Actor IsCyborgClass : ClassToken {}

ACTOR CyborgClass : PlayerPawn
{
  Speed 0.80
  Radius 16
  Height 56
  Mass 10000
  PainChance 255
  Health 200
  Player.MaxHealth 200
  Player.DisplayName "Cyborg"
  Player.WeaponSlot 1, CyborgCyberFist, CyborgCyberNanoedge
  Player.WeaponSlot 2, CyborgCYBERPISTOL
  Player.WeaponSlot 3, CyborgCyberShotGun, CyborgCyberScatterGun
  Player.WeaponSlot 4, CyborgCyberSprayer
  Player.WeaponSlot 5, CyborgCyberPlasmaCannon
  Player.WeaponSlot 6, CyborgCyberRailRifle
  Player.WeaponSlot 7, CyborgCyberPCD999
  Player.SoundClass "CyborgClass"
  Player.StartItem "IsCyborgClass"
  Player.StartItem "IsPlayer", 1
  Player.StartItem "DefaultHud", 1
  Player.StartItem "hatCharacterOffset", 93
  Player.StartItem "HealingToken", 10
  Species "Player"
  Player.ColorRange 112, 127
  Player.StartItem "CyborgCYBERPISTOL"
    Player.StartItem "CyborgCyberFist"
  Player.StartItem "CyborgCells", 150
  Player.ScoreIcon "CybrIcon"
  DamageFactor "Normal", 0.25
  DamageFactor "Electric", 0
  DamageFactor "Poison", 0
  Obituary  "%o got blown up %k's self-destruct mechanism."
  +ForceRadiusDMG
  States
  {
  Spawn:
    CYB1 A -1
    Loop
  See:
    CYB1 ABCD 4
    Loop
  Missile:
    CYB1 E 9
    Goto Spawn
  Melee:
    CYB1 F 5 Bright
    Goto Missile
  Pain:
    CYB1 G 6 A_Pain
    Goto Spawn
Death:
	TNT1 A 0 A_StopSound(CHAN_WEAPON)
	CYB1 H 5 A_PlayerScream
	CYB1 I 5 A_SpawnItemEX ("CyborgExplosion")
	CYB1 J 5 
	CYB1 K 5 
	CYB1 L 5  
	CYB1 M 5 A_NoBlocking
	CYB1 N -1 A_NoBlocking
	Stop
XDeath:
	TNT1 A 0 A_StopSound(CHAN_WEAPON)
	CYB1 O 5 A_PlayerScream
	CYB1 P 5 A_SpawnItemEX ("CyborgExplosion")
	CYB1 Q 5 
	CYB1 R 5 
	CYB1 S 5  
	CYB1 TUV 5 A_NoBlocking
	CYB1 W -1 A_NoBlocking
	Stop
  }
}

Actor CyborgExplosion
{
	Radius 2
	Height 6
  Speed 1
  Scale 0.8
  Gravity 0.8
  	-NOGRAVITY
	+FORCEXYBILLBOARD
	+DONTBLAST
	+MBFBOUNCER
	+FORCERADIUSDMG
	states
	{
	spawn:
		TNT1 A 1
		Goto Xdeath
	XDeath:
	death:
	TNT1 A 0 A_Explode (500,500)
	stop
    }
}

Actor HazeLaser : FastProjectile
{
Scale 0.1

Speed 175
Damage (5)
MissileType LaserFx
MissileHeight 8
Height 3
Radius 3
+RIPPER
+DONTREFLECT
+BLOODLESSIMPACT
Obituary  "%o got blasted by %k."
States
{
Spawn:
CYPL A 1 Bright
Loop
Death:
CYPL CDE 2 Bright
Stop
}
}

Actor LaserFx
{
+NOBLOCKMAP
+CLIENTSIDEONLY
+NOGRAVITY
+CANNOTPUSH
+NOTELEPORT
+NODAMAGETHRUST
Scale 0.1
States
{
Spawn:
CYPL A 1 Bright A_FadeOut(0.25)
Loop
}
}
Actor HazeTelePuff : BulletPuff
{
Damagetype Disintegrate
}

Actor AtomShot
{
  Radius 11
  Height 8
  Speed 75
  Damage (15)
  RENDERSTYLE TRANSLUCENT
  PROJECTILE
  +NOGRAVITY
  +NOEXTREMEDEATH
  +EXPLODEONWATER
  +RIPPER
  +DONTREFLECT
  +BLOODLESSIMPACT
  ReactionTime 139
  Deathsound "DSPLEX"
  Obituary  "%o got blasted by %k's laser pistol."
  States
  {
  Spawn:
    CPRJ AB 1 A_CustomMissile("AtomTrail", 3, 0, 0, 1)
    Loop
  Death:
    CPRJ CDE 1 Bright A_SetTranslucent(0.5, 1)
    Stop
  }
}

Actor AtomTrail : BulletPuff
{
  +ClientSideOnly
  States
  {
  Spawn:
     CPRJ ABCDE 1 BRIGHT
    Stop
  }
}

actor CyborgDamagePower : PowerDamage {}
actor CyborgDefensePower : PowerProtection {}
actor CyborgSpeedPower : PowerSpeed {}

actor CyborgSuperDamagePower : PowerDamage {}
actor CyborgSuperDefensePower : PowerProtection {}
actor CyborgSuperSpeedPower : PowerSpeed {}

actor CyborgStimDamagePower : PowerDamage {}
actor CyborgStimDefensePower : PowerProtection {}
actor CyborgStimSpeedPower : PowerSpeed {}

Actor CyborgCells : Ammo
{
	Inventory.Amount 100
	Inventory.Maxamount 500
	Ammo.Backpackamount 0
	Ammo.BackpackMaxamount 1000
}

ACTOR CyborgSupremeHullArmor : BasicArmorPickup
{
  Armor.SavePercent 90
  Armor.SaveAmount 250
}