Actor Lexicon_BKRS_Pistol : DoomWeapon
{
	Weapon.SelectionOrder 1900
	Weapon.AmmoUse 1
	Weapon.AmmoGive 20
	Weapon.AmmoType "Clip"
	Weapon.SlotNumber 2
	Obituary "$OB_MPPISTOL"
	+WEAPON.WIMPY_WEAPON
	+WEAPON.ALLOW_WITH_RESPAWN_INVUL
	+WEAPON.CHEATNOTWEAPON
	Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED"
	Tag "$TAG_PISTOL"
	Radius 20
	Height 16
	States
	{
	Ready:
		LW00 D 1 A_WeaponReady
		Loop
	Deselect:
		LW00 D 1 A_Lower
		Loop
	Select:
		LW00 D 1 A_Raise
		Loop
	Fire:
		LW00 D 4
		LW00 E 6 A_FirePistol
		LW00 F 4
		LW00 E 5 A_ReFire
		Goto Ready
	Flash:
		PISF A 7 Bright A_Light1
		Goto LightDone
		PISF A 7 Bright A_Light1
		Goto LightDone
 	Spawn:
		PIST A -1
		Stop
	}
}

Actor Lexicon_BKRS_SuperShotgun : DoomWeapon
{
	Weapon.SelectionOrder 400
	Weapon.AmmoUse 2
	Weapon.AmmoGive 8
	Weapon.AmmoType "Shell"
	Weapon.SlotNumber 3
	Weapon.SlotPriority 1
	Inventory.PickupMessage "$GOTSHOTGUN2"
	Obituary "$OB_MPSSHOTGUN"
	Tag "$TAG_SUPERSHOTGUN"
	+WEAPON.CHEATNOTWEAPON
	States
	{
	Ready:
		LW00 H 1 A_WeaponReady
		Loop
	Deselect:
		LW00 H 1 A_Lower
		Loop
	Select:
		LW00 H 1 A_Raise
		Loop
	Fire:
		LW00 H 3
		LW00 H 7 A_FireShotgun2
		LW00 I 7
		LW00 J 7 A_CheckReload
		LW00 K 7 A_OpenShotgun2
		LW00 L 7
		LW00 M 7 A_LoadShotgun2
		LW00 N 6
		LW00 O 6 A_CloseShotgun2
		LW00 H 5 A_ReFire
		Goto Ready
	// unused states
		LW00 I 7
		LW00 H 3
		Goto Deselect
	Flash:
		LW00 P 4 Bright A_Light1
		LW00 Q 3 Bright A_Light2
		Goto LightDone
	Spawn:
		LW00 G -1
		Stop
	}
}

Actor Lexicon_BKRS_Chaingun : DoomWeapon
{
	Weapon.SelectionOrder 700
	Weapon.AmmoUse 1
	Weapon.AmmoGive 20
	Weapon.AmmoType "Clip"
	Weapon.SlotNumber 4
	Inventory.PickupMessage "$GOTCHAINGUN"
	Obituary "$OB_MPCHAINGUN"
	Tag "$TAG_CHAINGUN"
	+WEAPON.CHEATNOTWEAPON
	States
	{
	Ready:
		LW00 S 1 A_WeaponReady
		Loop
	Deselect:
		LW00 S 1 A_Lower
		Loop
	Select:
		LW00 S 1 A_Raise
		Loop
	Fire:
		LW00 S 0 A_FireBullets(5.6,0,1,5)
		LW00 S 0 A_PlaySound("weapons/chngun",CHAN_WEAPON)
		LW00 S 4 A_GunFlash
		LW00 T 0 A_FireBullets(5.6,0,1,5)
		LW00 T 0 A_PlaySound("weapons/chngun",CHAN_WEAPON)
		LW00 T 4 A_GunFlash("Flash2")
		LW00 T 0 A_ReFire
		Goto Ready
	Flash:
		LW00 U 5 Bright A_Light1
		Goto LightDone
	Flash2:
		LW00 V 5 Bright A_Light2
		Goto LightDone
	Spawn:
		MGUN A -1
		Stop
	}
}

Actor Lexicon_BKRS_PlasmaRifle : DoomWeapon
{
	Weapon.SelectionOrder 100
	Weapon.AmmoUse 1
	Weapon.AmmoGive 40
	Weapon.AmmoType "Cell"
	Weapon.SlotNumber 6
	Inventory.PickupMessage "$GOTPLASMA"
	Tag "$TAG_PLASMARIFLE"
	+WEAPON.CHEATNOTWEAPON
	States
	{
	Ready:
		PLSG A 1 A_WeaponReady
		Loop
	Deselect:
		PLSG A 1 A_Lower
		Loop
	Select:
		PLSG A 1 A_Raise
		Loop
	Fire:
		PLSG A 3 A_FirePlasma
		LW00 W 20 A_ReFire
		Goto Ready
	Flash:
		PLSF A 4 Bright A_Light1
		Goto LightDone
		PLSF B 4 Bright A_Light1
		Goto LightDone
	Spawn:
		PLAS A -1
		Stop
	}
}

Actor Lexicon_BKRS_Shell : Shell
{
	States
	{
	Spawn:
		LW00 R -1
		Stop
	}
}

Actor Lexicon_BKRS_WaterSplash : WaterSplash
{
	States
	{
	Spawn:
		TNT1 A 40
		Stop
	Death:
		TNT1 A 10
		Stop
	}
}

Actor Lexicon_BKRS_WaterSplashBase : WaterSplashBase
{
	States
	{
	Spawn:
		TNT1 A 35
		Stop
	}
}

Actor Lexicon_BKRS_BloodSplash : BloodSplash
{
	States
	{
	Spawn:
		LW01 ABC 8
		LW01 D 16
		Stop
	Death:
		LW01 D 10
		Stop
	}
}

Actor Lexicon_BKRS_BloodSplashBase : BloodSplashBase
{
	States
	{
	Spawn:
		LW01 EFGH 5
		TNT1 A 15
		Stop
	}
}

Actor Lexicon_BKRS_LavaSplash : LavaSplash
{
	States
	{
	Spawn:
		LW01 IJKL 5 Bright
		TNT1 A 10
		Stop
	}
}

Actor Lexicon_BKRS_LavaSmoke : LavaSmoke
{
	States
	{
	Spawn:
		LW01 MNOPQ 5 Bright
		Stop
	}
}

Actor Lexicon_BKRS_SlimeChunk : SlimeChunk
{
	States
	{
	Spawn:
		TNT1 A 40
		Stop
	Death:
		TNT1 A 10
		Stop
	}
}

Actor Lexicon_BKRS_SlimeSplash : SlimeSplash
{
	States
	{
	Spawn:
		LW01 RSTU 6
		Stop
	}
}

Actor Lexicon_BKRS_SludgeChunk : SludgeChunk
{
	States
	{
	Spawn:
		LW02 ABCD 8
		Stop
	Death:
		LW02 D 6
		Stop
	}
}

Actor Lexicon_BKRS_SludgeSplash : SludgeSplash
{
	States
	{
	Spawn:
		LW02 EFGH 6
		Stop
	}
}