ACTOR Knife : BrutalWeapon
{
	Weapon.AmmoUse1 0
	Weapon.AmmoGive1 2
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 1
	Weapon.SelectionOrder 2500
	Obituary "%o was shot down by %k's assault rifle."
    Inventory.PickupSound "CLIPIN"
	Inventory.Pickupmessage "$GOTRIFLE"
    +WEAPON.NOAUTOAIM
    +WEAPON.NOALERT
	+WEAPON.NOAUTOFIRE
	+FORCEXYBILLBOARD
	Tag "Knife"
	States
	{
	
	Spawn:
		RIFL A -1
		Stop
	
	Ready:
	Ready3:
		KNIG A 1 A_WeaponReady(WRF_ALLOWRELOAD)
		KNIG A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		KNIG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		"----" # 0 A_JumpIfInventory("UsedBandage", 1, "UseBandages")
        Loop
	
	Deselect:
		M72G A 0
		M72G A 0 A_TakeInventory("TossGrenade", 1)
        M72G A 0 A_ZoomFactor(1.0)
		KNIG AAA 1 A_Lower
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
		TNT1 A 1 A_Lower
		Wait
		
	Select:
		M72G A 0
		KNIG AAA 1 A_Raise
		TNT1 AAAAAAAAA 0 A_Raise
		Goto Ready3
		
	
    Fire:
		KNIG A 0
		TNT1 A 0 A_jumpifInventory("KnifeCombo", 1, "DoTheAttack")
		KNIG ABCD 1
	Hold:
		KNIG E 1
		KNIF E 0 A_Refire
	DotheAttack:	
		TNT1 A 0 A_PlaySound("fstatk", 1)
		KNIF ABC 1
		KNIF AAAAA 0 A_FireCustomMissile("KnifeAttack", 0, 0, 0, 0, 0, 0)
		TNT1 A 0 A_giveInventory("KnifeCombo", 1)
		KNIF A 0 A_ZoomFactor(0.97)
		M72G A 0 A_ZoomFactor(1.0)
		KNIF DE 1 A_SetANgle(angle+2.0)
		KNIF F 3
		KNIF ED 1 A_SetAngle(angle-2.0)
		KNIF CBA 1 A_WeaponReady
		KNIG DCBA 1 A_WeaponReady
		TNT1 A 0 A_TakeInventory("KnifeCombo", 1)
		Goto Ready3
	}
}