ACTOR delChaosLiteTXSComplexDoomPlayer : DoomPlayer
{
Speed 1
Health 100
GibHealth 50
Radius 16
Height 56
Mass 100
PainChance 255
Species "Player"
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
//RM
DamageFactor "PlayerPyro", 0.0
damageFactor "PlayerFireSword", 0.0
DamageFactor "PlayerBHole", 0.0
DamageFactor "PDTPuff", 0.0
//Ark
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 0.0
//TXS
DamageFactor "VulcanPlasmaPuff", 0.0
DamageFactor "VulcanLazer", 0.0
DamageFactor "VulcanLazerEffect", 0.0
DamageFactor "Fire", 0.0
DamageFactor "PlayerExDTRifle", 0.0
-NOSKIN
+THRUSPECIES//could conflict with PVP gamemodes
+DONTHARMSPECIES//could conflict with PVP gamemodes
+MTHRUSPECIES//could conflict with PVP gamemodes
Player.SoundClass "Marine"
Player.ColorRange 112, 127
Player.DisplayName "Doom Guy"
Player.CrouchSprite "PLYC"
Player.StartItem "Handgun "
Player.StartItem "PistolMagazine" 16
Player.StartItem "ShotgunMagazine" 9
Player.StartItem "SSGShell" 2
Player.StartItem "QuadShell" 4
Player.StartItem "HexaShell" 6
Player.StartItem "ShotgunDrum2" 12
Player.StartItem "RocketDrum" 7
Player.StartItem "GrenadeDrum" 7
Player.StartItem "ARMagazine" 41
Player.StartItem "BulletMag" 60
Player.StartItem "CellCharge" 50
Player.StartItem "NewMelee"
Player.StartItem "Hand Grenade"
Player.StartItem "HandGrenadeAmmo" 4
Player.StartItem "Land Mine"
Player.StartItem "MineAmmo" 4
Player.StartItem "NewShell" 8
Player.StartItem "PlasmaCell" 50
Player.StartItem "DemonMagazine" 60
Player.StartItem "MP40Mag" 33
Player.StartItem "ExplosiveShotgunMagazine" 9
Player.StartItem "ExpSSGShell" 2
Player.StartItem "NemesisPellets" 2
Player.StartItem "LegendaryPellets" 2
Player.StartItem "LEGENDARYRevolverSpinner" 6
Player.StartItem "ELegRevolverSpinner" 6
Player.StartItem "EnragedLegendaryShotgunDrum" 16
Player.StartItem "1337ASGDrum" 16
Player.StartItem "M79G" 1
Player.StartItem "EXPCellCharge" 60
Player.StartItem "SpringMine" 4
Player.StartItem "PlasmaHGCell" 100
Player.StartItem "NewCell" 40
Player.StartItem "PlasmaMagazineMK3" 30
Player.StartItem "PSHGClip" 20
Player.StartItem "PDemonMagazine" 50
Player.StartItem "StartingArmor"
Player.StartItem "SpringMine" 4
//Player.StartItem "SpreadKiller"
//Player.StartItem "StartingArmor"
States
	{
	Spawn:
		PLAY A 5 
		TNT1 A 0 A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("LLPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("SLPlayerSmokeSpawner",0,0,0,0)
		Loop
	See:
		PLAY A 5
		TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("LLPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("SLPlayerSmokeSpawner",0,0,0,0)
		PLAY B 5
		TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("LLPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("SLPlayerSmokeSpawner",0,0,0,0)
		PLAY C 5
		TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("LLPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("SLPlayerSmokeSpawner",0,0,0,0)
		PLAY D 5
		TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("LLPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("SLPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0
		Goto Spawn
	Missile:
		TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("LLPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("SLPlayerSmokeSpawner",0,0,0,0)
		PLAY E 1
		TNT1 A 0 A_JumpIfInventory("kickAnim",1,"Kick")
		PLAY E 5
		TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("LLPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("SLPlayerSmokeSpawner",0,0,0,0)
		PLAY E 5
		TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("LLPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("SLPlayerSmokeSpawner",0,0,0,0)
		PLAY E 1
		Goto Spawn
	Melee:
		PLAY F 1 Bright
		TNT1 A 0 A_JumpIfInventory("kickAnim",1,"Kick")
		TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("LLPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("SLPlayerSmokeSpawner",0,0,0,0)
		PLAY F 5 Bright
		Goto Missile
	Kick:
		TNT1 A 0 A_TakeInventory("kickAnim",1)
		TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"KickBerserked")
		PLAY X 6
		TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("LLPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("SLPlayerSmokeSpawner",0,0,0,0)
		PLAY Y 6
		TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("LLPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("SLPlayerSmokeSpawner",0,0,0,0)
		PLAY Z 6
		TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("LLPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("SLPlayerSmokeSpawner",0,0,0,0)
		PLAY Y 6
		TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("LLPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("SLPlayerSmokeSpawner",0,0,0,0)
		PLAY X 6
		Goto Spawn
	KickBerserked:
		PLAY XY 3
		TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("LLPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("SLPlayerSmokeSpawner",0,0,0,0)
		PLAY ZY 3
		TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("LLPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("SLPlayerSmokeSpawner",0,0,0,0)
		PLAY X 6
		Goto Spawn
	Pain:
		PLAY G 4
		TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("LLPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("SLPlayerSmokeSpawner",0,0,0,0)
		PLAY G 4 A_Pain
		TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("LLPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("SLPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0
		Goto Spawn
	Death:
		TNT1 A 0
		TNT1 A 0 A_GiveToTarget("MarineKilled",1)
		TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
		TNT1 A 0 A_TakeInventory("MineAction",1)
		TNT1 A 0 A_TakeInventory("RailgunAction",1)
		PLAY H 8
		PLAY I 8 A_PlayerScream
		PLAY J 8 A_NoBlocking
		PLAY K 8
		PLAY L 8 A_SpawnItem("BodyCrash",0,0,0,0)
		PLAY M 8
		PLAY N -1
		Stop
	XDeath:
		TNT1 A 0
		TNT1 A 0 A_GiveToTarget("MarineKilled",1)
		TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
		TNT1 A 0 A_TakeInventory("MineAction",1)
		TNT1 A 0 A_TakeInventory("RailgunAction",1)
		TNT1 A 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		PLAY P 3 A_XScream
		PLAY Q 3 A_NoBlocking
		PLAY RSTUV 3
		PLAY W -1
		Stop
	Incorp:
		TNT1 A 0 A_ChangeFlag("SOLID",FALSE)
		Goto Spawn
	Corp:		
		TNT1 A 0 A_ChangeFlag("SOLID",TRUE)
		Goto Spawn
	}
}

Actor SpreadKiller : CustomInventory { }

Actor DemonTechSentryBox69 : DemonTechSentryBox Replaces DemonTechSentryBox
{
-INVENTORY.KEEPDEPLETED
}

Actor ExplosiveDemonTechSentryBox69 : ExplosiveDemonTechSentryBox Replaces ExplosiveDemonTechSentryBox
{
-INVENTORY.KEEPDEPLETED
}

Actor PhaseDemonTechSentryBox69 : PhaseDemonTechSentryBox Replaces PhaseDemonTechSentryBox
{
-INVENTORY.KEEPDEPLETED
}

Actor SuperChargedDemonTechSentryBox69 : SuperChargedDemonTechSentryBox Replaces SuperChargedDemonTechSentryBox
{
-INVENTORY.KEEPDEPLETED
}

Actor DoomMarineLegendaryShuffleSphere69 : DoomMarineLegendaryShuffleSphere Replaces DoomMarineLegendaryShuffleSphere
{
-INVENTORY.KEEPDEPLETED
}