 ACTOR CyborgCYBERShotgun : Weapon
{
  Weapon.SelectionOrder 1900
  Weapon.AmmoUse 10
  Weapon.AmmoGive 100
  Weapon.AmmoType "Cyborgcells"
  +WEAPON.WIMPY_WEAPON
  Tag "IMC Energy Distribution Channeler"
    Weapon.BobRangeX 0.2
	Weapon.BobRangeY 0.2
	Inventory.RestrictedTo "CyborgClass"
  States
  {
  Ready:
    CSHG A 1 A_WeaponReady
    Loop
  Deselect:
    CSHG AA 1 A_Lower
	CSHG A 0 A_Lower
    Loop
  Select:
   CSHG AA 1 A_Raise
	CSHG A 0 A_Raise
    Loop
  Fire:
    CSHG A 1 OFFSET(0,32)
	TNT1 A 0 A_PLAYWEAPONSOUND("CYBSHTFR")
	CSHG B 0 A_GUNFLASH
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	SHT2 I 0 A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 0, 0, 0, 0, frandom(8.0, -8.0))
	CSHG B 3 BRIGHT OFFSET(0,37)A_FireCustomMissile("HazeLaser", frandom(12.0, -12.0), 1, 0, 0, 0, frandom(8.0, -8.0))
	CSHG A 1 OFFSET(0,36)
	CSHG A 1 OFFSET(0,34)
	CSHG A 1 OFFSET(-3,32)
	CSHG C 2 OFFSET(0,32)
	CSHG C 2 OFFSET(-2,32)
	CSHG D 2 OFFSET(0,32)
	CSHG D 2 OFFSET(-2,32) A_PLAYWEAPONSOUND("CYBSHTPS")
	CSHG E 2 OFFSET(0,34)
	CSHG F 2 OFFSET(0,32)
	CSHG E 2 OFFSET(0,32)
	CSHG D 2 OFFSET(-2,32)
	CSHG D 2 OFFSET(0,32)
	CSHG C 2 OFFSET(-2,32)
	CSHG C 2 OFFSET(0,32)
	CSHG A 1 OFFSET(-3,32)
	CSHG A 6 OFFSET(0,32)
    Goto Ready
  Spawn:
    SHOT A -1
    Stop
  }
  }