//==============================================================================
// Nightshift Player, you! (Now With Inertia Support!)
//==============================================================================
ACTOR NSInertiaPlayer : NSInertiaPlayerBase replaces Doomplayer
{
	Radius 16			// These three guys need to be here,
	Height 56			// since StrifePlayer has different
	MaxStepHeight 24	// stats and thus may break Doom wads.
	Player.SoundClass	"NSPlayer"
	Player.StartItem	"NSIntro"
	Player.StartItem	"NSTonfa"
	Player.StartItem	"NSPistol"
	Player.StartItem	"NSMED1B", 1
	Player.StartItem	"NSHG1", 1
	Player.StartItem	"NSCL1" 30
	Player.StartItem	"WP2Reload" 10
	Player.StartItem	"WP3Reload" 6
	Player.StartItem	"WP4Reload" 30
	Player.StartItem	"WP5Reload" 90
	Player.StartItem	"NSOverHealth" 200
	Player.StartItem 	"Action_Kick", 1
	Player.StartItem 	"Action_KickCancel", 1
	Player.StartItem 	"Action_Melee", 1
	Player.StartItem 	"Action_MeleeCancel", 1
	Player.StartItem 	"Action_Grenade",1
	Player.StartItem 	"Action_GrenadeCancel", 1
	Player.StartItem	"NSWP2DAToken"
	Player.StartItem	"NSFirstShotgun" 1
	Player.StartItem	"NSFirstAssault" 1
	Player.DisplayName	"Thomas Kelly"
	Player.ColorRange	112, 127
	Player.MaxHealth 	100
	Player.ForwardMove  0.60, 0.90	//Speed
	Player.SideMove 	0.60, 0.90	//Speed
	Player.RunHealth 	10			//Movement Crippling
	Player.ViewHeight 	42
	Player.JumpZ 9 		//Hexen Compatibility
	// WeaponSlots
	Player.Weaponslot 1, NSTonfa
	Player.Weaponslot 2, NSPistol
	Player.Weaponslot 3, NSShotgun
	Player.Weaponslot 4, NSCarbine
	Player.Weaponslot 5, NSFlamer
	States
	{
	Spawn:
		NSGY A -1
		Loop
	See:
		NSGY ABCD 4
		Loop
	Missile:
		NSGY E 12
		Goto Spawn
	Melee:
		NSGY F 6 BRIGHT
		Goto Missile
	Pain:
		NULL A 0 A_JumpIf(ACS_NamedExecuteWithResult("FlinchToggle")==0,3)
		NULL A 0 A_SetAngle(Angle + FRandom(-4.0,4.0))
		NULL A 0 A_SetPitch(Pitch + FRandom(-4.0,4.0))
		NSGY G 4
		NSGY G 4 A_Pain
		Goto Spawn
	Death:
		NSGY H 7 A_PlayerScream
		NSGY I 7 
		NSGY J 7 A_NoBlocking
		NSGY KLM 7
		NSGY N -1
		Stop
	XDeath:
		PLAY O 5
		PLAY P 5 A_XScream
		PLAY Q 5 A_NoBlocking
		PLAY RSTUV 5
		PLAY W -1
		Stop
	Death.Fire:
		NULL A 0 A_ChangeFlag("FLOATBOB",false)
		NULL A 0 A_ChangeFlag("FLOAT",false)
		NULL A 0 A_ChangeFlag("NOGRAVITY",false)
		NULL A 0 A_SetTranslucent(1.0)
		NULL A 0 A_PlayerScream
		NULL A 0 A_SetScale(0.9)
		NULL A 0 A_StopSound(1)
		NULL A 0 A_SetFloorClip
		NULL A 0 A_Noblocking
		NSGF A 3 Bright A_ItBurnsItBurns
		NSGF B 3 Bright A_DropFire
		NSGF C 3 Bright A_Wander
		NSGF D 3 Bright A_NoBlocking
		NSGF E 3 Bright A_DropFire
		NSGF F 3 Bright A_Wander
		NSGF AB 3 Bright A_DropFire
		NSGF CD 3 Bright A_Wander
		NSGF EF 3 Bright A_DropFire
		NSGF AB 3 Bright A_Wander
		NSGF CD 3 Bright A_DropFire
		NSGF EF 3 Bright A_Wander
		NSGF AB 3 Bright A_DropFire
		NSGF CD 3 Bright A_Wander
		NSGF EF 3 Bright A_DropFire
		NSGF AB 5 Bright A_Wander
		NSGF CD 5 Bright A_DropFire
		NSGF EF 5 Bright A_Wander
		NSGF G 0 A_CrispyPlayer
		NSGF G 5 Bright A_SpawnItemEX("NSSmokeSpawner",0,1,5)
		NSGF HIJK 5 BRIGHT A_SpawnItemEX("NSSmokeSpawner",0,1,5)
		NSGF LMNO 5 BRIGHT A_SpawnItemEX("NSSmokeSpawner",0,1,5)
		NSGF IJKL 5 BRIGHT A_SpawnItemEX("NSSmokeSpawner",0,1,5)
		NSGF MNO 5 BRIGHT A_SpawnItemEX("NSSmokeSpawner",0,1,5)
		NSGF IJKL 5 BRIGHT A_SpawnItemEX("NSSmokeSpawner",0,1,5)
		NSGF MNO 5 BRIGHT A_SpawnItemEX("NSSmokeSpawner",0,1,5)
		NSGF IJKLMNO 5 BRIGHT A_FadeOut(0.1)
		NULL A -1 A_StopSound(0)
		Stop
	FireHands:
		TNT1 AAAA 3
		Loop
	FireHandsLower:
		TNT1 AAAA 3 A_HandLower
		Loop
	}
}