ACTOR Accelerator: Weapon Replaces PlasmaRifle {
	Weapon.SelectionOrder 100
	Weapon.AmmoUse 1
	Weapon.AmmoGive 50
	Weapon.AmmoType "Cell"
	Inventory.PickupMessage "Picked up an Accelerator"
	
	States {
		Ready:
		ACCL A 1 A_WeaponReady(WRF_ALLOWRELOAD)
		Loop
		
		Deselect:
		ACCL A 1 A_Lower
		Loop
		
		Select:
		ACCL A 1 A_Raise
		Loop
		
		Fire:
		ACCL B 1 A_PlaySound ("weapon/accelfire",CHAN_WEAPON,1)
		ACCL B 1 A_GunFlash
		ACCL B 1 A_FireCustomMissile("AcceleratorBeam",0,1,0)
		ACCL B 1 A_Refire
		Goto Ready
		
		FLASH:
		ACLL AB 2 A_LIGHT1
		GOTO LIGHTDONE
		
	AltFire:
		SHIE EFG 1
		TNT1 A 0 A_ReFire
		SHIE G 0 A_AlertMonsters
		SHIE GI 1
		TNT1 A 0   A_firecustommissile("ThrownShieldsaw")
	   SHEILD_THROWN:
	    TNT1 A 0 A_JUMPIFINVENTORY("SHEILD_TOKEN",1,"READY_1")
		SHIE J 1
		LOOP
		READY_1:
		SHID A 3 A_TAKEINVENTORY("SHEILD_TOKEN",1)
		Goto Ready
	AltHold:
	    TNT1 A 0 A_JumpIfHealthLower(25,"READY")
	    TNT1 A 0 A_SetReflective
		SHIE H 4 A_GiveInventory("PowerShieldsawBlock")
		TNT1 A 0 A_ReFire
		SHIE GFE 1 A_UnSetReflective
		Goto Ready
		
		Spawn:
		ACLP A -1
		Loop
		
		Reload:
		FIST B 2
		FIST C 2 
		FIST D 4 A_CUSTOMPUNCH(100,1,0,"Blood_punch")
		FIST C 2
		FIST B 2 A_Refire
		Goto Ready
	}
}

ACTOR AcceleratorBeam : Actor 20001 {
	+BRIGHT
	Radius 2
	Height 2
	Speed 50
	Damage 5 /// reduced damage
	Projectile
	
	States {
		Spawn:
		PLSB A 1 Bright
		Loop
	}
}