Character
SkinName = doomguy
DisplayName = 	The#DoomSlayer
TagOutlineColor = SKINCOLOR_BLACK
PlayerText = ^3Doomguy^0 can dance around or plow through obstacles, but can't get into as many places as the others.
^FAbility:^0 Double Jump
Press jump midair to double jump
^FAbility:^0 Dash
Press Custom1 to dash.
^FAbility:^0 Super Shotgun
Press spin to fire the ^6SSG^0, or home in with the ^2Meathook^.
^FTip:^0 ^3Doomguy^0 can survive in space, but will still drown underwater.
#

Freeslot
MT_MEATHOOK
MT_MEATHOOKCHAIN
S_MEATHOOK
S_MEATHOOKCHAIN
SPR_OCLW
SPR_TEND
MT_BFGBALL
S_BFGBALL1
S_BFGBALL2
S_BFGBOOM1
S_BFGBOOM2
S_BFGBOOM3
S_BFGBOOM4
S_BFGBOOM5
S_BFGBOOM6
SPR_BFS1
SPR_BFE1
S_PLAY_BFGF
SPR2_BFGF
S_PLAY_SSG1
S_PLAY_CRAWL
SPR_BULT
MT_BULLETPUFF
S_BULLETPUFF1
S_BULLETPUFF2
S_BULLETPUFF3
S_BULLETPUFF4

Object MT_MEATHOOK
SpawnState = S_MEATHOOK
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Damage = 1
Speed = 150*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

State S_MEATHOOK
SpriteName = OCLW
SpriteFrame = A
Duration = 1
Action = A_InterpolatedTrail
Var1 = 20
Var2 = MT_MEATHOOKCHAIN
Next = S_MEATHOOK

Object MT_MEATHOOKCHAIN
SpawnState = S_MEATHOOKCHAIN
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Damage = 0
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP

State S_MEATHOOKCHAIN
SpriteName = TEND
SpriteFrame = A
Duration = 6
Next = S_NULL

Object MT_BFGBALL
SpawnState = S_BFGBALL1
DeathState = S_BFGBOOM1
DeathSound = sfx_s3k4d
Speed = 25*FRACUNIT
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Damage = 0
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY|MF2_SUPERFIRE

State S_BFGBALL1
SpriteName = BFS1
SpriteFrame = FF_FULLBRIGHT|FF_ANIMATE|A
Duration = 4
Next = S_BFGBALL2

State S_BFGBALL2
SpriteName = BFS1
SpriteFrame = FF_FULLBRIGHT|FF_ANIMATE|B
Duration = 4
Next = S_BFGBALL1

State S_BFGBOOM1
SpriteName = BFE1
SpriteFrame = FF_FULLBRIGHT|FF_ANIMATE|A
Duration = 8
Next = S_BFGBOOM2

State S_BFGBOOM2
SpriteName = BFE1
SpriteFrame = FF_FULLBRIGHT|FF_ANIMATE|B
Duration = 8
Next = S_BFGBOOM3

State S_BFGBOOM3
SpriteName = BFE1
SpriteFrame = FF_FULLBRIGHT|FF_ANIMATE|C
Duration = 8
Action = A_BFGSpray
Var1 = 20
Var2 = 20
Next = S_BFGBOOM4

State S_BFGBOOM4
SpriteName = BFE1
SpriteFrame = FF_FULLBRIGHT|FF_ANIMATE|D
Duration = 8
Next = S_BFGBOOM5

State S_BFGBOOM5
SpriteName = BFE1
SpriteFrame = FF_FULLBRIGHT|FF_ANIMATE|E
Duration = 8
Next = S_BFGBOOM6

State S_BFGBOOM6
SpriteName = BFE1
SpriteFrame = FF_FULLBRIGHT|FF_ANIMATE|F
Duration = 8
Next = S_NULL

State S_PLAY_BFGF
SpriteName = SPR_PLAY
SpriteFrame = SPR2_BFGF
Duration = 2
Next = S_PLAY_BFGF

State S_PLAY_SSG1
SpriteName = SPR_PLAY
SpriteFrame = SPR2_FIRE
Duration = 6
Next = S_PLAY_SSG1

State S_PLAY_CRAWL
SpriteName = SPR_PLAY
SpriteFrame = SPR2_CLMB
Duration = 60*TICRATE
Next = S_PLAY_CRAWL

State S_BULLETPUFF1
SpriteName = BULT
SpriteFrame = A
Duration = 1
Next = S_BULLETPUFF1
Action = A_GhostMe
Var1 = 0
Var2 = 0

State S_BULLETPUFF2
SpriteName = BULT
SpriteFrame = B
Duration = 5
Next = S_BULLETPUFF3
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_BULLETPUFF3
SpriteName = BULT
SpriteFrame = C
Duration = 5
Next = S_BULLETPUFF4
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_BULLETPUFF4
SpriteName = BULT
SpriteFrame = D
Duration = 5
Next = S_NULL
Action = A_ForceStop
Var1 = 0
Var2 = 0

Object MT_BULLETPUFF
MapThingNum = -1
SpawnState = S_BULLETPUFF1
SpawnHealth = 1
SeeState = S_NULL
AttackSound = sfx_None
ReactionTime = 0
AttackSound = sfx_None
PainState = S_NULL
PainChance = 200
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_BULLETPUFF2
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 100*FRACUNIT
Radius = 10*FRACUNIT
Height = 10*FRACUNIT
DispOffset = 0
Mass = 0
Damage = 0
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_PAPERCOLLISION|MF_MISSILE|MF_NOGRAVITY
RaiseState = S_NULL
