actor ChaseCam2
{
  height 0
  radius 0
  +NOGRAVITY
  states
  {
  Spawn:
    TNT1 A -1
    stop
  }
}

ACTOR FootStep
{
    Radius 10
    Height 10
    Speed 7
	Projectile
	-NOGRAVITY
	+MISSILE
    +NOTELEPORT
    +CLIENTSIDEONLY
    +MOVEWITHSECTOR
    +NOEXTREMEDEATH
    DamageType Trample
    //Damage 0
	+NODAMAGETHRUST
	gravity 40
	mass 1000
    Obituary "%o was trampled by %k."
	States
		{
		Spawn:
			TNT1 A 3
			stop
        Death:
            TNT1 A 1
            Stop
		Crash:
			TNT1 A 1
			stop
         }
}

Actor Footstep5: FootStep
{
    Damage 0
    -CLIENTSIDEONLY
}

Actor Footstep6: FootStep
{
    Damage 1
    -CLIENTSIDEONLY
	States
		{
		Spawn:
			TNT1 A 2
			//TNT1 A 1 A_Explode(10,10,0)
			stop
        Death:
            TNT1 A 1
			//TNT1 A 1 A_Explode(10,10,0)
            Stop
		Crash:
			TNT1 A 1
			//TNT1 A 1 A_Explode(10,10,0)
			stop
         }	
}

Actor FootstepStrong: FootStep
{
Speed 0
Radius 16
    Damage 16
    -CLIENTSIDEONLY
	States
		{
		Spawn:
			TNT1 A 6
			stop
         }
}

ACTOR Bad : PowerupGiver 2305
{
   Inventory.Amount 1
   Scale 0.5
   Inventory.MaxAmount 10
   Powerup.Type PowerNearDeath
   Powerup.Duration 24
   Inventory.Icon TNT1A0
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
   States
   {
   Spawn:
      TNT1 A 1
      Stop
   } 
} 


Actor IsPlayer : Inventory
{
inventory.maxamount 1
}


Actor GoFatality : Inventory
{
inventory.maxamount 1
}

Actor GoSpecial : Inventory
{
inventory.maxamount 1
}

Actor GotMeatShield : Inventory
{
inventory.maxamount 1
}

Actor Salute1 : Inventory
{
inventory.maxamount 1
}

Actor Salute2 : Inventory
{
inventory.maxamount 1
}

Actor PVPFatality : Inventory
{
inventory.maxamount 1
}


Actor ZombieManFatality : Inventory
{
inventory.maxamount 1
}

Actor ZombieManFatality3 : Inventory
{
inventory.maxamount 1
}

Actor ZombieManFatality4 : Inventory
{
inventory.maxamount 1
}

Actor SKZombieman : Inventory
{
inventory.maxamount 1
}

Actor SKShotgunguy : Inventory
{
inventory.maxamount 1
}

Actor SKChaingunguy: Inventory
{
inventory.maxamount 1
}

Actor SKImp : Inventory
{
inventory.maxamount 1
}

Actor HasImpShield : Inventory
{
inventory.maxamount 1
}

Actor HasZManShield : Inventory
{
inventory.maxamount 1
}

Actor HasSGuyShield : Inventory
{
inventory.maxamount 1
}

Actor SKNazi : Inventory
{
inventory.maxamount 1
}

Actor ZombieManFatality2 : Inventory
{
inventory.maxamount 1
}

Actor ImpFatality : Inventory
{
inventory.maxamount 1
}

Actor ImpFatality2 : Inventory
{
inventory.maxamount 1
}

Actor ImpFatality3 : Inventory
{
inventory.maxamount 1
}

Actor SergeantFatality : Inventory
{
inventory.maxamount 1
}

Actor SergeantFatality2 : Inventory
{
inventory.maxamount 1
}

Actor SergeantFatality3 : Inventory
{
inventory.maxamount 1
}

Actor ComandoFatality : Inventory
{
inventory.maxamount 1
}

Actor ComandoFatality2 : Inventory
{
inventory.maxamount 1
}


Actor LostSoulFatality : Inventory
{
inventory.maxamount 1
}

Actor DemonFatality : Inventory
{
inventory.maxamount 1
}

Actor DemonFatality2 : Inventory
{
inventory.maxamount 1
}

Actor DemonFatality3 : Inventory
{
inventory.maxamount 1
}

Actor CacoDemonFatality : Inventory
{
inventory.maxamount 1
}

Actor CacoDemonFatality2 : Inventory
{
inventory.maxamount 1
}

Actor RevenantFatality : Inventory
{
inventory.maxamount 1
}

Actor RevenantFatality2 : Inventory
{
inventory.maxamount 1
}

Actor PEFatality : Inventory
{
inventory.maxamount 1
}

Actor FatsoFatality : Inventory
{
inventory.maxamount 1
}

Actor BaronFatality : Inventory
{
inventory.maxamount 1
}

Actor ArchVileFatality : Inventory
{
inventory.maxamount 1
}

Actor HKFatality : Inventory
{
inventory.maxamount 1
}

Actor HKFatality2 : Inventory
{
inventory.maxamount 1
}

Actor HKFatality3 : Inventory
{
inventory.maxamount 1
}

Actor ArachnotronFatality : Inventory
{
inventory.maxamount 1
}

Actor ArachnotronFatality2 : Inventory
{
inventory.maxamount 1
}

Actor Taunting : Inventory
{
inventory.maxamount 1
}

Actor Enraged : Inventory
{
inventory.maxamount 1
}

Actor Curbstomp_Marine : Inventory
{
inventory.maxamount 1
}

Actor Fatality_Marine : Inventory
{
inventory.maxamount 1
}

Actor SSGAlt : Inventory
{
inventory.maxamount 1
}

Actor IsJumping : Inventory
{
inventory.maxamount 1
}

Actor IsDown : Inventory
{
inventory.maxamount 1
}


Actor HasBarrel : Inventory
{
inventory.maxamount 1
}

Actor RollLeft : Inventory
{
inventory.maxamount 1
}

Actor RollRight : Inventory
{
inventory.maxamount 1
}



Actor IsCurbstompingZombieman : Inventory
{
inventory.maxamount 1
}

Actor IsCurbstompingSergeant : Inventory
{
inventory.maxamount 1
}




//===========================================================================
//
// Player
//
//===========================================================================

// ACS Script Constants
const int acsFatality = 312;

ACTOR Doomer : PlayerPawn Replaces DoomPlayer
{
	Speed 1.0
	Health 100
	Radius 16
	Height 56
    player.viewheight	46
    //player.attackzoffset 20
	player.attackzoffset 16
	//Mass 80
    GibHealth 20
	PainChance 255
	+SOLID
    BloodType "Player_Blood"
    damagefactor "Trample", 8.0
    damagefactor "Head", 0.0
	damagefactor "FriendBullet", 0.0
    damagefactor "Taunt", 0.0
    damagefactor "KillMe", 0.0
    damagefactor "SSG", 5.0
    damagefactor "Shrapnel", 0.5
    damagefactor "Blood", 0.5
    damagefactor "BlueBlood", 0.5
    damagefactor "GreenBlood", 0.5
    damagefactor "MinorHead", 0.0
    damagefactor "Decaptate", 0.0
	damagefactor "MonsterKnocked", 0.0
	damagefactor "Cut", 4.0
	damagefactor "Kick", 3.0
	damagefactor "Fatality", 5.0
	damagefactor "SuperPunch", 5.0
	damagefactor "HelperMarineFatallity", 0.0
	damagefactor "Leg", 0.0
	damagefactor "SpawnMarine", 0.0
	Player.ColorRange 112, 127
    player.sidemove 0.9
	Player.DisplayName "Marine"
	Player.StartItem "Rifle"
	Player.StartItem "Melee_Attacks"
	Player.StartItem "Clip", 60
	Player.StartItem "RifleAmmo", 30
	Player.StartItem "ShotgunAmmo", 8
	Player.StartItem "PlasmaAmmo", 50
	Player.StartItem "RocketRounds", 6
	Player.StartItem "RailgunAmmo", 50
	Player.StartItem "IsPlayer", 1
	//Player.StartItem "TargetIsAMarine", 1
	//Player.JumpZ 7.0
	Player.DisplayName "Marine"
	Player.CrouchSprite "PLYC"
	States
	{
	

    Spawn:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("ChainguyguyContinue", 1)
		//TNT1 A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		TNT1 A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
		
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        TNT1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")

		TNT1 A 0 ACS_Execute(171, 0, 0, 0, 0)//Stop Camera
		TNT1 A 0 A_JumpIfInventory("FistsSelected", 1, "FistsStand")
		TNT1 A 0 A_JumpIfInventory("SawSelected", 1, "SawStand")
		TNT1 A 0 A_JumpIfInventory("ShotgunSelected", 1, "ShotgunStand")
		TNT1 A 0 A_JumpIfInventory("SSGSelected", 1, "SSGStand")
		TNT1 A 0 A_JumpIfInventory("MinigunSelected", 1, "MinigunStand")
		TNT1 A 0 A_JumpIfInventory("RocketLauncherSelected", 1, "RLStand")
		TNT1 A 0 A_JumpIfInventory("GrenadeLauncherSelected", 1, "GrenadeLauncherStand")
		TNT1 A 0 A_JumpIfInventory("PlasmaGunSelected", 1, "PlasmaGunStand")
		TNT1 A 0 A_JumpIfInventory("RailGunSelected", 1, "RailGunStand")
		TNT1 A 0 A_JumpIfInventory("RevenantLauncherSelected", 1, "RevenantLauncherStand")
		TNT1 A 0 A_JumpIfInventory("SubMachineGunSelected", 1, "SubMachinegunStand")
		TNT1 A 0 A_JumpIfInventory("BFG10KSelected", 1, "BFG10KStand")
		TNT1 A 0 A_JumpIfInventory("BFGSelected", 1, "BFGStand")
		TNT1 A 0 A_JumpIfInventory("FlameCannonSelected", 1, "FlameCannonStand")
		//TNT1 A 0 ACS_Execute(620, 0, 0, 0, 0)
        MARN D 5
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        TNT1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
        MARN D 5
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        TNT1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
        MARN D 5
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        TNT1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
        MARN E 5
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        TNT1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		MARN E 5
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        TNT1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		MARN E 5
        TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        TNT1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		TNT1 A 0 A_JumpIfHealthLower(31, "HeavyWoundsSpawn")
		Loop
		

	See:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("ChainguyguyContinue", 1)
		TNT1 A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
		
		
		
        TNT1 A 0 ACS_Execute(171, 0, 0, 0, 0)//Stop Camera
		
		TNT1 A 0 A_JumpIfInventory("FistsSelected", 1, "FistsMove")
		TNT1 A 0 A_JumpIfInventory("SawSelected", 1, "SawMove")
		TNT1 A 0 A_JumpIfInventory("ShotgunSelected", 1, "ShotgunMove")
		TNT1 A 0 A_JumpIfInventory("SSGSelected", 1, "SSGMove")
		TNT1 A 0 A_JumpIfInventory("MinigunSelected", 1, "MinigunMove")
		TNT1 A 0 A_JumpIfInventory("RocketLauncherSelected", 1, "RLMove")
		TNT1 A 0 A_JumpIfInventory("GrenadeLauncherSelected", 1, "GrenadeLauncherMove")
		TNT1 A 0 A_JumpIfInventory("PlasmaGunSelected", 1, "PlasmaGunMove")
		TNT1 A 0 A_JumpIfInventory("RailGunSelected", 1, "RailGunMove")
		TNT1 A 0 A_JumpIfInventory("RevenantLauncherSelected", 1, "RevenantLauncherMove")
		TNT1 A 0 A_JumpIfInventory("SubMachineGunSelected", 1, "SubMachinegunMove")
		TNT1 A 0 A_JumpIfInventory("BFG10KSelected", 1, "BFG10KMove")
		TNT1 A 0 A_JumpIfInventory("BFGSelected", 1, "BFGMove")
		TNT1 A 0 A_JumpIfInventory("FlameCannonSelected", 1, "FlameCannonMove")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
		TNT1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		
		MARN A 4 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        TNT1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN B 4
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        TNT1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN C 4
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        TNT1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN B 4
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        TNT1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_JumpIfHealthLower(31, "HeavyWounds")
		Goto See
		
   Kick:
        NULL A 0 A_JumpIf (momZ > 0, "AirKick")
		NULL A 0 A_JumpIf (momZ < 0, "AirKick")
        PKIK ABCB 3
        TNT1 A 0 A_TakeInventory("Kicking",1)
        Goto Spawn
   RifleKick:
        NULL A 0 A_JumpIf (momZ > 0, "AirKick")
		NULL A 0 A_JumpIf (momZ < 0, "AirKick")
        PKI1 ABCB 3
        TNT1 A 0 A_TakeInventory("Kicking",1)
        Goto Spawn	
		
	AirKick:
	    AKIK A 10
		TNT1 A 0 A_TakeInventory("Kicking",1)
		Goto Spawn
	
    Punch:
        PLA1 H 1
		TNT1 A 0 A_TakeInventory("Punching", 1)
	    TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker")
		TNT1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		PLA1 H 1
		PLA1 E 4
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker")
		TNT1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
        
		Goto Spawn
		
	SayOneLiner:
		MARN A 1
		TNT1 A 0 A_PlaySound("ONELIN", 2)
		TNT1 A 0 A_TakeInventory("oneliner", 1)
		Goto Spawn
	
	AdvancedTaunt:
		MARN A 1
		TNT1 A 0 A_PlaySound("TAUNT0", 2)
		TNT1 A 0 A_TakeInventory("advtaunting", 1)
		Goto Spawn
	
	FistTaunt:
		MARN A 0
		TNT1 A 0 A_PlaySound("MTAUN", 2)
		TNT1 A 0 A_TakeInventory("advtaunting", 1)
		Goto Spawn
	
	
	RollRight:
		TNT1 A 0 A_TakeInventory("RollLeft")
		TNT1 A 0 A_TakeInventory("RollRight")
		TNT1 A 0 A_ChangeFlag ("NOPAIN", 1)
	
		TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)//Start Camera
		TNT1 A 0 ThrustThing(angle*256/360+192,30,0,0)//Thrust Right
		PROL EDCBA 4
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        TNT1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		MARN A 4
	
		TNT1 A 0 A_ChangeFlag ("NOPAIN", 0)
		TNT1 A 0 A_TakeInventory("RollLeft")
		TNT1 A 0 A_TakeInventory("RollRight")
		Goto Spawn
	
	RollLeft:
		TNT1 A 0 A_TakeInventory("RollLeft")
		TNT1 A 0 A_TakeInventory("RollRight")
		TNT1 A 0 A_ChangeFlag ("NOPAIN", 1)
	
		TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)//Start Camera
		TNT1 A 0 ThrustThing(angle*256/360+64,30,0,0)//Thrust Left
		PROL ABCDE 4
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        TNT1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		MARN A 4
	
		TNT1 A 0 A_ChangeFlag ("NOPAIN", 0)
		TNT1 A 0 A_TakeInventory("RollLeft")
		TNT1 A 0 A_TakeInventory("RollRight")
		Goto Spawn	
		
	
	Pump:
	    PLAY ABCD 4
		TNT1 A 0 A_TakeInventory("Pumping")
		Goto See
	NoMovePump:
	    PLAY B 12
		TNT1 A 0 A_TakeInventory("Pumping")
		Goto See

     HeavyWounds:
	  	TNT1 A 0 A_JumpIfHealthLower(2, 2)
		TNT1 A 0 A_Jump(256, 5)
		TNT1 AA 0
		TNT1 A 0 A_Giveinventory("HealthBonus",1)
		TNT1 AAA 0
		
        
        //TNT1 A 0 A_Giveinventory("Bad",1)
		TNT1 A 0 ACS_Execute(532, 0, 0, 0, 0)
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesSmallPool", 0, 0, 20, 0, 0)
		Goto See+4
		
	  HeavyWoundsSpawn:
	  	TNT1 A 0 A_JumpIfHealthLower(2, 2)
		TNT1 A 0 A_Jump(256, 5)
		TNT1 AA 0
		TNT1 A 0 A_Giveinventory("HealthBonus",1)
		TNT1 AAA 0
		
        //TNT1 A 0 A_Giveinventory("Bad",1)
		TNT1 A 0 ACS_Execute(532, 0, 0, 0, 0)//blood on screen
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesSmallPool", 0, 0, 20, 0, 0)
		Goto Spawn+4
		
	FistsStand:
		
		TNT1 A 0 A_JumpIfInventory("HasImpShield", 1, "SeeImpShield")
		TNT1 A 0 A_JumpIfInventory("HasZmanShield", 1, "SeeZmanShield")
		TNT1 A 0 A_JumpIfInventory("HasSguyShield", 1, "SeeSguyShield")
		
		
		
		
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelStand")
		TNT1 A 0 ACS_Execute(171, 0, 0, 0, 0)
		PLA1 B 5
		
		TNT1 A 0 A_JumpIfInventory("advtaunting", 1, "FistTaunt")
		TNT1 A 0 A_JumpIfInventory("oneliner", 1, "SayOneLiner")
		
		NULL A 0 A_JumpIf (momy > 0, "FistsMove")
		NULL A 0 A_JumpIf (momx > 0, "FistsMove")
		NULL A 0 A_JumpIf (momy < 0, "FistsMove")
		NULL A 0 A_JumpIf (momx < 0, "FistsMove")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelStand")
		PLA1 B 5

		NULL A 0 A_JumpIf (momy > 0, "FistsMove")
		NULL A 0 A_JumpIf (momx > 0, "FistsMove")
		NULL A 0 A_JumpIf (momy < 0, "FistsMove")
		NULL A 0 A_JumpIf (momx < 0, "FistsMove")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_JumpIfInventory("Kicking", 1, "Kick")
		PLA1 B 5
		NULL A 0 A_JumpIf (momy > 0, "FistsMove")
		NULL A 0 A_JumpIf (momx > 0, "FistsMove")
		NULL A 0 A_JumpIf (momy < 0, "FistsMove")
		NULL A 0 A_JumpIf (momx < 0, "FistsMove")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_JumpIfInventory("Kicking", 1, "Kick")
		PLA1 B 5
		NULL A 0 A_JumpIf (momy > 0, "FistsMove")
		NULL A 0 A_JumpIf (momx > 0, "FistsMove")
		NULL A 0 A_JumpIf (momy < 0, "FistsMove")
		NULL A 0 A_JumpIf (momx < 0, "FistsMove")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_JumpIfInventory("Kicking", 1, "Kick")
		Goto Spawn
		
		
	FistsMove:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
		TNT1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker")

		TNT1 A 0 ACS_Execute(171, 0, 0, 0, 0)
		PLA1 A 5
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
		TNT1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldCheckerMoving")
		
		PLA1 B 5 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
		TNT1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker")
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PLA1 C 5
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
		TNT1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker")
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PLA1 D 5 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        TNT1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
        TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker")
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		
		Goto See
		
		
	SawStand:
		MAR1 A 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood")
		NULL A 0 A_JumpIf (momy > 0, "SawMove")
		NULL A 0 A_JumpIf (momx > 0, "SawMove")
		NULL A 0 A_JumpIf (momy < 0, "SawMove")
		NULL A 0 A_JumpIf (momx < 0, "SawMove")
		MAR1 A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "SawMove")
		NULL A 0 A_JumpIf (momx > 0, "SawMove")
		NULL A 0 A_JumpIf (momy < 0, "SawMove")
		NULL A 0 A_JumpIf (momx < 0, "SawMove")
		MAR1 D 5
		NULL A 0 A_JumpIf (momy > 0, "SawMove")
		NULL A 0 A_JumpIf (momx > 0, "SawMove")
		NULL A 0 A_JumpIf (momy < 0, "SawMove")
		NULL A 0 A_JumpIf (momx < 0, "SawMove")
		MAR1 D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "SawMove")
		NULL A 0 A_JumpIf (momx > 0, "SawMove")
		NULL A 0 A_JumpIf (momy < 0, "SawMove")
		NULL A 0 A_JumpIf (momx < 0, "SawMove")
		Goto Spawn
			
		
	SawMove:
		MAR1 A 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood")
		MAR1 B 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MAR1 CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
		
		
		
	ADSStand:
		MAR2 A 5
		NULL A 0 A_JumpIf (momy > 0, "ADSMove")
		NULL A 0 A_JumpIf (momx > 0, "ADSMove")
		NULL A 0 A_JumpIf (momy < 0, "ADSMove")
		NULL A 0 A_JumpIf (momx < 0, "ADSMove")
		TNT1 A 0 ACS_Execute(171, 0, 0, 0, 0)
		MAR2 A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "ADSMove")
		NULL A 0 A_JumpIf (momx > 0, "ADSMove")
		NULL A 0 A_JumpIf (momy < 0, "ADSMove")
		NULL A 0 A_JumpIf (momx < 0, "ADSMove")
		MAR2 D 5
		NULL A 0 A_JumpIf (momy > 0, "ADSMove")
		NULL A 0 A_JumpIf (momx > 0, "ADSMove")
		NULL A 0 A_JumpIf (momy < 0, "ADSMove")
		NULL A 0 A_JumpIf (momx < 0, "ADSMove")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		MAR2 D 5
		NULL A 0 A_JumpIf (momy > 0, "ADSMove")
		NULL A 0 A_JumpIf (momx > 0, "ADSMove")
		NULL A 0 A_JumpIf (momy < 0, "ADSMove")
		NULL A 0 A_JumpIf (momx < 0, "ADSMove")
		Goto Spawn

	ADSMove:
		MAR2 AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MAR2 CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
		
		
	ShotgunStand:
		MAR3 A 5
		NULL A 0 A_JumpIf (momy > 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momx > 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momy < 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momx < 0, "ShotgunMove")
		TNT1 A 0 ACS_Execute(171, 0, 0, 0, 0)
		MAR3 A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momx > 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momy < 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momx < 0, "ShotgunMove")
		MAR3 D 5
		NULL A 0 A_JumpIf (momy > 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momx > 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momy < 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momx < 0, "ShotgunMove")
		MAR3 D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momx > 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momy < 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momx < 0, "ShotgunMove")
		Goto Spawn
			
	ShotgunMove:
		MAR3 AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MAR3 CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfHealthLower(31, "HeavyWounds")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
			ShotgunPain:
		MAR3 E 5
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto Spawn
		
		
  SSGStand:
		MSSG A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "SSGMove")
		NULL A 0 A_JumpIf (momx > 0, "SSGMove")
		NULL A 0 A_JumpIf (momy < 0, "SSGMove")
		NULL A 0 A_JumpIf (momx < 0, "SSGMove")
		MSSG A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "SSGMove")
		NULL A 0 A_JumpIf (momx > 0, "SSGMove")
		NULL A 0 A_JumpIf (momy < 0, "SSGMove")
		NULL A 0 A_JumpIf (momx < 0, "SSGMove")
		MSSG D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "SSGMove")
		NULL A 0 A_JumpIf (momx > 0, "SSGMove")
		NULL A 0 A_JumpIf (momy < 0, "SSGMove")
		NULL A 0 A_JumpIf (momx < 0, "SSGMove")
		MSSG D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "SSGMove")
		NULL A 0 A_JumpIf (momx > 0, "SSGMove")
		NULL A 0 A_JumpIf (momy < 0, "SSGMove")
		NULL A 0 A_JumpIf (momx < 0, "SSGMove")
		Goto Spawn
			
	SSGMove:
		MSSG AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MSSG CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
	SSGPain:
		MSSG E 5
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto Spawn
		
		
	MinigunStand:
	    TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		MAR4 A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "MinigunMove")
		NULL A 0 A_JumpIf (momx > 0, "MinigunMove")
		NULL A 0 A_JumpIf (momy < 0, "MinigunMove")
		NULL A 0 A_JumpIf (momx < 0, "MinigunMove")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		MAR4 A 5
		NULL A 0 A_JumpIf (momy > 0, "MinigunMove")
		NULL A 0 A_JumpIf (momx > 0, "MinigunMove")
		NULL A 0 A_JumpIf (momy < 0, "MinigunMove")
		NULL A 0 A_JumpIf (momx < 0, "MinigunMove")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		MAR4 D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "MinigunMove")
		NULL A 0 A_JumpIf (momx > 0, "MinigunMove")
		NULL A 0 A_JumpIf (momy < 0, "MinigunMove")
		NULL A 0 A_JumpIf (momx < 0, "MinigunMove")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		MAR4 D 5
		NULL A 0 A_JumpIf (momy > 0, "MinigunMove")
		NULL A 0 A_JumpIf (momx > 0, "MinigunMove")
		NULL A 0 A_JumpIf (momy < 0, "MinigunMove")
		NULL A 0 A_JumpIf (momx < 0, "MinigunMove")
		Goto Spawn
			
   MinigunMove:
		MAR4 AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MAR4 CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
		
	MinigunPain:
		MAR4 E 5
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto Spawn
		
		
	RLStand:
		MAR5 A 5
		NULL A 0 A_JumpIf (momy > 0, "RLMove")
		NULL A 0 A_JumpIf (momx > 0, "RLMove")
		NULL A 0 A_JumpIf (momy < 0, "RLMove")
		NULL A 0 A_JumpIf (momx < 0, "RLMove")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		MAR5 A 5
		NULL A 0 A_JumpIf (momy > 0, "RLMove")
		NULL A 0 A_JumpIf (momx > 0, "RLMove")
		NULL A 0 A_JumpIf (momy < 0, "RLMove")
		NULL A 0 A_JumpIf (momx < 0, "RLMove")
		MAR5 D 5
		NULL A 0 A_JumpIf (momy > 0, "RLMove")
		NULL A 0 A_JumpIf (momx > 0, "RLMove")
		NULL A 0 A_JumpIf (momy < 0, "RLMove")
		NULL A 0 A_JumpIf (momx < 0, "RLMove")
		MAR5 D 5
		NULL A 0 A_JumpIf (momy > 0, "RLMove")
		NULL A 0 A_JumpIf (momx > 0, "RLMove")
		NULL A 0 A_JumpIf (momy < 0, "RLMove")
		NULL A 0 A_JumpIf (momx < 0, "RLMove")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		Goto Spawn
	 		
	    RLMove:
		MAR5 AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MAR5 CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
		
	RLPain:
		MAR5 E 5
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto Spawn
		
	GrenadeLauncherStand:
		MRGL A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momx > 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momy < 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momx < 0, "GrenadeLauncherMove")
		MRGL A 5
		NULL A 0 A_JumpIf (momy > 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momx > 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momy < 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momx < 0, "GrenadeLauncherMove")
		MRGL D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momx > 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momy < 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momx < 0, "GrenadeLauncherMove")
		MRGL D 5
		NULL A 0 A_JumpIf (momy > 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momx > 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momy < 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momx < 0, "GrenadeLauncherMove")
	    Goto Spawn
			
	GrenadeLauncherMove:
		MRGL AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MRGL CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
		
    GrenadeLauncherPain:
		MRGL E 5
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto Spawn
		
		
	PlasmaGunStand:
		MAR6 A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momx > 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momy < 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momx < 0, "PlasmaGunMove")
		MAR6 A 5
		NULL A 0 A_JumpIf (momy > 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momx > 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momy < 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momx < 0, "PlasmaGunMove")
		MAR6 D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momx > 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momy < 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momx < 0, "PlasmaGunMove")
		MAR6 D 5
		NULL A 0 A_JumpIf (momy > 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momx > 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momy < 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momx < 0, "PlasmaGunMove")
		Goto Spawn
			
	    PlasmaGunMove:
		MAR6 AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MAR6 CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
		  PlasmaGunPain:
		MAR6 E 5
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		 
		Goto Spawn
		
		
	RailGunStand:
		MRRG A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "RailGunMove")
		NULL A 0 A_JumpIf (momx > 0, "RailGunMove")
		NULL A 0 A_JumpIf (momy < 0, "RailGunMove")
		NULL A 0 A_JumpIf (momx < 0, "RailGunMove")
		MRRG A 5
		NULL A 0 A_JumpIf (momy > 0, "RailGunMove")
		NULL A 0 A_JumpIf (momx > 0, "RailGunMove")
		NULL A 0 A_JumpIf (momy < 0, "RailGunMove")
		NULL A 0 A_JumpIf (momx < 0, "RailGunMove")
		MRRG D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "RailGunMove")
		NULL A 0 A_JumpIf (momx > 0, "RailGunMove")
		NULL A 0 A_JumpIf (momy < 0, "RailGunMove")
		NULL A 0 A_JumpIf (momx < 0, "RailGunMove")
		MRRG D 5
		NULL A 0 A_JumpIf (momy > 0, "RailGunMove")
		NULL A 0 A_JumpIf (momx > 0, "RailGunMove")
		NULL A 0 A_JumpIf (momy < 0, "RailGunMove")
		NULL A 0 A_JumpIf (momx < 0, "RailGunMove")
		Goto Spawn
			
	    RailGunMove:
		MRRG AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MRRG CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
		 RailGunPain:
		MRRG E 5
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		 
		Goto Spawn
		
		
	BFGStand:
		MAR7 A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "BFGMove")
		NULL A 0 A_JumpIf (momx > 0, "BFGMove")
		NULL A 0 A_JumpIf (momy < 0, "BFGMove")
		NULL A 0 A_JumpIf (momx < 0, "BFGMove")
		MAR7 A 5
		NULL A 0 A_JumpIf (momy > 0, "BFGMove")
		NULL A 0 A_JumpIf (momx > 0, "BFGMove")
		NULL A 0 A_JumpIf (momy < 0, "BFGMove")
		NULL A 0 A_JumpIf (momx < 0, "BFGMove")
		MAR7 D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "BFGMove")
		NULL A 0 A_JumpIf (momx > 0, "BFGMove")
		NULL A 0 A_JumpIf (momy < 0, "BFGMove")
		NULL A 0 A_JumpIf (momx < 0, "BFGMove")
		MAR7 D 5
		NULL A 0 A_JumpIf (momy > 0, "BFGMove")
		NULL A 0 A_JumpIf (momx > 0, "BFGMove")
		NULL A 0 A_JumpIf (momy < 0, "BFGMove")
		NULL A 0 A_JumpIf (momx < 0, "BFGMove")
		Goto Spawn
			
	 BFGMove:
		MAR7 AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MAR7 CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
		
	BFGPain:
		MAR7 E 5
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto Spawn
		
		
	BFG10KStand:
		M10K A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momx > 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momy < 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momx < 0, "BFG10KMove")
		M10K A 5
		NULL A 0 A_JumpIf (momy > 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momx > 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momy < 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momx < 0, "BFG10KMove")
		M10K D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momx > 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momy < 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momx < 0, "BFG10KMove")
		M10K D 5
		NULL A 0 A_JumpIf (momy > 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momx > 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momy < 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momx < 0, "BFG10KMove")
		Goto Spawn
			
	BFG10KMove:
		M10K AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		M10K CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
	BFG10KPain:
		M10K E 5
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto Spawn
		
	RevenantLauncherStand:
		MHML A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "RevenantLauncherMove")
		NULL A 0 A_JumpIf (momx > 0, "RevenantLauncherMove")
		NULL A 0 A_JumpIf (momy < 0, "RevenantLauncherMove")
		NULL A 0 A_JumpIf (momx < 0, "RevenantLauncherMove")
		Goto Spawn
			
	RevenantLauncherMove:
		MHML AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MHML CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
	RevenantLauncherPain:
		MHML E 5
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto Spawn
	
	FlameCannonStand:
		MMFC A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momx > 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momy < 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momx < 0, "FlameCannonMove")
		MMFC A 5
		NULL A 0 A_JumpIf (momy > 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momx > 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momy < 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momx < 0, "FlameCannonMove")
		MMFC D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momx > 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momy < 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momx < 0, "FlameCannonMove")
		MMFC D 5
		NULL A 0 A_JumpIf (momy > 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momx > 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momy < 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momx < 0, "FlameCannonMove")
		Goto Spawn
			
	FlameCannonMove:
		MMFC AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MMFC CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
	FlameCannonPain:
		MMFC E 5
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto Spawn
		
		
	SubMachineGunStand:
		MRMP A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momx > 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momy < 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momx < 0, "SubMachinegunMove")
		MRMP A 5
		NULL A 0 A_JumpIf (momy > 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momx > 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momy < 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momx < 0, "SubMachinegunMove")
		MRMP D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momx > 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momy < 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momx < 0, "SubMachinegunMove")
		MRMP D 5
		NULL A 0 A_JumpIf (momy > 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momx > 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momy < 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momx < 0, "SubMachinegunMove")
		Goto Spawn
			
	 SubMachinegunMove:
		MRMP AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MRMP CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
     SubMachinegunPain:
		MRMP E 5
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto Spawn
		
	 BarrelMove:
	    TNT1 A 0 A_TakeInventory("Punching", 1)
		NULL A 0 A_JumpIf (momy == 0, "BarrelStand")
		NULL A 0 A_JumpIf (momx == 0, "BarrelStand")
		PBAR A 8
		
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "Kick")
        TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PBAR B 8
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "Kick")
        TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
        TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		PBAR C 8
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "Kick")
        TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PBAR B 8
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "Kick")
        TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelMove")
		Goto See
		
	 BarrelStand:
	    TNT1 A 0 A_TakeInventory("Punching", 1)
		PBAR A 1
		TNT1 A 0 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 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")
		Goto Spawn

	Pain:
        TNT1 A 0 A_Giveinventory("Bad",1)
        TNT1 A 0 A_Pain
        TNT1 A 0 ACS_Execute(577, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(530, 0, 0, 0, 0)
	    TNT1 A 0 A_JumpIfInventory("FistsSelected", 1, "PainWfist")
		TNT1 A 0 A_JumpIfInventory("SawSelected", 1, "PainWsaw")
		TNT1 A 0 A_JumpIfInventory("ShotgunSelected", 1, "ShotgunPain")
		TNT1 A 0 A_JumpIfInventory("SSGSelected", 1, "SSGPain")
		TNT1 A 0 A_JumpIfInventory("MinigunSelected", 1, "MinigunPain")
		TNT1 A 0 A_JumpIfInventory("RocketLauncherSelected", 1, "RLPain")
		TNT1 A 0 A_JumpIfInventory("GrenadeLauncherSelected", 1, "GrenadeLauncherPain")
		TNT1 A 0 A_JumpIfInventory("PlasmaGunSelected", 1, "PlasmaGunPain")
		TNT1 A 0 A_JumpIfInventory("RailGunSelected", 1, "RailGunPain")
		TNT1 A 0 A_JumpIfInventory("RevenantLauncherSelected", 1, "RevenantLauncherPain")
		TNT1 A 0 A_JumpIfInventory("SubMachineGunSelected", 1, "SubMachinegunPain")
		TNT1 A 0 A_JumpIfInventory("BFG10KSelected", 1, "BFG10KPain")
		TNT1 A 0 A_JumpIfInventory("BFGSelected", 1, "BFGPain")
		TNT1 A 0 A_JumpIfInventory("FlameCannonSelected", 1, "FlameCannonPain")

        TNT1 A 0 A_PlaySound("PAIN1", 2)
		PLAY G 5
		 
		Goto See
		
	PainWfist:
	    TNT1 A 0 A_JumpIfInventory("HasImpShield", 1, "SeeImpShield")
		TNT1 A 0 A_JumpIfInventory("HasZmanShield", 1, "SeeZmanShield")
		TNT1 A 0 A_JumpIfInventory("HasSguyShield", 1, "SeeSguyShield")
		PLA1 G 5
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		 
		Goto Spawn
		
	PainWSaw:
		MAR1 E 5
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		 
		Goto Spawn

    Pain.Blast:
	Pain.ExplosiveImpact:
	Pain.Explosive:
        TNT1 A 0 ACS_Execute(531, 0, 0, 0, 0)
		Goto Pain
		
		
	Pain.Bullet:
	Pain.SSG:
	Pain.CutLess:
		TNT1 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:
        TNT1 A 0 ACS_Execute(611, 0, 0, 0, 0)
        Goto Pain
        PBUL2:
        TNT1 A 0 ACS_Execute(612, 0, 0, 0, 0)
        Goto Pain
        PBUL3:
        TNT1 A 0 ACS_Execute(613, 0, 0, 0, 0)
        Goto Pain
        PBUL4:
        TNT1 A 0 ACS_Execute(614, 0, 0, 0, 0)
        Goto Pain
        PBUL5:
        TNT1 A 0 ACS_Execute(615, 0, 0, 0, 0)
        Goto Pain
        PBUL6:
        TNT1 A 0 ACS_Execute(616, 0, 0, 0, 0)
        Goto Pain



	Pain.ImpFatalityMarine:
	Pain.Rip:
        TNT1 A 0 ACS_Execute(577, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(530, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(617, 0, 0, 0, 0)
        Goto Pain
		

	Death:
        TNT1 A 0 A_Takeinventory("Kicking",1)
		TNT1 A 0 A_Jump (160, 3)
        Goto Death.Arm
        TNT1 AAA 0
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		TNT1 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
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		PLAY N -1
		Stop

    Death.Eat:
        TNT1 A 0 A_Takeinventory("Kicking",1)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_GiveToTarget("EatMe",1)
		TNT1 A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL1 A 10 A_XScream
        XPL1 B 20 A_NoBlocking
        XPL1 CDE 10 
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        XPL1 E -1
        Stop

    Death.Cut:
	Death.Saw:
        TNT1 A 0 A_Takeinventory("Kicking",1)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		
		TNT1 A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("RipGuts", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("XDeathHalfMarine", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 A 10 A_XScream
        TNT1 AA 0 A_CustomMissile ("Big_Blood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 B 20 A_NoBlocking
        TNT1 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))
        TNT1 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))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        XPL2 E -1
        Stop

    Death.Slime:
        TNT1 A 0 A_PlaySound("BIGSCREA")
        TNT1 A 0 A_Takeinventory("Kicking",1)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        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))
        TNT1 A 0 A_NoBlocking
        TNT1 A -1
        Stop

    Death.CutLess:
         TNT1 A 0 A_Takeinventory("Kicking",1)
         TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		 TNT1 A 0 A_Scream
		 TNT1 A 0 A_Stop
		 TNT1 A 0 A_GiveInventory("ChainguyguyContinue", 1)
		 TNT1 A 0 A_PlaySound("DSFDTHE")
		 PLAY H 5
		 TNT1 A 0 A_GiveInventory("ChainguyguyContinue", 1)
		 PPOD A 0 A_SpawnItemEx("PlayerChaingunguyVictim", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		 TNT1 A 200
		 TNT1 A 0 A_NoBlocking
		 TNT1 A 0 A_TakeInventory("ChainguyguyContinue", 1)
		 TNT1 A -1
		 Stop

    Death.Rip:
        TNT1 A 0 A_Takeinventory("Kicking",1)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 A 10 A_XScream
        TNT1 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))
        TNT1 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))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        XPL3 F -1
        Stop

	XDeath:
        TNT1 A 0 A_Takeinventory("Kicking",1)
		TNT1 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)
		TNT1 A 0 A_CustomMissile ("MuchMeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0) //ACS 580 to 585 is the blood driping on screen
		TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)
        MHEA A 0 A_XScream
        MHEA B 0 A_NoBlocking
        MHEA CD 0
        //MHEA E -1
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		TNT1 AAAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		XDMG E 1
		TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
	    TNT1 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:
        TNT1 A 0 A_Takeinventory("Kicking",1)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
	    POSS Q 2 A_FaceTarget
        //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperGoreSpawner", 22, 0, random (170, 190), 2, random (0, 15))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        POSS RSTUVW 8
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        POSS X -1
        Stop

    Death.Rape:
        TNT1 A 0 A_Takeinventory("Kicking",1)
		TNT1 A 0 A_Jump (160, 3)
        Goto Death.Arm
        TNT1 AAA 0
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 A 20 A_XScream
		TNT1 A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 B 20 A_NoBlocking
        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 C 20
        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 D 20
        TNT1 AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 E 20
        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 F 20
        TNT1 AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        XPL4 F -1
        Stop
		
		
	Death.Arm:
        TNT1 A 0 A_Takeinventory("Kicking",1)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		TNT1 AA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
        XPL5 A 10
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_PlaySound("DSFDTHE")
        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))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        XPL5 E -1
        Stop
		
		
	Death.ExtremePunches:
	Death.ExplosiveImpact:
        TNT1 A 0 A_Takeinventory("Kicking",1)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
	    TNT1 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)
        TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
        XPL6 A 5
		TNT1 A 0 A_NoBlocking
        XPL6 BCDE 5
        XPL6 F -1
        Stop
		
	Death.GreenFire:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 AAAA 0 A_CustomMissile ("Nashgore_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 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))
		TNT1 AAAA 2 BRIGHT A_SpawnItem("GreenFlare",0,43)
        TNT1 A 1
        TNT1 A -1
        Stop
		
Death.Plasma: Death.Plasma2:
		TNT1 A 0
		TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		PBR1 A 6 A_Scream
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes1", 32, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes2", 32, 0, random (0, 360), 2, random (0, 180))
		TNT1 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:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 AAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 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))
        TNT1 A 1
        TNT1 A -1
        Stop

    Death.burn:
        TNT1 A 0 A_Takeinventory("Kicking",1)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		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:
        TNT1 A 0
        TNT1 A 0 A_Takeinventory("Kicking",1)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("GenericBurningGuy")
        TNT1 A 1
        TNT1 A -1
		Stop
		
   Death.Desintegrate:
	    TNT1 A 0 A_Takeinventory("Kicking",1)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DesintegratedHuman")
		TNT1 A 1
        TNT1 A -1
        Stop
	  
    Death.Stomp:
		TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 A 0 A_SpawnItem ("CrushedRemains")
		TNT1 A 1
		TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		TNT1 A 1 A_XScream
		TNT1 A 1 A_NoBlocking
		TNT1 A -1
		Stop
	
    Crush:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        CRS1 A 5
        CRS1 A -1
        Stop



















// FATALITIES




    FatalityZMan:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FTYZ AB 6
		
        TNT1 A 0  A_PlaySound("grunt/pain")
        FTYZ BCBCBCBC 4
          TNT1 A 0 A_PlaySound("grunt/pain")
        FTYZ DEF 4
		
		
        TNT1 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 3
		TNT1 A 0 A_PlaySound ("misc/xdeath", 1)
		FTYZ FG 3
		TNT1 A 0 A_PlaySound ("misc/xdeath", 1)
		FTYZ F 3
		
		
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        FTYZ H 5
        TNT1 AA 0 A_CustomMissile ("FatalityBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("NashGore_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
        FTYZ I 5
        TNT1 AAAA 0 A_CustomMissile ("FatalityBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("NashGore_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		 
         
		 TNT1 A 0 A_PlaySound ("misc/xdeath", 3)
		 
		 TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
		 TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		 TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
		 TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		 TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 50, 0, random (0, 360), 2, random (50, 130))
		 TNT1 A 0 A_CustomMissile ("XDeathHalfZombieMan", 60, 0, 270, 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathHalfZombieManDown", 60, 0, 90, 2, random (0, 160))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAA 0 A_CustomMissile ("XDeath2", 60, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAA 0 A_CustomMissile ("XDeath3", 60, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAA 0 A_CustomMissile ("Instestin", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
		 FTYZ K 2
         FTYZ L 2
         FTYZ L 15
        //////////////////////////////////////////////////////
        //TNT1 A 0 A_TakeInventory("ZombieManFatality",1)
		 TNT1 A 0 A_TakeInventory("ZombieManFatality",1)
		 TNT1 A 0 A_TakeInventory("GoFatality", 1)
		 TNT1 AAAAA 0 A_GiveInventory("HealthBonus",1)
         TNT1 A 0 SetPlayerProperty(0,0,0)
         Goto Spawn


    FatalityZMan2:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FPZ2 AB 5
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 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)
		TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 50, 0, random (0, 360), 2, random (50, 130))
        TNT1 AAAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 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 AAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
        FPZ2 C 15
		TNT1 A 0 A_PlaySound("imp/melee")
        FPZ2 D 15
		TNT1 AAAAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 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)
		TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		FPZ2 EF 5
		TNT1 A 0 A_PlaySound("grunt/death")
		FPZ2 G 10
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ZombieManFatality2",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 AAAAA 0 A_GiveInventory("HealthBonus",1)
        //TNT1 A 0 A_SpawnItem ("DeadZombieManFacingFront")
		TNT1 A 0 A_SpawnItem ("ZombieManDyingAfterFatality")
		TNT1 A 0 A_CustomMissile ("Instestin", 30, 0, 0, 2, 0)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn
		
		
	FatalityZMan3:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FPZ3 A 6
		TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		FPZ3 ABCDE 3
        XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_PlaySound("grunt/pain", 1)
		FPZ3 FGGGG 3
        
		FPZ3 HHIIIIIIHJJ 2
        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("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 AA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		
		FPZ3 KKLLLLKJJ 2
        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("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 AA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
        
		FPZ3 MMNNNNMOO 2
        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("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 AA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ3 MMNNNNMOO 2
        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("player/cyborg/fist", 4)
		TNT1 AA 0 A_CustomMissile ("XDeath1", 30, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SmallBrainPiece", 5, 0, random (0, 360), 2, random (0, 160))
		
		
        FPZ3 PPQQQQPRR 2
        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("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		
		FPZ3 PPQQQPRR 2
        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("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ3 RP 5
		
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("ZombieManFatality3",1)
		TNT1 AAAAA 0 A_GiveInventory("HealthBonus",1)
        TNT1 A 0 A_SpawnItem ("DeadZombieManFatality3")
		//TNT1 A 0 A_SpawnItem ("ZombieManDyingAfterFatality")
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn	


FatalityZMan4:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FPZ4 AB 3
		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("player/cyborg/fist", 4)
		FPZ4 CDEEE 3
		FPZ4 FGH 3
        
		FPZ4 HHI 2
        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("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		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 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ4 JJJIH 2
		
		FPZ4 HHI 2
        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("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		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 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ4 JJJIH 2
		
		FPZ4 HHI 2
        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("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		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 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ4 OOOMN 2
		
		
		FPZ4 NNM 2
        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("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		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 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ4 OOOMN 2
		
		FPZ4 NNM 2
        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("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		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 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ4 OOOMN 2
		
		
		
		FPZ4 NNM 2
        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("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		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 A_CustomMissile ("Teeth", 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 ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		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 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SmallBrainPiece", 5, 0, random (0, 360), 2, random (0, 160))
		FPZ4 P 7
		FPZ4 L 10
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("ZombieManFatality4",1)
		TNT1 AAAAA 0 A_GiveInventory("HealthBonus",1)
        TNT1 A 0 A_SpawnItem ("DeadZombieManFatality3")
		//TNT1 A 0 A_SpawnItem ("ZombieManDyingAfterFatality")
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn	

    FatalityImp:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FTYI ABB 7
        FTYI CDEFG 2
        TNT1 A 0  A_PlaySound("imp/pain")
        TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
        TNT1 A 0 A_PlaySound("CLAP")
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        FTYI GGGGHHHHHHHHIJJJ 2
        FTYI K 3
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 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)
		TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
        TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 25, 30, 0, 0)
        TNT1 AA 0 A_CustomMissile ("Brains1", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 11, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAAAAA 0 A_CustomMissile ("SmallBrainPiece", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		FTYI LLLL 1 A_SpawnItemEx("Nashgore_Blood", 0, 25, 10, 0, 0)
        FTYI LMNNN 4
		FTYI N 12
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("ImpFatality",1)
		TNT1 AAAAA 0 A_GiveInventory("HealthBonus",1)
		TNT1 A 0 A_CustomMissile ("StompedImp", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 SetPlayerProperty(0,0,0)	
        Goto Spawn


    FatalityImp2:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 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)
		TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 50, 0, random (0, 360), 2, random (50, 130))
        TNT1 AAAA 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 AAA 0 A_CustomMissile ("XDeath3", 60, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
		FTBI BC 4
		TNT1 A 0  A_PlaySound("imp/die")
		FTBI D 25
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 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)
		TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 50, 0, random (0, 360), 2, random (50, 130))
        TNT1 AAAA 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 AAA 0 A_CustomMissile ("XDeath3", 60, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
        FTBI EF 6
		FTBI G 25
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("ImpFatality2",1)
		TNT1 AAAAA 0 A_GiveInventory("HealthBonus",1)
        TNT1 A 0 A_SpawnItem ("ImpMessyCorpse")
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn


      FatalityImp3:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FTCI AB 4
		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("player/cyborg/fist", 4)
		FTCI CDE 4
		FTCI E 8
        
		FTCI FGG 4
		FTCI H 2
        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("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		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 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FTCI I 5
		FTCI H 3
		FTCI G 4
		
		FTCI H 2
        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("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		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 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FTCI I 5
		FTCI H 3
		FTCI G 4
		
		FTCI H 2
        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("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		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 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FTCI I 5
		FTCI H 3
		FTCI G 4
		
		FTCI H 2
        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("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		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 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FTCI I 5
		FTCI H 3
		FTCI G 4
		
		FTCI H 2
		
        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("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 AAAAA 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 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SmallBrainPiece", 5, 0, random (0, 360), 2, random (0, 160))
		FTCI L 10
		FTCI J 20
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("ImpFatality3",1)
		TNT1 AAAAA 0 A_GiveInventory("HealthBonus",1)
        TNT1 A 0 A_SpawnItem ("impfacesorapedomgthisiscruel")
		//TNT1 A 0 A_SpawnItem ("ZombieManDyingAfterFatality")
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn	


    FatalitySergeant:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FTYS A 8 A_PlaySound("grunt/pain")
        FTYS BC 8
		TNT1 A 0 A_PlaySound("BURNZOM", 3)

        TNT1 A 0 A_PlaySound("misc/xdeath")
        FTYS DE 4
		TNT1 A 0 A_PlaySound("misc/xdeath")
		FTYS DE 4
		TNT1 A 0 A_PlaySound("misc/xdeath")
		FTYS DE 4
		
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(583, 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/xdeath", 3)
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
        FTYS FGHIPP 4 A_CustomMissile ("Blood", 1, 0, random (0, 360), 2, random (0, 160))

        FTYS QR 8 
        TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
        FTYS R 20
        ///////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("SergeantFatality",1)
		TNT1 AAAAA 0 A_GiveInventory("HealthBonus",1)
		TNT1 A 0 A_CustomMissile ("BeheadedSergeantZombie", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_CustomMissile ("XDeathSergeantHead", 40, 0, 0, 2, 0)
        Goto Spawn

    FatalitySergeant2:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FTYS J 5
        FTYS J 1 A_PlaySound("BURNZOM")
		FTYS JJJJ 5
		FTYS J 1 A_PlaySound("grunt/death")
		FTYS K 8
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 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)
		TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath2", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("RipSergeant", 0, 0, random (0, 360), 2, random (0, 160))
        FTYS LMNO 6
        FTYS O 20
        ///////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("SergeantFatality2",1)
		TNT1 AAAAA 0 A_GiveInventory("HealthBonus",1)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadShotgunguy_Half", 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn
		
		
	FatalitySergeant3:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FSP3 A 8
		
		FSP3 B 4 A_PlaySound("grunt/pain")
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		FSP3 CDE 4
		FSP3 E 6
		
		FSP3 FG 4
		TNT1 A 0 A_PlaySound("grunt/death")		
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 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)
		TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 20, 0, random (0, 360), 2, random (0, 160))
		//TNT1 AA 0 A_CustomMissile ("XDeath2", 20, 0, random (0, 360), 2, random (0, 160))
		//TNT1 AA 0 A_CustomMissile ("XDeath3", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
        FSP3 HIIIII 5
	   
	   TNT1 A 0 A_PlaySound("weapons/sg")	
	   XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 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)
		TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		TNT1 AAAAA 0 A_CustomMissile ("XDeath1", 70, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath2", 70, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 70, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 70, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("FlyingImpaledSergeant", 50, 0, random (0, 360), 2, random (70, 110))
		
		
		FSP3 L 3 BRIGHT
		FSP3 K 3
		FSP3 J 15
		///////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("SergeantFatality3",1)
		TNT1 AAAAA 0 A_GiveInventory("HealthBonus",1)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn	


    FatalityComando:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        CFTA AAABCDE 2
          TNT1 A 0 A_PlaySound("grunt/pain")
TNT1 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))
          TNT1 A 0 A_PlaySound("CLAP")
        CFTA EFF 7
        CFTA GHIJK 2
          TNT1 A 0 A_PlaySound("grunt/pain")
TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
TNT1 A 0 A_CustomMissile ("ShakeShakeShake", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
         CFTA L 7
	    
        CFTA M 15
        CFTA OPQR 4
         TNT1 A 0 A_PlaySound("grunt/pain")
          TNT1 A 0 A_PlaySound("grunt/death")
       CFTA R 15
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
          TNT1 A 0 A_PlaySound("BURNZOM")
TNT1 A 0 A_CustomMissile ("ShakeShakeShake", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
        CFTA S 25
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ComandoFatality",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 AAAAAAAAAA 0 A_GiveInventory("HealthBonus",1)
        TNT1 A 0 A_SpawnItemEx("DyingComando", 0, 0, 40, 0, 0)
		TNT1 A 0 A_CustomMissile ("XDeathChainArm", 40, -15, 0, 2, 0)
		TNT1 A 0 A_CustomMissile ("XDeathChainArm", 40, 15, 0, 2, 0)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn

	    FatalityComando2:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 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))
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
TNT1 AAAA 0 A_CustomMissile ("XDeath1", 20, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 20, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 20, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XdeathChainArm", 42, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XdeathChainLeg", 42, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XdeathGuts", 42, 0, random (0, 360), 2, random (0, 160))
        CFTC CDEF 4
        CFTC F 15
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ComandoFatality2",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 AAAAAAAAAA 0 A_GiveInventory("HealthBonus",1)
        TNT1 A 0 A_SpawnItemEx("DeadChaingunGuy_Half", 0, 0, 40, 0, 0)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn

    FatalityDemon:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FDEM A 4
		TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        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))
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 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))
		 TNT1 A 0 A_CustomMissile ("XDeathDemonHead", 32, 0, 90, 2, random (0, 90))
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("DemonFatality",1)
		TNT1 AAAAA 0 A_GiveInventory("HealthBonus",1)
        TNT1 A 0 A_SpawnItemEx("DyingDemon", 0, 1, 1, 1, 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn
		
		FatalityDemon2:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
		FDEM J 2
		TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        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))
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathStomach", 32, 0, random (0, 360), 2, random (0, 160))
        FDEM LMN 6
		FDEM OO 3
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("DemonFatality2",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 AAAAA 0 A_GiveInventory("HealthBonus",1)
        TNT1 A 0 A_SpawnItemEx("DeadDemonHalf", 0, 1, 1, 1, 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn
		
	FatalityDemon3:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
		FD2M A 2
		TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        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))
TNT1 A 0 A_PlaySound("demon/pain")
TNT1 A 0 A_PlaySound("player/cyborg/fist", 1)
TNT1 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))
TNT1 A 0 A_PlaySound("demon/pain")
TNT1 A 0 A_PlaySound("player/cyborg/fist", 1)
TNT1 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))
TNT1 A 0 A_PlaySound("demon/pain")
TNT1 A 0 A_PlaySound("player/cyborg/fist", 1)
TNT1 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))
TNT1 A 0 A_PlaySound("demon/pain")
TNT1 A 0 A_PlaySound("player/cyborg/fist", 1)
TNT1 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))
TNT1 A 0 A_PlaySound("demon/pain")
TNT1 A 0 A_PlaySound("player/cyborg/fist", 1)
TNT1 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))

TNT1 AAA 0 A_SpawnItem("Blood", 0, 5)
TNT1 A 0 A_SpawnItem("MeatDeath", 0, 1)
		 FD2M IJJJJ 5
		 
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("DemonFatality3",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 AAAAA 0 A_GiveInventory("HealthBonus",1)
        TNT1 A 0 A_SpawnItemEx("DeadDemonStomped", 0, 1, 1, 1, 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn

    FatalityCacoDemon:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 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))
        TNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 45, 0, random (0, 180), 2, random (0, 180))
       TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 45, 0, random (0, 360), 2, random (0, 360))
        TNT1 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))
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("CacoDemonFatality",1)
		TNT1 AAAAAAAAAA 0 A_GiveInventory("HealthBonus",1)
        TNT1 A 0 A_SpawnItemEx("DeadCacoDemon", 0, 1, 1, 1, 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn
		
		
		FatalityCacoDemon2:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        CA2F AB 4
		TNT1 A 0 A_PlaySound("demon/pain")
        CA2F BCDEE 4
        CA2F F 2
		TNT1 A 0 A_PlaySound("demon/pain")
        XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		CA2F F 4
		TNT1 A 0 A_PlaySound("misc/xdeath2")
		CA2F FFFF 2 A_CustomMissile ("Blue_Blood", 25, 0, random (0, 180), 2, random (0, 180))
		TNT1 AAAAA 0 A_CustomMissile ("CacoXDeath7", 25, 0, random (0, 360), 2, random (0, 160))
        CA2F GH 4
		TNT1 A 0 A_CustomMissile ("RipCaco", 35, 0, random (0, 360), 2, random (0, 160))
		CA2F I 20
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("CacoDemonFatality2",1)
		TNT1 AAAAAAAAAA 0 A_GiveInventory("HealthBonus",1)
        TNT1 A 0 A_SpawnItem ("DeadHalfCacoDemon", 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn


    FatalityRevenant:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FREV ABABAB 3
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 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)
TNT1 A 0 ACS_Execute(582, 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))
		 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 A 0 A_CustomMissile ("XDeathRevenantHeadKicked2", 40, 0, 0, 2, 0)
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)

        FREV PQR 2
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("RevenantFatality",1)
		TNT1 AAAAAAAAAAAAAAA 0 A_GiveInventory("HealthBonus",1)
        TNT1 A 0 A_SpawnItemEx("DyingRevenant", 0, 35, 35, 1, 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn


    FatalityRevenant2:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 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))
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath2", 40, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
        FRE2 BCDEFGGGGG 6 
		
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("RevenantFatality2",1)
		TNT1 AAAAAAAAAAAAAAA 0 A_GiveInventory("HealthBonus",1)
        TNT1 A 0 A_SpawnItem("VeryFuckedUpRevenant")
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn







    FatalityFatso:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FATF A 6
TNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)
        TNT1 A 0 A_CustomMissile ("Blood", 45, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBloodTrail", 45, 0, random (0, 180), 2, random (0, 180))
        FATF A 6 A_PlaySound("misc/xdeath4")
		TNT1 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))
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 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)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)

TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
		 TNT1 A 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 50, 0, random (0, 360), 2, random (0, 160))
        FATF BCD 8
		TNT1 A 0 A_PlaySound("fatso/pain")
		FATF D 50

        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("FatsoFatality",1)
		TNT1 AAAAAAAAAAAAAAA 0 A_GiveInventory("HealthBonus",1)
        TNT1 A 0 A_SpawnItemEx("FatalizedFatso", 0, 1, 1, 1, 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn


    FatalityBaron:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 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")
        TNT1 AAAAAAA 0 A_CustomMissile ("Blood", 35, 0, random (0, 180), 2, random (0, 180))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        BHF1 PQR 3 A_CustomMissile ("Blood", 35, 0, random (0, 360), 2, random (0, 160))

        TNT1 A 0 A_PlaySound("misc/xdeath4")
        TNT1 A 0 A_PlaySound("misc/xdeath3")
        TNT1 A 0 A_PlaySound("misc/xdeath2")
        TNT1 A 0 A_PlaySound("misc/xdeath1")
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_CustomMissile ("Blood", 35, 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)

        BHF1 STUV 3 A_CustomMissile ("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))

TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAAAAAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
         TNT1 A 0 A_SpawnItem ("MeatDeath", 30)


        BHF1 WXYZZZZZZZZZZZZZZ 3

        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("BaronFatality",1)
		TNT1 AAAA 0 A_GiveInventory("Medikit",1)
        TNT1 A 0 A_SpawnItemEx("DeadBaronNoHead", 0, 1, 1, 1, 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn





    FatalityHK:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        HKF1 A 1
		TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		HKF1 AB 6
		TNT1 A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
        HKF1 C 6 A_PlaySound("PSXDPN")
		TNT1 AAA 0 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))
		HKF1 C 5
		TNT1 A 0 A_PlaySound("imp/melee")
		HKF1 C 5
        TNT1 AAAAAAA 0 A_CustomMissile ("Blood", 55, 0, random (0, 180), 2, random (0, 180))
        
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 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)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		TNT1 AAAAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAAAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))


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

        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("HKFatality",1)
		TNT1 AAAAAAAAAA 0 A_GiveInventory("HealthBonus",1)
        TNT1 A 0 A_SpawnItemEx("RapedHK", 0, 1, 1, 1, 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn
		
		
		
	FatalityHK3:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        TNT1 A 0 A_PlaySound("weapons/gswing", 1)
		TNT1 A 0 A_PlaySound("PSXDPN")
		HKF3 A 1
		TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		HKF3 ABC 6
		TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("PSXDPN", 2)
		HKF3 D 15
         TNT1 A 0 A_PlaySound("knight/death")

TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		 TNT1 AAAAAAA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
         TNT1 AA 0 A_CustomMissile ("Blood", 50, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathHellKnightArm", 40, 0, 90, 2, random (0, 20))
        HKF3 EFGG 7 A_CustomMissile ("Blood", 40, 0, random (0, 360), 2, random (0, 160))
		
		TNT1 A 0 A_PlaySound("PSXDPN")
		HKF3 H 15
         
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)

		 TNT1 AAAAAAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
         TNT1 AA 0 A_CustomMissile ("Blood", 60, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathHellKnightHead", 40, 0, 270, 2, random (0, 20))
		 HKF3 I 20
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("HKFatality3",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 AAAAAAAAAA 0 A_GiveInventory("HealthBonus",1)
        TNT1 A 0 A_SpawnItemEx("NoArmNoHeadFatalizedHK", 0, 1, 1, 1, 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn


FatalityHK2:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		HKF2 AAB 6
		TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_PlaySound("PSXDPN")
		
		HKF2 DEFFGH 8
		
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
         TNT1 A 0 A_PlaySound("PSXDPN")
		 HKF2 IJIJIJ 4
		 

TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)

		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAAAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AA 0 A_CustomMissile ("Blood", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
         

        HKF2 KL 6
		TNT1 A 0 A_CustomMissile ("XDeathHellKnightHead", 64, 0, random (0, 360), 2, random (60, 120))
		HKF2 MNNNNN 6

        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("HKFatality2",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 AAAAAAAAAA 0 A_GiveInventory("HealthBonus",1)
        TNT1 A 0 A_SpawnItemEx("OmgSoDeadHK", 0, 1, 1, 1, 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn



    FatalityArachnotron:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        ARF1 ABABABABABABAB 2
		TNT1 A 0 A_SpawnItem("Spark_UpOnce",0,60)
		ARF1 CD 3
		TNT1 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))
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		TNT1 AAAAA 0 A_CustomMissile ("Instestin2", 14, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		ARF1 JKLMNNNNNNNNNNNNNNNN 3

        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ArachnotronFatality",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_GiveInventory("HealthBonus",1)
        TNT1 A 0 A_SpawnItemEx("RapedArachnotron", 0, 1, 1, 1, 1)
		//TNT1 A 0 A_CustomMissile ("SpiderLeg", 30, 0, 0, 2, 0)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn
		
		
		FatalityArachnotron2:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
		ARF2 A 6
		TNT1 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
		TNT1 A 0 A_PlaySound("baby/death")
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 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)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		TNT1 AAAAA 0 A_CustomMissile ("Instestin2", 14, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		
		ARF2 CDE 3
        TNT1 A 0 A_CustomMissile ("XDeathArachnotronHead", 50, 0, random (0, 360), 2, random (40, 130))
		//////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ArachnotronFatality2",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_GiveInventory("HealthBonus",1)
        TNT1 A 0 A_SpawnItemEx("NoLegsSpider", 0, 1, 1, 1, 1)
		//TNT1 A 0 A_CustomMissile ("SpiderLeg", 30, 0, 0, 2, 0)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn
		
		
		
		FatalityArchVile:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        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))
		 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 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 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)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 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
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 20, 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)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
TNT1 A 0 A_PlaySound("CLAP")
TNT1 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))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 20, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath2", 20, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath3", 20, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
		AVF1 STUUUUVVVV 2
		TNT1 A 0 A_PlaySound("TAUNT")
		AVF1 V 10
		AVF1 WXWX 10
		AVF1 V 10
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ArchVileFatality",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_GiveInventory("HealthBonus",1)
        TNT1 A 0 A_SpawnItem("FatalizedArchvile1")
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn


FatalityPE:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 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
		
        TNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		
        TNT1 AAAAAA 0 A_CustomMissile ("Blood", 55, 0, random (0, 180), 2, random (0, 180))
        TNT1 AA 0 A_CustomMissile ("XDeath1", 55, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_PlaySound("demon/pain")
		
		PA1F BCDEEEEEFGHI 3
		
		TNT1 A 0 A_PlaySound("demon/pain")
        
		PA1F JKKKK 3
		
		PA1F L 4
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("MuchBlood", 90, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(583, 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
		  
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("MuchBlood", 90, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		  
		  PA1F RQPQR 3
		  
		  
		  TNT1 AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("MuchBlood", 90, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		
		PA1F RQPQR 3
		  
		  
		  TNT1 AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("MuchBlood", 90, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		
		PA1F RQPQR 3
		  
		  
		  TNT1 AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("MuchBlood", 90, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(583, 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
		
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("PEFatality",1)
		TNT1 AAAAAAAAAAAAAAA 0 A_GiveInventory("HealthBonus",1)
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_SpawnItemEx("FatalizedPE", 0, 1, 1, 1, 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn







    CurbstompZombieman:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        01CB A 10
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_PlaySound("grunt/death")
		01CB BCCC 5 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_PlaySound("misc/xdeath1")
		01CB D 5
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 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)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
        TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 25, 30, 0, 0)
        TNT1 AAA 0 A_CustomMissile ("Brains1", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 11, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAA 0 A_CustomMissile ("SmallBrainPiece", 11, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_SpawnItemEx("Nashgore_Blood", 0, 25, 10, 0, 0)
          01CB E 30
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("IsCurbstompingZombieman",1)
		TNT1 AAAAA 0 A_GiveInventory("HealthBonus",1)
		 TNT1 A 0 A_CustomMissile ("StompedZombieman", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 SetPlayerProperty(0,0,0)	
        Goto Spawn
		
		
		
		CurbstompSergeant:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        02CB A 10
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_PlaySound("grunt/death")
		02CB BCCC 5 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_PlaySound("misc/xdeath1")
		02CB D 5
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 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)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
        TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 25, 30, 0, 0)
        TNT1 AAA 0 A_CustomMissile ("Brains1", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("SmallBrainPiece", 11, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_SpawnItemEx("Nashgore_Blood", 0, 25, 10, 0, 0)
          02CB E 30
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("IsCurbstompingSergeant",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 AAAAA 0 A_GiveInventory("HealthBonus",1)
		 TNT1 A 0 A_CustomMissile ("StompedSergeant", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 SetPlayerProperty(0,0,0)	
        Goto Spawn



























    Death.Fatality:
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_GiveToTarget("PVPFatality", 1)
		TNT1 A 1
		TNT1 A -1
        Stop
    FatalityPVP:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        PVPF ABB 10
        PVPF C 4
		PVPF D 4
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		PVPF E 4
         TNT1 A 0 A_CustomMissile ("MeatDeath", 50, 0, random (0, 360), 2, random (0, 160))        
		 PPOD A 0 A_SpawnItemEx("BasicMarineGib1", 0, 0, 50)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib2", 0, 0, 50)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib3", 0, 0, 50)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib4", 0, 0, 50)
		TNT1 AA 0 A_CustomMissile ("XDeathArm1", 42, 0, random (0, 360), 2, random (0, 90))
		 PVPF EFGGGG 4
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("PVPFatality",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_GiveInventory("Megasphere",1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn






// STEALTH KILLS


    StealthKillZombieman:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
SFZM A 8
SFZM B 8
SFZM C 16
TNT1 A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
SFZM D 16

        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("SKZombieMan",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
        TNT1 A 0 A_SpawnItemEx("DeadZombieMan", 0, 0, 40, 0, 0)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn


    StealthKillShotgunGuy:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
SFSZ A 8
SFSZ B 8
SFSZ C 16
TNT1 A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
SFSZ D 16

        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("SKShotgunGuy",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
        TNT1 A 0 A_SpawnItemEx("DeadShotgunGuy", 0, 0, 40, 0, 0)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn
		
    StealthKillChaingunGuy:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
SFCG A 8
SFCG B 8
TNT1 A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
SFCG C 16

        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("SKChaingunGuy",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
        TNT1 A 0 A_SpawnItemEx("DeadChaingunGuy_KilledByMinorHead", 0, 0, 40, 0, 0)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn
		
		
    StealthKillImp:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
SFIM A 8
SFIM B 8
TNT1 A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
SFIM C 16
SFIM D 16

        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("SKImp",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
        TNT1 A 0 A_SpawnItemEx("DeadImp1", 0, 0, 40, 0, 0)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn
		
		
    StealthKillNazi:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
SFNZ A 8
SFNZ B 8
TNT1 A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
SFNZ C 16

        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("SKNAzi",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
        TNT1 A 0 A_SpawnItemEx("DeadNazi", 0, 0, 40, 0, 0)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        Goto Spawn







//  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: 
      // TNT1 A 0 A_CustomMissile ("HellKnightSpawner", 1, 0, random (0, 360), 2, random (0, 160))
//       XXXX A -1
//       Stop






//	Pain.HKF:
//        TNT1 A 0 A_GiveToTarget("Vanish", 1)
//        TNT1 A 0 A_GiveInventory("BeginCurbstomped", 1)
//        TNT1 A 0 SetPlayerProperty(0,1,0)
//        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
//       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)
  //      TNT1 A 1 SetPlayerProperty(0,0,0)
//TNT1 A 1 A_SpawnItem ("HellKnight", 0, 0)
//Goto See
//
 //   Death.HKFAT:
  //     KTFP HIJKLLLLLLLLL 5
  //     TNT1 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:
		TNT1 A 1 A_PlayerScream
		TNT1 A 1 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("Curbstomp_Marine",1)
		TNT1 A -1
        Stop

//Imp:
    Death.ImpFatalityMarine:
		TNT1 A 1 A_PlayerScream
		TNT1 A 1 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("Fatality_Marine",1)
		TNT1 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:
	    TNT1 A 0 A_TakeInventory("BloodSplasherz", 1)
        TNT1 A 0 A_Giveinventory("BloodOnVisor",1)
        TNT1 A 0 A_Giveinventory("GiveHealth",1)
		TNT1 A 0 A_GiveInventory("MeatAmmo", 1)
  TNT1 A 0 A_Jump(255,"Bled1","Bled2","Bled3","Bled4","Bled5","Bled6")
  Goto Bled1

        Bled1:
        TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
         Goto spawn
        Bled2:
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
         Goto spawn
        Bled3:
        TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
         Goto spawn
        Bled4:
        TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
         Goto spawn
        Bled5:
        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)
         Goto spawn
        Bled6:
        TNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)
         Goto spawn

	Pain.BlueBlood:
        TNT1 A 0 A_Giveinventory("BlueBloodOnVisor",1)
        TNT1 A 0 A_Giveinventory("GiveHealth",1)
  TNT1 A 0 A_Jump(255,"BBled1","BBled2","BBled3","BBled4","BBled5","BBled6")
  Goto BBled1
        BBled1:
        TNT1 A 0 ACS_Execute(570, 0, 0, 0, 0)
         Goto spawn
        BBled2:
        TNT1 A 0 ACS_Execute(571, 0, 0, 0, 0)
         Goto spawn
        BBled3:
        TNT1 A 0 ACS_Execute(572, 0, 0, 0, 0)
         Goto spawn
        BBled4:
        TNT1 A 0 ACS_Execute(573, 0, 0, 0, 0)
         Goto spawn
        BBled5:
        TNT1 A 0 ACS_Execute(574, 0, 0, 0, 0)
         Goto spawn
        BBled6:
        TNT1 A 0 ACS_Execute(575, 0, 0, 0, 0)
         Goto spawn

	Pain.GreenBlood:
        TNT1 A 0 A_Giveinventory("GreenBloodOnVisor",1)
        TNT1 A 0 A_Giveinventory("GiveHealth",1)
  TNT1 A 0 A_Jump(255,"GBled1","GBled2","GBled3","GBled4","GBled5","GBled6")
  Goto Bled1

        GBled1:
        TNT1 A 0 ACS_Execute(560, 0, 0, 0, 0)
         Goto spawn
        GBled2:
        TNT1 A 0 ACS_Execute(561, 0, 0, 0, 0)
         Goto spawn
        GBled3:
        TNT1 A 0 ACS_Execute(562, 0, 0, 0, 0)
         Goto spawn
        GBled4:
        TNT1 A 0 ACS_Execute(563, 0, 0, 0, 0)
         Goto spawn
        GBled5:
        TNT1 A 0 ACS_Execute(564, 0, 0, 0, 0)
         Goto spawn
        GBled6:
        TNT1 A 0 ACS_Execute(565, 0, 0, 0, 0)
         Goto spawn




		 
		 
		 
		 
		 
		//When you get MeatShields
		
		
		GotImpShield:
		TNT1 A 0 A_TakeInventory("MeatAmmo", 100)
		TNT1 A 0 A_GiveInventory("ImpShield")
		TNT1 A 0 A_SelectWeapon("ImpShield")
		TNT1 A 0 A_TakeInventory("Punching", 1)
		Goto SeeImpShield
		
		
		SeeImpShield:
	    TNT1 A 0 A_TakeInventory("Punching", 1)
		MAIS A 8
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAIS B 8
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		//Goto See
		Loop
		 
		 
		 
		 		GotZmanShield:
		TNT1 A 0 A_TakeInventory("MeatAmmo", 100)
		TNT1 A 0 A_GiveInventory("ZmanShield")
		TNT1 A 0 A_SelectWeapon("ZmanShield")
		TNT1 A 0 A_TakeInventory("Punching", 1)
		Goto SeeZmanShield
		
		
		SeeZmanShield:
	    TNT1 A 0 A_TakeInventory("Punching", 1)
		MAZS A 8
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAZS B 8
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		//Goto See
		Loop
		
		
		GotSguyShield:
		TNT1 A 0 A_TakeInventory("MeatAmmo", 100)
		TNT1 A 0 A_GiveInventory("SguyShield")
		TNT1 A 0 A_SelectWeapon("SguyShield")
		TNT1 A 0 A_TakeInventory("Punching", 1)
		Goto SeeSGuyShield
		
		SeeSGuyShield:
	    TNT1 A 0 A_TakeInventory("Punching", 1)
		MASS A 8
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MASS B 8
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		//Goto See
		Loop 
		 
		 
		 
		 
		 
		 
		 
		 
    Salutes1:
	    TNT1 A 0
		TNT1 A 0 A_PlaySound ("DSSALUTE")
        MWAV BCDEFEFDCB 7
		TNT1 A 0 A_TakeInventory("Salute1",1)
        Goto Spawn

    Salutes2:
		TNT1 A 0
		TNT1 A 0 A_PlaySound ("DSSALUTE")
        MWAV GHGHG 10
		TNT1 A 0 A_TakeInventory("Salute2",1)
        Goto Spawn
		
		
		
	//Special Checkers
		
		
		SpecialChecker:
        TNT1 A 1
        TNT1 A 0 A_TakeInventory("GoSpecial", 1)
        TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salutes1")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salutes2")
		TNT1 A 0 A_JumpIfInventory("advtaunting", 1, "AdvancedTaunt")
		TNT1 A 0 A_JumpIfInventory("oneliner", 1, "SayOneLiner")
		TNT1 A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelStand")
        TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "RifleKick")
		TNT1 A 0 A_JumpIfInventory("Pumping", 1, "NoMovePump")
        TNT1 A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
        TNT1 A 0 A_TakeInventory("GoSpecial", 1)
        Goto Spawn  
		

        SpecialCheckerMoving:
        TNT1 A 1
        TNT1 A 0 A_TakeInventory("GoSpecial", 1)
		TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker")
        TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salutes1")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salutes2")
		TNT1 A 0 A_JumpIfInventory("advtaunting", 1, "AdvancedTaunt")
		TNT1 A 0 A_JumpIfInventory("oneliner", 1, "SayOneLiner")
		TNT1 A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelMove")
        TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "RifleKick")
		TNT1 A 0 A_JumpIfInventory("Pumping", 1, "Pump")
        TNT1 A 0 A_JumpIfInventory("ADSMode", 1, "ADSMove")
        TNT1 A 0 A_JumpIfInventory("HasImpShield", 1, "SeeImpShield")
		TNT1 A 0 A_JumpIfInventory("HasZmanShield", 1, "SeeZmanShield")
		TNT1 A 0 A_JumpIfInventory("HasSguyShield", 1, "SeeSguyShield") 
                TNT1 A 0 A_TakeInventory("GoSpecial", 1)
                Goto See    
  
        FatalityChecker:
		TNT1 A 1
		TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		
		TNT1 A 0 A_JumpIfInventory("PVPFatality", 1, "FatalityPVP")
        TNT1 A 0 A_JumpIfInventory("IsCurbstompingZombieman", 1, "CurbstompZombieman")
	    TNT1 A 0 A_JumpIfInventory("IsCurbstompingSergeant", 1, "CurbstompSergeant")        
        TNT1 A 0 A_JumpIfInventory("SKZombieman", 1, "StealthKilLZombieMan")
	    TNT1 A 0 A_JumpIfInventory("SKShotgunGuy", 1, "StealthKilLShotgunGuy")
	    TNT1 A 0 A_JumpIfInventory("SKImp", 1, "StealthKilLImp")
	    TNT1 A 0 A_JumpIfInventory("SKNazi", 1, "StealthKilLNazi")
	    TNT1 A 0 A_JumpIfInventory("SKChaingunguy", 1, "StealthKilLChaingunguy")
        TNT1 A 0 A_JumpIfInventory("ImpFatality", 1, "FatalityImp")
        TNT1 A 0 A_JumpIfInventory("ImpFatality2", 1, "FatalityImp2")
		TNT1 A 0 A_JumpIfInventory("ImpFatality3", 1, "FatalityImp3")
        TNT1 A 0 A_JumpIfInventory("ZombieManFatality", 1, "FatalityZMan")
	    TNT1 A 0 A_JumpIfInventory("ZombieManFatality2", 1, "FatalityZMan2")
	    TNT1 A 0 A_JumpIfInventory("ZombieManFatality3", 1, "FatalityZMan3")
		TNT1 A 0 A_JumpIfInventory("ZombieManFatality4", 1, "FatalityZMan4")
        TNT1 A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
        TNT1 A 0 A_JumpIfInventory("SergeantFatality2", 1, "FatalitySergeant2")
		TNT1 A 0 A_JumpIfInventory("SergeantFatality3", 1, "FatalitySergeant3")
        TNT1 A 0 A_JumpIfInventory("ComandoFatality", 1, "FatalityComando")
	    TNT1 A 0 A_JumpIfInventory("ComandoFatality2", 1, "FatalityComando2")
        TNT1 A 0 A_JumpIfInventory("DemonFatality", 1, "FatalityDemon")
	    TNT1 A 0 A_JumpIfInventory("DemonFatality2", 1, "FatalityDemon2")
	    TNT1 A 0 A_JumpIfInventory("DemonFatality3", 1, "FatalityDemon3")
        TNT1 A 0 A_JumpIfInventory("CacoDemonFatality", 1, "FatalityCacoDemon")
	    TNT1 A 0 A_JumpIfInventory("CacoDemonFatality2", 1, "FatalityCacoDemon2")
        TNT1 A 0 A_JumpIfInventory("RevenantFatality", 1, "FatalityRevenant")
        TNT1 A 0 A_JumpIfInventory("RevenantFatality2", 1, "FatalityRevenant2")
		TNT1 A 0 A_JumpIfInventory("FatsoFatality", 1, "FatalityFatso")
        TNT1 A 0 A_JumpIfInventory("BaronFatality", 1, "FatalityBaron")
	    TNT1 A 0 A_JumpIfInventory("HKFatality", 1, "FatalityHK")
	    TNT1 A 0 A_JumpIfInventory("HKFatality2", 1, "FatalityHK2")
	    TNT1 A 0 A_JumpIfInventory("HKFatality3", 1, "FatalityHK3")
	    TNT1 A 0 A_JumpIfInventory("ArachnotronFatality", 1, "FatalityArachnotron")
		TNT1 A 0 A_JumpIfInventory("ArachnotronFatality2", 1, "FatalityArachnotron2")
	    TNT1 A 0 A_JumpIfInventory("ArchVileFatality", 1, "FatalityArchVile")
	    TNT1 A 0 A_JumpIfInventory("PEFatality", 1, "FatalityPE")
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		Goto See	
		
		
		
		MeatShieldChecker:
        TNT1 A 1
        //TNT1 A 0 A_TakeInventory("GotMeatShield", 1)
		TNT1 A 0 A_TakeInventory("GoSpecial", 1)
        TNT1 A 0 A_JumpIfInventory("HasImpShield", 1, "GotImpShield")
		TNT1 A 0 A_JumpIfInventory("HasZmanShield", 1, "GotZmanShield")
		TNT1 A 0 A_JumpIfInventory("HasSguyShield", 1, "GotSguyShield")
        TNT1 A 0 A_TakeInventory("GoSpecial", 1)
        Goto See 
		
		MeatShieldCheckerMoving:
        TNT1 A 1
        //TNT1 A 0 A_TakeInventory("GotMeatShield", 1)
		TNT1 A 0 A_TakeInventory("GoSpecial", 1)
        TNT1 A 0 A_JumpIfInventory("HasImpShield", 1, "GotImpShield")
		TNT1 A 0 A_JumpIfInventory("HasZmanShield", 1, "GotZmanShield")
		TNT1 A 0 A_JumpIfInventory("HasSguyShield", 1, "GotSguyShield")
        TNT1 A 0 A_TakeInventory("GoSpecial", 1)
        Goto Spawn 
		
		SpawnFriends: //This spawn any friendly marines that survived on the previous level
		TNT1 A 0
		//TNT1 A 0 Thing_ChangeTID (0, 567)
		TNT1 A 0 A_TakeInventory("CheckMarines", 1)
		TNT1 A 0 A_JumpIfInventory("NumberOfAllies", 1, "SummonMarines")
		Goto Spawn
		
		SummonMarines:
		TNT1 A 0 A_SpawnItem("Marine1PathfinderNew", 50)
		TNT1 A 0 A_TakeInventory("NumberOfAllies", 1)
		TNT1 A 0 A_GiveInventory("MarinesDispenser", 1)
		TNT1 A 0 A_JumpIfInventory("NumberOfAllies", 1, "SummonMarines")
		Goto RecalculateMarines
		
		RecalculateMarines:
		TNT1 A 0 A_TakeInventory("MarinesDispenser", 1)
		TNT1 A 0 A_GiveInventory("NumberOfAllies", 1)
		TNT1 A 0 A_JumpIfInventory("MarinesDispenser", 1, "RecalculateMarines")
		Goto Spawn
		 
	}
}

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

actor Player_Blood : NashGore_Blood
 {
 states
 {
  Spawn:
        //TNT1 AAAAA 0 A_CustomMissile ("BloodTr2", 7, 0, random (0, 360), 2, random (0, 180))
        //TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BloodTr2", 0, 0, random (0, 180), 2, random (0, 180))
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        TNT1 A 0 A_CustomMissile ("CeilBloodLauncher", -1, 0, random (0, 360), 2, random (50, 130))
  	    TNT1 A 0 A_CustomMissile ("Nashgore_FlyingBlood", 7, 0, random (0, 360), 2, random (0, 160))
		//TNT1 AA 0 A_CustomMissile ("WallRedBlood", 0, 0, random (0, 360), 2, random (0, 160))
        BLOD BCD 0
        stop
	Splash:
        BLOD A 0
		TNT1 AAA 0 A_CustomMissile ("Underblood1", 7, 0, random (0, 360), 2, random (30, 150))
        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:
       TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        XDT1 ABCD 4 A_SpawnItem("NashGore_FlyingBloodTrail",0,0,0,1)
        loop
	Splash:
        BLOD A 0
        stop
     Death:
       TNT1 A 1 A_SpawnItem("NashGore_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:
      TNT1 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:
      TNT1 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:
      TNT1 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
}