ACTOR Quadshot : Weapon
{
	Weapon.AmmoUse 			4
	Weapon.AmmoGive 		8
	Weapon.AmmoType			"Shell"
	Inventory.PickupMessage		"You got the Quadshot!"
	Obituary			"%o eats %k's Quadshot shells."
	
	Weapon.UpSound			"w4/load"
	AttackSound			"w2/fire"
	
	States
	{
		Ready:
			W4E1 A 1 A_WeaponReady
			goto Ready
		Deselect:
			W4E1 A 1 A_Lower
			W4E1 A 0 A_Lower
			goto Deselect
		Select:
			W4E1 A 1 A_Raise
			W4E1 A 0 A_Raise
			goto Select
		Fire:
			W4E1 A 3
			W4E1 B 4
			W4E1 C 5 bright A_FireBullets(3, 2, 28, 9, "BulletPuff_Standard")	// damage switched from 11 to 9
			W4E1 A 27
			W4E1 D 4 A_PlayWeaponSound("w4/load")
			W4E1 D 0 A_FireCustomMissile("splatShellCasing", 45 + random(-8,8), 0, 2, 3)
			W4E1 D 0 A_FireCustomMissile("splatShellCasing", 45 + random(-8,8), 0, 2, 3)
			W4E1 D 0 A_FireCustomMissile("splatShellCasing", 45 + random(-8,8), 0, 2, 3)
			W4E1 D 0 A_FireCustomMissile("splatShellCasing", 45 + random(-8,8), 0, 2, 3)
			W4E1 E 2
			W4E1 A 17
			W4E1 A 5 A_Refire
			goto Ready
	}
}

ACTOR Quadshot_Bayonet : Weapon
{
	Weapon.AmmoUse 			4
	Weapon.AmmoGive 		8
	Weapon.AmmoType			"Shell"
	Inventory.PickupMessage		"You got the Quadshot, upgraded with a Bayonet Chainsaw!"
	Obituary			"%o eats %k's Quadshot shells, which was also upgraded with a Bayonet Chainsaw."
	
	Weapon.ReadySound		"weapons/sawidle"
	Weapon.UpSound			"weapons/sawup"
	AttackSound			"w2/fire"
	DamageType			MarineFire
	
	States
	{
		Ready:
			W4E1 A 1 A_WeaponReady
			goto Ready
		Deselect:
			W4E1 A 1 A_Lower
			W4E1 A 0 A_Lower
			goto Deselect
		Select:
			W4E1 A 1 A_Raise
			W4E1 A 0 A_Raise
			goto Select
		Fire:
			W4E1 A 3
			W4E1 B 4
			W4E1 C 5 bright A_FireBullets(3, 2, 28, 7, "BulletPuff_Standard")	// damage switched from 11 to 9, to 7
			W4E1 A 7
			W4E1 D 4 A_PlayWeaponSound("w4/load")
			W4E1 D 0 A_FireCustomMissile("splatShellCasing", 45 + random(-8,8), 0, 2, 3)
			W4E1 D 0 A_FireCustomMissile("splatShellCasing", 45 + random(-8,8), 0, 2, 3)
			W4E1 D 0 A_FireCustomMissile("splatShellCasing", 45 + random(-8,8), 0, 2, 3)
			W4E1 D 0 A_FireCustomMissile("splatShellCasing", 45 + random(-8,8), 0, 2, 3)
			W4E1 E 2
			W4E1 A 7
			W4E1 A 5 A_Refire
			goto Ready
		AltFire:
			W4E2 DE 2 A_Saw("weapons/sawfull", "weapon/sawhit", 20, "Saw_Spread")
			W4E2 E 0 A_Refire
			W4E2 CBA 3
			goto Ready
	}
}

ACTOR Quadshot_Explosive : Weapon
{
	Weapon.AmmoUse 			4
	Weapon.AmmoGive 		8
	Weapon.AmmoType			"Shell"
	Inventory.PickupMessage		"You got the Quadshot, upgraded with Explosive Shells!"
	Obituary			"%o eats %k's Explosive Quadshot shells."
	
	Weapon.UpSound			"w4/load"
	AttackSound			"w2/fire"
	
	States
	{
		Ready:
			W4E3 A 1 A_WeaponReady
			goto Ready
		Deselect:
			W4E3 A 1 A_Lower
			W4E3 A 0 A_Lower
			goto Deselect
		Select:
			W4E3 A 1 A_Raise
			W4E3 A 0 A_Raise
			goto Select
		Fire:
			W4E3 A 3
			W4E3 B 4
			W4E3 C 5 bright A_FireBullets(3, 2, 20, 11, "BulletPuff_Explosive")	// from 15 to 11
			W4E3 A 7
			W4E3 D 5 A_PlayWeaponSound("w4/load")
			W4E3 D 0 A_FireCustomMissile("splatShellCasing", 45 + random(-8,8), 0, 2, 3)
			W4E3 D 0 A_FireCustomMissile("splatShellCasing", 45 + random(-8,8), 0, 2, 3)
			W4E3 D 0 A_FireCustomMissile("splatShellCasing", 45 + random(-8,8), 0, 2, 3)
			W4E3 D 0 A_FireCustomMissile("splatShellCasing", 45 + random(-8,8), 0, 2, 3)
			W4E3 E 3
			W4E3 A 7
			W4E3 A 5 A_Refire
			goto Ready
	}
}