
// Fist (first weapon) ------------------------------------------------------

ACTOR FWeapFist : FighterWeapon
{
	+BLOODSPLATTER
	Weapon.SelectionOrder 3400
	+WEAPON.MELEEWEAPON
	Weapon.KickBack 150
	Obituary "$OB_MPFWEAPFIST"
	Tag "$TAG_FWEAPFIST"

	action native A_FPunchAttack();

	States
	{
	Select:
		FPCH A 1 A_Raise
		Loop
	Deselect:
		FPCH A 1 A_Lower
		Loop
	Ready:
		FPCH A 1 A_WeaponReady
		Loop
	Fire:
		FPCH B 5 Offset (5, 40)
		FPCH C 4 Offset (5, 40)
		FPCH D 4 Offset (5, 40) A_FPunchAttack
		FPCH C 4 Offset (5, 40)
		FPCH B 5 Offset (5, 40) A_ReFire
		Goto Ready
	Fire2:
		FPCH DE 4 Offset (5, 40)
		FPCH E 1 Offset (15, 50)
		FPCH E 1 Offset (25, 60)
		FPCH E 1 Offset (35, 70)
		FPCH E 1 Offset (45, 80)
		FPCH E 1 Offset (55, 90)
		FPCH E 1 Offset (65, 90)
		FPCH E 10 Offset (0, 150)
		Goto Ready
	}
}

// Punch puff ---------------------------------------------------------------

ACTOR PunchPuff
{
	+NOBLOCKMAP +NOGRAVITY
	+PUFFONACTORS
	RenderStyle Translucent
	Alpha 0.6
	SeeSound "FighterPunchHitThing"
	AttackSound "FighterPunchHitWall"
	ActiveSound "FighterPunchMiss"
	VSpeed 1
	States
	{
	Spawn:
		FHFX STUVW 4
		Stop
	}
}
