GameInfo
{
    quitmessages = "Final Doomer will come out in installments of three weaponsets, until we get bored or we choke the engine to death.",
	"Pistols in Final Doomer have unlimited ammo, and generally must be reloaded. They are not weak, either, so feel free to rely on them.",
	"Chainsaws are considered to be a special spawn in Final Doomer, and can be anything from a weapon to a powerup to a useful tool.",
	
	"Plutonia's Grenade Launcher's grenades are not affected by gravity until they hit a surface.",
	"Plutonia's HMG decreases in accuracy the longer you fire, and quickly regains accuracy while idle.",
	"Plutonia's Quantum Prototype Accelerator is very powerful, and hits instantly, blasting everything where it hits, as well as around you.",
	
	"TNT's Halderman Device is the only non-pistol that has a secondary fire. Use it to toggle between 3 different utility modes.",
	"TNT's Maser has options to cut down on the effects, if your computer cannot handle it.",
	"TNT's Incursion Annihilator is rapidfire, ideal for diving into masses of demons.",
	
	"Doom 2's Pistol no longer looks like a weird hemisphere perched on top of your fist. I hate that sprite so much.",
	"Doom 2's Chaingun is the most damaging chaingun-tier weapon, but is more inaccurate than normal.",
	"Doom 2's BFG 9000 is consistently powerful on a direct hit, unlike vanilla.",
	
	"AAliens' Stasis Bow is pretty amazing normally, but it absolutely shines in Coop games. It even affects your friends, kinda.",
	"AAliens' Shotguns have a portion of their damage dropoff at medium range, so use them up close.",
	"AAliens' Photon Scepter increases in power the further the projectile travels.",
	"AAliens' Alien Elite Weapon is very weird, but clever tapping or holding of the fire button will give you amazing crowd control.",
	"AAliens' Illuminator fires for an extended period of time, and cannot be stopped, so make sure you have plenty of targets. As a beam, the effects are tied with the Maser's in the options menu.",
	
	"JPCP's Pistol and Katana are both almost silent, allowing JPCPguy to start his games off extremely stealthily.",
	"JPCP's Katana can deal incredibly high amounts of damage, with three different ways to boost it.",
	"JPCP's Burst Needler has low ammo, but all the shots leave debuffs on the enemy that make them slower and less resistant to damage.",
	"JPCP's Prism Cannon is roughly equivalent to the vanilla RL, but does damage overtime, and blinds you instead of harming you.",
	"JPCP's Ofuda Caster is slower and has less ammo than other PR counterparts, but will instantly kill enemies that are below 30% health after being hit.",
	"JPCP's Onmyou Devastator is very horizontal in terms of AOE, so make sure you fire it where it'll do the most damage.",
	
	"BTSX's weapons are all energy-based, and have OpenGL menu options to make them prettier.",
	"BTSX's Pistol and Power Fist are both chargeup weapons, so prepare to use them accordingly.",
	"BTSX's NanoCore enhances all your weapons, but the effect is fragile. If you lose more than 25% of the health you had when you activated it, it is disabled, and cannot be used again until the next level.",
	"BTSX's Machreaper has horrifyingly powerful blasts, but also has so much damage dropoff that it's practically a melee weapon.",
	"BTSX's Pulse Rifle has a triple strength shot every 30 seconds, so take advantage of that. Don't forget you have to pump it after, though.",
	"BTSX's Pulse Cannon deals no self-harm damage at all, so it can be used at close range as well as long.",
	"BTSX's X-Spark Cannon is the ultimate in firepower. Aim it wisely, as it has little ammo, and only affects things around the projectile."
	
	PlayerClasses = "FDPlutPlayer", "FDTNTPlayer", "FDDoom2Player", "FDAliensPlayer", "FDJPCPPlayer", "FDBTSXPlayer"
	NoRandomPlayerClass = True
//	CreditPage = "TITLEV1", "CREDIT", "BOSSBACK" // was just messing around
	QuitSound = "finaldoomer/quit"
}
