
// --------------------------------------------------------------------------
//
// Rocket launcher
//
// --------------------------------------------------------------------------

ACTOR Rocket_Launcher : BDWeapon Replaces RocketLauncher
{
	Game Doom
	SpawnID 29
	Speed 20
	Damage 20
	Weapon.SelectionOrder 9500
	Weapon.AmmoUse1 0
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	Weapon.AmmoGive1 6
	Weapon.AmmoType1 "RocketAmmo"
	Weapon.AmmoType2 "RocketRounds"
    Inventory.PickupSound "ROCKPKUP"
    +WEAPON.NOAUTOAIM
	+FORCEXYBILLBOARD
	+WEAPON.NO_AUTO_SWITCH
	+weapon.noautofire
	+WEAPON.AXEBLOOD
	+noalert
	Inventory.PickupMessage "$GOTLAUNCHER"
	States
	{
	
	Steady:
	TNT1 A 1
	Goto Ready+1
	Ready:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "PuristGun")
        TNT1 A 8 A_PlaySound("RLANDRAW")
        MISS ABCDEFG 1 A_JumpIfInventory("GoFatality", 1, "Steady")
        TNT1 AAAAA 0
        //TNT1 A 0 A_JumpIfInventory("RocketRounds",1,2)
        //Goto Reload
        TNT1 AAAA 0
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		TNT1 A 0 A_JumpIfInventory("adsmode",1,"Ready_aim")
		MISG A 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("adsmode",1,"Ready_aim")
        goto Ready+11
	Ready_aim:
		TNT1 A 0 A_JumpIfInventory("Reloading",1,"reload")
		Mi2G A 1 A_weaponready(wrf_nobob)
		loop
	Deselect:
        MISS GFEDCBA 1
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_TakeInventory("adsmode", 1)
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
		TNT1 A 1
		Wait
	Select:
	
	TNT1 A 0 A_Takeinventory("FistsSelected",1)
	TNT1 A 0 A_Takeinventory("SawSelected",1)
	TNT1 A 0 A_Takeinventory("ShotgunSelected",1)
	TNT1 A 0 A_Takeinventory("SSGSelected",1)
	TNT1 A 0 A_Takeinventory("MinigunSelected",1)
	TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
	//TNT1 A 0 A_Giveinventory("RocketLauncherSelected",1)
	TNT1 A 0 A_Giveinventory("RocketLauncherSelected",1)
    TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("BFGSelected",1)
	TNT1 A 0 A_Takeinventory("BFG10kSelected",1)
	TNT1 A 0 A_Takeinventory("RailGunSelected",1)
	TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
	TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
	TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
	TNT1 A 0 A_Takeinventory("HasBarrel",1)
	TNT1 A 0 A_TakeInventory("TossGrenade", 1)
	TNT1 A 0 A_TakeInventory("adsmode", 1)
	
		MISG A 0 A_Raise
		Wait
	Fire:
	tnt1 aaaaa 0 A_custommissile("Alerter",0,0,random(-5,5),0,random(-5,5))
        TNT1 A 0 A_JumpIfInventory("RocketRounds",1,2)
        Goto Reload
        TNT1 AAAA 0
		tnt1 a 0 A_jumpifinventory("Walking",1,"FireWalk")
		TNT1 A 0 A_JumpIfInventory("adsmode",1,"aimfire")
		TNT1 A 0 A_FireCustomMissile("RedFlareSpawn",-5,0,0,0)
        TNT1 A 0 A_PlaySound ("DSRFIRE")
		TNT1 A 0 BRIGHT A_FireCustomMissile("Alerter")
		tnt1 a 0 A_Alertmonsters
		MISF A 1 BRIGHT A_FireCustomMissile("Rocket", random(-1,1), 1, 0, -10,0)
		TNT1 A 0 A_Takeinventory("RocketRounds",1)
        //TNT1 A 0 ACS_Execute(374, 0, 0, 0, 0)
		MISF BCD 1 BRIGHT
        MISF E 1 A_SetPitch(-6.0 + pitch)
        MISG BCD 1 A_SetPitch(2.0 + pitch)
		MISG EF 1
        MISG A 1
        TNT1 A 0 A_Refire
        goto Ready+11

	FireWalk:
		TNT1 A 0 A_JumpIfInventory("adsmode",1,"aimfire")
		TNT1 A 0 A_FireCustomMissile("RedFlareSpawn",-5,0,0,0)
        TNT1 A 0 A_PlaySound ("DSRFIRE")
		TNT1 A 0 BRIGHT A_FireCustomMissile("Alerter")
		tnt1 a 0 A_Alertmonsters
		MISF A 1 BRIGHT A_FireCustomMissile("Rocket", random(-2,2), 1, 0, -10,0,random(-2,2))
		TNT1 A 0 A_Takeinventory("RocketRounds",1)
        //TNT1 A 0 ACS_Execute(374, 0, 0, 0, 0)
		MISF BCD 1 BRIGHT
        MISF E 1 A_SetPitch(-6.0 + pitch)
        MISG BCD 1 A_SetPitch(2.0 + pitch)
		MISG EF 1
        MISG A 1
        TNT1 A 0 A_Refire
        goto Ready+11
		
	aimFire:
        TNT1 A 0 A_JumpIfInventory("RocketRounds",1,2)
        Goto Reload
        TNT1 AAAA 0

		TNT1 A 0 A_FireCustomMissile("RedFlareSpawn",-5,0,0,0)
        TNT1 A 0 A_PlaySound ("DSRFIRE")
		TNT1 A 0 BRIGHT A_FireCustomMissile("Alerter")
		tnt1 a 0 A_Alertmonsters
		MI2F A 1 BRIGHT A_FireCustomMissile("RocketFAST", 0, 1, 0, -4)
		TNT1 A 0 A_Takeinventory("RocketRounds",1)
        //TNT1 A 0 ACS_Execute(374, 0, 0, 0, 0)
		MI2F BCB 1 BRIGHT
        MI2G A 1 A_SetPitch(-6.0 + pitch)
        MI2G AAA 2 A_SetPitch(2.0 + pitch)
		MI2G AA 1
        MISG A 0
        TNT1 A 0 A_Refire
        goto Ready+11


    Reload:
		MISG A 1 A_WeaponReady
		TNT1 A 0 A_SetCrosshair(0)
		MISG A 6
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Reloading",1)
		TNT1 A 0 A_Takeinventory("adsmode",1)
        TNT1 A 0 A_JumpIfInventory("RocketRounds",6,"NoNeedToReload")
        TNT1 A 0 A_JumpIfInventory("RocketAmmo",1,3)
        Goto Ready+18
        TNT1 AAAA 0
        TNT1 A 0 A_PlaySound("rocketlaun/unload")
		TNT1 A 0 A_SetAngle(-2 + angle)
        TNT1 A 0 A_SetPitch(+2 + pitch)
        MISR ABCDDE 1 
        TNT1 A 0 A_FireCustomMissile("RocketCaseSpawn",-30,0,-4,-4)
        MISR EFFGG 1
		TNT1 A 0 A_SetAngle(+2 + angle)
        TNT1 A 0 A_SetPitch(-2 + pitch)
		MISR HHIIJJKLM 1
		TNT1 A 0 A_PlaySound("rocketlaun/reload")
		TNT1 A 0 A_SetAngle(+1 + angle)
        MISR MMMNOP 1
		TNT1 A 0 A_SetAngle(-1 + angle)
		MISR Q 3
		MISR P 1
		MISG DEF 2
		MISG A 6
		Goto FinishReload
		
		FinishReload:
		TNT1 AAAAAA 0
		TNT1 A 0 A_JumpIfInventory("RocketRounds",6,"NoNeedToReload")
		TNT1 A 0 A_JumpIfInventory("RocketAmmo",1,3)
		goto Ready+11
        TNT1 AAAAAA 0
		TNT1 A 0 A_Giveinventory("RocketRounds",1)
		TNT1 A 0 A_Takeinventory("RocketAmmo",1)
		Goto FinishReload
		
		TNT1 AAAAAAAAAA 0
		
		NoNeedToReload:
        MISG A 1 A_Refire
        goto Ready+11


	Spawn:
		LAUN A -1
		Stop

 	
    DoKick:
	    TNT1 A 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		NULL A 0 A_JumpIf (momZ > 0, "AirKick")
		NULL A 0 A_JumpIf (momZ < 0, "AirKick")
		NULL A 0 A_JumpIf (pitch > 32, "LowKickChecker1")
		Goto InitializeNormalKick
		
		LowKickChecker1:
		TNT1 A 0
	    NULL A 0 A_JumpIf (pitch > 90, "InitializeNormalKick")
		RIFF A 0 A_FireCustomMissile("KickAttackDetectDowned", 0, 0, 0, 0)
		
		InitializeNOrmalKick:
        TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		RLKI BCD 1
		RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
        RLKI H 5
		KICK A 0 A_Takeinventory("Kicking",1)
		RLKI I 1
		RLKI GFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		goto Ready+11
    BerserkerKick:
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		RLKI BCD 1
        RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
        RLKI H 5
		KICK A 0 A_Takeinventory("Kicking",1)
		RLKI I 1
		RLKI GFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		goto Ready+11
	
	AirKick:
	    TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Recoil (-6)
		KICK JKLMN 1
        RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -31)
        KICK O 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK PQRST 2
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		goto Ready+11
		
	SuperAirKick:
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Recoil (-6)
		KICK JKLMN 1
        RIFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -31)
        KICK O 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK PQRST 2
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		goto Ready+11
	
	Taunt:
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Taunting",1)
		TNT1 A 0 A_JumpIfInventory("RealismMode", 1, "CheckGrab")
        TNT1 A 10
		FUCK A 1
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 0, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", -9, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 9, 0, -1, 0)
        FUCK B 1 A_PlaySound("FUCK", 2)
        FUCK CD 1 A_AlertMonsters
		FUCK E 15 A_Takeinventory("Taunting",1)
        FUCK DCBA 1
        TNT1 A 10
		Goto Ready+1
	Salute:
	    TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_ALertMonsters
		SALU ABCDEDCDEDCDEDCBA 4
		TNT1 A 0 A_TakeInventory("Salute1",1)
		TNT1 A 0 A_TakeInventory("Salute2",1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Ready+1
		
	CheckGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfTargetInLOS("CheckDistanceGrab")
		Goto Ready+6
	CheckDistanceGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfCloser(100, "Grab")
		Goto Ready+6
	CheckIfCanGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfInTargetInventory("CanGrab", 1, "Grab")
		Goto Ready+6	
	Grab:
	    PKUP ABC 2
		TNT1 A 0 A_CustomMissile("PickupProjectile")
		PKUP DEF 2
		Goto Ready+1
		
	PuristGun:
		TNT1 A 1
		TNT1 A 0 A_GiveInventory("ClassicRocketLauncher", 1)
		TNT1 A 0 A_TakeInventory("Rocket_Launcher", 1)
		TNT1 A 10
		Goto Ready+1	
	TossGrenade:	
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_JumpIfInventory("GrenadeAmmo", 1, 1)
		Goto NoGrenade
		GRTH ABCD 1
		TNT1 A 0 A_GiveInventory("FiredGrenade", 1)
		TNT1 A 0 A_PLaySound ("GRNPIN")
		GRTH EEFG 1
		TNT1 A 0 A_PLaySound ("GRNTOSS")
		GRTH HI 1
		TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1)
		TNT1 A 0 A_FireCustomMissile("HandGrenade", random(-2,2), 0, 0, 0, 0, 0)
	    TNT1 A 0 A_TakeInventory("FiredGrenade", 1)
		GRTH JKLM 1
		TNT1 A 1 
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		Goto Ready+1	
	NoGrenade:
		TNT1 A 0
		TNT1 A 0 A_Print("No Grenades Left.")
		goto Ready+11	
	AltFire:
		TNT1 A 0 A_JumpIfInventory("adsmode",1,"zoomout")
		TNT1 A 0 A_setcrosshair(7)
		MisG a 1 A_giveinventory("adsmode",1)
		tnt1 q 0 A_zoomfactor(2.0)
		MiS2 ABCD 1
		goto Ready+11
	zoomout:
	TNT1 A 0 A_setcrosshair(0)
		Mi2G A 1 A_takeinventory("adsmode",1)
		tnt1 q 0 A_zoomfactor(1.0)
		MiS2 DCBA 1
		goto Ready+11
	}
}

//Actor RocketRounds: Inventory
//{
//inventory.maxamount 6
//}

ACTOR RocketRounds : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 6
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 6
   Inventory.Icon "0"
}
Actor TimeFreezer2 : PowerupGiver
{
  Inventory.Pickupmessage "Time Freezer!"
  Inventory.Icon "MEGAA0"
  Inventory.MaxAmount 0
  Inventory.UseSound "pickups/slowmo"
  Powerup.Type "TimeFreezer"
  Powerup.Duration 50
  Translation "128:143=48:63"
  +AUTOACTIVATE
  +INVENTORY.FANCYPICKUPSOUND
  States
  {
  Spawn:
    MEGA ABCD 4 bright
    Loop
  }
}

ACTOR PowerTimeFreezer2 : PowerTimeFreezer
{
  Powerup.Duration 2
}
ACTOR CyberRocketAmmo : Ammo
{
	Game Doom
	SpawnID 11
	Inventory.PickupMessage "Picked up a Rifle clip."
	Inventory.Amount 10
	Inventory.MaxAmount 200
	Ammo.BackpackAmount 10
	Ammo.BackpackMaxAmount 400
	Inventory.Icon "0"
	States
	{
	Spawn:
		CLIP B -1
		Stop
	}
}
ACTOR CyberRocket_Launcher : BDWeapon 18002
{
	Game Doom
	SpawnID 29
	Speed 20
	weapon.slotnumber 6
	Damage 20
	Weapon.SelectionOrder 9500
	Weapon.AmmoUse1 1
	Weapon.AmmoGive1 50
	Weapon.AmmoType1 "CyberRocketAmmo"
    Inventory.PickupSound "ROCKPKUP"
    +WEAPON.NOAUTOAIM
	+FORCEXYBILLBOARD
	+WEAPON.AXEBLOOD
	+WEAPON.NO_AUTO_SWITCH
	Inventory.PickupMessage "You got the Demonic Rocketlauncher!"
	States
	{
	Flash:
		CYFF A 2 bright
		stop
	Flash2:
		CYFF B 2 bright
		stop
	
	Steady:
	TNT1 A 1
	Goto Ready+1
	
	lowhealth:
		tnt1 a 0 A_jumpifhealthlower(30,2)
		tnt1 a 4
		loop
		tnt1 a 0
		blsc a 4
		loop
	Ready:
		tnt1 a 0 //A_gunflash("lowhealth")
		tnt1 a 0
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "PuristGun")
        TNT1 A 10 A_PlaySound("BFGREADY")
        CybS ABCDEFG 1 A_JumpIfInventory("GoFatality", 1, "Steady")
        TNT1 AAAAA 0
        //TNT1 A 0 A_JumpIfInventory("RocketRounds",1,2)
        //Goto Reload
        TNT1 AAAA 0
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		tnt1 a 0 A_gunflash("Flash")
		CYBG A 2 A_WeaponReady
		tnt1 a 0 A_gunflash("Flash2")
		CYBG B 2 A_WeaponReady
        Goto Ready+20
	Deselect:
        CYBS GFEDCBA 0
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
		TNT1 A 1
		Wait
	Select:
	
	TNT1 A 0 A_Takeinventory("FistsSelected",1)
	TNT1 A 0 A_Takeinventory("SawSelected",1)
	TNT1 A 0 A_Takeinventory("ShotgunSelected",1)
	TNT1 A 0 A_Takeinventory("SSGSelected",1)
	TNT1 A 0 A_Takeinventory("MinigunSelected",1)
	TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
	//TNT1 A 0 A_Giveinventory("RocketLauncherSelected",1)
	TNT1 A 0 A_Giveinventory("RocketLauncherSelected",1)
    TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("BFGSelected",1)
	TNT1 A 0 A_Takeinventory("BFG10kSelected",1)
	TNT1 A 0 A_Takeinventory("RailGunSelected",1)
	TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
	TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
	TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
	TNT1 A 0 A_Takeinventory("HasBarrel",1)
	TNT1 A 0 A_TakeInventory("TossGrenade", 1)
	
		CYBG A 0 A_Raise
		Wait
	Fire:
		tnt1 a 0 A_jump(120,"Fire_2")
		tnt1 a 0 A_jump(80,"Fire_3")
		//TNT1 A 0 A_FireCustomMissile("RedFlareSpawn",-5,0,0,0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Alerter")
		CYBF A 1 BRIGHT A_FireCustomMissile("CyberBalls",random(-2,2),1,0,-10)
        //TNT1 A 0 ACS_Execute(374, 0, 0, 0, 0)
		CYBF BCDE 1 BRIGHT
        CYBF FGH 1 A_Refire
        TNT1 A 0 A_Refire
        goto Ready+20
	
	Fire_2:
		//TNT1 A 0 A_FireCustomMissile("RedFlareSpawn",-5,0,0,0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Alerter")
		CYBF A 1 BRIGHT A_FireCustomMissile("FastCyberBalls",random(-2,2),1,0,-10)
        //TNT1 A 0 ACS_Execute(374, 0, 0, 0, 0)
		CYBF BCDE 1 BRIGHT
        CYBF FGH 1 A_Refire
        TNT1 A 0 A_Refire
        goto Ready+20
	Fire_3:
		//TNT1 A 0 A_FireCustomMissile("RedFlareSpawn",-5,0,0,0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Alerter")
		CYBF A 1 BRIGHT A_FireCustomMissile("VeryFastCyberBalls",random(-2,2),1,0,-10)
        //TNT1 A 0 ACS_Execute(374, 0, 0, 0, 0)
		CYBF BCDE 1 BRIGHT
        CYBF FGH 1 A_Refire
        TNT1 A 0 A_Refire
        goto Ready+20
	Spawn:
		CYGG E -1
		Stop

 	Kicksprites:
		CybS GFEDCBAAAAAABCDEFG 1
		stop
    DoKick:
	    TNT1 A 0 A_gunflash("Kicksprites")
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		NULL A 0 A_JumpIf (momZ > 0, "AirKick")
		NULL A 0 A_JumpIf (momZ < 0, "AirKick")
		NULL A 0 A_JumpIf (pitch > 32, "LowKickChecker1")
		Goto InitializeNormalKick
		
		LowKickChecker1:
		TNT1 A 0
	    NULL A 0 A_JumpIf (pitch > 90, "InitializeNormalKick")
		RIFF A 0 A_FireCustomMissile("KickAttackDetectDowned", 0, 0, 0, 0)
		
		InitializeNOrmalKick:
        TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		KICK BCD 1
		RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
        KICK H 5
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK I 1
		KICK GFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		goto Ready+20
    BerserkerKick:
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		KICK BCD 1
        RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
        KICK H 5
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK I 1
		KICK GFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		goto Ready+20
	
	AirKick:
	    TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Recoil (-6)
		KICK JKLMN 1
        RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -31)
        KICK O 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK PQRST 2
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		goto Ready+20
		
	SuperAirKick:
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Recoil (-6)
		KICK JKLMN 1
        RIFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -31)
        KICK O 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK PQRST 2
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		goto Ready+20
	
	Taunt:
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Taunting",1)
		TNT1 A 0 A_JumpIfInventory("RealismMode", 1, "CheckGrab")
        TNT1 A 10
		FUCK A 1
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 0, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", -9, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 9, 0, -1, 0)
        FUCK B 1 A_PlaySound("FUCK", 2)
        FUCK CD 1 A_AlertMonsters
		FUCK E 15 A_Takeinventory("Taunting",1)
        FUCK DCBA 1
        TNT1 A 10
		Goto Ready+1
	Salute:
	    TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_ALertMonsters
		SALU ABCDEDCDEDCDEDCBA 4
		TNT1 A 0 A_TakeInventory("Salute1",1)
		TNT1 A 0 A_TakeInventory("Salute2",1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Ready+1
		
	CheckGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfTargetInLOS("CheckDistanceGrab")
		Goto Ready+6
	CheckDistanceGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfCloser(100, "Grab")
		Goto Ready+6
	CheckIfCanGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfInTargetInventory("CanGrab", 1, "Grab")
		Goto Ready+6	
	Grab:
	    PKUP ABC 2
		TNT1 A 0 A_CustomMissile("PickupProjectile")
		PKUP DEF 2
		Goto Ready+1
		
	PuristGun:
		TNT1 A 1
		TNT1 A 0 A_GiveInventory("ClassicRocketLauncher", 1)
		TNT1 A 0 A_TakeInventory("Rocket_Launcher", 1)
		TNT1 A 10
		Goto Ready+1	
	TossGrenade:	
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_JumpIfInventory("GrenadeAmmo", 1, 1)
		Goto NoGrenade
		GRTH ABCD 1
		TNT1 A 0 A_GiveInventory("FiredGrenade", 1)
		TNT1 A 0 A_PLaySound ("GRNPIN")
		GRTH EEFG 1
		TNT1 A 0 A_PLaySound ("GRNTOSS")
		GRTH HI 1
		TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1)
		TNT1 A 0 A_FireCustomMissile("HandGrenade", random(-2,2), 0, 0, 0, 0, 0)
	    TNT1 A 0 A_TakeInventory("FiredGrenade", 1)
		GRTH JKLM 1
		TNT1 A 1 
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		Goto Ready+1	
	NoGrenade:
		TNT1 A 0
		TNT1 A 0 A_Print("No Grenades Left.")
		goto Ready+11	
	}
}
