Actor PioneerPlasmaShotgun : Weapon 
{
Weapon.AmmoUse 1
Weapon.AmmoGive 10
Weapon.AmmoType "Shell"
Decal BulletChip
Inventory.PickupMessage "You got the Plasma Shredder! I mean it works..."
Inventory.RestrictedTo "PioneerClass"
tag "Plasma Shredder"
States
	{
	Ready:
		PASG ABC 3 BRIGHT A_WeaponReady
		Loop
	Deselect:
		PASG DD 0 A_Lower
		PASG D 1 A_Lower
		Loop
	Select:
		PASG DD 0 A_Raise
		PASG D 1 A_Raise
		Loop
	Fire:
		PASG D 1 Bright A_GunFlash
	    TNT1 A 0 A_PLAYWEAPONSOUND("PLASGFR")
		PASG F 2 OFFSET(0,33) Bright A_FireBullets(4,3,10,8, "SKIPPUFF2")
		PASG G 2 OFFSET(0,35) BRIGHT
		PASG H 2 OFFSET(0,34) BRIGHT 
		PASG D 2 OFFSET(0,33) BRIGHT
		PASG D 5 OFFSET(0,32) BRIGHT
		Goto ready
		  AltFire:
	PIPW CB 1 A_SpawnItemEx("SentryGunShadow", 35, 0, 4, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_CLIENTSIDE)
  AltHold:
	TNT1 A 0 ACS_NamedExecute("SentryPlacing",0)
	PIPW A 1 A_SpawnItemEx("SentryGunShadow", 35, 0, 4, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_CLIENTSIDE)
	TNT1 A 0 A_Refire("AltHold")
	TNT1 A 0 A_ChangeFlag(ISMONSTER,1)
	TNT1 A 0 A_SpawnItemEx("PioneerSentryGun", 35, 0, 4, 0, 0, 0, 0, SXF_SETMASTER|SXF_TRANSFERTRANSLATION)
	TNT1 A 0 A_ChangeFlag(ISMONSTER,0)
	PIPW BCDEFGHI 1
	TNT1 A 6
	Goto Ready
	Spawn:
		TSHT A -1
		Stop
	}
}
