Actor Lexicon_SF12_WolfensteinSS : WolfensteinSS
{
	-SHOOTABLE
	-COUNTKILL
	SeeSound "*xdeath"
	AttackSound "*xdeath"
	PainSound "*xdeath"
	DeathSound "*xdeath"
	ActiveSound "*xdeath"
	States
	{
	Spawn:
		SSWV OP 5 A_Look
		Loop
	See:
		SSWV P 5 A_FaceTarget
		SSWV P 5 A_CyberAttack
		SSWV OP 5 A_Look
		goto Spawn
	Pain:
		SSWV P 5 A_FaceTarget
		SSWV P 5 A_CyberAttack
		SSWV OP 5 A_Look
		goto Spawn
	Missile:
		SSWV P 5 A_FaceTarget
		SSWV P 5 A_CyberAttack
		SSWV OP 5 A_Look
		goto Spawn
	Death:
		SSWV P 5 A_FaceTarget
		SSWV P 5 A_CyberAttack
		SSWV OP 5 A_Look
		goto Spawn
	XDeath:
		TROO A -1 
		stop
	Raise:
		TROO A -1 
		stop
	}
}

Actor Lexicon_SF12_Chainsaw : Weapon
{
	Weapon.Kickback 0
	Weapon.SelectionOrder 2200
	Weapon.UpSound "SF12/DSSAWUP"
	Weapon.ReadySound "weapons/sawidle"
	Weapon.SlotNumber 1
	Weapon.SlotPriority 1
	Inventory.PickupMessage "$SF12_MSG_CHAINSAW"
	Tag "$SF12_TAG_CHAINSAW"
	+WEAPON.MELEEWEAPON		
	+WEAPON.ALLOW_WITH_RESPAWN_INVUL
	+WEAPON.CHEATNOTWEAPON
	States
	{
	Spawn:
		LY00 A -1 Bright 
		stop
	Deselect:
		LY00 B 1 Bright A_Lower
		goto Deselect
	Select:
		LY00 B 1 Bright A_Raise
		goto Select
	Ready:
		LY00 B 1 Bright A_WeaponReady
		goto Ready
	Fire:
		LY00 B 20 Bright A_BFGSound
		LY00 C 10 Bright A_GunFlash
		LY00 C 10 Bright A_FireBFG
		LY00 C 20 Bright A_Refire
		LY00 B 1 Bright A_WeaponReady
		goto Ready
	Flash:
		BFGF A 11 Bright A_Light1
		BFGF B 6 Bright A_Light2
		SHTG E 0 A_Light0
		stop
	}
}