ACTOR CrashSuperShotgun : DoomWeapon
{
  Weapon.SelectionOrder 1300
  Weapon.AmmoUse 2
  Weapon.AmmoGive 4
  Weapon.AmmoType "Shell"
  Inventory.PickupMessage "A 4-Gauge! Double-trouble!"
  Tag "4-Gauge Shotgun"
      Weapon.BobRangeX 0.2
	Weapon.BobRangeY 0.2
  Decal "BulletChip"
  Inventory.RestrictedTo "CrashClass"
  States
  {
  Ready:
    SHT3 A 1 A_WeaponReady
    Loop
  Deselect:
    SHT3 A 1 A_Lower
	TNT1 A 0 A_Lower
	TNT1 A 0 A_Lower
    Loop
  Select:
    SHT3 A 1 A_Raise
	TNT1 A 0 A_Raise
	TNT1 A 0 A_Raise
    Loop
  Fire:
  TNT1 A 0 A_PLAYWEAPONSOUND("DSDSHTG2")
  SHT3 C 2 BRIGHT OFFSET(0,35)A_FireBullets (6, 6, 24, 10)
  SHT3 D 2 BRIGHT OFFSET(0,37)
  SHT3 E 2 BRIGHT OFFSET(0,39)
  SHT3 E 2 OFFSET(0,37)
  SHT3 E 2 OFFSET(0,35)
  SHT3 A 2 OFFSET(0,34)
  SHT3 A 3 OFFSET(0,32)
  SHT3 FGH 2
  TNT1 A 0 A_PLAYWEAPONSOUND("DSDBOP2")
  SHT3 IJKLMN 2
  TNT1 A 0 A_PLAYWEAPONSOUND("DSDBloa2")
  SHT3 OPQRST 1
  TNT1 A 0 A_PLAYWEAPONSOUND("DSDBloa2")
  SHT3 UVWXYI 1
  TNT1 A 0 A_PLAYWEAPONSOUND("DSDBCL2")
  SHT3 HGFAAA 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:
    SHOT A -1
    Stop
  }
}