ACTOR HOOK : FIST1 
{
    +PUFFONACTORS
	+WEAPON.NOAUTOFIRE
	+WEAPON.NOALERT
    Inventory.Icon "HOOXA0"
	Inventory.PickupMessage "Picked up a fire hook!"
	Tag "Hook"
    Obituary "%k butchered %o with his hook!"
    Weapon.SlotNumber 1
	Weapon.BobStyle InverseSmooth
	Weapon.BobSpeed 2
	Weapon.BobRangeX 0.75
	Weapon.BobRangeY 0.75
	States
  {
	Spawn:
	  HOOX A -1
	  Stop
	
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	ALASPINASWACHO:
	HOOK a 1 offset(-2,34)
	HOOK a 1 offset(-10,42)
	HOOK a 1 offset(-21,54)
	HOOK a 1 offset(-31,66)
	HOOK a 1 offset(-41,82)
	tnt1 a 2
	tmt1 a 0 offset(2,32)
	boss x 0 A_TakeInventory("PUNCHIN",1)
	boss a 0 A_GunFlash("Puchin")
	tnt1 aaaa 5
	HOOK a 1 offset(-10,69)
	HOOK a 1 offset(-8,66)
	HOOK a 1 offset(-6,48)
	HOOK a 1 offset(-4,42)
	HOOK a 1 offset(-2,36)
	HOOK a 1 offset(0,34)
	HOOK a 1 offset(0,33)
	HOOK a 1 offset(0,32)
	boss x 0 A_TakeInventory("PUNCHIN",1)
	boss a 0 A_GunFlash("CrossHair")
	goto ready
		

	grenadetr:
	boss x 0 A_TakeInventory("lanzalaputog",1)
	fast a 0 A_JumpIfInventory("GrenadeItem",1,1)
Goto Ready
	boss x 0 A_TakeInventory("GrenadeItem",1)
	HOOK a 1 offset(0,33)
	HOOK a 1 offset(0,34)
	HOOK a 1 offset(0,36)
	HOOK a 1 offset(0,42)
	HOOK a 1 offset(0,48)
	HOOK a 1 offset(0,54)
	HOOK a 1 offset(0,60)
	HOOK a 1 offset(0,66)
	HOOK a 1 offset(0,72)
	HOOK a 1 offset(0,82)
	tnt1 a 4
	boss x 0 A_TakeInventory("lanzalaputog",1)
	tmt1 a 0 offset(0,32)
	boss a 0 A_GunFlash("thorwgrenadewacho")
	tnt1 aaaaaa 8
	HOOK a 1 offset(0,69)
	HOOK a 1 offset(0,66)
	HOOK a 1 offset(0,48)
	HOOK a 1 offset(0,42)
	HOOK a 1 offset(0,36)
	HOOK a 1 offset(0,34)
	HOOK a 1 offset(0,33)
	HOOK a 1 offset(0,32)
		boss x 0 A_TakeInventory("lanzalaputog",1)
		boss a 0 A_GunFlash("CrossHair")
	goto ready

DawnForDaRoll:
		HOOK a 1 offset(0,33)
		HOOK a 1 offset(0,34)
		HOOK a 1 offset(0,36)
		HOOK a 1 offset(0,48)
		HOOK a 1 offset(0,54)
		HOOK a 1 offset(0,66)
		HOOK a 1 offset(0,82)
		fast a 0 A_JumpIfInventory("RunCheckItem",1,"startrun")
		fast a 0 A_JumpIfInventory("MakeARoll",1,"RollingStones")
		Goto AltoLevanteTieneElGil
		
SosReDawnWacho:
		HOOK a 1 offset(0,33)
		HOOK a 1 offset(0,34)
		HOOK a 1 offset(0,36)
		HOOK a 1 offset(0,42)
		HOOK a 1 offset(0,48)
		HOOK a 1 offset(0,54)
		HOOK a 1 offset(0,60)
		HOOK a 1 offset(0,66)
		HOOK a 1 offset(0,72)
		HOOK a 1 offset(0,82)
	Goto ItemCheck
	
AltoLevanteTieneElGil:
		boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,30)
		HOOK a 1 offset(0,69)
		HOOK a 1 offset(0,66)
		HOOK a 1 offset(0,48)
		HOOK a 1 offset(0,42)
		HOOK a 1 offset(0,36)
		HOOK a 1 offset(0,34)
		HOOK a 1 offset(0,33)
		HOOK a 1 offset(0,32)
		boss x 0 A_TakeInventory("MakeARoll",1)
		boss a 0 A_GunFlash("CrossHair")
	Goto Ready


////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////


	Ready:
	  boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,50)
	  boss a 0 ACS_NamedExecute("RCorrectorACS")
	  fast a 0 A_JumpIfInventory("PUNCHIN",1,"ALASPINASWACHO")
	  fast a 0 A_JumpIfInventory("MakeARoll",1,"DawnForDaRoll")
	  fast a 0 A_JumpIfInventory("UsoBASE",1,"SosReDawnWacho")
	  fast a 0 A_JumpIfInventory("RunCheckItem",1,"DawnForDaRoll")
	  fast a 0 A_JumpIfInventory("lanzalaputog",1,"grenadetr")
	  HOOK A 1 A_WeaponReady(WRF_ALLOWUSER1|WRF_ALLOWUSER2|WRF_ALLOWUSER3)
	  Loop
	Deselect:
	  TNT1 A 0 A_JumpIfInventory("RepairToken",1,"Rselect")
	  HOOK A 0 A_Lower
	  TNT1 A 0 A_TakeInventory("RepairToken",1)
	  22PS A 0 A_TakeInventory("PDAAxe",1)
	  HOOK A 1 A_Lower
	  Loop
	RSelect:
	  TNT1 A 0 A_TakeInventory("RepairToken")
	  TNT1 A 0 A_Print("Declined.")
	  TNT1 A 0 A_PlaySound("items/repairdont",0)
	  Goto Deselect+1
	Select:
	  HOOK A 0 A_Raise
	  22PS A 0 A_GiveInventory("PDAAxe",1)
	  HOOK A 1 A_Raise
	  Loop
	Fire:
	  HOOK A 0 A_JumpIfInventory("ZerkMode", 1, "Berserkified")
	Normal:
	  HOOK B 2
	  HOOK CD 2
	  TNT1 A 5
	Proceed:
	  HOOK D 3 A_Refire
	  TNT1 A 0 Radius_Quake(2,15,0,25,0)
	  HOOK E 1 A_PlaySound("FORCE",1,1.0)
	  HOOK FG 2
	  HOOK H 1 A_CustomPunch(55+random(50, 50), 1, 0, "HookHitPuff", 85)
	  HOOK I 1
	  TNT1 A 16
	  HOOK JKLM 1
	  HOOK A 2
	  Goto Ready
	Hold:
	  HOOX A 0 A_JumpIfInventory("ZerkMode", 1, "Hold2")
	  HOOX F 1
	  Goto Proceed
	
	 AltFire:
		fast a 0 A_JumpIfInventory("ColtRELOAD",1,"cargando")
		boss a 0 offset(0,34)
		fast a 0 A_JumpIfInventory("ZOOMED",1,"ZReady")
	Goto Ready
SACAELburst:
		boss a 0 A_Print("SEMI FIRE")
		fast a 0 A_JumpIfInventory("ZOOMED",1,"ZReady")
	Goto Ready	
  }
}


ACTOR HookHitPuff : BulletPuff
{
  +PUFFONACTORS
  //+NOEXTREMEDEATH --Uncomment and remove this message to prevent gibs
  SeeSound "weapons/axecut"
  AttackSound "weapons/axebang"
  ActiveSound "weapons/silent"
  States
  {
  Spawn:
    PUFF ABCD 4
    Stop
  }
}