ACTOR CrashGatlingGun : Weapon
{
  Weapon.SelectionOrder 1900
  Weapon.AmmoUse 2
  Weapon.AmmoGive 40
  Weapon.AmmoType "Clip"
  Tag "UAC Portable Gatling"
  Inventory.PickupMessage "A Portable Gatling! Spray n' pray!"
    Weapon.BobRangeX 0.2
	Weapon.BobRangeY 0.2
  Decal "BulletChip"
  Inventory.RestrictedTo "CrashClass"
  States
  {
  Ready:
    GATG A 1 A_WeaponReady
    Loop
  Deselect:
    GATG A 1 A_Lower
	TNT1 A 0 A_Lower
	TNT1 A 0 A_Lower
    Loop
  Select:
   GATG A 1 A_Raise
	TNT1 A 0 A_Raise
	TNT1 A 0 A_Raise
    Loop
  Fire:
   TNT1 A 0 A_PLAYWEAPONSOUND("weapons/gatwup")
   GATG ABCD 4
   GATG ABCD 3 
   GATG ABCD 2
   HOLD:
   TNT1 A 0 A_PLAYWEAPONSOUND("weapons/gatfir")
   GATG F 1 BRIGHT A_FireBullets (8,8,3,8,"BulletPuff")
   GATG BCD 1 
   TNT1 A 0 A_REFIRE
   TNT1 A 0 A_PLAYWEAPONSOUND("weapons/gatwdn")
   GATG ABCD 1 
   GATG ABCD 2
   GATG ABCD 3 
   GATG ABCDAA 4
    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:
    PIST A -1
    Stop
  }
  }