ACTOR Repeater : Weapon
{
	Weapon.AmmoUse 			1
	Weapon.AmmoGive 		8
	Weapon.AmmoType			"Dualshot_Ammo"
	Inventory.PickupMessage		"You got the Repeater!"
	Obituary			"%o got mushed by %k's Repeater."
	
	Weapon.UpSound			"w/load2"
	AttackSound			"x5/fire1"
	
	States
	{
		Ready:
			X5E1 A 1 A_WeaponReady
			goto Ready
			X5E1 ABABAB 1 A_PlaySound("x5/powerdown")
			X5E1 ABABAB 2
			X5E1 ABABAB 3
			goto Ready
		Deselect:
			X5E1 A 1 A_Lower
			X5E1 A 0 A_Lower
			goto Deselect
		Select:
			X5E1 A 1 A_Raise
			X5E1 A 0 A_Raise
			goto Ready
		Fire:
			X5E1 ABABAB 3 A_PlaySound("x5/powerup")
			X5E1 ABABAB 2
			X5E1 ABABAB 1
			goto Hold
		Hold:
			X5E1 CD 2 bright  A_FireBullets(12, 12, 1, 13, "BulletPuff_Standard", CHAN_AUTO)
			X5E1 D 0 A_TakeInventory("Dualshot_Ammo", 2)
			X5E1 A 1 A_ReFire
			goto Ready+2
	}
}

ACTOR Repeater_DoubleSpeed : Weapon
{
	Weapon.AmmoUse 			1
	Weapon.AmmoGive 		8
	Weapon.AmmoType			"Dualshot_Ammo"
	Inventory.PickupMessage		"You got the Repeater with extra barrel control!"
	Obituary			"%o got mushed by %k's Repeater."
	
	Weapon.UpSound			"w/load2"
	AttackSound			"x5/fire2"
	
	States
	{
		Ready:
			X5E1 A 1 A_WeaponReady
			goto Ready
			X5E1 AB 1 A_PlaySound("x5/powerdown")
			X5E1 AB 2
			X5E1 AB 3
			goto Ready
		Deselect:
			X5E1 A 1 A_Lower
			X5E1 A 0 A_Lower
			goto Deselect
		Select:
			X5E1 A 1 A_Raise
			X5E1 A 0 A_Raise
			goto Ready
		Fire:
			X5E1 AB 2 A_PlaySound("x5/powerup")
			X5E1 AB 1
			X5E1 AB 1
			goto Hold
		Hold:
			X5E1 CD 2 bright  A_FireBullets(12, 12, 2, 13, "BulletPuff_Standard", CHAN_AUTO)
			X5E1 D 0 A_TakeInventory("Dualshot_Ammo", 2)
			X5E1 A 1 A_ReFire
			goto Ready+2
	}
}

ACTOR Repeater_BlastShells : Weapon
{
	Weapon.AmmoUse 			1
	Weapon.AmmoGive 		8
	Weapon.AmmoType			"Cell"
	Inventory.PickupMessage		"You got the Repeater with BLASTER ROUNDS!"
	Obituary			"%o got mushed by %k's Repeater."
	
	Weapon.UpSound			"w/load2"
	AttackSound			"x3/fire1"
	
	States
	{
		Ready:
			X5E2 A 1 A_WeaponReady
			goto Ready
			X5E2 AB 1 A_PlaySound("x5/powerdown")
			X5E2 AB 2
			X5E2 AB 3
			goto Ready
		Deselect:
			X5E2 A 1 A_Lower
			X5E2 A 0 A_Lower
			goto Deselect
		Select:
			X5E2 A 1 A_Raise
			X5E2 A 0 A_Raise
			goto Ready
		Fire:
			X5E2 AB 3 A_PlaySound("x5/powerup")
			X5E2 AB 2
			X5E2 AB 1
			goto Hold
		Hold:
			X5E2 CD 3 bright  A_FireBullets(12, 12, 1, 19, "BulletPuff_Explosive", CHAN_AUTO)
			X5E2 D 0 A_TakeInventory("Cell", 2)
			X5E2 A 1 A_ReFire
			goto Ready+2
	}
}