Actor MoonMan : PlayerPawn
{
    Player.DisplayName "Moon Man"
//  Player.CrouchSprite [no sprite yet] "DGYC"
    BloodColor "Red"
    Player.Face "MAN"
	
	Player.StartItem "Glock18"
	Player.StartItem "FistA"
	Player.StartItem "Clip", 50
	Player.StartItem "PlayerClassIsA", 1
	Player.StartItem "MoonManVoice", 1
//	Player.StartItem "MoonTalkIntro"
	Player.WeaponSlot 1, "FistA", "Ghettoblaster"
	Player.WeaponSlot 2, "Glock18"
	Player.WeaponSlot 3, "Rifle", "SuperShotgunA"
	Player.WeaponSlot 4, "AK47"
	Player.WeaponSlot 5, "RocketLauncherA","GrenadeLauncher"
	Player.WeaponSlot 6, "PlasmaGun"
	Player.WeaponSlot 7, "ZyklonBFG"

    +NOSKIN
    -DONTBLAST
    -THRUSPECIES
    Species "Player"
	Player.Soundclass "MoonMan"
	Player.ColorRange 96, 111
	States
    {
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("MoonTalkIntro", 1, "Intro")
		MMBL A 1
		Loop
	  Intro:
		TNT1 A 0 A_PlaySound("MoonTalk/Intro", CHAN_VOICE)
		TNT1 A 0 A_TakeInventory("MoonTalkIntro", 1)
		Goto Spawn
      See:
        MMBL AAAABBBBCCCCDDDD 1
        Loop

      Missile:
        MMBL E 12 
        Goto Spawn

      Melee:
        MMBL F 6 BRIGHT
        Goto Missile

      Pain:
        TNT1 A 0
        MMBL G 4 
        MMBL G 4 A_Pain
        Goto Spawn

      XDeath:
      Death:
        MMBL G 8 A_PlayerScream
        MMBL H 8 A_NoBlocking
        MMBL I 8
        MMBL JKL 8
        MMBL M -1
        Stop
    }
}

ACTOR "PlayerClassIsA" : CustomInventory 
{
  inventory.pickupmessage "XYZ"
  Inventory.Amount 1
  inventory.maxamount 1
  states
  {
	Spawn:
	TNT1 A 1
	stop
  }
}