ACTOR HunterClass : PlayerPawn
{
  Speed 1
  Health 100
  Radius 16
  Height 56
  Mass 75
  PainChance 255
  Player.ColorRange 112, 127
  Player.DisplayName "Hunter"
  Player.CrouchSprite "PLYC"
  player.startitem "HunterShotgun", 1
  player.startitem "HunterChaingun", 1
  player.startitem "Shell", 50
  player.startitem "Clip", 200
  player.startitem "greenarmor", 1
  Player.JumpZ 10
  damagefactor "rocket", 0
  limitedtoteam 1
  +NOSKIN
  States
  {
  Spawn:
	HNP1 A 0
	HNP1 A 35
	HNP1 A 0 A_JumpIf (health>=50, 2)
	HNP1 A 0 ACS_Execute(110,0)
	HNP1 A 0 A_JumpIfInventory("Shell", 0, 2)
	HNP1 A 0 ACS_Execute(112,0)
	Loop
	HNP1 A 0 A_JumpIfInventory("Clip", 0, "Spawn")
	HNP1 A 0 ACS_Execute(112,0)
    Loop
  See:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory("Step",1,4)
	HNP1 A 6 A_SpawnItemEx ("FootStep", 0, 0, 0, 0, 0, -1, 0,0, 0)
	HNP1 B 6
	TNT1 A 0 A_GiveInventory("Step",1)
	HNP1 C 6 A_SpawnItemEx ("FootStep", 0, 0, 0, 0, 0, -1, 0,0, 0)
	HNP1 D 6
	TNT1 A 0 A_TakeInventory("Step",1)
	Goto Spawn
  Missile:
    HNP1 E 12 
    Goto Spawn
  Melee:
    HNP1 F 6 BRIGHT
    Goto Missile
  Pain:
    HNP1 G 4 
    HNP1 G 4 A_Pain
    Goto Spawn
  Death:
    HNP1 H 10
    HNP1 I 10 A_PlayerScream
    HNP1 J 10 A_NoBlocking
    HNP1 KLM 10
    HNP1 N -1
    Stop
  XDeath:
	PLAY O 0 A_Stop
    HNP1 O 5 A_SpawnItemEx ("HumanGibs",0,0,0,0,0,0,0,128)
	HNP1 O 0 A_SkullPop("HeadGib")
    HNP1 P 5 A_XScream
    HNP1 Q 5 A_NoBlocking
    HNP1 RSTUV 5
    HNP1 W -1
    Stop
  }
}

ACTOR HunterShotgun : Weapon
{
  Game Doom
  Weapon.SelectionOrder 700
  Weapon.AmmoUse 1
  Weapon.AmmoGive 8
  Weapon.AmmoType "Shell"
  Weapon.PreferredSkin "Shotgun Hunter"
  Inventory.PickupMessage "Picked up a Hunter's Shotgun"
  Obituary "%o was hunted down by %k's shotgun."
  States
  {
  Ready:
    SHTG A 1 A_WeaponReady
    Loop
  Deselect:
    SHTG A 1 A_Lower
    Loop
  Select:
    SHTG A 1 A_Raise
    Loop
  Fire:
	SHTG A 2
    SHTG A 0 A_FireBullets(8, 2, 10, 6, "BulletPuff")
    SHTG A 0 A_PlaySoundEx("ShotgunFire", "Weapon")
    SHTG A 5 A_GunFlash
	SHTG BC 2
	SHTG A 0 A_PlaySoundEx("ShotgunCock", "SoundSlot5")
	SHTG DEFGFEDCB 2
	SHTG A 2 A_ReFire
	Goto Ready
  Flash:
    SHTF B 3 Bright A_Light1
    SHTF A 2 Bright A_Light0
    Goto LightDone
  Spawn:
    SHOT A -1
    Stop
  }
}

ACTOR HunterChaingun : Weapon
{
  obituary "%o was gunned down by %k's chaingun."
  attacksound "ChaingunFire"
  inventory.pickupmessage "You got the hunter's chaingun!"
  weapon.selectionorder 1300
  weapon.ammotype "Clip"
  weapon.ammouse 1
  weapon.ammogive 20
  Weapon.PreferredSkin "Chaingun Hunter"
  states
  {
  Ready:
    CHGG A 1 A_WeaponReady
    loop
  Deselect: 
    CHGG A 1 A_Lower
    loop
  Select:
    CHGG A 1 A_Raise
    loop
  Fire:
	CHGG A 0 A_FireBullets(1, 1, 1, 5, "BulletPuff")
	CHGG A 1 A_GunFlash
	CHGG BCD 1
	CHGG A 1 A_Refire
	CHGG B 2 A_Weaponready
	CHGG C 3 A_Weaponready
	CHGG D 3 A_Weaponready
	Goto Ready
  Flash:
	CHGF A 2 Bright A_Light1
	CHGF B 1 Bright A_Light1
	TNT1 A 2 A_Light1
	Goto LightDone
  Spawn:
    MGUN A -1
    stop
  }
}