ACTOR MarineClass : DoomPlayer
{
  Speed 0.95
  Health 100
  Radius 16
  Height 56
  Mass 100
  PainChance 255
  Player.ColorRange 112, 127
  Player.DisplayName "Marine"
  Player.CrouchSprite "PLYC"
  Player.JumpZ 10 //added

  Player.StartItem "Mrank6",1 //Starting rank on joining game //5
  Player.StartItem "StartArmor", 1 //Armor given on spawn
  
  //Basic ammunition
  Player.StartItem "MClipBox", 20
  Player.StartItem "MShellBox", 10
  Player.StartItem "MRocketBox", 10
  Player.StartItem "MCellPack", 20
  
  //Weapons given on joining game
  Player.StartItem "AssaultShotgun", 1 
  Player.StartItem "MShotgun", 1 
  Player.StartItem "MFists", 1 
  Player.StartItem "ADMPistol", 1
  //Player.StartItem "MRocketLauncher", 1 
  //Player.StartItem "MChainsaw", 1
  //Player.StartItem "MFist", 1
  //Player.StartItem "Mpistol", 1
  //Player.StartItem "MSuperShotgun", 1
  //Player.StartItem "MChaingun", 1
  //Player.StartItem "AssaultRifle", 1
  //Player.StartItem "Vulcan", 1 
  //Player.StartItem "MPlasmaRifle", 1 
  //Player.StartItem "MRailGun", 1 	
  //Player.StartItem "MBFG10K", 1	 
  
  //Unlocks given on joining game
  Player.StartItem "RUnlock1", 1 //Pistol alt fire
  Player.StartItem "RUnlock2", 1 //Shotgun fist alt fire
  //Player.StartItem "RUnlock3", 1 //Grenade launcher
  //Player.StartItem "RUnlock4", 1 //Burst fire
  //Player.StartItem "RUnlock5", 1 //Plasma spread
  //Player.StartItem "RUnlock6", 1 //Vulcan speed move
  //Player.StartItem "RUnlock7", 1 //Raigun alt fire
  
  //Weapon mapping to weapon groups
  Player.WeaponSlot 1, MFists, MFist, MChainsaw
  Player.WeaponSlot 2, ADMPistol, Mpistol, MPistolForDeranked
  Player.WeaponSlot 3, MShotgun, MSuperShotgun, MQuadShotgun, AssaultShotgun
  Player.WeaponSlot 4, MChaingun, AssaultRifle, Vulcan
  Player.WeaponSlot 5, MRocketLauncher
  Player.WeaponSlot 6, MPlasmaRifle, MRailGun
  Player.WeaponSlot 7, MBFG9000, MBFG10K
  
  //In case to map other wad weapons here (Actor)
  Player.WeaponSlot 8, CustWeapon1, CustWeapon2, CustWeapon3, CustWeapon4, CustWeapon5
  Player.StartItem "CustWeapon1", 1
  Player.StartItem "CustWeapon2", 1
  Player.StartItem "CustWeapon3", 1
  Player.StartItem "CustWeapon4", 1
  Player.StartItem "CustWeapon5", 1


  //Damage amounts
  DamageFactor "Suicide", 0.00005 // suicide takes longer
  DamageFactor "MarineKickBasic", 0.25 // need damage for kickback
  DamageFactor "MarineKickPowered", 0.1 // need damage for kickback
  
  DamageFactor "Control", 0
  DamageFactor "MarineDamage", 0 //0.12
  DamageFactor "BFGSplash", 0.03 //0.12
  DamageFactor "MarineRLDamage", 0.03 //0.12
  DamageFactor "MarineRail", 0 //0.03
  DamageFactor "MarineSuperweapon", 0.07 //added for custom weapons 
  DamageFactor "PorkDamage", 0 //added
  
  DamageFactor "KPLASMA", 1
  DamageFactor "ImpBallDamage", 1
  DamageFactor "CacoDamage", 1
  DamageFactor "SkelDamage", 1
  DamageFactor "FatsoDamage", 1
  DamageFactor "KnightDamage", 1
  DamageFactor "ArachDamage", 1
  DamageFactor "ZombiesDamage", 1
  DamageFactor "viledamage", 1
  DamageFactor "Slime", 0.25 //1
	DamageFactor "KirGrenDamage", 0.33 //monster
	DamageFactor "SkelDamageGren", 0.33 //monster
	DamageFactor "AbaddonGrenDamage", 0.5 //puppet
	DamageFactor "RevenantGrenDamage", 0.5 //puppet

  +NOSKIN
  +NOTELEFRAG //added - marine can not be telefragged
  +THRUSPECIES //added -  simultaneous teleporting
  SPECIES "MarinePlayerSpecies" //added - simultaneous teleporting
  //Team "MarinePlayerTeam" //added

  //TeleFogSourceType "TeleportFog" //does not work in Zandronum
  //TeleFogDestType "TeleportFog" //does not work in Zandronum

  LimitedToTeam 0
  
  States
  {
  Spawn:
	PLAY A 0 //need dummy frame on spawn
	PLAY A 0 A_jumpifinventory("havgun",1,"SpawnLoop") //If executed once per spawn already
    PLAY A 1 ACS_ExecuteAlways(487,0,0,0,0) //Give previous weapon
    PLAY A 0 A_GiveInventory("havgun",1)
	//jump over to looping state, but dont come back
  SpawnLoop:
	PLAY A 0 A_ChangeFlag ("NOPAIN", 0)
	PLAY A 0 ACS_Execute(3006,0,0,0,0)
	PLAY A 0 A_jumpifinventory("kicking",1,"kick")
	PLAY A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
	PLAY A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
    PLAY A 1
    PLAY A 0 A_jumpifinventory("tellthem",1,"what2say")
    PLAY A 0 A_giveinventory("imarine",1)
    PLAY A 0 A_JumpIfInventory("advtaunting", 1, "AdvancedTaunt")
    PLAY A 0 A_JumpIfInventory("oneliner", 1, "SayOneLiner")
		PLAY A 0 A_jumpifinventory("CourtMartialled",1,1)
		Loop
		PLAY A 0 A_ChangeFlag("PICKUP", FALSE)
    Loop

  See:
	PLAY A 0 Thing_ChangeTid(0,390)
	PLAY A 0 A_jumpifinventory("kicking",1,"kick")
	PLAY A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
	PLAY A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
    PLAY A   4
    TNT1 A   0 A_jumpifinventory("tellthem",1,"what2say")
    PLAY B   4
    TNT1 A   0 A_jumpifinventory("tellthem",1,"what2say")
    PLAY C   4
    TNT1 A   0 A_jumpifinventory("tellthem",1,"what2say")
    PLAY D   4 
    TNT1 A   0 A_jumpifinventory("tellthem",1,"what2say")
    PLAY A 0 A_JumpIfInventory("advtaunting", 1, "AdvancedTaunt")
    PLAY A 0 A_JumpIfInventory("oneliner", 1, "SayOneLiner")
    Loop
  Missile:
    PLAY E 12
	PLAY A 0 Thing_ChangeTid(0,390)
    Goto SpawnLoop
  Melee:
    PLAY F 6 BRIGHT
    Goto Missile
  Pain:
    PLAY G 4 
    PLAY A 0 A_jumpifinventory("kicking",1,"kick")
	PLAY A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
	PLAY A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
    PLAY G 4 A_Pain
    Goto SpawnLoop
  Kick:
	PL32 "[" 2 ThrustThing(angle*256/360,10,0,0)//Thrust Forward
	PL32 "[" 1 ThrustThingZ(0,10,0,1)//Thrust Upward
    PL32 "[" 3
    PL32 "]" 3
    PL32 "z" 3
    PL32 "]" 3
    PL32 A 0 A_TakeInventory("Kicking",1)
    GOTO SpawnLoop
	
  RollRight:
    NULL A 0 A_PlaySound("KICK")
	NULL A 0 A_TakeInventory("RollLeft")
	NULL A 0 A_TakeInventory("RollRight")
	NULL A 0 A_ChangeFlag ("NOPAIN", 1)
	NULL A 0 ThrustThing(angle*256/360+192,35,0,0)//Thrust Right
	PROL EDCBA 4
	PLAY A 0 A_ChangeFlag ("NOPAIN", 0)
	PLAY A 0 A_TakeInventory("RollLeft")
	PLAY A 0 A_TakeInventory("RollRight")
	GOTO SpawnLoop
  RollLeft:
	NULL A 0 A_PlaySound("KICK")
	NULL A 0 A_TakeInventory("RollLeft")
	NULL A 0 A_TakeInventory("RollRight")
	NULL A 0 A_ChangeFlag ("NOPAIN", 1)
	NULL A 0 ThrustThing(angle*256/360+64,35,0,0)//Thrust Left
	PROL ABCDE 4
	PLAY A 0 A_ChangeFlag ("NOPAIN", 0)
	PLAY A 0 A_TakeInventory("RollLeft")
	PLAY A 0 A_TakeInventory("RollRight")
	GOTO SpawnLoop	
  Pain.KPLASMA:
    PLAY G 4 
    PLAY A 0 A_jumpifinventory("kicking",1,"kick")
	PLAY A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
	PLAY A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
    PLAY G 4 A_Pain
    TNT1 A 0 A_GiveToTarget ("Mskull",1)
	TNT1 A 0 A_GiveToTarget ("Teamkill",1) //added
  Death:
    PLAY H 0 A_PlayerSkinCheck("AltSkinDeath")
    PLAY H 0 A_GiveToTarget ("Mskull",1)
	PLAY H 0 A_GiveToTarget ("Teamkill",1) //added
  Death1:
    PLAY H 0 Thing_changeTid(390,0)
    PLAY H 10 
    PLAY I 10 A_PlayerScream
    PLAY J 10 A_NoBlocking
    PLAY KLM 10
    PLAY N -1
    Stop

 Death.KPLASMA:
    TNT1 A 0 A_GiveToTarget ("Mskull",1)
	TNT1 A 0 A_GiveToTarget ("Teamkill",1) //added
    PLAY H 0 A_TakeInventory("havgun",1)
    PLAY H 0 A_PlayerSkinCheck("AltSkinDeath")
    GOTO Death1

  XDeath:
    PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath")
  XDeath1:
    TNT1 A 0 A_GiveToTarget ("Mskull",1)
	TNT1 A 0 A_GiveToTarget ("Teamkill",1) //added
    TNT1 A 0 Thing_changeTid(390,0)
    PLAY O 5 
    PLAY P 5 A_XScream
    PLAY Q 5 A_NoBlocking
    PLAY RSTUV 5
    PLAY W -1
    Stop
  AltSkinDeath:
    TNT1 A 0 A_GiveToTarget ("Mskull",1)
	TNT1 A 0 A_GiveToTarget ("Teamkill",1) //added
    TNT1 A 0 Thing_changeTid(390,0)
    PLAY H 6 
    PLAY I 6 A_PlayerScream
    PLAY JK 6
    PLAY L 6 A_NoBlocking
    PLAY MNO 6
    PLAY P -1
    Stop
  AltSkinXDeath:
    TNT1 A 0 A_GiveToTarget ("Mskull",1)
	TNT1 A 0 A_GiveToTarget ("Teamkill",1) //added
    TNT1 A 0 Thing_changeTid(390,0)
    PLAY Q 5 A_PlayerScream
    PLAY R 0 A_NoBlocking
    PLAY R 5 A_SkullPop
    PLAY STUVWX 5
    PLAY Y -1
    Stop

what2say:
	TNT1 A   0
	TNT1 A   0 A_TakeInventory("tellthem",1)
	TNT1 A   0 A_jumpifinventory("sayTHIS",7,"ADVTAUNT")
	TNT1 A   0 A_jumpifinventory("sayTHIS",6,"SAYONE")
	TNT1 A   0 A_jumpifinventory("sayTHIS",5,"DAM")
	TNT1 A   0 A_jumpifinventory("sayTHIS",4,"FU")
	TNT1 A   0 A_jumpifinventory("sayTHIS",3,"GOTYA")
	TNT1 A   0 A_jumpifinventory("sayTHIS",2,"WATCHIT")
	TNT1 A   0 A_jumpifinventory("sayTHIS",1,"WARN")
	GOTO SEE
DAM: 
	TNT1 A   0
	TNT1 A   0 A_PlaySound("DAM", 2)
	TNT1 A   0 A_Takeinventory("SAYTHIS",7)
	GOTO SpawnLoop
FU:
	TNT1 AAA 0
	TNT1 A   0 A_PlaySound("FUKU", 2)     //5
	TNT1 A   0 A_Takeinventory("SAYTHIS",7)
	GOTO SpawnLoop
GOTYA:
	TNT1 AAA 0
	TNT1 A   0 A_PlaySound("GOTYA", 2)     //8
	TNT1 A   0 A_Takeinventory("SAYTHIS",7)
	GOTO SpawnLoop
WATCHIT:	
	TNT1 AAA 0
	TNT1 A   0 A_PlaySound("watchit", 2)     //11
	TNT1 A   0 A_Takeinventory("SAYTHIS",7)
	GOTO SpawnLoop
WARN:
	TNT1 AAA 0
	TNT1 A   0 A_PlaySound("WATCHOUT", 2)     //14
	TNT1 A   0 A_Takeinventory("SAYTHIS",7)
	GOTO SpawnLoop
SAYONE:
	TNT1 AAA 0
	TNT1 A   0 A_PlaySound("ONELIN", 2)     //14
	TNT1 A   0 A_Takeinventory("SAYTHIS",7)
	GOTO SpawnLoop
ADVTAUNT:
	TNT1 AAA 0
	TNT1 A   0 A_PlaySound("TAUNT0", 2)     //14
	TNT1 A   0 A_Takeinventory("SAYTHIS",7)
	GOTO SpawnLoop
  XDeath:
    PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath")
  XDeath1:
    TNT1 A 0 A_GiveToTarget ("Mskull",1)
	TNT1 A 0 A_GiveToTarget ("Teamkill",1) //added
    TNT1 A 0 Thing_changeTid(390,0)
    PLAY O 5 
    PLAY P 5 A_XScream
    PLAY Q 5 A_NoBlocking
    PLAY RSTUV 5
    PLAY V 1 A_Takeinventory("imarine",1)
    PLAY W -1
    Stop
  AltSkinDeath:
    TNT1 A 0 A_GiveToTarget ("Mskull",1)
	TNT1 A 0 A_GiveToTarget ("Teamkill",1) //added
    TNT1 A 0 Thing_changeTid(390,0)
    PLAY H 6 
    PLAY I 6 A_PlayerScream
    PLAY JK 6
    PLAY L 6 A_NoBlocking
    PLAY MNO 6
    PLAY O 1 A_Takeinventory("imarine",1)
    PLAY P -1
    Stop
  AltSkinXDeath:
    TNT1 A 0 A_GiveToTarget ("Mskull",1)
	TNT1 A 0 A_GiveToTarget ("Teamkill",1) //added
    TNT1 A 0 Thing_changeTid(390,0)
    PLAY Q 5 A_PlayerScream
    PLAY R 0 A_NoBlocking
    PLAY R 5 A_SkullPop
    PLAY STUVWX 5
    PLAY X 1 A_Takeinventory("imarine",1)
    PLAY Y -1
    Stop
SayOneLiner:
	MARN A 1
	TNT1 A 0 

	Goto see
AdvancedTaunt:
	MARN A 1

	TNT1 A 0 A_TakeInventory("advtaunting", 1)
	Goto see
  }
}


actor SAYTHIS : inventory
{
  inventory.maxamount 7
}
actor TELLTHEM : inventory
{
  inventory.maxamount 1
}
//*****************************
actor rankcount : inventory
{
  inventory.maxamount 15
}

actor Imarine : inventory
{
  inventory.maxamount 1
}

actor advtaunting : inventory
{
  inventory.maxamount 1
}
actor oneliner : inventory
{
  inventory.maxamount 1
}

actor ingame : inventory
{
  inventory.maxamount 1
}
actor deadpup : imarine
{ }

actor havgun   : ingame 
{ inventory.amount 0
inventory.maxamount 1 
+INVENTORY.UNDROPPABLE }

actor Mplayer0 : ingame
{}
actor Mplayer1 : ingame
{}
actor Mplayer2 : ingame
{}
actor Mplayer3 : ingame
{}
actor Mplayer4 : ingame
{}
actor Mplayer5 : ingame
{}
actor Mplayer6 : ingame
{}
actor Mplayer7 : ingame
{}
actor Mplayer8 : ingame
{}
actor Mplayer9 : ingame
{}
actor Mplayer10 : ingame
{}


actor MarineExp : AMMO
{
  inventory.amount 1
  inventory.maxamount 20
  states
  {
  Spawn:
    TNT1 A -1
    stop
  }
}


actor Mrank0 : inventory
{
  inventory.amount 1
  inventory.maxamount 1
  states
  {
  Spawn:
    TNT1 A -1
    stop
  }
}
actor Mrank1   : Mrank0 { }
actor Mrank2   : Mrank0 { }
actor Mrank3   : Mrank0 { }
actor Mrank4   : Mrank0 { }
actor Mrank5   : Mrank0 { }
actor Mrank6   : Mrank0 { }
actor Mrank7   : Mrank0 { }
actor Mrank8   : Mrank0 { }
actor Mrank9   : Mrank0 { }
actor Mrank10  : Mrank0 { }
actor Mrank11  : Mrank0 { }
actor Mrank12  : Mrank0 { }
actor Mrank13  : Mrank0 { }
actor Mrank14  : Mrank0 { }
actor Mrank15  : Mrank0 { }
actor RUnlock1 : Mrank0 { }
actor RUnlock2 : Mrank0 { }
actor RUnlock3 : Mrank0 { }
actor RUnlock4 : Mrank0 { }
actor RUnlock5 : Mrank0 { }
actor RUnlock6 : Mrank0 { }
actor RUnlock7 : Mrank0 { }
actor Expc     : Mrank0 { }
actor Expd     : Mrank0 { }
actor Expe     : Mrank0 
{   inventory.maxamount 2 }
actor sinner   : Mrank0
{
  inventory.maxamount 2
}

// Pig for TeamKillers
ACTOR PigMarine : PlayerPawn 
{
  Health 3000 //500
  PainChance 255
  Scale 1.5
  Radius 18
  Height 33
 // Translation "73:76=25:28","146:148=29:31","238:239=33:34","1:2=40:41"
  Speed 0.50
  Player.JumpZ 5
  Player.Viewheight 36
  Player.SoundClass "SPigMarine"
  Player.DisplayName "Pig Teamkiller"
  Player.MorphWeapon "PigSnout"
  Player.WeaponSlot 1,PigSnout
  -PICKUP
  +NOSKIN
  +NOTARGET //added - not attacked by monsters
  -COUNTKILL //added
  //+NODAMAGE //added
  -FRIENDLY //added - monsters will not attack
  DamageFactor "Slime", 0
  DamageFactor "Control", 0
  DamageFactor "Suicide", 0 //added
  DamageFactor "MarineKickBasic", 2
  DamageFactor "MarineKickPowered", 2
  
  DamageType "PorkDamage" //added - not to harm marines
 
  States
  {
  Spawn:
	MPIG A 0 SetPlayerProperty(0,0,0)
    MPIG A 1
    MPIG A 0 A_jumpifinventory("havgun",1,4)
    MPIG A 1 A_giveinventory("havgun",1)
    MPIG A 1 ACS_Execute(710,0,0,0,0)
    MPIG AAA 0
    MPIG A 1
    Loop
  See:
    MPIG ABCD 3
    Loop
  Pain:
    MPIG A 4 A_PlaySoundEx ("mpig/pain","body") 
    Goto Spawn
  Melee:
  Missile:
    MPIG AB 4
    Goto Spawn
  Death:
    MPIG E 4 A_PlaySoundEx ("mpig/death","body") 
    MPIG F 1 A_NoBlocking
	MPIG F 1 A_GiveToTarget ("MarineExp",10)
	MPIG F 1 A_SpawnItem("MSoulsphere",0,0)
    MPIG G 4
    MPIG H 3
    MPIG IJK 4
    MPIG L -1
    Stop
  }
}

ACTOR PigSnout : Weapon
{
  Weapon.SelectionOrder 10000
  +WEAPON.DONTBOB
  +WEAPON.MELEEWEAPON
  //+INVENTORY.UNDROPPABLE  //added
  Weapon.Kickback 10
  DamageType "PorkDamage"  //added
  States
  {
  Ready:
    MWPG A 4 A_WeaponReady
	MWPG A 1 A_Jump (127,1) //0
	loop
	MWPG B 8 A_PlaySoundEx ("mpig/active","weapon")
    goto Ready
  Deselect:
    MWPG A 1 A_Lower
    Loop
  Select:
    MWPG A 1 A_Raise
  Fire:
    //MWPG A 0 SetPlayerProperty (0, 1, 0)
    MWPG A 4 A_PlaySoundEx ("mpig/active","weapon")
	MWPG A 2 A_CustomPunch (1,0,0,"MFistPuff",0)
	MWPG A 2 A_CustomPunch (1,0,0,"MFistPuff",0)
    MWPG B 2
	MWPG A 2 A_CustomPunch (1,0,0,"MFistPuff",0)
	MWPG A 2 A_CustomPunch (1,0,0,"MFistPuff",0)
    MWPG B 2
	MWPG A 2 A_CustomPunch (1,0,0,"MFistPuff",0)
	MWPG A 2 A_CustomPunch (1,0,0,"MFistPuff",0)
    MWPG B 2	
	//MWPG A 0 SetPlayerProperty (0, 0, 0)
    Goto Ready
  }
}



//Added
actor PM_AltFireX : Inventory
{
  inventory.Amount 0
  inventory.MaxAmount 1
}

//Added
actor PM_AltFireY : Inventory
{
  inventory.Amount 0
  inventory.MaxAmount 1
}

//Added
actor PM_AltFireZ : Inventory
{
  inventory.Amount 0
  inventory.MaxAmount 1
}

//Added
actor PM_ZoomOffX : Inventory
{
  inventory.Amount 0
  inventory.MaxAmount 1
}

//Added
actor PM_ZoomOffY : Inventory
{
  inventory.Amount 0
  inventory.MaxAmount 1
}


//Overheat Vulcan Primary counter
actor MVulcanPrimary_counter : Inventory
{ Inventory.Amount 0
Inventory.MaxAmount 1750
+Inventory.Undroppable }

//Overheat Vulcan AlfFireX counter
actor MVulcanAltFireXYZ_counter : Inventory
{ Inventory.Amount 0
Inventory.MaxAmount 1000
+Inventory.Undroppable }

//Overheat PlasmaRifle AlfFireY counter
actor MPlasmaRifleAltFireY_counter : Inventory
{ Inventory.Amount 0
Inventory.MaxAmount 1000
+Inventory.Undroppable }

//Overheat RocketLauncher AlfFireY counter
actor MRocketLauncherAltFireY_counter : Inventory
{ Inventory.Amount 0
Inventory.MaxAmount 1000
+Inventory.Undroppable }


//BFG gun overheat per level
actor MBFG10K_Splash_Used : Inventory
{ Inventory.Amount 0
Inventory.MaxAmount 300 
+Inventory.Undroppable }

actor MBFG10K_BFG_Used : Inventory
{ Inventory.Amount 0
Inventory.MaxAmount 36 
+Inventory.Undroppable }

actor MBFG10K_GravityWaveBlast_Used : Inventory
{ Inventory.Amount 0
Inventory.MaxAmount 12 
+Inventory.Undroppable }

actor MBFG10K_BlackHole_Used : Inventory
{ Inventory.Amount 0
Inventory.MaxAmount 6 
+Inventory.Undroppable }

actor MBFG10K_GravityWaveShield_Used : Inventory
{ Inventory.Amount 0
Inventory.MaxAmount 3 
+Inventory.Undroppable }

//Quad SSG single barrel counter
actor QuadSingleShotUsed : Inventory
{ Inventory.Amount 0
Inventory.MaxAmount 4 
+Inventory.Undroppable }





//Player rolls left
Actor RollLeftCounter : Inventory
{ inventory.maxamount 2 }
Actor RollLeft : Inventory
{ inventory.maxamount 1 }
//Player rolls right
Actor RollRightCounter : Inventory
{ inventory.maxamount 1 }
Actor RollRight : Inventory
{ inventory.maxamount 1 }

//For 90 sec delay on level start
ACTOR Yamato_SecLevelStart : inventory
{ Inventory.MaxAmount 1 
+Inventory.Undroppable }

//Away player reinforcement fix
actor PlayerActiveMove  : inventory
{  inventory.maxamount 1  }

// Total teamkill counter per level
actor PlayerRollAutoFlag : Inventory
{ Inventory.Amount 0
Inventory.MaxAmount 1
+Inventory.Undroppable }
