ACTOR PlayerVoice : Inventory
{
	Inventory.MaxAmount 99
}

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 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/concrete","Weapon")
  stop
 }
}

ACTOR ZTPlayer : DoomPlayer
{
  Speed 1
  Health 100
  Radius 16
  Height 56
  Mass 200
  PainChance 255
  -TELESTOMP
  +DONTBLAST
  Player.DisplayName "Zombie Hunter"
  Player.StartItem "OrderSecondary", 50
  Player.StartItem "Action_Reload"
  Player.StartItem "Action_Block"
  Player.StartItem "Action_TertiaryFire"
  Player.StartItem "Action_FuckOff"
  Player.StartItem "Action_QuickGrenade"
  Player.StartItem "Action_SwitchAmmo"
  Player.StartItem "MenuWeapon"
  Player.StartItem "Action_Pay"
  Player.Soundclass "zomb"
  Player.ForwardMove 0.8
  Player.SideMove 0.8
  DamageFactor "ItemExplode", 0.0
  Player.ColorRange 112, 127
  States
  {
  Spawn:
	PLAY E 1
    Loop
  See:
    PLAY AA 3
	PLAY A 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 20,"See2")
	Goto Spawn
  See2:
    PLAY C 0 A_JumpIf (z - floorz > 0, 2)
	PLAY B 0 A_SpawnItemEx("PlayerStepSound", -1, -1, 0, 0, 0, 0, 0, 128, 0)
	PLAY BB 3
	PLAY A 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 20,"See3")
	Goto Spawn
  See3:
	PLAY CC 3
	PLAY A 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 20,"See4")
	Goto Spawn
  See4:
    PLAY C 0 A_JumpIf (z - floorz > 0, 2)
    PLAY B 0 A_SpawnItemEx("PlayerStepSound", -1, 1, 0, 0, 0, 0, 0, 128, 0)
	PLAY DD 3
	PLAY A 0 A_JumpIf((MomX*MomX)+(MomY*MomY) > 20,"See")
    Goto Spawn
  Missile:
    PLAY E 6
    Goto Spawn
  Melee:
    PLAY F 2 BRIGHT
    Goto Missile
  Pain:
	PLAY G 0 A_JumpIfHealthLower(51,1)
	Goto PainBrit
	PLAY G 0
	Goto PainBrit
  Pain.MedicNade:
	PLAY G 0 A_JumpIfHealthLower(101,"MedicNadeNormal")
	PLAY G 0 A_GiveInventory("HealthBonus",5)
	Goto Spawn
  MedicNadeNormal:
	PLAY G 0 A_GiveInventory("Health",5)
	Goto Spawn
  PainBrit:
	PLAY G 0 ACS_ExecuteAlways(820,0,2,0,0)
    PLAY G 2
    Goto Spawn
  Death:
    PLAY H 0 A_PlayerSkinCheck("AltSkinDeath")
  Death1:
    PLAY H 10
    PLAY I 10 A_PlayerScream
    PLAY J 10 A_NoBlocking
    PLAY KLM 10
    PLAY N -1
    Stop
  Death.ExplosiveDamage:
    TNT1 A 0 A_SpawnItemEx("GibChunkSpawner",0,0,32)
	BSZM MNOPQR 1
	BSZM S -1
	Stop
  }
}