ACTOR PelletExplo
{
	Radius 11
	Height 8
	Speed 30
	+NoBlockMap
	+NoGravity
	+ActivateImpact
	+ActivatePCross
	+NoTeleport
	+PuffOnActors
	+PuffGetsOwner
	+ForceRadiusDmg
	+FORCEXYBILLBOARD
	DamageType "BoomerExplosive"
	Obituary "%o got killed by splash damage from %k."
    SelfObituary "%o experienced danger close."
	RenderStyle Translucent
	Alpha 0.7
	Scale 0.2
	Damage 1
	States
	{
	Spawn:
		EXPX A 0 Bright 
		EXPX A 3 Bright	A_Explode(25, 45, 1)
		EXPX B 3 Bright	
		EXPX C 3 Bright 
		EXPX D 3 Bright
		EXPX E 3 Bright
		EXPX F 3 Bright
		Stop
	}
}
ACTOR BoomerPSH12 : Weapon
{
  Weapon.SelectionOrder 1900
  Weapon.AmmoUse 1
  Weapon.AmmoGive 20
  Weapon.AmmoType "BoomerPShRounds"
  +WEAPON.WIMPY_WEAPON
  Tag "Russian PSh 12 'Modernized'"
  DECAL "BULLETCHIP"
  Obituary "%o got boomed by %k."
  SelfObituary "%o experienced danger close."
  Inventory.RestrictedTo "BoomerClass"
  States
  {
  Ready:
    PSHH A 1 OFFSET(9,128)
	PSHH A 1 OFFSET(7,96)
	PSHH A 1 OFFSET(5,72)
	PSHH A 1 OFFSET(3,48)
	PSHH A 1 OFFSET(1,36)
    GOTO READY2
	Ready2:
    PSHH A 1 A_WeaponReady
    Loop
  Deselect:
    PSHH AA 0 A_Lower
	PSHH A 1 A_Lower
    Loop
  Select:
    PSHH AA 0 A_Raise
	PSHH A 0 A_Raise
    Loop
  Fire:
    PSHH A 1 OFFSET(0,36)
	TNT1 A 0 A_PLAYSOUND("PSHSHOT", CHAN_AUTO)
	PSHH B 2 BRIGHT OFFSET(0,37) A_FireBullets(5.2,1,1,15,"PELLETEXPLO")
	PSHH C 2 BRIGHT OFFSET(0,41)
	PSHH D 2 OFFSET(0,42)
    PSHH E 2 OFFSET(0,39)
	PSHH D 1 OFFSET(0,37)
	PSHH A 2 OFFSET(0,36) A_REFIRE
	PSHH A 1 OFFSET(0,34)
    Goto Ready2
  Spawn:
    PIST A -1
    Stop
  }
}

Actor BoomerPShRounds : Ammo
{
	Inventory.Amount 10
	Inventory.Maxamount 100
	Ammo.Backpackamount 10
	Ammo.BackpackMaxamount 200
}
