ACTOR RD_Shotgun : Shotgun replaces 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
//---------------------------Fire action replaced on 30apr2022 by GRAU
		SHTG A 0 A_FireBullets (5.0, 4.0, 7, 5, "RD_SGPuff")
		SHTG A 0 A_PlaySound ("weapons/shotgf", CHAN_WEAPON)
		SHTG A 5 A_GunFlash

		SHTG BCD 5
		SHTG CB 5
		SHTG A 4
		SHTG A 7 A_ReFire
		Goto Ready
	Flash:
		SHTF A 3 Bright A_Light1
		SHTF B 2 Bright A_Light2
		Goto LightDone
	Spawn:
		SHOT A -1
		Stop
	}
}

//----------------------------------------------------------------_Super_Shotgun_--------------


ACTOR RD_SuperShot : SuperShotgun replaces 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
//-------------------------------------------------------------------Fire action replaced!!

		SHT2 A 0 A_FireBullets (10.2, 7.1, 20, 5, "RD_SGPuff")
		SHT2 A 0 A_PlaySound ("weapons/sshotf", CHAN_WEAPON)
		SHT2 A 5 A_GunFlash

		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 7 A_ReFire
		Goto Ready
 	// unused states
 		SHT2 B 7
		SHT2 A 3
		Goto Deselect
	Flash:
		SHT2 I 3 Bright A_Light1
		SHT2 J 2 Bright A_Light2
		Goto LightDone
	Spawn:
		SGN2 A -1
		Stop
	}
}