// Shotgun
actor Boomstick : AOWWeapon replaces Shotgun 21080 {
    Weapon.BobSpeed 1.75
    Weapon.BobRangeX 0.2
    Weapon.BobRangeY 0.4
    Weapon.BobStyle Alpha
	//$Category Weapons
	Tag "Shotgun"
	Obituary "$OB_SHOTGUN"
	Inventory.PickupMessage "You got the shotgun!"
	Weapon.SelectionOrder 17
	Weapon.KickBack 80
	Weapon.AmmoType "ShotgunAmmo"
	Weapon.AmmoUse 1
	Weapon.AmmoGive 5
	Weapon.PreferredSkin "MarineShotgun"
	Weapon.UpSound "weapons/up/shotgun"
	decal "BulletChip"
	States {
    Select:
		SHTG A 1 offset (-90,100)
		SHTG A 1 offset (-80,89)
		SHTG A 1 offset (-70,79)
		SHTG A 1 offset (-60,70)
		SHTG A 1 offset (-50,62)
		SHTG A 1 offset (-40,55)
		SHTG A 1 offset (-30,49)
		SHTG A 1 offset (-20,44)
		SHTG A 1 offset (-15,40)
		SHTG A 1 offset (-10,37)
		SHTG A 1 offset (-5,34)
		SHTG A 1 offset (0,0)
		TNT1 A 0 A_TakeInventory("SelectAnimation",1)
		goto ready
	Deselect:
	    TNT1 A 0 A_TakeInventory("ActionFragGrenade",1)	
        TNT1 A 0 A_TakeInventory("ActionFlashbang",1)
        TNT1 A 0 A_TakeInventory("ActionRemoteC4",1)	
        TNT1 A 0 A_TakeInventory("ActionMeleeAttack",1)
		TNT1 A 0 A_TakeInventory("ActionReload",1)	
		SHTG A 1 offset (-4,34)
		SHTG A 1 offset (-8,40)
		SHTG A 1 offset (-16,49)
		SHTG A 1 offset (-24,62)
		SHTG A 1 offset (-32,79)
		SHTG A 1 offset (-40,100)
		TNT1 A 0 offset (-1, 33)
		TNT1 A 0 A_Lower
		wait
	Ready:
	    TNT1 A 0 A_JumpIfInventory("SelectAnimation",1,"Select")
	    TNT1 A 0 A_JumpIfInventory("ActionFragGrenade",1,"UseFragGrenade")
		TNT1 A 0 A_JumpIfInventory("ActionFlashbang",1,"UseFlashbang")
		TNT1 A 0 A_JumpIfInventory("ActionRemoteC4",1,"UseRemoteC4")
		TNT1 A 0 A_JumpIfInventory("ActionMeleeAttack",1,"UseMeleeAttack")
		TNT1 A 0 A_TakeInventory("ActionReload",1)
		SHTG A 1 A_WeaponReady
		loop
	Fire:
		TNT1 A 0 A_JumpIfInventory ("IsInSpawnRoom", 1, "Ready")
		TNT1 A 0 A_JumpIfInventory ("InMenu", 1, "Ready")
		SHTG A 0 Bright A_PlaySound ("weapons/shotgf", CHAN_WEAPON)
		SHTG A 0 Bright A_GunFlash
		SHTG A 0 Bright Radius_Quake (3, random (3, 5), 0, 1, 0)
		SHTG A 0 Bright A_FireBullets (5.5, 5.5, 2, 6, "HandgunPuff", 0, 350)
		SHTG A 0 Bright A_FireBullets (5.5, 5.5, 6, 4, "HandgunPuff", 1, 1000)
		SHTG A 1 bright A_SetPitch(pitch-1.0)
		SHTG A 1 Bright Offset (0, 41) A_SetPitch(pitch+1.0)
		SHTG A 1 Bright Offset (0, 45)
		SHTG A 1 Bright Offset (0, 49)
		SHTG A 1 Offset (0, 45)
		SHTG A 1 Offset (0, 41)
		SHTG A 1 Offset (0, 38)
		SHTG A 1 Offset (0, 35)
		/*
		SHTG A 3 Offset (0, 32)
		SHTG B 1 Offset (-12, 32)
		*/
		SHTG B 1 Offset (-24, 31)
		SHTG B 1 Offset (-42, 30)
		SHTG B 1 Offset (-56, 29)
		SHTG C 1 Offset (-60, 31) A_PlaySound ("shotgun/pump", 5)
		SHTG C 2 Offset (-84, 32)
		SHTG C 1 Offset (-84, 36)
		SHTG D 1 Offset (-84, 40)
		SHTG D 3 Offset (-84, 46) A_SpawnItemEx ("ShotgunShellCasing", 12, 9, 33,
			random (-2, -4), random (2, 3), random (1, 2), random (45, 60))
		SHTG D 1 Offset (-84, 40)
		SHTG D 1 Offset (-84, 36)
		SHTG C 2 Offset (-84, 32)
		SHTG C 1 Offset (-70, 31)
		SHTG C 1 Offset (-56, 30)
		SHTG B 1 Offset (-42, 29)
		SHTG B 1 Offset (-28, 30)
		SHTG B 1 Offset (-14, 31)
		SHTG A 4 Offset ( -1, 32)
		SHTG A 0 A_ReFire
		goto Ready
	Flash:
		SHTF A 1 Bright A_Light1
		SHTF B 1 Bright A_Light2
		SHTF B 0 A_Light0
		stop
	Spawn:
		SHOT A -1
		stop
	}
}