ACTOR "Crack Knuckles" : Weapon
{
    +CHEATNOTWEAPON
	+WEAPON.NOALERT
	+INVENTORY.UNDROPPABLE
    States
    {
    Select:
		KNUK A 1 Offset(0,120)
		KNUK A 1 Offset(0,110)
		KNUK A 1 Offset(0,100)
		KNUK A 1 Offset(0,90)
		KNUK A 1 Offset(0,80)
		KNUK A 1 Offset(0,70)
		KNUK A 1 Offset(0,60)
		KNUK A 1 Offset(0,50)
		KNUK A 1 Offset(0,40)
		Goto Ready
	Ready:
        KNUK AAABBB 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		KNUK C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        KNUK C 0 A_PlaySound("Duke/KNuckles",5)
		KNUK C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		KNUK C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		KNUK C 0 SetPlayerProperty(0,0,0)
        KNUK DDDCCCBBBAAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)  
    Deselect:
        KNUK A 1 Offset(0,40) 
		KNUK A 1 Offset(0,50)
		KNUK A 1 Offset(0,60)
		KNUK A 1 Offset(0,70)
		KNUK A 1 Offset(0,80)
		KNUK A 1 Offset(0,90)
		KNUK A 1 Offset(0,100)
		KNUK A 1 Offset(0,110)
		KNUK A 1 Offset(0,120)
		KNUK A 0 A_TakeInventory("Waiting",15)
		TNT1 A 0 A_JumpIfInventory("CheckWeaponMightyFoot",1,"CheckMightyFoot")
        TNT1 A 0 A_JumpIfInventory("CheckWeaponPistol",1,"CheckPistol")
        TNT1 A 0 A_JumpIfInventory("CheckWeaponDualPistol",1,"CheckDualPistol")
        TNT1 A 0 A_JumpIfInventory("CheckWeaponBlackTail",1,"CheckBlackTail")
        TNT1 A 0 A_JumpIfInventory("CheckWeaponDualBlackTail",1,"CheckDualBlackTail")
        TNT1 A 0 A_JumpIfInventory("CheckWeaponDesertEagle",1,"CheckDesertEagle")
        TNT1 A 0 A_JumpIfInventory("CheckWeaponShotgun",1,"CheckShotgun")
        TNT1 A 0 A_JumpIfInventory("CheckWeaponSuperShotgun",1,"CheckSuperShotgun")
        TNT1 A 0 A_JumpIfInventory("CheckWeaponAssaultShotgun",1,"CheckAssaultShotgun")
        TNT1 A 0 A_JumpIfInventory("CheckWeaponExplosiveShotgun",1,"CheckExplosiveShotgun")
        TNT1 A 0 A_JumpIfInventory("CheckWeaponChaingun",1,"CheckChaingun")
        TNT1 A 0 A_JumpIfInventory("CheckWeaponLMG2028",1,"CheckLMG2028")
        TNT1 A 0 A_JumpIfInventory("CheckWeaponMinigun",1,"CheckMinigun")
		TNT1 A 0 A_JumpIfInventory("CheckWeaponExplosiveChaingun",1,"CheckExplosiveChaingun")
        TNT1 A 0 A_JumpIfInventory("CheckWeaponRPG",1,"CheckRPG")
        TNT1 A 0 A_JumpIfInventory("CheckWeaponShockCannon",1,"CheckShockCannon")
        TNT1 A 0 A_JumpIfInventory("CheckWeaponPipeBomb",1,"CheckPipeBomb")
        TNT1 A 0 A_JumpIfInventory("CheckWeaponLaserTripBomb",1,"CheckLaserTripBomb")
        TNT1 A 0 A_JumpIfInventory("CheckWeaponShrinker",1,"CheckShrinker")
		TNT1 A 0 A_JumpIfInventory("CheckWeaponShrinker2",1,"CheckShrinker2")
        TNT1 A 0 A_JumpIfInventory("CheckWeaponExpander",1,"CheckExpander")
        TNT1 A 0 A_JumpIfInventory("CheckWeaponExecutor",1,"CheckExecutor")
        TNT1 A 0 A_JumpIfInventory("CheckWeaponDevastator",1,"CheckDevastator")
        TNT1 A 0 A_JumpIfInventory("CheckWeaponLaserChaingun",1,"CheckLaserChaingun")
        TNT1 A 0 A_JumpIfInventory("CheckWeaponRailgun",1,"CheckRailgun")
        TNT1 A 0 A_JumpIfInventory("CheckWeaponFreezethrower",1,"CheckFreezethrower")
        TNT1 A 0 A_JumpIfInventory("CheckWeaponIncinerator",1,"CheckIncinerator")
        TNT1 A 1 A_JumpIfInventory("CheckWeaponPulsethrower",1,"CheckPulsethrower")
		Goto CheckPistol
	CheckMightyFoot:
	    KNUK A 0 A_SelectWeapon("Mighty Foot")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
	CheckPistol:
	    KNUK A 0 A_SelectWeapon(" Pistol ")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
	CheckDualPistol:
	    KNUK A 0 A_SelectWeapon("Dual Pistol")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
	CheckBlackTail:
	    KNUK A 0 A_SelectWeapon("Black Tail")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
	CheckDualBlackTail:
	    KNUK A 0 A_SelectWeapon("Dual Black Tail")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
	CheckDesertEagle:
	    KNUK A 0 A_SelectWeapon("Desert Eagle")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
	CheckShotgun:
	    KNUK A 0 A_SelectWeapon(" Shotgun ")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
	CheckSuperShotgun:
	    KNUK A 0 A_SelectWeapon("Double Barrel Shotgun")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
	CheckAssaultShotgun:
	    KNUK A 0 A_SelectWeapon("Assault Shotgun")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
	CheckExplosiveShotgun:
	    KNUK A 0 A_SelectWeapon("Explosive Shotgun")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
	CheckChaingun:
	    KNUK A 0 A_SelectWeapon("Chaingun Cannon")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
	CheckLMG2028:
	    KNUK A 0 A_SelectWeapon("LMG 2028")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
	CheckMinigun:
	    KNUK A 0 A_SelectWeapon("Minigun")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
    CheckExplosiveChaingun:
	    KNUK A 0 A_SelectWeapon("Explosive Chaingun")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop	
	CheckRPG:
	    KNUK A 0 A_SelectWeapon("RPG")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
	CheckShockCannon:
	    KNUK A 0 A_SelectWeapon("Shock Cannon")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
	CheckPipeBomb:
	    KNUK A 0 A_SelectWeapon("Pipe Bomb")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
	CheckLaserTripBomb:
	    KNUK A 0 A_SelectWeapon("Laser Trip Bomb")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
	CheckShrinker:
	    KNUK A 0 A_SelectWeapon(" Shrinker ")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
	CheckShrinker2:
	    KNUK A 0 A_SelectWeapon("Shrinker")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
	CheckExpander:
	    KNUK A 0 A_SelectWeapon("Expander")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
	CheckExecutor:
	    KNUK A 0 A_SelectWeapon("Executor")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
	CheckDevastator:
	    KNUK A 0 A_SelectWeapon("Devastator")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
	CheckLaserChaingun:
	    KNUK A 0 A_SelectWeapon("Laser Chaingun")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
	CheckRailgun:
	    KNUK A 0 A_SelectWeapon(" Railgun ")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
	CheckFreezethrower:
	    KNUK A 0 A_SelectWeapon("Freezethrower")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
	CheckIncinerator:
	    KNUK A 0 A_SelectWeapon("Incinerator")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
	CheckPulsethrower:
	    KNUK A 0 A_SelectWeapon("Pulsethrower")
	    KNUK A 0 A_TakeInventory("Crack Knuckles",1)
		Stop
    Spawn:
        TNT1 A 35
        Stop  
    Fire:
        TNT1 A 35
        Stop  
    }
}