ACTOR TK1Shotgun : Weapon
{
  Weapon.Kickback 100
  Scale 0.07
  Weapon.AmmoUse1 1
	Weapon.AmmoGive1 10
	Weapon.AmmoType1 "TK1Ammo_Shell"
		  Weapon.AmmoUse2 1
	Weapon.AmmoType2 "TK1Ammo_ExpShell"
  Inventory.Icon "TKA3N0"
  Inventory.PickupMessage "Shotgun"
  Tag "Shotgun"
  Obituary  "%k's Shotgun dismembered %o."
  Inventory.PickupSound "Turok1/Weapons/ShotgunSelect"
  States
  {
  Spawn:
    TKA2 K -1
    Loop
  Ready:
	TNT1 A 0 A_PlayWeaponSound ("Turok1/Weapons/ShotgunSelect")
    TK05 A 2 
    TK05 B 2
    TK05 C 2
    TK05 D 2
    TK05 E 2
	TK05 FG 2
    TK05 H -1 A_WeaponReady
    Goto Ready+7
  Deselect:
    TK06 T 2
    TK06 UVXY 2
    TK05 Y 0 A_Lower
    wait
  Select: 
    TK05 A 0 A_Raise 
    Loop  
  Fire: 
 	TNT1 A 0 A_PlayWeaponSound ("Turok1/Weapons/ShotgunFire")
    TK05 I 3 BRIGHT A_FireBullets(3.0, 3, 5, 7, "BulletPuff")
	TK05 JKLMNOPQRST 2
	TNT1 A 0 A_SpawnItemEx("TK1ShellCasing", 20,cos(pitch)*12,sin(-pitch)*10+30, frandom(0.5,1.2),frandom(0.5,1.2),frandom(1.5,2.5))
	TK05 UVXYZ 1
	TK06 ABCD 1
	TK06 EFGHI 1
	TK06 JKLMNOPQRS 1 A_refire
    Goto Ready+8
  AltFire: 
 	TNT1 A 0 A_PlayWeaponSound ("Turok1/Weapons/ShotgunFire")
    TK05 I 3 BRIGHT A_FireCustomMissile("TK1ExpShellShot")
	TK05 JKLMNOPQRST 2
	TK05 UVXYZ 1
	TK06 ABCD 1
	TK06 EFGHIJKL 1
	TK06 MNOPQRS 1 A_refire
    Goto Ready+8
  }
}

Actor TK1ExpShellShot: Fastprojectile
{
	Height 1
	Radius 1
	Speed 200
    obituary "%o got fried by %k's Explosion Shells."
    DamageType Explosive
	Damage 50
	Projectile
	+FORCEXYBILLBOARD
	states
		{
		Spawn:
			TNT1 A 1
			loop
		Crash:
		Death:
		TNT1 A 0 A_PlaySound ("Turok1/Weapons/Boom2")
		NULL A 0 A_ALERTMONSTERS
		NULL A 0 A_SPAWNITEMEX("TK1ExpShell",0,0,0,random(0,0),random(0,0),0)
			stop
		}
		
}

ACTOR TK1ExpShell
{
Scale 0.5
obituary "%o got caught in %k's blast zone."
+NOGRAVITY
+FORCEXYBILLBOARD
+BRIGHT

STATES
{
SPAWN:
NULL A 0
NULL A 0 A_QUAKE(2,100,1,250,"")
NULL A 0 A_EXPLODE(70,50)
1588 HIJKLMNOPQRST 2
STOP
}}

Actor TK1ShellCasing
{
Scale 0.1
radius 3
projectile
gravity 0.3
bouncefactor 0.5
wallbouncefactor 0.4
bouncecount 5
bouncetype "Doom"
-NOGRAVITY
-NOBLOCKMAP
+BOUNCEONCEILINGS
+FORCEXYBILLBOARD
+NOTELEPORT
+DROPOFF
+FLOORCLIP
+THRUACTORS
	states
	{
	Spawn:
		TNT1 A 0 NoDelay A_Jump(255, "Spawn1", "Spawn2", "Spawn3", "Spawn4", "Spawn5")
		goto Spawn1
	Spawn1:
		TF02 ABCDEFGHIJ 2
		loop
	Spawn2:
		TF02 ABCDEFGHIJ 2
		loop
	Spawn3:
		TF02 ABCDEFGHIJ 2
		loop
	Spawn4:
		TF02 ABCDEFGHIJ 2
		loop
	Spawn5:
		TF02 ABCDEFGHIJ 2
		loop
	Death:
		TNT1 A 0 A_Jump(255, "Death1", "Death2")
		goto Death1
	Death1:
		TF02 C 175
		stop
	Death2:
		TF02 C 175
		stop
	}
}