	ACTOR "Mighty Foot" : Weapon
{
    Weapon.SelectionOrder 23
    Weapon.KickBack 50
	Weapon.BobStyle Normal
    Weapon.BobSpeed 1.4
    Weapon.BobRangeX 0.85
    Weapon.BobRangeY 0.6
    Obituary "%k gave %o the Mighty Foot!"
    Attacksound "Duke/Kick"
	+INVENTORY.UNDROPPABLE
	+WEAPON.MELEEWEAPON
	+WEAPON.WIMPY_WEAPON
	+WEAPON.NOALERT
    States
    {
    Select:
        TNT1 A 0 A_Raise
		TNT1 A 0 A_GiveInventory("CheckWeaponMightyFoot",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponPistol",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponDualPistol",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponBlackTail",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponDualBlackTail",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponDesertEagle",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponShotgun",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponSuperShotgun",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponAssaultShotgun",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponExplosiveShotgun",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponChaingun",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponLMG2028",1)
		TNT1 A 0 A_TakeInventory("CheckWeaponMinigun",1)
		TNT1 A 0 A_TakeInventory("CheckWeaponExplosiveChaingun",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponRPG",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponShockCannon",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponPipeBomb",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponLaserTripBomb",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponShrinker",1)
		TNT1 A 0 A_TakeInventory("CheckWeaponShrinker2",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponExpander",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponExecutor",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponDevastator",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponLaserChaingun",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponRailgun",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponFreezethrower",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponIncinerator",1)
        TNT1 A 0 A_TakeInventory("CheckWeaponPulsethrower",1)
		TNT1 A 0 A_TakeInventory("Waiting",15)
        Loop
    Deselect:
        TNT1 A 1 A_Lower
		TNT1 A 0 A_TakeInventory("Waiting",15)
        TNT1 A 0 A_Lower
        TNT1 A 0 A_Lower
        Loop	
	Ready:
		TNT1 A 1 A_WeaponReady
        TNT1 A 0 A_JumpIfInventory("Waiting",15,"Knuckles")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_WeaponReady
		TNT1 A 0 A_GiveInventory("Waiting",1)
        Loop
	Knuckles:
        TNT1 AAAAA 1 A_Lower
        TNT1 A 0 A_Lower
		KNUK A 0 A_PlaySound("DukeNukem/Waiting",8)
        KNUK A 0 A_TakeInventory("Waiting",15)
        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)
		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 DDDCCCBBBAAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)  
        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)
        Goto Select
    Spawn:
        TNT1 A 1
        Stop  
    Fire:
	    BOOT A 0 A_JumpIfInventory("PowerStrength",1,21)
		BOOT A 0 ACS_ExecuteAlways(500,0,FAS_ActorKick)
		BOOT AAAAAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		BOOT A 0 A_CustomPunch(Random(26,30),0,0,"MightyBootPuff")
		BOOT A 0 A_TakeInventory("Waiting",15)
        BOOT BBBBB 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)  
        BOOT AAAAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        BOOT A 0 A_Refire
        Goto Ready
		BOOT A 0 ACS_ExecuteAlways(500,0,FAS_ActorKick)
		BOOT AAAAAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		BOOT A 0 A_CustomPunch(10*Random(26,30),0,0,"MightyBootPuff")
		BOOT A 0 A_TakeInventory("Waiting",15)
        BOOT BBBBB 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)  
        BOOT AAAAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        BOOT A 0 A_Refire
        Goto Ready		
    AltFire:
	    BOOT C 0 A_JumpIfInventory("PowerStrength",1,21)
		BOOT C 0 ACS_ExecuteAlways(500,0,FAS_ActorKick)
		BOOT CCCCCC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		BOOT C 0 A_CustomPunch(Random(26,30),0,0,"MightyBootPuff")
		BOOT C 0 A_TakeInventory("Waiting",15)
        BOOT DDDDD 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        BOOT CCCCC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        BOOT C 0 A_Refire
        Goto Ready  
		BOOT C 0 ACS_ExecuteAlways(500,0,FAS_ActorKick)
		BOOT CCCCCC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		BOOT C 0 A_CustomPunch(10*Random(26,30),0,0,"MightyBootPuff")
		BOOT C 0 A_TakeInventory("Waiting",15)
        BOOT DDDDD 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        BOOT CCCCC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
        BOOT C 0 A_Refire
        Goto Ready	
    }
}

ACTOR MightyBootPuff
{
	Activesound "DukeNukem/Kick"
	AttackSound "DukeNukem/KickHit"
	SeeSound "DukeNukem/KickHit"
	DamageType "Damage_Foot"
	Obituary "%k gave %o the Mighty Foot!"
	+THRUGHOST
	+NOGRAVITY
	+NOEXTREMEDEATH
	+PUFFONACTORS
	+BLOODLESSIMPACT
	States
	{
	Spawn:
		TNT1 A 1
		Stop
	Melee:
		TNT1 A 1
		Stop
	Crash:
	    TNT1 A 1
		Stop
	}
}