ACTOR DoPunch : Inventory
{
Inventory.MaxAmount 1
}

Actor Kicking : Inventory
{
inventory.maxamount 1
}

Actor Punching : Inventory
{
inventory.maxamount 1
}

Actor Berserker : Inventory
{
inventory.maxamount 1
}

Actor NoFatality : Inventory
{
inventory.maxamount 1
}

Actor KickHasHit : Inventory
{
inventory.maxamount 1
}
 
Actor KickHasHitAnObject : Inventory
{
inventory.maxamount 1
}

Actor IsSlideKicking : Inventory
{
inventory.maxamount 1
}

Actor ShotgunguyHead: Inventory
{
inventory.maxamount 1
}

ACTOR Raidentoken : Inventory
{
Inventory.MaxAmount 1
}

ACTOR Raidentoken1 : Inventory
{
Inventory.MaxAmount 1
}


Actor PSeq1 : Inventory
{
inventory.maxamount 2
}

Actor PSeq2 : Inventory
{
inventory.maxamount 1
}


Actor PSeq3 : Inventory
{
inventory.maxamount 1
}

ACTOR PSeq4 : Inventory
{
Inventory.MaxAmount 1
}

ACTOR ArachnoGun : Inventory
{
Inventory.MaxAmount 1
}

ACTOR PhantasmFatality : Inventory
{
Inventory.MaxAmount 1
}

ACTOR ArachnoGun_Plasma
{
	Radius 6
	Height 10
	Speed 60
	Damage 10
    DamageType Plasma
	Decal "Scorch"
	alpha 0.87
	Scale 0.30
	Projectile
	+RANDOMIZE
	renderstyle ADD
	DeathSound "weapons/plasmax"
    SeeSound "None"
	Obituary "%o was melted by %k's Plasma Gun"
	States
	{
	Spawn:
        PBAL C 1 BRIGHT A_SpawnItem("PlasmaFlare",0,0)
		TNT1 A 0 A_PlaySound("weapons/plasmaloop",6,1,1)
		Loop
	
	Xdeath:
		TNT1 A 0 A_StopSound(6)
		TNT1 A 0 A_CustomMissile ("BluePlasmaFire", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAA 0 A_CustomMissile ("BluePlasmaParticle", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 B 1 A_Explode(15,50,0)
		TNT1 B 4
		TNT2 AAA 4 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
		Stop

	Death:
		TNT1 A 0 A_StopSound(6)
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("DetectCeilCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 B 1 A_Explode(8,50,1)
		TNT1 A 0 A_CustomMissile ("BluePlasmaFire", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAA 0 A_CustomMissile ("BluePlasmaParticle", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 B 4	
		TNT2 AAAAAAAAA 4 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}


// --------------------------------------------------------------------------
//
// Melee Weapons
//
// --------------------------------------------------------------------------


ACTOR Melee_Attacks : Fist Replaces Fist
{
	Weapon.BobRangeX 0.4
	Weapon.BobRangeY 0.6
	Weapon.BobStyle InverseSmooth
	Weapon.BobSpeed 2.5
	Game Doom
	Weapon.SelectionOrder 3700
	Weapon.Kickback 100
	Weapon.UpSound "FISUP"
	Obituary "%o was Ripped and Teared by 	%k"
	+WEAPON.WIMPY_WEAPON
	+WEAPON.MELEEWEAPON
    +WEAPON.NOALERT
    +WEAPON.NOAUTOAIM
	+WEAPON.NOAUTOFIRE
	+WEAPON.CHEATNOTWEAPON
	States
	{
	Steady:
	TNT1 A 1
	TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
	Goto Ready

	Reload:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
	    TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"SelectFatalityModes")
	    PUNS BCDE 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PUNS F 7 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_PlaySound("KNUCKLED")
		PUNS GF 7 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PUNS EDCB 1 A_TakeInventory("Reloading", 1)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		Goto Ready+12

	SelectFatalityModes:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("NoFatality", 1, "FatalityOn")
		Goto FatalityOff
	FatalityOn:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
	    TNT1 A 0 A_Print("RIP AND TEAR! Mode")
	    PUNS BCDE 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PUNS F 7 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_PlaySound("KNUCKLED")
		PUNS GF 7 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_TakeInventory("Reloading", 1)
		PUNS EDCB 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_TakeInventory("NoFatality", 1)
		Goto Ready+12

	FatalityOff:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_Print("SMASH Mode")
	    PUNS BCDE 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PUNS F 7 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_PlaySound("KNUCKLED")
		PUNS GF 7 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_TakeInventory("Reloading", 1)
		PUNS EDCB 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_GiveInventory("NoFatality", 1)
		Goto Ready+12
	DoingFatality:
	PUNG A 1
	TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
	Goto Ready+11

	Ready:
        PUNS B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PUNS C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PUNS D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PUNS C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PUNS B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        ////////////////// Check if player is performing a fatality\\\\
		TNT1 A 0 A_jumpifInventory("LostSoulFatality",1,"ReadySoul")
        TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
        ////////////////////
        TNT1 AAA 0
		TNT1 A 0 A_JumpIfInventory("ShotgunguyHead",1,"ReadyShotgunguyHead")
        TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul")
		TNT1 A 0 A_JumpIfInventory("HasBarrel",1,"ReadyBarrel")
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
	    TNT1 A 0 A_JumpIfInventory("TossGrenade", 1, "TossGrenade")
		TNT1 A 0 A_JumpIfInventory("Weaponspecial2",1,"Switchingpistol")
		PUNG A 0 A_WeaponReady
        PUNG A 1 A_WeaponReady
		Goto Ready+12
		
		SwitchingPistol:
		
			TNT1 A 0 A_TakeInventory("Weaponspecial2", 1)
		goto Uppercut
	
		
	ReadyShotgunguyHEad:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        PTG1 B 2 A_WeaponReady
		Goto Ready+12
		
	
		
	ReadySoul:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		TNT1 A 0 A_JumpIfInventory("Reloading",1,"KillLS")
        THEA A 7 BRIGHT A_WeaponReady
        TNT1 A 0 A_FireCustomMissile("LostSoulOnHandFireSpawner",40,0,0,5)
        THEA B 7 BRIGHT A_WeaponReady
        TNT1 A 0 A_FireCustomMissile("LostSoulOnHandFireSpawner",40,0,0,5)
        THEA A 7 BRIGHT A_WeaponReady
        TNT1 A 0 A_FireCustomMissile("LostSoulOnHandFireSpawner",40,0,0,5)
        THEA B 7 BRIGHT A_WeaponReady
        TNT1 A 0 A_FireCustomMissile("LostSoulOnHandFireSpawner",40,0,0,5)
        THEA C 7 BRIGHT A_WeaponReady
        TNT1 A 0 A_FireCustomMissile("LostSoulOnHandFireSpawner",40,0,0,5)
        THEA D 7 BRIGHT A_WeaponReady
        TNT1 A 0 A_FireCustomMissile("LostSoulOnHandFireSpawner",40,0,0,5)
        THEA C 7 BRIGHT A_WeaponReady
        TNT1 A 0 A_FireCustomMissile("LostSoulOnHandFireSpawner",40,0,0,5)
        THEA D 7 BRIGHT A_WeaponReady
        TNT1 A 0 A_FireCustomMissile("LostSoulOnHandFireSpawner",40,0,0,5)
		Goto Ready+12
		
	ReadyBarrel:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        THRG A 2 A_WeaponReady
		Goto Ready+12
		
	
    Deselect:
		TNT1 A 0 A_TakeInventory("DoPunch",1)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_TakeInventory("FistsSelected",1)
		TNT1 A 0 A_TakeInventory("Weaponspecial2")
		TNT1 A 0 A_TakeInventory("switchfiremode")
		TNT1 A 0 A_TakeInventory("Weaponspecial")
		TNT1 A 0 A_JumpIfInventory("HasBarrel",1,"FireBarrel")
		TNT1 A 0 A_PlaySound("PIHOL", 4)
		PUNS H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PUNS I 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.4)
		PUNS J 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
		TNT1 A 1 A_Lower
		Wait

    KillLS:
        THEA E 8
        TNT1 A 0 A_FireCustomMissile("LSOHK",40,0,0,5)
        TNT1 A 0 A_TakeInventory("LostSoulFatality",1)
        THEA F 8
		THEA F 1 A_Lower
		Wait
		
	Select:
	TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
	TNT1 A 0 A_GiveInventory("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("NewChaingunSelected",1)
	TNT1 A 0 A_TakeInventory("RocketLauncherSelected",1)
    TNT1 A 0 A_TakeInventory("GrenadeLauncherSelected",1)
	
	TNT1 A 0 A_TakeInventory("PlasmaGunSelected",1)
	
	
	TNT1 A 0 A_TakeInventory("RailGunSelected",1)
	TNT1 A 0 A_TakeInventory("BFGSelected",1)
	
	
	TNT1 A 0 A_TakeInventory("RevenantLauncherSelected",1)
	TNT1 A 0 A_TakeInventory("FlameCannonSelected",1)
	
	
	
	TNT1 A 0 A_TakeInventory("SubMachineGunSelected",1)
	TNT1 A 0 A_TakeInventory("LostSoulSelected",1)
	TNT1 A 0 A_TakeInventory("HasBarrel",1)
	

        ////////////////// Check if player is performing a fatality\\\\
		TNT1 A 0
		TNT1 A 0 A_jumpifInventory("LostSoulFatality",1,"ReadySoul")
        ////////////////////
		TNT1 A 0 A_Raise
		Wait
	Fire:
		TNT1 A 0 A_JumpIfInventory("ShotgunguyHead",1,"ShotgunguyHeadFire")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"LSFire")
		TNT1 A 0 A_JumpIfInventory("HasBarrel",1,"FireBarrel")
		
			TNT1 A 0 A_jumpifinventory("PowerStrength",1,"FatalityFire")
			TNT1 A 0 A_Jump(128, "Fire2")
			//TNT1 A 0 A_JumpIfInventory("PSeq1",1,"Fire2")

		PUNG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(-0.6 + angle)
			//TNT1 A 0 A_GiveInventory("PSeq1", 1)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PUNG C 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(-0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
        TNT1 A 0 A_PlaySound("fstat",5)
		TNT1 A 0 A_GiveInventory("Punching",1)
		PUNG D 2 A_FireCustomMissile("MeleeStrikeNormal", 0, 0, 0, 0)
		TNT1 A 0 A_SetAngle(-0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
	
		PUNG E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		PUNG F 1 A_WeaponReady(1)
		TNT1 A 0 A_SetAngle(+0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PUNG G 1 A_WeaponReady(1) 
		TNT1 A 0 A_SetAngle(+0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PUNG H 1 A_WeaponReady(1)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickRight")
			TNT1 A 0 A_Refire
		PUNG A 2 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul")
       	
	   PUNG A 2 A_WeaponReady

		Goto Ready+12
		
		 Fire2:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
	    TNT1 A 0
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_Jump(255, 7)
		TNT1 AAAA 0
		TNT1 AAAA 0

		TNT1 A 0 A_JumpIfInventory("HasBarrel",1,"AltFireBarrel")
		
		TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"AltFatalityAttack")
		PUP2 B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.6 + angle)
				//TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PUP2 C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
         TNT1 A 0 A_PlaySound("fstat",4)
		TNT1 A 0 A_GiveInventory("Punching",1)
		PUNG A 0 A_FireCustomMissile("MeleeStrikeNormal2", 0, 0, 0, 0)
		PUN2 A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PUN2 C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		PUN2 D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(-0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		PUN2 E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(-0.6 + angle)
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		PUN2 F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(-0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PUN2 F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(-0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PUN2 G 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PUN2 HI 1 A_WeaponReady(1)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PUN2 J 1 A_WeaponReady(1)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickLeft")
		TNT1 A 0 A_Refire
		PUNG A 2 A_WeaponReady

		TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul")
        PUNG A 2 A_WeaponReady
		Goto Ready+12
		
		
		
		
		
		
		
		FatalityFire:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("NoFatality", 1, "PunchBerserkNoFatality")
		TNT1 A 0 A_Jump(128, "PunchRightFatality")
		
	PunchLeftFatality:
				TNT1 A 0 A_JumpIfInventory("HasBarrel",1,"AltFireBarrel")
			//TNT1 A 0 A_JumpIfInventory("PSeq1",1,"Fire2")

		PUNG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(-0.6 + angle)
			//TNT1 A 0 A_GiveInventory("PSeq1", 1)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PUNG C 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(-0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
        TNT1 A 0 A_PlaySound("fstat",5)
		TNT1 A 0 A_GiveInventory("Punching",1)
		PUNG D 2 A_FireCustomMissile("MeleeStrike1Fatality", 0, 0, 0, 0)
		TNT1 A 0 A_SetAngle(-0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
	
		PUNG E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		PUNG F 1 A_WeaponReady(1)
		TNT1 A 0 A_SetAngle(+0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PUNG G 1 A_WeaponReady(1) 
		TNT1 A 0 A_SetAngle(+0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PUNG H 1 A_WeaponReady(1)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickRight")
			TNT1 A 0 A_Refire
		PUNG A 2 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul")
       	
	   PUNG A 2 A_WeaponReady

		Goto Ready+12
		
		
		
	 PunchRightFatality:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("HasBarrel",1,"AltFireBarrel")
		PUP2 B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.6 + angle)
				//TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PUP2 C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
         TNT1 A 0 A_PlaySound("fstat",4)
		TNT1 A 0 A_GiveInventory("Punching",1)
		PUNG A 0 A_FireCustomMissile("MeleeStrike1Fatality", 0, 0, 0, 0)
		PUN2 A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PUN2 C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		PUN2 D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(-0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		PUN2 E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(-0.6 + angle)
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		PUN2 F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(-0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PUN2 F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(-0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PUN2 G 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PUN2 HI 1 A_WeaponReady(1)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PUN2 J 1 A_WeaponReady(1)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickLeft")
		TNT1 A 0 A_Refire
		PUNG A 2 A_WeaponReady

		TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul")
        PUNG A 2 A_WeaponReady
		
		
		
		
		
		
		
		
		
	PunchBerserkNoFatality:
		TNT1 A 0
		TNT1 A 0 A_Jump(128, "PunchRightBerserkNoFatality")
		
	PunchLeftBerserkNoFatality:
			TNT1 A 0 A_JumpIfInventory("HasBarrel",1,"AltFireBarrel")
			//TNT1 A 0 A_JumpIfInventory("PSeq1",1,"Fire2")

		PUNG B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(-0.6 + angle)
			//TNT1 A 0 A_GiveInventory("PSeq1", 1)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PUNG C 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(-0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
        TNT1 A 0 A_PlaySound("fstat",5)
		TNT1 A 0 A_GiveInventory("Punching",1)
		PUNG D 2 A_FireCustomMissile("MeleeStrike1Berserked", 0, 0, 0, 0)
		TNT1 A 0 A_SetAngle(-0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
	
		PUNG E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		PUNG F 1 A_WeaponReady(1)
		TNT1 A 0 A_SetAngle(+0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PUNG G 1 A_WeaponReady(1) 
		TNT1 A 0 A_SetAngle(+0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PUNG H 1 A_WeaponReady(1)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickRight")
			TNT1 A 0 A_Refire
		PUNG A 2 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul")
       	
	   PUNG A 2 A_WeaponReady

		Goto Ready+12
		
	 PunchRightBerserkNoFatality:

			    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("HasBarrel",1,"AltFireBarrel")
		PUP2 B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.6 + angle)
				//TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PUP2 C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
         TNT1 A 0 A_PlaySound("fstat",4)
		TNT1 A 0 A_GiveInventory("Punching",1)
		PUNG A 0 A_FireCustomMissile("MeleeStrike1Berserked", 0, 0, 0, 0)
		PUN2 A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch + 0.2)
		PUN2 C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		PUN2 D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(-0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch + 0.1)
		PUN2 E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(-0.6 + angle)
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		PUN2 F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(-0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PUN2 F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(-0.6 + angle)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PUN2 G 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PUN2 HI 1 A_WeaponReady(1)
		TNT1 A 0 A_SetPitch(pitch - 0.2)
		PUN2 J 1 A_WeaponReady(1)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickLeft")
		TNT1 A 0 A_Refire
		PUNG A 2 A_WeaponReady

		TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul")
        PUNG A 2 A_WeaponReady
		
		
		Goto Ready+12
		
		
		
		

    AltFire:
	
	
	TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"AltFireFatalityAttack")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_JumpIfInventory("PSeq2", 1, "Hook2")
		
		
			TNT1 A 0 A_SetAngle(+0.5 + angle)
	PUNS H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.5 + angle)

		PUNS I 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(+0.5 + angle)

		PUNS J 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 1 A_SetAngle(+0.5 + angle)
			TNT1 A 1 A_SetAngle(-0.5 + angle)
			TNT1 A 1 A_SetAngle(-0.5 + angle)
			TNT1 A 1 A_SetAngle(-0.5 + angle)
			TNT1 A 1 A_SetAngle(-0.5 + angle)
		
	
		
			TNT1 A 0 A_Recoil(-1)
		PUN3 A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(-0.5 + angle)
		TNT1 A 0 A_GiveInventory("PSeq2", 1)
		TNT1 A 0 A_PlaySound("weapons/fistwhoosh",0)
		PUN3 B 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(-0.5 + angle)
		TNT1 A 0 A_SetPitch(+2 + pitch)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
		PUN3 D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(-0.5 + angle)
			TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		RIfF AA 0 A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 5)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1", 0, 0, 25, 5)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1", 0, 0, -25, 5)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_SetPitch(+3 + pitch)
		PUN3 EGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(-0.5 + angle)
		PUN3 I 1 A_SetPitch(-2 + pitch)
		TNT1 A 0 A_SetPitch(-3 + pitch)
		
		PUN3 JKL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(-0.5 + angle)
				TNT1 A 3
		TNT1 A 0 A_Refire ("Hook2")
		TNT1 A 1
			TNT1 A 0 A_Refire ("Hook2")
		TNT1 A 1
			TNT1 A 0 A_Refire ("Hook2")
		TNT1 A 1
			TNT1 A 0 A_Refire ("Hook2")
		TNT1 A 1
			TNT1 A 0 A_Refire ("Hook2")
		Goto Ready+7
		
		
		
		
		 AltFireFatalityAttack:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_JumpIfInventory("PSeq2", 1, "Hook2Smash")
		
		
			TNT1 A 0 A_SetAngle(+0.5 + angle)
	PUNS H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_SetAngle(+0.5 + angle)

		PUNS I 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 0 A_SetAngle(+0.5 + angle)

		PUNS J 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
			TNT1 A 1 A_SetAngle(+0.5 + angle)
			TNT1 A 1 A_SetAngle(-0.5 + angle)
			TNT1 A 1 A_SetAngle(-0.5 + angle)
			TNT1 A 1 A_SetAngle(-0.5 + angle)
			TNT1 A 1 A_SetAngle(-0.5 + angle)
		
	
		
			TNT1 A 0 A_Recoil(-1)
		PUN3 A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(-0.5 + angle)
		TNT1 A 0 A_GiveInventory("PSeq2", 1)
		TNT1 A 0 A_PlaySound("weapons/fistwhoosh",0)
		PUN3 B 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(-0.5 + angle)
		TNT1 A 0 A_SetPitch(+2 + pitch)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
		PUN3 D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(-0.5 + angle)
			TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		RIfF AA 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0, 0, 5)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0, 25, 5)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0, -25, 5)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_SetPitch(+3 + pitch)
		PUN3 EGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(-0.5 + angle)
		PUN3 I 1 A_SetPitch(-2 + pitch)
		TNT1 A 0 A_SetPitch(-3 + pitch)
		
		PUN3 JKL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(-0.5 + angle)
				TNT1 A 1
						TNT1 A 0 A_Refire ("Hook2Smash")
				TNT1 A 1
						TNT1 A 0 A_Refire ("Hook2Smash")
				TNT1 A 1
		TNT1 A 0 A_Refire ("Hook2Smash")
		TNT1 A 1
			TNT1 A 0 A_Refire ("Hook2Smash")
		TNT1 A 1
			TNT1 A 0 A_Refire ("Hook2Smash")
		TNT1 A 1
			TNT1 A 0 A_Refire ("Hook2Smash")
		TNT1 A 1
			TNT1 A 0 A_Refire ("Hook2Smash")
		Goto Ready+7
		
		
		
		
		
		AltFire3:
	
	
	
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_JumpIfInventory("PSeq2", 1, "Hook2")
		
		
		TNT1 A 1 A_SetAngle(+0.5 + angle)
		TNT1 A 1 A_SetAngle(+0.5 + angle)
		TNT1 A 1 A_SetAngle(+0.5 + angle)
			TNT1 A 1 A_SetAngle(+0.5 + angle)
			TNT1 A 1 A_SetAngle(-0.5 + angle)
			TNT1 A 1 A_SetAngle(-0.5 + angle)
			TNT1 A 1 A_SetAngle(-0.5 + angle)
			TNT1 A 1 A_SetAngle(-0.5 + angle)
		
	
		
			TNT1 A 0 A_Recoil(-1)
		PUN3 A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(-0.5 + angle)
		TNT1 A 0 A_GiveInventory("PSeq2", 1)
		TNT1 A 0 A_PlaySound("weapons/fistwhoosh",0)
		PUN3 B 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(-0.5 + angle)
		TNT1 A 0 A_SetPitch(+2 + pitch)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
		PUN3 D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(-0.5 + angle)
			TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		RIfF AA 0 A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 5)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1", 0, 0, 25, 5)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1", 0, 0, -25, 5)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_SetPitch(+3 + pitch)
		PUN3 EGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(-0.5 + angle)
		PUN3 I 1 A_SetPitch(-2 + pitch)
		TNT1 A 0 A_SetPitch(-3 + pitch)
		
		PUN3 JKL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(-0.5 + angle)
				TNT1 A 3
		TNT1 A 0 A_Refire ("Hook2")
		TNT1 A 1
			TNT1 A 0 A_Refire ("Hook2")
		TNT1 A 1
			TNT1 A 0 A_Refire ("Hook2")
		TNT1 A 1
			TNT1 A 0 A_Refire ("Hook2")
		TNT1 A 1
			TNT1 A 0 A_Refire ("Hook2")
		Goto Ready+7
		
		
		
		
		
		Hook2:
		
		
		
		
		
		
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		
		
		TNT1 A 1 A_SetAngle(-0.5 + angle)
	TNT1 A 1 A_SetAngle(-0.5 + angle)
		TNT1 A 1 A_SetAngle(-0.5 + angle)
			TNT1 A 1 A_SetAngle(-0.5 + angle)
			TNT1 A 1 A_SetAngle(+0.5 + angle)
			TNT1 A 1 A_SetAngle(+0.5 + angle)
			TNT1 A 1 A_SetAngle(+0.5 + angle)
			TNT1 A 1 A_SetAngle(+0.5 + angle)
		
		
		TNT1 A 0 A_Recoil(-1)
		PUN4 A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(+0.5 + angle)
		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_PlaySound("weapons/fistwhoosh",0)
		PUN4 B 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(+0.5 + angle)
		TNT1 A 0 A_SetPitch(+2 + pitch)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
		PUN4 D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(+0.5 + angle)
			TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		RIfF AA 0 A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 5)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1", 0, 0, 25, 5)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1", 0, 0, -25, 5)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_SetPitch(+3 + pitch)
		PUN4 EGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(+0.5 + angle)
		PUN4 I 1 A_SetPitch(-2 + pitch)
		TNT1 A 0 A_SetPitch(-3 + pitch)
		PUN4 JKL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(+0.5 + angle)
			
		TNT1 A 3
		TNT1 A 0 A_Refire ("Altfire3")
		TNT1 A 1
			TNT1 A 0 A_Refire ("Altfire3")
		TNT1 A 1
			TNT1 A 0 A_Refire ("Altfire3")
		TNT1 A 1
			TNT1 A 0 A_Refire ("Altfire3")
		TNT1 A 1
			TNT1 A 0 A_Refire ("Altfire3")
			Goto Ready+7
		
		
		
		
		Altfire3Smash:
	
	
	
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_JumpIfInventory("PSeq2", 1, "Hook2Smash")
		
		
		TNT1 A 1 A_SetAngle(+0.5 + angle)
		TNT1 A 1 A_SetAngle(+0.5 + angle)
		TNT1 A 1 A_SetAngle(+0.5 + angle)
			TNT1 A 1 A_SetAngle(+0.5 + angle)
			TNT1 A 1 A_SetAngle(-0.5 + angle)
			TNT1 A 1 A_SetAngle(-0.5 + angle)
			TNT1 A 1 A_SetAngle(-0.5 + angle)
			TNT1 A 1 A_SetAngle(-0.5 + angle)
		
	
		
			TNT1 A 0 A_Recoil(-1)
		PUN3 A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(-0.5 + angle)
		TNT1 A 0 A_GiveInventory("PSeq2", 1)
		TNT1 A 0 A_PlaySound("weapons/fistwhoosh",0)
		PUN3 B 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(-0.5 + angle)
		TNT1 A 0 A_SetPitch(+2 + pitch)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
		PUN3 D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(-0.5 + angle)
			TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		RIfF AA 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0, 0, 5)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0, 25, 5)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0, -25, 5)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_SetPitch(+3 + pitch)
		PUN3 EGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(-0.5 + angle)
		PUN3 I 1 A_SetPitch(-2 + pitch)
		TNT1 A 0 A_SetPitch(-3 + pitch)
		
		PUN3 JKL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(-0.5 + angle)
				TNT1 A 1
				TNT1 A 0 A_Refire ("Hook2Smash")
				TNT1 A 1
				TNT1 A 0 A_Refire ("Hook2Smash")
				TNT1 A 1
		TNT1 A 0 A_Refire ("Hook2Smash")
		TNT1 A 1
			TNT1 A 0 A_Refire ("Hook2Smash")
		TNT1 A 1
			TNT1 A 0 A_Refire ("Hook2Smash")
		TNT1 A 1
			TNT1 A 0 A_Refire ("Hook2Smash")
		TNT1 A 1
			TNT1 A 0 A_Refire ("Hook2Smash")
		Goto Ready+7
		
		Hook2Smash:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		
		
		TNT1 A 1 A_SetAngle(-0.5 + angle)
	TNT1 A 1 A_SetAngle(-0.5 + angle)
		TNT1 A 1 A_SetAngle(-0.5 + angle)
			TNT1 A 1 A_SetAngle(-0.5 + angle)
			TNT1 A 1 A_SetAngle(+0.5 + angle)
			TNT1 A 1 A_SetAngle(+0.5 + angle)
			TNT1 A 1 A_SetAngle(+0.5 + angle)
			TNT1 A 1 A_SetAngle(+0.5 + angle)
		
		
		TNT1 A 0 A_Recoil(-1)
		PUN4 A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(+0.5 + angle)
		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_PlaySound("weapons/fistwhoosh",0)
		PUN4 B 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(+0.5 + angle)
		TNT1 A 0 A_SetPitch(+2 + pitch)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
		PUN4 D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(+0.5 + angle)
			TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		RIfF AA 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0, 0, 5)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0, 25, 5)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0, -25, 5)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_SetPitch(+3 + pitch)
		PUN4 EGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(+0.5 + angle)
		PUN4 I 1 A_SetPitch(-2 + pitch)
		TNT1 A 0 A_SetPitch(-3 + pitch)
		PUN4 JKL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		//TNT1 A 0 A_SetAngle(+0.5 + angle)
			
		TNT1 A 1
			TNT1 A 0 A_Refire ("Altfire3Smash")
		TNT1 A 1
			TNT1 A 0 A_Refire ("Altfire3Smash")
		TNT1 A 1
		
		TNT1 A 0 A_Refire ("Altfire3Smash")
		TNT1 A 1
			TNT1 A 0 A_Refire ("Altfire3Smash")
		TNT1 A 1
			TNT1 A 0 A_Refire ("Altfire3Smash")
		TNT1 A 1
			TNT1 A 0 A_Refire ("Altfire3Smash")
		TNT1 A 1
			TNT1 A 0 A_Refire ("Altfire3Smash")
			Goto Ready+7
		
		
		Combopunches:
		TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"SuperComboPunches")
		NULL A 0 A_JumpIf (VelZ > 0, "Raidenkickcomboair")
		NULL A 0 A_JumpIf (VelZ < 0, "Raidenkickcomboair")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_Recoil(-4)
		PUP2 CBA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)	
	    TNT1 A 0 A_PlaySound("weapons/fistwhoosh", 5)
		TNT1 A 0 A_GiveInventory("Punching",1)
		PKUP D 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		RIfF AA 0 A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 8)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1", 0, 0,  0, 8)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1", 0, 0,  0, 8)
		PKUP D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PKUP DEF 1
		PUP2 ABC 1 
		PUNC ABC 1
		PUNC C 1
		TNT1 A 0 A_PlaySound("combat/fstatk2", 5)
		PUNC D 1 A_FireCustomMissile("MeleeStrike1", 0, 10, 0, 8)
		PUNC E 1 A_FireCustomMissile("MeleeStrike1", 0, 1, 0, 8)
		RIfF AA 0 A_FireCustomMissile("MeleeStrike1", 0, 1, 0, 8)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1", 0, 1,  0, 8)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1", 0, 1,  0, 8)
		PUNC E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PUNC FGH 1
		TNT1 A 0 A_GiveInventory("Raidentoken1", 1)
		TNT1 A 0 A_TakeInventory("weaponspecial", 1)
		TNT1 A 3 A_WeaponReady(1)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"Raidenkickcombo")
		TNT1 A 4 A_WeaponReady(1)
		TNT1 A 0 A_ReFire
		Goto Ready+7
		
		SuperCombopunches:
		NULL A 0 A_JumpIf (VelZ > 0, "SuperRaidenkickcomboair")
		NULL A 0 A_JumpIf (VelZ < 0, "SuperRaidenkickcomboair")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_Recoil(-4)
		PUP2 CBA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)	
	    TNT1 A 0 A_PlaySound("weapons/fistwhoosh", 5)
		TNT1 A 0 A_GiveInventory("Punching",1)
		PKUP D 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		RIfF AA 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0, 0, 8)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0,  0, 8)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0,  0, 8)
		PKUP D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PKUP DEF 1
		PUP2 ABC 1
		PUNC ABC 1
		PUNC C 1
		TNT1 A 0 A_PlaySound("combat/fstatk2", 5)
		PUNC D 1 A_FireCustomMissile("MeleeStrike1Smash", 0, 10, 0, 8)
		PUNC E 1 A_FireCustomMissile("MeleeStrike1Smash", 0, 1, 0, 8)
		RIfF AA 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 1, 0, 8)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 1,  0, 8)
		RIfF A 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 1,  0, 8)
		PUNC E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PUNC FGH 1
		TNT1 A 0 A_GiveInventory("Raidentoken1", 1)
		TNT1 A 0 A_TakeInventory("weaponspecial", 1)
		TNT1 A 3 A_WeaponReady(1)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"SuperRaidenkickcombo")
		TNT1 A 4 A_WeaponReady(1)
		TNT1 A 0 A_ReFire
		Goto Ready+7

	Raidenkickcombo:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0, 22, 0, 1)
		TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"SuperRaidenkickcombo")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_GiveInventory("Kicking", 1)
		TNT1 A 0 A_Recoil(-4)
		TNT1 A 0 A_PlaySoundEx("combat/DSSWING", 23)
		TNT1 A 0 A_FireCustomMissile("RaidenKickAttack", 0, 0, 0, 5)
		KIK4 A 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("RaidenKickAttack", 0, 0, 0, 5)
		KIK4 B 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("RaidenKickAttack", 0, 0, 0, 5)
		KIK4 C 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("RaidenKickAttack", 0, 0, 0, 5)
		KIK4 D 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("RaidenKickAttack", 0, 0, 0, 5)
		KIK4 E 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_SetPitch(-9 + Pitch)
		TNT1 A 0 A_FireCustomMissile("RaidenKickAttack", 0, 0, 0, 5)
		KIK4 F 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("RaidenKickAttack", 0, -30, 0, 5)
		KIK4 G 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("RaidenKickAttack", 0, -30, 0, 5)
		KIK4 H 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("RaidenKickAttack", 0, 0, 0, 5)
		KIK4 I 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("RaidenKickAttack", 0, 0, 0, 5)
		KIC6 D 1 A_FireCustomMissile("RaidenKickAttack", 0, 0, -30, 5)
		KIK4 J 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("RaidenKickAttack", 0, 0, 0, 5)
		KIC6 E 1 A_FireCustomMissile("RaidenKickAttack", 0, -30, 0, 5)
		KIK4 K 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("RaidenKickAttack", 0, 0, 0, 5)
		KIC6 F 1 A_FireCustomMissile("RaidenKickAttack", 0, 0, -30, 5)
		KIK4 L 1 A_SetAngle(-30 + angle)
		KIC6 G 1 A_FireCustomMissile("RaidenKickAttack", 0, 0, -30, 5)
		KIC6 H 1 A_FireCustomMissile("RaidenKickAttack", 0, 0, -30, 5)
		KIC6 I 1 A_FireCustomMissile("RaidenKickAttack", 0, 0, -30, 5)
		KIC6 J 1 A_FireCustomMissile("RaidenKickAttack", 0, 0, -30, 5)
		KIC6 K 1 A_FireCustomMissile("RaidenKickAttack", 0, 0, -30, 5)
		KIC6 L 1 A_FireCustomMissile("RaidenKickAttack", 0, 0, -30, 5)
		KIC6 M 1 A_FireCustomMissile("RaidenKickAttack", 0, 0, -30, 5)
		KIC6 N 1 A_FireCustomMissile("RaidenKickAttack", 0, 0, -30, 5)
		KIC6 O 1 A_FireCustomMissile("RaidenKickAttack", 0, 0, -30, 5)
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 0 A_TakeInventory("weaponspecial", 1)
		TNT1 A 0 A_TakeInventory("Raidentoken", 1)
		TNT1 A 1
		Goto Ready+12
		
	Raidenkickcomboair:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_GiveInventory("Kicking", 1)
		TNT1 A 0 A_Recoil(-4)
		TNT1 A 0 A_PlaySoundEx("combat/DSSWING", 23)
		TNT1 A 0 A_FireCustomMissile("RaidenKickAttack", 0, 0, 0, 5)
		KIK4 A 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("RaidenKickAttack", 0, 0, 0, 5)
		KIK4 B 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("RaidenKickAttack", 0, 0, 0, 5)
		KIK4 C 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("RaidenKickAttack", 0, 0, 0, 5)
		KIK4 D 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("RaidenKickAttack", 0, 0, 0, 5)
		KIK4 E 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_SetPitch(-9 + Pitch)
		TNT1 A 0 A_FireCustomMissile("RaidenKickAttack", 0, 0, 0, 5)
		KIK4 F 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("RaidenKickAttack", 0, -30, 0, 5)
		KIK4 G 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("RaidenKickAttack", 0, -30, 0, 5)
		KIK4 H 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("RaidenKickAttack", 0, 0, 0, 5)
		KIK4 I 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("RaidenKickAttack", 0, 0, 0, 5)
		KIC6 D 1 A_FireCustomMissile("RaidenKickAttack", 0, 0, -30, 5)
		KIK4 J 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("RaidenKickAttack", 0, 0, 0, 5)
		KIC6 E 1 A_FireCustomMissile("RaidenKickAttack", 0, -30, 0, 5)
		KIK4 K 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("RaidenKickAttack", 0, 0, 0, 5)
		KIC6 F 1 A_FireCustomMissile("RaidenKickAttack", 0, 0, -30, 5)
		KIK4 L 1 A_SetAngle(-30 + angle)
		KIC6 G 1 A_FireCustomMissile("RaidenKickAttack", 0, 0, -30, 5)
		KIC6 H 1 A_FireCustomMissile("RaidenKickAttack", 0, 0, -30, 5)
		KIC6 I 1 A_FireCustomMissile("RaidenKickAttack", 0, 0, -30, 5)
		KIC6 J 1 A_FireCustomMissile("RaidenKickAttack", 0, 0, -30, 5)
		KIC6 K 1 A_FireCustomMissile("RaidenKickAttack", 0, 0, -30, 5)
		KIC6 L 1 A_FireCustomMissile("RaidenKickAttack", 0, 0, -30, 5)
		KIC6 M 1 A_FireCustomMissile("RaidenKickAttack", 0, 0, -30, 5)
		KIC6 N 1 A_FireCustomMissile("RaidenKickAttack", 0, 0, -30, 5)
		KIC6 O 1 A_FireCustomMissile("RaidenKickAttack", 0, 0, -30, 5)
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 0 A_TakeInventory("weaponspecial", 1)
		TNT1 A 0 A_TakeInventory("Raidentoken", 1)
		TNT1 A 1
		Goto Ready+12
		
	SuperRaidenkickcombo:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0, 22, 0, 1)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_GiveInventory("Kicking", 1)
		TNT1 A 0 A_Recoil(-4)
		TNT1 A 0 A_PlaySoundEx("combat/DSSWING", 23)
		TNT1 A 0 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, 0, 5)
		KIK4 A 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, 0, 5)
		KIK4 B 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, 0, 5)
		KIK4 C 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, 0, 5)
		KIK4 D 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, 0, 5)
		KIK4 E 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_SetPitch(-9 + Pitch)
		TNT1 A 0 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, 0, 5)
		KIK4 F 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperRaidenKickAttack", 0, -30, 0, 5)
		KIK4 G 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperRaidenKickAttack", 0, -30, 0, 5)
		KIK4 H 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, 0, 5)
		KIK4 I 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, 0, 5)
		KIC6 D 1 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, -30, 5)
		KIK4 J 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, 0, 5)
		KIC6 E 1 A_FireCustomMissile("SuperRaidenKickAttack", 0, -30, 0, 5)
		KIK4 K 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, 0, 5)
		KIC6 F 1 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, -30, 5)
		KIK4 L 1 A_SetAngle(-30 + angle)
		KIC6 G 1 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, -30, 5)
		KIC6 H 1 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, -30, 5)
		KIC6 I 1 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, -30, 5)
		KIC6 J 1 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, -30, 5)
		KIC6 K 1 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, -30, 5)
		KIC6 L 1 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, -30, 5)
		KIC6 M 1 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, -30, 5)
		KIC6 N 1 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, -30, 5)
		KIC6 O 1 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, -30, 5)
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 0 A_TakeInventory("weaponspecial", 1)
		TNT1 A 0 A_TakeInventory("Raidentoken", 1)
		TNT1 A 1
		Goto Ready+12
		
		SuperRaidenkickcomboair:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_GiveInventory("Kicking", 1)
		TNT1 A 0 A_Recoil(-4)
		TNT1 A 0 A_PlaySoundEx("combat/DSSWING", 23)
		TNT1 A 0 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, 0, 5)
		KIK4 A 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, 0, 5)
		KIK4 B 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, 0, 5)
		KIK4 C 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, 0, 5)
		KIK4 D 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, 0, 5)
		KIK4 E 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_SetPitch(-9 + Pitch)
		TNT1 A 0 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, 0, 5)
		KIK4 F 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperRaidenKickAttack", 0, -30, 0, 5)
		KIK4 G 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperRaidenKickAttack", 0, -30, 0, 5)
		KIK4 H 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, 0, 5)
		KIK4 I 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, 0, 5)
		KIC6 D 1 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, -30, 5)
		KIK4 J 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, 0, 5)
		KIC6 E 1 A_FireCustomMissile("SuperRaidenKickAttack", 0, -30, 0, 5)
		KIK4 K 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, 0, 5)
		KIC6 F 1 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, -30, 5)
		KIK4 L 1 A_SetAngle(-30 + angle)
		KIC6 G 1 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, -30, 5)
		KIC6 H 1 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, -30, 5)
		KIC6 I 1 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, -30, 5)
		KIC6 J 1 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, -30, 5)
		KIC6 K 1 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, -30, 5)
		KIC6 L 1 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, -30, 5)
		KIC6 M 1 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, -30, 5)
		KIC6 N 1 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, -30, 5)
		KIC6 O 1 A_FireCustomMissile("SuperRaidenKickAttack", 0, 0, -30, 5)
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 0 A_TakeInventory("weaponspecial", 1)
		TNT1 A 0 A_TakeInventory("Raidentoken", 1)
		TNT1 A 1
		Goto Ready+12
		
	Hurricanekick:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"SuperHurricanekick")
		TNT1 A 0 A_GiveInventory("Kicking", 1)
		TNT1 A 0 ThrustThingZ(0, 22, 0, 1)
		TNT1 A 0 ThrustThing(angle*256/360, 18, 0, 0)
		TNT1 A 0 A_PlaySoundEx ("DSSALUTE",2)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		TNT1 A 0 A_PlaySoundEx("combat/DSSWING", 23)
		KIK4 A 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 B 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 C 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 D 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 E 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_SetPitch(-9 + Pitch)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 F 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 G 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 H 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 I 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 J 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 K 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_PlaySoundEx("combat/DSSWING", 23)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 L 1 A_SetAngle(-30 + angle)
		TNT1 A 0 ThrustThingZ(0, 22, 0, 1)
		
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 A 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 B 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 C 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 D 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 E 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_SetPitch(-9 + Pitch)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 F 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 G 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 H 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 I 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 J 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 K 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		TNT1 A 0 A_PlaySoundEx("combat/DSSWING", 23)
		KIK4 L 1 A_SetAngle(-30 + angle)
		TNT1 A 0 ThrustThingZ(0, 22, 0, 1)
		
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 A 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 B 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 C 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 D 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 E 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_SetPitch(-9 + Pitch)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 F 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 G 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 H 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 I 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 J 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 K 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("HurricaneKickAttack", 0, 0, 0, 5)
		KIK4 L 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 0 A_TakeInventory("weaponspecial2", 1)
		TNT1 A 1
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 1
		Goto Ready+12
		
	SuperHurricanekick:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("Kicking", 1)
		TNT1 A 0 ThrustThingZ(0, 22, 0, 1)
		TNT1 A 0 ThrustThing(angle*256/360, 18, 0, 0)
		TNT1 A 0 A_PlaySoundEx ("DSSALUTE",2)
		TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		TNT1 A 0 A_PlaySoundEx("combat/DSSWING", 23)
		KIK4 A 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 B 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 C 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 D 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 E 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_SetPitch(-9 + Pitch)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 F 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 G 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 H 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 I 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 J 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 K 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_PlaySoundEx("combat/DSSWING", 23)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 L 1 A_SetAngle(-30 + angle)
		TNT1 A 0 ThrustThingZ(0, 22, 0, 1)
		
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 A 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 B 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 C 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 D 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 E 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_SetPitch(-9 + Pitch)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 F 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 G 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 H 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 I 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 J 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 K 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		TNT1 A 0 A_PlaySoundEx("combat/DSSWING", 23)
		KIK4 L 1 A_SetAngle(-30 + angle)
		TNT1 A 0 ThrustThingZ(0, 22, 0, 1)
		
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 A 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 B 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 C 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 D 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 E 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_SetPitch(-9 + Pitch)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 F 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 G 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 H 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 I 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 J 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 K 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		TNT1 A 0 A_PlaySoundEx("combat/DSSWING", 23)
		KIK4 L 1 A_SetAngle(-30 + angle)
		TNT1 A 0 ThrustThingZ(0, 22, 0, 1)
		
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 A 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 B 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 C 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 D 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 E 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_SetPitch(-9 + Pitch)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 F 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 G 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 H 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 I 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 J 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 K 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		TNT1 A 0 A_PlaySoundEx("combat/DSSWING", 23)
		KIK4 L 1 A_SetAngle(-30 + angle)
		TNT1 A 0 ThrustThingZ(0, 22, 0, 1)
		
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 A 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 B 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 C 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 D 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 E 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_SetPitch(-9 + Pitch)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 F 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 G 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 H 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 I 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 J 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 K 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("SuperHurricaneKickAttack", 0, 0, 0, 5)
		KIK4 L 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 0 A_TakeInventory("weaponspecial2", 1)
		TNT1 A 1
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 1
		Goto Ready+12	
		
	Uppercut:
		TNT1 A 0
		
			TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"UppercutFatalityAttack")
			TNT1 A 0 A_SetPitch(pitch + 0.5)
	PUNS H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetPitch(pitch + 0.5)

		PUNS I 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_SetPitch(pitch + 0.5)

		PUNS J 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 1 A_SetPitch(pitch + 0.5)
			TNT1 A 1 A_SetPitch(pitch + 0.5)
			TNT1 A 1 A_SetPitch(pitch + 0.5)
			TNT1 A 1 A_SetPitch(pitch + 0.5)
			TNT1 A 1 A_SetPitch(pitch + 0.5)
		
		
		
		TNT1 A 0 A_TakeInventory("Weaponspecial2", 1)
		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_PlaySound("weapons/ultrwhoosh", 5)
//		TNT1 A 0 A_GunFlash("DummyFlash")
//		TNT1 A 0 A_GunFlash("PunchFlash3")
		TNT1 A 0 A_SetAngle(+2 + angle)
		PUN5 A 1 A_SetPitch(-1 + pitch)
		TNT1 A 0 A_SetAngle(+2 + angle)
		PUN5 B 1 A_SetPitch(-1 + pitch)
		TNT1 A 0 A_SetAngle(+2 + angle)
		PUN5 C 1 A_SetPitch(-1 + pitch)
		TNT1 A 0 A_SetAngle(+2 + angle)
		PUN5 D 1 A_SetPitch(-1 + pitch)
		TNT1 A 0 A_GiveInventory("Punching",1)
		PUNG AAAA 0 A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 0)
		PUN5 E 5 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_TakeInventory("Punching", 1)
		TNT1 A 0 A_SetAngle(-2 + angle)
		PUN5 D 1 A_SetPitch(+1 + pitch)
		TNT1 A 0 A_SetAngle(-2 + angle)
		PUN5 C 1 A_SetPitch(+1 + pitch)
		TNT1 A 0 A_SetAngle(-2 + angle)
		PUN5 B 1 A_SetPitch(+1 + pitch)
		TNT1 A 0 A_SetAngle(-2 + angle)
		PUN5 A 1 A_SetPitch(+1 + pitch) 
		TNT1 A 0 A_TakeInventory("Weaponspecial2", 1)
		Pun5 A 1 A_JumpIfInventory("Kicking",1,"Kickswingleft")
        TNT1 A 1 A_JumpIfInventory("Kicking",1,"Kickswingright")
			TNT1 A 1 A_SetPitch(pitch - 1)
			TNT1 A 1 A_JumpIfInventory("Kicking",1,"Kickswingright")
				TNT1 A 1 A_SetPitch(pitch - 1)
				TNT1 A 1 A_JumpIfInventory("Kicking",1,"Kickswingright")
					TNT1 A 1 A_SetPitch(pitch - 1)
					TNT1 A 1 A_JumpIfInventory("Kicking",1,"Kickswingright")
						TNT1 A 1 A_SetPitch(pitch - 1)
		TNT1 A 0 A_TakeInventory("Weaponspecial2", 1)
		TNT1 A 0 A_GiveInventory("PSeq4", 1)
		TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_TakeInventory("PSeq1", 1)
		TNT1 A 0 A_TakeInventory("PSeq3", 1)
		TNT1 A 0 A_TakeInventory("PSeq4", 1)
		Goto Ready+7
		
		
		
		
		UppercutFatalityAttack:
		TNT1 A 0
		
			TNT1 A 0 A_SetPitch(pitch + 0.5)
	PUNS H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
	TNT1 A 0 A_SetPitch(pitch + 0.5)

		PUNS I 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 0 A_SetPitch(pitch + 0.5)

		PUNS J 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
				TNT1 A 1 A_SetPitch(pitch + 0.5)
			TNT1 A 1 A_SetPitch(pitch + 0.5)
			TNT1 A 1 A_SetPitch(pitch + 0.5)
			TNT1 A 1 A_SetPitch(pitch + 0.5)
			TNT1 A 1 A_SetPitch(pitch + 0.5)
		
		
		
		TNT1 A 0 A_TakeInventory("Weaponspecial2", 1)
		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_PlaySound("weapons/ultrwhoosh", 5)
//		TNT1 A 0 A_GunFlash("DummyFlash")
//		TNT1 A 0 A_GunFlash("PunchFlash3")
		TNT1 A 0 A_SetAngle(+2 + angle)
		PUN5 A 1 A_SetPitch(-1 + pitch)
		TNT1 A 0 A_SetAngle(+2 + angle)
		PUN5 B 1 A_SetPitch(-1 + pitch)
		TNT1 A 0 A_SetAngle(+2 + angle)
		PUN5 C 1 A_SetPitch(-1 + pitch)
		TNT1 A 0 A_SetAngle(+2 + angle)
		PUN5 D 1 A_SetPitch(-1 + pitch)
		TNT1 A 0 A_GiveInventory("Punching",1)
		PUNG AAAA 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0, 0, 0)
		PUN5 E 5 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_TakeInventory("Punching", 1)
		TNT1 A 0 A_SetAngle(-2 + angle)
		PUN5 D 1 A_SetPitch(+1 + pitch)
		TNT1 A 0 A_SetAngle(-2 + angle)
		PUN5 C 1 A_SetPitch(+1 + pitch)
		TNT1 A 0 A_SetAngle(-2 + angle)
		PUN5 B 1 A_SetPitch(+1 + pitch)
		TNT1 A 0 A_SetAngle(-2 + angle)
		PUN5 A 1 A_SetPitch(+1 + pitch) 
		TNT1 A 0 A_TakeInventory("Weaponspecial2", 1)
		Pun5 A 1 A_JumpIfInventory("Kicking",1,"Kickswingleft")
        TNT1 A 1 A_JumpIfInventory("Kicking",1,"Kickswingright")
			TNT1 A 1 A_SetPitch(pitch - 1)
			TNT1 A 1 A_JumpIfInventory("Kicking",1,"Kickswingright")
				TNT1 A 1 A_SetPitch(pitch - 1)
				TNT1 A 1 A_JumpIfInventory("Kicking",1,"Kickswingright")
					TNT1 A 1 A_SetPitch(pitch - 1)
					TNT1 A 1 A_JumpIfInventory("Kicking",1,"Kickswingright")
						TNT1 A 1 A_SetPitch(pitch - 1)
		TNT1 A 0 A_TakeInventory("Weaponspecial2", 1)
		TNT1 A 0 A_GiveInventory("PSeq4", 1)
		TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_TakeInventory("PSeq1", 1)
		TNT1 A 0 A_TakeInventory("PSeq3", 1)
		TNT1 A 0 A_TakeInventory("PSeq4", 1)
		Goto Ready+7
		
		
		
		
		KickSwingleft:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		KIC6 ABCD 1
        TNT1 A 0 A_PlaySound("KICK", 5)
		TNT1 A 0 //A_GiveInventory("Punching",1)
		TNT1 A 0 A_GiveInventory("Kicking",1)
		TNT1 A 0 A_ZoomFactor(0.95)
		KIC6 E 1
		RIfF A 0 A_FireCustomMissile("Kickattack", 0, 0, -5, 5)
		KIC6 F 1
		RIfF A 0 A_FireCustomMissile("Kickattack", 0, 0, -5, 5)
		TNT1 A 0 A_ZoomFactor(0.975)
		KIC6 G 1
		RIfF A 0 A_FireCustomMissile("Kickattack", 0, 0, -5, 5)
		KIC6 H 1
		RIfF A 0 A_FireCustomMissile("Kickattack", 0, 0, -5, 5)
		KIC6 I 1
		RIfF A 0 A_FireCustomMissile("Kickattack", 0, 0, -5, 5)
		TNT1 A 0 A_ZoomFactor(0.980)
		KIC6 J 1
		RIfF A 0 A_FireCustomMissile("Kickattack", 0, 0, -5, 5)
		KIC6 K 1
		RIfF A 0 A_FireCustomMissile("Kickattack", 0, 0, -5, 5)
		KIC6 L 1
		RIfF A 0 A_FireCustomMissile("Kickattack", 0, 0, -5, 5)
		KIC6 M 1
		KIC6 N 1
		KIC6 O 1
			TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 5 A_TakeInventory("Kicking",1)
		Goto Ready+12
		
		KickSwingright:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		KIC7 ABCD 1
        TNT1 A 0 A_PlaySound("KICK", 5)
		TNT1 A 0 //A_GiveInventory("Punching",1)
		TNT1 A 0 A_GiveInventory("Kicking",1)
		TNT1 A 0 A_ZoomFactor(0.95)
		KIC7 E 1
		RIfF A 0 A_FireCustomMissile("Kickattack", 0, 0, -5, 5)
		KIC7 F 1
		RIfF A 0 A_FireCustomMissile("Kickattack", 0, 0, -5, 5)
		TNT1 A 0 A_ZoomFactor(0.975)
		KIC7 G 1
		RIfF A 0 A_FireCustomMissile("Kickattack", 0, 0, -5, 5)
		KIC7 H 1
		RIfF A 0 A_FireCustomMissile("Kickattack", 0, 0, -5, 5)
		KIC7 I 1
		RIfF A 0 A_FireCustomMissile("Kickattack", 0, 0, -5, 5)
		TNT1 A 0 A_ZoomFactor(0.980)
		KIC7 J 1
		RIfF A 0 A_FireCustomMissile("Kickattack", 0, 0, -5, 5)
		KIC7 K 1
		RIfF A 0 A_FireCustomMissile("Kickattack", 0, 0, -5, 5)
		KIC7 L 1
		RIfF A 0 A_FireCustomMissile("Kickattack", 0, 0, -5, 5)
		KIC7 M 1
		KIC7 N 1
		KIC7 O 1
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 5 A_TakeInventory("Kicking",1)
		Goto Ready+12
		
	SuperUppercut:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("Weaponspecial2", 1)
		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_PlaySound("weapons/ultrwhoosh", 5)
//		TNT1 A 0 A_GunFlash("DummyFlash")
//		TNT1 A 0 A_GunFlash("PunchFlash3")
		TNT1 A 0 A_SetAngle(+2 + angle)
		PUN5 A 1 A_SetPitch(-1 + pitch)
		TNT1 A 0 A_SetAngle(+2 + angle)
		PUN5 B 1 A_SetPitch(-1 + pitch)
		TNT1 A 0 A_SetAngle(+2 + angle)
		PUN5 C 1 A_SetPitch(-1 + pitch)
		TNT1 A 0 A_SetAngle(+2 + angle)
		PUN5 D 1 A_SetPitch(-1 + pitch)
		TNT1 A 0 A_GiveInventory("Punching",1)
		PUNG AAAA 0 A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 0)
		PUN5 E 5 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		TNT1 A 0 A_TakeInventory("Punching", 1)
		TNT1 A 0 A_SetAngle(-2 + angle)
		PUN5 D 1 A_SetPitch(+1 + pitch)
		TNT1 A 0 A_SetAngle(-2 + angle)
		PUN5 C 1 A_SetPitch(+1 + pitch)
		TNT1 A 0 A_SetAngle(-2 + angle)
		PUN5 B 1 A_SetPitch(+1 + pitch)
		TNT1 A 0 A_SetAngle(-2 + angle)
		PUN5 A 1 A_SetPitch(+1 + pitch) 
		TNT1 A 0 A_TakeInventory("Weaponspecial2", 1)
		Pun5 A 1 A_JumpIfInventory("Kicking",1,"Kickswingleft")
        TNT1 A 5 A_JumpIfInventory("Kicking",1,"Kickswingright")
		TNT1 A 0 A_TakeInventory("Weaponspecial2", 1)
		TNT1 A 0 A_GiveInventory("PSeq4", 1)
		TNT1 A 1 A_WeaponReady
		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_TakeInventory("PSeq1", 1)
		TNT1 A 0 A_TakeInventory("PSeq3", 1)
		TNT1 A 0 A_TakeInventory("PSeq4", 1)
		Goto Ready+7

		SuperKickSwingleft:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		KIC6 ABCD 1
        TNT1 A 0 A_PlaySound("KICK", 5)
		TNT1 A 0 //A_GiveInventory("Punching",1)
		TNT1 A 0 A_GiveInventory("Kicking",1)
		TNT1 A 0 A_SetPitch(-6 + pitch)
		KIC6 E 1
		RIfF A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, -5, 5)
		KIC6 F 1
		RIfF A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, -5, 5)
		KIC6 G 1
		RIfF A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, -5, 5)
		KIC6 H 1
		RIfF A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, -5, 5)
		KIC6 I 1
		RIfF A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, -5, 5)
		KIC6 J 1
		RIfF A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, -5, 5)
		KIC6 K 1
		RIfF A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, -5, 5)
		KIC6 L 1
		RIfF A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, -5, 5)
		KIC6 M 1
		KIC6 N 1
		KIC6 O 1
		TNT1 A 5 A_TakeInventory("Kicking",1)
		Goto Ready+12
		
		SuperKickSwingright:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		KIC7 ABCD 1
        TNT1 A 0 A_PlaySound("KICK", 5)
		TNT1 A 0 //A_GiveInventory("Punching",1)
		TNT1 A 0 A_GiveInventory("Kicking",1)
		TNT1 A 0 A_SetPitch(-6 + pitch)
		KIC7 E 1
		RIfF A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, -5, 5)
		KIC7 F 1
		RIfF A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, -5, 5)
		KIC7 G 1
		RIfF A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, -5, 5)
		KIC7 H 1
		RIfF A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, -5, 5)
		KIC7 I 1
		RIfF A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, -5, 5)
		KIC7 J 1
		RIfF A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, -5, 5)
		KIC7 K 1
		RIfF A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, -5, 5)
		KIC7 L 1
		RIfF A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, -5, 5)
		KIC7 M 1
		KIC7 N 1
		KIC7 O 1
		TNT1 A 5 A_TakeInventory("Kicking",1)
		Goto Ready+12


		

	KickRight:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		KIK2 ABC 1
        TNT1 A 0 A_PlaySound("KICK", 5)
		TNT1 A 0 //A_GiveInventory("Punching",1)
		TNT1 A 0 A_GiveInventory("Kicking",1)
		TNT1 A 0 A_SetPitch(-6 + pitch)
		KIK2 D 1
		RIfF A 0 A_FireCustomMissile("KickAttack", 0, 0, -5, 5)
		KIK2 DD 1
		KIK2 ECBA 1
		TNT1 A 5 A_TakeInventory("Kicking",1)
		Goto Ready+12

	KickLeft:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		KIK1 ABC 1
        TNT1 A 0 A_PlaySound("KICK", 5)
		TNT1 A 0 //A_GiveInventory("Punching",1)
		TNT1 A 0 A_GiveInventory("Kicking",1)
		TNT1 A 0 A_SetPitch(-6 + pitch)
		KIK1 D 1
		RIfF A 0 A_FireCustomMissile("KickAttack", 0, 0, 5, 5)
		KIK1 DD 1
		KIK1 ECBA 1
		TNT1 A 5 A_TakeInventory("Kicking",1)
		Goto Ready+12

	RoundHouseLeft:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_GiveInventory("Kicking", 1)
		TNT1 A 0 A_Recoil(-4)
		TNT1 A 0 A_PlaySound("KICK", 23)
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
		KIK3 A 1 A_SetAngle(30 + angle)
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
		KIK3 B 1 A_SetAngle(30 + angle)
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
		KIK3 C 1 A_SetAngle(30 + angle)
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
		KIK3 D 1 A_SetAngle(30 + angle)
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
		KIK3 E 1 A_SetAngle(30 + angle)
		TNT1 A 0 A_SetPitch(-9 + Pitch)
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
		KIK3 F 1 A_SetAngle(30 + angle)
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
		KIK3 G 1 A_SetAngle(30 + angle)
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
		KIK3 H 1 A_SetAngle(30 + angle)
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
		KIK3 I 1 A_SetAngle(30 + angle)
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
		KIK3 J 1 A_SetAngle(30 + angle)
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
		KIK3 K 1 A_SetAngle(30 + angle)
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
		KIK3 L 1 A_SetAngle(30 + angle)
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 1
		Goto Ready+12

	RoundHouseRight:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_GiveInventory("Kicking", 1)
		TNT1 A 0 A_Recoil(-4)
		TNT1 A 0 A_PlaySound("KICK", 23)
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
		KIK4 A 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
		KIK4 B 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
		KIK4 C 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
		KIK4 D 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
		KIK4 E 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_SetPitch(-9 + Pitch)
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
		KIK4 F 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
		KIK4 G 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
		KIK4 H 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
		KIK4 I 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
		KIK4 J 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
		KIK4 K 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
		KIK4 L 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 1
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 1
		Goto Ready+12

	BerserkRoundHouseRight:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_GiveInventory("Kicking", 1)
		TNT1 A 0 A_Recoil(-4)
		TNT1 A 0 A_PlaySound("KICK", 23)
		TNT1 A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, 0, 5)
		KIK4 A 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, 0, 5)
		KIK4 B 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, 0, 5)
		KIK4 C 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, 0, 5)
		KIK4 D 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, 0, 5)
		KIK4 E 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_SetPitch(-9 + Pitch)
		TNT1 A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, 0, 5)
		KIK4 F 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, 0, 5)
		KIK4 G 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, 0, 5)
		KIK4 H 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, 0, 5)
		KIK4 I 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, 0, 5)
		KIK4 J 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, 0, 5)
		KIK4 K 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, 0, 5)
		KIK4 L 1 A_SetAngle(-30 + angle)
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 1
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 1
		Goto Ready+12

	BerserkRoundHouseLeft:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_GiveInventory("Kicking", 1)
		TNT1 A 0 A_Recoil(-4)
		TNT1 A 0 A_PlaySound("KICK", 23)
		TNT1 A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, 0, 5)
		KIK3 A 1 A_SetAngle(30 + angle)
		TNT1 A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, 0, 5)
		KIK3 B 1 A_SetAngle(30 + angle)
		TNT1 A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, 0, 5)
		KIK3 C 1 A_SetAngle(30 + angle)
		TNT1 A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, 0, 5)
		KIK3 D 1 A_SetAngle(30 + angle)
		TNT1 A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, 0, 5)
		KIK3 E 1 A_SetAngle(30 + angle)
		TNT1 A 0 A_SetPitch(-9 + Pitch)
		TNT1 A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, 0, 5)
		KIK3 F 1 A_SetAngle(30 + angle)
		TNT1 A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, 0, 5)
		KIK3 G 1 A_SetAngle(30 + angle)
		TNT1 A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, 0, 5)
		KIK3 H 1 A_SetAngle(30 + angle)
		TNT1 A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, 0, 5)
		KIK3 I 1 A_SetAngle(30 + angle)
		TNT1 A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, 0, 5)
		KIK3 J 1 A_SetAngle(30 + angle)
		TNT1 A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, 0, 5)
		KIK3 K 1 A_SetAngle(30 + angle)
		TNT1 A 0 A_FireCustomMissile("MeleeStrikeSuperRound", 0, 0, 0, 5)
		KIK3 L 1 A_SetAngle(30 + angle)
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 1
		Goto Ready+12
		
	ShotgunguyHeadFire:
		PTG1 CDEFGHIJ 1
        TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_Giveinventory("Punching",1)
        PTG1 K 1 A_FireCustomMissile("SergeantHeadThrown", 0, 0, 0, 0)
        PTG1 LMNOP 1
        TNT1 A 0 A_TakeInventory("ShotgunguyHead",1)
		Goto Ready+12	

	LSFire:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		THEF A 4
        TNT1 A 0 A_PlaySound("weapons/fistwhoosh",5)
		TNT1 A 0 A_GiveInventory("Punching",1)
        THEF B 4 A_FireCustomMissile("PoorLostSoul", 0, 1, 0, 0)
        THEF CD 4
        TNT1 A 0 A_TakeInventory("LostSoulFatality",1)
		Goto Ready+12
		

	FireBarrel:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		THRF A 3 A_FireCustomMissile("ThrowedBarrel", 0, 1, 0, 0)
        TNT1 A 0 A_PlaySound("weapons/fistwhoosh",5)
		TNT1 A 0 A_GiveInventory("Punching",1)
		TNT1 A 0 A_TakeInventory("HasBarrel",1)
        THRF ABCDEF 2
		Goto Ready+12
	FireBBarrel:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		THRF A 3 A_FireCustomMissile("ThrowedBurningBarrel", 0, 1, 0, 0)
        TNT1 A 0 A_PlaySound("weapons/fistwhoosh",5)
		TNT1 A 0 A_GiveInventory("Punching",1)
		
        THRF ABCDEF 2
		Goto Ready+12

	AltFireBarrel:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		PUNG A 1
		THRF A 0 A_SpawnItemEx ("ExplosiveBarrel",40,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 A 0 A_PlaySound("weapons/fistwhoosh",5)
		TNT1 A 0 A_GiveInventory("Punching",1)
		TNT1 A 0 A_TakeInventory("HasBarrel",1)
		PUNG A 5
		Goto Ready+12
	AltFireBBarrel:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
	    PUNG A 1
		THRF A 0 A_SpawnItemEx ("BurningBarrel1",40,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 A 0 A_PlaySound("weapons/fistwhoosh",5)
		TNT1 A 0 A_GiveInventory("Punching",1)
		
		PUNG A 5
		Goto Ready+12

	FatalityAttack:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
        TNT1 A 0

		TNT1 A 0 A_JumpIfInventory("PSeq2",1,"BerserkHook")
		PUNG BC 2
        TNT1 A 0 A_PlaySound("weapons/fistwhoosh",5)
		TNT1 A 0 A_GiveInventory("Punching",1)

		TNT1 A 0 A_jumpifInventory("NoFatality",1, "FatalityAttackBerserk")
		PUNG A 0 A_FireCustomMissile("MeleeStrike1Fatality", 0, 0, 0, 0)
		TNT1 A 0 A_GiveInventory("PSeq1", 1)
		Goto FinishPunch1

	FatalityAttackBerserk:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		PUNG A 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0, 0, 0)
		TNT1 A 0 A_GiveInventory("PSeq1", 1)
		Goto FinishPunch1

	FinishPunch1:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		PUNG DE 1
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		PUNG FGH 1 A_WeaponReady(1)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickRight")
		PUNG A 2 A_WeaponReady(1)
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul")
        PUNG A 2 A_WeaponReady(1)
		TNT1 A 0 A_Refire
		Goto Ready+12

	AltFatalityAttack:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		PUN2 AC 1
        TNT1 A 0 A_PlaySound("weapons/fistwhoosh",5)
		TNT1 A 0 A_GiveInventory("Punching",1)


		TNT1 A 0 A_jumpifInventory("NoFatality",1, "FatalityAttackBerserk2")
		PUNG A 0 A_FireCustomMissile("MeleeStrike2Fatality", 0, 0, 0, 0)
		Goto FInishPunch2

        FatalityAttackBerserk2:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		PUNG A 0 A_FireCustomMissile("MeleeStrike2Smash", 0, 0, 0, 0)
		Goto FInishPunch2

		FinishPunch2:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		PUN2 D 1  A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		PUN2 EFG 1  A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PUN2 HIJK 2 A_WeaponReady(1)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickLeft")
		PUNG A 4 A_WeaponReady(1)
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul")
        PUNG A 2 A_WeaponReady(1)
		TNT1 A 0 A_Refire
		Goto Ready+12

	BerserkHook:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_TakeInventory("PSeq4", 1)
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_Recoil(-6)
		PUN3 ABCDE 1  A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
        TNT1 A 0 A_PlaySound("weapons/fistwhoosh", 5)
		TNT1 A 0 A_GiveInventory("Punching",1)
		PUN3 F 1   A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PUNG A 0 A_FireCustomMissile("MeleeStrikeSuperHook", 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("MeleeStrikeSuperHook", 0, 0, 0, 5)
		RIFF A 0 A_FireCustomMissile("MeleeStrikeSuperHook", 0, 0, 25, 5)
		RIFF A 0 A_FireCustomMissile("MeleeStrikeSuperHook", 0, 0, -25, 5)
		PUN3 GHI 1  A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
		PUN3 JKL 1 A_JumpIfInventory("Kicking",1,"BerserkRoundhouseRight")
        TNT1 A 5 A_JumpIfInventory("Kicking",1,"BerserkRoundhouseLeft")
		TNT1 A 0 A_GiveInventory("PSeq4", 1)
		TNT1 A 1 A_WeaponReady
		Goto Ready+7
		

		
	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",3)
		GRTH EEFG 1
		TNT1 A 2 A_SetPitch(-0.5 + pitch)
		TNT1 A 2 A_SetPitch(-0.5 + pitch)
		TNT1 A 2 A_SetPitch(-0.25 + pitch)
		TNT1 A 2 A_SetPitch(-0.25 + pitch)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		GRTH H 1 A_PLaySound ("GRNTOSS")
		 TNT1 A 0 A_FireCustomMissile("ShakeYourAss",0,0,0,0)
		TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1)
		TNT1 A 0 A_FireCustomMissile("HandGrenade", random(-2,2), 0, 0, 0, 0, 0)
		GRTH I 1
		TNT1 A 0 A_SetPitch(+0.3 + pitch)
		GRTH J 1
		TNT1 A 0 A_SetPitch(+1 + pitch)
		GRTH K 1
		 TNT1 A 0 A_SetPitch(+1 + pitch)
		GRTH L 1
		 TNT1 A 0 A_SetPitch(+1 + pitch)
		GRTH M 1
		TNT1 A 0 A_SetPitch(-0.5 + pitch)
			TNT1 A 1 A_TakeInventory("TossGrenade",1)
			TNT1 A 0 A_SetPitch(-0.5 + pitch)
		TNT1 A 4 A_SetPitch(-0.5 + pitch)
		TNT1 A 1 
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		Goto Ready	
	NoGrenade:
		TNT1 A 0
		TNT1 A 0 A_Print("No Grenades Left.")
		Goto REady+10
	
	
		
	TiredKickEnd:
	    TNT1 A 0
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Select	
		
		StompKickFlash:
		STOM ABCDDDDE 1
		Stop
		
		Stomp:
	    TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 0 A_GunFlash("StompKickFlash")
	    NULL A 0 A_JumpIf (pitch > 90, "NormalAirKick")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperStomp")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		STOM ABCDDDDE 1
		TNT1 A 0 ThrustThingZ(0,-5,0,1)
		STOM EE 1
		TNT1 A 0 A_SetPitch(75)
        RIFF A 0 A_FireCustomMissile("StompAttack", 0, 0, 15, -11)
		RIFF A 0 A_FireCustomMissile("StompAttack", 0, 0, -15, -11)
		TNT1 A 0 A_SpawnItem("FootStepStrong")
        STOM F 5
		KICK A 0 A_Takeinventory("Kicking",1)
		STOM GH 2
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_jumpIfInventory("UsedStamina", 500, "TiredKickEnd")
		Goto Ready+10
		
	
	SuperStomp:
		TNT1 A 0 A_GunFlash("StompKickFlash")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		STOM ABCDDDDE 1
		TNT1 A 0 ThrustThingZ(0,-5,0,1)
		STOM EE 1
		TNT1 A 0 A_SetPitch(75)
        RIFF A 0 A_FireCustomMissile("SuperStompAttack", 0, 0, 15, -11)
		RIFF A 0 A_FireCustomMissile("SuperStompAttack", 0, 0, -15, -11)
		TNT1 A 0 A_SpawnItem("FootStepStrong")
        STOM F 5
		KICK A 0 A_Takeinventory("Kicking",1)
		STOM GH 2
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_jumpIfInventory("UsedStamina", 600, "TiredKickEnd")
		Goto Ready+10

     KickFlash:
		PUNS HIJ 1
		TNT1 A 8
		PUNS JIH 1
		Stop

	BersFlash:
		PUNS HIJ 1
		TNT1 A 8
		PUNS JIH 1
		Stop

	AirKikFlash:
		PUNF ADFHJLNP 1
		PUNF P 6
		Goto Ready
		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(Height < 54, "SlideKick")
		TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"BerserkerKick")
		TNT1 A 0 A_PlaySound("KICK", 1)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_GunFlash("KickFlash")
		TNT1 A 0 A_SetAngle(-0.5 + angle)
		TNT1 A 1 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_SetAngle(-0.5 + angle)
		TNT1 A 1 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.985)
		KICK B 1 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_SetAngle(-0.5 + angle)
		TNT1 A 0 A_ZoomFactor(0.970)
		KICK C 1 A_SetAngle(-0.5 + angle)
		TNT1 A 0 A_ZoomFactor(0.965)
		TNT1 A 0 A_SetAngle(+0.5 + angle)
		KICK D 1 A_SetPitch(+1.25 + pitch)
		TNT1 A 0 A_ZoomFactor(0.950)
		RIfF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
		
        KICK H 3 
		TNT1 A 0 A_ZoomFactor(0.965)
		TNT1 A 0 A_SetAngle(+1 + angle)
		TNT1 A 0 A_Recoil(-1)
		KICK A 0 A_TakeInventory("Kicking",1)
		KICK I 1
		TNT1 A 0 A_ZoomFactor(0.970)
		TNT1 A 0 A_SetAngle(+1 + angle)
		KICK G 1 A_SetPitch(-0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.985)
		TNT1 A 0 A_SetPitch(-0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.998)
		TNT1 A 0 A_SetAngle(+0.5 + angle)
		TNT1 A 0 A_SetPitch(-0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.999)
		TNT1 A 0 A_SetAngle(+0.5 + angle)
		KICK D 1 A_SetAngle(+0.5 + angle)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_SetPitch(-0.5 + pitch)
		KICK C 1 A_SetAngle(-0.5 + angle)
		KICK B 1 A_SetPitch(-1.25 + pitch)
		KICK A 1
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+9
		
		NormalKick:
	    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(Height < 54, "SlideKick")
		TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"BerserkerKick")
		TNT1 A 0 A_PlaySound("KICK", 1)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_GunFlash("KickFlash")
		TNT1 A 0 A_SetAngle(-0.5 + angle)
		TNT1 A 1 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_SetAngle(-0.5 + angle)
		TNT1 A 1 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.985)
		KICK B 1 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_SetAngle(-0.5 + angle)
		TNT1 A 0 A_ZoomFactor(0.970)
		KICK C 1 A_SetAngle(-0.5 + angle)
		TNT1 A 0 A_ZoomFactor(0.965)
		TNT1 A 0 A_SetAngle(+0.5 + angle)
		KICK D 1 A_SetPitch(+1.25 + pitch)
		TNT1 A 0 A_ZoomFactor(0.950)
		RIfF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
		
        KICK H 3 
		TNT1 A 0 A_ZoomFactor(0.965)
		TNT1 A 0 A_SetAngle(+1 + angle)
		TNT1 A 0 A_Recoil(-1)
		KICK A 0 A_TakeInventory("Kicking",1)
		KICK I 1
		TNT1 A 0 A_ZoomFactor(0.970)
		TNT1 A 0 A_SetAngle(+1 + angle)
		KICK G 1 A_SetPitch(-0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.985)
		TNT1 A 0 A_SetPitch(-0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.998)
		TNT1 A 0 A_SetAngle(+0.5 + angle)
		TNT1 A 0 A_SetPitch(-0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.999)
		TNT1 A 0 A_SetAngle(+0.5 + angle)
		KICK D 1 A_SetAngle(+0.5 + angle)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_SetPitch(-0.5 + pitch)
		KICK C 1 A_SetAngle(-0.5 + angle)
		KICK B 1 A_SetPitch(-1.25 + pitch)
		KICK A 1
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+9
		
	SlideKickChecker:
		TNT1 A 0
		NULL A 0 A_JumpIf (Vely > 0, "SlideKick")
		NULL A 0 A_JumpIf (Velx > 0, "SlideKick")
		NULL A 0 A_JumpIf (Vely < 0, "SlideKick")
		NULL A 0 A_JumpIf (Velx < 0, "SlideKick")
		Goto NormalKick
		
	


	SlideKick:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
//		TNT1 A 0 A_GunFlash("AirKikFlash")
		TNT1 A 0 A_Jump(128, "SlideKickRight")
		TNT1 A 0 A_PlaySound("SlideKick/Start", 0)
		TNT1 A 0 A_Recoil (-2)
		KIC4 J 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Recoil (-2.50)
		KIC4 K 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Recoil (-3)
		KIC4 L 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Recoil (-3.50)
		KIC4 M 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Recoil (-4)
		KIC4 N 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Recoil (-4.50)
		RIFF A 0 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_PlaySound("SlideKick/Loop", 1)
		TNT1 A 0 A_Recoil (-5)
	SlideKickLoop1:
		KIC4 OOOOO 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Recoil (-6)
		KIC4 OOO 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Jump(60, "SlideKickLoop1")
		Goto SlideKickEnd1
	SlideKickEnd1:
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 A_PlaySound("SlideKick/End", 1)
		KIC4 A 0 A_TakeInventory("Kicking",1)
		KIC4 PQRST 2 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+10

	SlideKickRight:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
//		TNT1 A 0 A_GunFlash("AirKikFlash")
		TNT1 A 0 A_Jump(128, "SlideKickRight")
		TNT1 A 0 A_PlaySound("SlideKick/Start", 0)
		TNT1 A 0 A_Recoil (-2)
		KIC5 J 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Recoil (-2.50)
		KIC5 K 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Recoil (-3)
		KIC5 L 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Recoil (-3.50)
		KIC5 M 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Recoil (-4)
		KIC5 N 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Recoil (-4.50)
		RIFF A 0 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_PlaySound("SlideKick/Loop", 1)
		TNT1 A 0 A_Recoil (-5)
	SlideKickLoop2:
		KIC5 OOOOO 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Recoil (-6)
		KIC5 OOO 1 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_Jump(60, "SlideKickLoop2")
		Goto SlideKickEnd2
	SlideKickEnd2:
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 A_PlaySound("SlideKick/End", 1)
		KIC5 A 0 A_TakeInventory("Kicking",1)
		KIC5 PQRST 2 A_FireCustomMissile("SlideKickAttack", 0, 0, 0, -31)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+10

	BerserkerKick:
		 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(Height < 54, "SlideKick")
		
		TNT1 A 0 A_PlaySound("KICK", 1)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_GunFlash("KickFlash")
		TNT1 A 0 A_SetAngle(-0.5 + angle)
		TNT1 A 1 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_SetAngle(-0.5 + angle)
		TNT1 A 1 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.985)
		KICK B 1 A_SetPitch(+0.5 + pitch)
		TNT1 A 0 A_SetAngle(-0.5 + angle)
		TNT1 A 0 A_ZoomFactor(0.970)
		KICK C 1 A_SetAngle(-0.5 + angle)
		TNT1 A 0 A_ZoomFactor(0.965)
		TNT1 A 0 A_SetAngle(+0.5 + angle)
		KICK D 1 A_SetPitch(+1.25 + pitch)
		TNT1 A 0 A_ZoomFactor(0.950)
		RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
        KICK H 3 
		TNT1 A 0 A_ZoomFactor(0.965)
		TNT1 A 0 A_SetAngle(+1 + angle)
		TNT1 A 0 A_Recoil(-1)
		KICK A 0 A_TakeInventory("Kicking",1)
		KICK I 1
		TNT1 A 0 A_ZoomFactor(0.970)
		TNT1 A 0 A_SetAngle(+1 + angle)
		KICK G 1 A_SetPitch(-0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.985)
		TNT1 A 0 A_SetPitch(-0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.998)
		TNT1 A 0 A_SetAngle(+0.5 + angle)
		TNT1 A 0 A_SetPitch(-0.5 + pitch)
		TNT1 A 0 A_ZoomFactor(0.999)
		TNT1 A 0 A_SetAngle(+0.5 + angle)
		KICK D 1 A_SetAngle(+0.5 + angle)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_SetPitch(-0.5 + pitch)
		KICK C 1 A_SetAngle(-0.5 + angle)
		KICK B 1 A_SetPitch(-1.25 + pitch)
		KICK A 1
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+9



		
		AirKick:
	    TNT1 A 0
		TNT1 A 0 A_GiveInventory("UsedStamina", 50)
		NULL A 0 A_JumpIf (pitch < 40, 1)
		Goto Stomp

	NormalAirKick:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_jumpifInventory("PowerStrength",1,"SuperAirKick")
		TNT1 A 0 A_PlaySound("KICK", 5)
		TNT1 A 0 A_Recoil (-6)
		TNT1 A 0 A_GunFlash("AirKikFlash")
		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+9

	SuperAirKick:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_PlaySound("KICK", 5)
		TNT1 A 0 A_Recoil (-6)
		TNT1 A 0 A_GunFlash("AirKikFlash")
		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+9

    Taunt:
        TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		FUCK K 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		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 L 1  A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_PlaySound("FUCK", 2)
        FUCK MN 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_AlertMonsters
		FUCK O 15  A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_Takeinventory("Taunting",1)
        FUCK NMLK 1  A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		Goto Ready+12
	Salute:
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
	    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
	}
}


ACTOR PoorLostSoul
{
	Radius 6
	Height 8
	Speed 22
    Fastspeed 26
	Damage 15
	Projectile 
    Scale 1.0
	+FORCEXYBILLBOARD
    DamageType Fire
ExplosionRadius 70
ExplosionDamage 50
	Alpha 1
	SeeSound "skull/melee"
	DeathSound "fatso/shotx"
	States
	{
	Spawn:
        TNT1 A 0 A_CustomMissile ("FlameTrails", 24, 0, 0, 0, 0)
        LSOL B 2 BRIGHT A_SpawnItem("RedFlare",0,0)
		Loop
	Death:
    
		LSOL F 2 BRIGHT
		LSOL G 2 BRIGHT
		TNT1 A 0 A_Explode
	EXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("FlameTrails", 6, 0, random (0, 360), 2, random (0, 360))
		EXPL A 0 A_SpawnItemEx("ExplosionParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 0)
    TNT1 AAA 0 A_CustomMissile ("LSpart1", 42, 0, random (0, 360), 2, random (0, 160))
    TNT1 A 0 A_CustomMissile ("LSpart3", 42, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAAA 0 A_CustomMissile ("LSpart2", 42, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0
        LSOL HI 6
		Stop
		Stop
	}
}

ACTOR PoorPhantasm
{
	Radius 6
	Height 8
	Speed 28
    Fastspeed 32
	Damage 20
	Projectile 
    Scale 1.0
	+FORCEXYBILLBOARD
    DamageType GreenFire
ExplosionRadius 80
ExplosionDamage 60
	Alpha 1
	SeeSound "skull/melee"
	DeathSound "LSOD"
	States
	{
	Spawn:
        TNT1 A 0 A_CustomMissile ("GreenFlameTrails", 24, 0, 0, 0, 0)
        STLK B 1 BRIGHT A_SpawnItem("GreenFlare",0,0)
		Loop
	Death:

		STLK F 2 BRIGHT
		STLK G 2 BRIGHT
		  TNT1 AAA 0 A_SpawnItemEx("PlasmaParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx ("BFGAltExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	   TNT1 A 0 A_SpawnItem("BFGAltShockWave",0,0)
		TNT1 A 0 A_Explode
		EXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("GreenFlameTrails", 6, 0, random (0, 360), 2, random (0, 360))
		EXPL A 0 A_SpawnItemEx("ExplosionParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 0)
		TNT1 AAA 0 A_CustomMissile ("LSpart1", 42, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("LSpart3", 42, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("LSpart2", 42, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0
        LSOL HI 6
		Stop
	}
}


ACTOR ThrowedBarrel
{
	Radius 6
	Height 8
	Speed 32
    Fastspeed 32
	Damage 55
	+MISSILE
	Gravity 0.6
    Scale 1.0
	+FORCEXYBILLBOARD
	DamageType Explosive
	Alpha 1
	DeathSound "Explosion"
	States
	{
	Spawn:
        TBRA A 2
		Loop
		
    Death:
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_SpawnItemEx ("BarrelExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("BarrelKaboom",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 AAAAAAA 0 A_CustomMissile ("ExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 180), 2, random (0, 180))
	    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)
		BEXP B 0 BRIGHT A_Scream
        
		//TNT1 AAAAAAA 0 A_CustomMissile ("BarrelParticle", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("FAREXPL", 3)
		
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 4 A_CustomMissile ("ExplosionSmoke", 1, 0, random (0, 360), 2, random (50, 130))
		Stop
	}
}

ACTOR ThrowedBurningBarrel
{
	Radius 6
	Height 8
	Speed 32
    Fastspeed 32
	Damage 55
	+MISSILE
	Gravity 0.6
    Scale 1.0
	+FORCEXYBILLBOARD
	DamageType ExplosiveImpact
	Alpha 1
	DeathSound "barrelb/pain"
	States
	{
	Spawn:
		TNT1 A 0 BRIGHT A_CustomMissile ("FastExplosionSmoke", 48, 0, random (40, 180), 2, random (50, 150))
		TNT1 A 0 BRIGHT A_CustomMissile ("RealFlameTrailsSmallLong", 38, 0, random (40, 180), 2, random (50, 150))
		TNT1 A 0 A_CustomMissile ("ImBallGettingReady2", 35, 0, random (0, 140), 2, random (0, 160))
		BARK F 3 BRIGHT A_SpawnItem("RedFlare3",0,32)

		TNT1 A 0 BRIGHT A_CustomMissile ("FastExplosionSmoke", 48, 0, random (40, 180), 2, random (50, 150))
		TNT1 A 0 BRIGHT A_CustomMissile ("RealFlameTrailsSmallLong", 38, 0, random (40, 180), 2, random (50, 150))
		TNT1 A 0 A_CustomMissile ("ImBallGettingReady2", 35, 0, random (0, 140), 2, random (0, 160))
		BARK F 3 BRIGHT A_SpawnItem("RedFlare3",0,32)
		TNT1 A 0 BRIGHT A_CustomMissile ("FastExplosionSmoke", 48, 0, random (40, 180), 2, random (50, 150))
		TNT1 A 0 BRIGHT A_CustomMissile ("RealFlameTrailsSmallLong", 38, 0, random (40, 180), 2, random (50, 150))
		TNT1 A 0 A_CustomMissile ("ImBallGettingReady2", 35, 0, random (0, 140), 2, random (0, 160))
		BARK F 3 BRIGHT A_SpawnItem("RedFlare3",0,32)
		TNT1 A 0 BRIGHT A_CustomMissile ("FastExplosionSmoke", 48, 0, random (40, 180), 2, random (50, 150))
		TNT1 A 0 BRIGHT A_CustomMissile ("RealFlameTrailsSmallLong", 38, 0, random (40, 180), 2, random (50, 150))
		TNT1 A 0 A_CustomMissile ("ImBallGettingReady2", 35, 0, random (0, 140), 2, random (0, 160))
	    BARK F 3 BRIGHT A_SpawnItem("RedFlare3",0,32)
        TNT1 A 0 A_Playsound("props/redfire")
		TNT1 A 0 BRIGHT A_CustomMissile ("FastExplosionSmoke", 48, 0, random (40, 180), 2, random (50, 150))
		TNT1 A 0 BRIGHT A_CustomMissile ("RealFlameTrailsSmallLong", 30, 0, random (0, 360), 2, random (50, 150))
		TNT1 A 0 A_CustomMissile ("ImBallGettingReady2", 35, 0, random (0, 140), 2, random (0, 160))
		BARK F 3 BRIGHT A_SpawnItem("RedFlare3",0,32)

        Loop

    Death:
	    TNT1 A 0 A_Pain
		TNT1 A 1 A_FaceTarget
		TNT1 A 0 A_NoBlocking
        TNT1 AAA 0 A_CustomMissile ("FlyingBurningFuel", 24, 0, random (150, 210), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("FlyingBurningFuel2", 24, 0, random (150, 210), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("FlyingBurningFuel3", 24, 0, random (150, 210), 2, random (0, 40))
        BARK DE 1
		BARK F -1
	}
}





ACTOR KickAttack: FastProjectile
{
	Radius 18
	Height 6
	DamageType Kick
	Projectile 
	+FORCEXYBILLBOARD
	+NOEXTREMEDEATH
	RenderStyle Add
	Alpha 0.6
    Damage (random(28,32))
    Speed 30
	//HitObituary "$OB_IMPHIT"
	SeeSound "none"
	DeathSound "none"
	Decal "none"
	States
	{
	Spawn:
		TNT1 A 1 BRIGHT
        TNT1 A 1 //A_PlaySound("weapons/gswing")
		Stop
	Death:
			TNT1 A 0 A_JumpIfInTargetInventory("IsSlideKicking", 1, 12)
		    PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
			TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 A 0 A_SpawnItemEx ("PLOFT5",15,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_GiveToTarget("KickHasHit", 1)
			TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 10
			Stop
			TNT1 A 0 A_CheckFloor(2)
			PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
			TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 A 0 A_SpawnItemEx ("PLOFT5",15,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_GiveToTarget("KickHasHit", 1)
			TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 10
			Stop
		
	XDeath:
			PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
			TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 A 0 A_SpawnItemEx ("PLOFT5",15,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_GiveToTarget("KickHasHit", 1)
			TNT1 A 0 A_JumpIfInTargetInventory("IsSlideKicking", 1, 4)
			TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 10
			Stop
			TNT1 AAA 0 
			TNT1 A 0 A_GiveToTarget("KickHasHitAnObject", 1)
			TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 10
			Stop
	}
}




ACTOR KickAttackLow: KickAttack
{
	DamageType LowKick
	Height 10
	States
	{
	Death:
		    PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 Radius_Quake (3, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 1
			//TNT1 A 0 A_SpawnItemEx ("PLOFT4",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 A 10
		Stop
	}
}

ACTOR SuperKickAttack: KickAttack
{
    Damage (random(64,70))
	-NOEXTREMEDEATH
	DamageType ExtremePunches
}


ACTOR StompAttack: KickAttack
{
    Damage (random(150,200))
	speed 100
	DamageType Trample
	States
	{
	Death:
		    PUFF A 0 A_PlaySound("player/cyborg/fist",3)
			TNT1 A 0 A_Explode(150, 15, 0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 10
			Stop
		}
}


ACTOR SuperStompAttack: KickAttack
{
    Damage (random(300,500))
	Speed 100
	DamageType HeavyTrample
		States
	{
	Death:
		    PUFF A 0 A_PlaySound("player/cyborg/fist",3)
			TNT1 A 0 A_Explode(300, 15, 0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 10
			Stop
		}
}

ACTOR HookAttack: KickAttack
{
    Speed 30
}

ACTOR AirKickAttack: KickAttack
{
	Radius 12
	Height 32
    Damage (random(54,62))
}


ACTOR SuperAirKickAttack: KickAttack
{
	Radius 12
	Height 32
	-NOEXTREMEDEATH
	DamageType Extremepunches
    Damage (random(92,110))
		States
	{
	Death:
		    PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
			TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 A 0 A_SpawnItemEx ("PLOFT5",15,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_GiveToTarget("KickHasHit", 1)
			TNT1 A 0 Radius_Quake (4, 10, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 10
		Stop
	}
}



ACTOR MeleeStrike1: KickAttack
{
DamageType Melee
Damage (random(10,15))
Speed 30
States
{
	Spawn:
		TNT1 A 1 BRIGHT
		Stop
	Death:
	    TNT1 A 0
		PUFF A 0 A_PlaySound("player/cyborg/fist")
		EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 10
		Stop
}
}


ACTOR MeleeStrike2: MeleeStrike1
{
Damage (random(24,32))
Speed 40
}

ACTOR MeleeStrike1Berserked: MeleeStrike1
{
Damage (random(38,40))
DamageType ExtremePunches
}



ACTOR MeleeStrikeNormal: MeleeStrike1
{
Damage (random(10,12))
Speed 40
States
{
	XDeath:
	TNT1 A 0 A_SpawnItemEx ("ShakeYourAss",0,0,0,0)
			PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
	TNT1 A 0 A_SpawnItemEx ("PLOFTM2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			Stop
}}

ACTOR MeleeStrikeNormal2: MeleeStrike1
{
Damage (random(12,14))
Speed 40
States
{
	XDeath:
	TNT1 A 0 A_SpawnItemEx ("ShakeYourAss",0,0,0,0)
			PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
	TNT1 A 0 A_SpawnItemEx ("PLOFTM2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			Stop
}}


ACTOR MeleeStrike1Fatality: MeleeStrike1
{
Damage (random(24,32))
DamageType Fatality
}

ACTOR MeleeStrike1FatalityNoDamage: MeleeStrike1
{
Damage (random(1,1))
DamageType Fatality
States
{
	Death:
	    TNT1 A 0
		Stop
}
}

ACTOR MeleeStrike1Smash: MeleeStrike1
{
Damage (random(24,32))
DamageType Extremepunches
}


ACTOR MeleeStrike2Fatality: MeleeStrike1
{
Damage (random(58,64))
Speed 40
DamageType Fatality
}

ACTOR MeleeStrike2Smash: MeleeStrike1
{
Damage (random(58,64))
Speed 40
DamageType Extremepunches
}


ACTOR MeleeStrikeSuperHook: MeleeStrike1
{
Damage (random(72,80))
DamageType ExtremePunches
}








actor PLOFT
{
	+NOTARGET
Radius 10
Height 10
DamageType MonsterKnocked
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
PROJECTILE
	+DEHEXPLOSION
	+ACTIVATEMCROSS
States
{
Spawn:
TNT1 A 0
        TNT1 A 0 A_Explode(25,150, 0)
Stop
 }
}

actor PLOFTM2
{
	+NOTARGET
Radius 10
Height 10
DamageType Melee
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
PROJECTILE
+DEHEXPLOSION
+ACTIVATEMCROSS
States
{
Spawn:
TNT1 A 0
       // TNT1 A 0 A_Explode(20,30, 0)
Stop
 }
}

actor PLOFT2
{
	+NOTARGET
Radius 10
Height 10
DamageType Kick
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
PROJECTILE
+DEHEXPLOSION
+ACTIVATEMCROSS
States
{
Spawn:
TNT1 A 0
       // TNT1 A 0 A_Explode(20,30, 0)
Stop
 }
}


actor PLOFT3
{
	+NOTARGET
Radius 10
Height 10
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
PROJECTILE
+DEHEXPLOSION
+ACTIVATEMCROSS
States
{
Spawn:
TNT1 A 0
        TNT1 A 0 A_Explode(20,30, 0)
Stop
 }
}


actor PLOFT4
{
	+NOTARGET
Radius 10
Height 10
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
PROJECTILE
+DEHEXPLOSION
+ACTIVATEMCROSS
DamageType Kick
States
{
Spawn:
TNT1 A 0
        TNT1 A 0 A_Explode(20,30, 0)
Stop
 }
}



actor PLOFT5
{
	+NOTARGET
Radius 10
Height 10
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
PROJECTILE
+DEHEXPLOSION
+ACTIVATEMCROSS
DamageType Kick
States
{
Spawn:
TNT1 A 2
        TNT1 A 0 A_Explode(10,30, 0)
Stop
 }
}

ACTOR MeleeStrikeSuperRound: SuperKickAttack
{
Damage 42
DamageType ExtremePunches
Decal "Crack"
  states
  {
  XDeath:
    PUFF A 0 A_PlaySound("player/cyborg/kick")
    PUFF BCD 3
    stop
  Death:
    PUFF A 3 A_PlaySound("player/cyborg/kick")
    PUFF BCD 3
    stop
  Crash:
    PUFF A 3 A_PlaySound("player/cyborg/kick")
    PUFF BCD 3
    stop
  }
}

ACTOR SlideKickAttack: KickAttack
{
	DamageType Melee
	Damage 4
	Decal "None"
	States
	{
	Death:
		TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("PLOFT5",15,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		PUFF A 3 A_PlaySound("player/cyborg/kick")
		PUFF BCD 3
		Stop
	}
}

ACTOR RaidenKickAttack: FastProjectile
{
	Radius 14
	Height 10
	DamageType Extremepunches
	Projectile 
	+FORCEXYBILLBOARD
	+NOEXTREMEDEATH
	+NOGRAVITY
	RenderStyle Add
	Alpha 0.6
    Damage (random(38,42))
    Speed 50
	//HitObituary "$OB_IMPHIT"
	SeeSound "none"
	DeathSound "none"
	Decal "none"
	States
	{
	Spawn:
		TNT1 A 1 BRIGHT
        TNT1 A 1 //A_PlaySound("weapons/gswing")
		Stop
	Death:
			TNT1 A 0 A_JumpIfInTargetInventory("IsSlideKicking", 1, 12)
		    PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
			TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_GiveToTarget("KickHasHit", 1)
			TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 10
			Stop
			TNT1 A 0 A_CheckFloor(2)
			PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
			TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_GiveToTarget("KickHasHit", 1)
			TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 10
			Stop
		
	XDeath:
			PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
			TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_GiveToTarget("KickHasHit", 1)
			TNT1 A 0 A_JumpIfInTargetInventory("IsSlideKicking", 1, 4)
			TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 10
			Stop
			TNT1 AAA 0 
			TNT1 A 0 A_GiveToTarget("KickHasHitAnObject", 1)
			TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 10
			Stop
	}
}

ACTOR SuperRaidenKickAttack: FastProjectile
{
	Radius 14
	Height 10
	DamageType Extremepunches
	Projectile 
	+FORCEXYBILLBOARD
	+NOGRAVITY
	RenderStyle Add
	Alpha 0.6
    Damage (random(64,70))
    Speed 50
	//HitObituary "$OB_IMPHIT"
	SeeSound "none"
	DeathSound "none"
	Decal "none"
	States
	{
	Spawn:
		TNT1 A 1 BRIGHT
        TNT1 A 1 //A_PlaySound("weapons/gswing")
		Stop
	Death:
			TNT1 A 0 A_JumpIfInTargetInventory("IsSlideKicking", 1, 12)
		    PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
			TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_GiveToTarget("KickHasHit", 1)
			TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 10
			Stop
			TNT1 A 0 A_CheckFloor(2)
			PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
			TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_GiveToTarget("KickHasHit", 1)
			TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 10
			Stop
		
	XDeath:
			PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
			TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_GiveToTarget("KickHasHit", 1)
			TNT1 A 0 A_JumpIfInTargetInventory("IsSlideKicking", 1, 4)
			TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 10
			Stop
			TNT1 AAA 0 
			TNT1 A 0 A_GiveToTarget("KickHasHitAnObject", 1)
			TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 10
			Stop
	}
}

ACTOR HurricaneKickAttack: FastProjectile
{
	Radius 14
	Height 10
	DamageType Extremepunches
	Projectile 
	+FORCEXYBILLBOARD
	+NOEXTREMEDEATH
	+NOGRAVITY
	+FLOAT
	RenderStyle Add
	Alpha 0.6
    Damage (random(38,42))
    Speed 50
	//HitObituary "$OB_IMPHIT"
	SeeSound "none"
	DeathSound "none"
	Decal "none"
	States
	{
	Spawn:
		TNT1 A 1 BRIGHT
        TNT1 A 1 //A_PlaySound("weapons/gswing")
		Stop
	Death:
			TNT1 A 0 A_JumpIfInTargetInventory("IsSlideKicking", 1, 12)
		    PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
			TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_GiveToTarget("KickHasHit", 1)
			TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 10
			Stop
			TNT1 A 0 A_CheckFloor(2)
			PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
			TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_GiveToTarget("KickHasHit", 1)
			TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 10
			Stop
		
	XDeath:
			PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
			TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_GiveToTarget("KickHasHit", 1)
			TNT1 A 0 A_JumpIfInTargetInventory("IsSlideKicking", 1, 4)
			TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 10
			Stop
			TNT1 AAA 0 
			TNT1 A 0 A_GiveToTarget("KickHasHitAnObject", 1)
			TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 10
			Stop
	}
}

ACTOR SuperHurricaneKickAttack: FastProjectile
{
	Radius 14
	Height 10
	DamageType Extremepunches
	Projectile 
	+FORCEXYBILLBOARD
	+NOGRAVITY
	+FLOAT
	RenderStyle Add
	Alpha 0.6
    Damage (random(64,70))
    Speed 50
	//HitObituary "$OB_IMPHIT"
	SeeSound "none"
	DeathSound "none"
	Decal "none"
	States
	{
	Spawn:
		TNT1 A 1 BRIGHT
        TNT1 A 1 //A_PlaySound("weapons/gswing")
		Stop
	Death:
			TNT1 A 0 A_JumpIfInTargetInventory("IsSlideKicking", 1, 12)
		    PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
			TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_GiveToTarget("KickHasHit", 1)
			TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 10
			Stop
			TNT1 A 0 A_CheckFloor(2)
			PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
			TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_GiveToTarget("KickHasHit", 1)
			TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 10
			Stop
		
	XDeath:
			PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
			TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_GiveToTarget("KickHasHit", 1)
			TNT1 A 0 A_JumpIfInTargetInventory("IsSlideKicking", 1, 4)
			TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 10
			Stop
			TNT1 AAA 0 
			TNT1 A 0 A_GiveToTarget("KickHasHitAnObject", 1)
			TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 10
			Stop
	}
}
