ACTOR KruegerFist : Weapon REPLACES Fist
{
	Game Doom
	Weapon.SelectionOrder 3700
	Weapon.Kickback 100
	Obituary "$OB_MPFIST"
	+WEAPON.WIMPY_WEAPON
	+WEAPON.MELEEWEAPON
	+WEAPON.ALLOW_WITH_RESPAWN_INVUL
	States
	{
	Ready:
		PUNG A 1 A_WeaponReady
		Loop
	Deselect:
		PUNG A 1 A_Lower
		Loop
	Select:
		PUNG A 1 A_Raise
		Loop
	Fire:
		PUNG B 3
		TNT1 A 0 A_JumpIfInventory("PowerStrength", 1, "Berserked")
	Normal:
		PUNG C 3 A_CustomPunch(8*random(1, 10), TRUE)
		Goto FireEnd
	Berserked:
		PUNG C 3 A_CustomPunch(80*random(1, 10), TRUE)
	FireEnd:
		PUNG D 4
		PUNG C 3
		PUNG B 3 A_ReFire
		Goto Ready
	}
}

ACTOR LeftPistol : DoomWeapon REPLACES Pistol
{
	Game Doom
	Weapon.SelectionOrder 1900
	Weapon.AmmoUse 2
	Weapon.AmmoGive 64
	Weapon.AmmoType "ArmasClip"
	Obituary "$OB_MPPISTOL"
	+WEAPON.WIMPY_WEAPON
	+WEAPON.ALLOW_WITH_RESPAWN_INVUL
	Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED"
	Radius 20
	Height 16
	Attacksound "weapons/pistol"
	States
	{
	Ready:
		PISG A 1 A_WeaponReady
		Loop
	Deselect:
		PISG A 1 A_Lower
		Loop
	Select:
		PISG A 1 A_Raise
		Loop
	Fire:
		PISG B 0 A_FireBullets (5.6, 0, 1, 10, "BulletPuff")
		PISG B 0 A_PlaySound("weapons/pistol", CHAN_WEAPON)
		PISG B 6 A_GunFlash
		PISG A 6
		PISG A 2 A_ReFire
		Goto Ready
	Flash:
		PISG B 7 Bright A_Light1
		Goto LightDone
 	Spawn:
		PIST A -1
		Stop
	}
}

ACTOR RipperSaw : Weapon REPLACES Chainsaw
{
	Game Doom
	SpawnID 32
	Weapon.Kickback 0
	Weapon.SelectionOrder 2200
	Weapon.UpSound "weapons/sawup"
	Weapon.ReadySound "weapons/sawidle"
	Inventory.PickupMessage "Ripper Saw! Cut some odd flesh!"
	Obituary "$OB_MPCHAINSAW"
	+WEAPON.MELEEWEAPON		
	+WEAPON.ALLOW_WITH_RESPAWN_INVUL
	States
	{
	Ready:
		SAWG CD 3 A_WeaponReady
		Loop
	Deselect:
		SAWG E 9
	Deselect2:
		SAWG E 1 A_Lower
		Loop
	Select:
		SAWG D 6
		SAWG C 8
	Select2:
		SAWG E 1 A_Raise
		Loop
	Fire:
		SAWG AB 2 A_Saw
		SAWG B 0 A_Refire
		Goto Ready
	Spawn:
		CSAW A -1
		Stop
	}
}

ACTOR AutoShotgun : DoomWeapon REPLACES Shotgun
{
	Game Doom
	SpawnID 27
	Weapon.SelectionOrder 1300
	Weapon.AmmoUse 1
	Weapon.AmmoGive 64
	Weapon.AmmoType "ArmasShell"
	Inventory.PickupMessage "Automatic Shotgun!"
	Obituary "$OB_MPSHOTGUN"
	Attacksound "weapons/shotgf"
	States
	{
	Ready:
		SHTG A 1 A_WeaponReady
		Loop
	Deselect:
		SHTG A 1 A_Lower
		Loop
	Select:
		SHTG A 1 A_OpenShotgun2
	Select2:
		SHTG A 1 A_Raise
		Loop
	Fire:
		SHTG A 7 A_FireShotgun
		SHTG A 6
		SHTG A 8 A_ReFire
		SHTG B 16
		Goto Ready
	Flash:
		SHTF A 4 Bright A_Light1
		SHTF B 3 Bright A_Light2
		Goto LightDone
	Spawn:
		SHOT A -1
		Stop
	}
}

ACTOR MegaShotgun : DoomWeapon REPLACES SuperShotgun
{
	Game Doom
	SpawnID 33
	Weapon.SelectionOrder 400
	Weapon.AmmoUse 8
	Weapon.AmmoGive 64
	Weapon.AmmoType "ArmasShell"
	Inventory.PickupMessage "Devil's Mega Shotgun! Oh..."
	Obituary "$OB_MPSSHOTGUN"
	Attacksound "weapons/sshotf"
	States
	{
	Ready:
		SHT2 A 1 A_WeaponReady
		Loop
	Deselect:
		SHT2 A 1 A_Lower
		Loop
	Select:
		SHT2 A 1 A_OpenShotgun2
	Select2:
		SHT2 A 1 A_Raise
		Loop
	Fire:
		SHT2 A 0 A_FireBullets (11.2, 7.1, 80, 5, "BulletPuff")
		SHT2 A 0 A_PlaySound ("weapons/sshotf", CHAN_WEAPON)
		SHT2 A 32 A_GunFlash
		SHT2 B 22
		SHT2 A 8 A_ReFire
		Goto Ready
	Flash:
		SHT2 C 5 Bright A_Light1
		SHT2 D 4 Bright A_Light2
		Goto LightDone
	Spawn:
		SGN2 A -1
		Stop
	}
}

ACTOR MachineGun : DoomWeapon REPLACES Chaingun
{
	Game Doom
	SpawnID 28
	Weapon.SelectionOrder 700
	Weapon.AmmoUse 2
	Weapon.AmmoGive 64
	Weapon.AmmoType "ArmasClip"
	Inventory.PickupMessage "Double Machine Gun!"
	Obituary "$OB_MPCHAINGUN"
	Attacksound "weapons/chngun"
	States
	{
	Ready:
		CHGG A 1 A_WeaponReady
		Loop
	Deselect:
		CHGG A 1 A_Lower
		Loop
	Select:
		CHGG A 1 A_OpenShotgun2
	Select2:
		CHGG A 1 A_Raise
		Loop
	Fire:
		CHGG C 0 A_FireBullets (5.6, 0, 2, 5, "BulletPuff")
		CHGG C 0 A_PlaySound("weapons/pistol", CHAN_WEAPON)
		CHGG C 2 A_GunFlash
		CHGG D 0 A_FireBullets (5.6, 0, 2, 5, "BulletPuff")
		CHGG D 0 A_PlaySound("weapons/pistol", CHAN_WEAPON)
		CHGG D 2 A_GunFlash
		CHGG A 3 A_ReFire
		Goto Ready
	Flash:
		CHGF A 5 Bright A_Light1
		Goto LightDone
		CHGF B 5 Bright A_Light2
		Goto LightDone
	Spawn:
		MGUN A -1
		Stop
	}
}

ACTOR HellishGrenadeLauncher : DoomWeapon REPLACES RocketLauncher
{
	Game Doom
	SpawnID 29
	Weapon.SelectionOrder 2500
	Weapon.AmmoUse 1
	Weapon.AmmoGive 12
	Weapon.AmmoType "ArmasRocketAmmo"
	+WEAPON.NOAUTOFIRE
	Inventory.PickupMessage "Hellish Grenade Launcher! Damn!"
	States
	{
	Ready:
		MISG A 1 A_WeaponReady
		Loop
	Deselect:
		MISG A 1 A_Lower
		Loop
	Select:
		MISG A 1 A_OpenShotgun2
	Select2:
		MISG A 1 A_Raise
		Loop
	Fire:
		CHGF A 2 A_GunFlash
		CHGF A 4 A_FireCustomMissile ("RocketInAir")
		MISG B 0 A_ReFire
		Goto Ready
	Flash:
		MISF A 3 Bright A_Light1
		MISF B 3 Bright A_Light2
		MISF C 3 Bright A_Light2
		Goto LightDone
	Spawn:
		LAUN A -1
		Stop
	}
}

ACTOR FusionRailGun : DoomWeapon REPLACES PlasmaRifle
{
	Game Doom
	SpawnID 30
	Weapon.SelectionOrder 100
	Weapon.AmmoUse 1
	Weapon.AmmoGive 100
	Weapon.AmmoType "ArmasCell"
	Inventory.PickupMessage "Fusion RailGun! Oh God!"
	States
	{
	Ready:
		PLSG A 1 A_WeaponReady
		Loop
	Deselect:
		PLSG A 1 A_Lower
		Loop
	Select:
		PLSG A 1 A_LoadShotgun2
	Select2:
		PLSG A 1 A_Raise
		Loop
	Fire:
		PLSG B 0 A_GunFlash
		PLSG B 2 A_FireCustomMissile("OnionRing")
		PLSG A 5 A_ReFire
		Goto Ready
	Flash:
		PLSF A 3 Bright A_Light1
		Goto LightDone
		PLSF B 3 Bright A_Light1
		Goto LightDone
	Spawn:
		PLAS A -1
		Stop
	}
}

ACTOR BFG85000X : DoomWeapon REPLACES BFG9000
{
	Game Doom
	Height 20
	SpawnID 31
	Weapon.SelectionOrder 2800
	Weapon.AmmoUse 5
	Weapon.AmmoGive 100
	Weapon.AmmoType "ArmasCell"
	+WEAPON.NOAUTOFIRE
	+WEAPON.NOLMS
	PainSound "weapons/sshotc"
	Inventory.PickupMessage "Oh, yes.BFG 85000X Fuckin' version! Ha."
	States
	{
	Ready:
		BFGG A 1 A_WeaponReady
		Loop
	Deselect:
		BFGG A 1 A_Lower
		Loop
	Select:
		BFGG A 3 A_LoadShotgun2
	Select2:
		BFGG A 1 A_Raise
		Loop
	Fire:
		BFGG B 0 A_BFGsound
		BFGG B 4 A_GunFlash
		BFGG B 4 A_FireCustomMissile("BFGShot")
		BFGG C 20 A_ReFire
		Goto Ready
	Flash:
		BFGF A 5 Bright A_Light1
		BFGF B 5 Bright A_Light2
		Goto LightDone
	Spawn:
		BFUG A 48
		BFUG B 6 BRIGHT A_Pain
		Loop
	}
}
