Actor GMIDRailgun : PlasmaRifle Replaces PlasmaRifle
{
	Weapon.AmmoUse 10
    Weapon.AmmoGive 40
	Weapon.BobRangeX 0.3
	Weapon.BobRangeY 0.5
	Weapon.BobStyle InverseSmooth
	Weapon.BobSpeed 2.0
	Weapon.UpSound "railup"
	Tag "Railgun"
	Weapon.AmmoType1 "NewCell"
	Weapon.AmmoUse 10
	+WEAPON.NOALERT
	Inventory.PickupMessage "You got the Railgun! \cf(\cjSlot 6\cf)"
	Obituary "%o was split by %l's Railgun."
	states
	{
		Fire:
			RGUN A 0 A_AlertMonsters
			RGUN A 0 A_JumpIfInventory("PowerQuadDamageST", 1, "QuadFire")
			RGUN A 0 A_SetPitch(pitch-1)
			RGUN B 1 A_RailAttack(300, 0, 1, "DarkGreen", "Green")
			RGUN C 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
			RGUN C 1 A_SetPitch(pitch+0.50)
			RGUN D 1 A_SetPitch(pitch+0.50)
			RGUN EFGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
			RGUN IIIIIIIIIIIIIIIIIIII 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
			RGUN HGFEDJ 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
			RGUN K 1 A_ReFire
			goto Ready
		QuadFire:
		    TNT1 A 0 A_SetBlend("Blue", 0.50, 16)
			RGUN A 0 A_PlaySound("QuadDamage/Use")
			RGUN A 0 A_SetPitch(pitch-1)
			RGUN B 1 A_RailAttack(300, 0, 1, "DarkGreen", "Green")
			RGUN C 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
			RGUN C 1 A_SetPitch(pitch+0.50)
			RGUN D 1 A_SetPitch(pitch+0.50)
			RGUN EFGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
			RGUN IIIIIIIIIIIIIIIIIIII 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
			RGUN HGFEDJ 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
			RGUN K 1 A_ReFire
			goto Ready
		Ready:
			RGUN A 1 A_WeaponReady
			Loop
		Deselect:
			RGUN A 1 A_Lower
			RGUN A 0 A_Lower
			Loop
		Select:
			RGUN A 1 A_Raise
			RGUN A 0 A_Raise
			Loop
		Spawn:
			RGNG A -1
			Stop
		AltFire:
			TNT1 A 0 A_GunFlash("WeaponStill")
			TNT1 A 0 A_PlaySound ("weapons/KICK")
			FOOT AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
			FOOT C 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
			FOOT D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
			FOOT D 1 A_CustomPunch(5,0,0,"KickPuff")
			FOOT D 0 A_Quake(1,2,0,10)
			FOOT EF 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
			FOOT FEDCBA 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
			TNT1 A 8 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
			TNT1 A 0 A_ReFire
			Goto Ready
		WeaponStill:
			RGUN A 22
			Goto LightDone
	}
}