ACTOR PlayerPellet : PlayerBullet // Using Spread 7.1
{
Speed 1
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_CustomMissile("PlayerBullet", 0,0,0, CMF_AIMDIRECTION, ACS_NamedExecuteWithResult("PlayerBulletSpread", 7.1)/65536.0)
    Stop
}
}

// Complex Doom:

ACTOR PlayerCombatShotgunPellet : PlayerPellet // Using Spread 2.0
{
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_CustomMissile("PlayerBullet", 0,0,0, CMF_AIMDIRECTION, ACS_NamedExecuteWithResult("PlayerBulletSpread", 2.0)/65536.0)
    Stop
}
}

ACTOR PlayerAssaultShotgunPellet : PlayerPellet // Using Spread 2.1
{
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_CustomMissile("PlayerBullet", 0,0,0, CMF_AIMDIRECTION, ACS_NamedExecuteWithResult("PlayerBulletSpread", 2.1)/65536.0)
    Stop
}
}

ACTOR PlayerSuperShotgunPellet : PlayerPellet // Using Spread 6.8
{
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_CustomMissile("PlayerBullet", 0,0,0, CMF_AIMDIRECTION, ACS_NamedExecuteWithResult("PlayerBulletSpread", 6.8)/65536.0)
    Stop
}
}

ACTOR PlayerQuadShotgunPellet : PlayerPellet // Using Spread 7.1
{
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_CustomMissile("PlayerBullet", 0,0,0, CMF_AIMDIRECTION, ACS_NamedExecuteWithResult("PlayerBulletSpread", 7.1)/65536.0)
    Stop
}
}

ACTOR PlayerAssaultRiflePellet : PlayerPellet // Using Spread 2.0
{
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_CustomMissile("PlayerBullet", 0,0,0, CMF_AIMDIRECTION, ACS_NamedExecuteWithResult("PlayerBulletSpread", 2.0)/65536.0)
    Stop
}
}

ACTOR PlayerMinigunPellet : PlayerMinigunBullet // Using Spread 2.0
{
Speed 1
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_CustomMissile("PlayerMinigunBullet", 0,0,0, CMF_AIMDIRECTION, ACS_NamedExecuteWithResult("PlayerBulletSpread", 2.0)/65536.0)
    Stop
}
}

ACTOR PlayerMP40Pellet : PlayerMP40Bullet // Using Spread 2.0
{
Speed 1
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_CustomMissile("PlayerMP40Bullet", 0,0,0, CMF_AIMDIRECTION, ACS_NamedExecuteWithResult("PlayerBulletSpread", 2.0)/65536.0)
    Stop
}
}