ACTOR BoomerKS23 : Weapon
{
  Weapon.SelectionOrder 1900
  Weapon.AmmoUse 2
  Weapon.AmmoGive 8
  Weapon.AmmoType "BoomerShells"
  Inventory.PickupMessage "You got The KS-23! Quite handy!"
  +WEAPON.WIMPY_WEAPON
  Tag "Hand-Held Special KS-23"
  Obituary "%o got gibbed by %k."
  SelfObituary "%o experienced danger close."
  DECAL "BULLETCHIP"
  Inventory.RestrictedTo "BoomerClass"
  States
  {
  Ready:
    KS23 A 1 OFFSET(9,128)
	KS23 A 1 OFFSET(7,96)
	KS23 A 1 OFFSET(5,72)
	KS23 A 1 OFFSET(3,48)
	KS23 A 1 OFFSET(1,36)
    TNT1 A 0 A_PLAYSOUND("KSPUMP", CHAN_AUTO)
	KS23 B 1 OFFSET(2,35)
	KS23 B 1 OFFSET(0,32)
	KS23 C 1 OFFSET(-2,35)
	KS23 D 1 OFFSET(-2,36)
	KS23 D 1 OFFSET(-3,39)
	KS23 D 1 OFFSET(-2,36)
	KS23 C 1 OFFSET(-2,35)
	KS23 B 1 OFFSET(0,32)
	KS23 B 1 OFFSET(2,35)
    GOTO READY2
	Ready2:
    KS23 A 1 A_WeaponReady
    Loop
  Deselect:
    KS23 AA 0 A_Lower
	KS23 A 1 A_Lower
    Loop
  Select:
    KS23 AA 0 A_Raise
	KS23 A 0 A_Raise
    Loop
  Fire:
    KS23 A 1 OFFSET(0,36)
	TNT1 A 0 A_PLAYWEAPONSOUND("KSSHOT")
	KS2F B 2 BRIGHT OFFSET(0,37) A_FireBullets(9.2,9.3,24,4,"PELLETEXPLO")
	KS2F A 2 BRIGHT OFFSET(0,39)
	KS23 A 2 OFFSET(0,42)
    KS23 A 2 OFFSET(0,39)
	KS23 A 2 OFFSET(0,37) 
	KS23 A 1 OFFSET(0,34)
	TNT1 A 0 A_PLAYSOUND("KSPUMP", CHAN_AUTO)
	KS23 B 1 OFFSET(2,35)
	KS23 B 1 OFFSET(0,32)
	KS23 C 1 OFFSET(-2,35)
	KS23 D 1 OFFSET(-2,36)
	KS23 D 1 OFFSET(-3,39)
	KS23 D 1 OFFSET(-2,36)
	KS23 C 1 OFFSET(-2,35)
	KS23 B 1 OFFSET(0,32)
	KS23 B 1 OFFSET(2,35)
	KS23 A 3 OFFSET(0,32)
    Goto Ready2
  Spawn:
    PIST A -1
    Stop
  }
}

Actor BoomerShells : Ammo
{
	Inventory.Amount 5
	Inventory.Maxamount 50
	Ammo.Backpackamount 10
	Ammo.BackpackMaxamount 100
}