actor "Unarmed" : RGUWeapon
{
  inventory.pickupmessage "You got the  . . Nothing?? HOW???"
  weapon.selectionorder 3500
  +WEAPON.WIMPY_WEAPON
  +WEAPON.MELEEWEAPON
  +WEAPON.NO_AUTO_SWITCH
  +CHEATNOTWEAPON
  states
  {
  Ready:
    TNT1 A 0
    TNT1 A 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade")
    TNT1 A 0 A_JumpIfInventory("KnifeAttack",1,"KnifeAttack")
    TNT1 A 1 A_WeaponReady(WRF_NOFIRE)
    Goto Ready+1
  Deselect:
    TNT1 A 0 A_TakeInventory("Firing",1)
    TNT1 A 0 A_TakeInventory("Aiming",1)
    TNT1 A 0 A_TakeInventory("Reloading",1)
    TNT1 A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    TNT1 A 0 A_ZoomFactor(1.0)
    TNT1 A 0 A_Lower
    Goto Deselect+5
  Select:
    TNT1 A 0
    TNT1 A 0 A_TakeInventory("Firing",1)
    TNT1 A 0 A_Raise
    Goto Select+2
  Spawn:
    WEAP P 0
    WEAP P 0
    stop
  FragGrenade:
    TNT1 A 0 ACS_NamedExecuteAlways("RefSpeak",0,1,0,0)
    TNT1 A 0 A_ZoomFactor(1.0)
    TNT1 A 0 A_TakeInventory("Aiming",1)
    TNT1 A 0 A_TakeInventory("Reloading",1)
    TNT1 A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("Perk1_SOH_Pro",1,"FragGrenade_SOH")
    GRNA ABC 2
    GRNA D 2 A_PlaySound("grenade/pinpull")
    GRNA EFGH 2
    TNT1 A 15
    TNT1 A 0 A_PlaySound("grenade/throw")
    GRNA A 0 A_PlaySoundEx("us/grenades","Voice")
    GRNA IJK 2
    GRNA L 0 A_TakeInventory("GrenadeAmmo",1)
    GRNA L 0 A_TakeInventory("ThrowingGrenade",1)
    TNT1 A 0 A_TakeInventory("Aiming",1)
    GRNA L 0 A_TakeInventory("KnifeAttack",1)
    GRNA L 0 A_JumpIfInventory("Perk4_Stun",1,"StunGrenade")
    GRNA L 0 A_JumpIfInventory("Perk4_Inc",1,"IncGrenade")
    GRNA L 2 A_FireCustomMissile("FragGrenade",frandom(-2.00,2.00),0,0,16,0,frandom(-1.50,1.50))
    GRNA MN 2
    Goto Ready
  FragGrenade_SOH:
    GRNA ABC 1
    GRNA D 1 A_PlaySound("grenade/pinpull")
    GRNA EFGH 1
    TNT1 A 10
    TNT1 A 0 A_PlaySound("grenade/throw")
    GRNA A 0 A_PlaySoundEx("us/grenades","Voice")
    GRNA IJK 1
    GRNA L 0 A_TakeInventory("GrenadeAmmo",1)
    GRNA L 0 A_TakeInventory("ThrowingGrenade",1)
    TNT1 A 0 A_TakeInventory("Aiming",1)
    GRNA L 0 A_TakeInventory("KnifeAttack",1)
    GRNA L 0 A_JumpIfInventory("Perk4_Stun",1,"StunGrenade_SOH")
    GRNA L 0 A_JumpIfInventory("Perk4_Inc",1,"IncGrenade_SOH")
    GRNA L 1 A_FireCustomMissile("FragGrenade",frandom(-2.00,2.00),0,0,16,0,frandom(-1.50,1.50))
    GRNA MN 1
    Goto Ready
  Fire:
  Zoom:
  AltFire:
  KnifeAttack:
    TNT1 A 0 A_ZoomFactor(1.0)
    TNT1 A 0 A_JumpIfInventory("ThrowingGrenade",1,"FragGrenade")
    TNT1 A 0 A_TakeInventory("Aiming",1)
    TNT1 A 0 A_TakeInventory("Reloading",1)
    TNT1 A 0 ACS_NamedExecuteAlways("RefSpeed",0,0,0,0)
    TNT1 A 0 A_JumpIfInventory("Perk1_SOH_Pro",1,"KnifeAttack_SOH")
    U45C A 0 A_JumpIfInventory("Perk3_Commando",1,"KnifeAttack_Commando")
    KNFA A 0 ACS_NamedExecuteAlways("RefSlash",0,0,0,0)
    KNFA AB 1
    KNFA B 0 A_PlaySound("knife/swing")
    KNFA C 1 A_CustomPunch(102,1,0,"KnifePuff",104)
    KNFA DEFGHIJKL 1
    TNT1 A 20
    GRNA L 0 A_TakeInventory("ThrowingGrenade",1)
    GRNA L 0 A_TakeInventory("KnifeAttack",1)
    Goto Ready
  KnifeAttack_Commando:
    KNFA A 0 ACS_NamedExecuteAlways("RefSlash",0,0,0,0)
    KNFA AB 1
    KNFA B 0 A_PlaySound("knife/swing")
    KNFA C 1 A_CustomPunch(102,1,0,"KnifePuff",160)
    KNFA DEFGHIJKL 1
    TNT1 A 20
    GRNA L 0 A_TakeInventory("ThrowingGrenade",1)
    GRNA L 0 A_TakeInventory("KnifeAttack",1)
    Goto Ready
  KnifeAttack_SOH:
    U45C A 0 A_JumpIfInventory("Perk3_Commando",1,"KnifeAttack_SOH_Commando")
    KNFA A 0 ACS_NamedExecuteAlways("RefSlash",0,0,0,0)
    KNFA AB 1
    KNFA B 0 A_PlaySound("knife/swing")
    KNFA C 1 A_CustomPunch(102,1,0,"KnifePuff",104)
    KNFA DEFGHIJKL 1
    TNT1 A 10
    GRNA L 0 A_TakeInventory("ThrowingGrenade",1)
    GRNA L 0 A_TakeInventory("KnifeAttack",1)
    Goto Ready
  KnifeAttack_SOH_Commando:
    KNFA A 0 ACS_NamedExecuteAlways("RefSlash",0,0,0,0)
    KNFA AB 1
    KNFA B 0 A_PlaySound("knife/swing")
    KNFA C 1 A_CustomPunch(102,1,0,"KnifePuff",160)
    KNFA DEFGHIJKL 1
    TNT1 A 10
    GRNA L 0 A_TakeInventory("ThrowingGrenade",1)
    GRNA L 0 A_TakeInventory("KnifeAttack",1)
    Goto Ready
  StunGrenade:
    GRNA L 2 A_FireCustomMissile("StunGrenade",frandom(-2.00,2.00),0,0,16,0,frandom(-1.50,1.50))
    GRNA MN 2
    Goto Ready
  IncGrenade:
    GRNA L 2 A_FireCustomMissile("IncGrenade",frandom(-2.00,2.00),0,0,16,0,frandom(-1.50,1.50))
    GRNA MN 2
    Goto Ready
  StunGrenade_SOH:
    GRNA L 1 A_FireCustomMissile("StunGrenade",frandom(-2.00,2.00),0,0,16,0,frandom(-1.50,1.50))
    GRNA MN 1
    Goto Ready
  IncGrenade_SOH:
    GRNA L 1 A_FireCustomMissile("IncGrenade",frandom(-2.00,2.00),0,0,16,0,frandom(-1.50,1.50))
    GRNA MN 1
    Goto Ready
  }
}