ACTOR LCAComplexDoomPlayer : DoomPlayer //Based off of LCA's LCA-Player.txt
{
Speed 1
Health 100
GibHealth 50
Radius 16
Height 56
Mass 100
PainChance 255
Species "Player"
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
-NOSKIN
+THRUSPECIES//could conflict with PVP gamemodes
+DONTHARMSPECIES//could conflict with PVP gamemodes
+MTHRUSPECIES//could conflict with PVP gamemodes
Player.SoundClass "Marine"
Player.ColorRange 112, 127
Player.DisplayName "Doom Guy"
Player.CrouchSprite "PLYC"
Player.StartItem "Handgun"
//Player.StartItem "Frag Grenade"
Player.StartItem "HandGrenadeAmmo" 2
//Player.StartItem "Land Mine"
Player.StartItem "MineAmmo" 2
Player.StartItem "NewMelee"
Player.StartItem "BulletMag" 60
Player.StartItem "PistolMagazine" 16
Player.StartItem "ShotgunMagazine" 9
Player.StartItem "SSGShell" 2
Player.StartItem "ShotgunDrum" 16
Player.StartItem "QuadShell" 4
Player.StartItem "HexaShell" 6
Player.StartItem "ARMagazine" 41
Player.StartItem "RocketDrum" 7
Player.StartItem "GrenadeDrum" 7
Player.StartItem "PlasmaCell" 50
Player.StartItem "DemonMagazine" 60
Player.StartItem "CellCharge" 50
Player.StartItem "MP40Mag" 33
Player.StartItem "ExplosiveShotgunMagazine" 9
Player.StartItem "EXPCellCharge" 60
Player.StartItem "StartingArmor"
States {
	Spawn:
			PLAY A 5 
			TNT1 A 0 A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
			Loop
	See:
			PLAY A 5
			TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
			PLAY B 5
			TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
			PLAY C 5
			TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
			PLAY D 5
			TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
			TNT1 A 0
			Goto Spawn
	Missile:
			TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
			PLAY E 1
			TNT1 A 0 A_JumpIfInventory("kickAnim",1,"Kick")
			PLAY E 5
			TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
			PLAY E 5
			TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
			PLAY E 1
			Goto Spawn
	Melee:
			PLAY F 1 Bright
			TNT1 A 0 A_JumpIfInventory("kickAnim",1,"Kick")
			TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
			PLAY F 5 Bright
			Goto Missile
	Kick:
			TNT1 A 0 A_TakeInventory("kickAnim",1)
			TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"KickBerserked")
			PLAY X 6
			TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
			PLAY Y 6
			TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
			PLAY Z 6
			TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
			PLAY Y 6
			TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
			PLAY X 6
			Goto Spawn
	KickBerserked:
			PLAY XY 3
			TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
			PLAY ZY 3
			TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
			PLAY X 6
			Goto Spawn
	Pain:
		    PLAY G 0 A_JumpIfInventory("SalvationSphere",1,"GoingToSalvate")
			PLAY G 4
			TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
			PLAY G 4 A_Pain
			TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
			TNT1 A 0
			Goto Spawn    
	GoingToSalvate:
			PLAY G 4 A_JumpIfHealthLower(20, "GoingTo")
			TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
			PLAY G 4 A_Pain
			TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
			Goto Spawn
	GoingTo:
			TNT1 A 0 A_GiveInventory("Soulsphere")
			TNT1 A 0 A_GiveInventory("Salvate")
			TNT1 A 0 A_PlaySound("items/salvation")
			TNT1 A 0 ACS_NamedExecute("SalvationSphereEnd",0)
			PLAY G 4 A_TakeInventory("SalvationSphere",1)
			PLAY G 4
			Goto Spawn  
	Death:
			TNT1 A 0
			TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
			TNT1 A 0 A_TakeInventory("MineAction",1)
			TNT1 A 0 A_TakeInventory("RailgunAction",1)
			TNT1 A 0 A_TakeInventory("LegendaryRuneItem",1)
			PLAY H 8
			PLAY I 8 A_PlayerScream
			PLAY J 8 A_NoBlocking
			PLAY K 8
			PLAY L 8 A_SpawnItem("BodyCrash",0,0,0,0)
			PLAY M 8
			PLAY N -1
			Stop
	XDeath:
			TNT1 A 0
			TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
			TNT1 A 0 A_TakeInventory("MineAction",1)
			TNT1 A 0 A_TakeInventory("RailgunAction",1)
			TNT1 A 0 A_TakeInventory("LegendaryRuneItem",1)
			TNT1 A 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
			PLAY P 3 A_XScream
			PLAY Q 3 A_NoBlocking
			PLAY RSTUV 3
			PLAY W -1
			Stop
	Incorp:
		TNT1 A 0 A_ChangeFlag("SOLID", FALSE)
		Goto Spawn      
	Corp:		
		TNT1 A 0 A_ChangeFlag("SOLID", TRUE)
		Goto Spawn        
	}
}