ACTOR ComplexDoomPlayer : DoomPlayer
{
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 "PlayerNemesisPlasma", 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
//DamageFactor "PlayerPyro", 0.0
DamageFactor "PDTPuff", 0.0
//Ark
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 0.0
DamageFactor "PlayerDBFG10K2", 0.65
//+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 "PistolMagazine" 16
Player.StartItem "ShotgunMagazine" 9
Player.StartItem "SSGShell" 2
Player.StartItem "QuadShell" 4
Player.StartItem "HexaShell" 6
Player.StartItem "ShotgunDrum2" 12
Player.StartItem "RocketDrum" 7
Player.StartItem "GrenadeDrum" 7
Player.StartItem "ARMagazine" 41
Player.StartItem "BulletMag" 60
Player.StartItem "CellCharge" 50
Player.StartItem "NewMelee"
Player.StartItem "Hand Grenade"
Player.StartItem "HandGrenadeAmmo" 4
Player.StartItem "Land Mine"
Player.StartItem "MineAmmo" 4
Player.StartItem "NewShell" 50
Player.StartItem "PlasmaCell" 50
Player.StartItem "DemonMagazine" 60
Player.StartItem "MP40Mag" 33
Player.StartItem "StartingArmor"
Player.StartItem "FlashlightCentered"
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 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
	Death:
		TNT1 A 0
		TNT1 A 0 A_GiveToTarget("MarineKilled",1)
		TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
		TNT1 A 0 A_TakeInventory("MineAction",1)
		TNT1 A 0 A_TakeInventory("RailgunAction",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_GiveToTarget("MarineKilled",1)
		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_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,SXF_CLIENTSIDE,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
	}
}