ACTOR SFortPistol : Pistol replaces Pistol
{
  Weapon.KickBack 50
  Weapon.AmmoType None
  Weapon.AmmoUse 0
  AttackSound "weapons/pistol"
  Decal BulletChip
  Tag "Pistol"
  DamageType "Bullet"
  +WEAPON.NOAUTOAIM
  +WEAPON.NOLMS
  +WEAPON.ALLOW_WITH_RESPAWN_INVUL
  States
  {
  Ready:
    PISG A 1 A_WeaponReady(WRF_ALLOWRELOAD)
	Loop
  Deselect:
    PISG A 0 A_Lower
    Loop
  Select:
    PISG A 1 A_Raise
    Loop
  Fire:
  FireNormal:
	TNT1 A 0 A_TakeInventory("PowerInvulnerable",1)
	TNT1 A 0 A_GunFlash
	TNT1 A 0 A_JumpIfInventory("PowerQuadDamage",1,"Quad")
    PISG B 2 A_FireBullets(2.1,1.75,-1,15,"SFortBulletPuff",FBF_NORANDOM|FBF_USEAMMO)
    PISG CDA 3
	PISG A 1 A_Refire
	Goto Ready
  Quad:
    TNT1 A 0 A_Playsound("misc/qdmg2",CHAN_7)
	Goto FireNormal+3
  Flash:
    PISF A 1 Bright A_Light1
    TNT1 A 4 Bright A_Light1
    Goto LightDone
  }
}

ACTOR SFortBurstPistol : Pistol
{
  Weapon.KickBack 50
  Weapon.AmmoType None
  Weapon.AmmoUse 0
  AttackSound "weapons/burstpistol"
  Decal BulletChip
  Tag "Burst Pistol"
  DamageType "Bullet"
  +WEAPON.NOAUTOAIM
  +WEAPON.NOLMS
  +WEAPON.ALLOW_WITH_RESPAWN_INVUL
  Obituary "%o got several small holes from %k's burst pistol."
  States
  {
  Ready:
    GLOK A 1 A_WeaponReady(WRF_ALLOWRELOAD)
	Loop
  Deselect:
    GLOK A 0 A_Lower
    Loop
  Select:
    GLOK A 1 A_Raise
    Loop
  Fire:
  FireNormal:
	TNT1 A 0 A_TakeInventory("PowerInvulnerable",1)
	TNT1 A 0 A_JumpIfInventory("PowerQuadDamage",1,"Quad")
	TNT1 A 0 A_GunFlash
    GLOK A 1 A_FireBullets(2.1,1.75,-1,15,"SFortBulletPuff",FBF_NORANDOM|FBF_USEAMMO)
    GLOK B 2
	TNT1 A 0 A_GunFlash
    GLOK A 1 A_FireBullets(2.1,1.75,-1,15,"SFortBulletPuff",FBF_NORANDOM|FBF_USEAMMO)
    GLOK B 2
	TNT1 A 0 A_GunFlash
    GLOK A 1 A_FireBullets(2.1,1.75,-1,15,"SFortBulletPuff",FBF_NORANDOM|FBF_USEAMMO)
  FireEnd:
    GLOK B 2
    GLOK A 9
    GLOK A 3 A_ReFire
    Goto Ready
  Quad:
    TNT1 A 0 A_Playsound("misc/qdmg2",CHAN_7)
	TNT1 A 0 A_GunFlash
    GLOK A 1 A_FireBullets(2.1,1.75,-1,15,"SFortBulletPuff",FBF_NORANDOM|FBF_USEAMMO)
    GLOK B 2
    TNT1 A 0 A_Playsound("misc/qdmg2",CHAN_7)
	TNT1 A 0 A_GunFlash
    GLOK A 1 A_FireBullets(2.1,1.75,-1,15,"SFortBulletPuff",FBF_NORANDOM|FBF_USEAMMO)
    GLOK B 2
    TNT1 A 0 A_Playsound("misc/qdmg2",CHAN_7)
	TNT1 A 0 A_GunFlash
    GLOK A 1 A_FireBullets(2.1,1.75,-1,15,"SFortBulletPuff",FBF_NORANDOM|FBF_USEAMMO)
	Goto FireEnd
  Flash:
    GLOF A 1 Bright A_Light1
	TNT1 A 2 Bright A_Light1
    Goto LightDone
  Flash2:
    GLOF B 1 Bright A_Light1
	TNT1 A 2 Bright A_Light1
    Goto LightDone
  }
}