Actor BD_Flag : Inventory { Inventory.MaxAmount 1 }

Actor BD_IsFlying : BD_Flag {}
Actor BD_OptimizeRendering : BD_Flag {}


// WorldEdit
Actor BD_IsAdmin : BD_Flag {}
Actor BD_Pos1 : Inventory {}
Actor BD_Pos2 : Inventory {}
Actor BD_ReplaceBlock : Inventory {}

Actor lolmarker
{
	+NOGRAVITY

	States
	{
	Spawn:
		POSS A 1
		POSS A 1 ACS_ExecuteAlways(300, 0)
		POSS A -1
		Stop
	}
}

Actor BlockDoomPlayer : DoomPlayer
{
	Player.StartItem "BlockDirtPlacer"
	Player.StartItem "BlockGrassPlacer"
	Player.StartItem "BlockStonePlacer"
	Player.StartItem "BlockCobbleStonePlacer"
	Player.StartItem "BlockWoodPlacer"
	Player.StartItem "BlockPlanksPlacer"
	Player.StartItem "BlockSandPlacer"
	Player.StartItem "BlockGravelPlacer"
	Player.StartItem "BlockBrickPlacer"
	Player.StartItem "BlockLeavesPlacer"
	Player.StartItem "BlockObsidianPlacer"
	Player.StartItem "BlockMossyCobblestonePlacer"
	Player.StartItem "BlockWoolPlacer"
	Player.StartItem "BlockIronPlacer"
	Player.StartItem "BlockGoldPlacer"
	Player.StartItem "BlockDiamondPlacer"
	Player.StartItem "BlockStoneBrickPlacer"
	Player.StartItem "BlockChiseledStoneBrickPlacer"
	
	Radius 12
	Speed 0.5
	
	States
	{
	Death:
		PLAY H 0 A_PlayerSkinCheck("AltSkinDeath")
	//Death1:
		PLAY H 10
		PLAY I 10 A_PlayerScream
		PLAY J 10 A_NoBlocking
		PLAY KLM 10
		PLAY NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 35
		PLAY NNNNNNNNNNNNNNNNNNNN 5 A_FadeOut(0.05)
		Stop
	XDeath:
		PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath")
	//XDeath1:
		PLAY O 5
		PLAY P 5 A_XScream
		PLAY Q 5 A_NoBlocking
		PLAY RSTUV 5
		PLAY WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW 35
		PLAY WWWWWWWWWWWWWWWWWWWW 5 A_FadeOut(0.05)
		Stop
	AltSkinDeath:
		PLAY H 6
		PLAY I 6 A_PlayerScream
		PLAY JK 6
		PLAY L 6 A_NoBlocking
		PLAY MNO 6
		PLAY PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 35
		PLAY PPPPPPPPPPPPPPPPPPPP 5 A_FadeOut(0.05)
		Stop
	AltSkinXDeath:
		PLAY Q 5 A_PlayerScream
		PLAY R 0 A_NoBlocking
		PLAY R 5 A_SkullPop
		PLAY STUVWX 5
		PLAY YYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY 35
		PLAY YYYYYYYYYYYYYYYYYYYY 5 A_FadeOut(0.05)
		Stop
	}
}

// Base block actor.

Actor Block : CustomBridge
{
	+SHOOTABLE
	+SOLID
	+DONTRIP
	+NOGRAVITY
	+NOBLOOD
	
	Health 16
	Mass 0x7fffffff 
	Radius 16
	Height 32

	Args 16, 32, 0, 0

	States
	{
	Spawn:
		TNT1 A 0 //A_Нутыпонел
		TNT1 A 0 ACS_ExecuteAlways(300, 0, 0)
	Visible:
		MODL A -1
		Stop
	NotVisible:
		TNT1 A -1
		Stop
	Death:
		MODL A 1 ACS_ExecuteAlways(2, 0) // Notify block engine about removed block.
		Stop
	}
}

// Base block actor for blocks that are falling.
Actor FallingBlock
{
	+SHOOTABLE
	+SOLID
	+DONTRIP
	+NOBLOOD
	+CANPASS
	
	Health 16
	Mass 0x7fffffff 
	Radius 16
	Height 32

	Args 16, 32, 0, 0

	States
	{
	Spawn:
		MODL A -1
		Stop
	}
}

Actor BlockItem : custominventory
{
  +Countitem
  +INVENTORY.INVBAR
  +FLOATBOB
  -AUTOACTIVATE  
  
//Inventory.MaxAmount 128
  Inventory.Icon "DIRTA0"
  Inventory.PickupMessage ""

  Radius 8
  Height 8
  States
  {
    Spawn:
		MODL A 0
		MODL A 0 ACS_ExecuteAlways(300, 0, 1)
		MODL A -1
		Stop
	Use:
		TNT1 A 0 //A_giveinventory("blockdirtitem", 1)
		TNT1 A 0 A_giveinventory("blockDirtplacer", 1)
		stop
  }
}

Actor Damage1 {}
Actor Damage2 {}
Actor Damage3 {}
Actor Damage4 {}
Actor Damage5 {}
Actor Damage6 {}
Actor Damage7 {}
Actor Damage8 {}
Actor Damage9 {}
Actor Damage10 {}
Actor Damage11 {}

#include "actors/blocks.txt"
#include "actors/blockplacerpuffs.txt"
#include "actors/blockplacers.txt"