ACTOR DoomDollweapon : weapon
{
States
   {
  spawn:
   DDOL A -1
   }
}

Actor BarrelFireGenerator 10023
{
 Radius 1
 Height 1
  Alpha 0.2
  Scale 0.5
  Renderstyle Add
  +NOGRAVITY
 -SOLID
 States
 {
  Spawn:
	TNT1 A 0 
	Goto CreateFire
  CreateFire:
    FIRF ABCDEFGHIJKLMN 2 BRIGHT 
	Goto CreateFire
 }
}

ACTOR ChestSkewered1 12540
{
  Radius 16
  Height 64
  +SOLID
  States
  {
  Spawn:
    P2LC A -1
    Stop
  }
}

ACTOR LiveHangingMarine 12541
{
  Game Doom
  Radius 16
  Height 64
  +NOGRAVITY
  +SPAWNCEILING
  +FLOAT
  States
  {
  Spawn:
    HUSO H -1
  }
}

ACTOR LiveHangingMarine2 12542
{
  Game Doom
  Radius 16
  Height 64
  +NOGRAVITY
  +SPAWNCEILING
  +FLOAT
  States
  {
  Spawn:
    HUSO ABCDEFG 1
  loop
  }
}

ACTOR SongBarrel 3030
{
  Health 20
  Radius 10
  Height 34
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  +ACTIVATEMCROSS
  +DONTGIB
  +NOICEDEATH
  +OLDRADIUSDMG
  DeathSound "world/barrelx"
  Obituary "$OB_BARREL" // "%o went boom."
  States
  {
  Spawn:
    BAR1 AB 6
    Loop
  Death:
	BEXP A 0 ACS_Execute(556,0,0,0,0)
    BEXP A 5 BRIGHT
    BEXP B 5 BRIGHT A_Scream
    BEXP C 5 BRIGHT
    BEXP D 5 BRIGHT A_Explode
    BEXP E 10 BRIGHT
    BEXP E 1050 BRIGHT A_BarrelDestroy
    BEXP E 5
    stop
  }
}

Actor money : Inventory
{
  inventory.pickupmessage "You should never see this! EVER! D:<"
  inventory.pickupsound "misc/p_pkup"
  inventory.amount 1
  inventory.maxamount 9999999
  +COUNTITEM
  states
  {
   Spawn:
     STIM A -1
     Stop
  } 
}

Actor points : Inventory
{
  inventory.pickupmessage "You should never see this! EVER! D:<"
  inventory.pickupsound "misc/p_pkup"
  inventory.amount 1
  inventory.maxamount 9999999
  +COUNTITEM
  states
  {
   Spawn:
     STIM A -1
     Stop
  } 
}

ACTOR Monsterspawner : RandomSpawner
{
  spawnid 255
  DropItem "zombieman2" 255 1
  DropItem "doomimp2" 255 1
  DropItem "chaingunguy2" 255 1
  DropItem "shotgunguy2" 255 1
  DropItem "hellknight2" 255 1
  DropItem "demon3" 255 1
  DropItem "BaronOfHell2" 255 1
  DropItem "NaziZombie" 255 1
  DropItem "Butcher" 255 1
  DropItem "Agaures" 255 1
}

DoomDoll
{
	//$Category Decoration
Solid
Height 28
Radius 9
DoomEdNum 3027
Sprite DDOL
Frames "A"
}

Doommarinefire
{
	//$Category Decoration
Solid
Height 28
Radius 9
DoomEdNum 3028
Sprite PLAY
Frames "E"
}

CarcassImpaledMarine
{
	//$Category Decoration
Solid
Height 48
Radius 20
DoomEdNum 3025
Sprite MPL2
Frames "A"
}

CarcassImpaledMarine2
{
	//$Category Decoration
Solid
Height 48
Radius 20
DoomEdNum 3026
Sprite MPLD
Frames "A"
}

ACTOR Archvile2 : Archvile
{
  DropItem "bonfiresale"
  DropItem "maxammo"
  PainChance 255
  MaxTargetRange 800
  +QUICKTORETALIATE
  +FLOORCLIP
  +NOTARGET
  States
  {
  Spawn:
    VILE AB 0
    VILE AB 10 A_Look
    Loop
  See:
    VILE AABBCCDDEEFF 2 A_VileChase
    Loop
  Missile:
    VILE G 0 Bright A_VileStart
    VILE G 10 Bright A_FaceTarget
    VILE H 8 Bright A_VileTarget
    VILE IJKLMN 8 Bright A_FaceTarget
    VILE O 8 Bright A_VileAttack
    VILE P 20 Bright
    Goto See
 Missile:
    NULL A 0 A_Jump(125, "OldAtack")
    NULL A 0 A_Jump(48, "Summon")
    VILE J 3 BRIGHT A_FaceTarget
    VILE K 3 BRIGHT A_FaceTarget
    VILE L 3 BRIGHT A_FaceTarget
    VILE M 3 BRIGHT A_FaceTarget
    VILE N 3 BRIGHT A_FaceTarget
    VILE O 3 BRIGHT A_FaceTarget
    NULL A 0 A_PlaySound("monsters/archvile/firewall")
    NULL A 0 A_CustomMissile("FireVileAtack",0,0,0)
    VILF A 24 BRIGHT
    Goto see
 OldAtack:
    VILE G 0 Bright A_VileStart
    VILE G 10 Bright A_FaceTarget
    VILE H 8 Bright A_VileTarget
    VILE IJKLMN 8 Bright A_FaceTarget
    VILE O 8 Bright A_VileAttack
    VILE P 20 Bright
    Goto See
  Summon:
    VILE "[\]" 10 Bright ACS_ExecuteAlways(420,0,0,0,0)
    Goto See
  Pain:
    VILE Q 0 ACS_ExecuteAlways(403,0,20,0,0)
    VILE Q 0 A_Jump(24,"Pain2")
    Goto See
  Pain2:
    VILE Q 5   
    VILE Q 5 A_Pain
    Goto See
  Death:
    VILE Q 0 ACS_ExecuteAlways(421,0,0,0,0)
    VILE Q 7 ACS_ExecuteAlways(403,0,1500,0,0)
    VILE R 7 A_Scream
    VILE S 7 A_NoBlocking
    VILE TUVWXY 7
    VILE Z 30
    VILE Z 0
    Stop
  }
}

ACTOR FireVileAtack
{
Radius 2
Height 2
Speed 20
Damage 0
RenderStyle Add
Alpha 0.5

PROJECTILE
+FLOORHUGGER
+FULLVOLACTIVE
+RIPPER
  
States
 {
 Spawn:
 NULL A 1 bright A_CustomMissile("FireVileAtackTrail",0,0,0)
 Loop
 
 Death:
 NULL A 0
 Stop
 }
}

ACTOR FireVileAtackTrail
{
Radius 2
Height 2
RenderStyle Add
Alpha 0.7

+NOCLIP
 
States
 {
 Spawn:
 FIRE A 2 bright
 FIRE BCBC 2 bright A_CustomMissile("FireVileDAmage",0,0,0)
 FIRE DEFGH 2 bright
 FIRE A 0 A_SpawnItem("Rastro") 
 Stop
	
 Death:
 NULL A 0
 Stop	
 }
}

ACTOR FireVileDamage
{
Radius 32
Height 64
DamageType VileFlame
Damage 1
Speed 0

PROJECTILE
+BLOODLESSIMPACT
-BLOODSPLATTER  

States
 {
 Spawn:
 NULL A 6 
 Stop

 Death:
 NULL A 1
 Stop	
 }
}

ACTOR Rastro
{
Radius 1
Height 1
Scale 0.2
RenderStyle Add
Alpha 0.5

States
 {
 Spawn:
 SMOK JKLMNOPQ 1
 Goto Death
 
 Death:
 NULL A 0
 Stop
 }
}

ACTOR Cyberdemon2 : Cyberdemon
{
  DropItem "bonfiresale"
  DropItem "maxammo"
  painchance 255
  spawnid 249
  states
  {
  Spawn:
    CYBR A 0 
    CYBR AB 10 A_Look
    loop
  Pain:
    CYBR G 0 ACS_ExecuteAlways(403,0,20,0,0)
    CYBR G 0 A_Jump(24,"Pain2")
    Goto See
  Pain2:
    CYBR G 2 A_Pain
    Goto See
  Death:
	CYBR H 10 ACS_ExecuteAlways(403,0,1500,0,0)
    CYBR I 10 A_Scream
    CYBR JKL 10
    CYBR M 10 A_NoBlocking
    CYBR NO 10
    CYBR P 30
    CYBR P 0
    Stop
  XDeath:
	CYBR H 10 ACS_ExecuteAlways(403,0,1500,0,0)
    CYBR I 10 A_Scream
    CYBR JKL 10
    CYBR M 10 A_NoBlocking
    CYBR NO 10
    CYBR P 30
    CYBR P 0
    Stop
  }
}
ACTOR hellknight2 : hellknight
{
  DropItem ""
  painchance 255
  states
  {
  Spawn:
    BOS2 A 0 
    BOS2 AB 10 A_Look
    loop
  Pain:
    BOS2 H 0 ACS_ExecuteAlways(402,0,10,0,0)
    BOS2 H 0 A_Jump(32,"Pain2")
    Goto See
  Pain2:
    BOS2 H 2 
    BOS2 H 2 A_Pain
    goto See
	Death:
		BOS2 I  8 ACS_ExecuteAlways(400,0,0,0,0)
		BOS2 I  0 ACS_ExecuteAlways(402,0,50,0,0)
		BOS2 J  8 A_Scream
		BOS2 K  8
		BOS2 L  8 A_NoBlocking
		BOS2 MN 8
		BOS2 O 25
		BOS2 O 0
		Stop
	XDeath:
		BOS2 I  8 ACS_ExecuteAlways(400,0,0,0,0)
		BOS2 I  0 ACS_ExecuteAlways(402,0,50,0,0)
		BOS2 J  8 A_Scream
		BOS2 K  8
		BOS2 L  8 A_NoBlocking
		BOS2 MN 8
		BOS2 O 25
		BOS2 O 0
		Stop
	Death.Knife:
		BOS2 I  8 ACS_ExecuteAlways(400,0,0,0,0)
		BOS2 I  0 ACS_ExecuteAlways(402,0,130,0,0)
		BOS2 J  8 A_Scream
		BOS2 K  8
		BOS2 L  8 A_NoBlocking
		BOS2 MN 8
		BOS2 O 25
		BOS2 O 0
		Stop
  }
}

ACTOR zombieman2 : zombieman
{
  DropItem ""
  painchance 255
  states
  {
  Spawn:
    POSS A 0 
    POSS AB 10 A_Look
    Loop
  Pain:
    POSS G 0 ACS_ExecuteAlways(402,0,10,0,0)
    POSS G 0 A_Jump(32,"Pain2")
    Goto See
  Pain2:
    POSS G 3
    POSS G 3 A_Pain
    Goto See
	Death:
		POSS H 5  ACS_ExecuteAlways(400,0,0,0,0)
		POSS H 0  ACS_ExecuteAlways(402,0,50,0,0)
		POSS I 5 A_Scream
		POSS J 5 A_NoBlocking
		POSS K 5
		POSS L 25
		POSS L 0
		Stop
	XDeath:
		POSS H 5  ACS_ExecuteAlways(400,0,0,0,0)
		POSS H 0  ACS_ExecuteAlways(402,0,50,0,0)
		POSS I 5 A_Scream
		POSS J 5 A_NoBlocking
		POSS K 5
		POSS L 25
		POSS L 0
		Stop
	Death.Knife:
		POSS H 5  ACS_ExecuteAlways(400,0,0,0,0)
		POSS H 0  ACS_ExecuteAlways(402,0,130,0,0)
		POSS I 5 A_Scream
		POSS J 5 A_NoBlocking
		POSS K 5
		POSS L 25
		POSS L 0
		Stop
  }
}

ACTOR Demon3 : Demon
{
  DropItem ""
  painchance 255
  states
  {
  Spawn:
    SARG A 0 
    SARG AB 10 A_Look
    Loop
  Pain:
    SARG H 0 ACS_ExecuteAlways(402,0,10,0,0)
    SARG H 0 A_Jump(32,"Pain2")
    Goto See
  Pain2:
    SARG H 2
    SARG H 2 A_Pain
	goto see
	Death:
		SARG I 8  ACS_ExecuteAlways(400,0,0,0,0)
		SARG I 0 ACS_ExecuteAlways(402,0,50,0,0)
		SARG J 8 A_Scream
		SARG K 4
		SARG L 4 A_NoBlocking
		SARG M 4
		SARG N 25
		SARG N 0
		Stop
	XDeath:
		SARG I 8  ACS_ExecuteAlways(400,0,0,0,0)
		SARG I 0 ACS_ExecuteAlways(402,0,50,0,0)
		SARG J 8 A_Scream
		SARG K 4
		SARG L 4 A_NoBlocking
		SARG M 4
		SARG N 25
		SARG N 0
		Stop
	Death.Knife:
		SARG I 8  ACS_ExecuteAlways(400,0,0,0,0)
		SARG I 0 ACS_ExecuteAlways(402,0,130,0,0)
		SARG J 8 A_Scream
		SARG K 4
		SARG L 4 A_NoBlocking
		SARG M 4
		SARG N 25
		SARG N 0
		Stop
  }
}

actor BaronOfHell2 : BaronOfHell
{
  DropItem ""
  painchance 255
  states
  {
  Spawn:
    BOSS A 0 
    BOSS AB 10 A_Look
    loop
  Pain:
    BOSS H 0 ACS_ExecuteAlways(402,0,10,0,0)
    BOSS H 0 A_Jump(32,"Pain2")
    Goto See
  Pain2:
    BOSS H 2
    BOSS H 2 A_Pain
    goto See
   Death:
		BOSS I  8 ACS_ExecuteAlways(400,0,0,0,0) 
		BOSS I  0 ACS_ExecuteAlways(402,0,50,0,0) 
		BOSS J  8 A_Scream
		BOSS K  8
		BOSS L  8 A_NoBlocking
		BOSS MN 8
		BOSS O 25 A_BossDeath 
		BOSS O 0
		Stop
   XDeath:
		BOSS I  8 ACS_ExecuteAlways(400,0,0,0,0) 
		BOSS I  0 ACS_ExecuteAlways(402,0,50,0,0) 
		BOSS J  8 A_Scream
		BOSS K  8
		BOSS L  8 A_NoBlocking
		BOSS MN 8
		BOSS O 25 A_BossDeath 
		BOSS O 0
		Stop
   Death.Knife:
		BOSS I  8 ACS_ExecuteAlways(400,0,0,0,0) 
		BOSS I  0 ACS_ExecuteAlways(402,0,130,0,0) 
		BOSS J  8 A_Scream
		BOSS K  8
		BOSS L  8 A_NoBlocking
		BOSS MN 8
		BOSS O 25 A_BossDeath 
		BOSS O 0
		Stop
  }
}

actor ShotgunGuy2 : ShotgunGuy
{
  DropItem ""
  painchance 255
  states
  {
  Spawn:
    SPOS A 0 
    SPOS AB 10 A_Look
    loop
  Pain:
    SPOS G 0 ACS_ExecuteAlways(402,0,10,0,0)
    SPOS G 0 A_Jump(32,"Pain2")
    Goto See
  Pain2:
    SPOS G 3
    SPOS G 3 A_Pain
    goto See
	Death:
		SPOS H 5 ACS_ExecuteAlways(400,0,0,0,0)
		SPOS H 0 ACS_ExecuteAlways(402,0,50,0,0)
		SPOS I 5 A_Scream
		SPOS J 5 A_NoBlocking
		SPOS K 5
		SPOS L 25
		SPOS L 0
		Stop
	XDeath:
		SPOS H 5 ACS_ExecuteAlways(400,0,0,0,0)
		SPOS H 0 ACS_ExecuteAlways(402,0,50,0,0)
		SPOS I 5 A_Scream
		SPOS J 5 A_NoBlocking
		SPOS K 5
		SPOS L 25
		SPOS L 0
		Stop
	Death.Knife:
		SPOS H 5 ACS_ExecuteAlways(400,0,0,0,0)
		SPOS H 0 ACS_ExecuteAlways(402,0,130,0,0)
		SPOS I 5 A_Scream
		SPOS J 5 A_NoBlocking
		SPOS K 5
		SPOS L 25
		SPOS L 0
		Stop
  }
}

actor ChaingunGuy2 : chaingunguy
{
  DropItem ""
  painchance 255
  states
  {
  Spawn:
    CPOS A 0 
    CPOS AB 10 A_Look
    loop
  Pain:
    CPOS G 0 ACS_ExecuteAlways(402,0,10,0,0)
    CPOS G 0 A_Jump(32,"Pain2")
    Goto See
  Pain2:
    CPOS G 3
    CPOS G 3 A_Pain
    goto See
	Death:
		CPOS H 5 ACS_ExecuteAlways(400,0,0,0,0)
		CPOS H 0  ACS_ExecuteAlways(402,0,50,0,0)
		CPOS I 5 A_Scream
		CPOS J 5 A_NoBlocking
		CPOS KLM 5
		CPOS N 25
		CPOS N 0
		Stop
	XDeath:
		CPOS H 5 ACS_ExecuteAlways(400,0,0,0,0)
		CPOS H 0  ACS_ExecuteAlways(402,0,50,0,0)
		CPOS I 5 A_Scream
		CPOS J 5 A_NoBlocking
		CPOS KLM 5
		CPOS N 25
		CPOS N 0
		Stop
	Death.Knife:
		CPOS H 5 ACS_ExecuteAlways(400,0,0,0,0)
		CPOS H 0  ACS_ExecuteAlways(402,0,130,0,0)
		CPOS I 5 A_Scream
		CPOS J 5 A_NoBlocking
		CPOS KLM 5
		CPOS N 25
		CPOS N 0
		Stop
  }
}

actor DoomImp2 : doomimp
{
  DropItem ""
  painchance 255
  states
  {
  Spawn:
    TROO A 0 
    TROO AB 10 A_Look
    loop
  Pain:
    TROO H 0 ACS_ExecuteAlways(402,0,10,0,0)
    TROO H 0 A_Jump(32,"Pain2")
    Goto See
  Pain2:
    TROO H 2
    TROO H 2 A_Pain
    goto See
	Death:
		TROO I 8 ACS_ExecuteAlways(400,0,0,0,0)
		TROO I 0  ACS_ExecuteAlways(402,0,50,0,0)
		TROO J 8 A_Scream
		TROO K 6
		TROO L 6 A_NoBlocking
		TROO M 25
		TROO M 0
		Stop
	XDeath:
		TROO I 8 ACS_ExecuteAlways(400,0,0,0,0)
		TROO I 0  ACS_ExecuteAlways(402,0,50,0,0)
		TROO J 8 A_Scream
		TROO K 6
		TROO L 6 A_NoBlocking
		TROO M 25
		TROO M 0
		Stop
	Death.Knife:
		TROO I 8 ACS_ExecuteAlways(400,0,0,0,0)
		TROO I 0  ACS_ExecuteAlways(402,0,130,0,0)
		TROO J 8 A_Scream
		TROO K 6
		TROO L 6 A_NoBlocking
		TROO M 25
		TROO M 0
		Stop
  }
}

ACTOR TechLanternBig 500
{
	Radius 10
	Height 80
	+SPAWNCEILING
	+NOGRAVITY
	+SOLID
	States
	{
	Spawn:
		HLMP ABCD 6 bright
		Loop
	}
}

ACTOR TechLanternSmall 501
{
	Radius 6
	Height 45
	+SPAWNCEILING
	+NOGRAVITY
	+SOLID
	States
	{
	Spawn:
		HLMP EFGH 6 bright
		Loop
	}
}

ACTOR BlackCandleChandelier 502
{
	Radius 20
	Height 55
	+SPAWNCEILING
	+NOGRAVITY
	+SOLID
	States
	{
	Spawn:
		HLMP I -1 bright
		Stop
	}
}

Actor InstaKill : CustomInventory
{
  Inventory.PickupMessage "Insta-Kill!"
  scale 0.05
  States
  {
  Spawn:
    SKUL ABCDEFGHJKLMNOPQRSTABCDEFGHJKLMNOPQRSTABCDEFGHJKLMNOPQRSTABCDEFGHJKLMNOPQRSTABCDEFGHJKLMNOPQRSTABCDEFGHJKLMNOPQRST 3 BRIGHT A_SpawnItemEx("PowerupFlare",-11,0,0,random(-1,1),random(-1,1),random(-1,1),0,SXF_CLIENTSIDE)
    SKUL AYBYCYDYEYFYGYHY 16 BRIGHT A_SpawnItemEx("PowerupFlare",-11,0,0,random(-1,1),random(-1,1),random(-1,1),0,SXF_CLIENTSIDE)
	TNTT A 0
    stop
  Pickup:
    TNT1 A 0 ACS_ExecuteAlways(250,0,0,0,0)
    Stop
  }
}

Actor MaxAmmo : CustomInventory
{
  Inventory.PickupMessage "MaxAmmo!"
  scale 0.10
  States
  {
  Spawn:
    MXAM ABCDEFGHIJKLMNOPQRABCDEFGHIJKLMNOPQRABCDEFGHIJKLMNOPQRABCDEFGHIJKLMNOPQRABCDEFGHIJKLMNOPQRABCDEFGHIJKLMNOPQR 3 BRIGHT A_SpawnItemEx("PowerupFlare",-15,0,0,random(-1,1),random(-1,1),random(-1,1),0,SXF_CLIENTSIDE)
    MXAM AYBYCYDYEYFYGYHY 16 BRIGHT A_SpawnItemEx("PowerupFlare",-15,0,0,random(-1,1),random(-1,1),random(-1,1),0,SXF_CLIENTSIDE)
	TNTT A 0
    stop
  Pickup:
    TNT1 A 0 ACS_ExecuteAlways(254,0,0,0,0)
    Stop
  }
}

Actor UnlimitedAmmo : CustomInventory
{
  scale 0.05
  Inventory.PickupMessage "UnlimitedAmmo!"
  States
  {
  Spawn:
    UNAM ABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 3 BRIGHT A_SpawnItemEx("PowerupFlare",-10,0,0,random(-1,1),random(-1,1),random(-1,1),0,SXF_CLIENTSIDE)
    UNAM AYBYCYDYEYFYGYHY 16 BRIGHT A_SpawnItemEx("PowerupFlare",-10,0,0,random(-1,1),random(-1,1),random(-1,1),0,SXF_CLIENTSIDE)
	TNTT A 0
    stop
  Pickup:
    TNT1 A 0 ACS_ExecuteAlways(252,0,0,0,0)
    Stop
  }
}

Actor Doublepoints : CustomInventory
{
  scale 0.10
  Inventory.PickupMessage "Doublepoints!"
  States
  {
  Spawn:
    DOPO BCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMNABCDEFGHIJKLMN 3 BRIGHT A_SpawnItemEx("PowerupFlare",-15,0,0,random(-1,1),random(-1,1),random(-1,1),0,SXF_CLIENTSIDE)
    DOPO AYBYCYDYEYFYGYHY 16 BRIGHT A_SpawnItemEx("PowerupFlare",-15,0,0,random(-1,1),random(-1,1),random(-1,1),0,SXF_CLIENTSIDE)
	TNTT A 0
    stop
  Pickup:
    TNT1 A 0 ACS_ExecuteAlways(258,0,0,0,0)
    Stop
  }
}

Actor BonfireSale : CustomInventory
{
  scale 0.10
  Inventory.PickupMessage "Bonfire Sale!"
  States
  {
  Spawn:
    BOFS ABCDEFGHIJKLMNOABCDEFGHIJKLMNOABCDEFGHIJKLMNOABCDEFGHIJKLMNOABCDEFGHIJKLMNOABCDEFGHIJKLMNOABCDEFGHIJKLMNOABCDEFGHIJKLMNO 3 BRIGHT A_SpawnItemEx("PowerupFlare",-15,0,0,random(-1,1),random(-1,1),random(-1,1),0,SXF_CLIENTSIDE)
    BOFS AYBYCYDYEYFYGYHY 16 BRIGHT A_SpawnItemEx("PowerupFlare",-15,0,0,random(-1,1),random(-1,1),random(-1,1),0,SXF_CLIENTSIDE)
	TNTT A 0
    stop
  Pickup:
    TNT1 A 0 ACS_ExecuteAlways(259,0,0,0,0)
    Stop
  }
}


actor Waveson : Inventory
{
    inventory.amount 0
    inventory.maxamount 1
}

actor Waves : Inventory
{
    inventory.amount 999
    inventory.maxamount 999
}

actor Timeon : Inventory
{
    inventory.amount 0
    inventory.maxamount 1
}

actor Minutes : Inventory
{
    inventory.amount 999
    inventory.maxamount 999
}

actor Seconds : Inventory
{
    inventory.amount 1
    inventory.maxamount 60
}
actor Doubletap : Inventory
{
    inventory.amount 1
    inventory.maxamount 1
}

actor mulekick : Inventory
{
    inventory.amount 1
    inventory.maxamount 1
}

actor SpeedCola : Inventory
{
    inventory.amount 1
    inventory.maxamount 1
}

actor QuickRevive : Inventory
{
    inventory.amount 1
    inventory.maxamount 1
}

actor Juggernog : Inventory
{
    inventory.amount 1
    inventory.maxamount 1
}

actor staminaup : Inventory
{
    inventory.amount 1
    inventory.maxamount 1
}

actor deadshot : Inventory
{
    inventory.amount 1
    inventory.maxamount 1
}

actor PhDflopper : Inventory
{
    inventory.amount 1
    inventory.maxamount 1
}

actor PHD : PowerProtection
{
damagefactor "PHD", 0 
Powerup.Duration 0x7FFFFFFF
}

ACTOR IsReloading : Inventory
{
   Inventory.Amount 1
   Inventory.MaxAmount 1
   -INVBAR
}

//Assault Rifle and Sub Machine gun slots



ACTOR Puff2 replaces BulletPuff
{
    Mass 1
	Radius		1
	Height		1
	RenderStyle ADD
	Alpha		1
	Scale		.12
	Decal BulletChip
	+NOGRAVITY
	+NOBLOCKMAP
	+FLOORCLIP
	+NOEXTREMEDEATH
	+FORCEXYBILLBOARD
	
	States
	{
	Spawn:
		BPUF A 0  
		BPUF A 1 A_PlaySound("puff/ric")
		NULL AA 0 A_CustomMissile("Spark",0,0,(Random(0,360)),2,(Random(0,360)))
		NULL A 0 A_Jump(64,2)
		NULL A 0 A_CustomMissile("Spark",0,0,(Random(0,360)),2,(Random(0,360)))
		NULL A 0 A_Jump(96,2)
		NULL A 0 A_CustomMissile("Spark",0,0,(Random(0,360)),2,(Random(0,360)))
		NULL A 0 A_Jump(128,2)
		NULL A 0 A_CustomMissile("Spark",0,0,(Random(0,360)),2,(Random(0,360)))
		NULL A 0 A_SpawnItem("PuffSmoke")
		BPUF A 1 Bright A_SetTranslucent(.9,1)
		BPUF B 1 Bright A_SetTranslucent(.75,1)
		BPUF C 1 Bright A_SetTranslucent(.5,1)
		BPUF D 1 Bright A_SetTranslucent(.25,1)
		Stop
	Melee:
		NULL A 0
		NULL A 0 A_SpawnItem("PuffSmoke")
		stop
	}
}

ACTOR BulletPuff2
{
  Game Doom
  SpawnID 131
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +RANDOMIZE
  RenderStyle Translucent
  Alpha 0.5
  VSpeed 1
  Mass 5
  States
  {
  Spawn:
    PUFF A 4 bright
    PUFF B 4
    // Intentional fall-through
  Melee:
    PUFF CD 4
    Stop
  }
}

Actor Spark
{
	+NOBLOCKMAP
	+NOINTERACTION
	+CLIENTSIDEONLY
	RenderStyle Add
	Radius 1
	Height 1
	Speed 9
	Alpha 0.9
	Scale 0.1
	States
	{
	Spawn:
		SPRK A 1 bright A_FadeOut(0.1)
		loop
	}
}

Actor PuffSmoke
{
	+NOBLOCKMAP
	+NOINTERACTION
	+CLIENTSIDEONLY
	RenderStyle Translucent
	Radius 1
	Height 1
	Vspeed 1
	Alpha 0.2
	Scale 0.2
	States
	{
	Spawn:
		SMOK ABCDEFGHIJKLMNOPQ 1
		stop
	}
}

actor MuleKickMaxWeapons : Ammo
{
    inventory.amount 0
    inventory.maxamount 3
    ammo.backpackamount 0
    ammo.backpackmaxamount 3
    +IGNORESKILL
}

Actor PowerupFlare
{
 Radius 1
 Height 1
 +NOGRAVITY
 +NOBLOCKMAP
 +FORCEXYBILLBOARD
 States
 {
  Spawn:
	FLRR E 4 BRIGHT
	Stop
 }
}