ACTOR RGUPlayer : DoomPlayer
{
  +QUICKTORETALIATE
  +FLOORCLIP
  +NOICEDEATH
  Speed 1
  Health 100
  GibHealth 75
  Radius 16
  Height 56
  Mass 125
  PainChance 255
  painchance "Shotgungib", 159
  painchance "Shotgun", 159
  painchance "ScriptedMarine", 127
  painchance "Dragon", 95//127
  painchance "Dragonsplosion", 95//127
  painchance "RGAFire", 95//127
  painchance "Revive", 0
  painchance "SewUpYou", 0
  CameraHeight 49
  Species "Player"
  Player.ColorRange 112, 127
  Player.DisplayName "Assault"
  Player.CrouchSprite "PLYC"
  ////////////////////////////
  Player.StartItem "Colt M4A1", 1
  Player.StartItem "M4A1Ammo", 120
  Player.StartItem "H&K USP45", 1
  Player.StartItem "USP45Ammo", 24
  Player.StartItem "GrenadeAmmo", 2
  Player.StartItem "MaxWeaponsFilled_Handgun", 1
  Player.StartItem "MaxWeaponsFilled_AR", 1
  Player.StartItem "Perk1_OneManArmy", 1
  Player.StartItem "Perk2_StoppingPower", 1
  Player.StartItem "Perk3_Commando", 1
  Player.StartItem "Unarmed", 1
  ////////////////////////////
  Player.StartItem "USP45Clip", 12
  Player.StartItem "44MagnumClip", 6
  Player.StartItem "FAMASClip", 25
  Player.StartItem "M203Clip", 1
  Player.StartItem "FALClip", 20
  Player.StartItem "SPASClip", 8
  Player.StartItem "AA12Clip", 8
  Player.StartItem "UMP45Clip", 25
  Player.StartItem "VectorClip", 30
  Player.StartItem "MiniUziClip", 32
  Player.StartItem "P90Clip", 50
  Player.StartItem "ThumperClip", 1
  Player.StartItem "ACRClip", 30
  Player.StartItem "AT4Clip", 1
  Player.StartItem "InterventionClip", 7
  Player.StartItem "BarrettClip", 10
  Player.StartItem "G18Clip", 33
  Player.StartItem "MG4Clip", 100
  Player.StartItem "PP2000Clip", 20
  Player.StartItem "SCARHClip", 20
  Player.StartItem "M4A1Clip", 30
  Player.StartItem "RangerClip", 2
  Player.StartItem "F2000Clip", 30
  Player.StartItem "TARClip", 30
  Player.StartItem "MP5Clip", 30
  Player.StartItem "M93RClip", 20
  Player.StartItem "M16Clip", 30
  Player.StartItem "AKMClip", 30
  Player.StartItem "StrikerClip", 12
  Player.StartItem "AUGHBARClip", 42
  Player.StartItem "WA2000Clip", 6
  Player.StartItem "DeagleClip", 7
  Player.StartItem "M9Clip", 15
  Player.StartItem "M1014Clip", 5
  Player.StartItem "M240Clip", 100
  Player.StartItem "L86Clip", 84
  Player.StartItem "RPGClip", 1
  Player.StartItem "M1887Clip", 7
  Player.StartItem "M14Clip", 10
  Player.StartItem "USP45Clip2", 18
  Player.StartItem "FAMASClip2", 37
  Player.StartItem "FALClip2", 30
  Player.StartItem "SPASClip2", 12
  Player.StartItem "AA12Clip2", 12
  Player.StartItem "UMP45Clip2", 37
  Player.StartItem "VectorClip2", 45
  Player.StartItem "MiniUziClip2", 48
  Player.StartItem "P90Clip2", 75
  Player.StartItem "ACRClip2", 45
  Player.StartItem "InterventionClip2", 11
  Player.StartItem "BarrettClip2", 15
  Player.StartItem "G18Clip2", 50
  Player.StartItem "MG4Clip2", 150
  Player.StartItem "PP2000Clip2", 30
  Player.StartItem "SCARHClip2", 30
  Player.StartItem "M4A1Clip2", 45
  Player.StartItem "F2000Clip2", 45
  Player.StartItem "TARClip2", 45
  Player.StartItem "MP5Clip2", 45
  Player.StartItem "M93RClip2", 30
  Player.StartItem "M16Clip2", 45
  Player.StartItem "AKMClip2", 45
  Player.StartItem "StrikerClip2", 18
  Player.StartItem "AUGHBARClip2", 63
  Player.StartItem "WA2000Clip2", 12
  Player.StartItem "DeagleClip2", 11
  Player.StartItem "M9Clip2", 23
  Player.StartItem "M1014Clip2", 7
  Player.StartItem "M240Clip2", 200
  Player.StartItem "L86Clip2", 126
  Player.StartItem "M1887Clip2", 11
  Player.StartItem "M14Clip2", 15
  Player.StartItem "USP45Clip3", 24
  Player.StartItem "44MagnumClip2", 12
  Player.StartItem "MiniUziClip3", 64
  Player.StartItem "G18Clip3", 66
  Player.StartItem "PP2000Clip3", 40
  Player.StartItem "DeagleClip3", 14
  Player.StartItem "M9Clip3", 30
  Player.StartItem "RevivalKitAmmo", 2
  Player.StartItem "44MagnumAmmo", 18
  Player.StartItem "FAMASAmmo", 75
  Player.StartItem "M203Ammo", 2
  Player.StartItem "FALAmmo", 60
  Player.StartItem "SPAS12Ammo", 24
  Player.StartItem "AA12Ammo", 32
  Player.StartItem "UMP45Ammo", 75
  Player.StartItem "VectorAmmo", 90
  Player.StartItem "MiniUziAmmo", 96
  Player.StartItem "P90Ammo", 150
  Player.StartItem "ThumperAmmo", 2
  Player.StartItem "ACRAmmo", 90
  Player.StartItem "AT4Ammo", 2
  Player.StartItem "InterventionAmmo", 21
  Player.StartItem "BarrettAmmo", 20
  Player.StartItem "G18Ammo", 66
  Player.StartItem "MG4Ammo", 200
  Player.StartItem "PP2000Ammo", 60
  Player.StartItem "SCARHAmmo", 60
  Player.StartItem "M4A1Ammo", 90
  Player.StartItem "RangerAmmo", 16
  Player.StartItem "F2000Ammo", 90
  Player.StartItem "TARAmmo", 90
  Player.StartItem "MP5Ammo", 90
  Player.StartItem "M93RAmmo", 60
  Player.StartItem "M16Ammo", 90
  Player.StartItem "AKMAmmo", 90
  Player.StartItem "StrikerAmmo", 24
  Player.StartItem "AUGHBARAmmo", 128
  Player.StartItem "WA2000Ammo", 18
  Player.StartItem "DeagleAmmo", 21
  Player.StartItem "M9Ammo", 45
  Player.StartItem "M1014Ammo", 24
  Player.StartItem "M240Ammo", 200
  Player.StartItem "L86Ammo", 168
  Player.StartItem "RPGAmmo", 2
  Player.StartItem "M1887Ammo", 21
  Player.StartItem "M14Ammo", 30
  Player.StartItem "IsPlayer", 1
  Player.SideMove 0.75
  Player.ForwardMove 0.85
  DamageFactor "Normal", 1.0
  DamageFactor "Fire", 1.0
  DamageFactor "Slime", 1.0
  DamageFactor "Falling", 3.0
  DamageFactor "RGABullet", 0.7
  DamageFactor "Shotgungib", 0.6
  DamageFactor "Shotgun", 0.6
  DamageFactor "Dragon", 0.7
  DamageFactor "DragonF", 0
  DamageFactor "Dragonsplosion", 0.6
  DamageFactor "Rifle", 0.6
  DamageFactor "Sniper", 0.5
  DamageFactor "Knife", 1.0
  DamageFactor "Explosion", 0.6
  DamageFactor "ExplosionF", 0
  DamageFactor "ExplosionC", 0
  DamageFactor "Stun", 0.5
  DamageFactor "Stun2", 0.5
  DamageFactor "Stun3", 0.5
  DamageFactor "LMG", 0.6
  DamageFactor "BigPistol", 0.8
  DamageFactor "ScriptedMarine", 0.25
  DamageFactor "Step", 0.2
  DamageFactor "Revive", 0.0
  DamageFactor "SewUpYou", 0.0
  DamageFactor "BuildFriendDamage", 0
  DamageFactor "TheAncientOne", 0.75
  States
  {
  Spawn:
	PLAY A -1
	Loop
  See:
    PLAY A 0 A_JumpIfInventory("Perk2_ColdBlooded",1,"SeeCold")
    PLAY A 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) < 115, "SeeAim1")
  See1:
    PLAY B 4
    PLAY B 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) < 115, "SeeAim2")
  See2:
    PLAY C 4
    PLAY C 0 A_JumpIf (z - floorz > 0, 2)
	PLAY C 0 A_PlaySoundEx("misc/footstep","SoundSlot7")
    PLAY C 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) < 115, "SeeAim3")
  See3:
    PLAY D 4
    PLAY D 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) < 115, "SeeAim4")
  See4:
    PLAY A 4
    goto Spawn
  SeeAim:
    PLAY A 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) > 115, "See1")
  SeeAim1:
    PLAY B 6
    PLAY B 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) > 115, "See2")
  SeeAim2:
    PLAY C 6
    PLAY C 0 A_JumpIf (z - floorz > 0, 2)
	PLAY C 0 A_PlaySoundEx("misc/footstep2","SoundSlot7")
    PLAY C 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) > 115, "See3")
  SeeAim3:
    PLAY D 6
    PLAY D 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) > 115, "See4")
  SeeAim4:
    PLAY A 6
    goto Spawn
  SeeCold:
    PLAY A 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) < 115, "SeeAimCold1")
  SeeCold1:
    PLAY B 4
    PLAY B 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) < 115, "SeeAimCold2")
  SeeCold2:
    PLAY C 4
    PLAY C 0 A_JumpIf (z - floorz > 0, 2)
	PLAY C 0 A_PlaySoundEx("misc/footstep3","SoundSlot7")
    PLAY C 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) < 115, "SeeAimCold3")
  SeeCold3:
    PLAY D 4
    PLAY D 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) < 115, "SeeAimCold4")
  SeeCold4:
    PLAY A 4
    goto Spawn
  SeeAimCold:
    PLAY A 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) > 115, "SeeCold1")
  SeeAimCold1:
    PLAY B 6
    PLAY B 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) > 115, "SeeCold2")
  SeeAimCold2:
    PLAY C 6
    PLAY C 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) > 115, "SeeCold3")
  SeeAimCold3:
    PLAY D 6
    PLAY D 0 A_JumpIf ((MomX*MomX)+(MomY*MomY) > 115, "SeeCold4")
  SeeAimCold4:
    PLAY A 6
    goto Spawn
  Melee:
    PLAY F 0 BRIGHT A_TakeInventory("Reloading",1)
    PLAY F 0 BRIGHT A_TakeInventory("ThrowingGrenade",1)
    PLAY F 0 BRIGHT A_TakeInventory("KnifeAttack",1)
    PLAY F 3 BRIGHT
  Missile:
    PLAY E 6
    Goto Spawn
  Pain.Stun3:
    PLAY G 0 ACS_NamedExecuteAlways("RefStun",0,2,0,0)
    Goto Pain
  Pain.Stun2:
    PLAY G 0 ACS_NamedExecuteAlways("RefStun",0,1,0,0)
    Goto Pain
  Pain.Stun:
    PLAY G 0 ACS_NamedExecuteAlways("RefStun",0,0,0,0)
    PLAY G 0 ACS_NamedExecuteAlways("RefRegen",0,0,0,0)
    PLAY G 0 A_JumpIfInventory("Perk3_LastStand",1,"PainLastStand")
    PLAY G 1 A_GiveInventory("InCombat",5)
    PLAY G 0 A_JumpIfInventory("Perk2_Juggernaut",1,2)
    PLAY G 7 A_GiveToTarget("HitIndicator",1)
    Goto Spawn
    PLAY G 7 A_GiveToTarget("HitIndicatorJugg",1)
    Goto Spawn
  Pain.Dragonsplosion:
  Pain.Dragon:
    PLAY G 0 A_JumpIfInventory("Perk2_ColdBlooded",1,2)
    PLAY G 0 ACS_NamedExecuteAlways("RefKick",0,0,0,1)
    PLAY G 0 ACS_NamedExecuteAlways("RefRegen",0,0,0,0)
    PLAY G 0 A_JumpIfInventory("Perk3_LastStand",1,"PainLastStand.Dragon")
    PLAY G 4 A_GiveInventory("InCombat",5)
    PLAY G 4 A_Pain
    Goto Spawn
  Pain:
    PLAY G 0 A_JumpIfInventory("Perk2_ColdBlooded",1,2)
    PLAY G 0 ACS_NamedExecuteAlways("RefKick",0,0,0,1)
    PLAY G 0 ACS_NamedExecuteAlways("RefRegen",0,0,0,0)
    PLAY G 0 A_JumpIfInventory("Perk3_LastStand",1,"PainLastStand")
    PLAY G 1 A_GiveInventory("InCombat",5)
    PLAY G 0 A_JumpIfInventory("Perk2_Juggernaut",1,3)
    PLAY G 3 A_GiveToTarget("HitIndicator",1)
    PLAY G 4 A_Pain
    Goto Spawn
    PLAY G 3 A_GiveToTarget("HitIndicatorJugg",1)
    PLAY G 4 A_Pain
    Goto Spawn
  PainLastStand.Dragon:
    PLAY G 0 A_JumpIfInventory("LastStandSave",1,1)
    goto GoLastStand.Dragon
    PLAY G 4 A_GiveInventory("InCombat",5)
    PLAY G 4 A_Pain
    Goto Spawn
  PainLastStand:
    PLAY G 0 A_JumpIfInventory("LastStandSave",1,1)
    goto GoLastStand
    PLAY G 1 A_GiveInventory("InCombat",5)
    PLAY G 0 A_JumpIfInventory("Perk2_Juggernaut",1,3)
    PLAY G 3 A_GiveToTarget("HitIndicator",1)
    PLAY G 4 A_Pain
    Goto Spawn
    PLAY G 3 A_GiveToTarget("HitIndicatorJugg",1)
    PLAY G 4 A_Pain
    Goto Spawn
  GoLastStand.Dragon:
    PLAY G 0 A_TakeInventory("LastStandSave",10)
    PLAY G 0 A_GiveInventory("InCombat",5)
    PLAY G 0 ACS_NamedExecuteAlways("RefLast",0,0,0,0)
    Goto Spawn
  GoLastStand:
    PLAY G 0 A_TakeInventory("LastStandSave",10)
    PLAY G 0 A_GiveInventory("InCombat",5)
    PLAY G 0 A_JumpIfInventory("Perk2_Juggernaut",1,3)
    PLAY G 0 A_GiveToTarget("HitIndicator",1)
    PLAY G 0 ACS_NamedExecuteAlways("RefLast",0,0,0,0)
    Goto Spawn
    PLAY G 0 A_GiveToTarget("HitIndicatorJugg",1)
    PLAY G 0 ACS_NamedExecuteAlways("RefLast",0,0,0,0)
    Goto Spawn
  Death.RGAFire:
  Death.Dragonsplosion:
  Death.Dragon:
  Death.Fire:
    PLAY G 1
    PLAY G 0 Thing_ChangeTID(0,9999)
    PLAY G 0 A_TakeInventory("ThrowingGrenade",1)
    PLAY G 0 A_TakeInventory("KnifeAttack",1)
    PLAY G 0 A_TakeInventory("Reloading",1)
	PLAY G 0 ACS_NamedExecute("AC130PlayerDiesCameraReset",0,0,0,0)
	PLAY G 0 ACS_NamedExecute("Predator_ResetOnDeath",0,0,0,0)
	
	PLAY G 0 A_TakeInventory("InPredator",1)
	PLAY G 0 A_TakeInventory("PredatorToken",1)
	PLAY H 0 A_TakeInventory("InAC130",1)
	PLAY H 0 A_TakeInventory("AC130Token",1)
	PLAY H 0 A_GiveInventory("Ragesoundstop",1)
    PLAY G 0 A_GiveToTarget("HitIndicatorKill",1)
    PLAY G 0 A_Jump(64,"Death.Burnt")
    PLAY G 0 A_TakeInventory("MonHold",35)
    PLAY G 0 A_SetAngle(angle + random(100,260))
    PLAY G 0 A_Pain
    PLAY GG 0 A_SpawnItemEx("FireFlare", random(-2,2), random(-2,2), random(12,20), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    PLAY G 2 A_Recoil(-8)
    PLAY GG 0 A_SpawnItemEx("FireFlare", random(-2,2), random(-2,2), random(12,20), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    PLAY G 2
    PLAY BB 0 A_SpawnItemEx("FireFlare", random(-2,2), random(-2,2), random(12,20), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    PLAY B 2 A_Recoil(-4)
    PLAY BB 0 A_SpawnItemEx("FireFlare", random(-2,2), random(-2,2), random(12,20), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    PLAY B 2
    PLAY CC 0 A_SpawnItemEx("FireFlare", random(-2,2), random(-2,2), random(12,20), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    PLAY C 2 A_Recoil(-4)
    PLAY CC 0 A_SpawnItemEx("FireFlare", random(-2,2), random(-2,2), random(12,20), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    PLAY C 2
    PLAY DD 0 A_SpawnItemEx("FireFlare", random(-2,2), random(-2,2), random(12,20), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    PLAY D 2 A_Recoil(-4)
    PLAY DD 0 A_SpawnItemEx("FireFlare", random(-2,2), random(-2,2), random(12,20), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    PLAY D 2
  Death.FireCont:
    PLAY G 0 A_Jump(112,2)
    PLAY G 0 A_Pain
    PLAY G 0 A_Jump(64,2)
    PLAY G 0 A_SetAngle(angle + random(-150,150))
    PLAY GG 0 A_SpawnItemEx("FireFlare", random(-2,2), random(-2,2), random(12,20), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    PLAY G 2 A_Recoil(-4)
    PLAY GG 0 A_SpawnItemEx("FireFlare", random(-2,2), random(-2,2), random(12,20), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    PLAY G 2
    PLAY BB 0 A_SpawnItemEx("FireFlare", random(-2,2), random(-2,2), random(12,20), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    PLAY B 2 A_Recoil(-4)
    PLAY BB 0 A_SpawnItemEx("FireFlare", random(-2,2), random(-2,2), random(12,20), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    PLAY B 2
    PLAY CC 0 A_SpawnItemEx("FireFlare", random(-2,2), random(-2,2), random(12,20), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    PLAY C 2 A_Recoil(-4)
    PLAY CC 0 A_SpawnItemEx("FireFlare", random(-2,2), random(-2,2), random(12,20), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    PLAY C 2
    PLAY DD 0 A_SpawnItemEx("FireFlare", random(-2,2), random(-2,2), random(12,20), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    PLAY D 2 A_Recoil(-4)
    PLAY DD 0 A_SpawnItemEx("FireFlare", random(-2,2), random(-2,2), random(12,20), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    PLAY D 2
    PLAY D 0 A_JumpIfInventory("MonHold",7,"Death.Burnt")
    PLAY D 0 A_Jump(32,"Death.Burnt")
    PLAY D 0 A_GiveInventory("MonHold",1)
	goto Death.FireCont
  Death.Burnt:
    PLAY H 0 A_ScaleVelocity(0)
    PLAY H 0 A_Jump(64,"XDeath.Boom")
    PLAY HH 0 A_SpawnItemEx("FireFlare", random(-2,2), random(-2,2), random(12,20), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    PLAY H 0 A_SpawnItemEx("RGABurnt",0,0,0,0,0,0,0,128,0)
    PLAY H 0 A_PlayerSkinCheck("AltSkinDeath.Burnt")
  Death1.Burnt:
    PLAY H 10
    PLAY I 10
    PLAY J 10 A_NoBlocking
    PLAY KLM 10
    PLAY N -1
    Stop
  AltSkinDeath.Burnt:
    PLAY H 6
    PLAY I 6
    PLAY JK 6
    PLAY L 6 A_NoBlocking
    PLAY MNO 6
    PLAY P -1
    Stop
  XDeath.Boom:
    PLAY O 0 A_SpawnItemEx("ExplosionMain2",0,0,0,0,0,3,0,128,0)
    PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath.Boom")
  XDeath1.Boom:
    PLAY O 5
    PLAY P 5 A_XScream
    PLAY Q 5 A_NoBlocking
    PLAY RSTUV 5
    PLAY W -1
    Stop
  AltSkinXDeath.Boom:
    PLAY Q 1
    PLAY Q 4 A_PlayerScream
    PLAY R 0 A_NoBlocking
    PLAY R 5 A_SkullPop
    PLAY STUVWX 5
    PLAY Y -1
    Stop
  Death.Suicide:
    PLAY H 0 A_PlayerSkinCheck("AltSkinDeath.Suicide")
  Death1.Suicide:
    PLAY H 1
    PLAY H 0 Thing_ChangeTID(0,9999)
	PLAY G 0 ACS_NamedExecute("AC130PlayerDiesCameraReset",0,0,0,0)
	PLAY G 0 ACS_NamedExecute("Predator_ResetOnDeath",0,0,0,0)
	
	PLAY G 0 A_TakeInventory("InPredator",1)
	PLAY G 0 A_TakeInventory("PredatorToken",1)
	PLAY H 0 A_TakeInventory("InAC130",1)
	PLAY H 0 A_GiveInventory("Ragesoundstop",1)
    PLAY H 0 A_TakeInventory("ThrowingGrenade",1)
    PLAY H 0 A_TakeInventory("KnifeAttack",1)
    PLAY H 9 A_TakeInventory("Reloading",1)
    PLAY I 10
    PLAY J 10 A_NoBlocking
    PLAY KLM 10
    PLAY N -1
    Stop
  AltSkinDeath.Suicide:
    PLAY H 1
    PLAY H 0 Thing_ChangeTID(0,9999)
	PLAY G 0 ACS_NamedExecute("AC130PlayerDiesCameraReset",0,0,0,0)
	PLAY G 0 ACS_NamedExecute("Predator_ResetOnDeath",0,0,0,0)
	
	PLAY G 0 A_TakeInventory("InPredator",1)
	PLAY G 0 A_TakeInventory("PredatorToken",1)
	PLAY H 0 A_TakeInventory("InAC130",1)
	PLAY H 0 A_GiveInventory("Ragesoundstop",1)
    PLAY H 0 A_TakeInventory("ThrowingGrenade",1)
    PLAY H 0 A_TakeInventory("KnifeAttack",1)
    PLAY H 5 A_TakeInventory("Reloading",1)
    PLAY I 6
    PLAY JK 6
    PLAY L 6 A_NoBlocking
    PLAY MNO 6
    PLAY P -1
    Stop
  Death.Shotgungib:
    PLAY H 0 A_JumpIfCloser(128, "XDeath")
  Death.Shotgun:
    PLAY H 0 A_JumpIfHealthLower(-37, "XDeath")
	Goto Death
  Death.BarrelBoom:
    PLAY H 0 A_JumpIfHealthLower(-75, "XDeath")
  Death:
    PLAY H 0 A_PlayerSkinCheck("AltSkinDeath")
  Death1:
    PLAY H 1
    PLAY H 0 Thing_ChangeTID(0,9999)
	PLAY G 0 ACS_NamedExecute("AC130PlayerDiesCameraReset",0,0,0,0)
	PLAY G 0 ACS_NamedExecute("Predator_ResetOnDeath",0,0,0,0)
	
	PLAY G 0 A_TakeInventory("InPredator",1)
	PLAY G 0 A_TakeInventory("PredatorToken",1)
	PLAY H 0 A_TakeInventory("InAC130",1)
	PLAY H 0 A_GiveInventory("Ragesoundstop",1)
    PLAY H 0 A_TakeInventory("ThrowingGrenade",1)
    PLAY H 0 A_TakeInventory("KnifeAttack",1)
    PLAY H 0 A_TakeInventory("Reloading",1)
    PLAY H 9 A_GiveToTarget("HitIndicatorKill",1)
    PLAY I 10 A_PlayerScream
    PLAY J 10 A_NoBlocking
    PLAY KLM 10
    PLAY N -1
    Stop
  AltSkinDeath:
    PLAY H 1
    PLAY H 0 Thing_ChangeTID(0,9999)
	PLAY G 0 ACS_NamedExecute("AC130PlayerDiesCameraReset",0,0,0,0)
	PLAY G 0 ACS_NamedExecute("Predator_ResetOnDeath",0,0,0,0)
	
	PLAY G 0 A_TakeInventory("InPredator",1)
	PLAY G 0 A_TakeInventory("PredatorToken",1)
	PLAY H 0 A_TakeInventory("InAC130",1)
	PLAY H 0 A_GiveInventory("Ragesoundstop",1)
    PLAY H 0 A_TakeInventory("ThrowingGrenade",1)
    PLAY H 0 A_TakeInventory("KnifeAttack",1)
    PLAY H 0 A_TakeInventory("Reloading",1)
    PLAY H 5 A_GiveToTarget("HitIndicatorKill",1)
    PLAY I 6 A_PlayerScream
    PLAY JK 6
    PLAY L 6 A_NoBlocking
    PLAY MNO 6
    PLAY P -1
    Stop
  XDeath:
    PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath")
  XDeath1:
    PLAY O 1
    PLAY O 0 Thing_ChangeTID(0,9999)
	PLAY G 0 ACS_NamedExecute("AC130PlayerDiesCameraReset",0,0,0,0)
	PLAY G 0 ACS_NamedExecute("Predator_ResetOnDeath",0,0,0,0)
	
	PLAY G 0 A_TakeInventory("InPredator",1)
	PLAY G 0 A_TakeInventory("PredatorToken",1)
	PLAY H 0 A_TakeInventory("InAC130",1)
	PLAY H 0 A_GiveInventory("Ragesoundstop",1)
    PLAY O 0 A_TakeInventory("ThrowingGrenade",1)
    PLAY O 0 A_TakeInventory("KnifeAttack",1)
    PLAY O 0 A_TakeInventory("Reloading",1)
    PLAY O 4 A_GiveToTarget("HitIndicatorKill",1)
    PLAY P 5 A_XScream
    PLAY Q 5 A_NoBlocking
    PLAY RSTUV 5
    PLAY W -1
    Stop
  AltSkinXDeath:
    PLAY Q 1
    PLAY Q 0 Thing_ChangeTID(0,9999)
	PLAY G 0 ACS_NamedExecute("AC130PlayerDiesCameraReset",0,0,0,0)
	PLAY G 0 ACS_NamedExecute("Predator_ResetOnDeath",0,0,0,0)
	
	PLAY G 0 A_TakeInventory("InPredator",1)
	PLAY G 0 A_TakeInventory("PredatorToken",1)
	PLAY H 0 A_TakeInventory("InAC130",1)
	PLAY H 0 A_GiveInventory("Ragesoundstop",1)
    PLAY Q 0 A_TakeInventory("ThrowingGrenade",1)
    PLAY Q 0 A_TakeInventory("KnifeAttack",1)
    PLAY Q 0 A_TakeInventory("Reloading",1)
    PLAY Q 0 A_GiveToTarget("HitIndicatorKill",1)
    PLAY Q 4 A_PlayerScream
    PLAY R 0 A_NoBlocking
    PLAY R 5 A_SkullPop
    PLAY STUVWX 5
    PLAY Y -1
    Stop
  Death.Sniper:
  Death.Knife:
    PLAY H 0 A_PlayerSkinCheck("AltSkinDeath.Knife")
  Death1.Knife:
    PLAY H 1
    PLAY H 0 Thing_ChangeTID(0,9999)
	PLAY G 0 ACS_NamedExecute("AC130PlayerDiesCameraReset",0,0,0,0)
	PLAY G 0 ACS_NamedExecute("Predator_ResetOnDeath",0,0,0,0)
	
	PLAY G 0 A_TakeInventory("InPredator",1)
	PLAY G 0 A_TakeInventory("PredatorToken",1)
	PLAY H 0 A_TakeInventory("InAC130",1)
	PLAY H 0 A_GiveInventory("Ragesoundstop",1)
    PLAY H 0 A_TakeInventory("ThrowingGrenade",1)
    PLAY H 0 A_TakeInventory("KnifeAttack",1)
    PLAY H 0 A_TakeInventory("Reloading",1)
    PLAY H 9 A_GiveToTarget("HitIndicatorKill",1)
    PLAY I 10
    PLAY J 10 A_NoBlocking
    PLAY KLM 10
    PLAY N -1
    Stop
  AltSkinDeath.Knife:
    PLAY H 1
    PLAY H 0 Thing_ChangeTID(0,9999)
	PLAY G 0 ACS_NamedExecute("AC130PlayerDiesCameraReset",0,0,0,0)
	PLAY G 0 ACS_NamedExecute("Predator_ResetOnDeath",0,0,0,0)
	
	PLAY G 0 A_TakeInventory("InPredator",1)
	PLAY G 0 A_TakeInventory("PredatorToken",1)
	PLAY H 0 A_TakeInventory("InAC130",1)
	PLAY H 0 A_GiveInventory("Ragesoundstop",1)
    PLAY H 0 A_TakeInventory("ThrowingGrenade",1)
    PLAY H 0 A_TakeInventory("KnifeAttack",1)
    PLAY H 0 A_TakeInventory("Reloading",1)
    PLAY H 5 A_GiveToTarget("HitIndicatorKill",1)
    PLAY IJK 6
    PLAY L 6 A_NoBlocking
    PLAY MNO 6
    PLAY P -1
    Stop
  //Death.Ice:
  //  "####" # 1
  //  "####" # 0 A_Jump(127,"Death.IceCont")
  //  "####" # 0 A_Jump(127,2)
  //  PLAY G 0
  //  Goto Death.IceCont
  //  PLAY H 0
  //Death.IceCont:
  //  "####" # 0 A_GenericFreezeDeath
  //  "####" # 0 A_Pain
  //  "####" # 0 Thing_ChangeTID(0,9999)
  //  "####" # 0 A_TakeInventory("ThrowingGrenade",1)
  //  "####" # 0 A_TakeInventory("KnifeAttack",1)
  //  "####" # 0 A_TakeInventory("Reloading",1)
  //  "####" # 4 A_GiveToTarget("HitIndicatorKill",1)
  //  "----" A 1 A_FreezeDeathChunks
  //  Wait
  }
}

actor OhGodWhatIsThis : Revenant
{
  Health 600
  Scale 0.82
  +NOCLIP
  +DONTHURTSPECIES
  +LOOKALLAROUND
  +NOICEDEATH
  States
  {
  Death:
    SKEL LM 7
    SKEL N 7 A_Scream
    SKEL O 7 A_NoBlocking
    SKEL P 7
    SKEL Q 7
    Stop
  Raise:
    Stop
  }
}

actor LastStandSave : HealthPickup
{
  Health 200
  inventory.maxamount 1
  +COUNTITEM
  +FLOATBOB
  +INVENTORY.PICKUPFLASH
  +INVENTORY.FANCYPICKUPSOUND
  +INVENTORY.QUIET
  Inventory.PickupSound "misc/p_pkup"
  Inventory.PickupMessage "$TXT_ARTISUPERHEALTH" // "MYSTIC URN"
  HealthPickup.Autouse 2
  -INVENTORY.INVBAR
  States
  {
  Spawn:
    TNT1 A -1
    Loop
  Use:
    TNT1 A 0 A_GiveInventory("InCombat",5)
    TNT1 A 0 A_GiveToTarget("HitIndicator",1)
    TNT1 A 10 ACS_NamedExecuteAlways("RefLast",0,0,0,0)
    Stop
  }
}

ACTOR RGUPlayer_Create : RGUPlayer
{
  +QUICKTORETALIATE
  Speed 1
  Health 100
  GibHealth 75
  Radius 16
  Height 56
  Mass 125
  PainChance 255
  painchance "Shotgungib", 159
  painchance "Shotgun", 159
  painchance "ScriptedMarine", 127
  painchance "Dragon", 95//127
  painchance "Dragonsplosion", 95//127
  painchance "RGAFire", 95//127
  painchance "Revive", 0
  painchance "SewUpYou", 0
  CameraHeight 49
  Player.ColorRange 112, 127
  Player.DisplayName "Create-a-Class"
  Player.CrouchSprite "PLYC"
  ////////////////////////////
  Player.StartItem "MaxWeaponsFilled_Handgun", 1
  Player.StartItem "MaxWeaponsFilled_AR", 1
  Player.StartItem "MaxWeaponsFilled_Sub", 1
  Player.StartItem "MaxWeaponsFilled_Heavy", 1
  Player.StartItem "MaxWeaponsFilled_Explosive", 1
  Player.StartItem "RGAMenu", 1
  Player.StartItem "GrenadeAmmo", 2
  Player.StartItem "Unarmed", 1
  ////////////////////////////
  Player.StartItem "USP45Clip", 12
  Player.StartItem "44MagnumClip", 6
  Player.StartItem "FAMASClip", 25
  Player.StartItem "M203Clip", 1
  Player.StartItem "FALClip", 20
  Player.StartItem "SPASClip", 8
  Player.StartItem "AA12Clip", 8
  Player.StartItem "UMP45Clip", 25
  Player.StartItem "VectorClip", 30
  Player.StartItem "MiniUziClip", 32
  Player.StartItem "P90Clip", 50
  Player.StartItem "ThumperClip", 1
  Player.StartItem "ACRClip", 30
  Player.StartItem "AT4Clip", 1
  Player.StartItem "InterventionClip", 7
  Player.StartItem "BarrettClip", 10
  Player.StartItem "G18Clip", 33
  Player.StartItem "MG4Clip", 100
  Player.StartItem "PP2000Clip", 20
  Player.StartItem "SCARHClip", 20
  Player.StartItem "M4A1Clip", 30
  Player.StartItem "RangerClip", 2
  Player.StartItem "F2000Clip", 30
  Player.StartItem "TARClip", 30
  Player.StartItem "MP5Clip", 30
  Player.StartItem "M93RClip", 20
  Player.StartItem "M16Clip", 30
  Player.StartItem "AKMClip", 30
  Player.StartItem "StrikerClip", 12
  Player.StartItem "AUGHBARClip", 42
  Player.StartItem "WA2000Clip", 6
  Player.StartItem "DeagleClip", 7
  Player.StartItem "M9Clip", 15
  Player.StartItem "M1014Clip", 5
  Player.StartItem "M240Clip", 100
  Player.StartItem "L86Clip", 84
  Player.StartItem "RPGClip", 1
  Player.StartItem "M1887Clip", 7
  Player.StartItem "M14Clip", 10
  Player.StartItem "USP45Clip2", 18
  Player.StartItem "FAMASClip2", 37
  Player.StartItem "FALClip2", 30
  Player.StartItem "SPASClip2", 12
  Player.StartItem "AA12Clip2", 12
  Player.StartItem "UMP45Clip2", 37
  Player.StartItem "VectorClip2", 45
  Player.StartItem "MiniUziClip2", 48
  Player.StartItem "P90Clip2", 75
  Player.StartItem "ACRClip2", 45
  Player.StartItem "InterventionClip2", 11
  Player.StartItem "BarrettClip2", 15
  Player.StartItem "G18Clip2", 50
  Player.StartItem "MG4Clip2", 150
  Player.StartItem "PP2000Clip2", 30
  Player.StartItem "SCARHClip2", 30
  Player.StartItem "M4A1Clip2", 45
  Player.StartItem "F2000Clip2", 45
  Player.StartItem "TARClip2", 45
  Player.StartItem "MP5Clip2", 45
  Player.StartItem "M93RClip2", 30
  Player.StartItem "M16Clip2", 45
  Player.StartItem "AKMClip2", 45
  Player.StartItem "StrikerClip2", 18
  Player.StartItem "AUGHBARClip2", 63
  Player.StartItem "WA2000Clip2", 12
  Player.StartItem "DeagleClip2", 11
  Player.StartItem "M9Clip2", 23
  Player.StartItem "M1014Clip2", 7
  Player.StartItem "M240Clip2", 200
  Player.StartItem "L86Clip2", 126
  Player.StartItem "M1887Clip2", 11
  Player.StartItem "M14Clip2", 15
  Player.StartItem "USP45Clip3", 24
  Player.StartItem "44MagnumClip2", 12
  Player.StartItem "MiniUziClip3", 64
  Player.StartItem "G18Clip3", 66
  Player.StartItem "PP2000Clip3", 40
  Player.StartItem "DeagleClip3", 14
  Player.StartItem "M9Clip3", 30
  Player.StartItem "RevivalKitAmmo", 2
  Player.StartItem "44MagnumAmmo", 18
  Player.StartItem "FAMASAmmo", 75
  Player.StartItem "M203Ammo", 2
  Player.StartItem "FALAmmo", 60
  Player.StartItem "SPAS12Ammo", 24
  Player.StartItem "AA12Ammo", 32
  Player.StartItem "UMP45Ammo", 75
  Player.StartItem "VectorAmmo", 90
  Player.StartItem "MiniUziAmmo", 96
  Player.StartItem "P90Ammo", 150
  Player.StartItem "ThumperAmmo", 2
  Player.StartItem "ACRAmmo", 90
  Player.StartItem "AT4Ammo", 2
  Player.StartItem "InterventionAmmo", 21
  Player.StartItem "BarrettAmmo", 20
  Player.StartItem "G18Ammo", 66
  Player.StartItem "MG4Ammo", 200
  Player.StartItem "PP2000Ammo", 60
  Player.StartItem "SCARHAmmo", 60
  Player.StartItem "M4A1Ammo", 90
  Player.StartItem "RangerAmmo", 16
  Player.StartItem "F2000Ammo", 90
  Player.StartItem "TARAmmo", 90
  Player.StartItem "MP5Ammo", 90
  Player.StartItem "M93RAmmo", 60
  Player.StartItem "M16Ammo", 90
  Player.StartItem "AKMAmmo", 90
  Player.StartItem "StrikerAmmo", 24
  Player.StartItem "AUGHBARAmmo", 128
  Player.StartItem "WA2000Ammo", 18
  Player.StartItem "DeagleAmmo", 21
  Player.StartItem "M9Ammo", 45
  Player.StartItem "M1014Ammo", 24
  Player.StartItem "M240Ammo", 200
  Player.StartItem "L86Ammo", 168
  Player.StartItem "RPGAmmo", 2
  Player.StartItem "M1887Ammo", 21
  Player.StartItem "M14Ammo", 30
  Player.StartItem "IsPlayer", 1
  Player.SideMove 0.75
  Player.ForwardMove 0.85
}

ACTOR RGUPlayer_Random : RGUPlayer
{
  +QUICKTORETALIATE
  Speed 1
  Health 100
  GibHealth 75
  Radius 16
  Height 56
  Mass 125
  PainChance 255
  painchance "Shotgungib", 159
  painchance "Shotgun", 159
  painchance "ScriptedMarine", 127
  painchance "Dragon", 95//127
  painchance "Dragonsplosion", 95//127
  painchance "RGAFire", 95//127
  painchance "Revive", 0
  painchance "SewUpYou", 0
  CameraHeight 49
  Player.ColorRange 112, 127
  Player.DisplayName "Random Kit"
  Player.CrouchSprite "PLYC"
  ////////////////////////////
  Player.StartItem "MaxWeaponsFilled_Handgun", 1
  Player.StartItem "MaxWeaponsFilled_AR", 1
  Player.StartItem "MaxWeaponsFilled_Sub", 1
  Player.StartItem "MaxWeaponsFilled_Heavy", 1
  Player.StartItem "MaxWeaponsFilled_Explosive", 1
  Player.StartItem "RandomThing", 1
  Player.StartItem "GrenadeAmmo", 2
  Player.StartItem "Unarmed", 1
  ////////////////////////////
  Player.StartItem "USP45Clip", 12
  Player.StartItem "44MagnumClip", 6
  Player.StartItem "FAMASClip", 25
  Player.StartItem "M203Clip", 1
  Player.StartItem "FALClip", 20
  Player.StartItem "SPASClip", 8
  Player.StartItem "AA12Clip", 8
  Player.StartItem "UMP45Clip", 25
  Player.StartItem "VectorClip", 30
  Player.StartItem "MiniUziClip", 32
  Player.StartItem "P90Clip", 50
  Player.StartItem "ThumperClip", 1
  Player.StartItem "ACRClip", 30
  Player.StartItem "AT4Clip", 1
  Player.StartItem "InterventionClip", 7
  Player.StartItem "BarrettClip", 10
  Player.StartItem "G18Clip", 33
  Player.StartItem "MG4Clip", 100
  Player.StartItem "PP2000Clip", 20
  Player.StartItem "SCARHClip", 20
  Player.StartItem "M4A1Clip", 30
  Player.StartItem "RangerClip", 2
  Player.StartItem "F2000Clip", 30
  Player.StartItem "TARClip", 30
  Player.StartItem "MP5Clip", 30
  Player.StartItem "M93RClip", 20
  Player.StartItem "M16Clip", 30
  Player.StartItem "AKMClip", 30
  Player.StartItem "StrikerClip", 12
  Player.StartItem "AUGHBARClip", 42
  Player.StartItem "WA2000Clip", 6
  Player.StartItem "DeagleClip", 7
  Player.StartItem "M9Clip", 15
  Player.StartItem "M1014Clip", 5
  Player.StartItem "M240Clip", 100
  Player.StartItem "L86Clip", 84
  Player.StartItem "RPGClip", 1
  Player.StartItem "M1887Clip", 7
  Player.StartItem "M14Clip", 10
  Player.StartItem "USP45Clip2", 18
  Player.StartItem "FAMASClip2", 37
  Player.StartItem "FALClip2", 30
  Player.StartItem "SPASClip2", 12
  Player.StartItem "AA12Clip2", 12
  Player.StartItem "UMP45Clip2", 37
  Player.StartItem "VectorClip2", 45
  Player.StartItem "MiniUziClip2", 48
  Player.StartItem "P90Clip2", 75
  Player.StartItem "ACRClip2", 45
  Player.StartItem "InterventionClip2", 11
  Player.StartItem "BarrettClip2", 15
  Player.StartItem "G18Clip2", 50
  Player.StartItem "MG4Clip2", 150
  Player.StartItem "PP2000Clip2", 30
  Player.StartItem "SCARHClip2", 30
  Player.StartItem "M4A1Clip2", 45
  Player.StartItem "F2000Clip2", 45
  Player.StartItem "TARClip2", 45
  Player.StartItem "MP5Clip2", 45
  Player.StartItem "M93RClip2", 30
  Player.StartItem "M16Clip2", 45
  Player.StartItem "AKMClip2", 45
  Player.StartItem "StrikerClip2", 18
  Player.StartItem "AUGHBARClip2", 63
  Player.StartItem "WA2000Clip2", 12
  Player.StartItem "DeagleClip2", 11
  Player.StartItem "M9Clip2", 23
  Player.StartItem "M1014Clip2", 7
  Player.StartItem "M240Clip2", 200
  Player.StartItem "L86Clip2", 126
  Player.StartItem "M1887Clip2", 11
  Player.StartItem "M14Clip2", 15
  Player.StartItem "USP45Clip3", 24
  Player.StartItem "44MagnumClip2", 12
  Player.StartItem "MiniUziClip3", 64
  Player.StartItem "G18Clip3", 66
  Player.StartItem "PP2000Clip3", 40
  Player.StartItem "DeagleClip3", 14
  Player.StartItem "M9Clip3", 30
  Player.StartItem "RevivalKitAmmo", 2
  Player.StartItem "44MagnumAmmo", 18
  Player.StartItem "FAMASAmmo", 75
  Player.StartItem "M203Ammo", 2
  Player.StartItem "FALAmmo", 60
  Player.StartItem "SPAS12Ammo", 24
  Player.StartItem "AA12Ammo", 32
  Player.StartItem "UMP45Ammo", 75
  Player.StartItem "VectorAmmo", 90
  Player.StartItem "MiniUziAmmo", 96
  Player.StartItem "P90Ammo", 150
  Player.StartItem "ThumperAmmo", 2
  Player.StartItem "ACRAmmo", 90
  Player.StartItem "AT4Ammo", 2
  Player.StartItem "InterventionAmmo", 21
  Player.StartItem "BarrettAmmo", 20
  Player.StartItem "G18Ammo", 66
  Player.StartItem "MG4Ammo", 200
  Player.StartItem "PP2000Ammo", 60
  Player.StartItem "SCARHAmmo", 60
  Player.StartItem "M4A1Ammo", 90
  Player.StartItem "RangerAmmo", 16
  Player.StartItem "F2000Ammo", 90
  Player.StartItem "TARAmmo", 90
  Player.StartItem "MP5Ammo", 90
  Player.StartItem "M93RAmmo", 60
  Player.StartItem "M16Ammo", 90
  Player.StartItem "AKMAmmo", 90
  Player.StartItem "StrikerAmmo", 24
  Player.StartItem "AUGHBARAmmo", 128
  Player.StartItem "WA2000Ammo", 18
  Player.StartItem "DeagleAmmo", 21
  Player.StartItem "M9Ammo", 45
  Player.StartItem "M1014Ammo", 24
  Player.StartItem "M240Ammo", 200
  Player.StartItem "L86Ammo", 168
  Player.StartItem "RPGAmmo", 2
  Player.StartItem "M1887Ammo", 21
  Player.StartItem "M14Ammo", 30
  Player.StartItem "IsPlayer", 1
  Player.SideMove 0.75
  Player.ForwardMove 0.85
}

ACTOR RGUPlayer_Clean : RGUPlayer
{
  +QUICKTORETALIATE
  Speed 1
  Health 100
  GibHealth 75
  Radius 16
  Height 56
  Mass 125
  PainChance 255
  painchance "Shotgungib", 159
  painchance "Shotgun", 159
  painchance "ScriptedMarine", 127
  painchance "Dragon", 95//127
  painchance "Dragonsplosion", 95//127
  painchance "RGAFire", 95//127
  painchance "Revive", 0
  painchance "SewUpYou", 0
  CameraHeight 49
  Player.ColorRange 112, 127
  Player.DisplayName "Clean Slate"
  Player.CrouchSprite "PLYC"
  ////////////////////////////
  Player.StartItem "USP45Ammo", 48
  Player.StartItem "GrenadeAmmo", 2
  Player.StartItem "CleanCheck", 1
  Player.StartItem "CleanCheckTrigger", 1
  Player.StartItem "Unarmed", 1
  ////////////////////////////
  Player.StartItem "USP45Clip", 12
  Player.StartItem "44MagnumClip", 6
  Player.StartItem "FAMASClip", 25
  Player.StartItem "M203Clip", 1
  Player.StartItem "FALClip", 20
  Player.StartItem "SPASClip", 8
  Player.StartItem "AA12Clip", 8
  Player.StartItem "UMP45Clip", 25
  Player.StartItem "VectorClip", 30
  Player.StartItem "MiniUziClip", 32
  Player.StartItem "P90Clip", 50
  Player.StartItem "ThumperClip", 1
  Player.StartItem "ACRClip", 30
  Player.StartItem "AT4Clip", 1
  Player.StartItem "InterventionClip", 7
  Player.StartItem "BarrettClip", 10
  Player.StartItem "G18Clip", 33
  Player.StartItem "MG4Clip", 100
  Player.StartItem "PP2000Clip", 20
  Player.StartItem "SCARHClip", 20
  Player.StartItem "M4A1Clip", 30
  Player.StartItem "RangerClip", 2
  Player.StartItem "F2000Clip", 30
  Player.StartItem "TARClip", 30
  Player.StartItem "MP5Clip", 30
  Player.StartItem "M93RClip", 20
  Player.StartItem "M16Clip", 30
  Player.StartItem "AKMClip", 30
  Player.StartItem "StrikerClip", 12
  Player.StartItem "AUGHBARClip", 42
  Player.StartItem "WA2000Clip", 6
  Player.StartItem "DeagleClip", 7
  Player.StartItem "M9Clip", 15
  Player.StartItem "M1014Clip", 5
  Player.StartItem "M240Clip", 100
  Player.StartItem "L86Clip", 84
  Player.StartItem "RPGClip", 1
  Player.StartItem "M1887Clip", 7
  Player.StartItem "M14Clip", 10
  Player.StartItem "USP45Clip2", 18
  Player.StartItem "FAMASClip2", 37
  Player.StartItem "FALClip2", 30
  Player.StartItem "SPASClip2", 12
  Player.StartItem "AA12Clip2", 12
  Player.StartItem "UMP45Clip2", 37
  Player.StartItem "VectorClip2", 45
  Player.StartItem "MiniUziClip2", 48
  Player.StartItem "P90Clip2", 75
  Player.StartItem "ACRClip2", 45
  Player.StartItem "InterventionClip2", 11
  Player.StartItem "BarrettClip2", 15
  Player.StartItem "G18Clip2", 50
  Player.StartItem "MG4Clip2", 150
  Player.StartItem "PP2000Clip2", 30
  Player.StartItem "SCARHClip2", 30
  Player.StartItem "M4A1Clip2", 45
  Player.StartItem "F2000Clip2", 45
  Player.StartItem "TARClip2", 45
  Player.StartItem "MP5Clip2", 45
  Player.StartItem "M93RClip2", 30
  Player.StartItem "M16Clip2", 45
  Player.StartItem "AKMClip2", 45
  Player.StartItem "StrikerClip2", 18
  Player.StartItem "AUGHBARClip2", 63
  Player.StartItem "WA2000Clip2", 12
  Player.StartItem "DeagleClip2", 11
  Player.StartItem "M9Clip2", 23
  Player.StartItem "M1014Clip2", 7
  Player.StartItem "M240Clip2", 200
  Player.StartItem "L86Clip2", 126
  Player.StartItem "M1887Clip2", 11
  Player.StartItem "M14Clip2", 15
  Player.StartItem "USP45Clip3", 24
  Player.StartItem "44MagnumClip2", 12
  Player.StartItem "MiniUziClip3", 64
  Player.StartItem "G18Clip3", 66
  Player.StartItem "PP2000Clip3", 40
  Player.StartItem "DeagleClip3", 14
  Player.StartItem "M9Clip3", 30
  Player.StartItem "RevivalKitAmmo", 2
  Player.StartItem "44MagnumAmmo", 18
  Player.StartItem "FAMASAmmo", 75
  Player.StartItem "M203Ammo", 2
  Player.StartItem "FALAmmo", 60
  Player.StartItem "SPAS12Ammo", 24
  Player.StartItem "AA12Ammo", 32
  Player.StartItem "UMP45Ammo", 75
  Player.StartItem "VectorAmmo", 90
  Player.StartItem "MiniUziAmmo", 96
  Player.StartItem "P90Ammo", 150
  Player.StartItem "ThumperAmmo", 2
  Player.StartItem "ACRAmmo", 90
  Player.StartItem "AT4Ammo", 2
  Player.StartItem "InterventionAmmo", 21
  Player.StartItem "BarrettAmmo", 20
  Player.StartItem "G18Ammo", 66
  Player.StartItem "MG4Ammo", 200
  Player.StartItem "PP2000Ammo", 60
  Player.StartItem "SCARHAmmo", 60
  Player.StartItem "M4A1Ammo", 90
  Player.StartItem "RangerAmmo", 16
  Player.StartItem "F2000Ammo", 90
  Player.StartItem "TARAmmo", 90
  Player.StartItem "MP5Ammo", 90
  Player.StartItem "M93RAmmo", 60
  Player.StartItem "M16Ammo", 90
  Player.StartItem "AKMAmmo", 90
  Player.StartItem "StrikerAmmo", 24
  Player.StartItem "AUGHBARAmmo", 128
  Player.StartItem "WA2000Ammo", 18
  Player.StartItem "DeagleAmmo", 21
  Player.StartItem "M9Ammo", 45
  Player.StartItem "M1014Ammo", 24
  Player.StartItem "M240Ammo", 200
  Player.StartItem "L86Ammo", 168
  Player.StartItem "RPGAmmo", 2
  Player.StartItem "M1887Ammo", 21
  Player.StartItem "M14Ammo", 30
  Player.StartItem "IsPlayer", 1
  Player.SideMove 0.75
  Player.ForwardMove 0.85
}

ACTOR RGULastStandPlayer : DoomPlayer//PlayerPawn
{
  +QUICKTORETALIATE
  +NOSKIN
  -PICKUP
  +NOICEDEATH
  Speed 1
  Health 30
  GibHealth 75
  Radius 16
  Height 28
  Mass 250
  PainChance 255
  painchance "Shotgungib", 159
  painchance "Shotgun", 159
  painchance "ScriptedMarine", 127
  painchance "Dragon", 95//127
  painchance "Dragonsplosion", 95//127
  painchance "RGAFire", 95//127
  painchance "Revive", 255
  painchance "SewUpYou", 0
  CameraHeight 16
  Species "Player"
  Player.ColorRange 112, 127
  Player.SideMove 0.06
  Player.ForwardMove 0.08
  Player.MorphWeapon "H&K USP45"
  Player.WeaponSlot 1, "H&K USP45"
  Player.ViewHeight 19
  Player.JumpZ 0
  DamageFactor "Normal", 0.5
  DamageFactor "Fire", 0.5
  DamageFactor "Slime", 0.5
  DamageFactor "Falling", 1.5
  DamageFactor "RGABullet", 0.35
  DamageFactor "Shotgungib", 0.3
  DamageFactor "Shotgun", 0.3
  DamageFactor "Dragon", 0.35
  DamageFactor "DragonF", 0
  DamageFactor "Dragonsplosion", 0.3
  DamageFactor "Rifle", 0.3
  DamageFactor "Sniper", 0.25
  DamageFactor "Knife", 0.5
  DamageFactor "Explosion", 0.15
  DamageFactor "ExplosionF", 0
  DamageFactor "ExplosionC", 0
  DamageFactor "Stun", 0.125
  DamageFactor "Stun2", 0.125
  DamageFactor "Stun3", 0.125
  DamageFactor "RGAFire", 0.5
  DamageFactor "LMG", 0.3
  DamageFactor "BigPistol", 0.4
  DamageFactor "ScriptedMarine", 0.125
  DamageFactor "Step", 0.1
  DamageFactor "Revive", 1.0
  DamageFactor "SewUpYou", 0.0
  DamageFactor "BuildFriendDamage", 0
  DamageFactor "TheAncientOne", 0.375
  States
  {
  Spawn:
    LAST BA 18
    LAST A 2 A_JumpIfInventory("InLastStand",1,"Spawn")
	Goto Die
  See:
    Stop
  Missile:
    LAST A 6
    Goto Spawn
  Melee:
    LAST C 0 BRIGHT A_TakeInventory("Reloading",1)
    LAST C 0 BRIGHT A_TakeInventory("ThrowingGrenade",1)
    LAST C 0 BRIGHT A_TakeInventory("KnifeAttack",1)
    LAST C 3 BRIGHT
    Goto Missile
  Pain.Stun3:
    LAST G 0 ACS_NamedExecuteAlways("RefStun",0,2,0,0)
    Goto Pain
  Pain.Stun2:
    LAST G 0 ACS_NamedExecuteAlways("RefStun",0,1,0,0)
    Goto Pain
  Pain.Stun:
    LAST G 0 ACS_NamedExecuteAlways("RefStun",0,0,0,0)
    LAST G 0 ACS_NamedExecuteAlways("RefRegen",0,0,0,0)
    LAST G 1 A_GiveInventory("InCombat",5)
    LAST G 0 A_JumpIfInventory("Perk2_Juggernaut",1,2)
    LAST G 7 A_GiveToTarget("HitIndicator",1)
    Goto Spawn
    LAST G 7 A_GiveToTarget("HitIndicatorJugg",1)
    Goto Spawn
  Pain.Dragonsplosion:
  Pain.Dragon:
    LAST G 0 A_JumpIfInventory("Perk2_ColdBlooded",1,2)
    LAST G 0 ACS_NamedExecuteAlways("RefKick",0,0,0,1)
    LAST G 0 ACS_NamedExecuteAlways("RefRegen",0,0,0,0)
    LAST G 4 A_GiveInventory("InCombat",5)
    LAST G 4 A_Pain
    Goto Spawn
  Pain:
    LAST G 0 A_JumpIfInventory("Perk2_ColdBlooded",1,2)
    LAST G 0 ACS_NamedExecuteAlways("RefKick",0,0,0,1)
    LAST G 0 ACS_NamedExecuteAlways("RefRegen",0,0,0,0)
    LAST G 1 A_GiveInventory("InCombat",5)
    LAST G 0 A_JumpIfInventory("Perk2_Juggernaut",1,3)
    LAST G 3 A_GiveToTarget("HitIndicator",1)
    LAST G 4 A_Pain
    Goto Spawn
    LAST G 3 A_GiveToTarget("HitIndicatorJugg",1)
    LAST G 4 A_Pain
    Goto Spawn
  Pain.Revive:
    LAST A 0
    LAST A 0 A_GiveInventory("Health",30)
    LAST A 0 ACS_NamedExecuteAlways("RefRevive",0,0,0,0)
    LAST A 4
    Goto Spawn
  Die:
    LAST A 0 A_UnSetInvulnerable
    LAST A 1 A_Die
	goto Death
  Death.Suicide:
    LAST D 1
    LAST D 0 Thing_ChangeTID(0,9999)
	PLAY G 0 ACS_NamedExecute("AC130PlayerDiesCameraReset",0,0,0,0)
	PLAY G 0 ACS_NamedExecute("Predator_ResetOnDeath",0,0,0,0)
	
	PLAY G 0 A_TakeInventory("InPredator",1)
	PLAY G 0 A_TakeInventory("PredatorToken",1)
	PLAY H 0 A_TakeInventory("InAC130",1)
	PLAY H 0 A_GiveInventory("Ragesoundstop",1)
    LAST D 0 A_TakeInventory("InLastStand",1)
    LAST D 0 A_TakeInventory("ThrowingGrenade",1)
    LAST D 0 A_TakeInventory("KnifeAttack",1)
    LAST D 9 A_TakeInventory("Reloading",1)
    LAST E 10 A_PlayerScream
    LAST E 0 A_CustomMissile("FragGrenadeDropped",8)
    LAST F 10 A_NoBlocking
    LAST F -1
	Stop
  Death:
    LAST D 1
    LAST D 0 Thing_ChangeTID(0,9999)
	PLAY G 0 ACS_NamedExecute("AC130PlayerDiesCameraReset",0,0,0,0)
	PLAY G 0 ACS_NamedExecute("Predator_ResetOnDeath",0,0,0,0)
	
	PLAY G 0 A_TakeInventory("InPredator",1)
	PLAY G 0 A_TakeInventory("PredatorToken",1)
	PLAY H 0 A_TakeInventory("InAC130",1)
	PLAY H 0 A_GiveInventory("Ragesoundstop",1)
    LAST D 0 A_TakeInventory("InLastStand",1)
    LAST D 0 A_TakeInventory("ThrowingGrenade",1)
    LAST D 0 A_TakeInventory("KnifeAttack",1)
    LAST D 0 A_TakeInventory("Reloading",1)
    LAST D 9 A_GiveToTarget("HitIndicatorKill",1)
    LAST E 10 A_PlayerScream
    LAST E 0 A_CustomMissile("FragGrenadeDropped",8)
    LAST F 10 A_NoBlocking
    LAST F -1
    Stop
  XDeath:
    PLAY T 1
    PLAY T 0 Thing_ChangeTID(0,9999)
	PLAY G 0 ACS_NamedExecute("AC130PlayerDiesCameraReset",0,0,0,0)
	PLAY G 0 ACS_NamedExecute("Predator_ResetOnDeath",0,0,0,0)
	
	PLAY G 0 A_TakeInventory("InPredator",1)
	PLAY G 0 A_TakeInventory("PredatorToken",1)
	PLAY H 0 A_TakeInventory("InAC130",1)
	PLAY H 0 A_GiveInventory("Ragesoundstop",1)
    PLAY T 0 A_TakeInventory("InLastStand",1)
    PLAY T 0 A_TakeInventory("ThrowingGrenade",1)
    PLAY T 0 A_TakeInventory("KnifeAttack",1)
    PLAY T 0 A_TakeInventory("Reloading",1)
    PLAY T 4 A_GiveToTarget("HitIndicatorKill",1)
    PLAY T 0 A_SpawnItemEx("ExplosionMain",0,0,2,0,0,0,0,128,0)
    PLAY T 0 A_SpawnItemEx("FragGrenadeExplosionDropped",0,0,2)
    PLAY TTTTTTTTTTTTTTTTTTTT 0 A_SpawnItemEx("ImpactSpark2", random(-32,32), random(-32,32), random(-32,32), random(-5,5), random(-5,5), random(-1,5), 0, 128, 0)
    PLAY U 5 A_XScream
    PLAY V 5 A_NoBlocking
	PLAY W 10
    PLAY W -1
    Stop
  AltSkinDeath:
    Stop
  Death1:
    Stop
  AltSkinXDeath:
    Stop
  XDeath1:
    Stop
  Death.Sniper:
    Stop
  Death.Knife:
    LAST D 1
    LAST D 0 Thing_ChangeTID(0,9999)
	PLAY G 0 ACS_NamedExecute("AC130PlayerDiesCameraReset",0,0,0,0)
	PLAY G 0 ACS_NamedExecute("Predator_ResetOnDeath",0,0,0,0)
	
	PLAY G 0 A_TakeInventory("InPredator",1)
	PLAY G 0 A_TakeInventory("PredatorToken",1)
	PLAY H 0 A_TakeInventory("InAC130",1)
	PLAY H 0 A_GiveInventory("Ragesoundstop",1)
    LAST D 0 A_TakeInventory("InLastStand",1)
    LAST D 0 A_TakeInventory("ThrowingGrenade",1)
    LAST D 0 A_TakeInventory("KnifeAttack",1)
    LAST D 0 A_TakeInventory("Reloading",1)
    LAST D 9 A_GiveToTarget("HitIndicatorKill",1)
    LAST E 10
    LAST F 10 A_NoBlocking
    LAST F -1
    Stop
  }
}

ACTOR RGULastStandPlayer_USPEx : RGULastStandPlayer
{
  Player.MorphWeapon "H&K USP45 Ex Mags"
  Player.WeaponSlot 1, "H&K USP45 Ex Mags"
}
ACTOR RGULastStandPlayer_USPAkimbo : RGULastStandPlayer
{
  Player.MorphWeapon "H&K USP45 Akimbo"
  Player.WeaponSlot 1, "H&K USP45 Akimbo"
}
ACTOR RGULastStandPlayer_USPKnife : RGULastStandPlayer
{
  Player.MorphWeapon "H&K USP45 Tac Knife"
  Player.WeaponSlot 1, "H&K USP45 Tac Knife"
}
ACTOR RGULastStandPlayer_44Magnum : RGULastStandPlayer
{
  Player.MorphWeapon ".44 Magnum"
  Player.WeaponSlot 1, ".44 Magnum"
}
ACTOR RGULastStandPlayer_44MagnumAkimbo : RGULastStandPlayer
{
  Player.MorphWeapon ".44 Magnum Akimbo"
  Player.WeaponSlot 1, ".44 Magnum Akimbo"
}
ACTOR RGULastStandPlayer_44MagnumKnife : RGULastStandPlayer
{
  Player.MorphWeapon ".44 Magnum Tac Knife"
  Player.WeaponSlot 1, ".44 Magnum Tac Knife"
}
ACTOR RGULastStandPlayer_44MagnumRapid : RGULastStandPlayer
{
  Player.MorphWeapon ".44 Magnum Buckshot"
  Player.WeaponSlot 1, ".44 Magnum Buckshot"
}
ACTOR RGULastStandPlayer_M9 : RGULastStandPlayer
{
  Player.MorphWeapon "Beretta M9"
  Player.WeaponSlot 1, "Beretta M9"
}
ACTOR RGULastStandPlayer_M9Ex : RGULastStandPlayer
{
  Player.MorphWeapon "Beretta M9 Ex Mags"
  Player.WeaponSlot 1, "Beretta M9 Ex Mags"
}
ACTOR RGULastStandPlayer_M9Akimbo : RGULastStandPlayer
{
  Player.MorphWeapon "Beretta M9 Akimbo"
  Player.WeaponSlot 1, "Beretta M9 Akimbo"
}
ACTOR RGULastStandPlayer_M9Knife : RGULastStandPlayer
{
  Player.MorphWeapon "Beretta M9 Tac Knife"
  Player.WeaponSlot 1, "Beretta M9 Tac Knife"
}
ACTOR RGULastStandPlayer_Deagle : RGULastStandPlayer
{
  Player.MorphWeapon "IMI Desert Eagle"
  Player.WeaponSlot 1, "IMI Desert Eagle"
}
ACTOR RGULastStandPlayer_DeagleEx : RGULastStandPlayer
{
  Player.MorphWeapon "IMI Desert Eagle Ex Mags"
  Player.WeaponSlot 1, "IMI Desert Eagle Ex Mags"
}
ACTOR RGULastStandPlayer_DeagleAkimbo : RGULastStandPlayer
{
  Player.MorphWeapon "IMI Desert Eagle Akimbo"
  Player.WeaponSlot 1, "IMI Desert Eagle Akimbo"
}
ACTOR RGULastStandPlayer_DeagleKnife : RGULastStandPlayer
{
  Player.MorphWeapon "IMI Desert Eagle Tac Knife"
  Player.WeaponSlot 1, "IMI Desert Eagle Tac Knife"
}
ACTOR RGULastStandPlayer_Beagle : RGULastStandPlayer
{
  Player.MorphWeapon "Desert Beagle"
  Player.WeaponSlot 1, "Desert Beagle"
}
ACTOR RGULastStandPlayer_G18 : RGULastStandPlayer
{
  Player.MorphWeapon "Glock 18"
  Player.WeaponSlot 1, "Glock 18"
}
ACTOR RGULastStandPlayer_G18Ex : RGULastStandPlayer
{
  Player.MorphWeapon "Glock 18 Ex Mags"
  Player.WeaponSlot 1, "Glock 18 Ex Mags"
}
ACTOR RGULastStandPlayer_G18Akimbo : RGULastStandPlayer
{
  Player.MorphWeapon "Glock 18 Akimbo"
  Player.WeaponSlot 1, "Glock 18 Akimbo"
}
ACTOR RGULastStandPlayer_PP2000 : RGULastStandPlayer
{
  Player.MorphWeapon "PP-2000"
  Player.WeaponSlot 1, "PP-2000"
}
ACTOR RGULastStandPlayer_PP2000Ex : RGULastStandPlayer
{
  Player.MorphWeapon "PP-2000 Ex Mags"
  Player.WeaponSlot 1, "PP-2000 Ex Mags"
}
ACTOR RGULastStandPlayer_PP2000Akimbo : RGULastStandPlayer
{
  Player.MorphWeapon "PP-2000 Akimbo"
  Player.WeaponSlot 1, "PP-2000 Akimbo"
}
ACTOR RGULastStandPlayer_M93R : RGULastStandPlayer
{
  Player.MorphWeapon "Beretta M93 Raffica"
  Player.WeaponSlot 1, "Beretta M93 Raffica"
}
ACTOR RGULastStandPlayer_M93REx : RGULastStandPlayer
{
  Player.MorphWeapon "Beretta M93 Raffica Ex Mags"
  Player.WeaponSlot 1, "Beretta M93 Raffica Ex Mags"
}
ACTOR RGULastStandPlayer_M93RAuto : RGULastStandPlayer
{
  Player.MorphWeapon "Beretta M93 Raffica Auto"
  Player.WeaponSlot 1, "Beretta M93 Raffica Auto"
}
ACTOR LastStandUnknown
{
  Radius 2
  Height 28
  Scale 0.6
  +NOGRAVITY
  +NOBLOCKMAP
  +DONTSPLASH
  +NOINTERACTION
  +CLIENTSIDEONLY
  States
  {
  Spawn:
    UNKN B 0 BRIGHT
    UNKN B 0 BRIGHT ThrustThingZ(0,5,0,0)
    UNKN B 22 BRIGHT
    UNKN BBBB 1 BRIGHT A_FadeOut(0.2)
    Stop
  }
}
ACTOR LastStandUnknownClone
{
  Radius 2
  Height 28
  Scale 0.6
  +NOGRAVITY
  +NOBLOCKMAP
  +DONTSPLASH
  +NOINTERACTION
  +CLIENTSIDEONLY
  States
  {
  Spawn:
    UNKN C 0 BRIGHT
    UNKN C 0 BRIGHT ThrustThingZ(0,5,0,0)
    UNKN C 22 BRIGHT
    UNKN CCCC 1 BRIGHT A_FadeOut(0.2)
    Stop
  }
}
ACTOR LastStandTeam0 : LastStandUnknown
{
  VisibleToTeam 0
}
ACTOR LastStandTeam1 : LastStandUnknown
{
  VisibleToTeam 1
}
ACTOR LastStandTeam2 : LastStandUnknown
{
  VisibleToTeam 2
}
ACTOR LastStandTeam3 : LastStandUnknown
{
  VisibleToTeam 3
}

//Counter for when to start regeneration
actor InCombat : Inventory
{
    inventory.amount 0
    inventory.maxamount 10
}
actor ReadyRegen : Inventory
{
    inventory.amount 0
    inventory.maxamount 1
}