ACTOR BDoomer : Doomer
{
	Player.DisplayName "Rifle Start"
	Player.StartItem "Rifle"
	Player.StartItem "Melee_Attacks"
	Player.StartItem "HandGrenades", 1
	Player.StartItem "IsPlayer", 1
	Player.StartItem "IsNOTTacticalClass", 1
	Player.StartItem "NeverSelectedShotgun", 1
	Player.StartItem "Clip2", 30
	//Slot2
	Player.StartItem "BDPistolAmmo", 16
	Player.StartItem "BDDualPistolAmmo", 32
	Player.StartItem "BDSMGAmmo", 41
	Player.StartItem "BDDualSMGAmmo", 82
	Player.StartItem "MP40Ammo", 32
	Player.StartItem "DualMP40Ammo", 64
	Player.StartItem "RevolverAmmo", 6
	//Slot3
	Player.StartItem "ShotgunAmmo", 9
	Player.StartItem "SSGAmmo", 2
	Player.StartItem "AssaultShotgunAmmo", 20
	//Slot4
	Player.StartItem "RifleAmmo", 31
	Player.StartItem "DoubleRifleAmmo", 62
	//Slot5
	Player.StartItem "RocketRounds", 6
	Player.StartItem "GLAmmo", 1
	//Slot6
	Player.StartItem "PlasmaAmmo", 50
	Player.StartItem "DoublePlasmaAmmo", 100
	Player.StartItem "RailgunAmmo", 50
	//Slot9
	Player.StartItem "GrenadeAmmo", 1
	Player.StartItem "AmmoDroper"
	Species "Marines"
}

ACTOR Doomer2 : Doomer
{
	Player.DisplayName "Pistol Start"
	Player.StartItem "BrutalPistol"
	Player.StartItem "Melee_Attacks"
	Player.StartItem "HandGrenades", 1
	Player.StartItem "IsPlayer", 1
	Player.StartItem "IsNOTTacticalClass", 1
	Player.StartItem "NeverSelectedShotgun", 1
	Player.StartItem "Clip1", 30
	//Slot2
	Player.StartItem "BDPistolAmmo", 16
	Player.StartItem "BDDualPistolAmmo", 32
	Player.StartItem "BDSMGAmmo", 41
	Player.StartItem "BDDualSMGAmmo", 82
	Player.StartItem "MP40Ammo", 32
	Player.StartItem "DualMP40Ammo", 64
	Player.StartItem "RevolverAmmo", 6
	//Slot3
	Player.StartItem "ShotgunAmmo", 9
	Player.StartItem "SSGAmmo", 2
	Player.StartItem "AssaultShotgunAmmo", 20
	//Slot4
	Player.StartItem "RifleAmmo", 31
	Player.StartItem "DoubleRifleAmmo", 62
	//Slot5
	Player.StartItem "RocketRounds", 6
	Player.StartItem "GLAmmo", 1
	//Slot6
	Player.StartItem "PlasmaAmmo", 50
	Player.StartItem "DoublePlasmaAmmo", 100
	Player.StartItem "RailgunAmmo", 50
	//Slot9
	Player.StartItem "GrenadeAmmo", 1
	Player.StartItem "AmmoDroper"
	Species "Marines"
}

ACTOR Doomer3 : Doomer
{
	Player.DisplayName "Shotgun Start"
	Player.StartItem "Shot_Gun"
	Player.StartItem "Melee_Attacks"
	Player.StartItem "HandGrenades", 1
	Player.StartItem "IsPlayer", 1
	Player.StartItem "IsNOTTacticalClass", 1
	Player.StartItem "NeverSelectedShotgun", 1
	Player.StartItem "AmmoShell", 8
	//Slot2
	Player.StartItem "BDPistolAmmo", 16
	Player.StartItem "BDDualPistolAmmo", 32
	Player.StartItem "BDSMGAmmo", 41
	Player.StartItem "BDDualSMGAmmo", 82
	Player.StartItem "MP40Ammo", 32
	Player.StartItem "DualMP40Ammo", 64
	Player.StartItem "RevolverAmmo", 6
	//Slot3
	Player.StartItem "ShotgunAmmo", 9
	Player.StartItem "SSGAmmo", 2
	Player.StartItem "AssaultShotgunAmmo", 20
	//Slot4
	Player.StartItem "RifleAmmo", 31
	Player.StartItem "DoubleRifleAmmo", 62
	//Slot5
	Player.StartItem "RocketRounds", 6
	Player.StartItem "GLAmmo", 1
	//Slot6
	Player.StartItem "PlasmaAmmo", 50
	Player.StartItem "DoublePlasmaAmmo", 100
	Player.StartItem "RailgunAmmo", 50
	//Slot9
	Player.StartItem "GrenadeAmmo", 1
	Player.StartItem "AmmoDroper"
	Species "Marines"
}

ACTOR ArcadeDoomer : Doomer
{
	Player.DisplayName "Arcade Rifle (No Reload)"
	Player.StartItem "Rifle"
	Player.StartItem "Melee_Attacks"
	Player.StartItem "HandGrenades", 1
	Player.StartItem "IsPlayer", 1
	Player.StartItem "IsNOTTacticalClass", 1
	Player.StartItem "NeverSelectedShotgun", 1
	Player.StartItem "TurboReload", 1
	Player.StartItem "Clip2", 30
	//Slot2
	Player.StartItem "BDPistolAmmo", 16
	Player.StartItem "BDDualPistolAmmo", 32
	Player.StartItem "BDSMGAmmo", 41
	Player.StartItem "BDDualSMGAmmo", 82
	Player.StartItem "MP40Ammo", 32
	Player.StartItem "DualMP40Ammo", 64
	Player.StartItem "RevolverAmmo", 6
	//Slot3
	Player.StartItem "ShotgunAmmo", 9
	Player.StartItem "SSGAmmo", 2
	Player.StartItem "AssaultShotgunAmmo", 20
	//Slot4
	Player.StartItem "RifleAmmo", 31
	Player.StartItem "DoubleRifleAmmo", 62
	//Slot5
	Player.StartItem "RocketRounds", 6
	Player.StartItem "GLAmmo", 1
	//Slot6
	Player.StartItem "PlasmaAmmo", 50
	Player.StartItem "DoublePlasmaAmmo", 100
	Player.StartItem "RailgunAmmo", 50
	//Slot9
	Player.StartItem "GrenadeAmmo", 1
	Player.StartItem "AmmoDroper"
	Species "Marines"
}

ACTOR ArcadeDoomer2 : Doomer
{
	Player.DisplayName "Arcade Pistol (No Reload)"
	Player.StartItem "BrutalPistol"
	Player.StartItem "Melee_Attacks"
	Player.StartItem "HandGrenades", 1
	Player.StartItem "IsPlayer", 1
	Player.StartItem "IsNOTTacticalClass", 1
	Player.StartItem "NeverSelectedShotgun", 1
	Player.StartItem "TurboReload", 1
	Player.StartItem "Clip1", 30
	//Slot2
	Player.StartItem "BDPistolAmmo", 16
	Player.StartItem "BDDualPistolAmmo", 32
	Player.StartItem "BDSMGAmmo", 41
	Player.StartItem "BDDualSMGAmmo", 82
	Player.StartItem "MP40Ammo", 32
	Player.StartItem "DualMP40Ammo", 64
	Player.StartItem "RevolverAmmo", 6
	//Slot3
	Player.StartItem "ShotgunAmmo", 9
	Player.StartItem "SSGAmmo", 2
	Player.StartItem "AssaultShotgunAmmo", 20
	//Slot4
	Player.StartItem "RifleAmmo", 31
	Player.StartItem "DoubleRifleAmmo", 62
	//Slot5
	Player.StartItem "RocketRounds", 6
	Player.StartItem "GLAmmo", 1
	//Slot6
	Player.StartItem "PlasmaAmmo", 50
	Player.StartItem "DoublePlasmaAmmo", 100
	Player.StartItem "RailgunAmmo", 50
	//Slot9
	Player.StartItem "GrenadeAmmo", 1
	Player.StartItem "AmmoDroper"
	Species "Marines"
}

ACTOR ArcadeDoomer3 : Doomer
{
	Player.DisplayName "Arcade Shotgun (No Reload)"
	Player.StartItem "Shot_Gun"
	Player.StartItem "Melee_Attacks"
	Player.StartItem "HandGrenades", 1
	Player.StartItem "IsPlayer", 1
	Player.StartItem "IsNOTTacticalClass", 1
	Player.StartItem "NeverSelectedShotgun", 1
	Player.StartItem "TurboReload", 1
	Player.StartItem "AmmoShell", 8
	//Slot2
	Player.StartItem "BDPistolAmmo", 16
	Player.StartItem "BDDualPistolAmmo", 32
	Player.StartItem "BDSMGAmmo", 41
	Player.StartItem "BDDualSMGAmmo", 82
	Player.StartItem "MP40Ammo", 32
	Player.StartItem "DualMP40Ammo", 64
	Player.StartItem "RevolverAmmo", 6
	//Slot3
	Player.StartItem "ShotgunAmmo", 9
	Player.StartItem "SSGAmmo", 2
	Player.StartItem "AssaultShotgunAmmo", 20
	//Slot4
	Player.StartItem "RifleAmmo", 31
	Player.StartItem "DoubleRifleAmmo", 62
	//Slot5
	Player.StartItem "RocketRounds", 6
	Player.StartItem "GLAmmo", 1
	//Slot6
	Player.StartItem "PlasmaAmmo", 50
	Player.StartItem "DoublePlasmaAmmo", 100
	Player.StartItem "RailgunAmmo", 50
	//Slot9
	Player.StartItem "GrenadeAmmo", 1
	Player.StartItem "AmmoDroper"
	Species "Marines"
}

ACTOR TacticalDoomer : Doomer
{
	Player.ForwardMove 1.0,0.5
	Player.SideMove 1.0, 0.5
	Player.DisplayName "Tactical (Sprinting + Recoil)"
	Player.StartItem "Rifle"
	Player.StartItem "BrutalPistol"
	Player.StartItem "Melee_Attacks"
	Player.StartItem "HandGrenades", 1
	Player.StartItem "IsPlayer", 1
	Player.StartItem "IsTacticalClass", 1
	Player.StartItem "JustStartedGame", 1
	Player.StartItem "NeverSelectedShotgun", 1
	Player.StartItem "Clip1", 30
	Player.StartItem "Clip2", 30
	//Slot2
	Player.StartItem "BDPistolAmmo", 16
	Player.StartItem "BDDualPistolAmmo", 32
	Player.StartItem "BDSMGAmmo", 41
	Player.StartItem "MP40Ammo", 32
	Player.StartItem "RevolverAmmo", 6
	//Slot3
	Player.StartItem "ShotgunAmmo", 9
	Player.StartItem "SSGAmmo", 2
	Player.StartItem "AssaultShotgunAmmo", 20
	//Slot4
	Player.StartItem "RifleAmmo", 31
	//Slot5
	Player.StartItem "RocketRounds", 6
	Player.StartItem "GLAmmo", 1
	//Slot6
	Player.StartItem "PlasmaAmmo", 50
	Player.StartItem "RailgunAmmo", 50
	//Slot9
	Player.StartItem "GrenadeAmmo", 1
	Player.StartItem "AmmoDroper"
	Species "Marines"
}

ACTOR Purist : Doomer
{
	Player.DisplayName "Purist (Classic Weapons)"
	Player.StartItem "ClassicPistol"
	Player.StartItem "ClassicFist"
	Player.StartItem "ClipPurist", 30
	Player.StartItem "IsPlayer", 1
	Player.StartItem "IsPlayingAsPurist", 1
	Player.StartItem "IsNOTTacticalClass", 1
	Player.StartItem "GrenadeAmmo", 1
	Species "Marines"
}

actor ChaseCam2
{
	+NOGRAVITY
	-SOLID
	+NOBLOCKMAP
	+NOCLIP
	+THRUACTORS
	+FRIENDLY
	states
	{
		Spawn:
		NULL A -1
		stop
	}
}

actor ChaseCam3 : ChaseCam2//idk what the point of this is
{}

ACTOR FootStep
{
    Radius 10
    Height 10
    Speed 7
	Projectile
	-NOGRAVITY
	+MISSILE
    +NOTELEPORT
    +CLIENTSIDEONLY
    +MOVEWITHSECTOR
    +NOEXTREMEDEATH
    DamageType Trample
    Damage 0
	+NODAMAGETHRUST
	+BLOODLESSIMPACT
	+THRUACTORS
	gravity 1
	mass 1000
    Obituary "%o was stomped to death by %k."
	States
		{
		Spawn:
			NULL A 2
			NULL A 1
			stop
        Death:
            NULL A 2
			NULL A 1
            Stop
         }
}

Actor Footstep5: FootStep//In Fatalities
{
    Damage 0
    -CLIENTSIDEONLY
}

Actor Footstep6: FootStep //ACTUAL FOOTSTEP
{
    Damage 1
    -CLIENTSIDEONLY
	-DONTSPLASH
	-EXPLODEONWATER
	-THRUACTORS
	mass 500
	Height 12
	Radius 8
	States
		{
		Spawn:
			NULL A 0
			NULL A 0 ThrustThingZ(0, 10, 1, 1)
			NULL A 2
			Stop
        Death:
            NULL A 0
			TNT1 A 0 ACS_NamedExecuteAlways("BDCheckFloorType2")//Check Floortype
			TNT1 A 0 ACS_NamedExecuteAlways("BDFootsteps")//Check Footsteps

			TNT1 A 2
			TNT1 A 0 A_JumpIfInventory("FootStepDisabled", 1, "XDeath")
			TNT1 A 0 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			TNT1 A 0 A_JumpIfInventory("IsOverGrass", 1, "Dirt")
			TNT1 A 0 A_JumpIfInventory("IsOverDirt", 1, "Dirt")
			TNT1 A 0 A_JumpIfInventory("IsOverSand", 1, "Sand")
			TNT1 A 0 A_JumpIfInventory("IsOverGravel", 1, "Gravel")
			TNT1 A 0 A_JumpIfInventory("IsOverMetal", 1, "Metal")
			TNT1 A 0 A_JumpIfInventory("IsOverMetal2", 1, "Metal2")
			TNT1 A 0 A_JumpIfInventory("IsOverRock", 1, "Rock")
			TNT1 A 0 A_JumpIfInventory("IsOverWood", 1, "Wood")
			TNT1 A 0 A_JumpIfInventory("IsOverSnow", 1, "Snow")
			TNT1 A 0 A_JumpIfInventory("IsOverTile", 1, "Tile")
			TNT1 A 0 A_JumpIfInventory("IsOverTile2", 1, "Tile2")
			TNT1 A 0 A_JumpIfInventory("IsOverSlime", 1, "Slimy")
			TNT1 A 0 A_JumpIfInventory("IsOverWater", 1, "XDeath")
			TNT1 A 0 A_JumpIfInventory("IsOverNukage", 1, "XDeath")
			TNT1 A 0 A_JumpIfInventory("IsOverOrange", 1, "XDeath")
			TNT1 A 0 A_JumpIfInventory("IsOverPinaColada", 1, "XDeath")
			TNT1 A 0 A_JumpIfInventory("IsOverPurple", 1, "XDeath")
			TNT1 A 0 A_JumpIfInventory("IsOverLava", 1, "XDeath")
			TNT1 A 0 A_JumpIfInventory("IsOverMagenta", 1, "XDeath")
			TNT1 A 0 A_JumpIfInventory("IsOverYava", 1, "XDeath")

			TNT1 A 0 A_playsound("floorhard")
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
            Stop

		Dirt:
			NULL A 0
			TNT1 A 0 A_playsound("floordirt")
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		Gravel:
			NULL A 0
			TNT1 A 0 A_playsound("floorgravel")
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		Sand:
			TNT1 A 0
			TNT1 A 0 A_playsound("floorgravel")
			TNT1 A 0 A_CustomMissile ("SandCloudFootStep", 0, 0, random (0, 360), 2, random (10, 90))
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		Metal:
			NULL A 0
			TNT1 A 0 A_playsound("floormetal")
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		Metal2:
			NULL A 0
			TNT1 A 0 A_playsound("floormetal2")
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		Rock:
			NULL A 0
			TNT1 A 0 A_playsound("floorrock")
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		Wood:
			NULL A 0
			TNT1 A 0 A_playsound("floorwood")
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		Snow:
			NULL A 0
			TNT1 A 0 A_playsound("floorsnow")
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		Tile:
			NULL A 0
			TNT1 A 0 A_playsound("floortile")
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		Tile2:
			NULL A 0
			TNT1 A 0 A_playsound("floortile2")
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		Slimy:
			NULL A 0
			TNT1 A 0 A_playsound("floorSlimy")
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		XDeath:
            NULL A 1
            Stop
		}
}

Actor Footstep91: FootStep//Splashes
{
    Damage 1
	Radius 2
	Height 2
	Mass 9999
    -CLIENTSIDEONLY
	-DONTSPLASH
}

Actor FootstepStrong: Footstep6 //Large footstep when you land from a jump.
{
	States
	{
		Spawn:
			NULL A 0
			NULL A 0 ThrustThingZ(0, 10, 1, 1)
			NULL A 2
			Stop
        Death:
            NULL A 0
			TNT1 A 0 ACS_NamedExecuteAlways("BDCheckFloorType2")//Check Floortype

			TNT1 A 2
			TNT1 A 0 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			TNT1 A 0 A_JumpIfInventory("IsOverWater", 1, "SpawnWater")
			TNT1 A 0 A_JumpIfInventory("IsOverNukage", 1, "SpawnNukage")
			TNT1 A 0 A_JumpIfInventory("IsOverOrange", 1, "SpawnOrange")
			TNT1 A 0 A_JumpIfInventory("IsOverPinaColada", 1, "SpawnPinaColada")
			TNT1 A 0 A_JumpIfInventory("IsOverPurple", 1, "SpawnPurple")
			TNT1 A 0 A_JumpIfInventory("IsOverLava", 1, "SpawnLava")
			TNT1 A 0 A_JumpIfInventory("IsOverMagenta", 1, "SpawnMagenta")
			TNT1 A 0 A_JumpIfInventory("IsOverYava", 1, "SpawnYava")
			TNT1 A 0 A_JumpIfInventory("IsOverSlime", 1, "SpawnSlime")
			TNT1 A 0 A_JumpIfInventory("IsOverTar", 1, "SpawnTar")
			TNT1 A 0 A_JumpIfInventory("IsOverBlood", 1, "SpawnBlood")

			TNT1 A 0 A_JumpIfInventory("IsOverDirt", 1, "Dirt")
			TNT1 A 0 A_JumpIfInventory("IsOverSand", 1, "SpawnSand")
			TNT1 A 0 A_JumpIfInventory("IsOverGravel", 1, "Gravel")
			TNT1 A 0 A_JumpIfInventory("IsOverMetal", 1, "Metal")
			TNT1 A 0 A_JumpIfInventory("IsOverMetal2", 1, "Metal2")
			TNT1 A 0 A_JumpIfInventory("IsOverRock", 1, "Rock")
			TNT1 A 0 A_JumpIfInventory("IsOverWood", 1, "Wood")
			TNT1 A 0 A_JumpIfInventory("IsOverSnow", 1, "Snow")
			TNT1 A 0 A_JumpIfInventory("IsOverTile", 1, "Tile")
			TNT1 A 0 A_JumpIfInventory("IsOverTile2", 1, "Tile2")
			TNT1 A 0 A_AlertMonsters(250, AMF_TARGETNONPLAYER)
			TNT1 A 0 A_playsound("LANDS1", 8)
			NULL A 1
			Stop

		Dirt:
			NULL A 0
			TNT1 A 0 A_AlertMonsters(250, AMF_TARGETNONPLAYER)
			TNT1 A 0 A_CustomMissile ("BrownCloudSmallLong", 0, 0, random (0, 360), 2, random (10, 150))
			TNT1 AAA 0 A_CustomMissile ("DirtRicochet", random (0, 2), 0, random (0, 360), 2, random (30, 90))
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		Gravel:
			NULL A 0
			TNT1 A 0 A_AlertMonsters(250, AMF_TARGETNONPLAYER)
			TNT1 A 0 A_CustomMissile ("BrownCloudSmallLong", 0, 0, random (0, 360), 2, random (10, 150))
			TNT1 AAA 0 A_CustomMissile ("DirtRicochet", random (0, 2), 0, random (0, 360), 2, random (30, 90))
			TNT1 A 0 A_playsound("floorgrav01", 1)
			TNT1 A 0 A_playsound("floorgrav02", 2)
			TNT1 A 0 A_playsound("floorgrav03", 3)
			TNT1 A 0 A_playsound("floorgrav04", 4)
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		SpawnSand:
			TNT1 A 0
			TNT1 A 0 A_AlertMonsters(250, AMF_TARGETNONPLAYER)
			TNT1 A 0 A_CustomMissile ("SandCloudSmallLong", 0, 0, random (0, 360), 2, random (10, 90))
			TNT1 A 0 A_CustomMissile ("SandCloudSmall", 0, 0, random (0, 360), 2, random (10, 90))
			TNT1 A 0 A_CustomMissile ("SandDustSmall", 4, 0, random (0, 360), 2, random (30, 150))
			TNT1 AAA 0 A_CustomMissile ("SandRicochet", random (0, 2), 0, random (0, 360), 2, random (30, 90))
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		Metal:
			NULL A 0
			TNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)
			TNT1 A 0 A_playsound("FHVMTL", 1)
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		Metal2:
			NULL A 0
			TNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)
			TNT1 A 0 A_playsound("FHVMTL", 1)
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		Rock:
			NULL A 0
			TNT1 A 0 A_AlertMonsters(250, AMF_TARGETNONPLAYER)
			TNT1 A 0 A_playsound("floorrock")
			TNT1 A 0 A_playsound("floorrock01", 1)
			TNT1 A 0 A_playsound("floorrock02", 2)
			TNT1 A 0 A_playsound("floorrock03", 3)
			TNT1 A 0 A_playsound("floorrock04", 4)
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		Wood:
			NULL A 0
			TNT1 A 0 A_AlertMonsters(250, AMF_TARGETNONPLAYER)
			TNT1 A 0 A_playsound("floorwood")
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		Snow:
			NULL A 0
			TNT1 A 0 A_AlertMonsters(250, AMF_TARGETNONPLAYER)
			TNT1 A 0 A_CustomMissile ("SnowCloudSmallLong", 0, 0, random (0, 360), 2, random (10, 90))
			TNT1 A 0 A_CustomMissile ("SnowCloudSmall", 0, 0, random (0, 360), 2, random (10, 90))
			TNT1 A 0 A_CustomMissile ("SnowDustSmall", 4, 0, random (0, 360), 2, random (30, 150))
			TNT1 AAA 0 A_CustomMissile ("SnowRicochet", random (0, 2), 0, random (0, 360), 2, random (30, 90))
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		Tile:
			NULL A 0
			TNT1 A 0 A_AlertMonsters(250, AMF_TARGETNONPLAYER)
			TNT1 A 0 A_playsound("floortile")
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		Tile2:
			NULL A 0
			TNT1 A 0 A_AlertMonsters(250, AMF_TARGETNONPLAYER)
			TNT1 A 0 A_playsound("floortile2")
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		SpawnWater:
			TNT1 A 0
			TNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)
			TNT1 AAAAA 0 A_CustomMissile ("WaterParticleXFAster", 8, 0, random (0, 360), 2, random (30, 160))
			TNT1 AAAAA 0 A_CustomMissile ("WaterParticleXSuperFast", 24, 0, random (0, 360), 2, random (30, 160))
			TNT1 A 0 A_SpawnItem("WaterSplashWaves")
			TNT1 A 0 A_SetScale(0.5, 0.5)
			TNT1 AAA 0 A_CustomMissile ("WaterRicochet", random (0, 2), 0, random (0, 360), 2, random (30, 90))
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		SpawnSlime:
			TNT1 A 0
			TNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)
			TNT1 AAAAA 0 A_CustomMissile ("SLimeParticleXFAster", 8, 0, random (0, 360), 2, random (30, 160))
			TNT1 AAAAA 0 A_CustomMissile ("slimeParticleXSuperFast", 24, 0, random (0, 360), 2, random (30, 160))
			TNT1 A 0 A_SpawnItem("SlimeSplashWaves")
			TNT1 A 0 A_SetScale(0.5, 0.5)
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		SpawnTar:
			TNT1 A 0
			TNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)
			TNT1 AAAAA 0 A_CustomMissile ("TarParticleXFAster", 8, 0, random (0, 360), 2, random (30, 160))
			TNT1 AAAAA 0 A_CustomMissile ("TarParticleXSuperFast", 24, 0, random (0, 360), 2, random (30, 160))
			TNT1 A 0 A_SpawnItem("TarSplashWaves")
			TNT1 A 0 A_SetScale(0.5, 0.5)
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		SpawnNukage:
			TNT1 A 0
			TNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)
			TNT1 AAAAA 0 A_CustomMissile ("nukageParticleXFAster", 8, 0, random (0, 360), 2, random (30, 160))
			TNT1 AAAAA 0 A_CustomMissile ("nukageParticleXSuperFast", 24, 0, random (0, 360), 2, random (30, 160))
			TNT1 A 0 A_SpawnItem("NukageSplashWaves")
			TNT1 AAA 0 A_CustomMissile ("NukageRicochet", random (0, 2), 0, random (0, 360), 2, random (30, 90))
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		SpawnOrange:
			TNT1 A 0
			TNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)
			TNT1 AAAAA 0 A_CustomMissile ("OrangeParticleXFAster", 8, 0, random (0, 360), 2, random (30, 160))
			TNT1 AAAAA 0 A_CustomMissile ("OrangeParticleXSuperFast", 24, 0, random (0, 360), 2, random (30, 160))
			TNT1 A 0 A_SpawnItem("OrangeSplashWaves")
			TNT1 AAA 0 A_CustomMissile ("OrangeRicochet", random (0, 2), 0, random (0, 360), 2, random (30, 90))
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		SpawnPinaColada:
			TNT1 A 0
			TNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)
			TNT1 AAAAA 0 A_CustomMissile ("PinaColadaParticleXFAster", 8, 0, random (0, 360), 2, random (30, 160))
			TNT1 AAAAA 0 A_CustomMissile ("PinaColadaParticleXSuperFast", 24, 0, random (0, 360), 2, random (30, 160))
			TNT1 A 0 A_SpawnItem("PinaColadaSplashWaves")
			TNT1 AAA 0 A_CustomMissile ("PinaColadaRicochet", random (0, 2), 0, random (0, 360), 2, random (30, 90))
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		SpawnPurple:
			TNT1 A 0
			TNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)
			TNT1 AAAAA 0 A_CustomMissile ("PurpleParticleXFAster", 8, 0, random (0, 360), 2, random (30, 160))
			TNT1 AAAAA 0 A_CustomMissile ("PurpleParticleXSuperFast", 24, 0, random (0, 360), 2, random (30, 160))
			TNT1 A 0 A_SpawnItem("PurpleSplashWaves")
			TNT1 AAA 0 A_CustomMissile ("PurpleRicochet", random (0, 2), 0, random (0, 360), 2, random (30, 90))
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		SpawnBlood:
			TNT1 A 0
			TNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)
			TNT1 AAAAA 0 A_CustomMissile ("BloodParticleXFAster", 8, 0, random (0, 360), 2, random (30, 160))
			TNT1 AAAAA 0 A_CustomMissile ("BloodParticleXSuperFast", 24, 0, random (0, 360), 2, random (30, 160))
			TNT1 A 0 A_SpawnItem("BloodSplashWaves")
			TNT1 AAA 0 A_CustomMissile ("BloodRicochet", random (0, 2), 0, random (0, 360), 2, random (30, 90))
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		SpawnLava:
			TNT1 A 0
			TNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)
			TNT1 A 0 A_CustomMissile ("OldschoolRocketSmokeTrailDarker", 12, 0, random (160, 210), 2, random (10, 90))
			TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-5, 5), random (-5, 5))
			TNT1 AAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 10, 0, random (0, 180), 2, random (10, 90))
			TNT1 A 0 A_SetScale(0.5, 0.5)
			INFE ABCDEFGHIJKLMNOPQR 1 BRIGHT
			INFE ST 1 BRIGHT A_CustomMissile ("OldschoolRocketSmokeTrailDarker", 32, 0, random (160, 210), 2, random (10, 90))
			TNT1 AAA 4 A_CustomMissile ("OldschoolRocketSmokeTrailDarker", 14, 0, random (160, 210), 2, random (10, 90))
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		SpawnMagenta:
			TNT1 A 0
			TNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)
			TNT1 A 0 A_CustomMissile ("OldschoolRocketSmokeTrailDarker", 12, 0, random (160, 210), 2, random (10, 90))
			TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3M", random (-5, 5), random (-5, 5))
			TNT1 AAAAA 0 A_CustomMissile ("MagentaParticleHeavy", 10, 0, random (0, 180), 2, random (10, 90))
			TNT1 A 0 A_SetScale(0.5, 0.5)
			INFM ABCDEFGHIJKLMNOPQR 1 BRIGHT
			INFM ST 1 BRIGHT A_CustomMissile ("OldschoolRocketSmokeTrailDarker", 32, 0, random (160, 210), 2, random (10, 90))
			TNT1 AAA 4 A_CustomMissile ("OldschoolRocketSmokeTrailDarker", 14, 0, random (160, 210), 2, random (10, 90))
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		SpawnYava:
			TNT1 A 0
			TNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)
			TNT1 A 0 A_CustomMissile ("OldschoolRocketSmokeTrailDarker", 12, 0, random (160, 210), 2, random (10, 90))
			TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3Y", random (-5, 5), random (-5, 5))
			TNT1 AAAAA 0 A_CustomMissile ("YellowParticleHeavy", 10, 0, random (0, 180), 2, random (10, 90))
			TNT1 A 0 A_SetScale(0.5, 0.5)
			INFY ABCDEFGHIJKLMNOPQR 1 BRIGHT
			INFY ST 1 BRIGHT A_CustomMissile ("OldschoolRocketSmokeTrailDarker", 32, 0, random (160, 210), 2, random (10, 90))
			TNT1 AAA 4 A_CustomMissile ("OldschoolRocketSmokeTrailDarker", 14, 0, random (160, 210), 2, random (10, 90))
			NULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)
			Stop

		XDeath:
            NULL A 1
            Stop
	}
}

Actor PlayerBaronTrample: FootStep6
{
    Damage 8
    -CLIENTSIDEONLY
	-DONTSPLASH
	DamageType "Stomp"
	Obituary "%o was trampled by a Baron."
}

Actor HeavyFootSteps: FootStepStrong
{
    Damage 0
    -CLIENTSIDEONLY
	+THRUACTORS
	DamageType "Stomp"
	Obituary "%o was trampled by a Cyberdemon."
	States
	{
		Spawn:
			NULL A 0
			TNT1 A 4
			Stop
	}
}

Actor HeavyFootSteps2: FootStepStrong
{
    Damage 0
    -CLIENTSIDEONLY
	+THRUACTORS
	DamageType "Stomp"
	Obituary "%o has been stepped on by a SpiderMastermind."
	States
	{
		Spawn:
			NULL A 0
			TNT1 A 4
			Stop
	}
}

ACTOR Bad : PowerupGiver 2305
{
   Inventory.Amount 1
   Scale 0.5
   Inventory.MaxAmount 10
   Powerup.Type PowerNearDeath
   Powerup.Duration 24
   Inventory.Icon TNT1A0
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
   States
   {
   Spawn:
      NULL A 1
      Stop
   }
}

Actor TnkStep: FootStepStrong
{
    Damage 12
    -CLIENTSIDEONLY
	-DONTSPLASH
	-EXPLODEONWATER
	-THRUACTORS
	mass 500
	Height 12
	Radius 8
	Scale 0.7
	Renderstyle Translucent
	Alpha 0.2
	States
		{
		Spawn:
			TNT1 A 0
			TNT1 A 4
			Stop
        Death:
            NULL A 0
			TNT1 A 0 ACS_NamedExecuteAlways("BDCheckFloorType2")//Check Floortype
			TNT1 A 2
			TNT1 A 0 A_JumpIfInventory("IsOverSand", 1, "Sand")
			TNT1 A 0 A_JumpIfInventory("IsOverDirt", 1, "Dirt")
			TNT1 A 0 A_JumpIfInventory("IsOverBlood", 1, "Blood")
			TNT1 A 0 A_JumpIfInventory("IsOverWater", 1, "Water")
			TNT1 A 0 A_JumpIfInventory("IsOverNukage", 1, "Nukage")
			TNT1 A 0 A_JumpIfInventory("IsOverOrange", 1, "Orange")
			TNT1 A 0 A_JumpIfInventory("IsOverPinaColada", 1, "PinaColada")
			TNT1 A 0 A_JumpIfInventory("IsOverPurple", 1, "Purple")
			TNT1 A 0 A_JumpIfInventory("IsOverLava", 1, "XDeath")
			TNT1 A 0 A_JumpIfInventory("IsOverMagenta", 1, "XDeath")
			TNT1 A 0 A_JumpIfInventory("IsOverSlime", 1, "Slime")
			TNT1 A 1
			TNT1 A 6
            Stop

		Sand:
			TNT1 A 0
			TNT1 A 0 A_CustomMissile ("SandDustSmall", 32, -32, random (0, 360), 2, random (20, 150))
			TNT1 A 0 A_CustomMissile ("SandDustSmall", 32, 32, random (0, 360), 2, random (20, 150))
			TNT1 A 0 A_CustomMissile ("SandCloudShort", 2, 32, random (0, 360), 2, random (10, 90))
			TNT1 A 0 A_CustomMissile ("SandCloudShort", 2, -32, random (0, 360), 2, random (10, 90))
			NULL A 300
			NULL AAAA 50 A_FadeOut(0.05)
			Stop

		Dirt:
			TNT1 A 0
			TNT1 A 0 A_CustomMissile ("BrownCloudShort", 2, 32, random (0, 360), 2, random (10, 90))
			TNT1 A 0 A_CustomMissile ("BrownCloudShort", 2, -32, random (0, 360), 2, random (10, 90))
			NULL A 300
			NULL AAAA 50 A_FadeOut(0.05)
			Stop

		Water:
			TNT1 A 0
			TNT1 A 0 A_PlaySound("bigspl1")
			TNT1 A 0 A_CustomMissile ("BlueLiquidParticleX", 32, 32, random (0, 360), 2, random (10, 90))
			TNT1 A 0 A_CustomMissile ("BlueLiquidParticleX", 32, -32, random (0, 360), 2, random (10, 90))
			Stop

		Blood:
			TNT1 A 0
			TNT1 A 0 A_PlaySound("bigspl1")
			TNT1 A 0 A_CustomMissile ("BloodParticleX", 32, 32, random (0, 360), 2, random (10, 90))
			TNT1 A 0 A_CustomMissile ("BloodParticleX", 32, -32, random (0, 360), 2, random (10, 90))
			Stop

		Nukage:
			TNT1 A 0
			TNT1 A 0 A_PlaySound("bigspl1")
			TNT1 A 0 A_CustomMissile ("GreenLiquidParticleX", 32, 32, random (0, 360), 2, random (10, 90))
			TNT1 A 0 A_CustomMissile ("GreenLiquidParticleX", 32, -32, random (0, 360), 2, random (10, 90))
			Stop

		Orange:
			TNT1 A 0
			TNT1 A 0 A_PlaySound("bigspl1")
			TNT1 A 0 A_CustomMissile ("OrangeLiquidParticleX", 32, 32, random (0, 360), 2, random (10, 90))
			TNT1 A 0 A_CustomMissile ("OrangeLiquidParticleX", 32, -32, random (0, 360), 2, random (10, 90))
			Stop

		PinaColada:
			TNT1 A 0
			TNT1 A 0 A_PlaySound("bigspl1")
			TNT1 A 0 A_CustomMissile ("PinaColadaLiquidParticleX", 32, 32, random (0, 360), 2, random (10, 90))
			TNT1 A 0 A_CustomMissile ("PinaColadaLiquidParticleX", 32, -32, random (0, 360), 2, random (10, 90))
			Stop

		Purple:
			TNT1 A 0
			TNT1 A 0 A_PlaySound("bigspl1")
			TNT1 A 0 A_CustomMissile ("PurpleLiquidParticleX", 32, 32, random (0, 360), 2, random (10, 90))
			TNT1 A 0 A_CustomMissile ("PurpleLiquidParticleX", 32, -32, random (0, 360), 2, random (10, 90))
			Stop

		Slime:
			TNT1 A 0
			TNT1 A 0 A_PlaySound("bigspl1")
			TNT1 A 0 A_CustomMissile ("BrownLiquidParticleX", 32, 32, random (0, 360), 2, random (10, 90))
			TNT1 A 0 A_CustomMissile ("BrownLiquidParticleX", 32, -32, random (0, 360), 2, random (10, 90))
			Stop

		XDeath:
            TNT1 A 1
			TNT1 A 1
			TNT1 A 6
            Stop

		}
}

ACTOR Headkicker
{
    Radius 2
    Height 2
    Speed 0
	Projectile
	-NOGRAVITY
	+MISSILE
	+DONTSPLASH
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOEXTREMEDEATH
	+NOCLIP
    DamageType Headkick
    Damage 0
	+NODAMAGETHRUST
	+BLOODLESSIMPACT
	+NOPAIN
	+THRUACTORS
	gravity 1
	mass 1000
    Obituary "%o was stomped to death by %k."
	States
	{
	Spawn:
		NULL A 0
		NULL A 0 A_Explode(3,20,0)
		Stop
	 }
}

Actor BDBodyThud
{
	+CLIENTSIDEONLY
	+THRUACTORS
	Height 12
	Radius 8
	States
		{
		Spawn:
			TNT1 A 5
			TNT1 A 0 A_CheckFloor("Sound")
			TNT1 A 2
			Stop
        Sound:
            NULL A 0
			TNT1 A 0 ACS_NamedExecuteAlways("BDCheckFloorType2")//Check Floortype
			//TNT1 A 0 ACS_NamedExecuteAlways("BDFootsteps")//Check Footsteps

			TNT1 A 2
			TNT1 A 0 A_JumpIfInventory("FootStepDisabled", 1, "XDeath")
			TNT1 A 0 A_PlaySound("BodyThud", 1)
			TNT1 A 0 A_JumpIfInventory("IsOverWater", 1, "Water")
			TNT1 A 0 A_JumpIfInventory("IsOverNukage", 1, "Water")
			TNT1 A 0 A_JumpIfInventory("IsOverOrange", 1, "Water")
			TNT1 A 0 A_JumpIfInventory("IsOverPinaColada", 1, "Water")
			TNT1 A 0 A_JumpIfInventory("IsOverPurple", 1, "Water")
			TNT1 A 0 A_JumpIfInventory("IsOverLava", 1, "Water")
			TNT1 A 0 A_JumpIfInventory("IsOverMagenta", 1, "Water")
			TNT1 A 0 A_JumpIfInventory("IsOverDirt", 1, "Dirt")
			TNT1 A 0 A_JumpIfInventory("IsOverSand", 1, "Sand")
			TNT1 A 0 A_JumpIfInventory("IsOverGravel", 1, "Gravel")
			TNT1 A 0 A_JumpIfInventory("IsOverMetal", 1, "Metal")
			TNT1 A 0 A_JumpIfInventory("IsOverMetal2", 1, "Metal2")
			TNT1 A 0 A_JumpIfInventory("IsOverRock", 1, "Rock")
			TNT1 A 0 A_JumpIfInventory("IsOverWood", 1, "Wood")
			TNT1 A 0 A_JumpIfInventory("IsOverSnow", 1, "Snow")
			TNT1 A 0 A_JumpIfInventory("IsOverTile", 1, "Tile")
			TNT1 A 0 A_JumpIfInventory("IsOverTile2", 1, "Tile2")
			TNT1 A 0 A_JumpIfInventory("IsOverSlime", 1, "Slimy")
			NULL A 1
			NULL A 6
            Stop

		Dirt:
			NULL A 0
			TNT1 A 0 A_playsound("floordirt")
			NULL A 1
			Stop

		Gravel:
			NULL A 0
			TNT1 A 0 A_playsound("floorgravel")
			NULL A 1
			Stop

		Sand:
			TNT1 A 0
			TNT1 A 0 A_playsound("floorgravel")
			TNT1 A 0 A_CustomMissile ("SandCloudSmall", 0, 0, random (0, 360), 2, random (10, 90))
			Stop

		Metal:
			NULL A 0
			TNT1 A 0 A_playsound("floormetal")
			NULL A 1
			Stop

		Metal2:
			NULL A 0
			TNT1 A 0 A_playsound("floormetal2")
			NULL A 1
			Stop

		Rock:
			NULL A 0
			TNT1 A 0 A_playsound("floorrock")
			NULL A 1
			Stop

		Wood:
			NULL A 0
			TNT1 A 0 A_playsound("floorwood")
			NULL A 1
			Stop

		Snow:
			NULL A 0
			TNT1 A 0 A_playsound("floorsnow")
			NULL A 1
			Stop

		Tile:
			NULL A 0
			TNT1 A 0 A_playsound("floortile")
			NULL A 1
			Stop

		Tile2:
			NULL A 0
			TNT1 A 0 A_playsound("floortile2")
			NULL A 1
			Stop

		Slimy:
			NULL A 0
			TNT1 A 0 A_playsound("floorSlimy")
			NULL A 1
			Stop

		XDeath:
            NULL A 1
			NULL A 1
			NULL A 6
            Stop

		Water:
			TNT1 A 0
			TNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)
			TNT1 A 0 A_SpawnItem("LargeMassWaterImpact")
			Stop
			}
}