ACTOR Walker : Doomplayer
{
  Speed 1
  Health 100
  Radius 16
  Height 56
  Mass 100
  PainChance 255
  player.ViewHeight 48
  Player.AttackZOffset 8
  damagefactor "wendigo",0.0
  painchance "wendigo",0
  scale 0.9
  +Floorclip
  	Player.WeaponSlot 1, crowbar
	Player.WeaponSlot 2, PolicePistol, SuppressedPistol
	Player.WeaponSlot 3, Leveraction, Leveraction2
	Player.WeaponSlot 4, Huntershotgun, Huntershotgun2
	Player.WeaponSlot 5, ModRifle1, Modrifle2
	Player.WeaponSlot 6, Pipebomb
	Player.WeaponSlot 7, Xbow, Xbow2
	Player.WeaponSlot 8, NapalmGun, napalmgun2, napalmgun3
	Player.Weaponslot 0, Holsterweapon
  Player.DisplayName "Walker"
  Player.StartItem "LeverAction"
  Player.StartItem "PolicePistol"
  Player.StartItem "Crowbar"
  Player.StartItem "Holsterweapon"
  Player.StartItem "NineMilammo", 30
  Player.StartItem "Pistolloaded", 11
  Player.StartItem "crossbowloaded", 1
  Player.StartItem "Doubleloaded", 1
  Player.StartItem "Mgloaded", 30   // god damn this is so much more elegant in zscript hahahah
  Player.StartItem "Shotgunammo", 12 // Is this too generous?  -nope, keep it
  Player.StartItem "grizzlyfired", 7
  Player.StartItem "Hunterchambered", 2
  Player.StartItem "Hunterloaded", 2
  Player.StartItem "batteries", 300 
  //Player.StartItem "lazerammo", 50 I'm pretty sure DLC wont have secret or bonus weapons such as lazergun, hmm..   -probably not
  player.viewheight	46
  player.attackzoffset 16
  Player.ColorRange 112, 127
  Player.ColorSet 0, "Green",         0x70, 0x7F,  0x72
  Player.ColorSet 1, "Gray",          0x60, 0x6F,  0x62 
  Player.ColorSet 2, "Brown",         0x40, 0x4F,  0x42
  Player.ColorSet 3, "Red",           0x20, 0x2F,  0x22
  Player.ColorSet 4, "Light Gray",    0x58, 0x67,  0x5A
  Player.ColorSet 5, "Light Brown",   0x38, 0x47,  0x3A
  Player.ColorSet 6, "Light Red",     0xB0, 0xBF,  0xB2
  Player.ColorSet 7, "Light Blue",    0xC0, 0xCF,  0xC2
  Player.Aircapacity 1.0
  damagefactor "ally", 0.0

  States
  {
  Spawn:
     PLAY E 0
	 GOTO STAND
  Stand:
    PLAY A 0 A_JumpIfInventory("NewCoat",1,"CoatStand")
    PLAY E 2
	goto spawn
   CoatStand:
    PLAY L 0 A_JumpIf(velx > 0, "see")
	PLAY L 0 A_JumpIf(vely > 0, "see")
	PLAY L 2
	loop
  See: 
    PLAY A 0 A_JumpIfInventory("NewCoat",1,"CoatSee")
    PLAY AABB 2
	PLAY CCDD 2
    goto spawn
  CoatSee: 
    PLAY HHII 2
	PLAY JJKK 2
    goto spawn
  Missile:
    PLAY E 2 
    PLAY XYZZX 4 
    Goto Spawn
  Melee:
    PLAY A 0 A_JumpIfInventory("NewCoat",1,"CoatShoot")
    PLAY E 2 
    PLAY F 6 BRIGHT
    Goto spawn
  CoatShoot:
    PLAY L 2 
    PLAY M 6 BRIGHT
    Goto spawn
  Pain:
    PLAY G 0 A_JumpIfInventory("NewCoat",1,"CoatPain")
    PLAY G 4 
    PLAY G 4 A_Pain
    Goto Spawn
  CoatPain:
    PLAY N 4 
    PLAY N 4 A_Pain
    Goto Spawn
  Pain.RADS:
    PLAY G 0 A_JumpIfInventory("NewCoat",1,"CoatPainRads")
    PLAY G 2 
    PLAY G 4 A_PlaySound("player/radpain", CHAN_VOICE)
    Goto Spawn
  CoatPainRads:
    PLAY N 2 
    PLAY N 4 A_PlaySound("player/radpain", CHAN_VOICE)
    Goto Spawn
  Burn:
    PLAY G 1 A_PlaySound("special/firedeath", CHAN_VOICE)
    POSS A 0 A_HideThing
    POSS A 0 A_Fall
    POSS A 0 A_SpawnItem("BurnDeathHuman",1,0,0)
    POSS A -1
    Stop
  Death:
    PLAY G 0 A_PlayerSkinCheck("AltSkinDeath")
  Death1:
    PLAD H 0 A_JumpIfInventory("NewCoat",1,"CoatDeath")
    PLAD H 0 A_StopSound(CHAN_WEAPON)
	TNT1 A 0 a_stopsound(CHAN_5)
	TNT1 A 0 a_stopsound(CHAN_6)
	TNT1 A 0 a_stopsound(CHAN_7)
    PLAD H 1
    PLAD H 5 A_PlayerScream
    PLAD I 5 A_NoBlocking
    PLAD JK 5
    PLAD L -1
    Stop
   CoatDeath:
    PLAD H 0 A_StopSound(CHAN_WEAPON)
	TNT1 A 0 a_stopsound(CHAN_5)
	TNT1 A 0 a_stopsound(CHAN_6)
	TNT1 A 0 a_stopsound(CHAN_7)
    PLAY O 2
    PLAY O 5 A_PlayerScream
    PLAY P 5 A_NoBlocking
    PLAY QR 5
    PLAY S -1
    Stop
   Death.RADS:
    PLAD H 0 A_JumpIfInventory("NewCoat",1,"CoatDeathRads")
    PLAD H 0 A_StopSound(CHAN_WEAPON)
    PLAD H 5
    PLAD I 5 A_PlaySound("player/deathrads", CHAN_VOICE)
    PLAD J 5 A_NoBlocking
    PLAD K 5
    PLAD L -1
    Stop
   CoatDeathRADS:
    PLAD H 0 A_StopSound(CHAN_WEAPON)
    PLAD O 5
    PLAD P 5 A_PlaySound("player/deathrads", CHAN_VOICE)
    PLAD Q 5 A_NoBlocking
    PLAD R 5
    PLAD S -1
    Stop
  xdeath.fire:
  XDeath:
    PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath")
  XDeath1:
    TNT1 A 0 A_StopSound(CHAN_WEAPON)
    TNT1 A 5 A_PlaySound("Special/Gibdeath",CHAN_VOICE)
	TNT1 AAAA 0 A_SpawnDebris("FlyingBlood",1)
    TNT1 A 5 A_SpawnDebris("FlyingGibOffal",1)
	TNT1 AAAA 0 A_SpawnDebris("FlyingBlood",1)
	TNT1 A 0 A_SpawnDebris("FlyingGibOffal",1)
	TNT1 A 0 A_SpawnDebris("FlyingGibEntrails",1)
	TNT1 A 0 A_SpawnDebris("FlyingGibOffal",1)
    TNT1 A 4 A_NoBlocking
	TNT1 A 0 A_SpawnDebris("FlyingBlood",1)
    TNT1 A 4
    TNT1 A -1
    Stop
  AltSkinDeath:
    PLAY H 6
    PLAY I 6 A_PlayerScream
    PLAY JK 6
    PLAY L 6 A_NoBlocking
    PLAY MNO 6
    PLAY P -1
    Stop
  AltSkinXDeath:
    PLAY Q 5 A_PlayerScream
    PLAY R 0 A_NoBlocking
    PLAY R 5 A_SkullPop
    PLAY STUVWX 5
    PLAY Y -1
    Stop
  }
}

Actor DeadScavver: DeadMarine replaces Deadmarine
{
translation 0
scale 0.8
States
  {
  Spawn:
    PLAD L -1
    Stop
  }
 }
 
ACTOR WalkerCutscene1
{
  Health 100
  Radius 15
  Height 56
  mass 90
  species human
  +FLOORCLIP
  +NEVERTARGET
  -COUNTKILL
  +NODAMAGE
  scale 0.8
  Decal "BulletChip"
  States
  {
  Spawn:
    WC01 A 10
    Loop
  Flipmode:
    WC01 ABCDDD 3
    WC01 A 0 A_playsound("weapons/grizlydeploy",CHAN_WEAPON,1.0)
    WC01 EFGHHHHHHH 3 
	WC01 A 0 A_playsound("weapons/leveropen",CHAN_WEAPON,1.0)
	WC01 IJKLMNO 2
	WC01 A 0 A_playsound("weapons/leverclose",CHAN_WEAPON,1.0)
	WC01 PQR 3
	WC01 R 5
  FlipStand:
    WC01 R 10
	loop   
  }
}

ACTOR WalkerCutscene2
{
  Health 200
  Radius 15
  Height 56
  mass 90
  species human
  +FLOORCLIP
  +NEVERTARGET
  +NOGRAVITY
  -COUNTKILL
  +NODAMAGE
  scale 0.8
  Decal "BulletChip"
  States
  {
  Spawn:
    WC02 ABCDEAAA 6
    Loop
  FOAD:
    WC02 AFGGGGG 5
	WC02 H 5 bright A_playsound("weapons/grizlygun",CHAN_WEAPON,1.0)
    WC02 I 5 bright A_playsound("weapons/leverdistant",CHAN_7,1.0) 
    WC02 J 5 bright 
	WC02 KL 5
	WC02 M 5
  Pose:
    WC02 M 10
	loop   
  }
}
ACTOR WalkerCutscene3
{
  Health 200
  Radius 15
  Height 56
  mass 90
  species human
  +FLOORCLIP
  +NEVERTARGET
  +NOGRAVITY
  -COUNTKILL
  +NODAMAGE
  scale 0.8
  Decal "BulletChip"
  States
  {
  Spawn:
    WLKR V 20
    Loop
  }
}

Actor WalkerFlaregun
{
  health 100
  radius 15
  Radius 15
  Height 56
  mass 90
  species human
  +FLOORCLIP
  +NEVERTARGET
  -COUNTKILL
  +NODAMAGE
  scale 0.8
  Decal "BulletChip"
  States
  {
  Spawn:
    WC03 A 20
    Loop
  Flaregun:
    WC03 AB 5 a_playsound("weapons/pistolup", CHAN_ITEM,1.0,false,ATTN_NORM)
	WC03 CDEEEE 5
	WC03 F 3 bright A_PlaySound ("weapons/leverdistant", CHAN_WEAPON)
	WC03 F 6 bright A_spawnprojectile ("flareshot",56,0,0,CMF_ABSOLUTEPITCH,90)
	WC03 E 5
  Flaregunstand:
    WC03 E 10
	loop
  }
}
Actor WalkerFlaregun2 //papa got a brand new bag
{
  health 100
  radius 15
  Radius 15
  Height 56
  mass 90
  species human
  +FLOORCLIP
  +NEVERTARGET
  -COUNTKILL
  +NODAMAGE
  scale 0.8
  Decal "BulletChip"
  States
  {
  Spawn:
    WC04 A 20
    Loop
  Flaregun:
    WC04 AB 5 a_playsound("weapons/pistolup", CHAN_ITEM,1.0,false,ATTN_NORM)
	WC04 CDEEEE 5
	WC04 F 3 bright A_PlaySound ("weapons/leverdistant", CHAN_WEAPON)
	WC04 F 6 bright A_spawnprojectile ("flareshot",56,0,0,CMF_ABSOLUTEPITCH,90)
	WC04 E 5
  Flaregunstand:
    WC04 E 10
	loop
  }
}
