#include "Pickups/Ammo.dec"
#include "Weapons/Melee.dec"
#include "Weapons/Pistol.dec"
#include "Weapons/Shotgun.dec"
#include "Weapons/SuperShotgun.dec"
#include "Weapons/Chaingun.dec"
#include "Weapons/RocketLauncher.dec"
#include "Weapons/GrenadeLauncher.dec"
#include "Weapons/PlasmaRifle.dec"
#include "Weapons/Railgun.dec"
#include "Weapons/BFG.dec"


//------------------------
//Player Class
//-----------------------

 ACTOR DoomerE : DoomPlayer Replaces DoomPlayer
  {
    Player.StartItem "PistolE"
	Player.StartItem "SwitchWaitGiver"
    Player.StartItem "FistE"
    Player.WeaponSlot 2, "PistolE"
    Player.StartItem "Clip", 50
	
	//Define Slots
	Player.WeaponSlot 1, FistE, ChainsawE
	Player.WeaponSlot 2, PistolE
	Player.WeaponSlot 3, ShotgunE, SuperShotgunE
	Player.WeaponSlot 4, ChaingunE
	Player.WeaponSlot 5, GrenadeLE, RocketLauncherE
	Player.WeaponSlot 6, PlasmaRifleE, Railgun
	Player.WeaponSlot 7, BFGE
	+QUICKTORETALIATE
	+USEDAMAGEEVENTSCRIPT
	States
	{    
	  Death:
	  TNT1 A 0 A_StopSound(6)
	  PLAY H 0 A_PlayerSkinCheck("AltSkinDeath")
	  Goto Death1
	  
	  XDeath:
	  TNT1 A 0 A_StopSound(6)
	  PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath")
	  Goto XDeath1
	}
  }


//*****************
//Player Items
//*****************

 Actor HitSoundItem : CustomInventory
 {
  +Inventory.AUTOACTIVATE
  +Inventory.NOSCREENFLASH
  +Inventory.UNDROPPABLE
  +Inventory.UNTOSSABLE
  Inventory.MaxAmount 0
  Inventory.PickupMessage "testing"
  States
  {
    Spawn:
	TNT1 A -1
	Stop
	
	Use:
	TNT1 A 1 A_PlaySound("lghit", CHAN_ITEM)
	Stop
  }
 }


//********************
//Switch Wait
//********************
//Stop quickswitch if spawning

 ACTOR SwitchWait : Powerup
 {
   Inventory.MaxAmount 1
   Powerup.Duration -2
 }
 
 
 ACTOR SwitchWaitGiver : PowerupGiver
 {
   Inventory.MaxAmount 0
   Powerup.Type "SwitchWait"
   +INVENTORY.AUTOACTIVATE
 }