Actor SurvivalistKnife : Weapon
{
Weapon.SelectionOrder 700
Weapon.Kickback 100
+WEAPON.WIMPY_WEAPON
+WEAPON.MELEEWEAPON
+NOEXTREMEDEATH
Inventory.PickupMessage "You picked up a Combat Knife."
Obituary "%o was cut up by %k's knife."
Tag "Combat Knife"
Inventory.RestrictedTo "SurvivalistClass"
+WEAPON.NOALERT
States
	{
	Spawn:
		KNFE A -1
		loop
	Deselect:
		KNFG A 1 A_Lower
		TNT1 A 0 A_Lower
		TNT1 A 0 A_Lower
		loop
	Select: 
		KNFG A 1 A_Raise
		TNT1 A 0 A_Raise
		TNT1 A 0 A_Raise
		loop
	Ready:
		KNFG A 1 A_WeaponReady
		loop
	Fire:
	FireNormal:
		KNFG B 2
		TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"Berserked")
		KNFG C 1 A_CustomPunch(15,true,0,"KnifePuff")
	Fireend:
		KNFG D 1
		KNFG E 1
		TNT1 A 7
		KNFG E 2
		KNFG D 2
		KNFG A 2 A_ReFire
		goto Ready
	Berserked:
		KNFG C 2 A_CustomPunch(60,true,0,"KnifePuff")
    Goto FireEnd+2
	}
}

ACTOR KnifePuff
{
+NOBLOCKMAP
+NOGRAVITY
+NOEXTREMEDEATH
+PUFFONACTORS
RenderStyle Translucent
Alpha 0.6
SeeSound "KnifeHitThing"
AttackSound "KnifeHitWall"
ActiveSound "KnifeMiss"
VSpeed 1
States
	{
	Spawn:
		PUFF ABCD 4
		Stop
	}
}  
