ACTOR SSG : Weapon
{
	Weapon.AmmoUse 			2
	Weapon.AmmoGive 		8
	Weapon.AmmoType			"Shell"
	Inventory.PickupMessage		"You got the Super Shotgun!"
	Obituary			"%o was splattered by %k's Super Shotgun."
	
	Weapon.UpSound			"w2/load"
	AttackSound			"w3/fire1"
	
	States
	{
		Ready:
			W3E1 A 1 A_WeaponReady
			goto Ready
		Deselect:
			W3E1 A 1 A_Lower
			W3E1 A 0 A_Lower
			goto Deselect
		Select:
			W3E1 A 1 A_Raise
			W3E1 A 0 A_Raise
			goto Select
		Fire:
    			W3E1 A 3 A_GunFlash
    			W3E1 A 7 A_FireBullets (13.2, 10.1, 14, 11, "BulletPuff_Standard")	// damage switched from 11 to 11
    			W3E1 B 7 
    			W3E1 C 7 A_CheckReload
    			W3E1 D 7 A_OpenShotgun2
    			W3E1 E 7
    			W3E1 F 7 A_LoadShotgun2
    			W3E1 A 0 A_FireCustomMissile("splatShellCasing",45+random(-8,8),0,2,3)
    			W3E1 A 0 A_FireCustomMissile("splatShellCasing",45+random(-8,8),0,2,3)
    			W3E1 G 6
    			W3E1 H 6 A_CloseShotgun2
    			W3E1 A 5 A_ReFire
    			goto Ready
		Flash:
			SHT2 I 4 bright A_Light1
			SHT2 J 3 bright A_Light2
			goto LightDone
	}
}

ACTOR SSG_Autoload : Weapon
{
	Weapon.AmmoUse 			2
	Weapon.AmmoGive 		8
	Weapon.AmmoType			"Shell"
	Inventory.PickupMessage		"You got the Super Shotgun, upgraded with Auto-Loading!"
	Obituary			"%o was splattered by %k's Auto-Loading Super Shotgun."
	
	Weapon.UpSound			"w2/load"
	AttackSound			"w3/fire2"
	
	States
	{
		Ready:
			W3E2 A 1 A_WeaponReady
			goto Ready
		Deselect:
			W3E2 A 1 A_Lower
			W3E2 A 0 A_Lower
			goto Deselect
		Select:
			W3E2 A 1 A_Raise
			W3E2 A 0 A_Raise
			goto Select
		Fire:
    			W3E2 A 3 A_GunFlash
    			W3E2 A 7 A_FireBullets (13.2, 10.1, 14, 11, "BulletPuff_Standard")	// damage switched from 11 to 11
    			W3E1 B 5 
    			W3E1 C 5 A_CheckReload
    			W3E1 C 0 A_FireCustomMissile("splatShellCasing",45+random(-8,8),0,2,3)
    			W3E1 C 0 A_FireCustomMissile("splatShellCasing",45+random(-8,8),0,2,3)
    			W3E1 B 4
    			W3E2 A 3 A_CloseShotgun2
    			W3E2 A 5 A_ReFire
    			goto Ready
		Flash:
			SHT2 I 4 bright A_Light1
			SHT2 J 3 bright A_Light2
			goto LightDone
	}
}

ACTOR SSG_Explosive : Weapon
{
	Weapon.AmmoUse1 			2
	Weapon.AmmoUse2 			2
	Weapon.AmmoGive 		8
	Weapon.AmmoType1			"Shell"
	Weapon.AmmoType2			"Shell"
	Inventory.PickupMessage		"You got the Super Shotgun!"
	Obituary			"%o was splattered by %k's Super Shotgun."
	
	Weapon.UpSound			"w2/load"
	AttackSound			"w3/fire1"
	
	States
	{
		Ready:
			W3E3 A 1 A_WeaponReady
			goto Ready
		Deselect:
			W3E3 A 1 A_Lower
			W3E3 A 0 A_Lower
			goto Deselect
		Select:
			W3E3 A 1 A_Raise
			W3E3 A 0 A_Raise
			goto Select
		Fire:
    			W3E3 A 3 A_GunFlash
    			W3E3 A 7 A_FireBullets (11.2, 7.1, 14, 19, "BulletPuff_Explosive")
    			W3E1 B 7 
    			W3E1 C 7 A_CheckReload
    			W3E1 D 7 A_OpenShotgun2
    			W3E3 E 7
    			W3E3 F 7 A_LoadShotgun2
    			W3E1 A 0 A_FireCustomMissile("splatShellCasing",45+random(-8,8),0,2,3)
    			W3E1 A 0 A_FireCustomMissile("splatShellCasing",45+random(-8,8),0,2,3)
    			W3E1 G 6
    			W3E1 H 6 A_CloseShotgun2
    			W3E3 A 5 A_ReFire
    			goto Ready
		AltFire:
    			W3E3 A 3 A_GunFlash
    			W3E1 A 7 A_FireBullets (13.2, 10.1, 14, 11, "BulletPuff_Standard")	// damage switched from 11 to 11
    			W3E1 B 7 
    			W3E1 C 7 A_CheckReload
    			W3E1 D 7 A_OpenShotgun2
    			W3E1 E 7
    			W3E1 F 7 A_LoadShotgun2
    			W3E1 A 0 A_FireCustomMissile("splatShellCasing",45+random(-8,8),0,2,3)
    			W3E1 A 0 A_FireCustomMissile("splatShellCasing",45+random(-8,8),0,2,3)
    			W3E1 G 6
    			W3E1 H 6 A_CloseShotgun2
    			W3E3 A 5 A_ReFire
    			goto Ready
		Flash:
			SHT2 I 4 bright A_Light1
			SHT2 J 3 bright A_Light2
			goto LightDone
	}
}