#include "ArtificerWeapons/Ammo.txt"
#include "ArtificerWeapons/HealthArmor.txt"
#include "ArtificerWeapons/Powerups.txt"

#include "ArtificerWeapons/WeaponPickups.txt"

#include "ArtificerWeapons/BionicRifle.txt"
#include "ArtificerWeapons/DragonSword.txt"
#include "ArtificerWeapons/SpreadGun.txt"
#include "ArtificerWeapons/SolarJetpack.txt"
#include "ArtificerWeapons/SophiaBlaster.txt"
#include "ArtificerWeapons/HuntersKnives.txt"
#include "ArtificerWeapons/WreckingCrew.txt"



actor Artificer : DoomPlayer
{
	Player.DisplayName "Arti"
	player.soundclass "Artificer"
	Player.Face "RT1"
	Player.StartItem "BionicRifle"
	Player.StartItem "SolarFuel", 100
	Player.StartItem "IAmArti"
	Player.StartItem "Clip", 50
	
	

	Species "Player"
	+dontharmspecies
	+THRUSPECIES
	+NOTAUTOAIMED
	+DONTBLAST
	+DONTGIB
	player.weaponslot 1, DragonSword
	player.weaponslot 2, BionicRifle
	player.weaponslot 3, SpreadGun
	player.weaponslot 4, SolarJetpack
	player.weaponslot 5, SophiaBlaster
	player.weaponslot 6, HuntersKnives
	player.weaponslot 7, WreckingCrew
	
	scale 1.6
	states
	{
	Spawn:
		RT1F A -1
		Loop
	See:
		TNT1 A 0 a_jumpifinventory ("GoldenHammerPower",1,"HammerSpinning")
		RT1F BCDE 4 a_jumpifinventory ("GoldenHammerPower",1,"HammerSpinning")
		TNT1 A 0 a_jumpifinventory ("GoldenHammerPower",1,"HammerSpinning")
		Loop
	Melee:
		RT1F F 1
		TNT1 A 0 a_jumpifinventory ("SolarPistolFired",1,"missile")
		RT1F F 4
		Goto Spawn
	HammerSpinning:
		RT2F DCBA 2
		TNT1 A 0 a_jumpifinventory ("GoldenHammerPower",1,"HammerSpinning")
		goto see
	Missile:
		RT1F F 3
		RT1F G 4 bright
		RT1F H 3 
		RT1F F 2 
		Goto Spawn
	Pain:
		RT1F I 4 A_Pain
		RT1F I 4 
		Goto Spawn
	Death:
	XDeath:
		TNT1 A 0
		TNT1 A 0 a_playsound ("Arti/KnockBack",0)
		RT1F J 0 A_PlayerScream
		RT1F J 0 a_facetarget
		TNT1 A 0 thrustthingz (0,35,0,0)
		TNT1 A 0 ThrustThing(angle*256/360+128, 6, 0, 0)		
        TNT1 A 0 A_UnsetSolid
		RT1F J 5
		goto flyback
	Flyback:	
		TNT1 A 0
		RT1F J 1 a_checkfloor("land")
		loop
	Land:
		TNT1 A 0
		RT1F K 1 a_playsound ("Arti/GameOver",0)
		TNT1 A 0 a_stop
		RT1F J 0 A_NoBlocking
		RT1F K 90
		RT1F LMN 3
		RT1F N -1
		Stop
	}
}

actor IamArti : inventory
{
	+UNDROPPABLE 
	-INVBAR
	inventory.maxamount 1
}

//This is a harmless hitscan attack 
//to hit switches to make sure
//players never get stuck

actor flickpuff : bulletpuff
{
	renderstyle "normal"
	+FORCEXYBILLBOARD	
	+LOOKALLAROUND
	+bloodlessimpact
	+PUFFONACTORS
	states
	{
	spawn:
		TNT1 A 0
		stop
	}
}

