ACTOR GD2Pistol : Weapon
{
  Weapon.SelectionOrder 1900
  Decal "BulletChip"
  Weapon.AmmoUse 1
  Weapon.AmmoGive 20
  SCALE 0.8
  Weapon.AmmoType "GD9MMAmmo"
  Obituary "%o was killed by %k's UAC Pistol."
  +WEAPON.WIMPY_WEAPON
  Tag "9MM Pistol"
  Weapon.UpSound "UACElite/PistolSwap"
  AttackSound "UACElite/PistolFire"
  Inventory.RestrictedTo "UACEliteOfficerClass"
  States
  {
  Ready:
    GDPS A 1 A_WeaponReady
    Loop
  Deselect:
    GDPS A 1 A_Lower
	TNT1 A 0 A_Lower
	TNT1 A 0 A_Lower
    Loop
  Select:
    GDPS A 1 A_Raise
	TNT1 A 0 A_Raise
	TNT1 A 0 A_Raise
    Loop
  Fire:
    GDPS A 2
    GDPS B 2 BRIGHT A_Firebullets(0.3,0.3,1,8)
	TNT1 A 0 A_FireCustomMissile("pistolcasespawn",0,0,10,2)
    GDPS C 1 A_SetPitch (pitch-0.05)
    GDPS D 1 
	GDPS D 1 A_Refire
    Goto Ready
  Spawn:
    GDPS E -1
    Stop
  }
}

ACTOR GDDualPistols : Weapon
{
  Decal "BulletChip"
  Weapon.AmmoUse 1
  SCALE 0.8
  Weapon.AmmoGive 10
  Weapon.AmmoType "GD9MMAmmo"
  Obituary "%o was killed by %k's UAC Dual Pistols."
  +WEAPON.WIMPY_WEAPON
  Inventory.Pickupmessage "Dual Pistols"
  Tag "Dual Pistols"
  Weapon.UpSound "UACElite/PistolSwap"
  AttackSound "UACElite/PistolFire"
  Inventory.RestrictedTo "UACEliteOfficerClass"
  States
  {
  Ready:
    DPIS A 1 A_WeaponReady
    Loop
  Deselect:
    DPIS A 1 A_Lower
	TNT1 A 0 A_Lower
	TNT1 A 0 A_Lower
    Loop
  Select:
    DPIS A 1 A_Raise
	TNT1 A 0 A_Raise
	TNT1 A 0 A_Raise
    Loop
  Fire:
    DPIS A 1
    DPIS B 2 A_Firebullets(2,2,1,8)
	TNT1 A 0 A_FireCustomMissile("pistolcasespawn",0,0,10,2)
	TNT1 A 0 A_SetPitch (pitch-0.05)
    DPIS C 2
	DPIS A 3
	TNT1 A 0 A_Firebullets(2,2,1,8)
	TNT1 A 0 A_SetPitch (pitch-0.05)
	TNT1 A 0 A_FireCustomMissile("pistolcasespawn",0,0,-15,2)
    DPIS A 3 
	DPIS A 3 A_Refire
    Goto Ready
  Spawn:
    GDPS E -1
    Stop
  }
}

Actor GD9MMAmmo : Ammo
{
Inventory.Amount 25
Inventory.MaxAmount 250
Ammo.BackpackAmount 25
Ammo.BackpackMaxAmount 500
}
