//Projectiles and Puffs
Actor FistImpact : fastprojectile 
{  
   PROJECTILE
   renderstyle "translucent"
   speed 45 //this what sets the distance between the fists apparantly
   damage (5)
   ALPHA 0.90
   +Bright
   +DONTBLAST
   +THRUSPECIES
   +NOEXTREMEDEATH
   +LOOKALLAROUND
   +BLOODSPLATTER
   +NOTIMEFREEZE
   +FORCEXYBILLBOARD
   Species "Player"
   damagetype "Melee"
   scale 0.75
   States
    {
   Spawn:
		TNT1 A 0 
		TNT1 A 1
		Stop
	Death: //If it hits a wall
        TNT1 A 0 A_Playsound("Stickguy/PUNCH",1)
		TNT1 A 1 A_quake(3,1,0,16,"NOSOUND") 
		TNT1 A 0
		Stop
   Crash:
   XDeath: //If it hits an actor that bleeds
		TNT1 A 0 A_quake(3,1,0,2,"NOSOUND") 
        TNT1 A 0 A_Playsound("Stickguy/PUNCH",1)
		TNT1 A 0 A_giveinventory("StickguySpeedboost",1,AAPTR_TARGET)	
        TNT1 A 1 A_Playsound("Stickguy/SpeedUp",6)
		stop
	}
}

Actor StickImpact : FistImpact
{  
   -NOEXTREMEDEATH
   speed 50 //this what sets the distance between the fists apparantly
}




//Puffs for the other weapons
Actor Stickguypuffs
{
  +THRUSPECIES
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +RANDOMIZE
  +PUFFONACTORS
  +HITTRACER
  +HITTARGET
  +USEDAMAGEEVENTSCRIPT
  Species "Player"
  RenderStyle Translucent
  Alpha 0.5
  VSpeed 1
  Mass 5
  States
  {
  Spawn:
    PUFF A 4 Bright
    PUFF A 4 //a_giveinventory("Stickguyweaps", 1, AAPTR_TRACER)
    // Intentional fall-through
  Melee:
    PUFF CD 4
    Stop
  }
}


