<commit_before>/*
 * eriguns2: templar baller knight sword
 * (c) xaser 2017
 * sprites (c) Amuscaria
 */

class EriSword : HellWeapon replaces Fist
{
	Default
	{
		Weapon.SelectionOrder 3700;
		Weapon.Kickback 100;
		Obituary "$OB_MPSWORD";
		Tag "$TAG_SWORD";
		+WEAPON.WIMPY_WEAPON;
		+WEAPON.MELEEWEAPON;
		+WEAPON.NOALERT;
	}
	States
	{
	Ready:
		HTSG A 1 A_WeaponReady();
		Loop;
	Deselect:
		HTSG A 1 A_Lower();
		Loop;
	Select:
		HTSG A 1 A_Raise();
		Loop;
	Fire:
		TNT1 A 2;
		HTSG B 2 X_SwordSwing  (20,  0);
		HTSG B 2 A_WeaponOffset( 0, 48);
		HTSG C 2 X_SwordHit    ( 0, 32);
		HTSG D 2;
		HTSG E 2;
		HTSG E 2 A_WeaponOffset(-16, 80);
		TNT1 A 3 A_WeaponOffset(  0, 32);
		TNT1 A 5 A_ReFire();
	RaiseUp:
		HTSG A 1 A_WeaponOffset(10, 72);
		HTSG A 1 A_WeaponOffset( 8, 64);
		HTSG A 1 A_WeaponOffset( 6, 56);<commit_msg>improved templar sword animation a bit<commit_after>/*
 * eriguns2: templar baller knight sword
 * (c) xaser 2017
 * sprites (c) Amuscaria
 */

class EriSword : HellWeapon replaces Fist
{
	Default
	{
		Weapon.SelectionOrder 3700;
		Weapon.Kickback 100;
		Obituary "$OB_MPSWORD";
		Tag "$TAG_SWORD";
		+WEAPON.WIMPY_WEAPON;
		+WEAPON.MELEEWEAPON;
		+WEAPON.NOALERT;
	}
	States
	{
	Ready:
		HTSG A 1 A_WeaponReady();
		Loop;
	Deselect:
		HTSG A 1 A_Lower();
		Loop;
	Select:
		HTSG A 1 A_Raise();
		Loop;
	Fire:
		HTSG A 1 A_WeaponOffset(16, 48);
		HTSG A 1 A_WeaponOffset(32, 64);
		HTSG A 1 A_WeaponOffset(48, 80);
		HTSG A 0 A_WeaponOffset( 0, 32);
	Hold:
		HTSG B 2 X_SwordSwing  (48,  0);
		HTSG B 2 A_WeaponOffset( 0, 48);
		HTSG C 2 X_SwordHit    ( 0, 32);
		HTSG D 2;
		HTSG E 2;
		HTSG E 2 A_WeaponOffset(-16, 80);
		TNT1 A 5 A_WeaponOffset(  0, 32);
		TNT1 A 5 A_ReFire();
	RaiseUp:
		HTSG A 1 A_WeaponOffset(10, 72);
		HTSG A 1 A_WeaponOffset( 8, 64);
		HTSG A 1 A_WeaponOffset( 6, 56);
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