ACTOR EndurePlayer : PlayerPawn replaces DoomPlayer
{
	Speed 1
	Health 100
	Radius 16
	Height 56
	Mass 100
	PainChance 255
	Player.DisplayName "Marine"
	Player.CrouchSprite "PLYC"
	Player.StartItem "Pistol"
	Player.StartItem "Fist"
	Player.StartItem "Clip", 50
	Player.WeaponSlot 1, EnhancedChainsaw, Fist, Chainsaw
	Player.WeaponSlot 2, EnhancedPistol, Pistol
	Player.WeaponSlot 3, EnhancedAutoShotgun, EnhancedSuperShotgun, EnhancedShotgun, AutoShotgun, Shotgun, SuperShotgun
	Player.WeaponSlot 4, EnhancedAutoRifle, EnhancedChainGun, Autorifle, Chaingun, Minigun			// [BC] Create default binding for the minigun.
	Player.WeaponSlot 5, EnhancedGrenadeLauncher, EnhancedRocketLauncher, RocketLauncher, GrenadeLauncher	// [BC] Create default binding for the grenade launcher.
	Player.WeaponSlot 6, EnhancedPlasmaRifle, PlasmaRifle, Railgun		// [BC] Create default binding for the railgun.
	Player.WeaponSlot 7, EnhancedBFG9000, BFG9000, BFG10K			// [BC] Create default binding for the BFG10K.
	
	Player.ColorRange 112, 127
	Player.Colorset 0, "Green",			0x70, 0x7F,  0x72
	Player.Colorset 1, "Gray",			0x60, 0x6F,  0x62
	Player.Colorset 2, "Brown",			0x40, 0x4F,  0x42
	Player.Colorset 3, "Red",			0x20, 0x2F,  0x22
	// Doom Legacy additions
	Player.Colorset 4, "Light Gray",	0x58, 0x67,  0x5A
	Player.Colorset 5, "Light Brown",	0x38, 0x47,  0x3A
	Player.Colorset 6, "Light Red",		0xB0, 0xBF,  0xB2
	Player.Colorset 7, "Light Blue",	0xC0, 0xCF,  0xC2
	States
	{
	Spawn:
		PLAY A -1
		Loop
	See:
		TNT1 A 0 A_JumpIfInventory("HoldingFist",1,"SeeFist")
		TNT1 A 0 A_JumpIfInventory("HoldingPistol",1,"SeePistol") 
		TNT1 A 0 A_JumpIfInventory("HoldingShotgun",1,"SeeShotgun") 
		PLAY ABCD 4
		Loop
	SeeFist:
		ALY1 ABCD 4	
		Goto See
	SeePistol:
		ALY2 ABCD 4	
		Goto See
	SeeShotgun:
		ALY5 ABCD 4	
		Goto See
	Missile:
		TNT1 A 0 A_JumpIfInventory("HoldingFist",1,"FireFist")
		TNT1 A 0 A_JumpIfInventory("HoldingPistol",1,"FirePistol") 
		TNT1 A 0 A_JumpIfInventory("HoldingShotgun",1,"FireShotgun") 
		PLAY E 12
		Goto See
	FireFist: //Attack States - Keep them all 12 frames
		ALY1 E 6
		ALY1 F 6
		Goto See	
	FirePistol:
		ALY2 E 6
		ALY2 F 6
		Goto See
	FireShotgun:
		ALY5 E 6
		ALY5 F 6
		Goto See
	Melee:
		PLAY F 6 BRIGHT
		Goto Missile
	Pain:
		PLAY G 4
		PLAY G 4 A_Pain
		Goto Spawn
	Death:
		PLAY H 0 A_PlayerSkinCheck("AltSkinDeath")
	Death1:
		PLAY H 10
		PLAY I 10 A_PlayerScream
		PLAY J 10 A_NoBlocking
		PLAY KLM 10
		PLAY N -1
		Stop
	XDeath:
		PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath")
	XDeath1:
		PLAY O 5
		PLAY P 5 A_XScream
		PLAY Q 5 A_NoBlocking
		PLAY RSTUV 5
		PLAY W -1
		Stop
	AltSkinDeath:
		PLAY H 6
		PLAY I 6 A_PlayerScream
		PLAY JK 6
		PLAY L 6 A_NoBlocking
		PLAY MNO 6
		PLAY P -1
		Stop
	AltSkinXDeath:
		PLAY Q 5 A_PlayerScream
		PLAY R 0 A_NoBlocking
		PLAY R 5 A_SkullPop
		PLAY STUVWX 5
		PLAY Y -1
		Stop
	}
}

ACTOR HoldingFist : CustomInventory
{
	Game Doom
	SpawnID 0 
	+INVENTORY.PICKUPFLASH
	+INVENTORY.ALWAYSPICKUP
	//+INVENTORY.INVBAR
	Inventory.Icon TNT1A0
	Inventory.MaxAmount 1
	States
	{
	Spawn:
		TNT1 A 1
		Loop
	Use:
		TNT1 A 1
		Loop
	}
}
ACTOR HoldingPistol : HoldingFist
{
	Game Doom
}
ACTOR HoldingShotgun : HoldingFist
{
	Game Doom
}
ACTOR HoldingSuperShotgun : HoldingFist
{
	Game Doom
}
ACTOR HoldingChaingun : HoldingFist
{
	Game Doom
}
ACTOR HoldingRocketLauncher : HoldingFist
{
	Game Doom
}
ACTOR HoldingPlasmaRifle : HoldingFist
{
	Game Doom
}
ACTOR HoldingBFG : HoldingFist
{
	Game Doom
}
ACTOR HoldingChainsaw : HoldingFist
{
	Game Doom
}
ACTOR HoldingAutoRifle : HoldingFist
{
	Game Doom
}
ACTOR HoldingAutoShotgun : HoldingFist
{
	Game Doom
}
ACTOR HoldingGrenadeLauncher : HoldingFist
{
	Game Doom
}