//If everybody that keeps dumping gimmicky suggestion at the forums
//just for the sake of having the feature and
//without even thinking if the suggestion is really worth 
//implementing into the mod could just take a look at the mess
//in this lump, I think they would stop doing this.

// 3000+ lines and still growing up!

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 3
			TNT1 A 1 A_Explode(40,10,0)
			stop
        Death:
            TNT1 A 1
			TNT1 A 1 A_Explode(40,10,0)
            Stop
		Crash:
			TNT1 A 1
			TNT1 A 1 A_Explode(40,10,0)
			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 Salute1 : Inventory
{
inventory.maxamount 1
}

Actor Salute2 : Inventory
{
inventory.maxamount 1
}

Actor PVPFatality : Inventory
{
inventory.maxamount 1
}


Actor ZombieManFatality : 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 SergeantFatality : Inventory
{
inventory.maxamount 1
}

Actor SergeantFatality2 : 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 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 ArachnotronFatality : Inventory
{
inventory.maxamount 1
}

Actor Taunting : 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
//
//===========================================================================
ACTOR Doomer : PlayerPawn Replaces DoomPlayer
{
	Speed 0.9
	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 "Cut", 4.0
	damagefactor "Kick", 3.0
	damagefactor "Fatality", 5.0
	damagefactor "SuperPunch", 5.0
	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", 9
	Player.StartItem "PlasmaAmmo", 25
	Player.StartItem "RocketerAmmo", 4
	Player.StartItem "RailgunAmmo", 50
	Player.StartItem "IsPlayer", 1
	
	//Player.JumpZ 6.5
	
		Player.DisplayName "Marine"
	Player.CrouchSprite "PLYC"
	States
	{
	
	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)
	TNT1 A 0 ThrustThing(angle*256/360+192,20,0,0)
	PROL EDCBA 4
	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)
	TNT1 A 0 ThrustThing(angle*256/360+64,20,0,0)
	PROL ABCDE 4
	MARN A 4
	
	TNT1 A 0 A_ChangeFlag ("NOPAIN", 0)
	TNT1 A 0 A_TakeInventory("RollLeft")
	TNT1 A 0 A_TakeInventory("RollRight")
	Goto Spawn
	
    Spawn:
		
		TNT1 A 0
		
		TNT1 A 0 A_JumpIfHealthLower(31, "HeavyWoundsSpawn")
		
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		
		TNT1 A 0 A_JumpIfInventory("IsCurbstompingZombieman", 1, "CurbstompZombieman")
		TNT1 A 0 A_JumpIfInventory("IsCurbstompingSergeant", 1, "CurbstompSergeant")
		TNT1 AA 0
		
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salutes1")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salutes2")
		TNT1 A 0 ACS_Execute(171, 0, 0, 0, 0)
		TNT1 A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelStand")
		TNT1 A 0 A_JumpIfInventory("FistsSelected", 1, "FistsStand")
		TNT1 A 0 A_JumpIfInventory("SawSelected", 1, "SawStand")
		
		TNT1 A 0 A_JumpIfInventory("advtaunting", 1, "AdvancedTaunt")
		TNT1 A 0 A_JumpIfInventory("oneliner", 1, "SayOneLiner")
		
		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 A_JumpIfInventory("ADSMode", 1, "ADSStand")
		
		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
        
		//TNT1 A 0 ACS_Execute(620, 0, 0, 0, 0)
        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("HasBarrel", 1, "BarrelStand")
		
		TNT1 A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
        MARN D 5
		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, "RifleKick")
		TNT1 A 0 A_JumpIfInventory("Pumping", 1, "NoMovePump")
        MARN D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		
		TNT1 A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "RifleKick")
		TNT1 A 0 A_JumpIfInventory("Pumping", 1, "NoMovePump")
        MARN D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
        TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "RifleKick")
		TNT1 A 0 A_JumpIfInventory("Pumping", 1, "NoMovePump")
        MARN E 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "RifleKick")
		TNT1 A 0 A_JumpIfInventory("Pumping", 1, "NoMovePump")
        MARN E 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "RifleKick")
		TNT1 A 0 A_JumpIfInventory("Pumping", 1, "NoMovePump")
        MARN E 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
		Loop
		

	See:
		
		
		TNT1 A 0
		TNT1 A 0 A_JumpIfHealthLower(31, "HeavyWounds")
		TNT1 AA 0
		
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salutes1")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salutes2")
		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 ACS_Execute(171, 0, 0, 0, 0)
		TNT1 A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelMove")
		TNT1 A 0 A_JumpIfInventory("FistsSelected", 1, "FistsMove")
		
		TNT1 A 0 A_JumpIfInventory("advtaunting", 1, "AdvancedTaunt")
		TNT1 A 0 A_JumpIfInventory("oneliner", 1, "SayOneLiner")
		
		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("ADSMode", 1, "ADSMove")
		TNT1 A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelMove")
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "RifleKick")
        TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_JumpIfInventory("Pumping", 1, "Pump")
		TNT1 A 0 
		MARN A 4
		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)
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "RifleKick")
        TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_JumpIfInventory("Pumping", 1, "Pump")
		TNT1 A 0 
		MARN B 4
		TNT1 A 0 A_JumpIf(momz < 0, "RifleJumping")
		TNT1 A 0 A_JumpIf(momz > 0, "RifleJumping")
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "RifleKick")
        TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_JumpIfInventory("Pumping", 1, "Pump")
		TNT1 A 0 
		MARN C 4
		TNT1 A 0 A_JumpIf(momz < 0, "RifleJumping")
		TNT1 A 0 A_JumpIf(momz > 0, "RifleJumping") 
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "RifleKick")
        TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_JumpIfInventory("Pumping", 1, "Pump")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		TNT1 A 0 
		MARN B 4
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "RifleKick")
        TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_JumpIfInventory("Pumping", 1, "Pump")
		TNT1 A 0 
		Goto See
		
		
RifleJumping:
MARJ A 1
TNT1 A 0 A_CheckFloor("Spawn")
Loop
		
   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 E 1
		TNT1 A 0 A_JumpIfInventory("PVPFatality", 1, "FatalityPVP")
		TNT1 A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelMove")
		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_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("ZombieManFatality", 1, "FatalityZMan")
		TNT1 A 0 A_JumpIfInventory("ZombieManFatality2", 1, "FatalityZMan2")
        TNT1 A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
        TNT1 A 0 A_JumpIfInventory("SergeantFatality2", 1, "FatalitySergeant2")
        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("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("ArachnotronFatality", 1, "FatalityArachnotron")
		TNT1 A 0 A_JumpIfInventory("ArchVileFatality", 1, "FatalityArchVile")
        TNT1 A 0 A_TakeInventory("Punching",1)
		
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		
		PLA1 E 4
		
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "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("BDRegenerate",1)
        //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("BDRegenerate",1)
        //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 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("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("ZombieManFatality", 1, "FatalityZMan")
		TNT1 A 0 A_JumpIfInventory("ZombieManFatality2", 1, "FatalityZMan2")
        TNT1 A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
        TNT1 A 0 A_JumpIfInventory("SergeantFatality2", 1, "FatalitySergeant2")
        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("CacoDemonFatality", 1, "FatalityCacoDemon")
		TNT1 A 0 A_JumpIfInventory("CacoDemonFatality2", 1, "FatalityCacoDemon2")
        TNT1 A 0 A_JumpIfInventory("RevenantFatality", 1, "FatalityRevenant")
        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("ArachnotronFatality", 1, "FatalityArachnotron")
		TNT1 A 0 A_JumpIfInventory("ArchVileFatality", 1, "FatalityArchVile")
		TNT1 A 0 A_JumpIfInventory("PEFatality", 1, "FatalityPE")
		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 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("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("ZombieManFatality", 1, "FatalityZMan")
		TNT1 A 0 A_JumpIfInventory("ZombieManFatality2", 1, "FatalityZMan2")
        TNT1 A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
        TNT1 A 0 A_JumpIfInventory("SergeantFatality2", 1, "FatalitySergeant2")
        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("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("ArachnotronFatality", 1, "FatalityArachnotron")
		TNT1 A 0 A_JumpIfInventory("ArchVileFatality", 1, "FatalityArchVile")
		TNT1 A 0 A_JumpIfInventory("PEFatality", 1, "FatalityPE")
		TNT1 A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelStand")
		TNT1 A 0 ACS_Execute(171, 0, 0, 0, 0)
		PLA1 A 5
		
		TNT1 A 0 A_JumpIfInventory("advtaunting", 1, "FistTaunt")
		TNT1 A 0 A_JumpIfInventory("oneliner", 1, "SayOneLiner")
		
		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
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		PLA1 C 5
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		PLA1 D 5
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 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
		
		
	SawStand:
		MAR1 A 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 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 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)
		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")
		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")
		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", 1)
		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", 1)
		 
		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", 1)
		 
		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", 1)
		 
		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", 1)
		 
		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", 1)
		 
		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", 1)
		 
		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", 1)
		 
		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", 1)
		 
		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", 1)
		 
		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", 1)
		 
		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", 1)
		 
		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")
		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", 1)
		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", 1)
		 
		Goto Spawn
		
	PainWSaw:
		MAR1 E 5
		TNT1 A 0 A_PlaySound("PAIN1", 1)
		 
		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

        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:
        TNT1 A 0 A_Takeinventory("Kicking",1)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		TNT1 AAAA 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		 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_Jump (128, 3)
        Goto Death.Arm
        TNT1 AAA 0
		 Goto Death.Cut

    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)
        TNT1 A 0 A_CustomMissile ("MarineXDeath", 0, 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(584, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)
        MHEA A 7 A_XScream
        MHEA B 7 A_NoBlocking
        MHEA CD 7
        MHEA 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.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))
	TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 32, 0, random (0, 360), 2, random (0, 160))
    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:
        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 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FTYZ AB 12
		
        TNT1 A 0  A_PlaySound("grunt/pain")
        FTYZ BCBCBCBC 4
          TNT1 A 0 A_PlaySound("grunt/pain")
        FTYZ DEF 8
		
		
        TNT1 A 0 A_PlaySound("BURNZOM", 3)
		
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		FTYZ FG 5
		TNT1 A 0 A_PlaySound ("misc/xdeath", 1)
		FTYZ FG 5
		TNT1 A 0 A_PlaySound ("misc/xdeath", 1)
		FTYZ F 5
		
		
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        FTYZ H 9
         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 9
          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, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathHalfZombieManDown", 60, 0, random (0, 360), 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 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
        FTYZ K 4
        FTYZ L 4
        FTYZ L 50
        //////////////////////////////////////////////////////
        //TNT1 A 0 A_TakeInventory("ZombieManFatality",1)
		TNT1 A 0 A_TakeInventory("ZombieManFatality",1)
		TNT1 A 0 A_GiveInventory("Stimpack",1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn


    FatalityZMan2:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FPZ2 AB 10
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 25
		TNT1 A 0 A_PlaySound("imp/melee")
        FPZ2 D 10
		TNT1 AAA 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 10
		TNT1 A 0 A_PlaySound("grunt/death")
		FPZ2 G 10
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ZombieManFatality2",1)
		TNT1 A 0 A_GiveInventory("Stimpack",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)
		TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn


    FatalityImp:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FTYI AB 15
        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 GGGGHHHHHHIJJJ 3
        FTYI K 4
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 A 0 A_CustomMissile ("Brains5", 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 5
           FTYI NO 8
		   TNT1 A 0 A_PlaySound("misc/xdeath3")
		   FTYI NO 8
		   TNT1 A 0 A_PlaySound("misc/xdeath3")
		   FTYI NO 8
		   TNT1 A 0 A_PlaySound("misc/xdeath3")
		   FTYI N 12
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ImpFatality",1)
		TNT1 A 0 A_GiveInventory("Stimpack",1)
		 TNT1 A 0 A_CustomMissile ("StompedImp", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)		
        Goto Spawn


    FatalityImp2:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FTBI A 15
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 6
		TNT1 A 0  A_PlaySound("imp/die")
		FTBI D 40
		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 9
		FTBI G 50
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ImpFatality2",1)
		TNT1 A 0 A_GiveInventory("Stimpack",1)
        TNT1 A 0 A_SpawnItem ("ImpMessyCorpse")
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn

    FatalitySergeant:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FTYS A 10 A_PlaySound("grunt/pain")
        FTYS BC 10
		TNT1 A 0 A_PlaySound("BURNZOM", 3)

        TNT1 A 0 A_PlaySound("misc/xdeath")
        FTYS DE 6
		TNT1 A 0 A_PlaySound("misc/xdeath")
		FTYS DE 6
		TNT1 A 0 A_PlaySound("misc/xdeath")
		FTYS DE 6
		
		
        
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 6 A_CustomMissile ("Blood", 1, 0, random (0, 360), 2, random (0, 160))

        FTYS QR 10 
        TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
        FTYS R 40
        ///////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("SergeantFatality",1)
		TNT1 A 0 A_GiveInventory("Stimpack",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)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn

    FatalitySergeant2:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        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 8
        FTYS O 40
        ///////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("SergeantFatality2",1)
		TNT1 A 0 A_GiveInventory("Stimpack",1)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadShotgunguy_Half", 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn


    FatalityComando:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        CFTA AAAABCDE 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 10
        CFTA GHIJK 3
          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 10
	    
        CFTA M 35
        CFTA OPQR 5
         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 50
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ComandoFatality",1)
		TNT1 AA 0 A_GiveInventory("Stimpack",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)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn

	    FatalityComando2:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        CFTC A 5
        CFTC A 1 A_PlaySound("BURNZOM")
		CFTC AAAA 5
		CFTC B 1 A_PlaySound("grunt/death")
		CFTC B 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 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 8
        CFTC F 30
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ComandoFatality2",1)
		TNT1 AA 0 A_GiveInventory("Stimpack",1)
        TNT1 A 0 A_SpawnItemEx("DeadChaingunGuy_Half", 0, 0, 40, 0, 0)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn

    FatalityDemon:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FDEM A 6
        FDEM B 6 A_PlaySound("demon/melee")
        FDEM C 12
        FDEM C 1 A_PlaySound("demon/pain")
        FDEM CDCDCD 4
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 7 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathDemonHead", 32, 0, random (0, 360), 2, random (0, 160))
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("DemonFatality",1)
		TNT1 A 0 A_GiveInventory("Stimpack",1)
        TNT1 A 0 A_SpawnItemEx("DyingDemon", 0, 1, 1, 1, 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn
		
		FatalityDemon2:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
		FDEM J 2
        FDEM J 5 A_PlaySound("demon/pain")
        FDEM J 15
        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 LMNOOO 7
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("DemonFatality2",1)
		TNT1 A 0 A_GiveInventory("Stimpack",1)
        TNT1 A 0 A_SpawnItemEx("DeadDemonHalf", 0, 1, 1, 1, 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn

    FatalityCacoDemon:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        CACF ABC 6
        CACF D 6 A_PlaySound("misc/xdeath4")
        CACF E 6 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 6 A_CustomMissile ("Blue_Blood", 45, 0, random (0, 360), 2, random (0, 160))
        CACF J 6 A_PlaySound("misc/xdeath2")
        CACF KLMMM 6 A_CustomMissile ("Blue_Blood", 15, 0, random (0, 360), 2, random (0, 160))
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("CacoDemonFatality",1)
		TNT1 AA 0 A_GiveInventory("Stimpack",1)
        TNT1 A 0 A_SpawnItemEx("DeadCacoDemon", 0, 1, 1, 1, 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn
		
		
		FatalityCacoDemon2:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        CA2F AB 6
		TNT1 A 0 A_PlaySound("demon/pain")
        CA2F BCDEE 6
        CA2F F 3
		TNT1 A 0 A_PlaySound("demon/pain")
        XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		CA2F F 6
		TNT1 A 0 A_PlaySound("misc/xdeath2")
		CA2F FFFF 3 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 6
		TNT1 A 0 A_CustomMissile ("RipCaco", 35, 0, random (0, 360), 2, random (0, 160))
		CA2F I 40
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("CacoDemonFatality2",1)
		TNT1 AA 0 A_GiveInventory("Stimpack",1)
        TNT1 A 0 A_SpawnItem ("DeadHalfCacoDemon", 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn


    FatalityRevenant:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FREV ABABAB 4
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 6 A_PlaySound("skeleton/pain")
        FREV D 6
        FREV EFGHIJJJKL 6
        FREV M 5 A_PlaySound("skeleton/sight")
        FREV M 15
        FREV N 6
        FREV O 6

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 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("RevenantFatality",1)
		TNT1 AAA 0 A_GiveInventory("Stimpack",1)
        TNT1 A 0 A_SpawnItemEx("DyingRevenant", 0, 35, 35, 1, 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn


    FatalityRevenant2:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        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("RevenantFatality2",1)
		TNT1 AAA 0 A_GiveInventory("Stimpack",1)
        TNT1 A 0 A_SpawnItem("VeryFuckedUpRevenant")
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn







    FatalityFatso:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        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("FatsoFatality",1)
		TNT1 AAA 0 A_GiveInventory("Stimpack",1)
        TNT1 A 0 A_SpawnItemEx("FatalizedFatso", 0, 1, 1, 1, 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn


    FatalityBaron:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        BHF1 ABCDEF 3
        BHF1 G 3 A_PlaySound("weapons/gswing")
        BHF1 HIJKKLMN 3
        BHF1 O 4 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 6 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 6 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 6

        //////////////////////////////////////////////////////
        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)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn





    FatalityHK:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        HKF1 AB 11
		TNT1 A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
        HKF1 C 6 A_PlaySound("demon/pain")
		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 15
		TNT1 A 0 A_PlaySound("imp/melee")
		HKF1 C 15
        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 12 A_SpawnItem ("Nashgore_Blood", 30)
		HKF1 FG 12 A_SpawnItem ("Nashgore_Blood", 15)
		HKF1 HHH 12

        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("HKFatality",1)
		TNT1 A 0 A_GiveInventory("Medikit",1)
        TNT1 A 0 A_SpawnItemEx("RapedHK", 0, 1, 1, 1, 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn





    FatalityArachnotron:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        ARF1 ABABABABAB 4
		TNT1 A 0 A_SpawnItem("Spark_UpOnce",0,60)
		ARF1 CD 6
		TNT1 A 0 A_PlaySound("baby/death")
		ARF1 EFFF 6
		ARF1 GGHHHIJ 4
		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 KLMNNNNNNNNNNNNNNNN 4

        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ArachnotronFatality",1)
		TNT1 AA 0 A_GiveInventory("Medikit",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)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn
		
		
		
		FatalityArchVile:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        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 7 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
		AVF1 IJKLM 3
		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 40
		AVF1 OPQQR 4
		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 3
		TNT1 A 0 A_PlaySound("TAUNT")
		AVF1 V 10
		AVF1 WXWX 10
		AVF1 V 20
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ArchVileFatality",1)
		TNT1 AAA 0 A_GiveInventory("Medikit",1)
        TNT1 A 0 A_SpawnItem("FatalizedArchvile1")
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn


FatalityPE:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        PA1F A 6
		FATF E 0 A_PlaySound("demon/pain")
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		PA1F A 12
		
        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 BCDEEEFGHI 7
		
		TNT1 A 0 A_PlaySound("demon/pain")
        
		PA1F JKKKK 7
		
		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 6
		  
		  
		  PA1F OPQR 6
		  
		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 6
		  
		  
		  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 6
		  
		  
		  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 6
		  
		  
		  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 40
		PA1F STSTST 7 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
		PA1F S 10
		
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("PEFatality",1)
		TNT1 AAA 0 A_GiveInventory("Stimpack",1)
        TNT1 A 0 A_SpawnItemEx("FatalizedPE", 0, 1, 1, 1, 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn







    CurbstompZombieman:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        01CB AA 10
		TNT1 A 0 A_PlaySound("grunt/death")
		01CB BCCCC 5
		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 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 50
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("IsCurbstompingZombieman",1)
		TNT1 A 0 A_GiveInventory("Stimpack",1)
		 TNT1 A 0 A_CustomMissile ("StompedZombieman", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)		
        Goto Spawn
		
		
		
		CurbstompSergeant:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        02CB AA 10
		TNT1 A 0 A_PlaySound("grunt/death")
		02CB BCCCC 5
		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 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 50
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("IsCurbstompingSergeant",1)
		TNT1 A 0 A_GiveInventory("Stimpack",1)
		 TNT1 A 0 A_CustomMissile ("StompedSergeant", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)		
        Goto Spawn



























    Death.Fatality:
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
        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 A_SetInvulnerable
        //////////////////////////////////////////////////////
        PVPF ABB 10
        PVPF C 5
		PVPF D 10
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		PVPF D 10
         TNT1 A 0 A_CustomMissile ("MuchMeatDeath", 50, 0, random (0, 360), 2, random (0, 160))        PVPF EFF 10
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("PVPFatality",1)
		TNT1 A 0 A_GiveInventory("Megasphere",1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_UnSetInvulnerable
        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 A_SetInvulnerable
        //////////////////////////////////////////////////////
SFZM A 8
SFZM B 8
TNT1 A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
SFZM C 16

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


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

        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("SKShotgunGuy",1)
        TNT1 A 0 A_SpawnItemEx("DeadShotgunGuy", 0, 0, 40, 0, 0)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_UnSetInvulnerable
        Goto Spawn
		
    StealthKillChaingunGuy:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_SetInvulnerable
        //////////////////////////////////////////////////////
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_SpawnItemEx("DeadChaingunGuy_KilledByMinorHead", 0, 0, 40, 0, 0)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_UnSetInvulnerable
        Goto Spawn
		
		
    StealthKillImp:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_SetInvulnerable
        //////////////////////////////////////////////////////
SFIM A 8
SFIM B 8
TNT1 A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
SFIM C 16

        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("SKImp",1)
        TNT1 A 0 A_SpawnItemEx("DeadImp1", 0, 0, 40, 0, 0)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_UnSetInvulnerable
        Goto Spawn
		
		
    StealthKillNazi:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_SetInvulnerable
        //////////////////////////////////////////////////////
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_SpawnItemEx("DeadNazi", 0, 0, 40, 0, 0)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_UnSetInvulnerable
        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_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
		 
		 
		 
		 		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
		
		
		
		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
		 
		 
		 
		 
		 
		 
		 
		 
		 
    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
		 
	}
}

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
        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
}
