
Actor GuardStealthed:inventory
{
Inventory.MaxAmount 1 
}

Actor BlueGuardStealthed:inventory
{
Inventory.MaxAmount 1 
}

Actor KnifeAttack_1:FastProjectile
{
Radius 3
Height 3
DamageType StealthKnife
Projectile
+FORCEXYBILLBOARD
+NOEXTREMEDEATH
Renderstyle Add 
Alpha 0.6
Damage 3
Speed 32
SeeSound "none"
DeathSound "none"
Decal "none"
Tag "Military Knife"
States
{
Spawn:
TNT1 A 2
Stop

Death:
PUFF A 3 A_PlaySound("KNIFHIT")
PUFF BCD 3
Stop
}
}
ACTOR Knife_Slot : Weapon
{
	Game Doom
	Weapon.SelectionOrder 3700
	Weapon.Kickback 100
	Obituary "%o was hit by %k's Knife"
        Inventory.PickupMessage "Knife"
	Weapon.BobRangeX 0.75
	Weapon.BobRangeY 0.5
	Weapon.BobSpeed 1.5
	Weapon.BobStyle "InverseAlpha" //Denis Belmondo's Bobstyle
+NOAUTOFIRE
Tag "Military Knife"
	+WEAPON.MELEEWEAPON
    +WEAPON.NOALERT
+WEAPON.NOAUTOAIM
Inventory.Icon "KNBACK"
	States
	{
Steady:
TNT1 A 1
Goto Ready

	Spawn:
		ASCI A -1
		Stop

        Ready:

        KNIG A 1 A_WeaponReady
	TNT1 B 0 A_JumpIfInventory("Kicking",1,"DoKick")
	TNT1 A 0 A_JumpIfInventory("BWgrenade",1,"LaunchGrenade")
        TNT1 B 0 A_JumpIfInventory("Taunting",1,"Taunt")
	TNT1 B 0 A_JumpIfInventory("Salute1", 1, "Salute")
	TNT1 B 0 A_JumpIfInventory("Salute2", 1, "Salute")
        GOTO Ready

Select:
	TNT1 A 0 A_Takeinventory("FistsSelected",1)
	//TNT1 A 0 A_Takeinventory("SawSelected",1)
	TNT1 A 0 A_Giveinventory("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)
		knig a 1 A_Raise
		Wait

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

	Fire:
		KNIF ABCDE 1
        KNIF F 1 A_PlaySound("weapons/wknife")
		KNIF F 0 A_Custompunch(16,0,1,"KnifePuff")
                KNIF GHI 1
		GOTO READY


	
	    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_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		KICK BCD 1
		//TNT1 A 0 A_Custompunch(4,0,1,"KickPuff")
		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 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 SetPlayerProperty(0,0,0)
		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+3
	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+3


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
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
  }
}

