Actor CrashRepairTool : Weapon
{
  Weapon.Kickback 0
  Weapon.SelectionOrder 2200
  Inventory.PickupMessage "A Repair Tazer Tool!  Use what you can!"
  Obituary "%o was shocked by %k's Repair Tool."
  Tag "Repair Tool"
  Weapon.BobRangeX 0.2
	Weapon.BobRangeY 0.2
  Decal "BulletChip"
  +WEAPON.MELEEWEAPON
  Inventory.RestrictedTo "CrashClass"
  States
  {
  Ready:
    VTAZ A 1 A_WeaponReady
    Loop
  Deselect:
    VTAZ a 1 A_Lower
	TNT1 A 0 A_Lower
	TNT1 A 0 A_Lower
    Loop
  Select:
    VTAZ a 1 A_Raise
	TNT1 A 0 A_Raise
	TNT1 A 0 A_Raise
    Loop
	fire:
	VTAZ A 2 offset(0,32)
	VTAZ A 2 offset(2,30)
	VTAZ A 2 offset(4,28)
  hold:
    VTAZ BCD 2 BRIGHT A_Saw("VTAZEATK","VTAZEHIT", 5)
    tnt1 a 0 A_ReFire
	VTAZ A 2 offset(4,28)
	VTAZ A 2 offset(2,30)
	VTAZ A 2 offset(0,32)
    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:
    2SAW A -1
    Stop
  }
}