ACTOR SkullCrusher: Weapon Replaces Chaingun {
	Weapon.SelectionOrder 700
	Weapon.AmmoUse 1
	Weapon.AmmoGive 50
	Weapon.AmmoType "Clip"
	Inventory.PickupMessage "Picked up a Pulverizer"
	Obituary "$OB_MPCHAINGUN"
	

	States{
		Ready:
		SKLL A 1 A_WeaponReady(WRF_ALLOWRELOAD)
		Loop
		
		Deselect:
		SKLL A 1 A_Lower
		Loop
	
		Select:
		SKLL A 1 A_Raise
		Loop
		
		Fire:
		SKLL B 3 A_GUNFLASH
		SKLL C 3 A_GUNFLASH("GUNFLASH2")
		SKLL C 0 A_Recoil (1)
		SKLL D 3 A_GUNFLASH
		SKLL E 3 A_GUNFLASH("GUNFLASH2")
		Goto Ready
				
		
		Flash:
		SKLL B 0 A_PlaySound("weapon/fireskull",CHAN_WEAPON,1)
		TNT1 A 0 A_FIRECUSTOMMISSILE("Skull_shrapnel",RANDOM(3,-3),1,0,0,0,RANDOM(3,-3))
		SKLF A 4 Bright A_Light1
		Goto LightDone
		GUNFLASH2:
		SKLL B 0 A_PlaySound("weapon/fireskull",CHAN_WEAPON,1)
		TNT1 A 0 A_FIRECUSTOMMISSILE("Skull_shrapnel",RANDOM(4,-4),1,0,0,0,RANDOM(4,-4))
		SKLF B 4 Bright A_Light2
		Goto LightDone
		
		Spawn:
		GSKL A -1
		Stop
	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
		
		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 Skull_shrapnel {
	Radius 2
	Height 2
	Speed 40
	Damage 4
	Projectile
	+RANDOMIZE
	
	States {
		Spawn:
		NAL5 AAAAAAA 7 BRIGHT
	
	Death:
		NAL5 A 1 BRIGHT
		Stop
	}
}