ACTOR BrutalWeapon : DoomWeapon
{
 Weapon.BobRangeX 0.2
 Weapon.BobRangeY 0.4
 Weapon.BobSpeed 2.9
 Weapon.BobStyle Smooth
 VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer
 Inventory.ForbiddenTo Purist
	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 1
		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
	
	
	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 AA 1 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 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)
		
		TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		NULL A 0 A_JumpIf (momZ > 0, "AirKick")
		NULL A 0 A_JumpIf (momZ < 0, "AirKick")
		TNT1 A 0 A_JumpIfInventory("IsCrouching", 1, "SlideAttack")
		
        TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick")
		//TNT1 A 0 A_JumpIfInventory("RifleSelected", 1, "RifleBash")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		KICK BCD 1
		RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
        KICK H 5
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK I 1
		KICK GFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		RIBA A 0 A_Takeinventory("Kicking",1)
		Goto SelectingAnimation
		
	
    BerserkerKick:
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		KICK BCD 1
        RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
        KICK H 5
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK I 1
		KICK GFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		RIBA A 0 A_Takeinventory("Kicking",1)
		Goto GoingToReady
	
	AirKick:
	    TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Recoil (-6)
		KICK JKLMN 1
        RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -31)
        KICK O 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK PQRST 2
		TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		RIBA A 0 A_Takeinventory("Kicking",1)
		Goto GoingToReady
		
	SuperAirKick:
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Recoil (-6)
		KICK JKLMN 1
        RIFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -31)
        KICK O 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK PQRST 2
		TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		RIBA A 0 A_Takeinventory("Kicking",1)
		Goto GoingToReady
	
	SlideAttack:
		TNT1 A 0 SetPlayerProperty(0,1,0)
		KICK A 0 A_Takeinventory("Kicking",1)
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Recoil (-6)
		TNT1 A 0 A_PlaySound("SlideKickStart", 5)
		KICK LMN 1
		TNT1 A 0 A_SetPItch(10)
        RIFF A 0 A_FireCustomMissile("SlideAttack", 0, 0, 0, 10)
        KICK O 1
		TNT1 A 0 A_Recoil (-2)
		TNT1 A 0 A_SetPItch(10)
		TNT1 A 0 A_JumpIfInventory("KickHasHit", 1, "FinishSlideHitWall")
		TNT1 A 0 A_JumpIfInventory("IsCrouching", 1, 1)
		Goto FinishSlide
		KICK O 1 A_FireCustomMissile("SlideAttack", 0, 0, 0, 10)
		TNT1 A 0 A_Recoil (-2)
		TNT1 A 0 A_SetPItch(10)
		TNT1 A 0 A_JumpIfInventory("KickHasHit", 1, "FinishSlideHitWall")
		TNT1 A 0 A_JumpIfInventory("IsCrouching", 1, 1)
		Goto FinishSlide
		
		KICK O 1 A_FireCustomMissile("SlideAttack", 0, 0, 0, 10)
		TNT1 A 0 A_Recoil (-2)
		TNT1 A 0 A_SetPItch(10)
		TNT1 A 0 A_JumpIfInventory("KickHasHit", 1, "FinishSlideHitWall")
		TNT1 A 0 A_JumpIfInventory("IsCrouching", 1, 1)
		Goto FinishSlide
		
		KICK O 1 A_FireCustomMissile("SlideAttack", 0, 0, 0, 10)
		TNT1 A 0 A_Recoil (-2)
		TNT1 A 0 A_SetPItch(10)
		TNT1 A 0 A_JumpIfInventory("KickHasHit", 1, "FinishSlideHitWall")
		TNT1 A 0 A_JumpIfInventory("IsCrouching", 1, 1)
		Goto FinishSlide
		
		KICK O 1 A_FireCustomMissile("SlideAttack", 0, 0, 0, 10)
		TNT1 A 0 A_Recoil (-2)
		TNT1 A 0 A_SetPItch(10)
		TNT1 A 0 A_JumpIfInventory("KickHasHit", 1, "FinishSlideHitWall")
		TNT1 A 0 A_JumpIfInventory("IsCrouching", 1, 1)
		Goto FinishSlide
		
		KICK O 1 A_FireCustomMissile("SlideAttack", 0, 0, 0, 10)
		TNT1 A 0 A_Recoil (-2)
		TNT1 A 0 A_SetPItch(10)
		TNT1 A 0 A_JumpIfInventory("KickHasHit", 1, "FinishSlideHitWall")
		TNT1 A 0 A_JumpIfInventory("IsCrouching", 1, 1)
		Goto FinishSlide
		
		KICK O 1 A_FireCustomMissile("SlideAttack", 0, 0, 0, 10)
		TNT1 A 0 A_Recoil (-2)
		TNT1 A 0 A_SetPItch(10)
		TNT1 A 0 A_JumpIfInventory("KickHasHit", 1, "FinishSlideHitWall")
		TNT1 A 0 A_JumpIfInventory("IsCrouching", 1, 1)
		Goto FinishSlide
		
		KICK O 1 A_FireCustomMissile("SlideAttack", 0, 0, 0, 10)
		TNT1 A 0 A_Recoil (-2)
		TNT1 A 0 A_SetPItch(10)
		TNT1 A 0 A_JumpIfInventory("KickHasHit", 1, "FinishSlideHitWall")
		TNT1 A 0 A_JumpIfInventory("IsCrouching", 1, 1)
		Goto FinishSlide
		
		KICK O 1 A_FireCustomMissile("SlideAttack", 0, 0, 0, 10)
		TNT1 A 0 A_Recoil (-2)
		TNT1 A 0 A_SetPItch(10)
		TNT1 A 0 A_JumpIfInventory("KickHasHit", 1, "FinishSlideHitWall")
		TNT1 A 0 A_JumpIfInventory("IsCrouching", 1, 1)
		Goto FinishSlide
		
		KICK O 1 A_FireCustomMissile("SlideAttack", 0, 0, 0, 10)
		TNT1 A 0 A_Recoil (-2)
		TNT1 A 0 A_SetPItch(10)
		TNT1 A 0 A_JumpIfInventory("KickHasHit", 1, "FinishSlideHitWall")
		TNT1 A 0 A_JumpIfInventory("IsCrouching", 1, 1)
		Goto FinishSlide
		
		KICK O 1 A_FireCustomMissile("SlideAttack", 0, 0, 0, 10)
		TNT1 A 0 A_Recoil (-2)
		TNT1 A 0 A_SetPItch(10)
		TNT1 A 0 A_JumpIfInventory("KickHasHit", 1, "FinishSlideHitWall")
		TNT1 A 0 A_JumpIfInventory("IsCrouching", 1, 1)
		Goto FinishSlide
		
		KICK O 1 A_FireCustomMissile("SlideAttack", 0, 0, 0, 10)
		TNT1 A 0 A_Recoil (-2)
		TNT1 A 0 A_SetPItch(10)
		TNT1 A 0 A_JumpIfInventory("KickHasHit", 1, "FinishSlideHitWall")
		TNT1 A 0 A_JumpIfInventory("IsCrouching", 1, 1)
		Goto FinishSlide
		
		KICK O 1 A_FireCustomMissile("SlideAttack", 0, 0, 0, 10)
		TNT1 A 0 A_Recoil (-2)
		TNT1 A 0 A_SetPItch(10)
		TNT1 A 0 A_JumpIfInventory("KickHasHit", 1, "FinishSlideHitWall")
		TNT1 A 0 A_JumpIfInventory("IsCrouching", 1, 1)
		TNT1 A 0 A_TAkeInventory("KickHasHit", 1)
		Goto FinishSlide
		
		
	FinishSlide:	
		TNT1 A 0
		TNT1 A 0 A_PlaySound("SlideKickStop", 5)
		KICK PQRST 2
		TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		RIBA A 0 A_Takeinventory("Kicking",1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto GoingToReady	
		
	FinishSlideHitwall:	
		TNT1 A 0
		TNT1 A 0 A_Stop
		KICK PQRST 2
		TNT1 A 0 A_TAkeInventory("KickHasHit", 1)
		TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		RIBA A 0 A_Takeinventory("Kicking",1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto GoingToReady		

    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)
		TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist", 1, "TossGrenadeClassic")
		GRTH ABCD 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 EEFG 1
		TNT1 A 0 A_PLaySound ("GRNTOSS")
		GRTH HI 1
		TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1)
		TNT1 A 0 A_FireCustomMissile("FakeGrenade", 0, 0, 0, 0, 0, 0)
	    TNT1 A 0 A_TakeInventory("FiredGrenade", 1)
		GRTH J 1 
		TNT1 A 0 A_FireCustomMissile("HandGrenade", 0, 0, 0, 0, 0, 0)
		GRTH KLM 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_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		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)
		TNT1 A 0 A_takeInventory("PressedUSe", 1)
		Goto Ready3
		
	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)
		TNT1 A 0 A_takeInventory("PressedUSe", 1)
		Goto Ready3
	}
}



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
	}
}