ACTOR Purist : Doomer
{
	Speed 1.0
	Player.DisplayName "Purist (Oldschool mode)"
	Player.StartItem "ClassicPistol"
	Player.StartItem "ClassicFist"
	Player.StartItem "Clip2", 50
	Player.StartItem "IsPlayer", 1
	Player.StartItem "IsPlayingAsPurist", 1
	Player.StartItem "IsNOTTacticalClass", 1
	DamageFactor "KillMeBot", 0.0
	Species "Marines"
}

ACTOR BDoomer : Doomer
{
	Speed 1.0
	Player.DisplayName "Shotgun & Revolver start"
	Player.StartItem "Shot_gun"
	Player.StartItem "DoxsRevolver"
	Player.StartItem "DualRevolver"
	//Basics & Special
	Player.StartItem "IsPlayer", 1
	Player.StartItem "IsNOTTacticalClass", 1
	Player.StartItem "NeverSelectedShotgun", 1
	DamageFactor "KillMeBot", 0.0
	Species "Marines"
	Player.StartItem "Melee_Attacks"
	Player.StartItem "CompactMGSilencer", 1
	Player.StartItem "CMGSilencer", 1
	Player.StartItem "HandGrenades", 1
	Player.StartItem "GrenadeAmmo", 30

	//Starting Ammo
	Player.StartItem "BDPistolAmmo", 16
	Player.StartItem "BDDualPistolAmmo", 32
	Player.StartItem "Clip1", 180
	Player.StartItem "Clip2", 30
	Player.StartItem "BDCMGAmmo", 36
	Player.StartItem "BDSMGAmmo", 41
	Player.StartItem "BDDualSMGAmmo", 82
	Player.StartItem "MP40Ammo", 32
	Player.StartItem "DualMP40Ammo", 64
	Player.StartItem "RevolverAmmo", 6
	Player.StartItem "BDRevolverAmmo", 6
	Player.StartItem "BDDualRevolverAmmo", 12
	Player.StartItem "UziAmmo", 60
	Player.StartItem "DualUziAmmo", 120
	Player.StartItem "ShotgunAmmo", 9
	Player.StartItem "AmmoShell", 36
	Player.StartItem "SSGAmmo", 2
	Player.StartItem "AssaultShotgunAmmo", 20
	Player.StartItem "QuadShotgunAmmo", 4
	Player.StartItem "RifleAmmo", 31
	Player.StartItem "DoubleRifleAmmo", 62
	Player.StartItem "GarandAmmo", 8
	Player.StartItem "RocketRounds", 6
	Player.StartItem "AmmoRocket", 12
	Player.StartItem "GLAmmo", 1
	Player.StartItem "MiniHellRocketAmmo", 50
	Player.StartItem "PlasmaAmmo", 50
	Player.StartItem "DoublePlasmaAmmo", 100
	Player.StartItem "RailgunAmmo", 50
	Player.StartItem "BunnyAmmo", 10
//	Player.FallingScreamSpeed 35 , 40
}

ACTOR Doomer2 : Doomer
{
	Speed 1.0
	Player.DisplayName "Garand & Uzi start"
	Player.StartItem "Garand"
	Player.StartItem "UZI"
//Basics & Special
	Player.StartItem "IsPlayer", 1
	Player.StartItem "IsNOTTacticalClass", 1
	Player.StartItem "NeverSelectedShotgun", 1
	DamageFactor "KillMeBot", 0.0
	Species "Marines"
	Player.StartItem "Melee_Attacks"
	Player.StartItem "CompactMGSilencer", 1
	Player.StartItem "CMGSilencer", 1
	Player.StartItem "HandGrenades", 1
	Player.StartItem "GrenadeAmmo", 30

//Starting Reserve Ammo
	Player.StartItem "Clip1", 180   // pistol & SMG bullets
	Player.StartItem "Clip2", 80    // rifle bullets
	Player.StartItem "AmmoShell", 36 
	Player.StartItem "RocketRounds", 6

//Pickup/Equip Loaded Ammo
	Player.StartItem "BDPistolAmmo", 16
	Player.StartItem "BDDualPistolAmmo", 32
	Player.StartItem "BDCMGAmmo", 36
	Player.StartItem "BDSMGAmmo", 41
	Player.StartItem "BDDualSMGAmmo", 82
	Player.StartItem "MP40Ammo", 32
	Player.StartItem "DualMP40Ammo", 64
	Player.StartItem "RevolverAmmo", 6
	Player.StartItem "BDRevolverAmmo", 6
	Player.StartItem "BDDualRevolverAmmo", 12
	Player.StartItem "UziAmmo", 60
	Player.StartItem "DualUziAmmo", 120
	Player.StartItem "ShotgunAmmo", 9
	Player.StartItem "SSGAmmo", 2
	Player.StartItem "AssaultShotgunAmmo", 20
	Player.StartItem "QuadShotgunAmmo", 4
	Player.StartItem "RifleAmmo", 31
	Player.StartItem "DoubleRifleAmmo", 62
	Player.StartItem "GarandAmmo", 8
	Player.StartItem "AmmoRocket", 12
	Player.StartItem "GLAmmo", 1
	Player.StartItem "PlasmaAmmo", 50
	Player.StartItem "DoublePlasmaAmmo", 100
	Player.StartItem "RailgunAmmo", 50
}

ACTOR Doomer3 : Doomer
{
	Speed 1.0
	Player.DisplayName "Compact MG & Grenade Launcher start"
	Player.StartItem "CompactMG"
	Player.StartItem "GrenadeLauncher"
	//Basics & Special
	Player.StartItem "IsPlayer", 1
	Player.StartItem "IsNOTTacticalClass", 1
	Player.StartItem "NeverSelectedShotgun", 1
	DamageFactor "KillMeBot", 0.0
	Species "Marines"
	Player.StartItem "Melee_Attacks"
	Player.StartItem "CompactMGSilencer", 1
	Player.StartItem "CMGSilencer", 1
	Player.StartItem "HandGrenades", 1
	Player.StartItem "GrenadeAmmo", 30

	//Starting Ammo
	Player.StartItem "BDPistolAmmo", 16
	Player.StartItem "BDDualPistolAmmo", 32
	Player.StartItem "Clip1", 180
	Player.StartItem "Clip2", 30
	Player.StartItem "BDCMGAmmo", 36
	Player.StartItem "BDSMGAmmo", 41
	Player.StartItem "BDDualSMGAmmo", 82
	Player.StartItem "MP40Ammo", 32
	Player.StartItem "DualMP40Ammo", 64
	Player.StartItem "RevolverAmmo", 6
	Player.StartItem "BDRevolverAmmo", 6
	Player.StartItem "BDDualRevolverAmmo", 12
	Player.StartItem "UziAmmo", 60
	Player.StartItem "DualUziAmmo", 120
	Player.StartItem "ShotgunAmmo", 9
	Player.StartItem "AmmoShell", 36
	Player.StartItem "SSGAmmo", 2
	Player.StartItem "AssaultShotgunAmmo", 20
	Player.StartItem "QuadShotgunAmmo", 4
	Player.StartItem "RifleAmmo", 31
	Player.StartItem "DoubleRifleAmmo", 62
	Player.StartItem "GarandAmmo", 8
	Player.StartItem "RocketRounds", 6
	Player.StartItem "AmmoRocket", 12
	Player.StartItem "GLAmmo", 1
	Player.StartItem "MiniHellRocketAmmo", 50
	Player.StartItem "PlasmaAmmo", 50
//	Player.StartItem "AmmoCell", 100
	Player.StartItem "DoublePlasmaAmmo", 100
	Player.StartItem "RailgunAmmo", 50
}

ACTOR Doomer4 : Doomer
{
	Speed 1.0
	Player.DisplayName "Berserk & Armor start"
	Player.StartItem "BerserkPack"
	Player.StartItem "ArmorShard" 10
	//Basics & Special
	Player.StartItem "IsPlayer", 1
	Player.StartItem "IsNOTTacticalClass", 1
	Player.StartItem "NeverSelectedShotgun", 1
	// // Player.StartItem "AmmoDroper"
	DamageFactor "KillMeBot", 0.0
	Species "Marines"
	Player.StartItem "Melee_Attacks"
	Player.StartItem "CompactMGSilencer", 1
	Player.StartItem "CMGSilencer", 1
	Player.StartItem "HandGrenades", 1
	Player.StartItem "GrenadeAmmo", 30

	//Starting Ammo
	Player.StartItem "BDPistolAmmo", 16
	Player.StartItem "BDDualPistolAmmo", 32
	Player.StartItem "Clip1", 180
	Player.StartItem "Clip2", 30
	Player.StartItem "BDCMGAmmo", 36
	Player.StartItem "BDSMGAmmo", 41
	Player.StartItem "BDDualSMGAmmo", 82
	Player.StartItem "MP40Ammo", 32
	Player.StartItem "DualMP40Ammo", 64
	Player.StartItem "RevolverAmmo", 6
	Player.StartItem "BDRevolverAmmo", 6
	Player.StartItem "BDDualRevolverAmmo", 12
	Player.StartItem "UziAmmo", 60
	Player.StartItem "DualUziAmmo", 120
	Player.StartItem "ShotgunAmmo", 9
	Player.StartItem "AmmoShell", 36
	Player.StartItem "SSGAmmo", 2
	Player.StartItem "AssaultShotgunAmmo", 20
	Player.StartItem "QuadShotgunAmmo", 4
	Player.StartItem "RifleAmmo", 31
	Player.StartItem "DoubleRifleAmmo", 62
	Player.StartItem "GarandAmmo", 8
	Player.StartItem "RocketRounds", 6
	Player.StartItem "AmmoRocket", 12
	Player.StartItem "GLAmmo", 1
	Player.StartItem "MiniHellRocketAmmo", 50
	Player.StartItem "PlasmaAmmo", 50
	Player.StartItem "DoublePlasmaAmmo", 100
	Player.StartItem "RailgunAmmo", 50
}




ACTOR TacticalDoomer : Doomer
{
	Speed 1.0
	Player.RunHealth 999
	Player.DisplayName "Tactical (Sprints, 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 "NoAutoReload", 1
	Player.StartItem "NeverSelectedShotgun", 1
	Player.StartItem "Clip1", 30
	Player.StartItem "Clip2", 30
	//Slot2
	Player.StartItem "BDPistolAmmo", 16
	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", 30
	// Player.StartItem "AmmoDroper"
	DamageFactor "KillMeBot", 0.0
	Species "Marines"
}	   

actor ChaseCam2
{
  height 0
  radius 0
  +NOGRAVITY
  states
  {
  Spawn:
    NULL A -1
    stop
  }
}

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 "$OBITUARYSTOMP"
	States
		{
		Spawn:
			NULL A 2
			NULL A 1 //A_Explode(10,4,0)
			stop
        Death:
            NULL A 1
			NULL A 1 //A_Explode(10,4,0)
            Stop
         }
}

Actor Footstep5: FootStep
{
    Damage 0
    -CLIENTSIDEONLY
}

Actor Footstep6: FootStep //ACTUAL FOOTSTEP
{
    Damage (random (5, 5))
    -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 1 //A_Explode(10,4,0)
			NULL A 1
			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("IsOverSlimy", 1, "Slimy")
			TNT1 A 0 A_JumpIfInventory("IsOverWater", 1, "XDeath")
			TNT1 A 0 A_JumpIfInventory("IsOverNukage", 1, "XDeath")
			TNT1 A 0 A_JumpIfInventory("IsOverLava", 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
			NULL A 1
			NULL A 6
            Stop	
			
			}
}



Actor Footstep8: Footstep6 //Fake footstep. Actually just the player's weight used to damage enemies when standing over them.
{
    Damage (random (4, 4))
	-EXPLODEONWATER
	-DOOMBOUNCE
	
	Damagetype "Minor"
	States
	{
		Spawn:
			NULL A 0
			NULL A 1 //A_Explode(10,4,0)
			NULL A 4
			Stop
		Death:
            NULL A 0
			TNT1 A 2
            Stop
		}	
}

Actor Footstep91: FootStep
{
    Damage (random (1, 1))
	Radius 2
	Height 2
	Mass 9999
    -CLIENTSIDEONLY
	-DONTSPLASH
}


Actor Footstep6NoSplash: FootStep6
{
    +DONTSPLASH
	Mass 0
	Height 16
}

Actor Footstep6NoDamage: FootStep6
{
    Damage 0
}

Actor FootstepStrong: Footstep6 //Large footstep when you land from a jump.
{
    Damage (random (95, 95))
	//Speed 0
	//Radius 16
	//Damage 15
	-BLOODSPLATTER
	+BLOODLESSIMPACT
	Damagetype "Trample"
		States
			{
			Spawn:
			NULL A 0
			TNT1 A 0 ACS_NamedExecuteAlways("BDFootsteps")//Check Footsteps
			TNT1 A 2
			TNT1 A 0 A_JumpIfInventory("FootStepDisabled", 1, "XDeath")
			NULL A 2
			Stop
			Death:
				NULL A 0
				TNT1 A 0 ACS_NamedExecuteAlways("BDFootsteps")//Check Footsteps
				TNT1 A 2
				TNT1 A 0 A_JumpIfInventory("FootStepDisabled", 1, "XDeath")
				TNT1 A 0 A_SpawnItem("LargeMassWaterImpact")
				NULL A 0 A_Explode(60,10,0, 0, 10)
				TNT1 A 0 ACS_NamedExecuteAlways("BDCheckFloorType2")
				
				TNT1 A 2
				TNT1 A 0 A_JumpIfInventory("IsOverWater", 1, "XDeath2")
				TNT1 A 0 A_JumpIfInventory("IsOverNukage", 1, "XDeath2")
				TNT1 A 0 A_JumpIfInventory("IsOverLava", 1, "XDeath2")
				
				TNT1 A 0 A_JumpIfInventory("IsOverDirt", 1, "Dirt")
				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("IsOverSlimy", 1, "Slimy")
				TNT1 A 0 A_AlertMonsters(200, AMF_TARGETNONPLAYER)
				TNT1 A 0 A_playsound("LANDS1", 8)
				NULL A 6
				Stop
				
		Dirt:
			NULL A 0
			TNT1 A 0 A_playsound("floordirt")
			TNT1 A 0 A_AlertMonsters(250, AMF_TARGETNONPLAYER)
			TNT1 AA 0 A_CustomMissile ("BrownCloudSmall", 0, 0, random (0, 360), 2, random (10, 40))
			NULL A 1
			Stop
		
		Gravel:
			NULL A 0
			TNT1 A 0 A_playsound("floorgravel")
			TNT1 A 0 A_AlertMonsters(250, AMF_TARGETNONPLAYER)
			TNT1 AA 0 A_CustomMissile ("BrownCloudSmall", 0, 0, random (0, 360), 2, random (10, 40))
			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 A 1
			Stop	
				
		Metal:
			NULL A 0
			TNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)
			TNT1 A 0 A_playsound("FHVMTL", 1)
			NULL A 1
			Stop
			
		Metal2:
			NULL A 0
			TNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)
			TNT1 A 0 A_playsound("FHVMTL", 1)
			NULL A 1
			Stop
			
		Rock:
			NULL A 0
			TNT1 A 0 A_AlertMonsters(150, 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 A 1
			Stop
			
		Wood:
			NULL A 0
			TNT1 A 0 A_AlertMonsters(300, AMF_TARGETNONPLAYER)
			TNT1 A 0 A_playsound("floorwood")
			NULL A 1
			Stop	
			
		Snow:
			NULL A 0
			TNT1 A 0 A_AlertMonsters(150, AMF_TARGETNONPLAYER)
			TNT1 A 0 A_playsound("floorsnow")
			NULL A 1
			Stop	
			
		Tile:
			NULL A 0
			TNT1 A 0 A_AlertMonsters(200, AMF_TARGETNONPLAYER)
			TNT1 A 0 A_playsound("floortile")
			NULL A 1
			Stop	
			
		Tile2:
			NULL A 0
			TNT1 A 0 A_AlertMonsters(200, AMF_TARGETNONPLAYER)
			TNT1 A 0 A_playsound("floortile2")
			NULL A 1
			Stop
		
		
		XDeath2:
            NULL A 1
			NULL A 1
			NULL A 6
            Stop	
         }
}



Actor HeavyFootSteps: FootStep
{
    Damage 1
    -CLIENTSIDEONLY
	DamageType "Stomp"
	Obituary "%o was trampled by a Mancubus."
	States
		{
		Spawn:
			tnt1 A 2
			NULL A 1 A_Explode(600,10,0)
			stop
        Death:
            tnt1 A 1
			NULL A 1 A_Explode(600,10,0)
            Stop
		Crash:
			tnt1 A 1
			NULL A 1 A_Explode(600,10,0)
			stop
         }	
}




Actor PlayerBaronTrample: FootStep
{
    Damage (random(100,100))
    -CLIENTSIDEONLY
	-DONTSPLASH
	DamageType "Stomp"
	Obituary "%o was trampled by a Baron."
	States
		{
		Spawn:
			tnt1 A 2
			NULL A 1 A_Explode(80,30,0)
			stop
        Death:
            tnt1 A 1
			NULL A 1 A_Explode(80,30,0)
            Stop
		Crash:
			tnt1 A 1
			NULL A 1 A_Explode(80,30,0)
			stop
         }	
}


Actor HeavyFootSteps32: FootStep
{
    Damage 1
    -CLIENTSIDEONLY
	DamageType "Stomp"
	Obituary "%o was trampled by a Cyberdemon."
	States
		{
		Spawn:
			tnt1 A 2
			NULL A 1 A_Explode(900,10,0)
			stop
        Death:
            tnt1 A 1
			NULL A 1 A_Explode(900,10,0)
            Stop
		Crash:
			tnt1 A 1
			NULL A 1 A_Explode(900,10,0)
			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: FootStep
{
    Damage (random (4, 5))
    -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 1 //A_Explode(10,4,0)
			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("IsOverLava", 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 ("MudDustFromTrail", 32, -32, random (0, 360), 2, random (20, 150))
			//TNT1 A 0 A_CustomMissile ("MudDustFromTrail", 32, 32, random (0, 360), 2, random (20, 150))
			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
			
			
		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 Headkicking
{
PROJECTILE
+MISSILE
+FORCEXYBILLBOARD +DONTSPLASH
+THRUACTORS +NOGRAVITY
+NOCLIP +NOBLOOD +NOPAIN 
+CLIENTSIDEONLY
+PAINLESS
damage 0
radius 0
height 0
speed 0
Scale 1.2
Mass 99999
states
	{
	Spawn:
		TNT1 A 1
		TNT1 A 0 A_JumpIfInTargetInventory("Accelerate", 1, "kick")
		TNT1 A 1
		Loop
		
	Kick:	
		TNT1 A 0 A_Warp(AAPTR_TARGET, 0, 0, 0, 0)
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		Goto Spawn
}}



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
	States
		{
		Spawn:
			TNT1 A 0
			Goto Death
        Death:
            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("IsOverLava", 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("IsOverSlimy", 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
			}
}