ACTOR PioneerFist : Weapon
{
  Obituary "%o was curb-stomped by %k.'s powerarmor"
  Tag "Power Armor PAL-34"
  +WEAPON.ALLOW_WITH_RESPAWN_INVUL
   Inventory.RestrictedTo "PioneerClass"
 	+Weapon.NOALERT
  States
  {
  Ready:
    TNT1 A 1 A_WeaponReady(WRF_ALLOWRELOAD)
    Loop
  Deselect:
    TNT1 A 0 A_Lower
    TNT1 A 0 A_Lower
    TNT1 A 0 A_Lower
    Loop
  Select:
    TNT1 A 0 A_Raise
    TNT1 A 1 A_Raise
    TNT1 A 0 A_Raise
    TNT1 A 0 A_Raise
    Loop
  Fire:
   TNT1 A 1 
   TNT1 A 0 A_PLAYWEAPONSOUND("SWSH1E")
   PWRM ABCE 2
   TNT1 A 0 A_FIRECUSTOMMISSILE("MetalProjectile_PIO1")
   PWRM FGECB 1
   PWRM A 1 A_REFIRE
   TNT1 A 1
   TNT1 A 0 A_PLAYWEAPONSOUND("SWSH2E")
   PWRK ABCD 2
   TNT1 A 0 A_FIRECUSTOMMISSILE("MetalProjectile_PIO2")
   PWRK EFFFFDCBA 2
    Goto Ready
	  AltFire:
	PIPW CB 1 A_SpawnItemEx("SentryGunShadow", 35, 0, 4, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_CLIENTSIDE)
  AltHold:
	TNT1 A 0 ACS_NamedExecute("SentryPlacing",0)
	PIPW A 1 A_SpawnItemEx("SentryGunShadow", 35, 0, 4, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_CLIENTSIDE)
	TNT1 A 0 A_Refire("AltHold")
	TNT1 A 0 A_ChangeFlag(ISMONSTER,1)
	TNT1 A 0 A_SpawnItemEx("PioneerSentryGun", 35, 0, 4, 0, 0, 0, 0, SXF_SETMASTER|SXF_TRANSFERTRANSLATION)
	TNT1 A 0 A_ChangeFlag(ISMONSTER,0)
	PIPW BCDEFGHI 1
	TNT1 A 6
	Goto Ready
  }
}

ACTOR FistHitPuff : BulletPuff
{
  +PUFFONACTORS
  DamageType "Fist"
  Decal BulletChip
  States
  {
  Spawn:
	PUFF CD 3
 Xdeath:
	TNT1 A 0 A_playsound("characters/Pioneer/punchhit", 7,1)
    Stop
  }
}

	ACTOR MetalProjectile_PIO1 : FastProjectile
{
	Radius 6
	Height 6
	DamageType Kick
	Projectile 
	+FORCEXYBILLBOARD
	+NOEXTREMEDEATH
	RenderStyle Add
	Alpha 0.6
    Damage 20
    Speed 30
	SeeSound "None"
	DeathSound "None"
	Decal "None"
	States
	{
	Spawn:
		TNT1 A 1 BRIGHT
        TNT1 A 1
		Stop
	Death:
		TNT1 A 1 A_PlaySound("DSGOBHIT")
		TNT1 B 1 a_Quake(3,10,0,5000,0)
		TNT1 C 1
		TNT1 A 3
		STOP
			xDeath:
		TNT1 A 1 A_PlaySound("DSHITEX")
		TNT1 B 1 a_Quake(3,10,0,5000,0)
		1004 NOPQR 1
		TNT1 A 3
		Stop
	}
}

	ACTOR MetalProjectile_PIO2 : FastProjectile
{
	Radius 6
	Height 6
	DamageType Kick
	Projectile 
	+FORCEXYBILLBOARD
	+NOEXTREMEDEATH
	RenderStyle Add
	Alpha 0.6
    Damage 30
    Speed 30
	SeeSound "None"
	DeathSound "None"
	Decal "None"
	States
	{
	Spawn:
		TNT1 A 1 BRIGHT
        TNT1 A 1
		Stop
	Death:
		TNT1 A 1 A_PlaySound("DSGOBHIT")
		TNT1 B 1 a_Quake(3,10,0,5000,0)
		TNT1 C 1
		TNT1 A 3
		STOP
			xDeath:
		TNT1 A 1 A_PlaySound("DSHITEX")
		TNT1 B 1 a_Quake(3,10,0,5000,0)
		1004 NOPQR 1
		TNT1 A 3
		Stop
	}
}