ACTOR Marine: ZombieMan Replaces MarinePistol
{
	Game Doom
	Radius 4
	MaxTargetRange 99999
	Height 52
    Speed 2
    Health 200
	PainChance 200
	PainChance "Kick", 255
	Monster
	+FLOORCLIP
	-NORADIUSDMG
	+QUICKTORETALIATE
    +NOBLOCKMONST 
    +DONTHURTSPECIES
    +FIXMAPTHINGPOS 
	+LOOKALLAROUND
	+PUSHABLE
	+SLIDESONWALLS
	-CANNOTPUSH
	-COUNTKILL
	+DONTSPLASH
	+FIXMAPTHINGPOS
	Translation "112:127=117:127"
	damagefactor "Leg", 0.0
    Scale 0.98
	AttackSound "none"
	MaxStepHeight 64
	MaxDropOffHeight 64
	damagefactor "Cut", 0.1
    BloodType "NashGore_Blood", "BloodSPlatterReplacer", "SawBlood"
		    damagefactor "FriendBullet", 0.0
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0
	DeathSound "DSMADTH"
	PainSound "*pain"
    damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Shrapnel", 0.3
	damagefactor "SpawnMarine", 0.0
	DropItem "none"
	damagefactor "HelperMarineFatallity", 0.0
	SeeSound "None"
	Obituary "%o has been gunned down by a Marine."
	MeleeRange 70
	Mass 100
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_GiveInventory("TargetIsAMarine")
	PLAY A 1 A_Look
	Goto See
	
	See:
	TNT1 A 0 A_JumpIfInventory("ZombiemanFatality3", 1, "FatalityZombieman")
	TNT1 A 0 A_JumpIfInventory("ImpFatality3", 1, "FatalityImp")
	TNT1 A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
	TNT1 A 0 A_JumpIfInventory("RevenantFatality", 1, "FatalityRevenant")
		//TNT1 A 0 A_CheckSight("Pathfind")
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "BecomeEnemy23")
		
		
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "BecomeEnemy23")
		PLAY A 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "BecomeEnemy23")
		PLAY B 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "BecomeEnemy23")
		PLAY B 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "BecomeEnemy23")
		PLAY C 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "BecomeEnemy23")
		PLAY C 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "BecomeEnemy23")
		PLAY D 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "BecomeEnemy23")
		PLAY D 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "BecomeEnemy23")
		
		
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		
		PLAY AA 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, "FollowPlayer")
		TNT1 A 0 A_JumpIfCloser(200, "Waits")
		
		PLAY BB 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, "FollowPlayer")
		TNT1 A 0 A_JumpIfCloser(200, "Waits")
		
		PLAY CC 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, "FollowPlayer")
		TNT1 A 0 A_JumpIfCloser(200, "Waits")
		
		PLAY DD 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, "FollowPlayer")
		TNT1 A 0 A_JumpIfCloser(200, "Waits")
		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		
		
		TNT1 A 0 A_JumpIfCloser(200, "Waits")
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, "FollowPlayer")
		Goto See
	BecomeEnemy23:
	PLAY A 1
	TNT1 A 0 A_ClearTarget
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
	Goto FollowPlayer
		
	FollowPlayer:
	    TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
	    TNT1 A 0 A_JumpIfCloser(150, "Waits")
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 0)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 0)
		PLAY A 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
		PLAY A 1 A_Chase
		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		TNT1 A 0 A_Recoil(-1)
		PLAY BB 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		PLAY CC 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		PLAY DD 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		
		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		Loop
	
	CheckRangeToWait:
	TNT1 A 0
	TNT1 A 0 A_JumpIfCloser(150, "Waits")
	Goto FollowPLayer
	
	CheckIfPlayerSee:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
	////TNT1 A 0 Thing_Hate(94, 0, 0)
	TNT1 A 0 A_JumpIfCloser(900, 2)
	Goto Pathfind
	TNT1 AAA 0
	Goto FollowPlayer
	
	
	
	Pathfind:
	TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
	//TNT1 A 1 A_Chase("", "")
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 1)
	TNT1 A 0 A_ChangeFlag("NOCLIP", 1)
	TNT1 A 0 A_ChangeFlag("SOLID", 0)
	TNT1 A 0 A_Noblocking
	TNT1 A 0 A_SpawnItem ("Marine1Pathfinder")
	Stop
	
	Waits:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
	TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
	TNT1 A 0 A_Jump(4, "Waits2")
	TNT1 A 0 A_Jump(2, "Waits3")
	TNT1 A 0 A_ClearTarget
	TNT1 A 0 A_CheckSight("FollowPlayer")
	TNT1 A 0 A_ChangeFLag("FRIENDLY", 1)
	TNT1 A 0 A_ClearTarget
	
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
	MARN D 1 A_Look
	TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	MARN D 1 A_LookEx(0, 0, 0, 0, 0, "FollowPlayer")
	TNT1 A 0 A_CheckSIght("Pathfind")
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
	TNT1 A 0 A_JumpIfCloser(300, "Waits")
	Goto FollowPlayer
	
	Waits2:
	TNT1 A 0
	TNT1 A 0 A_ClearTarget
	TNT1 A 0 A_ChangeFLag("FRIENDLY", 1)
	TNT1 A 0 A_ClearTarget
	TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
	MARN D 15 A_Look
	TNT1 A 0 A_PlaySound("MRNWT", 2)
	TNT1 A 0 A_SetAngle(random(90, -90) + angle)
	MARN E 15 A_Look
	TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	MARN D 1 A_LookEx(0, 0, 0, 0, 0, "FollowPlayer")
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
	Goto Waits
	
	Waits3:
	TNT1 A 0
	TNT1 A 0 A_ClearTarget
	TNT1 A 0 A_ChangeFLag("FRIENDLY", 1)
	TNT1 A 0 A_ClearTarget
	TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
	MR7S A 10 A_Look
	MR7S B 10 A_Look
	MR7S A 5 A_Look
	MR7S C 10 A_Look
	MR7S A 10 A_Look
	TNT1 A 0 A_SetAngle(random(90, -90) + angle)
	
	TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	MARN D 1 A_LookEx(0, 0, 0, 0, 0, "FollowPlayer")
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
	Goto Waits
	
	GiveItemz:
	TNT1 A 0
	TNT1 A 0 A_ClearTarget
	TNT1 A 0 A_ChangeFLag("FRIENDLY", 1)
	TNT1 A 0 A_ClearTarget
	TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
	MR7S A 10 A_Look
	
	TNT1 A 0 A_PlaySound("MRNGI2")
    MR8S A 15
    TNT1 A 0 A_SpawnItemEx("Stimpack", 30, 0)
	TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	MARN D 1 A_LookEx(0, 0, 0, 0, 0, "FollowPlayer")
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
	Goto Waits
	
	Missile:
        //PLAY E 1
		
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "BecomeEnemy23")
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, "CheckRangeToWait")
		
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
		TNT1 A 0 A_ChangeFlag("SOLID", 1)
		
		TNT1 A 0 A_JumpIfCloser(120, "AttackMelee")
		TNT1 A 0 A_PlaySound("MRNAT", 2)
		
		TNT1 A 0 A_Jump(12, "ThrowGrenade")
		TNT1 A 0 A_Jump(192, "MissileLeft", "MissileRight")
		TNT1 A 0 A_Jump(64, "Missile2")
		
		PLAY E 6 A_FaceTarget
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		PLAY F 3 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 36, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
        //TNT1 A 0 A_JumpIfTargetInLos("FollowPlayer")
		
		PLAY E 3 A_FaceTarget
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		PLAY F 3 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 36, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		//TNT1 A 0 A_JumpIfTargetInLos("FollowPlayer")

		PLAY E 3 A_FaceTarget
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		PLAY F 3 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 36, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		//TNT1 A 0 A_JumpIfTargetInLos("FollowPlayer")
        Goto See
		
	MissileLeft:
        TNT1 A 0
		
		
		
		MARN A 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 5, 0, 0)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 46, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		//TNT1 A 0 A_JumpIfTargetInLos("FollowPlayer")

        TNT1 A 0 ThrustThing(angle*256/360+192, 5, 0, 0)
		MARN C 3 A_FaceTarget
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 46, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		//TNT1 A 0 A_JumpIfTargetInLos("FollowPlayer")
		
		MARN A 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 5, 0, 0)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 46, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		//TNT1 A 0 A_JumpIfTargetInLos("FollowPlayer")
		
		MARN C 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 5, 0, 0)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 46, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		//TNT1 A 0 A_JumpIfTargetInLos("FollowPlayer")
		
		Goto See
		

	
	MissileRight:
        TNT1 A 0
		
		
		MARN A 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 5, 0, 0)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 46, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		//TNT1 A 0 A_JumpIfTargetInLos("FollowPlayer")

        TNT1 A 0 ThrustThing(angle*256/360+64, 5, 0, 0)
		MARN C 3 A_FaceTarget
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 46, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		//TNT1 A 0 A_JumpIfTargetInLos("FollowPlayer")
		
		MARN A 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 5, 0, 0)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 46, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		//TNT1 A 0 A_JumpIfTargetInLos("FollowPlayer")
		
		MARN C 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 5, 0, 0)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 46, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		//TNT1 A 0 A_JumpIfTargetInLos("FollowPlayer")

		
		
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
        Goto See	
	
	Missile2:
	TNT1 A 0 A_JumpIfCloser(120, "AttackMelee")
		TNT1 A 0 A_PlaySound("MRNAT", 2)
		TNT1 A 0 A_Jump(64, "Missile2")
		
		PLAY E 6 A_FaceTarget
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		PLAY F 3 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 36, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)

		PLAY E 3 A_FaceTarget
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		PLAY F 3 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 36, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)

		PLAY E 3 A_FaceTarget
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		PLAY F 3 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 36, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		PLAY E 3 A_FaceTarget
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		PLAY F 3 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 36, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		PLAY E 3 A_FaceTarget
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		PLAY F 3 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 36, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
        Goto See	
		
	AttackMelee:
	PLA1 H 4 A_FaceTarget
	TNT1 A 0 A_Recoil(-1)
	PLA1 E 4 A_CustomMissile("MarinePunch",40,0,0,0)
	PLA1 H 4
	TNT1 A 0 A_JumpIfInventory("ZombiemanFatality3", 1, "FatalityZombieman")
	TNT1 A 0 A_JumpIfInventory("ImpFatality3", 1, "FatalityImp")
	TNT1 A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
	TNT1 A 0 A_JumpIfInventory("RevenantFatality", 1, "FatalityRevenant")
	Goto See
	
	
	ThrowGrenade:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("MRNAG")
	PLA1 HHHHH 5 A_FaceTarget
	PLA1 E 15 A_CustomMissile("MarineGrenade",40,0,0,0)
	PLA1 H 5
	Goto See
	
	Pain.Kick:
		PLAY A 2 A_FaceTarget
		TNT1 A 0 A_Recoil(5)
        Goto See
			
		
	Pain:
		PLAY G 3 A_Pain
		Goto See



	Death:
	Death.Bullet:
		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
		TNT1 A 0 A_SpawnItem("RemoveMarine")
		PLAY KLM 10
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		PLAY N -1
		Stop

    Death.Eat:
        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
		TNT1 A 0 A_SpawnItem("RemoveMarine")
        XPL1 CDE 10 
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        XPL1 E -1
        Stop

    Death.Cut:
	Death.Saw:
		 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 ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 B 20 A_NoBlocking
		TNT1 A 0 A_SpawnItem("RemoveMarine")
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 C 10 A_CustomMissile ("MuchBlood", 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 DE 10 A_CustomMissile ("MuchBlood", 50, 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_SpawnItem("RemoveMarine")
        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_Jump (128, 3)
        Goto Death
        TNT1 AAA 0
		 TNT1 A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("RipGuts", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("XDeathHalfMarine", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 A 10 A_XScream
		TNT1 A 0 A_SpawnItem("RemoveMarine")
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 B 20 A_NoBlocking
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 C 10 A_CustomMissile ("MuchBlood", 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 DE 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        XPL2 E -1
        Stop

    Death.Rip:
        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
		TNT1 A 0 A_SpawnItem("RemoveMarine")
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 C 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 D 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 E 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 F 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 F 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        XPL3 F -1
        Stop
    Death.Stomp:
	XDeath:
		TNT1 A 0 ThrustThingZ(0,60,0,1)
        TNT1 A 0 A_CustomMissile ("MarineXDeath", 0, 0, random (0, 360), 2, random (0, 160))
        MHEA A 7 A_XScream
        MHEA B 7 A_NoBlocking
		TNT1 A 0 A_SpawnItem("RemoveMarine")
        MHEA CD 7
        MHEA E -1
		Stop

	Death.Blast:
	Death.SuperPunch:
	Death.SSG:
	    PLAY O 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 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("RemoveMarine")
        PLAY OPQRSTU 8
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        PLAY U -1
        Stop

    Death.Rape:
		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 A 0 A_SpawnItem("RemoveMarine")
        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.plasma:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("RemoveMarine")
        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.GreenFire:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("RemoveMarine")
        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))
		XBRN AAAA 2 BRIGHT A_SpawnItem("GreenFlare",0,43)
        Stop

    Death.burn:
	 PBUR A 1
      PBUR A 1 A_Scream
      PBUR A 1 A_NoBlocking
	  TNT1 A 0 A_SpawnItem("RemoveMarine")
       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 A_PlaySound("BIGSCREA")
      BURN W 6 A_Scream
      BURN X 6 A_NoBlocking
	  TNT1 A 0 A_SpawnItem("RemoveMarine")
       BUR2 ABCD 6 BRIGHT A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
       BURN FGHIJKL 6 BRIGHT A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
       BURN MNOPQRSTUV 6 BRIGHT A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
        BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 6 A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
        BURN V -1
      Stop

    Crush:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        CRS1 A 5
        CRS1 A -1
        Stop

    Death.HKFT:
	Death.BHFT:
	Death.RVFT:
		TNT1 A 1 A_PlayerScream
		TNT1 A 1 A_NoBlocking
		TNT1 A 0 A_SpawnItem("RemoveMarine")
        TNT1 A 0 A_GiveToTarget("Curbstomp_Marine",1)
		TNT1 A -1
        Stop

    Death.FatalityMarine:
		TNT1 A 1 A_PlayerScream
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 A 1 A_NoBlocking
		TNT1 A 0 A_SpawnItem("RemoveMarine")
        TNT1 A 0 A_GiveToTarget("Fatality_Marine",1)
		TNT1 A -1
        Stop
		
	FatalityZombieman:
	TNT1 A 0
	TNT1 A 0 A_Jump(255, "FatalityZombieman1", "FatalityZombieman2", "FatalityZombieman3")
	Goto FatalityZombieman1
	
	FatalityZombieman1:
	    TNT1 A 0
		TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FPZ3 A 10
		FPZ3 ABCDE 4
        XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_PlaySound("grunt/pain", 1)
		FPZ3 FGGGG 4
        
		FPZ3 HHIIIIIIHJJ 2
        XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 AA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		
		FPZ3 KKLLLLKJJ 2
        XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 AA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
        
		FPZ3 MMNNNNMOO 2
        XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 AA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ3 MMNNNNMOO 2
        XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 AA 0 A_CustomMissile ("XDeath1", 30, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SmallBrainPiece", 5, 0, random (0, 360), 2, random (0, 160))
		
		
        FPZ3 PPQQQQPRR 2
        XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		
		FPZ3 PPQQQPRR 2
        TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ3 RP 5
		
		TNT1 A 0 A_PlaySound("PLATA1", 1)
        //////////////////////////////////////////////////////
		TNT1 A 0 A_TakeInventory("ZombieManFatality3",1)
        TNT1 A 0 A_SpawnItem ("DeadZombieManFatality3")
		TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto See
		
		FatalityZombieman2:
        TNT1 A 0
		TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FPZ2 AB 5
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 50, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
         TNT1 AA 0 A_CustomMissile ("XDeath2", 60, 0, random (0, 360), 2, random (0, 160))
         TNT1 AA 0 A_CustomMissile ("XDeath3", 60, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
        FPZ2 C 15
		TNT1 A 0 A_PlaySound("imp/melee")
        FPZ2 D 15
		TNT1 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 5
		TNT1 A 0 A_PlaySound("grunt/death")
		FPZ2 G 10
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ZombieManFatality3",1)
        TNT1 A 0 A_SpawnItem ("ZombieManDyingAfterFatality")
		TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto See
		
		
		FatalityZombieman3:
        TNT1 A 0
		TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FPZ4 AB 3
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		FPZ4 CDEEE 3
		FPZ4 FGH 3
        
		FPZ4 HHI 2
        TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ4 JJJIH 2
		
		FPZ4 HHI 2
        TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ4 JJJIH 2
		
		FPZ4 HHI 2
        TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ4 OOOMN 2
		
		
		FPZ4 NNM 2
        TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ4 OOOMN 2
		
		FPZ4 NNM 2
        TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ4 OOOMN 2
		
		
		
		FPZ4 NNM 2
        TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SmallBrainPiece", 5, 0, random (0, 360), 2, random (0, 160))
		FPZ4 P 7
		FPZ4 L 10
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ZombieManFatality3",1)
        TNT1 A 0 A_SpawnItem ("DeadZombieManFatality3")
		TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto See
		
		
		
		FatalityImp:
		TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
		TNT1 A 0 A_Jump(128, "FatalityImp2")
        //////////////////////////////////////////////////////
        FTCI AB 4
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		FTCI CDE 4
		FTCI E 8
        
		FTCI FGG 5
		FTCI H 2
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FTCI I 10
		FTCI H 5
		FTCI G 8
		
		FTCI H 2
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FTCI I 10
		FTCI H 5
		FTCI G 8
		
		FTCI H 2
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FTCI I 10
		FTCI H 5
		FTCI G 8
		
		FTCI H 2
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FTCI I 10
		FTCI H 5
		FTCI G 8
		
		FTCI H 2
		
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 AAAAA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SmallBrainPiece", 5, 0, random (0, 360), 2, random (0, 160))
		FTCI L 10
		FTCI J 20
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_TakeInventory("ImpFatality3",1)
		TNT1 A 0 A_GiveInventory("Stimpack",1)
        TNT1 A 0 A_SpawnItem ("impfacesorapedomgthisiscruel")
		TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto See	
		
		
		FatalityImp2:
        FTYI ABB 7
        FTYI CDEFG 2
        TNT1 A 0  A_PlaySound("imp/pain")
        TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
          TNT1 A 0 A_PlaySound("CLAP")
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        FTYI GGGGHHHHHHHHIJJJ 2
        FTYI K 3
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
        TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 25, 30, 0, 0)
        TNT1 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 4
           FTYI NO 6
		   TNT1 A 0 A_PlaySound("misc/xdeath3")
		   FTYI NO 6
		   TNT1 A 0 A_PlaySound("misc/xdeath3")
		   FTYI NO 6
		   TNT1 A 0 A_PlaySound("misc/xdeath3")
		   FTYI N 8
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("ImpFatality3",1)
		TNT1 A 0 A_CustomMissile ("StompedImp", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto See	
		
		
	FatalitySergeant:
        TNT1 A 0
		TNT1 A 0 A_Jump(128, "FatalitySergeant2")
		TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FTYS A 8 A_PlaySound("grunt/pain")
        FTYS BC 8
		TNT1 A 0 A_PlaySound("BURNZOM", 3)

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

        FTYS QR 8 
        TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
        FTYS R 20
        ///////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("SergeantFatality",1)
		 TNT1 A 0 A_CustomMissile ("BeheadedSergeantZombie", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto See
		
		
		
		
		FatalitySergeant2:  ///////
        TNT1 A 0
		TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FSP3 A 8
		
		FSP3 B 4 A_PlaySound("grunt/pain")
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		FSP3 CDE 4
		FSP3 E 6
		
		FSP3 FG 4
TNT1 A 0 A_PlaySound("grunt/death")		
XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAA 0 A_CustomMissile ("XDeath1", 20, 0, random (0, 360), 2, random (0, 160))
//TNT1 AA 0 A_CustomMissile ("XDeath2", 20, 0, random (0, 360), 2, random (0, 160))
//TNT1 AA 0 A_CustomMissile ("XDeath3", 20, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
       FSP3 HIIIII 5
	   
	   TNT1 A 0 A_PlaySound("weapons/sg")	
	   XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAA 0 A_CustomMissile ("XDeath1", 70, 0, random (0, 360), 2, random (0, 160))
TNT1 AAA 0 A_CustomMissile ("XDeath2", 70, 0, random (0, 360), 2, random (0, 160))
TNT1 AAA 0 A_CustomMissile ("XDeath3", 70, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 70, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("FlyingImpaledSergeant", 50, 0, random (0, 360), 2, random (70, 110))
		
		
		FSP3 L 3 BRIGHT
		FSP3 K 3
		FSP3 J 40
		///////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("SergeantFatality",1)
		TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto See
		
		
	FatalityRevenant:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FREV ABABAB 3
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
        FREV C 4 A_PlaySound("skeleton/pain")
        FREV D 4
        FREV EFGHIJJJKL 4
        FREV M 5 A_PlaySound("skeleton/sight")
        FREV M 10
        FREV N 2
        FREV O 2

XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath2", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath3", 50, 0, random (0, 360), 2, random (0, 160))
         TNT1 A 0 A_CustomMissile ("XDeathRevenantHead", 45, 0, random (0, 360), 2, random (50, 130))
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)

        FREV PQR 2
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("RevenantFatality",1)
		TNT1 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
		
		
		
		
		
		
		
		
		
		
		
		
		
		
	
	
	Salute:
	TNT1 A 0
	TNT1 A 0 A_Jump(255, "Salutes1", "Salutes2")
	
	Salutes1:
	TNT1 A 0
	    TNT1 A 0
		TNT1 A 0 A_PlaySound ("DSSALUTE")
        MWAV BCDEFEFDCB 6
        Goto See

    Salutes2:
		TNT1 A 0
		TNT1 A 0 A_PlaySound ("DSSALUTE")
        MWAV GHGHG 8
        Goto See
	}
}

ACTOR Marine_Fist: Marine Replaces MarineFist
{
Health 200
}

ACTOR Marine_Shotgun: Marine Replaces MarineShotgun
{
Health 200
}

ACTOR Marine_SSG: Marine Replaces MarineSSG
{
Health 200
}

ACTOR Marine_Minigun: Marine Replaces MarineChaingun
{
Health 200
}

ACTOR Marine_Rocket: Marine Replaces MarineRocket
{
Health 200
}

ACTOR Marine_Plasma: Marine Replaces MarinePlasma
{
Health 200
}


ACTOR Marine_BFG: Marine Replaces MarineBFG
{
Health 200
}

actor Ally: DeadMarine
{
	Game Doom
	States
	{
    Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(192,"Spawn2","Spawn2","Spawn3","Spawn4","Spawn4","Spawn5","Spawn6","Spawn7","Spawn8","Spawn8")
		TNT1 A 1 A_SpawnItem("Marine",0,0,0,0)
		Stop

   Spawn2:
		TNT1 A 1 A_SpawnItem("Marine_Shotgun",0,0,0,0)
		Stop

   Spawn3:
		TNT1 A 1 A_SpawnItem("Marine_SSG",0,0,0,0)
		Stop

   Spawn4:
		TNT1 A 1 A_SpawnItem("Marine_Minigun",0,0,0,0)
		Stop

   Spawn5:
		TNT1 A 1 A_SpawnItem("Marine_Plasma",0,0,0,0)
		Stop

   Spawn6:
		Goto Spawn
		Stop

   Spawn7:
		TNT1 A 1 A_SpawnItem("Marine_Rocket",0,0,0,0)
		Stop

   Spawn8:
		TNT1 A 1 A_SpawnItem("Marine",0,0,0,0)
		Stop

    Death:
        Stop
	}
}

ACTOR BlurSphere2: BlurSphere Replaces BlurSphere
{
-COUNTITEM
	States
	{
	Spawn:
		PINS A 2 Bright
		TNT1 A 0 A_SpawnItem("CapturedMarine")
		Stop
	}
}	


ACTOR CapturedMarine
{
    Radius 24
    Height 48
	deathheight 48
    Speed 0
	Mass 999999999999999999
    Health 300
    gravity 0.5
	Decal BloodSuper
    +SHOOTABLE
	+FLOORCLIP
    +SOLID
	//MONSTER
	//-COUNTKILL
    Painchance 255
    DamageType Taunt
    damagefactor "Trample", 0.0
    damagefactor "Cut", 10.0
    damagefactor "Taunt", 0.0
    damagefactor "headcut", 0.0
    damagefactor "KillMe", 0.0
    damagefactor "Fatality", 99.0
    damagefactor "Melee", 99.0
    damagefactor "Kick", 99.0
	DeathSound "*death"
	PainSound "*pain50"
    BloodType "Nashgore_Blood"
    States
    {
    Spawn:
	    TNT1 A 0
        TNT1 A 0 A_CheckSight("Spawn2")
        CAPT ABCB 15
        TNT1 A 0 A_SpawnItem ("KillMe")
        Loop

    Spawn2:
        CAPT A 5
        Goto Spawn

    SetFree:
    Death.Cut:
    Death.Melee:
	Death.SuperPunch:
    Death.Fatality:
    Death.Kick:
		TNT1 A 0 A_Playsound ("TAUNT")
		TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
        CAPT F 12
        TNT1 A 0 A_NoBlocking
        //TNT1 A 0 A_SpawnItem("Ally")
		TNT1 A 0 A_GiveToTarget("NumberOfAllies", 1)
		TNT1 A 0 A_SpawnItem("Marine")
        CAPT N 1
		TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFLag ("SOLID", 0)
        CAPT N -1
        Stop
    Pain:
        CAPT P 1
        CAPT P 5 A_Pain
        Goto Spawn
    Death:
        CAPT D 1 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        CAPT D -1
        Stop
    Death.Trample:
	Crush:
        TNT1 AAAAAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        CRS1 B 5
        CRS1 B -1
        Stop
    Death.plasma:
        TNT1 A 0
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
		EXPL A 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop
    }
}

actor KillMe
{
	+NOTARGET
Radius 10
Height 10
DamageType KillMe
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
+FORCERADIUSDMG
PROJECTILE
	+DEHEXPLOSION
	+ACTIVATEMCROSS
States
{
Spawn:
TNT1 A 0
        TNT1 A 0 A_Explode(5,500)
Stop
 }
}

ACTOR MarineSurvivor2: Marine 8756
{
Speed 5
Health 6
	States
	{
 Spawn:
 PLAY A 0
 TNT1 A 0 A_CheckSight("Spawn2")
 PLAY A 0
 //TNT1 A 0 A_SpawnItem ("GiantKillMe")
 PLAY A 1 A_Chase
 Goto See
 
 Spawn2:
 PLAY A 1
 Goto Spawn
	}
}


ACTOR MarinePunch: BaronBall
{
	Radius 10
	Height 18
	DamageType HelperMarineFatallity
	Projectile 
	+RANDOMIZE
    Damage 10
	+FORCEXYBILLBOARD
    +THRUGHOST
    +BLOODSPLATTER 
	RenderStyle Add
	Alpha 0.6
	HitObituary "$OB_IMPHIT"
    Obituary "$OB_IMPHIT"
	+DONTHURTSPECIES

	SeeSound "None"
	DeathSound "none"
	Decal "none"
    Speed 20
	States
	{
	Spawn:
	    TNT1 A 0
		TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 4 BRIGHT
		Stop
	Death:
        TNT1 A 0 A_PlaySound("player/cyborg/fist")
		TNT1 A 0 BRIGHT
		Stop
	}
}





actor PLOFT
{
	+NOTARGET
Radius 10
Height 10
DamageType MonsterKnocked
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
PROJECTILE
	+DEHEXPLOSION
	+ACTIVATEMCROSS
States
{
Spawn:
TNT1 A 0
        TNT1 A 0 A_Explode(25,120, 0)
Stop
 }
}


actor PLOFT2
{
	+NOTARGET
Radius 10
Height 10
DamageType Kick
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
PROJECTILE
+DEHEXPLOSION
+ACTIVATEMCROSS
States
{
Spawn:
TNT1 A 0
        TNT1 A 0 A_Explode(20,30, 0)
Stop
 }
}



Actor TargetIsAMarine : Inventory
{
inventory.maxamount 1
}


Actor BotIsChasingYou : Inventory
{
inventory.maxamount 1
}


Actor NumberOfAllies : Inventory
{
inventory.maxamount 5
}

Actor MarinesDispenser : Inventory
{
inventory.maxamount 5
}

Actor CheckMarines : Inventory
{
inventory.maxamount 5
}



ACTOR Marine1Pathfinder
{
	Radius 32
	Height 56
	Speed 20
	Health 4000
	PainChance 255
	MaxTargetRange 150
	Monster
	damagefactor "SpawnMarine", 8000.0
	MaxDropOffHeight 1200
	MaxStepHeight 1200
	-COUNTKILL
	+NOTARGET
	+THRUACTORS
	+MISSILEMORE
	+MISSILEEVENMORE
	+FASTER
    +DONTSPLASH
	-SHOOTABLE
	-FRIENDLY
	+NOCLIP
	+LOOKALLAROUND
	+NOINFIGHTING
	States
	{
	Spawn:
	Pain:
    See:
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		//TNT1 A 0 Thing_ChangeTID(0,98)
		//TNT1 A 0 Thing_Hate(98, 0, 0)
		TNT1 A 0
		TNT1 AAAAA 1 A_Chase
		//TNT1 A 0 Thing_Hate(98, 0, 0)
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("TargetIsAMarine", 1)
		TNT1 A 1 A_FaceTarget
		Loop
	//Missile:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem("MarineSpawnChecker")	
	TNT1 A 5
	Goto See
	Death:
	Missile:
		TNT1 A 1
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("Marine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItem("TeleportFog")
		Stop
	}
}


ACTOR Marine1PathfinderNew: Marine1Pathfinder
{
-FRIENDLY
	Speed 4
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_GiveInventory("TargetIsAMarine", 1)
	Goto See
	Pain:
    See:
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		TNT1 A 0 Thing_ChangeTID(0,98)
		TNT1 AAAAAAAAAAAAAAAAA 1 A_Chase
		//TNT1 A 0 Thing_Hate(98, 264, 0)
		TNT1 A 0 A_Recoil(-5)
		TNT1 A 0 A_SpawnItem("MarineSpawnChecker")
		TNT1 A 1 A_FaceTarget
		Loop
	Death:
	Missile:
		TNT1 A 1
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("Marine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		//TNT1 A 0 A_SpawnItemEx("MarineAdd",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItem("TeleportFog")
		Stop
	}
}

ACTOR MarineAdd: Marine1Pathfinder
{
	Speed 4
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_GiveInventory("TargetIsAMarine", 1)
	Goto See
	Pain:
    See:
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		TNT1 A 0 Thing_ChangeTID(0,98)
		TNT1 AAAAAAAAAAAAAAAAA 1 A_Chase
		//TNT1 A 0 Thing_Hate(98, 264, 0)
		TNT1 A 0 A_Recoil(-5)
		TNT1 A 1 A_FaceTarget
		Loop
	Death:
	Missile:
		TNT1 A 1
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 200
		TNT1 A 0 A_GiveToTarget("NumberOfAllies", 1)
		Stop
	}
}


ACTOR RemoveMarine: Marine1Pathfinder
{
MaxTargetRange 9000
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_GiveInventory("TargetIsAMarine", 1)
	Goto See
	Pain:
    See:
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		TNT1 A 0 Thing_ChangeTID(0,98)
		TNT1 AAAAAAAAAAAAAAAAA 1 A_Chase
		//TNT1 A 0 Thing_Hate(98, 264, 0)
		TNT1 A 0 A_Recoil(-5)
		TNT1 A 1 A_FaceTarget
		Loop
	Death:
	Missile:
		TNT1 A 1
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_TakeFromTarget("NumberOfAllies", 1)
		TNT1 A 10
		Stop
	}
}




ACTOR MarineSpawnChecker
{
MONSTER
-COUNTKILL
+FRIENDLY
-SOLID
-SHOOTABLE
Health 1
Radius 16
Height 52
Damagetype "SpawnMarine"
	States
	{
	Spawn:
	    TNT1 A 0
	TNT1 A 0 A_GiveInventory("TargetIsAMarine", 1)
	    TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_Explode(25, 40)
		Stop
	Death:
	TNT1 A 1
	Stop
}
}


ACTOR MarineGivingHealth
{
MONSTER
-COUNTKILL
+SOLID
-SHOOTABLE
+MISSILEMORE
+MISSILEEVENMORE
Health 99999
Radius 16
Height 52
Speed 0
MeleeRange 28
	States
	{
	Spawn:
	MR8S A 1 A_Look
	TNT1 A 0 A_CheckSight("GiveHealth")
	TNT1 A 0 A_PlaySound("MRNGI2")
	Goto See
	
	See:
		MR8S AAAAABBBBB 5 A_Chase
		TNT1 A 0 A_CheckSight("GiveHealth")
		Loop
	
	
	
	Missile:
	GiveHealth:
	MR8S A 1 A_FaceTarget
	TNT1 A 0 A_NoBlocking 
	TNT1 A 0 A_SpawnItemEx("Stimpack", 30, 0)
	TNT1 A 0 A_SpawnItem("Marine")
	Stop
}
}