ACTOR PlayerVoice : Inventory
{
	Inventory.MaxAmount 99
}

ACTOR IsParrying : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR CurrentTab : Inventory
{
	Inventory.MaxAmount 99
}

ACTOR CurrentTabHover : Inventory
{
	Inventory.MaxAmount 99
}

ACTOR TauntTimer : Inventory
{
	Inventory.MaxAmount 999
}

ACTOR IsCrouched : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR Action_Pay : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	-INVBAR
	+INVENTORY.UNDROPPABLE

	States
	{
	Spawn:
	TNT1 A 1
	Loop
	Use:
	TNT1 A 0 A_JumpIfInventory("Money",50,1)
	Fail
	//TNT1 A 0 A_SpawnItemEx("ThrownMoney",10,0,30,16,0,0)
	TNT1 A 0 ACS_NamedExecuteAlways("VocalPay", 0)
	TNT1 A 0 A_FireCustomMissile("ThrownMoney",0,0)
	TNT1 A 0 A_TakeInventory("Money",50)
	Fail
	}
}


ACTOR PlayerStepSound
{
 radius 1
 height 1
 +NOCLIP
 +CLIENTSIDEONLY
 States
 {
 Spawn:
  TNT1 A 0
  TNT1 A 1 A_PlaySoundEx("step/concretel","Weapon")
  stop
 }
}

ACTOR PlayerStepSoundB : PlayerStepSound
{
 States
 {
 Spawn:
  TNT1 A 0
  TNT1 A 1 A_PlaySoundEx("step/concreter","Weapon")
  stop
 }
}

ACTOR ZTPlayer : DoomPlayer
{
  Speed 1
  Health 100
  Radius 16
  Height 56
  Mass 200
  PainChance 255
  -TELESTOMP
  +DONTBLAST
  +DONTIDENTIFYTARGET
  +NOSKIN
  Player.GruntSpeed 0.1
  Player.DisplayName "Zombie Hunter"
  Player.Soundclass "zomb"
  // Player.ColorRange 112, 127
  Player.ForwardMove 0.8
  Player.SideMove 0.8
  Player.CrouchSprite "PC00"
  DamageFactor "ItemExplode", 0.0
  DamageFactor "PulverizerBoom", 0.0
  States
  {
  Spawn:
  Idling:
	PL00 A 0 A_JumpIf(z-floorz > 16,"Jumper")
	PL00 E 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 20,"Walking")
	PL00 D 2
    Loop
  Jumper:
	PL00 E 2
	PL00 E 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 20,"See")
	PL00 E 0 A_JumpIf(z-floorz <= 16,"Idling")
	Loop
  See:
  Walking:
	PL00 A 0 A_JumpIf(z-floorz > 16,"Jumper")
    PL00 BBBBBB 1 A_JumpIf(z-floorz > 16,"Jumper")
	PL00 A 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 20,"Walking2")
	Goto Idling
  Walking2:
	PL00 A 0 A_JumpIf(z-floorz > 16,"Jumper")
    PL00 C 0 A_JumpIf (z - floorz > 0, 2)
	PL00 C 0 A_SpawnItemEx("PlayerStepSound", -1, -1, 0, 0, 0, 0, 0, 128, 0)
	PL00 CCCCCC 1 A_JumpIf(z-floorz > 16,"Jumper")
	PL00 C 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 20,"Walking3")
	Goto Idling
  Walking3:
	PL00 A 0 A_JumpIf(z-floorz > 16,"Jumper")
	PL00 BBBBBB 1 A_JumpIf(z-floorz > 16,"Jumper")
	PL00 D 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 20,"Walking4")
	Goto Idling
  Walking4:
	PL00 A 0 A_JumpIf(z-floorz > 16,"Jumper")
    PL00 A 0 A_JumpIf (z - floorz > 0, 2)
    PL00 A 0 A_SpawnItemEx("PlayerStepSoundB", -1, 1, 0, 0, 0, 0, 0, 128, 0)
	PL00 AAAAAA 1 A_JumpIf(z-floorz > 16,"Jumper")
	PL00 A 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 20,"Walking")
    Goto Idling
  Missile:
    PL00 A 0
    Goto Idling
  Melee:
    PL00 A 0
    Goto Idling
  Pain:
	PL00 G 0 ACS_NamedExecuteAlways("Vocalize",0,2,0,0)
    Goto Idling
  Death:
	PLPC F 0 A_PlayerScream
    PLPC F 4
	PLPC G 8 A_NoBlocking
    PLPC HI 4
    PLPC J -1
    Stop
  Death.ExplosiveDamage:
    TNT1 A 0 A_SpawnItemEx("GibChunkSpawner",0,0,32)
	BSZM MNOPQR 1
	BSZM S -1
	Stop
  }
}
