ACTOR Spitter : Weapon
{
	Weapon.AmmoUse 			1
	Weapon.AmmoGive 		8
	Weapon.AmmoType			"Clip"
	Inventory.PickupMessage		"You got the Spitter!"
	Obituary			"%o got blasted by %k's Spitter."
	
	Weapon.UpSound			"w6/up"
	AttackSound			"w6/fire"
	
	States
	{
		Ready:
			W6E1 A 1 A_WeaponReady
			goto Ready
		Deselect:
			W6E1 A 1 A_Lower
			W6E1 A 0 A_Lower
			goto Deselect
		Select:
			W6E1 A 1 A_Raise
			W6E1 A 0 A_Raise
			goto Select
		Fire:
			W6E1 A 1
			W6E1 B 2 bright  A_FireBullets(6, 6, 1, 9, "BulletPuff_Standard")	// damage reduced from 10 to 9
			W6E1 A 0 A_FireCustomMissile("splatBulletCasing", 45 + random(-8,8), 0, 2, 3)
			W6E1 A 1
			W6E1 B 2 bright  A_FireBullets(6, 6, 1, 9, "BulletPuff_Standard")	// damage reduced from 10 to 9
			W6E1 A 0 A_FireCustomMissile("splatBulletCasing", 45 + random(-8,8), 0, 2, 3)
			W6E1 A 1
			W6E1 B 5 bright  A_FireBullets(6, 6, 1, 9, "BulletPuff_Standard")	// damage reduced from 10 to 9
			W6E1 A 0 A_FireCustomMissile("splatBulletCasing", 45 + random(-8,8), 0, 2, 3)
			W6E1 A 1 A_ReFire
			goto Ready
	}
}

ACTOR Spitter_SSG : Weapon
{
	Weapon.AmmoUse1 		1
	Weapon.AmmoUse2 		2
	Weapon.AmmoGive1 		8
	Weapon.AmmoGive2 		3
	Weapon.AmmoType1		"Clip"
	Weapon.AmmoType2		"Shell"
	Inventory.PickupMessage		"You got the Spitter!"
	Obituary			"%o got blasted by %k's Spitter."
	
	Weapon.UpSound			"w6/up"
	//AttackSound			"w6/fire"
	
	States
	{
		Ready:
			W6E2 A 1 A_WeaponReady
			goto Ready
		Deselect:
			W6E2 A 1 A_Lower
			W6E2 A 0 A_Lower
			goto Deselect
		Select:
			W6E2 A 1 A_Raise
			W6E2 A 0 A_Raise
			loop
		Fire:
			W6E2 A 1
			W6E2 A 0 A_PlayWeaponSound("w6/fire")
			W6E2 B 2 bright  A_FireBullets(6, 6, 1, 9, "BulletPuff_Standard")	// damage reduced from 10 to 9
			W6E2 A 0 A_FireCustomMissile("splatBulletCasing", 45 + random(-8,8), 0, 2, 3)
			W6E2 A 1
			W6E2 A 0 A_PlayWeaponSound("w6/fire")
			W6E2 B 2 bright  A_FireBullets(6, 6, 1, 9, "BulletPuff_Standard")	// damage reduced from 10 to 9
			W6E2 A 0 A_FireCustomMissile("splatBulletCasing", 45 + random(-8,8), 0, 2, 3)
			W6E2 A 1
			W6E2 A 0 A_PlayWeaponSound("w6/fire")
			W6E2 B 5 bright  A_FireBullets(6, 6, 1, 9, "BulletPuff_Standard")	// damage reduced from 10 to 9
			W6E2 A 0 A_FireCustomMissile("splatBulletCasing", 45 + random(-8,8), 0, 2, 3)
			W6E2 A 1 A_ReFire
			goto Ready
		AltFire:
			W6E2 C 1 A_FireBullets (13.2, 10.1, 14, 9, "BulletPuff_Standard")	// damage reduced from 11 to 9
			W6E2 A 4 A_PlayWeaponSound("w3/fire1")
			W6E2 A 1 A_PlaySound("w/load7")
			W6E2 EFG 3
    			W6E2 G 0 A_FireCustomMissile("splatShellCasing",45+random(-8,8),0,2,3)
    			W6E2 G 0 A_FireCustomMissile("splatShellCasing",45+random(-8,8),0,2,3)
			W6E2 FED 3
			W6E2 A 1 A_ReFire
			goto Ready
	}
}

ACTOR Spitter_GLauncher : Weapon
{
	Weapon.AmmoUse1 		1
	Weapon.AmmoUse2 		1
	Weapon.AmmoGive1 		8
	Weapon.AmmoGive2 		3
	Weapon.AmmoType1		"Clip"
	Weapon.AmmoType2		"GLauncher_Ammo"
	Inventory.PickupMessage		"You got the Spitter!"
	Obituary			"%o got blasted by %k's Spitter."
	
	Weapon.UpSound			"w6/up"
	AttackSound			"w6/fire"
	
	States
	{
		Ready:
			W6E3 A 1 A_WeaponReady
			goto Ready
		Deselect:
			W6E3 A 1 A_Lower
			W6E3 A 0 A_Lower
			goto Deselect
		Select:
			W6E3 A 1 A_Raise
			W6E3 A 0 A_Raise
			goto Select
		Fire:
			W6E3 A 1
			W6E3 B 2 bright  A_FireBullets(6, 6, 1, 9, "BulletPuff_Standard")	// damage reduced from 10 to 9
			W6E3 A 0 A_FireCustomMissile("splatBulletCasing", 45 + random(-8,8), 0, 2, 3)
			W6E3 A 1
			W6E3 B 2 bright  A_FireBullets(6, 6, 1, 9, "BulletPuff_Standard")	// damage reduced from 10 to 9
			W6E3 A 0 A_FireCustomMissile("splatBulletCasing", 45 + random(-8,8), 0, 2, 3)
			W6E3 A 1
			W6E3 B 5 bright  A_FireBullets(6, 6, 1, 9, "BulletPuff_Standard")	// damage reduced from 10 to 9
			W6E3 A 0 A_FireCustomMissile("splatBulletCasing", 45 + random(-8,8), 0, 2, 3)
			W6E3 A 1 A_ReFire
			goto Ready
		AltFire:
			W6E3 A 1
			W6E3 C 2 A_FireCustomMissile("Grenade_GLauncher", 0, 1, 0, 0, 0)
			W6E3 ADE 6
			W6E3 F 5 A_PlayWeaponSound("w6/load")
			W6E3 GH 5
			W6E3 A 1 A_ReFire
			goto Ready
	}
}

ACTOR GLauncher_Ammo : Ammo
{
	Inventory.Icon "GRNSA0"
	Inventory.Amount 1
	Inventory.MaxAmount 15
	
	Ammo.BackpackAmount 1
	Ammo.BackpackMaxAmount 30
	
	States
	{
		Spawn:
			GRNS A -1
			stop
	}
}