ACTOR TK3CerebralBurst : Weapon
{
  Weapon.Kickback 100
  scale 0.2
      	Weapon.AmmoUse 2
	Weapon.AmmoGive 4
	Weapon.AmmoType "TK3SmallCoreAmmo"
  Inventory.PickupMessage "Cerebral Burst"
  	inventory.Icon "TKA5C0"
  Obituary  "%k used a pistol to shoot down %o."
  	Inventory.PickupSound "Turok3/Items/PickupWeapon"
  States
  {
  Spawn:
    TKA3 I -1
    Loop
  Ready:
	TNT1 A 0 A_PlaySound ("Turok3/Weapons/BoreUp","Weapon")
    TK41 A 2 
    TK41 B 2
    TK41 C 2
    TK41 D 2
    TK41 E 2
    TK41 F 2
    TK41 G 2
    TK41 G -1 A_WeaponReady
    Goto Ready+7
  Deselect:
    TK41 J 2
    TK41 KLM 2
	TK09 OP 2
    TK09 P 0 A_Lower
    wait
  Select: 
    TK41 G 0 A_Raise 
    Loop  
  Fire: 
 	TNT1 A 0 A_PlaySound ("Turok3/Weapons/BoreAttack","Weapon")
	TNT1 A 0 A_FireCustomMissile("TK3BoreBurstShot", -1, 1, 6, 5)
    TK41 J 2
    TK41 K 2 
    TK41 L 2 
    TK41 K 2
    TK41 J 2  
    TK41 G 60
    Goto Ready+7
  }
}

actor TK3BoreBurstShot
{
  obituary "%k bursted %o."
  radius 8
  height 8
  speed 5
        radius 8
  height 8
  damage 160
  scale 0.2
  PROJECTILE
  	+BLOODSPLATTER
  +RANDOMIZE
    +FORCEXYBILLBOARD
  states
  {
  Spawn:
    TF39 A 6 A_PlaySoundEx("Turok3/Weapons/BoreLoop","Body",1)
    loop
DEATH:
NULL A 0
TNT1 A 0 A_PlaySoundEx("Turok3/Weapons/Boom","Weapon",0)
TNT1 A 0 A_StopSoundEx("Body")
NULL A 0 A_ALERTMONSTERS
NULL A 0 A_SPAWNITEMEX("TK3BoreBurstBoom",0,0,0,random(0,0),random(0,0),0)
STOP
}}

ACTOR TK3BoreBurstBoom
{
SCALE 0.5
	  obituary "%k bursted %o."
+NOGRAVITY
+FORCEXYBILLBOARD
+BRIGHT

STATES
{
SPAWN:
NULL A 0
NULL A 0 A_QUAKE(2,100,1,250,"")
NULL A 0 A_EXPLODE(80,200)
1588 HIJKLMNOPQRST 2
STOP
}}