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

ACTOR Foot_Step
{
    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 "%o was stomped to death by %k."
	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: Foot_Step
{
    Damage 0
    -CLIENTSIDEONLY
}

Actor Footstep6: Foot_Step //ACTUAL FOOTSTEP
{
    Damage (random (4, 5))
    -CLIENTSIDEONLY
	-DONTSPLASH
	-EXPLODEONWATER
	-THRUACTORS
	mass 500
	Height 12
	Radius 8
	States
		{
		Spawn:
			NULL A 0
			NULL A 1 //A_Explode(10,4,0)
			NULL A 4
			Stop
        Death:
            NULL A 0
			TNT1 A 0 ACS_ExecuteAlways(374)//Check Floortype
			TNT1 A 2
			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 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	
			
			}
}


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 "Normal"
	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: Foot_Step
{
    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 Footstep_Strong: Footstep6 //Large footstep when you land from a jump.
{
    Damage (random (80, 90))
	//Speed 0
	//Radius 16
	//Damage 15
		States
			{
			Spawn:
			NULL A 0
			NULL A 1 //A_Explode(10,4,0)
			NULL A 4
			Stop
			Death:
			XDeath:
				NULL A 0
				TNT1 A 0 A_SpawnItem("LargeMassWaterImpact")
				//NULL A 0 A_Explode(60,10,0, 0, 10)
				NULL A 0 ThrustThingZ(0,50,1,0)
				TNT1 A 0 ACS_ExecuteAlways(374)
				
				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_playsound("PlayerLandSound", 8)
				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")
				NULL A 6
				Stop
				
			XDeath2:
            NULL A 1
			NULL A 1
			NULL A 6
            Stop	
         }
}


Actor BodyThud: Footstep_Strong
{
Species "Marines"
+DONTHURTSPECIES
+THRUSPECIES
	States
		{
		Spawn:
		Death:
		Crash:
			NULL A 1
			TNT1 A 0 A_SpawnItem("LargeMassWaterImpact")
			NULL A 0 A_Explode(3,5,1)
			stop
         }
}



Actor HeavyFootSteps: Foot_Step
{
    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 HeavyFootSteps32: Foot_Step
{
    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 TankStep: Foot_Step
{
    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_ExecuteAlways(374)//Check Floortype
			TNT1 A 2
			TNT1 A 0 A_JumpIfInventory("IsOverSand", 1, "Sand")
			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")
			TNT1 A 1
			TNT1 A 6
            Stop
	
		Sand:
			TNT1 A 0
			TNT1 A 0 A_CustomMissile ("BD_SandDustSmall", 32, -32, random (0, 360), 2, random (30, 150))
			TNT1 A 0 A_CustomMissile ("BD_SandDustSmall", 32, 32, random (0, 360), 2, random (30, 150))
			TNT1 A 0 A_CustomMissile ("SandCloudShort", 2, 32, random (0, 360), 2, random (60, 90))
			TNT1 A 0 A_CustomMissile ("SandCloudShort", 2, -32, random (0, 360), 2, random (60, 90))
			NULL A 300
			NULL AAAA 50 A_FadeOut(0.05)
			Stop
			
		
		XDeath:
            TNT1 A 1
			TNT1 A 1
			TNT1 A 6
            Stop	
			
			}
}