ACTOR CrashShotgun : DoomWeapon
{
  Weapon.SelectionOrder 1300
  Weapon.AmmoUse 1
  Weapon.AmmoGive 8
  Weapon.AmmoType "Shell"
  Inventory.PickupMessage "A heavy shotgun! Mans best exterminator!"
  Tag "UAC Heavy Shotgun"
      Weapon.BobRangeX 0.2
	Weapon.BobRangeY 0.2
  Decal "BulletChip"
  Inventory.RestrictedTo "CrashClass"
  States
  {
  Ready:
    HHTG A 1 A_WeaponReady
    Loop
  Deselect:
    HHTG A 1 A_Lower
	TNT1 A 0 A_Lower
	TNT1 A 0 A_Lower
    Loop
  Select:
    HHTG A 1 A_Raise
	TNT1 A 0 A_Raise
	TNT1 A 0 A_Raise
    Loop
  Fire:
  TNT1 A 0 A_PLAYWEAPONSOUND("DSSHOTG2")
  HHTG F 2 BRIGHT OFFSET(0,33)A_FireBullets (6, 6, 12, 10)
  HHTG G 1 BRIGHT OFFSET(0,35)
  HHTG H 2 BRIGHT OFFSET(0,34)
  HHTG A 2 OFFSET(0,32)
  HHTG A 2 OFFSET(2,32)
  HHTG BC 2 
  HHTG D 2
  HHTG E 2 OFFSET(0,32)
  HHTG E 2 OFFSET(1,33)
  HHTG E 1 OFFSET(2,34)
  HHTG E 1 OFFSET(1,33)
  HHTG E 1 OFFSET(0,32)
  HHTG D 2
  HHTG CB 2 
  HHTG A 1 OFFSET(2,32)
  HHTG A 4 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:
    SHOT A -1
    Stop
  }
}