ACTOR HDPlayer : DoomPlayer replaces DoomPlayer
{
	Player.startitem "Pistol"
	Player.startitem "Fist"
	Player.StartItem "Clip", 50
	Player.WeaponSlot 1, "Fist", "Chainsaw", "Chainsaw ", "Chainsaw  "
   	Player.WeaponSlot 2, "Pistol"
	Player.WeaponSlot 3, "Shotgun", "Shotgun ", "Shot-gun", "SuperShotgun", "SuperShotgun ", "SuperShotgun  "
	Player.WeaponSlot 4, "Chaingun", "Chaingun ", "Chaingun  "
	Player.WeaponSlot 5, "RocketLauncher", "RocketLauncher ", "Rocket-Launcher"
	Player.WeaponSlot 6, "PlasmaRifle", "PlasmaRifle ", "Plasma-Rifle"
	Player.WeaponSlot 7, "BFG9000", "BFG9000 ", "BFG9000  "
}

//////MINDPHUK MEGA

ACTOR "ModdedMegasphere" : CustomInventory 3031
{
  +COUNTITEM
  +FLOATBOB
  -FLOAT
  -INVENTORY.ALWAYSPICKUP
  Inventory.PickupMessage "$GOTMSPHERE" // "MegaSphere!"
  Inventory.PickupSound "Mindphuk/mega"
  States
  {
  Spawn:
    MEGA ABCD 6 Bright
    Loop
  Pickup:
    TNT1 A 0 A_GiveInventory("BlueArmorForMegasphere", 1)
    TNT1 A 0 A_GiveInventory("MSHealth", 1)
    Stop
  }
}

ACTOR MSHealth : Health
{
Inventory.Amount 200
Inventory.MaxAmount 200
}

ACTOR MSArmor : Armor
{
Inventory.Amount 200
Inventory.MaxAmount 200
}

///////OCTDM4 Weapons

ACTOR "OCTRocket" : Rocket 
{
  Radius 11
  Height 8
  Speed 20
  Damage 20
  Projectile
  +RANDOMIZE
  +DEHEXPLOSION
  +ROCKETTRAIL
  DeathSound "weapons/rocklx"
  seesound "Octdm4/rscream"
  Obituary "$OB_MPROCKET" // "%o rode %k's rocket."
  States
  {
  Spawn:
    NISL A 1 Bright
    Loop
  Death:
    NISL B 8 Bright A_Explode
    NISL C 6 Bright
    NISL D 4 Bright
    Stop
  }
}

ACTOR "RocketLauncher " : Weapon 1530
{
  Weapon.AmmoUse 1
  Weapon.AmmoGive 2
  Weapon.AmmoType "RocketAmmo"
  Inventory.PickupMessage "$GOTLAUNCHER"
  Inventory.PickupSound "Octdm4/dswpnup"
  Tag "$TAG_ROCKETLAUNCHER"
  States
  {
  Ready:
    NISG A 1 A_WeaponReady
    Loop
  Deselect:
    NISG A 1 A_Lower
    Loop
  Select:
    NISG A 1 A_Raise
    Loop
  Fire:
    TNT1 A 0 A_Playsound("Octdm4/dsrlaunc")
	NISG B 8 A_GunFlash
    NISG B 12 A_FireCustommissile("OCTRocket")
	NISG B 0 A_ReFire
    Goto Ready
  Flash:
    NISF A 3 Bright A_Light1
    NISF B 4 Bright
	NISF CD 4 Bright A_Light2
    Goto LightDone
  Spawn:
    LAUN A -1
    Stop
  }
}

ACTOR "PlasmaRifle " : Weapon 1531
{
  Weapon.AmmoUse 1
  Weapon.AmmoGive 40
  Weapon.AmmoType "Cell"
  Inventory.PickupMessage "$GOTPLASMA"
  Inventory.PickupSound "Octdm4/dswpnup"
  Tag "$TAG_PLASMARIFLE"
  States
  {
  Ready:
    PLSG A 1 A_WeaponReady
    Loop
  Deselect:
    PLSG A 1 A_Lower
    Loop
  Select:
    PLSG A 1 A_Raise
    Loop
  Fire:
    PLSG A 3 A_FirePlasma
    PLSG B 20 A_ReFire
    Goto Ready
  Flash:
    PLSF A 4 Bright A_Light1
    Goto LightDone
    PLSF B 4 Bright A_Light1
    Goto LightDone
  Spawn:
    PLAS A -1
    Stop
  }
}

ACTOR "Chaingun " : Weapon 1532
{
   Weapon.AmmoUse 1
   Weapon.AmmoGive 20
   Weapon.AmmoType "Clip"
   Inventory.PickupMessage "$GOTCHAINGUN" // "You got the chaingun"
   Inventory.PickupSound "Octdm4/dswpnup"
   Obituary "$OB_MPCHAINGUN" // "%o was mowed down by %k's chaingun."
   Tag "$TAG_CHAINGUN"
   States
   {
   Ready:
     CHGG A 1 A_WeaponReady
     Loop
   Deselect:
     CHGG A 1 A_Lower
     Loop
   Select:
     CHGG A 1 A_Raise
     Loop
   Fire:
     CHGG AB 4 A_FireCGun
     CHGG B 0 A_ReFire
     Goto Ready
   Flash:
     CHGF A 5 Bright A_Light1
     Goto LightDone
     CHGF B 5 Bright A_Light1
     Goto LightDone
   Spawn:
     MGUN A -1
     Stop
   }
}

ACTOR "Shotgun " : Weapon 1533
{
  Weapon.AmmoUse 1
  Weapon.AmmoGive 8
  Weapon.AmmoType "Shell"
  Inventory.PickupMessage "$GOTSHOTGUN"
  Inventory.PickupSound "Octdm4/dswpnup"
  Obituary "$OB_MPSHOTGUN"
  Tag "$TAG_SHOTGUN"
  States
  {
  Ready:
    SHTG A 1 A_WeaponReady
    Loop
  Deselect:
    SHTG A 1 A_Lower
    Loop
  Select:
    SHTG A 1 A_Raise
    Loop
  Fire:
    SHTG A 3
    SHTG A 7 A_FireShotgun
    SHTG BC 5
    SHTG D 4
    SHTG CB 5
    SHTG A 3
    SHTG A 7 A_ReFire
    Goto Ready
  Flash:
    SHTF A 4 Bright A_Light1
    SHTF B 3 Bright A_Light2
    Goto LightDone
  Spawn:
    SHOT A -1
    Stop
  }
}

ACTOR "Chainsaw " : Weapon 1534
{
  Weapon.Kickback 0
  Weapon.UpSound "weapons/sawup"
  Weapon.ReadySound "weapons/sawidle"
  Inventory.PickupMessage "$GOTCHAINSAW"
  Inventory.PickupSound "Octdm4/dswpnup"
  Obituary "$OB_MPCHAINSAW"
  Tag "$TAG_CHAINSAW"
  +WEAPON.MELEEWEAPON
  States
  {
  Ready:
    SAWG CD 4 A_WeaponReady
    Loop
  Deselect:
    SAWG C 1 A_Lower
    Loop
  Select:
    SAWG C 1 A_Raise
    Loop
  Fire:
    SAWG AB 4 A_Saw
    SAWG B 0 A_ReFire
    Goto Ready
  Spawn:
    CSAW A -1
    Stop
  }
}

ACTOR "BFG9000 " : Weapon 1536
{
  Height 20
  Weapon.AmmoUse 40
  Weapon.AmmoGive 40
  Weapon.AmmoType "Cell"
  +WEAPON.NOAUTOFIRE
  Inventory.PickupMessage "$GOTBFG9000"
  Inventory.PickupSound "Octdm4/dswpnup"
  Tag "$TAG_BFG9000"
  States
  {
  Ready:
    BFGG A 1 A_WeaponReady
    Loop
  Deselect:
    BFGG A 1 A_Lower
    Loop
  Select:
    BFGG A 1 A_Raise
    Loop
  Fire:
    BFGG A 20 A_BFGSound
    BFGG B 10 A_GunFlash
    BFGG B 10 A_FireBFG
    BFGG B 20 A_ReFire
    Goto Ready
  Flash:
    BFGF A 11 Bright A_Light1
    BFGF B 6 Bright A_Light2
    Goto LightDone
  Spawn:
    BFUG A -1
    Stop
  OldFire:
    BFGG A 10 A_BFGSound
    BFGG BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FireOldBFG
    BFGG B 0 A_Light0
    BFGG B 20 A_ReFire
    Goto Ready
  }
}

ACTOR "SuperShotgun " : Weapon 1537
{
  Weapon.AmmoUse 2
  Weapon.AmmoGive 8
  Weapon.AmmoType "Shell"
  Inventory.PickupSound "Octdm4/dswpnup"
  Inventory.PickupMessage "$GOTSHOTGUN2"
  Obituary "$OB_MPSSHOTGUN"
  Tag "$TAG_SUPERSHOTGUN"
  States
  {
  Ready:
    SHT2 A 1 A_WeaponReady
    Loop
  Deselect:
    SHT2 A 1 A_Lower
    Loop
  Select:
    SHT2 A 1 A_Raise
    Loop
  Fire:
    SHT2 A 3
    SHT2 A 7 A_FireShotgun2
    SHT2 B 7
    SHT2 C 7 A_CheckReload
    SHT2 D 7 A_OpenShotgun2
    SHT2 E 7
    SHT2 F 7 A_LoadShotgun2
    SHT2 G 6
    SHT2 H 6 A_CloseShotgun2
    SHT2 A 5 A_ReFire
    Goto Ready
    // unused states
    SHT2 B 7
    SHT2 A 3
    Goto Deselect
  Flash:
    SHT2 I 4 Bright A_Light1
    SHT2 J 3 Bright A_Light2
    Goto LightDone
  Spawn:
    SGN2 A -1
    Stop
  }
}

////////OCTDM4 ITEMS

ACTOR "Stimpack " : Health 3011
{
  Inventory.Amount 10
  Inventory.PickupMessage "$GOTSTIM" // "Picked up a stimpack."
  Inventory.PickupSound "Octdm4/ocitemup"
  States
  {
  Spawn:
    STIM A -1
    Stop
  }
}

ACTOR "Medikit " : Health 3030
{
  Inventory.Amount 25
  Inventory.PickupMessage "$GOTMEDIKIT" // "Picked up a medikit."
  Inventory.PickupSound "Octdm4/dsitemup"
  Health.LowMessage 25, "$GOTMEDINEED" // "Picked up a medikit that you REALLY need!"
  States
  {
  Spawn:
    MEDI A -1
    Stop
  }
}

/////KHOON Weapons

ACTOR "RocketLauncher  " : Weapon 3040
{
  Weapon.SelectionOrder 2500
  Weapon.AmmoUse 1
  Weapon.AmmoGive 2
  Weapon.AmmoType "RocketAmmo"
  Inventory.PickupMessage "$GOTLAUNCHER"
  Inventory.PickupSound "Khoon/wepup"
  Tag "$TAG_ROCKETLAUNCHER"
  States
  {
  Ready:
    MISG A 1 A_WeaponReady
    Loop
  Deselect:
    MISG A 1 A_Lower
    Loop
  Select:
    MISG A 1 A_Raise
    Loop
  Fire:
    MISG B 8 A_GunFlash
    MISG B 12 A_Firemissile
    MISG B 0 A_ReFire
    Goto Ready
  Flash:
    MISF A 3 Bright A_Light1
    MISF B 4 Bright
    MISF CD 4 Bright A_Light2
    Goto LightDone
  Spawn:
    LAUN A -1
    Stop
  }
}

ACTOR "Shotgun  " : Weapon 2060
{
  Weapon.SelectionOrder 1300
  Weapon.AmmoUse 1
  Weapon.AmmoGive 8
  Weapon.AmmoType "Shell"
  Inventory.PickupMessage "$GOTSHOTGUN"
  Inventory.PickupSound "Khoon/wepup"
  Obituary "$OB_MPSHOTGUN"
  Tag "$TAG_SHOTGUN"
  States
  {
  Ready:
    SHTG A 1 A_WeaponReady
    Loop
  Deselect:
    SHTG A 1 A_Lower
    Loop
  Select:
    SHTG A 1 A_Raise
    Loop
  Fire:
    SHTG A 3
    SHTG A 7 A_FireShotgun
    SHTG BC 5
    SHTG D 4
    SHTG CB 5
    SHTG A 3
    SHTG A 7 A_ReFire
    Goto Ready
  Flash:
    SHTF A 4 Bright A_Light1
    SHTF B 3 Bright A_Light2
    Goto LightDone
  Spawn:
    SHOT A -1
    Stop
  }
}

ACTOR "Chaingun  " : Weapon 2061
{
   Weapon.SelectionOrder 700
   Weapon.AmmoUse 1
   Weapon.AmmoGive 20
   Weapon.AmmoType "Clip"
   Inventory.PickupMessage "$GOTCHAINGUN" // "You got the chaingun"
   Inventory.PickupSound "Khoon/wepup"
   Obituary "$OB_MPCHAINGUN" // "%o was mowed down by %k's chaingun."
   Tag "$TAG_CHAINGUN"
   States
   {
   Ready:
     CHGG A 1 A_WeaponReady
     Loop
   Deselect:
     CHGG A 1 A_Lower
     Loop
   Select:
     CHGG A 1 A_Raise
     Loop
   Fire:
     CHGG AB 4 A_FireCGun
     CHGG B 0 A_ReFire
     Goto Ready
   Flash:
     CHGF A 5 Bright A_Light1
     Goto LightDone
     CHGF B 5 Bright A_Light1
     Goto LightDone
   Spawn:
     MGUN A -1
     Stop
   }
}

ACTOR "PlasmaRifle  " : Weapon 2063
{
  Weapon.SelectionOrder 100
  Weapon.AmmoUse 1
  Weapon.AmmoGive 40
  Weapon.AmmoType "Cell"
  Inventory.PickupMessage "$GOTPLASMA"
  Inventory.PickupSound "Khoon/wepup"
  Tag "$TAG_PLASMARIFLE"
  States
  {
  Ready:
    PLSG A 1 A_WeaponReady
    Loop
  Deselect:
    PLSG A 1 A_Lower
    Loop
  Select:
    PLSG A 1 A_Raise
    Loop
  Fire:
    PLSG A 3 A_FirePlasma
    PLSG B 20 A_ReFire
    Goto Ready
  Flash:
    PLSF A 4 Bright A_Light1
    Goto LightDone
    PLSF B 4 Bright A_Light1
    Goto LightDone
  Spawn:
    PLAS A -1
    Stop
  }
}

ACTOR "BFG9000  " : Weapon 2064
{
  Height 20
  Weapon.SelectionOrder 2800
  Weapon.AmmoUse 40
  Weapon.AmmoGive 40
  Weapon.AmmoType "Cell"
  +WEAPON.NOAUTOFIRE
  Inventory.PickupMessage "$GOTBFG9000"
  Inventory.PickupSound "Khoon/wepup"
  Tag "$TAG_BFG9000"
  States
  {
  Ready:
    BFGG A 1 A_WeaponReady
    Loop
  Deselect:
    BFGG A 1 A_Lower
    Loop
  Select:
    BFGG A 1 A_Raise
    Loop
  Fire:
    BFGG A 20 A_BFGSound
    BFGG B 10 A_GunFlash
    BFGG B 10 A_FireBFG
    BFGG B 20 A_ReFire
    Goto Ready
  Flash:
    BFGF A 11 Bright A_Light1
    BFGF B 6 Bright A_Light2
    Goto LightDone
  Spawn:
    BFUG A -1
    Stop
  OldFire:
    BFGG A 10 A_BFGSound
    BFGG BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FireOldBFG
    BFGG B 0 A_Light0
    BFGG B 20 A_ReFire
    Goto Ready
  }
}

ACTOR "Chainsaw  " : Weapon 2065
{
  Weapon.Kickback 0
  Weapon.SelectionOrder 2200
  Weapon.UpSound "weapons/sawup"
  Weapon.ReadySound "weapons/sawidle"
  Inventory.PickupMessage "$GOTCHAINSAW"
  Inventory.PickupSound "Khoon/wepup"
  Obituary "$OB_MPCHAINSAW"
  Tag "$TAG_CHAINSAW"
  +WEAPON.MELEEWEAPON
  States
  {
  Ready:
    SAWG CD 4 A_WeaponReady
    Loop
  Deselect:
    SAWG C 1 A_Lower
    Loop
  Select:
    SAWG C 1 A_Raise
    Loop
  Fire:
    SAWG AB 4 A_Saw
    SAWG B 0 A_ReFire
    Goto Ready
  Spawn:
    CSAW A -1
    Stop
  }
}

ACTOR "Rocket-Launcher" : Weapon 3050
{
  Weapon.SelectionOrder 2500
  Weapon.AmmoUse 1
  Weapon.AmmoGive 2
  Weapon.AmmoType "RocketAmmo"
  Inventory.PickupMessage "$GOTLAUNCHER"
  Tag "$TAG_ROCKETLAUNCHER"
  States
  {
  Ready:
    MISG A 1 A_WeaponReady
    Loop
  Deselect:
    MISG A 1 A_Lower
    Loop
  Select:
    MISG A 1 A_Raise
    Loop
  Fire:
    MISG B 8 A_GunFlash
    MISG B 12 A_FireCustommissile("SPIFFRocket")
    MISG B 0 A_ReFire
    Goto Ready
  Flash:
    MISF A 3 Bright A_Light1
    MISF B 4 Bright
    MISF CD 4 Bright A_Light2
    Goto LightDone
  Spawn:
    LAUN A -1
    Stop
  }
}

ACTOR "SPIFFRocket" : Rocket 
{
  Radius 11
  Height 8
  Speed 20
  Damage 20
  Projectile
  +RANDOMIZE
  +DEHEXPLOSION
  +ROCKETTRAIL
  DeathSound "weapons/rocklx"
  seesound "SPIFF2/sprlaunc"
  Obituary "$OB_MPROCKET" // "%o rode %k's rocket."
  States
  {
  Spawn:
    MISL A 1 Bright
    Loop
  Death:
    MISL B 8 Bright A_Explode
    MISL C 6 Bright
    MISL D 4 Bright
    Stop
  }
}

ACTOR "Shot-gun" : Weapon 3051
{
  Weapon.AmmoUse 1
  Weapon.AmmoGive 8
  Weapon.AmmoType "Shell"
  Inventory.PickupMessage "$GOTSHOTGUN"
  AttackSound "SPIFF2/spshotgun"
  Obituary "$OB_MPSHOTGUN"
  Tag "$TAG_SHOTGUN"
  States
  {
  Ready:
    SHTG A 1 A_WeaponReady
    Loop
  Deselect:
    SHTG A 1 A_Lower
    Loop
  Select:
    SHTG A 1 A_Raise
    Loop
  Fire:
    SHTG A 3
    SHTG A 0 A_Gunflash
	SHTG A 7 A_FireBullets (3.1, 3.2, 5, 4, "BulletPuff")
    SHTG BC 5
    SHTG D 4 
    SHTG CB 5
    SHTG A 3
    SHTG A 7 A_ReFire
    Goto Ready
  Flash:
    SHTF A 4 Bright A_Light1
    SHTF B 3 Bright A_Light2
    Goto LightDone
  Spawn:
    SHOT A -1
    Stop
  }
}


ACTOR "ModdedMegasphere " : CustomInventory 3053
{
  +COUNTITEM
  +FLOATBOB
  -FLOAT
  -INVENTORY.ALWAYSPICKUP
  Inventory.PickupMessage "$GOTMSPHERE" // "MegaSphere!"
  Inventory.PickupSound "SPIFF2/spgetpow"
  States
  {
  Spawn:
    MEGA ABCD 6 Bright
    Loop
  Pickup:
    TNT1 A 0 A_GiveInventory("BlueArmorForMegasphere", 1)
    TNT1 A 0 A_GiveInventory("MSHealth", 1)
    Stop
  }
}

ACTOR "Plasma-Rifle" : Weapon 5056
{
  Weapon.SelectionOrder 100
  Weapon.AmmoUse 1
  Weapon.AmmoGive 40
  Weapon.AmmoType "Cell"
  Inventory.PickupMessage "$GOTPLASMA"
  Tag "$TAG_PLASMARIFLE"
  States
  {
  Ready:
    PLSG A 1 A_WeaponReady
    Loop
  Deselect:
    PLSG A 1 A_Lower
    Loop
  Select:
    PLSG A 1 A_Raise
    Loop
  Fire:
	PLSG A 3 A_FireCustomMissile("Spiff2Ball")
    PLSG B 20 A_ReFire
    Goto Ready
  Flash:
    PLSF A 4 Bright A_Light1
    Goto LightDone
    PLSF B 4 Bright A_Light1
    Goto LightDone
  Spawn:
    PLAS A -1
    Stop
  }
}

ACTOR "Spiff2Ball" : Plasmaball
{
  Radius 13
  Height 8
  Speed 25
  Damage 5
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.75
  seesound "SPIFF2/spplasma"
  DeathSound "weapons/plasmax"
  Obituary "$OB_MPPLASMARIFLE" // "%o was melted by %k's plasma gun."
  States
  {
  Spawn:
    PLSS AB 6 Bright
    Loop
  Death:
    PLSE ABCDE 4 Bright
    Stop
  }
}