ACTOR Melee : Weapon
{
   Weapon.SelectionOrder 9999
   Weapon.Kickback 100
   Weapon.BobStyle InverseSmooth
	Weapon.BobSpeed 2.2
	Weapon.BobRangeY 0.5
	Weapon.BobRangeX 0.7
   AttackSound "shovel/impact"
   Tag "The Shovel!"
   Obituary "%o was shcklonked with %k's shovel."
   +NOALERT
   +NOEXTREMEDEATH
   +NOAUTOFIRE
   States
   {
   Ready:
      SHUV A 1 A_WeaponReady
      Loop
   Deselect:
	SHUV A 0 A_Lower
	  SHUV A 1 A_Lower
      Loop
   Select:
	SHUV A 0 A_Raise
      SHUV A 1 A_Raise
	  Loop
   Fire:
	  SHUV B 1 A_JumpIfInventory("PowerStrength",1,"PowerShovel")
	  SHUV B 1
	  TNT1 A 0 A_Jump(250,2)
	  TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
	  SHUV B 1 Offset(15,32)
	  SHUV B 1 Offset(30,33) A_PlayWeaponSound("shovel/miss")
	  SHUV B 1 Offset(52,35)
	  SHUV B 1 Offset(78,38)
	  SHUV B 1 Offset(92,44)
	  SHUV B 1 Offset(64,50)
	  SHUV C 1 Offset(30,38) A_CustomPunch(60,1,CPF_DAGGER,"ShovelPuff",100)
	  SHUV C 1 Offset(1,44)
	  SHUV D 1 Offset(-32,24)
	  SHUV D 1 Offset(-50,28)
	  SHUV E 1 Offset(-74,32)
	  SHUV E 1 Offset(-100,36)
	  TNT1 A 10
	  SHUV A 1 Offset(60,60)
	  SHUV A 1 Offset(50,55)
	  SHUV A 1 Offset(40,50) A_WeaponReady(WRF_NOBOB)
	  SHUV A 1 Offset(30,45) A_WeaponReady(WRF_NOBOB)
	  SHUV A 1 Offset(20,40) A_WeaponReady(WRF_NOBOB)
	  SHUV A 1 Offset(10,35) A_WeaponReady(WRF_NOBOB)
	  Goto Ready
   PowerShovel:
	  TNT1 A 0 A_Jump(250,2)
	  TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
	  SHUV B 1 Offset(5,32)
	  SHUV B 1 Offset(10,33) A_PlayWeaponSound("shovel/miss")
	  SHUV B 1 Offset(16,35)
	  SHUV B 1 Offset(24,38)
	  SHUV B 1 Offset(26,39)
	  SHUV B 1 Offset(27,40)
	  SHUV C 1 Offset(20,38) A_CustomPunch(200,1,CPF_DAGGER,"ShovelPuff",100)
	  SHUV C 1 Offset(10,39)
	  SHUV C 1 Offset(-3,40)
	  SHUV D 1 Offset(-19,32)
	  SHUV D 1 Offset(-40,36)
	  SHUV E 1 Offset(-64,40)
	  SHUV E 1 Offset(-90,42)
	  TNT1 A 10
	  SHUV A 1 Offset(60,60)
	  SHUV A 1 Offset(50,55)
	  SHUV A 1 Offset(40,50) A_WeaponReady(WRF_NOBOB)
	  SHUV A 1 Offset(30,45) A_WeaponReady(WRF_NOBOB)
	  SHUV A 1 Offset(20,40) A_WeaponReady(WRF_NOBOB)
	  SHUV A 1 Offset(10,35) A_WeaponReady(WRF_NOBOB)
	  Goto Ready
   }
}

actor ShovelPuff
{
  +NOBLOCKMAP
  +NOGRAVITY
  +PUFFONACTORS
  RenderStyle Add
  activesound ""
  attacksound "shovel/wall"
  seesound "shovel/impact"
  states
  {
   Spawn:
   	 POOF ABCDE 3 
      Stop
	  Melee:
   	 POOF ABCDE 3 
      Stop
	  Crash:
   	 POOF ABCDE 3 
      Stop
  }
}

/*ACTOR Melee : Weapon
{
   Weapon.SelectionOrder 1000
   Inventory.PickupSound "misc/thisisacrappysound"
   Inventory.PickupMessage "i kno kungfu lol"
   Weapon.Kickback 40
   AttackSound "weapons/punch"
   +NOALERT
   +NOEXTREMEDEATH
   States
   {
   Spawn:
      TNT1 A -1
      Loop
   Ready:
      PUNG A 1 A_WeaponReady
      Loop
   Deselect:
      PUNG A 1 A_Lower
      Loop
   Select:
      PUNG A 1 A_Raise
      Loop
   Fire:
		TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"PowerPunch")
      TNT1 A 0 A_Jump(128,"Fire2")
	  TNT1 A 0 A_Jump(250,2)
		TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
      PUNG BC 1
      PUNG D 4 A_CustomPunch(3,0,0,"HitPuff")
      PUNG CB 2
      TNT1 A 5
      Goto Ready
	Fire2:
      PUNG FG 1
	  	  TNT1 A 0 A_Jump(250,2)
		TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
      PUNG H 4 A_CustomPunch(4,0,0,"HitPuff")
      PUNG GF 2
      TNT1 A 5
      Goto Ready
	PowerPunch:
      TNT1 A 0 A_Jump(128,"PowerPunch2")
      PUNG BC 1
	  	  TNT1 A 0 A_Jump(250,2)
		TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
      PUNG D 4 A_CustomPunch(3*10,0,0,"HitPuff")
      PUNG CB 2
      TNT1 A 5
      Goto Ready
	PowerPunch2:
      PUNG FG 1
	  	  TNT1 A 0 A_Jump(250,2)
		TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
      PUNG H 4 A_CustomPunch(4*10,0,0,"HitPuff")
      PUNG GF 2
      TNT1 A 5
      Goto Ready
   }
}*/