ACTOR BoomerIronFist : Weapon
{
  Game Doom
  Weapon.SelectionOrder 3700
  Weapon.Kickback 200
  Obituary "$OB_MPFIST"
  WEAPON.SLOTNUMBER 1
  Weapon.BobSpeed 1.5
			Weapon.BobRangeY 0.3
			Weapon.BobRangeX 1
  Tag "Metalclad Ironfists"
  +WEAPON.MELEEWEAPON
  Inventory.RestrictedTo "BoomerClass"
  States
  {
  Ready:
    TNT1 A 1 A_WeaponReady
    Loop
  Deselect:
    TNT1 AA 0 A_Lower
	TNT1 A 1 A_Lower
    Loop
  Select:
    TNT1 AA 0 A_Raise
	TNT1 A 0 A_Raise
    Loop
  Fire:
   tnt1 A 0 A_PLAYSOUND("IMGAMISS", CHAN_AUTO)
   IRFS A 1 OFFSET(4,67)
   IRFS A 1 OFFSET(3,56)
   IRFS A 1 OFFSET(2,45)
   TNT1 A 0 A_FIRECUSTOMMISSILE("IRONfistProjectile")
   TNT1 A 0 A_JUMPIFINVENTORY("FistInventory", 1, "FIREHIT")
      TNT1 A 0 A_JUMPIFINVENTORY("FistInventory2", 1, "FIREHIT2")
    firemiss:
	IRFS A 1 OFFSET(1,34)
	IRFS A 1 OFFSET(0,32)
	IRFS A 1 OFFSET(1,34)
	IRFS A 1 OFFSET(2,45)
	IRFS A 1 OFFSET(3,56)
	IRFS A 1 OFFSET(4,67)
	NULL A 4
	goto ready
	
	FIREHIT:
	IRFS A 1 OFFSET(1,34)
	IRFS B 1 BRIGHT OFFSET(0,32)
	IRFS A 1 OFFSET(1,34)
	IRFS A 1 OFFSET(2,45)
	IRFS A 1 OFFSET(3,56)
	IRFS A 1 OFFSET(4,67)
	TNT1 A 0 A_TAKEINVENTORY("FistInventory", 1)
	TNT1 A 10
	GOTO READY
		FIREHIT2:
	IRFS A 1 OFFSET(1,34)
	IRFS A 1 OFFSET(0,32)
	IRFS A 1 OFFSET(1,34)
	IRFS A 1 OFFSET(2,45)
	IRFS A 1 OFFSET(3,56)
	IRFS A 1 OFFSET(4,67)
	TNT1 A 0 A_TAKEINVENTORY("FistInventory2", 1)
	TNT1 A 8
	GOTO READY
  }
}

Actor FistInventory : Inventory
{

	Inventory.MaxAmount 1

}
Actor FistInventory2 : Inventory
{

	Inventory.MaxAmount 1

}

ACTOR IRONfistProjectile : FastProjectile
{
	Radius 6
	Height 6
	Projectile 
	+FORCEXYBILLBOARD
	+EXTREMEDEATH
	RenderStyle Add
	Alpha 0.6
    Damage 15
    Speed 30
	SeeSound "None"
	DeathSound "None"
	Decal "None"
	Obituary "%o GOT PUNCHED SO HARD THEY EXPLODED!!! Thanks to %k for sponsoring TORGUE!!!"
	States
	{
	Spawn:
		TNT1 A 1 BRIGHT
        TNT1 A 1
		Stop
	Death:
	    TNT1 A 0 a_givetoTARGET("FistInventory2", 1)
		FPFF A 1 A_PlaySound("IMGAHIT")
		FPFF B 1 a_Quake(3,10,0,5000,0)
		NULL A 3
		Stop
			XDeath:
	    TNT1 A 0 A_Explode(25, 32, 1)
	    TNT1 A 0 a_givetoTARGET("FistInventory", 1)
		FPFF A 1 A_PlaySound("IMGAHIT")
		FPFF B 1 a_Quake(3,10,0,5000,0)
		FPFF C 1 A_GiveInventory("HEALTH",15,AAPTR_TARGET)
		NULL A 3
		Stop
	}
}