actor ChaingunRB : WeaponRunBall replaces Chaingun
{
	Weapon.SlotNumber 4
	Weapon.SelectionOrder 700
	Weapon.AmmoUse 1
	Weapon.AmmoGive 20
	Weapon.AmmoType "Clip"
	Inventory.PickupMessage "$GOTCHAINGUN" // "You got the chaingun"
	Obituary "$OB_MPCHAINGUN" // "%o was mowed down by %k's chaingun."
	Tag "$TAG_CHAINGUN"
	States
	{
		Ready:
			CHGG A 1 A_WeaponReady
			Loop
		Deselect:
			CHGG A 1 A_Lower
			Loop
		Select:
			CHGG A 1 A_Raise
			Loop
		Fire:
			CHGG AB 4 A_FireCGun
			CHGG B 0 A_ReFire
			Goto Ready
		Flash:
			CHGF A 5 Bright A_Light1
			Goto LightDone
			CHGF B 5 Bright A_Light1
			Goto LightDone
		Spawn:
			MGUN A 0
			goto Initialize
		Transform:
			CGRB A 0
			goto super::Transform
	}
}

actor ChainsawRB : WeaponRunBall replaces Chainsaw
{
	Weapon.SlotNumber 1
	Weapon.Kickback 0
	Weapon.SelectionOrder 2200
	Weapon.UpSound "weapons/sawup"
	Weapon.ReadySound "weapons/sawidle"
	Inventory.PickupMessage "$GOTCHAINSAW"
	Obituary "$OB_MPCHAINSAW"
	Tag "$TAG_CHAINSAW"
	+WEAPON.MELEEWEAPON
	States
	{
		Ready:
			SAWG CD 4 A_WeaponReady
			Loop
		Deselect:
			SAWG C 1 A_Lower
			Loop
		Select:
			SAWG C 1 A_Raise
			Loop
		Fire:
			SAWG AB 4 A_Saw
			SAWG B 0 A_ReFire
			Goto Ready
		Spawn:
			CSAW A 0
			goto Initialize
		Transform:
			CSRB A 0
			goto super::Transform
	}
}

actor ShotgunRB : WeaponRunBall replaces Shotgun
{
	Weapon.SlotNumber 3
	Weapon.SelectionOrder 1300
	Weapon.AmmoUse 1
	Weapon.AmmoGive 8
	Weapon.AmmoType "Shell"
	Inventory.PickupMessage "$GOTSHOTGUN"
	Obituary "$OB_MPSHOTGUN"
	Tag "$TAG_SHOTGUN"
	States
	{
		Ready:
			SHTG A 1 A_WeaponReady
			Loop
		Deselect:
			SHTG A 1 A_Lower
			Loop
		Select:
			SHTG A 1 A_Raise
			Loop
		Fire:
			SHTG A 3
			SHTG A 7 A_FireShotgun
			SHTG BC 5
			SHTG D 4
			SHTG CB 5
			SHTG A 3
			SHTG A 7 A_ReFire
			Goto Ready
		Flash:
			SHTF A 4 Bright A_Light1
			SHTF B 3 Bright A_Light2
			Goto LightDone
		Spawn:
			SHOT A 0
			goto Initialize
		Transform:
			SGRB A 0
			goto super::Transform
	}
}

actor SuperShotgunRB : WeaponRunBall replaces SuperShotgun
{
	Weapon.SlotNumber 3
	Weapon.SelectionOrder 400
	Weapon.AmmoUse 2
	Weapon.AmmoGive 8
	Weapon.AmmoType "Shell"
	Inventory.PickupMessage "$GOTSHOTGUN2"
	Obituary "$OB_MPSSHOTGUN"
	Tag "$TAG_SUPERSHOTGUN"
	States
	{
		Ready:
			SHT2 A 1 A_WeaponReady
			Loop
		Deselect:
			SHT2 A 1 A_Lower
			Loop
		Select:
			SHT2 A 1 A_Raise
			Loop
		Fire:
			SHT2 A 3
			SHT2 A 7 A_FireShotgun2
			SHT2 B 7
			SHT2 C 7 A_CheckReload
			SHT2 D 7 A_OpenShotgun2
			SHT2 E 7
			SHT2 F 7 A_LoadShotgun2
			SHT2 G 6
			SHT2 H 6 A_CloseShotgun2
			SHT2 A 5 A_ReFire
			Goto Ready
			// unused states
			SHT2 B 7
			SHT2 A 3
			Goto Deselect
		Flash:
			SHT2 I 4 Bright A_Light1
			SHT2 J 3 Bright A_Light2
			Goto LightDone
		Spawn:
			SGN2 A 0
			goto Initialize
		Transform:
			SSRB A 0
			goto super::Transform
	}
}