ACTOR Mercenary : PlayerPawn //Reynold "Ryan" Wolfe
{
	Health 125
	Radius 16
	Height 56
	Mass 100
	PainChance 255
	BloodColor "Red"
	BloodType "PlayerBlood"
	DamageFactor "Flak", 0.0
	DamageFactor "Nuke", 0.0
	DamageFactor "BzrkShovel", 0.0
	DamageFactor "BarrelExp", 0.5
	DamageFactor "ChaosDamage", 0
    DamageFactor "trigger_step", 0
    DamageFactor "trigger_runStep", 0
    DamageFactor "ai_breakable", 0
	DamageFactor "GaussExplosion", 0
	DamageFactor "IncreasedRange", 0
	Player.ForwardMove 1.45, 0.75
    Player.SideMove 1.22, 0.5
	Player.JumpZ 9
	Player.ColorRange 112, 127
	Player.CrouchSprite "PLYC"
	Player.MaxHealth 125
	Player.DisplayName "Punisher"
	Player.StartItem "MalefactorFirstTime", 1
	Player.StartItem "DusterFirstTime", 1
	Player.StartItem "ArchangelFirstTime", 1
	Player.StartItem "OmenFirstTime", 1
	Player.StartItem "HellstormFirstTime", 1
	Player.StartItem "LonginusFirstTime", 1
	Player.StartItem "MutilatorFirstTime", 1
	Player.StartItem "TyphoonFirstTime", 1
	Player.StartItem "LightShield", 1
	Player.StartItem "Punisher", 1
	Player.StartItem "Dagger", 1
	Player.StartItem "TNT1Ammo", 1
	Player.StartItem "PunisherClip", 18
	Player.StartItem "Pistol_Magazine", 5
	Player.StartItem "DusterShells", 2
	Player.StartItem "MalefactorShells", 7
	Player.StartItem "SniperShells", 1
	Player.StartItem "ArchClip", 15
	Player.StartItem "OmenClip", 64
	Player.StartItem "HellClip", 32
	Player.StartItem "FlakShells", 8
	Player.StartItem "LeadClip", 720
	Player.StartItem "MobilityStamina", 100
	Player.StartItem "LifeItem", 3
	Player.StartItem "CoinItem", 1000
	Player.Portrait "STATSPUN"
	Player.SoundClass "Merc"
	Player.WeaponSlot 1, Dagger, Sword //1/1
	Player.WeaponSlot 2, Punisher, Tormentor, Storm //3/3
	Player.WeaponSlot 3, Malefactor, Archangel //2/2
	Player.WeaponSlot 4, Omen //2/2
	Player.WeaponSlot 5, Longinus //1/1
	Player.WeaponSlot 6, Mutilator //1/1
	Player.WeaponSlot 7, Typhoon //1/1
	Player.WeaponSlot 8, Evangelizer //1/1
	States
	{
  Spawn:
    PLAY AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(momz >> 0, "Jumping")
    Loop
  See:
	PLAY AAAABBBBCCCCDDDD 1 A_JumpIf(momz >> 0, "Jumping")
    Goto Spawn
  Jumping:
    PLAJ A 1
    PLAJ A 0 A_CheckFloor("Spawn")
    goto Jumping
  Missile:
    PLAY EF 4 BRIGHT
    Goto Spawn
  Melee:
    PLAY E 4
    Goto Spawn
  Pain:
    PLAY G 4 
    PLAY G 4 A_Pain
    Goto Spawn
  Death:
    PLAY H 0 A_PlayerSkinCheck("AltSkinDeath")
  Death1:
    TNT1 A 0 A_PlaySound("NULL",255,0.77,0,0)
    PLAY H 10
    PLAY I 10 A_PlayerScream
    PLAY J 10 A_NoBlocking
    PLAY KLM 10
    PLAY N -1
    Stop
  XDeath:
    PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath")
  XDeath1:
	TNT1 A 0 A_PlaySound("NULL",255,0.77,0,0)
    TNT1 A 0 A_SpawnItemEx ("XDeathSpawner", 0, 0, 0, 0 ,0 ,0 , 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_PlaySound("NULL",255,0.77,0,0)
    PLAY H 10
    PLAY I 10 A_PlayerScream
    PLAY J 10 A_NoBlocking
    PLAY KLM 10
    PLAY N -1
    Stop
  AltSkinXDeath:
    TNT1 A 0 A_PlaySound("NULL",255,0.77,0,0)
    TNT1 A 0 A_SpawnItemEx ("XDeathSpawner", 0, 0, 0, 0 ,0 ,0 , 0)
    PLAY O 5
    PLAY P 5 A_XScream
    PLAY Q 5 A_NoBlocking
    PLAY RSTUV 5
    PLAY W -1
    Stop
  }
}

ACTOR Mercenary2 : PlayerPawn //Reynold "Ryan" Wolfe
{
	Health 125
	Radius 16
	Height 56
	Mass 100
	PainChance 255
	BloodColor "Red"
	BloodType "PlayerBlood"
	DamageFactor "Flak", 0.0
	DamageFactor "Nuke", 0.0
	DamageFactor "BzrkShovel", 0.0
	DamageFactor "BarrelExp", 0.5
	DamageFactor "ChaosDamage", 0
    DamageFactor "trigger_step", 0
    DamageFactor "trigger_runStep", 0
    DamageFactor "ai_breakable", 0
	DamageFactor "GaussExplosion", 0
	Player.ForwardMove 1.45, 0.75
    Player.SideMove 1.22, 0.5
	Player.JumpZ 9
	Player.ColorRange 112, 127
	Player.CrouchSprite "PLYC"
	Player.MaxHealth 125
	Player.DisplayName "Tormentor"
	Player.StartItem "MalefactorFirstTime", 1
	Player.StartItem "DusterFirstTime", 1
	Player.StartItem "ArchangelFirstTime", 1
	Player.StartItem "OmenFirstTime", 1
	Player.StartItem "HellstormFirstTime", 1
	Player.StartItem "LonginusFirstTime", 1
	Player.StartItem "MutilatorFirstTime", 1
	Player.StartItem "TyphoonFirstTime", 1
	Player.StartItem "LightShield", 1
	Player.StartItem "Tormentor", 1
	Player.StartItem "Dagger", 1
	Player.StartItem "TNT1Ammo", 1
	Player.StartItem "TormentorCylinder", 6
	Player.StartItem "Tormentor_Magazine", 6
	Player.StartItem "DusterShells", 2
	Player.StartItem "MalefactorShells", 7
	Player.StartItem "SniperShells", 1
	Player.StartItem "ArchClip", 15
	Player.StartItem "OmenClip", 64
	Player.StartItem "HellClip", 32
	Player.StartItem "FlakShells", 8
	Player.StartItem "LeadClip", 720
	Player.StartItem "MobilityStamina", 100
	Player.StartItem "LifeItem", 3
	Player.StartItem "CoinItem", 1000
	Player.Portrait "STATSTRM"
	Player.SoundClass "Merc"
	Player.WeaponSlot 1, Dagger, Sword //1/1
	Player.WeaponSlot 2, Punisher, Tormentor, Storm //3/3
	Player.WeaponSlot 3, Malefactor, Archangel //2/2
	Player.WeaponSlot 4, Omen //2/2
	Player.WeaponSlot 5, Longinus //1/1
	Player.WeaponSlot 6, Mutilator //1/1
	Player.WeaponSlot 7, Typhoon //1/1
	Player.WeaponSlot 8, Evangelizer //1/1
	States
	{
  Spawn:
    PLAY AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(momz >> 0, "Jumping")
    Loop
  See:
	PLAY AAAABBBBCCCCDDDD 1 A_JumpIf(momz >> 0, "Jumping")
    Goto Spawn
  Jumping:
    PLAJ A 1
    PLAJ A 0 A_CheckFloor("Spawn")
    goto Jumping
  Missile:
    PLAY EF 4 BRIGHT
    Goto Spawn
  Melee:
    PLAY E 4
    Goto Spawn
  Pain:
    PLAY G 4 
    PLAY G 4 A_Pain
    Goto Spawn
  Death:
    PLAY H 0 A_PlayerSkinCheck("AltSkinDeath")
  Death1:
    TNT1 A 0 A_PlaySound("NULL",255,0.77,0,0)
    PLAY H 10
    PLAY I 10 A_PlayerScream
    PLAY J 10 A_NoBlocking
    PLAY KLM 10
    PLAY N -1
    Stop
  XDeath:
    PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath")
  XDeath1:
	TNT1 A 0 A_PlaySound("NULL",255,0.77,0,0)
    TNT1 A 0 A_SpawnItemEx ("XDeathSpawner", 0, 0, 0, 0 ,0 ,0 , 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_PlaySound("NULL",255,0.77,0,0)
    PLAY H 10
    PLAY I 10 A_PlayerScream
    PLAY J 10 A_NoBlocking
    PLAY KLM 10
    PLAY N -1
    Stop
  AltSkinXDeath:
    TNT1 A 0 A_PlaySound("NULL",255,0.77,0,0)
    TNT1 A 0 A_SpawnItemEx ("XDeathSpawner", 0, 0, 0, 0 ,0 ,0 , 0)
    PLAY O 5
    PLAY P 5 A_XScream
    PLAY Q 5 A_NoBlocking
    PLAY RSTUV 5
    PLAY W -1
    Stop
  }
}

ACTOR Mercenary3 : PlayerPawn //Reynold "Ryan" Wolfe
{
	Health 125
	Radius 16
	Height 56
	Mass 100
	PainChance 255
	BloodColor "Red"
	BloodType "PlayerBlood"
	DamageFactor "Flak", 0.0
	DamageFactor "Nuke", 0.0
	DamageFactor "BzrkShovel", 0.0
	DamageFactor "BarrelExp", 0.5
	DamageFactor "ChaosDamage", 0
    DamageFactor "trigger_step", 0
    DamageFactor "trigger_runStep", 0
    DamageFactor "ai_breakable", 0
	DamageFactor "GaussExplosion", 0
	Player.ForwardMove 1.45, 0.75
    Player.SideMove 1.22, 0.5
	Player.JumpZ 9
	Player.ColorRange 112, 127
	Player.CrouchSprite "PLYC"
	Player.MaxHealth 125
	Player.DisplayName "Storm"
	Player.StartItem "MalefactorFirstTime", 1
	Player.StartItem "DusterFirstTime", 1
	Player.StartItem "ArchangelFirstTime", 1
	Player.StartItem "OmenFirstTime", 1
	Player.StartItem "HellstormFirstTime", 1
	Player.StartItem "LonginusFirstTime", 1
	Player.StartItem "MutilatorFirstTime", 1
	Player.StartItem "TyphoonFirstTime", 1
	Player.StartItem "LightShield", 1
	Player.StartItem "Storm", 1
	Player.StartItem "Dagger", 1
	Player.StartItem "TNT1Ammo", 1
	Player.StartItem "StormClip", 60
	Player.StartItem "Pistol_Magazine", 5
	Player.StartItem "DusterShells", 2
	Player.StartItem "MalefactorShells", 7
	Player.StartItem "SniperShells", 1
	Player.StartItem "ArchClip", 15
	Player.StartItem "OmenClip", 64
	Player.StartItem "HellClip", 32
	Player.StartItem "FlakShells", 8
	Player.StartItem "LeadClip", 720
	Player.StartItem "MobilityStamina", 100
	Player.StartItem "LifeItem", 3
	Player.StartItem "CoinItem", 1000
	Player.Portrait "STATSATP"
	Player.SoundClass "Merc"
	Player.WeaponSlot 1, Dagger, Sword //1/1
	Player.WeaponSlot 2, Punisher, Tormentor, Storm //3/3
	Player.WeaponSlot 3, Malefactor, Archangel //2/2
	Player.WeaponSlot 4, Omen //2/2
	Player.WeaponSlot 5, Longinus //1/1
	Player.WeaponSlot 6, Mutilator //1/1
	Player.WeaponSlot 7, Typhoon //1/1
	Player.WeaponSlot 8, Evangelizer //1/1
	States
	{
  Spawn:
    PLAY AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(momz >> 0, "Jumping")
    Loop
  See:
	PLAY AAAABBBBCCCCDDDD 1 A_JumpIf(momz >> 0, "Jumping")
    Goto Spawn
  Jumping:
    PLAJ A 1
    PLAJ A 0 A_CheckFloor("Spawn")
    goto Jumping
  Missile:
    PLAY EF 4 BRIGHT
    Goto Spawn
  Melee:
    PLAY E 4
    Goto Spawn
  Pain:
    PLAY G 4 
    PLAY G 4 A_Pain
    Goto Spawn
  Death:
    PLAY H 0 A_PlayerSkinCheck("AltSkinDeath")
  Death1:
    TNT1 A 0 A_PlaySound("NULL",255,0.77,0,0)
    PLAY H 10
    PLAY I 10 A_PlayerScream
    PLAY J 10 A_NoBlocking
    PLAY KLM 10
    PLAY N -1
    Stop
  XDeath:
    PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath")
  XDeath1:
	TNT1 A 0 A_PlaySound("NULL",255,0.77,0,0)
    TNT1 A 0 A_SpawnItemEx ("XDeathSpawner", 0, 0, 0, 0 ,0 ,0 , 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_PlaySound("NULL",255,0.77,0,0)
    PLAY H 10
    PLAY I 10 A_PlayerScream
    PLAY J 10 A_NoBlocking
    PLAY KLM 10
    PLAY N -1
    Stop
  AltSkinXDeath:
    TNT1 A 0 A_PlaySound("NULL",255,0.77,0,0)
    TNT1 A 0 A_SpawnItemEx ("XDeathSpawner", 0, 0, 0, 0 ,0 ,0 , 0)
    PLAY O 5
    PLAY P 5 A_XScream
    PLAY Q 5 A_NoBlocking
    PLAY RSTUV 5
    PLAY W -1
    Stop
  }
}

ACTOR Mercenary4 : PlayerPawn //Reynold "Ryan" Wolfe
{
	Health 125
	Radius 16
	Height 56
	Mass 100
	PainChance 255
	BloodColor "Red"
	BloodType "PlayerBlood"
	DamageFactor "Flak", 0.0
	DamageFactor "Nuke", 0.0
	DamageFactor "BzrkShovel", 0.0
	DamageFactor "BarrelExp", 0.5
	DamageFactor "ChaosDamage", 0
    DamageFactor "trigger_step", 0
    DamageFactor "trigger_runStep", 0
    DamageFactor "ai_breakable", 0
	DamageFactor "GaussExplosion", 0
	Player.ForwardMove 1.45, 0.75
    Player.SideMove 1.22, 0.5
	Player.JumpZ 9
	Player.ColorRange 112, 127
	Player.CrouchSprite "PLYC"
	Player.MaxHealth 125
	Player.DisplayName "Devastator"
	Player.StartItem "MalefactorFirstTime", 1
	Player.StartItem "DusterFirstTime", 1
	Player.StartItem "ArchangelFirstTime", 1
	Player.StartItem "OmenFirstTime", 1
	Player.StartItem "HellstormFirstTime", 1
	Player.StartItem "LonginusFirstTime", 1
	Player.StartItem "MutilatorFirstTime", 1
	Player.StartItem "TyphoonFirstTime", 1
	Player.StartItem "LightShield", 1
	Player.StartItem "Devastator", 1
	Player.StartItem "Dagger", 1
	Player.StartItem "TNT1Ammo", 1
	Player.StartItem "DevastatorClip", 35
	Player.StartItem "Devastator_Magazine", 5
	Player.StartItem "DusterShells", 2
	Player.StartItem "MalefactorShells", 7
	Player.StartItem "SniperShells", 1
	Player.StartItem "ArchClip", 15
	Player.StartItem "OmenClip", 64
	Player.StartItem "HellClip", 32
	Player.StartItem "FlakShells", 8
	Player.StartItem "LeadClip", 720
	Player.StartItem "MobilityStamina", 100
	Player.StartItem "LifeItem", 3
	Player.StartItem "CoinItem", 1000
	Player.Portrait "STATSDEV"
	Player.SoundClass "Merc"
	Player.WeaponSlot 1, Dagger, Sword //1/1
	Player.WeaponSlot 2, Punisher, Tormentor, Storm //3/3
	Player.WeaponSlot 3, Malefactor, Archangel //2/2
	Player.WeaponSlot 4, Omen //2/2
	Player.WeaponSlot 5, Longinus //1/1
	Player.WeaponSlot 6, Mutilator //1/1
	Player.WeaponSlot 7, Typhoon //1/1
	Player.WeaponSlot 8, Evangelizer //1/1
	States
	{
  Spawn:
    PLAY AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(momz >> 0, "Jumping")
    Loop
  See:
	PLAY AAAABBBBCCCCDDDD 1 A_JumpIf(momz >> 0, "Jumping")
    Goto Spawn
  Jumping:
    PLAJ A 1
    PLAJ A 0 A_CheckFloor("Spawn")
    goto Jumping
  Missile:
    PLAY EF 4 BRIGHT
    Goto Spawn
  Melee:
    PLAY E 4
    Goto Spawn
  Pain:
    PLAY G 4 
    PLAY G 4 A_Pain
    Goto Spawn
  Death:
    PLAY H 0 A_PlayerSkinCheck("AltSkinDeath")
  Death1:
    TNT1 A 0 A_PlaySound("NULL",255,0.77,0,0)
    PLAY H 10
    PLAY I 10 A_PlayerScream
    PLAY J 10 A_NoBlocking
    PLAY KLM 10
    PLAY N -1
    Stop
  XDeath:
    PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath")
  XDeath1:
	TNT1 A 0 A_PlaySound("NULL",255,0.77,0,0)
    TNT1 A 0 A_SpawnItemEx ("XDeathSpawner", 0, 0, 0, 0 ,0 ,0 , 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_PlaySound("NULL",255,0.77,0,0)
    PLAY H 10
    PLAY I 10 A_PlayerScream
    PLAY J 10 A_NoBlocking
    PLAY KLM 10
    PLAY N -1
    Stop
  AltSkinXDeath:
    TNT1 A 0 A_PlaySound("NULL",255,0.77,0,0)
    TNT1 A 0 A_SpawnItemEx ("XDeathSpawner", 0, 0, 0, 0 ,0 ,0 , 0)
    PLAY O 5
    PLAY P 5 A_XScream
    PLAY Q 5 A_NoBlocking
    PLAY RSTUV 5
    PLAY W -1
    Stop
  }
}

Actor MobilityStamina : Inventory
{

	Inventory.MaxAmount 100

}
