ACTOR BFS : Weapon
{
Weapon.SelectionOrder 3200
Weapon.AmmoType1 "XBFSGLoaded"
Weapon.AmmoUse1 1
Weapon.AmmoType2 "NewCell"
Weapon.PreferredSkin "BFSG-Marine"
Weapon.AmmoUse2 0
Weapon.AmmoGive1 0
Weapon.AmmoGive2 200
+Weapon.Ammo_Optional
+Weapon.Alt_Ammo_Optional
+Weapon.NoAlert
+Weapon.NoAutoaim
Inventory.PickupSound "devastator/up"
Weapon.Upsound "devastator/up"
Inventory.PickupMessage "You got the Big Freaking Shotgun (BFS)"
Tag "BFS"
States
{
  Spawn:
	8BSP A -1
	Stop
  Deselect:
	TNT1 A 0 A_Lower
	8BSG A 1 A_Lower
	Loop
  Select:
	TNT1 A 0 A_Raise
	8BSG A 1 A_Raise
	Loop
  Ready:
	8BSG A 1 A_WeaponReady(WRF_ALLOWRELOAD)
	Loop
  Fire:
	6TAK A 0 A_JumpIfNoAmmo("Dryfire")
	8BSF A 1 A_AlertMonsters
	8BSF BCD 1
	8BSF EF 1 BRIGHT
	8BSF G 1 BRIGHT Offset(0,33)
	8BSF H 1 BRIGHT Offset(0,36) A_PlaySound("Weapons/BFSG/Fire",6)
	8BSF H 0 Offset(0,38) A_FireCustomMissile("BFS15KBall", 15, 1, 2, 0, 0, 0)
	8BSF H 0 Offset(0,38) A_FireCustomMissile("BFS15KBall", -15, 0, -2, 0, 0, 0)
	8BSF H 0 Offset(0,38) A_FireCustomMissile("BFS15KBall", 12, 0, 2, 0, 0, 2)
	8BSF H 0 Offset(0,38) A_FireCustomMissile("BFS15KBall", 12, 0, 2, 0, 0, -2)
	8BSF H 0 Offset(0,38) A_FireCustomMissile("BFS15KBall", -12, 0, -2, 0, 0, 2)
	8BSF H 0 Offset(0,38) A_FireCustomMissile("BFS15KBall", -12, 0, -2, 0, 0, -2)
	8BSF H 0 Offset(0,38) A_FireCustomMissile("BFS15KBall", 10, 0, 2, 0, 0, 0)
	8BSF H 0 Offset(0,38) A_FireCustomMissile("BFS15KBall", -10, 0, -2, 0, 0, 0)
	8BSF H 0 Offset(0,38) A_FireCustomMissile("BFS15KBall", 8, 0, 1, 0, 0, 4)
	8BSF H 0 Offset(0,38) A_FireCustomMissile("BFS15KBall", 8, 0, 1, 0, 0, -4)
	8BSF H 0 Offset(0,38) A_FireCustomMissile("BFS15KBall", -8, 0, -1, 0, 0, 4)
	8BSF H 0 Offset(0,38) A_FireCustomMissile("BFS15KBall", -8, 0, -1, 0, 0, -4)
	8BSF H 0 Offset(0,38) A_FireCustomMissile("BFS15KBall", 6, 0, 1, 0, 0, 0)
	8BSF H 0 Offset(0,38) A_FireCustomMissile("BFS15KBall", -6, 0, -1, 0, 0, 0)
	8BSF H 0 Offset(0,38) A_FireCustomMissile("BFS15KBall", 4, 0, 1, 0, 0, 5)
	8BSF H 0 Offset(0,38) A_FireCustomMissile("BFS15KBall", 4, 0, 1, 0, 0, -5)
	8BSF H 0 Offset(0,38) A_FireCustomMissile("BFS15KBall", -4, 0, -1, 0, 0, 5)
	8BSF H 0 Offset(0,38) A_FireCustomMissile("BFS15KBall", -4, 0, -1, 0, 0, -5)
	8BSF H 0 Offset(0,38) A_FireCustomMissile("BFS15KBall", 2, 0, 1, 0, 0, 0)
	8BSF H 0 Offset(0,38) A_FireCustomMissile("BFS15KBall", -2, 0, -1, 0, 0, 0)
	8BSF H 1 BRIGHT Offset(0,38)
	8BSG A 1 BRIGHT Offset(0,46)
	8BSG A 1 BRIGHT Offset(0,51) A_Recoil(10.0)
	8BSG A 1 Offset(0,53)
	8BSG A 1 Offset(0,50)
	8BSG A 2 Offset(0,44) 
	8BSG A 2 Offset(0,40)
	8BSG A 2 Offset(0,37)
	8BSG A 3 Offset(0,35)
	8BSG A 8 Offset(0,33)
	8BSG A 2 Offset(0,35) A_PlaySound("weapons/devexp", 5)
	8BSG A 1 Offset(0,38)
	8BSG A 1 Offset(0,40)
	8BSG A 1 Offset(0,43)
	8BSG A 1 Offset(0,46)
	8BSG A 1 Offset(0,49)
	8BSG A 1 Offset(0,50)
	8BSG A 1 Offset(0,48)
	8BSG A 1 Offset(0,45)
	8BSG A 1 Offset(0,42) 
	8BSG A 1 Offset(0,39)
	8BSG A 1 Offset(0,35)
	8BSG A 1 Offset(0,33)
	8BSG A 1 Offset(0,32)
	8BSG A 1
	8BSG A 0 A_Refire
	Goto Ready
  Dryfire:
	8BSG A 3 Offset(0,38) A_PlaySound("weapon/off", 5)
	8BSG A 3 Offset(0,40)
	8BSG A 3 Offset(0,36)
	8BSG A 3 Offset(0,33)
  Reload:
	8BSG A 0 A_JumpIfInventory("XBFSGLoaded", 5, 2)
	8BSG A 0 A_JumpIfInventory("NewCell", 100, 2)
	8BSG A 1 A_WeaponReady(WRF_NOFIRE)
	Goto Ready
	8BSG A 1 Offset(0,38) A_PlaySound("weapons/dtech10kpickup", 5)
	8BSG A 2 Offset(0,40)
	8BSG A 2 Offset(0,42)
	8BSG A 55 Offset(0,43)
	TNT1 A 0 A_TakeInventory("NewCell", 100)
	TNT1 A 0 A_GiveInventory("XBFSGLoaded", 999)
	8BSG A 2 Offset(0,39) A_PlaySound("PlasmaRepeater/Pickup", 5)
	8BSG A 1 Offset(0,36)
	8BSG A 1 Offset(0,34)
	Goto Ready
	}
}

ACTOR XBFSGLoaded : Ammo
{
	+IGNORESKILL
	Inventory.MaxAmount 5
	Inventory.Icon "TNT1A0" //8BSPA0
}

ACTOR BFS15KBall : BFG15KBall
{
Damage 50
//+FOILINVUL //What in the name of shit
Species "Player"
DamageType "Player"
+DontHurtSpecies
+DontHarmSpecies
}