ACTOR GE007Unarmed : Weapon
{
  Weapon.Kickback 100
  Scale 0.1
  Inventory.PickupMessage "Placeholder"
  tag "Slappers"
  +WEAPON.MELEEWEAPON
		  +INVENTORY.UNDROPPABLE
  Obituary  "%k chopped off all of %o's fingers and toes with his slappers."
  	Inventory.PickupSound "TWINE/Items/Pickup"
  States
  {
	Select:
		TNT1 A 1 A_Raise
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
		loop
	Deselect:
		TNT1 A 1 A_Lower
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
		loop
	Ready:
		TNT1 A 1 A_WeaponReady
		loop
  Fire: 
  TK01 A 0 A_Jump(128,"FireAlt")
    TK53 ABCDEFG 2
 	TNT1 A 0 A_PlaySound ("GE007/Weapons/Unarmed","Weapon")
	TK53 HI 2
		TK01 P 0 A_CustomPunch(10, FALSE, 0, "GE007HitPuff")
	TK53 JKLMNO 2
    Goto Ready
   FireAlt:
    TK53 PQRSTUV 2
	 	TNT1 A 0 A_PlaySound ("GE007/Weapons/Unarmed","Weapon")
		TK53 X 2
			TK01 P 0 A_CustomPunch(10, FALSE, 0, "GE007HitPuff")
	TK53 YZ 2
	TK54 AB 2
    Goto Ready
  }
}

actor GE007HitPuff
{
  +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/Punch" // 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
  }
}