function this.Deconstruct(P) end return this
--[[function this:AttackMount( characterMainClass,character )

	local Delay = 0
	local Apologise = false
	if character.CharacterFolder.Stats.Health.Value <= 2 then
		if characterMainClass.RaceInfo.Apologetic == true then
			Apologise = true
			Delay = (character.CharacterFolder.Stats.Health.Value <= 1 and .7) or .0
		end
	end
	if characterMainClass.LastMountPunchTime < ((time() - .7) - Delay) then
		characterMainClass.LastMountPunchTime =  time()

		if Apologise then
			characterMainClass.Character.CharacterEvents.Misc.Apologise:FireServer()

		end
		delay(Delay,function()

			characterMainClass:PlayAnimation("KnockedDownMountPunch"..characterMainClass.NextPunch)
			characterMainClass:StopAnimation("KnockedDownMount"..characterMainClass.NextPunch)
			if characterMainClass.NextPunch == "R" then
				characterMainClass.NextPunch = "L"
			else
				characterMainClass.NextPunch = "R"
			end


			delay(0,function()
				if characterMainClass.isMounting then

					characterMainClass:PlaySound("facehit")
					character.CharacterEvents.States.KnockDownPunch:FireServer(characterMainClass.NextPunch)
				end
			end)
			delay(.65,function()
				if characterMainClass.isMounting then
					characterMainClass:PlayAnimation("KnockedDownMount"..characterMainClass.NextPunch)
				end
			end)
		end)
		--self.NextPunch = (self.NextPunch == ("R" and "L") or "R")
	end
end]]

function this:Deconstruct() -- we're no longer using this class so let's deconstruct it.
	-- body
end

return this
