Actor Kicking : Inventory
{
inventory.maxamount 1
}

Actor Punching : Inventory
{
inventory.maxamount 1
}

Actor Berserker : Inventory
{
inventory.maxamount 1
}

Actor NoFatality : Inventory
{
inventory.maxamount 1
}




Actor PSeq1 : Inventory
{
inventory.maxamount 2
}

Actor PSeq2 : Inventory
{
inventory.maxamount 1
}


Actor PSeq3 : Inventory
{
inventory.maxamount 1
}

// --------------------------------------------------------------------------
//
// Melee Weapons
//
// --------------------------------------------------------------------------


ACTOR Melee_Attacks : Fist Replaces Fist
{
	Game Doom
	Weapon.SelectionOrder 3700
	Weapon.Kickback 100
	Obituary "%o was Ripped and Teared by 	%k"
	+WEAPON.WIMPY_WEAPON
	+WEAPON.MELEEWEAPON
    +WEAPON.NOALERT
    +WEAPON.NOAUTOAIM
	+WEAPON.NOAUTOFIRE
	States
	{
	Steady:
	TNT1 A 1
	TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
	Goto Ready
	
	Reload:
	TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SelectFatalityModes")
	    PUNS BCD 1 
		PUNS E 7 A_PlaySound("Knuckled")
		PUNS FE 7
		PUNS DCB 1 A_TakeInventory("Reloading", 1)
		Goto Ready+8
		
	SelectFatalityModes:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("NoFatality", 1, "FatalityOn")
		Goto FatalityOff
	FatalityOn:
	    TNT1 A 0 A_Print("RIP AND TEAR! Mode")
	    PUNS BCD 1 
		PUNS E 7 A_PlaySound("Knuckled")
		PUNS FE 7 A_TakeInventory("Reloading", 1)
		PUNS DCB 1 A_TakeInventory("NoFatality", 1)
		Goto Ready+8
		
	FatalityOff:
		TNT1 A 0 A_Print("SMASH Mode")
	    PUNS BCD 1 
		PUNS E 7 A_PlaySound("Knuckled")
		PUNS FE 7 A_TakeInventory("Reloading", 1)
		PUNS DCB 1 A_GiveInventory("NoFatality", 1)
		Goto Ready+8
	DoingFatality:
	PUNG A 1
	TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
	Goto Ready+7
	
	Ready:
        PUNS ABCDCBA 1
        ////////////////// Check if player is performing a fatality\\\\
		TNT1 A 0 A_jumpifinventory("LostSoulFatality",1,"ReadySoul")
        TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
        ////////////////////
        TNT1 AAA 0
        TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul")
		TNT1 A 0 A_JumpIfInventory("HasBarrel",1,"ReadyBarrel")
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
				TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
        PUNG A 1 A_WeaponReady
		Goto Ready+8
	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 Ready+8
		
	ReadyBarrel:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        THRG A 2 A_WeaponReady
		Goto Ready+8
		
		
    Deselect:
	TNT1 A 0 A_Takeinventory("FistsSelected",1)
    //TNT1 A 0 A_jumpifinventory("LostSoulFatality",1,"KillLS")
	TNT1 A 0 A_JumpIfInventory("HasBarrel",1,"FireBarrel")
		TNT1 A 1 A_Lower
		Wait

    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
	Select:
		TNT1 A 0 A_Giveinventory("FistsSelected",1)
	TNT1 A 0 A_Takeinventory("SawSelected",1)
	TNT1 A 0 A_Takeinventory("ShotgunSelected",1)
	TNT1 A 0 A_Takeinventory("SSGSelected",1)
	TNT1 A 0 A_Takeinventory("MinigunSelected",1)
	TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
	TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
    TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("BFGSelected",1)
	TNT1 A 0 A_Takeinventory("BFG10kSelected",1)
	TNT1 A 0 A_Takeinventory("RailGunSelected",1)
	TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
	TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
	TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
	TNT1 A 0 A_Takeinventory("HasBarrel",1)
	
        ////////////////// Check if player is performing a fatality\\\\
		TNT1 A 0
		TNT1 A 0 A_jumpifinventory("LostSoulFatality",1,"ReadySoul")
        ////////////////////
		TNT1 A 0 A_Raise
		Wait
	Fire:
        TNT1 A 0
		TNT1 A 0 A_jumpifinventory("LostSoulFatality",1,"LSFire")
		TNT1 A 0 A_JumpIfInventory("HasBarrel",1,"FireBarrel")
		TNT1 A 0 A_jumpifinventory("PowerStrength",1,"FatalityAttack")
		
		TNT1 A 0 A_JumpIfInventory("PSeq2",1,"Hook")
		PUNG BC 2
        TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_Giveinventory("Punching",1)
		PUNG F 0 A_Custompunch(10,1,1,"MeleePuff")
		TNT1 A 0 A_GiveInventory("PSeq1", 1)
		PUNG E 1
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		PUNG FGHI 1 A_WeaponReady(1)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickRight")
		PUNG A 4 A_WeaponReady(1)
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul")
        PUNG A 1 A_WeaponReady(1)
		TNT1 A 0 A_Refire
		Goto Ready+8
		
	 AltFire:
	    TNT1 A 0
	    TNT1 A 0 A_JumpIfInventory("PSeq1",1,3)
		TNT1 A 0 A_Recoil(-3)
		TNT1 A 0 A_Jump(255, 7)
		TNT1 AAAA 0
		TNT1 A 0 A_GiveInventory("PSeq2", 1)
		TNT1 AAAA 0
		
		TNT1 A 0 A_JumpIfInventory("HasBarrel",1,"AltFireBarrel")
		TNT1 A 0 A_jumpifinventory("PowerStrength",1,"AltFatalityAttack")
		PUN2 AC 1
        TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_Giveinventory("Punching",1)
		PUN2 A 0 A_Custompunch(25,1,1,"MeleePuff")
		PUN2 D 4
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		//PUN2  2
		PUN2 EFGH 2 A_WeaponReady(1)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickLeft")
		PUNG A 4 A_WeaponReady(1)
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul")
        PUNG A 2 A_WeaponReady(1)
		TNT1 A 0 A_Refire
		Goto Ready+8
		
	
	Hook:
		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_Recoil(-6)
		PUN3 ABCDE 1
        TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_Giveinventory("Punching",1)
		PUN3 F 1
		RIFF AA 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
		RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 25, 5)
		RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, -25, 5)
		PUN3 GHI 1
		PUN3 JKL 1 A_JumpIfInventory("Kicking",1,"KickRight")
        TNT1 A 5 A_JumpIfInventory("Kicking",1,"KickRight")
		Goto Ready+8
		
	KickRight:
		KIK2 ABC 1
        TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Giveinventory("Punching",1)
		TNT1 A 0 A_SetPitch(-6 + pitch)
		KIK2 D 1
		PUN2 A 0 A_Custompunch(25,0,1,"MeleePuff")
		KIK2 DD 1
		KIK2 ECBA 1
		TNT1 A 5 A_TakeInventory("Kicking",1)
		Goto Ready+8
		
		
	KickLeft:
		KIK1 ABC 1
        TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Giveinventory("Punching",1)
		TNT1 A 0 A_SetPitch(-6 + pitch)
		KIK1 D 1
		PUN2 A 0 A_Custompunch(25,0,1,"MeleePuff")
		KIK1 DD 1
		KIK1 ECBA 1
		TNT1 A 5 A_TakeInventory("Kicking",1)
		Goto Ready+8
		
	LSFire:
		THEF A 4
        TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_Giveinventory("Punching",1)
        THEF B 4 A_FireCustomMissile("PoorLostSoul", 0, 1, 0, 0)
        THEF CD 4
        TNT1 A 0 A_TakeInventory("LostSoulFatality",1)
		Goto Ready+8
		
	FireBarrel:
		THRF A 3 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)
        THRF ABCDEF 3 
		Goto Ready+8
	AltFireBarrel:
	PUNG A 1
		THRF A 0 A_SpawnItemEx ("ExplosiveBarrel",40,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_Giveinventory("Punching",1)
		TNT1 A 0 A_TakeInventory("HasBarrel",1)
		PUNG A 5
		Goto Ready+8
		
 

	FatalityAttack:
        TNT1 A 0
		
		TNT1 A 0 A_JumpIfInventory("PSeq2",1,"BerserkHook")
		PUNG BC 2
        TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_Giveinventory("Punching",1)
		
		TNT1 A 0 A_jumpifinventory("NoFatality",1, "FatalityAttackBerserk")
		PUN2 F 0 A_Custompunch(25,1,1,"FatalityPuff")
		TNT1 A 0 A_GiveInventory("PSeq1", 1)
		Goto FinishPunch1
		
	FatalityAttackBerserk:	
		PUN2 F 0 A_Custompunch(25,1,1,"SmashingPuff")
		TNT1 A 0 A_GiveInventory("PSeq1", 1)
		Goto FinishPunch1
		

		
	FinishPunch1:	
		PUNG E 1
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		PUNG FGHI 1 A_WeaponReady(1)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickRight")
		PUNG A 2 A_WeaponReady(1)
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul")
        PUNG A 2 A_WeaponReady(1)
		TNT1 A 0 A_Refire
		Goto Ready+8
		


	
		
	AltFatalityAttack:
		PUN2 AC 1
        TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_Giveinventory("Punching",1)
		
		
		TNT1 A 0 A_jumpifinventory("NoFatality",1, "FatalityAttackBerserk2")
		PUN2 F 0 A_Custompunch(100,1,1,"FatalityPuff")
		Goto FInishPunch2

        FatalityAttackBerserk2:
		PUN2 F 0 A_Custompunch(100,1,1,"SmashingPuff")
		Goto FInishPunch2
		
		FinishPunch2:
		PUN2 D 4
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		PUN2 EF 2
		PUN2 GH 2 A_WeaponReady(1)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickLeft")
		PUNG A 6 A_WeaponReady(1)
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul")
        PUNG A 2 A_WeaponReady(1)
		TNT1 A 0 A_Refire
		Goto Ready+8
		
		
	BerserkHook:
		TNT1 A 0 A_TakeInventory("PSeq2", 1)
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_Recoil(-6)
		PUN3 ABCDE 1
        TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_Giveinventory("Punching",1)
		PUN3 F 1
		PUN2 F 0 A_Custompunch(350,1,1,"UberPunchPuff", 200)
		RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 5)
		RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 25, 5)
		RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, -25, 5)
		PUN3 GHI 1
		PUN3 JKL 1 A_JumpIfInventory("Kicking",1,"KickRight")
        TNT1 A 5 A_JumpIfInventory("Kicking",1,"KickRight")
		Goto Ready+8
		
		
		
		
		
		
		
		
		


	



    DoKick:
	    TNT1 A 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		NULL A 0 A_JumpIf (momZ > 0, "AirKick")
		NULL A 0 A_JumpIf (momZ < 0, "AirKick")
		
        TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick")
		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 4
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK IGFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+6
    BerserkerKick:
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		KICK ABCDEFG 1
        RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
        KICK H 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK IGFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+6
	
	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("GoFatality", 1, "Steady")
		Goto Ready+6
		
	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("GoFatality", 1, "Steady")
		Goto Ready+6

    Taunt:
        TNT1 A 5
		FUCK A 2
		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)
        FUCK B 2 A_PlaySound("FUCK", 1)
        FUCK C 2 A_AlertMonsters
		FUCK D 15 A_Takeinventory("Taunting",1)
        FUCK CBA 5
        TNT1 A 5
		Goto Ready+8
	Salute:
	    TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_ALertMonsters
		SALU ABCDEDCDEDCDEDCBA 4
		TNT1 A 0 A_TakeInventory("Salute1",1)
		TNT1 A 0 A_TakeInventory("Salute2",1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Ready
	}
}


ACTOR PoorLostSoul
{
	Radius 6
	Height 8
	Speed 22
    Fastspeed 26
	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 6
	Height 8
	Speed 32
    Fastspeed 32
	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_AlertMonsters
        TNT1 A 0 A_SpawnItemEx ("BarrelExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("BarrelKaboom",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 AAAAAAA 0 A_CustomMissile ("ExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 180), 2, random (0, 180))
	    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)
		BEXP B 0 BRIGHT A_Scream
        
		//TNT1 AAAAAAA 0 A_CustomMissile ("BarrelParticle", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("FAREXPL", 3)
		
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 4 A_CustomMissile ("ExplosionSmoke", 1, 0, random (0, 360), 2, random (50, 130))
		Stop
	}
}





ACTOR KickAttack: FastProjectile
{
	Radius 6
	Height 6
	DamageType Kick
	Projectile 
	+FORCEXYBILLBOARD
	+NOEXTREMEDEATH
	RenderStyle Add
	Alpha 0.6
    Damage 8
    Speed 30
	//HitObituary "$OB_IMPHIT"
	SeeSound "none"
	DeathSound "none"
	Decal "none"
	States
	{
	Spawn:
		TNT1 A 1 BRIGHT
        TNT1 A 1 //A_PlaySound("weapons/gswing")
		Stop
	Death:
		    PUFF A 3 A_PlaySound("player/cyborg/fist")
			TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    PUFF BCD 3
		Stop
	}
}


ACTOR SuperKickAttack: KickAttack
{
    Damage 30
	-NOEXTREMEDEATH
}

ACTOR HookAttack: KickAttack
{
    Speed 60
}

ACTOR AirKickAttack: KickAttack
{
	Radius 12
	Height 12
    Damage 40
}


ACTOR SuperAirKickAttack: KickAttack
{
	Radius 12
	Height 12
	-NOEXTREMEDEATH
    Damage 80
}