// --------------------------------------------------------------------------
//
//	Player
//
// --------------------------------------------------------------------------

ACTOR U_Purist : Doomer
{
	Player.DisplayName "Purist"	
	//Startstuff
	Player.StartItem "IsPlayer",1
	Player.StartItem "IsPlayingAsPurist",1
	Player.StartItem "StartingWeaponChecker",1
	Player.StartItem "U_AmmoDropper",1
	//More startstuff
	Player.StartItem "U_ClassicFist"
	//Misc
	damagefactor "Minigun",0.7
	damagefactor "Burn",0.25
}

ACTOR Doomer3 : Doomer Replaces Doomer
{
	Player.DisplayName "Modern weapons"
	//Startstuff
	Player.StartItem "IsPlayer",1
	Player.StartItem "JustStartedGame",1
	Player.StartItem "NeverSelectedShotgun",1
	Player.StartItem "StartingWeaponChecker",1
	Player.StartItem "U_AmmoDropper",1
	//More startstuff
	Player.StartItem "Melee_Attacks"
	Player.StartItem "U_HandGrenades",1
	Player.StartItem "BerettaAmmo",15
	Player.StartItem "BDSMGAmmo",40
	Player.StartItem "TE_RevolverAmmo",6
	Player.StartItem "MP40Ammo",32
	Player.StartItem "U_ShotgunAmmo",8
	Player.StartItem "SSGAmmo",2
	Player.StartItem "M1014Ammo",8
	Player.StartItem "AssaultShotgunAmmo",20
	Player.StartItem "RifleAmmo",31
	Player.StartItem "MachinegunAmmo",60
	Player.StartItem "MinigunAmmo",70
	Player.StartItem "SniperAmmo",5
	Player.StartItem "U_RocketRounds",6
	Player.StartItem "GrenadeRounds",1
	Player.StartItem "PlasmaRifleAmmo",50
	Player.StartItem "PlasmaAmmo",50
	Player.StartItem "RailAmmo",8
	Player.StartItem "GrenadeAmmo",1
	
	Player.StartItem "DualBerettaAmmo",32
	Player.StartItem "DualRevolverAmmo",12
	Player.StartItem "DualSMGAmmo",80
	Player.StartItem "DualRifleAmmo",62
	Player.StartItem "DualPlasmaRifleAmmo",100
	//Bullets in the revolver
	Player.StartItem "RevolverCylinderSlot1",1
	Player.StartItem "RevolverCylinderSlot2",1
	Player.StartItem "RevolverCylinderSlot3",1
	Player.StartItem "RevolverCylinderSlot4",1
	Player.StartItem "RevolverCylinderSlot5",1
	Player.StartItem "RevolverCylinderSlot6",1
	//Misc
	damagefactor "Minigun",0.7
	damagefactor "Burn",0.25
	States
	{
	FatalityChecker:
		TNT1 A 0 ACS_NamedExecuteAlways("BDStartCamera",0,0,0,0)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_JumpIfInventory("PVPFatality",1,"FatalityPVP")
		TNT1 A 0 A_JumpIfInventory("IsCurbstompingZombieman",1,"CurbstompZombieman")
		TNT1 A 0 A_JumpIfInventory("IsCurbstompingSergeant",1,"CurbstompSergeant")		
		TNT1 A 0 A_JumpIfInventory("SKZombieman",1,"StealthKilLZombieMan")
		TNT1 A 0 A_JumpIfInventory("SKShotgunGuy",1,"StealthKilLShotgunGuy")
		TNT1 A 0 A_JumpIfInventory("SKLabguy",1,"StealthKilLLabGuy")
		TNT1 A 0 A_JumpIfInventory("SKImp",1,"StealthKilLImp")
		TNT1 A 0 A_JumpIfInventory("SKNazi",1,"StealthKilLNazi")
		TNT1 A 0 A_JumpIfInventory("SKChaingunguy",1,"StealthKilLChaingunguy")
		TNT1 A 0 A_JumpIfInventory("ImpFatality",1,"FatalityImp")
		TNT1 A 0 A_JumpIfInventory("ImpFatality2",1,"FatalityImp2")
		TNT1 A 0 A_JumpIfInventory("ImpFatality3",1,"FatalityImp3")
		TNT1 A 0 A_JumpIfInventory("ImpFatality4",1,"FatalityImp4")
		TNT1 A 0 A_JumpIfInventory("ZombieManFatality",1,"FatalityZMan")
		TNT1 A 0 A_JumpIfInventory("ZombieManFatality2",1,"FatalityZMan2")
		TNT1 A 0 A_JumpIfInventory("ZombieManFatality3",1,"FatalityZMan3")
		TNT1 A 0 A_JumpIfInventory("ZombieManFatality4",1,"FatalityZMan4")
		TNT1 A 0 A_JumpIfInventory("ZombieManFatality5",1,"FatalityZMan5")
		TNT1 A 0 A_JumpIfInventory("LabGuyToken1",1,"FatalityLabGuy1")
		TNT1 A 0 A_JumpIfInventory("LabGuyToken2",1,"FatalityLabGuy2")
		TNT1 A 0 A_JumpIfInventory("LabGuyToken3",1,"FatalityLabGuy3")
		TNT1 A 0 A_JumpIfInventory("SergeantFatality",1,"FatalitySergeant")
		TNT1 A 0 A_JumpIfInventory("SergeantFatality2",1,"FatalitySergeant2")
		TNT1 A 0 A_JumpIfInventory("SergeantFatality3",1,"FatalitySergeant3")
		TNT1 A 0 A_JumpIfInventory("SergeantFatality4",1,"FatalitySergeant4")
		TNT1 A 0 A_JumpIfInventory("ComandoFatality",1,"FatalityComando")
		TNT1 A 0 A_JumpIfInventory("ComandoFatality2",1,"FatalityComando2")
		TNT1 A 0 A_JumpIfInventory("DemonFatality",1,"FatalityDemon")
		TNT1 A 0 A_JumpIfInventory("DemonFatality2",1,"FatalityDemon2")
		TNT1 A 0 A_JumpIfInventory("DemonFatality3",1,"FatalityDemon3")
		TNT1 A 0 A_JumpIfInventory("CacoDemonFatality",1,"FatalityCacoDemon")
		TNT1 A 0 A_JumpIfInventory("CacoDemonFatality2",1,"FatalityCacoDemon2")
		TNT1 A 0 A_JumpIfInventory("RevenantFatality",1,"FatalityRevenant")
		TNT1 A 0 A_JumpIfInventory("RevenantFatality2",1,"FatalityRevenant2")
		TNT1 A 0 A_JumpIfInventory("FatsoFatality",1,"FatalityFatso")
		TNT1 A 0 A_JumpIfInventory("BaronFatality",1,"FatalityBaron")
		TNT1 A 0 A_JumpIfInventory("HKFatality",1,"FatalityHK")
		TNT1 A 0 A_JumpIfInventory("HKFatality2",1,"FatalityHK2")
		TNT1 A 0 A_JumpIfInventory("HKFatality3",1,"FatalityHK3")
		TNT1 A 0 A_JumpIfInventory("ArachnotronFatality",1,"FatalityArachnotron")
		TNT1 A 0 A_JumpIfInventory("ArachnotronFatality2",1,"FatalityArachnotron2")
		TNT1 A 0 A_JumpIfInventory("ArchVileFatality",1,"FatalityArchVile")
		TNT1 A 0 A_JumpIfInventory("ArchVileFatality2",1,"FatalityArchVile2")
		TNT1 A 0 A_JumpIfInventory("BelphegorFatality",1,"FatalityBelphegor")
		TNT1 A 0 A_JumpIfInventory("VolcabusFatality",1,"FatalityVolcabus")	
		TNT1 A 0 A_JumpIfInventory("VolcabusFatality2",1,"FatalityVolcabus2")	
		TNT1 A 0 A_JumpIfInventory("Arachnotron2FatalityA",1,"FatalityArachnotron2A")
		TNT1 A 0 A_JumpIfInventory("Arachnotron2FatalityB",1,"FatalityArachnotron2B")	
		TNT1 A 0 A_JumpIfInventory("PEFatality",1,"FatalityPE")
		TNT1 A 0 A_JumpIfInventory("MastermindFatality",1,"FatalityMastermind")
		TNT1 A 0 A_JumpIfInventory("CyberdemonFatality",1,"FatalityCyberdemon")
		TNT1 A 0 A_JumpIfInventory("SSGZombieFatality",1,"FatalitySSGZombie")
		TNT1 A 0 A_TakeInventory("GoFatality",1)
		Goto See
	
	FatalitySSGZombie:
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 ACS_NamedExecuteAlways("BDStartCamera",0,0,0,0)
		TNT1 A 0 ACS_Execute(acsFatality,0)
		//////////////////////////////////////////////////////
		SSG7 A 3
		SSG7 A 1 A_PlaySound("BURNZOM")
		SSG7 AAAA 3
		SSG7 A 1 A_PlaySound("SSGUNER/death")
		SSG7 B 4
		TNT1 A 0 A_PlaySound("misc/xdeath3")
		TNT1 A 0 A_PlaySound("misc/xdeath1")
		TNT1 A 0 ACS_Execute(580,0,0,0,0)
		TNT1 A 0 A_CustomMissile("CameraShake",1,0,random (0,360),2,random (0,160))
		TNT1 AAAA 0 A_CustomMissile("XDeath1",20,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("XDeath2",20,0,random (0,360),2,random (0,160))
		SSG7 C 3
		TNT1 A 0 ACS_Execute(581,0,0,0,0)
		TNT1 A 0 A_CustomMissile("XDeath3",20,0,random (0,360),2,random (0,160))
		TNT1 AAAAAAA 0 A_CustomMissile("BloodMist",50,0,random (0,360),2,random (20,90))
		TNT1 A 0 A_CustomMissile("SSGZombieSplash",0,0,random (0,360),2,random (0,160))
		SSG7 DEF 3
		SSG7 G 10
		///////////////////////////////////////////////////////
		TNT1 A 0 A_TakeInventory("GoFatality",1)
		TNT1 A 0 A_TakeInventory("SSGZombieFatality",1)
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("SSGZombieFatalited",1)
		TNT1 A 0 ACS_NamedExecuteAlways("BDStopCamera",0,0,0,0)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto StandStill

	FatalityBaron:
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 ACS_NamedExecuteAlways("BDStartCamera",0,0,0,0)
		TNT1 A 0 ACS_NamedExecuteAlways("TE_BruiserBlood1",0,0,0,0)
		TNT1 A 0 ACS_Execute(acsFatality,0)
		///////////////////////////////////////////////////////
		BHF1 AAABCDEF 2
		BHF1 G 3 A_PlaySound("weapons/gswing")
		BHF1 HIJKLLLMN 2
		BHF1 O 3 A_PlaySound("demon/pain")
		TNT1 AAAAAAA 0 A_CustomMissile("green_blood",35,0,random(0,180),2,random(0,180))
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		BHF1 PQR 3 A_CustomMissile("green_blood",35,0,random(0,360),2,random(0,160))
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_PlaySound("misc/xdeath3")
		TNT1 A 0 A_PlaySound("misc/xdeath2")
		TNT1 A 0 A_PlaySound("misc/xdeath1")
		TNT1 A 0 A_CustomMissile("CameraShake",1,0,random(0,360),2,random(0,160))
		TNT1 AAAA 0 A_CustomMissile("green_blood",35,0,random(0,360),2,random(0,160))
		TNT1 A 0 ACS_Execute(582,0,0,0,0)
		BHF1 STUV 3 A_CustomMissile("green_blood",35,0,random(0,360),2,random(0,160))
		TNT1 A 0 A_CustomMissile("CameraShake",1,0,random(0,360),2,random(0,160))
		TNT1 A 0 ACS_Execute(582,0,0,0,0)
		TNT1 AAAAAAA 0 A_CustomMissile("U_GreenXDeath1",10,0,random(0,360),2,random(0,160))
		TNT1 AAAAAAA 0 A_CustomMissile("U_GreenXDeath1",50,0,random(0,360),2,random(0,160))
		TNT1 A 0 A_SpawnItem("GreenMeatDeathSmall",30)
		BHF1 WXYZZZZZZZZZZZZZZ 3
		///////////////////////////////////////////////////////
		TNT1 A 0 A_TakeInventory("GoFatality",1)
		TNT1 A 0 A_TakeInventory("BaronFatality",1)
		TNT1 AAAA 0 A_GiveInventory("Medikit",1)
		TNT1 A 0 A_SpawnItemEx("DeadBaronNoHead",0,1,1,1,1)
		TNT1 A 0 ACS_NamedExecuteAlways("BDStopCamera",0,0,0,0)
		TNT1 A 0 ACS_NamedExecuteAlways("TE_BruiserBlood2",0,0,0,0)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto StandStill

	FatalityHK:
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 ACS_NamedExecuteAlways("BDStartCamera",0,0,0,0)
		TNT1 A 0 ACS_Execute(acsFatality,0)
		HKF1 AB 6
		TNT1 A 0 A_CustomMissile("GoreSound",22,0,random(0,360),2,random(0,160))
		HKF1 C 6 A_PlaySound("PSXDPN")
		TNT1 AAA 0 A_CustomMissile("green_blood",45,0,random(0,360),2,random(0,160))
		TNT1 A 0 A_CustomMissile("CameraShake",1,0,random(0,360),2,random(0,160))
		HKF1 C 5
		TNT1 A 0 A_PlaySound("imp/melee")
		HKF1 C 5
		TNT1 AAAAAAA 0 A_CustomMissile("green_blood",55,0,random(0,180),2,random(0,180))
		TNT1 A 0 A_CustomMissile("CameraShake",1,0,random(0,360),2,random(0,160))
		TNT1 AAAAA 0 A_CustomMissile("GreenInstestin",32,0,random(0,360),2,random(0,160))
		TNT1 AAAAAAA 0 A_CustomMissile("U_GreenXDeath1",10,0,random(0,360),2,random(0,160))
		TNT1 AAAAA 0 A_CustomMissile("U_GreenXDeath2d",10,0,random(0,360),2,random(0,160))
		TNT1 AAAAA 0 A_CustomMissile("U_GreenXDeath3d",10,0,random(0,360),2,random(0,160))
		TNT1 AAAAAAAAAA 0 A_CustomMissile("U_GreenXDeath1",50,0,random(0,360),2,random(0,160))
		HKF1 CDE 6 A_SpawnItem("green_blood",30)
		HKF1 FG 6 A_SpawnItem("green_blood",15)
		HKF1 HHH 6
		TNT1 A 0 A_TakeInventory("GoFatality",1)
		TNT1 A 0 A_TakeInventory("HKFatality",1)
		TNT1 A 0 A_GiveInventory("HealthBonus",10)
		TNT1 A 0 A_SpawnItemEx("U_RapedHK",0,1,1,1,1)
		TNT1 A 0 ACS_NamedExecuteAlways("BDStopCamera",0,0,0,0)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto StandStill
		
	FatalityHK2:
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 ACS_NamedExecuteAlways("BDStartCamera",0,0,0,0)
		TNT1 A 0 ACS_Execute(acsFatality,0)
		HKF2 AAB 6
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_PlaySound("PSXDPN")
		HKF2 DEFFGH 8
		TNT1 A 0 A_CustomMissile("CameraShake",1,0,random(0,360),2,random(0,160))
		TNT1 A 0 A_PlaySound("PSXDPN")
		HKF2 IJIJIJ 4
		TNT1 AAAAA 0 A_CustomMissile("U_GreenXDeath1",10,0,random(0,360),2,random(0,160))
		TNT1 AA 0 A_CustomMissile("green_blood",10,0,random(0,360),2,random(0,160))
		TNT1 AAAAA 0 A_CustomMissile("U_GreenXDeath1",50,0,random(0,360),2,random(0,160))
		HKF2 KL 6
		TNT1 A 0 A_CustomMissile("XDeathHellKnightHead",64,0,random(0,360),2,random(60,120))
		HKF2 MNNNNN 6
		TNT1 A 0 A_TakeInventory("HKFatality2",1)
		TNT1 A 0 A_TakeInventory("GoFatality",1)
		TNT1 A 0 A_GiveInventory("HealthBonus",10)
		TNT1 A 0 A_SpawnItemEx("U_OmgSoDeadHK",0,1,1,1,1)
		TNT1 A 0 ACS_NamedExecuteAlways("BDStopCamera",0,0,0,0)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto StandStill
		
	FatalityHK3:
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 ACS_NamedExecuteAlways("BDStartCamera",0,0,0,0)
		TNT1 A 0 ACS_Execute(acsFatality,0)
		TNT1 A 0 A_PlaySound("weapons/gswing",1)
		TNT1 A 0 A_PlaySound("PSXDPN")
		HKF3 ABC 6
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_CustomMissile("CameraShake",1,0,random(0,360),2,random(0,160))
		TNT1 A 0 A_PlaySound("PSXDPN",2)
		HKF3 D 15
		TNT1 A 0 A_PlaySound("knight/death")
		TNT1 AAAAAAA 0 A_CustomMissile("U_GreenXDeath1",50,0,random(0,360),2,random(0,160))
		TNT1 AA 0 A_CustomMissile("green_blood",50,0,random(0,360),2,random(0,160))
		TNT1 AAAAAAAAAA 0 A_CustomMissile("U_GreenXDeath1",50,0,random(0,360),2,random(0,160))
		TNT1 A 0 A_CustomMissile("XDeathHellKnightArm",40,0,90,2,random(0,20))
		HKF3 EFGG 7 A_CustomMissile("green_blood",40,0,random(0,360),2,random(0,160))
		TNT1 A 0 A_PlaySound("PSXDPN")
		HKF3 H 15
		TNT1 AAAAAAA 0 A_CustomMissile("U_GreenXDeath1",60,0,random(0,360),2,random(0,160))
		TNT1 AA 0 A_CustomMissile("green_blood",60,0,random(0,360),2,random(0,160))
		TNT1 AAAAAAAAAA 0 A_CustomMissile("U_GreenXDeath1",60,0,random(0,360),2,random(0,160))
		TNT1 A 0 A_CustomMissile("XDeathHellKnightHead",40,0,270,2,random(0,20))
		HKF3 I 20
		TNT1 A 0 A_TakeInventory("HKFatality3",1)
		TNT1 A 0 A_TakeInventory("GoFatality",1)
		TNT1 A 0 A_GiveInventory("HealthBonus",10)
		TNT1 A 0 A_SpawnItemEx("U_NoArmNoHeadFatalizedHK",0,1,1,1,1)
		TNT1 A 0 ACS_NamedExecuteAlways("BDStopCamera",0,0,0,0)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto StandStill
	}
}


// --------------------------------------------------------------------------
//
//	Bloody foot prints
//
// --------------------------------------------------------------------------
/*
ACTOR U_RedBloodFootPrintLeft: GrowingBloodPool replaces RedBloodFootPrintLeft
{
	Scale 0.09
	+CLIENTSIDEONLY
	Renderstyle Shaded
	StencilColor "55 00 00"
	states
	{
	Spawn:
	Death:
	Crash:
		TNT1 A 0 A_JumpIf(waterlevel > 0,"Splash")
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(1045)!=0,"Splash")
		TNT1 A 0 A_CheckFloor("ShowUp")
		Goto Splash
	ShowUp:
		TNT1 A 0 ACS_ExecuteAlways(798,0,0,0,0)//Check Effects
		TNT1 A 0 A_QueueCorpse
		BPDL A 600
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode",1,"Splash")
		BPDL A -1
		Stop
	Splash:
		TNT1 A 0
		Stop
	}
}


ACTOR U_RedBloodFootPrintRight: GrowingBloodPool replaces RedBloodFootPrintRight
{
	Scale 0.09
	+CLIENTSIDEONLY
	Renderstyle Shaded
	StencilColor "55 00 00"
	states
	{
	Spawn:
	Death:
	Crash:
		TNT1 A 0 A_JumpIf(waterlevel > 0,"Splash")
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(1045)!=0,"Splash")
		TNT1 A 0 A_CheckFloor("ShowUp")
		Goto Splash
	ShowUp:
		TNT1 A 0 ACS_ExecuteAlways(798,0,0,0,0)//Check Effects
		TNT1 A 0 A_QueueCorpse
		BPDR A 600
		TNT1 A 0 A_JumpIfInventory("LowGraphicsMode",1,"Splash")
		BPDR A -1
		Stop
	Splash:
		TNT1 A 0
		Stop
	}
}

ACTOR U_BlueBloodFootPrintLeft: U_RedBloodFootPrintLeft replaces BlueBloodFootPrintLeft
{
	Decal BlueBloodSplat
	Renderstyle Shaded
	StencilColor "00 00 44"
}
ACTOR U_BlueBloodFootPrintRight: U_RedBloodFootPrintRight replaces BlueBloodFootPrintRight
{
	Decal BlueBloodSplat
	Renderstyle Shaded
	StencilColor "00 00 44"
}
ACTOR U_GreenBloodFootPrintLeft: U_RedBloodFootPrintLeft replaces GreenBloodFootPrintLeft
{
	Decal GreenBloodSplat
	Renderstyle Shaded
	StencilColor "00 44 00"
}
ACTOR U_GreenBloodFootPrintRight: U_RedBloodFootPrintRight replaces GreenBloodFootPrintRight
{
	Decal GreenBloodSplat
	Renderstyle Shaded
	StencilColor "00 44 00"
}
*/

// --------------------------------------------------------------------------
//
//	Other stuff that is player-related
//
// --------------------------------------------------------------------------

Actor StartingWeaponChecker : Weapon
{
	Inventory.PickupMessage ""
	Obituary ""
	tag ""
	AttackSound ""
	+WEAPON.CHEATNOTWEAPON
	States
	{
	Select:
		TNT1 A 0
		TNT1 A 0 A_Raise
		Wait
	Deselect:
		TNT1 A 0
		TNT1 A 0 A_Lower
		Wait
	Fire:
		TNT1 A 0
		Goto Ready
	Ready:
		TNT1 A 1
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(1027)==0,2)
		TNT1 A 0 A_GiveInventory("PlayingRandomlevels",1)
		TNT1 A 0 A_TakeInventory("Clip2",999)
		TNT1 A 0 ACS_NamedExecuteAlways("TE_GametypeCheck")
		TNT1 A 1
		TNT1 A 0 A_JumpIfInventory("IsPlayingAsPurist",1,"Purist")
		TNT1 A 0 A_JumpIfInventory("PlayerIsABot",1,"Bot")
		TNT1 A 0 A_JumpIfInventory("DMGame",1,"DM")
		TNT1 A 0 ACS_NamedExecuteAlways("TE_StartWeapon")
		TNT1 A 1
		TNT1 A 0 A_JumpIfInventory("DummyToken",7,"KnifePistolRifleStart")
		TNT1 A 0 A_JumpIfInventory("DummyToken",6,"PistolRifleStart")
		TNT1 A 0 A_JumpIfInventory("DummyToken",5,"KnifeRifleStart")
		TNT1 A 0 A_JumpIfInventory("DummyToken",4,"KnifePistolStart")
		TNT1 A 0 A_JumpIfInventory("DummyToken",3,"RifleStart")
		TNT1 A 0 A_JumpIfInventory("DummyToken",2,"PistolStart")
		TNT1 A 0 A_JumpIfInventory("DummyToken",1,"KnifeStart")
		//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(1023,0)==0,"None")
		//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(1023,0)==1,"KnifeStart")
		//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(1023,0)==2,"PistolStart")
		//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(1023,0)==3,"RifleStart")
		//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(1023,0)==4,"KnifePistolStart")
		//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(1023,0)==5,"KnifeRifleStart")
		//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(1023,0)==6,"PistolRifleStart")
		//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(1023,0)==7,"KnifePistolRifleStart")
	FistStart:
		TNT1 A 0 A_TakeInventory("DummyToken",999)
		TNT1 A 0 A_SelectWeapon("Melee_Attacks")
		TNT1 A 0 A_TakeInventory("StartingWeaponChecker",1)
		Goto Ready
	KnifeStart:
		TNT1 A 0 A_TakeInventory("DummyToken",999)
		TNT1 A 0 A_GiveInventory("Knife",1)
		TNT1 A 0 A_SelectWeapon("Knife")
		TNT1 A 0 A_TakeInventory("StartingWeaponChecker",1)
		Goto Ready
	PistolStart:
		TNT1 A 0 A_TakeInventory("DummyToken",999)
		TNT1 A 0 A_GiveInventory("Beretta",1)
		TNT1 A 0 A_GiveInventory("TE_Pistols",1)
		TNT1 A 0 A_GiveInventory("Magazine9mm",20)
		TNT1 A 0 A_SelectWeapon("Beretta")
		TNT1 A 0 A_TakeInventory("StartingWeaponChecker",1)
		Goto Ready
	RifleStart:
		TNT1 A 0 A_TakeInventory("DummyToken",999)
		TNT1 A 0 A_GiveInventory("U_Rifle",1)
		TNT1 A 0 A_GiveInventory("TE_Rifles",1)
		TNT1 A 0 A_GiveInventory("Clip2",50)
		TNT1 A 0 A_SelectWeapon("U_Rifle")
		TNT1 A 0 A_TakeInventory("StartingWeaponChecker",1)
		Goto Ready
	KnifePistolStart:
		TNT1 A 0 A_TakeInventory("DummyToken",999)
		TNT1 A 0 A_GiveInventory("Knife",1)
		TNT1 A 0 A_GiveInventory("Beretta",1)
		TNT1 A 0 A_GiveInventory("TE_Pistols",1)
		TNT1 A 0 A_GiveInventory("Magazine9mm",20)
		TNT1 A 0 A_SelectWeapon("Beretta")
		TNT1 A 0 A_TakeInventory("StartingWeaponChecker",1)
		Goto Ready
	KnifeRifleStart:
		TNT1 A 0 A_TakeInventory("DummyToken",999)
		TNT1 A 0 A_GiveInventory("Knife",1)
		TNT1 A 0 A_GiveInventory("U_Rifle",1)
		TNT1 A 0 A_GiveInventory("TE_Rifles",1)
		TNT1 A 0 A_GiveInventory("Clip2",50)
		TNT1 A 0 A_SelectWeapon("U_Rifle")
		TNT1 A 0 A_TakeInventory("StartingWeaponChecker",1)
		Goto Ready
	PistolRifleStart:
		TNT1 A 0 A_TakeInventory("DummyToken",999)
		TNT1 A 0 A_GiveInventory("Beretta",1)
		TNT1 A 0 A_GiveInventory("TE_Pistols",1)
		TNT1 A 0 A_GiveInventory("Magazine9mm",20)
		TNT1 A 0 A_GiveInventory("U_Rifle",1)
		TNT1 A 0 A_GiveInventory("TE_Rifles",1)
		TNT1 A 0 A_GiveInventory("Clip2",50)
		TNT1 A 0 A_SelectWeapon("U_Rifle")
		TNT1 A 0 A_TakeInventory("StartingWeaponChecker",1)
		Goto Ready
	KnifePistolRifleStart:
		TNT1 A 0 A_TakeInventory("DummyToken",999)
		TNT1 A 0 A_GiveInventory("Knife",1)
		TNT1 A 0 A_GiveInventory("Beretta",1)
		TNT1 A 0 A_GiveInventory("TE_Pistols",1)
		TNT1 A 0 A_GiveInventory("Magazine9mm",20)
		TNT1 A 0 A_GiveInventory("U_Rifle",1)
		TNT1 A 0 A_GiveInventory("TE_Rifles",1)
		TNT1 A 0 A_GiveInventory("Clip2",50)
		TNT1 A 0 A_SelectWeapon("U_Rifle")
		TNT1 A 0 A_TakeInventory("StartingWeaponChecker",1)
		Goto Ready
	Bot:
		TNT1 A 0 A_GiveInventory("RevolverBullets",30)
		TNT1 A 0 A_GiveInventory("AmmoShell",20)
		TNT1 A 0 A_GiveInventory("GreenShell",20)
		TNT1 A 0 A_GiveInventory("MinigunAmmo",100)
		TNT1 A 0 A_GiveInventory("AmmoRocket",10)
		TNT1 A 0 A_GiveInventory("AmmoCell",60)
		TNT1 A 0 A_GiveInventory("RailCore",20)
		TNT1 A 0 A_GiveInventory("Clip2",50)
	DM:
		TNT1 A 0 A_TakeInventory("JustStartedGame",1)
		TNT1 A 0 A_TakeInventory("NeverSelectedShotgun",1)
		Goto RifleStart
	Purist:
		TNT1 A 0 A_GiveInventory("Clip2",50)
		TNT1 A 0 A_JumpIfInventory("DMGame",1,"PuristDM")
		TNT1 A 0 A_GiveInventory("U_ClassicPistol",1)
		TNT1 A 0 A_SelectWeapon("U_ClassicPistol")
		TNT1 A 0 A_TakeInventory("StartingWeaponChecker",1)
		Goto Ready
	PuristDM:
		TNT1 A 0 A_GiveInventory("U_ClassicSMG",1)
		TNT1 A 0 A_SelectWeapon("U_ClassicSMG")
		TNT1 A 0 A_TakeInventory("StartingWeaponChecker",1)
		Goto Ready
	}
}