Hello, I know this question has been asked before, and I have tried to search for my answer, but I ended up being unsuccessful, so I am asking here. I am new to modding in new weapons, so as you may predict, my first one was....quite a bit faulty(very faulty)

. The problem I have is that when I change the spawn sprite to the test sprite I made, it shows a big triangle with an exclamation mark. The second problem is, when I try to change it into another sprite(just to test function), like a shotgun pickup sprite, it still doesn't pickup the weapon. So I tried to test if it works AT ALL, by using the "idfa" code, and when I pressed 1(I replaced the chainsaw with my weapon), Nothing happened. It went automatically to the fist. And to clarify, yes I did put my sprites in-between S_START and S_END, but no, nothing happened. So, I will post the code here and if anyone could help me fix it, I'd be very thankful. Thanks in advance to any responders.
ACTOR DoomMan: DoomPlayer {
Player.WeaponSlot 1, Fist, ElectricalShotgun
Player.WeaponSlot 2, Pistol
Player.WeaponSlot 3, Shotgun, SuperShotgun
Player.WeaponSlot 4, Chaingun
Player.WeaponSlot 5, RocketLauncher
Player.WeaponSlot 6, PlasmaRifle
Player.WeaponSlot 7, BFG9000
}
ACTOR ElectricalShotgun: Weapon replaces Chainsaw 20000 {
Weapon.SelectionOrder 50
Weapon.AmmoUse 2
Weapon.AmmoGive 25
Weapon.AmmoType "Clip"
Inventory.PickupMessage "You got the Electrical Shotgun!"
States {
Spawn:
SHOT A -1
Stop
Select:
ESHG A 1 A_Raise
Loop
Deselect:
ESHG A 1 A_Lower
Loop
Ready:
ESHG A 1 A_WeaponReady
Loop
Fire:
SSHG A 4
Goto ElecFire
ElecFire:
SSHG B 0 A_Recoil(4)
SSHG C 5 A_FireCustomMissile("ShockMissile",0,2,0,-8)
SSHG D 5
ESHG E 0 A_Refire("ElecFire")
Goto Ready
}
}
ACTOR ShockMissile : Actor 20001 {
+RANDOMIZE
Decal "Scorch"
Projectile
Radius 6
Height 6
Speed 20
Damage 15
DeathSound "weapons/plasmax"
States {
Spawn:
ESHG A 4 Bright
Loop
Death:
ESHG A 4 Bright
Stop
}
}