ACTOR TK1Rifle : Weapon
{
  Weapon.Kickback 100
  Scale 0.1
  Weapon.AmmoUse 1
	Weapon.AmmoGive 30
	Weapon.AmmoType "TK1Ammo_Bullet"
  Inventory.Icon "TKA3L0"
  Inventory.PickupMessage "Assault Rifle"
  TAG "Assault Rifle"
  Obituary  "%k's Assault Rifle tore %o to shreds."
  	Inventory.PickupSound "Turok1/Items/PickupWeapon"
  States
  {
  Spawn:
    TKA2 B -1
    Loop
  Ready:
    TK08 A 2 
    TK08 B 2
    TK08 C 2
    TK08 D 2
    TK08 EFGHIJKLMNOP 2
    TK08 Q -1 A_WeaponReady
    Goto Ready+11
  Deselect:
    TK09 H 2
    TK09 IJKLMN 2
    TK08 F 0 A_Lower
    wait
  Select: 
    TK08 A 0 A_Raise 
    Loop  
  Fire: 
 	TNT1 A 0 A_PlayWeaponSound ("Turok1/Weapons/ARFire")
	TNT1 A 0 A_SpawnItemEx("TK1BulletCasing", 20,cos(pitch)*12,sin(-pitch)*10+30, frandom(0.5,1.2),frandom(0.5,1.2),frandom(1.5,2.5))
    TK08 R 2 BRIGHT A_FireBullets(1.0, 1, 1, 11, "BulletPuff")
	TK08 ST 2
	TNT1 A 0 A_SpawnItemEx("TK1BulletCasing", 20,cos(pitch)*12,sin(-pitch)*10+30, frandom(0.5,1.2),frandom(0.5,1.2),frandom(1.5,2.5))
	TK08 U 2 BRIGHT A_FireBullets(1.0, 1, 1, 11, "BulletPuff")
	TK08 VX 2
	TNT1 A 0 A_SpawnItemEx("TK1BulletCasing", 20,cos(pitch)*12,sin(-pitch)*10+30, frandom(0.5,1.2),frandom(0.5,1.2),frandom(1.5,2.5))
	TK08 Y 2 BRIGHT A_FireBullets(1.0, 1, 1, 11, "BulletPuff")
	TK08 Z 2
	TK09 ABCDEF 2
	TK08 K 0 A_Refire
    Goto Ready+14
  }
}