actor Yellowboy : Weapon 15001
{
  Weapon.SelectionOrder 904
  Weapon.SlotNumber 3
  Weapon.SlotPriority 0.3
  Weapon.AmmoUse 1
  Weapon.AmmoGive 8
  Weapon.AmmoType "LoadedYellowboyShell"
  Inventory.PickupMessage "You got the Winchester Yellowboy!"
  Obituary "%o chewed on %k's yellowboy."
  +SHOOTABLE
  +NOBLOOD
  //+CANPASS
  +WINDTHRUST
  
  Weapon.AmmoType2 "Shell"
  Weapon.AmmoUse2 0
  +WEAPON.ALT_AMMO_OPTIONAL
  //+WEAPON.AMMO_CHECKBOTH //Not in Zandronum 1.3

  
  Health 50
  States
  {
    Ready:
    WINC A 1 A_WeaponReady(WRF_NOSWITCH)
    WINC A 0 A_JumpIfNoAmmo("NoAmmo")
    WINC A 0 A_WeaponReady
    Loop
   AltFire:
   NoAmmo:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory("Shell", 1, "LoadShells")
    WINC A 1 A_WeaponReady //So the user can switch weapons if they're out of ammo
	goto Ready
   LoadShells:
    TNT1 A 0 
	WINC B 1 Offset(0,35)
	WINC B 1 Offset(0,38)
	WINC B 1 Offset(0,44)
	WINC C 1 Offset(0,52)
	WINC C 1 Offset(0,62)
	WINC C 1 Offset(0,72)
	WINC C 1 Offset(0,82)
   LoadShell:
    TNT1 A 0
    TNT1 A 0 A_Jump(256, "LoadShell1", "LoadShell2", "LoadShell3", "LoadShell4", "LoadShell5")
   LoadShell1:
	WINC C 2 Offset(-1,82) A_PlaySound ("weapons/shotgf3", CHAN_WEAPON)
	WINC C 3 Offset(0,82) 
    WINC C 0 A_Jump(256, "FinishLoading")
   LoadShell2:
	WINC C 2 Offset(-2,84) A_PlaySound ("weapons/shotgf3", CHAN_WEAPON)
	WINC C 3 Offset(0,82)
    WINC C 0 A_Jump(256, "FinishLoading")
   LoadShell3:
	WINC C 2 Offset(-1,84) A_PlaySound ("weapons/shotgf3", CHAN_WEAPON)
	WINC C 3 Offset(0,82) 
    WINC C 0 A_Jump(256, "FinishLoading")
   LoadShell4:
	WINC C 2 Offset(-3,84) A_PlaySound ("weapons/shotgf3", CHAN_WEAPON)
	WINC C 3 Offset(0,82) 
    WINC C 0 A_Jump(256, "FinishLoading")
   LoadShell5:
	WINC C 2 Offset(-1,84) A_PlaySound ("weapons/shotgf3", CHAN_WEAPON)
	WINC C 3 Offset(0,82) 
    WINC C 0 A_Jump(256, "FinishLoading")
   FinishLoading:
	WINC C 1 A_TakeInventory("Shell", 1)
	WINC C 1 A_GiveInventory("LoadedYellowboyShell", 1)
    WINC C 0 A_JumpIfInventory("LoadedYellowboyShell", 0, "DoneLoading")
    WINC C 1 A_JumpIfInventory("Shell", 1, "LoadShell")
   DoneLoading:
	WINC B 1 Offset(0,82)
	WINC B 1 Offset(0,72)
	WINC B 1 Offset(0,62)
	WINC B 1 Offset(0,52)
	WINC B 1 Offset(0,44)
	WINC B 1 Offset(0,38)
	WINC B 1 Offset(0,35)
	WINC B 1 Offset(0,32)
	WINC B 2 Offset(0,32)
	goto Ready
  Deselect:
    WINC A 1 A_Lower
    Loop
  Select:
    WINC A 1 A_Raise
    Loop
  Fire:
    WINC A 3
	WINC A 0 Radius_Quake(2, 7, 0, 2, 0)
    WINC B 0 A_FireBullets (5, 5, 4, 12, "BulletPuff")
    WINC B 0 A_PlayWeaponSound ("WCHFIRE")
    WINC B 7 A_GunFlash
	TNT1 A 0 A_JumpIfNoAmmo("NoAmmo")
    WINC CDEFGH 1
    WINC I 0 A_Playsound ("LEVER")
    WINC IJKJI 3
	WINC I 0 A_SpawnItemEx("DeadShotgunCasing", 16.0, 0.0, 48.0, 0.0, 4.0, 0.0)
    WINC HGFEDC 1
    WINC A 3
    WINC A 7 A_ReFire
    Goto Ready
  Flash:
    LAMZ A 3 Bright A_Light1
    LAMZ B 4 Bright A_Light2
    Goto LightDone
  Spawn:
    WHCE A -1
    Stop
  }
}
