/*
//damage check
addHook("MobjDamage", function(mo,inf,sor,_,dmgt)
if srb2p return end
	if not mo
	or not mo.valid
		return
	end
	
	local p = mo.player 
		if mo.skin ~= CONK_SKIN
		return
	end
		if dmgt & DMG_FIRE
		p.conklerstable.form = 0
		p.conklerstable.form = FORM_FIRE
	end
end)

//remove
addHook("PlayerThink", function(p)
if srb2p return end
	local me = p.realmo
		if me.skin == CONK_SKIN
		and p.cmd.buttons & BT_CUSTOM1
		and P_IsObjectOnGround(p.mo)
		and (p.conklerstable.form & FORM_SLIME or p.conklerstable.form & FORM_BAT or p.conklerstable.form & FORM_SQUISH)
		p.conklerstable.form = $ &~FORM_SLIME
		p.conklerstable.form = $ &~FORM_BAT
		p.conklerstable.form = $ &~FORM_SQUISH
		p.conklerstable.form = $ &~FORM_FIRE
		p.conklerstable.transform = 0
	end
end)

addHook("PlayerThink", function(p)
if srb2p return end
	local me = p.realmo
		if me.skin == CONK_SKIN
		and p.conklerstable.form & FORM_DEAD
		p.powers[pw_nocontrol] = 2100
		p.mo.state = S_CONK_GRAVE
		p.conklerstable.transform = 1
	end
end)

COM_AddCommand("transformdie", function(p)
p.conklerstable.form = FORM_DEAD
end)

COM_AddCommand("transformslime", function(p)
p.conklerstable.form = FORM_SLIME
end)

COM_AddCommand("transformfire", function(p)
p.conklerstable.form = FORM_FIRE
end)

COM_AddCommand("transformfprotect", function(p)
p.conklerstable.form = FORM_FIREPROTECT
end)

COM_AddCommand("transformlimittest", function(p)
p.conklerstable.transform = 1
end)

//slime
addHook("PlayerThink", function(p)
if srb2p return end
	local me = p.realmo
		if me.skin == CONK_SKIN
		and p.conklerstable.form & FORM_SLIME
		p.conklerstable.transform = 1
		if P_IsObjectOnGround(p.mo)
		p.mo.state = S_CONK_SLIMEWALK1
		else
		p.mo.state = S_CONK_SLIMEJUMP1
		end
	end
end)

addHook("PlayerThink", function(p)
if srb2p return end
	local me = p.realmo
		if me.skin == CONK_SKIN
		and p.conklerstable.form & FORM_SLIME
		and p.mo.eflags & MFE_GOOWATER
		if p.cmd.buttons & BT_USE
		P_SetObjectMomZ(p.mo, -10*FRACUNIT)
		end
		if p.cmd.buttons & BT_JUMP
		P_SetObjectMomZ(p.mo, 10*FRACUNIT)
		end
	end
end)

addHook("PlayerThink", function(p)
if srb2p return end
	local me = p.realmo
		if me.skin == CONK_SKIN
		and p.mo.eflags & MFE_GOOWATER
		p.conklerstable.form = 0
		p.conklerstable.form = FORM_SLIME
	end
end)

//fire
addHook("PlayerThink", function(p)
if srb2p return end
	local me = p.realmo
		if me.skin == CONK_SKIN
		and p.conklerstable.form & FORM_FIRE
		p.conklerstable.transform = 1
		p.mo.state = S_CONK_FIRE
		p.powers[pw_shield] = SH_PROTECTFIRE
		P_InstaThrust(p.mo, p.mo.angle, 40*FRACUNIT)
	end
end)

addHook("PlayerThink", function(p)
if srb2p return end
	local me = p.realmo
		if me.skin == CONK_SKIN
		and p.conklerstable.form & FORM_FIRE
		p.conklerstable.transform = 0
		p.conklerstable.form = 0
		p.powers[pw_shield] = 0
	end
end)


//fireprotect
addHook("PlayerThink", function(p)
if srb2p return end
	local me = p.realmo
		if me.skin == CONK_SKIN
		and p.conklerstable.form & FORM_FIREPROTECT
		and p.mo.eflags & MFE_TOUCHWATER
		p.conklerstable.transform = 0
		p.mo.color = SKINCOLOR_FIRETRANSFO
		p.powers[pw_shield] = SH_PROTECTFIRE
	end
end)

addHook("PlayerSpawn", function(p)
	p.conklerstable.transform = 0
	p.conklerstable.form = 0
end)

//electric
freeslot("SPR2_ELEC","S_CONK_ELEC")
states[S_CONK_ELEC] = {
    sprite = SPR_PLAY,
    frame = SPR2_ELEC,
    tics = -1,
}

addHook("PlayerThink", function(p)
if srb2p return end
	local me = p.realmo
		if me.skin == CONK_SKIN
		
		p.mo.state = S_CONK_ELEC
	end
end)
*/