class PlayerPawn : Actor native
{
	Default
	{
		Health 100;
		Radius 16;
		Height 56;
		Mass 100;
		Painchance 255;
		Speed 1;
		+SOLID
		+SHOOTABLE
		+DROPOFF
		+PICKUP
		+NOTDMATCH
		+FRIENDLY
		+SLIDESONWALLS
		+CANPASS
		+CANPUSHWALLS
		+FLOORCLIP
		+WINDTHRUST
		+TELESTOMP
		+NOBLOCKMONST
		Player.AttackZOffset 8;
		Player.JumpZ 8;
		Player.GruntSpeed 12;
		Player.FallingScreamSpeed 35,40;
		Player.ViewHeight 41;
		Player.UseRange 64;
		Player.ForwardMove 1,1;
		Player.SideMove 1,1;
		Player.ColorRange 0,0;
		Player.SoundClass "player";
		Player.DamageScreenColor "ff 00 00";
		Player.MugShotMaxHealth 0;
		Player.FlechetteType "ArtiPoisonBag3";
		Player.AirCapacity 1;
		Player.ViewBob 1;
		Obituary "$OB_MPDEFAULT";
	}
	
	virtual void PlayAttacking ()
	{
		if (MissileState != null) SetState (MissileState);
	}

	virtual void PlayAttacking2 ()
	{
		if (MeleeState != null) SetState (MeleeState);
	}
	
}

class PlayerChunk : PlayerPawn native
{
	Default
	{
		+NOSKIN
		-SOLID
		-SHOOTABLE
		-PICKUP
		-NOTDMATCH
		-FRIENDLY
		-SLIDESONWALLS
		-CANPUSHWALLS
		-FLOORCLIP
		-WINDTHRUST
		-TELESTOMP
	}
}

class PSprite : Object native
{
}

struct Player native
{
	native void SetPsprite(int id, State stat, bool pending = false);
	native void SetSafeFlash(Weapon weap, State flashstate, int index);
	native PSprite GetPSprite(int id);
}