ACTOR CrashPistol : Weapon
{
  Weapon.SelectionOrder 1900
  Weapon.AmmoUse 1
  Weapon.AmmoGive 20
  Weapon.AmmoType "Clip"
  +WEAPON.WIMPY_WEAPON
  Tag "UAC Semi-Auto Pistol"
    Weapon.BobRangeX 0.2
	Weapon.BobRangeY 0.2
  Decal "BulletChip"
  Inventory.RestrictedTo "CrashClass"
  States
  {
  Ready:
    AUPS A 1 A_WeaponReady
    Loop
  Deselect:
    AUPS A 1 A_Lower
	TNT1 A 0 A_Lower
	TNT1 A 0 A_Lower
    Loop
  Select:
    AUPS A 1 A_Raise
	TNT1 A 0 A_Raise
	TNT1 A 0 A_Raise
    Loop
  Fire:
   TNT1 A 0 A_PLAYWEAPONSOUND("DSPISTO2")
   AUPS D 2 BRIGHT OFFSET(0,35)A_FireBullets (0.5,0,1,6,"BulletPuff")
   AUPS C 1 OFFSET(0,34)
   AUPS B 1 OFFSET(0,33)
   AUPS A 1 OFFSET(0,32) A_REFIRE
   TNT1 A 0 A_PLAYWEAPONSOUND("weapons/clipre")
   AUPS E 2
   AUPS F 2
   TNT1 A 0 A_PLAYWEAPONSOUND("weapons/clipou")
   AUPS GHI 2
   TNT1 A 0 A_PLAYWEAPONSOUND("weapons/clipin")
   AUPS JKLMAA 2
    Goto Ready
 	  ALTFire:
    HEXH A 12 A_PlayWeaponSound ("ForceBarrier/On")
	HEXH A 0 bright A_PlaySound ("ForceBarrier/Pew")
  ALTHold:
    HEXH A 1 bright A_SpawnItemEx ("ShieldSpawner", 0, 96, 0, 0, 0, 0, -270, 32)
    HEXH A 0 bright A_PlaySoundEx ("ForceBarrier/Loop", "SoundSlot5", 1)
    HEXH AAAAAAA 1 bright A_SpawnItemEx ("ShieldSpawner", 0, 96, 0, 0, 0, 0, -270, 32)
    HEXH A 0 bright 
    HEXH A 0 A_Refire
    HEXH A 0 A_StopSoundEx ("SoundSlot5")
    HEXH A 32 A_PlayWeaponSound ("ForceBarrier/Off")
    goto Ready
  Spawn:
    PIST A -1
    Stop
  }
  }