ACTOR Railgun : Weapon
{
	Weapon.AmmoUse 		        1
	Weapon.AmmoGive 		50
	Weapon.AmmoType			"Cell"
	Inventory.PickupMessage		"You got the Railgun!"
	Obituary			"%o smells %k's rails... oh wait, thats $o's melted insides"
	
	Weapon.UpSound			"w/load6"
	AttackSound			"x1/fire1"
	
	States
	{
		Ready:
			X1E1 A 1 A_WeaponReady
			goto Ready
		Deselect:
			X1E1 A 1 A_Lower
			X1E1 A 0 A_Lower
			goto Deselect
		Select:
			X1E1 A 1 A_Raise
			X1E1 A 0 A_Raise
			goto Select
		Fire:
			X1E1 A 2 A_GunFlash
			X1E1 B 0 A_FireCustomMissile("Rail_Standard", 0)
			//X1E1 B 0 A_FireCustomMissile("Rail_Standard", 0)
			X1E1 BCB 1
			X1E1 A 4
			X1E1 A 4 A_Refire
			goto Ready
		Flash:
			X1E1 D 2 bright
			X1E1 E 2 bright
			stop
	}
}

ACTOR Railgun_Taser : Weapon
{
	Weapon.AmmoUse1			1
	Weapon.AmmoUse2 		1
	Weapon.AmmoGive 		50
	Weapon.AmmoType1		"Cell"
	Weapon.AmmoType2		"Cell"
	Inventory.PickupMessage		"You got the Railgun!"
	Obituary			"%o smells %k's rails... oh wait, thats $o's melted insides"
	
	Weapon.UpSound			"w/load6"
	AttackSound			"x1/fire1"
	
	States
	{
		Ready:
			X1E2 A 1 A_WeaponReady
			goto Ready
		Deselect:
			X1E2 A 1 A_Lower
			X1E2 A 0 A_Lower
			goto Deselect
		Select:
			X1E2 A 1 A_Raise
			X1E2 A 0 A_Raise
			goto Select
		Fire:
			X1E2 A 2 A_GunFlash
			X1E2 B 0 A_FireCustomMissile("Rail_Standard", 0)
			X1E2 BCB 1
			X1E2 A 4
			X1E2 A 4 A_Refire
			goto Ready
		AltFire:
			X1E2 A 1
			X1E2 B 2 A_FireCustomMissile("Rail_Taser", 0)
			X1E2 A 1 A_Refire
			goto Ready
		Flash:
			X1E1 D 2 bright
			X1E1 E 2 bright
			stop
	}
}

ACTOR Railgun_Slug : Weapon
{
	Weapon.AmmoUse1			1
	Weapon.AmmoUse2 		2
	Weapon.AmmoGive 		50
	Weapon.AmmoType1		"Cell"
	Weapon.AmmoType2		"Cell"
	Inventory.PickupMessage		"You got the Railgun!"
	Obituary			"%o smells %k's rails... oh wait, thats $o's melted insides"
	
	Weapon.UpSound			"w/load6"
	AttackSound			"x1/fire1"
	
	States
	{
		Ready:
			X1E3 A 1 A_WeaponReady
			goto Ready
		Deselect:
			X1E3 A 1 A_Lower
			X1E3 A 0 A_Lower
			goto Deselect
		Select:
			X1E3 A 1 A_Raise
			X1E3 A 0 A_Raise
			goto Select
		Fire:
			X1E3 A 2 A_GunFlash
			X1E3 B 0 A_FireCustomMissile("Rail_Standard", 0)
			//X1E1 B 0 A_FireCustomMissile("Rail_Standard", 0)
			X1E3 BCB 1
			X1E3 A 4
			X1E3 A 4 A_Refire
			goto Ready
		AltFire:
			X1E3 A 2 A_GunFlash
			X1E3 B 0 A_RailAttack (100, 1, 1, "0C 00 FF", "ff ff ff", 0, 0, "BulletPuff_Player")		// damage from 60 to 100
			X1E3 B 0 A_RailAttack (100, -1, 1, "0C 00 FF", "ff ff ff", 0, 0, "BulletPuff_Player")		// damage from 60 to 100
			X1E3 BCB 9
			X1E3 A 4 A_Refire
			goto Ready
		Flash:
			X1E3 D 2 bright
			X1E3 E 2 bright
			stop
	}
}