#include "Decorate/Guns/Projectile/Melee.txt"

actor SuckerKick : PowerupGiver
{
	inventory.maxamount 0
	+INVENTORY.AUTOACTIVATE
	powerup.type "Drain"
	powerup.duration 6
	states
	{
	Spawn:
		TNT1 A -1
		Stop
	}
}

ACTOR MeleeCounter : Inventory { Inventory.MaxAmount 9 }
ACTOR NoBreak : Inventory { Inventory.MaxAmount 1 }

ACTOR Dergfist : GuncasterWeapon
{
   Inventory.PickupSound ""
   Inventory.PickupMessage ""
   Obituary "$KILLDERGFIST"
   Weapon.UpSound "" 
   Weapon.SelectionOrder 8
   Weapon.Kickback 200
   Weapon.SlotNumber 1
   Weapon.BobStyle InverseSmooth
   Weapon.BobSpeed 2.4
   Weapon.BobRangeY 0.7
   Weapon.BobRangeX 0.8
   Tag "Knuckle Sandwich"
   +NOAUTOFIRE
   +NOALERT
   +UNDROPPABLE
   States
   {
   Spawn:
      TNT1 A -1
      Stop
   Ready:
      //KNKU D 1 A_WeaponReady(WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
      DRPG A 1 A_WeaponReady(WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
      Loop
   DeselectMain:
      KNKU A 0 SetPlayerProperty(0,0,2)
      //KNKU D 1 A_Lower
      //KNKU DD 0 A_Lower
      DRPG A 1 A_Lower
      DRPG AA 0 A_Lower
      Loop
   Select:
      TNT1 A 0 A_JumpIf(CallACS("CrosshairMode"), 2)
      TNT1 A 0 A_SetCrosshair(56)
	  TNT1 A 0 A_JumpIfInventory("PowerBerserkDamage",1,"CrackSelect")
      //KNKU D 1 A_Raise
      //KNKU DD 0 A_Raise
      DRPG A 1 A_Raise
      DRPG AA 0 A_Raise
      Loop
   CrackSelect:
      KNKU AAAAAAAAAAAAAA 0 A_Raise
      KNKU A 0 A_Jump(192,2)
	  KNKU A 0 A_PlaySound("Guncaster/Laugh",2,0.7)
	  KNKU ABCDEFG 1
	  KNKU A 0 A_PlaySound("Melee/Crack",5,0.3)
	  KNKN ABCDCBA 2
	  KNKU GFEDCBA 1
	  DRPG DCBA 1
	  Goto Ready
   Break:
	  TNT1 A random(4,5) A_WeaponReady(WRF_ALLOWZOOM|WRF_NOSECONDARY)
	  DPRG A 0 A_ReFire("Fire")
	  TNT1 A random(6,8) A_WeaponReady(WRF_ALLOWZOOM|WRF_NOSECONDARY)
	  DRPG A 0 A_TakeInventory("MeleeCounter",9)
	  DRPG DCBAA 1 A_WeaponReady(WRF_ALLOWZOOM|WRF_NOSECONDARY)
	  //KNKU ABCDD 1
	  Goto Ready
   Fire:
	  DRPG A 0 A_JumpIfInventory("MeleeCounter",3,"Mix4")
	  DRPG A 0 A_JumpIfInventory("MeleeCounter",2,"Mix3")
	  DRPG A 0 A_JumpIfInventory("MeleeCounter",1,"Mix2")
	  //KNKU DCB 1
      DRPG BCD 1
	  TNT1 A 2
	  DRPG A 0 A_GiveInventory("MeleeCounter",1)
	  DRPG A 0 A_PlaySound("Melee/Swing",0,0.6)
	  DRPG A 0 A_Jump(256,"Melee1","Melee2")
   Melee1:
	  TNT1 A 0 A_SetPitch(Pitch-0.75)
	  TNT1 A 0 A_SetAngle(Angle+1)
	  DRP1 A 1
	  TNT1 A 0 A_SetPitch(Pitch-0.75)
	  TNT1 A 0 A_SetAngle(Angle+1)
	  DRP1 C 1
	  TNT1 A 0 A_SetPitch(Pitch-0.75)
	  TNT1 A 0 A_SetAngle(Angle+1)
	  DRP1 E 1
	  TNT1 A 0 A_SetPitch(Pitch-0.75)
	  TNT1 A 0 A_SetAngle(Angle+1)
	  TNT1 A 0 A_JumpIfInventory("PowerBerserkDamage",1,2)
	  DRP1 A 0 A_Jump(256,3)
	  DRP1 A 0 A_CustomPunch(10,0,0,"SuperPawnchPuff",125,0.125)
	  DRP1 A 0 A_Jump(256,2)
	  DRP1 A 0 A_CustomPunch(12,0,0,"PawnchPuff",125)
	  DRP1 G 1
	  TNT1 A 0 A_SetPitch(Pitch+0.75)
	  TNT1 A 0 A_SetAngle(Angle+1)
	  DRP1 I 1
	  TNT1 A 0 A_SetPitch(Pitch+0.75)
	  TNT1 A 0 A_SetAngle(Angle+1)
	  DRP1 K 1
	  TNT1 A 0 A_SetPitch(Pitch+0.75)
	  TNT1 A 0 A_SetAngle(Angle+1)
	  DRP1 M 1 A_WeaponReady(WRF_ALLOWZOOM|WRF_NOSECONDARY)
	  TNT1 A 0 A_SetPitch(Pitch+0.75)
	  TNT1 A 0 A_SetAngle(Angle+1)
	  Goto Break
   Melee2:
	  TNT1 A 0 A_SetPitch(Pitch-0.75)
	  TNT1 A 0 A_SetAngle(Angle-1)
	  DRP2 B 1
	  TNT1 A 0 A_SetPitch(Pitch-0.75)
	  TNT1 A 0 A_SetAngle(Angle-1)
	  DRP2 D 1
	  TNT1 A 0 A_SetPitch(Pitch-0.75)
	  TNT1 A 0 A_SetAngle(Angle-1)
	  DRP2 F 1
	  TNT1 A 0 A_SetPitch(Pitch-0.75)
	  TNT1 A 0 A_SetAngle(Angle-1)
	  TNT1 A 0 A_JumpIfInventory("PowerBerserkDamage",1,2)
	  DRP2 A 0 A_Jump(256,3)
	  DRP2 A 0 A_CustomPunch(10,0,0,"SuperPawnchPuffLeft",125,0.125)
	  DRP2 A 0 A_Jump(256,2)
	  DRP2 A 0 A_CustomPunch(12,0,0,"PawnchPuffLeft",125)
      Melee2F:
	  DRP2 H 1
	  TNT1 A 0 A_SetPitch(Pitch+0.75)
	  TNT1 A 0 A_SetAngle(Angle-1)
	  DRP2 J 1
	  TNT1 A 0 A_SetPitch(Pitch+0.75)
	  TNT1 A 0 A_SetAngle(Angle-1)
	  DRP2 L 1
	  TNT1 A 0 A_SetPitch(Pitch+0.75)
	  TNT1 A 0 A_SetAngle(Angle-1)
	  DRP2 M 1 A_WeaponReady(WRF_ALLOWZOOM|WRF_NOSECONDARY)
	  TNT1 A 0 A_SetPitch(Pitch+0.75)
	  TNT1 A 0 A_SetAngle(Angle-1)
	  Goto Break
   Mix2:
	  TNT1 A 0 A_GiveInventory("MeleeCounter",1)
	  DRPG A 0 A_PlaySound("Melee/Swing",0,0.6)
	  DRPG A 0 A_Jump(32,"Melee5","Melee6")
      TNT1 A 0 A_Jump(256,"Melee3","Melee4")
   Melee3:
	  TNT1 A 0 A_SetPitch(Pitch-0.75)
	  TNT1 A 0 A_SetAngle(Angle+1)
	  DRP3 B 1
	  TNT1 A 0 A_SetPitch(Pitch-0.75)
	  TNT1 A 0 A_SetAngle(Angle+1)
	  DRP3 D 1
	  TNT1 A 0 A_SetPitch(Pitch-0.75)
	  TNT1 A 0 A_SetAngle(Angle+1)
	  DRP3 F 1
	  TNT1 A 0 A_SetPitch(Pitch-0.75)
	  TNT1 A 0 A_SetAngle(Angle+1)
	  TNT1 A 0 A_JumpIfInventory("PowerBerserkDamage",1,2)
	  DRP3 A 0 A_Jump(256,3)
	  DRP3 A 0 A_CustomPunch(10,0,0,"SuperPawnchPuff",125,0.125)
	  DRP3 A 0 A_Jump(256,2)
	  DRP3 A 0 A_CustomPunch(12,0,0,"PawnchPuff",125)
	  DRP3 H 1
	  TNT1 A 0 A_SetPitch(Pitch+0.75)
	  TNT1 A 0 A_SetAngle(Angle+1)
	  DRP3 J 1
	  TNT1 A 0 A_SetPitch(Pitch+0.75)
	  TNT1 A 0 A_SetAngle(Angle+1)
	  DRP3 L 1 A_WeaponReady(WRF_ALLOWZOOM|WRF_NOSECONDARY)
	  TNT1 A 0 A_SetPitch(Pitch+0.75)
	  TNT1 A 0 A_SetAngle(Angle+1)
	  DRP3 N 1
	  Goto Break
   Melee4:
	  TNT1 A 0 A_SetPitch(Pitch-0.75)
	  TNT1 A 0 A_SetAngle(Angle-1)
	  DRP4 A 1
	  TNT1 A 0 A_SetPitch(Pitch-0.75)
	  TNT1 A 0 A_SetAngle(Angle-1)
	  DRP4 C 1
	  TNT1 A 0 A_SetPitch(Pitch-0.75)
	  TNT1 A 0 A_SetAngle(Angle-1)
	  DRP4 E 1
	  TNT1 A 0 A_SetPitch(Pitch-0.75)
	  TNT1 A 0 A_SetAngle(Angle-1)
	  TNT1 A 0 A_JumpIfInventory("PowerBerserkDamage",1,2)
	  DRP4 A 0 A_Jump(256,3)
	  DRP4 A 0 A_CustomPunch(10,0,0,"SuperPawnchPuffLeft",125,0.125)
	  DRP4 A 0 A_Jump(256,2)
	  DRP4 A 0 A_CustomPunch(12,0,0,"PawnchPuffLeft",125)
	  DRP4 G 1 
	  TNT1 A 0 A_SetPitch(Pitch+0.75)
	  TNT1 A 0 A_SetAngle(Angle-1)
	  DRP4 I 1
	  TNT1 A 0 A_SetPitch(Pitch+0.75)
	  TNT1 A 0 A_SetAngle(Angle-1)
	  DRP4 K 1
	  TNT1 A 0 A_SetPitch(Pitch+0.75)
	  TNT1 A 0 A_SetAngle(Angle-1)
	  DRP4 M 1 A_WeaponReady(WRF_ALLOWZOOM|WRF_NOSECONDARY)
	  TNT1 A 0 A_SetPitch(Pitch+0.75)
	  TNT1 A 0 A_SetAngle(Angle-1)
	  Goto Break
   Mix3:
	  TNT1 A 0 A_GiveInventory("MeleeCounter",1)
	  DRPG A 0 A_PlaySound("Melee/Swing",0,0.6)
	  DRPG A 0 A_Jump(32,"Melee7","Melee8")
      TNT1 A 0 A_Jump(256,"Melee5","Melee6")
   Melee5:
	  TNT1 A 0 A_SetPitch(Pitch-1.5)
	  TNT1 A 0 A_SetAngle(Angle+0.5)
	  DRP5 A 1
	  TNT1 A 0 A_SetPitch(Pitch-1.5)
	  TNT1 A 0 A_SetAngle(Angle+0.5)
	  DRP5 C 1
	  TNT1 A 0 A_SetPitch(Pitch-1.5)
	  TNT1 A 0 A_SetAngle(Angle+0.5)
	  DRP5 E 1
	  TNT1 A 0 A_SetPitch(Pitch-1.5)
	  TNT1 A 0 A_SetAngle(Angle+0.5)
	  TNT1 A 0 A_JumpIfInventory("PowerBerserkDamage",1,2)
	  TNT1 A 0 A_Jump(256,3)
	  TNT1 A 0 A_CustomPunch(13,0,0,"SuperPawnchPuff2",125,0.125)
	  TNT1 A 0 A_Jump(256,2)
	  TNT1 A 0 A_CustomPunch(13,0,0,"PawnchPuff2",125)
	  DRP5 G 1
	  TNT1 A 0 A_SetPitch(Pitch+1.5)
	  TNT1 A 0 A_SetAngle(Angle+0.5)
	  DRP5 I 1
	  TNT1 A 0 A_SetPitch(Pitch+1.5)
	  TNT1 A 0 A_SetAngle(Angle+0.5)
	  DRP5 K 1
	  TNT1 A 0 A_SetPitch(Pitch+1.5)
	  TNT1 A 0 A_SetAngle(Angle+0.5)
	  DRP5 M 1 A_WeaponReady(WRF_ALLOWZOOM|WRF_NOSECONDARY)
	  TNT1 A 0 A_SetPitch(Pitch+1.5)
	  TNT1 A 0 A_SetAngle(Angle+0.5)
	  Goto Break
   Melee6:
	  TNT1 A 0 A_SetPitch(Pitch-1.5)
	  TNT1 A 0 A_SetAngle(Angle-0.5)
	  DRP6 B 1
	  TNT1 A 0 A_SetPitch(Pitch-1.5)
	  TNT1 A 0 A_SetAngle(Angle-0.5)
	  DRP6 D 1
	  TNT1 A 0 A_SetPitch(Pitch-1.5)
	  TNT1 A 0 A_SetAngle(Angle-0.5)
	  DRP6 F 1
	  TNT1 A 0 A_SetPitch(Pitch-1.5)
	  TNT1 A 0 A_SetAngle(Angle-0.5)
	  TNT1 A 0 A_JumpIfInventory("PowerBerserkDamage",1,2)
	  TNT1 A 0 A_Jump(256,3)
	  TNT1 A 0 A_CustomPunch(13,0,0,"SuperPawnchPuffLeft2",125,0.125)
	  TNT1 A 0 A_Jump(256,2)
	  TNT1 A 0 A_CustomPunch(13,0,0,"PawnchPuffLeft2",125)
	  DRP6 H 1
	  TNT1 A 0 A_SetPitch(Pitch+1.5)
	  TNT1 A 0 A_SetAngle(Angle-0.5)
	  DRP6 J 1
	  TNT1 A 0 A_SetPitch(Pitch+1.5)
	  TNT1 A 0 A_SetAngle(Angle-0.5)
	  DRP6 L 1
	  TNT1 A 0 A_SetPitch(Pitch+1.5)
	  TNT1 A 0 A_SetAngle(Angle-0.5)
	  DRP6 N 1 A_WeaponReady(WRF_ALLOWZOOM|WRF_NOSECONDARY)
	  TNT1 A 0 A_SetPitch(Pitch+1.5)
	  TNT1 A 0 A_SetAngle(Angle-0.5)
	  Goto Break
   Mix4:
	  TNT1 A 0 A_TakeInventory("MeleeCounter",2)
	  DRPG A 0 A_PlaySound("Melee/Swing",0,0.6)
	  DRPG A 0 A_Jump(32,"Melee1","Melee2","Melee3","Melee4")
      TNT1 A 0 A_Jump(256,"Melee7","Melee8")
   Melee7:
	  DRP7 BC 1
	  TNT1 A 0 A_SetPitch(Pitch+0.5)
	  TNT1 A 0 A_SetAngle(Angle+1.5)
	  DRP7 D 1
	  TNT1 A 0 A_SetPitch(Pitch+0.5)
	  TNT1 A 0 A_SetAngle(Angle+1.5)
	  DRP7 E 1 
	  TNT1 A 0 A_SetPitch(Pitch+0.5)
	  TNT1 A 0 A_SetAngle(Angle+1.5)
	  DRP7 F 1
	  TNT1 A 0 A_JumpIfInventory("PowerBerserkDamage",1,2)
	  TNT1 A 0 A_Jump(256,3)
	  TNT1 A 0 A_CustomPunch(13,0,0,"SuperScratchPuffRight",125,0.125)
	  TNT1 A 0 A_Jump(256,2)
	  TNT1 A 0 A_CustomPunch(13,0,0,"ScratchPuffRight",125)
	  TNT1 A 0 A_SetPitch(Pitch-0.5)
	  TNT1 A 0 A_SetAngle(Angle+1.5)
	  DRP7 G 1
	  TNT1 A 0 A_SetPitch(Pitch-0.5)
	  TNT1 A 0 A_SetAngle(Angle+1.5)
	  DRP7 H 1
	  TNT1 A 0 A_SetPitch(Pitch-0.5)
	  TNT1 A 0 A_SetAngle(Angle+1.5)
	  DRP7 I 1
	  DRP7 J 1
	  TNT1 A 1
	  TNT1 A 1 A_WeaponReady(WRF_ALLOWZOOM|WRF_NOSECONDARY)
	  Goto Break
   Melee8:
	  DRP8 BC 1
	  TNT1 A 0 A_SetPitch(Pitch+0.5)
	  TNT1 A 0 A_SetAngle(Angle-1.5)
	  DRP8 D 1
	  TNT1 A 0 A_SetPitch(Pitch+0.5)
	  TNT1 A 0 A_SetAngle(Angle-1.5)
	  DRP8 E 1 
	  TNT1 A 0 A_SetPitch(Pitch+0.5)
	  TNT1 A 0 A_SetAngle(Angle-1.5)
	  DRP8 F 1
	  TNT1 A 0 A_JumpIfInventory("PowerBerserkDamage",1,2)
	  TNT1 A 0 A_Jump(256,3)
	  TNT1 A 0 A_CustomPunch(13,0,0,"SuperScratchPuffLeft",125,0.125)
	  TNT1 A 0 A_Jump(256,2)
	  TNT1 A 0 A_CustomPunch(13,0,0,"ScratchPuffLeft",125)
	  TNT1 A 0 A_SetPitch(Pitch-0.5)
	  TNT1 A 0 A_SetAngle(Angle-1.5)
	  DRP8 G 1
	  TNT1 A 0 A_SetPitch(Pitch-0.5)
	  TNT1 A 0 A_SetAngle(Angle-1.5)
	  DRP8 H 1
	  TNT1 A 0 A_SetPitch(Pitch-0.5)
	  TNT1 A 0 A_SetAngle(Angle-1.5)
	  DRP8 I 1
	  DRP8 J 1
	  TNT1 A 1
	  TNT1 A 1 A_WeaponReady(WRF_ALLOWZOOM|WRF_NOSECONDARY)
	  Goto Break
	Finisher:
	  //DRPK A 0 A_JumpIfInventory("KickDummyLeft",1,"RoundhouseRight")
	  DRK2 A 0 A_TakeInventory("MeleeCounter",9)
	  "####" A 0 A_PlaySound("Kick/Extra",5,0.7)
	  "####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,2)
	  "####" A 0 A_Jump(256,4)
	  "####" A 0 A_GiveInventory("SuckerKick")
	  "####" A 0 A_PlaySound("SuperKick/Init",1,0.9)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_PlaySound("Kick/Init",1,0.7)
	  "####" A 0 SetPlayerProperty(PROP_FROZEN,1,0)
	  "####" A 0 A_CheckFloor("SPARTA")
	  Goto HONHONHON
	RoundhouseLeft:
	  TNT1 A 0 A_TakeInventory("MeleeCounter",9)
	  DRK3 A 0 A_CheckFloor("LeftCheck")
	  Goto Hodor
	LeftCheck:
	  "####" A 0 A_PlaySound("Kick/Extra",5,0.7)
	  "####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,2)
	  "####" A 0 A_Jump(256,3)
	  "####" A 0 A_PlaySound("SuperKick/Init",1,0.9)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_PlaySound("Kick/Init",1,0.7)
	  "####" A 0 SetPlayerProperty(PROP_FROZEN,1,0)
	  "####" A 0 A_Jump(164,2)
	  "####" A 0 A_PlaySound("Guncaster/Kick",2)
	  "####" A 0 A_ZoomFactor(0.99)
	  "####" A 1 A_SetAngle(angle+45)
	  "####" A 0 A_ZoomFactor(0.98)
	  "####" B 1 A_SetAngle(angle+45)
	  "####" A 0 A_ZoomFactor(0.97)
	  "####" C 1 A_SetAngle(angle+45)
	  "####" A 0 A_ZoomFactor(0.96)
	  "####" D 1 A_SetAngle(angle+45)
	  "####" A 0 A_ZoomFactor(0.95)
	  "####" D 1 A_SetAngle(angle+45)
	  "####" A 0 A_ZoomFactor(0.95)
	  "####" D 1 A_SetAngle(angle+45)
	  "####" A 0 A_ZoomFactor(0.95)
	  "####" D 1 A_SetAngle(angle+45)
	  "####" A 0 A_ZoomFactor(0.95)
	  "####" D 1 A_SetAngle(angle+45)
	  "####" A 0 A_ZoomFactor(0.95)
	  "####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,2)
	  "####" A 0 A_Jump(256,3)
	  "####" A 0 A_FireCustomMissile("SuperKickProjectileLeft",0,0,0,0)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_FireCustomMissile("KickProjectileLeft",0,0,0,0)
	  "####" E 1 A_ZoomFactor(0.96)
	  "####" G 1 A_ZoomFactor(0.97)
	  "####" H 1 A_ZoomFactor(0.98)
	  TNT1 A 1 A_ZoomFactor(0.99)
	  TNT1 A 1 A_ZoomFactor(1)
	  TNT1 A 0 SetPlayerProperty(PROP_FROZEN,0,0)
	  TNT1 A 10
	  Goto Break+2
	RoundhouseRight:
	  TNT1 A 0 A_TakeInventory("MeleeCounter",9)
	  DRK4 A 0 A_CheckFloor("RightCheck")
	  Goto Hodor
	RightCheck:
	  "####" A 0 A_PlaySound("Kick/Extra",5,0.7)
	  "####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,2)
	  "####" A 0 A_Jump(256,3)
	  "####" A 0 A_PlaySound("SuperKick/Init",1,0.9)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_PlaySound("Kick/Init",1,0.7)
	  "####" A 0 SetPlayerProperty(PROP_FROZEN,1,0)
	  "####" A 0 A_Jump(164,2)
	  "####" A 0 A_PlaySound("Guncaster/Kick",2)
	  "####" A 0 A_ZoomFactor(0.99)
	  "####" A 1 A_SetAngle(angle-45)
	  "####" A 0 A_ZoomFactor(0.98)
	  "####" B 1 A_SetAngle(angle-45)
	  "####" A 0 A_ZoomFactor(0.97)
	  "####" C 1 A_SetAngle(angle-45)
	  "####" A 0 A_ZoomFactor(0.96)
	  "####" D 1 A_SetAngle(angle-45)
	  "####" A 0 A_ZoomFactor(0.95)
	  "####" D 1 A_SetAngle(angle-45)
	  "####" A 0 A_ZoomFactor(0.95)
	  "####" D 1 A_SetAngle(angle-45)
	  "####" A 0 A_ZoomFactor(0.95)
	  "####" D 1 A_SetAngle(angle-45)
	  "####" A 0 A_ZoomFactor(0.95)
	  "####" D 1 A_SetAngle(angle-45)
	  "####" A 0 A_ZoomFactor(0.95)
	  "####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,2)
	  "####" A 0 A_Jump(256,4)
	  "####" A 0 A_GiveInventory("SuckerKick")
	  "####" A 0 A_FireCustomMissile("SuperKickProjectileRight",0,0,0,0)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_FireCustomMissile("KickProjectileRight",0,0,0,0)
	  "####" E 1 A_ZoomFactor(0.96)
	  "####" G 1 A_ZoomFactor(0.97)
	  "####" H 1 A_ZoomFactor(0.98)
	  TNT1 A 1 A_ZoomFactor(0.99)
	  TNT1 A 1 A_ZoomFactor(1)
	  TNT1 A 0 SetPlayerProperty(PROP_FROZEN,0,0)
	  TNT1 A 10
	  Goto Break+2
	AltFire:
	  DRPM A 0
	  Goto Super::CheckForMagic
	Zoom:
	  DRPK A 0 A_JumpIfInventory("KickDummyLeft",1,"RoundhouseLeft")
	  DRPK A 0 A_JumpIfInventory("KickDummyRight",1,"RoundhouseRight")
	Hodor:
	  DRPK A 0 A_JumpIfInventory("MeleeCounter",1,"Finisher")
	  "####" A 0 A_TakeInventory("MeleeCounter",9)
	  "####" A 0 A_GiveInventory("NoBreak",1)
	  "####" A 0 A_PlaySound("Kick/Extra",5,0.7)
	  "####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,2)
	  "####" A 0 A_Jump(256,4)
	  "####" A 0 A_GiveInventory("SuckerKick")
	  "####" A 0 A_PlaySound("SuperKick/Init",1,0.9)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_PlaySound("Kick/Init",1,0.7)
	  "####" A 0 SetPlayerProperty(PROP_FROZEN,1,0)
	  "####" A 0 A_CheckFloor("SPARTA")
	  Goto HONHONHON
	SPARTA:
	  "####" A 0 A_JumpIfInventory("KickDummyForward",1,"ThrustKick")
	  "####" A 0 A_StopSound(2)
	  Goto DoubleD
	ThrustKick:
	  "####" A 0 A_ChangeVelocity (Cos(Pitch) * 32, 0, 0, 1)
	  "####" A 1 ThrustThingZ(0,80,1,0)
	  Goto DoubleD
	HONHONHON:
	  "####" A 0 A_ChangeVelocity (Cos(Pitch) * 12, 0, Sin(Pitch) * -12, 1)
	DoubleD:
	  "####" A 0 A_Jump(164,2)
	  "####" A 0 A_PlaySound("Guncaster/Kick",2)
	  "####" A 1 A_ZoomFactor(0.99)
	  "####" B 1 A_ZoomFactor(0.98)
	  "####" C 1 A_ZoomFactor(0.97)
	  "####" D 1 A_ZoomFactor(0.96)
	  "####" E 1 A_ZoomFactor(0.95)
	  "####" F 1
	  "####" A 0 A_SetPitch(pitch-0.75)
	  "####" A 0 A_SetAngle(angle-0.75)
	  "####" G 1
	  "####" A 0 A_SetPitch(pitch-1)
	  "####" A 0 A_SetAngle(angle-1)
	  "####" H 1
	  "####" A 0 A_SetPitch(pitch-1)
	  "####" A 0 A_SetAngle(angle-1)
	  "####" I 1
	  "####" A 0 A_SetPitch(pitch-0.75)
	  "####" A 0 A_SetAngle(angle-0.75)
	  "####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,2)
	  "####" A 0 A_Jump(256,4)
	  "####" A 0 A_GiveInventory("SuckerKick")
	  "####" A 0 A_FireCustomMissile("SuperKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_FireCustomMissile("KickProjectile",0,0,0,0)
	  "####" I 1
	  "####" A 0 A_SetPitch(pitch+0.75)
	  "####" A 0 A_SetAngle(angle+0.75)
	  "####" H 1
	  "####" A 0 A_SetPitch(pitch+1)
	  "####" A 0 A_SetAngle(angle+1)
	  "####" G 1
	  "####" A 0 A_SetPitch(pitch+1)
	  "####" A 0 A_SetAngle(angle+1)
	  "####" F 1
	  "####" A 0 A_SetPitch(pitch+0.75)
	  "####" A 0 A_SetAngle(angle+0.75)
	  "####" E 1 A_ZoomFactor(0.96)
	  "####" D 1 A_ZoomFactor(0.97)
	  "####" C 1 A_ZoomFactor(0.98)
	  "####" B 1 A_ZoomFactor(0.99)
	  "####" A 1 A_ZoomFactor(1)
	  "####" A 0 SetPlayerProperty(PROP_FROZEN,0,0)
	  "####" Z 10
	  "####" Z 0 A_JumpIfInventory("NoBreak",1,"Nope")
	  Goto Break+2
	Nope:
	  "####" Z 0 A_TakeInventory("NoBreak",1)
	  Goto Ready
	}
}