ACTOR Weapon_Wrench : Weapon_Base
{
  +WEAPON.NOAUTOFIRE
  +NOALERT
  
  Weapon.SlotNumber 1
  
  States
  {
  Ready:
	PISG A 0
	PISG A 0 A_PlaySound("weapons/equip",CHAN_6)
	  PISG A 1 Offset(0,8)
	  PISG A 1 Offset(0,12)
	  PISG A 1 Offset(0,18)
	  PISG A 1 Offset(0,24)
	  PISG A 1 Offset(0,28)
	  PISG A 0 Offset(0,32)
	  PISG A 1 A_WeaponReady
	  Goto Idle
  
  Idle:
    PISG A 1 A_WeaponReady(WRF_ALLOWRELOAD)
    Loop
	
  Fire:
	MDL1 FGHI 1
	MDL1 J 0 A_PlayWeaponSound ("weapons/wrench/swing")
	MDL1 JKL 1
	MDL1 M 0 A_FireCustomMissile ("Weapon_WrenchMelee",0,false,0,-5)
	MDL1 MNOP 2
	MDL1 QRSTUVW 2 A_WeaponReady
	PISG A 0
    Goto Idle

  Spawn:
    PIST A -1
    Stop
	Done:
	MDL1 A 0
	MDL2 A 0
	MDL3 A 0
	MDL4 A 0
	MDL5 A 0
	MDL6 A 0
	MDL7 A 0
	MDL8 A 0
	MDL9 A 0
	Stop
  }
}

ACTOR Weapon_WrenchMelee
{
  Radius 5
  Height 4
  Speed 100
  Damage 4
  Projectile
  //SeeSound "weapons/wrench/swing"
  //DeathSound "weapons/rocklx"
  States
  {
  Spawn:
    TNT1 A 1
    Stop
  Death:
  TNT1 A 0
  TNT1 A 1 A_PlaySound ("weapons/wrench/wall")
    Stop
  XDeath:
  TNT1 A 0
  TNT1 A 0 A_SpawnItemEx ("HL2FX_BloodSpit")
  TNT1 A 0 A_PlaySound ("en1/hit",CHAN_5)
  TNT1 A 1 A_PlaySound ("weapons/wrench/hit",CHAN_6)
    Stop
  }
}