ACTOR BFC: Weapon Replaces BFG9000 {
	Weapon.SelectionOrder 2800
	Weapon.AmmoUse 100
	Weapon.AmmoGive 100
	Weapon.AmmoType "Cell"
	+WEAPON.NOAUTOFIRE
	Inventory.PickupMessage "You got the Bio-Force Crossbow. HELL YEAH!"
	
	States{
		Ready:
		BFCX A 1 A_WeaponReady(WRF_ALLOWRELOAD)
		Loop
		
		Deselect:
		BFCX A 1 A_Lower
		Loop
		
		Select:
		BFCX A 1 A_Raise
		Loop
		
		Fire:
		BFCX A 1 A_FireCustomMissile("BFCArrow",0,1,0)
		BFCX A 0 A_Recoil (3)
		BFCX A 1 A_PlaySound("weapon/bfcfire",CHAN_WEAPON,1)
		BFCX B 40
		BFCX C 5
		BFCX D 5
		Goto Ready
		
	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:
		BFCP 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 BFCArrow {
	Radius 8
	Height 8
	Speed 50
	Damage 100
	Projectile
	+RANDOMIZE
	
	States {
		Spawn:
		BFCA A 1 Bright
		Loop
	
	Death:
		BFE1 AB 8 Bright
		BFE1 C 8 Bright A_BFGSpray
		BFE1 DEF 8 Bright
		Stop
	}
}