ACTOR GD2Shotgun : Weapon
{
  Weapon.SelectionOrder 1300
  Decal "BulletChip"
  Weapon.AmmoUse 1
  SCALE 0.95
  Weapon.AmmoGive 8
  Weapon.AmmoType "GDBuckshot"
  Inventory.PickupMessage "$GOTSHOTGUN"
  Obituary "%o was blasted by %k's Heavy Shotgun."
  Tag "Heavy Buckshot Shotgun"
  Weapon.UpSound "UACElite/SGSwap"
  AttackSound "UACElite/SGFire"
  Inventory.RestrictedTo "UACEliteOfficerClass"
  States
  {
  Ready:
    GDSH A 1 A_WeaponReady
    Loop
  Deselect:
    GDSH A 1 A_Lower
	TNT1 A 0 A_Lower
	TNT1 A 0 A_Lower
    Loop
  Select:
    GDSH A 1 A_Raise
	TNT1 A 0 A_Raise
	TNT1 A 0 A_Raise
    Loop
  Fire:
    GDSH A 2
    GDSH B 2 BRIGHT A_Firebullets(5.2,5.6,12,8)
    GDSH C 2 A_FireCustomMissile("Shotgun12GCaseSpawn", 0,0,20,-5)
	TNT1 A 0
	GDSH D 2 A_SetPitch (pitch-0.15)
	TNT1 A 0 A_PlaySound ("UACElite/SGCock", chan_5)
    GDSH E 2
    GDSH A 3 
	GDSH A 3 A_Refire
    Goto Ready
  Spawn:
    GDSH F -1
    Stop
  }
}

Actor GDBuckshot : Ammo
{
Inventory.Amount 2
Inventory.MaxAmount 50
Ammo.BackpackAmount 2
Ammo.BackpackMaxAmount 100
}