ACTOR Melee_Attacks : BrutalWeapon Replaces Fist
{
	Game Doom
	Weapon.SelectionOrder 3700
	Weapon.Kickback 100
	Obituary "%o was Ripped and Teared by %k"
	+WEAPON.MELEEWEAPON
    +WEAPON.NOALERT
    +WEAPON.NOAUTOAIM
	+WEAPON.CHEATNOTWEAPON
	+WEAPON.NO_AUTO_SWITCH
	+INVENTORY.UNDROPPABLE
	Tag "Fists"
	States
	{
	Steady:
		TNT1 A 0
		TNT1 A 2
		Goto Ready3

	Reload:
		TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SelectFatalityModes")
	    PUNS BCD 1
		PUNS E 7 A_PlaySound("Knuckled")
		PUNS FGFE 3
		PUNS DCB 1 A_TakeInventory("Reloading", 1)
		Goto Ready3

	SelectFatalityModes:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("NoFatality", 1, "FatalityOn")
		Goto FatalityOff

	FatalityOn:
	    TNT1 A 0 A_Print("RIP AND TEAR! Mode Selected: Jabs perform fatalities.")
	    PUNS BCD 1
		PUNS E 7 A_PlaySound("Knuckled")
		PUNS FGFE 3 A_TakeInventory("Reloading", 1)
		PUNS DCB 1 A_TakeInventory("NoFatality", 1)
		Goto Ready3

	FatalityOff:
		TNT1 A 0 A_Print("SMASH Mode Selected: Jabs crush enemies.")
	    PUNS BCD 1
		PUNS E 7 A_PlaySound("Knuckled")
		PUNS FGFE 3 A_TakeInventory("Reloading", 1)
		PUNS DCB 1 A_GiveInventory("NoFatality", 1)
		Goto Ready3

	CheckGrab:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("StartDualWield", 1)
		TNT1 A 0 A_TakeInventory("MeatAmmo", 100)
		PONG A 4
		TNT1 A 0 A_JumpIfInventory("PowerStrength",1, "GrabAttack")
		Goto Ready3

	StealthAttack:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("GoSpecial")
		TNT1 A 0 A_GiveInventory("Punching")
		PONG A 4 A_FireCustomMissile("StealthAttack", 0, 0, 0, -9)
		Goto Ready3

	GrabAttack:
		PKUP ABCD 2
		TNT1 A 0 A_FireCustomMissile("BerserkGrabAttack",0,0,0,-9)
		PKUP E 2
		TNT1 A 0 A_JumpIfInventory("HasBarrel",1,"PickBarrel")
		TNT1 A 0 A_JumpIfInventory("GrabbedAZombieman",1,"PickZombieman")
		TNT1 A 0 A_JumpIfInventory("GrabbedAShotgunguy",1,"PickShotgunguy")
		TNT1 A 0 A_JumpIfInventory("GrabbedAChaingunguy",1,"PickChaingunguy")
		TNT1 A 0 A_JumpIfInventory("GrabbedAZombieCivilian",1,"PickZombieCivilian")
		TNT1 A 0 A_JumpIfInventory("GrabbedAEvilMarine",1,"PickEvilMarine")
		TNT1 A 0 A_JumpIfInventory("GrabbedANazi",1,"PickNazi")
		TNT1 A 0 A_JumpIfInventory("GrabbedAImp",1,"PickImp")
		PKUP F 2
		TNT1 A 0 A_JumpIfInventory("HasBarrel",1,"PickBarrel")
		TNT1 A 0 A_JumpIfInventory("GrabbedAZombieman",1,"PickZombieman")
		TNT1 A 0 A_JumpIfInventory("GrabbedAShotgunguy",1,"PickShotgunguy")
		TNT1 A 0 A_JumpIfInventory("GrabbedAChaingunguy",1,"PickChaingunguy")
		TNT1 A 0 A_JumpIfInventory("GrabbedAZombieCivilian",1,"PickZombieCivilian")
		TNT1 A 0 A_JumpIfInventory("GrabbedAEvilMarine",1,"PickEvilMarine")
		TNT1 A 0 A_JumpIfInventory("GrabbedANazi",1,"PickNazi")
		TNT1 A 0 A_JumpIfInventory("GrabbedAImp",1,"PickImp")
		TNT1 A 0 A_GiveInventory("UsedStamina", 7)
		Goto Ready

	DoingFatality:
		PONG A 1
		TNT1 A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)
		Goto Ready3

	Select:
		TNT1 A 0 A_Giveinventory("GoSpecial",1)
		TNT1 A 0 A_Giveinventory("SwitchtoFist",1)
		TNT1 A 0 A_GiveInventory("FistsSelected", 1)
		TNT1 A 0 A_TakeInventory("ShotgunSelected", 1)
		TNT1 A 0 A_TakeInventory("MinigunSelected", 1)
		TNT1 A 0 A_TakeInventory("SSGSelected", 1)
		TNT1 A 0 A_TakeInventory("RocketLauncherSelected", 1)
		TNT1 A 0 A_TakeInventory("GrenadeLauncherSelected", 1)
		TNT1 A 0 A_TakeInventory("PlasmaGunSelected", 1)
		TNT1 A 0 A_TakeInventory("RailGunSelected", 1)
		TNT1 A 0 A_TakeInventory("RevenantLauncherSelected", 1)
		TNT1 A 0 A_TakeInventory("SubMachineGunSelected", 1)
		TNT1 A 0 A_TakeInventory("BFG10KSelected", 1)
		TNT1 A 0 A_TakeInventory("BFGSelected", 1)
		TNT1 A 0 A_TakeInventory("FlameCannonSelected", 1)
		TNT1 A 0 A_TakeInventory("SawSelected", 1)
		TNT1 A 0 A_Takeinventory("HasBarrel",1)
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_TakeInventory("StartDualWield", 1)
		TNT1 A 0 A_SetCrosshair(41)
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_jumpifinventory("LostSoulFatality",1,"ReadySoul")
		PUNS A 1 A_Raise
		TNT1 AAAAAAAAAA 0 A_Raise
	SelectAnimation:
        PUNS ABCDCBA 1
	Ready:
		PONG A 4 A_WEAPONREADY
	Ready3:
		TNT1 A 0 A_SetCrosshair(41)
		TNT1 A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		TNT1 A 0 A_JumpIfInventory("HasBarrel",1,"PickBarrel")
		TNT1 A 0 A_JumpIfInventory("ShotgunguyHead",1,"ReadyShotgunguyHead")
		TNT1 A 0 A_JumpIfInventory("HasCacoEye",1,"ReadyCacoEye")
		TNT1 A 0 A_JumpIfInventory("HasImpFatality",1,"ReadyImpFatality")
		TNT1 A 0 A_JumpIfInventory("HasHearthFatality",1,"ReadyHearthFatality")
        TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul")
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		PONG A 1 A_WeaponReady(WRF_ALLOWRELOAD)
		TNT1 A 0 A_JumpIfInventory("StartDualWield",1,"CheckGrab")
		TNT1 A 0 A_JumpIfInventory("IsRunning",1,"StartSprint")
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_TakeInventory("PSeq2", 2)
		Loop

	StartSprint:
		PONG A 1 A_WeaponReady(WRF_ALLOWRELOAD)
		SHTN A 0 A_Takeinventory("Zoomed",1)
        SHTN A 0 A_ZoomFactor(1.0)
		SHTN A 0 A_Takeinventory("ADSmode",1)
		RIFG A 0 A_SetCrosshair(0)
		SHTN A 0 A_Giveinventory("GoSpecial",1)
		TNT1 A 0 ACS_NamedExecuteAlways("BDSprint", 0, 0, 0, 0)//Makes player faster.

	Sprinting:
		PUNR A 1 offset(-9,34) A_SetPitch(pitch -0.5)
		PUNR A 1 offset(-6,36) A_SetPitch(pitch -0.5)
		PUNR A 1 offset(-3,38) A_SetPitch(pitch -0.5)
		PUNR A 1 offset(0,38) A_SetPitch(pitch -0.5)
		PUNR A 1 offset(3,36) A_SetPitch(pitch -0.5)
		PUNR A 1 offset(6,34) A_SetPitch(pitch -0.5)
		PUNR A 1 offset(9,32) A_SetPitch(pitch -0.5)
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		A1SP A 0 A_WeaponReady(WRF_NOBOB)
		SMGG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        SMGG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        SMGG A 0 A_JumpIfInventory("Reloading",1,"Reload")

		PUNR A 1 offset(9,34) A_SetPitch(pitch +0.5)
		PUNR A 1 offset(6,36) A_SetPitch(pitch +0.5)
		PUNR A 1 offset(3,38) A_SetPitch(pitch +0.5)
		PUNR A 1 offset(0,38) A_SetPitch(pitch +0.5)
		PUNR A 1 offset(-3,36) A_SetPitch(pitch +0.5)
		PUNR A 1 offset(-6,34) A_SetPitch(pitch +0.5)
		PUNR A 1 offset(-9,32) A_SetPitch(pitch +0.5)
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		A1SP A 0 A_WeaponReady(WRF_NOBOB)
		SMGG A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        SMGG A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        SMGG A 0 A_JumpIfInventory("Reloading",1,"Reload")

		PLAY A 0 ACS_NamedExecuteAlways("BDSprint", 0, 0, 0, 0)//Makes player faster.
		SMGG A 0 A_JumpIfInventory("IsRunning", 1, "Sprinting")
		Goto StopSprint

	StopSprint:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("PowerStrength", 1, 2)
		TNT1 A 0 A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
		PUNR A 1 ACS_NamedExecuteAlways("BDTacticalSpeed", 0, 0, 0, 0)//Makes player slower.
		Goto Ready

	StopSprintTired:
		PUNR A 1 ACS_NamedExecuteAlways("BDTacticalSpeed", 0, 0, 0, 0)//Makes player slower.
		TNT1 A 0 A_PlaySound("Tired", 2)
		Goto Ready

    Deselect:
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_Takeinventory("SwitchToFist",1)
		TNT1 A 0 A_TakeInventory("Unloading", 1)
		TNT1 A 0 A_TakeInventory("Reloading", 1)
		TNT1 A 0 A_JumpIfInventory("HasBarrel",1,"FireBarrel")
		TNT1 A 0 A_JumpIfInventory("GrabbedAZombieman",1,"ThrowZombieman")
		TNT1 A 0 A_JumpIfInventory("GrabbedAShotgunguy",1,"ThrowShotgunguy")
		TNT1 A 0 A_JumpIfInventory("GrabbedAChaingunguy",1,"ThrowChaingunguy")
		TNT1 A 0 A_JumpIfInventory("GrabbedAZombieCivilian",1,"ThrowZombieCivilian")
		TNT1 A 0 A_JumpIfInventory("GrabbedAEvilMarine",1,"ThrowEvilMarine")
		TNT1 A 0 A_JumpIfInventory("GrabbedANazi",1,"ThrowNazi")
		TNT1 A 0 A_JumpIfInventory("GrabbedAImp",1,"ThrowImp")
		TNT1 A 0 A_SetCrosshair(0)
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
		TNT1 A 1 A_Lower
		Wait

	////////////////////////////////////////////// Normal Attacks

	Fire:
        TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("ShotgunguyHead",1,"ShotgunguyHeadFire")
		TNT1 A 0 A_JumpIfInventory("HasImpFatality",1,"ImpFatalityFire")
		TNT1 A 0 A_jumpifinventory("LostSoulFatality",1,"LSFire")
		TNT1 A 0 A_JumpIfInventory("HasBarrel",1,"FireBarrel")
		TNT1 A 0 A_JumpIfInventory("GrabbedAZombieman",1,"ThrowZombieman")
		TNT1 A 0 A_JumpIfInventory("GrabbedAShotgunguy",1,"ThrowShotgunguy")
		TNT1 A 0 A_JumpIfInventory("GrabbedAChaingunguy",1,"ThrowChaingunguy")
		TNT1 A 0 A_JumpIfInventory("GrabbedAZombieCivilian",1,"ThrowZombieCivilian")
		TNT1 A 0 A_JumpIfInventory("GrabbedAEvilMarine",1,"ThrowEvilMarine")
		TNT1 A 0 A_JumpIfInventory("GrabbedANazi",1,"ThrowNazi")
		TNT1 A 0 A_JumpIfInventory("GrabbedAImp",1,"ThrowImp")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_JumpIfInTargetInventory("SKZombieman",1, "StealthAttack")
		TNT1 A 0 A_JumpIfInTargetInventory("SKShotgunguy",1, "StealthAttack")
		TNT1 A 0 A_JumpIfInTargetInventory("SKChaingunguy",1, "StealthAttack")
		TNT1 A 0 A_JumpIfInTargetInventory("SKNazi",1, "StealthAttack")
		TNT1 A 0 A_JumpIfInTargetInventory("SKLabguy",1, "StealthAttack")
		TNT1 A 0 A_JumpIfInTargetInventory("SKImp",1, "StealthAttack")
		TNT1 A 0 A_JumpIfInventory("PSeq2", 2, "Upper")
		TNT1 A 0 A_JumpIfInventory("PSeq1", 2, "LeftCross")
		TNT1 A 0 A_JumpIfInventory("PSeq1", 1, "Jab")

	Jab:
		TNT1 A 0
		PONG BCD 1
        TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_Giveinventory("Punching",1)
		TNT1 A 0 A_Giveinventory("PSeq1",1)
		TNT1 A 0 A_Giveinventory("GoSpecial",1)
		TNT1 A 0 A_jumpifinventory("PowerStrength",1,"PowerJab")
		TNT1 A 0 A_PlaySound("fstatk", 1)
		PONG A 0 A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 0)
		Goto FinishJab

	PowerJab:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("NoFatality", 1, "PowerJabSmash")
		TNT1 A 0 A_PlaySound("fstatk", 1)
		PONG A 0 A_FireCustomMissile("MeleeStrike1Fatality", 0, 0, 0, 0)

	FinishJab:
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 0 A_GiveInventory("UsedStamina", 3)
		PONG E 2 A_WeaponReady(WRF_NOPRIMARY)
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		PONG F 1 A_WeaponReady(WRF_NOPRIMARY)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		PONG G 1 A_WeaponReady
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickRight")
		PONG HIJ 1 A_WeaponReady
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickRight")
		TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul")
		Goto Ready3

	PowerJabSmash:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("fstatk", 1)
		PONG A 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0, 0, 0)
		Goto FinishJab

	LeftCross:
		TNT1 A 0
		TNT1 A 0 A_Recoil(-2)
		PONG HIJ 1
		TNT1 A 0 A_PlaySound("*grunt", 5)
		TNT1 AAA 1 A_SetAngle(angle+1)
		PONG BCD 1  A_SetAngle(angle-1)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_Giveinventory("Punching",1)
		TNT1 A 0 A_Takeinventory("PSeq1",2)
		TNT1 A 0 A_Giveinventory("GoSpecial",1)
		TNT1 A 0 A_jumpifinventory("PowerStrength",1,"PowerLeftCross")
		TNT1 A 0 A_PlaySound("skeleton/swing")
		PONG A 0 A_FireCustomMissile("MeleeStrike2", 0, 0, 0, 0)
		Goto FinishLeftCross

	PowerLeftCross:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("NoFatality", 1, "PowerLeftCrossSmash")
		TNT1 A 0 A_PlaySound("skeleton/swing")
		PONG A 0 A_FireCustomMissile("MeleeStrike2Fatality", 0, 0, 0, 0)

	FinishLeftCross:
		TNT1 A 0 A_GiveInventory("UsedStamina", 4)
		PONG K 0 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_TakeInventory("PSeq2", 2)
		PONG LMN 1 A_SetAngle(angle-2)
		TNT1 A 0 A_GiveInventory("UsedStamina", 2)
		TNT1 AA 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		TNT1 A 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetAngle(angle+1)
		TNT1 A 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		TNT1 A 0 A_SetAngle(angle+1)
		TNT1 A 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetAngle(angle+1)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickRight")
		TNT1 A 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		TNT1 A 0 A_SetAngle(angle+1)
		TNT1 A 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetAngle(angle+1)
		TNT1 A 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		TNT1 A 0 A_SetAngle(angle+1)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickRight")
		TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul")
		PONG A 1 OffSet(0, 48)
		PONG A 1 OffSet(0, 38)
		Goto Ready

	PowerLeftCrossSmash:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("skeleton/swing")
		PONG A 0 A_FireCustomMissile("MeleeStrike2Smash", 0, 0, 0, 0)
		Goto FinishLeftCross

	Upper:
		TNT1 A 0
		TNT1 A 2
		TNT1 A 0 A_PlaySound("*grunt", 5)
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_TakeInventory("PSeq2", 2)
		PUN5 CDE 1
		TNT1 A 0 A_jumpifinventory("PowerStrength",1,"PowerUpper")
        TNT1 A 0 A_PlaySound("fstatk", 1)
		TNT1 A 0 A_Giveinventory("Punching",1)
		TNT1 A 0 A_Giveinventory("GoSpecial",1)
		TNT1 A 0 A_GiveInventory("HeavyStrikeUpward", 1)
		RIFF A 0 A_FireCustomMissile("MeleeStrike2", 0, 0, 0, 0)
		TNT1 A 0 A_SetPitch(pitch-8)
		PUN5 F 1
		PUN5 GHIJ 1 A_SetPitch(pitch+2)
		TNT1 A 0 A_TakeInventory("HeavyStrikeUpward", 1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_GiveInventory("UsedStamina", 5)
		PUN5 KL 1 A_JumpIfInventory("Kicking",1,"KickRight")
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		PUN5 M 1 A_JumpIfInventory("Kicking",1,"KickRight")
        TNT1 A 1 A_JumpIfInventory("Kicking",1,"KickRight")
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		TNT1 AA 1 A_JumpIfInventory("Kicking",1,"KickRight")
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		TNT1 AA 1 A_JumpIfInventory("Kicking",1,"KickRight")
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		TNT1 AA 1 A_JumpIfInventory("Kicking",1,"KickRight")
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		Goto Ready

	PowerUpper:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("NoFatality", 1, "PowerUpperSmash")
		TNT1 A 0 A_PlaySound("fstatk", 1)
		TNT1 A 0 A_Giveinventory("Punching",1)
		TNT1 A 0 A_Giveinventory("GoSpecial",1)
		TNT1 A 0 A_GiveInventory("HeavyStrikeUpward", 1)
		RIFF A 0 A_FireCustomMissile("MeleeStrike2Fatality", 0, 0, 0, 0)
		TNT1 A 0 A_SetPitch(pitch-8)
		PUN5 F 1
		PUN5 GHIJ 1 A_SetPitch(pitch+2)
		TNT1 A 0 A_TakeInventory("HeavyStrikeUpward", 1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_GiveInventory("UsedStamina", 5)
		PUN5 KL 1 A_JumpIfInventory("Kicking",1,"KickRight")
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		PUN5 M 1 A_JumpIfInventory("Kicking",1,"KickRight")
        TNT1 A 1 A_JumpIfInventory("Kicking",1,"KickRight")
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		TNT1 AA 1 A_JumpIfInventory("Kicking",1,"KickRight")
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		TNT1 AA 1 A_JumpIfInventory("Kicking",1,"KickRight")
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		TNT1 AA 1 A_JumpIfInventory("Kicking",1,"KickRight")
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		Goto Ready

	PowerUpperSmash:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("fstatk", 1)
		TNT1 A 0 A_Giveinventory("Punching",1)
		TNT1 A 0 A_Giveinventory("GoSpecial",1)
		TNT1 A 0 A_GiveInventory("HeavyStrikeUpward", 1)
		RIFF A 0 A_FireCustomMissile("MeleeStrike2Smash", 0, 0, 0, 0)
		TNT1 A 0 A_SetPitch(pitch-8)
		PUN5 F 1
		PUN5 GHIJ 1 A_SetPitch(pitch+2)
		TNT1 A 0 A_TakeInventory("HeavyStrikeUpward", 1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_GiveInventory("UsedStamina", 5)
		PUN5 KL 1 A_JumpIfInventory("Kicking",1,"KickRight")
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		PUN5 M 1 A_JumpIfInventory("Kicking",1,"KickRight")
        TNT1 A 1 A_JumpIfInventory("Kicking",1,"KickRight")
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		TNT1 AA 1 A_JumpIfInventory("Kicking",1,"KickRight")
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		TNT1 AA 1 A_JumpIfInventory("Kicking",1,"KickRight")
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		TNT1 AA 1 A_JumpIfInventory("Kicking",1,"KickRight")
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		Goto Ready

	AltFire:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("GrabbedAZombieman",1,"ShieldZombieman")
		TNT1 A 0 A_JumpIfInventory("GrabbedAShotgunguy",1,"ShieldShotgunguy")
		TNT1 A 0 A_JumpIfInventory("GrabbedAChaingunguy",1,"ShieldChaingunguy")
		TNT1 A 0 A_JumpIfInventory("GrabbedAZombieCivilian",1,"ShieldZombieCivilian")
		TNT1 A 0 A_JumpIfInventory("GrabbedAEvilMarine",1,"ShieldEvilMarine")
		TNT1 A 0 A_JumpIfInventory("GrabbedANazi",1,"ShieldNazi")
		TNT1 A 0 A_JumpIfInventory("GrabbedAImp",1,"ShieldImp")
		TNT1 A 0 A_JumpIfInventory("HasCacoEye",1,"CacoeyeFire")
		TNT1 A 0 A_jumpifinventory("LostSoulFatality",1,"LSFire")
		TNT1 A 0 A_JumpIfInventory("HasBarrel",1,"AltFireBarrel")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_JumpIfInTargetInventory("SKZombieman",1, "StealthAttack")
		TNT1 A 0 A_JumpIfInTargetInventory("SKShotgunguy",1, "StealthAttack")
		TNT1 A 0 A_JumpIfInTargetInventory("SKChaingunguy",1, "StealthAttack")
		TNT1 A 0 A_JumpIfInTargetInventory("SKNazi",1, "StealthAttack")
		TNT1 A 0 A_JumpIfInTargetInventory("SKLabguy",1, "StealthAttack")
		TNT1 A 0 A_JumpIfInTargetInventory("SKImp",1, "StealthAttack")
		TNT1 A 0 A_JumpIfInventory("PSeq1", 2, "Cross")
		TNT1 A 0 A_JumpIfInventory("PSeq2", 2, "Cross")
		TNT1 A 0 A_JumpIfInventory("PSeq2", 1, "RightJab")
		TNT1 A 0 A_TakeInventory("FireHold", 40)
	AltHold:
		TNT1 A 1 A_GiveInventory("FireHold", 1)
		TNT1 A 0 OffSet(0, 32)
		TNT1 A 0 A_Refire
		TNT1 A 0 A_JumpIfInventory("FireHold", 10, "Cross")
		TNT1 A 0 A_TakeInventory("FireHold", 40)
		Goto RightJab

	RightJab:
		TNT1 A 0
		PUN3 ABC 1
        TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_Giveinventory("Punching",1)
		TNT1 A 0 A_Giveinventory("PSeq2",1)
		TNT1 A 0 A_Giveinventory("GoSpecial",1)
		TNT1 A 0 A_jumpifinventory("PowerStrength",1,"RightPowerJab")
		TNT1 A 0 A_PlaySound("fstatk", 1)
		PONG A 0 A_FireCustomMissile("MeleeStrike1", 0, 0, 0, 0)
		Goto RightFinishJab

	RightPowerJab:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("NoFatality", 1, "RightPowerJabSmash")
		TNT1 A 0 A_PlaySound("fstatk", 1)
		PONG A 0 A_FireCustomMissile("MeleeStrike1Fatality", 0, 0, 0, 0)

	RightFinishJab:
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 0 A_GiveInventory("UsedStamina", 3)
		PUN3 D 2 A_WeaponReady(WRF_NOSECONDARY)
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		PUN3 C 1 A_WeaponReady(WRF_NOSECONDARY)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		PUN3 B 1 A_WeaponReady
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickLeft")
		PUN3 A 1 A_WeaponReady
		TNT1 A 2 A_WeaponReady
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		TNT1 A 0 A_TakeInventory("PSeq2", 2)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickLeft")
		TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul")
		Goto Ready3

	RightPowerJabSmash:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("fstatk", 1)
		PONG A 0 A_FireCustomMissile("MeleeStrike1Smash", 0, 0, 0, 0)
		Goto RightFinishJab

	Cross:
		TNT1 A 0 A_TakeInventory("FiredPrimary", 1)
		TNT1 A 0 A_Recoil(-2)
		PUN3 ABC 1
		TNT1 A 0 A_PlaySound("*grunt", 5)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_Giveinventory("Punching",1)
		TNT1 A 0 A_Takeinventory("PSeq2",2)
		TNT1 A 0 A_Giveinventory("GoSpecial",1)
		TNT1 A 0 A_jumpifinventory("PowerStrength",1,"PowerCross")
		TNT1 A 0 A_PlaySound("skeleton/swing")
		RIFF A 0 A_FireCustomMissile("MeleeStrike2", 0, 0, 0, 0)
		Goto FinishCross

	PowerCrossSmash:
		TNT1 A 0 A_PlaySound("skeleton/swing")
		PONG A 0 A_FireCustomMissile("MeleeStrike2Smash", 0, 0, 0, 0)
		Goto FinishCross

	PowerCross:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("NoFatality", 1, "PowerCrossSmash")
		TNT1 A 0 A_PlaySound("skeleton/swing")
		PONG A 0 A_FireCustomMissile("MeleeStrike2Fatality", 0, 0, 0, 0)

	FinishCross:
		TNT1 A 0 A_SetAngle(angle+2)
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		PUN3 E 1 A_SetAngle(angle+1.0)
		TNT1 A 0 A_GiveInventory("UsedStamina", 2)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE)
		PUN3 F 1 A_SetAngle(angle+1.0)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE)
		PUN3 G 1 A_SetAngle(angle+1.0)
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		TNT1 A 0 A_WeaponReady(WRF_NOFIRE)
		PUN3 H 1 A_SetAngle(angle+1.0)

		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickLeft")
		TNT1 A 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		TNT1 A 0 A_SetAngle(angle-1.0)
		TNT1 A 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetAngle(angle-1.0)
		TNT1 A 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		TNT1 A 0 A_SetAngle(angle-1.0)
		TNT1 A 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetAngle(angle-1.0)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickLeft")
		TNT1 A 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		TNT1 A 0 A_SetAngle(angle-1.0)
		TNT1 A 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_SetAngle(angle-1.0)
		TNT1 A 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_GiveInventory("UsedStamina", 1)
		TNT1 A 6 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_GiveInventory("UsedStamina", 3)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickLeft")
		PONG A 1 OffSet(0, 48)
		PONG A 1 OffSet(0, 38)
		Goto Ready

	//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

	KickRight:
		KIK2 ABC 1
        TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Giveinventory("Kicking",1)
		TNT1 A 0 A_SetPitch(pitch-9)
		TNT1 A 0 A_SetAngle(angle+9)
		TNT1 A 0 A_jumpifinventory("PowerStrength",1,"PowerKickRight")
		RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 0)
		KIK2 D 1
		TNT1 A 0 A_SetPitch(pitch+2)
		TNT1 A 0 A_SetAngle(angle-2)
		KIK2 D 1
		TNT1 A 0 A_SetPitch(pitch+2)
		TNT1 A 0 A_SetAngle(angle-2)
		KIK2 E 1
		TNT1 A 0 A_SetPitch(pitch+1)
		TNT1 A 0 A_SetAngle(angle-1)
		KIK2 E 1
		TNT1 A 0 A_SetPitch(pitch+1)
		TNT1 A 0 A_SetAngle(angle-1)
		KIK2 C 1
		TNT1 A 0 A_SetPitch(pitch+1)
		TNT1 A 0 A_SetAngle(angle-1)
		KIK2 B 1
		TNT1 A 0 A_SetPitch(pitch+1)
		TNT1 A 0 A_SetAngle(angle-1)
		KIK2 A 1
		TNT1 A 0 A_SetPitch(pitch+1)
		TNT1 A 0 A_SetAngle(angle-1)
		TNT1 A 5 A_TakeInventory("Kicking",1)
		TNT1 A 0 A_GiveInventory("UsedStamina", 15)
		Goto Ready

	PowerKickRight:
		RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, 0)
		KIK2 D 1
		TNT1 A 0 A_SetPitch(pitch+2)
		TNT1 A 0 A_SetAngle(angle-2)
		KIK2 D 1
		TNT1 A 0 A_SetPitch(pitch+2)
		TNT1 A 0 A_SetAngle(angle-2)
		KIK2 E 1
		TNT1 A 0 A_SetPitch(pitch+1)
		TNT1 A 0 A_SetAngle(angle-1)
		KIK2 E 1
		TNT1 A 0 A_SetPitch(pitch+1)
		TNT1 A 0 A_SetAngle(angle-1)
		KIK2 C 1
		TNT1 A 0 A_SetPitch(pitch+1)
		TNT1 A 0 A_SetAngle(angle-1)
		KIK2 B 1
		TNT1 A 0 A_SetPitch(pitch+1)
		TNT1 A 0 A_SetAngle(angle-1)
		KIK2 A 1
		TNT1 A 0 A_SetPitch(pitch+1)
		TNT1 A 0 A_SetAngle(angle-1)
		TNT1 A 5 A_TakeInventory("Kicking",1)
		TNT1 A 0 A_GiveInventory("UsedStamina", 15)
		Goto Ready

	KickLeft:
		KIK1 ABC 1
        TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Giveinventory("Kicking",1)
		TNT1 A 0 A_SetPitch(pitch-9)
		TNT1 A 0 A_SetAngle(angle-9)
		TNT1 A 0 A_jumpifinventory("PowerStrength",1,"PowerKickLeft")
		RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 0)
		KIK1 D 1
		TNT1 A 0 A_SetPitch(pitch+2)
		TNT1 A 0 A_SetAngle(angle+2)
		KIK1 D 1
		TNT1 A 0 A_SetPitch(pitch+2)
		TNT1 A 0 A_SetAngle(angle+2)
		KIK1 E 1
		TNT1 A 0 A_SetPitch(pitch+1)
		TNT1 A 0 A_SetAngle(angle+1)
		KIK1 E 1
		TNT1 A 0 A_SetPitch(pitch+1)
		TNT1 A 0 A_SetAngle(angle+1)
		KIK1 C 1
		TNT1 A 0 A_SetPitch(pitch+1)
		TNT1 A 0 A_SetAngle(angle+1)
		KIK1 B 1
		TNT1 A 0 A_SetPitch(pitch+1)
		TNT1 A 0 A_SetAngle(angle+1)
		KIK1 A 1
		TNT1 A 0 A_SetPitch(pitch+1)
		TNT1 A 0 A_SetAngle(angle+1)
		TNT1 A 5 A_TakeInventory("Kicking",1)
		TNT1 A 0 A_GiveInventory("UsedStamina", 15)
		Goto Ready

	PowerKickLeft:
		RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, 0)
		KIK1 D 1
		TNT1 A 0 A_SetPitch(pitch+2)
		TNT1 A 0 A_SetAngle(angle+2)
		KIK1 D 1
		TNT1 A 0 A_SetPitch(pitch+2)
		TNT1 A 0 A_SetAngle(angle+2)
		KIK1 E 1
		TNT1 A 0 A_SetPitch(pitch+1)
		TNT1 A 0 A_SetAngle(angle+1)
		KIK1 E 1
		TNT1 A 0 A_SetPitch(pitch+1)
		TNT1 A 0 A_SetAngle(angle+1)
		KIK1 C 1
		TNT1 A 0 A_SetPitch(pitch+1)
		TNT1 A 0 A_SetAngle(angle+1)
		KIK1 B 1
		TNT1 A 0 A_SetPitch(pitch+1)
		TNT1 A 0 A_SetAngle(angle+1)
		KIK1 A 1
		TNT1 A 0 A_SetPitch(pitch+1)
		TNT1 A 0 A_SetAngle(angle+1)
		TNT1 A 5 A_TakeInventory("Kicking",1)
		TNT1 A 0 A_GiveInventory("UsedStamina", 15)
		Goto Ready

	ReadyShotgunguyHEad:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        PTG1 B 2 A_WeaponReady
		Goto Ready3

	ReadyCacoEye:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        PTG2 A 2 A_WeaponReady
		Goto Ready3

	ReadyImpFatality:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        PTG3 A 2 A_WeaponReady
		Goto Ready3

	ReadyHearthFatality:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        PTG3 B 2 A_WeaponReady
		Goto Ready3

	ShotgunguyHeadFire:
		PTG1 CDEFGHIJ 1
        TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_Giveinventory("Punching",1)
        PTG1 K 1 A_FireCustomMissile("SergeantHeadThrown", 0, 0, 0, 0)
        PTG1 LMNOP 1
        TNT1 A 0 A_TakeInventory("ShotgunguyHead",1)
		Goto Ready

	DropShotgunGuyHead:
		PTG1 CDEFG 1
		TNT1 A 0 A_SpawnItemEX("SergeantHead")
		TNT1 A 0 A_TakeInventory("ShotgunguyHead",1)
		Goto PickBarrel

	CacoEyeFire:
		PTG2 BCDEFG 1
        TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_TakeInventory("HasCacoEye",10)
		TNT1 A 0 A_Giveinventory("Punching",1)
        PTG2 H 1 A_FireCustomMissile("ThrownCacodemonEyeBall", 0, 0, 0, 0)
        PTG2 IJLMN 1
		Goto Ready

	DropCacoEye:
		PTG2 BCD 1
		TNT1 A 0 A_FireCustomMissile("CacodemonEyeball")
		TNT1 A 0 A_TakeInventory("HasCacoEye",1)
		Goto PickBarrel

	ImpFatalityFire:
		PTG3 A 1
		PTG3 A 1 Offset(4, 34)
		PTG3 A 1 Offset(8, 35)
		PTG3 A 1 Offset(16, 37)
		PTG3 A 1 Offset(32, 39)
        TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_TakeInventory("HasImpFatality",10)
		TNT1 A 0 A_Giveinventory("Punching",1)
        PTG2 H 1 A_FireCustomMissile("ThrowedImpNoHead", 0, 0, 0, 0)
        PTG2 IJLMN 1
		Goto Ready

       Taunt:
        TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		FUCK K 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 L 1 A_PlaySound("FUCK", 2)
        FUCK MN 1 A_AlertMonsters
		FUCK O 15 A_Takeinventory("Taunting",1)
        FUCK NMLK 1
		Goto Ready

	TauntFemale:
		FUCK L 1 A_PlaySound("FTAUNT", 2)
        FUCK MN 1 A_AlertMonsters
		FUCK O 15 A_Takeinventory("Taunting",1)
        FUCK NMLK 1
		Goto Ready

	ReadySoul:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		TNT1 A 0 A_JumpIfInventory("Reloading",1,"KillLS")
        THEA A 7 BRIGHT A_WeaponReady
        TNT1 A 0 A_FireCustomMissile("LostSoulOnHandFireSpawner",40,0,0,5)
        THEA B 7 BRIGHT A_WeaponReady
        TNT1 A 0 A_FireCustomMissile("LostSoulOnHandFireSpawner",40,0,0,5)
        THEA A 7 BRIGHT A_WeaponReady
        TNT1 A 0 A_FireCustomMissile("LostSoulOnHandFireSpawner",40,0,0,5)
        THEA B 7 BRIGHT A_WeaponReady
        TNT1 A 0 A_FireCustomMissile("LostSoulOnHandFireSpawner",40,0,0,5)
        THEA C 7 BRIGHT A_WeaponReady
        TNT1 A 0 A_FireCustomMissile("LostSoulOnHandFireSpawner",40,0,0,5)
        THEA D 7 BRIGHT A_WeaponReady
        TNT1 A 0 A_FireCustomMissile("LostSoulOnHandFireSpawner",40,0,0,5)
        THEA C 7 BRIGHT A_WeaponReady
        TNT1 A 0 A_FireCustomMissile("LostSoulOnHandFireSpawner",40,0,0,5)
        THEA D 7 BRIGHT A_WeaponReady
        TNT1 A 0 A_FireCustomMissile("LostSoulOnHandFireSpawner",40,0,0,5)
		Goto Ready3

	LSFire:
		THEF A 4
        TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_Giveinventory("Punching",1)
        THEF B 1 A_FireCustomMissile("PoorLostSoul", 0, 1, 0, 0)
        THEF CDEF 1
        TNT1 A 0 A_TakeInventory("LostSoulFatality",1)
		Goto Ready

    KillLS:
        THEA E 8
        TNT1 A 0 A_FireCustomMissile("LSOHK",40,0,0,5)
        TNT1 A 0 A_Takeinventory("LostSoulFatality",1)
        THEA F 8
		THEA F 1 A_Lower
		Wait

	ReadyBarrel:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		MARN A 0 ACS_NamedExecuteAlways("BDSlowSpeed", 0, 0, 0, 0)//Makes player slower.
        THRG C 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("ImpactMovesSling", 1, "ReadyBarrelShake")
		Goto ReadyBarrel

	PickBarrel:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("ShotgunguyHead",1,"DropShotgunGuyHead")//drop the head
		TNT1 A 0 A_JumpIfInventory("HasCacoEye",1,"DropCacoEye")//drop the eye

		MARN A 0 ACS_NamedExecuteAlways("BDSlowSpeed", 0, 0, 0, 0)//Makes player slower.
        THRG C 1 offset(-12,48)
		THRG C 1 offset(-9,42)
		THRG C 1 offset(-7,39)
		THRG C 1 offset(-4,36)
		THRG C 1 offset(-2,33)
	ReadyBarrelShake:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		MARN A 0 ACS_NamedExecuteAlways("BDSlowSpeed", 0, 0, 0, 0)//Makes player slower.
		TNT1 A 0 A_TakeInventory("ImpactMovesSling", 1)
        THRG DE 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		THRG EDCBA 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		THRG ABC 1 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		TNT1 A 0 A_JumpIfInventory("ImpactMovesSling", 1, "ReadyBarrelShake")
		THRG DEEDCBA 2 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		TNT1 A 0 A_JumpIfInventory("ImpactMovesSling", 1, "ReadyBarrelShake")
		THRG AB 3 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		TNT1 A 0 A_JumpIfInventory("ImpactMovesSling", 1, "ReadyBarrelShake")
		Goto ReadyBarrel

	FireBarrel:
		THRG C 1 offset(4,34)
		THRG C 1 offset(24,41)
		THRG C 1 offset(48,49)
		THRG C 1 offset(56,51)
		THRG C 1 offset(52,49)
		THRG C 1 offset(36,41)
		THRG C 1 offset(12,34)
		THRG C 1 offset(-6,32)
		THRG C 1 offset(-14,32)
		TNT1 A 0 A_FireCustomMissile("ThrowedBarrel", 0, 1, 0, 0)
        TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_Giveinventory("Punching",1)
		TNT1 A 0 A_TakeInventory("HasBarrel",1)
		MARN A 0 ACS_NamedExecuteAlways("BDNormalSpeed", 0, 0, 0, 0)//Makes player have normal speed.
        THRF ABCDEF 3
		TNT1 A 0 A_GiveInventory("UsedStamina", 27)
		TNT1 A 0 A_TakeInventory("StartDualWield", 1)
		Goto Ready
	AltFireBarrel:
		THRG C 1 offset(-2,33)
		THRG C 1 offset(-4,36)
		THRG C 1 offset(-7,39)
		THRG C 1 offset(-9,42)
		THRG C 1 offset(-12,48)
		THRF A 0 A_SpawnItemEx ("ExplosiveBarrel",40,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		MARN A 0 ACS_NamedExecuteAlways("BDNormalSpeed", 0, 0, 0, 0)//Makes player have normal speed.
        TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_Giveinventory("Punching",1)
		TNT1 A 0 A_TakeInventory("HasBarrel",1)
		TNT1 A 0 A_TakeInventory("StartDualWield", 1)
		PONG A 5
		TNT1 A 0 A_GiveInventory("UsedStamina", 10)
		Goto Ready

	//PICKING UP ENEMIES ////////////////////////////////////////////////////////////////////
	PickZombieman:
		TNT1 A 0
		GRZ1 C 1 offset(12, 32)
		GRZ1 C 1 offset(6, 32)
		GRZ1 C 1 A_WeaponReady(WRF_NOSWITCH)
	HoldZombieman:
		TNT1 A 0 A_JumpIfInventory("MeatAmmo", 40, "ZombiemanDie")
		TNT1 A 0 A_SpawnItemEx("MeatShield", 16, -11, 0, 0)
		GRZ1 A 3 A_WeaponReady(WRF_NOSWITCH)
		TNT1 A 0 A_Jump(20, 2)
		Goto HoldZombieman
		TNT1 AAAA 0
		GRZ1 ABACACA 4 A_WeaponReady(WRF_NOSWITCH)
		Goto HoldZombieman

	ThrowZombieman:
		GRZ1 D 1 offset(-4, 32)
		GRZ1 D 1 offset(-9, 33)
		GRZ1 D 1 offset(-16, 34)
		GRZ1 D 2 offset(-24, 35)
		GRZ1 D 3 offset(-36, 48)
		GRZ1 D 1 offset(-24, 35)
		GRZ1 B 1 offset(-16, 34)
		GRZ1 B 1 offset(-9, 33)
		GRZ1 B 1 offset(-1, 32)
        TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_FireCustomMissile("ThrowedZman", 0, 0, 0, 0)
		TNT1 A 0 A_TakeInventory("GoSpecial",1)
        TNT1 A 0 A_TakeInventory("GotMeatShield", 1)
        TNT1 A 0 A_TakeInventory("HasZmanShield",1)
		TNT1 A 0 A_TakeInventory("GrabbedAZombieman",1)
        TNT1 A 0 A_Giveinventory("Punching",1)
        THEF BCD 4
		TNT1 A 0 A_GiveInventory("UsedStamina", 27)
		TNT1 A 0 A_TakeInventory("StartDualWield", 1)
		Goto Ready

	ShieldZombieman:
		TNT1 A 0 A_TakeInventory("GrabbedANazi",1)
		TNT1 A 0 A_TakeInventory("GrabbedAEvilMarine",1)
		TNT1 A 0 A_TakeInventory("GrabbedAShotgunguy",1)
		TNT1 A 0 A_TakeInventory("GrabbedAChaingunguy",1)
		TNT1 A 0 A_TakeInventory("GrabbedAZombieman",1)
		TNT1 A 0 A_TakeInventory("GrabbedAZombieCivilian",1)
		TNT1 A 0 A_TakeInventory("GrabbedAImp",1)
		TNT1 A 0 A_GiveInventory("ZMANShield",1)
		TNT1 A 0 A_GiveInventory("HasZmanShield",1)
		GRZ1 A 1 offset(0,40)
		GRZ1 A 1 offset(0,48)
		TNT1 A 0 A_SelectWeapon("ZMANShield")
		Goto Ready

	ZombiemanDie:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode", 0, 50)
		TNT1 A 12
		TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_FireCustomMissile("ThrowedZmanNoHead", 0, 0, 0, 0)
		TNT1 A 0 A_TakeInventory("GoSpecial",1)
        TNT1 A 0 A_TakeInventory("GotMeatShield", 1)
        TNT1 A 0 A_TakeInventory("HasZmanShield",1)
		TNT1 A 0 A_TakeInventory("GrabbedAZombieman",1)
        TNT1 A 0 A_Giveinventory("Punching",1)
        THEF BCD 4
		TNT1 A 0 A_GiveInventory("UsedStamina", 27)
		TNT1 A 0 A_TakeInventory("StartDualWield", 1)
		Goto Ready

	//---------------------------------------------------Zombieman End
	//Imp Start

	PickImp:
		TNT1 A 0
		GRZ3 C 1 offset(12, 32)
		GRZ3 C 1 offset(6, 32)
		GRZ3 C 1 A_WeaponReady(WRF_NOSWITCH)
	HoldImp:
		TNT1 A 0 A_JumpIfInventory("MeatAmmo", 80, "ImpDie")
		TNT1 A 0 A_SpawnItemEx("MeatShield", 16, -11, 0, 0)
		GRZ3 A 3 A_WeaponReady(WRF_NOSWITCH)
		TNT1 A 0 A_Jump(20, 2)
		Goto HoldImp
		TNT1 AAAA 0
		GRZ3 ABACACA 4 A_WeaponReady(WRF_NOSWITCH)
		Goto HoldImp

	ThrowImp:
		GRZ3 D 1 offset(-4, 32)
		GRZ3 D 1 offset(-9, 33)
		GRZ3 D 1 offset(-16, 34)
		GRZ3 D 2 offset(-24, 35)
		GRZ3 D 3 offset(-36, 48)
		GRZ3 D 1 offset(-24, 35)
		GRZ3 B 1 offset(-16, 34)
		GRZ3 B 1 offset(-9, 33)
		GRZ3 B 1 offset(-1, 32)
        TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_FireCustomMissile("ThrowedImp", 0, 0, 0)
		TNT1 A 0 A_TakeInventory("GoSpecial",1)
        TNT1 A 0 A_TakeInventory("GotMeatShield", 1)
        TNT1 A 0 A_TakeInventory("HasImpShield",1)
		TNT1 A 0 A_TakeInventory("GrabbedAImp",1)
        TNT1 A 0 A_Giveinventory("Punching",1)
        THEF BCD 4
		TNT1 A 0 A_GiveInventory("UsedStamina", 27)
		TNT1 A 0 A_TakeInventory("StartDualWield", 1)
		Goto Ready

	ShieldImp:
		TNT1 A 0 A_TakeInventory("GrabbedAImp",1)
		TNT1 A 0 A_TakeInventory("GrabbedAShotgunguy",1)
		TNT1 A 0 A_TakeInventory("GrabbedAChaingunguy",1)
		TNT1 A 0 A_TakeInventory("GrabbedAZombieCivilian",1)
		TNT1 A 0 A_GiveInventory("ImpShield",1)
		TNT1 A 0 A_GiveInventory("HasImpShield",1)
		GRZ3 A 1 offset(0,40)
		GRZ3 A 1 offset(0,48)
		TNT1 A 0 A_SelectWeapon("ImpShield")
		Goto Ready

	ImpDie:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("ImpHeadExplode", 0, 50)
		TNT1 A 12
		TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_FireCustomMissile("ThrowedImpNoHead", 0, 0, 0)
		TNT1 A 0 A_TakeInventory("GoSpecial",1)
        TNT1 A 0 A_TakeInventory("GotMeatShield", 1)
        TNT1 A 0 A_TakeInventory("HasImpShield",1)
		TNT1 A 0 A_TakeInventory("GrabbedAImp",1)
        TNT1 A 0 A_Giveinventory("Punching",1)
        THEF BCD 4
		TNT1 A 0 A_GiveInventory("UsedStamina", 27)
		TNT1 A 0 A_TakeInventory("StartDualWield", 1)
		Goto Ready

	//---------------------------------------------------Imp End
	//Shotgunguy Start	----------------------------------------
	PickShotgunguy:
		TNT1 A 0
		GRZ2 C 1 offset(12, 32)
		GRZ2 C 1 offset(6, 32)
		GRZ2 C 1  A_WeaponReady(WRF_NOSWITCH)
	HoldShotgunGuy:
		TNT1 A 0 A_JumpIfInventory("MeatAmmo", 40, "ShotgunguyDie")
		TNT1 A 0 A_SpawnItemEx("MeatShield", 16, -11, 0, 0)
		GRZ2 A 3 A_WeaponReady(WRF_NOSWITCH)
		TNT1 A 0 A_Jump(20, 2)
		Goto HoldShotgunGuy
		TNT1 AAAA 0
		GRZ2 ABACACA 4 A_WeaponReady(WRF_NOSWITCH)
		Goto HoldShotgunGuy

	ThrowShotgunguy:
		GRZ2 D 1 offset(-4, 32)
        GRZ2 D 1 offset(-9, 33)
        GRZ2 D 1 offset(-16, 34)
        GRZ2 D 2 offset(-24, 35)
        GRZ2 D 3 offset(-36, 48)
        GRZ2 D 1 offset(-24, 35)
        GRZ2 B 1 offset(-16, 34)
        GRZ2 B 1 offset(-9, 33)
        GRZ2 B 1 offset(-1, 32)
        TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_FireCustomMissile("ThrowedShotgunguy", 0, 0, 0, 0)
		TNT1 A 0 A_TakeInventory("GoSpecial",1)
        TNT1 A 0 A_TakeInventory("GotMeatShield", 1)
        TNT1 A 0 A_TakeInventory("HasSguyShield",1)
		TNT1 A 0 A_TakeInventory("GrabbedAShotgunguy",1)
        TNT1 A 0 A_Giveinventory("Punching",1)
        THEF BCD 4
		TNT1 A 0 A_GiveInventory("UsedStamina", 27)
		TNT1 A 0 A_TakeInventory("StartDualWield", 1)
		Goto Ready

	ShieldShotgunguy:
		TNT1 A 0 A_TakeInventory("GrabbedANazi",1)
		TNT1 A 0 A_TakeInventory("GrabbedAEvilMarine",1)
		TNT1 A 0 A_TakeInventory("GrabbedAShotgunguy",1)
		TNT1 A 0 A_TakeInventory("GrabbedAChaingunguy",1)
		TNT1 A 0 A_TakeInventory("GrabbedAZombieman",1)
		TNT1 A 0 A_TakeInventory("GrabbedAZombieCivilian",1)
		TNT1 A 0 A_TakeInventory("GrabbedAImp",1)
		TNT1 A 0 A_GiveInventory("SguyShield",1)
		TNT1 A 0 A_GiveInventory("HasSguyShield",1)
		GRZ2 A 1 offset(0,40)
		GRZ2 A 1 offset(0,48)
		TNT1 A 0 A_SelectWeapon("SGuyShield")
		Goto Ready

	ShotgunguyDie:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode", 0, 50)
		TNT1 A 12
		TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_FireCustomMissile("ThrowedShotgunguyNoHead", 0, 0, 0, 0)
		TNT1 A 0 A_TakeInventory("GoSpecial",1)
        TNT1 A 0 A_TakeInventory("GotMeatShield", 1)
        TNT1 A 0 A_TakeInventory("HasSguyShield",1)
		TNT1 A 0 A_TakeInventory("GrabbedAShotgunguy",1)
        TNT1 A 0 A_Giveinventory("Punching",1)
        THEF BCD 4
		TNT1 A 0 A_GiveInventory("UsedStamina", 27)
		TNT1 A 0 A_TakeInventory("StartDualWield", 1)
		Goto Ready

	//End Shotgunguy-------------------------------------------------
	//CHaingunguy Start------------------------------------------------

	PickChaingunguy:
		TNT1 A 0
		GRZ4 C 1 offset(12, 32)
		GRZ4 C 1 offset(6, 32)
		GRZ4 C 1  A_WeaponReady(WRF_NOSWITCH)
	HoldChaingunGuy:
		TNT1 A 0 A_JumpIfInventory("MeatAmmo", 80, "ChaingunguyDie")
		TNT1 A 0 A_SpawnItemEx("MeatShield", 16, -11, 0, 0)
		GRZ4 A 3 A_WeaponReady(WRF_NOSWITCH)
		TNT1 A 0 A_Jump(20, 2)
		Goto HoldChaingunGuy
		TNT1 AAAA 0
		GRZ4 ABACACA 4 A_WeaponReady(WRF_NOSWITCH)
		Goto HoldChaingunGuy

	ThrowChaingunguy:
		GRZ4 D 1 offset(-4, 32)
		GRZ4 D 1 offset(-9, 33)
		GRZ4 D 1 offset(-16, 34)
		GRZ4 D 2 offset(-24, 35)
		GRZ4 D 3 offset(-36, 48)
		GRZ4 D 1 offset(-24, 35)
		GRZ4 B 1 offset(-16, 34)
		GRZ4 B 1 offset(-9, 33)
		GRZ4 B 1 offset(-1, 32)
        TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_FireCustomMissile("ThrowedChaingunguy", 0, 0, 0, 0)
		TNT1 A 0 A_TakeInventory("GoSpecial",1)
        TNT1 A 0 A_TakeInventory("GotMeatShield", 1)
        TNT1 A 0 A_TakeInventory("HasCguyShield",1)
		TNT1 A 0 A_TakeInventory("GrabbedAChaingunguy",1)
        TNT1 A 0 A_Giveinventory("Punching",1)
        THEF BCD 4
		TNT1 A 0 A_GiveInventory("UsedStamina", 27)
		TNT1 A 0 A_TakeInventory("StartDualWield", 1)
		Goto Ready

	ShieldChaingunguy:
		TNT1 A 0 A_TakeInventory("GrabbedANazi",1)
		TNT1 A 0 A_TakeInventory("GrabbedAEvilMarine",1)
		TNT1 A 0 A_TakeInventory("GrabbedAShotgunguy",1)
		TNT1 A 0 A_TakeInventory("GrabbedAChaingunguy",1)
		TNT1 A 0 A_TakeInventory("GrabbedAZombieman",1)
		TNT1 A 0 A_TakeInventory("GrabbedAZombieCivilian",1)
		TNT1 A 0 A_TakeInventory("GrabbedAImp",1)
		TNT1 A 0 A_GiveInventory("CguyShield",1)
		TNT1 A 0 A_GiveInventory("HasCguyShield",1)
		GRZ4 A 1 offset(0,40)
		GRZ4 A 1 offset(0,48)
		TNT1 A 0 A_SelectWeapon("CGuyShield")
		Goto Ready

	ChaingunguyDie:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("ChaingunguyHeadExplode", 0, 50)
		TNT1 A 12
		TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_FireCustomMissile("ThrowedChaingunguyNoHead", 0, 0, 0, 0)
		TNT1 A 0 A_TakeInventory("GoSpecial",1)
        TNT1 A 0 A_TakeInventory("GotMeatShield", 1)
        TNT1 A 0 A_TakeInventory("HasCguyShield",1)
		TNT1 A 0 A_TakeInventory("GrabbedAChaingunguy",1)
        TNT1 A 0 A_Giveinventory("Punching",1)
        THEF BCD 4
		TNT1 A 0 A_GiveInventory("UsedStamina", 27)
		TNT1 A 0 A_TakeInventory("StartDualWield", 1)
		Goto Ready

	//End Chaingunguy-------------------------------------------------
	//Labguy Start------------------------------------------------

	PickZombieCivilian:
		TNT1 A 0
		GRZ7 C 1 offset(12, 32)
		GRZ7 C 1 offset(6, 32)
		GRZ7 C 1  A_WeaponReady(WRF_NOSWITCH)
	HoldLabGuy:
		TNT1 A 0 A_JumpIfInventory("MeatAmmo", 50, "ZombieCivilianDie")
		TNT1 A 0 A_SpawnItemEx("MeatShield", 16, -11, 0, 0)
		GRZ7 A 3 A_WeaponReady(WRF_NOSWITCH)
		TNT1 A 0 A_Jump(20, 2)
		Goto HoldLabGuy
		TNT1 AAAA 0
		GRZ7 ABACACA 4 A_WeaponReady(WRF_NOSWITCH)
		Goto HoldLabGuy

	ThrowZombieCivilian:
		GRZ7 D 1 offset(-4, 32)
		GRZ7 D 1 offset(-9, 33)
		GRZ7 D 1 offset(-16, 34)
		GRZ7 D 2 offset(-24, 35)
		GRZ7 D 3 offset(-36, 48)
		GRZ7 D 1 offset(-24, 35)
		GRZ7 B 1 offset(-16, 34)
		GRZ7 B 1 offset(-9, 33)
		GRZ7 B 1 offset(-1, 32)
        TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_FireCustomMissile("ThrowedZombieCivilian", 0, 0, 0, 0)
		TNT1 A 0 A_TakeInventory("GoSpecial",1)
        TNT1 A 0 A_TakeInventory("GotMeatShield", 1)
        TNT1 A 0 A_TakeInventory("HasZombieCivilianShield",1)
		TNT1 A 0 A_TakeInventory("GrabbedAZombieCivilian",1)
        TNT1 A 0 A_Giveinventory("Punching",1)
        THEF BCD 4
		TNT1 A 0 A_GiveInventory("UsedStamina", 27)
		TNT1 A 0 A_TakeInventory("StartDualWield", 1)
		Goto Ready

	ShieldZombieCivilian:
		TNT1 A 0 A_TakeInventory("GrabbedANazi",1)
		TNT1 A 0 A_TakeInventory("GrabbedAEvilMarine",1)
		TNT1 A 0 A_TakeInventory("GrabbedAShotgunguy",1)
		TNT1 A 0 A_TakeInventory("GrabbedAChaingunguy",1)
		TNT1 A 0 A_TakeInventory("GrabbedAZombieman",1)
		TNT1 A 0 A_TakeInventory("GrabbedAZombieCivilian",1)
		TNT1 A 0 A_TakeInventory("GrabbedAImp",1)
		TNT1 A 0 A_GiveInventory("ZombieCivilianShield",1)
		TNT1 A 0 A_GiveInventory("HasZombieCivilianShield",1)
		GRZ7 A 1 offset(0,40)
		GRZ7 A 1 offset(0,48)
		TNT1 A 0 A_SelectWeapon("ZombieCivilianShield")
		Goto Ready

	ZombieCivilianDie:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode", 0, 50)
		TNT1 A 12
		TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_FireCustomMissile("ThrowedZombieCivilianNoHead", 0, 0, 0, 0)
		TNT1 A 0 A_TakeInventory("GoSpecial",1)
        TNT1 A 0 A_TakeInventory("GotMeatShield", 1)
        TNT1 A 0 A_TakeInventory("HasZombieCivilianShield",1)
		TNT1 A 0 A_TakeInventory("GrabbedAZombieCivilian",1)
        TNT1 A 0 A_Giveinventory("Punching",1)
        THEF BCD 4
		TNT1 A 0 A_GiveInventory("UsedStamina", 27)
		TNT1 A 0 A_TakeInventory("StartDualWield", 1)
		Goto Ready

	//Civilian End------------------------------------------------
	//Evil Marine Start------------------------------------------------

	PickEvilMarine:
		TNT1 A 0
		GRZ5 C 1 offset(12, 32)
		GRZ5 C 1 offset(6, 32)
		GRZ5 C 1  A_WeaponReady(WRF_NOSWITCH)
	HoldEvilMarine:
		TNT1 A 0 A_JumpIfInventory("MeatAmmo", 100, "EvilMarineDie")
		TNT1 A 0 A_SpawnItemEx("MeatShield", 16, -11, 0, 0)
		GRZ5 A 3 A_WeaponReady(WRF_NOSWITCH)
		TNT1 A 0 A_Jump(20, 2)
		Goto HoldEvilMarine
		TNT1 AAAA 0
		GRZ5 ABACACA 4 A_WeaponReady(WRF_NOSWITCH)
		Goto HoldEvilMarine

	ThrowEvilMarine:
		GRZ5 D 1 offset(-4, 32)
		GRZ5 D 1 offset(-9, 33)
		GRZ5 D 1 offset(-16, 34)
		GRZ5 D 2 offset(-24, 35)
		GRZ5 D 3 offset(-36, 48)
		GRZ5 D 1 offset(-24, 35)
		GRZ5 B 1 offset(-16, 34)
		GRZ5 B 1 offset(-9, 33)
		GRZ5 B 1 offset(-1, 32)
        TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_FireCustomMissile("ThrowedEvilMarine", 0, 0, 0, 0)
		TNT1 A 0 A_TakeInventory("GoSpecial",1)
        TNT1 A 0 A_TakeInventory("GotMeatShield", 1)
        TNT1 A 0 A_TakeInventory("HasEvilMarineShield",1)
		TNT1 A 0 A_TakeInventory("GrabbedAEvilMarine",1)
        TNT1 A 0 A_Giveinventory("Punching",1)
        THEF BCD 4
		TNT1 A 0 A_GiveInventory("UsedStamina", 27)
		TNT1 A 0 A_TakeInventory("StartDualWield", 1)
		Goto Ready

	ShieldEvilMarine:
		TNT1 A 0 A_TakeInventory("GrabbedANazi",1)
		TNT1 A 0 A_TakeInventory("GrabbedAEvilMarine",1)
		TNT1 A 0 A_TakeInventory("GrabbedAShotgunguy",1)
		TNT1 A 0 A_TakeInventory("GrabbedAChaingunguy",1)
		TNT1 A 0 A_TakeInventory("GrabbedAZombieman",1)
		TNT1 A 0 A_TakeInventory("GrabbedAZombieCivilian",1)
		TNT1 A 0 A_TakeInventory("GrabbedAImp",1)
		TNT1 A 0 A_GiveInventory("EvilMarineShield",1)
		TNT1 A 0 A_GiveInventory("HasEvilMarineShield",1)
		GRZ5 A 1 offset(0,40)
		GRZ5 A 1 offset(0,48)
		TNT1 A 0 A_SelectWeapon("EvilMarineShield")
		Goto Ready

	EvilMarineDie:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode", 0, 50)
		TNT1 A 12
        TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_FireCustomMissile("ThrowedEvilMarine", 0, 0, 0, 0)
		TNT1 A 0 A_TakeInventory("GoSpecial",1)
        TNT1 A 0 A_TakeInventory("GotMeatShield", 1)
        TNT1 A 0 A_TakeInventory("HasEvilMarineShield",1)
		TNT1 A 0 A_TakeInventory("GrabbedAEvilMarine",1)
        TNT1 A 0 A_Giveinventory("Punching",1)
        THEF BCD 4
		TNT1 A 0 A_GiveInventory("UsedStamina", 27)
		TNT1 A 0 A_TakeInventory("StartDualWield", 1)
		Goto Ready

	//Evil Marine End------------------------------------------------
	//Nazi Start------------------------------------------------

	PickNazi:
		TNT1 A 0
		GRZ6 C 1 offset(12, 32)
		GRZ6 C 1 offset(6, 32)
		GRZ6 C 1  A_WeaponReady(WRF_NOSWITCH)
	HoldNazi:
		TNT1 A 0 A_JumpIfInventory("MeatAmmo", 50, "NaziDie")
		TNT1 A 0 A_SpawnItemEx("MeatShield", 16, -11, 0, 0)
		GRZ6 A 3 A_WeaponReady(WRF_NOSWITCH)
		TNT1 A 0 A_Jump(20, 2)
		Goto HoldNazi
		TNT1 AAAA 0
		GRZ6 ABACACA 4 A_WeaponReady(WRF_NOSWITCH)
		Goto HoldNazi

	ThrowNazi:
		GRZ6 D 1 offset(-4, 32)
		GRZ6 D 1 offset(-9, 33)
		GRZ6 D 1 offset(-16, 34)
		GRZ6 D 2 offset(-24, 35)
		GRZ6 D 3 offset(-36, 48)
		GRZ6 D 1 offset(-24, 35)
		GRZ6 B 1 offset(-16, 34)
		GRZ6 B 1 offset(-9, 33)
		GRZ6 B 1 offset(-1, 32)
        TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_FireCustomMissile("ThrowedNazi", 0, 0, 0, 0)
		TNT1 A 0 A_TakeInventory("GoSpecial",1)
        TNT1 A 0 A_TakeInventory("GotMeatShield", 1)
        TNT1 A 0 A_TakeInventory("HasNaziShield",1)
		TNT1 A 0 A_TakeInventory("GrabbedANazi",1)
        TNT1 A 0 A_Giveinventory("Punching",1)
        THEF BCD 4
		TNT1 A 0 A_GiveInventory("UsedStamina", 27)
		TNT1 A 0 A_TakeInventory("StartDualWield", 1)
		Goto Ready

	ShieldNazi:
		TNT1 A 0 A_TakeInventory("GrabbedANazi",1)
		TNT1 A 0 A_TakeInventory("GrabbedAEvilMarine",1)
		TNT1 A 0 A_TakeInventory("GrabbedAShotgunguy",1)
		TNT1 A 0 A_TakeInventory("GrabbedAChaingunguy",1)
		TNT1 A 0 A_TakeInventory("GrabbedAZombieman",1)
		TNT1 A 0 A_TakeInventory("GrabbedAZombieCivilian",1)
		TNT1 A 0 A_TakeInventory("GrabbedAImp",1)
		TNT1 A 0 A_GiveInventory("NaziShield",1)
		TNT1 A 0 A_GiveInventory("HasNaziShield",1)
		GRZ6 A 1 offset(0,40)
		GRZ6 A 1 offset(0,48)
		TNT1 A 0 A_SelectWeapon("NaziShield")
		Goto Ready

	NaziDie:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("NaziHeadExplode", 0, 50)
		TNT1 A 12
		TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_FireCustomMissile("ThrowedNaziNoHead", 0, 0, 0, 0)
		TNT1 A 0 A_TakeInventory("GoSpecial",1)
        TNT1 A 0 A_TakeInventory("GotMeatShield", 1)
        TNT1 A 0 A_TakeInventory("HasNaziShield",1)
		TNT1 A 0 A_TakeInventory("GrabbedANazi",1)
        TNT1 A 0 A_Giveinventory("Punching",1)
        THEF BCD 4
		TNT1 A 0 A_GiveInventory("UsedStamina", 27)
		TNT1 A 0 A_TakeInventory("StartDualWield", 1)
		Goto Ready
	}
}

ACTOR PoorLostSoul
{
	Radius 16
	Height 8
	Speed 20
    Fastspeed 25
	Damage 15
	Projectile
    Scale 1.0
	+FORCEXYBILLBOARD
    DamageType Fire
	ExplosionRadius 70
	ExplosionDamage 50
	Alpha 1
	SeeSound "skull/melee"
	DeathSound "fatso/shotx"
	States
	{
	Spawn:
        TNT1 A 0 A_CustomMissile ("FlameTrails", 24, 0, 0, 0, 0)
        LSOL B 2 BRIGHT A_SpawnItem("RedFlare",0,0)
		Loop
	Death:
	LSOL F 2 BRIGHT
	LSOL G 2 BRIGHT
	TNT1 A 0 A_Explode
	EXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("FlameTrails", 6, 0, random (0, 360), 2, random (0, 360))
	EXPL A 0 A_SpawnItemEx("ExplosionParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 0)
	TNT1 AAA 0 A_CustomMissile ("LSpart1", 42, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("LSpart3", 42, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAA 0 A_CustomMissile ("LSpart2", 42, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0
	LSOL HI 6
	Stop
	Stop
	}
}

ACTOR ThrowedBarrel
{
	Radius 21
	Height 20
	Speed 30
    Fastspeed 25
	Damage 55
	+MISSILE
	Gravity 0.6
    Scale 1.0
	+FORCEXYBILLBOARD
	DamageType Explosive
	Alpha 1
	DeathSound "Explosion"
	States
	{
	Spawn:
        TBRA A 2
		Loop

    Death:
		TNT1 A 0 A_Scream
		TNT1 A 1 BRIGHT A_Explode(200,200)
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)//floor decal
	    TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)//ceil decal
		TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)//lense flares
        TNT1 A 0 A_SpawnItem("WhiteShockwaveBig")//white ring effect
		TNT1 A 0 A_SpawnItemEx ("BarrelKaboom",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 1 BRIGHT Radius_Quake (2, 35, 0, 5, 0)
		TNT1 A 0 A_CustomMissile ("HighExplosiveFlames", random (10, 20), 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("BDExplosionparticles3", 64, 0, random (0, 360), 2, random (40, 90))
		TNT1 A 0 A_CustomMissile ("BDExplosionparticles4", 64, 0, random (0, 360), 2, random (40, 90))
		TNT1 A 1 BRIGHT A_PlaySound("FAREXPL", 3)
		TNT1 A 0 A_CustomMissile ("BarrelShrapnel1", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("BarrelShrapnel2", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("BarrelShrapnel3", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("BarrelShrapnel4", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 1 BRIGHT A_SpawnItemEx ("ExplosionSplashSpawner", 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece", 0,0,5,random (-15, 15), random (-15, 15), random (-15, 15))
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece2", 0,0,10,random (-15, 15), random (-15, 15), random (-15, 15))
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", 0,0,15,random (-15, 15), random (-15, 15), random (-15, 15))
		Stop
	}
}

ACTOR KickAttack: FastProjectile
{
	Radius 12
	Height 2
	DamageType Kick
	Projectile
	+FORCEXYBILLBOARD
	+NOEXTREMEDEATH
	RenderStyle Add
	Alpha 0.6
    Damage (random(30,30))
    Speed 24
	//HitObituary "$OB_IMPHIT"
	Obituary "%o ate %k's boot."
	SeeSound "none"
	DeathSound "none"
	Decal "none"
	States
	{
	Spawn:
		TNT1 AA 1 BRIGHT
		Stop
	Death:
	XDEath:
			TNT1 A 0 A_AlertMonsters(128)
			TNT1 A 0 A_CheckFloor("DeathOnGround")
		    PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
			TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_GiveToTarget("KickHasHit", 1)
			TNT1 A 0 Radius_Quake (1, 7, 0, 1, 0)//(intensity, duration, damrad, tremrad, tid)

			TNT1 A 10
		Stop

	DeathOnGround:
			TNT1 A 0
		    PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
			TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 Radius_Quake (1, 7, 0, 1, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 0 A_Explode(10, 40, 0)
			TNT1 A 10
		Stop
	}
}

ACTOR SuperKickAttack: KickAttack //Power Upper
{
    Damage (random(60,60))
	-NOEXTREMEDEATH
	+EXTREMEDEATH
	DamageType Extremepunches
}

ACTOR AirKickAttack: KickAttack
{
	Radius 20
	Height 32
    Damage (random(40,40))
}

ACTOR SuperAirKickAttack: KickAttack
{
	Radius 20
	Height 32
	-NOEXTREMEDEATH
	+EXTREMEDEATH
	DamageType Extremepunches
    Damage (random(80,80))
	States
	{
	Spawn:
		TNT1 A 1 BRIGHT
		Stop
	Death:
		PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
		TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_GiveToTarget("KickHasHit", 1)
		TNT1 A 0 Radius_Quake (1, 7, 0, 1, 0)//(intensity, duration, damrad, tremrad, tid)
		TNT1 A 10
		Stop
	}
}

ACTOR MeleeStrike1: KickAttack//Jab
{
DamageType Melee
Damage (random(10,10))
Speed 20
States
{
	Spawn:
		TNT1 AA 1 BRIGHT
		Stop
	Death:
	    TNT1 A 0
		TNT1 A 0 A_AlertMonsters(200)
		PUFF A 0 A_PlaySound("player/cyborg/fist")
		EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 10
		Stop
}
}

ACTOR MeleeStrike2: MeleeStrike1//Cross
{
Damage (random(20,20))
}

ACTOR MeleeStrike2Fatality: MeleeStrike1//Cross with Fatality
{
Damage (random(40,40))
DamageType Fatality
-NOEXTREMEDEATH
+EXTREMEDEATH
}

ACTOR MeleeStrike2Smash: MeleeStrike1//Cross without Fatality
{
Damage (random(40,40))
DamageType Extremepunches
-NOEXTREMEDEATH
+EXTREMEDEATH
}

ACTOR MeleeStrike1Fatality: MeleeStrike1//Jab with Fatality
{
Damage (random(20,20))
DamageType Fatality
-NOEXTREMEDEATH
+EXTREMEDEATH
}

ACTOR MeleeStrike1Smash: MeleeStrike1//Jab without Fatality
{
Damage (random(20,20))
DamageType Extremepunches
-NOEXTREMEDEATH
+EXTREMEDEATH
}

ACTOR BerserkGrabAttack: KickAttack
{
	Damage (random(1,1))
	DamageType PussyGrab
	+NOPAIN
	+THRUGHOST
	+GHOST
	Speed 20
	States
	{
	Death:
	XDeath:
		TNT1 A 0
		TNT1 A 10
		Stop
	}
}

ACTOR UseAttack: KickAttack
{
Damage (random(2,2))
DamageType Use
+PAINLESS
+THRUGHOST
+GHOST
-ACTIVATEIMPACT
+BLOODLESSIMPACT
Speed 20
States
{
Death:
XDeath:
	TNT1 A 0
	TNT1 A 10
	Stop
}
}

ACTOR ExecutionAttackKick: KickAttack
{
	-ACTIVATEIMPACT
	-ACTIVATEPCROSS
	-ACTIVATEMCROSS
	-CANUSEWALLS
	Speed 24
	States
	{
	Death:
	XDeath:
		    PUFF A 0 A_PlaySound("player/cyborg/fist")
			TNT1 A 0 A_Explode(10, 10, 0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 10
			Stop
		}
}

ACTOR StealthAttack: KickAttack
{
    Damage (random(2,2))
	speed 20
	DamageType Stealth
	-ACTIVATEIMPACT
	-ACTIVATEPCROSS
	-ACTIVATEMCROSS
	-CANUSEWALLS
	+BLOODLESSIMPACT
	States
	{
	Death:
	Xdeath:
		TNT1 A 10
		Stop
	}
}

ACTOR PickMissile: StealthAttack//Doesnt fucking work
{
	DamageType Pick
}

ACTOR ExecutionAttackMelee: ExecutionAttackKick
{
	DamageType Melee
}

ACTOR ExecutionAttackFatality: ExecutionAttackKick
{
	DamageType Fatality
}

ACTOR ExecutionAttackStompWall: ExecutionAttackKick
{
	DamageType StompWall
	+ACTIVATEIMPACT
	+ACTIVATEPCROSS
	+ACTIVATEMCROSS
	+CANUSEWALLS
}

ACTOR ExecutionFrontWallDetect: ExecutionAttackKick
{
	DamageType None
	Damage (random (2, 2))
	+THRUACTORS
	Radius 2
	Height 2
	Speed 20
	States
	{
		Death:
		    TNT1 A 0
			TNT1 A 0 A_GiveToTarget("ExecuteStompWall", 1)
			Stop
		Xdeath:
			TNT1 A 0
			TNT1 A 1
			Stop
			}
}

ACTOR ExecutionLeftWallDetect: ExecutionAttackKick
{
	DamageType None
	Damage (random (2, 2))
	+THRUACTORS
	Radius 2
	Height 2
	Speed 20
	States
	{
		Death:
		    TNT1 A 0
			TNT1 A 0 A_GiveToTarget("ExecuteBashWall", 1)
			Stop
		Xdeath:
			TNT1 A 0
			TNT1 A 1
			Stop
			}
}

ACTOR SlideAttack: KickAttack
{
	DamageType Slide
    Damage (random(20,20))
	+GHOST
	+THRUGHOST
	Speed 24
	Obituary "%o tripped on %k's slide kick."
	States
	{
	Spawn:
		TNT1 AA 1 BRIGHT
		Stop

	XDEath:
			TNT1 A 0
		    PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
			TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_GiveToTarget("KickHasHit", 1)
			TNT1 A 0 Radius_Quake (1, 7, 0, 1, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 10
			Stop

	DEath:
			TNT1 A 0
		    PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
			TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_GiveToTarget("KickHasHit", 1)
			TNT1 A 0 Radius_Quake (1, 7, 0, 1, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 10
			Stop
	}
}

Actor BerserkSlide : SlideAttack
{
	DamageType ExtremePunches
	Damage (random(40,40))
}

ACTOR KickAttackRealism: Kickattack
{
    Damage (random(4,4))
}

ACTOR SuperKickAttackRealism: SuperKickAttack//Power Upper or berserk kick
{
    Damage (random(8,8))
}

ACTOR AirKickAttackRealism: AirKickattack
{
    Damage (random(6,6))
}

ACTOR SuperAirKickAttackRealism: SuperAirKickattack
{
    Damage (random(12,12))
}

ACTOR MeleeStrike1Realism: MeleeStrike1//Jab
{
    Damage (random(2,2))
}

ACTOR MeleeStrike1SmashRealism: MeleeStrike1Smash//Jab without Fatality
{
    Damage (random(4,4))
}

ACTOR MeleeStrike1FatalityRealism: MeleeStrike1Fatality//Jab with Fatality
{
    Damage (random(4,4))
}

ACTOR MeleeStrike2Realism: MeleeStrike2//Cross
{
    Damage (random(3,3))
}

ACTOR MeleeStrike2SmashRealism: MeleeStrike2Smash//Cross without Fatality
{
    Damage (random(6,6))
}

ACTOR MeleeStrike2FatalityRealism: MeleeStrike2Fatality//Cross with Fatality
{
    Damage (random(6,6))
}