Actor HueyBase
{
	Scale 2.0
	+NOGRAVITY
	States
	{
	Spawn:
	PLAY A 1
	PLAY A -1
	Stop
}
}

ACTOR BrutalWeapon : DoomWeapon
{
 Weapon.BobRangeX 0.2
 Weapon.BobRangeY 0.3
 Weapon.BobSpeed 2.9
 Weapon.BobStyle Smooth
	States
	{
	GoingToReady:
	SelectingAnimation:
		  TNT1 A 2
		  TNT1 A 0 A_TakeInventory("BDWEaponACtion", 1)
		  TNT1 A 0 A_TakeInventory("ExecuteDownedEnemy", 1)
		  TNT1 A 0 A_TakeInventory("Kicking",1)
		  TNT1 A 0 A_TakeInventory("Salute1", 1)
		  TNT1 A 0 A_TakeInventory("Salute2", 1)
		  TNT1 A 0 A_TakeInventory("Taunting",1)
		  TNT1 A 0 A_TakeInventory("TossGrenade",1)
		  TNT1 A 0 A_TakeInventory("IsRunning",1)
		  TNT1 A 0 A_TakeInventory("Reloading",1)
		  TNT1 AAAA 1 A_Jump(255, "Ready3")
		  Loop
		
	Steady:
		TNT1 A 1
		Goto GoingToReady
		
	Ready3:
		TNT1 A 1
		TNT1 A 0 A_Jump(255, "Ready3")
		Loop	
	
	//Ready:
		TNT1 A 1
		TNT1 A 0 A_Jump(255, "Ready3")
		Loop
	
	//Fire:
		TNT1 A 1
		TNT1 A 0 A_Jump(255, "Ready3")
		Loop	
		
	//Deselect:
		TNT1 A 1
		TNT1 A 0 A_Jump(255, "Ready3")
		Loop		
		
	//Select:
		TNT1 A 1
		TNT1 A 0 A_Jump(255, "Ready3")
		Loop			
	
	WEaponActions:
		  TNT1 A 0
		  TNT1 A 0 A_TakeInventory("BDWEaponACtion", 1)
		  TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		  TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		  TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		  TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		  TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		  TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		  TNT1 A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		  TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		  TNT1 A 1
		  TNT1 A 0 A_Jump(255, "Ready3")
		  TNT1 A 1
		Loop
		
		
	Tryuse:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("PressedUse", 100)
		RIFF A 0 A_FireCustomMissile("UseAttack", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("StealthAttack", 0, 0, 0, 0, 0, 0)
		TNT1 A 1
		TNT1 A 0 A_JumpIfInventory("FlashlightOn", 1, "WaitFlashlightOn")
		TNT1 A 0 A_JumpIfInventory("PressedUse", 1, "Interrupt")
		Goto Flash 
		
	Interrupt:	
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("PRessedUse", 1)
		TNT1 A 10
		TNT1 A 0 A_JumpIfInventory("PressedUse", 1, "Interrupt")
		Goto Flash
		
		
	WaitFlashlightOn:	
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("PRessedUse", 1)
		TNT1 A 1
		RIFF A 0 A_FireCustomMissile("FlashlightAlerter", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile2", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile3", 0, 0, 0, 0, 0, 0)
		TNT1 A 1
		RIFF A 0 A_FireCustomMissile("FlashlightAlerter", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile2", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile3", 0, 0, 0, 0, 0, 0)
		TNT1 A 1
		RIFF A 0 A_FireCustomMissile("FlashlightAlerter", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile2", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile3", 0, 0, 0, 0, 0, 0)
		TNT1 A 0 A_JumpIfInventory("PressedUse", 1, "WaitFlashlightOn")
		Goto Flash	
		
	Flash:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("SwitchFlashlight",1,"SwitchFlashlight")
		TNT1 A 0 A_JumpIfInventory("FlashlightOn", 1, "FlashOn")
		TNT1 A 1
		TNT1 A 0 A_JumpIfInventory("PressedUse", 1, "TryUse")
		TNT1 A 3
		TNT1 A 0 A_TakeInventory("UsedStamina", 1)
		Goto Flash
	
	FlashOn:
	    TNT1 A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("FlashlightSource", 32, 8, 30)
		TNT1 A 0 A_JumpIfInventory("PressedUse", 1, "TryUse")
		RIFF A 0 A_FireCustomMissile("FlashlightAlerter", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile2", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile3", 0, 0, 0, 0, 0, 0)
		
		TNT1 A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("FlashlightSource", 32, 8, 30)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile2", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile3", 0, 0, 0, 0, 0, 0)
		
		TNT1 A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("FlashlightSource", 32, 8, 30)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile2", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile3", 0, 0, 0, 0, 0, 0)
		TNT1 A 0 A_JumpIfInventory("PressedUse", 1, "TryUse")
		TNT1 A 1 BRIGHT
		TNT1 A 0 A_SpawnItemEx("FlashlightSource", 32, 8, 30)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile2", 0, 0, 0, 0, 0, 0)
		RIFF A 0 A_FireCustomMissile("FlashlightProjectile3", 0, 0, 0, 0, 0, 0)
		
		TNT1 A 0 A_TakeInventory("UsedStamina", 1)
		
		Goto Flash
		
		
	SwitchFlashlight:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("SwitchFlashlight", 1)
		TNT1 A 0 A_JumpIfInventory("FlashlightOn",1,"TurnFlashOff")
		TNT1 A 0 A_Giveinventory("FlashlightOn",1)
		TNT1 A 0 A_PlaySound("FLASHON", 5)
		
        Goto Flash
	TurnFlashOff:
		TNT1 A 0 A_Takeinventory("FlashlightOn",1)
		TNT1 A 0 A_Light0
		TNT1 A 0 A_PlaySound("FLASHOFF", 5)
        Goto Flash
	
	UseBandages:
		"----" # 1
		"----" # 0 A_TakeInventory("UsedBandage", 1)
		"----" # 0 A_JumpIfInventory("Bandage", 1, 2)
		Goto NoBandages
		"----" # 0
		"----" # 0 A_JumpIfHealthLower(100, 2)
		Goto FullHealth
		"----" # 0
		TNT1 A 10
		BAND ABCDEFFFFGHIJKLMN 1
		TNT1 A 0 A_PlaySound("BANDAGE", 5)
		TNT1 A 0 A_TakeInventory("Bleeding", 1)
		TNT1 A 35
		TNT1 A 0 A_SetBlend("99 99 99", .5, 35)
		TNT1 A 0 HealThing(25, 100)
		TNT1 A 0 A_TakeInventory("Bandage", 1)
		Goto Ready3

	NoBandages:
		TNT1 A 0 A_Print("You have no more bandages", 3)
		TNT1 A 0 A_JumpIfInventory("Bleeding", 1, "DesperateBleed")
		Goto Ready3
	FullHealth:
		TNT1 A 0 A_Print("You have no wounds to treat", 3)
		Goto Ready3
		
	DesperateBleed:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("UsedBandage", 1)
		TNT1 A 0 A_Print("You have no more bandages, but you are trying to stop the bleeding with your hands. This may not be effective. Press the Bandage button again to stop. Try to not move around to reduce your blood flow.", 5)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 50 A_JumpIfInventory("UsedBandage", 1, "DesperateBleedStop")
		TNT1 A 0 A_TakeInventory("Bleeding", 1)
		TNT1 A 0 A_Print("You stoped the bleeding with your own hands!", 2)
		Goto Ready3

	DesperateBleedStop:
		TNT1 A 0 A_TakeInventory("Bleeding", 1)
		TNT1 A 1
		Goto Ready3

	RifleBash:
		TNT1 A 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		
		TNT1 A 0 A_PlaySound("KICK")
		RIBA ACE 1
		RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 0)
		RIBA G 5
		RIBA A 0 A_Takeinventory("Kicking",1)
		RIBA FEDCBA 1
		TNT1 AAAA 1
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"RifleBash")
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		RIBA A 0 A_Takeinventory("Kicking",1)
		Goto SelectingAnimation
		
	DoKick:
		TNT1 A 2
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_PlaySound("fstatk", 1)
		KNI1 ABCD 1
	
		
		KNIF AAA 0 A_FireCustomMissile("KnifeAttack", 0, 0, 0, 0, 0, 0)
		KNI1 EFGH 1

		TNT1 A 3
		RIBA A 0 A_Takeinventory("Kicking",1)
		TNT1 AAAAAAAAA 1 A_JumpIfInventory("Kicking", 1, "QuickStab")
		Goto Ready3
		
	
    QuickStab:
		TNT1 A 0 A_PlaySound("fstatk", 1)
		KNI2 AB 1
		KNIF AAAAA 0 A_FireCustomMissile("KnifeAttack", 0, 0, 0, 0, 0, 0)
		KNI2 C 4
		RIBA A 0 A_Takeinventory("Kicking",1)
		KNI2 BA 1
		TNT1 A 15
		TNT1 A 0 A_JumpIfInventory("Kicking", 1, "QuickStab")
		Goto Ready3

    Taunt:
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("Taunting",1)
		
        TNT1 A 10
		TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "TauntClassic")
		FUCK A 1
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 0, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", -9, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 9, 0, -1, 0)
		TNT1 A 0 A_JumpIfInventory("GenderFemale", 1, "TauntFemale")
        FUCK B 1 A_PlaySound("FUCK", 2)
        FUCK CD 1 A_AlertMonsters
		FUCK E 15 A_Takeinventory("Taunting",1)
        FUCK DCBA 1
        TNT1 A 10
		Goto GoingToReady 
		
	TauntFemale:
		TNT1 A 0
		FUCK B 1 A_PlaySound("FTAUNT", 2)
        FUCK CD 1 A_AlertMonsters
		FUCK E 15 A_Takeinventory("Taunting",1)
        FUCK DCBA 1
        TNT1 A 10
		Goto GoingToReady
		
		
		
	TauntClassic:
		
		FVCK A 1
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 0, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", -9, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 9, 0, -1, 0)
		TNT1 A 0 A_JumpIfInventory("GenderFemale", 1, "TauntFemaleClassic")
        FVCK B 1 A_PlaySound("FUCK", 2)
        FVCK CD 1 A_AlertMonsters
		FVCK E 15 A_Takeinventory("Taunting",1)
        FVCK DCBA 1
        TNT1 A 10
		Goto GoingToReady 
		
	TauntFemaleClassic:
		TNT1 A 0
		FVCK B 1 A_PlaySound("FTAUNT", 2)
        FVCK CD 1 A_AlertMonsters
		FVCK E 15 A_Takeinventory("Taunting",1)
        FVCK DCBA 1
        TNT1 A 10
		Goto GoingToReady	
		
		
		
	Salute:
	    TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_ALertMonsters
		NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		SALU ABCDEDCDEDCDEDCBA 4
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		TNT1 A 0 A_TakeInventory("Salute1",1)
		TNT1 A 0 A_TakeInventory("Salute2",1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto GoingToReady
	TossGrenade:	
		"----" A 2
		"----" A 0 A_TakeInventory("TossGrenade", 1)
		"----" A 0 A_JumpIfInventory("GrenadeAmmo", 1, 4)
		"----" A 0 A_Print("No Grenades Left.")
		"----" A 0 A_Jump(256, "Ready3")
		"----" AAAAA 0
		"----" A 4
		"----" A 0 A_Takeinventory("HasPlasmaWeapon",1)
		TNT1 A 0 A_TAkeinventory("HasCutingWeapon",1)
		TNT1 A 0 A_Takeinventory("Zoomed",1)
		TNT1 A 0 A_Takeinventory("PowerLightAmp",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		GRHO ABCD 1
		GRTH A 2
		GRTH BCD 1
		TNT1 A 0 A_GiveInventory("FiredGrenade", 1)
		TNT1 A 0 A_Giveinventory("Punching",1)
		TNT1 A 0 A_Giveinventory("GoSpecial",1)
		TNT1 A 0 A_PLaySound ("GRNPIN")
		GRTH EEE 1
		GRTX ABC 1
		GRTH FG 1
		TNT1 A 15
		TNT1 A 0 A_PLaySound ("GRNTOSS")
		GRTH HIJ 1
		TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1)
		TNT1 A 0 A_FireCustomMissile("FakeGrenade", 1, 0, 6, 0, 0)
	    TNT1 A 0 A_TakeInventory("FiredGrenade", 1)
		GRTH K 1 
		TNT1 A 0 A_FireCustomMissile("HandGrenade", 1, 0, 6, 0, 0)
		GRTH LM 1
		TNT1 A 1 
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		Goto GoingToReady	
		
		
		
	TossGrenadeClassic:	
		
		PRTH ABCD 1
		TNT1 A 0 A_GiveInventory("FiredGrenade", 1)
		TNT1 A 0 A_PLaySound ("GRNPIN")
		PRTH EEFG 1
		TNT1 A 0 A_PLaySound ("GRNTOSS")
		PRTH HI 1
		TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1)
		TNT1 A 0 A_FireCustomMissile("HandGrenade", random(-2,2), 0, 0, 0, 0, 0)
	    TNT1 A 0 A_TakeInventory("FiredGrenade", 1)
		PRTH JKLM 1
		TNT1 A 1 
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		Goto GoingToReady		
		
		
		
		
		
	DoExecution:
		TNT1 A 0 A_SetPitch(65)
		TNT1 A 1
		TNT1 A 0 A_ChangeFLag("NOPAIN", 1)
		TNT1 A 0 A_ChangeFLag("PUSHABLE", 0)
		TNT1 A 0 A_Stop
		TNT1 A 0 SetPlayerProperty(0,1,4)
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK A 0 A_Takeinventory("ExecuteDownedEnemy",1)
		TNT1 A 0 A_JumpIfInventory("IsFloating", 1, "ExecuteAirStomp")
		TNT1 A 0 A_JumpIfInventory("ExecuteBashWall", 1, "BashWall")
		TNT1 A 0 A_JumpIfInventory("ExecuteStompWall", 1, "StompWall")
		
		TNT1 AAAAA 1 A_SetPitch(70)
		TNT1 A 0 A_Jump(255, "Execution1", "Execution2")
		Goto Execution1
	
	Stompwall:
		TNT1 A 0 A_Stop
		//TTNT1 A 0 A_JumpIfInventory("IsFloating", 1, "ExecuteAirStomp")
		TNT1 A 0 A_SetPitch(10)
		TNT1 A 0 A_Recoil(-1)

		KICK JKLMN 1 A_Recoil(-1)
        RIFF A 0 A_FireCustomMissile("ExecutionAttackStompWall", 0, 0, 0, -7)
		
        KICK OOO 2  A_Recoil(-1)
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK PQRST 1
		
		KICK A 0 A_Takeinventory("ExecuteStompWall",1)
		KICK A 0 A_Takeinventory("ExecuteBashWall",1)
		TNT1 A 5
		Goto FinishExecution+8
		
			
	Bashwall:
		TNT1 A 0
		//TTNT1 A 0 A_JumpIfInventory("IsFloating", 1, "ExecuteAirStomp")
		TNT1 A 0 A_PlaySound("imp/pain", 4)
		TNT1 A 0 A_SetPitch(10)
		TNT1 A 0 A_ZoomFactor(1.3)
		IEHW A 2
		TNT1 A 0 A_ZoomFactor(1.0)
		IEHW A 8
		IEHW AAA 1 A_SetAngle(angle+6)
		IEHW BCDEF 1 A_SetAngle(angle+6)
		IEHW G 3
		TNT1 AA 0 A_CustomMissile("XDeath1", 48, 0, 45, 2)
		TNT1 A 0 A_PlaySound("imp/pain", 4)
		TNT1 A 0 A_CustomMissile("KickAttack", 48, 0, 45, 2)
		
		IEHW HIJKKK 1 A_SetAngle(angle-3)
		IEHW KKKJIH 1 A_SetAngle(angle+3)
		IEHW FG 3
		TNT1 AA 0 A_CustomMissile("XDeath1", 48, 0, 45, 2)
		TNT1 A 0 A_PlaySound("imp/pain", 4)
		TNT1 A 0 A_CustomMissile("KickAttack", 48, 0, 45, 2)
		
		IEHW HIJKKK 1 A_SetAngle(angle-3)
		IEHW KKKJIH 1 A_SetAngle(angle+3)
		IEHW FG 3
		TNT1 AA 0 A_CustomMissile("XDeath1", 48, 0, 45, 2)
		TNT1 A 0 A_PlaySound("imp/pain", 4)
		TNT1 A 0 A_CustomMissile("KickAttack", 48, 0, 45, 2)
		
		IEHW HIJKKK 1 A_SetAngle(angle-3)
		IEHW KKKJIH 1 A_SetAngle(angle+3)
		TNT1 AA 0 A_CustomMissile("XDeath1", 48, 0, 45, 2)
		TNT1 A 0 A_CustomMissile("ImpHeadExplode", 48, 0, 45, 2)
		TNT1 A 0 A_CustomMissile("XDeath2", 48, 0, 45, 2)
		TNT1 AAA 0 A_CustomMissile("KickAttack", 48, 0, 45, 2)
		IEHW LMNO 1
		IEHW O 6
		IEHW PQRST 2 A_SetAngle(angle-4)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadImp_NoHead")
		TNT1 AAA 1 A_SetAngle(angle-3)
		
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK A 0 A_Takeinventory("ExecuteBashWall",1)
		KICK A 0 A_Takeinventory("ExecuteStompWall",1)
		
		TNT1 A 5
		Goto FinishExecution+8	
		
	ExecuteAirStomp:
		TNT1 A 0
		TNT1 A 0 A_Stop
		TNT1 A 0 A_GiveInventory("IsExecutingOnAir", 1)
		TNT1 A 0 ThrustThingZ(0, 10, 0, 1)
		STOM ABCCCCC 1 A_SetPitch(80)
		STOM CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_CheckFloor("DoAirStomp")
	DoAirStomp:
		RIFF AAA 0 A_FireCustomMissile("ExecutionAttackKick", 0, 0, 0, 0)
        STOM D 5
		TNT1 A 0 ThrustThingZ(0, 20, 1, 1)
		TNT1 A 0 A_TakeInventory("IsExecutingOnAir", 1)
		KICK A 0 A_Takeinventory("ExecuteStompWall",1)
		KICK A 0 A_Takeinventory("ExecuteBashWall",1)
		Goto FinishExecution
		
	Execution1:	
		KICK BCD 1
		//TTNT1 A 0 A_JumpIfInventory("IsFloating", 1, "ExecuteAirStomp")
		RIFF A 0 A_FireCustomMissile("ExecutionAttackKick", 0, 0, 0, -7)
        KICK H 5
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK I 1
		KICK GFEDCBA 1
		TNT1 A 5
		Goto FinishExecution
		
	Execution2:
		TNT1 A 0
		TNT1 A 0 A_ZoomFactor(1.2)
		//TTNT1 A 0 A_JumpIfInventory("IsFloating", 1, "ExecuteAirStomp")
		PONG B 1 A_Stop
        PONG C 1 A_PlaySound("skeleton/swing")
		PONG D 1 A_FireCustomMissile("ExecutionAttackMelee", 0, 0, 0, 0)
		PONG E 3 A_Stop
		PONG DCB 2 A_Stop
		PUN3 A 1 A_Stop
        PUN3 B 1 A_PlaySound("skeleton/swing")
		PUN3 C 1 A_FireCustomMissile("ExecutionAttackMelee", 0, 0, 0, 0)
		PUN3 E 3 A_Stop
		PUN3 CBA 2 A_Stop
		
		PONG B 1 A_Stop
        PONG C 1 A_PlaySound("skeleton/swing")
		PONG D 1 A_FireCustomMissile("ExecutionAttackMelee", 0, 0, 0, 0)
		PONG E 3 A_Stop
		PONG DCB 2 A_Stop
		PUN3 A 1 A_Stop
        PUN3 B 1 A_PlaySound("skeleton/swing")
		PUN3 C 1 A_FireCustomMissile("ExecutionAttackMelee", 0, 0, 0, 0)
		PUN3 E 3 A_Stop
		PUN3 CBA 2 A_Stop
		
		PONG B 1 A_Stop
        PONG C 1 A_PlaySound("skeleton/swing")
		PONG D 1 A_FireCustomMissile("ExecutionAttackMelee", 0, 0, 0, 0)
		PONG E 3 A_Stop
		PONG DCB 2 A_Stop
		
		TNT1 A 1
		PUN3 A 1 A_Stop
        PUN3 B 1 A_PlaySound("skeleton/swing")
		PUN3 C 1 
		TNT1 AAA 0 A_FireCustomMissile("ExecutionAttackKick", 0, 0, 0, 0)
		PUN3 E 6 A_Stop
		PUN3 CBA 2 A_Stop
		TNT1 A 0 A_ZoomFactor(1.0)
		
		TNT1 A 5
		Goto FinishExecution
		
		
	Execution3:
		
		KIKF ABC 1
		//TTNT1 A 0 A_JumpIfInventory("IsFloating", 1, "ExecuteAirStomp")
        TNT1 A 0 A_PlaySound("KICK")
		KIKF D 1
		TNT1 AAA 0 A_FireCustomMissile("ExecutionAttackFatality", 0, 0, 0, 0)
		KIKF DDDDDDD 1 A_SetPitch(Pitch-10)
		KIKF ECBA 2
		TNT1 A 0 SetPlayerProperty(0,0,4)
		TNT1 A 0 A_ChangeFLag("NOPAIN", 0)
		TNT1 A 0 A_ChangeFLag("PUSHABLE", 1)
		TNT1 A 5 
		KICK A 0 A_Takeinventory("ExecuteDownedEnemy",1)
		Goto GoingToReady
		
	FinishExecution:
		TNT1 A 0
		TNT1 AAAAAAAA 1 A_SetPitch(Pitch-10)
		TNT1 A 0 A_ChangeFLag("NOPAIN", 0)
		TNT1 A 0 A_ChangeFLag("PUSHABLE", 1)
		TNT1 A 0 SetPlayerProperty(0,0,4)
		KICK A 0 A_Takeinventory("ExecuteDownedEnemy",1)
		Goto GoingToReady
	}
}



ACTOR FlashlightProjectile: FastProjectile
{
	Radius 36
	Height 36
	Speed 600
	Damage 0
	Mass 0
	+DONTSPLASH
	+NOTIMEFREEZE
	-ACTIVATEIMPACT
	-ACTIVATEPCROSS
	States
	{
	Spawn:
        TNT1 A 2
		Stop

    Death:
	XDeath:
	    TNT2 A 3
		Stop
	}
}



ACTOR FlashlightAlerter: FastProjectile
{
	Radius 2
	Height 2
	Speed 600
	Damage 0
	Mass 0
	+DONTSPLASH
	+NOTIMEFREEZE
	-ACTIVATEIMPACT
	-ACTIVATEPCROSS
	States
	{
	Spawn:
        TNT1 A 2
		Stop

    Death:
	XDeath:
	    TNT2 A 3
		TNT1 A 0 A_AlertMonsters(150)
		Stop
	}
}


ACTOR FlashlightProjectile2: FlashlightProjectile
{
	Radius 22
	Height 2
	+CLIENTSIDEONLY
}


ACTOR FlashlightProjectile3: FlashlightProjectile
{
	Radius 1
	Height 1
	+CLIENTSIDEONLY
	Speed 600
}


ACTOR FlashlightSource: FlashlightProjectile
{
	Radius 2
	Height 2
	Speed 0
	Renderstyle Add
	YScale 0.3
	XScale 0.5
	Alpha 0.9
	
	States
	{
	Spawn:
	PLFL A 2
	Stop
	Death:
	Xdeath:
	Stop
	}
}