//$GZDB_SKIP


//Additional player character.


ACTOR Dusk_FemPawn : Dusk_PlayerPawn
{
  Player.DisplayName "Dooskgal"
  Player.CrouchSprite "CRSH"
  Player.soundclass Vacagirl

//  Player.StartItem "Action_AltFire", 1
//  Player.StartItem "Action_AltFireCancel", 1


  States
  {
  Spawn:
    CRSH A -1
    Loop
  See:
    CRSH ABCD 4 
    Loop
  Missile:
    CRSH E 12
    Goto Spawn
  Melee:
    CRSH F 6 BRIGHT
    Goto Missile
  Pain:
    CRSH G 0 A_GiveInventory("Player_GotInjured",1)//prevents player to get untouchable award if hurt.
    CRSH G 4 A_GiveInventory("Player_GotInjured",1)
    CRSH G 4 A_Pain
    Goto Spawn

  Pain.RivetSP:
			TNT1 A 0 A_ChangeVelocity(-cos(-pitch)*0,0,sin(pitch)*2.5,CVF_RELATIVE) //this recoil applies always
			TNT1 A 0 A_CheckFloor(2)
			TNT1 A 0 A_ChangeVelocity(-cos(-pitch)*0,0,sin(pitch)*2.5,CVF_RELATIVE) //only when in air			
    CRSH G 0 A_GiveInventory("Player_GotInjured",1)//prevents player to get untouchable award if hurt.
    CRSH G 4 A_GiveInventory("Player_GotInjured",1)
    CRSH G 4 A_Pain
    Goto Spawn

  Death.Pistolshot:
TNT1 A 0 A_DropItem ("Pistol_Pickup")
Goto Death

  Death:
//	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("MultiplayerCheck",0,0,0,0) == 0,2)
//TNT1 A 0 A_DropItem ("Pistol_Pickup")
    CRSH H 10
    CRSH I 10 A_PlayerScream
    CRSH J 10 A_NoBlocking
    CRSH KLM 10
    CRSH N -1
    Stop


  XDeath.Pistolshot:
TNT1 A 0 A_DropItem ("Pistol_Pickup")
Goto XDeath

  XDeath:
//	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("MultiplayerCheck",0,0,0,0) == 0,2)
//TNT1 A 0 A_DropItem ("Pistol_Pickup")
TNT1 A 0 A_PlaySound("monster/explodegore")
		TNT1 A 0 A_NoBlocking

        TNT1 A 1 A_SpawnItemEx("Dusk_GenericMonsterGore",0,0,0,0,0,0,0,32)
		TNT1 A -1
		Stop

  }
}





ACTOR Dusk_KleskPawn : Dusk_PlayerPawn
{
  Player.DisplayName "Dooskalien"
  Player.CrouchSprite "SLYR"
  Player.soundclass dogboks
  
//  Player.StartItem "Action_AltFire", 1
//  Player.StartItem "Action_AltFireCancel", 1


  States
  {
  Spawn:
    SLYR A -1
    Loop
  See:
    SLYR ABCD 4 
    Loop
  Missile:
    SLYR E 12
    Goto Spawn
  Melee:
    SLYR F 6 BRIGHT
    Goto Missile
  Pain:
    SLYR G 0 A_GiveInventory("Player_GotInjured",1)//prevents player to get untouchable award if hurt.
    SLYR G 4 A_GiveInventory("Player_GotInjured",1)
    SLYR G 4 A_Pain
    Goto Spawn

  Pain.RivetSP:
			TNT1 A 0 A_ChangeVelocity(-cos(-pitch)*0,0,sin(pitch)*2.5,CVF_RELATIVE) //this recoil applies always
			TNT1 A 0 A_CheckFloor(2)
			TNT1 A 0 A_ChangeVelocity(-cos(-pitch)*0,0,sin(pitch)*2.5,CVF_RELATIVE) //only when in air			
    SLYR G 0 A_GiveInventory("Player_GotInjured",1)//prevents player to get untouchable award if hurt.
    SLYR G 4 A_GiveInventory("Player_GotInjured",1)
    SLYR G 4 A_Pain
    Goto Spawn

  Death.Pistolshot:
TNT1 A 0 A_DropItem ("Pistol_Pickup")
Goto Death

  Death:
//	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("MultiplayerCheck",0,0,0,0) == 0,2)
//TNT1 A 0 A_DropItem ("Pistol_Pickup")
    SLYR H 10
    SLYR I 10 A_PlayerScream
    SLYR J 10 A_NoBlocking
    SLYR KLM 10
    SLYR N -1
    Stop

  XDeath.Pistolshot:
TNT1 A 0 A_DropItem ("Pistol_Pickup")
Goto XDeath

  XDeath:
//	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("MultiplayerCheck",0,0,0,0) == 0,2)
//TNT1 A 0 A_DropItem ("Pistol_Pickup")
TNT1 A 0 A_PlaySound("monster/explodegore")
		TNT1 A 0 A_NoBlocking

        TNT1 A 1 A_SpawnItemEx("Dusk_GenericMonsterGore",0,0,0,0,0,0,0,32)
		TNT1 A -1
		Stop

  }
}







ACTOR Dusk_CulebraPawn : Dusk_PlayerPawn
{
  Player.DisplayName "Dooskbeast"
  Player.CrouchSprite "WUFF"
  Player.soundclass bendigo
  
//  Player.StartItem "Action_AltFire", 1
//  Player.StartItem "Action_AltFireCancel", 1


  States
  {
  Spawn:
    WUFF A -1
    Loop
  See:
    WUFF ABCD 4 
    Loop
  Missile:
    WUFF E 12
    Goto Spawn
  Melee:
    WUFF F 6 BRIGHT
    Goto Missile
  Pain:
    WUFF G 0 A_GiveInventory("Player_GotInjured",1)//prevents player to get untouchable award if hurt.
    WUFF G 4 A_GiveInventory("Player_GotInjured",1)
    WUFF G 4 A_Pain
    Goto Spawn

  Pain.RivetSP:
			TNT1 A 0 A_ChangeVelocity(-cos(-pitch)*0,0,sin(pitch)*2.5,CVF_RELATIVE) //this recoil applies always
			TNT1 A 0 A_CheckFloor(2)
			TNT1 A 0 A_ChangeVelocity(-cos(-pitch)*0,0,sin(pitch)*2.5,CVF_RELATIVE) //only when in air			
    WUFF G 0 A_GiveInventory("Player_GotInjured",1)//prevents player to get untouchable award if hurt.
    WUFF G 4 A_GiveInventory("Player_GotInjured",1)
    WUFF G 4 A_Pain
    Goto Spawn


  Death.Pistolshot:
TNT1 A 0 A_DropItem ("Pistol_Pickup")
Goto Death

  Death:
//	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("MultiplayerCheck",0,0,0,0) == 0,2)
//TNT1 A 0 A_DropItem ("Pistol_Pickup")
    WUFF H 10
    WUFF I 10 A_PlayerScream
    WUFF J 10 A_NoBlocking
    WUFF KLM 10
    WUFF N -1
    Stop


  XDeath.Pistolshot:
TNT1 A 0 A_DropItem ("Pistol_Pickup")
Goto XDeath

  XDeath:
//	  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("MultiplayerCheck",0,0,0,0) == 0,2)
//TNT1 A 0 A_DropItem ("Pistol_Pickup")
TNT1 A 0 A_PlaySound("monster/explodegore")
		TNT1 A 0 A_NoBlocking

        TNT1 A 1 A_SpawnItemEx("Dusk_GenericMonsterGore",0,0,0,0,0,0,0,32)
		TNT1 A -1
		Stop

  }
}






