class Shotbow : SquareWeapon
{
	Default
	{
		Weapon.SelectionOrder 450;
		Weapon.AmmoGive1 8;
		Weapon.AmmoUse1 1;
		Weapon.AmmoType "ShotboltAmmo";
		AttackSound "weapons/shotbf";
		Inventory.PickupMessage "$GOTSHOTBOW";
		Obituary "$OB_SHOTBOW";
		Tag "$TAG_SHOTBOW";
		Decal 'PaintSplat_Yellow';
	}
	States
	{
	Spawn:
		SHBW A -1;
		Stop;
	Ready:
		SHTB A 1 A_WeaponReady();
		Loop;
	Deselect:
		SHTB A 1 A_Lower();
		SHTB A 0 A_Lower();
		Loop;
	Select:
		SHTB A 1 A_Raise();
		SHTB A 0 A_Raise();
		Loop;
	ResetSprite:
		SHTB A 0;
		Goto Reraise;
	Fire:
		SHTB B 0 A_GunFlash();
		SHTB B 0 A_Light1();
		SHTB B 2 Bright A_FireBullets(7, 4, 8, 5, "PaintPuff4");
		SHTB C 2 Bright;
		SHTB B 0 A_Light0();
		SHTB D 2 A_CheckReload();
		SHTB OP 2;
		SHTB E 1 A_PlaySound("weapons/shotbo");
		SHTB FGHIII 1;
		SHTB QR 2;
		SHTB J 2 A_PlaySound("weapons/shotbl");
		SHTB KL 2;
		SHTB MN 2;
		Goto Ready;
	}
}

// [XA] is this used anywhere?
class SRCheck : Ammo
{
	Default
	{
		Inventory.Amount 1;
		Inventory.MaxAmount 2;
	}
}
