ACTOR PioneerSuperShotgun : Weapon
{
  AttackSound "weapons/pnisher"
  Decal BulletChip
  Tag "Punisher"
  DamageType "Bullet"
  Weapon.AmmoType "Shell"
  Weapon.AmmoUse 4
  +WEAPON.NOAUTOAIM
  +WEAPON.ALLOW_WITH_RESPAWN_INVUL
   Inventory.RestrictedTo "PioneerClass"
  States
  {
  Ready:
    PNSH A 1 A_WeaponReady(WRF_ALLOWRELOAD)
    Loop
  Deselect:
    PNSH A 0 A_Lower
	TNT1 A 0 A_Lower 
	TNT1 A 0 A_Lower 
    Loop
  Select:
    PNSH A 0 A_Raise
    PNSH A 1 A_Raise
	TNT1 A 0 A_Raise 
	TNT1 A 0 A_Raise 
    Loop
  Fire:
    PNSH A 1
	TNT1 A 0 A_PlaySound ("Character/Pioneer/Punisher",0)
    PNSH J 2 OFFSET(0,35) BRIGHT A_FireBullets(22.4,14.2,40,18,"SKIPPuff2",FBF_NORANDOM|FBF_USEAMMO) 
    PNSH I 2 OFFSET(0,36) BRIGHT
	PNSH A 1 OFFSET(0,37)
	PNSH A 1 OFFSET(0,36)
	PNSH A 1 OFFSET(0,35)
	PNSH A 1 OFFSET(0,34)
	PNSH A 1 OFFSET(0,33)
	PNSH A 5 OFFSET(0,32)
	PNSH A 1 OFFSET(0,34)
	PNSH C 2 OFFSET(0,32)
	PNSH C 2 OFFSET(3,31)
	PNSH D 2 OFFSET(4,32)
	PNSH E 2 OFFSET(5,32)
	PNSH E 2 OFFSET(6,33)
	PNSH E 2 OFFSET(7,34)
	PNSH E 2 OFFSET(6,33)
	PNSH E 2 OFFSET(5,32)
	PNSH D 2 OFFSET(4,32)
	PNSH C 2 OFFSET(3,31)
	PNSH C 2 OFFSET(0,32)
	PNSH A 1 OFFSET(0,34)
	PNSH A 6 OFFSET(0,32)
    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
	Modern:
		TNT1 A 1 Bright A_Light1 //Just so I can somehow read this
	TNT1 A 0 A_SetPitch(pitch-2)
		TNT1 A 1 Bright A_Light1
	TNT1 A 0 A_SetPitch(pitch-2)
		TNT1 A 1 Bright A_Light1
	TNT1 A 0 A_SetPitch(pitch+1)
		TNT1 A 1 A_Light1
	TNT1 A 0 A_SetPitch(pitch+1)
		TNT1 A 1 A_Light2
	TNT1 A 0 A_SetPitch(pitch+0.25)
		TNT1 A 1 A_Light2
	TNT1 A 0 A_SetPitch(pitch+0.25)
		TNT1 A 1 A_Light2
	TNT1 A 0 A_SetPitch(pitch+0.25)
	TNT1 AAAAA 1 A_SetPitch(pitch+0.25)
	Goto Lightdone
  }
}

ACTOR SkipPuff2
{
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +RANDOMIZE
  RenderStyle Translucent
  Alpha 0.5
  VSpeed 0
  Mass 5
  States
  {
  Spawn:
  RGPF A 1 BRIGHT 
  Melee:
   RGPF BC 2 BRIGHT
    Stop
  }
}