//Player Class
CLASS Xplayer : Doomplayer// replaces Doomplayer
{
	default
	{
	Player.DisplayName "Standard Issue";
	Player.Portrait "STFKILL0";
	
	player.startitem "XtremePistol";
	player.startitem "XtremeFist";
	Player.StartItem "Clip", 50;
	Player.WeaponSlot 1, "Xtremefist", "XtremeSaw";
   	Player.WeaponSlot 2, "XtremePistol";
	Player.WeaponSlot 3, "XtremeShotgun", "XtremeSSG";
	Player.WeaponSlot 4, "XtremeChaingun";
	Player.WeaponSlot 5, "XtremeRLauncher";
	Player.WeaponSlot 6, "XtremePlasma";
	Player.WeaponSlot 7, "XtremeBFG";
	
	+NOBLOOD
	}

	override int DamageMobj(Actor inflictor, Actor source, int damage, Name mod, int flags = 0, double angle = 0)
	{
		int dmg = Super.DamageMobj(inflictor, source, damage, mod, flags, angle);
		if (dmg > 25)        A_PlaySound("player/pain/xt");
		else if (dmg > 15)    A_PlaySound("player/pain/hi");
		else if (dmg > 10)    A_PlaySound("player/pain/mid");
		else if (dmg > 1)     A_PlaySound("player/pain/low");
		return dmg;
	} 
	
	states
	{
		Spawn:
			PLAY A 5;
			loop;
		Pain:
			PLAY G 8;
			goto spawn;
	}
}


//Nightmare Player
CLASS NightmarePlayer : Doomplayer
{
	default
	{
	Player.DisplayName "Nightmare Weapons";
	Player.Portrait "STFEVL4";
	  
	player.startitem "Rifle";
	player.startitem "XtremeFist";
	Player.StartItem "Clip", 50;
	Player.WeaponSlot 1, "Xtremefist", "XtremeSaw";
   	Player.WeaponSlot 2, "Rifle";
	Player.WeaponSlot 3, "XtremeShotgun", "XtremeSSG";
	Player.WeaponSlot 4, "XtremeChaingun";
	Player.WeaponSlot 5, "XtremeRLauncher";
	Player.WeaponSlot 6, "XtremePlasma";
	Player.WeaponSlot 7, "XtremeBFG";
	
	+NOBLOOD
	}

	override int DamageMobj(Actor inflictor, Actor source, int damage, Name mod, int flags = 0, double angle = 0)
	{
		int dmg = Super.DamageMobj(inflictor, source, damage, mod, flags, angle);
		if (dmg > 25)        A_PlaySound("player/pain/xt");
		else if (dmg > 15)    A_PlaySound("player/pain/hi");
		else if (dmg > 10)    A_PlaySound("player/pain/mid");
		else if (dmg > 1)     A_PlaySound("player/pain/low");
		return dmg;
	} 
	
	states
	{
		Spawn:
			PLAY A 5;
			loop;
		Pain:
			PLAY G 8;
			goto spawn;
	}
}


CLASS XtremeBerserk : Berserk replaces Berserk
{
	states
	{
	pickup:
		TNT1 A 0 A_GiveInventory("PowerStrength");
		TNT1 A 0 HealThing(100, 0);
		TNT1 A 0 A_SelectWeapon("XtremeFist");
		Stop;
	}
}
