
Actor IsRunning : Inventory {
	inventory.maxamount 1
}


Actor BeenCrouching : Inventory {
	inventory.maxamount 1
}
Actor BeenInAir : Inventory {
	inventory.maxamount 1
}
Actor IsMoving : Inventory {
	inventory.maxamount 1
}
Actor IsCrouching : Inventory {
	inventory.maxamount 1
}
Actor IdleFrame : Inventory {
	inventory.maxamount 1
}
Actor MoveFrame : Inventory {
	inventory.maxamount 3
}

const int acsFatality = 312;

ACTOR Doomer : PlayerPawn Replaces DoomPlayer
{
	var int user_sghorizontalspread;
	var int user_sgverticalspread;
	var int user_playerangleexec;
	var int user_moveFrame;
	Speed 1.0
	Health 100
	Radius 16
	Height 56
	Mass 100
    player.viewheight	44
    player.attackzoffset 17
    GibHealth 20
	PainChance 255
	+SOLID
	+MTHRUSPECIES
	+DONTHURTSPECIES
	+THRUGHOST
	+THRUSPECIES
	-NOSKIN
	Species "Marines"
    BloodType "Player_Blood", "Player_BloodSaw", "Player_BloodSaw"
    
	Player.Face ""
    
	damagefactor "SSG", 5.0 damagefactor "Headkick", 0.0
	damagefactor "Cut", 10.0 damagefactor "Saw", 10.0
    damagefactor "Shotgun", 0.9
	damagefactor "MonsterBullet", 0.33
	damagefactor "MonsterShotgunBullet", 0.33
	damagefactor "MonsterMinigun", 0.5
	damagefactor "Fatality", 5.0
	damagefactor "Bullet", 0.7 
	damagefactor "ExplosiveImpact", 0.5
	damagefactor "Shotgun", 0.9  damagefactor "PussyGrab", 100.9 
	//All of the following are token damages. Due the lack of A_RadiusGive on Zandronum 2.1, I need to use some tricks with
	//A_Explode to make actors "communicate" with each other in an area.
	damagefactor "RevenantHitStomach", 0.0
	
	damagefactor "Blood", 0.5    damagefactor "BlueBlood", 0.5    damagefactor "GreenBlood", 0.5  damagefactor "Water", 0.0
	
	damagefactor "Shrapnel", 0.0 
	damagefactor "Head", 0.0	damagefactor "FriendBullet", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0
	damagefactor "CancelTeleportFog", 0.0	damagefactor "BHFTOnBarrel", 0.0	damagefactor "GibRemoving", 0.0
	damagefactor "SpawnMarine", 0.0	damagefactor "TeleportRemover", 0.0	damagefactor "MinorHead", 0.0
	damagefactor "Decaptate", 0.0	damagefactor "MonsterKnocked", 0.0
	DamageFactor "CauseSplash", 0.0 DamageFactor "CauseObjectsToSplashSlime", 0.0 DamageFactor "CauseObjectsToSplashNukage", 0.0
	DamageFactor "CauseObjectsToSplashBlood", 0.0 DamageFactor "CauseObjectsToSplashLava", 0.0
	damagefactor "HelperMarineFatallity", 0.0	damagefactor "Leg", 0.0
	DamageFactor "KillMeBot", 0.0
	
	Player.ColorRange 112, 127
	Player.StartItem "Rifle"
	Player.StartItem "Melee_Attacks"
	Player.StartItem "Clip2", 60
	Player.StartItem "RifleAmmo", 31
	Player.StartItem "DoubleRifleAmmo", 31
	Player.StartItem "ShotgunAmmo", 8
	Player.StartItem "AssaultShotgunAmmo", 20
	Player.StartItem "PlasmaAmmo", 50
	Player.StartItem "DoublePlasmaAmmo", 50
	Player.StartItem "SSGAmmo", 2
	Player.StartItem "RocketRounds", 6
	Player.StartItem "RailgunAmmo", 50
	Player.StartItem "IsPlayer", 1
	Player.StartItem "HandGrenades", 1
	Player.StartItem "LeftRifleAmmo", 31
	Player.StartItem "JustStartedGame", 1
	Player.StartItem "NeverSelectedShotgun", 1
	Player.JumpZ 7.4
	Player.DisplayName "Rifle Start"
	Player.CrouchSprite "PLYC"
	Player.DamageScreenColor "Red", 2.0
	States
	{
	
	
    Spawn:
		MARN A 0
		MARN A 0 A_TakeInventory("PlayerIsDead", 1)
		MARN A 0 A_TakeInventory("IsInvisible", 1)
		NULL A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_Changeflag("NOPAIN", 1)
		MARN A 0 A_TakeInventory("ChainguyguyContinue", 1)
		MARN A 0 A_TakeInventory("HasInfrared", 1)
		MARN A 0 A_TakeInventory("PlayerIsDead", 1)
		TNT1 A 0 A_CustomMissile("Headkicking", 0, 0, 0, 2)
		//TNT1 A 0 A_SpawnItemEx ("Headkicking", 0, 0, 0, velx, vely, velz, angle, SXF_SETMASTER | SXF_ABSOLUTEANGLE)
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower if is tactical class.
		MARN A 0 ACS_ExecuteAlways(289, 0, 0, 0, 0)//Check if playing in realism mode.
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Disable Camera.
		MARN A 0 ACS_ExecuteAlways(719, 0, 0, 0, 0)//Check if Coop
		
		TNT1 A 0 A_SetScale(0.8, 0.9)
		TNT1 A 0 A_JumpIfInventory("GenderFemale", 1, 3)
		TNT1 A 0 A_SetScale(1.0, 1.0)
		TNT1 AAA 0
		MARN A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		MARN D 2
		MARN A 0 A_JumpIfInventory("DMgame", 1, "DM")
		
	DM:
		MARN D 1
		NULL A 0 SetPlayerProperty(0,0,0)
		Goto StandStill

		
	StandStill:	
	    MARN D 0
		TNT1 A 0 A_Changeflag("NOPAIN", 0)
		MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MARN A 0 A_JumpIfInventory("FistsSelected", 1, "FistStandStill")
		MARN A 0 A_JumpIfInventory("ShotgunSelected", 1, "ShotgunStandStill")
		MARN A 0 A_JumpIfInventory("MinigunSelected", 1, "MinigunStandStill")
		TNT1 A 0 A_JumpIfInventory("SSGSelected", 1, "SSGStandStill")
		TNT1 A 0 A_JumpIfInventory("RocketLauncherSelected", 1, "RocketLauncherStandStill")
		TNT1 A 0 A_JumpIfInventory("GrenadeLauncherSelected", 1, "GrenadeLauncherStandStill")
		TNT1 A 0 A_JumpIfInventory("PlasmaGunSelected", 1, "PlasmaGunStandStill")
		TNT1 A 0 A_JumpIfInventory("RailGunSelected", 1, "RailGunStandStill")
		TNT1 A 0 A_JumpIfInventory("RevenantLauncherSelected", 1, "RevLauncherStandStill")
		TNT1 A 0 A_JumpIfInventory("SubMachineGunSelected", 1, "SubMGStandStill")
		TNT1 A 0 A_JumpIfInventory("BFG10KSelected", 1, "BFG10KStandStill")
		TNT1 A 0 A_JumpIfInventory("BFGSelected", 1, "BFG9KStandStill")
		TNT1 A 0 A_JumpIfInventory("FlameCannonSelected", 1, "FlamerStandStill")
		TNT1 A 0 A_JumpIfInventory("SawSelected", 1, "ChainSawStandStill")
		
		
		NULL A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")

        MARN DD 2 A_JumpIf (momZ !=0, "IsJumpin")
		MARN D 0 A_TakeInventory("UsedStamina", 5)
		MARN A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		MARN DD 2 A_JumpIf (momZ !=0, "IsJumpin")
        MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		
		MARN DD 2 A_JumpIf (momZ !=0, "IsJumpin")
		MARN D 0 A_TakeInventory("UsedStamina", 5)
		MARN A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		MARN DD 2 A_JumpIf (momZ !=0, "IsJumpin")
        MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		
		TNT1 A 0 A_Changeflag("THRUSPECIES", 0)
		Loop
		
	
	See:
		MARN A 0
		MARN A 0 A_TakeInventory("IsStandingStill", 1)
		MARN A 0 A_TakeInventory("ChainguyguyContinue", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MARN A 0 A_JumpIfInventory("FistsSelected", 1, "FistSee")
		MARN A 0 A_JumpIfInventory("ShotgunSelected", 1, "ShotgunSee")
		MARN A 0 A_JumpIfInventory("MinigunSelected", 1, "MinigunSee")
		TNT1 A 0 A_JumpIfInventory("SSGSelected", 1, "SSGSee")
		TNT1 A 0 A_JumpIfInventory("RocketLauncherSelected", 1, "RocketLauncherSee")
		TNT1 A 0 A_JumpIfInventory("GrenadeLauncherSelected", 1, "GrenadeLauncherSee")
		TNT1 A 0 A_JumpIfInventory("PlasmaGunSelected", 1, "PlasmaGunSee")
		TNT1 A 0 A_JumpIfInventory("RailGunSelected", 1, "RailGunSee")
		TNT1 A 0 A_JumpIfInventory("RevenantLauncherSelected", 1, "RevLauncherSee")
		TNT1 A 0 A_JumpIfInventory("SubMachineGunSelected", 1, "SubMGSee")
		TNT1 A 0 A_JumpIfInventory("BFG10KSelected", 1, "BFG10Ksee")
		TNT1 A 0 A_JumpIfInventory("BFGSelected", 1, "BFG9Ksee")
		TNT1 A 0 A_JumpIfInventory("FlameCannonSelected", 1, "FlamerSee")
		TNT1 A 0 A_JumpIfInventory("SawSelected", 1, "ChainSawSee")
		
		NULL A 0 A_JumpIfInventory("ADSMode", 1, "ADSMove")
		
		MARN AAA 1 A_JumpIf (momZ != 0, "IsJumpin")
		MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		
		MARN BBB 1 A_JumpIf (momZ != 0, "IsJumpin")
		MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)
		MARN CCC 1 A_JumpIf (momZ != 0, "IsJumpin")
		MARN C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		
		MARN BBB 1 A_JumpIf (momZ != 0, "IsJumpin")
		MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		//MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)//extra
		
		TNT1 A 0 A_Changeflag("THRUSPECIES", 0)
		MARN B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		MARN A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		MARN A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		MARN A 0 A_GiveInventory("IsStandingStill", 1)
		
		Goto StandStill
		
	//Fists - PLA1 / PL1C
	FistsCrouchIdleA:
		PL1C A 1
		Goto See
	FistsCrouchIdleB:
		PL1C A 1
		Goto See
	FistsCrouchMoveA:
		PL1C A 1
		Goto See
	FistsCrouchMoveB:
		PL1C B 1
		Goto See
	FistsCrouchMoveC:
		PL1C C 1
		Goto See
	FistsCrouchMoveD:
		PL1C D 1
		Goto See
	FistsCrouchFire:
		PL1C F 12
		Goto See
	FistsCrouchPain:
		PL1C G 4
		Goto See
	//Shotgun - PLA3 / PL3C
	ShotgunCrouchIdleA:
		PL3C A 1
		Goto See
	ShotgunCrouchIdleB:
		PL3C A 1
		Goto See
	ShotgunCrouchMoveA:
		PL3C A 1
		Goto See
	ShotgunCrouchMoveB:
		PL3C B 1
		Goto See
	ShotgunCrouchMoveC:
		PL3C C 1
		Goto See
	ShotgunCrouchMoveD:
		PL3C D 1
		Goto See
	ShotgunCrouchFire:
		PL3C F 12
		Goto See
	ShotgunCrouchPain:
		PL3C G 4
		Goto See
	//SSG - PLA9 / PL9C
	SSGCrouchIdleA:
		PL9C A 1
		Goto See
	SSGCrouchIdleB:
		PL9C A 1
		Goto See
	SSGCrouchMoveA:
		PL9C A 1
		Goto See
	SSGCrouchMoveB:
		PL9C B 1
		Goto See
	SSGCrouchMoveC:
		PL9C C 1
		Goto See
	SSGCrouchMoveD:
		PL9C D 1
		Goto See
	SSGCrouchFire:
		PL9C F 12
		Goto See
	SSGCrouchPain:
		PL9C G 4
		Goto See
	//Minigun - PL42 / P42C
	MinigunCrouchIdleA:
		P42C A 1
		Goto See
	MinigunCrouchIdleB:
		P42C A 1
		Goto See
	MinigunCrouchMoveA:
		P42C A 1
		Goto See
	MinigunCrouchMoveB:
		P42C B 1
		Goto See
	MinigunCrouchMoveC:
		P42C C 1
		Goto See
	MinigunCrouchMoveD:
		P42C D 1
		Goto See
	MinigunCrouchFire:
		P42C F 12
		Goto See
	MinigunCrouchPain:
		P42C G 4
		Goto See
	//RocketLauncher - PL5S / P5SC
	RocketLauncherCrouchIdleA:
		P5SC A 1
		Goto See
	RocketLauncherCrouchIdleB:
		P5SC A 1
		Goto See
	RocketLauncherCrouchMoveA:
		P5SC A 1
		Goto See
	RocketLauncherCrouchMoveB:
		P5SC B 1
		Goto See
	RocketLauncherCrouchMoveC:
		P5SC C 1
		Goto See
	RocketLauncherCrouchMoveD:
		P5SC D 1
		Goto See
	RocketLauncherCrouchFire:
		P5SC F 12
		Goto See
	RocketLauncherCrouchPain:
		P5SC G 4
		Goto See
	//PlasmaRifle - PLA6 / PL6C
	PlasmaRifleCrouchIdleA:
		PL6C A 1
		Goto See
	PlasmaRifleCrouchIdleB:
		PL6C A 1
		Goto See
	PlasmaRifleCrouchMoveA:
		PL6C A 1
		Goto See
	PlasmaRifleCrouchMoveB:
		PL6C B 1
		Goto See
	PlasmaRifleCrouchMoveC:
		PL6C C 1
		Goto See
	PlasmaRifleCrouchMoveD:
		PL6C D 1
		Goto See
	PlasmaRifleCrouchFire:
		PL6C F 12
		Goto See
	PlasmaRifleCrouchPain:
		PL6C G 4
		Goto See
	//////////////////////////////////////////////////////////////////////
   IsJumpin:
        MARN A 1 A_JumpIf (momZ != 0, "InAir")
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN A 1 A_JumpIf (momZ != 0, "InAir")
		Goto StandStill
		
	InAir:	
		MARJ A 1
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")	
		TNT1 A 0 A_JumpIf (momZ == 0, "Land")
		Loop
	
	Land:
        TNT1 A 0 A_SetPitch(+2.0 + pitch)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN A 0 A_SpawnItemEx("FootStepStrong", 0, 0, 8, 0, 0)
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MARN A 0 A_SetPitch(-2.0 + pitch)
		MARN A 1 A_JumpIf (momZ != 0, "InAir")
		Goto StandStill
		
		
	//SKIN FISTS
	
	FISTStandStill:	
	    PLA1 D 0
		MARN A 0 A_GiveInventory("IsStandingStill", 1)
		TNT1 A 0 A_TakeInventory("SwitchToFist", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PLA1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		PLA1 A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		//PLA1 A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Disable Camera.
		
		TNT1 A 0 A_JumpIf (momx !=0, "FISTSee")
		TNT1 A 0 A_JumpIf (momy !=0, "FISTSee")
        PLA1 AA 2 A_JumpIf (momZ !=0, "FistIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        PLA1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		PLA1 D 0 A_TakeInventory("UsedStamina", 5)
		PLA1 A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "FISTSee")
		TNT1 A 0 A_JumpIf (momy !=0, "FISTSee")
        PLA1 AA 2 A_JumpIf (momZ !=0, "FistIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        PLA1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		PLA1 A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		
		NULL A 0 A_JumpIfInventory("HasImpShield", 1, "SeeImpShield")
		NULL A 0 A_JumpIfInventory("HasZmanShield", 1, "SeeZmanShield")
		NULL A 0 A_JumpIfInventory("HasSguyShield", 1, "SeeSguyShield")
		NULL A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelStand")	
		Loop
		
	
	FISTSee:
		PLA1 A 0 A_TakeInventory("ChainguyguyContinue", 1)
		MARN A 0 A_TakeInventory("IsStandingStill", 1)
		PLA1 AAA 1 A_JumpIf (momZ != 0, "FISTIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PLA1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
				
		NULL A 0 A_JumpIfInventory("HasImpShield", 1, "SeeImpShield")
		NULL A 0 A_JumpIfInventory("HasZmanShield", 1, "SeeZmanShield")
		NULL A 0 A_JumpIfInventory("HasSguyShield", 1, "SeeSguyShield")
		NULL A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelStand")	
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PLA1 BBB 1 A_JumpIf (momZ != 0, "FISTIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PLA1 B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		PLA1 B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)
		PLA1 CCC 1 A_JumpIf (momZ != 0, "FISTIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PLA1 C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PLA1 DDD 1 A_JumpIf (momZ != 0, "FISTIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PLA1 B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		//MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)//extra
		
		PLA1 B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		PLA1 A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		PLA1 A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")
		PLA1 A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Goto FISTStandStill
		
   FISTIsJumpin:
        PLA1 A 1 A_JumpIf (momZ != 0, "FISTInAir")
        PLA1 B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		PLA1 A 1 A_JumpIf (momZ != 0, "FISTInAir")
		Goto FISTStandStill
		
	FISTInAir:	
		PLA1 J 1
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")	
		TNT1 A 0 A_JumpIf (momZ == 0, "Land")
		Loop
	
	
	
	
	//SKIN SHOTGUN
	
	ShotgunStandStill:	
	    MAR3 D 0
		MARN A 0 A_GiveInventory("IsStandingStill", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR3 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MAR3 A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "ShotgunSee")
		TNT1 A 0 A_JumpIf (momy !=0, "ShotgunSee")
        MAR3 AA 2 A_JumpIf (momZ !=0, "ShotgunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        MAR3 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		MAR3 D 0 A_TakeInventory("UsedStamina", 5)
		MAR3 A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "ShotgunSee")
		TNT1 A 0 A_JumpIf (momy !=0, "ShotgunSee")
        MAR3 AA 2 A_JumpIf (momZ !=0, "ShotgunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        MAR3 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		MAR3 A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Loop
		
	
	ShotgunSee:
		MAR3 A 0 A_TakeInventory("ChainguyguyContinue", 1)
		MARN A 0 A_TakeInventory("IsStandingStill", 1)
		MAR3 AAA 1 A_JumpIf (momZ != 0, "ShotgunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR3 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
				
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR3 BBB 1 A_JumpIf (momZ != 0, "ShotgunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR3 B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MAR3 B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)
		MAR3 CCC 1 A_JumpIf (momZ != 0, "ShotgunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR3 C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR3 DDD 1 A_JumpIf (momZ != 0, "ShotgunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR3 B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		//MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)//extra
		
		MAR3 B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		MAR3 A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		MAR3 A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")
		MAR3 A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Goto ShotgunStandStill
		
   ShotgunIsJumpin:
        MAR3 A 1 A_JumpIf (momZ != 0, "ShotgunInAir")
        MAR3 B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MAR3 A 1 A_JumpIf (momZ != 0, "ShotgunInAir")
		Goto ShotgunStandStill
		
	ShotgunInAir:	
		MAR3 J 1
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")	
		TNT1 A 0 A_JumpIf (momZ == 0, "Land")
		Loop


	//SKIN MINIGUN
	
	MinigunStandStill:	
	    NULL D 0
		NULL A 0 A_GiveInventory("IsStandingStill", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_TakeInventory("IsFloating", 100)
		NULL A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "MinigunSee")
		NULL A 0 A_JumpIf (momy !=0, "MinigunSee")
        MAR4 AA 2 A_JumpIf (momZ !=0, "MinigunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		NULL D 0 A_TakeInventory("UsedStamina", 5)
		NULL A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "MinigunSee")
		TNT1 A 0 A_JumpIf (momy !=0, "MinigunSee")
        MAR4 AA 2 A_JumpIf (momZ !=0, "MinigunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		NULL A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Loop
		
	
	MinigunSee:
		NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		NULL A 0 A_TakeInventory("IsStandingStill", 1)
		MAR4 AAA 1 A_JumpIf (momZ != 0, "MinigunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
				
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR4 BBB 1 A_JumpIf (momZ != 0, "MinigunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)
		MAR4 CCC 1 A_JumpIf (momZ != 0, "MinigunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR4 DDD 1 A_JumpIf (momZ != 0, "MinigunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		//MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)//extra
		
		NULL B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")
		MAR4 A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Goto MinigunStandStill
		
   MinigunIsJumpin:
        MAR4 A 1 A_JumpIf (momZ != 0, "MinigunInAir")
        NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		NULL A 1 A_JumpIf (momZ != 0, "MinigunInAir")
		Goto MinigunStandStill
		
	MinigunInAir:	
		MAR4 J 1
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
        NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")	
		TNT1 A 0 A_JumpIf (momZ == 0, "Land")
		Loop	
		
		
		
	//SKIN SSG
	
	SSGStandStill:	
	    NULL D 0
		NULL A 0 A_GiveInventory("IsStandingStill", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_TakeInventory("IsFloating", 100)
		NULL A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "SSGSee")
		NULL A 0 A_JumpIf (momy !=0, "SSGSee")
        MSSG AA 2 A_JumpIf (momZ !=0, "SSGIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		NULL D 0 A_TakeInventory("UsedStamina", 5)
		NULL A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "SSGSee")
		TNT1 A 0 A_JumpIf (momy !=0, "SSGSee")
        MSSG AA 2 A_JumpIf (momZ !=0, "SSGIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		NULL A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Loop
		
	
	SSGSee:
		NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		NULL A 0 A_TakeInventory("IsStandingStill", 1)
		MSSG AAA 1 A_JumpIf (momZ != 0, "SSGIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
				
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MSSG BBB 1 A_JumpIf (momZ != 0, "SSGIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)
		MSSG CCC 1 A_JumpIf (momZ != 0, "SSGIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MSSG DDD 1 A_JumpIf (momZ != 0, "SSGIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		//MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)//extra
		
		NULL B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")
		MSSG A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Goto SSGStandStill
		
   SSGIsJumpin:
        MSSG A 1 A_JumpIf (momZ != 0, "SSGInAir")
        NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		NULL A 1 A_JumpIf (momZ != 0, "SSGInAir")
		Goto SSGStandStill
		
	SSGInAir:	
		MSSG J 1
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
        NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")	
		TNT1 A 0 A_JumpIf (momZ == 0, "Land")
		Loop	
		
		
		

 	
	//SKIN ROCKET LAUNCHER
	
	RocketLauncherStandStill:	
	    NULL D 0
		NULL A 0 A_GiveInventory("IsStandingStill", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_TakeInventory("IsFloating", 100)
		NULL A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "RocketLauncherSee")
		NULL A 0 A_JumpIf (momy !=0, "RocketLauncherSee")
        MAR5 AA 2 A_JumpIf (momZ !=0, "RocketLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		NULL D 0 A_TakeInventory("UsedStamina", 5)
		NULL A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "RocketLauncherSee")
		TNT1 A 0 A_JumpIf (momy !=0, "RocketLauncherSee")
        MAR5 AA 2 A_JumpIf (momZ !=0, "RocketLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		NULL A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Loop
		
	
	RocketLauncherSee:
		NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		NULL A 0 A_TakeInventory("IsStandingStill", 1)
		MAR5 AAA 1 A_JumpIf (momZ != 0, "RocketLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
				
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR5 BBB 1 A_JumpIf (momZ != 0, "RocketLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)
		MAR5 CCC 1 A_JumpIf (momZ != 0, "RocketLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR5 DDD 1 A_JumpIf (momZ != 0, "RocketLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		//MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)//extra
		
		NULL B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")
		MAR5 A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Goto RocketLauncherStandStill
		
   RocketLauncherIsJumpin:
        MAR5 A 1 A_JumpIf (momZ != 0, "RocketLauncherInAir")
        NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		NULL A 1 A_JumpIf (momZ != 0, "RocketLauncherInAir")
		Goto RocketLauncherStandStill
		
	RocketLauncherInAir:	
		MAR5 J 1
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
        NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")	
		TNT1 A 0 A_JumpIf (momZ == 0, "Land")
		Loop	
				
		
	//SKIN PLASMAGUN
	
	PLasmagunStandStill:	
	    NULL D 0
		NULL A 0 A_GiveInventory("IsStandingStill", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_TakeInventory("IsFloating", 100)
		NULL A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "PLasmagunSee")
		NULL A 0 A_JumpIf (momy !=0, "PLasmagunSee")
        MAR6 AA 2 A_JumpIf (momZ !=0, "PLasmagunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		NULL D 0 A_TakeInventory("UsedStamina", 5)
		NULL A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "PLasmagunSee")
		TNT1 A 0 A_JumpIf (momy !=0, "PLasmagunSee")
        MAR6 AA 2 A_JumpIf (momZ !=0, "PLasmagunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		NULL A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Loop
		
	
	PLasmagunSee:
		NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		NULL A 0 A_TakeInventory("IsStandingStill", 1)
		MAR6 AAA 1 A_JumpIf (momZ != 0, "PLasmagunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
				
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR6 BBB 1 A_JumpIf (momZ != 0, "PLasmagunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)
		MAR6 CCC 1 A_JumpIf (momZ != 0, "PLasmagunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR6 DDD 1 A_JumpIf (momZ != 0, "PLasmagunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		//MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)//extra
		
		NULL B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")
		MAR6 A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Goto PLasmagunStandStill
		
   PLasmagunIsJumpin:
        MAR6 A 1 A_JumpIf (momZ != 0, "PLasmagunInAir")
        NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		NULL A 1 A_JumpIf (momZ != 0, "PLasmagunInAir")
		Goto PLasmagunStandStill
		
	PLasmagunInAir:	
		MAR6 J 1
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
        NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")	
		TNT1 A 0 A_JumpIf (momZ == 0, "Land")
		Loop	
				
			
	//SKIN RAILGUN
	
	RailgunStandStill:	
	    NULL D 0
		NULL A 0 A_GiveInventory("IsStandingStill", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_TakeInventory("IsFloating", 100)
		NULL A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "RailgunSee")
		NULL A 0 A_JumpIf (momy !=0, "RailgunSee")
        MRRG AA 2 A_JumpIf (momZ !=0, "RailgunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		NULL D 0 A_TakeInventory("UsedStamina", 5)
		NULL A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "RailgunSee")
		TNT1 A 0 A_JumpIf (momy !=0, "RailgunSee")
        MRRG AA 2 A_JumpIf (momZ !=0, "RailgunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		NULL A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Loop
		
	
	RailgunSee:
		NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		NULL A 0 A_TakeInventory("IsStandingStill", 1)
		MRRG AAA 1 A_JumpIf (momZ != 0, "RailgunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
				
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MRRG BBB 1 A_JumpIf (momZ != 0, "RailgunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)
		MRRG CCC 1 A_JumpIf (momZ != 0, "RailgunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MRRG DDD 1 A_JumpIf (momZ != 0, "RailgunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		//MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)//extra
		
		NULL B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")
		MRRG A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Goto RailgunStandStill
		
   RailgunIsJumpin:
        MRRG A 1 A_JumpIf (momZ != 0, "RailgunInAir")
        NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		NULL A 1 A_JumpIf (momZ != 0, "RailgunInAir")
		Goto RailgunStandStill
		
	RailgunInAir:	
		MRRG J 1
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
        NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")	
		TNT1 A 0 A_JumpIf (momZ == 0, "Land")
		Loop	
				
	//SKIN BFG9k
	
	BFG9kStandStill:	
	    NULL D 0
		NULL A 0 A_GiveInventory("IsStandingStill", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_TakeInventory("IsFloating", 100)
		NULL A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "BFG9kSee")
		NULL A 0 A_JumpIf (momy !=0, "BFG9kSee")
        MAR7 AA 2 A_JumpIf (momZ !=0, "BFG9kIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		NULL D 0 A_TakeInventory("UsedStamina", 5)
		NULL A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "BFG9kSee")
		TNT1 A 0 A_JumpIf (momy !=0, "BFG9kSee")
        MAR7 AA 2 A_JumpIf (momZ !=0, "BFG9kIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		NULL A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Loop
		
	
	BFG9kSee:
		NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		NULL A 0 A_TakeInventory("IsStandingStill", 1)
		MAR7 AAA 1 A_JumpIf (momZ != 0, "BFG9kIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
				
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR7 BBB 1 A_JumpIf (momZ != 0, "BFG9kIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)
		MAR7 CCC 1 A_JumpIf (momZ != 0, "BFG9kIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR7 DDD 1 A_JumpIf (momZ != 0, "BFG9kIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		//MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)//extra
		
		NULL B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")
		MAR7 A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Goto BFG9kStandStill
		
   BFG9kIsJumpin:
        MAR7 A 1 A_JumpIf (momZ != 0, "BFG9kInAir")
        NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		NULL A 1 A_JumpIf (momZ != 0, "BFG9kInAir")
		Goto BFG9kStandStill
		
	BFG9kInAir:	
		MAR7 J 1
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
        NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")	
		TNT1 A 0 A_JumpIf (momZ == 0, "Land")
		Loop		
	
	
	//SKIN BFG10k
	
	BFG10kStandStill:	
	    NULL D 0
		NULL A 0 A_GiveInventory("IsStandingStill", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_TakeInventory("IsFloating", 100)
		NULL A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "BFG10kSee")
		NULL A 0 A_JumpIf (momy !=0, "BFG10kSee")
        M10K AA 2 A_JumpIf (momZ !=0, "BFG10kIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		NULL D 0 A_TakeInventory("UsedStamina", 5)
		NULL A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "BFG10kSee")
		TNT1 A 0 A_JumpIf (momy !=0, "BFG10kSee")
        M10K AA 2 A_JumpIf (momZ !=0, "BFG10kIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		NULL A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Loop
		
	
	BFG10kSee:
		NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		NULL A 0 A_TakeInventory("IsStandingStill", 1)
		M10K AAA 1 A_JumpIf (momZ != 0, "BFG10kIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
				
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		M10K BBB 1 A_JumpIf (momZ != 0, "BFG10kIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)
		M10K CCC 1 A_JumpIf (momZ != 0, "BFG10kIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		M10K DDD 1 A_JumpIf (momZ != 0, "BFG10kIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		//MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)//extra
		
		NULL B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")
		M10K A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Goto BFG10kStandStill
		
   BFG10kIsJumpin:
        M10K A 1 A_JumpIf (momZ != 0, "BFG10kInAir")
        NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		NULL A 1 A_JumpIf (momZ != 0, "BFG10kInAir")
		Goto BFG10kStandStill
		
	BFG10kInAir:	
		M10K J 1
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
        NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")	
		TNT1 A 0 A_JumpIf (momZ == 0, "Land")
		Loop
		
		
	//SKIN GrenadeLauncher
	
	GrenadeLauncherStandStill:	
	    NULL D 0
		NULL A 0 A_GiveInventory("IsStandingStill", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_TakeInventory("IsFloating", 100)
		NULL A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "GrenadeLauncherSee")
		NULL A 0 A_JumpIf (momy !=0, "GrenadeLauncherSee")
        MRGL AA 2 A_JumpIf (momZ !=0, "GrenadeLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		NULL D 0 A_TakeInventory("UsedStamina", 5)
		NULL A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "GrenadeLauncherSee")
		TNT1 A 0 A_JumpIf (momy !=0, "GrenadeLauncherSee")
        MRGL AA 2 A_JumpIf (momZ !=0, "GrenadeLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		NULL A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Loop
		
	
	GrenadeLauncherSee:
		NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		NULL A 0 A_TakeInventory("IsStandingStill", 1)
		MRGL AAA 1 A_JumpIf (momZ != 0, "GrenadeLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
				
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MRGL BBB 1 A_JumpIf (momZ != 0, "GrenadeLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)
		MRGL CCC 1 A_JumpIf (momZ != 0, "GrenadeLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MRGL DDD 1 A_JumpIf (momZ != 0, "GrenadeLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		//MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)//extra
		
		NULL B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")
		MRGL A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Goto GrenadeLauncherStandStill
		
   GrenadeLauncherIsJumpin:
        MRGL A 1 A_JumpIf (momZ != 0, "GrenadeLauncherInAir")
        NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		NULL A 1 A_JumpIf (momZ != 0, "GrenadeLauncherInAir")
		Goto GrenadeLauncherStandStill
		
	GrenadeLauncherInAir:	
		MRGL J 1
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
        NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")	
		TNT1 A 0 A_JumpIf (momZ == 0, "Land")
		Loop
		
	//SKIN Flamer
	
	FlamerStandStill:	
	    NULL D 0
		NULL A 0 A_GiveInventory("IsStandingStill", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_TakeInventory("IsFloating", 100)
		NULL A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "FlamerSee")
		NULL A 0 A_JumpIf (momy !=0, "FlamerSee")
        MMFC AA 2 A_JumpIf (momZ !=0, "FlamerIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		NULL D 0 A_TakeInventory("UsedStamina", 5)
		NULL A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "FlamerSee")
		TNT1 A 0 A_JumpIf (momy !=0, "FlamerSee")
        MMFC AA 2 A_JumpIf (momZ !=0, "FlamerIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		NULL A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Loop
		
	
	FlamerSee:
		NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		NULL A 0 A_TakeInventory("IsStandingStill", 1)
		MMFC AAA 1 A_JumpIf (momZ != 0, "FlamerIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
				
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MMFC BBB 1 A_JumpIf (momZ != 0, "FlamerIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)
		MMFC CCC 1 A_JumpIf (momZ != 0, "FlamerIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MMFC DDD 1 A_JumpIf (momZ != 0, "FlamerIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		//MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)//extra
		
		NULL B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")
		MMFC A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Goto FlamerStandStill
		
   FlamerIsJumpin:
        MMFC A 1 A_JumpIf (momZ != 0, "FlamerInAir")
        NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		NULL A 1 A_JumpIf (momZ != 0, "FlamerInAir")
		Goto FlamerStandStill
		
	FlamerInAir:	
		MMFC J 1
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
        NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")	
		TNT1 A 0 A_JumpIf (momZ == 0, "Land")
		Loop
		
	//SKIN RevLauncher
	
	RevLauncherStandStill:	
	    NULL D 0
		NULL A 0 A_GiveInventory("IsStandingStill", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_TakeInventory("IsFloating", 100)
		NULL A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "RevLauncherSee")
		NULL A 0 A_JumpIf (momy !=0, "RevLauncherSee")
        MHML AA 2 A_JumpIf (momZ !=0, "RevLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		NULL D 0 A_TakeInventory("UsedStamina", 5)
		NULL A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "RevLauncherSee")
		TNT1 A 0 A_JumpIf (momy !=0, "RevLauncherSee")
        MHML AA 2 A_JumpIf (momZ !=0, "RevLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		NULL A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Loop
		
	
	RevLauncherSee:
		NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		NULL A 0 A_TakeInventory("IsStandingStill", 1)
		MHML AAA 1 A_JumpIf (momZ != 0, "RevLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
				
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MHML BBB 1 A_JumpIf (momZ != 0, "RevLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)
		MHML CCC 1 A_JumpIf (momZ != 0, "RevLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MHML DDD 1 A_JumpIf (momZ != 0, "RevLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		//MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)//extra
		
		NULL B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")
		MHML A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Goto RevLauncherStandStill
		
   RevLauncherIsJumpin:
        MHML A 1 A_JumpIf (momZ != 0, "RevLauncherInAir")
        NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		NULL A 1 A_JumpIf (momZ != 0, "RevLauncherInAir")
		Goto RevLauncherStandStill
		
	RevLauncherInAir:	
		MHML J 1
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
        NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")	
		TNT1 A 0 A_JumpIf (momZ == 0, "Land")
		Loop	
		
	
	
		//SKIN SubMG
	
	SubMGStandStill:	
	    NULL D 0
		NULL A 0 A_GiveInventory("IsStandingStill", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_TakeInventory("IsFloating", 100)
		NULL A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "SubMGSee")
		NULL A 0 A_JumpIf (momy !=0, "SubMGSee")
        MRMP AA 2 A_JumpIf (momZ !=0, "SubMGIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		NULL D 0 A_TakeInventory("UsedStamina", 5)
		NULL A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "SubMGSee")
		TNT1 A 0 A_JumpIf (momy !=0, "SubMGSee")
        MRMP AA 2 A_JumpIf (momZ !=0, "SubMGIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		NULL A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Loop
		
	
	SubMGSee:
		NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		NULL A 0 A_TakeInventory("IsStandingStill", 1)
		MRMP AAA 1 A_JumpIf (momZ != 0, "SubMGIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
				
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MRMP BBB 1 A_JumpIf (momZ != 0, "SubMGIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)
		MRMP CCC 1 A_JumpIf (momZ != 0, "SubMGIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MRMP DDD 1 A_JumpIf (momZ != 0, "SubMGIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		//MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)//extra
		
		NULL B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")
		MRMP A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Goto SubMGStandStill
		
   SubMGIsJumpin:
        MRMP A 1 A_JumpIf (momZ != 0, "SubMGInAir")
        NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		NULL A 1 A_JumpIf (momZ != 0, "SubMGInAir")
		Goto SubMGStandStill
		
	SubMGInAir:	
		MRMP J 1
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
        NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")	
		TNT1 A 0 A_JumpIf (momZ == 0, "Land")
		Loop
		
		
		
		//SKIN Chainsaw
	
	ChainsawStandStill:	
	    NULL D 0
		NULL A 0 A_GiveInventory("IsStandingStill", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_TakeInventory("IsFloating", 100)
		NULL A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "ChainsawSee")
		NULL A 0 A_JumpIf (momy !=0, "ChainsawSee")
        MAR1 AA 2 A_JumpIf (momZ !=0, "ChainsawIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		NULL D 0 A_TakeInventory("UsedStamina", 5)
		NULL A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		
		TNT1 A 0 A_JumpIf (momx !=0, "ChainsawSee")
		TNT1 A 0 A_JumpIf (momy !=0, "ChainsawSee")
        MAR1 AA 2 A_JumpIf (momZ !=0, "ChainsawIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		NULL A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Loop
		
	
	ChainsawSee:
		NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		NULL A 0 A_TakeInventory("IsStandingStill", 1)
		MAR1 AAA 1 A_JumpIf (momZ != 0, "ChainsawIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
				
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR1 BBB 1 A_JumpIf (momZ != 0, "ChainsawIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)
		MAR1 CCC 1 A_JumpIf (momZ != 0, "ChainsawIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR1 DDD 1 A_JumpIf (momZ != 0, "ChainsawIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		//MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)//extra
		
		NULL B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")
		MAR1 A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Goto ChainsawStandStill
		
   ChainsawIsJumpin:
        MAR1 A 1 A_JumpIf (momZ != 0, "ChainsawInAir")
        NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		NULL A 1 A_JumpIf (momZ != 0, "ChainsawInAir")
		Goto ChainsawStandStill
		
	ChainsawInAir:	
		MAR1 J 1
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
        NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")	
		TNT1 A 0 A_JumpIf (momZ == 0, "Land")
		Loop	
					
		

		
	
	ADSStand:
		MAR2 A 1
		MAR2 A 0 A_JumpIf (momy !=0, "ADSMove")
		MAR2 A 0 A_JumpIf (momx !=0, "ADSMove")
		MARN D 0 A_JumpIf (momZ !=0, "IsJumpin")
		MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		MAR2 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		MARN D 0 A_TakeInventory("UsedStamina", 3)
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		MAR2 A 5
		Loop

	ADSMove:
		TNT1 A 0
		MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MAR2 AB 3 A_JumpIfInventory("Kicking", 1, "Kick")
		MARN D 0 A_JumpIf (momZ !=0, "IsJumpin")
		MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		MAR2 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		MAR2 CB 3 A_JumpIfInventory("Kicking", 1, "Kick")
		MAR2 A 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)
		
		MARN D 0 A_TakeInventory("UsedStamina", 1)
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		
		MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN D 0 A_JumpIf (momZ !=0, "IsJumpin")
		Goto ADSStand
			
		
		
	SeeSmearedWithRedBlood:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("FootPrintAlternate", 1, "SeeSmearedWithRedBlood2")
		MARN A 0 A_SpawnItemEx("RedBloodFootPrintLeft", 0, -7)
		TNT1 A 0 A_GiveInventory("FootPrintAlternate", 1)
		TNT1 A 0 A_TakeInventory("BootsSmearedWithRedBlood", 1)
		Goto StandStill	
		
	SeeSmearedWithRedBlood2:
		TNT1 A 0
		MARN A 0 A_SpawnItemEx("RedBloodFootPrintRight", 0, 7)
		TNT1 A 0 A_TakeInventory("FootPrintAlternate", 1)
		TNT1 A 0 A_TakeInventory("BootsSmearedWithRedBlood", 1)
		Goto StandStill
		
	SeeSmearedWithBlueBlood:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("FootPrintAlternate", 1, "SeeSmearedWithBlueBlood2")
		MARN A 0 A_SpawnItemEx("BlueBloodFootPrintLeft", 0, -7)
		TNT1 A 0 A_GiveInventory("FootPrintAlternate", 1)
		TNT1 A 0 A_TakeInventory("BootsSmearedWithBlueBlood", 1)
		Goto StandStill	
		
	SeeSmearedWithBlueBlood2:
		TNT1 A 0
		MARN A 0 A_SpawnItemEx("BlueBloodFootPrintRight", 0, 7)
		TNT1 A 0 A_TakeInventory("FootPrintAlternate", 1)
		TNT1 A 0 A_TakeInventory("BootsSmearedWithBlueBlood", 1)
		Goto StandStill	
		
		
	SeeSmearedWithGreenBlood:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("FootPrintAlternate", 1, "SeeSmearedWithGreenBlood2")
		MARN A 0 A_SpawnItemEx("GreenBloodFootPrintLeft", 0, -7)
		TNT1 A 0 A_GiveInventory("FootPrintAlternate", 1)
		TNT1 A 0 A_TakeInventory("BootsSmearedWithGreenBlood", 1)
		Goto StandStill	
		
	SeeSmearedWithGreenBlood2:
		TNT1 A 0
		MARN A 0 A_SpawnItemEx("GreenBloodFootPrintRight", 0, 7)
		TNT1 A 0 A_TakeInventory("FootPrintAlternate", 1)
		TNT1 A 0 A_TakeInventory("BootsSmearedWithGreenBlood", 1)
		Goto StandStill	
		
		
		
		
   Kick:
		NULL A 0 A_TakeInventory("KickHasHit",1)
        NULL A 0 A_JumpIf (momZ > 0, "AirKick")
		NULL A 0 A_JumpIf (momZ < 0, "AirKick")
		NULL A 0 A_TakeInventory("KickHasHit",1)
        PKIK AB 3 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
		PKIK CB 3 A_JumpIfInventory("KickHasHit", 1, "KickHit")
        NULL A 0 A_TakeInventory("Kicking",1)
        Goto StandStill
   RifleKick:
		NULL A 0 A_TakeInventory("KickHasHit",1)
        NULL A 0 A_JumpIf (momZ > 0, "AirKick")
		NULL A 0 A_JumpIf (momZ < 0, "AirKick")
		NULL A 0 A_TakeInventory("KickHasHit",1)
        PKI1 AB 3 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
		PKI1 CB 3 A_JumpIfInventory("KickHasHit", 1, "KickHit")
        NULL A 0 A_TakeInventory("Kicking",1)
        Goto StandStill	
		
	AirKick:
	    AKIK AAAAA 2 A_JumpIfInventory("KickHasHit", 1, "KickHit")
		NULL A 0 A_TakeInventory("Kicking",1)
		Goto StandStill
		
	KickHit:
		TNT1 A 0 A_Stop
		NULL A 0 A_TakeInventory("Kicking",1)
		NULL A 0 A_TakeInventory("KickHasHit",1)
		TNT1 A 0 A_Recoil(3)
		Goto StandStill
	
    Punch:
        PLA1 H 1
		NULL A 0 A_TakeInventory("Punching", 1)
	    NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker")
		PLA1 H 1
		PLA1 E 4
		NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
        MARN A 0 A_JumpIfInventory("SwitchToFist", 1, "FistStandstill")
		Goto StandStill
		
	SayOneLiner:
		MARN A 1
		NULL A 0 A_PlaySound("ONELIN", 2)
		NULL A 0 A_TakeInventory("oneliner", 1)
		Goto StandStill
	
	AdvancedTaunt:
		MARN A 1
		NULL A 0 A_PlaySound("TAUNT0", 2)
		NULL A 0 A_TakeInventory("advtaunting", 1)
		Goto StandStill
	
	FistTaunt:
		NULL A 0
		NULL A 0 A_PlaySound("MTAUN", 2)
		NULL A 0 A_TakeInventory("advtaunting", 1)
		Goto StandStill
	
	
	RollRight:
		NULL A 0 A_TakeInventory("RollLeft", 1)
		NULL A 0 A_TakeInventory("RollRight", 1)
		NULL A 0 A_ChangeFlag ("NOPAIN", 1)
	
		NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera//Start Camera
		NULL A 0 ThrustThing(angle*256/360+192,20,0,0)//Thrust Right
		TNT1 AAAA 1 A_SpawnItemEx("PROLSpriteE", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 AAAA 1 A_SpawnItemEx("PROLSpriteD", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 AAAA 1 A_SpawnItemEx("PROLSpriteC", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 AAAA 1 A_SpawnItemEx("PROLSpriteB", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 AAAA 1 A_SpawnItemEx("PROLSpriteA", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Disable Camera.
		NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
		NULL A 0 A_TakeInventory("RollLeft", 1)
		NULL A 0 A_TakeInventory("RollRight", 1)
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		MARN A 4
	
		NULL A 0 A_ChangeFlag ("NOPAIN", 0)
		NULL A 0 A_TakeInventory("RollLeft", 1)
		NULL A 0 A_TakeInventory("RollRight", 1)
		NULL A 0 A_TakeInventory("GoSpecial", 1)
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		Goto StandStill
	
	RollLeft:
		NULL A 0 A_TakeInventory("RollLeft", 1)
		NULL A 0 A_TakeInventory("RollRight", 1)
		NULL A 0 A_ChangeFlag ("NOPAIN", 1)
		
		NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera//Start Camera //477
		NULL A 0 ThrustThing(angle*256/360+64,20,0,0)//Thrust Left
		TNT1 AAAA 1 A_SpawnItemEx("PROLSpriteA", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 AAAA 1 A_SpawnItemEx("PROLSpriteB", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 AAAA 1 A_SpawnItemEx("PROLSpriteC", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 AAAA 1 A_SpawnItemEx("PROLSpriteD", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 AAAA 1 A_SpawnItemEx("PROLSpriteE", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Disable Camera.
		NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
		NULL A 0 A_TakeInventory("RollLeft", 1)
		NULL A 0 A_TakeInventory("RollRight", 1)
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		MARN A 4
	
		NULL A 0 A_ChangeFlag ("NOPAIN", 0)
		NULL A 0 A_TakeInventory("RollLeft", 1)
		NULL A 0 A_TakeInventory("RollRight", 1)
		
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		Goto StandStill	
		

	
	Pump:
		NULL A 0 A_TakeInventory("Pumping")
		NULL A 0 A_TakeInventory("GoSpecial")
		PLA3 JKJ 4 
		Goto StandStill
	NoMovePump:
	    
		NULL A 0 A_TakeInventory("Pumping")
		NULL A 0 A_TakeInventory("GoSpecial")
		PLA3 JKJ 4 
		Goto See

    HeavyWounds:
	  	NULL A 0 A_JumpIfHealthLower(2, 2)
		NULL A 0 A_Jump(255, 5)
		NULL AA 0
		NULL A 0 A_Giveinventory("HealthBonus",1)
		NULL AAA 0
        NULL A 0 A_SpawnItemEx("DripingBloodLeavesSmallPool", 0, 0, 20, 0, 0)
		Goto Standstill
		
	 
	
		
		
	 BarrelMove:
	    NULL A 0 A_TakeInventory("Punching", 1)
		NULL A 0 A_JumpIf (momy == 0, "BarrelStand")
		NULL A 0 A_JumpIf (momx == 0, "BarrelStand")
		PBAR A 4
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
        NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick")
        NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PBAR B 4
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
        NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick")
        NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0)
		PBAR C 4
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
        NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick")
        NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PBAR B 4
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
        NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick")
        NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelMove")
		Goto See
		
	 BarrelStand:
	    NULL A 0 A_TakeInventory("Punching", 1)
		PBAR A 1
		NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PLA3 A 0 A_JumpIf ((momx >= 1 || momx <= -1), "BarrelMove")
		PLA3 A 0 A_JumpIf ((momy >= 1 || momx <= -1), "BarrelMove")
		NULL A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelStand")
		Goto StandStill
	//Pain.Melee:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("IsDown", 1, "PainIsDown")
		TNT1 A 0 Radius_quake(4, 2, 0, 2, 0)
		TNT1 A 0 A_SetAngle(angle+random(-4, 4))
		TNT1 A 0 A_SetPitch(pitch+random(-4, 4))
		PLAY GGGG 1 A_SetPitch(pitch-4)
		PLAY GGGG 1 A_SetPitch(pitch+4)
		Goto Pain
		
	Pain.Kick:
	Pain.Extremepunches:
		TNT1 A 0
		NULL A 0 A_JumpIfInventory("FistsSelected", 1, "PainWfist")
		TNT1 A 0 A_JumpIfInventory("IsDown", 1, "PainIsDown")
        NULL A 0 A_Pain
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Recoil(5)
        NULL A 0 A_PlaySound("plpain", 2)
		NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera//Start Camera //477
		NULL A 0 ThrustThingZ(0, 30, 0, 1)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_ChangeFlag("THRUSPECIES", 1)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_GiveInventory("IsDown", 1)
		PNKI AABC 4
		PNKI D 50
		TNT1 A 0 A_TakeInventory("IsDown", 1)
		PNKI CBA 4
		TNT1 A 0 A_ChangeFlag("THRUSPECIES", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Disable Camera.
		Goto See
		
	Death.Melee:
	DEATh.Kick:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("IsDown", 1, "Death.Trample")
		NULL A 0 ThrustThingZ(0, 30, 0, 1)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Recoil(5)
		NULL A 0 A_PlayerScream
		PUFF A 0 A_PlaySound("player/cyborg/fist", 1)
		NULL A 0 A_NoBlocking
		PNKI AABCDDDD 4
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		PNKI D -1
		Goto See
		
	Death.Trample:
        NULL A 0
		NULL A 0 A_Scream
		NULL A 0 A_NoBlocking
		TNT1 AAA 0 A_CustomMissile ("Xdeath1", 10, 0, random (0, 360), 2, random (0, 180))
        PNKI BC 4
		PNKI D -1
		Stop
		
	PainIsDown:
        NULL A 0 A_Pain
        PNKI C 4
		PNKI D 40
		TNT1 A 0 A_TakeInventory("IsDown", 1)
		PNKI CBA 4
		TNT1 A 0 A_ChangeFlag("THRUSPECIES", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Disable Camera.
		Goto See	
	Pain:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("IsDown", 1, "PainIsDown")
        NULL A 0 A_Pain
        //NULL A 0 ACS_Execute(577, 0, 0, 0, 0)
        //NULL A 0 ACS_Execute(530, 0, 0, 0, 0)
	    NULL A 0 A_JumpIfInventory("FistsSelected", 1, "PainWfist")
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
        NULL A 0 A_PlaySound("plpain", 2)
		TNT1 AA 0
		PLAY G 4
		Goto See
		
		
	Pain.Fire:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("IsDown", 1, "PainIsDown")
        NULL A 0 A_Pain
        //NULL A 0 ACS_Execute(577, 0, 0, 0, 0)
        //NULL A 0 ACS_Execute(530, 0, 0, 0, 0)
	    NULL A 0 A_JumpIfInventory("FistsSelected", 1, "PainWfist")
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
        NULL A 0 A_PlaySound("plpain", 2)
		//TNT1 A 0 A_JumpIfInTargetInventory("EnemyIsArchvile", 1, "Pain.ArchvileAttack")
		TNT1 AA 0
		PLAY G 4
		Goto See	
		
	
		
	PainWfist:
	    NULL A 0 A_JumpIfInventory("HasImpShield", 1, "SeeImpShield")
		NULL A 0 A_JumpIfInventory("HasZmanShield", 1, "SeeZmanShield")
		NULL A 0 A_JumpIfInventory("HasSguyShield", 1, "SeeSguyShield")
		NULL A 0 A_PlaySound("plpain", 2)
		TNT1 A 0 A_Pain
		PLA1 G 4
		Goto StandStill
	
	Pain.ArchvileAttack:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("IsDown", 1, "PainIsDown")
		PLAY G 1
		TNT1 AA 0 A_CustomMissile ("ExplosionFlames", 30, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 30, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 30, 0, random (0, 360), 2, random (0, 180))
		NULL A 0 A_Pain
		TNT1 A 0 ThrustThingZ(0, 15, 0, 1)
		 NULL A 0 A_PlaySound("plpain", 2)
        NULL A 0 ACS_Execute(577, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(530, 0, 0, 0, 0)
	    Goto Standstill

		
	Pain.KillMeBot:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("Health", 1)
		TNT1 A 0 A_Chase
		TNT1 A 0 A_GiveInventory("BotAgression", 3)
		PLAY A 1
		TNT1 A 0 A_FaceTarget
		Goto Standstill
		
		
	//Pain.Bullet:
	//Pain.MonsterBullet:
	//Pain.MonsterMinigunBullet:
	//Pain.MonsterShotgunBullet:
	//Pain.SSG:
	//Pain.Minigun:
	//Pain.MonsterMinigun:
		NULL A 0 A_Jump(255,"PBUL1","PBUL2","PBUL3","PBUL4","PBUL5","PBUL6")
        Goto Pain
        //Scripts 611 to 616 are responsible for making the bullet damage effect on screen
        PBUL1:
        NULL A 0 ACS_Execute(611, 0, 0, 0, 0)
        Goto Pain
        PBUL2:
        NULL A 0 ACS_Execute(612, 0, 0, 0, 0)
        Goto Pain
        PBUL3:
        NULL A 0 ACS_Execute(613, 0, 0, 0, 0)
        Goto Pain
        PBUL4:
        NULL A 0 ACS_Execute(614, 0, 0, 0, 0)
        Goto Pain
        PBUL5:
        NULL A 0 ACS_Execute(615, 0, 0, 0, 0)
        Goto Pain
        PBUL6:
        NULL A 0 ACS_Execute(616, 0, 0, 0, 0)
        Goto Pain



	Pain.ImpFatalityMarine:
	Pain.Rip:
        NULL A 0 ACS_Execute(577, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(530, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(617, 0, 0, 0, 0)
        Goto Pain
		

	Death:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("IsDown", 1, "Death.Trample")
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
		TNT1 A 0 A_JumpIfInTargetInventory("EnemyIsArchvile", 1, "Death.ArchvileExplode")
		NULL A 0 A_Jump (160, 3)
        Goto Death.Arm
        NULL AAA 0
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
		NULL A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		PLAY H 10
		PLAY I 10 A_PlayerScream
		PLAY J 10 A_NoBlocking
		PLAY KLM 10
		NULL A 0 A_SpawnItem ("GrowingBloodPool")
		PLAY N -1
		Stop
	
	Death.Shotgun:
	Death.EnemyShotgun:
    Death.Eat:
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        NULL A 0 A_GiveToTarget("EatMe",1)
		NULL A 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (40, 90))
		NULL AA 0 A_CustomMissile ("XDeath2b", 50, 0, random (0, 360), 2, random (40, 90))
		NULL AA 0 A_CustomMissile ("XDeath3b", 50, 0, random (0, 360), 2, random (40, 90))
		NULL A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		XPL1 A 10 
        XPL1 B 20
        XPL1 CDE 10 
		NULL A 0 A_SpawnItem ("GrowingBloodPool")
		PPOD A 0 A_SpawnItemEx("MarineEattenByDemon", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		NULL A -1
        //XPL1 E -1
        Stop

    Death.Cut:
	Death.Saw:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetInventory("ChainsawSelected", 1, "Death.Minigun")
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
		
		NULL A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
        NULL A 0 A_CustomMissile ("RipGuts", 50, 0, random (0, 360), 2, random (0, 160))
        NULL A 0 A_CustomMissile ("XDeathHalfMarine", 50, 0, random (0, 360), 2, random (0, 160))
        NULL AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 A 10 A_XScream
        NULL AA 0 A_CustomMissile ("Big_Blood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 B 20 A_NoBlocking
        NULL AA 0 A_CustomMissile ("Big_Blood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 C 10 A_CustomMissile ("Big_Blood", 40, 0, random (0, 360), 2, random (0, 160))
        NULL AA 0 A_CustomMissile ("Big_Blood", 30, 0, random (0, 360), 2, random (0, 160))
        XPL2 DE 10 A_CustomMissile ("Big_Blood", 20, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_SpawnItem ("GrowingBloodPool")
        XPL2 E -1
        Stop

    Death.Slime:
        NULL A 0 A_PlaySound("BIGSCRE")
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 A_Takeinventory("Kicking",1)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        PMET AABBCCDDEEFFGGHHIIIII 10 A_CustomMissile ("PlasmaSmoke", 25, 0, random (0, 180), 2, random (0, 180))
        PMET IIIIIIIIIIJJJJJJJJJJJJJJJJJJJJJJKKKKKKKKKKKKKKKKKKKKKKKKKKLLLLLLLLLLLLLLL 3 A_CustomMissile ("PlasmaSmoke", 25, 0, random (0, 180), 2, random (0, 180))
        NULL A 0 A_NoBlocking
        NULL A -1
        Stop

    Death.Minigun:
	Death.MonsterMinigun:
         NULL A 0 A_Takeinventory("Kicking",1)
		 MARN A 0 A_GiveInventory("PlayerIsDead", 1)
         NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
		 NULL A 0 A_Scream
		 NULL A 0 A_Stop
		 NULL A 0 A_GiveToTarget("IsChainsawingEnemyPlayer", 1)
		 NULL A 0 A_GiveInventory("ChainguyguyContinue", 1)
		 NULL A 0 A_PlaySound("BIGSCRE")
		 //PLAY H 5
		 NULL A 0 A_GiveInventory("ChainguyguyContinue", 1)
		 PPOD A 0 A_SpawnItemEx("PlayerChaingunguyVictim", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		 NULL A 200
		 NULL A 0 A_NoBlocking
		 NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		 NULL A -1
		 Stop

    Death.Rip:
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        NULL AAAAAAAAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 A 10 A_XScream
        NULL AAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 B 20 A_NoBlocking
        XPL3 C 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 D 10 A_CustomMissile ("MuchBlood", 40, 0, random (0, 360), 2, random (0, 160))
        XPL3 E 10 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
        XPL3 F 10 A_CustomMissile ("MuchBlood", 20, 0, random (0, 360), 2, random (0, 160))
        NULL A 0 A_CustomMissile ("MuchBlood", 10, 0, random (0, 360), 2, random (0, 160))
        XPL3 F 10 A_CustomMissile ("MuchBlood", 0, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_SpawnItem ("GrowingBloodPool")
        XPL3 F -1
        Stop

    Death.Explosives:
	XDeath:
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
		TNT1 A 0 A_JumpIfInTargetInventory("EnemyIsArchvile", 1, "Death.ArchvileExplode")
		NULL A 0 ThrustThingZ(0,60,0,1)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib1", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib2", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib3", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib4", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		NULL A 0 A_CustomMissile ("MuchMeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0) //ACS 580 to 585 is the blood driping on screen
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
        MHEA A 0 A_XScream
        MHEA B 0 A_NoBlocking
        MHEA CD 0
        //MHEA E -1
		NULL A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (0, 90))
		NULL A 0 A_SpawnItem ("BigBloodSpot")
		NULL AAAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		XDMG E 1
		NULL AAAAAAAAAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
	    NULL AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		XDMG E -1
		Stop
		
	Death.ArchvileExplode:
		TNT1 A 0
		PPOD A 0 A_SpawnItemEx("BasicMarineGib1", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib2", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib3", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		NULL A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("FlyingBurningFuel", 4, 0, random (0, 360), 2, random (30, 80))
		TNT1 A 0 A_CustomMissile ("FlyingBurningFuel2", 4, 0, random (0, 360), 2, random (30, 80))
		TNT1 A 0 A_CustomMissile ("FlyingBurningFuel3", 4, 0, random (0, 360), 2, random (30, 80))
		TNT1 A 0 A_SpawnItemEx ("ExplosionSplashSpawner", 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 A 0 A_SpawnItemEx ("BarrelKaboom",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 AAA 0 A_CustomMissile ("ExplosionFlames", 30, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
		NULL A 0 A_CustomMissile ("MuchMeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0) //ACS 580 to 585 is the blood driping on screen
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		TNT1 AAAA 0 A_CustomMissile ("FireworkSFXType2", 64, 0, random (0, 360), 2, random (30, 60))
        MHEA A 0 A_XScream
        MHEA B 0 A_NoBlocking
        MHEA CD 0
        //MHEA E -1
		NULL A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (0, 90))
		NULL A 0 A_SpawnItem ("BigBloodSpot")
		NULL AAAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		XDMG E 1
		NULL AAAAAAAAAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
	    NULL AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		XDMG E -1
		Stop

	Death.SuperPunch:
    Death.Blast:
	Death.SSG:
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
	    POSS Q 2 A_FaceTarget
        //NULL A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		NULL AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		NULL A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("SuperGoreSpawner", 22, 0, random (170, 190), 2, random (0, 15))
        XPL2 A 10 A_XScream
        NULL AA 0 A_CustomMissile ("Big_Blood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 B 20 A_NoBlocking
        NULL AA 0 A_CustomMissile ("Big_Blood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 C 10 A_CustomMissile ("Big_Blood", 40, 0, random (0, 360), 2, random (0, 160))
        NULL AA 0 A_CustomMissile ("Big_Blood", 30, 0, random (0, 360), 2, random (0, 160))
        XPL2 DE 10 A_CustomMissile ("Big_Blood", 20, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_SpawnItem ("GrowingBloodPool")
        XPL2 E -1
        Stop

    Death.Rape:
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
		NULL A 0 A_Jump (160, 3)
        Goto Death.Arm
        NULL AAA 0
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
		NULL AAAAAAAAAAAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 A 20 A_XScream
		NULL A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
        NULL AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 B 20 A_NoBlocking
        NULL AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 C 20
        NULL AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 D 20
        NULL AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 E 20
        NULL AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 F 20
        NULL AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_SpawnItem ("GrowingBloodPool")
        XPL4 F -1
        Stop
		
		
	Death.Arm:
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
		NULL AA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XDeathArm1", 50, 0, random (0, 360), 2, random (0, 160))
		NULL AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_Scream
        XPL5 A 10
		NULL A 0 A_NoBlocking
		NULL A 0 A_PlaySound("BIGSCRE")
        XPL5 BCBCBCBC 10 A_CustomMissile ("MuchBlood", 25, 0, random (0, 360), 2, random (0, 160))
        XPL5 DE 7 A_CustomMissile ("MuchBlood", 15, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_SpawnItem ("GrowingBloodPool")
        XPL5 E -1
        Stop
		
		
	Death.ExtremePunches:
	Death.ExplosiveImpact:
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
		NULL A 0 ThrustThingZ(0,30,0,1)
		NULL AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		NULL AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		NULL AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        NULL AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
	    PPOD A 0 A_SpawnItemEx("BasicMarineGib1", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
        NULL AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_XScream
        XPL6 A 5
		NULL A 0 A_NoBlocking
        XPL6 BCDE 5
        XPL6 F -1
        Stop
		
	Death.GreenFire:
        NULL A 0
        NULL A 0 A_XScream
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 A_NoBlocking
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        NULL AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		
	    NULL A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
		
		EXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("GreenFlameTrails", 50, 0, random (0, 360), 2, random (0, 360))
		NULL AAAA 2 BRIGHT A_SpawnItem("GreenFlare",0,43)
        NULL A 1
        NULL A -1
        Stop
		
Death.Plasma: Death.Plasma2:
		NULL A 0
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
		NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
		PBR1 A 6 A_Scream
		NULL AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes1", 32, 0, random (0, 360), 2, random (0, 180))
		NULL AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes2", 32, 0, random (0, 360), 2, random (0, 180))
		NULL AAAA 0 A_CustomMissile ("BluePlasmaFireNonStatic", 32, 0, random (0, 360), 2, random (0, 180))
		PBR1 B 6 A_NoBlocking
		PBR1 CDEFGH 6 A_CustomMissile ("Blood", 10, 0, random (0, 360), 2, random (0, 160))
		PBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160))
		PBR1 H -1
		Stop
	
    Death.superplasma:
        NULL A 0
        NULL A 0 A_XScream
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 A_NoBlocking
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        NULL AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
		EXPL AAAAAA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
        NULL A 1
        NULL A -1
        Stop

    Death.burn:
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 A_Takeinventory("Kicking",1)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
		PBUR A 1
		PBUR A 1 A_PlayerScream
		PBUR A 1 A_NoBlocking
		PBUR AAAABBBBCCCC 2 A_CustomMissile ("SmallFlameTrails", 32, 0, random (0, 180), 2, random (0, 180))
	    PBUR DDDDEEEE 2 A_CustomMissile ("SmallFlameTrails", 16, 0, random (0, 180), 2, random (0, 180))
        PBUR EEEEE 4 A_CustomMissile ("SmallFlameTrails", 8, 0, random (0, 180), 2, random (0, 180))
		PBUR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 6 A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
        PBUR E -1
        Stop

	Death.Fire:
    Death.flames:
        NULL A 0
		TNT1 A 0 A_JumpIfInTargetInventory("EnemyIsArchvile", 1, "Death.ArchvileExplode")
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 A_Takeinventory("Kicking",1)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        NULL A 0 A_Scream
        NULL A 0 A_NoBlocking
        NULL A 0 A_SpawnItem("GenericBurningGuy")
        NULL A 1
        NULL A -1
		Stop
		
   Death.Desintegrate:
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
	    NULL A 0 A_Takeinventory("Kicking",1)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        NULL A 0 A_Scream
        NULL A 0 A_NoBlocking
        NULL A 0 A_SpawnItem("DesintegratedHuman")
		NULL A 1
        NULL A -1
        Stop
	  
    Death.Stomp:
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
		NULL AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		NULL AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
		NULL AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
		NULL AA 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180))
		NULL A 0 A_SpawnItem ("CrushedRemains")
		NULL A 1
		NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
		NULL A 1 A_XScream
		NULL A 1 A_NoBlocking
		NULL A -1
		Stop
	
    Crush:
        NULL A 0 A_PlaySound("misc/xdeath4")
        CRS1 A 5
        CRS1 A -1
        Stop



















// FATALITIES




    FatalityZMan:
        NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 ACS_Execute(acsFatality, 0)
		FTYZ A 2 A_ChangeFlag("GHOST", 1)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
		
        //////////////////////////////////////////////////////
        FTYZ AB 4
		
        NULL A 0  A_PlaySound("grunt/pain")
        FTYZ BC 3
        FTYZ DEF 3
		
		
        NULL A 0 A_PlaySound("BURNZOM", 3)
		
		//The actor ShakeShakeShake makes the screen shake near the player, improving the overal felling of the fatalities
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		FTYZ FG 2
		NULL A 0 A_PlaySound ("misc/xdeath", 1)
		FTYZ FG 2
		NULL A 0 A_PlaySound ("misc/xdeath", 1)
		FTYZ F 2
		
		
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        FTYZ H 4
        NULL AA 0 A_CustomMissile ("FatalityBlood", 50, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
        FTYZ I 4
        NULL AAAA 0 A_CustomMissile ("FatalityBlood", 50, 0, random (0, 360), 2, random (0, 160))
        NULL AA 0 A_CustomMissile ("Brutal_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		 
         
		 NULL A 0 A_PlaySound ("misc/xdeath", 3)
		 
		 NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		 NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		 NULL AAAAAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 50, 0, random (0, 360), 2, random (50, 130))
		 NULL A 0 A_CustomMissile ("XDeathHalfZombieMan", 60, 0, 270, 2, random (0, 160))
		 NULL A 0 A_CustomMissile ("XDeathHalfZombieManDown", 60, 0, 90, 2, random (0, 160))
         NULL AAAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
         NULL AAAA 0 A_CustomMissile ("XDeath2", 60, 0, random (0, 360), 2, random (0, 160))
         NULL AAAA 0 A_CustomMissile ("XDeath3", 60, 0, random (0, 360), 2, random (0, 160))
         NULL AAAAAAA 0 A_CustomMissile ("Instestin", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
		 FTYZ K 2
         FTYZ L 15
        //////////////////////////////////////////////////////
        //NULL A 0 A_TakeInventory("ZombieManFatality",1)
		 NULL A 0 A_TakeInventory("ZombieManFatality",1)
		 NULL A 0 A_TakeInventory("GoFatality", 1)
		 NULL A 0 A_GiveInventory("HealthBonus",10)
		 TNT1 A 0 A_ChangeFlag("GHOST", 0)
		 MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
         NULL A 0 SetPlayerProperty(0,0,0)
         Goto StandStill


    FatalityZMan2:
        NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 ACS_Execute(acsFatality, 0)
		FPZ2 A 2 A_ChangeFlag("GHOST", 1)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
		
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FPZ2 AB 4
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 50, 0, random (0, 360), 2, random (50, 130))
        NULL AAAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AA 0 A_CustomMissile ("XDeath2", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AA 0 A_CustomMissile ("XDeath3", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
        FPZ2 C 10
		NULL A 0 A_PlaySound("imp/melee")
        FPZ2 D 10
		NULL AAAAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (0, 160))
		NULL AAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
		NULL AAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		FPZ2 EF 3
		NULL A 0 A_PlaySound("grunt/death")
		FPZ2 G 6
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("ZombieManFatality2",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
		TNT1 A 0 A_ChangeFlag("GHOST", 0)
        //NULL A 0 A_SpawnItem ("DeadZombieManFacingFront")
		NULL A 0 A_SpawnItem ("ZombieManDyingAfterFatality")
		NULL A 0 A_CustomMissile ("Instestin", 30, 0, 0, 2, 0)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill
		
		
	FatalityZMan3:
        NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 ACS_Execute(acsFatality, 0)
		FPZ3 A 2 A_ChangeFlag("GHOST", 1)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
		
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FPZ3 A 6
		NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
		FPZ3 BCDE 3
        XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        NULL A 0 A_PlaySound("grunt/pain", 1)
		FPZ3 FGGGG 2
        
		FPZ3 HHHIIIIIIIIHJJJ 1
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL AA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AA 0 A_CustomMissile ("BloodMistSmall", 5, 0, random (0, 360), 2, random (40, 90))
		TNT1 A 0 A_SpawnItemEx("SplatteredSmall")
		
		FPZ3 KKKLLLLLLKJJJ 1
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL AA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AA 0 A_CustomMissile ("BloodMistSmall", 5, 0, random (0, 360), 2, random (40, 90))
		
        
		FPZ3 MMMNNNNNNNMOOO 1
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL AA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AA 0 A_CustomMissile ("BloodMistSmall", 5, 0, random (0, 360), 2, random (40, 90))
		FPZ3 MMMNNNNNNNMOOO 1
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL AA 0 A_CustomMissile ("XDeath1", 30, 0, random (0, 360), 2, random (0, 160))
       NULL AA 0 A_CustomMissile ("BloodMist", 5, 0, random (0, 360), 2, random (0, 160))
		NULL AAAA 0 A_CustomMissile ("Brains1", 5, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains2", 5, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains3", 5, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains4", 5, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		NULL AAAAAAAA 0 A_CustomMissile ("SmallBrainPiece", 5, 0, random (0, 360), 2, random (0, 160))
		
		
        FPZ3 PPPQQQQQQQPRRR 1
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL A 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        NULL A 0 A_CustomMissile ("BloodMistSmall", 5, 0, random (0, 360), 2, random (40, 90))
		
		FPZ3 PPPQQQQQQPRRR 1
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL A 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        NULL A 0 A_CustomMissile ("BloodMistSmall", 5, 0, random (0, 360), 2, random (40, 90))
		FPZ3 RP 3
		
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("ZombieManFatality3",1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
		TNT1 A 0 A_ChangeFlag("GHOST", 0)
        NULL A 0 A_SpawnItem ("DeadZombieManFatality3")
		//NULL A 0 A_SpawnItem ("ZombieManDyingAfterFatality")
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill	


FatalityZMan4:
        NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 ACS_Execute(acsFatality, 0)
		FPZ4 A 2 A_ChangeFlag("GHOST", 1)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        //////////////////////////////////////////////////////
        FPZ4 AB 2
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		FPZ4 CDEEE 3
		FPZ4 FGH 2
        
		FPZ4 HHI 2
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("BloodmistSmall", 5, 0, random (0, 360), 2, random (0, 90))
		NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx("SplatteredSmall", 0, 20)
		FPZ4 JJJIH 2
		
		FPZ4 HHI 2
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("BloodmistSmall", 5, 0, random (0, 360), 2, random (0, 90))
		NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ4 JJJIH 2
		
		FPZ4 HHI 2
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("BloodmistSmall", 5, 0, random (0, 360), 2, random (0, 90))
		NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ4 OOOMN 2
		
		
		FPZ4 NNM 2
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("BloodmistSmall", 5, 0, random (0, 360), 2, random (0, 90))
		NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ4 OOOMN 2
		
		FPZ4 NNM 2
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("BloodmistSmall", 5, 0, random (0, 360), 2, random (0, 90))
		NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ4 OOOMN 2
		
		
		
		FPZ4 NNM 2
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("Bloodmist", 5, 0, random (0, 360), 2, random (0, 90))
		
		NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		NULL AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		NULL AAAA 0 A_CustomMissile ("Brains1", 5, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains2", 5, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains3", 5, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains4", 5, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("SplatteredLarge")
		NULL AAAAAAAA 0 A_CustomMissile ("SmallBrainPiece", 5, 0, random (0, 360), 2, random (0, 160))
		FPZ4 P 7
		FPZ4 L 6
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("ZombieManFatality4",1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
		TNT1 A 0 A_ChangeFlag("GHOST", 0)
        NULL A 0 A_SpawnItem ("DeadZombieManFatality3")
		//NULL A 0 A_SpawnItem ("ZombieManDyingAfterFatality")
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill	
		
		
		
	  FatalityZMan5: //Face Rip
	   NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 ACS_Execute(acsFatality, 0)
		FRAA A 2 A_ChangeFlag("GHOST", 1)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
	   //////////////////////////////////////////////////////
	   TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
	   FRAA AAB 3 
	   TNT1 A 0 A_PlaySound("misc/xdeath4c", 3)
	   TNT1 A 0 A_PlaySound("BURNZOM", 2)
	   FRAA BB 5 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
	   XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
	   TNT1 A 0 A_PlaySound("misc/xdeath4c", 5)
	   FRAA CC 5 A_CustomMissile ("Brutal_FlyingBloodTrail", 56, 0, random (0, 360), 2, random (0, 360))
	   TNT1 A 0 A_PlaySound("misc/xdeath4f", 7)
	   TNT1 A 0 A_CustomMissile ("XDeath2", 56, 0, random (0, 360), 2, random (0, 160))
	   FRAA DDD 3 A_CustomMissile ("Brutal_FlyingBloodTrail", 56, 0, random (0, 360), 2, random (0, 360))
	   
	   TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("ZombieManFatality5",1)
		TNT1 A 0 A_GiveInventory("HealthBonus",10)
		TNT1 A 0 A_SpawnItem ("Fatality6ZMan", 15)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
		TNT1 A 0 A_ChangeFlag("GHOST", 0)
        TNT1 A 0 SetPlayerProperty(0,0,0)
	   Goto Standstill
	   
	  

    FatalityImp:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FTYI ABB 4
        FTYI CDEFG 2
        NULL A 0  A_PlaySound("imp/pain")
        NULL A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
        NULL A 0 A_PlaySound("CLAP")
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        FTYI GGGGHHHHHHHHIIJJJJJJJJJJJ 1
        FTYI K 3
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
        NULL A 0 A_SpawnItemEx("FootStep5", 0, 25, 30, 0, 0)
		TNT1 A 0 A_SpawnItem("ImpHeadExplode", 0, 10)
		TNT1 A 0 A_SpawnItemEx("SplatteredSmall", 0, 15)
		FTYI LLLL 1
        FTYI LMNNN 3
		FTYI N 9
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("ImpFatality",1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
		TNT1 A 0 A_GiveInventory("BootsSmearedWithRedBlood", 6)
		NULL A 0 A_CustomMissile ("StompedImp", 1, 0, random (0, 360), 2, random (0, 160))
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)	
        Goto StandStill


    FatalityImp2:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 50, 0, random (0, 360), 2, random (50, 130))
        NULL AAAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("XDeath2", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("XDeath3", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
		FTBI BC 2
		NULL A 0  A_PlaySound("imp/die")
		FTBI D 25
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 50, 0, random (0, 360), 2, random (50, 130))
        NULL AAAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("XDeath2", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("XDeath3", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
        FTBI EF 3
		FTBI G 25
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("ImpFatality2",1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
        NULL A 0 A_SpawnItem ("ImpMessyCorpse")
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill


      FatalityImp3:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
		
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FTCI AB 2
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		FTCI CDE 2
		FTCI E 6
        
		FTCI FGG 4
		FTCI H 2
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("BloodMistSmall", 2, 0, random (0, 360), 2, random (20, 90))
		NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FTCI I 5
		FTCI H 2
		FTCI G 3
		
		FTCI H 2
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("BloodMistSmall", 2, 0, random (0, 360), 2, random (20, 90))
		NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FTCI I 5
		FTCI H 2
		FTCI G 3
		
		FTCI H 2
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_SpawnItemEx("SplatteredSmall", 0, 15)
		NULL A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("BloodMistSmall", 2, 0, random (0, 360), 2, random (20, 90))
		NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FTCI I 5
		FTCI H 2
		FTCI G 3
		
		FTCI H 2
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("BloodMistSmall", 2, 0, random (0, 360), 2, random (20, 90))
		NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FTCI I 5
		FTCI H 2
		FTCI G 3
		
		FTCI H 2
		
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_SpawnItem("ImpHeadExplode", 0, 10)
		FTCI L 10
		FTCI J 10
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("ImpFatality3",1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
        NULL A 0 A_SpawnItem ("impfacesorapedomgthisiscruel")
		//NULL A 0 A_SpawnItem ("ZombieManDyingAfterFatality")
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill	
		
	FatalityImp4:
	   TNT1 A 0 SetPlayerProperty(0,1,0)
       TNT1 A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)

	   TNT1 A 0 ACS_Execute(acsFatality, 0)
	   //////////////////////////////////////////////////////
	   FTDI AA 5
	   TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
       TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		TNT1 A 0 A_PlaySound("imp/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("Blood", 54, -7, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 54, -6, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 54, -7, random (0, 360), 2, random (0, 160))
	   FTDI B 5
	   
	   FTDI C 8
	   
	   TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
       TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		TNT1 A 0 A_PlaySound("imp/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("Blood", 54, -7, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 54, -4, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Teeth", 52, -6, random (0, 360), 2, random (0, 160))
	   FTDI B 5
	   
	   FTDI C 7
	   
	   TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
       TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		TNT1 A 0 A_PlaySound("imp/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_PlaySound("misc/xdeath4c", 3)
		TNT1 AA 0 A_CustomMissile ("Blood", 54, -7, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 52, -5, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("Teeth", 53, -6, random (0, 360), 2, random (0, 160))
	   FTDI D 5
	   
	   FTDI E 7
	   FTDI I 7
	   TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
       TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		TNT1 A 0 A_PlaySound("imp/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_PlaySound("misc/xdeath", 3)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("ImpHeadExplode", 63, -6, random (0, 360), 2, random (0, 160))
	   FTDI F 5
	   
	   FTDI GH 4 A_CustomMissile ("PlayerFlyingBlood", 63, -6, random (0, 360), 2, random (0, 160))
	   TNT1 A 0 A_PlaySound("weapons/fistwhoosh")
	   FTDI J 14
	   
	   
	   TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("ImpFatality4",1)
		TNT1 A 0 A_GiveInventory("HealthBonus",10)
		TNT1 A 0 A_SpawnItem ("DeadImp_NoHead", 5)
        TNT1 A 0 A_ChangeFlag("GHOST", 0)
		 MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
         NULL A 0 SetPlayerProperty(0,0,0)
         Goto StandStill


    FatalitySergeant:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FTYS A 6 A_PlaySound("grunt/pain")
        FTYS BC 6
		NULL A 0 A_PlaySound("BURNZOM", 3)

        NULL A 0 A_PlaySound("misc/xdeath")
        FTYS DE 4
		NULL A 0 A_PlaySound("misc/xdeath")
		FTYS DE 3
		NULL A 0 A_PlaySound("misc/xdeath")
		FTYS DEE 2
		
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)

		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("misc/xdeath", 3)
		NULL AAAA 0 A_CustomMissile ("XDeath1", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("BloodMist", 30, 0, random (0, 360), 2, random (20, 90))
        FTYS FGHIIPPP 2 A_CustomMissile ("Blood", 1, 0, random (0, 360), 2, random (0, 160))

        FTYS QR 5 
        NULL A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
        FTYS R 15
		TNT1 A 0 A_GiveInventory("ShotgunguyHead", 1)
        ///////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("SergeantFatality",1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
		NULL A 0 A_CustomMissile ("BeheadedSergeantZombie", 1, 0, random (0, 360), 2, random (0, 160))
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
		Goto StandStill

    FatalitySergeant2:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FTYS J 3
        FTYS J 1 A_PlaySound("BURNZOM")
		FTYS JJJJ 3
		FTYS J 1 A_PlaySound("grunt/death")
		FTYS K 4
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		NULL AAAA 0 A_CustomMissile ("XDeath1", 20, 0, random (0, 360), 2, random (0, 160))
		NULL AA 0 A_CustomMissile ("XDeath2", 20, 0, random (0, 360), 2, random (0, 160))
		NULL AA 0 A_CustomMissile ("XDeath3", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BloodMist", 50, 0, random (0, 360), 2, random (20, 90))
		NULL A 0 A_CustomMissile ("RipSergeant", 0, 0, random (0, 360), 2, random (0, 160))
        FTYS LMNO 3
        FTYS O 10
        ///////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("SergeantFatality2",1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
		NULL A 0 A_SpawnItem ("GrowingBloodPool")
        NULL A 0 A_SpawnItem ("DeadShotgunguy_Half", 1)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill
		
		
	FatalitySergeant3:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FSP3 A 4
		
		FSP3 B 4 A_PlaySound("grunt/pain")
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		FSP3 CDE 2
		FSP3 E 6
		
		FSP3 FG 3
		NULL A 0 A_PlaySound("grunt/death")		
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		NULL AAAA 0 A_CustomMissile ("XDeath1", 20, 0, random (0, 360), 2, random (0, 160))
		//NULL AA 0 A_CustomMissile ("XDeath2", 20, 0, random (0, 360), 2, random (0, 160))
		//NULL AA 0 A_CustomMissile ("XDeath3", 20, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("BloodMistSmall", 30, 0, random (0, 360), 2, random (20, 90))
		
        FSP3 HIIIIII 3
	   
	   NULL A 0 A_PlaySound("weapons/sg")	
	   XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		NULL AAAAA 0 A_CustomMissile ("XDeath1", 70, 0, random (0, 360), 2, random (0, 160))
		NULL AA 0 A_CustomMissile ("XDeath2", 70, 0, random (0, 360), 2, random (0, 160))
		NULL AA 0 A_CustomMissile ("XDeath3", 70, 0, random (0, 360), 2, random (0, 160))
		
		TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BloodMist", 80, 0, random (0, 360), 2, random (20, 90))
        NULL A 0 A_CustomMissile ("FlyingImpaledSergeant", 50, 0, random (0, 360), 2, random (70, 110))
		
		
		FSP3 L 3 BRIGHT
		FSP3 K 3
		FSP3 J 10
		///////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("SergeantFatality3",1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill	

      FatalitySergeant4:
			NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 ACS_Execute(acsFatality, 0)
		SGF8 A 2 A_ChangeFlag("GHOST", 1)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
			 //////////////////////////////////////////////////////
			SGF8 A 5
			
			SGF8 B 5
			TNT1 A 0  A_PlaySound("grunt/pain")
			XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
			//SCREAMS!
			SGF8 A 4
			
			SGF8 B 4
			TNT1 A 0  A_PlaySound("grunt/pain")
			XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
			//SCREAMS!
			SGF8 A 4
			
			SGF8 B 4
			TNT1 A 0  A_PlaySound("grunt/pain")
			TNT1 A 0 A_PlaySound("misc/xdeath4a", 4)
			XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
			//SPLATTERS!
			
			SGF8 CD 4
			TNT1 A 0 A_PlaySound("BURNZOM", 3)
			TNT1 AAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 29, -5, random (0, 360), 2, random (0, 160))
			TNT1 AAAAA 0 A_CustomMissile ("Blood", 29, -5, random (0, 360), 2, random (0, 160))
			TNT1 A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)
			//
			
			SGF8 EF 4 A_CustomMissile ("Blood", 24, -11, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_PlaySound("misc/xdeath2c", 5)
			SGF8 G 5
			TNT1 A 0 A_PlaySound("misc/xdeath2c", 5)
			TNT1 AA 0 A_CustomMissile ("Blood", 29, -5, random (0, 360), 2, random (0, 160))
			SGF8 H 10
			XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
			SGF8 H 8
			TNT1 A 0 A_PlaySound("misc/xdeath4a", 6)
			XXXX AAAAA 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
			SGF8 H 6
			XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
			SGF8 I 4
			TNT1 AA 0 A_CustomMissile ("XDeath1", 7, -33, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("XDeath4", 8, -30, random (0, 360), 2, random (0, 160))
			SGF8 JJ 4 A_CustomMissile ("Blood", 29, -27, random (0, 360), 2, random (0, 160))
			TNT1 AA 0 A_CustomMissile ("Blood", 29, -27, random (0, 360), 2, random (0, 160))
			SGF8 KL 5 A_CustomMissile ("Blood", 29, -27, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_Stopsound(3)
			
			XXXX AAA 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
			SGF8 LL 6
			TNT1 AAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 50, 0, random (0, 360), 2, random (50, 130))
			TNT1 AA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
			TNT1 AAA 0 A_CustomMissile ("XDeath2", 60, 0, random (0, 360), 2, random (0, 160))
			TNT1 AA 0 A_CustomMissile ("XDeath3", 60, 0, random (0, 360), 2, random (0, 160))
			TNT1 AAA 0 A_CustomMissile ("Instestin", 50, 0, random (0, 360), 2, random (0, 160))
			TNT1 AAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
			SGF8 MMM 4
			
			TNT1 A 0 A_TakeInventory("SergeantFatality4",1)
			TNT1 A 0 A_TakeInventory("GoFatality", 1)
			TNT1 A 0 A_SpawnItem("FatalizedSGGuy4", 1)
			TNT1 A 0 A_ChangeFlag("GHOST", 0)
			MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
			NULL A 0 SetPlayerProperty(0,0,0)
			Goto StandStill	

      FatalitySergeant5: //Face Rip
	   TNT1 A 0 SetPlayerProperty(0,1,0)
       TNT1 A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)
       TNT1 A 0 ACS_Execute(acsFatality, 0)
	   //////////////////////////////////////////////////////
	   TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
	   XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
	   FRSA AAB 6 
	   TNT1 A 0 A_PlaySound("grunt/pain", 1)
	   FRSA BBB 5
	   TNT1 A 0 A_PlaySound("misc/xdeath4c", 3)
	   FRSA CC 8 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
	   XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_PlaySound("grunt/pain", 1)
	   TNT1 A 0 A_PlaySound("misc/xdeath4c", 5)
	   FRSA DD 6 A_CustomMissile ("Brutal_FlyingBloodTrail", 56, 0, random (0, 360), 2, random (0, 360))
	   TNT1 AAA 0 A_CustomMissile ("SuperWallRedBlood", 2, 0, random (170, 190), 2, random (0, 0))
	   TNT1 AAAA 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
	   XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
	   TNT1 A 0 A_PlaySound("BURNZOM", 2)
	   FRSA EEE 7 A_PlaySound("misc/xdeath4c", 3)
	   TNT1 AAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail", 56, 0, random (0, 360), 2, random (0, 360))
	   TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 2, 0, random (170, 190), 2, random (0, 0))
	   TNT1 AAAAAA 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
	   FRSA FFF 6 A_CustomMissile ("Brutal_FlyingBloodTrail", 56, 0, random (0, 360), 2, random (0, 360))
	   TNT1 AAAAA 0 A_CustomMissile ("SuperWallRedBlood", 2, 0, random (170, 190), 2, random (0, 0))
	   TNT1 AAAAAAA 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
	   XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
	   TNT1 A 0 A_PlaySound("misc/gibbed", 7)
	   FRSA G 12 A_CustomMissile ("Brutal_FlyingBloodTrail", 56, 0, random (0, 360), 2, random (0, 360))
	   TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 2, 0, random (170, 190), 2, random (0, 0))
	   TNT1 AAAAA 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
	   
	    TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("SergeantFatality5",1)
		TNT1 A 0 A_GiveInventory("HealthBonus",10)
		TNT1 A 0 A_SpawnItem ("FatalizedSGGuy6", 15)
        MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
		NULL A 0 SetPlayerProperty(0,0,0)
	   Goto Standstill	
	   
    FatalityComando:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        CFTA AAABCDE 2
          NULL A 0 A_PlaySound("grunt/pain")
		NULL A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
          NULL A 0 A_PlaySound("CLAP")
        CFTA EFF 7
        CFTA GHIJK 2
          NULL A 0 A_PlaySound("grunt/pain")
		NULL A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
		NULL A 0 A_CustomMissile ("ShakeShakeShake", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
         CFTA L 7
	    
        CFTA M 15
        CFTA OPQR 4
         NULL A 0 A_PlaySound("grunt/pain")
          NULL A 0 A_PlaySound("grunt/death")
       CFTA R 15
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
         NULL A 0 A_PlaySound("BURNZOM")
		 NULL A 0 A_CustomMissile ("ShakeShakeShake", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         NULL AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
        CFTA S 25
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("ComandoFatality",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
        NULL A 0 A_SpawnItemEx("DyingComando", 0, 0, 40, 0, 0)
		NULL A 0 A_CustomMissile ("XDeathChainArm", 40, -15, 0, 2, 0)
		NULL A 0 A_CustomMissile ("XDeathChainArm", 40, 15, 0, 2, 0)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

	    FatalityComando2:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        CFTC A 1
        CFTC A 1 A_PlaySound("BURNZOM")
		CFTC AAAA 5
		CFTC B 1 A_PlaySound("grunt/death")
		CFTC B 6
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		NULL AAAA 0 A_CustomMissile ("XDeath1", 20, 0, random (0, 360), 2, random (0, 160))
		NULL AA 0 A_CustomMissile ("XDeath2", 20, 0, random (0, 360), 2, random (0, 160))
		NULL AA 0 A_CustomMissile ("XDeath3", 20, 0, random (0, 360), 2, random (0, 160))
		NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AA 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XdeathChainArm", 42, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XdeathChainLeg", 42, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XdeathGuts", 42, 0, random (0, 360), 2, random (0, 160))
        CFTC CDEF 4
        CFTC F 15
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("ComandoFatality2",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
        NULL A 0 A_SpawnItemEx("DeadChaingunGuy_Half", 0, 0, 40, 0, 0)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

    FatalityDemon:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FDEM A 4
		NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        FDEM B 4 A_PlaySound("demon/melee")
        FDEM C 8
        FDEM C 1 A_PlaySound("demon/pain")
        FDEM CDCDCD 3
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		 NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         NULL AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
        FDEM EFGHI 3 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL A 0 A_CustomMissile ("XDeathDemonHead", 32, 0, 90, 2, random (0, 90))
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("DemonFatality",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
        NULL A 0 A_SpawnItemEx("DeadDemonHalf", 0, 1, 1, 1, 1)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        NULL A 0 A_SpawnItemEx("DyingDemon", 0, 1, 1, 1, 1)
        Goto StandStill
		
		FatalityDemon2:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
		FDEM J 2
		NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        FDEM J 5 A_PlaySound("demon/pain")
        FDEM J 9
        FDEM K 7
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		 NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		 NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		 NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         NULL AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL A 0 A_CustomMissile ("XDeathStomach", 32, 0, random (0, 360), 2, random (0, 160))
        FDEM LMN 6
		FDEM OO 3
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("DemonFatality2",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
        NULL A 0 A_SpawnItemEx("DeadDemonHalf", 0, 1, 1, 1, 1)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill
		
	FatalityDemon3:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
		FD2M A 2
		NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        FDEM J 0 A_PlaySound("demon/pain")
        FD2M A 10
		
        FD2M B 3
		FD7M B 1
		FD2M C 3
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("demon/pain")
		NULL A 0 A_PlaySound("player/cyborg/fist", 1)
		NULL A 0 A_SpawnItem("Blood", 0, 20)
		FD7M B 1
		FD2M B 3
		FD2M A 6
		 
		 FD2M B 3
		FD7M B 1
		FD2M C 3
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("demon/pain")
		NULL A 0 A_PlaySound("player/cyborg/fist", 1)
		NULL A 0 A_SpawnItem("Blood", 0, 20)
		FD7M B 1
		FD2M B 3
		FD2M A 6
		
		 FD2M AD 3
		 XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("demon/pain")
		NULL A 0 A_PlaySound("player/cyborg/fist", 1)
		NULL A 0 A_SpawnItem("Blood", 0, 5)
		 
		 FD2M E 4
		 FD2M F 15
		 FD2M GHHH 4
		 XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))

		NULL AAA 0 A_SpawnItem("Blood", 0, 5)
		NULL A 0 A_SpawnItem("MeatDeath", 0, 1)
		 FD2M IJJJJ 5
		 
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("DemonFatality3",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
        NULL A 0 A_SpawnItemEx("DeadDemonStomped", 0, 1, 1, 1, 1)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

    FatalityCacoDemon:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        CACF ABC 4
        CACF D 4 A_PlaySound("misc/xdeath4")
        CACF E 4 A_PlaySound("demon/pain")
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        NULL AAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 45, 0, random (0, 180), 2, random (0, 180))
       NULL AAAAAAAAAAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 45, 0, random (0, 360), 2, random (0, 360))
        NULL AAA 0 A_CustomMissile ("Blue_Blood", 45, 0, random (0, 360), 2, random (0, 160))
        CACF EFGHII 4 A_CustomMissile ("Blue_Blood", 45, 0, random (0, 360), 2, random (0, 160))
        CACF J 4 A_PlaySound("misc/xdeath2")
        CACF KLMMM 4 A_CustomMissile ("Blue_Blood", 15, 0, random (0, 360), 2, random (0, 160))
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("CacoDemonFatality",1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
		NULL A 0 A_GiveInventory("HasCacoEye",1)
        NULL A 0 A_SpawnItemEx("DeadCacoDemon", 0, 1, 1, 1, 1)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill
		
		
		FatalityCacoDemon2:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        CA2F AB 4
		NULL A 0 A_PlaySound("demon/pain")
        CA2F BCDEE 4
        CA2F F 2
		NULL A 0 A_PlaySound("demon/pain")
        XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		CA2F F 4
		NULL A 0 A_PlaySound("misc/xdeath2")
		CA2F FFFF 2 A_CustomMissile ("Blue_Blood", 25, 0, random (0, 180), 2, random (0, 180))
		NULL AAAAA 0 A_CustomMissile ("CacoXDeath7", 25, 0, random (0, 360), 2, random (0, 160))
        CA2F GH 4
		NULL A 0 A_CustomMissile ("RipCaco", 35, 0, random (0, 360), 2, random (0, 160))
		CA2F I 20
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("CacoDemonFatality2",1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
        NULL A 0 A_SpawnItem ("DeadHalfCacoDemon", 1)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill


    FatalityRevenant:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FREV ABABAB 3
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		 NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         NULL AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
        FREV C 4 A_PlaySound("skeleton/pain")
        FREV D 4
        FREV EFGHIJJJKL 4
        FREV M 5 A_PlaySound("skeleton/sight")
        FREV M 10
        FREV N 2
        FREV O 2

		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		 NULL AA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL AAA 0 A_CustomMissile ("XDeath2", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL AAA 0 A_CustomMissile ("XDeath3", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL A 0 A_CustomMissile ("XDeathRevenantHeadKicked2", 40, 0, 0, 2, 0)
		 NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		 NULL A 0 ACS_Execute(581, 0, 0, 0, 0)

        FREV PQR 2
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("RevenantFatality",1)
		NULL A 0 A_GiveInventory("HealthBonus",15)
        NULL A 0 A_SpawnItemEx("DyingRevenant", 0, 35, 35, 1, 1)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill


    FatalityRevenant2:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FRE2 A 5
		FRE2 A 5 A_PlaySound("skeleton/pain")
		FRE2 A 5
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		 NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         NULL AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		 NULL AA 0 A_CustomMissile ("XDeath2", 40, 0, random (0, 360), 2, random (0, 160))
		 NULL AA 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
         NULL AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
        FRE2 BCDEFGGGGG 6 
		
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("RevenantFatality2",1)
		NULL A 0 A_GiveInventory("HealthBonus",15)
        NULL A 0 A_SpawnItem("VeryFuckedUpRevenant")
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill







    FatalityFatso:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FATF A 6
		
        NULL A 0 A_CustomMissile ("Blood", 45, 0, random (0, 360), 2, random (0, 160))
        NULL AAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail", 45, 0, random (0, 180), 2, random (0, 180))
        FATF A 6 A_PlaySound("misc/xdeath4")
		NULL A 0 A_CustomMissile ("Blood", 45, 0, random (0, 360), 2, random (0, 160))
        FATF A 6 A_PlaySound("fatso/pain")
        FATF AA 6 A_CustomMissile ("Blood", 45, 0, random (0, 360), 2, random (0, 160))

		 XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		 NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         NULL AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		 NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		 NULL A 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL A 0 A_CustomMissile ("XDeath2", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL A 0 A_CustomMissile ("XDeath3", 50, 0, random (0, 360), 2, random (0, 160))
        FATF BCD 8
		NULL A 0 A_PlaySound("fatso/pain")
		FATF D 50

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("FatsoFatality",1)
		NULL A 0 A_GiveInventory("HealthBonus",15)
        NULL A 0 A_SpawnItemEx("FatalizedFatso", 0, 1, 1, 1, 1)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill


    FatalityBaron:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        BHF1 AAABCDEF 2
        BHF1 G 3 A_PlaySound("weapons/gswing")
        BHF1 HIJKLLLMN 2
        BHF1 O 3 A_PlaySound("demon/pain")
        NULL AAAAAAA 0 A_CustomMissile ("Green_Blood", 35, 0, random (0, 180), 2, random (0, 180))
        NULL A 0 A_PlaySound("misc/xdeath4")
        BHF1 PQR 3 A_CustomMissile ("Green_Blood", 35, 0, random (0, 360), 2, random (0, 160))

        NULL A 0 A_PlaySound("misc/xdeath4")
        NULL A 0 A_PlaySound("misc/xdeath3")
        NULL A 0 A_PlaySound("misc/xdeath2")
        NULL A 0 A_PlaySound("misc/xdeath1")
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL AAAA 0 A_CustomMissile ("MuchBlood2Green", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)

        BHF1 STUV 3 A_CustomMissile ("Green_Blood", 35, 0, random (0, 360), 2, random (0, 160))


	     XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))

		 NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		 
		 NULL AAAAAA 0 A_CustomMissile ("CeilGreenBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         NULL AAAAAAAAA 0 A_CustomMissile ("XDeath1Green", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAA 0 A_CustomMissile ("MuchBlood3Green", 50, 0, random (0, 360), 2, random (0, 160))


        BHF1 WXYZZZZZZZZZZZZZZ 3

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("BaronFatality",1)
		NULL AAAA 0 A_GiveInventory("Medikit",1)
        NULL A 0 A_SpawnItemEx("DeadBaronNoHead", 0, 1, 1, 1, 1)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill





    FatalityHK:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        HKF1 A 1
		NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
		HKF1 AB 6
		NULL A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
        HKF1 C 6 A_PlaySound("PSXDPN")
		NULL AAA 0 A_CustomMissile ("Green_Blood", 45, 0, random (0, 360), 2, random (0, 160))
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		HKF1 C 5
		NULL A 0 A_PlaySound("imp/melee")
		HKF1 C 5
        
		 XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))

		NULL AAAAAAA 0 A_CustomMissile ("XDeath1Green", 50, 0, random (0, 360), 2, random (0, 160))
         NULL AA 0 A_CustomMissile ("Green_Blood", 50, 0, random (0, 360), 2, random (0, 160))
         NULL AA 0 A_CustomMissile ("Muchblood2Green", 50, 0, random (0, 360), 2, random (0, 160))


        HKF1 CDE 6 A_SpawnItem ("Green_Blood", 30)
		HKF1 FG 6 A_SpawnItem ("Green_Blood", 15)
		HKF1 HHH 6

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("HKFatality",1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
        NULL A 0 A_SpawnItemEx("RapedHK", 0, 1, 1, 1, 1)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill
		
		
		
	FatalityHK3:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        NULL A 0 A_PlaySound("weapons/gswing", 1)
		NULL A 0 A_PlaySound("PSXDPN")
		HKF3 A 1
		NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
		HKF3 ABC 6
		NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
		NULL A 0 SetPlayerProperty(0,1,0)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("PSXDPN", 2)
		HKF3 D 15
         NULL A 0 A_PlaySound("knight/death")

		 NULL AAAAAAA 0 A_CustomMissile ("XDeath1Green", 50, 0, random (0, 360), 2, random (0, 160))
         NULL AA 0 A_CustomMissile ("Green_Blood", 50, 0, random (0, 360), 2, random (0, 160))
         NULL AA 0 A_CustomMissile ("Muchblood2Green", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL A 0 A_CustomMissile ("XDeathHellKnightArm", 40, 0, 90, 2, random (0, 20))
        HKF3 EFGG 7 A_CustomMissile ("Green_Blood", 40, 0, random (0, 360), 2, random (0, 160))
		
		NULL A 0 A_PlaySound("PSXDPN")
		HKF3 H 15
         

		 NULL AAAAAAA 0 A_CustomMissile ("XDeath1Green", 50, 0, random (0, 360), 2, random (0, 160))
         NULL AA 0 A_CustomMissile ("Green_Blood", 50, 0, random (0, 360), 2, random (0, 160))
         NULL AA 0 A_CustomMissile ("Muchblood2Green", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL A 0 A_CustomMissile ("XDeathHellKnightHead", 40, 0, 270, 2, random (0, 20))
		 HKF3 I 20
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("HKFatality3",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
        NULL A 0 A_SpawnItemEx("NoArmNoHeadFatalizedHK", 0, 1, 1, 1, 1)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill


FatalityHK2:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
		HKF2 AAB 6
		NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
		NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 A_PlaySound("PSXDPN")
		
		HKF2 DEFFGH 8
		
		 XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
         NULL A 0 A_PlaySound("PSXDPN")
		 HKF2 IJIJIJ 4
		 

		 NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		 NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		 
		 

		 NULL AAAAAAA 0 A_CustomMissile ("XDeath1Green", 50, 0, random (0, 360), 2, random (0, 160))
         NULL AA 0 A_CustomMissile ("Green_Blood", 50, 0, random (0, 360), 2, random (0, 160))
         NULL AA 0 A_CustomMissile ("Muchblood2Green", 50, 0, random (0, 360), 2, random (0, 160))
         

        HKF2 KL 6
		NULL A 0 A_CustomMissile ("XDeathHellKnightHead", 64, 0, random (0, 360), 2, random (60, 120))
		HKF2 MNNNNN 6

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("HKFatality2",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
        NULL A 0 A_SpawnItemEx("OmgSoDeadHK", 0, 1, 1, 1, 1)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill



    FatalityArachnotron:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        ARF1 ABABABABABABAB 2
		NULL A 0 A_SpawnItem("Spark_UpOnce",0,60)
		ARF1 CD 3
		NULL A 0 A_PlaySound("baby/death")
		ARF1 EFFFF 3
		ARF1 GGHHI 3
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		NULL AAAAA 0 A_CustomMissile ("Instestin2", 14, 0, random (0, 360), 2, random (0, 160))
		 NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         NULL AAAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAAAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAAAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAAAAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		ARF1 JKLMNNNNNNNNNNNNNNNN 3

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("ArachnotronFatality",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",20)
        NULL A 0 A_SpawnItemEx("RapedArachnotron", 0, 1, 1, 1, 1)
		//NULL A 0 A_CustomMissile ("SpiderLeg", 30, 0, 0, 2, 0)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill
		
		
		FatalityArachnotron2:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
		ARF2 A 6
		NULL A 0 A_PlaySound("grunt/pain")
		ARF2 B 3
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        ARF2 BIBIBI 2
		NULL A 0 A_PlaySound("baby/death")
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		NULL AAAAA 0 A_CustomMissile ("Instestin2", 14, 0, random (0, 360), 2, random (0, 160))
		 NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         NULL AAAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAAAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAAAAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		
		ARF2 CDE 3
        NULL A 0 A_CustomMissile ("XDeathArachnotronHead", 50, 0, random (0, 360), 2, random (40, 130))
		//////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("ArachnotronFatality2",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",20)
        NULL A 0 A_SpawnItemEx("NoLegsSpider", 0, 1, 1, 1, 1)
		//NULL A 0 A_CustomMissile ("SpiderLeg", 30, 0, 0, 2, 0)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill
		
		
		
		FatalityArchVile:
        NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 ACS_Execute(acsFatality, 0)
		AVF1 A 2 A_ChangeFlag("GHOST", 1)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
		
        //////////////////////////////////////////////////////
        AVF1 A 1
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        AVF1 A 1 A_PlaySound("vile/pain")
        AVF1 A 20

XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		 NULL AA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL AAA 0 A_CustomMissile ("XDeath2", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL AAA 0 A_CustomMissile ("XDeath3", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)

        AVF1 A 1 A_PlaySound("vile/Death")
        AVF1 BCDEEEFGHHH 5 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
		AVF1 IJKLM 2
		NULL AAAA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 20, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		NULL A 0 A_PlaySound("CLAP")
		NULL A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		AVF1 N 30
		AVF1 OPQQR 3
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		 NULL AA 0 A_CustomMissile ("XDeath1", 20, 0, random (0, 360), 2, random (0, 160))
		 NULL AAA 0 A_CustomMissile ("XDeath2", 20, 0, random (0, 360), 2, random (0, 160))
		 NULL AAA 0 A_CustomMissile ("XDeath3", 20, 0, random (0, 360), 2, random (0, 160))
		 NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
		AVF1 STUUUUVVVV 2
		NULL A 0 A_PlaySound("*taunt")
		AVF1 V 10
		AVF1 WXWX 10
		AVF1 V 10
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("ArchVileFatality",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",20)
        NULL A 0 A_SpawnItem("FatalizedArchvile1")
		TNT1 A 0 A_ChangeFlag("GHOST", 0)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill	
		
	FatalityArchVile2:
		NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 ACS_Execute(acsFatality, 0)
		AVF2 A 2 A_ChangeFlag("GHOST", 1)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
		
		//////////////////////////////////////////////////////
		TNT1 A 0 A_PlaySound("weapons/fistwhoosh")
		AVF2 A 5
		TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 55, 10, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		AVF2 B 4
		
		AVF2 C 6
		TNT1 A 0 A_PlaySound("weapons/fistwhoosh")
		
		AVF2 D 5
		TNT1 A 0 A_PlaySound("NECK_BRK", 5)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("PlayerFlyingBlood", 55, 3, random (0, 360), 2, random (0, 160))
		AVF2 E 5
		
		AVF2 D 7
		TNT1 A 0 A_PlaySound("NECK_BRK", 5)
	//	XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("PlayerFlyingBlood", 55, 5, random (0, 360), 2, random (0, 160))
		AVF2 E 5
		
		AVF2 D 8
		TNT1 A 0 A_PlaySound("NECK_BRK", 5)
	//	XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("PlayerFlyingBlood", 55, 12, random (0, 360), 2, random (0, 160))
		AVF2 E 5
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("NECK_BRK", 6)
		TNT1 A 0 A_PlaySound("misc/gibbed", 7)
		TNT1 AAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 55, 11, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("xdeath2", 54, 12, random (0, 360), 2, random (0, 160))
		AVF2 F 5 A_PlaySound("vile/pain",8)
		
		AVF2 G 9
		TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 55,12, random (0, 360), 2, random (0, 160)) 
		TNT1 A 0 A_CustomMissile ("XDeath2", 55, 5, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 55, 13, random (0, 360), 2, random (0, 160))
		AVF2 HG 5
		TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 55, 12, random (0, 360), 2, random (0, 160)) 
		TNT1 A 0 A_CustomMissile ("XDeath2", 15, 13, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 11, random (0, 360), 2, random (0, 160))
		AVF2 HG 5
		TNT1 A 0 A_PlaySound("vile/pain",8)
		TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 45, 14, random (0, 360), 2, random (0, 160)) 
		TNT1 A 0 A_CustomMissile ("xdeath2", 15, 12, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 45, 11, random (0, 360), 2, random (0, 160))
		AVF2 HI 5
		TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 45, 11, random (0, 360), 2, random (0, 160)) 
		TNT1 A 0 A_CustomMissile ("xdeath2", 35, 12, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 45, 13, random (0, 360), 2, random (0, 160))
		AVF2 JI 5
		TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 55, 14, random (0, 360), 2, random (0, 160)) 
		TNT1 A 0 A_CustomMissile ("xdeath2", 15, 11, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 45, 12, random (0, 360), 2, random (0, 160))
		AVF2 JI 5
		TNT1 A 0 A_PlaySound("vile/pain",8)
		TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 45, 13, random (0, 360), 2, random (0, 160)) 
		TNT1 A 0 A_CustomMissile ("xdeath3", 45, 14, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 46, 15, random (0, 360), 2, random (0, 160))
		AVF2 JK 5
		TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 45, 13, random (0, 360), 2, random (0, 160)) 
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 11, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 55, 8, random (0, 360), 2, random (0, 160))
		AVF2 JK 5
		TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 45, 9, random (0, 360), 2, random (0, 160)) 
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 11, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 55, 8, random (0, 360), 2, random (0, 160))
		AVF2 LK 5
		TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 45, 8, random (0, 360), 2, random (0, 160)) 
		TNT1 A 0 A_CustomMissile ("xdeath3", 45, 14, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 55, 10, random (0, 360), 2, random (0, 160))
		AVF2 LK 5
		TNT1 A 0 A_PlaySound("vile/pain",8)
		TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 45, 13, random (0, 360), 2, random (0, 160)) 
		TNT1 A 0 A_CustomMissile ("XDeath2", 25, 11, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 55, 14, random (0, 360), 2, random (0, 160))
		AVF2 L 5 
		TNT1 A 0 A_PlaySound("vile/death",9)
		AVF2 M 5 
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Playsound("CLAP",2)
		AVF2 N 10
		TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
		TNT1 AAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160)) 
		TNT1 A 0 A_CustomMissile ("xdeath3", 15, 4, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		AVF2 O 5
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		TNT1 AA 0 A_CustomMissile ("PlayerFlyingBlood", 17, 3, random (0, 360), 2, random (0, 160)) 
		AVF2 PN 4
		TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
		TNT1 AAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160)) 
		TNT1 A 0 A_CustomMissile ("xdeath2", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		AVF2 O 6
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		TNT1 AA 0 A_CustomMissile ("PlayerFlyingBlood", 17, 3, random (0, 360), 2, random (0, 160)) 
		AVF2 PN 5
		TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
		TNT1 AAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160)) 
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		AVF2 O 7
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		TNT1 AA 0 A_CustomMissile ("PlayerFlyingBlood", 17, 3, random (0, 360), 2, random (0, 160)) 
		AVF2 PNNN 6
		
		TNT1 A 0 A_TakeInventory("ArchVileFatality2",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
        TNT1 A 0 A_SpawnItemEx("ArchvileStabbedTheFuckOut", 5, 2, 1, 0, 0)
		TNT1 A 0 A_ChangeFlag("GHOST", 0)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill	
		
	FatalityBelphegor:
	   TNT1 A 0 SetPlayerProperty(0,1,0)
       TNT1 A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)

	   TNT1 A 0 ACS_Execute(acsFatality, 0)
	   //////////////////////////////////////////////////////
	   TNT1 A 0 A_PlaySound("weapons/fistwhoosh",7)
	   BS4F A 5
	   
	   TNT1 A 0 A_PlaySound("misc/gibbed")
	   BS4F B 3
	   TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 71, 0, random (0, 360), 2, random (0, 160))
	   BS4F C 3
	   XXXX AA 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 71, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("Blood", 71, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAA 0 A_CustomMissile ("SmallBrainPieceFast", 71, 0, random (170, 190), 2, random (-10, 10))
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("SmallBrainPiece", 72, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("Teeth", 68, -7, random (0, 360), 2, random (0, 160))
	   BS4F DE 4
	   
	   
	   BS4F F 5
	   //blood splashing
	   TNT1 A 0 A_PlaySound("misc/xdeath2c",8)
	   TNT1 AAAAAAAA 0 A_SpawnItem ("Blood", 0, 69)
	   BS4F F 5
	   //blood splashing
	   TNT1 A 0 A_PlaySound("misc/xdeath2c", 9)
	   TNT1 AAAAAAAA 0 A_SpawnItem ("Blood", 0, 69)
	   BS4F GG 10 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
	   TNT1 A 0 A_PlaySound("misc/xdeath4f", 7)
	   TNT1 AAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 53, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAAAAAA 0 A_CustomMissile ("Instestin", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath2", 55, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath3", 51, 0, random (170, 190), 2, random (0, 40))
	   BS4F HI 6 
	   TNT1 AAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 53, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath2", 55, 0, random (170, 190), 2, random (0, 40))
	   BS4F II 3
	   
	   TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("BelphegorFatality",1)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_GiveInventory("HealthBonus",1)
		TNT1 A 0 A_SpawnItem ("FatalizedBelphegor", 20)
		TNT1 A 0 A_CustomMissile ("XDeathHellKnightTorso", 32, 0, random (0, 135), 2, random (0, 65))
        TNT1 A 0 SetPlayerProperty(0,0,0)
	   Goto Standstill	



		FatalityVolcabus:
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)
		
		TNT1 A 0 ACS_Execute(acsFatality, 0)
		//////////////////////////////////////////////////////
		FA2F AA 6
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("fatso/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("Blood", 44, -7, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 34, -6, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 48, -7, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath2", 48, -7, random (0, 360), 2, random (0, 160))
		FA2F B 5
		
		FA2F C 10
		
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("fatso/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("Blood", 44, -7, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 34, -4, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 48, -7, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath2", 48, -7, random (0, 360), 2, random (0, 160))
		FA2F B 5
		
		FA2F C 8
		
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
		 TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("fatso/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_PlaySound("misc/xdeath4c", 3)
		TNT1 AA 0 A_CustomMissile ("Blood", 44, -7, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 32, -5, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 48, -7, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 48, -7, random (0, 360), 2, random (0, 160))
		FA2F D 5
		
		FA2F C 8
		
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
		 TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("fatso/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_PlaySound("misc/xdeath4c", 3)
		TNT1 AA 0 A_CustomMissile ("Blood", 44, -7, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 32, -5, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 48, -7, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath2", 48, -7, random (0, 360), 2, random (0, 160))
		FA2F FFF 2 A_CustomMissile ("PlayerFlyingBlood", 33, -6, random (0, 360), 2, random (0, 160))	
		
		FA2F E 8
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("fatso/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_PlaySound("misc/xdeath", 3)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Blood", 44, -6, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 45, -6, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPieceFast", 48, -7, random (170, 190), 2, random (-10, 10))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPiece", 48, -7, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 48, -7, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath2", 48, -7, random (0, 360), 2, random (0, 160))
		FA2F FFF 2 A_CustomMissile ("PlayerFlyingBlood", 48, -6, random (0, 360), 2, random (0, 160))	
		
		FA2F E 8
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("fatso/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_PlaySound("misc/xdeath", 3)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Blood", 44, -6, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 48, -6, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPieceFast", 48, -7, random (170, 190), 2, random (-10, 10))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPiece", 48, -7, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 48, -7, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath2", 48, -7, random (0, 360), 2, random (0, 160))
		FA2F FFF 2	A_CustomMissile ("PlayerFlyingBlood", 48, -6, random (0, 360), 2, random (0, 160))	
		
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("VolcabusFatality",1)
		TNT1 A 0 A_GiveInventory("HealthBonus",10)
		TNT1 A 0 A_SpawnItem ("FatalizedVolcabus", 45)
		 MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
			NULL A 0 SetPlayerProperty(0,0,0)
		Goto Standstill	


FatalityVolcabus2:
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)
		TNT1 A 0 A_SetInvulnerable
		//////////////////////////////////////////////////////
		FA3F A 8
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_Playsound("misc/gibbed",3)
		TNT1 AAAAAAA 0 A_CustomMissile ("Blood", 45, 0, random (0, 360), 2, random (0, 160))						
		FA3F B 8
		TNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail", 45, 0, random (0, 180), 2, random (0, 180))
		FA3F C 5 A_PlaySound("Volcabus/pain", 1)
		//XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		FA3F D 6 A_PlaySound("misc/xdeath4", 3)
		TNT1 AAAAAAA 0 A_CustomMissile ("Blood", 45, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Instestin", 48, -6, random (0, 360), 2, random (0, 160))		
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)

		TNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail", 45, 0, random (0, 180), 2, random (0, 180))
		FA3F E 6 A_PlaySound("Volcabus/pain", 1)
		FA3F F 6 A_PlaySound("misc/xdeath4", 3)
		TNT1 AAA 0 A_CustomMissile ("Blood", 45, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Instestin", 48, -6, random (0, 360), 2, random (0, 160))			
	
		TNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail", 45, 0, random (0, 180), 2, random (0, 180))
		FA3F G 5 A_PlaySound("Volcabus/pain", 1)
		FA3F H 6 A_PlaySound("misc/xdeath4", 3)
		TNT1 AAA 0 A_CustomMissile ("Blood", 45, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Instestin", 48, -6, random (0, 360), 2, random (0, 160))	
		
		TNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail", 45, 0, random (0, 180), 2, random (0, 180))
		FA3F I 5 A_PlaySound("Volcabus/pain", 1)
		FA3F J 6 A_PlaySound("misc/xdeath4", 3)
		TNT1 AAA 0 A_CustomMissile ("Blood", 45, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Instestin", 48, -6, random (0, 360), 2, random (0, 160))

		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))		
		FA3F K 10
				
		//////////////////////////////////////////////////////
		TNT1 A 0 A_TakeInventory("VolcabusFatality2",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 AAAAAAAAAAAAAAA 0 A_GiveInventory("HealthBonus",1)
		TNT1 A 0 A_SpawnItem ("FatalizedVolcabus2", 45)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
			NULL A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_UnSetInvulnerable
		Goto Standstill

	FatalityArachnotron2B:		
		NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
		
		NULL A 0 ACS_Execute(acsFatality, 0)
		//////////////////////////////////////////////////////
		ARF6 A 6
		NULL A 0 A_PlaySound("baby/pain")
		ARF6 B 3
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		ARF6 BIBIBI 2
		NULL A 0 A_PlaySound("baby/death")
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
		NULL AAAAA 0 A_CustomMissile ("Instestin2", 14, 0, random (0, 360), 2, random (0, 160))
		NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
		 NULL AAAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
		 NULL AAAAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
		 NULL AAAAAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		
		ARF6 CD 7
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))		
		ARF6 EF 7
		NULL A 0 A_CustomMissile ("XDeathArachnotronHead2", 50, 0, random (0, 360), 2, random (40, 130))
		//////////////////////////////////////////////////////
		NULL A 0 A_TakeInventory("Arachnotron2FatalityB",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",20)
		TNT1 A 0 A_SpawnItem("ArachnoTurretFrame2", 45)
		//NULL A 0 A_CustomMissile ("SpiderLeg", 30, 0, 0, 2, 0)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
			NULL A 0 SetPlayerProperty(0,0,0)
		Goto Standstill				

	FatalityArachnotron2A:
		NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
		
		NULL A 0 ACS_Execute(acsFatality, 0)
		//////////////////////////////////////////////////////
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		ARF5 ABABABABABABAB 2
		TNT1 A 0 A_PlaySound("BONEBRK3", 3)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_SpawnItem("Spark_UpOnce",0,60)
		ARF5 CD 3
		NULL A 0 A_PlaySound("baby/death")
		ARF5 EFFFF 3
		ARF5 GGHHI 3
		
		TNT1 A 0 A_PlaySound("misc/gibbed", 3)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
		NULL AAAAA 0 A_CustomMissile ("Instestin2", 14, 0, random (0, 360), 2, random (0, 160))
		NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
		NULL AAAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
		NULL AAAAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
		NULL AAAAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
		NULL AAAAAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		ARF5 JKLMMMMMMMMM 3 A_CustomMissile ("Brutal_LiquidBlood2", 16, 0, random (0, 360), 2, random (60, 120))
		
		//////////////////////////////////////////////////////
		NULL A 0 A_TakeInventory("Arachnotron2FatalityA",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",20)
		NULL A 0 A_SpawnItemEx("RapedArachnotron2", 0, 1, 1, 1, 1)
		//NULL A 0 A_CustomMissile ("SpiderLeg", 30, 0, 0, 2, 0)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
			NULL A 0 SetPlayerProperty(0,0,0)
		Goto Standstill
		
FatalityPE:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        PA1F A 3
		FATF E 0 A_PlaySound("demon/pain")
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		PA1F A 9
		
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		
        NULL AAAAAA 0 A_CustomMissile ("Blood", 55, 0, random (0, 180), 2, random (0, 180))
        NULL AA 0 A_CustomMissile ("XDeath1", 55, 0, random (0, 360), 2, random (0, 160))
        NULL A 0 A_PlaySound("demon/pain")
		
		PA1F BCDEEEEEFGHI 3
		
		NULL A 0 A_PlaySound("demon/pain")
        
		PA1F JKKKK 3
		
		PA1F L 4
		NULL AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
		NULL AAA 0 A_CustomMissile ("MuchBlood", 90, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		
		  PA1F MNNNNNNN 3
		  
		  
		  PA1F OPQR 3
		  
		NULL AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
		NULL AAA 0 A_CustomMissile ("MuchBlood", 90, 0, random (0, 360), 2, random (0, 160))
		
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
        
        
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		  
		  PA1F RQPQR 3
		  
		  
		  NULL AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
		NULL AAA 0 A_CustomMissile ("MuchBlood", 90, 0, random (0, 360), 2, random (0, 160))
		
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
        
        
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		
		PA1F RQPQR 3
		  
		  
		  NULL AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
		NULL AAA 0 A_CustomMissile ("MuchBlood", 90, 0, random (0, 360), 2, random (0, 160))
		
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
        
        
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		
		PA1F RQPQR 3
		  
		  
		  NULL AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
		NULL AAA 0 A_CustomMissile ("MuchBlood", 90, 0, random (0, 360), 2, random (0, 160))
		
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
        
        
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		
		
		PA1F S 30
		PA1F STSTST 6 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
		PA1F S 9
		
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("PEFatality",1)
		NULL A 0 A_GiveInventory("HealthBonus",15)
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_SpawnItemEx("FatalizedPE", 0, 1, 1, 1, 1)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
			NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill



FatalityLabGuy1: //Face kicker
		TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477,0,0,0,0)
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
		FSF1 A 6
		FSF1 B 4
		 TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("marine/superfist1", 3)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		FSF1 C 8
		TNT1 A 0 A_CustomMissile ("BloodyAxe", 50, 0, random (0, 360), 2, random (0, 160))
		FSF1 DE 5
		TNT1 A 0 A_PlaySound("FUCK1", 4)
		FSF1 F 30
		FSF1 G 3
		 TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("marine/superfist1", 3)
		TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		FSF1 H 4
		FSF1 M 4
		FSF1 G 6
		/////// Kick
		FSF1 G 3
		 TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("marine/superfist1", 3)
		TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		FSF1 H 4
		FSF1 M 4
		FSF1 G 6
		/////// Kick
		FSF1 G 3
		 TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("marine/superfist1", 3)
		TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		FSF1 H 4
		FSF1 M 4
		FSF1 G 6
		/////// Kick
		FSF1 G 3
		 TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("marine/superfist1", 3)
		TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		FSF1 H 4
		FSF1 M 4
		FSF1 G 6
		/////// Kick
		FSF1 G 3
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("marine/superfist1", 3)
		TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		FSF1 H 4
		FSF1 M 4
		TNT1 A 0 A_PlaySound("DSSALUTE", 4)
		FSF1 G 6		
		/////// FINISH HIM!
		FSF1 F 35
		FSF1 G 3
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("marine/superfist1", 3)
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		FSF1 I 5
		FSF1 J 8
		FSF1 K 11
		//////////////////////////////////////////////////////
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("LabGuyToken1",1)
		TNT1 A 0 A_GiveInventory("HealthBonus",10)
        TNT1 A 0 A_CustomMissile ("LabguyBeatenDown", 1, 0, random (0, 360), 2, random (130, 180)) //refers to Labguy decorate corpse item!
        MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
			NULL A 0 SetPlayerProperty(0,0,0)
		Goto Standstill
	
FatalityLabGuy2: // axe mutilator
       	TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FSF2 ABC 4
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("marine/superfist1", 4)
		 TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		FSF2 D 5
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		FSF2 E 5
		FSF2 F 15
		XXXX A 0 A_CustomMissile ("shakeshakeshake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160)) 
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("misc/xdeath4c", 4)
		FSF2 G 12
		
		FSF2 H 10
		XXXX A 0 A_CustomMissile ("LabGuyHead", 1, 0, random (0, 360), 2, random (0, 160))
		FSF2 P 2
		TNT1 A 0 A_PlaySound("misc/xdeath4a", 4)
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160)) 
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath4", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("shakeshakeshake", 1, 0, random (0, 360), 2, random (0, 160))
		FSF2 P 2
        FSF2 IPJ 4
		TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160)) 
		TNT1 A 0 A_CustomMissile ("XDeath2", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		//XXXX A 0 A_CustomMissile ("shakeshakeshake", 1, 0, random (0, 360), 2, random (0, 160))
		FSF2 P 2
        FSF2 IPJ 4
		TNT1 A 0 A_PlaySound("misc/xdeath4a", 4)
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160)) 
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("shakeshakeshake", 1, 0, random (0, 360), 2, random (0, 160))
		FSF2 P 2
        FSF2 KQL 4
		TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160)) 
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		//XXXX A 0 A_CustomMissile ("shakeshakeshake", 1, 0, random (0, 360), 2, random (0, 160))
		FSF2 Q 2
		 FSF2 KQL 4
		TNT1 A 0 A_PlaySound("misc/xdeath4a", 4)
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160)) 
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("Xdeath3", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("shakeshakeshake", 1, 0, random (0, 360), 2, random (0, 160))
		 FSF2 Q 2
		 FSF2 MRN 4
		 TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160)) 
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		//XXXX A 0 A_CustomMissile ("shakeshakeshake", 1, 0, random (0, 360), 2, random (0, 160))
		 FSF2 R 2
		 FSF2 MRN 4
		TNT1 A 0 A_PlaySound("misc/xdeath4a", 4)
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160)) 
		TNT1 AA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("INSTESTIN", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("shakeshakeshake", 1, 0, random (0, 360), 2, random (0, 160))
		 FSF2 R 2
		 FSF2 MRN 4
		TNT1 A 0 A_PlaySound("misc/xdeath4a", 4)
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160)) 
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("INSTESTIN", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		//XXXX A 0 A_CustomMissile ("shakeshakeshake", 1, 0, random (0, 360), 2, random (0, 160))
		FSF2 R 2
		FSF2 O 15
		TNT1 A 0 A_Custommissile("BloodyAxe", 32, 0, random (0, 360), 2, random (50, 130))
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("LabGuyToken2",1)
		TNT1 A 0 A_GiveInventory("HealthBonus",10)
        TNT1 A 0 A_SpawnItem ("AxeSplitLabguy") //refers to Labguy decorate corpse item!
        MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
			NULL A 0 SetPlayerProperty(0,0,0)
        Goto Standstill

FatalityLabGuy3: //axe - face
		TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		 TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
		FSF3 AB 4
		TNT1 A 0 A_Playsound("grunt/sight7",2)
		FSF3 CD 4
		XXXX A 0 A_CustomMissile ("shakeshakeshake", 1, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_Playsound("misc/xdeath4c",1)
		TNT1 AA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 A 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160)) 
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		FSF3 EFGH 5
		TNT1 A 0 A_CustomMissile ("BloodyAxe", 50, 0, random (0, 360), 2, random (0, 160))
		//////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("LabGuyToken3",1)
		TNT1 A 0 A_GiveInventory("HealthBonus",10)
        TNT1 A 0 A_SpawnItem ("FacelessLabguy") //refers to Labguy decorate corpse item!
        MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
			NULL A 0 SetPlayerProperty(0,0,0)
        Goto Standstill



    CurbstompZombieman:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        01CB A 3
		NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 A_PlaySound("grunt/death")
		01CB BCCCC 3 SetPlayerProperty(0,1,0)
		NULL A 0 A_PlaySound("misc/xdeath1")
		01CB D 3
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
NULL A 0 ACS_Execute(581, 0, 0, 0, 0)


        TNT1 A 0 A_SpawnItemEx("ZombiemanHeadExplode", 0, 20)
		TNT1 A 0 A_SpawnItemEx("GrowingBloodPool", 0, 20)
          01CB E 20
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("IsCurbstompingZombieman",1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
		TNT1 A 0 A_GiveInventory("BootsSmearedWithRedBlood", 6)
		 NULL A 0 A_CustomMissile ("StompedZombieman", 1, 0, random (0, 360), 2, random (0, 160))
        NULL A 0 A_TakeInventory("GoFatality", 1)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
		NULL A 0 SetPlayerProperty(0,0,0)	
        Goto StandStill
		
		
		
		CurbstompSergeant:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        02CB A 3
		NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 A_PlaySound("grunt/death")
		02CB BCCCC 3 SetPlayerProperty(0,1,0)
		NULL A 0 A_PlaySound("misc/xdeath1")
		02CB D 3
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
NULL A 0 ACS_Execute(581, 0, 0, 0, 0)


        TNT1 A 0 A_SpawnItemEx("ShotgunguyHeadExplode", 0, 20)
		TNT1 A 0 A_SpawnItemEx("GrowingBloodPool", 0, 20)
          02CB E 20
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("IsCurbstompingSergeant",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
		TNT1 A 0 A_GiveInventory("BootsSmearedWithRedBlood", 6)
		 NULL A 0 A_CustomMissile ("StompedSergeant", 1, 0, random (0, 360), 2, random (0, 160))
		 MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)	
        Goto StandStill
























		
	Death.PussyGrab:
	    TNT1 A 0
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GrabbedAEvilMarine", 1)
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
        NULL A 1
		NULL A -1
        Stop	


    Death.Fatality:
        NULL A 0 A_NoBlocking
		NULL A 0 A_Scream
		NULL A 0 A_GiveToTarget("GoFatality", 1)
        NULL A 0 A_GiveToTarget("PVPFatality", 1)
		NULL A 1
		NULL A -1
        Stop

	FatalityPVP:
		NULL A 0
		NULL A 0 A_Jump(255, "FatalityPVP1", "FatalityPVP2", "FatalityPVP3")
    
	FatalityPVP1:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        PVPF ABB 6
        PVPF C 3
		PVPF DDD 3 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		PVPF E 4
        NULL A 0 A_CustomMissile ("RipGuts", 60, 0, random (0, 360), 2, random (0, 160))      
		NULL A 0 A_SpawnItemEx("XDeathHalfMarine", 0, 0, 50, 0, 5, 5)
		NULL AAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))  
		NULL A 0 A_SpawnItemEx("PlayerJustGotCutInHalf", 0, 0, 50, 0, -5)
		PVPF FGGGG 4
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("PVPFatality",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill


	FatalityPVP2:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        PVP1 A 10
		NULL AA 0 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))  
		NULL AAA 0 A_CustomMissile ("XDeath1", 30, 0, random (0, 360), 2, random (0, 160))  
        PVP1 A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		PVP1 BCDE 5
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("PVPFatality",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill


	FatalityPVP3:
         NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
		NULL AA 0 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))  
		NULL AAA 0 A_CustomMissile ("XDeath1", 30, 0, random (0, 360), 2, random (0, 160))  
		NULL A 0 A_CustomMissile ("XDeathArm1", 30, 0, random (0, 360), 2, random (0, 160))  
        PVP1 A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        PVP2 ABCCC 4
		NULL A 0 A_CustomMissile ("RipGuts", 30, 0, random (0, 360), 2, random (0, 160))      
		NULL AAA 0 A_CustomMissile ("XDeath1", 30, 0, random (0, 360), 2, random (0, 160))
		NULL AA 0 A_CustomMissile ("XDeath2", 30, 0, random (0, 360), 2, random (0, 160))
		PVP1 A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		PVP2 DEEFF 5
		NULL A 0 A_CustomMissile ("XDeathArm1", 60, 0, random (0, 360), 2, random (0, 160)) 
		NULL A 0 A_CustomMissile ("XDeathMarineHead1", 60, 0, random (0, 360), 2, random (0, 160)) 
		NULL AA 0 A_CustomMissile ("XDeath2", 60, 0, random (0, 360), 2, random (0, 160))
		NULL AA 0 A_CustomMissile ("XDeath3", 60, 0, random (0, 360), 2, random (0, 160))
		PVP1 A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		PVP2 G 15
        //////////////////////////////////////////////////////
		NULL A 0 A_SpawnItemEx("PlayerJustGotCutInHalf", 0, 30)
        NULL A 0 A_TakeInventory("PVPFatality",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill






// STEALTH KILLS


    StealthKillZombieman:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
		SFZM A 4
		SFZM B 4
		SFZM C 8
		NULL A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
		SFZM D 8

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("SKZombieMan",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
        NULL A 0 A_SpawnItemEx("DeadZombieMan", 35, 0, 40, 0, 0)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill


StealthKillLabguy:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
		SFZL A 4
		SFZL B 4
		SFZL C 8
		TNT1 A 0 A_PlaySound("NECK_BRK",2)
		SFZL D 8

        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("SKLabguy",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
        TNT1 A 0 A_SpawnItemEx("DeadFormerScientist", 0, 0, 40, 0, 0)
       MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
			NULL A 0 SetPlayerProperty(0,0,0)
        Goto Standstill

    StealthKillShotgunGuy:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
		SFSZ A 4
		SFSZ B 4
		SFSZ C 8
		NULL A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
		SFSZ D 8

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("SKShotgunGuy",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
        NULL A 0 A_SpawnItemEx("DeadShotgunGuy", 35, 0, 40, 0, 0)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill
		
    StealthKillChaingunGuy:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
		SFCG A 4
		SFCG B 4
		NULL A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
		SFCG C 8

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("SKChaingunGuy",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
        NULL A 0 A_SpawnItemEx("DeadChaingunGuy_KilledByMinorHead", 35, 0, 40, 0, 0)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill
		
		
    StealthKillImp:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
		SFIM A 4
		SFIM B 4
		NULL A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
		SFIM C 8
		SFIM D 8

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("SKImp",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
        NULL A 0 A_SpawnItemEx("DeadImp", 35, 0, 40, 0, 0)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill
		
		
    StealthKillNazi:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
        NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
SFNZ A 4
SFNZ B 4
NULL A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
SFNZ C 8

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("SKNAzi",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
        NULL A 0 A_SpawnItemEx("DeadNazi", 35, 0, 40, 0, 0)
		MARN A 0 ACS_ExecuteAlways(402, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill







//  Failed attemp to able a player to be saved 
//  by other player before getting executed in an enemy's 
//  fatality (the following lines were an idea of making the
//  Hell Knight be shootable before he could headstomp the player).
//  This idea was canceled due the current limits on Zdoom engine
// (Or maybe I'm just doing it wrong).
//  Maybe I will work on this in a future version.

//	Death.UnusedHKF: 
      // NULL A 0 A_CustomMissile ("HellKnightSpawner", 1, 0, random (0, 360), 2, random (0, 160))
//       XXXX A -1
//       Stop






//	Pain.HKF:
//        NULL A 0 A_GiveToTarget("Vanish", 1)
//        NULL A 0 A_GiveInventory("BeginCurbstomped", 1)
//        NULL A 0 SetPlayerProperty(0,1,0)
//        NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
//       KTFP AAAAAAAAAA 5 A_SpawnItem ("FreePlayerFromHellKnight", 0, 0,0)
 //      KTFP BCDE 5 A_SpawnItem ("FreePlayerFromHellKnight", 0, 0,0)
 //   Goto Curbstomped
//
 //   Curbstomped:
  //     KTFP EEEEE 5 A_SpawnItem ("FreePlayerFromHellKnight", 0, 10,0)
   //    KTFP FFFFF 5 A_SpawnItem ("FreePlayerFromHellKnight", 0, 0,0)
  //     KTFP GGG 5 A_SpawnItem ("FreePlayerFromHellKnight", 0, 0,0)
   //    KTFP GGGG 1 A_SpawnItem ("CurbStomp", 0, 0)
  //     Goto Death.HKFAT
//
//	Pain.FreeHellKnight:
  //     KTFP E 50 SetPlayerProperty(0,0,0)
  //      NULL A 1 SetPlayerProperty(0,0,0)
//NULL A 1 A_SpawnItem ("HellKnight", 0, 0)
//Goto See
//
 //   Death.HKFAT:
  //     KTFP HIJKLLLLLLLLL 5
  //     NULL A 0 A_SpawnItem ("HellKnight", 0, 0)
  //     XXXX A -1
  //     Stop



// Monsters that can perform fatality on player:


// Baron and Hell Knight:
    Death.HKFT:
	Death.BHFT:
	Death.RVFT:
		NULL A 1 A_PlayerScream
		NULL A 1 A_NoBlocking
        NULL A 0 A_GiveToTarget("Curbstomp_Marine",1)
		NULL A -1
        Stop

//Imp:
    Death.ImpFatalityMarine:
		NULL A 1 A_PlayerScream
		NULL A 1 A_NoBlocking
        NULL A 0 A_GiveToTarget("Fatality_Marine",1)
		NULL A 500
		NULL A -1
        Stop



// This section is responsable for calling scripts to make blood
// drip on the screen when the player is affected by one of the actors
// in the BLOODSPLASH lump.

	Pain.Blood:
	    NULL A 0 A_TakeInventory("BloodSplasherz", 1)
		NULL A 0 A_Giveinventory("GiveHealth",1)
        NULL A 0 A_Giveinventory("BloodOnVisor",1)
		NULL A 0 A_GiveInventory("MeatAmmo", 1)
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        Goto StandStill

	Pain.BlueBlood:
        NULL A 0 A_Giveinventory("BlueBloodOnVisor",1)
        NULL A 0 A_Giveinventory("GiveHealth",1)
        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
        Goto StandStill
	
	Pain.GreenBlood:
		TNT1 A 0
        NULL A 0 A_Giveinventory("GiveHealth",1)
        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
         Goto StandStill

	Pain.Water:
		TNT1 A 0
        NULL A 0 A_Giveinventory("Health",1)
        NULL A 0 ACS_Execute(584, 0, 0, 0, 0)
        Goto StandStill


		 
		 
		 
		 
		 
		//When you get MeatShields
		
		
		GotImpShield:
		NULL A 0 A_TakeInventory("MeatAmmo", 100)
		NULL A 0 A_GiveInventory("ImpShield")
		NULL A 0 A_SelectWeapon("ImpShield")
		NULL A 0 A_TakeInventory("Punching", 1)
		Goto SeeImpShield
		
		
		SeeImpShield:
	    NULL A 0 A_TakeInventory("Punching", 1)
		MAIS A 8
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAIS B 8
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		//Goto See
		Loop
		 
		 
		 
		 		GotZmanShield:
		NULL A 0 A_TakeInventory("MeatAmmo", 100)
		NULL A 0 A_GiveInventory("ZmanShield")
		NULL A 0 A_SelectWeapon("ZmanShield")
		NULL A 0 A_TakeInventory("Punching", 1)
		Goto SeeZmanShield
		
		
		SeeZmanShield:
	    NULL A 0 A_TakeInventory("Punching", 1)
		MAZS A 8
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAZS B 8
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		//Goto See
		Loop
		
		
		GotSguyShield:
		NULL A 0 A_TakeInventory("MeatAmmo", 100)
		NULL A 0 A_GiveInventory("SguyShield")
		NULL A 0 A_SelectWeapon("SguyShield")
		NULL A 0 A_TakeInventory("Punching", 1)
		Goto SeeSGuyShield
		
		SeeSGuyShield:
	    NULL A 0 A_TakeInventory("Punching", 1)
		MASS A 8
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MASS B 8
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		//Goto See
		Loop 
		 
		 
		 
		 
		 
		 
		 
		 
    Salutes1:
	    NULL A 0
		NULL A 0 A_PlaySound ("DSSALUTE")
        MWAV BCDEFEFDCB 7
		NULL A 0 A_TakeInventory("Salute1",1)
        Goto StandStill

    Salutes2:
		NULL A 0
		NULL A 0 A_PlaySound ("DSSALUTE")
        MWAV IJK 4
		MWAV LMNNML 3
		MWAV LMNNML 3
		MWAV LMNNML 3
		MWAV KJI 4
		NULL A 0 A_TakeInventory("Salute2",1)
        Goto StandStill
		
		
		
	//Special Checkers
		
		
	SpecialChecker:
		PLAY A 0
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        PLAY A 1
        NULL A 0 A_TakeInventory("GoSpecial", 1)
		NULL A 0 A_JumpIfInventory("IsCurbstompingZombieman", 1, "CurbstompZombieman")
	    NULL A 0 A_JumpIfInventory("IsCurbstompingSergeant", 1, "CurbstompSergeant")   
		NULL A 0 A_JumpIfInventory("ExecuteDownedImp", 1, "ExecuteImp")
		NULL A 0 A_JumpIfInventory("ExecuteDownedZombieman", 1, "ExecuteZombieman")
		NULL A 0 A_JumpIfInventory("ExecuteDownedShotgunguy", 1, "ExecuteShotgunguy")
        NULL A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		NULL A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIfInventory("Salute1", 1, "Salutes1")
		NULL A 0 A_JumpIfInventory("Salute2", 1, "Salutes2")
		NULL A 0 A_JumpIfInventory("advtaunting", 1, "AdvancedTaunt")
		NULL A 0 A_JumpIfInventory("oneliner", 1, "SayOneLiner")
		NULL A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelStand")
        NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick")
		NULL A 0 A_JumpIfInventory("Pumping", 1, "NoMovePump")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
		MARN A 0 A_JumpIfInventory("ShotgunSelected", 1, "ShotgunStandStill")
		MARN A 0 A_JumpIfInventory("MinigunSelected", 1, "MinigunStandStill")
		NULL A 0 A_JumpIfInventory("SwitchToFist", 1, "FistStandstill")
        NULL A 0 A_TakeInventory("GoSpecial", 1)
        Goto StandStill  
		

      SpecialCheckerMoving:
		PLAY A 0
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        PLAY A 1
		
        NULL A 0 A_TakeInventory("GoSpecial", 1)
		NULL A 0 A_JumpIfInventory("IsCurbstompingZombieman", 1, "CurbstompZombieman")
	    NULL A 0 A_JumpIfInventory("IsCurbstompingSergeant", 1, "CurbstompSergeant")   
		NULL A 0 A_JumpIfInventory("ExecuteDownedImp", 1, "ExecuteImp")
		NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker")
		NULL A 0 A_JumpIfInventory("ExecuteDownedZombieman", 1, "ExecuteZombieman")
		NULL A 0 A_JumpIfInventory("ExecuteDownedShotgunguy", 1, "ExecuteShotgunguy")
        NULL A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		NULL A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIfInventory("Salute1", 1, "Salutes1")
		NULL A 0 A_JumpIfInventory("Salute2", 1, "Salutes2")
		NULL A 0 A_JumpIfInventory("advtaunting", 1, "AdvancedTaunt")
		NULL A 0 A_JumpIfInventory("oneliner", 1, "SayOneLiner")
		NULL A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelMove")
        NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick")
		NULL A 0 A_JumpIfInventory("Pumping", 1, "Pump")
        NULL A 0 A_JumpIfInventory("ADSMode", 1, "ADSMove")
        NULL A 0 A_JumpIfInventory("HasImpShield", 1, "SeeImpShield")
		NULL A 0 A_JumpIfInventory("HasZmanShield", 1, "SeeZmanShield")
		NULL A 0 A_JumpIfInventory("HasSguyShield", 1, "SeeSguyShield")
		NULL A 0 A_JumpIfInventory("SwitchToFist", 1, "FistSee")
       NULL A 0 A_TakeInventory("GoSpecial", 1)
       Goto See    
  
	  ExecuteImp:
		TNT1 A 0
		tnt1 A 0 A_SetUserVar("user_playerangleexec", angle)
		TNT1 A 0 A_Chase
		TNT1 A 0 A_Warp(AAPTR_TARGET)
		TNT1 A 0 A_SetANgle("user_playerangleexec")
		NULL A 0 A_GiveInventory("ExecuteDownedEnemy", 1)
		NULL A 0 A_GiveInventory("BDWeaponACtion", 1)
		TNT1 A 0 A_CheckFloor("ImpExecuteFloor")
		NULL A 0 A_GiveInventory("ExecuteDownedEnemy", 1)
		NULL A 0 A_TakeInventory("ExecuteDownedImp", 1)
		NULL A 0 A_GiveInventory("IsFloating", 1)
		
		TNT1 A 0 A_SpawnItemEx("ImpExecute1",4,0,10,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Goto RifleKick
		
	  ImpExecuteFloor:	
		TNT1 A 0 A_CustomMissile("ExecutionFrontWallDetect", 32, 0, 0, 2)
		TNT1 A 0 A_CustomMissile("ExecutionLeftWallDetect", 52, 0, 90, 2)
		TNT1 A 0 A_Stop
		TNT1 A 0  A_Recoil(-2)
		PLAY AA 1 A_Recoil(-2)
		NULL A 0 A_GiveInventory("ExecuteDownedEnemy", 1)
		NULL A 0 A_TakeInventory("ExecuteDownedImp", 1)
		NULL A 0 A_GiveInventory("Kicking", 1)
		TNT1 A 0 A_JumpIfInventory("ExecuteStompWall", 1, "RifleKick")
		PLAY AA 1 A_JumpIfInventory("ExecuteStompWall", 1, "RifleKick")
		PLAY A 0 A_JumpIfInventory("ExecuteBashWall", 1, "Punch")	
		NULL A 0 A_GiveInventory("Kicking", 1)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItemEx("ImpExecute1",3,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Goto RifleKick
		
		
	ExecuteZombieman:
		TNT1 A 0
		tnt1 A 0 A_SetUserVar("user_playerangleexec", angle)
		TNT1 A 0 A_Chase
		TNT1 A 0 A_Warp(AAPTR_TARGET)
		TNT1 A 0 A_SetANgle("user_playerangleexec")
		
		NULL A 0 A_GiveInventory("ExecuteDownedEnemy", 1)
		NULL A 0 A_GiveInventory("BDWeaponACtion", 1)
		TNT1 A 0 A_CheckFloor("ZombiemanExecuteFloor")
		NULL A 0 A_GiveInventory("ExecuteDownedEnemy", 1)
		NULL A 0 A_TakeInventory("ExecuteDownedZombieman", 1)
		NULL A 0 A_GiveInventory("IsFloating", 1)
		NULL A 0 A_GiveInventory("Kicking", 1)
		TNT1 A 0 A_SpawnItemEx("ZombiemanExecute1",3,0,-40,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Goto RifleKick
		
	  ZombiemanExecuteFloor:	
		//TNT1 A 0 A_CustomMissile("ExecutionFrontWallDetect", 32, 0, 0, 2)
		//TNT1 A 0 A_CustomMissile("ExecutionLeftWallDetect", 52, 0, 90, 2)
		TNT1 A 0 A_Stop
		TNT1 A 0  A_Recoil(-2)
		PLAY AA 1 A_Recoil(-2)
		NULL A 0 A_GiveInventory("ExecuteDownedEnemy", 1)
		NULL A 0 A_TakeInventory("ExecuteDownedZombieman", 1)
		NULL A 0 A_GiveInventory("Kicking", 1)
		//TNT1 A 0 A_JumpIfInventory("ExecuteStompWall", 1, "RifleKick")
		//PLAY AA 1 A_JumpIfInventory("ExecuteStompWall", 1, "RifleKick")
		PLAY A 0 A_JumpIfInventory("ExecuteBashWall", 1, "Punch")	
		NULL A 0 A_GiveInventory("Kicking", 1)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItemEx("ZombiemanExecute1",3,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Goto RifleKick	
		
		
	ExecuteShotgunguy:
		TNT1 A 0
		TNT1 A 0 A_Chase
		TNT1 A 0 A_Warp(AAPTR_TARGET)
		NULL A 0 A_GiveInventory("ExecuteDownedEnemy", 1)
		NULL A 0 A_GiveInventory("BDWeaponACtion", 1)
		TNT1 A 0 A_CheckFloor("ShotgunguyExecuteFloor")
		NULL A 0 A_GiveInventory("ExecuteDownedEnemy", 1)
		NULL A 0 A_TakeInventory("ExecuteDownedShotgunguy", 1)
		NULL A 0 A_GiveInventory("IsFloating", 1)
		NULL A 0 A_GiveInventory("Kicking", 1)
		//TNT1 A 0 A_SpawnItemEx("ShotgunguyExecute1",3,0,-40,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Goto RifleKick
		
	  ShotgunguyExecuteFloor:	
		TNT1 A 0 A_CustomMissile("ExecutionFrontWallDetect", 32, 0, 0, 2)
		TNT1 A 0 A_CustomMissile("ExecutionLeftWallDetect", 52, 0, 90, 2)
		TNT1 A 0 A_Stop
		TNT1 A 0  A_Recoil(-2)
		PLAY AA 1 A_Recoil(-2)
		NULL A 0 A_GiveInventory("ExecuteDownedEnemy", 1)
		NULL A 0 A_TakeInventory("ExecuteDownedShotgunguy", 1)
		NULL A 0 A_GiveInventory("Kicking", 1)
		TNT1 A 0 A_JumpIfInventory("ExecuteStompWall", 1, "RifleKick")
		PLAY AA 1 A_JumpIfInventory("ExecuteStompWall", 1, "RifleKick")
		PLAY A 0 A_JumpIfInventory("ExecuteBashWall", 1, "Punch")	
		NULL A 0 A_GiveInventory("Kicking", 1)
		TNT1 A 0 A_Stop
		//TNT1 A 0 A_SpawnItemEx("ShotgunguyExecute1",3,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Goto RifleKick		
		
		
      FatalityChecker:
		NULL A 0
		NULL A 0 ACS_ExecuteAlways(400, 0, 0, 0, 0)//Start Camera
		
		NULL A 0 A_JumpIfInventory("PVPFatality", 1, "FatalityPVP")
        NULL A 0 A_JumpIfInventory("IsCurbstompingZombieman", 1, "CurbstompZombieman")
	    NULL A 0 A_JumpIfInventory("IsCurbstompingSergeant", 1, "CurbstompSergeant")        
        NULL A 0 A_JumpIfInventory("SKZombieman", 1, "StealthKilLZombieMan")
	    NULL A 0 A_JumpIfInventory("SKShotgunGuy", 1, "StealthKilLShotgunGuy")
		NULL A 0 A_JumpIfInventory("SKLabguy", 1, "StealthKilLLabGuy")
	    NULL A 0 A_JumpIfInventory("SKImp", 1, "StealthKilLImp")
	    NULL A 0 A_JumpIfInventory("SKNazi", 1, "StealthKilLNazi")
	    NULL A 0 A_JumpIfInventory("SKChaingunguy", 1, "StealthKilLChaingunguy")
        NULL A 0 A_JumpIfInventory("ImpFatality", 1, "FatalityImp")
        NULL A 0 A_JumpIfInventory("ImpFatality2", 1, "FatalityImp2")
		NULL A 0 A_JumpIfInventory("ImpFatality3", 1, "FatalityImp3")
		NULL A 0 A_JumpIfInventory("ImpFatality4", 1, "FatalityImp4")
        NULL A 0 A_JumpIfInventory("ZombieManFatality", 1, "FatalityZMan")
	    NULL A 0 A_JumpIfInventory("ZombieManFatality2", 1, "FatalityZMan2")
	    NULL A 0 A_JumpIfInventory("ZombieManFatality3", 1, "FatalityZMan3")
		NULL A 0 A_JumpIfInventory("ZombieManFatality4", 1, "FatalityZMan4")
		NULL A 0 A_JumpIfInventory("ZombieManFatality5", 1, "FatalityZMan5")
		TNT1 A 0 A_JumpIfInventory("LabGuyToken1", 1, "FatalityLabGuy1")
		TNT1 A 0 A_JumpIfInventory("LabGuyToken2", 1, "FatalityLabGuy2")
		TNT1 A 0 A_JumpIfInventory("LabGuyToken3", 1, "FatalityLabGuy3")
        NULL A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
        NULL A 0 A_JumpIfInventory("SergeantFatality2", 1, "FatalitySergeant2")
		NULL A 0 A_JumpIfInventory("SergeantFatality3", 1, "FatalitySergeant3")
		NULL A 0 A_JumpIfInventory("SergeantFatality4", 1, "FatalitySergeant4")
		NULL A 0 A_JumpIfInventory("SergeantFatality5", 1, "FatalitySergeant5")
        NULL A 0 A_JumpIfInventory("ComandoFatality", 1, "FatalityComando")
	    NULL A 0 A_JumpIfInventory("ComandoFatality2", 1, "FatalityComando2")
        NULL A 0 A_JumpIfInventory("DemonFatality", 1, "FatalityDemon")
	    NULL A 0 A_JumpIfInventory("DemonFatality2", 1, "FatalityDemon2")
	    NULL A 0 A_JumpIfInventory("DemonFatality3", 1, "FatalityDemon3")
        NULL A 0 A_JumpIfInventory("CacoDemonFatality", 1, "FatalityCacoDemon")
	    NULL A 0 A_JumpIfInventory("CacoDemonFatality2", 1, "FatalityCacoDemon2")
        NULL A 0 A_JumpIfInventory("RevenantFatality", 1, "FatalityRevenant")
        NULL A 0 A_JumpIfInventory("RevenantFatality2", 1, "FatalityRevenant2")
		NULL A 0 A_JumpIfInventory("FatsoFatality", 1, "FatalityFatso")
        NULL A 0 A_JumpIfInventory("BaronFatality", 1, "FatalityBaron")
	    NULL A 0 A_JumpIfInventory("HKFatality", 1, "FatalityHK")
	    NULL A 0 A_JumpIfInventory("HKFatality2", 1, "FatalityHK2")
	    NULL A 0 A_JumpIfInventory("HKFatality3", 1, "FatalityHK3")
	    NULL A 0 A_JumpIfInventory("ArachnotronFatality", 1, "FatalityArachnotron")
		NULL A 0 A_JumpIfInventory("ArachnotronFatality2", 1, "FatalityArachnotron2")
	    NULL A 0 A_JumpIfInventory("ArchVileFatality", 1, "FatalityArchVile")
		NULL A 0 A_JumpIfInventory("ArchVileFatality2", 1, "FatalityArchVile2")
		NULL A 0 A_JumpIfInventory("BelphegorFatality", 1, "FatalityBelphegor")
		TNT1 A 0 A_JumpIfInventory("VolcabusFatality", 1, "FatalityVolcabus")	
		TNT1 A 0 A_JumpIfInventory("VolcabusFatality2", 1, "FatalityVolcabus2")	
		TNT1 A 0 A_JumpIfInventory("Arachnotron2FatalityA", 1, "FatalityArachnotron2A")
		TNT1 A 0 A_JumpIfInventory("Arachnotron2FatalityB", 1, "FatalityArachnotron2B")	
	    NULL A 0 A_JumpIfInventory("PEFatality", 1, "FatalityPE")
        NULL A 0 A_TakeInventory("GoFatality", 1)
		Goto See	
		
		
		
		MeatShieldChecker:
        NULL A 1
        //NULL A 0 A_TakeInventory("GotMeatShield", 1)
		NULL A 0 A_TakeInventory("GoSpecial", 1)
        NULL A 0 A_JumpIfInventory("HasImpShield", 1, "GotImpShield")
		NULL A 0 A_JumpIfInventory("HasZmanShield", 1, "GotZmanShield")
		NULL A 0 A_JumpIfInventory("HasSguyShield", 1, "GotSguyShield")
        NULL A 0 A_TakeInventory("GoSpecial", 1)
        Goto See 
		
		MeatShieldCheckerMoving:
        NULL A 1
        //NULL A 0 A_TakeInventory("GotMeatShield", 1)
		NULL A 0 A_TakeInventory("GoSpecial", 1)
        NULL A 0 A_JumpIfInventory("HasImpShield", 1, "GotImpShield")
		NULL A 0 A_JumpIfInventory("HasZmanShield", 1, "GotZmanShield")
		NULL A 0 A_JumpIfInventory("HasSguyShield", 1, "GotSguyShield")
        NULL A 0 A_TakeInventory("GoSpecial", 1)
        Goto StandStill 
		
		SpawnFriends: //This spawn any friendly marines that survived on the previous level
		NULL A 0 A_TakeInventory("CheckMarines", 1)
		PLAY A 1
		NULL A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_Changeflag("NOPAIN", 0)
		//NULL A 0 Thing_ChangeTID (0, 567)
		NULL A 0 A_JumpIfInventory("NumberOfAllies", 1, "SummonMarines")
		SpawnFriends2:
		NULL A 0 A_JumpIfInventory("NumberOfAlliesMinigun", 1, "SummonMinigunners")
		Goto StandStill
		SpawnFriends3:
		NULL A 0 A_JumpIfInventory("NumberOfAlliesShotgun", 1, "SummonShotgunners")
		Goto StandStill
		SpawnFriends4:
		NULL A 0 A_JumpIfInventory("NumberOfAlliesPlasmagun", 1, "SummonPlasmagunners")
		Goto StandStill
		SpawnFriends5:
		NULL A 0 A_JumpIfInventory("NumberOfAlliesRocket", 1, "SummonRocketgunners")
		Goto StandStill
		SpawnFriends6:
		NULL A 0 A_JumpIfInventory("NumberOfAlliesBFG", 1, "SummonBFGgunners")
		NULL A 0 SetPlayerProperty(0,0,0)
		Goto StandStill
		
		SummonMarines:
		NULL A 0
		NULL A 0 SetPlayerProperty(0,1,0)
		PLAY A 1 A_SpawnItem("Marine1PathfinderNew", 50)
		NULL A 0 A_TakeInventory("NumberOfAllies", 1)
		NULL A 0 A_GiveInventory("MarinesDispenser", 1)
		NULL A 0 A_JumpIfInventory("NumberOfAllies", 1, "SummonMarines")
		Goto RecalculateMarines
		
		RecalculateMarines:
		NULL A 0
		PLAY A 1 A_TakeInventory("MarinesDispenser", 1)
		NULL A 0 A_GiveInventory("NumberOfAllies", 1)
		NULL A 0 A_JumpIfInventory("MarinesDispenser", 1, "RecalculateMarines")
		NULL A 0 SetPlayerProperty(0,0,0)
		Goto SpawnFriends2
		
		
		SummonMinigunners:
		NULL A 0
		NULL A 0 SetPlayerProperty(0,1,0)
		PLAY A 1 A_SpawnItem("Marine_Minigun1PathfinderNew", 50)
		NULL A 0 A_TakeInventory("NumberOfAlliesMinigun", 1)
		NULL A 0 A_GiveInventory("MarinesMinigunDispenser", 1)
		NULL A 0 A_JumpIfInventory("NumberOfAlliesMinigun", 1, "SummonMinigunners")
		Goto RecalculateMinigunners
		
		RecalculateMinigunners:
		NULL A 0
		PLAY A 1 A_TakeInventory("MarinesMinigunDispenser", 1)
		NULL A 0 A_GiveInventory("NumberOfAlliesMinigun", 1)
		NULL A 0 A_JumpIfInventory("MarinesMinigunDispenser", 1, "RecalculateMinigunners")
		NULL A 0 SetPlayerProperty(0,0,0)
		Goto SpawnFriends3
		
		SummonShotgunners:
		NULL A 0
		NULL A 0 SetPlayerProperty(0,1,0)
		PLAY A 1 A_SpawnItem("Marine_Shotgun1PathfinderNew", 50)
		NULL A 0 A_TakeInventory("NumberOfAlliesShotgun", 1)
		NULL A 0 A_GiveInventory("MarinesShotgunDispenser", 1)
		NULL A 0 A_JumpIfInventory("NumberOfAlliesShotgun", 1, "SummonShotgunners")
		Goto RecalculateShotgunners
		
		RecalculateShotgunners:
		NULL A 0
		PLAY A 1 A_TakeInventory("MarinesShotgunDispenser", 1)
		NULL A 0 A_GiveInventory("NumberOfAlliesShotgun", 1)
		NULL A 0 A_JumpIfInventory("MarinesShotgunDispenser", 1, "RecalculateShotgunners")
		NULL A 0 SetPlayerProperty(0,0,0)
		Goto SpawnFriends4
		
		SummonPlasmaGunners:
		NULL A 0
		NULL A 0 SetPlayerProperty(0,1,0)
		PLAY A 1 A_SpawnItem("Marine_PlasmaGun1PathfinderNew", 50)
		NULL A 0 A_TakeInventory("NumberOfAlliesPlasmaGun", 1)
		NULL A 0 A_GiveInventory("MarinesPlasmaGunDispenser", 1)
		NULL A 0 A_JumpIfInventory("NumberOfAlliesPlasmaGun", 1, "SummonPlasmaGunners")
		Goto RecalculatePlasmaGunners
		
		RecalculatePlasmaGunners:
		NULL A 0
		PLAY A 1 A_TakeInventory("MarinesPlasmaGunDispenser", 1)
		NULL A 0 A_GiveInventory("NumberOfAlliesPlasmaGun", 1)
		NULL A 0 A_JumpIfInventory("MarinesPlasmaGunDispenser", 1, "RecalculatePlasmaGunners")
		NULL A 0 SetPlayerProperty(0,0,0)
		Goto SpawnFriends5
		
		SummonRocketGunners:
		NULL A 0
		NULL A 0 SetPlayerProperty(0,1,0)
		PLAY A 1 A_SpawnItem("Marine_Rocket1PathfinderNew", 50)
		NULL A 0 A_TakeInventory("NumberOfAlliesRocket", 1)
		NULL A 0 A_GiveInventory("MarinesRocketDispenser", 1)
		NULL A 0 A_JumpIfInventory("NumberOfAlliesRocket", 1, "SummonRocketGunners")
		Goto RecalculateRocketGunners
		
		RecalculateRocketGunners:
		NULL A 0
		PLAY A 1 A_TakeInventory("MarinesRocketDispenser", 1)
		NULL A 0 A_GiveInventory("NumberOfAlliesRocket", 1)
		NULL A 0 A_JumpIfInventory("MarinesRocketDispenser", 1, "RecalculateBFGGunners")
		NULL A 0 SetPlayerProperty(0,0,0)
		Goto SpawnFriends6
		
		SummonBFGGunners:
		NULL A 0
		PLAY A 1 A_SpawnItem("Marine_BFG1PathfinderNew", 50)
		NULL A 0 A_TakeInventory("NumberOfAlliesBFG", 1)
		NULL A 0 A_GiveInventory("MarinesBFGDispenser", 1)
		NULL A 0 A_JumpIfInventory("NumberOfAlliesBFG", 1, "SummonBFGGunners")
		Goto RecalculateBFGGunners
		
		RecalculateBFGGunners:
		NULL A 0
		PLAY A 1 A_TakeInventory("MarinesBFGDispenser", 1)
		NULL A 0 A_GiveInventory("NumberOfAlliesBFG", 1)
		NULL A 0 A_JumpIfInventory("MarinesBFGDispenser", 1, "RecalculateBFGGunners")
		Goto StandStill
		 
	}
}

ACTOR PowerNearDeath : PowerUp
{
	Powerup.Duration -45
	Speed 0.4
	//Inventory.Icon "DANGER"
	Powerup.Color 70,0,0,0.2
}

actor Player_Blood : Brutal_Blood
 {
  Gravity 0.5
  Alpha 0.4
  -NOGRAVITY
  States

	{
	Spawn:
		BLHT A 0
		MARN A 0 ACS_ExecuteAlways(719, 0, 0, 0, 0)//Check if Coop
		BLHT A 2
		TNT1 A 0 A_Stop
		TNT1 A 0 A_JumpIfInventory("DmGAme", 1, "DM")
		TNT1 A 0 A_CustomMissile ("Brutal_FlyingBlood", 7, 0, random (0, 360), 2, random (30, 60))
		BLHT AAABCDEFG 1
	    BLHT GGGGGGGGGGGGGGGGGG 1 A_FadeOut(0.05)
	    Stop
		
	DM:	
		TNT1 A 0
		
		TNT1 A 0 A_CustomMissile ("Brutal_FlyingBlood", 7, 0, random (0, 360), 2, random (30, 60))
		TNT1 AAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_FadeIn(0.4)
		BLHT AAABCDEFG 1 BRIGHT
	    BLHT GGGGGGGGGGGGGGGGGG 1 A_FadeOut(0.05)
	    Stop
		}
}



actor Player_BloodSaw : Brutal_Blood
 {
  Gravity 0.5
  Alpha 0.4
  -NOGRAVITY
  States

	{
	Spawn:
		BLHT A 0
		TNT1 A 0 A_RadiusGive("ChainsawHitRed", 200, RGF_PLAYERS | RGF_MONSTERS , 1)
		TNT1 A 0 A_RadiusGive("PowerBloodOnVisor", 200, RGF_PLAYERS | RGF_MONSTERS , 1)
		MARN A 0 ACS_ExecuteAlways(719, 0, 0, 0, 0)//Check if Coop
		BLHT A 2
		TNT1 A 0 A_Stop
		TNT1 A 0 A_JumpIfInventory("DmGAme", 1, "DM")
		TNT1 A 0 A_CustomMissile ("Brutal_FlyingBlood", 0, 0, random (0, 360), 2, random (30, 60))
		BLHT AAABCDEFG 1
	    BLHT GGGGGGGGGGGGGGGGGG 1 A_FadeOut(0.05)
	    Stop
		
	DM:	
		TNT1 A 0
		TNT1 A 0 A_CustomMissile ("Brutal_FlyingBlood", 7, 0, random (0, 360), 2, random (30, 60))
		TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_FadeIn(0.4)
		BLHT AAABCDEFG 1 BRIGHT
	    BLHT GGGGGGGGGGGGGGGGGG 1 A_FadeOut(0.05)
	    Stop
		}
}


ACTOR PlayerFlyingBlood
{
 game Doom
 scale 0.75
 speed 7
 health 1
 radius 8
 height 1
	Decal BloodSuper
   +MISSILE
   +CLIENTSIDEONLY
   +NOTELEPORT
   +NOBLOCKMAP
   +FORCEXYBILLBOARD
        +EXPLODEONWATER
    States
    {
     Spawn:
       NULL A 0 A_JumpIf(waterlevel > 1, "Splash")
        XDT1 ABCD 4 A_SpawnItem("Brutal_FlyingBloodTrail",0,0,0,1)
        loop
	Splash:
        BLOD A 0
        stop
     Death:
       NULL A 1 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
        XDT1 EFGHIJKL 3
        stop
    }
}


ACTOR BloodOnVisor : PowerupGiver 2408
{
   Inventory.Amount 1
   Scale 0.5
   Inventory.MaxAmount 10
   Powerup.Type BloodOnVisor
   Powerup.Duration 400
   Inventory.Icon TNT1A0
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
   States
   {
   Spawn:
      NULL A 1
      Stop
   } 
} 

ACTOR PowerBloodOnVisor : PowerUp
{
	Powerup.Duration -90
	Speed 0.4
	Inventory.Icon "TNT1A0"
	Powerup.Color 70,0,0,0.0
}



ACTOR BlueBloodOnVisor : PowerupGiver
{
   Inventory.Amount 1
   Scale 0.5
   Inventory.MaxAmount 10
   Powerup.Type BlueBloodOnVisor
   Powerup.Duration 400
   Inventory.Icon TNT1A0
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
   States
   {
   Spawn:
      NULL A 1
      Stop
   } 
} 

ACTOR PowerBlueBloodOnVisor : PowerUp
{
	Powerup.Duration -90
	Speed 0.4
	Inventory.Icon "TNT1A0"
	Powerup.Color 70,0,0,0.0
}


ACTOR GreenBloodOnVisor : PowerupGiver
{
   Inventory.Amount 1
   Scale 0.5
   Inventory.MaxAmount 10
   Powerup.Type GreenBloodOnVisor
   Powerup.Duration 400
   Inventory.Icon TNT1A0
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
   States
   {
   Spawn:
      NULL A 1
      Stop
   } 
} 

ACTOR PowerGreenBloodOnVisor : PowerUp
{
	Powerup.Duration -90
	Speed 0.4
	Inventory.Icon "TNT1A0"
	Powerup.Color 70,0,0,0.0
}


Actor ChainguyguyContinue : Inventory
{
inventory.maxamount 1
}


Actor ComeEatMeDemon : Inventory
{
inventory.maxamount 1
}





actor MarineEattenByDemon: CurbstompedMarine
{
Health 100
Height 16
Radius 8
MONSTER
-GHOST
+THRUACTORS
+FRIENDLY
    States
	
    {
    Spawn:
NULL A 0
NULL A 0 A_CHangeFlag("THRUACTORS", 0)
NULL A 0 A_GiveInventory("ComeEatMeDemon")
NULL A 0 A_SpawnItem ("GrowingBloodPool")
XPL1 EEE 6 A_SpawnItem("KillMe")	
XPL1 E -1
       Loop    }}
	   
	   
	   



ACTOR PROLSpriteA
{
 +NOINTERACTION
 +THRUACTORS
 +CLIENTSIDEONLY
 +NOTIMEFREEZE
 States
    {

	 Spawn:
		BFUG A 0
		PROL A 1
		Stop
    }
}


ACTOR PROLSpriteB: PROLSpriteA
{
 States
    {

	 Spawn:
		BFUG A 0
		PROL B 1
		Stop
    }
}


ACTOR PROLSpriteC: PROLSpriteA
{
 States
    {

	 Spawn:
		BFUG A 0
		PROL C 1
		Stop
    }
}


ACTOR PROLSpriteD: PROLSpriteA
{
 States
    {

	 Spawn:
		BFUG A 0
		PROL D 1
		Stop
    }
}


ACTOR PROLSpriteE: PROLSpriteA
{
 States
    {

	 Spawn:
		BFUG A 0
		PROL E 1
		Stop
    }
}