// Diferent animations for thingies like failing a NiGHT Stage

addHook("PlayerThink", function(player)
	if player.mo and player.mo.valid
		if player.mo.skin == "dark"
		or player.mo.skin == "xkz"
			if not P_IsObjectOnGround(player.mo)
			and not player.powers[pw_carry]
			and not player.dark94tricktime
			and (player.mo.state == S_PLAY_STND or player.mo.state == S_PLAY_WAIT or player.mo.state == S_PLAY_EDGE or player.mo.state == S_PLAY_WALK or player.mo.state == S_PLAY_RUN)
				player.mo.state = S_PLAY_SPRING
			end
			if player.powers[pw_carry]
			and player.powers[pw_carry] != CR_NIGHTSMODE
				player.d94xkzbeingcarried = true
				if player.powers[pw_carry] == CR_MINECART
					if not P_IsObjectOnGround(player.mo)
						player.mo.sprite2 = SPR2_FALL
						player.panim = PA_FALL
						player.mo.tics = 2
						player.mo.rollangle = 0
					end
				elseif player.powers[pw_carry] == CR_NIGHTSFALL
					if not player.d94xkznightsfall
						S_StartSound(player.mo, sfx_kc38, player)
					end
					player.mo.sprite2 = SPR2_PAIN
					player.panim = PA_PAIN
					player.mo.tics = 2
					player.drawangle = $+ANGLE_45
					player.mo.rollangle = $+ANGLE_45
					player.powers[pw_nocontrol] = 2
					player.d94xkznightsfall = true
				elseif player.powers[pw_carry] == CR_PTERABYTE
					player.mo.sprite2 = SPR2_PAIN
					player.panim = PA_DASH
					player.mo.tics = 2
					player.mo.rollangle = ANGLE_180
				end
			else
				if player.d94xkzbeingcarried
					player.mo.state = S_PLAY_SPRING
					player.mo.rollangle = 0
				end
				player.d94xkzbeingcarried = false
			end
			if player.powers[pw_carry] != CR_NIGHTSFALL
				player.d94xkznightsfall = false
			end
			if player.mo.sprite2 == SPR2_TRNS3
				if player.mo.frame == D|player.mo.frame
					P_StartQuake(20*FRACUNIT, 10)
					for i = 1, 60 do
						local d94xkzsuperspark = P_SpawnMobjFromMobj(player.mo, 0, 0, 0, MT_SUPERSPARK)
						d94xkzsuperspark.momz = P_RandomRange(-20, 20)*player.mo.scale
						d94xkzsuperspark.angle = player.drawangle+(ANG2+ANG2+ANG2)-((ANG2+ANG2+ANG2)*i)
						d94xkzsuperspark.scale = P_RandomRange(1, 3)*player.mo.scale/2
						d94xkzsuperspark.blendmode = AST_ADD
						P_InstaThrust(d94xkzsuperspark, d94xkzsuperspark.angle, P_RandomRange(0, 20)*player.mo.scale)
					end
				end
			end
		end
	end
end)