			case CA_FLOAT: // Float
			
					if (!(player->pflags & PF_THOKKED) | player->charflags & SF_MULTIABILITY)
				and (player.mo.skin == "furnace")
				S_StartSound(player.mo, sfx_spin)
				
					{
						if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD)
							S_StartSound(player.mo, sfx_spin) 
							P_SetMobjState(player->mo, S_PLAY_DASH);
						else if (player->speed >= FixedMul(player->runspeed, player->mo->scale))
							P_SetMobjState(player->mo, S_PLAY_FLOAT_RUN);
							S_StartSound(player.mo, sfx_spin)
						else
							P_SetMobjState(player->mo, S_PLAY_FLOAT);
						player->pflags |= PF_THOKKED;
						S_StartSound(player.mo, sfx_spin)
						player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING);
						player->secondjump = 1;
					}
end