ACTOR DShotgun: Weapon Replaces Shotgun {
	Weapon.SelectionOrder 1900
	Weapon.AmmoUse 1
	Weapon.AmmoGive 4
	Weapon.AmmoType "Shell"
	Obituary "$OB_MPSHOTGUN"
	Inventory.Pickupmessage "Picked up a Shotgun"
	
	States {
		Ready:
		DSHT A 9  A_WeaponReady(WRF_ALLOWRELOAD)
		Loop
		
		Deselect: 
		DSHT A 1 A_Lower
		Loop
		
		Select:
		DSHT A 1 A_Raise
		Loop
		
		Fire:
		DSHT A 0 A_GunFlash
		DSHT A 3 A_PlaySound ("weapon/fireshotgun",CHAN_WEAPON,1)
		DSHT A 1 A_Recoil (3)
		DSHT A 3 A_FireBullets (6, 6, 7, 5, "BulletPuff")
		DSHT ABC 2
		DSHT D 2
		DSHT EFEDCB 2
		DSHT A 3 A_ReFire
		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	
		
		Flash:
		LSHT A 5 Bright A_Light1
		LSHT B 5 Bright A_Light2
		Goto LightDone
		
		Spawn:
		DSHP A -1
		Stop
		
		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
	}
}