//===========================================================
//---------------------------------------------------Weapons
//===========================================================

ACTOR AAFist : Weapon 21041
   
{
	Weapon.SelectionOrder 10
	Weapon.Slotnumber 1
	Inventory.PickupSound ""
	Inventory.Pickupmessage ""
	States 
	{ 
	Spawn: 
		NULL A -1 
		LOOP 

	Ready: 
		FIST A 1 A_WeaponReady 
		LOOP 

	Deselect: 
        	FIST A 1 A_Lower 
        	LOOP 

	Select:
		FIST A 1 A_Raise 
		LOOP
       

	Fire: 
		FIST B 1 offset(-5,32)
		FIST B 1 offset(-10,32)
		FIST B 1 offset(-15,32) 
		FIST C 1 offset(-5,32)
		FIST C 1 offset(-10,32)
		FIST C 1 offset(-15,32)
		FIST D 1 offset(-5,32)
		FIST D 1 offset(-10,32)
		FIST D 1 offset(-15,32)
		FIST E 1 offset(-5,32) A_CustomPunch(1)
		FIST E 1 
		FIST E 1 
		FIST F 1 
		FIST F 1 
		FIST G 2 
		FIST H 3
		Goto Ready 
	} 
} 


ACTOR Xbow : Weapon 21040
   
  {
     Weapon.SelectionOrder 100
     Inventory.PickupSound "gen/pickup"
     Inventory.Pickupmessage "You got a Crossbow"
     attacksound "xbow"
     Weapon.AmmoGive 10
     Weapon.AmmoUse 1 
     Weapon.AmmoType "AArrows"
     States 
	   //$Category Weapons
     { 
     Spawn: 
        XBOW A -1 
        LOOP 
     Ready: 
        XBOW A 1 A_WeaponReady 
        LOOP 
     Deselect: 
        XBOW A 1 A_Lower 
        LOOP 
     Select:
         XBOW A 1 A_Raise 
         loop 
     Fire:
        XBOW A 2 A_FireCustomMissile("AArrow")
        XBOW A 1 OFFSET(0,32)
        XBOW A 1 OFFSET(0,28)
        XBOW A 1 OFFSET(0,26)
        XBOW A 1 OFFSET(0,25)
        XBOW A 1 OFFSET(0,24)
        XBOW A 1 OFFSET(0,25)
        XBOW A 1 OFFSET(0,26)
        XBOW A 1 OFFSET(0,27)
        XBOW A 1 OFFSET(0,28)
        XBOW A 1 OFFSET(0,29)
        XBOW A 1 OFFSET(0,30)
        XBOW A 1 OFFSET(0,31)
        XBOW A 1 OFFSET(0,32)
        Goto Ready 
     } 
  } 
  
ACTOR AArrows : Ammo
{
   Inventory.MaxAmount 500
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 500
}

  actor AArrow
{
    
    Radius 8
    Height 6
    Speed 20
    Damage 10
    SCALE 0.50
    PROJECTILE
    DeathSound ""
    States
    {
    Spawn:
	arrw A 1  
        Loop
    Death:
	arrw A 1
        Stop
    }
}

ACTOR MithrilSword : Weapon 21039
   
  {
     Weapon.SelectionOrder 350
     Inventory.PickupSound "gen/pickup"
     Inventory.Pickupmessage "You got a Mithril Sword"
     +MELEEWEAPON
     States 
     //$Category Weapons
     { 
     Spawn: 
        ISWD E -1 
        LOOP 
     Ready: 
        MSWD A 1 A_WeaponReady 
        LOOP 
     Deselect: 
        MSWD A 1 A_Lower 
        LOOP 
     Select:
         SWRD A 1 A_Raise 
         loop
         
        LOOP 
     Fire: 
        MSWD A 2
        MSWD B 2 
        MSWD C 2 A_CustomPunch(4,0,0,0,64)
        MSWD D 2 A_CustomPunch(3,0,0,0,64)
        MSWD E 2 
        MSWD F 2
        MSWD G 2 
        MSWD H 2
        Goto Ready 
     } 
  } 
  
  

ACTOR HSteelSword : Weapon 21038
   
  {
     Weapon.SelectionOrder 350
     Inventory.PickupSound "gen/pickup"
     Inventory.Pickupmessage "You got a Silver Sword"
     +MELEEWEAPON
     States 
     //$Category Weapons
     { 
     Spawn: 
        ISWD D -1 
        LOOP 
     Ready: 
        SWRD A 1 A_WeaponReady 
        LOOP 
     Deselect: 
        SWRD A 1 A_Lower 
        LOOP 
     Select:
         SWRD A 1 A_Raise 
         loop
         
        LOOP 
     Fire: 
        SWRD A 2
        SWRD B 2 
        SWRD C 2 A_CustomPunch(4,0,0,0,64)
        SWRD D 2 A_CustomPunch(3,0,0,0,64)
        SWRD E 2 
        SWRD F 2
        SWRD G 2 
        SWRD H 2
        Goto Ready 
     } 
  } 

ACTOR SilverSword : Weapon 21037
   
  {
     Weapon.SelectionOrder 350
     Inventory.PickupSound "gen/pickup"
     Inventory.Pickupmessage "You got a Silver Sword"
     +MELEEWEAPON
     States 
     //$Category Weapons
     { 
     Spawn: 
        ISWD B -1 
        LOOP 
     Ready: 
        SWRD A 1 A_WeaponReady 
        LOOP 
     Deselect: 
        SWRD A 1 A_Lower 
        LOOP 
     Select:
         SWRD A 1 A_Raise 
         loop
         
        LOOP 
     Fire: 
        SWRD A 2
        SWRD B 2 
        SWRD C 2 A_CustomPunch(3,0,0,0,64)
        SWRD D 2 A_CustomPunch(3,0,0,0,64)
        SWRD E 2 
        SWRD F 2
        SWRD G 2 
        SWRD H 2
        Goto Ready 
     } 
  } 


ACTOR SteelSword : Weapon 21036
   
  {
     Weapon.SelectionOrder 350
     Inventory.PickupSound "gen/pickup"
     Inventory.Pickupmessage "You got a Steel Sword"
     States 
          //$Category Weapons
     { 
     Spawn: 
        ISWD C -1 
        LOOP 
     Ready: 
        SWRD A 1  A_WeaponReady 
        LOOP 
     Deselect: 
        SWRD A 1  A_Lower 
        LOOP 
     Select:
         SWRD A 1  A_Raise 
         loop
         
        LOOP 
     Fire: 
        SWRD D 1 offset(100,32)
	SWRD D 1 offset(80,32)
        SWRD D 1 offset(60,32)
        SWRD D 1 offset(40,32)
	SWRD D 1 offset(20,32)
	SWRD D 1 offset(0,32)
	SWRD E 1 offset(0,32)
	SWRD E 1 offset(-10,32)
	SWRD E 1 offset(-20,32)
	SWRD E 1 offset(-30,32)
	SWRD E 1 offset(-40,32)
	SWRD E 1 offset(-50,32)
	SWRD F 1 offset(-60,32)
	SWRD F 1 offset(-70,32) A_CustomPunch(6)
	SWRD F 1 offset(-80,42)
	SWRD F 1 offset(-90,52)
	SWRD F 1 offset(-100,62)
	SWRD F 1 offset(-110,100)
	SWRD A 1 offset(110,32)
	SWRD A 1 offset(70,32)
	SWRD A 1 offset(20,32)
	SWRD A 1 offset(0,32)

        Goto Ready 
     } 
  } 

ACTOR IronSword : Weapon 21035
   
  {
     Weapon.SelectionOrder 350
     Weapon.UpSound "weapon/heavyup"
     Inventory.PickupSound "gen/pickup"
     Inventory.Pickupmessage "You got an Iron Sword"
     Inventory.Icon "ISWDA0"
     States 
          //$Category Weapons
     { 
     Spawn: 
        ISWD A -1 
        LOOP 
     Ready: 
        SWRD A 1  A_WeaponReady 
        LOOP 
     Deselect: 
        SWRD A 1  A_Lower 
        LOOP 
     Select:
         SWRD A 1  A_Raise 
         loop
         
        LOOP 
     Fire: 
        SWRD D 1 offset(100,32)
	SWRD D 1 offset(80,32)
        SWRD D 1 offset(60,32)
        SWRD D 1 offset(40,32)
	SWRD D 1 offset(20,32)
	SWRD D 1 offset(0,32)
	SWRD E 1 offset(0,32)
	SWRD E 1 offset(-10,32)
	SWRD E 1 offset(-20,32)
	SWRD E 1 offset(-30,32)
	SWRD E 1 offset(-40,32)
	SWRD E 1 offset(-50,32)
	SWRD F 1 offset(-60,32)
	SWRD F 1 offset(-70,32) A_CustomPunch(5)
	SWRD F 1 offset(-80,42)
	SWRD F 1 offset(-90,52)
	SWRD F 1 offset(-100,62)
	SWRD F 1 offset(-110,100)
	SWRD A 1 offset(110,32)
	SWRD A 1 offset(70,32)
	SWRD A 1 offset(20,32)
	SWRD A 1 offset(0,32)

        Goto Ready 
     } 
  } 


ACTOR MithrilAxe : Weapon 21034
   
  {
     Weapon.SelectionOrder 350
     Inventory.PickupSound "gen/pickup"
     Inventory.Pickupmessage "You got a Mithril Axe"
     +MELEEWEAPON
     States 
     //$Category Weapons
     { 
     Spawn: 
        AAXE E -1 
        LOOP 
     Ready: 
        NAXE A 1 A_WeaponReady 
        LOOP 
     Deselect: 
        NAXE A 1 A_Lower 
        LOOP 
     Select:
         NAXE A 1 A_Raise 
         loop
         
        LOOP 
     Fire: 
        NAXE A 2
        NAXE B 2 
        NAXE C 2 
        NAXE D 2
        NAXE E 2 A_CustomPunch(0,0,0,0,80)
        NAXE F 2 A_CustomPunch(0,0,0,0,80)
        NAXE G 2 A_CustomPunch(9,0,0,0,80)
        NAXE H 2
        NAXE I 2
        NAXE J 2
        NAXE K 2
        NAXE L 2
        Goto Ready 
     } 
  } 

ACTOR HSteelAxe : Weapon 21033

   
  {
     Weapon.SelectionOrder 350
     Inventory.PickupSound "gen/pickup"
     Inventory.Pickupmessage "You got a Hardened Steel Axe"
     +MELEEWEAPON
     States 
          //$Category Weapons
     { 
     Spawn: 
        AAXE D -1 
        LOOP 
     Ready: 
        NAXE A 1 A_WeaponReady 
        LOOP 
     Deselect: 
        NAXE A 1 A_Lower 
        LOOP 
     Select:
         NAXE A 1 A_Raise 
         loop
         
        LOOP 
     Fire: 
        NAXE A 2
        NAXE B 2 
        NAXE C 2 
        NAXE D 2
        NAXE E 2 A_CustomPunch(0,0,0,0,80)
        NAXE F 2 A_CustomPunch(0,0,0,0,80)
        NAXE G 2 A_CustomPunch(8,0,0,0,128)
        NAXE H 2
        NAXE I 2
        NAXE J 2
        NAXE K 2
        NAXE L 2
        Goto Ready 
     } 
  } 

ACTOR SilverAxe : Weapon 21032
   
  {
     Weapon.SelectionOrder 350
     Inventory.PickupSound "gen/pickup"
     Inventory.Pickupmessage "You got a Silver Axe"
     +MELEEWEAPON
     States 
          //$Category Weapons
     { 
     Spawn: 
        AAXE B -1 
        LOOP 
     Ready: 
        NAXE A 1 A_WeaponReady 
        LOOP 
     Deselect: 
        NAXE A 1 A_Lower 
        LOOP 
     Select:
         NAXE A 1 A_Raise 
         loop
         
        LOOP 
     Fire: 
        NAXE A 2
        NAXE B 2 
        NAXE C 2 
        NAXE D 2
        NAXE E 2 A_CustomPunch(0,0,0,0,80)
        NAXE F 2 A_CustomPunch(0,0,0,0,80)
        NAXE G 2 A_CustomPunch(7,0,0,0,128)
        NAXE H 2
        NAXE I 2
        NAXE J 2
        NAXE K 2
        NAXE L 2
        Goto Ready 
     } 
  } 


  ACTOR IronAxe : Weapon 21030
   
  {
     Weapon.SelectionOrder 350
     Inventory.PickupSound "gen/pickup"
     Inventory.Pickupmessage "You got a IRON Axe"
     +MELEEWEAPON
     ConversationID 101
     +COUNTITEM 
     +ALWAYSPICKUP 
     States 
          //$Category Weapons
     { 
     Spawn: 
        AAXE C -1 
        LOOP 
     Ready: 
        NAXE A 1 A_WeaponReady 
        LOOP 
     Deselect: 
        NAXE A 1 A_Lower 
        LOOP 
     Select:
         NAXE A 1 A_Raise 
         loop
         
        LOOP 
     Fire: 
        NAXE A 2
        NAXE B 2 
        NAXE C 2 
        NAXE D 2
        NAXE E 2 A_CustomPunch(0,0,0,0,80)
        NAXE F 2 A_CustomPunch(0,0,0,0,80)
        NAXE G 2 A_CustomPunch(5,0,0,0,128)
        NAXE H 2
        NAXE I 2
        NAXE J 2
        NAXE K 2
        NAXE L 2
        Goto Ready 
     } 
  }