ACTOR CFComplexDoomPlayer : DoomPlayer replaces ComplexDoomPlayer
{
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
DamageFactor "PlayerPyro", 0.0
damageFactor "PlayerFireSword", 0.0
DamageFactor "PlayerBHole", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "Player2hu", 0.0
//Ark
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 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 "Plasma Handgun"
Player.StartItem "DemonTechPistol"
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 "NewNewMelee"
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 "LegendaryCoachShells" 2
Player.StartItem "EnragedLegendaryShotgunDrum" 16
Player.StartItem "EXPCellCharge" 60
Player.StartItem "SpringMine" 4
Player.StartItem "PlasmaHGCell" 100
Player.StartItem "DTPistolMagazine" 16
Player.StartItem "StartingArmor"
Player.StartItem "IsPlayer"
States
	{
	Spawn:
		PLAY A 5 
		TNT1 A 0 A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("VPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItem("AGPlayerSmokeSpawner",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("VPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",0,0,0,0)
		PLAY B 5
		TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("VPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",0,0,0,0)
		PLAY C 5
		TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("VPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",0,0,0,0)
		PLAY D 5
		TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("VPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",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("VPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",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("VPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",0,0,0,0)
		PLAY E 5
		TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("VPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",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("VPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",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("VPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",0,0,0,0)
		PLAY Y 6
		TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("VPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",0,0,0,0)
		PLAY Z 6
		TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("VPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",0,0,0,0)
		PLAY Y 6
		TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("VPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",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("VPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",0,0,0,0)
		PLAY ZY 3
		TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("VPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",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("VPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",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("VPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",0,0,0,0)
		TNT1 A 0
		Goto Spawn
	Death:
		TNT1 A 0 A_StopSound(5)
		TNT1 A 0 A_StopSound(6)
		TNT1 A 0 A_StopSound(7)
		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 A_StopSound(5)
		TNT1 A 0 A_StopSound(6)
		TNT1 A 0 A_StopSound(7)
		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
	XDeath.LegendaryHeroSoul:
    Death.LegendaryHeroSoul:
        TNT1 A 0 A_StopSound(5)
        TNT1 A 0 A_StopSound(6)
        TNT1 A 0 A_StopSound(7)
        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
        TNT1 A 0 ACS_NamedExecuteWithResult("LDGSummoner")
        PLAY W 185
        TNT1 A -1
        Stop
	Incorp:
		TNT1 A 0 A_ChangeFlag("SOLID",FALSE)
		Goto Spawn
	Corp:		
		TNT1 A 0 A_ChangeFlag("SOLID",TRUE)
		Goto Spawn
	}
}