//MUCH OF BW STUFF WAS MADE BY SGT_MARK_IV
//some base actors
Actor DebrisGeneral
{
+MISSILE
+NOBLOCKMAP
+NOGRAVITY
+DROPOFF
+NOTELEPORT
+FORCEXYBILLBOARD
+NOTDMATCH
+GHOST
radius 1
height 1
mass 1
damage 0
}

ACTOR AlertAfterDeath
{
Radius 1
Height 1
+NOCLIP
States
	{
	TNT1 A 5
	TNT1 A 1 A_AlertMonsters
	TNT1 A 1
	Stop
	}
}

Actor ADSMode : Inventory {inventory.maxamount 1}
Actor advtaunting : Inventory {inventory.maxamount 1}
Actor ArachnotronFatality : Inventory {inventory.maxamount 1}
Actor ArachnotronFatality2 : Inventory {inventory.maxamount 1}
Actor ArchVileFatality : Inventory {inventory.maxamount 1}
Actor BFG10KSelected : Inventory {inventory.maxamount 1}
Actor BFGSelected : Inventory {inventory.maxamount 1}
Actor BaronFatality : Inventory {inventory.maxamount 1}
Actor BrutalCounter : Inventory{inventory.maxamount 500}
Actor BrutalCounter2 : Inventory {inventory.maxamount 500}
Actor CacoDemonFatality : Inventory {inventory.maxamount 1}
Actor CacoDemonFatality2 : Inventory {inventory.maxamount 1}
Actor ComandoFatality : Inventory {inventory.maxamount 1}
Actor ComandoFatality2 : Inventory {inventory.maxamount 1}
Actor Curbstomp_Marine : Inventory {inventory.maxamount 1}
Actor DeathTimer1 : Inventory {inventory.maxamount 120}
Actor DemonFatality : Inventory {inventory.maxamount 1}
Actor DemonFatality2 : Inventory {inventory.maxamount 1}
Actor DemonFatality3 : Inventory {inventory.maxamount 1}
Actor EatMe : Inventory {inventory.maxamount 1} //placeholder, not really used
Actor Enraged : Inventory {inventory.maxamount 1}
Actor FallingHeight : Inventory {inventory.maxamount 100}
Actor Fatality_Marine : Inventory {inventory.maxamount 1}
Actor FatsoFatality : Inventory {inventory.maxamount 1}
Actor FistsSelected : Inventory {inventory.maxamount 1}
Actor FlameCannonSelected : Inventory {inventory.maxamount 1}
Actor GoFatality : Inventory {inventory.maxamount 1}
Actor GoSpecial : Inventory {inventory.maxamount 1}
Actor GotMeatShield : Inventory {inventory.maxamount 1}
Actor BWgrenade : Inventory {inventory.maxamount 1}
Actor GrenadeLauncherSelected : Inventory {inventory.maxamount 1}
Actor HKFatality : Inventory {inventory.maxamount 1}
Actor HKFatality2 : Inventory {inventory.maxamount 1}
Actor HKFatality3 : Inventory {inventory.maxamount 1}
Actor HasBarrel : Inventory {inventory.maxamount 1}
Actor HasImpShield : Inventory {inventory.maxamount 1}
Actor HasSGuyShield : Inventory {inventory.maxamount 1}
Actor HasZManShield : Inventory {inventory.maxamount 1}
Actor ImpFatality : Inventory {inventory.maxamount 1}
Actor ImpFatality2 : Inventory {inventory.maxamount 1}
Actor ImpFatality3 : Inventory {inventory.maxamount 1}
Actor IsCurbstompingSergeant : Inventory {inventory.maxamount 1}
Actor IsCurbstompingZombieman : Inventory {inventory.maxamount 1}
Actor IsDown : Inventory {inventory.maxamount 1}
Actor IsJumping : Inventory {inventory.maxamount 1}
Actor IsPlayer : Inventory {inventory.maxamount 1}
Actor Kicking : Inventory {inventory.maxamount 1}
Actor LaunchGrenade : Inventory {inventory.maxamount 1} //placeholder, not really used
Actor LostSoulFatality : Inventory {inventory.maxamount 1}
Actor Meleeattack : Inventory {inventory.maxamount 1}
Actor MinigunSelected : Inventory {inventory.maxamount 1}
Actor oneliner : Inventory {inventory.maxamount 1}
Actor PEFatality : Inventory {inventory.maxamount 1}
Actor PVPFatality : Inventory {inventory.maxamount 1}
Actor PlasmaGunSelected : Inventory {inventory.maxamount 1}
Actor PoorGuyBurningLife : Inventory {inventory.maxamount 10}
Actor Pumping : Inventory {inventory.maxamount 1}
Actor RIFLEmanAmmo : Inventory {inventory.maxamount 5}
Actor RailGunSelected : Inventory {inventory.maxamount 1}
Actor Reloading : Inventory {inventory.maxamount 1}
Actor RevenantFatality : Inventory {inventory.maxamount 1}
Actor RevenantFatality2 : Inventory {inventory.maxamount 1}
Actor RevenantLauncherSelected : Inventory {inventory.maxamount 1}
Actor RocketLauncherSelected : Inventory {inventory.maxamount 1}
Actor RollLeft : Inventory {inventory.maxamount 1}
Actor RollRight : Inventory {inventory.maxamount 1}
Actor SKChaingunguy: Inventory {inventory.maxamount 1}
Actor SKImp : Inventory {inventory.maxamount 1}
Actor SKNazi : Inventory {inventory.maxamount 1}
Actor SKShotgunguy : Inventory {inventory.maxamount 1}
Actor SKZombieman : Inventory {inventory.maxamount 1}
Actor SSGAlt : Inventory {inventory.maxamount 1}
Actor SSGSelected : Inventory {inventory.maxamount 1}
Actor Salute1 : Inventory {inventory.maxamount 1}
Actor Salute2 : Inventory {inventory.maxamount 1}
Actor SergeantFatality : Inventory {inventory.maxamount 1}
Actor SergeantFatality2 : Inventory {inventory.maxamount 1}
Actor SergeantFatality3 : Inventory {inventory.maxamount 1}
Actor ShotgunSelected : Inventory {inventory.maxamount 1}
Actor SubMachineGunSelected : Inventory {inventory.maxamount 1}
Actor Taunting : Inventory {inventory.maxamount 1}
Actor Timer : Inventory {inventory.maxamount 4}
Actor TypeRIFLEman : Inventory {inventory.maxamount 1}
Actor TypeZombieman : Inventory {inventory.maxamount 1}
Actor ZombieManFatality : Inventory {inventory.maxamount 1}
Actor ZombieManFatality2 : Inventory {inventory.maxamount 1}
Actor ZombieManFatality3 : Inventory {inventory.maxamount 1}
Actor ZombieManFatality4 : Inventory {inventory.maxamount 1}
Actor ZombiemanAmmo : Inventory {inventory.maxamount 8}
Actor Zoomed : Inventory {inventory.maxamount 1}

//Decorate for Game Checking related Actors. TY Xaser for helping me with this.
//Gametype Testers (Ripped from Psychic)
ACTOR GameDoom    { Game Doom    SpawnID 255  Radius 1  Height 1 }
ACTOR GameHeretic { Game Heretic SpawnID 255  Radius 1  Height 1 }
ACTOR GameHexen   { Game Hexen   SpawnID 255  Radius 1  Height 1 }
ACTOR GameStrife  { Game Strife  SpawnID 255  Radius 1  Height 1 }
ACTOR GameChex    { Game Chex    SpawnID 255  Radius 1  Height 1 }

//Gametype Testers
ACTOR BFGameDoom    : Inventory {Game Doom Inventory.MaxAmount 1}
ACTOR BFGameHeretic : Inventory {Game Heretic}
ACTOR BFGameHexen   : Inventory {Game Hexen}
ACTOR BFGameStrife  : Inventory {Game Strife}
ACTOR BFGameChex    : Inventory {Game Chex}

//All RandomSpawners first
#include "actors/misc/RANDSPAWNS.txt"

//WEAPONS
#include "actors/weaps/THOMP.txt"
#include "actors/weaps/EXPLOSIVES.txt"
#include "actors/weaps/LUGER.txt"
#include "actors/weaps/STG44.txt"
#include "actors/weaps/KAR98.txt"
#include "actors/weaps/GRANATA.txt"
#include "actors/weaps/MG42.txt"
#include "actors/weaps/ASCIADELLOGNOMO.txt"
#include "actors/weaps/LANCIAMERDA.txt"
#include "actors/weaps/PANZERSHRECK.txt"
#include "actors/weaps/M1GARAND.txt"
#include "actors/weaps/ROJASGUN.txt"
#include "actors/weaps/LASERRIFLE.txt"
#include "actors/weaps/TRENCHGUN.txt"

//DECORATIONS
#include "actors/props/FIREWORKS.txt"
#include "actors/props/DEAD.txt"
#include "actors/props/HOPE.txt"
#include "actors/props/OSTIA.txt"
#include "actors/props/WOLF.txt"
//#include "actors/props/WOLF_2.txt"
#include "actors/props/POOL.txt"
#include "actors/props/DAMNYOU.txt"
#include "actors/props/TAVOLI.txt"
#include "actors/props/CAVALIERE.txt"
#include "actors/props/BARILE.txt"

//ENEMIES
#include "actors/foes/ZOMBIEMEN.txt"
#include "actors/foes/RIFLEMAN.txt"
#include "actors/foes/SERGEANTS.txt"
#include "actors/foes/NAZIS.txt"
#include "actors/foes/CANI.txt"
#include "actors/foes/HANSGROSSE.txt"
#include "actors/foes/CUPA.txt"
#include "actors/foes/FLAMESOLDIER.txt"
#include "actors/foes/DCSCHABSS.txt"
#include "actors/foes/HITLER.txt"
#include "actors/foes/OBESO.txt"
#include "actors/foes/OTTO.txt"
#include "actors/foes/GRETEL.txt"
#include "actors/foes/MP40OFFICERS.txt"
#include "actors/foes/FEMALEGUARD.txt"
#include "actors/foes/MUTANTS.txt"
#include "actors/foes/HEAVYMUTANTS.txt"
#include "actors/foes/TRIADGUARD.txt"
#include "actors/foes/SYNERGO.txt"

//GORE
#include "actors/gore/GORE!!!.txt"
#include "actors/gore/GORE2.txt"
#include "actors/gore/GORE3.txt"
#include "actors/gore/BLOOD.txt"
#include "actors/gore/BLOODSPLASH.txt"
#include "actors/gore/BURN.txt"
#include "actors/gore/GENERALSGORE.txt"

//MISC & SFX
#include "actors/misc/HEAD_SYS.txt"
#include "actors/sfx/PARTICLES.txt"
#include "actors/sfx/SMOKE.txt"
#include "actors/weaps/CASING.txt"
#include "actors/sfx/FIRE.txt"
#include "actors/sfx/SPARKS.txt"
#include "actors/sfx/FLARES.txt"
#include "actors/misc/ARTIFACT.txt"
#include "actors/misc/HEALTH2.txt"
#include "actors/misc/DROPABLES.txt"
#include "actors/sfx/PUFF.txt"
#include "actors/weaps/AMMO.txt"
#include "actors/weaps/TRACERS.txt"
#include "actors/misc/NAZISTONE.txt"
#include "actors/items/TREASURE.txt"
#include "actors/misc/LAMPS.txt"
#include "actors/sfx/SPLASHES.txt"

//BJ
#include "actors/misc/PLAYER.txt"

//The Others
ACTOR Doomer2 : Doomer Replaces Doomer
{
Player.StartItem "Knife_slot"
Player.StartItem "Clip", 300
Player.StartItem "WolfClip", 20
Player.StartItem "BDPistolAmmoAlt", 7
Player.StartItem "LUGERAmmoAlt", 8
Player.StartItem "RifleAmmo", 30 
Player.StartItem "LRLOAD", 30 
Player.StartItem "MPAmmo", 32  
Player.StartItem "ShotgunAmmo", 9
Player.StartItem "PanzerAmmo", 4
Player.StartItem "MISSILAMMO", 1
Player.StartItem "RailgunAmmo", 50
Player.StartItem "KARClip", 10
Player.StartItem "m1load", 8
Player.StartItem "m1clip", 104
Player.StartItem "AKAmmo", 30
Player.StartItem "MGAmmo", 50
Player.StartItem "LaserCharge", 24
Player.StartItem "TRENCHAMMO", 8
Player.StartItem "LaserAMMO", 240
Player.StartItem "TGAMMO", 60
Player.StartItem "karabineAmmo", 5
Player.StartItem "GrenadeAmmo", 0
Player.StartItem "IsPlayer", 1
}

ACTOR OFFPATROL_ManDropsClip: OFF_PATROL Replaces OFF_PATROL
{
DropItem "luger"
DropItem "GrenadeAmmo"
}

ACTOR SAPATROL_ManDropsClip: SA_PATROL Replaces SA_PATROL {DropItem "luger"}
ACTOR Zombie_ManDropsClip: Zombie_Man Replaces Zombie_Man {DropItem "luger"}

ACTOR shotty_ManDropsClip: ShotgunGuy1 Replaces ShotgunGuy1
{
DropItem "luger"
DropItem "GrenadeAmmo"
}

ACTOR RIFLEMAN_ManDropsClip: Rifle_Man Replaces Rifle_Man {DropItem "KARABINE98"}
ACTOR RIFLEPATROL_ManDropsClip: Rifle_PATROL Replaces Rifle_PATROL {DropItem "KARABINE98"}
ACTOR OFFICIA_ManDropsClip: NAZIOFFICER Replaces NAZIOFFICER {DropItem "Secretweapon_mp40"}

ACTOR COLT : Weapon Replaces Pistol
{
Weapon.AmmoUse1 0
Weapon.AmmoGive1 15
Weapon.AmmoUse2 0
Weapon.AmmoGive2 0
Weapon.AmmoType1 "Clip"
Weapon.AmmoType2 "BDPistolAmmoAlt"
Obituary "%o was shot down by %k's Colt.45"
	Weapon.BobRangeX 0.75
	Weapon.BobRangeY 0.5
	Weapon.BobSpeed 1.5
	Weapon.BobStyle "InverseAlpha" //Denis Belmondo's Bobstyle
AttackSound "None"
Inventory.PickupSound "MP40_TAKE"
Inventory.Pickupmessage "You got the Colt.45!"
+WEAPON.WIMPY_WEAPON
+WEAPON.NOAUTOAIM
+WEAPON.NOAUTOFIRE
+WEAPON.NOALERT
Inventory.Icon "COLTBACK"
Scale 0.9
States
	{


	PickUp:

	TNT1 A 0
	TNT1 A 0 A_Playsound("mp40_take")
	TNT1 A 0
	Stop

	Ready:

	CESE AB 1
	PISG A 0 A_PlaySound("WEAPONCHANGE")
	PISG A 0
	PISG A 0 
	PISG A 0
	PISG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
	TNT1 A 0 A_JumpIfInventory("BWgrenade",1,"LaunchGrenade")
	TNT1 A 0 A_JumpIfInventory("Meleeattack",1,"KnifeAttack")
	PISG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
	PISG A  0 A_JumpIfInventory("Salute1", 1, "Salute")
	PISG A 0 A_ZoomFactor(1.0)
	PISG A 0 A_JumpIfInventory("Salute2", 1, "Salute")
	PISG A 0 A_JumpIfInventory("Reloading",1,"Reload")
	PISG A 1 A_WeaponReady
	Goto Ready+5


	Deselect:
	TNT1 A 0 A_Takeinventory("Zoomed",1)
	TNT1 A 0 A_Takeinventory("ADSmode",1)
	TNT1 A 0 A_Takeinventory("Meleeattack",1)
	TNT1 A 0 A_Takeinventory("BWgrenade",1)
	TNT1 A 0 A_Takeinventory("Reloading",1)
	CESE BA 1
	TNT1 A 0 A_Lower
	Wait

	Ready2:


	TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
	TNT1 A 0 A_JumpIfInventory("BWgrenade",1,"LaunchGrenade")
	TNT1 A 0 A_JumpIfInventory("Meleeattack",1,"KnifeAttack")
	TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
	TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
	TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
	TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
	colt a 1 A_WeaponReady
	Loop


	Select:

	TNT1 A 0 A_Takeinventory("FistsSelected",1)
	//TNT1 A 0 A_Takeinventory("SawSelected",1)
	TNT1 A 0 A_Takeinventory("ShotgunSelected",1)
	TNT1 A 0 A_Takeinventory("SSGSelected",1)
	TNT1 A 0 A_Takeinventory("MinigunSelected",1)
	TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
	TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("BFGSelected",1)
	TNT1 A 0 A_Takeinventory("BFG10kSelected",1)
	TNT1 A 0 A_Takeinventory("RailGunSelected",1)
	TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
	TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
	//TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
	TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
	TNT1 A 0 A_Takeinventory("HasBarrel",1)
	TNT1 A 0 A_ZoomFactor(1.0)
	TNT1 a 0 A_Raise
	Wait


	Fire:

	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
	TNT1 A 0 A_JumpIfInventory("BDPistolAmmoAlt",1,1)
	Goto Reload
	TNT1 AAAA 0
	TNT1 A 0 A_PlaySound("weapons/rifle")
	TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
	PISF A 1 BRIGHT A_FireBullets (2, 2, -1, 25, "HitPuff")
	TNT1 A 0 A_SetPitch(pitch - 0.2)
	TNT1 A 0 A_Jump(140,2)
	TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
	PISF A 1 BRIGHT A_AlertMonsters
	RIFF A 0 A_FireCustomMissile("Tracer", random(-2,2), 0, -1, 0)
	TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
	TNT1 A 0 A_Takeinventory("BDPistolAmmoAlt",1)
	PISF B 1
	TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,-9)
	PISF C 1 A_WeaponReady(1)
	PISG A 7 A_WeaponReady(1)
	TNT1 A 0 A_SetPitch(pitch + 0.2)
	Goto Ready+6

	Fire2:
	TNT1 A 0 A_JumpIfInventory("BDPistolAmmoAlt",1,1)
	Goto Reload
	TNT1 AAAA 0
	TNT1 A 0 A_PlaySound("weapons/rifle")
	TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0)
	colt f 1 BRIGHT A_FireBullets (2, 2, -1, 25, "HitPuff")
	TNT1 A 0 A_SetPitch(pitch - 0.2)
	TNT1 A 0 A_Jump(140,2)
	TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
	colt f 1 BRIGHT A_AlertMonsters
	TNT1 A 0 A_FireCustomMissile("Tracer", random(-2,2), 0, -1, 0)
	TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
	TNT1 A 0 A_Takeinventory("BDPistolAmmoAlt",1)
	colt BC 1
	TNT1 A 0 A_FireCustomMissile("RifleCaseSpawn",5,0,8,-9)
	colt a 1 A_WeaponReady(1)
	colt A 7 A_WeaponReady(1)
	TNT1 A 0 A_SetPitch(pitch + 0.2)
	Goto Ready2

	NoAmmo:
	PISG A 1
	Goto Ready+10


	AltFire:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory("Zoomed",1,8)
	TNT1 A 0 A_Giveinventory("Zoomed",1)
	TNT1 A 0 A_ZoomFactor(1.7)
	TNT1 A 0 A_Giveinventory("ADSmode",1)
	colt A 1
	Goto Ready2

	TNT1 AAAAAA 0
	colt A 1
	TNT1 A 0 A_Takeinventory("Zoomed",1)
	TNT1 A 0 A_ZoomFactor(1.0)
	TNT1 A 0 A_Takeinventory("ADSmode",1)
	Goto Ready+6



	Reload:

	TNT1 A 0 A_JumpIfInventory("BDPistolAmmoAlt",1,"Reload2")
	PISG A 1 A_WeaponReady
	TNT1 A 0 A_TakeInventory("Reloading",1)
	TNT1 A 0 A_TakeInventory("ADSmode",1)
	TNT1 A 0 A_TakeInventory("Zoomed",1)
	TNT1 A 0 A_JumpIfInventory("BDPistolAmmoAlt", 7, "InsertBullets")
	TNT1 A 0 A_JumpIfInventory("Clip",1,3)
	Goto NoAmmo
	TNT1 A 0 A_Jump(90,2)
	TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
	TNT1 AAA 0
	TNT1 A 0 A_PlaySound("M191OUT", 6)
	TNT1 A 0 A_TakeInventory("Zoomed",1)
	TNT1 A 0 A_GiveInventory("Pumping", 1)
	TNT1 A 0 A_Takeinventory("Reloading",1)
	TNT1 A 0 A_ZoomFactor(1.0)
	TNT1 A 0 A_TakeInventory("ADSmode",1)
	PISR A 6  A_JumpIfInventory("Kicking",1,"DoKick")
	TNT1 A 0 A_FireCustomMissile("EmptyClipSpawn",-5,0,8,-4)
	TNT1 AAAAA 0
	PISR GFEDCB 3 A_JumpIfInventory("Kicking",1,"DoKick")
	PISR BBBB 2 A_JumpIfInventory("Kicking",1,"DoKick")
	TNT1 A 0 A_PlaySound("M191IN", 6)
	PISR BCDEFG 3 A_JumpIfInventory("Kicking",1,"DoKick")
	TNT1 A 0 A_TakeInventory("Reloading", 1)
	TNT1 A 0 A_PLAYSOUND("COLT/SNAP")
	PI2R AAAAAAAA 1
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0

	InsertBullets:

	TNT1 AAAA 0
	TNT1 A 0 A_JumpIfInventory("BDPistolAmmoAlt",7,"ORCODIO")
	TNT1 A 0 A_JumpIfInventory("Clip",1,3)
	Goto Ready+5

	TNT1 AAAAAA 0
	TNT1 A 0 A_Giveinventory("BDPistolAmmoAlt",1)
	TNT1 A 0 A_Takeinventory("Clip",1)
	Goto InsertBullets

	TNT1 AAAAAAAAAA 0
	TNT1 A 0 A_Takeinventory("Reloading",1)
	Goto Ready+5

	TNT1 AAAA 0
	TNT1 A 0 A_Takeinventory("Reloading",1)
	Goto Ready+5



	Reload2:

	PISG A 1 A_WeaponReady
	TNT1 A 0 A_TakeInventory("Reloading",1)
	TNT1 A 0 A_TakeInventory("ADSmode",1)
	TNT1 A 0 A_TakeInventory("Zoomed",1)
	TNT1 A 0 A_JumpIfInventory("BDPistolAmmoAlt", 7, "InsertBullets")
	TNT1 A 0 A_JumpIfInventory("Clip",1,3)
	Goto NoAmmo
	TNT1 A 0 A_Jump(90,2)
	TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
	TNT1 AAA 0
	TNT1 A 0 A_PlaySound("M191OUT", 6)
	TNT1 A 0 A_TakeInventory("Zoomed",1)
	TNT1 A 0 A_GiveInventory("Pumping", 1)
	TNT1 A 0 A_Takeinventory("Reloading",1)
	TNT1 A 0 A_ZoomFactor(1.0)
	TNT1 A 0 A_TakeInventory("ADSmode",1)
	PISG A 6  A_JumpIfInventory("Kicking",1,"DoKick")
	TNT1 A 0 A_FireCustomMissile("EmptyClipSpawn",-5,0,8,-4)
	TNT1 AAAAA 0
	PI2R FEDCBA 3 A_JumpIfInventory("Kicking",1,"DoKick")
	PI2R AAAA 2 A_JumpIfInventory("Kicking",1,"DoKick")
	TNT1 A 0 A_PlaySound("M191IN", 6)
	PI2R ABCDEF 3 A_JumpIfInventory("Kicking",1,"DoKick")
	TNT1 A 0 A_TakeInventory("Reloading", 1)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0

	InsertBullets:

	TNT1 AAAA 0
	TNT1 A 0 A_JumpIfInventory("BDPistolAmmoAlt",7,"ORCODIO")
	TNT1 A 0 A_JumpIfInventory("Clip",1,3)
	Goto Ready+5

	TNT1 AAAAAA 0
	TNT1 A 0 A_Giveinventory("BDPistolAmmoAlt",1)
	TNT1 A 0 A_Takeinventory("Clip",1)
	Goto InsertBullets

	TNT1 AAAAAAAAAA 0
	TNT1 A 0 A_Takeinventory("Reloading",1)
	Goto Ready+5

	TNT1 AAAA 0
	TNT1 A 0 A_Takeinventory("Reloading",1)
	Goto Ready+5

	ORCODIO:

	PISG A 1 A_WeaponReady
	Goto Ready+5

	Spawn:
	COLP A -1
	Stop


	DoKick:
	TNT1 A 0
	TNT1 A 0 A_Takeinventory("Zoomed",1)
	TNT1 A 0 A_ZoomFactor(1.0)
	TNT1 A 0 A_Takeinventory("ADSmode",1)
	NULL A 0 A_JumpIf (momZ > 0, "AirKick")
	NULL A 0 A_JumpIf (momZ < 0, "AirKick")

	TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick")
	TNT1 A 0 A_PlaySound("KICK")
	TNT1 A 0 SetPlayerProperty(0,1,0)
	KICK BCD 1
	RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
	KICK H 4
	KICK A 0 A_Takeinventory("Kicking",1)
	KICK IGFEDCBA 1 
	TNT1 A 0 SetPlayerProperty(0,0,0)
	Goto Ready+6


	BerserkerKick:
	TNT1 A 0 A_PlaySound("KICK")
	TNT1 A 0 SetPlayerProperty(0,1,0)
	KICK ABCDEFG 1
	RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
	KICK H 3
	KICK A 0 A_Takeinventory("Kicking",1)
	KICK IGFEDCBA 1 
	TNT1 A 0 SetPlayerProperty(0,0,0)
	Goto Ready+6

	AirKick:
	TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick")
	TNT1 A 0 A_PlaySound("KICK")
	TNT1 A 0 A_Recoil (-6)
	KICK JKLMN 1
	RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -31)
	KICK O 3
	KICK A 0 A_Takeinventory("Kicking",1)
	KICK PQRST 2
	Goto Ready+6

	SuperAirKick:
	TNT1 A 0 A_PlaySound("KICK")
	TNT1 A 0 A_Recoil (-6)
	KICK JKLMN 1
	RIFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -31)
	KICK O 3
	KICK A 0 A_Takeinventory("Kicking",1)
	KICK PQRST 2
	Goto Ready+6

	Taunt:
	TNT1 A 0 A_Takeinventory("Zoomed",1)
	TNT1 A 0 A_ZoomFactor(1.0)
	TNT1 A 5
	FUCK A 2
	FUCK B 2 A_PlaySound("FUCK", 1)
	FUCK C 2 A_AlertMonsters
	FUCK D 15 A_Takeinventory("Taunting",1)
	FUCK CBA 5
	TNT1 A 5
	Goto Ready
	Salute:
	TNT1 A 0 SetPlayerProperty(0,1,0)
	TNT1 A 0 A_ALertMonsters
	SALU ABCDEDCDEDCDEDCBA 4
	TNT1 A 0 A_TakeInventory("Salute1",1)
	TNT1 A 0 A_TakeInventory("Salute2",1)
	TNT1 A 0 SetPlayerProperty(0,0,0)
	Goto Ready

	LaunchGrenade:	
	TNT1 A 0
	TNT1 A 0 A_Takeinventory("Zoomed",1)
	TNT1 A 0 A_ZoomFactor(1.0)
	TNT1 A 0 A_TakeInventory("LaunchGrenade", 1)
	TNT1 A 0 A_JumpIfInventory("GrenadeAmmo", 1, 1)
	Goto NoGrenade
	NGRA ABCD 2
	TNT1 A 0 A_playSound("Pick/granate")
	NGRA DD 2
	TNT1 A 0 A_Jump(90,2)
	TNT1 A 0 A_PlaySound("*grenadecall", CHAN_VOICE)
	NGRA DEFG 2
	TNT1 A 0 A_PLaySound ("Launch/granate")
	TNT1 A 0 A_FireCustomMissile("HandGrenade2", random(-3,3), 1, 0, 0, 0, 0)
	GRWF STUVW 2 
	TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1)
	TNT1 A 1 
	TNT1 A 0 A_TakeInventory("LaunchGrenade", 1)
	TNT1 A 0 A_Takeinventory("BWgrenade",1)
	Goto Ready

	NoGrenade:
	TNT1 A 0
	TNT1 A 0 A_Print("No Grenades Left!")
	TNT1 A 0 A_Takeinventory("BWgrenade",1)
	Goto Ready+5




	KnifeAttack:
	TNT1 A 0 A_ZoomFactor(1.0)
	TNT1 A 0 A_Jump(90,2)
	TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
	KNIF ABCDE 1
	KNIF F 1 A_PlaySound("weapons/wknife")
	KNIF F 0 A_Custompunch(16,0,1,"KnifePuff")
	KNIF GHI 1 
	TNT1 A 0 A_Takeinventory("Meleeattack",1)
	GOTO READY+5

	}
}

ACTOR BDPistolAmmoAlt : Ammo
{
Inventory.Amount 0
Inventory.MaxAmount 7
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 7
}

// --------------------------------------------------------------------------
//
// MP40
//
// --------------------------------------------------------------------------
ACTOR SecretWeapon_MP40 : Weapon Replaces shotgun
{
Weapon.AmmoUse1 0
Weapon.AmmoUse2 1
Weapon.AmmoGive 16
Weapon.AmmoType "WolfClip"
Weapon.AmmoType2 "MPAmmo"
Obituary "%o was shot down by %k's MP40."
	Weapon.BobRangeX 0.75
	Weapon.BobRangeY 0.5
	Weapon.BobSpeed 1.5
	Weapon.BobStyle "InverseAlpha" //Denis Belmondo's Bobstyle
AttackSound "None"
Inventory.PickupSound "MP40_TAKE"
Inventory.Pickupmessage "Machine Pistol 1940"
+WEAPON.NOAUTOAIM
+WEAPON.NOALERT
scale 0.5
Inventory.Icon "MPBACK"
+WEAPON.NOAUTOFIRE
States
	{

	Steady:
	TNT1 A 1
	Goto Ready

	Ready:
	TNT1 A 1 
	TNT1 A 0 A_PlaySound("WEAPONCHANGE")
	MP4S AB 1
	MP40 A 1 A_ZoomFactor(1.0)
	TNT1 A 0 A_JumpIfInventory("Meleeattack",1,"KnifeAttack")
	TNT1 A 0 A_JumpIfInventory("bwgrenade",1,"LaunchGrenade")
	TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
	TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
	MP40 A 0 A_JumpIfInventory("Reloading",1,"Reload")
	TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
	TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
	MP40 A 1 A_WeaponReady
	Goto Ready+5

	Ready2:

	TNT1 AAAA 0
	TNT1 A 0 A_JumpIfInventory("Meleeattack",1,"KnifeAttack")
	TNT1 A 0 A_JumpIfInventory("BWgrenade",1,"LaunchGrenade")
	TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
	TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
	TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
	TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
	TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
	MP41 A 3 A_WeaponReady
	Loop

	Deselect:
	TNT1 A 0 A_Takeinventory("Zoomed",1)
	TNT1 A 0 A_Takeinventory("ADSmode",1)
	TNT1 A 0 A_Takeinventory("Meleeattack",1)
	TNT1 A 0 A_Takeinventory("BWgrenade",1)
	TNT1 A 0 A_Takeinventory("Reloading",1)
	TNT1 A 0 A_ZoomFactor(1.0)
	MP4S BA 1
	TNT1 A 0 A_Lower
	Wait
	Select:
	TNT1 A 0 A_Takeinventory("FistsSelected",1)
	//TNT1 A 0 A_Takeinventory("SawSelected",1)
	TNT1 A 0 A_Takeinventory("ShotgunSelected",1)
	TNT1 A 0 A_Takeinventory("SSGSelected",1)
	TNT1 A 0 A_Takeinventory("MinigunSelected",1)
	TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
	TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("BFGSelected",1)
	TNT1 A 0 A_Takeinventory("BFG10kSelected",1)
	TNT1 A 0 A_Takeinventory("RailGunSelected",1)
	TNT1 A 0 A_Giveinventory("SubMachineGunSelected",1)
	TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
	//TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
	TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
	TNT1 A 0 A_Takeinventory("HasBarrel",1)
	TNT1 A 0 A_Raise
	Wait

	Fire:
	TNT1 A 0

	TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Fire2")
	TNT1 A 0 A_JumpIfInventory("MPAmmo",1,1)
	Goto Reload
	TNT1 AAAA 0
	TNT1 A 0 A_PlaySound("MP40")
	TNT1 A 0 A_Takeinventory("MPAmmo",1)
	TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
	TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0)
	MP40 B 1 BRIGHT A_AlertMonsters
	MP40 C 1 A_FireBullets (5, 3, -1, 12, "HitPuff")
	TNT1 A 0 A_SetPitch(pitch - 0.5)
	TNT1 A 0 A_Jump(90,2)
	TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
	TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
	MP40 D 1 A_FireCustomMissile("RifleCaseSpawn",-5,0,8,-4)
	TNT1 A 0 A_SetPitch(pitch + 0.5)
	mp40 a 1
	TNT1 A 0 A_Refire
	Goto Ready+6

	Fire2:
	TNT1 A 0 A_JumpIfInventory("MPAmmo",1,1)
	Goto Reload
	TNT1 AAAA 0
	TNT1 A 0 A_PlaySound("MP40")
	TNT1 A 0 A_Takeinventory("MPAmmo",1)
	TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,0,5)
	TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0)
	MP41 F 1 BRIGHT A_AlertMonsters
	MP41 C 1 A_FireBullets (2, 2, -1, 12, "HitPuff")
	TNT1 A 0 A_SetPitch(pitch - 0.5)
	TNT1 A 0 A_Jump(90,2)
	TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
	TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
	MP41 H 1 A_FireCustomMissile("RifleCaseSpawn",-5,0,8,-4)
	TNT1 A 0 A_SetPitch(pitch + 0.5)
	mp41 a 1
	TNT1 A 0 A_Refire
	Goto Ready2

	AltFire:
	TNT1 A 0

	TNT1 A 0 A_JumpIfInventory("Zoomed",1,8)
	TNT1 A 0 A_Giveinventory("Zoomed",1)
	TNT1 A 0 A_ZoomFactor(1.7)
	TNT1 A 0 A_Giveinventory("ADSmode",1)
	MP4D CBA 1
	Goto Ready2
	TNT1 AAAAAA 0
	MP4D ABC 1
	TNT1 A 0 A_Takeinventory("Zoomed",1)
	TNT1 A 0 A_ZoomFactor(1.0)
	TNT1 A 0 A_Takeinventory("ADSmode",1)
	Goto Ready+6


	NoAmmo:
	MP40 A 1 
	TNT1 A 0 A_Takeinventory("Zoomed",1)
	TNT1 A 0 A_ZoomFactor(1.0)
	Goto Ready+10

	Reload:
	TNT1 A 0 A_JumpIfInventory("MPAmmo",1,"Reload2")
	MP40 A 1 A_WeaponReady
	TNT1 A 0 A_TakeInventory("Reloading",1)
	TNT1 A 0 A_TakeInventory("ADSmode",1)
	TNT1 A 0 A_TakeInventory("Zoomed",1)
	TNT1 A 0 A_JumpIfInventory("MPAmmo", 32, 62)
	TNT1 A 0 A_JumpIfInventory("WolfClip",1,3)
	Goto NoAmmo
	TNT1 A 0 A_Jump(90,2)
	TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
	TNT1 AAA 0
	TNT1 A 0 A_TakeInventory("Zoomed",1)
	TNT1 A 0 A_GiveInventory("Pumping", 1)
	TNT1 A 0 A_Takeinventory("Reloading",1)
	TNT1 A 0 A_ZoomFactor(1.0)
	TNT1 A 0 A_TakeInventory("ADSmode",1)
	TNT1 a 0 a_playsound("mp401")
	MP4R ABCDEF 2 A_JumpIfInventory("Kicking",1,"DoKick")
	TNT1 A 0 A_FireCustomMissile("MP40EmptyClip",-5,0,8,-4)
	TNT1 AAAAA 0
	MP4R GGGGG 2 A_JumpIfInventory("Kicking",1,"DoKick")
	TNT1 a 0 a_playsound("mp402")
	MP4R FEDCBBA 2 A_JumpIfInventory("Kicking",1,"DoKick")
	TNT1 A 0 A_TakeInventory("Reloading", 1)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0
	TNT1 A 0 A_PlayWeaponSound("COCKEN")
	MP4C A 2
	MP4C B 3
	MP4C CD 2
	MP4r a 3

	InsertBullets:
	TNT1 AAAA 0
	TNT1 A 0 A_JumpIfInventory("MPAmmo",32,15)
	TNT1 A 0 A_JumpIfInventory("WolfClip",1,3)
	Goto Ready+4
	TNT1 AAAAAA 0
	TNT1 A 0 A_Giveinventory("MPAmmo",1)
	TNT1 A 0 A_Takeinventory("WolfClip",1)
	Goto InsertBullets

	TNT1 AAAAAAAAAA 0
	TNT1 A 0 A_Takeinventory("Reloading",1)
	Goto Ready+4
	TNT1 AAAA 0
	TNT1 A 0 A_Takeinventory("Reloading",1)
	Goto Ready+4

	Spawn:
	MP40 I -1
	Stop


	Reload2:
	MP40 A 1 A_WeaponReady
	TNT1 A 0 A_TakeInventory("Reloading",1)
	TNT1 A 0 A_TakeInventory("ADSmode",1)
	TNT1 A 0 A_TakeInventory("Zoomed",1)
	TNT1 A 0 A_JumpIfInventory("MPAmmo", 32,62)
	TNT1 A 0 A_JumpIfInventory("WolfClip",1,3)
	Goto NoAmmo
	TNT1 A 0 A_Jump(90,2)
	TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
	TNT1 AAA 0
	TNT1 A 0 A_TakeInventory("Zoomed",1)
	TNT1 A 0 A_GiveInventory("Pumping", 1)
	TNT1 A 0 A_Takeinventory("Reloading",1)
	TNT1 A 0 A_ZoomFactor(1.0)
	TNT1 A 0 A_TakeInventory("ADSmode",1)
	TNT1 a 0 a_playsound("mp401")
	MP4R ABCDEF 2 A_JumpIfInventory("Kicking",1,"DoKick")
	TNT1 A 0 A_FireCustomMissile("MP40EmptyClip",-5,0,8,-4)
	TNT1 AAAAA 0
	MP4R GGGGG 2 A_JumpIfInventory("Kicking",1,"DoKick")
	TNT1 a 0 a_playsound("mp402")
	MP4R FEDCBBA 2 A_JumpIfInventory("Kicking",1,"DoKick")
	TNT1 A 0 A_TakeInventory("Reloading", 1)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0

	InsertBullets:
	TNT1 AAAA 0
	TNT1 A 0 A_JumpIfInventory("MPAmmo",32,15)
	TNT1 A 0 A_JumpIfInventory("WolfClip",1,3)
	Goto Ready+4
	TNT1 AAAAAA 0
	TNT1 A 0 A_Giveinventory("MPAmmo",1)
	TNT1 A 0 A_Takeinventory("WolfClip",1)
	Goto InsertBullets

	TNT1 AAAAAAAAAA 0
	TNT1 A 0 A_Takeinventory("Reloading",1)
	Goto Ready+4
	TNT1 AAAA 0
	TNT1 A 0 A_Takeinventory("Reloading",1)
	Goto Ready+4


	DoKick:
	TNT1 A 0

	TNT1 A 0 A_Takeinventory("Zoomed",1)
	TNT1 A 0 A_ZoomFactor(1.0)
	TNT1 A 0 A_Takeinventory("ADSmode",1)
	NULL A 0 A_JumpIf (momZ > 0, "AirKick")
	NULL A 0 A_JumpIf (momZ < 0, "AirKick")

	TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick")
	TNT1 A 0 A_PlaySound("KICK")
	TNT1 A 0 SetPlayerProperty(0,1,0)
	KICK BCD 1
	RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
	KICK H 4
	KICK A 0 A_Takeinventory("Kicking",1)
	KICK IGFEDCBA 1 
	TNT1 A 0 SetPlayerProperty(0,0,0)
	TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
	Goto Ready+6
	BerserkerKick:
	TNT1 A 0 A_PlaySound("KICK")
	TNT1 A 0 SetPlayerProperty(0,1,0)
	KICK ABCDEFG 1
	RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
	KICK H 3
	KICK A 0 A_Takeinventory("Kicking",1)
	KICK IGFEDCBA 1 
	TNT1 A 0 SetPlayerProperty(0,0,0)
	TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
	Goto Ready+6

	AirKick:
	TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick")
	TNT1 A 0 A_PlaySound("KICK")
	TNT1 A 0 A_Recoil (-6)
	KICK JKLMN 1
	RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -31)
	KICK O 3
	KICK A 0 A_Takeinventory("Kicking",1)
	KICK PQRST 2
	TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
	Goto Ready+6

	SuperAirKick:
	TNT1 A 0 A_PlaySound("KICK")
	TNT1 A 0 A_Recoil (-6)
	KICK JKLMN 1
	RIFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -31)
	KICK O 3
	KICK A 0 A_Takeinventory("Kicking",1)
	KICK PQRST 2
	TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
	Goto Ready+6
	Taunt:
	TNT1 A 0 A_Takeinventory("Zoomed",1)
	TNT1 A 0 A_ZoomFactor(1.0)
	TNT1 A 5
	FUCK A 2
	FUCK B 2 A_PlaySound("FUCK", 1)
	FUCK C 2 A_AlertMonsters
	FUCK D 15 A_Takeinventory("Taunting",1)
	FUCK CBA 5
	TNT1 A 5
	Goto Ready
	Salute:
	TNT1 A 0 SetPlayerProperty(0,1,0)
	TNT1 A 0 A_ALertMonsters
	SALU ABCDEDCDEDCDEDCBA 4
	TNT1 A 0 A_TakeInventory("Salute1",1)
	TNT1 A 0 A_TakeInventory("Salute2",1)
	TNT1 A 0 SetPlayerProperty(0,0,0)
	Goto Ready


	////Chissa se questi ACS del cazzo partiranno!E' più difficile fargli
	///partire che compilargli,DIO PORCO!
	///Ho perso una giornata di studio per sta merda!
	///Dio lurido massone,capo degli illuminati!

	LaunchGrenade:	
	TNT1 A 0
	TNT1 A 0 A_Takeinventory("Zoomed",1)
	TNT1 A 0 A_ZoomFactor(1.0)
	TNT1 A 0 A_TakeInventory("LaunchGrenade", 1)
	TNT1 A 0 A_JumpIfInventory("GrenadeAmmo", 1, 1)
	Goto NoGrenade
	NGRA ABCD 2
	TNT1 A 0 A_playSound("Pick/granate")
	NGRA DD 2
	TNT1 A 0 A_Jump(90,2)
	TNT1 A 0 A_PlaySound("*grenadecall", CHAN_VOICE)
	NGRA DEFG 2
	TNT1 A 0 A_PLaySound ("Launch/granate")
	TNT1 A 0 A_FireCustomMissile("HandGrenade2", random(-3,3), 1, 0, 0, 0, 0)
	GRWF STUVW 2 
	TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1)
	TNT1 A 1 
	TNT1 A 0 A_TakeInventory("LaunchGrenade", 1)
	TNT1 A 0 A_Takeinventory("BWgrenade",1)
	Goto Ready

	NoGrenade:
	TNT1 A 0
	TNT1 A 0 A_Print("No Grenades Left!")
	TNT1 A 0 A_Takeinventory("BWgrenade",1)
	Goto REady+5




	///Bho.

	KnifeAttack:
	TNT1 A 0 A_ZoomFactor(1.0)
	TNT1 A 0 A_Jump(90,2)
	TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
	KNIF ABCDE 1
	KNIF F 1 A_PlaySound("weapons/wknife")
	KNIF F 0 A_Custompunch(16,0,1,"KnifePuff")
	KNIF GHI 1 
	TNT1 A 0 A_Takeinventory("Meleeattack",1)
	GOTO READY+5



	}
}

ACTOR MPAmmo : Ammo
{
Inventory.Amount 0
Inventory.MaxAmount 32
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 32
}

ACTOR KnifePuff: BulletPuff
{
renderstyle Translucent
alpha 0.5
Scale 1.5
DamageType Coltello
+NOBLOCKMAP
+NOGRAVITY
+NOEXTREMEDEATH
+PUFFONACTORS
+BLOODLESSIMPACT 
+FORCEXYBILLBOARD
states
	{
	Spawn:
	PUFF A 3 A_PlaySound("KNIFHIT")
	PUFF BCD 3
	stop
	Death:
	PUFF A 3 A_PlaySound("KNIFHIT")
	PUFF BCD 3
	stop
	Melee:
	PUFF A 3 A_PlaySound("KNIFHIT")
	PUFF BCD 3
	stop
	XDeath:
	PUFF A 3 A_PlaySound("KNIFHIT")
	PUFF BCD 3
	stop
	}
}