rawset(_G,"L_ZCollide",function(mo1,mo2)
	if mo1.z > mo2.height+mo2.z then return false end
	if mo2.z > mo1.height+mo1.z then return false end
	return true
end) //thaank you luigi budd for this code, and even you, stjr, for being so fucking lazy lmao

local nopity = CV_RegisterVar({
	name = "exp_idonotpitythee",
	defaultvalue = "True",
	PossibleValue = CV_TrueFalse,
	flags = CV_NETVAR,
})

local grentype = CV_RegisterVar({
	name = "exp_grenade",
	defaultvalue = "Contact",
	PossibleValue = {Contact = 0, Proximity = 1, Realistic = 2},
	flags = CV_NETVAR,
})

/*local shouldshorten = 0
local shouldlengthengrenade = 0

addHook("PlayerThink", function(ilovetitties) //peak comedy hours
	if nopity.value == 1 then
		ilovetitties.pity = 0
	end
end)

addHook("PlayerThink", function(iloveass)
	if iloveass.shouldshorten == 1 and iloveass.weapondelay > 0 then
		iloveass.weapondelay = 35
		iloveass.shouldshorten = 0
	end
	
	if iloveass.shouldlengthengrenade == 1 and iloveass.weapondelay > 0 then
		iloveass.weapondelay = 25
		iloveass.shouldlengthengrenade = 0
	end

	if iloveass.currentweapon == WEP_EXPLODE and iloveass.weapondelay <= 1 then
		iloveass.shouldshorten = 1
	else
		iloveass.shouldshorten = 0
	end

	if iloveass.currentweapon == WEP_GRENADE and iloveass.weapondelay <= 1 then
		iloveass.shouldlengthengrenade = 1
	else
		iloveass.shouldlengthengrenade = 0
	end
end)

/*addHook("MobjSpawn", function(grenade)
	grenade.fuse = 88
end, MT_SHOTGRENADE)

addHook("MobjThinker", function(iloveDRAGONBALLZRAGHHH)
	if grentype.value == 0 then
		if iloveDRAGONBALLZRAGHHH.fuse > 87 then
			iloveDRAGONBALLZRAGHHH.fuse = 87
			iloveDRAGONBALLZRAGHHH.info.speed = 48 * FU
		end
	end
	if grentype.value == 2 then
		if iloveDRAGONBALLZRAGHHH.fuse > 1 then
			iloveDRAGONBALLZRAGHHH.fuse = 8008
			if P_IsObjectOnGround(iloveDRAGONBALLZRAGHHH)then
				iloveDRAGONBALLZRAGHHH.fuse = 1
			end
		end
	end
end, MT_SHOTGRENADE)

addHook("MobjMoveCollide", function(bigbooms, bigboobs)
	//if not (bigboobs.type == MT_PLAYER or bigboobs.flags & MF_BOSS or bigboobs.flags & MF_ENEMY) then return end
	if not (bigboobs.flags & MF_SHOOTABLE) then return end
	if L_ZCollide(bigbooms, bigboobs) == false then return end
	if bigboobs == bigbooms.target then return end
	P_KillMobj(bigbooms)
	return false
end, MT_SHOTGRENADE)*/