actor PioneerPulseRifle : weapon
{
  Inventory.PickupMessage "You've found the Pulse Rifle! Plasma Technology at its best!"
  Obituary "%o was fried by %k's Pulse Rifle."
  Weapon.AmmoType1 "Cell"
  Weapon.AmmoUse1 1
  Weapon.AmmoGive 20
  Decal "ArachnotronScorch"
  Inventory.RestrictedTo "PioneerClass"
  tag "Pulse Rifle"
  States
  {
  Spawn:
    PULS A -1
    stop
  Ready:
      PULS B 1 A_WeaponReady
      loop
  Deselect:
      PULS B 1 A_Lower
	  TNT1 A 0 A_Lower 
	  TNT1 A 0 A_Lower
      loop
  Select:
      PULS B 1 A_Raise
	  TNT1 A 0 A_Raise 
	  TNT1 A 0 A_Raise
      loop
  Fire:
      PULS C 1 offset(0,34) bright
	  PULS D 0 A_GUNFLASH
      PULS D 1 offset(0,36) Bright A_FireCustomMissile("RavnorPlasma",0,1)
      PULS C 1 offset(0,35) bright
      PULS B 2 offset(0,33)
      PULS B 0 A_ReFire
      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
  }
}

Actor RavnorPlasma : ArachnotronPlasma
{
Damage 12
Speed 35
}