Actor AxeReady:Inventory
{
Inventory.MaxAmount 1
}

ACTOR AxeAttack: FastProjectile
{
Radius 8
Height 8
DamageType CutLess
Projectile 
+FORCEXYBILLBOARD
+NOEXTREMEDEATH
RenderStyle Add
Alpha 0.6
Damage 70
Speed 32
SeeSound "none"
DeathSound "none"
Decal "none"
States
{
Spawn:
TNT1 A 2
Stop
Death:
PUFF A 3 A_PlaySound("KNIFHIT")
PUFF BCD 3
Stop
}
}


Actor Gnomo:Weapon
{
Inventory.PickupMessage "You got the Knight's Axe!"
+NoAutoFire
+Weapon.MeleeWeapon
+Weapon.NoAlert
Weapon.BobRangeX 0.75
Weapon.BobRangeY 0.5
Weapon.BobSpeed 1.5
Weapon.BobStyle "InverseAlpha" //Denis Belmondo's Bobstyle
+WEAPON.NOAUTOAIM
Tag "Axe"
Inventory.Icon "AXEBACK"
States
{
Ready:
BWAX ABCDEFG 1 
Goto RealReady

RealReady:
BWAG A 1 A_WeaponReady
LUGG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
LUGG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("BWgrenade",1,"LaunchGrenade")
TNT1 A 0 A_JumpIfInventory("Meleeattack",1,"KnifeAttack")
Loop 

Ready2://Yes,even here the Ready2
BWA2 A 1 A_WeaponReady
LUGG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
LUGG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
TNT1 A 0 A_JumpIfInventory("BWgrenade",1,"LaunchGrenade")
TNT1 A 0 A_JumpIfInventory("Meleeattack",1,"KnifeAttack")
Loop 

Select:
TNT1 A 0 A_Raise
Wait

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_TakeInventory("AxeReady",1)
TNT1 A 0 ACS_Execute(210,0,0,0,0)
TNT1 A 0 A_ZoomFactor(1.0)
BWAX GFEDCBA 1 
TNT1 A 0 A_Lower
Wait

Fire:
TNT1 A 0 A_JumpIfInventory("AxeReady",1,"Fire2")
TNT1 A 0 ACS_Execute(209,0,0,0,0)
BWAN ABCDEFG 1 
BWA2 ABCDE 1 
TNT1 A 0 A_PlaySound("weapons/AxeFist")
tnt1 a 0 A_firecustommissile("AxeAttack",0,0,0,0)
BWA2 FGHIJKLMN 1
TNT1 A 2 
BWA2 NMLKJIHGFEDCBA 1 
TNT1 A 0 ACS_Execute(210,0,0,0,0)
BWAN GFEDCBA 1 
Goto RealReady

AltFire:
TNT1 A 0 A_JumpIfInventory("AxeReady",1,"UnZoom")
TNT1 A 0 ACS_Execute(209,0,0,0,0)
TNT1 A 0 A_GiveInventory("AxeReady",1)
BWAN ABCDEFG 1 
Goto Ready2 

UnZoom://Yeah,i'm lazy and can't think a better name for this state
TNT1 A 0 ACS_Execute(210,0,0,0,0)
BWAN GFEDCBA 1
TNT1 A 0 A_TakeInventory("AxeReady",1)
Goto RealReady

Fire2:
BWA2 ABCDE 1 
TNT1 A 0 A_PlaySound("weapons/AxeFist")
tnt1 a 0 A_firecustommissile("AxeAttack",0,0,0,0)
BWA2 FGHIJKLMN 1
TNT1 A 2 
BWA2 NMLKJIHGFEDCBA 1 
Goto Ready2

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)
TNT1 A 0 A_TakeInventory("AxeReady",1)
TNT1 A 0 ACS_Execute(210,0,0,0,0)
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 RealReady

Taunt:
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_TakeInventory("AxeReady",1)
TNT1 A 0 ACS_Execute(210,0,0,0,0)
TNT1 A 0 A_ZoomFactor(1.0)
TNT1 A 5
FUCK A 2
TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 0, 0, -1, 0)
TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", -9, 0, -1, 0)
TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 9, 0, -1, 0)
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 RealReady

LaunchGrenade:	
TNT1 A 0
TNT1 A 0 A_Takeinventory("Zoomed",1)
TNT1 A 0 A_TakeInventory("AxeReady",1)
TNT1 A 0 ACS_Execute(210,0,0,0,0)
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 RealReady

NoGrenade:
TNT1 A 0
TNT1 A 0 A_Print("No Grenades Left!")
TNT1 A 0 A_Takeinventory("BWgrenade",1)
TNT1 A 0 A_TakeInventory("AxeReady",1)
TNT1 A 0 ACS_Execute(210,0,0,0,0)
Goto RealReady



KnifeAttack:
TNT1 A 0 A_Takeinventory("Zoomed",1)
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)
TNT1 A 0 A_TakeInventory("AxeReady",1)
GOTO RealREADY

Spawn:
ACIA A -1
Stop
}
}

