ACTOR CrashKick : doomWeapon
{
  Weapon.SelectionOrder 3700
  Weapon.KickBack 100
  Obituary "Her Majesty Stomped the Dirty Weasel"
  Tag "Uac Combatant Boots"
  	Weapon.BobRangeX 0.2
	Weapon.BobRangeY 0.2
  +WEAPON.MELEEWEAPON
  Inventory.RestrictedTo "CrashClass"
  States
  {
  Ready:
    CRSK A 1 A_WeaponReady
    Loop
  Deselect:
   CRSK A 1 A_Lower
	TNT1 A 0 A_Lower
	TNT1 A 0 A_Lower
    Loop
  Select:
    CRSK A 1 A_Raise
	TNT1 A 0 A_Raise
	TNT1 A 0 A_Raise
    Loop
  Fire:
   CRSK B 2 OFFSET(2,34) A_PlayWEAPONsound ("FIST/SWING")
   CRSK B 2 OFFSET(0,32)
   CRSK C 2 OFFSET(0,32)
   CRSK C 1 OFFSET(0,33)
   CRSK D 2 OFFSET(0,31) A_CustomPunch(15,true,0,"BulletPuff",96)
   CRSK D 1 OFFSET(0,32)
   CRSK D 1 OFFSET(0,33)
   CRSK C 2 OFFSET(0,32)
   CRSK B 2 OFFSET(0,32)
   CRSK B 2 OFFSET(2,34)
    Goto Ready
	  ALTFire:
    HEXH A 12 A_PlayWeaponSound ("ForceBarrier/On")
	HEXH A 0 bright A_PlaySound ("ForceBarrier/Pew")
  ALTHold:
    HEXH A 1 bright A_SpawnItemEx ("ShieldSpawner", 0, 96, 0, 0, 0, 0, -270, 32)
    HEXH A 0 bright A_PlaySoundEx ("ForceBarrier/Loop", "SoundSlot5", 1)
    HEXH AAAAAAA 1 bright A_SpawnItemEx ("ShieldSpawner", 0, 96, 0, 0, 0, 0, -270, 32)
    HEXH A 0 bright 
    HEXH A 0 A_Refire
    HEXH A 0 A_StopSoundEx ("SoundSlot5")
    HEXH A 32 A_PlayWeaponSound ("ForceBarrier/Off")
    goto Ready
  }
}
