//==============================================================================
// Bombenschüss (Translated as 'Bomb Shot', concept from Wolf TOB)
//==============================================================================

ACTOR BSZoomed : Inventory { Inventory.MaxAmount 1 }

ACTOR HDCarbine : KriegslandHeavyWeapon
{
	+WEAPON.NOAUTOFIRE
	+INVENTORY.UNDROPPABLE
	Weapon.SelectionOrder 	1100
	Weapon.AmmoUse 			0 // for the new ACS
	Weapon.SlotNumber 		8
	Weapon.AmmoGive 		8
	Weapon.AmmoType "BOEX1"
	Inventory.Pickupmessage "You got the Bombenschuss!"
	Inventory.PickupSound 	"weapons/generic/pickup3"
	Tag "Bombenschuss"
	Scale 0.95
	States
	{ 
	Select:
		TNT1 A 0 A_Playsound("weapons/generic/select5",7)
		WPEG A 1 Offset(67, 100)
		WPEG A 1 Offset(54, 81)
		WPEG A 1 Offset(32, 69)
		WPEG A 1 Offset(22, 58)
		WPEG A 1 Offset(10, 47)
		WPEG A 1 Offset(7, 39)
		WPEG A 1 Offset(2, 34)
		WPEG A 1 A_Raise
		Wait
	Ready:
		TNT1 A 0 A_JumpIfInventory("BSZoomed",1,"ReadyZoomed")
		WPEG A 1 A_WeaponReady(WRF_ALLOWZOOM)
		TNT1 A 0 A_JumpifInventory("IsBombing",1,"ThrowGrenade")
		NULL A 0 A_JumpIfInventory("SlidePlayer",1,"IsSliding")
		TNT1 A 0 A_JumpIfInventory("IsKnifing",1,"Knife")
		TNT1 A 0 A_JumpifInventory("IsKicking",1,"Kick")
		NULL A 0 A_TakeInventory("IAmUnzooming",1)
		Loop
	ReadyZoomed:
		NULL A 0 A_PlaySound("FKPlayer/breath",6,0.7,1)
		NULL A 0 A_JumpIfInventory("SlidePlayer",1,"Unzoom")
		NULL A 0 A_JumpifInventory("IsKicking",  1,"Unzoom")
		NULL A 0 A_JumpIfInventory("IsKnifing",  1,"Unzoom")
		NULL A 0 A_JumpifInventory("IsBombing",  1,"Unzoom")
		WPEZ A 1 A_WeaponReady(WRF_ALLOWZOOM)
		NULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))
		NULL A 0 A_SetPitch(pitch-frandom(-0.12,0.12))
		WPEZ A 1 A_WeaponReady(WRF_ALLOWZOOM)
		NULL A 0 A_SetAngle(angle+frandom(-0.12,0.12))
		NULL A 0 A_SetPitch(pitch-frandom(-0.12,0.12))
		TNT1 A 0 A_JumpifInventory("IsKicking",1,"Kick")
		TNT1 A 0 A_JumpIfInventory("IsKnifing",1,"Knife")
		NULL A 0 A_TakeInventory("IAmZooming",1)
		Goto Ready
	Deselect:
		TNT1 A 0 A_TakeInventory("BSZoomed",1)
		TNT1 A 0 A_ZoomFactor(1)
		NULL A 0 A_StopSound(6)
		WPEG A 1 Offset(2, 34)
		WPEG A 1 Offset(7, 39)
		WPEG A 1 Offset(10, 47)
		WPEG A 1 Offset(22, 58)
		WPEG A 1 Offset(32, 69)
		WPEG A 1 Offset(54, 81)
		WPEG A 1 Offset(67, 100)
		WPEG A 1 A_Lower
		Wait
	Fire:
		TNT1 A 0 A_JumpIfInventory("BOEX1",2,1)
		Goto Dryfire
		TNT1 A 0 A_JumpIfInventory("BSZoomed",1,"FireZoomed")
		TNT1 A 0 A_Playsound("weapons/BBS/fire",6)
		TNT1 A 0 A_AlertMonsters
		NULL A 0 A_JumpIf(ACS_NamedExecuteWithResult("OldAmmoToggle")==1,2)
		NULL A 0 A_TakeInventory("BOEX1",1)
		NULL A 0 A_TakeInventory("BOEX1",1)
		TNT1 A 0 A_FireBullets(4.3, 8.6, 1, 10, "BombenPuff")
		TNT1 A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,8)
		TNT1 A 0 A_Gunflash
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEF A 1 BRIGHT
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RecoilToggle")==0,2)
		TNT1 A 0 A_SetPitch(pitch -0.9)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)//
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG G 1 Offset(0,35)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG H 1 Offset(0,38)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG I 1 Offset(0,44)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_PlaySound("weapons/BBS/bolt",5)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG I 1 Offset(-2,46)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG I 1 Offset(-4,52)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG J 1 Offset(-7,56)
		TNT1 K 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG K 1 Offset(-10,57)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG L 8 Offset(-11,58)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG M 1 Offset(-10,58)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG M 1 Offset(-10,61)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG M 1 Offset(-10,65)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_FireCustomMissile("FKExplosiveCasingSpawn",345+random(-8,8),0,-4,-5,0)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG L 1 Offset(-10,71)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG L 1 Offset(-10,65)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG K 1 Offset(-10,60)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG J 1 Offset(-10,55)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG J 1 Offset(-10,53)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG I 1 Offset(-10,51)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG I 1 Offset(-9,50)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG H 1 Offset(-8,46)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG H 1 Offset(-7,43)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG G 1 Offset(-5,40)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG G 1 Offset(-3,37)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG A 1 Offset(-1,34)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG A 1 Offset(0,32)
		Goto Ready
	FireZoomed:
		TNT1 A 0 A_JumpIfInventory("BOEX1",2,1)
		Goto Dryfire
		TNT1 A 0 A_Playsound("weapons/BBS/fire",7)
		TNT1 A 0 A_AlertMonsters
		NULL A 0 A_JumpIf(ACS_NamedExecuteWithResult("OldAmmoToggle")==1,2)
		NULL A 0 A_TakeInventory("BOEX1",1)
		NULL A 0 A_TakeInventory("BOEX1",1)
		TNT1 A 0 A_FireBullets(4.3, 8.6, 1, 10, "BombenPuff")
		TNT1 A 0 A_FireCustomMissile("GunSmokeSpawner",0,0,0)
		TNT1 A 0 A_Gunflash
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ B 2 BRIGHT A_ZoomFactor(1.5)
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RecoilToggle")==0,2)
		TNT1 A 0 A_SetPitch(pitch -0.9)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPZR A 1 A_ZoomFactor(1.45)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPZR B 1 A_ZoomFactor(1.4)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPZR C 1 A_ZoomFactor(1.35)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ C 1 Offset(0,32) A_ZoomFactor(1.3)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ D 1 Offset(0,35)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ E 1 Offset(0,37)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ F 1 Offset(0,39)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ G 1 Offset(0,44)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_PlaySound("weapons/BBS/bolt",5)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ H 1 Offset(-2,46)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ I 1 Offset(-5,52)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ J 1 Offset(-8,56)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ K 1 Offset(-10,57)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ L 8 Offset(-12,58)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ M 1 Offset(-14,58)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ M 1 Offset(-16,61)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ L 1 Offset(-17,65)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_FireCustomMissile("FKExplosiveCasingSpawn",0+random(-8,8),0,0,6,0)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ L 1 Offset(-17,71)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ K 1 Offset(-17,65)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ K 1 Offset(-16,60)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ J 1 Offset(-14,55)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ J 1 Offset(-12,53)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ I 1 Offset(-10,51)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ H 1 Offset(-9,50)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ G 1 Offset(-8,46)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ F 1 Offset(-7,43)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ F 1 Offset(-5,40)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ A 1 Offset(-3,37)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ A 1 Offset(-1,34)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ A 1 Offset(0,32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ A 5
		Goto Ready
	Dryfire:
		TNT1 A 0 A_Print("No ammo",1)
		Goto Ready
	Zoom:
		TNT1 A 0 A_JumpIfInventory("IAmUnzooming",1,"Ready")
		TNT1 A 0 A_JumpIfInventory("IAmZooming",1,"ReadyZoomed")
		TNT1 A 0 A_JumpIfInventory("BSZoomed",1,"UnZoom")
		TNT1 A 0 A_GiveInventory("BSZoomed",1)
		TNT1 A 0 A_PlaySound("weapons/generic/select")
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPZE A 1 A_ZoomFactor(1.1)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPZE B 1 A_ZoomFactor(1.15)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPZE C 1 A_ZoomFactor(1.2)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPZE D 1 A_ZoomFactor(1.25)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEZ A 1 A_ZoomFactor(1.3)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		NULL A 0 A_GiveInventory("IAmZooming",3)
		Goto Ready
	UnZoom:
		TNT1 A 0 A_PlaySound("weapons/generic/select")
		NULL A 0 A_StopSound(6)
		WPZE D 1 A_ZoomFactor(1.3)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPZE C 1 A_ZoomFactor(1.25)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPZE B 1 A_ZoomFactor(1.2)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPZE A 1 A_ZoomFactor(1.15)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG A 1 A_ZoomFactor(1.1)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		WPEG A 1 A_ZoomFactor(1.0)
		TNT1 A 0 A_TakeInventory("BSZoomed",1)
		NULL A 0 A_GiveInventory("IAmUnzooming",6)
		Goto Ready
	Kick:
		TNT1 A 0 A_JumpIfInventory("BSZoomed",1,"UnZoom")
		WPZE AB 1
		TNT1 A 3
		KICF A 1 Offset(-10,32)
		KICF CE 1
		KICF FG 1 A_Recoil(-1)
		TNT1 A 0 A_Jump(128,2)
		TNT1 A 0 A_PlaySound("FKPlayer/Grunt")
		KICF H 5 A_CustomPunch(6,0,0,"FightPuff") 
		KICF IGFEDC 1 
		KICF BA 1 A_Recoil(+0.5)
		TNT1 A 3
		WPZE BA 1
		Goto Ready
	IsSliding:
		TNT1 A 0 A_JumpIfInventory("BSZoomed",1,"UnZoom")
		TNT1 A 0 A_TakeInventory("SlidePlayer",1)
		TNT1 A 0 A_JumpIfInventory("CrouchPlayer",1,"Ready")
		WPZE AB 1
		TNT1 A 0 A_PlaySound("FKPlayer/slide/start",4)
		TNT1 A 0 A_PlaySound("FKPlayer/slide/loop",5,0.5,TRUE)
		TNT1 A 0 A_SetPitch(pitch+0.8)
		SLDK ABCDEF 2
		TNT1 A 0 A_SetPitch(pitch-0.8)
		SLDK G 6 A_FireCustomMissile("KickAttack",0,0,0,0)
		TNT1 A 0 A_StopSound(5)
		TNT1 A 0 A_PlaySound("FKPlayer/slide/end",6)
		SLDK HI 2
		Goto Ready
	Knife:
		TNT1 A 0 A_JumpIfInventory("BSZoomed",1,"UnZoom")
		WPZE AB 1
 		NULL A 0 Offset(-10,32)
		NULL A 5
		WP1L AB 1
		NULL A 0 A_Jump(86,2)
		NULL A 0 A_PlaySound("FKPlayer/Grunt")
		WP1L C 1 A_CustomPunch(8,0,0,"KnifePuff")
		WP1L DEF 1
		NULL A 5
		WPZE BA 1
		Goto Ready
	Throwgrenade:
		TNT1 A 0 A_JumpIfInventory("BSZoomed",1,"UnZoom")
		TNT1 A 0 A_JumpIf(waterlevel>2,"Dryfire")
		TNT1 A 0 A_JumpIfInventory("BOGR1",1,1)
		Goto Dryfire
		WPZE AB 1
		TNT1 A 0 A_StopSound(1)
		TNT1 A 2 Offset(-20,32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 A 1 Offset(0,28)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 B 1 Offset(0,24)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 C 1 Offset(0,23)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 D 1 Offset(0,26) A_PlaySound("weapons/SHG/throw")
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 D 1 Offset(0,28)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_SpawnItemEx("RealGrenade",0,1,24,cos(pitch)*40,0,sin(-pitch)*40,3,SXF_TRANSFERPITCH|SXF_NOCHECKPOSITION)
		TNT1 A 0 A_TakeInventory("BOGR1",1)
		MND2 E 1 Offset(-3,30)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 E 1 Offset(-6,31)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 F 1 Offset(-9,32)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		MND2 F 1 Offset(-12,33)
		TNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)
		TNT1 A 0 A_TakeInventory("GetOnWithIt", 100)
		TNT1 A 0 A_JumpIfNoAmmo("Dryfire")
		TNT1 A 7 Offset (75, 152)
		TNT1 A 1 Offset (6, 42)
		WPZE BA 1
		Goto Ready
	Flash:
		TNT1 A 7 Bright A_Light1
		Goto LightDone
		TNT1 A 7 Bright A_Light1
		Goto LightDone
 	Spawn:
		WPEP A -1
		Stop
	}
}