Actor GreenRifle : Weapon 30392
{
Scale 0.8
+WEAPON.NOAUTOAIM
Weapon.SelectionOrder 7988
Weapon.AmmoType1 "BulletMag"
Weapon.AmmoType2 "BulletMag"
Weapon.AmmoGive1 50
Weapon.AmmoGive2 50
Weapon.AmmoUse1 3
Weapon.AmmoUse2 3
Inventory.PickupSound "items/assaultrifle"
Inventory.PickupMessage "Green Rifle."
Obituary "%o was blown to shit by %k's something."
Tag "Green Rifle"
States
	{
	Spawn:
		PGND A -1
		Loop
	Ready:
		RIFG A 1 A_WeaponReady
		Loop
	Select:
		RIFG A 1 A_Raise
		Loop
	Deselect:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
		TNT1 A 0 A_TakeInventory("MineAction",1)
		TNT1 A 0 A_TakeInventory("RailgunAction",1)
	DeselectLoop:
		RIFG A 1 A_Lower
		Loop
	Fire:
		RIFG A 1 Bright
		TNT1 A 0 A_PlaySound("weapons/assaultrifle")
	    TNT1 A 0 A_AlertMonsters	
		TNT1 A 0 A_GunFlash
		TNT1 A 0 Radius_Quake(1,2,0,1,0)
	    TNT1 A 0 A_SpawnItemEx("RifleCasing",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)
		TNT1 A 0 A_Light1
		PIFF A 2 A_FireBullets(4.0,2.4,1,Random(5,7),"GreendBulletPuff")
		TNT1 A 0 A_Refire
		GoTo Ready
	}
}

Actor GreendBulletPuff
{
Projectile
Speed 0
+FORCERADIUSDMG
+FOILINVUL
+NOTIMEFREEZE
+NOCLIP
+PUFFONACTORS
+NODAMAGETHRUST
Damagetype "Marine"
States
{
Spawn:
Death:
	TNT1 A 0
	TNT1 AAA 0 A_CustomMissile("Kaboom7",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	TNT1 A 1 A_Explode(20,30)
	Stop
}
}