ACTOR CyborgCYBERSCATTERgun : Weapon
{
  Weapon.SelectionOrder 1900
  Weapon.AmmoUse 25
  Weapon.AmmoGive 200
  Weapon.AmmoType "Cyborgcells"
  +WEAPON.WIMPY_WEAPON
  Tag "IMC Energy Distribution Channeler Prototype"
    Weapon.BobRangeX 0.2
	Weapon.BobRangeY 0.2
	Inventory.RestrictedTo "CyborgClass"
  States
  {
  Ready:
    CSSG A 1 A_WeaponReady
    Loop
  Deselect:
    CSSG AA 1 A_Lower
	CSSG A 0 A_Lower
    Loop
  Select:
   CSSG AA 1 A_Raise
	CSSG A 0 A_Raise
    Loop
  Fire:
    CSSG A 1 OFFSET(0,32)
	TNT1 A 0 A_PLAYWEAPONSOUND("CYBSSG")
	CSSG B 0 A_GUNFLASH
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	CSSG B 3 BRIGHT OFFSET(0,37)A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 2, 0, 0, 0, frandom(8.0, -8.0))
	CSSG C 3 BRIGHT OFFSET(0,38)
    CSSG D 2 OFFSET(0,37)
    CSSG E 2 OFFSET(0,36)
	CSSG F 2 OFFSET(0,35)
	CSSG A 2 OFFSET(0,34)
	CSSG A 2 OFFSET(0,32)
	CSSG A 2 OFFSET(3,32) A_PLAYWEAPONSOUND("CYBSSGL")
	CSSG A 2 OFFSET(4,34)
	CSSG G 2 OFFSET(0,32)
	CSSG G 2 OFFSET(3,33)
	CSSG H 2 OFFSET(2,34)
	CSSG I 13 OFFSET(4,35)
	CSSG H 2 OFFSET(2,34)
	CSSG G 2 OFFSET(3,33)
	CSSG G 2 OFFSET(0,32)
	CSSG A 2 OFFSET(4,34)
	CSSG A 2 OFFSET(3,32)
	CSSG A 12 OFFSET(0,32)
    Goto Ready
  Spawn:
    SHOT A -1
    Stop
  }
  }