
ACTOR PrePlacedMarine Replaces MarinePistol
{
    States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx ("Marine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	Stop
    }
}


ACTOR Marine: RedTorch
{
    Radius 10
    Height 48
	MONSTER
	-SHOOTABLE
	-COUNTKILL
	-FRIENDLY
	States
    {
    Spawn:
	    PLAY A 10 
		PLAY A 1 A_CheckSight("DontSpawn")
		TNT1 A 0 A_Chase
		TNT1 A 0 A_Look
	See:	
		TNT1 A 0 A_GiveToTarget("NumberOfAllies", 1)
		TNT1 A 0 A_SpawnItemEx ("Marine_Rifle",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        Stop
	DontSpawn:
	    PLAY A 1
		Goto Spawn
    }
}

ACTOR Marine_Fist: PrePlacedMarine Replaces MarineFist
{
Health 200
}

ACTOR Marine_Shotgun: PrePlacedMarine Replaces MarineShotgun
{
Health 200
}

ACTOR Marine_SSG: PrePlacedMarine Replaces MarineSSG
{
Health 200
}


ACTOR Marine_Rocket: PrePlacedMarine Replaces MarineRocket
{
Health 200
}

ACTOR Marine_Plasma: PrePlacedMarine Replaces MarinePlasma
{
Health 200
}


ACTOR Marine_BFG: PrePlacedMarine Replaces MarineBFG
{
Health 200
}





ACTOR Marine_Rifle
{
	Game Doom
	Radius 12
	MaxTargetRange 99999
	damagefactor "Avoid", 0.0
	Height 52
    Speed 10
	FastSpeed 22
    Health 200
	PainChance 200
	PainChance "Kick", 255
	Monster
	+FLOORCLIP
	-NORADIUSDMG
	+QUICKTORETALIATE
    +NOBLOCKMONST 
    +DONTHURTSPECIES
	+THRUSPECIES
    +FIXMAPTHINGPOS 
	+LOOKALLAROUND
	+PUSHABLE
	+SLIDESONWALLS
	-CANNOTPUSH
	-COUNTKILL
	+DONTSPLASH
	+FIXMAPTHINGPOS
	+NORADIUSDMG
	DamageFactor "CauseObjectsToSplash", 0.0
	Species "Marines"
	damagefactor "TeleportRemover", 0.0
	damagefactor "GibRemoving", 0.0
	Translation "112:127=117:127"
	damagefactor "Leg", 0.0
	damagefactor "Shotgun", 0.0
	damagefactor "Cutless", 0.0
	damagefactor "SSG", 0.0
	damagefactor "Trample", 0.0
    Scale 0.98
	AttackSound "none"
	MaxStepHeight 52
	MaxDropOffHeight 52
	ActiveSound "none"
	damagefactor "Cut", 0.1
    BloodType "Brutal_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
	
	ForgetTarget:
	TNT1 A 0 A_ClearTarget
	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")
	NULL A 0 A_JumpIfInventory("ComandoFatality", 1, "FatalityComando")
	TNT1 A 0 A_ChangeFlag("NODROPOFF", 0)	
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		
		
		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, "FollowPLayer")//
		PLAY AA 1 A_Chase
		TNT1 A 0 A_ChangeFlag("FASTER", 0)
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		PLAY BB 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		PLAY BB 1 A_Chase
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		PLAY CC 1 A_Chase
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 1)
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		PLAY CC 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		PLAY DD 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		PLAY DD 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_CheckSight("ForgetTarget")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		TNT1 A 0 A_CheckSight("FollowPLayer")
		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_JumpIfCloser(200, "Waits")
		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		
		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")
		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		
		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")
		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		
		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_ChangeFlag("FASTER", 1)
		//TNT1 A 0 Thing_Hate(267, 0, 0)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 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_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)
		//Loop
		PLAY AA 1 A_Chase
		//TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		TNT1 A 0 A_Recoil(-1)
		PLAY BB 1 A_Chase
		//TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		TNT1 A 0 A_Recoil(-1)
		//TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		PLAY BB 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		PLAY CC 1 A_Chase
		//TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		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)
		PLAY DD 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		
		PLAY AA 1 A_Chase
		//TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		TNT1 A 0 A_Recoil(-1)
		PLAY BB 1 A_Chase
		//TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		TNT1 A 0 A_Recoil(-1)
		//TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		PLAY BB 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		PLAY CC 1 A_Chase
		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		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)
		PLAY DD 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 1)
		TNT1 A 0 A_JumpIfTargetInLOS("See")
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		
		
		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		Loop
	
	CheckRangeToWait:
	TNT1 A 0
	TNT1 A 0 A_JumpIfCloser(150, "Waits")
	Goto FollowPLayer
	
	CheckIfPlayerSee:
	TNT1 A 0
	PLAY AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_FastChase
	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(800, 2)
	Goto Pathfind
	TNT1 AAA 0
	Goto FollowPlayer
	
	
	

	
	Pathfind:
	TNT1 A 0
	TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
	TNT1 A 0 A_JumpIFInTargetInventory("IsPLayer", 1, 1)
	Goto FollowPLayer
	//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_SpawnItemEx ("Marine1Pathfinder",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	Stop
	
	
	
	Waits:
	MARN D 1
	TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, 1)
	Goto See
	TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
	TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
	TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("SOLID", 0)
	TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "BecomeEnemy23")
	TNT1 A 0 A_Jump(32, "Waits2")
	TNT1 A 0 A_Jump(32, "Waits3")
	
	MARN D 8 A_Stop
	MARN E 8 A_Stop
	TNT1 A 0 A_Stop
	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 0 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("FollowPlayer")
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
	TNT1 A 0 A_JumpIfCloser(200, "Waits")
	Goto FollowPlayer
	
	Waits2:
	TNT1 A 0 A_SetAngle(random(90, -90) + angle)
	MARN D 8 A_Stop
	MARN E 8 A_Stop
	TNT1 A 0 A_PlaySound("MRNWT", 2)
	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 0 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("FollowPlayer")
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
	TNT1 A 0 A_JumpIfCloser(300, "Waits")
	Goto FollowPLayer
	
	Waits3:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInTargetInventory("Clip2", 40, 3)
	Goto GiveAmmo
	TNT1 AAA 0
	TNT1 A 0 A_PlaySound("MRNWT", 2)
	MR7S ABACA 6 A_Stop
	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 0 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("FollowPlayer")
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
	TNT1 A 0 A_JumpIfCloser(300, "Waits")
	Goto FollowPLayer
	
	GiveAmmo:
	TNT1 A 0
	MR7S A 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("MRNGI1")
    MR8S CD 15
	TNT1 A 0 A_GiveToTarget("Clip2", 50)
    //TNT1 A 0 A_SpawnItemEx("Stimpack", 40, 0)
	Goto Waits
	
	Missile:
        //PLAY E 1
		TNT1 A 0 A_ChangeFlag("NODROPOFF", 1)
		TNT1 A 0 A_SpawnItem("KillMeSmall")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsACyberdemon", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMastermind", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsABaronOfHell", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMancubus", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		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(128, "MissileLeft", "MissileRight")
		
		PLAY E 6 A_FaceTarget
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		PLAY F 3 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 40, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		
		
		PLAY E 3 A_FaceTarget
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		PLAY F 3 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 40, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		

		PLAY E 3 A_FaceTarget
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		PLAY F 3 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 40, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		Goto See
		
	MissileLeft:
        TNT1 A 0
		
		
		
		MARN A 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		

        TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
		MARN C 3 A_FaceTarget
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		
		MARN A 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		
		
		MARN C 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		Goto See
		

	
	MissileRight:
        TNT1 A 0
		
		
		MARN A 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		

        TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
		MARN C 3 A_FaceTarget
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		MARN A 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		
		
		MARN C 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
        Goto See	
		
	CheckRetreat:
	TNT1 A 0
	TNT1 A 0 A_JumpIfCloser(500, "Retreat")
	TNT1 A 0 A_Jump(256, "MissileRight", "MissileLeft")
	Goto MissileRight
		
	Retreat:
        TNT1 A 0
		MARN A 3 A_FaceTarget
		TNT1 A 0 A_Recoil(5)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)

        TNT1 A 0 A_Recoil(5)
		MARN C 3 A_FaceTarget
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		MARN A 3 A_FaceTarget
		TNT1 A 0 A_Recoil(5)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		MARN C 3 A_FaceTarget
		TNT1 A 0 A_Recoil(5)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_Jump(128, "MissileRight", "MissileLeft")
		Goto See	
	
	
		
	AttackMelee:
		TNT1 A 0
		TNT1 A 0 A_Jump(32, "AttackKick")
		PLAM A 4 A_FaceTarget
		TNT1 A 0 A_Recoil(-4)
		PLAM A 1 A_FaceTarget
		PLAM B 4 A_CustomMissile("MarinePunch",40,0,0,0)
		PLAM B 2
		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
	
	
	AttackKick:
		PLAY A 1 A_FaceTarget
		TNT1 A 0 ThrustThingZ(0,40,0,1)
		TNT1 A 0 A_Recoil(-8)
		MARJ A 6 A_FaceTarget
		AKIK A 1 A_CustomMissile("AirKickAttack",40,0,0,0)
		TNT1 A 0 A_Stop
		AKIK A 6
		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
	
	Pain.Kick:
		PLAY A 2 A_FaceTarget
		TNT1 A 0 A_Recoil(5)
        Goto FollowPlayer
			
		
	Pain:
	    PLAY G 3
		TNT1 A 0 A_ChangeFlag("NODROPOFF", 0)
		PLAY G 3 A_Pain
		Goto FollowPlayer



	Death:
	Death.Bullet:
		TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		PLAY H 10 A_PlayerScream
		
		PLAY I 10 A_NoBlocking
		PLAY J 10 
		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))
		TNT1 A 0 A_SpawnItem("RemoveMarine")
        XPL1 A 10 A_XScream
        XPL1 B 20 A_NoBlocking
        XPL1 CDE 10 
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        XPL1 E -1
        Stop

    Death.Cut:
	Death.Saw:
		 TNT1 A 0 A_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.Massacre:
	Death.Explosives:
	XDeath:
		TNT1 A 0 ThrustThingZ(0,60,0,1)
        TNT1 A 0 A_CustomMissile ("MarineXDeath", 0, 0, random (0, 360), 2, random (0, 160))
		PPOD A 0 A_SpawnItemEx("BasicMarineGib1", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib2", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib3", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib4", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
        MHEA A 7 A_XScream
        MHEA B 7 A_NoBlocking
		TNT1 A 0 A_SpawnItem("RemoveMarine")
        MHEA CD 7
        MHEA E -1
		Stop
		
	 Crush:
	 Death.Stomp:
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail8", 0, 0, random (0, 360), 2, random (0, 360))
		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 ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("CrushedRemains")
		TNT1 A 1
		TNT1 A 1 A_XScream
		TNT1 A 1 A_NoBlocking
		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 ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
				TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
						TNT1 AAAA 0 A_CustomMissile ("Brutal_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 ("Brutal_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 ("Brutal_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:
	Death.Burn:
        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
	  
	  
	  Death.ExplosiveImpact:
		NULL A 0 ThrustThingZ(0,30,0,1)
		NULL AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		NULL AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		NULL AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        NULL AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
	    PPOD A 0 A_SpawnItemEx("BasicMarineGib1", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
        NULL AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("RemoveMarine")
		NULL A 0 A_XScream
        XPL6 A 5
		NULL A 0 A_NoBlocking
        XPL6 BCDE 5
        XPL6 F -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 FollowPlayer
		
		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 AAAAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		FPZ2 EF 5
		TNT1 A 0 A_PlaySound("grunt/death")
		FPZ2 G 10
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ZombieManFatality3",1)
        TNT1 A 0 A_SpawnItem ("ZombieManDyingAfterFatality")
		TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto FollowPlayer
		
		
		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 FollowPlayer
		
		
		
		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 FollowPlayer	
		
		
		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("Brutal_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 FollowPlayer	
		
		
	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 FollowPlayer
		
		
		
		
		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 FollowPlayer
		
		
	FatalityRevenant:
        
		TNT1 A 0 A_ChangeFlag (shootable, 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
		
		
		
		
		FatalityComando:
			TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
			//////////////////////////////////////////////////////
			CFTA AAABCDE 2
			  NULL A 0 A_PlaySound("grunt/pain")
	NULL A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
	XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
			  NULL A 0 A_PlaySound("CLAP")
			CFTA EFF 7
			CFTA GHIJK 2
			  NULL A 0 A_PlaySound("grunt/pain")
	NULL A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
	NULL A 0 A_CustomMissile ("ShakeShakeShake", 50, 0, random (0, 360), 2, random (0, 160))
	NULL A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
			 CFTA L 7
			
			CFTA M 15
			CFTA OPQR 4
			 NULL A 0 A_PlaySound("grunt/pain")
			  NULL A 0 A_PlaySound("grunt/death")
		   CFTA R 15
			  NULL A 0 A_PlaySound("BURNZOM")
	NULL A 0 A_CustomMissile ("ShakeShakeShake", 50, 0, random (0, 360), 2, random (0, 160))
			 NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
			 NULL AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
			 NULL AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
			 NULL AAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
			 NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
			CFTA S 25
			//////////////////////////////////////////////////////
			NULL A 0 A_TakeInventory("ComandoFatality",1)
			NULL A 0 A_TakeInventory("GoFatality", 1)
			NULL A 0 A_SpawnItemEx("DyingComando", 0, 0, 40, 0, 0)
			TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
			Goto See
		
		
		
		
		
		
		
		
		
	
	
	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 FollowPlayer

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

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_Rifle",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_Chaingun",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_Rifle",0,0,0,0)
		Stop

    Death:
        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 MarinesChaingunDispenser : 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 A 0 A_GiveInventory("TargetIsAMarine", 1)
		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 2
	TNT1 A 0 A_SpawnItem("MarineSpawnChecker")	
	TNT1 A 5
	Goto See
	Death:
	Missile:
	    TNT1 A 0
	    TNT1 A 0 A_Recoil(-2)
		TNT1 A 2
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("Marine_Rifle",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 0
	    TNT1 A 0 A_Recoil(-2)
		TNT1 A 2
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("Marine_Rifle",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 90000
	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
}
}

