//Weapon and Item Pickups
#include "Actors/Weapons/GMOTA_Chainsaw.txt"
#include "Actors/Weapons/GMOTA_Shotgun.txt"
#include "Actors/Weapons/GMOTA_SSG.txt"
#include "Actors/Weapons/GMOTA_Chaingun.txt"
#include "Actors/Weapons/GMOTA_RocketLauncher.txt"
#include "Actors/Weapons/GMOTA_PlasmaRifle.txt"
#include "Actors/Weapons/GMOTA_BFG.txt"

#include "Actors/Ammo/GMOTA_Shells.txt"
#include "Actors/Ammo/GMOTA_Clips.txt"
#include "Actors/Ammo/GMOTA_Cells.txt"
#include "Actors/Ammo/GMOTA_Rockets.txt"
#include "Actors/Ammo/GMOTA_ExtraAmmo.txt"


//Subweapons
#include "Actors/Subweapons/SubweaponCandle.txt"
#include "Actors/Subweapons/Lance.txt"
#include "Actors/Subweapons/Mattock.txt"
#include "Actors/Subweapons/WardingShield.txt"
#include "Actors/Subweapons/Dagger.txt"
#include "Actors/Subweapons/FireBottle.txt"
#include "Actors/Subweapons/Boomerang.txt"
#include "Actors/Subweapons/Hammer.txt"


//Lord Blaz and weapons
//#include "actors/lordblaz/zarach.txt"
#include "actors/lordblaz/B01_Zarach.txt"
#include "actors/lordblaz/B02_Blazter.txt"
#include "actors/lordblaz/B03_BlazSubweapons.txt"
#include "actors/lordblaz/B04_BlazBarrel.txt"
#include "actors/lordblaz/B05_BlazMisc.txt"

#include "actors/lordblaz/placeholder.txt"

//Doomslayer and weapons
#include "actors/doomslayer/DS01_Rend.txt"
#include "actors/doomslayer/DS02_DreadBolt.txt"
#include "actors/doomslayer/DS03_MourningStar.txt"
#include "actors/doomslayer/DS04_Thunderbuss.txt"
#include "actors/doomslayer/DS05_ReignStorm.txt"
#include "actors/doomslayer/DS06_WrathCaster.txt"
#include "actors/doomslayer/DS07_Magmauler.txt"
#include "actors/doomslayer/DS08_BFUG.txt"
#include "actors/doomslayer/DS09_DoomSlayerSubweapons.txt"
#include "actors/doomslayer/DS10_SlayerBarrel.txt"

//Kustam and weapons
#include "actors/Kustam/K01_KustamLaserGun.txt"
#include "actors/Kustam/K02_KustamScatterGun.txt"
#include "actors/Kustam/K03_KustamSubAmmo.txt"
#include "actors/Kustam/K04_KustamBarrel.txt"
#include "actors/Kustam/K05_KustamLaserStuff.txt"

//Samson and weapons
//#include "actors/Samson/Bowgun.txt"
//#include "actors/Samson/Synthesizer.txt"



//Monsters
#include "actors/monsters/M01_KnightArcher.txt"
#include "actors/monsters/M02_SteelDuke.txt"
#include "actors/monsters/M03_BlackViper.txt"
#include "actors/monsters/M04_ImpSkirmisher.txt"
#include "actors/monsters/M05_LivingArmor.txt"
#include "actors/monsters/M06_MageBane.txt"
#include "actors/monsters/M07_SkullBat.txt"
#include "actors/monsters/M08_RedWyvern.txt"
#include "actors/monsters/M09_BroodSlime.txt"
#include "actors/monsters/M10_GrenadierRevenant.txt"
#include "actors/monsters/M11_BomberKnight.txt"
#include "actors/monsters/M12_Hellfos.txt"
#include "actors/monsters/M13_MageGunner.txt"
#include "actors/monsters/M14_PaviseGuard.txt"
#include "actors/monsters/M15_BoneLord.txt"
#include "actors/monsters/M16_MiniSkelly.txt"
#include "actors/monsters/M17_BadSpirit.txt"
#include "actors/monsters/M18_EdgeLord.txt"
#include "actors/monsters/M19_Cyberdemon.txt"
#include "actors/monsters/M20_GoldSkeleton.txt"
#include "actors/monsters/M21_MimicSkeleton.txt"
#include "actors/monsters/M22_StealthMonsters.txt"
#include "actors/monsters/M23_Skellytun.txt"





//Knightmare Monsters
#include "actors/monsters/KnightMare/KM01_PistolHood.txt"
#include "actors/monsters/KnightMare/KM02_RoyalDuke.txt"
#include "actors/monsters/KnightMare/KM03_EmeraldCobra.txt"
#include "actors/monsters/KnightMare/KM04_ImpVanguard.txt"
#include "actors/monsters/KnightMare/KM05_ArmorCaptain.txt"
#include "actors/monsters/KnightMare/KM06_ShadeThief.txt"
#include "actors/monsters/KnightMare/KM07_StupidityCrystal.txt"
#include "actors/monsters/KnightMare/KM08_BlueWyvern.txt"
#include "actors/monsters/KnightMare/KM09_IceBrood.txt"
#include "actors/monsters/KnightMare/KM10_SpinelScourge.txt"
#include "actors/monsters/KnightMare/KM11_BomberLord.txt"
#include "actors/monsters/KnightMare/KM12_StygianWrath.txt"
#include "actors/monsters/KnightMare/KM13_MageCommando.txt"
#include "actors/monsters/KnightMare/KM14_PaviseWarden.txt"
#include "actors/monsters/KnightMare/KM15_BoneKaiser.txt"
#include "actors/monsters/KnightMare/KM16_MiniKaiser.txt"
#include "actors/monsters/KnightMare/KM17_EdgeKeeper.txt"
#include "actors/monsters/KnightMare/KM18_GildMaster.txt"



//Dark Heroes
#include "actors/monsters/KnightMare/KM19_DarkBlaz.txt"
#include "actors/monsters/KnightMare/KM20_DarkSlayer.txt"
#include "actors/monsters/KnightMare/KM21_DarkKustam.txt"
//Mimic
#include "actors/monsters/KnightMare/KM22_ChestMimics.txt"





//Gameplay mechanics (powerups, items, blood, stuns, etc)
#include "actors/powerups.txt"
#include "actors/HealthArmor.txt"
#include "actors/core/blood.txt"
#include "actors/subitems.txt"
#include "actors/decorations.txt"
#include "actors/ExtraMechanics.txt"
#include "actors/TitlemapStuff.txt" // hi uit is of the me, yhoil
#include "Playertokens.dec"

actor LordBlaz : Playerpawn 
{
	Player.DisplayName "Lord Blaz"
	Health 100
	ProjectilePassHeight 40
	mass 1000
	Scale 0.85
	Speed 1.1
	+notimefreeze
	+dontblast 
	+thruspecies
	+DONTGIB
	+noblooddecals
    bloodtype GMOTAnoBlood
	species "friendly"
	DamageFactor "BigKustamShot", 0
	DamageFactor "SuperKick", 0
	PainChance 256
	PainChance "thiefknife", 256
	PainChance "thrownthiefknife", 256
	PainChance "icearrow", 256
	PainChance "SuperKick", 0
	PainChance "Dazer", 0
	Player.portrait "BLZPIC"
	Player.viewheight 42
	Player.jumpz 10
	Player.soundclass "braveone"
	Player.CrouchSprite "LBLZ"
	Player.ColorRange 112, 127
	Player.startitem "BlazterEnergy", 60
	Player.startitem "ArcaneForce", 8
	Player.StartItem "LanceCheck", 1
	Player.StartItem "SubweaponPower", 100
	Player.StartItem "newzarach"
	Player.StartItem "Blazter"
	Player.startitem "IamLordBlaz"
	Player.startitem "SubLocker"
	Player.WeaponSlot 1, newZarach
	Player.WeaponSlot 2, Blazter
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("HeroStep",1,3)
		LBLZ A 17 
		TNT1 A 0 A_Jump(256,"Spawn")
		LBLZ C 17
		Loop

	See:
		TNT1 A 0 A_JumpIfInventory("HeroStep",1,"Step2")
		TNT1 A 0 A_Jump (256, "Step1")
		Goto Step1
	Step1:
		TNT1 A 0 A_JumpIf(CallACS("WalkSound") == 1, 2)
		TNT1 A 0 A_SpawnItemEx("BlazStep", 0,0,0, 0,0,0, 0, SXF_SETMASTER | SXF_NOCHECKPOSITION)
		LBLZ A 6
		LBLZ D 6
		TNT1 A 0 A_GiveInventory("HeroStep",1)
		TNT1 A 0 A_Jump (256, "Spawn")
		Goto Spawn
	Step2:
		TNT1 A 0 A_JumpIf(CallACS("WalkSound") == 1, 2)
		TNT1 A 0 A_SpawnItemEx("BlazStep", 0,0,0, 0,0,0, 0, SXF_SETMASTER | SXF_NOCHECKPOSITION)
		LBLZ C 6
		LBLZ B 6
		TNT1 A 0 A_TakeInventory("HeroStep",1)
		TNT1 A 0 A_Jump (256, "Spawn")
		Goto Spawn

	missile:
		TNT1 A 0
		TNT1 A 0
		LBLZ A 1 A_JumpIfInventory ("usingsubweapon", 1, "subweapon")
		TNT1 A 0 A_JumpIfInventory ("usingsubweapon", 1, "subweapon")
		TNT1 A 0 A_JumpIfInventory ("usingsword", 1, "swordattack")
		LBLZ I 3
		LBLZ J 4 bright
		LBLZ I 2
		Goto Spawn	
	Swordattack:
		TNT1 A 0
		TNT1 A 0
		LBLZ A 1 A_JumpIfInventory ("usingsubweapon", 1, "subweapon")
		TNT1 A 0 A_JumpIfInventory ("unarmedcheck", 1, "punch")
		LBLZ E 2
		LBLZ F 1
		LBLZ G 2
		LBLZ H 3
		Goto Spawn
	subweapon:
		TNT1 A 0
		TNT1 A 0
		LBLZ K 3
		LBLZ L 2
		LBLZ M 5 A_TakeInventory ("usingsubweapon",99) 
		goto spawn
	Punch:
		TNT1 A 0
		TNT1 A 0
		LBLZ N 2
		LBLZ O 1
		LBLZ P 2
		goto spawn
	Pain:
		TNT1 A 0
		LBLZ Q 0
		LBLZ Q 4 A_Pain
		Goto Spawn
	Pain.thiefknife:
		TNT1 A 0
		LBLZ Q 0
		LBLZ Q 0 A_TakeInventory ("arcaneforce", random(1,5))
		TNT1 A 0 A_PlaySound ("hero/drained",0)
		TNT1 A 0 A_TakeInventory ("BlazterEnergy", random(1,5))
		LBLZ Q 1 
		LBLZ Q 4 A_Pain
		goto spawn
	pain.thrownthiefknife:
		LBLZ Q 0
		TNT1 A 0 A_PlaySound ("hero/drained",0)
		TNT1 A 0 A_TakeInventory ("arcaneforce", random(1,3))
		TNT1 A 0 A_TakeInventory ("BlazterEnergy", random(1,3))
		LBLZ Q 1 
		LBLZ Q 4 A_Pain
		goto spawn	
	pain.icearrow:
		LBLZ Q 0
		LBLZ Q 0
		TNT1 A 0 A_SetBlend ("000 140 225",0.25,110,0)
		TNT1 A 0 A_PlaySound ("hero/frozen",0)
		TNT1 A 0 A_GiveInventory ("numbed",1)
		LBLZ Q 1 
		LBLZ Q 4 A_Pain
		goto spawn
	Death:
		TNT1 A 0
		LBLZ S 4 A_Playerscream
		LBLZ T 4 
		LBLZ U 4 A_NoBlocking
		LBLZ V 4
		LBLZ V -1
		Stop	
	XDeath:
		TNT1 A 0
		LBLZ S 4 A_Playerscream
		LBLZ T 4 
		LBLZ U 4 A_NoBlocking
		LBLZ V 4
		LBLZ V -1
		Stop	
	}
}


Actor DoomSlayer : PlayerPawn
{
	Player.DisplayName "Doomslayer"
	PainChance 256
	mass 1000
	DamageFactor "macebomb", 0.80
	DamageFactor "SuperKick", 0
	DamageFactor "BigKustamShot", 0
	DamageFactor "Dazer", 0
	PainChance "thiefknife", 256
	PainChance "thrownthiefknife", 256
	PainChance "POWdrainer", 256
	PainChance "icearrow", 256
	PainChance "SuperKick", 0
	PainChance "Dazer", 0
	+notimefreeze
	+dontblast 
	+thruspecies
	+DONTGIB
	+noblooddecals
    bloodtype GMOTAnoBlood
	Species "Friendly"
	Player.portrait "SLYRPIC"
	Speed 1.2
	Player.startitem "IamDoomSlayer"
	Player.StartItem "DreadBolt"
	Player.StartItem "Rend"
	Player.startitem "SlayerMettle", 50
	Player.startitem "BombCasterCharge", 40
	Player.startitem "SubLocker"
	Player.WeaponSlot 1, Rend 
	Player.WeaponSlot 2, DreadBolt
	Player.WeaponSlot 3, MourningStar, ThunderBuss
	Player.WeaponSlot 4, ReignStorm
	Player.WeaponSlot 5, WrathCaster
	Player.WeaponSlot 6, Magmauler
	//Player.WeaponSlot 7, berserkfists
	States
	{
	Spawn:
		SLYR G 0
		SLYR G 0
		SLYF A 1
		loop
	See:
		TNT1 A 0
		SLYF AAAABBBBCCCCDDDD 1
		goto spawn
	Missile:
		"####" A 0 
		"####" A 0 
		"####" A 0 A_JumpIfInventory ("UsingSlayerGun",1,"GunAttack")
		"####" A 1 A_JumpIfInventory ("UsingSlayerFists",1,"FistAttack")
	RendAttack:
		"####" A 0 
		SLYR A 1 
		SLYR A 2
		SLYR E 5 
		SLYR F 3
		SLYR A 2
		goto Spawn
	RendSwipes:
		SLYR A 3 
		SLYR E 7 
		SLYR F 5
		SLYR A 2
		SLYR E 7 
		SLYR F 4
		SLYR A 3
		goto Spawn	
	GunAttack:
		SLYG A 0
		SLYG E 2 A_JumpIfInventory ("UsingRend",1,"RendSwipes")
		SLYG A 0 A_JumpIfInventory ("UsingRend",1,"RendSwipes")
		SLYG F 1 bright
		SLYG F 5 Bright
		SLYG E 9
		SLYG A 1
		goto Spawn
	FistAttack:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("UsingRend",1,"RendSwipes")
		SLYF E 9 A_JumpIfInventory ("UsingRend",1,"RendSwipes")
		goto Spawn
	Pain:
		SLYF G 4 
		SLYF G 4 A_Pain
		Goto Spawn
	Pain.thiefknife:
		"####" G 0
		"####" G 0
		"####" G 0 A_PlaySound ("hero/drained",0)
		"####" G 0 A_TakeInventory ("SlayerMettle", random(10,16))
		"####" G 0 A_TakeInventory ("SlayerGrit", random(10,16))
		SLYF G 1 
		SLYF G 4 A_Pain
		goto Spawn
	pain.thrownthiefknife:
		"####" G 0
		"####" G 0 A_PlaySound ("hero/drained",0)
		"####" G 0 A_TakeInventory ("SlayerMettle", random(10,16))
		"####" G 0 A_TakeInventory ("SlayerGrit", random(10,16))
		SLYF G 1 
		SLYF G 4 A_Pain
		goto Spawn
	pain.icearrow:
		"####" G 0
		"####" G 0
		"####" G 0 A_SetBlend ("000 140 225",0.25,110,0)
		"####" G 0 A_PlaySound ("hero/frozen",0)
		"####" G 0 A_GiveInventory ("numbed",1)
		SLYF G 1 
		SLYF G 4 A_Pain
		goto Spawn
	Death:
		SLYR H 6
		SLYR I 10 A_PlayerScream
		SLYR J 7 A_NoBlocking
		SLYR KL 6
		SLYR M 7
		SLYR N -1
		Stop
	}
}


Actor Kustam : PlayerPawn
{
	Player.DisplayName "Kustam"
	PainChance 256
	mass 1000
    Gravity 0.60
 	Speed 1
	DamageFactor "SuperKick", 0
	DamageFactor "Dazer", 0
	PainChance "thiefknife", 256
	PainChance "thrownthiefknife", 256
	PainChance "POWdrainer", 256
	PainChance "icearrow", 256
	PainChance "SuperKick", 0
	PainChance "Dazer", 0
	+notimefreeze
	+dontblast 
	+thruspecies
	+DONTGIB
	+noblooddecals
    bloodtype GMOTAnoBlood
	Player.soundclass "champion"
	Player.AttackZOffset 20
	Player.viewheight 54
	Player.jumpz 12
	Player.AirCapacity 0
	Species "Friendly"
	Player.portrait "KSTPIC"
	//Player.StartItem "Rubyshot", 5
	//Player.StartItem "ForgeGems", 40
	Player.StartItem "KustamLaserBattery", 200
	Player.StartItem "KustamKineticBattery", 150
	Player.StartItem "KustamAuxBattery", 3
	
	Player.StartItem "IamKustam"
	Player.StartItem "KustamLaserGun"
	Player.StartItem "KustamKineticGun"
	Player.startitem "SubLocker"
	Player.WeaponSlot 1, KustamLaserGun
	Player.WeaponSlot 2, KustamKineticGun
	//Player.WeaponSlot 7, SentinelArms
	States
	{
	Spawn:
		TNT1 A 0
		KSTM A 1
		TNT1 A 0 A_JumpIfInventory ("SentinelForm", 1, "Sentinel")
		Loop

	See:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SentinelForm", 1, "Sentinel")
		TNT1 A 0 A_JumpIfInventory("HeroStep",1,"Step2")
		TNT1 A 0 A_Jump (256, "Step1")
		Goto Step1
	Step1:
		TNT1 A 0 A_JumpIf(CallACS("WalkSound") == 1, 2)
		TNT1 A 0 A_SpawnItemEx("KustamStep", 0,0,0, 0,0,0, 0, SXF_SETMASTER | SXF_NOCHECKPOSITION)
		TNT1 A 0 A_JumpIfInventory ("SentinelForm", 1, "Sentinel")
		KSTM B 6
		TNT1 A 0 A_JumpIfInventory ("SentinelForm", 1, "Sentinel")
		KSTM C 6
		TNT1 A 0 A_GiveInventory("HeroStep",1)
		TNT1 A 0 A_JumpIfInventory ("KustamWalking",1, "See")
		Goto Spawn
	Step2:
		TNT1 A 0 A_JumpIf(CallACS("WalkSound") == 1, 2)
		TNT1 A 0 A_SpawnItemEx("KustamStep", 0,0,0, 0,0,0, 0, SXF_SETMASTER | SXF_NOCHECKPOSITION)
		TNT1 A 0 A_JumpIfInventory ("SentinelForm", 1, "Sentinel")
		KSTM D 6
		TNT1 A 0 A_JumpIfInventory ("SentinelForm", 1, "Sentinel")
		KSTM E 6
		TNT1 A 0 A_TakeInventory("HeroStep",1)
		TNT1 A 0 A_JumpIfInventory ("KustamWalking",1, "See")
		Goto Spawn


	/*Spawn:
		KSTM A 1
		TNT1 A 0 A_JumpIfInventory ("SentinelForm", 1, "Sentinel")
		Loop
	See:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SentinelForm", 1, "Sentinel")
		KSTM BCDE 4 
		Loop*/
	Missile:
		TNT1 A 0
		KSTM A 1
		TNT1 A 0 A_JumpIfInventory ("SentinelForm", 1, "SentinelAttack")
		TNT1 A 0 A_JumpIfInventory ("SentinelForm", 1, "SentinelAttack")
		TNT1 A 0 A_JumpIfInventory ("UsingKustamKick",1, "KustamKick")
		//TNT1 A 0 A_JumpIfInventory ("UsingKustamStaff",1, "StaffStrike")
		TNT1 A 0 A_JumpIfInventory ("UsingKustamPistol",1, "GunAttack")
		KSTM A 5
		goto spawn
	GunAttack:
		TNT1 A 0
		KSTM H 4
		KSTM I 2 bright
		KSTM H 15
		Goto Spawn
	StaffStrike:
		KSTM F 1
		KSTM F 4
	StrikeEnd:
		KSTM F 2
		KSTM G 12
		KSTM F 3
		goto spawn
	KustamKick:
		KSTM J 4
		KSTM K 10
		KSTM J 4
		Goto spawn
	Pain:
		TNT1 A 0 
		TNT1 A 0 A_JumpIfInventory ("SentinelForm", 1, "Sentinel")
		KSTM L 4 
		KSTM L 4 A_Pain
		Goto Spawn
	Pain.thiefknife:
		KSTM L 0
		KSTM L 0
		KSTM L 0 A_PlaySound ("hero/drained",0)
		KSTM L 0 A_TakeInventory ("KustamLaserBattery", random(5,8))
		KSTM L 0 A_TakeInventory ("KustamKineticBattery", random(5,8))
		TNT1 A 0 A_JumpIfInventory ("SentinelForm", 1, "Sentinel")
		KSTM L 1 
		KSTM L 4 A_Pain
		goto spawn
	pain.icearrow:
		KSTM L 0
		KSTM L 0
		KSTM L 0 A_SetBlend ("000 140 225",0.25,110,0)
		KSTM L 0 A_PlaySound ("hero/frozen",0)
		KSTM L 0 A_GiveInventory ("numbed",1)
		TNT1 A 0 A_JumpIfInventory ("SentinelForm", 1, "Sentinel")
		KSTM L 1 
		KSTM L 4 A_Pain
		goto spawn
	Death:
	XDeath:
		KSTM M 1 A_NoBlocking
		KSTM M 1 A_PlayerScream
		TNT1 A 0 A_PlaySound ("Kustam/DeadSpin",0)
		KSTM MNOPQRST 1
		KSTM MNOPQRST 1
		KSTM MNOPQRST 1
		KSTM MNOPQRRSSTTT 1
		KSTM M 4
		KSTM U 3 
		KSTM VW 3
		KSTM W 6
		TNT1 A 0 A_PlaySound ("Kustam/DeadFall",0)
		KSTM XYZ 3
		KSTM Z -1
		Stop
		
	Sentinel:
		KSNT A 1
		TNT1 A 0 a_spawnitemex ("AnkleFlames",0,-10,-10,0,0,-10)
		TNT1 A 0 a_spawnitemex ("AnkleFlames",0,10,-10,0,0,-10)
		TNT1 A 0 A_JumpIfInventory ("SentinelForm", 1, "Sentinel")
		goto see
	SentinelAttack:
		KSNT A 1
		TNT1 A 0 a_spawnitemex ("AnkleFlames",0,-10,-10,0,0,-10)
		TNT1 A 0 a_spawnitemex ("AnkleFlames",0,10,-10,0,0,-10)
		TNT1 A 0 A_JumpIfInventory ("SentinelFlamerToken", 1, "SentinelFlamer")
		TNT1 A 0 A_JumpIfInventory ("SentinelLaserToken", 1, "SentinelLaser")
		goto see
		
	SentinelLaser:
		KSNT C 3 bright
		TNT1 A 0 a_spawnitemex ("AnkleFlames",0,-10,-10,0,0,-10)
		TNT1 A 0 a_spawnitemex ("AnkleFlames",0,10,-10,0,0,-10)
		KSNT A 1
		goto Sentinel
	SentinelFlamer:
		KSNT B 3 bright
		TNT1 A 0 a_spawnitemex ("AnkleFlames",0,-10,-10,0,0,-10)
		TNT1 A 0 a_spawnitemex ("AnkleFlames",0,10,-10,0,0,-10)
		KSNT A 1
		goto Sentinel
		
	}
}



actor Samson : Playerpawn 
{
	Player.DisplayName "Samson"
	Health 100
	ProjectilePassHeight 38
	mass 1000
	Scale 0.85
	Speed 1.2
	+notimefreeze
	+dontblast 
	+thruspecies
	+DONTGIB
	+noblooddecals
    bloodtype GMOTAnoBlood
	species "friendly"
	DamageFactor "BigKustamShot", 0
	DamageFactor "KustamKick", 0
	PainChance 256
	PainChance "thiefknife", 256
	PainChance "thrownthiefknife", 256
	PainChance "icearrow", 256
	PainChance "SuperKick", 0
	PainChance "Dazer", 0
	Player.portrait "SAMPIC"
	Player.viewheight 36
	Player.jumpz 11
	Player.soundclass "braveone"
	Player.CrouchSprite "LBLZ"
	Player.ColorRange 112, 127
	Player.StartItem "SamsonCatalyst", 100
	Player.StartItem "BowgunDarts", 75
	//Player.StartItem "Bowgun"
	//Player.StartItem "Synthesizer"
	Player.startitem "IAmSamson"
	Player.WeaponSlot 1, Bowgun
	Player.WeaponSlot 2, Synthesizer
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("HeroStep",1,3)
		LBLZ A 17
		TNT1 A 0 A_Jump(256,"Spawn")
		LBLZ C 17
		Loop

	See:
		TNT1 A 0 A_JumpIfInventory("HeroStep",1,"Step2")
		TNT1 A 0 A_Jump (256, "Step1")
		Goto Step1
	Step1:
		LBLZ A 6
		LBLZ D 6
		TNT1 A 0 A_GiveInventory("HeroStep",1)
		TNT1 A 0 A_Jump (256, "Spawn")
		Goto Spawn
	Step2:
		LBLZ C 6
		LBLZ B 6
		TNT1 A 0 A_TakeInventory("HeroStep",1)
		TNT1 A 0 A_Jump (256, "Spawn")
		Goto Spawn

	missile:
		TNT1 A 0
		TNT1 A 0
		LBLZ A 1 
		LBLZ I 3
		LBLZ J 4 bright
		LBLZ I 2
		Goto Spawn	
	Pain:
		TNT1 A 0
		LBLZ Q 0
		LBLZ Q 4 A_Pain
		Goto Spawn
	Pain.thiefknife:
		TNT1 A 0
		LBLZ Q 0
		TNT1 A 0 A_PlaySound ("hero/drained",0)
		LBLZ Q 0 A_TakeInventory ("arcaneforce", random(1,5))
		TNT1 A 0 A_TakeInventory ("BlazterEnergy", random(1,5))
		TNT1 A 0 A_TakeInventory ("SubweaponPower", random(1,5))
		LBLZ Q 1 
		LBLZ Q 4 A_Pain
		goto spawn
	pain.thrownthiefknife:
		LBLZ Q 0
		TNT1 A 0 A_PlaySound ("hero/drained",0)
		TNT1 A 0 A_TakeInventory ("arcaneforce", random(1,3))
		TNT1 A 0 A_TakeInventory ("BlazterEnergy", random(1,3))
		TNT1 A 0 A_TakeInventory ("SubweaponPower", random(1,3))
		LBLZ Q 1 
		LBLZ Q 4 A_Pain
		goto spawn	
	pain.icearrow:
		LBLZ Q 0
		LBLZ Q 0
		TNT1 A 0 A_SetBlend ("000 140 225",0.25,110,0)
		TNT1 A 0 A_PlaySound ("hero/frozen",0)
		TNT1 A 0 A_GiveInventory ("numbed",1)
		LBLZ Q 1 
		LBLZ Q 4 A_Pain
		goto spawn
	Death:
		TNT1 A 0
		LBLZ S 4 A_Playerscream
		LBLZ T 4 
		LBLZ U 4 A_NoBlocking
		LBLZ V 4
		LBLZ V -1
		Stop	
	XDeath:
		TNT1 A 0
		LBLZ S 4 A_Playerscream
		LBLZ T 4 
		LBLZ U 4 A_NoBlocking
		LBLZ V 4
		LBLZ V -1
		Stop	
	}
}


actor KustamDummy
{
	states
	{
	spawn:
		KSTM H 1
		loop
	death:
		TNT1 A 1
		TNT1 A 1
		stop
	}
}

actor BlazDummy
{
	states
	{
	Spawn:
		LBLZ F 1
		loop
	death:
		TNT1 A 1
		TNT1 A 1
		stop
	}
}

actor SlayerDummy
{
	states
	{
	Spawn:
		SLYF A 1
		loop
	death:
		TNT1 A 1
		TNT1 A 1
		stop
	}
}
