ACTOR CT_CSDMOPlayerMP : PlayerPawn REPLACES PLAYERPAWN
{
	Speed 1
	Health 100
	Radius 16
	Height 56
	Mass 100
	PainChance 255
Player.ColorRange 112, 127
	Player.DisplayName "CSDMO CT"
	Player.CrouchSprite "PLYC"
	player.soundclass "CSDMO_Human"
        Player.StartItem GreenArmor2
        Player.StartItem USP
        Player.StartItem ak47clip, 30
        Player.StartItem awpclip, 10
        Player.StartItem bizonclip, 64
        Player.StartItem deagleclip, 7
        Player.StartItem eliteclip, 30
        Player.StartItem fivesevenclip, 20
        Player.StartItem g3sg1clip, 100
        Player.StartItem m4a1clip, 30
        Player.StartItem m249clip, 300
        Player.StartItem negevclip, 300
        Player.StartItem novaclip, 8
        Player.StartItem p90clip, 50
        Player.StartItem xm1014clip, 7

        Player.StartItem glockclip, 20
        Player.StartItem hkp2000clip, 13
        Player.StartItem 357sigammo, 52
        Player.StartItem p250clip, 13
        Player.StartItem tec9clip, 32
        Player.StartItem mac10clip, 30
        Player.StartItem ump45clip, 25
	    Player.StartItem mp9clip, 30
        Player.StartItem mp7clip, 30
        Player.StartItem mp5sdclip, 30
		Player.StartItem galilarclip, 50
		Player.StartItem mag7clip, 5
		Player.StartItem sawedoffclip, 7
		Player.StartItem augclip, 30
		Player.StartItem famasclip, 25
		Player.StartItem sg553clip, 30
		Player.StartItem ssg08clip, 10
		Player.StartItem scar20clip, 20
		Player.StartItem cz75aclip, 12
		Player.StartItem revolverclip, 8
		Player.StartItem uspclip, 12
		Player.StartItem m4a1_sil_clip, 25
		Player.StartItem breachchargeclip, 3

		Player.StartItem Slot2Filled, 1

Player.StartItem USP45AltFire, 1
Player.StartItem M4A1_sil_AltFire, 1




        Player.StartItem Knife
		Player.StartItem Action_AltFire, 1
		Player.StartItem Action_AltFireCancel, 1


DamageFactor "ssg08", 1.0
DamageFactor "awp", 1.0
DamageFactor "deagle", 1.0
DamageFactor "revolver", 1.0
	
	//DamageFactor "M249", 1000
	
	
	States
	{
		Spawn:
		PLAY A -1
		Loop
	See:
		//PLAY A 0 ACS_ExecuteAlways(808,0,0,0,0)
		PLAY AB 6
		//PLAY A 0 ACS_ExecuteAlways(808,0,0,0,0)
		PLAY CD 6
		Loop
	Missile:
		PLAY E 1
		PLAY A 0 //ACS_ExecuteAlways(807,0,0,0,0)
		PLAY E 11
		Goto Spawn
	Melee:
		PLAY F 6 BRIGHT
		Goto Missile
	Pain:
		PLAY G 4
		PLAY G 4 A_Pain
		Goto Spawn

	Pain.FLASHBANGFREEZE:
PLAY G 1 ACS_NamedExecuteAlways("FreezeIfBot",0,0,0,0)
PLAY G 1 ACS_NamedExecuteAlways("Flashbanged",0,0,0,0)
		PLAY G 2 A_Pain
		PLAY GGGGGGGGG 2 //A_SetBlend("White",1.0,140)
		PLAY GGGGGGGGG 2 //A_SetBlend("White",1.0,140)
		Goto Spawn	


	Death:
TNT1 A 0 A_GiveToTarget("EnemyDied", 1)
		TNT1 A 0
		TNT1 A 0 A_Jump(128,2)
		TNT1 A 0 A_SetScale(-1.0,1.0)

		PLAY H 5  ACS_NamedExecuteWithResult("CSDMO_BreachchargeDetonate")
		PLAY I 5 A_PlayerScream
		PLAY J 5 A_NoBlocking
		PLAY KLM 5
		PLAY N -1
		Stop

	XDeath:
TNT1 A 0 A_GiveToTarget("EnemyDied", 1)

		TNT1 A 0
		TNT1 A 0 A_Jump(128,2)
		TNT1 A 0 A_SetScale(-1.0,1.0)

		PLAY M 0  ACS_NamedExecuteWithResult("CSDMO_BreachchargeDetonate")
		//PLAY A 0 ACS_ExecuteAlways(807,0,0,0,0)
		PLAY I 5 A_PlayerScream

		POSS M 0 A_SpawnItemEx("NashGore_GibPieceGenerator9",0,0,0,0,0,0,0,128)
POSS M 0 A_SpawnItemEx("NashGore_GibPieceGenerator10",0,0,0,0,0,0,0,128)
POSS M 0 A_SpawnItemEx("NashGore_GibPieceGenerator11",0,0,0,0,0,0,0,128)
POSS M 0 A_SpawnItemEx("NashGore_GibPieceGenerator11",0,0,0,0,0,0,0,128)
POSS M 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
		PLAY O 5 A_Playsound("Gib/Render")
POSS M 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
		PLAY P 5 A_XScream
POSS M 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
		PLAY Q 5 A_NoBlocking
POSS M 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
		PLAY RSTUV 5
		PLAY W -1
		Stop

	}
}