Actor NewFighterPlayerDoom : NewFighterPlayer replaces NewFighterPlayer
{
	Height 56
	Scale 0.85
	Player.ViewHeight 41
	Player.ColorRange 112, 127
	Player.SoundClass "FighterD"
	States
	{
	Spawn:
	FIGH A 1 //ACS_ExecuteAlways(556,0,0,0,0)
	Loop
  See:
    FIGH ABCD 4
    Goto Spawn
  Missile:
  Melee:
    FIGH EF 8
    Goto Spawn
  Pain:
	FIGH G 0 A_JumpIfInventory("Concentration", 1, 2)
	FIGH G 0 A_Jump(256,4)
	FIGH G 0 A_Jump(200-(Acs_ExecuteWithResult(571)*10),3)
	FIGH G 0 A_GiveInventory("Mana1", Acs_ExecuteWithResult(571)*5)
    FIGH G 0 A_GiveInventory("Mana2", Acs_ExecuteWithResult(571)*5)
	FIGH G 4
    FIGH G 4 A_Pain
    Goto Spawn
  Pain.ManaDrain:
	FIGH G 0 A_TakeInventory("Mana1", 5)
  	FIGH G 0 A_TakeInventory("Mana2", 5)
    Goto Pain
  Death:
    FIGH H 6
    FIGH I 6 A_PlayerScream
    FIGH JK 6
    FIGH L 6 A_NoBlocking
    FIGH M 6
    FIGH N -1
    Stop
  XDeath:
	FIGH O 0 A_SpawnItem("GIBBER")
    FIGH O 5 A_XScream
    FIGH P 5 //A_SkullPop
    FIGH R 5 A_NoBlocking
    FIGH STUV 5
    FIGH W -1
    Stop
DeathBlow:
	"----" A 0 A_JumpIfInventory("DeathBlowing", 1, "Spawn")
	"----" A 0 A_JumpIfInventory("MP", 15, 1)
	Goto BlowRefund
	"----" A 0 A_TakeInventory("MP", 15)
	"----" A 0 A_AlertMonsters
  	"----" A 0 A_GiveInventory("DeathBlowing",1)
	Goto Spawn
	MightyBlow:
	"----" A 0 A_JumpIfInventory("MightyBlowing", 1, "Spawn")
	"----" A 0 A_JumpIfInventory("MP", 2+acs_executewithresult(516,11)/4, 1)
	Goto BlowRefund
	"----" A 0 A_TakeInventory("MP", 2+acs_executewithresult(516,11)/4)
	"----" A 0 A_AlertMonsters
  	"----" A 0 A_GiveInventory("MightyBlowing",1)
	Goto Spawn
	Stomp:
	"----" A 0 A_PlaySound("Fighter/Stomp")
	"----" A 0 A_AlertMonsters
	"----" A 0 ACS_ExecuteAlways(507,0,0,0,0)
	Goto Spawn
	BloodRush:
	"----" A 0 A_PlaySound("ability/BloodRush")
	"----" A 0 ACS_ExecuteAlways(512,0,0,0,0)
	Goto Spawn
	Deflection:
	"----" A 0 A_JumpIfInventory("PowerDeflectionIcon",1,"Spawn")
	"----" A 0 ACS_ExecuteAlways(513,0,0,0,0)
	Goto Spawn
	Warcry:
	"----" A 0 A_AlertMonsters
	"----" A 0 A_GiveInventory("UseWarCry")
	Goto Spawn
	HookShot:
	"----" A 0 A_AlertMonsters
	"----" A 0 A_GiveInventory("UseHookShot")
	Goto Spawn
	Beserk:
	"----" A 0 A_JumpIfInventory("Beserking",1,"Spawn")
	"----" A 0 A_GiveInventory("Powerbeserk")
	"----" A 0 ACS_ExecuteAlways(511,0,0,0,0)
	Goto Spawn
	Adrenaline:
	"----" A 0 A_JumpIfInventory("IHaveAdrenaline",1,"Spawn")
	"----" A 0 A_GiveInventory("IHaveAdrenaline")
	"----" A 0 ACS_ExecuteAlways(514,0,0,0,0)
	Goto Spawn
	Charge:
	"----" A 0 A_GiveInventory("Chargeing",1)
	"----" A 0 ACS_ExecuteAlways(558,0,0,0,0)
	Goto Spawn
	BlowRefund:
	"----" A 0 A_Print("Not Enough Magick!")
	Goto Spawn
	}
}

Actor NewClericPlayerDoom : NewClericPlayer replaces NewClericPlayer
{
	Height 56
	Scale 0.85
	Player.ViewHeight 41
	Player.ColorRange 112, 127
	Player.SoundClass "ClericD"
	States
	{
	XDeath:
		CLER R 0 A_SpawnItem("GIBBER")
		CLER R 5 A_XScream
		CLER S 5
		CLER T 5 A_NoBlocking
		CLER UVWXYZ 5
		CLER [ -1
		Stop
	}
}

Actor NewMagePlayerDoom : NewMagePlayer replaces NewMagePlayer
{
	Height 56
	Scale 0.85
	Player.ViewHeight 41
	Player.ColorRange 112, 127
	Player.SoundClass "MageD"
	States
	{
	XDeath:
		MAGE O 0 A_SpawnItem("GIBBER")
		MAGE O 5 A_XScream
		MAGE P 5
		MAGE R 5 A_NoBlocking
		MAGE STUVW 5
		MAGE X -1
		Stop
	}
}

Actor NewHunterPlayerDoom : NewHunterPlayer replaces NewHunterPlayer
{
	Height 56
	Scale 0.85
	Player.ViewHeight 41
	Player.ColorRange 112, 127
	Player.SoundClass "ClericD"
	States
	{
	XDeath:
	HUNT O 0 A_SpawnItem("GIBBER")
    HUNT Q 5 A_XScream
    HUNT R 0 A_NoBlocking
    HUNT R 5
    HUNT STUVW 5
    HUNT Y -1
    Stop
	}
}