// --------------------------------------------------------------------------
//
//	Tokens
//
// --------------------------------------------------------------------------

ACTOR FireSeq : Inventory { Inventory.MaxAmount 2 }//Used for weapons that alternates between fire animations, like the Revenant Launchers
ACTOR WeapSpecial : Inventory { Inventory.MaxAmount 1 }//Gived to the player when using the WeaponSpecial-key
//ACTOR MonsterHaveSeenPlayer : Inventory { Inventory.MaxAmount 1 }//Used for monsters that play an animation upon seeing the player the first time
//ACTOR ChainsawCrueltyBonus : Inventory { Inventory.MaxAmount 150 }//Gived to the player when using the chainsaw, higher amount equals greater bonus
ACTOR IdleCounter : Inventory { Inventory.MaxAmount 200 }//Checks if the player is idle
ACTOR DummyToken : Inventory { Inventory.MaxAmount 999 }//Used for item pickups so that they work properly in multiplayer. Also used for misc. stuff
ACTOR PlayerIsABot : Inventory { Inventory.MaxAmount 1 }//Item given to bots so that they use weapon secondary fires
//ACTOR BD21graphics : Inventory { Inventory.MaxAmount 2 }//Checks what sprites to use for the weapon
ACTOR IsShakin : Inventory { Inventory.MaxAmount 1 }//Related to shotgun strap animation
ACTOR ShakeMore : Inventory { Inventory.MaxAmount 1 }//Related to shotgun strap animation
ACTOR WasFiring : Inventory { Inventory.MaxAmount 1 }//Used for unmaker fire animation
ACTOR SmokeToken : Inventory { Inventory.MaxAmount 20 }//More tokens = more weapon smoke
ACTOR DualFireState : Inventory { Inventory.MaxAmount 10 }
ACTOR DualRightFire : Inventory { Inventory.MaxAmount 1 }
ACTOR DualLeftFire : Inventory { Inventory.MaxAmount 1 }
ACTOR RevolverDummyToken : Inventory { Inventory.MaxAmount 1 }

//ACTOR Levelcounter : Inventory { Inventory.MaxAmount 32 }//Counts how many maps have been played
//ACTOR IsRandomlevel : Inventory { Inventory.MaxAmount 1 }//Used for the random level script
//ACTOR PlayingRandomlevels : Inventory { Inventory.MaxAmount 1 }//Playing random levels or not?
//ACTOR PlayerWasRunning : Inventory { Inventory.MaxAmount 1 }//Used for slidekick. Running gives a longer/faster slide
//ACTOR SlideKicking : Inventory { Inventory.MaxAmount 15 }//Counts how long the player has been kick sliding
	
ACTOR KnifeCharge : Inventory { Inventory.MaxAmount 60 }//Used for charged knife attack. More tokens = more damage

//ACTOR SSGZombieFatality : Inventory { Inventory.MaxAmount 1 }//Used for SSG-zombie fatality
//ACTOR PistolSelected : Inventory { Inventory.MaxAmount 1 }//Related to the pistol flashlight
//ACTOR FlashlightState : Inventory { Inventory.MaxAmount 10 }//Used for the flashlight flashstate


// --------------------------------------------------------------------------
//
//	Dual Weapon Tokens
//		Keeps track of if the player have picked up a second weapon that enables dual wielding
//
// --------------------------------------------------------------------------


ACTOR TE_Revolvers : Ammo
{
	Inventory.Amount 1
	Inventory.MaxAmount 2
	Ammo.BackpackAmount 0
	Ammo.BackpackMaxAmount 2
	Inventory.Icon "TNT1A0"
	Inventory.PickupMessage ""
	States
	{
	Spawn:
		TNT1 A -1
		Stop
	}
}



// --------------------------------------------------------------------------
//
//	Marines
//
// --------------------------------------------------------------------------



// --------------------------------------------------------------------------
//
//	Other random stuffs
//
// --------------------------------------------------------------------------

ACTOR PleaseKillMe
{
	Radius 10
	Height 10
	DamageType KillMe
	+NOTARGET
	+NOGRAVITY
	+NOTELEPORT
	+NODAMAGETHRUST
	+THRUGHOST
	+NORADIUSDMG
	+NOEXTREMEDEATH
	+FORCERADIUSDMG
	-BLOODSPLATTER
	+BLOODLESSIMPACT
	+DEHEXPLOSION
	+ACTIVATEMCROSS
	PROJECTILE
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Explode(100,10)
		Stop
	}
}


ACTOR SpawnShot2 replaces SpawnShot
{
	Radius 6
	Height 32
	Speed 10
	Damage 3
	Projectile
	+NOCLIP
	-ACTIVATEPCROSS
	+RANDOMIZE
	SeeSound "brain/spit"
	DeathSound "brain/cubeboom"
	States
	{
	Spawn:
		ORBB A 2 BRIGHT A_SpawnSound
		ORBB BCDEF 2 BRIGHT
		Loop
	}
}

