actor KickProjectile : FastProjectile
{
 speed 70
 damage 2
 +BLOODSPLATTER
 +FORCEPAIN
 +STRIFEDAMAGE
 projectile
 SeeSound None
 DeathSound None
 height 4
 radius 5
 mass 80000
 damagetype "KickDamage"
 states
 {
  spawn:
	TNT1 A 1
	stop
  death:
	TNT1 A 0 A_PlaySound("weapons/punchwall", CHAN_AUTO)
	TNT1 A 0 radius_quake(1, 6, 0, 8, 0)
	TNT1 A 6
	stop
  xdeath:
	TNT1 A 0 A_PlaySound("weapons/fisthit", CHAN_AUTO)
	TNT1 A 0 radius_quake(7, 7, 0, 8, 0)
	TNT1 A 6
	stop
  }
}

actor ZerkKickProjectile: KickProjectile
{
 damage 4
 +FORCEPAIN
 Decal Crack
 states
 {
  spawn:
	TNT1 A 1
	stop
  death:
	TNT1 A 0 A_PlaySound("weapons/punchwall", CHAN_AUTO)
	TNT1 A 0 radius_quake(3, 6, 0, 8, 0)
	TNT1 A 6
	stop
  xdeath:
	TNT1 A 0 A_PlaySound("weapons/fisthit", CHAN_AUTO)
	TNT1 A 0 radius_quake(10, 7, 0, 8, 0)
	TNT1 A 6
	stop
  }
}

ACTOR AliensWeapon : Weapon
{
 +INVENTORY.ALWAYSPICKUP
 states
 {
  TrackRaise:
	QRAD A 1 offset(66, 104)
    QRAD A 1 offset(50, 88)
	QRAD A 1 offset(40, 72)
	QRAD A 1 offset(24, 56)
	QRAD A 1 offset(8, 40)
	QRAD A 1 offset(3, 32)
	QRAD A 1 offset(2, 32)
	QRAD A 1 offset(1, 32)
  TurnedOn:
	TNT1 A 0 A_GiveInventory("RadarActive", 1)
	TNT1 A 0 A_GunFlash
	QRAD A 23 A_WeaponReady(WRF_NOBOB)
	TNT1 A 0 A_JumpIfInventory("TrackerToggle", 1, 1)
	Goto Ready
	TNT1 A 0
	Loop
  Flash:
	TNT1 A 0 A_PlaySound("DET")
	TNT1 A 0 ACS_ExecuteAlways(801, 0, 1)
	QRAD B 2 BRIGHT
	QRAD C 2 BRIGHT
	QRAD D 2 BRIGHT
	QRAD E 2 BRIGHT
	QRAD F 2 BRIGHT
	QRAD G 2 BRIGHT
	TNT1 A 0 ACS_ExecuteAlways(801, 0, 0)
	QRAD H 2 BRIGHT
	QRAD I 2 BRIGHT
	goto lightdone
  FlashEnd:
	goto lightdone
  TrackerLower:
	TNT1 A 0 A_GunFlash("FlashEnd")
	TNT1 A 0 A_TakeInventory("TrackerToggle", 2)
	TNT1 A 0 A_TakeInventory("RadarActive", 1)
	QRAD A 1 offset(8, 40)
	QRAD A 1 offset(24, 56)
	QRAD A 1 offset(40, 72)
	QRAD A 1 offset(50, 88)
	QRAD A 1 offset(66, 104)
	TNT1 A 0 A_Jump(256, "PostTrack")
	goto PostTrack
  Kick:
	KICK A 0 offset(2, 33)
	KICK A 1 A_PlaySound("weapons/kick")
	KICK B 1
	KICK C 1
	KICK D 1
	KICK E 1
	KICK F 2
	TNT1 A 0 A_JumpIfInventory("PowerStrength", 1, "BerserkKick")
	TNT1 A 0 A_FireCustomMissile("KickProjectile", 0, 0, 0, 0, 0)
	KICK G 3
	KICK H 1
	KICK I 1
	KICK J 1
	KICK K 1
	TNT1 A 0 A_Jump(256, "PostKick")
	goto PostKick
  BerserkKick:
	TNT1 A 0 A_FireCustomMissile("ZerkKickProjectile", 0, 0, 0, 0, 0)
	KICK G 3
	KICK H 1
	KICK I 1
	KICK J 1
	KICK K 1
	TNT1 A 0 A_Jump(256, "PostKick")
	goto PostKick
	}
}