ACTOR TK1Bow : Weapon
{
  Weapon.Kickback 100
  Scale 0.150
  Weapon.AmmoUse1 1
	Weapon.AmmoGive1 15
	Weapon.AmmoType1 "TK1Ammo_Arrow"
	  Weapon.AmmoUse2 1
	Weapon.AmmoType2 "TK1Ammo_TekArrow"
  Inventory.Icon "TKA3C0"
  Inventory.PickupMessage "Tek Bow"
  Tag "Tek Bow"
  Obituary  "%o was Knife'd by %k."
  	Inventory.PickupSound "Turok1/Items/PickupWeapon"
  States
  {
   Spawn:
    TKA2 M -1
    Loop
  Ready:
    TK03 A 2 
    TK03 B 2
    TK03 C 2
    TK03 D 2
    TK03 EFGHIJKLMNOP 2
    TK03 Q -1 A_WeaponReady
    Goto Ready+8
  Deselect:
    TK03 R 2
    TK03 STUVX 2
	TN01 ABC 2
    TK01 E 0 A_Lower
    wait
  Select: 
    TK03 A 0 A_Raise 
    Loop  
  Fire:
    TK03 I 0 A_PlayWeaponSound("Turok1/Weapons/BowPull")
    TN01 D 2 
    TN01 E 2
    TN01 F 2
	TN01 GHIJKLM 1
    TN01 N 2 A_Refire     
	TNT1 A 0 A_FireCustomMissile ("TK1ArrowSlow")
	TN01 O 2 A_PlayWeaponSound("Turok1/Weapons/BowFire")
    TN01 P 2
    TN01 Q 2  
    TN01 R 2 A_JumpIfNoAmmo("deselect")
    TN01 S 2  
    TN01 T 2 
    TN01 U 2
    TN01 V 2  
    TN01 XYZ 1
	TN02 ABCDEF 1
     Goto Ready+16
    TN01 P 2  
     Goto Ready+16
    Hold:
    TN01 N 2  
    TN01 N 2 A_Refire
    Goto Release
    Release:
	TNT1 A 0 A_FireCustomMissile ("TK1Arrow")
	TN01 O 2 A_PlayWeaponSound("Turok1/Weapons/BowFire")
    TN01 P 2
    TN01 Q 2  
    TN01 R 2 A_JumpIfNoAmmo("deselect")
    TN01 S 2  
    TN01 T 2 
    TN01 U 2
    TN01 V 2  
    TN01 XYZ 1
	TN02 ABCDEF 1
     Goto Ready+16
    TN01 P 2  
     Goto Ready+16
	AltFire:
    TK03 I 0 A_PlayWeaponSound("Turok1/Weapons/BowPull")
    TN01 D 2 
    TN01 E 2
    TN01 F 2
	TN01 GHIJKLM 1
    TN01 N 2 A_Refire     
	TNT1 A 0 A_FireCustomMissile ("TK1TekArrowSlow")
	TN01 O 2 A_PlayWeaponSound("Turok1/Weapons/BowFire")
    TN01 P 2
    TN01 Q 2  
    TN01 R 2 A_JumpIfNoAmmo("deselect")
    TN01 S 2  
    TN01 T 2 
    TN01 U 2
    TN01 V 2  
    TN01 XYZ 1
	TN02 ABCDEF 1
     Goto Ready+16
    TN01 P 2  
     Goto Ready+16
    AltHold:
    TN01 N 2  
    TN01 N 2 A_Refire
    Goto AltRelease
    AltRelease:
	TNT1 A 0 A_FireCustomMissile ("TK1TekArrow")
	TN01 O 2 A_PlayWeaponSound("Turok1/Weapons/BowFire")
    TN01 P 2
    TN01 Q 2  
    TN01 R 2 A_JumpIfNoAmmo("deselect")
    TN01 S 2  
    TN01 T 2 
    TN01 U 2
    TN01 V 2  
    TN01 XYZ 1
	TN02 ABCDEF 1
     Goto Ready+16
    TN01 P 2  
     Goto Ready+16
  }
}

actor TK1Arrow: Fastprojectile
{
  obituary "%o got %s face right up in %k's Arrow."
  radius 8
  height 8
  speed 150
  damage 26
  scale 0.3
  DeathSound "Turok1/Weapons/Arrow"
  PROJECTILE
  +FORCEXYBILLBOARD
  states
  {
  Spawn:
    TF08 A 6
    loop
  Death:
NULL A 0 A_SPAWNITEMEX("BulletPuff",0,0,0,random(0,0),random(0,0),0)
Stop
	
  }
}

actor TK1TekArrow: Fastprojectile
{
  obituary "%o was utterly obliterated by %k's direct Tek Arrow hit."
  radius 8
  height 8
  speed 150
  DamageType Explosive
  damage 31
  scale 0.3
  DeathSound "Turok1/Weapons/Arrow"
  PROJECTILE
  +FORCEXYBILLBOARD
  states
  {
  Spawn:
    TF08 A 6
    loop
DEATH:
NULL A 0
TNT1 A 0 A_PlaySound ("Turok1/Weapons/Boom2")
NULL A 0 A_ALERTMONSTERS
NULL A 0 A_SPAWNITEMEX("TK1TekArrowBoom",0,0,0,random(0,0),random(0,0),0)
NULL A 0 A_EXPLODE(200,50)
STOP
}}

ACTOR TK1TekArrowBoom
{   
  DamageType Explosive
  Scale 0.75
   Radius 2
   Height 2
   Speed 0
   PROJECTILE
   //ALPHA 0.50
   +FORCEXYBILLBOARD
   States
   {
   Spawn:
      TF11 ABCDEFGHIJKLMN 2 bright
      stop
   }
} 


actor TK1ArrowSlow: TK1Arrow
{
  speed 100
  damage 21
}

actor TK1TekArrowSlow: TK1TekArrow
{
  speed 100
}