Character
SkinName = doomguy
DisplayName = 	Doom#Slayer
TagOutlineColor = SKINCOLOR_BLACK
PlayerText = ^3The Doom Slayer^0 can plow through obstacles, but can't reach as many places.

^FAbility:^0 Double Jump

^FAbility:^0 Dash
Press spin to dash.

^FAbility:^0 Guns
Press Custom1/2 to fire your primary and secondary weapons, and swap them out with Custom3.

^FTip:^0 ^3The Slayer^0 can survive in space, but will still drown underwater.
#

Freeslot
MT_MEATHOOK
MT_MEATHOOKCHAIN
S_MEATHOOK
S_MEATHOOKCHAIN
SPR_OCLW
SPR_TEND
MT_SHOTGUNSHELL
S_SHELL
S_SHELL2
S_SHELL3
S_SHELL4
S_SHELL5
S_SHELL6
S_SHELL7
S_SHELL8
S_SHELL9
S_SHELL10
SPR_SHEL
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_DFRE
S_PLAY_RFRE
SPR2_RFRE
S_PLAY_CRAWL
SPR_BULT
MT_BULLETPUFF
S_BULLETPUFF0
S_BULLETPUFF1
S_BULLETPUFF2
S_BULLETPUFF3
S_BULLETPUFF4
MT_DOOMROCKET
S_DMISSILE
S_DEXPLODE
S_DEXPLODEA
S_DEXPLODEB
S_DEXPLODE1
S_DEXPLODE2
MT_ROCKETTRAIL
MT_SHOTGUN
S_SHOTGUNSTND
S_SHOTGUNFIRE
S_PLAY_PWALK
S_PLAY_PSTAND
S_PLAY_PFRE
SPR2_PFRE
SPR2_PSTD
SPR2_PWLK
MT_PLASMABALL
S_PLASMA1
S_PLASMA2
S_PLASMA3
S_PLASMA4
S_PLASMA5
S_PLASMA6
S_PLASMA7
SPR_PLSS
SPR_PLSE
S_PLAY_GFRE
SPR2_GFRE
MT_DOOMGAUSS
S_GAUSS
S_GAUSSDEATH
MT_DOOMGAUSSSUMMONER
S_GAUSSSUMMON
SPR_GAUS
S_PLAY_HWALK
S_PLAY_HSTAND
S_PLAY_HFRE
SPR2_HFRE
SPR2_HSTD
SPR2_HWLK

Object MT_MEATHOOK
SpawnState = S_MEATHOOK
Radius = 5*FRACUNIT
Height = 5*FRACUNIT
DispOffset = 0
Damage = 1
Speed = 100*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 = 5*FRACUNIT
Height = 5*FRACUNIT
DispOffset = 0
Damage = 0
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP

State S_MEATHOOKCHAIN
SpriteName = TEND
SpriteFrame = A
Duration = 4
Next = S_NULL

Object MT_SHOTGUNSHELL
SpawnState = S_SHELL
DeathState = S_SHELL2
activesound = sfx_shlbnc
Radius = 7*FRACUNIT
Height = 3*FRACUNIT
DispOffset = 0
Speed = 5*FRACUNIT
Damage = 0
Flags = MF_NOBLOCKMAP|MF_BOUNCE|MF_GRENADEBOUNCE|MF_BOXICON|MF_MISSILE|MF_NOCLIPTHING

State S_SHELL
SpriteName = SHEL
SpriteFrame = A
Action = A_RotateShell
Duration = 1
Var1 = 10
Var2 = 10
Next = S_SHELL

State S_SHELL2
SpriteName = SHEL
SpriteFrame = A|FF_TRANS10
Duration = 1
Next = S_SHELL3

State S_SHELL3
SpriteName = SHEL
SpriteFrame = A|FF_TRANS20
Duration = 1
Next = S_SHELL4

State S_SHELL4
SpriteName = SHEL
SpriteFrame = A|FF_TRANS30
Duration = 1
Next = S_SHELL5

State S_SHELL5
SpriteName = SHEL
SpriteFrame = A|FF_TRANS40
Duration = 1
Next = S_SHELL6

State S_SHELL6
SpriteName = SHEL
SpriteFrame = A|FF_TRANS50
Duration = 1
Next = S_SHELL7

State S_SHELL7
SpriteName = SHEL
SpriteFrame = A|FF_TRANS60
Duration = 1
Next = S_SHELL8

State S_SHELL8
SpriteName = SHEL
SpriteFrame = A|FF_TRANS70
Duration = 1
Next = S_SHELL9

State S_SHELL9
SpriteName = SHEL
SpriteFrame = A|FF_TRANS80
Duration = 1
Next = S_SHELL10

State S_SHELL10
SpriteName = SHEL
SpriteFrame = A|FF_TRANS90
Duration = 1
Next = S_NULL

Object MT_BFGBALL
SpawnState = S_BFGBALL1
DeathState = S_BFGBOOM1
DeathSound = sfx_s3k4d
Speed = 25*FRACUNIT
Radius = 45*FRACUNIT
Height = 45*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 = 2048
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_DFRE
SpriteName = SPR_PLAY
SpriteFrame = SPR2_FIRE
Duration = 6
Next = S_PLAY_DFRE

State S_PLAY_RFRE
SpriteName = SPR_PLAY
SpriteFrame = SPR2_RFRE
Duration = 6
Next = S_PLAY_RFRE

State S_PLAY_CRAWL
SpriteName = SPR_PLAY
SpriteFrame = SPR2_CLMB
Duration = 6
Next = S_PLAY_CRAWL

Object MT_BULLETPUFF
SpawnState = S_BULLETPUFF1
DeathState = S_BULLETPUFF2
Radius = 5*FRACUNIT
Height = 5*FRACUNIT
DispOffset = 0
SpawnHealth = 2
Speed = 100*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

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_DOOMROCKET
SpawnState = S_DMISSILE
DeathState = S_DEXPLODE
Radius = 5*FRACUNIT
Height = 5*FRACUNIT
SpawnHealth = 2
PainChance = 230*FRACUNIT
Speed = 35*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

State S_DMISSILE
SpriteName = MISL
SpriteFrame = A
Duration = 1
Next = S_DMISSILE

State S_DEXPLODE
SpriteName = MISL
SpriteFrame = B
Duration = 0
Next = S_DEXPLODEA
Action = A_RingExplode

State S_DEXPLODEA
SpriteName = MISL
SpriteFrame = B
Duration = 0
Next = S_DEXPLODE1
Action = A_CheckRange
Var1 = 420
Var2 = S_DEXPLODEB

State S_DEXPLODEB
SpriteName = MISL
SpriteFrame = B
Duration = 5
Next = S_DEXPLODE1
Action = A_PushAway
Var1 = 60
Var2 = 1

State S_DEXPLODE1
SpriteName = MISL
SpriteFrame = C
Duration = 5
Action = A_RingExplode
Next = S_DEXPLODE2

State S_DEXPLODE2
SpriteName = MISL
SpriteFrame = D
Duration = 5
Next = S_NULL
Action = A_ForceStop
Var1 = 0
Var2 = 0

Object MT_SHOTGUN
SpawnState = S_SHOTGUNSTND
DeathState = S_NULL
Radius = 5*FRACUNIT
Height = 5*FRACUNIT
DispOffset = 0
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY

State S_PLAY_PSTAND
SpriteName = SPR_PLAY
SpriteFrame = SPR2_PSTD
Duration = 105
Next = S_PLAY_STND

State S_PLAY_PWALK
SpriteName = SPR_PLAY
SpriteFrame = SPR2_PWLK
var1 = 0
var2 = 0
Duration = 3
Next = S_PLAY_PWALK

State S_PLAY_PFRE
SpriteName = SPR_PLAY
SpriteFrame = SPR2_PFRE
Duration = 3
Next = S_PLAY_PFRE

Object MT_PLASMABALL
SpawnState = S_PLASMA1
DeathState = S_PLASMA3
Radius = 5*FRACUNIT
Height = 5*FRACUNIT
SpawnHealth = 1
Speed = 20*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

State S_PLASMA1
SpriteName = PLSS
SpriteFrame = A
Duration = 6
Next = S_PLASMA2

State S_PLASMA2
SpriteName = PLSS
SpriteFrame = B
Duration = 6
Next = S_PLASMA1

State S_PLASMA3
SpriteName = PLSE
SpriteFrame = A
Duration = 4
Next = S_PLASMA4
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_PLASMA4
SpriteName = PLSE
SpriteFrame = B
Duration = 4
Next = S_PLASMA5
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_PLASMA5
SpriteName = PLSE
SpriteFrame = C
Duration = 4
Next = S_PLASMA6
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_PLASMA6
SpriteName = PLSE
SpriteFrame = D
Duration = 4
Next = S_PLASMA7
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_PLASMA7
SpriteName = PLSE
SpriteFrame = E
Duration = 4
Next = S_NULL
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_PLAY_GFRE
SpriteName = SPR_PLAY
SpriteFrame = SPR2_GFRE
Duration = 6
Next = S_PLAY_GFRE

Object MT_DOOMGAUSS
SpawnState = S_GAUSS
DeathState = S_GAUSSDEATH
Radius = 37*FRACUNIT
Height = 37*FRACUNIT
DispOffset = 0
Damage = 3
Speed = 100*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

State S_GAUSS
SpriteName = GAUS
SpriteFrame = A
Duration = 5
Next = S_NULL

State S_GAUSSDEATH
SpriteName = GAUS
SpriteFrame = A
Duration = 10
Next = S_NULL

Object MT_DOOMGAUSSSUMMONER
SpawnState = S_GAUSSSUMMON
DeathState = S_GAUSSDEATH
Radius = 37*FRACUNIT
Height = 37*FRACUNIT
DispOffset = 0
Damage = 3
Speed = 90*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

State S_GAUSSSUMMON
SpriteName = GAUS
SpriteFrame = A
Duration = 1
Action = A_GaussPierce
Var1 = 100
Var2 = MT_DOOMGAUSS
Next = S_GAUSSSUMMON


State S_PLAY_HSTAND
SpriteName = SPR_PLAY
SpriteFrame = SPR2_HSTD
Duration = 105
Next = S_PLAY_STND

State S_PLAY_HWALK
SpriteName = SPR_PLAY
SpriteFrame = SPR2_HWLK
var1 = 0
var2 = 0
Duration = 3
Next = S_PLAY_HWALK

State S_PLAY_HFRE
SpriteName = SPR_PLAY
SpriteFrame = SPR2_HFRE
Duration = 3
Next = S_PLAY_HFRE

