//==========================================================================
//
// Kriegsland Player (B.J. Blaskowicz)
//
//==========================================================================

ACTOR FKPlayer : StrifePlayer replaces Doomplayer
{
	Radius 16
	MaxStepHeight 24
	Player.SoundClass	"FKPlayer"
	Player.startitem	"HDPistol"
	Player.startitem	"HDGrenades", 1
	Player.startitem	"HDKnife"
	Player.startitem	"BOGR1", 5
	Player.startitem	"BOCL1" 50
	Player.startitem 	"Action_Kick" 1
	Player.startitem 	"Action_KickCancel" 1
	Player.startitem 	"Action_Grenade" 1
	Player.startitem 	"Action_GrenadeCancel" 1
	Player.startitem 	"Action_Knife" 1
	Player.startitem 	"Action_KnifeCancel" 1
	Player.startitem 	"Action_Cross" 1
	Player.startitem 	"Action_CrossCancel" 1
	Player.startitem	"StartToken", 1
	Player.ColorRange 	112, 127
	Player.ViewHeight 	41
	Player.RunHealth  	0
	Player.JumpZ 		9
	States
	{
	Spawn:
		PL01 A 1
		NULL A 0 A_JumpIfInventory("IsKicking", 1, "Kick")
		Loop
	See:
		PL01 ABCD 4
		NULL A 0 A_JumpIfInventory("IsKicking", 1, "Kick")
		Loop
	Missile:
		PL01 EE 8
		Goto Spawn
	 Kick:
		PKIK ABCB 3
        NULL A 0 A_TakeInventory("Kicking",1)
		Goto Spawn
	Melee:
		PL01 FF 2 BRIGHT
		Goto Missile
	Pain:
		PL01 G 4
		PL01 G 4 A_Pain
		Goto Spawn
	Death:
		TNT1 A 0 A_PlayerSkinCheck("AltSkinDeath")
	Death1:
		PL01 H 6 A_PlayerScream
		PL01 I 6 
		PL01 J 6 A_NoBlocking
		PL01 K 6
		PL01 L -1
		Stop
	XDeath:
		TNT1 A 0 A_PlayerSkinCheck("AltSkinXDeath")
	XDeath1:
		PL01 M 5 A_XScream
		PL01 N 5 
		PL01 O 5 A_NoBlocking
		PL01 PQRST 5
		PL01 U -1
		Stop
	AltSkinDeath:
		PL01 H 6 A_PlayerScream
		PL01 I 6 
		PL01 J 6 A_NoBlocking
		PL01 K 6
		PL01 L -1
		Stop
	AltSkinXDeath:
		PL01 M 5 A_XScream
		PL01 N 5
		PL01 O 5 A_NoBlocking
		PL01 PQRST 5
		PL01 U -1
		Stop
	Death.Fire:
		NULL A 0 A_ChangeFlag("FLOATBOB",false)
		NULL A 0 A_ChangeFlag("FLOAT",false)
		NULL A 0 A_ChangeFlag("NOGRAVITY",false)
		NULL A 0 A_SetTranslucent(1.0)
		NULL A 0 A_SetScale(0.42)
		NULL A 0 A_PlaySound("FKPlayer/burning",CHAN_VOICE) //A_PlayerScream
		NULL A 0 A_StopSound(1)
		NULL A 0 A_SetFloorClip
		NULL A 0 A_Noblocking
		NZFR A 3 Bright A_ItBurnsItBurns
		NZFR B 3 Bright A_DropFire
		NZFR C 3 Bright A_Wander
		NZFR D 3 Bright A_NoBlocking
		NZFR E 5 Bright A_DropFire
		NZFR F 5 Bright A_Wander
		NZFR AB 5 Bright A_DropFire
		NZFR CD 5 Bright A_Wander
		NZFR EF 5 Bright A_DropFire
		NZFR G 5 Bright A_CrispyPlayer
		NZFR HIJK 3 BRIGHT A_SpawnItemEX("GunSmokeSpawner",0,1,5)
		NZFR LMNOP 3 BRIGHT A_SpawnItemEX("GunSmokeSpawner",0,1,5)
		NZFR QRS 3 BRIGHT A_SpawnItemEX("GunSmokeSpawner",0,1,5)
		NZFR TT 3 A_SpawnItemEX("GunSmokeSpawner",0,0,5)
		NZFR TTTTTTTTTTTT 1 A_SpawnItemEX("GunSmokeSpawner",0,0,5)
		NZFR TTTTTTTTTTTT 1 A_SpawnItemEX("GunSmokeSpawner",0,0,5)
		NZFR TTTTTTTTTTTT 1 A_SpawnItemEX("GunSmokeSpawner",0,0,5)
		NZFR TTTTTTTTTTTT 1 A_SpawnItemEX("GunSmokeSpawner",0,0,5)
		NZFR TTTTTTTTTTTT 1 A_SpawnItemEX("GunSmokeSpawner",0,0,5)
		NZFR T -1
		NULL A 0 A_StopSound(1)
		Stop
	Death.Plas:
		NULL A 0 A_ChangeFlag("FLOATBOB",false)
		NULL A 0 A_ChangeFlag("FLOAT",false)
		NULL A 0 A_ChangeFlag("NOGRAVITY",false)
		NULL A 0 A_SetTranslucent(1.0)
		NULL A 0 A_StopSound(1)
		NULL A 0 A_SetScale(1.07)
		NULL A 0 A_SetFloorClip
		NULL A 0 A_PlaySound("enemies/nazi/disintegrate",6)
		NULL A 0 A_PlaySound("enemies/nazi/disintscream",CHAN_VOICE,7)
		NULL A 0 A_Noblocking
		NZPL ABCD 3 BRIGHT 
		NZPL EFGH 3 BRIGHT
		NZPL IJ 3 BRIGHT		
		NULL A -1 A_StopSound(1)
		Stop
	FireHands:
		WAVE ABCD 3
		Loop
	FireHandsLower:
		WAVE ABCD 3 A_HandLower
		Loop
  }
}