotgun2";
  Next state = "DSGUN15";
}

State {
  ID = "DSGUN15";
  Sprite = "PKS2";
  Frame = 12;
  Tics = 3;
  Next state = "DSGUN16";
}

State {
  ID = "DSGUN16";
  Sprite = "PKS2";
  Frame = 13;
  Tics = 2;
  Next state = "DSGUN17";
}

State {
  ID = "DSGUN17";
  Sprite = "PKS2";
  Frame = 14;
  Tics = 2;
  Next state = "DSGUN18";
}

State {
  ID = "DSGUN18";
  Sprite = "PKS2";
  Frame = 15;
  Tics = 2;
  Next state = "DSGUN19";
}

State {
  ID = "DSGUN19";
  Sprite = "PKS2";
  Frame = 16;
  Tics = 2;
  Next state = "DSGUN20";
}

State {
  ID = "DSGUN20";
  Sprite = "PKS2";
  Frame = 17;
  Tics = 3;
  Action = "A_CloseShotgun2";
  Next state = "DSGUN21";
}

State {
  ID = "DSGUN21";
  Sprite = "PKS2";
  Frame = 18;
  Tics = 3;
  Next state = "DSGUN22";
}

State {
  ID = "DSGUN22";
  Sprite = "PKS2";
  Frame = 0;
  Tics = 5;
  Action = "A_ReFire";
  Next state = "DSGUN";
}

State {
  ID = "DSGUNFLASH1";
  Sprite = "SHT2";
  Frame = 32777;
  Tics = 3;
  Action = "A_Light2";
  Next state = "DSGUNFLASH2";
}

State {
  ID = "DSGUNFLASH2";
  Sprite = "SHT2";
  Frame = 32776;
  Tics = 2;
  Action = "A_Light1";
  Next state = "LIGHTDONE";
}
