actor desangracion : inventory 
{
inventory.maxamount 1
}

actor CrouchCheck : Ammo
{
inventory.maxamount 1
}

DamageType BleenDing
{
   NoArmor
}

ACTOR PlayerDou : FighterPlayer Replaces DoomPlayer
{
	Health 100
	Radius 16
	Height 56
	Mass 100
	PainChance 256
	Player.ViewHeight 41
	PainChance "BleenDing", 0
	PainChance "BoomHeadShot", 0
	PainChance "ToxicBarrelSmoje", 0
	DamageFactor "BoomHeadShot", 0
	
	Player.DisplayName "Marine"
	Player.CrouchSprite "PLYC"
	Player.StartItem "IsPlayer"
	
	Player.StartItem "Pinchazo_INV",				1
	Player.StartItem "Vial_INV",				1
	Player.StartItem "Infrared_INV",				20
	Player.StartItem "FlareBoxItem",				3
	Player.StartItem "GrenadeItem", 				1
	
	Player.StartItem "colt"
	Player.StartItem "HOOK"
	Player.StartItem "Fist1"
	Player.StartItem "ColtAmmo", 					15
	
	Player.StartItem "SGCARGADOR",					3
	Player.StartItem "CARGADORpp",					4
	Player.StartItem "Rifleammo", 					10
	
	Player.StartItem "balavacia",					1
	Player.StartItem "SHELLVACIA",					1
	
	Player.StartItem "RAG"
	Player.StartItem "StimP", 						5
	Player.StartItem "Flint"
	Player.Startitem "Flask"
	
	Player.StartItem "Clipl",  						10
	Player.StartItem "Cliph",  						0
	Player.StartItem "Cliphh",  					0
	Player.StartItem "NewShell",  					0
	Player.StartItem "NewRocketAmmo",  				0

	DamageType "Desangrado"
	
	Player.WeaponSlot 1, Fist, Chainsaw
	Player.WeaponSlot 2, Pistol, REVOLVER
	Player.WeaponSlot 3, RSHOTGUN7, SuperShotgun
	Player.WeaponSlot 4, Chaingun, Minigun			
	Player.WeaponSlot 5, RocketLauncher, GrenadeLauncher
	Player.WeaponSlot 6, Railgun	
	Player.WeaponSlot 7, BFG9000, BFG10K
	+FORCEPAIN
	+QUICKTORETALIATE
	States
	{
	Spawn:
		PLAY A 4
		Loop
	
	See:
		PLAY AABBCCDD 2 
		Loop


	Pain:
		TNT1 A 0 A_GiveInventory("CrossHairUnt",2)
		PLAY G 0
		TNT1 A 0 A_Jump(148,"Pain1")
		TNT1 A 0 A_Jump(200,"Pain2")
		Goto Pain3
		
	
	
	
	Pain1:
	    TNT1 A 0 A_PlaySound("pain1")
		TNT1 A 0 A_SetPitch(Pitch-0.3)
		TNT1 A 0 A_Jump(128,2)
		TNT1 A 0 A_SetAngle(Angle-0.2)
		TNT1 A 0 A_Jump(255,1)
		TNT1 A 0 A_SetAngle(Angle+0.2)
		TNT1 A 0 A_GiveInventory("Desangracion",1)
	PLAY GGGGGGGGGG 1 ACS_NamedExecuteAlways("SetPlayerSpeed",0,25)
		Goto Spawn
		
	Pain2:
	TNT1 A 0 A_PlaySound("pain2")
	TNT1 A 0 A_SetPitch(Pitch-0.6)
	TNT1 A 0 A_Jump(128,2)
		TNT1 A 0 A_SetAngle(Angle-0.5)
		TNT1 A 0 A_Jump(255,1)
		TNT1 A 0 A_SetAngle(Angle+0.5)
		TNT1 A 0 A_GiveInventory("Desangracion",1)
	PLAY GGGGGGGGGGGGGG 1 ACS_NamedExecuteAlways("SetPlayerSpeed",0,15)
		Goto Spawn
		
	Pain3:
	TNT1 A 0 A_PlaySound("pain3")
	TNT1 A 0 A_SetPitch(Pitch-0.9)
		TNT1 A 0 A_Jump(128,2)
		TNT1 A 0 A_SetAngle(Angle-0.8)
		TNT1 A 0 A_Jump(255,1)
		TNT1 A 0 A_SetAngle(Angle+0.8)
		TNT1 A 0 A_GiveInventory("Desangracion",1)
	PLAY GGGGGGGGGGGGGGGGGGGGG 1 ACS_NamedExecuteAlways("SetPlayerSpeed",0,05)
		Goto Spawn



		
	Death:
	TNT1 A 0 A_Print(" ")
	TNT1 A 0 A_TakeInventory("desangracion",1)
		PLAY H 0 A_PlayerSkinCheck("AltSkinDeath")
	Death1:
	TNT1 A 0 A_TakeInventory("desangracion",1)
		PLAY H 10
		PLAY I 10 A_PlaySound("die1",1,1.2)
		PLAY J 10 A_NoBlocking
		PLAY KLM 10
		PLAY N -1
		Stop
	XDeath:
	TNT1 A 0 A_Print(" ")
	TNT1 A 0 A_TakeInventory("desangracion",1)
		PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath")
	XDeath1:
	TNT1 A 0 A_TakeInventory("desangracion",1)
		PLAY O 5
		PLAY P 5 A_PlaySound("die1",1,1.2)
		PLAY Q 5 A_NoBlocking
		PLAY RSTUV 5
		PLAY W -1
		Stop
	AltSkinDeath:
	TNT1 A 0 A_Print(" ")
	TNT1 A 0 A_TakeInventory("desangracion",1)
		PLAY H 6
		PLAY I 6 A_PlaySound("die1",1,1.2)
		PLAY JK 6
		PLAY L 6 A_NoBlocking
		PLAY MNO 6
		PLAY P -1
		Stop
	AltSkinXDeath:
	TNT1 A 0 A_Print(" ")
	TNT1 A 0 A_TakeInventory("desangracion",1)
		PLAY Q 5 A_PlaySound("die1",1,1.2)
		PLAY R 0 A_NoBlocking
		PLAY R 5 A_SkullPop
		PLAY STUVWX 5
		PLAY Y -1
		Stop
		
		
	}
}