ACTOR Boomstick : Weapon
{
	Weapon.AmmoUse 			1
	Weapon.AmmoGive 		8
	Weapon.AmmoType			"Shell"
	Inventory.PickupMessage		"You got the Boomstick!"
	Obituary			"%o got blasted by %k's Boomstick."
	
	Weapon.UpSound			"w2/load"
	AttackSound			"w2/fire"
	
	States
	{
		Ready:
			W2E1 A 1 A_WeaponReady
			goto Ready
		Deselect:
			W2E1 A 1 A_Lower
			W2E1 A 0 A_Lower
			goto Deselect
		Select:
			W2E1 A 1 A_Raise
			W2E1 A 0 A_Raise
			goto Select
		Fire:
			W2E1 A 3 A_GunFlash
			W2E1 A 7 A_FireBullets(6, 6, 7, 7, "BulletPuff_Standard")
			W2E1 BC 5
			W2E1 D 4 A_PlayWeaponSound("w2/load")
			W2E1 D 0 A_FireCustomMissile("splatShellCasing", 45 + random(-8,8), 0, 2, 3)
			W2E1 CB 4
			W2E1 A 10 A_Refire
			goto Ready
		Flash:
			SHTF A 2 bright A_Light1
			SHTF B 2 Bright A_Light2
			Goto LightDone
	}
}

ACTOR Boomstick_Bayonet : Weapon
{
	Weapon.AmmoUse 			1
	Weapon.AmmoGive 		8
	Weapon.AmmoType			"Shell"
	Inventory.PickupMessage		"You got the Boomstick, upgraded with a Bayonet!"
	Obituary			"%o got blasted by %k's Shiny Boomstick."
	
	Weapon.UpSound			"weapons/sawup"
	Weapon.ReadySound		"weapons/sawidle"
	AttackSound			"w2/fire"
	DamageType			MarineFire
	
	States
	{
		Ready:
			W2E2 AB 5 A_WeaponReady
			goto Ready
		Deselect:
			W2E2 AAAA 1 A_Lower
			W2E2 AAAA 0 A_Lower
			W2E2 AAAA 0 A_Lower
			W2E2 A 0 A_Lower
			goto Deselect
		Select:
			W2E2 AAAA 1 A_Raise
			W2E2 AAAA 0 A_Raise
			W2E2 AAAA 0 A_Raise
			W2E2 A 0 A_Raise
			goto Select
		Fire:
			W2E2 A 3 A_GunFlash
			W2E2 A 7 A_FireBullets(6, 6, 7, 7, "BulletPuff_Standard")
			W2E2 BC 5
			W2E2 D 4 A_PlayWeaponSound("w2/load")
			W2E2 D 0 A_FireCustomMissile("splatShellCasing", 45 + random(-8,8), 0, 2, 3)
			W2E2 CB 4
			W2E2 A 5 A_Refire
			goto Ready
		AltFire:
			W2E2 AB 2 A_Saw("weapons/sawfull", "weapon/sawhit", 15, "Saw_Spread")
			goto Ready
		Flash:
			SHTF A 2 bright A_Light1
			SHTF B 2 Bright A_Light2
			Goto LightDone
	}
}

ACTOR Boomstick_Explosive : Weapon
{
	Weapon.AmmoUse1 			1
	Weapon.AmmoUse2 			1
	Weapon.AmmoGive 		8
	Weapon.AmmoType1			"Shell"
	Weapon.AmmoType2			"Shell"
	Inventory.PickupMessage		"You got the Boomstick!"
	Obituary			"%o got blasted by %k's Boomstick."
	
	Weapon.UpSound			"w2/load"
	AttackSound			"w2/fire2"
	DamageType			MarineFire
	
	States
	{
		Ready:
			W2E3 A 1 A_WeaponReady
			goto Ready
		Deselect:
			W2E3 A 1 A_Lower
			W2E3 A 0 A_Lower
			goto Deselect
		Select:
			W2E3 A 1 A_Raise
			W2E3 A 0 A_Raise
			goto Select
		Fire:
			W2E3 A 3 A_GunFlash
			W2E3 A 7 A_FireBullets(7, 7, 7, 18, "BulletPuff_Explosive")
			W2E1 BC 6
			W2E1 D 5 A_PlayWeaponSound("w2/load")
			W2E1 D 0 A_FireCustomMissile("splatShellCasing", 45 + random(-8,8), 0, 2, 3)
			W2E1 CB 4
			W2E3 A 10 A_Refire
			goto Ready
		AltFire:
			W2E3 A 3 A_GunFlash
			W2E3 A 7 A_FireBullets(6, 6, 7, 5, "BulletPuff_Standard")
			W2E1 BC 5
			W2E1 D 4 A_PlayWeaponSound("w2/load")
			W2E1 D 0 A_FireCustomMissile("splatShellCasing", 45 + random(-8,8), 0, 2, 3)
			W2E1 CB 4
			W2E3 A 10 A_Refire
			goto Ready
		Flash:
			SHTF A 2 bright A_Light1
			SHTF B 2 Bright A_Light2
			Goto LightDone
	}
}