// Classic Arcade!
// Doom Arcade Decorate
ACTOR DoomArcade_Weapon
{
	+NOCLIP
	+NOGRAVITY
	States
	{
	Spawn:
	Ready.Pistol:
		PIS2 A 1
		Loop
	Fire.Pistol:
		TNT1 A 0 A_GiveInventory("DoomArcade_Weapon_Firing", 1)
		PIS2 A 4
		TNT1 A 0 A_PlaySound("weapons/pistol", CHAN_WEAPON, 1.0, false, ATTN_NONE)
		PIS2 D 6 BRIGHT ACS_NamedExecuteAlways("DoomArcade_FirePistol", 0)
		PIS2 C 4
		PIS2 B 5 A_TakeInventory("DoomArcade_Weapon_Firing", 1)
		Goto Ready.Pistol
	}
}

ACTOR DoomArcade_Weapon_Firing : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR DoomArcade_Puff : BulletPuff {}

ACTOR DoomArcade_Player
{
	-CANPASS
	+NOBLOOD
	+NODAMAGE
	Gravity 1
	Monster
	Height 32
	Radius 8
	States
	{
	Spawn:
		TNT1 A 0 NoDelay A_SpawnItemEx("DoomArcade_Camera", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER, 0, CallACS("DoomArcade_PlayerCamera"))
		Goto Idle
	Idle:
		TNT1 A -1
		Stop
	}
}

ACTOR DoomArcade_Camera
{
	+NOGRAVITY
	+NOCLIP
	States
	{
	Spawn:
		TNT1 A 1 A_Warp(AAPTR_MASTER, 0, 0, 41, 0, WARPF_NOCHECKPOSITION|WARPF_STOP|WARPF_COPYINTERPOLATION)
		Loop
	}
}
