Actor DemonRuneRevenant : PowerupGiver
{
	Inventory.PickupMessage "Demon Rune!"
	Inventory.PickupSound "misc/p_pkup"
	Inventory.MaxAmount 0
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Powerup.Type TransformRevenant
	Powerup.Duration -60
	States
	{
	Spawn:
		DMRU ABCD 6 Bright
		loop
	}

}


Actor PowerTransformRevenant : PowerMorph
{
	PowerMorph.PlayerClass "RevenantPlayer"
}

Actor RevenantPlayer : DoomPlayer
{
	Radius 18
	Height 64
	Health 1000
	Scale 1.15
	Player.ViewHeight 65
	Player.AttackZOffset 29
	Player.JumpZ 9
	Player.MorphWeapon "D4RevenantHUD"
	PainSound "skeleton/pain"
	DeathSound "skeleton/death"
	 damagefactor "Head", 0.0
	damagefactor "FriendBullet", 0.0
    damagefactor "Taunt", 0.0
    damagefactor "KillMe", 0.0
	damagefactor "Shotgun", 0.7
    damagefactor "SSG", 5.0
    damagefactor "Shrapnel", 0.0
    damagefactor "Blood", 0.5
    damagefactor "BlueBlood", 0.5
    damagefactor "GreenBlood", 0.5
    damagefactor "MinorHead", 0.0
    damagefactor "Decaptate", 0.0
	damagefactor "MonsterKnocked", 0.0
	damagefactor "MonsterBullet", 0.33
	damagefactor "MonsterShotgunBullet", 0.33
	damagefactor "MonsterCutless", 0.33
    damagefactor "Trample", 8.0
	damagefactor "Kick", 3.0
	damagefactor "Fatality", 5.0
	damagefactor "CancelTeleportFog", 0.0
	damagefactor "BHFTOnBarrel", 0.0
	damagefactor "GibRemoving", 0.0
	damagefactor "SuperPunch", 5.0
	damagefactor "HelperMarineFatallity", 0.0
	damagefactor "Leg", 0.0
	damagefactor "SpawnMarine", 0.0
	damagefactor "TeleportRemover", 0.0
	DamageFactor "CauseObjectsToSplash", 0.0
	Player.Face D4R
	+NOSKIN
	-PICKUP
	Speed 0.7
	States
	{
	Spawn:
		SKEL B 5
		Loop
	See:
		SKEL ABCDEF 3
		Goto Spawn
		
	Melee:
	Missile:
		SKEL J 2 BRIGHT
		SKEL K 2
		Goto Spawn
	Pain:
		SKEL L  2
		SKEL L  2 A_Pain
		Goto Spawn
	Death:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("D4RevenantHUD")
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		SKEL MNOP 4
		SKEL Q -1
		Stop
		}
}



ACTOR D4RevenantHUD : DoomWeapon
{
	Weapon.AmmoUse1 0
	Weapon.AmmoGive1 0
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	+WEAPON.CHEATNOTWEAPON
	+WEAPON.NOAUTOAIM
	
	Tag "$TAG_SHOTGUN"
	States
	{
	Ready:
		D4RW A 1 A_WeaponReady
		Loop
	
	Steady:	
		TNT1 A 0
		TNT1 A 5
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Select2
		
	
	Deselect:
		D4RW CBA 1
		D4RW AAAAAAAAAAAA 0 A_Lower
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Lower
		Loop
	Select:
		TNT1 A 1 A_Raise
		D4RW AAAAAAAAA 0 A_Raise
		Select2:
		TNT1 A 0 A_PlaySound("skeleton/sight")
		D4RW ABC 1
		Goto Ready
		
	Fire:
		TNT1 A 0
		D4RW A 1
		TNT1 A 0 A_PlaySound("MICRO1", 1)
		TNT1 A 0 A_FireCustomMissile("MachinegunRocket", random(-2,2),0,-12,0,0,random(-1,1))
		D4RW B 2 BRIGHT
		D4RW A 4
		TNT1 A 0 A_PlaySound("MICRO1", 1)
		TNT1 A 0 A_FireCustomMissile("MachinegunRocket", random(-2,2),0,12,0,0,random(-1,1))
		D4RW C 2 BRIGHT
		D4RW A 4
		TNT1 A 0 A_PlaySound("MICRO1", 1)
		TNT1 A 0 A_FireCustomMissile("MachinegunRocket", random(-2,2),0,-12,0,0,random(-1,1))
		D4RW B 2 BRIGHT
		D4RW A 4
		TNT1 A 0 A_PlaySound("MICRO1", 1)
		TNT1 A 0 A_FireCustomMissile("MachinegunRocket", random(-2,2),0,12,0,0,random(-1,1))
		D4RW C 2 BRIGHT
		D4RW A 4
		TNT1 A 0 A_PlaySound("MICRO1", 1)
		TNT1 A 0 A_FireCustomMissile("MachinegunRocket", random(-2,2),0,-12,0,0,random(-1,1))
		D4RW B 2 BRIGHT
		D4RW A 4
		TNT1 A 0 A_PlaySound("MICRO1", 1)
		TNT1 A 0 A_FireCustomMissile("MachinegunRocket", random(-2,2),0,12,0,0,random(-1,1))
		D4RW C 2 BRIGHT
		D4RW A 15
		Goto Ready
		
	Spawn:
		SHOT A -1
		Stop
	}
}