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My version is much different from that one.
First of all, instead of making it a basic automatic shotgun with a shell-by-shell reload, I would turn this into a burst-oriented shotgun geared towards big bursts of damage in a small amount of time.
Its primary mode would be a basic, slow fire rate semi-auto mode (I WOULD list it as double-action because there's a visible revolver-style hammer, so this is basically a bigger, more inefficient version of the Taurus Judge.)
I would implement damage decay over distance down to slightly less than half at max range, cut the per-pellet max damage down to 12 or 8, with the pellet count being pumped to 13 to compensate.
I would also have a unique empty reload animation quicker than the shell-by-shell reload of normal reloading of the player dumping the spent shells out, then using a large speedloader to reload all the barrels at once before swinging the gun shut like the draw animation.
If you can't animate, I would have the gun be pulled offscreen, play some sounds, and then the first draw animation would play.
The weapon in this sense would be a more extreme version of the SPAS-12, more damage, more innaccuracy, with a potentially bigger kill.