ACTOR "Double Pistols" : Weapon
  {
    Weapon.SlotNumber 1
    Weapon.SelectionOrder 904
    Inventory.PickupSound "gen/pickup"
    Weapon.UpSound "gen/wepswitch"
    Inventory.Pickupmessage "You got an extra pistol!"
     SCALE 0.50
     AttackSound "rott/pistol2f"
     Obituary "%k \cbwasted\c- %o \cbwith two pistols\c-"
     States 

     { 
     Spawn: 
        PPST A -1 
        Stop 
     Ready: 
        PIX2 A 1 A_WeaponReady 
        LOOP 
     Deselect: 
        PIX2 A 1 A_Lower 
        LOOP 
     Select:
        PIX2 A 1 A_Raise 
        LOOP 
     Fire: 
		TNT1 A 0 A_GunFlash
        PIX2 A 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PIX2 E 8 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_JumpIfInventory("CoopModeOn", 1, "CoopFire")
        TNT1 A 0 A_FireBullets(2.7,1.6,1,6,"RottPuff",1)
	Continue:
		PIX2 F 3 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PIX2 G 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PIX2 E 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        PIX2 E 0 a_refire
        Goto Ready 
     Flash:
		TNT1 A 0 A_JumpIfInventory("CoopModeOn", 1, "CoopFire2")
		TNT1 A 0 A_FireBullets(2.7,1.6,1,6,"RottPuff",1) 
	Continue2:
        PIX2 C 3 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PIX2 D 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PIX2 B 14 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        stop 
	CoopFire:
		TNT1 A 0 A_PlaySound("rott/pistol2f")
		TNT1 A 0 A_FireCustomMissile("RottPistolBullet2", random(-27,27)/10.0, 0, 0, 0, 0, random(-16,16)/10.0)
		Goto Continue
	CoopFire2:
		TNT1 A 0 A_PlaySound("rott/pistol2f")
		TNT1 A 0 A_FireCustomMissile("RottPistolBullet2", random(27,27)/10.0, 0, 0, 0, 0, random(-16,16)/10.0)
		Goto continue2
     } 
}

actor RottPistolBullet2 : RottPistolBullet
{
    Damage (random(1,3)*6)
    Obituary "%k \cbwasted\c- %o \cbwith two pistols\c-"
}