ACTOR ShotCaseSpawn : PisCaseSpawn
{
States
{
Spawn:
TNT1 AA 1 A_SpawnItemEx("ShotgunCasing", -7, 0, 0, -4, 0, Random(2, 4), Random(85, 95), 128)
Stop
}
}

ACTOR SShotCaseSpawn : ShotCaseSpawn //Placeholder
{
Speed 66
States
{
Spawn:
TNT1 AA 1 A_SpawnItemEx("ShotgunCasing", -7, 0, 0, -4, 0, Random(2, 4), Random(-95, -85), 128)
Stop
}
}

ACTOR ShotgunCasing : PistolCasing
{
Height 12
Radius 9
Scale 0.7
SeeSound "weapons/shell"
States
{
Spawn:
D3S1 A 0 A_PlaySound("NULL")
D3S1 ACBHEGFD 1
Goto Spawn+1
Death:
D3S1 A 0 A_Jump(32,8)
D3S1 A 0 A_Jump(37,8)
D3S1 A 0 A_Jump(43,8)
D3S1 A 0 A_Jump(51,8)
D3S1 A 0 A_Jump(64,8)
D3S1 A 0 A_Jump(85,8)
D3S1 A 0 A_Jump(128,8)
D3S1 A 350
Stop
D3S1 B 350
Stop
D3S1 C 350
Stop
D3S1 D 350
Stop
D3S1 E 350
Stop
D3S1 F 350
Stop
D3S1 G 350
Stop
D3S1 H 350
Stop
}
}

ACTOR NanoSuperShotgun : Weapon
{
    +FLOORCLIP
	Weapon.SelectionOrder 1000
    Weapon.AmmoType "Shell"
    Weapon.AmmoGive 8
    Weapon.AmmoUse 2
    Weapon.KickBack 700
	Scale 1.3
    Inventory.PickupSound "Misc/w_pkup" 
	Inventory.RestrictedTo "MorseClass"
	Weapon.UpSound "ssg/ready"
	Tag "Super Shotgun"
    Inventory.PickupMessage "Picked up a Super Shotgun."
	AttackSound "weapons/NanoSSG/SSGFIRE"
    States
    {
    Spawn:
        DHP2 A -1
        Loop
    Ready:
        NASS A 1 A_WeaponReady
        loop
  Deselect:
	NASS A 1 A_Lower
	TNT1 A 0 A_Lower
	TNT1 A 0 A_Lower
	Goto Deselect
  Select:
	NASS A 1 A_Raise
	TNT1 A 0 A_Raise
	TNT1 A 0 A_Raise
    Goto Select
    Fire:
		NASS A 0 BRIGHT A_Recoil(1.0)
        NASS K 2 BRIGHT A_FireBullets(3, 5, 18, 4, "BulletPuff", 1)
		NASS K 1 BRIGHT
	    NASS L 1
		NASS M 1
		NASS N 1
		NASS O 2
		NASS P 3
		NASS O 2
		NASS N 1
		NASS M 1
		NASS L 1 A_JumpIfNoAmmo("Ready")
		NASS Q 0 A_PlaySound("weapons/NanoSSG/SSGREL1")
	    NASS Q 0 A_SpawnItemEx("ShotCaseSpawn",30,0,29,0,0,0,0,128)
		NASS Q 1 A_SpawnItemEx("ShotCaseSpawn",30,0,29,0,0,0,0,128)
		NASD A 1
		NASD B 1
		NASD C 1
		NASD D 1
		NASD E 1
		NASD F 1
		NASD G 2 A_PlaySound("weapons/NanoSSG/SSGREL2")
		NASD O 2
		NASD P 2
		NASD Q 2
		NASD R 2
		NASD H 1
		NASD I 1
		NASD J 1
		NASD K 1
		NASD L 1
		NASD M 1
		NASD N 1
		NASS L 1 A_PlaySound("weapons/NanoSSG/SSGLOAD")
		NASS M 1
		NASS N 1
		NASS O 2
		NASS N 1
		NASS M 1
		NASS L 1
        goto Ready
}
}