Actor 1 : DoomWeapon
{
Height 14
Weapon.PreferredSkin "AssaultSG-Marine"
Weapon.SelectionOrder 7980
Weapon.KickBack 60
Weapon.AmmoUse 1
Weapon.AmmoGive 20
Weapon.AmmoType "NewShell"
AttackSound "weapons/12gaugefire"
  Inventory.PickupSound "AShotgun/Cock"
  Inventory.PickupMessage "Assault Shotgun"
   Scale 0.95 
   Inventory.PickupMessage "Demon Tech Rifle"
   Inventory.PickupSound "weapons/demontechload"
   Obituary "%o was fried by %k's Demon Tech Rifle."
   +WEAPON.NOALERT
   +INVENTORY.UNDROPPABLE
   States
	{
Spawn:
	UEXS X -1 
	Stop
Select:
	UEXS A 1 Offset(-90,69)
	UEXS A 1 Offset(-70,60)
	UEXS A 1 Offset(-55,52)
	UEXS A 1 Offset(-35,45)
	UEXS A 1 Offset(-15,39)
	UEXS A 1 Offset(-1,35)
SelectRaise:
	UEXS A 1 A_Raise
Deselect:
	TNT1 A 0 A_PlayWeaponSound("weapons/weapondown")
	TNT1 A 0 A_Lower
	UEXS A 1 A_Lower
	Wait
Ready:
	UEXS A 1 A_WeaponReady
	Loop
Fire:
	TNT1 A 0 A_JumpIfInventory("ExplosionShottyMode1",1,"Fire2")
	TNT1 A 0 A_PlayWeaponSound("ExpSSG/Fire2")
	TNT1 A 0 A_AlertMonsters
    TNT1 A 0 Radius_Quake(3,3,0,1,0)
    TNT1 A 0 A_GunFlash
	TNT1 A 0 A_Light1
	TNT1 A 0 A_SpawnItemEx("ExpSSGShell",30,5,25,Random(2,4),Random(3,6),Random(3,6),0)
	TNT1 AAAAAA 0 A_FireCustomMissile("PlayerExplosiveTracer",Random(5,-5),0,0,Random(5,-5))
	UEXF A 2 BRIGHT A_FireBullets(4.0,3.0,10,Random(5,7),"ModdedBulletPuff")
	UEXF B 4  
	UEXF C 3 
	UEXF D 3 
	TNT1 A 0 
	UEXS A 1 A_ReFire
	Goto Ready
Fire2:
	TNT1 A 0 A_PlayWeaponSound("ExpSSG/Fire2")
	TNT1 A 0 A_AlertMonsters
    TNT1 A 0 Radius_Quake(3,3,0,1,0)
    TNT1 A 0 A_GunFlash
	TNT1 A 0 A_Light1
	TNT1 A 0 A_SpawnItemEx("ExpSSGShell",30,5,25,Random(2,4),Random(3,6),Random(3,6),0)
	TNT1 A 0 A_FireCustomMissile("PlayerExplosiveTracer",Random(5,-5),0,0,Random(5,-5))
	UEXF A 1 BRIGHT A_FireBullets(4.0,2.4,1,Random(5,7),"ModdedBulletPuff")
	UEXF B 2  
	UEXF C 1 
	UEXF D 1 
	TNT1 A 0 
	TNT1 A 0 A_PlayWeaponSound("ExpSSG/Fire2")
	TNT1 A 0 A_AlertMonsters
    TNT1 A 0 Radius_Quake(3,3,0,1,0)
    TNT1 A 0 A_GunFlash
	TNT1 A 0 A_Light1
	TNT1 A 0 A_SpawnItemEx("ExpSSGShell",30,5,25,Random(2,4),Random(3,6),Random(3,6),0)
	TNT1 A 0 A_FireCustomMissile("PlayerExplosiveTracer",Random(5,-5),0,0,Random(5,-5))
	UEXF A 1 BRIGHT A_FireBullets(4.0,2.4,1,Random(5,7),"ModdedBulletPuff")
	UEXF B 2  
	UEXF C 1 
	UEXF D 1 
	TNT1 A 0 
	TNT1 A 0 A_PlayWeaponSound("ExpSSG/Fire2")
	TNT1 A 0 A_AlertMonsters
    TNT1 A 0 Radius_Quake(3,3,0,1,0)
    TNT1 A 0 A_GunFlash
	TNT1 A 0 A_Light1
	TNT1 A 0 A_SpawnItemEx("ExpSSGShell",30,5,25,Random(2,4),Random(3,6),Random(3,6),0)
	TNT1 A 0 A_FireCustomMissile("PlayerExplosiveTracer",Random(5,-5),0,0,Random(5,-5))
	UEXF A 1 BRIGHT A_FireBullets(4.0,2.4,1,Random(5,7),"ModdedBulletPuff")
	UEXF B 2  
	UEXF C 1 
	UEXF D 1 
	TNT1 A 0 
	UEXS A 1 A_ReFire
	Goto Ready	
AltFire:
	TNT1 A 0 A_JumpIfInventory("ExplosionShottyMode1",1,"ChangeMode2")
	TNT1 A 0 A_Print("Explosion Machine Gun")
	TNT1 A 0 A_GiveInventory("ExplosionShottyMode1")
	UEXS A 2
	UEXR AB 3
	TNT1 A 0 A_PlaySound("lasgguy/asgout")
	UEXR CDE 3 
	UEXR E 4
	TNT1 A 0 A_PlaySound("lasgguy/asgin")
	UEXR FG 5
	UEXR HJ 5
	UEXS A 5
	Goto Ready+6
ChangeMode2:
	TNT1 A 0 A_Print("Explosion Auto ShotGun")
	TNT1 A 0 A_TakeInventory("ExplosionShottyMode1")
	UEXS A 2
	UEXR AB 3
	TNT1 A 0 A_PlaySound("lasgguy/asgout")
	UEXR CDE 3 
	UEXR E 4
	TNT1 A 0 A_PlaySound("lasgguy/asgin")
	UEXR FG 5
	UEXR HJ 5
	UEXS A 5
	Goto Ready+6
	}
}

ACTOR ExplosionShottyMode1 : Inventory { Inventory.MaxAmount 1 }