Actor SawFireSeq1: Inventory
{
inventory.maxamount 1
}

Actor SawFireSeq2: Inventory
{
inventory.maxamount 1
}

Actor SawSelected: Inventory
{
inventory.maxamount 1
}

Actor HasCutingWeapon: Inventory
{
inventory.maxamount 1
}

Actor HasClassicSaw: Inventory
{
inventory.maxamount 1
}

Actor SawReady: Inventory
{
inventory.maxamount 1
}

Actor Chain_saw : Chainsaw replaces Chainsaw
{
Weapon.BobRangeX 0.4
	Weapon.BobRangeY 0.6
	Weapon.BobStyle InverseSmooth
	Weapon.BobSpeed 2.3
weapon.selectionorder 240
inventory.pickupsound "PICSAW"
//inventory.pickupsound "none"
	Weapon.UpSound "weapons/weaponholster"
weapon.readysound "weapons/chainsaw/idle"
    +WEAPON.NOAUTOAIM
	+WEAPON.AXEBLOOD
	+FORCEXYBILLBOARD
	+WEAPON.NO_AUTO_SWITCH
	//Weapon.AmmoType "Gas"
	//Weapon.AmmoGive 400
states
	{
	
	PuristGun:
		TNT1 A 1
		TNT1 A 0 A_GiveInventory("ClassicSaw", 1)
		TNT1 A 0 A_TakeInventory("Chain_Saw", 1)
		TNT1 A 10
		Goto Ready
		
	ClassicSawMode:
		TNT1 A 1
		TNT1 A 1
		TNT1 A 0 A_TakeInventory("Chain_Saw", 1)
		TNT1 A 10
		Goto Ready	
	
	Select:
	    	TNT1 A 0 A_Takeinventory("FistsSelected",1)
			MARN A 0 ACS_ExecuteAlways(728, 0, 0, 0, 0)//Check if penetration is on.
				TNT1 A 0 A_Takeinventory("SawReady",1)
					TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Ammo Drop")==1,2)
	TNT1 A 0 A_Giveinventory("SawSelected",1)
	TNT1 A 0 A_Takeinventory("ShotgunSelected",1)
	TNT1 A 0 A_Takeinventory("SSGSelected",1)
	TNT1 A 0 A_Takeinventory("MinigunSelected",1)
	TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
	TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
    TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("BFGSelected",1)
	TNT1 A 0 A_Takeinventory("BFG10kSelected",1)
	TNT1 A 0 A_Takeinventory("RailGunSelected",1)
	TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
	TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
	TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
	TNT1 A 0 A_Takeinventory("HasBarrel",1)
		KICK A 0 A_Takeinventory("PowerBloodOnVisor",1)
		KICK A 0 A_Takeinventory("PowerBlueBloodOnVisor",1)
		KICK A 0 A_Takeinventory("PowerGreenBloodOnVisor",1)
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "PuristGun")
		TNT1 A 0 A_JumpIfInventory("HasClassicSaw", 1, "ClassicSawMode")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
		Goto Ready
	Deselect:
	TNT1 A 0 A_JumpIfInventory("SawReady", 1, "Deselect2")
	TNT1 A 0 A_StopSound(1)
	TNT1 A 0 A_StopSound(2)
			TNT1 A 0 A_StopSound(5)
	    TNT1 A 0 A_Takeinventory("SawSelected",1)
		TNT1 A 0 A_TakeInventory("Weaponspecial2")
		TNT1 A 0 A_TakeInventory("Weaponspecial")
				TNT1 A 0 A_TakeInventory("switchfiremode")
		TNT1 A 0 A_Takeinventory("HasCutingWeapon",1)
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_StopsoundEx("Weapon")
		TNT1 A 0 A_Lower
		SAWN A 0 A_Lower
		goto deselect+2
		
			Deselect2:
	TNT1 A 0 A_StopSound(1)
	TNT1 A 0 A_StopSound(2)
		TNT1 A 0 A_StopSound(5)
	SAWG A 0 A_PlaySound("weapons/chainsaw/stop", 7)
	    TNT1 A 0 A_Takeinventory("SawSelected",1)
		TNT1 A 0 A_TakeInventory("Weaponspecial2")
		TNT1 A 0 A_TakeInventory("Weaponspecial")
				TNT1 A 0 A_TakeInventory("switchfiremode")
		TNT1 A 0 A_Takeinventory("HasCutingWeapon",1)
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_StopsoundEx("Weapon")
		TNT1 A 0 A_Lower
		SAWN A 0 A_Lower
		goto deselect2+1

    Steady:
	TNT1 A 1
	Goto Ready
	
	Ready:
		SAWY ABCDE 1 A_WeaponReady(WRF_NOFIRE)
	    SAWS A 6 A_WeaponReady(WRF_NOFIRE)
        SAWS AB 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
        TNT1 A 0 A_PlaySound("DSSAWZIP", 1)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
        SAWS B 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.1 + pitch)
		SAWS C 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_PlaySound("DSSAWUP", 5)
		TNT1 A 0 A_SetPitch(-0.1 + pitch)
		SAWS D 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.2 + pitch)
		SAWS E 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.1 + pitch)
		SAWS E 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(-0.1 + pitch)
		TNT1 AAAA 0 A_FireCustomMissile("SmokeSpawner",-4,-4,-4,-4)
		SAWS E 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		SAWS D 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		SAWS C 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_SetPitch(+0.4 + pitch)
		SAWS B 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		TNT1 A 0 A_SetPitch(+0.1 + pitch)
		SAWS A 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		SAWS A 6 A_WeaponReady
			TNT1 A 0 A_Giveinventory("SawReady",1)
		TNT1 A 0 A_playsound("weapons/chainsaw/draw", 1)
				TNT1 A 0 A_playsound("weapons/chainsaw/idle", 2)
			TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		SAWS A 2 A_WeaponReady(WRF_NOFIRE)
		
			TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		SAWS AGAGAGAG 2 A_WeaponReady (WRF_NOFIRE)
	TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0
        
	OnLoop:	
        TNT1 A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"Ready.Blood")
        TNT1 A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"Ready.BlueBlood")
        TNT1 A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"Ready.GreenBlood")
        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_FireCustomMissile("SmokeSpawner",0,0,0,5)
		TNT1 A 0 A_playsound("weapons/chainsaw/idle",1)
		TNT1 A 0 Radius_Quake(0.5,2,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_Takeinventory("HasCutingWeapon",1)
		SAWG A 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SAWG B 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SAWG A 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SAWG B 2 A_weaponready
		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")
		SAWG A 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SAWG B 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SAWG A 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SAWG B 2 A_weaponready
		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_playsound("weapons/chainsaw/idle",1)
		TNT1 A 0 Radius_Quake(0.5,2,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		SAWG A 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SAWG B 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SAWG A 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SAWG B 2 A_weaponready
		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_playsound("weapons/chainsaw/idle",1)
		TNT1 A 0 Radius_Quake(0.5,2,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		SAWG A 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SAWG B 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SAWG A 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SAWG B 2 A_weaponready
		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_playsound("weapons/chainsaw/idle",1)
		TNT1 A 0 Radius_Quake(0.5,2,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		SAWG A 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SAWG B 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SAWG A 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SAWG B 2 A_weaponready
		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_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		Loop
		
	Ready.Blood:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
			TNT1 A 0 Radius_Quake(0.5,2,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		TNT1 A 0 A_playsound("weapons/chainsaw/idle",1)
		TNT1 A 0 A_Takeinventory("HasCutingWeapon",1)
		SAW2 A 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SAW2 B 2 A_WeaponReady
		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_playsound("weapons/chainsaw/idle",1)
			TNT1 A 0 Radius_Quake(0.5,2,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		SAW2 A 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SAW2 B 2 A_weaponready
		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_playsound("weapons/chainsaw/idle",1)
		SAW2 A 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SAW2 B 2 A_WeaponReady
		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_playsound("weapons/chainsaw/idle",1)
TNT1 A 0 Radius_Quake(0.5,2,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		SAW2 A 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SAW2 B 2 A_weaponready
		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_playsound("weapons/chainsaw/idle",1)
		TNT1 A 0 Radius_Quake(0.5,2,0,1,0) //(intensity, duration, damrad, tremrad, tid)
        SSW2 C 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SSW2 D 2 A_weaponready
		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_playsound("weapons/chainsaw/idle",1)
	TNT1 A 0 Radius_Quake(0.5,2,0,1,0) //(intensity, duration, damrad, tremrad, tid)
        SSW2 C 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SSW2 D 2 A_weaponready
		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_playsound("weapons/chainsaw/idle",1)
			TNT1 A 0 Radius_Quake(0.5,2,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		SSW2 E 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SSW2 F 2 A_weaponready
		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_playsound("weapons/chainsaw/idle",1)
		TNT1 A 0 Radius_Quake(0.5,2,0,1,0) //(intensity, duration, damrad, tremrad, tid)
        SSW2 G 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SSW2 H 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SSW2 I 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SSW2 J 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		Goto OnLoop
		
	
	Ready.BlueBlood:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_playsound("weapons/chainsaw/idle",1)
			TNT1 A 0 Radius_Quake(0.5,2,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		TNT1 A 0 A_Takeinventory("HasCutingWeapon",1)
		SAW4 A 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SAW4 B 2 A_WeaponReady
		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_playsound("weapons/chainsaw/idle",1)
			TNT1 A 0 Radius_Quake(0.5,2,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		SAW4 A 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SAW4 B 2 A_weaponready
		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_playsound("weapons/chainsaw/idle",1)
			TNT1 A 0 Radius_Quake(0.5,2,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		SAW4 A 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SAW4 B 2 A_WeaponReady
		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_playsound("weapons/chainsaw/idle",1)
			TNT1 A 0 Radius_Quake(0.5,2,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		SAW4 A 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SAW4 B 2 A_weaponready
		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_playsound("weapons/chainsaw/idle",1)
			TNT1 A 0 Radius_Quake(0.5,2,0,1,0) //(intensity, duration, damrad, tremrad, tid)
        SSW4 C 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SSW4 D 2 A_weaponready
		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_playsound("weapons/chainsaw/idle",1)
			TNT1 A 0 Radius_Quake(0.5,2,0,1,0) //(intensity, duration, damrad, tremrad, tid)
        SSW4 C 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SSW4 D 2 A_weaponready
		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_playsound("weapons/chainsaw/idle",1)
			TNT1 A 0 Radius_Quake(0.5,2,0,1,0) //(intensity, duration, damrad, tremrad, tid)
		SSW4 E 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SSW4 F 2 A_weaponready
		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_playsound("weapons/chainsaw/idle",1)
			TNT1 A 0 Radius_Quake(0.5,2,0,1,0) //(intensity, duration, damrad, tremrad, tid)
        SSW4 G 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SSW4 H 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SSW4 I 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		SSW4 J 2 A_weaponready
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		Goto OnLoop
		
	
	Ready.GreenBlood:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		//TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0)
		TNT1 A 0 A_playsound("weapons/chainsaw/idle",1)
		TNT1 A 0 A_Takeinventory("HasCutingWeapon",1)
		SAW3 ABAB 2 A_WeaponReady
		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_playsound("weapons/chainsaw/idle",1)
		SAW3 ABAB 2 A_weaponready
		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_playsound("weapons/chainsaw/idle",1)
		SAW3 ABAB 2 A_WeaponReady
		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_playsound("weapons/chainsaw/idle",1)
		SAW3 ABAB 2 A_weaponready
		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_playsound("weapons/chainsaw/idle",1)
        SSW3 CDCD 2 A_weaponready
		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_playsound("weapons/chainsaw/idle",1)
        SSW3 CDCD 2 A_weaponready
		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_playsound("weapons/chainsaw/idle",1)
		
		SSW3 EFEF 2 A_weaponready
		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_playsound("weapons/chainsaw/idle",1)
        SSW3 GHIJ 2 A_weaponready
		Goto OnLoop
	
	Fire:
		TNT1 A 0
		TNT1 A 0 A_Giveinventory("HasCutingWeapon",1)
		TNT1 A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"AltFireRed")
		TNT1 A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"AltFireGreen")
		TNT1 A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"AltFireBlue")
		TNT1 A 0 A_PlaySoundEx("weapons/chainsaw/loop","Weapon",0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		//TNT1 A 0 A_PlaySound("DSSAWHIT", 3)
		TNT1 A 0 A_JumpIfInventory("SawFireSeq2", 1, 15)
		TNT1 A 0 A_JumpIfInventory("SawFireSeq1", 1, "AltFireLeft")
		//TNT1 A 0 A_Jump(12, "AltFire2")
		NULL A 0 A_JumpIf (momZ > 0, "AltFire2")
		NULL A 0 A_JumpIf (momZ < 0, "AltFire2")
		CSA1 ABCD 1
		TNT1 AAAAAAAAAAAAAA 0
		TNT1 A 0 A_GiveInventory("SawFireSeq1")
		TNT1 A 0 A_TakeInventory("SawFireSeq2")
		TNT1 A 5
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSA1 EFG 1
		TNT1 AAAAA 0 A_Saw("", "", 1, "SSawPuff2", 0, 120, 32)
		CSA1 H 1 A_Saw("", "Machete/Yum", 0, "SSawPuff2", 0, 120, 32)
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue")
		CSA1 JKL 1
		TNT1 A 5
		TNT1 A 0 A_ReFire
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		CSA1 MNO 1
		Goto OnLoop
		
	AltContinue:
	TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		CSA1 P 1 A_Saw("weapons/chainsaw/loop", "Machete/Yum", 6, "SSawPuff2", 0, 120, 3)
		CSA1 QI 1
		TNT1 A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"AltContinueRed")
		TNT1 A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"AltContinueGreen")
		TNT1 A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"AltContinueBlue")
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSA1 JKL 1
		TNT1 A 5
		CSA1 MNO 1
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		TNT1 A 0 A_TakeInventory("SawFireSeq2", 1)
		Goto OnLoop	
		
	AltFireLeft:	
		TNT1 A 2
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		CSA1 LKJ 1
		TNT1 AAAAA 0 A_Saw("", "", 1, "SSawPuff2", 0, 120, 32)
		CSA1 I 1 A_Saw("", "Machete/Yum", 0, "SSawPuff2", 0, 120, 32)
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueleft")
		CSA1 HGFE 1
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		TNT1 A 0 A_GiveInventory("SawFireSeq2", 1)
		TNT1 A 5
		TNT1 A 0 A_ReFire
		CSA1 DCBA 1
		TNT1 A 0 A_TakeInventory("SawFireSeq2", 1)
		Goto OnLoop
		
	AltContinueLeft:
		CSA1 P 1 A_Saw("weapons/chainsaw/loop", "Machete/Yum", 6, "SSawPuff2", 0, 120, 3)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		CSA1 QI 1
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueleft")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSA1 HGFE 1
		TNT1 A 5
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		TNT1 A 0 A_TakeInventory("SawFireSeq2", 1)
		CSA1 DCBA 1
		Goto OnLoop	
	
	
		
	AltFire:
		TNT1 A 0
		TNT1 A 0 A_PlaySoundEx("weapons/chainsaw/loop","Weapon",0)
		TNT1 A 0 A_Giveinventory("HasCutingWeapon",1)
	AltFire2:
		TNT1 A 0
		TNT1 A 0 A_Takeinventory("HasCutingWeapon",1)
		TNT1 A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"AltFire2Red")
		TNT1 A 0 A_JumpIfInventory("PowerGreenBloodOnVisor",1,"AltFire2Green")
		TNT1 A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"AltFire2Blue")
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		CSA2 ABCDDEEEF 1
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSA2 GHI 1 A_JumpIfCloser(119, "AltContinue2")
		TNT1 AAAAAAAAAAAAAAA 0 A_Saw("", "", 0, "SSawPuff", 0, 120, 0, 32)
		CSA2 J 1 A_Saw("", "Machete/Yum", 8, "SSawPuff",0,120)
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue2")
		CSA2 MNO 1 A_JumpIfCloser(119, "AltContinue2")
		TNT1 A 5
		CSA2 PQ 1
		Goto OnLoop
	
	AltContinue2:
	TNT1 A 0 A_Takeinventory("HasCutingWeapon",1)
	TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		CSA2 J 1 A_Saw("weapons/chainsaw/loop", "Machete/Yum", 8, "SSawPuff", 0, 120)
		CSA2 KL 1
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue2")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSA2 J 1 A_Saw("weapons/chainsaw/loop", "DSSAWHIT", 8, "SSawPuff", 0, 120)
		CSA2 KL 1
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue2")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSA2 MNO 1
		TNT1 A 5
		CSA2 PQ 1
		Goto OnLoop
		
		
		
	AltFireRed:
		TNT1 A 0
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		TNT1 A 0 A_PlaySoundEx("weapons/chainsaw/loop","Weapon",0)
		//TNT1 A 0 A_PlaySound("DSSAWHIT", 3)
		TNT1 A 0 A_JumpIfInventory("SawFireSeq2", 1, 15)
		TNT1 A 0 A_JumpIfInventory("SawFireSeq1", 1, "AltFireLeftRed")
		//TNT1 A 0 A_Jump(12, "AltFire2")
		NULL A 0 A_JumpIf (momZ > 0, "AltFire2")
		NULL A 0 A_JumpIf (momZ < 0, "AltFire2")
		CSR1 ABCD 1
		TNT1 AAAAAAAAAAAAAA 0
		TNT1 A 0 A_GiveInventory("SawFireSeq1")
		TNT1 A 0 A_TakeInventory("SawFireSeq2")
		TNT1 A 5
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSR1 EFG 1
		TNT1 AAAAA 0 A_Saw("", "", 1, "SSawPuff2", 0, 120, 32)
		CSR1 H 1 A_Saw("", "Machete/Yum", 0, "SSawPuff2", 0, 120, 32)
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueRed")
		CSR1 JKL 1
		TNT1 A 5
		TNT1 A 0 A_ReFire
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		CSR1 MNO 1
		Goto OnLoop
		
	AltContinueRed:
		CSR1 P 1 A_Saw("weapons/chainsaw/loop", "Machete/Yum", 6, "SSawPuff2", 0, 120, 3)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		CSR1 QI 1
		CSR1 QI 1
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueRed")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSR1 JKL 1
		TNT1 A 5
		CSR1 MNO 1
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		TNT1 A 0 A_TakeInventory("SawFireSeq2", 1)
		Goto OnLoop	
		
	AltFireLeftRed:	
		TNT1 A 2
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		CSR1 LKJ 1
		TNT1 AAAAA 0 A_Saw("", "", 1, "SSawPuff2", 0, 120, 32)
		CSR1 I 1 A_Saw("", "Machete/Yum", 0, "SSawPuff2", 0, 120, 32)
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueleftred")
		CSR1 HGFE 1
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		TNT1 A 0 A_GiveInventory("SawFireSeq2", 1)
		TNT1 A 5
		TNT1 A 0 A_ReFire
		CSR1 DCBA 1
		TNT1 A 0 A_TakeInventory("SawFireSeq2", 1)
		Goto OnLoop
		
	AltContinueLeftRed:
		CSR1 P 1 A_Saw("weapons/chainsaw/loop", "Machete/Yum", 6, "SSawPuff2", 0, 120, 3)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		CSR1 QI 1
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueleftred")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSR1 HGFE 1
		TNT1 A 5
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		TNT1 A 0 A_TakeInventory("SawFireSeq2", 1)
		CSR1 DCBA 1
		Goto OnLoop	
	
	
		
	AltFire2Red:
		TNT1 A 0
		CSR2 ABCDDEEEF 1
		TNT1 A 0 A_Takeinventory("HasCutingWeapon",1)
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		CSR2 GHI 1 A_JumpIfCloser(119, "AltContinue2Red")
		TNT1 AAAAAAAAAAAAAAA 0 A_Saw("", "", 0, "SSawPuff", 0, 120, 0, 32)
		CSR2 J 1 A_Saw("", "Machete/Yum", 8, "SSawPuff",0,120)
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue2Red")
		CSR2 MNO 1 A_JumpIfCloser(119, "AltContinue2Red")
		TNT1 A 5
		CSR2 PQ 1
		Goto OnLoop
	
	AltContinue2Red:
	TNT1 A 0 A_Takeinventory("HasCutingWeapon",1)
		CSR2 J 1 A_Saw("weapons/chainsaw/loop", "Machete/Yum", 8, "SSawPuff", 0, 120)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		CSR2 KL 1
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue2Red")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSR2 J 1 A_Saw("weapons/chainsaw/loop", "DSSAWHIT", 8, "SSawPuff", 0, 120)
		CSR2 KL 1
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue2Red")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSR2 MNO 1
		TNT1 A 5
		CSR2 PQ 1
		Goto OnLoop	
		
	
	AltFireBlue:
		TNT1 A 0
		TNT1 A 0 A_PlaySoundEx("weapons/chainsaw/loop","Weapon",0)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		//TNT1 A 0 A_PlaySound("DSSAWHIT", 3)
		TNT1 A 0 A_JumpIfInventory("SawFireSeq2", 1, 15)
		TNT1 A 0 A_JumpIfInventory("SawFireSeq1", 1, "AltFireLeftBlue")
		//TNT1 A 0 A_Jump(12, "AltFire2")
		NULL A 0 A_JumpIf (momZ > 0, "AltFire2")
		NULL A 0 A_JumpIf (momZ < 0, "AltFire2")
		CSB1 ABCD 1
		TNT1 AAAAAAAAAAAAAA 0
		TNT1 A 0 A_GiveInventory("SawFireSeq1")
		TNT1 A 0 A_TakeInventory("SawFireSeq2")
		TNT1 A 5
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSB1 EFG 1
		TNT1 AAAAA 0 A_Saw("", "", 1, "SSawPuff2", 0, 120, 32)
		CSB1 H 1 A_Saw("", "Machete/Yum", 0, "SSawPuff2", 0, 120, 32)
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueBlue")
		CSB1 JKL 1
		TNT1 A 5
		TNT1 A 0 A_ReFire
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		CSB1 MNO 1
		Goto OnLoop
		
	AltContinueBlue:
		CSB1 P 1 A_Saw("weapons/chainsaw/loop", "Machete/Yum", 6, "SSawPuff2", 0, 120, 3)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		CSB1 QI 1
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueBlue")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSB1 JKL 1
		TNT1 A 5
		CSB1 MNO 1
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		TNT1 A 0 A_TakeInventory("SawFireSeq2", 1)
		Goto OnLoop	
		
	AltFireLeftBlue:	
		TNT1 A 2
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		CSB1 LKJ 1
		TNT1 AAAAA 0 A_Saw("", "", 1, "SSawPuff2", 0, 120, 32)
		CSB1 I 1 A_Saw("", "Machete/Yum", 0, "SSawPuff2", 0, 120, 32)
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueleftBlue")
		CSB1 HGFE 1
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		TNT1 A 0 A_GiveInventory("SawFireSeq2", 1)
		TNT1 A 5
		TNT1 A 0 A_ReFire
		CSB1 DCBA 1
		TNT1 A 0 A_TakeInventory("SawFireSeq2", 1)
		Goto OnLoop
		
	AltContinueLeftBlue:
		CSB1 P 1 A_Saw("weapons/chainsaw/loop", "Machete/Yum", 6, "SSawPuff2", 0, 120, 3)
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		CSB1 QI 1
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueleftBlue")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSB1 HGFE 1
		TNT1 A 5
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		TNT1 A 0 A_TakeInventory("SawFireSeq2", 1)
		CSB1 DCBA 1
		Goto OnLoop	
	
	
		
	AltFire2Blue:
		TNT1 A 0
		TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
		CSB2 ABCDDEEEF 1
		TNT1 A 0 A_Takeinventory("HasCutingWeapon",1)
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSB2 GHI 1 A_JumpIfCloser(119, "AltContinue2Blue")
		TNT1 AAAAAAAAAAAAAAA 0 A_Saw("", "", 0, "SSawPuff", 0, 120, 0, 32)
		CSB2 J 1 A_Saw("", "Machete/Yum", 8, "SSawPuff",0,120)
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue2Blue")
		CSB2 MNO 1 A_JumpIfCloser(119, "AltContinue2Blue")
		TNT1 A 5
		CSB2 PQ 1
		Goto OnLoop
	
	AltContinue2Blue:
	TNT1 A 0 A_Takeinventory("HasCutingWeapon",1)
	TNT1 A 0 A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0)
	TNT1 A 0 A_Takeinventory("HasCutingWeapon",1)
		CSB2 J 1 A_Saw("weapons/chainsaw/loop", "Machete/Yum", 8, "SSawPuff", 0, 120)
		CSB2 KL 1
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue2Blue")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSB2 J 1 A_Saw("weapons/chainsaw/loop", "DSSAWHIT", 8, "SSawPuff", 0, 120)
		CSB2 KL 1
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue2Blue")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSB2 MNO 1
		TNT1 A 5
		CSB2 PQ 1
		Goto OnLoop
		
	AltFireGreen:
		TNT1 A 0
		TNT1 A 0 A_PlaySoundEx("weapons/chainsaw/loop","Weapon",0)
		//TNT1 A 0 A_PlaySound("DSSAWHIT", 3)
		TNT1 A 0 A_JumpIfInventory("SawFireSeq2", 1, 15)
		TNT1 A 0 A_JumpIfInventory("SawFireSeq1", 1, "AltFireLeftGreen")
		//TNT1 A 0 A_Jump(12, "AltFire2")
		NULL A 0 A_JumpIf (momZ > 0, "AltFire2")
		NULL A 0 A_JumpIf (momZ < 0, "AltFire2")
		CSG1 ABCD 1
		TNT1 AAAAAAAAAAAAAA 0
		TNT1 A 0 A_GiveInventory("SawFireSeq1")
		TNT1 A 0 A_TakeInventory("SawFireSeq2")
		TNT1 A 5
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSG1 EFG 1
		TNT1 AAAAA 0 A_Saw("", "", 1, "SSawPuff2", 0, 120, 32)
		CSG1 H 1 A_Saw("", "Machete/Yum", 0, "SSawPuff2", 0, 120, 32)
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueGreen")
		CSG1 JKL 1
		TNT1 A 5
		TNT1 A 0 A_ReFire
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		CSG1 MNO 1
		Goto OnLoop
		
	AltContinueGreen:
		CSG1 P 1 A_Saw("weapons/chainsaw/loop", "Machete/Yum", 6, "SSawPuff2", 0, 120, 3)
		CSG1 QI 1
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueGreen")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSG1 JKL 1
		TNT1 A 5
		CSG1 MNO 1
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		TNT1 A 0 A_TakeInventory("SawFireSeq2", 1)
		Goto OnLoop	
		
	AltFireLeftGreen:	
		TNT1 A 2
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSG1 LKJ 1
		TNT1 AAAAA 0 A_Saw("", "", 1, "SSawPuff2", 0, 120, 32)
		CSG1 I 1 A_Saw("", "Machete/Yum", 0, "SSawPuff2", 0, 120, 32)
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueleftGreen")
		CSG1 HGFE 1
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		TNT1 A 0 A_GiveInventory("SawFireSeq2", 1)
		TNT1 A 5
		TNT1 A 0 A_ReFire
		CSG1 DCBA 1
		TNT1 A 0 A_TakeInventory("SawFireSeq2", 1)
		Goto OnLoop
		
	AltContinueLeftGreen:
		CSG1 P 1 A_Saw("weapons/chainsaw/loop", "Machete/Yum", 6, "SSawPuff2", 0, 120, 3)
		CSG1 QI 1
		TNT1 A 0 A_JumpIfCloser(119, "AltContinueleftGreen")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSG1 HGFE 1
		TNT1 A 5
		TNT1 A 0 A_TakeInventory("SawFireSeq1", 1)
		TNT1 A 0 A_TakeInventory("SawFireSeq2", 1)
		CSG1 DCBA 1
		Goto OnLoop	
	
	
		
	AltFire2Green:
		TNT1 A 0
		CSG2 ABCDDEEEF 1
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSG2 GHI 1 A_JumpIfCloser(119, "AltContinue2Green")
		TNT1 AAAAAAAAAAAAAAA 0 A_Saw("", "", 0, "SSawPuff", 0, 120, 0, 32)
		CSG2 J 1 A_Saw("", "Machete/Yum", 8, "SSawPuff",0,120)
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue2Green")
		CSG2 MNO 1 A_JumpIfCloser(119, "AltContinue2Green")
		TNT1 A 5
		CSG2 PQ 1
		Goto OnLoop
	
	AltContinue2Green:
		CSG2 J 1 A_Saw("weapons/chainsaw/loop", "DSSAWHIT", 8, "SSawPuff", 0, 120)
		CSG2 KL 1
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue2Green")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSG2 J 1 A_Saw("weapons/chainsaw/loop", "DSSAWHIT", 8, "SSawPuff", 0, 120)
		CSG2 KL 1
		TNT1 A 0 A_JumpIfCloser(119, "AltContinue2Green")
		TNT1 A 0 A_PlaySound("weapons/chainsaw/draw", 4)
		CSG2 MNO 1
		TNT1 A 5
		CSG2 PQ 1
		Goto OnLoop
		
		TiredKickStart:
	    TNT1 A 0 SetPlayerProperty(0,1,0)
	    TNT1 A 0
		Goto DoKick+2
		
	TiredKickEnd:
	    TNT1 A 0
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Select	
		
		Stomp:
	    TNT1 A 0 A_TakeInventory("Kicking", 1)
	    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+55
		
	
	SuperStomp:
		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+55
		
			InsultFlash:
			TNT1 A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"InsultFlashBlood")
		TNT1 A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"InsultFlashBlueBlood")
		SAWG A 1 //Offset(20,40)
		SAWG B 1 //Offset(40,43)
		SAWG E 1 //Offset(60,46)
		SAWG F 1 //Offset(80,46)
		SAWG G 30 //Offset(100,46)
		SAWG F 1 //Offset(60,46)
		SAWG E 1 //Offset(40,43)
		SAWG B 1 //Offset(20,40)
		SAWG A 1 A_playsound("weapons/chainsaw/idle", 5)
		SAWG BABABA 1 
		Stop
		
		InsultFlashBlood:
			SAWG H 1 //Offset(20,40)
		SAWG I 1 //Offset(40,43)
		SAWG J 1 //Offset(60,46)
		SAWG K 1 //Offset(80,46)
		SAWG L 30 //Offset(100,46)
		SAWG K 1 //Offset(60,46)
		SAWG J 1 //Offset(40,43)
		SAWG I 1 //Offset(20,40)
		SAWG H 1 A_playsound("weapons/chainsaw/idle", 5)
		SAWG IHIHIH 1 
		Stop
		
		InsultFlashBlueBlood:
		S4WG H 1 //Offset(20,40)
		S4WG I 1 //Offset(40,43)
		S4WG J 1 //Offset(60,46)
		S4WG K 1 //Offset(80,46)
		S4WG L 30 //Offset(100,46)
		S4WG K 1 //Offset(60,46)
		S4WG J 1 //Offset(40,43)
		S4WG I 1 //Offset(20,40)
		S4WG H 1 A_playsound("weapons/chainsaw/idle", 5)
		S4WG IHIHIH 1 
		Stop
		
		
		
		 FlashKicking:
		TNT1 A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"FlashKickingBlood")
		TNT1 A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"FlashKickingBlueBlood")
		SAWG A 1 //Offset(20,40)
		SAWG B 1 //Offset(40,43)
		SAWG E 1 //Offset(60,46)
		SAWG F 1 //Offset(80,46)
		SAWG G 7 //Offset(100,46)
		SAWG G 1 //Offset(80,46)
		SAWG F 1 //Offset(60,46)
		SAWG E 1 //Offset(40,43)
		SAWG B 1 //Offset(20,40)
		SAWG A 1 A_playsound("weapons/chainsaw/idle", 5)
		Stop
	
	FlashKickingBlood:
		SAWG H 1 //Offset(20,40)
		SAWG I 1 //Offset(40,43)
		SAWG J 1 //Offset(60,46)
		SAWG K 1 //Offset(80,46)
		SAWG L 1 //Offset(100,46)
		SAWG L 7 //Offset(80,46)
		SAWG K 1 //Offset(60,46)
		SAWG J 1 //Offset(40,43)
		SAWG I 1 //Offset(20,40)
		SAWG H 1 A_playsound("weapons/chainsaw/idle", 5)
		Stop
		
	FlashKickingBlueBlood:
		S4WG H 1 //Offset(20,40)
		S4WG I 1 //Offset(40,43)
		S4WG J 1 //Offset(60,46)
		S4WG K 1 //Offset(80,46)
		S4WG L 1 //Offset(100,46)
		S4WG L 7 //Offset(80,46)
		S4WG K 1 //Offset(60,46)
		S4WG J 1 //Offset(40,43)
		S4WG I 1 //Offset(20,40)
		S4WG H 1 A_playsound("weapons/chainsaw/idle", 5)
		Stop
		
	FlashAirKicking:
		TNT1 A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"FlashAirKickingBlood")
		TNT1 A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"FlashAirKickingBlueBlood")
		SAWG A 1 //Offset(20,40)
		SAWG B 1// Offset(40,43)
		SAWG E 1 //Offset(60,46)
		SAWG F 1 //Offset(80,46)
		SAWG G 12 //Offset(100,46)
		SAWG F 1 //Offset(60,46)
		SAWG E 1 //Offset(40,43)
		SAWG B 1 //Offset(20,40)
		SAWG A 1 A_playsound("weapons/chainsaw/idle", 5)
		Stop
		
	FlashAirKickingBlood:
		SAWG H 1 //Offset(20,40)
		SAWG I 1 //Offset(40,43)
		SAWG J 1 //Offset(60,46)
		SAWG K 1 //Offset(80,46)
		SAWG L 12 //Offset(100,46)
		SAWG K 1 //Offset(60,46)
		SAWG J 1 //Offset(40,43)
		SAWG I 1 //Offset(20,40)
		SAWG H 1 A_playsound("weapons/chainsaw/idle", 5)
		Stop
		
	FlashAirKickingBlueBlood:
		S4WG H 1 //Offset(20,40)
		S4WG I 1 //Offset(40,43)
		S4WG J 1 //Offset(60,46)
		S4WG K 1 //Offset(80,46)
		S4WG L 12 //Offset(100,46)
		S4WG K 1 //Offset(60,46)
		S4WG J 1 //Offset(40,43)
		S4WG I 1 //Offset(20,40)
		S4WG H 1 A_playsound("weapons/chainsaw/idle", 5)
		Stop
		
	FlashSlideKicking:
		TNT1 A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"FlashSlideKickingBlood")
		TNT1 A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"FlashSlideKickingBlueBlood")
		SAWG A 1 Offset(20,40)
		SAWG B 1 Offset(60,46)
		SAWG E 1 Offset(100,46)
		SAWG F 1 Offset(120,46)
		SAWG G 1 Offset(120,46)
		SAWG G 16 Offset(120,46)
		Goto FlashSlideKickingStop
	
	FlashSlideKickingBlood:
		SAWG H 1 Offset(20,40)
		SAWG I 1 Offset(60,46)
		SAWG J 1 Offset(100,46)
		SAWG K 1 Offset(120,46)
		SAWG L 1 Offset(120,46)
		SAWG L 16 Offset(120,46)
		Goto FlashSlideKickingStop
		
	FlashSlideKickingBlueBlood:
		S4WG H 1 Offset(20,40)
		S4WG I 1 Offset(60,46)
		S4WG J 1 Offset(100,46)
		S4WG K 1 Offset(120,46)
		S4WG L 1 Offset(120,46)
		S4WG L 16 Offset(120,46)
		Goto FlashSlideKickingStop
		
	FlashSlideKickingStop:
		TNT1 A 0 A_JumpIfInventory("PowerBloodOnVisor",1,"FlashSlideKickingStopBlood")
		TNT1 A 0 A_JumpIfInventory("PowerBlueBloodOnVisor",1,"FlashSlideKickingStopBlueBlood")
		SAWG F 1 Offset(80,46)
		SAWG E 1 Offset(60,46)
		Stop
	
	FlashSlideKickingStopBlood:
		SAWG K 1 Offset(80,46)
		SAWG J 1 Offset(60,46)
		Stop
		
	FlashSlideKickingStopBlueBlood:
		S4WG K 1 Offset(80,46)
		S4WG J 1 Offset(60,46)
		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("FlashKicking")
		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+55
		
	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("FlashKicking")
		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+55
		
	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("FlashSlideKicking")
		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)
		Goto SlideKickEnd1
	SlideKickEnd1:
		TNT1 A 0 A_StopSound(3)
		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+55



	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("FlashKicking")
		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+55



		
		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 A_jumpifinventory("PowerStrength",1,"SuperAirKick")
		TNT1 A 0 A_PlaySound("KICK", 1)
		TNT1 A 0 A_Recoil (-6)
		TNT1 A 0 A_GunFlash("FlashAirKicking")
		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
		Goto Ready+55

	SuperAirKick:
		TNT1 A 0 A_PlaySound("KICK", 1)
		TNT1 A 0 A_Recoil (-6)
		TNT1 A 0 A_GunFlash("FlashAirKicking")
		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
		Goto Ready+55
	Taunt:
		TNT1 A 0 A_GunFlash("InsultFlash")
		TNT1 A 0 A_TakeInventory("Zoomed", 1)
		TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 5
		FUCK A 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_FireCustomMissile("Taunter", 0, 0, -1, 0)
		TNT1 A 0 A_FireCustomMissile("Taunter", -9, 0, -1, 0)
		TNT1 A 0 A_FireCustomMissile("Taunter", 9, 0, -1, 0)
		FUCK B 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_PlaySound("FUCK", 1)
		FUCK C 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_AlertMonsters
		FUCK D 15 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 0 A_TakeInventory("Taunting",1)
		FUCK CBA 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) 
		TNT1 A 5
		Goto Ready+55
	Salute:
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_ALertMonsters
		SALU ABCDEDCDEDCDEDCBA 4
		TNT1 A 0 A_TakeInventory("Salute1",1)
		TNT1 A 0 A_TakeInventory("Salute2",1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Ready+55
		
	CheckGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfTargetInLOS("CheckDistanceGrab")
		goto OnLoop
	CheckDistanceGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfCloser(100, "Grab")
		goto OnLoop
	CheckIfCanGrab:
	    TNT1 A 0 
		TNT1 A 0 A_JumpIfInTargetInventory("CanGrab", 1, "Grab")
		goto OnLoop	
	Grab:
	    PKUP ABC 2
		TNT1 A 0 A_CustomMissile("PickupProjectile")
		PKUP DEF 2
		goto OnLoop
	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 OnLoop	
	NoGrenade:
		TNT1 A 0
		TNT1 A 0 A_Print("No Grenades Left.")
		goto OnLoop	
	}
}

