ACTOR DSuperShotgun: Weapon Replaces SuperShotgun {
	Weapon.SelectionOrder 400
	Weapon.AmmoUse 2
	Weapon.AmmoGive 8
	Weapon.AmmoType "Shell"
	Inventory.PickupMessage "Picked up a Super Shotgun"
	Obituary "$OB_MPSSHOTGUN"
	
	States {
		Ready:
		SSHG A 1 A_WeaponReady(WRF_ALLOWRELOAD)
		Loop
		
		Deselect:
		SSHG A 1 A_Lower
		Loop
		
		Select:
		SSHG A 1 A_Raise
		Loop
		
		Fire:
		SSHG A 1 A_GunFlash
		SSHG A 3
		SSHG A 1 A_PlaySound ("weapon/firesuper",CHAN_WEAPON,1)
		SSHG A 1 A_Recoil (7)
		SSHG A 11 A_FireBullets (24, 3, 11, 15, "BulletPuff")
		SSHG BCDEFGHIJKLMNO 2
		SSHG A 5 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		
		
		Spawn:
		SSGP A -1
		Stop
		
		Flash:
		SSHL A 5 Bright A_Light1
		SSHL B 8 Bright A_Light2
		Goto LightDone

		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
	}
}