ACTOR GE007HuntingKnife : Weapon
{
  Weapon.Kickback 100
  Scale 0.1
  Inventory.PickupMessage "Picked up a Hunting Knife."
  TAG "Hunting Knife"
  Obituary  "%k put a Hunting Knife through %o's idiotic face."
  	Inventory.PickupSound "GE007/Weapons/Knife"
  States
  {
  Spawn:
    TKA1 J -1
    Loop
  Ready:
   	TNT1 A 0 A_PlaySound ("GE007/Weapons/Knife","Weapon")
    TK06 A 1 
    TK06 B 1
    TK06 C 1
    TK06 D 1
    TK06 EFGHIJKLMNOPQRST 1
    TK06 U -1 A_WeaponReady
    Goto Ready+6
  Deselect:
    TK06 TSRQPONMLKJIHGFEDCB 1
    TK06 A 1
    TK08 A 0 A_Lower
    wait
  Select: 
    TK08 A 0 A_Raise 
    Loop  
  Fire: 
    TK01 A 0 A_Jump(128,"FireAlt")
    TK06 VXYZ 1
	TK07 ABCDEFGHIJKL 1
 	TNT1 A 0 A_PlaySound ("GE007/Weapons/KnifeAttack","Weapon")
	TK01 P 0 A_CustomPunch(60, FALSE, 0, "GE007HitPuffSlash")
	TK07 MNOPQRSTUVXYZ 1
	TK08 ABCDEFGHIJ 1
    Goto Ready+20
	FireAlt:
    TK08 KLMNOPQRSTUVXYZ 1
    TNT1 A 0 A_PlaySound ("GE007/Weapons/KnifeAttack","Weapon")
    TK01 P 0 A_CustomPunch(60, FALSE, 0, "GE007HitPuffSlash")
	TK09 ABCDEFGHIJKLMNOPQR 1
	TK09 STUVX 1
	TK09 YZ 1
	TK10 ABCDE 1
    Goto Ready+20
  }
}

actor GE007HitPuffSlash
{
  +NOBLOCKMAP
  +NOGRAVITY
  +PUFFONACTORS // this is necessary for it to still make sound on enemies
  activesound ""
  attacksound "melee/wall" // what sound it makes when you hit a wall with it
  seesound "GE007/Weapons/Slash" // what sound it makes when you beat somebody up with it
  states
  {
  Spawn:
    TNT1 A 0
    TNT1 A 1
    stop
  Crash:
     TNT1 A 0
     TNT1 A 1
     stop
  Melee:
     TNT1 A 0
     TNT1 A 1
     stop
  }
}

ACTOR GE007HuntingKnifePickup : Custominventory
{
   Scale 0.2
  Inventory.PickupMessage "Picked up a Hunting Knife."
 Inventory.PickupSound "GE007/Weapons/Knife"
   States
   {
   Spawn:
	  TKA4 L -1
	  loop
   Pickup:
	  TNT1 A 0 A_GiveInventory("GE007HuntingKnife")
	  stop
   }
}
