Actor BayonetRifle : Weapon  //Rename this!!!
{
  Obituary "%o met the end of a bayonet"
  Radius 20
  Height 16
  Inventory.pickupmessage "You got a bayonet fitted rifle"
  Weapon.SelectionOrder 401
  Weapon.SlotNumber 2
  Weapon.kickback 100
  Weapon.ammotype "CLIP"
  +WEAPON.NOALERT
  Weapon.ammouse 0
  Weapon.ammogive 10
  Decal BulletChip
  States
  {
  Spawn:
	MGN3 A -1
	Wait
  Ready:
    PBAY A 1 A_WeaponReady
    Loop
  Deselect:
    PBAY A 1 A_Lower
    Loop
  Select:
    PBAY A 1 A_Raise
    Loop
  Flash:
	PBUL E 2 A_Light2
	PBUL A 3
	PBUL C 2 A_Light1
	PBUL B 2
	PBUL D 1 A_Light0
    Goto LightDone
  GunPuff:
	PSHO E 2
	PSHO F 3
	TNT1 A 11
	Goto LightDone
  Fire:  
	PBAY A 6
	PBAY B 4 
	TNT1 A 0 A_Saw ("weapon/baymiss", "weapon/bayhit", 3)
	PBAY CCCCCC 3
	{
	  A_ChangeVelocity (5, 0, 0, CVF_Relative, AAPTR_DEFAULT);
	  A_Saw ("", "", 3);
	}
	PBAY B 6
	PBAY A 4 A_Refire
    Goto Ready
  }
} 

ACTOR Rifle : Weapon 25096
{
  attacksound "weapons/rifle"
  weapon.ammouse 1
  weapon.ammogive 30
  weapon.SlotNumber 2
  weapon.ammotype "Clip"
  Inventory.pickupmessage "You got the Zombieman Rifle!"
  states
  {
  Ready:
    RFLG A 1 A_WeaponReady
    loop
  Deselect:
    RFLG A 1 A_Lower
    loop
  Select:
    RFLG A 1 A_Raise
    loop
  Fire:
    RFLG B 1
    RFLG B 1
    RFLG B 1 A_GunFlash
    RFLG B 1 A_FireBullets (5.6, 0, 1, 7, "BulletPuff")
    RFLG B 1 A_Recoil(1)
    RFLG B 0 A_ReFire
    Goto Ready
  Flash:
    RFLF A 1 bright A_Light1
    RFLF B 1 bright A_Light2
    RFLG B 0 bright A_Light0
    stop
  Spawn:
    RIFL A -1
    loop
  }
}

actor SOTS : Key 10280
{
  inventory.pickupmessage "You Got The Lost Movie."
  inventory.icon "SOTSA0"
  states
  {
  Spawn:
    SOTS A -1
    stop
  }
}