Actor VGun : Chaingun Replaces Chaingun
{
	Weapon.BobRangeX 0.3
	Weapon.BobRangeY 0.5
	Weapon.BobStyle InverseSmooth
	Weapon.BobSpeed 2.0
	Weapon.UpSound "chanup"
	Weapon.AmmoType1 "Clip3"
	Weapon.AmmoUse 1
	Tag "V-Gun"
	+WEAPON.NOALERT
	Inventory.PickupMessage "You got the V-Gun! \cf(\cjSlot 4\cf)"
	Obituary "%o was pelted with lead by %k's V-Gun."
	states
	{
		Spawn:
		MGUN A -1 
		Stop
		Fire: 
		CHGG A 0 A_AlertMonsters
		CHGG A 0 A_JumpIfInventory("PowerQuadDamageST", 1, "QuadFire")
		CHGG C 0 A_Light1 
		CHGG C 0 A_PlaySound("weapons/UZIFIRE", CHAN_WEAPON)
		CHGG C 0 A_FireCustomMissile("RifleCasingSpawner",0,0,17,0)
		CHGG C 0 A_SetPitch(pitch-1)
		CHGG C 0 A_FireBullets(5.6, 0, 1, 5, "XaserPuff")
		CHGG C 1 Bright A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		CHGG D 0 A_SetPitch(pitch+1)
		CHGG D 0 A_Light0
		CHGG D 1 Bright A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		CHGG AA 1 A_WeaponReady
		CHGG BB 1 A_WeaponReady
		CHGG AAAA 1 A_WeaponReady
		CHGG BBBB 1 A_WeaponReady
		CHGG AAAAAAAA 1 A_WeaponReady
		CHGG BBBBBBBB 1 A_WeaponReady
		goto Ready
		QuadFire:
		TNT1 A 0 A_SetBlend("Blue", 0.50, 16)
		CHGG A 0 A_PlaySound("QuadDamage/Use")
		CHGG C 0 A_Light1
		CHGG C 0 A_PlaySound("weapons/UZIFIRE", CHAN_WEAPON)
		CHGG C 0 A_FireCustomMissile("RifleCasingSpawner",0,0,17,0)
		CHGG C 0 A_SetPitch(pitch-1)
		CHGG C 1 Bright A_FireBullets(5.6, 0, 1, 5, "XaserPuff")
		CHGG D 0 A_SetPitch(pitch+1)
		CHGG D 1 Bright A_Light0
		CHGG AA 1 A_WeaponReady
		CHGG BB 1 A_WeaponReady
		CHGG AAAA 1 A_WeaponReady
		CHGG BBBB 1 A_WeaponReady
		CHGG AAAAAAAA 1 A_WeaponReady
		CHGG BBBBBBBB 1 A_WeaponReady
		goto Ready
	Deselect:
		CHGG A 1 A_Lower
		CHGG A 0 A_Lower
		Loop
	Select:
		CHGG A 1 A_Raise
		CHGG A 0 A_Raise
		Loop
  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:
		CHGG A 22
		Goto LightDone
	}
}