#include "actors/weapons/Armgun.txt"
#include "actors/weapons/MissileGun.txt"
#include "actors/weapons/MagicRod.txt"
#include "actors/powerups.txt"
#include "actors/ammo.txt"
#include "actors/health.txt"
#include "actors/armor.txt"

//monsters
#include "Actors/monsters/BeamGrunt.txt"
#include "Actors/monsters/LongBeamGrunt.txt"
#include "Actors/monsters/ImpTrooper.txt"
#include "Actors/monsters/WaveGunner.txt"
#include "Actors/monsters/Pinky.txt"
#include "Actors/monsters/SneakyPinky.txt"
#include "Actors/monsters/Bigmouthedhissything.txt"
#include "Actors/monsters/Spawnelemental.txt"
#include "Actors/monsters/spawnedskull.txt"
#include "Actors/monsters/BruiserBro.txt"
#include "Actors/monsters/KnellHight.txt"
#include "Actors/monsters/Agitator.txt"
#include "Actors/monsters/Fatty.txt"
#include "Actors/monsters/spidertrooper.txt"
#include "Actors/monsters/bigspider.txt"
#include "Actors/monsters/angrycow.txt"
#include "Actors/monsters/dickwizard.txt"
#include "Actors/monsters/plumber.txt"
#include "Actors/monsters/nazrobe.txt"
#include "Actors/monsters/boombarrel.txt"



actor RetroidGuy : DoomPlayer
{
	Player.DisplayName "SpaceHunter"
	Player.StartItem "ArmGun"
	Player.StartItem "MissileGun"
	Player.StartItem "MissileAmmo", 20
	Player.StartItem "BombStock", 3
	Species "Player"
    Gravity 0.70
	+THRUSPECIES
	player.jumpz 12
	player.soundclass "spacehunter"

	player.weaponslot 1, ArmGun
	player.weaponslot 2, MissileGun
	player.weaponslot 3, MagicRod
	states
	{
	See:
		PLAY A 3 
		PLAY B 3 
		PLAY C 3
		PLAY D 3
		loop
	xdeath:
	death:
		TNT1 A 1 a_scream
		TNT1 A 0 a_playsound ("player/die",0)
		TNT1 A 0 a_spawnitemex ("playerexplosion",0,0,25)
		TNT1 A -1
		stop
	death.zelda:
		PLAY A 1 a_scream
		PDED A 10

		PDED B 3
		PDED C 3
		PDED D 3
		PDED A 3
		PDED B 3
		PDED C 3
		PDED D 3
		PDED A 3
		PDED B 3
		PDED C 3
		PDED D 3
		PDED A 3
		PDED B 3
		PDED C 3
		PDED D 3
		PDED A 3
		
		PDED A 12
		PDED E 3
		PDED F 3
		PDED G 8
		TNT1 A 0 a_playsound ("zelda/playerdie",0)
		TNT1 A 1 a_spawnitemex ("zeldamonsterdie",0,0,35)
		TNT1 A -1
		stop
	}
}

actor playerexplosion
{
	+NOINTERACTION
	+clientsideonly
	+bright
	Radius 4
	Height 5
	scale 1
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 a_spawnitemex("beamparticle",0,0,35,frandom(-5,5),frandom(-5,5),frandom(2,4))
		MISL BCD 3
		stop
	death:
		TNT1 A 1
		stop
	}
}


// Decorate for Game Checking related Actors

//Gametype Testers (Ripped from Psychic)
ACTOR GameDoom    { Game Doom    SpawnID 255  Radius 1  Height 1 }
ACTOR GameHeretic { Game Heretic SpawnID 255  Radius 1  Height 1 }
ACTOR GameHexen   { Game Hexen   SpawnID 255  Radius 1  Height 1 }
ACTOR GameStrife  { Game Strife  SpawnID 255  Radius 1  Height 1 }
ACTOR GameChex    { Game Chex    SpawnID 255  Radius 1  Height 1 }

//Gametype Testers
ACTOR BFGameDoom    : Inventory {Game Doom Inventory.MaxAmount 1}
ACTOR BFGameHeretic : Inventory {Game Heretic}
ACTOR BFGameHexen   : Inventory {Game Hexen}
ACTOR BFGameStrife  : Inventory {Game Strife}
ACTOR BFGameChex    : Inventory {Game Chex}



//=====IMPORTANT TOKENS AND SHIT GO HERE=======

 actor Boolean: Inventory
{
    Inventory.MaxAmount 1
    +UNDROPPABLE
    -INVBAR
}

actor Counter: Inventory
{
    Inventory.MaxAmount 0x7FFFFFFF
    +UNDROPPABLE
    -INVBAR
}


