ACTOR WreckingCrew : Weapon
{
	Weapon.SelectionOrder 700
	Weapon.AmmoType "Cell"
	Weapon.AmmoGive 40
	Weapon.AmmoUse 40
	Weapon.SlotNumber 7
	weapon.bobstyle smooth
	weapon.bobrangex 0.1
	weapon.bobrangey 0.6
	weapon.bobspeed 2
	Inventory.PickupMessage "You got the Wrecking Crew!"
	Obituary "%k got wrecked by %o."
	Inventory.RestrictedTo "Artificer"
	+WEAPON.AMMO_OPTIONAL
	+WEAPON.ALT_AMMO_OPTIONAL
	+undroppable
	+cheatnotweapon
	+noautofire	
	Tag "Wrecking Crew"
	states
	{
	Select:
		TNT1 A 0
		TNT1 A 0
	Riseup:
		D3UP AA 0 a_raise
		D3UP AAAAA 0 a_raise
		WRK1 A 1
		loop
	
	Ready:
		TNT1 A 0
		WRK1 A 1 a_weaponready (WRF_ALLOWRELOAD)
		loop
	Deselect:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("HammerStop", 0, 0, 0, 0)
		TNT1 A 0 a_jumpifhealthlower (1, "deadlower")
	holster:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("HammerStop", 0, 0, 0, 0)
		WRK1 A 1 a_lower
		TNT1 AAA 0 a_lower
		WRK1 A 1 a_lower
		loop

	deadlower:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("HammerStop", 0, 0, 0, 0)
		TNT1 AAAAAAAAAAAAA 0 a_lower
		TNT1 A 1 a_lower
		wait	
	Fire:
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("powerstrength",1,"FastWindUp")
		WRK1 BCDEFG 2
		TNT1 A 5
		TNT1 A 0 a_jumpifinventory ("Cell",40,"PowerHammerSmash")
		Goto NormalHammerSwing
		
	NormalHammerSwing:
		TNT1 A 0
		TNT1 A 0 a_playsound ("WreckingCrew/HammerLift",0)
		WRK1 HHIIJJKKLLMMNNOO 1
		TNT1 A 8 
		TNT1 A 0 a_playsound ("WreckingCrew/HammerDrop",0)
		TNT1 A 0 a_setpitch (0,SPF_INTERPOLATE)
		WRK1 PPQRST 1
		TNT1 A 0 A_Quake(4, 20, 0, 32,"ArtiSilence")
		TNT1 AAAAAAAAAAAAAAAAAA 0 a_spawnitemex ("BrickDebris",random(10,50),random(-50,50),0,random(6,15),random(-10,10),random(5,8),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_firecustommissile ("WeakHammerAOE",0,0)
		TNT1 A 0 a_setpitch (0,SPF_INTERPOLATE)
		TNT1 A 0 a_gunflash ("BoostCheck",GFF_NOEXTCHANGE)
		TNT1 A 0 a_playsound ("WreckingCrew/WeakSmash",0)
		WRK1 U 1 
		WRK1 VWWXYUYUYUUU 2
		WRKR ABCDEFGHIJKLMNO 2
		goto ready


	PowerHammerSmash:
		TNT1 A 0
		TNT1 A 0 a_playsound ("WreckingCrew/HammerLift",0)
		WRK1 HHIIJJKKLLMMNNOO 1
		TNT1 A 8 
		TNT1 A 0 a_playsound ("WreckingCrew/HammerDrop",0)
		TNT1 A 0 a_setpitch (0,SPF_INTERPOLATE)
		WRK1 PPQRST 1
		TNT1 A 0 A_Quake(7, 20, 0, 32,"ArtiSilence")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 a_spawnitemex ("BrickDebris",random(10,50),random(-50,50),0,random(6,15),random(-10,10),random(5,8),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_firecustommissile ("PowerHammerAOE",0,0)
		TNT1 A 0 a_setpitch (0,SPF_INTERPOLATE)
		TNT1 A 0 a_gunflash ("BoostCheck",GFF_NOEXTCHANGE)
		TNT1 A 0 a_playsound ("WreckingCrew/PowerSmash",0)
		WRK1 U 1 a_firecustommissile ("HammerRaySpawner")
		WRK1 VWWXYUYUYUUU 2
		WRKR ABCDEFGHIJKLMNO 2
		goto ready
	BoostCheck:
		TNT1 A 0
		TNT1 A 1 a_checkfloor("BoostUp")
		TNT1 A 1
		stop
	BoostUp:
		TNT1 A 0
		TNT1 A 1 ThrustThingZ (0,20,0,0)
		stop
	
	//Faster Hammer Swings when zerked
	FastWindUp:
		WRK1 BCDEFG 1
		TNT1 A 3
		TNT1 A 0 a_jumpifinventory ("Cell",40,"SuperHammerSmash")
		Goto FastHammerSwing
		
	FastHammerSwing:
		TNT1 A 0
		TNT1 A 0 a_playsound ("WreckingCrew/HammerLift",0)
		WRK1 HIJKLMNNOO 1
		TNT1 A 4 
		TNT1 A 0 a_playsound ("WreckingCrew/HammerDrop",0)
		TNT1 A 0 a_setpitch (0,SPF_INTERPOLATE)
		WRK1 PQRST 1
		TNT1 A 0 A_Quake(4, 20, 0, 32,"ArtiSilence")
		TNT1 AAAAAAAAAAAAAAAAAA 0 a_spawnitemex ("BrickDebris",random(10,50),random(-50,50),0,random(6,15),random(-10,10),random(5,8),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_firecustommissile ("WeakHammerAOE",0,0)
		TNT1 A 0 a_setpitch (0,SPF_INTERPOLATE)
		TNT1 A 0 a_gunflash ("BoostCheck",GFF_NOEXTCHANGE)
		TNT1 A 0 a_playsound ("WreckingCrew/WeakSmash",0)
		WRK1 U 1 
		WRK1 VWWXYUYUYUUU 2
		WRKR ABCDEFGHIJKLMNO 2
		goto ready


	SuperHammerSmash:
		TNT1 A 0
		TNT1 A 0 a_playsound ("WreckingCrew/HammerLift",0)
		WRK1 HIJKLMNNOO 1
		TNT1 A 4 
		TNT1 A 0 a_playsound ("WreckingCrew/HammerDrop",0)
		TNT1 A 0 a_setpitch (0,SPF_INTERPOLATE)
		WRK1 PQRST 1
		TNT1 A 0 A_Quake(7, 20, 0, 32,"ArtiSilence")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 a_spawnitemex ("BrickDebris",random(10,50),random(-50,50),0,random(6,15),random(-10,10),random(5,8),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_firecustommissile ("PowerHammerAOE",0,0)
		TNT1 A 0 a_setpitch (0,SPF_INTERPOLATE)
		TNT1 A 0 a_gunflash ("BoostCheck",GFF_NOEXTCHANGE)
		TNT1 A 0 a_playsound ("WreckingCrew/PowerSmash",0)
		WRK1 U 1 a_firecustommissile ("HammerRaySpawner")
		WRK1 VWWXYUYUYUUU 2
		WRKR ABCDEFGHIJKLMNO 2
		goto ready
	
	
		
	Altfire:
		TNT1 A 0
		TNT1 A 0 a_jumpifinventory ("powerstrength",1,"FastSweep")
		WRK1 BCDEFG 2
		TNT1 A 3
		TNT1 A 0 a_jumpifinventory ("Cell",40, "GoldenHammerStart")
		WRK3 UV 2
		TNT1 A 0 a_playsound ("WreckingCrew/HammerDrop",0,0.7)
		TNT1 A 0 a_firecustommissile ("HammerSweep",-15,0,-20)
		TNT1 A 0 a_firecustommissile ("HammerSweep",15,0,20)
		WRK3 W 2 a_firecustommissile ("HammerSweep",0,0)
		WRK3 XYZ 2
		TNT1 A 3
		Goto HammerFinish
		
	GoldenHammerStart:
		TNT1 A 0
		TNT1 A 0 a_playsound ("WreckingCrew/GoldenPowerUp",6)
		WRK2 ABCDEFG 2
		TNT1 A 0 a_takeinventory ("Cell", 40)
		WRK2 G 3
		WRK2 HIJKLMNO 2
		TNT1 A 0 ACS_NamedExecuteAlways("HammerTime", 0, 0, 0, 0)
		WRK2 O 3
		WRK2 PQRST 1
		TNT1 A 3 a_giveinventory ("GoldenHammerPower",1)
	GoldenHammerLoop:
		WRK2 UV 1
		TNT1 A 0 a_playsound ("WreckingCrew/HammerDrop",0,0.7)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,30,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,60,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,90,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,120,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,150,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,180,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,210,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,240,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,270,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,300,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,330,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,360,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		WRK2 W 1 A_RadiusGive ("GoldenHammerDamage",190,RGF_MONSTERS) 
		WRK2 XY 1 
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,30,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,60,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,90,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,120,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,150,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,180,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,210,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,240,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,270,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,300,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,330,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,360,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		TNT1 A 1
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,30,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,60,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,90,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,120,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,150,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,180,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,210,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,240,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,270,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,300,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,330,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,360,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		TNT1 A 1
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,30,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,60,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,90,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,120,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,150,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,180,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,210,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,240,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,270,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,300,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,330,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		RYUS F 0 a_spawnitemex ("ProjectileCutter",0,0,30,30,0,0,360,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
		TNT1 A 1
		TNT1 A 0 a_jumpifinventory ("GoldenHammerPower",1,"GoldenHammerLoop")
		Goto HammerFinish
	HammerFinish:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("HammerStop", 0, 0, 0, 0)
		WRKR ABCDEFGHIJKLMNO 2
		goto ready
		
	FastSweep:
		WRK1 BCDEFG 1
		TNT1 A 2
		TNT1 A 0 a_jumpifinventory ("Cell",40, "GoldenHammerStart")
		WRK3 UV 1
		TNT1 A 0 a_playsound ("WreckingCrew/HammerDrop",0,0.7)
		TNT1 A 0 a_firecustommissile ("HammerSweep",-15,0,-20)
		TNT1 A 0 a_firecustommissile ("HammerSweep",15,0,20)
		WRK3 W 1 a_firecustommissile ("HammerSweep",0,0)
		WRK3 XYZZ 1
		TNT1 A 3
		Goto HammerFinish
	
	Reload:
		WRK1 B 3
		WRK4 ABC 3
		WRK4 C 4
		WRK4 DEFGHIJ 3
		WRK4 J 33
		WRK4 KLMN 2
		WRK4 DBA 3 
		WRK1 BA 3
		goto ready
	}
}



//=========================================================================
//=========================================================================
//=========================================================================

//Normal hammer stuff

ACTOR HammerRaySpawner
{
	Radius 4
	Height 4
	Speed 0
	Damage 0
	Projectile
	+NOCLIP
	+MTHRUSPECIES
	+Noextremedeath
	Species "Player"
	States
	{
	Spawn:
		TNT1 A 1
		Goto Death
	Death:
		TNT1 A 0
		TNT1 A 1 a_bfgspray ("WreckingRay",40,15)
		TNT1 A 10 
		stop
	}
}

	

ACTOR PowerHammerAOE : HammerRaySpawner
{
	+Noextremedeath
	+NODAMAGETHRUST
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 a_radiusgive ("HammerBlastBack",350,RGF_MONSTERS,1)
		TNT1 A 10 a_explode (350,400,0,0,400)
		Stop
	}
}

ACTOR WeakHammerAOE : HammerRaySpawner
{
	+Noextremedeath
	+NODAMAGETHRUST
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 a_radiusgive ("HammerBlastBack",180,RGF_MONSTERS,1)
		TNT1 A 10 a_explode (100,150,0,0,150)
		Stop
	}
}






actor WreckingRay : BFGExtra
{
	species "Player"
	+Noextremedeath
	+Mthruspecies
	+bright
	scale 3
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 Radius_Quake (1,8,0,20,0)
		TNT1 A 0 a_radiusgive ("HammerLauncher",30,RGF_MONSTERS,1)
		TNT1 A 0 a_facetarget
		TNT1 AAAAAAAAA 0 a_spawnitemex ("BrickDebris",0,0,0,Random(-15,-25),Random(-15,15),Random(4,12),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_stop
		DB1S IJKJL 4
		TNT1 A 20
		stop
	}
}
	


ACTOR HammerBlastBack : CustomInventory
{
	+AUTOACTIVATE
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1
		Stop
	Use:
		TNT1 A 0 a_facetarget
		TNT1 A 0 ThrustThing(angle * 256 / 360 + 128, 35, 0, 0)
		TNT1 A 0 thrustthingz (0,25,0,0)
		TNT1 A 1 
		Stop
	}
}


ACTOR HammerLauncher : CustomInventory
{
	+AUTOACTIVATE
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1
		Stop
	Use:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 0 a_facetarget
		TNT1 A 0 a_jumpif(Z >= FloorZ+5,"SkyHit")
		TNT1 A 0 ThrustThing(angle * 256 / 360 + 128, 30, 0, 0)
		TNT1 A 0 thrustthingz (0,55,0,0)
		TNT1 A 1
		stop
	SkyHit:
		TNT1 A 0
		TNT1 A 0 a_playsound ("DragonSword/Hit",6)
		TNT1 A 1 thrustthingz (0,25,1,0)
		Stop
	}
}

Actor BrickDebris
{
	projectile
	+dontblast
	+notimefreeze
	+THRUACTORS
	+clientsideonly
    +FORCEXYBILLBOARD	
	+LOOKALLAROUND
	+Bright
	+hexenbounce
	+thruspecies
	species "Player"
	-NOGRAVITY
	gravity 1.20
	bouncecount 3
	radius 2
	speed 3
    Scale 1
	states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 a_jump (100, "Resize1","Resize2","Resize3")
	Resize1:
		TNT1 A 0
		TNT1 A 0 a_setscale (0.7,0.7)
		goto BoostUp
	Resize2:
		TNT1 A 0
		TNT1 A 0 a_setscale (2,2)
		goto BoostUp
	Resize3:
		TNT1 A 0
		TNT1 A 0 a_setscale (0.3,0.3)
		goto BoostUp
	BoostUp:
		TNT1 A 0
		TNT1 A 1 thrustThingz (0,random(25,35),0,1)
	BrickFlight:
		DB1S ABCDEFGH 1
		loop
	death:
		TNT1 A 0
		TNT1 A 0 a_changeflag ("Nogravity",1)
		TNT1 A 0 thrustThingz (0,random(4,6),0,0)
		DB1S IJKJL 1
		stop
	}
}


Actor HammerSweep : fastprojectile
{
	Speed 50
	Damage (30)
	radius 8
	height 9
	+NOGRAVITY
	+NOTELEPORT
	+FORCEXYBILLBOARD
	+dontblast
	+BRIGHT
	+SKYEXPLODE
	+NOEXTREMEDEATH
	+HITTRACER
	species "Player"
	+thruspecies
	projectilekickback 400
	scale 1
	states
	{
	spawn:
		TNT1 A 0
		TNT1 AA 1 
		stop
	Death:
		TNT1 A 0
		TNT1 A 1
		stop
	Xdeath:
		TNT1 A 0
		TNT1 A 0 a_giveinventory ("BionicHookMelee",1,AAPTR_TRACER)
		TNT1 A 0 A_PlaySound("BionicRifle/WireMelee", CHAN_AUTO,0.60,0,1.25)
		B1BL B 1 a_setscale (0.30,0.40)
		B1BL B 1 a_setscale (0.80,0.90)
		B1BL B 1 a_setscale (2.20,2.40)
		B1BL B 1 a_setscale (2,2)
		B1BL CDE 1
		Stop
	}
}

//=========================================================================
//=========================================================================
//=========================================================================


//Golden Hammer stuff
Actor GoldenHammerPower : Powerup
{
  Powerup.Duration -20
}



actor GoldenHammerDamage : custominventory
{
	+inventory.alwayspickup
	+INVENTORY.AUTOACTIVATE
	states
	{
	pickup:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 0 a_facetarget
		TNT1 A 0 a_facetarget
		TNT1 A 0 ThrustThing(angle * 256 / 360 + 128, 30, 0, 0)
		TNT1 A 0 thrustthingz (0,15,0,0)
		TNT1 A 1 a_spawnitemex ("GoldenHammerFX",0,0,34,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 damagething (80)
		stop		
	}
}


ACTOR GoldenHammerFX
{
	+NOBLOCKMAP
	+NOGRAVITY
	+NOCLIP
	+NOTELEPORT
	+bright
	renderstyle add
	alpha 0.70
	scale 1
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 a_setscale (1,1)
		TNT1 A random (1,2)
		TNT1 A 0 A_PlaySound("BionicRifle/WireMelee", CHAN_AUTO)
		B1BL B 1 a_setscale (0.30,0.40)
		B1BL B 1 a_setscale (0.80,0.90)
		B1BL B 1 a_setscale (2.20,2.40)
		B1BL B 1 a_setscale (2,2)
		B1BL CDE 1
		Stop
	Death:
		TNT1 A 0
		TNT1 A 1
		stop
	}
}


