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

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

Actor Footstep5: FootStep
{
    Damage 0
    -CLIENTSIDEONLY
}

Actor Footstep6: FootStep
{
    Damage 1
    -CLIENTSIDEONLY
	States
		{
		Spawn:
			TNT1 A 3
			TNT1 A 1 A_Explode(10,10,0)
			stop
        Death:
            TNT1 A 1
			TNT1 A 1 A_Explode(10,10,0)
            Stop
		Crash:
			TNT1 A 1
			TNT1 A 1 A_Explode(10,10,0)
			stop
         }	
}

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

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


Actor IsPlayer : Inventory
{
inventory.maxamount 1
}

Actor Salute1 : Inventory
{
inventory.maxamount 1
}

Actor Salute2 : Inventory
{
inventory.maxamount 1
}

Actor PVPFatality : Inventory
{
inventory.maxamount 1
}


Actor ZombieManFatality : Inventory
{
inventory.maxamount 1
}

Actor ZombieManFatality3 : Inventory
{
inventory.maxamount 1
}

Actor SKZombieman : Inventory
{
inventory.maxamount 1
}

Actor SKShotgunguy : Inventory
{
inventory.maxamount 1
}

Actor SKChaingunguy: Inventory
{
inventory.maxamount 1
}

Actor SKImp : Inventory
{
inventory.maxamount 1
}

Actor HasImpShield : Inventory
{
inventory.maxamount 1
}

Actor HasZManShield : Inventory
{
inventory.maxamount 1
}

Actor HasSGuyShield : Inventory
{
inventory.maxamount 1
}

Actor SKNazi : Inventory
{
inventory.maxamount 1
}

Actor ZombieManFatality2 : Inventory
{
inventory.maxamount 1
}

Actor ImpFatality : Inventory
{
inventory.maxamount 1
}

Actor ImpFatality2 : Inventory
{
inventory.maxamount 1
}

Actor SergeantFatality : Inventory
{
inventory.maxamount 1
}

Actor SergeantFatality2 : Inventory
{
inventory.maxamount 1
}

Actor ComandoFatality : Inventory
{
inventory.maxamount 1
}

Actor ComandoFatality2 : Inventory
{
inventory.maxamount 1
}


Actor LostSoulFatality : Inventory
{
inventory.maxamount 1
}

Actor DemonFatality : Inventory
{
inventory.maxamount 1
}

Actor DemonFatality2 : Inventory
{
inventory.maxamount 1
}

Actor DemonFatality3 : Inventory
{
inventory.maxamount 1
}

Actor CacoDemonFatality : Inventory
{
inventory.maxamount 1
}

Actor CacoDemonFatality2 : Inventory
{
inventory.maxamount 1
}

Actor RevenantFatality : Inventory
{
inventory.maxamount 1
}

Actor RevenantFatality2 : Inventory
{
inventory.maxamount 1
}

Actor PEFatality : Inventory
{
inventory.maxamount 1
}

Actor FatsoFatality : Inventory
{
inventory.maxamount 1
}

Actor BaronFatality : Inventory
{
inventory.maxamount 1
}

Actor ArchVileFatality : Inventory
{
inventory.maxamount 1
}

Actor HKFatality : Inventory
{
inventory.maxamount 1
}

Actor HKFatality2 : Inventory
{
inventory.maxamount 1
}

Actor HKFatality3 : Inventory
{
inventory.maxamount 1
}

Actor ArachnotronFatality : Inventory
{
inventory.maxamount 1
}

Actor Taunting : Inventory
{
inventory.maxamount 1
}

Actor Enraged : Inventory
{
inventory.maxamount 1
}

Actor Curbstomp_Marine : Inventory
{
inventory.maxamount 1
}

Actor Fatality_Marine : Inventory
{
inventory.maxamount 1
}

Actor SSGAlt : Inventory
{
inventory.maxamount 1
}

Actor IsJumping : Inventory
{
inventory.maxamount 1
}

Actor IsDown : Inventory
{
inventory.maxamount 1
}


Actor HasBarrel : Inventory
{
inventory.maxamount 1
}

Actor RollLeft : Inventory
{
inventory.maxamount 1
}

Actor RollRight : Inventory
{
inventory.maxamount 1
}



Actor IsCurbstompingZombieman : Inventory
{
inventory.maxamount 1
}

Actor IsCurbstompingSergeant : Inventory
{
inventory.maxamount 1
}




//===========================================================================
//
// Player
//
//===========================================================================
ACTOR Doomer : PlayerPawn Replaces DoomPlayer
{
	Speed 0.9
	Health 100
	Radius 16
	Height 56
    player.viewheight	46
    //player.attackzoffset 20
	player.attackzoffset 16
	//Mass 80
    GibHealth 20
	PainChance 255
	+SOLID
    BloodType "Player_Blood"
    damagefactor "Trample", 8.0
    damagefactor "Head", 0.0
	damagefactor "FriendBullet", 0.0
    damagefactor "Taunt", 0.0
    damagefactor "KillMe", 0.0
    damagefactor "SSG", 5.0
    damagefactor "Shrapnel", 0.5
    damagefactor "Blood", 0.5
    damagefactor "BlueBlood", 0.5
    damagefactor "GreenBlood", 0.5
    damagefactor "MinorHead", 0.0
    damagefactor "Decaptate", 0.0
	damagefactor "Cut", 4.0
	damagefactor "Kick", 3.0
	damagefactor "Fatality", 5.0
	damagefactor "SuperPunch", 5.0
	Player.ColorRange 112, 127
    player.sidemove 0.9
	Player.DisplayName "Marine"
	Player.StartItem "Rifle"
	Player.StartItem "Melee_Attacks"
	Player.StartItem "Clip", 60
	Player.StartItem "RifleAmmo", 30
	Player.StartItem "ShotgunAmmo", 9
	Player.StartItem "PlasmaAmmo", 25
	Player.StartItem "RocketerAmmo", 4
	Player.StartItem "RailgunAmmo", 50
	Player.StartItem "IsPlayer", 1
	
	//Player.JumpZ 6.5
	
		Player.DisplayName "Marine"
	Player.CrouchSprite "PLYC"
	States
	{
	
	SayOneLiner:
	MARN A 1
	TNT1 A 0 A_PlaySound("ONELIN", 2)
	TNT1 A 0 A_TakeInventory("oneliner", 1)
	Goto Spawn
	
	AdvancedTaunt:
	MARN A 1
	TNT1 A 0 A_PlaySound("TAUNT0", 2)
	TNT1 A 0 A_TakeInventory("advtaunting", 1)
	Goto Spawn
	
	FistTaunt:
	MARN A 0
	TNT1 A 0 A_PlaySound("MTAUN", 2)
	TNT1 A 0 A_TakeInventory("advtaunting", 1)
	Goto Spawn
	
	
	RollRight:
	TNT1 A 0 A_TakeInventory("RollLeft")
	TNT1 A 0 A_TakeInventory("RollRight")
	TNT1 A 0 A_ChangeFlag ("NOPAIN", 1)
	
	TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
	TNT1 A 0 ThrustThing(angle*256/360+192,30,0,0)
	PROL EDCBA 4
	MARN A 4
	
	TNT1 A 0 A_ChangeFlag ("NOPAIN", 0)
	TNT1 A 0 A_TakeInventory("RollLeft")
	TNT1 A 0 A_TakeInventory("RollRight")
	Goto Spawn
	
	RollLeft:
	TNT1 A 0 A_TakeInventory("RollLeft")
	TNT1 A 0 A_TakeInventory("RollRight")
	TNT1 A 0 A_ChangeFlag ("NOPAIN", 1)
	
	TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
	TNT1 A 0 ThrustThing(angle*256/360+64,30,0,0)
	PROL ABCDE 4
	MARN A 4
	
	TNT1 A 0 A_ChangeFlag ("NOPAIN", 0)
	TNT1 A 0 A_TakeInventory("RollLeft")
	TNT1 A 0 A_TakeInventory("RollRight")
	Goto Spawn
	
    Spawn:
		
		TNT1 A 0
		
		TNT1 A 0 A_JumpIfHealthLower(31, "HeavyWoundsSpawn")
		
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("HKFatality2", 1, "FatalityHK2")
		TNT1 A 0 A_JumpIfInventory("IsCurbstompingZombieman", 1, "CurbstompZombieman")
		TNT1 A 0 A_JumpIfInventory("IsCurbstompingSergeant", 1, "CurbstompSergeant")
		TNT1 AA 0
		
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salutes1")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salutes2")
		TNT1 A 0 ACS_Execute(171, 0, 0, 0, 0)
		TNT1 A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelStand")
		TNT1 A 0 A_JumpIfInventory("FistsSelected", 1, "FistsStand")
		TNT1 A 0 A_JumpIfInventory("SawSelected", 1, "SawStand")
		
		TNT1 A 0 A_JumpIfInventory("advtaunting", 1, "AdvancedTaunt")
		TNT1 A 0 A_JumpIfInventory("oneliner", 1, "SayOneLiner")
		
		TNT1 A 0 A_JumpIfInventory("ShotgunSelected", 1, "ShotgunStand")
		TNT1 A 0 A_JumpIfInventory("SSGSelected", 1, "SSGStand")
		TNT1 A 0 A_JumpIfInventory("MinigunSelected", 1, "MinigunStand")
		TNT1 A 0 A_JumpIfInventory("RocketLauncherSelected", 1, "RLStand")
		TNT1 A 0 A_JumpIfInventory("GrenadeLauncherSelected", 1, "GrenadeLauncherStand")
		TNT1 A 0 A_JumpIfInventory("PlasmaGunSelected", 1, "PlasmaGunStand")
		TNT1 A 0 A_JumpIfInventory("RailGunSelected", 1, "RailGunStand")
		TNT1 A 0 A_JumpIfInventory("RevenantLauncherSelected", 1, "RevenantLauncherStand")
		TNT1 A 0 A_JumpIfInventory("SubMachineGunSelected", 1, "SubMachinegunStand")
		TNT1 A 0 A_JumpIfInventory("BFG10KSelected", 1, "BFG10KStand")
		TNT1 A 0 A_JumpIfInventory("BFGSelected", 1, "BFGStand")
		TNT1 A 0 A_JumpIfInventory("FlameCannonSelected", 1, "FlameCannonStand")
		
		TNT1 A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
		
		TNT1 A 0 A_JumpIfInventory("HasImpShield", 1, "SeeImpShield")
		TNT1 A 0 A_JumpIfInventory("HasZmanShield", 1, "SeeZmanShield")
		TNT1 A 0 A_JumpIfInventory("HasSguyShield", 1, "SeeSguyShield")
		
		TNT1 A 0
        
		//TNT1 A 0 ACS_Execute(620, 0, 0, 0, 0)
        TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "RifleKick")
		TNT1 A 0 A_JumpIfInventory("Pumping", 1, "NoMovePump")
		
		TNT1 A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelStand")
		
		TNT1 A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
        MARN D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "RifleKick")
		TNT1 A 0 A_JumpIfInventory("Pumping", 1, "NoMovePump")
        MARN D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		
		TNT1 A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "RifleKick")
		TNT1 A 0 A_JumpIfInventory("Pumping", 1, "NoMovePump")
        MARN D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
        TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "RifleKick")
		TNT1 A 0 A_JumpIfInventory("Pumping", 1, "NoMovePump")
        MARN E 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "RifleKick")
		TNT1 A 0 A_JumpIfInventory("Pumping", 1, "NoMovePump")
        MARN E 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "RifleKick")
		TNT1 A 0 A_JumpIfInventory("Pumping", 1, "NoMovePump")
        MARN E 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
		Loop
		

	See:
		
		
		TNT1 A 0
		TNT1 A 0 A_JumpIfHealthLower(31, "HeavyWounds")
		TNT1 AA 0
		
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salutes1")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salutes2")
		TNT1 A 0 A_JumpIfInventory("HasImpShield", 1, "SeeImpShield")
		TNT1 A 0 A_JumpIfInventory("HasZmanShield", 1, "SeeZmanShield")
		TNT1 A 0 A_JumpIfInventory("HasSguyShield", 1, "SeeSguyShield")

        TNT1 A 0 ACS_Execute(171, 0, 0, 0, 0)
		TNT1 A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelMove")
		TNT1 A 0 A_JumpIfInventory("FistsSelected", 1, "FistsMove")
		
		TNT1 A 0 A_JumpIfInventory("advtaunting", 1, "AdvancedTaunt")
		TNT1 A 0 A_JumpIfInventory("oneliner", 1, "SayOneLiner")
		
		TNT1 A 0 A_JumpIfInventory("SawSelected", 1, "SawMove")
		TNT1 A 0 A_JumpIfInventory("ShotgunSelected", 1, "ShotgunMove")
		TNT1 A 0 A_JumpIfInventory("SSGSelected", 1, "SSGMove")
		TNT1 A 0 A_JumpIfInventory("MinigunSelected", 1, "MinigunMove")
		TNT1 A 0 A_JumpIfInventory("RocketLauncherSelected", 1, "RLMove")
		TNT1 A 0 A_JumpIfInventory("GrenadeLauncherSelected", 1, "GrenadeLauncherMove")
		TNT1 A 0 A_JumpIfInventory("PlasmaGunSelected", 1, "PlasmaGunMove")
		TNT1 A 0 A_JumpIfInventory("RailGunSelected", 1, "RailGunMove")
		TNT1 A 0 A_JumpIfInventory("RevenantLauncherSelected", 1, "RevenantLauncherMove")
		TNT1 A 0 A_JumpIfInventory("SubMachineGunSelected", 1, "SubMachinegunMove")
		TNT1 A 0 A_JumpIfInventory("BFG10KSelected", 1, "BFG10KMove")
		TNT1 A 0 A_JumpIfInventory("BFGSelected", 1, "BFGMove")
		TNT1 A 0 A_JumpIfInventory("FlameCannonSelected", 1, "FlameCannonMove")
		
		TNT1 A 0 A_JumpIfInventory("ADSMode", 1, "ADSMove")
		TNT1 A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelMove")
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "RifleKick")
        TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_JumpIfInventory("Pumping", 1, "Pump")
		TNT1 A 0 
		MARN A 4
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "RifleKick")
        TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_JumpIfInventory("Pumping", 1, "Pump")
		TNT1 A 0 
		MARN B 4
		//TNT1 A 0 A_JumpIf(momz < 0, "RifleJumping")
		//TNT1 A 0 A_JumpIf(momz > 0, "RifleJumping")
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "RifleKick")
        TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_JumpIfInventory("Pumping", 1, "Pump")
		TNT1 A 0 
		MARN C 4
		//TNT1 A 0 A_JumpIf(momz < 0, "RifleJumping")
		//TNT1 A 0 A_JumpIf(momz > 0, "RifleJumping") 
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "RifleKick")
        TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_JumpIfInventory("Pumping", 1, "Pump")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		TNT1 A 0 
		MARN B 4
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "RifleKick")
        TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_JumpIfInventory("Pumping", 1, "Pump")
		TNT1 A 0 
		Goto See
		
		
RifleJumping:
MARJ A 1
TNT1 A 0 A_CheckFloor("Spawn")
Loop
		
   Kick:
        NULL A 0 A_JumpIf (momZ > 0, "AirKick")
		NULL A 0 A_JumpIf (momZ < 0, "AirKick")
        PKIK ABCB 3
        TNT1 A 0 A_TakeInventory("Kicking",1)
        Goto Spawn
   RifleKick:
        NULL A 0 A_JumpIf (momZ > 0, "AirKick")
		NULL A 0 A_JumpIf (momZ < 0, "AirKick")
        PKI1 ABCB 3
        TNT1 A 0 A_TakeInventory("Kicking",1)
        Goto Spawn	
		
	AirKick:
	    AKIK A 10
		TNT1 A 0 A_TakeInventory("Kicking",1)
		Goto Spawn
	
    Punch:
        PLA1 E 1
		TNT1 A 0 A_JumpIfInventory("PVPFatality", 1, "FatalityPVP")
		TNT1 A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelMove")
		TNT1 A 0 A_JumpIfInventory("HasImpShield", 1, "GotImpShield")
		TNT1 A 0 A_JumpIfInventory("HasZmanShield", 1, "GotZmanShield")
		TNT1 A 0 A_JumpIfInventory("HasSguyShield", 1, "GotSguyShield")
		TNT1 A 0 A_JumpIfInventory("SKZombieman", 1, "StealthKilLZombieMan")
		TNT1 A 0 A_JumpIfInventory("SKShotgunGuy", 1, "StealthKilLShotgunGuy")
		TNT1 A 0 A_JumpIfInventory("SKImp", 1, "StealthKilLImp")
		TNT1 A 0 A_JumpIfInventory("SKNazi", 1, "StealthKilLNazi")
		TNT1 A 0 A_JumpIfInventory("SKChaingunguy", 1, "StealthKilLChaingunguy")
        TNT1 A 0 A_JumpIfInventory("ImpFatality", 1, "FatalityImp")
        TNT1 A 0 A_JumpIfInventory("ImpFatality2", 1, "FatalityImp2")
        TNT1 A 0 A_JumpIfInventory("ZombieManFatality", 1, "FatalityZMan")
		TNT1 A 0 A_JumpIfInventory("ZombieManFatality2", 1, "FatalityZMan2")
		TNT1 A 0 A_JumpIfInventory("ZombieManFatality3", 1, "FatalityZMan3")
        TNT1 A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
        TNT1 A 0 A_JumpIfInventory("SergeantFatality2", 1, "FatalitySergeant2")
        TNT1 A 0 A_JumpIfInventory("ComandoFatality", 1, "FatalityComando")
		TNT1 A 0 A_JumpIfInventory("ComandoFatality2", 1, "FatalityComando2")
        TNT1 A 0 A_JumpIfInventory("DemonFatality", 1, "FatalityDemon")
		TNT1 A 0 A_JumpIfInventory("DemonFatality2", 1, "FatalityDemon2")
		TNT1 A 0 A_JumpIfInventory("DemonFatality3", 1, "FatalityDemon3")
        TNT1 A 0 A_JumpIfInventory("CacoDemonFatality", 1, "FatalityCacoDemon")
		TNT1 A 0 A_JumpIfInventory("CacoDemonFatality2", 1, "FatalityCacoDemon2")
        TNT1 A 0 A_JumpIfInventory("RevenantFatality", 1, "FatalityRevenant")
		TNT1 A 0 A_JumpIfInventory("RevenantFatality2", 1, "FatalityRevenant2")
        TNT1 A 0 A_JumpIfInventory("FatsoFatality", 1, "FatalityFatso")
        TNT1 A 0 A_JumpIfInventory("BaronFatality", 1, "FatalityBaron")
		TNT1 A 0 A_JumpIfInventory("HKFatality", 1, "FatalityHK")
		TNT1 A 0 A_JumpIfInventory("HKFatality2", 1, "FatalityHK2")
		TNT1 A 0 A_JumpIfInventory("HKFatality3", 1, "FatalityHK3")
		
		TNT1 A 0 A_JumpIfInventory("ArachnotronFatality", 1, "FatalityArachnotron")
		TNT1 A 0 A_JumpIfInventory("ArchVileFatality", 1, "FatalityArchVile")
        TNT1 A 0 A_TakeInventory("Punching",1)
		
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		
		PLA1 E 4
		
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		
        Goto Spawn	
		
	
	Pump:
	    PLAY ABCD 4
		TNT1 A 0 A_TakeInventory("Pumping")
		Goto See
	NoMovePump:
	    PLAY B 12
		TNT1 A 0 A_TakeInventory("Pumping")
		Goto See

     HeavyWounds:
	  	TNT1 A 0 A_JumpIfHealthLower(2, 2)
		TNT1 A 0 A_Jump(256, 5)
		TNT1 AA 0
		TNT1 A 0 A_Giveinventory("HealthBonus",1)
		TNT1 AAA 0
		
        TNT1 A 0 A_Giveinventory("BDRegenerate",1)
        //TNT1 A 0 A_Giveinventory("Bad",1)
		TNT1 A 0 ACS_Execute(532, 0, 0, 0, 0)
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesSmallPool", 0, 0, 20, 0, 0)
		Goto See+4
		
	  HeavyWoundsSpawn:
	  	TNT1 A 0 A_JumpIfHealthLower(2, 2)
		TNT1 A 0 A_Jump(256, 5)
		TNT1 AA 0
		TNT1 A 0 A_Giveinventory("HealthBonus",1)
		TNT1 AAA 0
		
        TNT1 A 0 A_Giveinventory("BDRegenerate",1)
        //TNT1 A 0 A_Giveinventory("Bad",1)
		TNT1 A 0 ACS_Execute(532, 0, 0, 0, 0)
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesSmallPool", 0, 0, 20, 0, 0)
		Goto Spawn+4
		
	FistsStand:
		
		TNT1 A 0 A_JumpIfInventory("HasImpShield", 1, "SeeImpShield")
		TNT1 A 0 A_JumpIfInventory("HasZmanShield", 1, "SeeZmanShield")
		TNT1 A 0 A_JumpIfInventory("HasSguyShield", 1, "SeeSguyShield")
		TNT1 A 0 A_JumpIfInventory("SKZombieman", 1, "StealthKilLZombieMan")
		TNT1 A 0 A_JumpIfInventory("SKShotgunGuy", 1, "StealthKilLShotgunGuy")
		TNT1 A 0 A_JumpIfInventory("SKImp", 1, "StealthKilLImp")
		TNT1 A 0 A_JumpIfInventory("SKNazi", 1, "StealthKilLNazi")
		TNT1 A 0 A_JumpIfInventory("SKChaingunguy", 1, "StealthKilLChaingunguy")
        TNT1 A 0 A_JumpIfInventory("ImpFatality", 1, "FatalityImp")
        TNT1 A 0 A_JumpIfInventory("ImpFatality2", 1, "FatalityImp2")
        TNT1 A 0 A_JumpIfInventory("ZombieManFatality", 1, "FatalityZMan")
		TNT1 A 0 A_JumpIfInventory("ZombieManFatality2", 1, "FatalityZMan2")
		TNT1 A 0 A_JumpIfInventory("ZombieManFatality3", 1, "FatalityZMan3")
        TNT1 A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
        TNT1 A 0 A_JumpIfInventory("SergeantFatality2", 1, "FatalitySergeant2")
        TNT1 A 0 A_JumpIfInventory("ComandoFatality", 1, "FatalityComando")
		TNT1 A 0 A_JumpIfInventory("ComandoFatality2", 1, "FatalityComando2")
        TNT1 A 0 A_JumpIfInventory("DemonFatality", 1, "FatalityDemon")
		TNT1 A 0 A_JumpIfInventory("DemonFatality2", 1, "FatalityDemon2")
		TNT1 A 0 A_JumpIfInventory("DemonFatality3", 1, "FatalityDemon3")
        TNT1 A 0 A_JumpIfInventory("CacoDemonFatality", 1, "FatalityCacoDemon")
		TNT1 A 0 A_JumpIfInventory("CacoDemonFatality2", 1, "FatalityCacoDemon2")
        TNT1 A 0 A_JumpIfInventory("RevenantFatality", 1, "FatalityRevenant")
        TNT1 A 0 A_JumpIfInventory("FatsoFatality", 1, "FatalityFatso")
        TNT1 A 0 A_JumpIfInventory("BaronFatality", 1, "FatalityBaron")
		TNT1 A 0 A_JumpIfInventory("HKFatality", 1, "FatalityHK")
		TNT1 A 0 A_JumpIfInventory("HKFatality2", 1, "FatalityHK2")
		TNT1 A 0 A_JumpIfInventory("HKFatality3", 1, "FatalityHK3")
		TNT1 A 0 A_JumpIfInventory("ArachnotronFatality", 1, "FatalityArachnotron")
		TNT1 A 0 A_JumpIfInventory("ArchVileFatality", 1, "FatalityArchVile")
		TNT1 A 0 A_JumpIfInventory("PEFatality", 1, "FatalityPE")
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelStand")
		TNT1 A 0 ACS_Execute(171, 0, 0, 0, 0)
		PLA1 B 5
		
		TNT1 A 0 A_JumpIfInventory("advtaunting", 1, "FistTaunt")
		TNT1 A 0 A_JumpIfInventory("oneliner", 1, "SayOneLiner")
		
		NULL A 0 A_JumpIf (momy > 0, "FistsMove")
		NULL A 0 A_JumpIf (momx > 0, "FistsMove")
		NULL A 0 A_JumpIf (momy < 0, "FistsMove")
		NULL A 0 A_JumpIf (momx < 0, "FistsMove")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelStand")
				PLA1 B 5

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

		TNT1 A 0 A_JumpIfInventory("HasImpShield", 1, "SeeImpShield")
		TNT1 A 0 A_JumpIfInventory("HasZmanShield", 1, "SeeZmanShield")
		TNT1 A 0 A_JumpIfInventory("HasSguyShield", 1, "SeeSguyShield")
		TNT1 A 0 A_JumpIfInventory("SKZombieman", 1, "StealthKilLZombieMan")
		TNT1 A 0 A_JumpIfInventory("SKShotgunGuy", 1, "StealthKilLShotgunGuy")
		TNT1 A 0 A_JumpIfInventory("SKImp", 1, "StealthKilLImp")
		TNT1 A 0 A_JumpIfInventory("SKNazi", 1, "StealthKilLNazi")
		TNT1 A 0 A_JumpIfInventory("SKChaingunguy", 1, "StealthKilLChaingunguy")
        TNT1 A 0 A_JumpIfInventory("ImpFatality", 1, "FatalityImp")
        TNT1 A 0 A_JumpIfInventory("ImpFatality2", 1, "FatalityImp2")
        TNT1 A 0 A_JumpIfInventory("ZombieManFatality", 1, "FatalityZMan")
		TNT1 A 0 A_JumpIfInventory("ZombieManFatality2", 1, "FatalityZMan2")
		TNT1 A 0 A_JumpIfInventory("ZombieManFatality3", 1, "FatalityZMan3")
        TNT1 A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
        TNT1 A 0 A_JumpIfInventory("SergeantFatality2", 1, "FatalitySergeant2")
        TNT1 A 0 A_JumpIfInventory("ComandoFatality", 1, "FatalityComando")
		TNT1 A 0 A_JumpIfInventory("ComandoFatality2", 1, "FatalityComando2")
        TNT1 A 0 A_JumpIfInventory("DemonFatality", 1, "FatalityDemon")
		TNT1 A 0 A_JumpIfInventory("DemonFatality2", 1, "FatalityDemon2")
		TNT1 A 0 A_JumpIfInventory("DemonFatality3", 1, "FatalityDemon3")
        TNT1 A 0 A_JumpIfInventory("CacoDemonFatality", 1, "FatalityCacoDemon")
		TNT1 A 0 A_JumpIfInventory("CacoDemonFatality2", 1, "FatalityCacoDemon2")
        TNT1 A 0 A_JumpIfInventory("RevenantFatality", 1, "FatalityRevenant")
		TNT1 A 0 A_JumpIfInventory("RevenantFatality2", 1, "FatalityRevenant2")
        TNT1 A 0 A_JumpIfInventory("FatsoFatality", 1, "FatalityFatso")
        TNT1 A 0 A_JumpIfInventory("BaronFatality", 1, "FatalityBaron")
		TNT1 A 0 A_JumpIfInventory("HKFatality", 1, "FatalityHK")
		TNT1 A 0 A_JumpIfInventory("HKFatality2", 1, "FatalityHK2")
		TNT1 A 0 A_JumpIfInventory("HKFatality3", 1, "FatalityHK3")
		TNT1 A 0 A_JumpIfInventory("ArachnotronFatality", 1, "FatalityArachnotron")
		TNT1 A 0 A_JumpIfInventory("ArchVileFatality", 1, "FatalityArchVile")
		TNT1 A 0 A_JumpIfInventory("PEFatality", 1, "FatalityPE")
		TNT1 A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelStand")
		TNT1 A 0 ACS_Execute(171, 0, 0, 0, 0)
		PLA1 A 5
		
		TNT1 A 0 A_JumpIfInventory("advtaunting", 1, "FistTaunt")
		TNT1 A 0 A_JumpIfInventory("oneliner", 1, "SayOneLiner")
		
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelStand")
		PLA1 B 5
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		PLA1 C 5
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		PLA1 D 5
		TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		
		Goto See
		
		
	SawStand:
		MAR1 A 5
		NULL A 0 A_JumpIf (momy > 0, "SawMove")
		NULL A 0 A_JumpIf (momx > 0, "SawMove")
		NULL A 0 A_JumpIf (momy < 0, "SawMove")
		NULL A 0 A_JumpIf (momx < 0, "SawMove")
		MAR1 A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "SawMove")
		NULL A 0 A_JumpIf (momx > 0, "SawMove")
		NULL A 0 A_JumpIf (momy < 0, "SawMove")
		NULL A 0 A_JumpIf (momx < 0, "SawMove")
		MAR1 D 5
		NULL A 0 A_JumpIf (momy > 0, "SawMove")
		NULL A 0 A_JumpIf (momx > 0, "SawMove")
		NULL A 0 A_JumpIf (momy < 0, "SawMove")
		NULL A 0 A_JumpIf (momx < 0, "SawMove")
		MAR1 D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "SawMove")
		NULL A 0 A_JumpIf (momx > 0, "SawMove")
		NULL A 0 A_JumpIf (momy < 0, "SawMove")
		NULL A 0 A_JumpIf (momx < 0, "SawMove")
		Goto Spawn
			
		
	    SawMove:
		MAR1 AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MAR1 CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
		
		
		
	ADSStand:
		MAR2 A 5
		NULL A 0 A_JumpIf (momy > 0, "ADSMove")
		NULL A 0 A_JumpIf (momx > 0, "ADSMove")
		NULL A 0 A_JumpIf (momy < 0, "ADSMove")
		NULL A 0 A_JumpIf (momx < 0, "ADSMove")
		MAR2 A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "ADSMove")
		NULL A 0 A_JumpIf (momx > 0, "ADSMove")
		NULL A 0 A_JumpIf (momy < 0, "ADSMove")
		NULL A 0 A_JumpIf (momx < 0, "ADSMove")
		MAR2 D 5
		NULL A 0 A_JumpIf (momy > 0, "ADSMove")
		NULL A 0 A_JumpIf (momx > 0, "ADSMove")
		NULL A 0 A_JumpIf (momy < 0, "ADSMove")
		NULL A 0 A_JumpIf (momx < 0, "ADSMove")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		MAR2 D 5
		NULL A 0 A_JumpIf (momy > 0, "ADSMove")
		NULL A 0 A_JumpIf (momx > 0, "ADSMove")
		NULL A 0 A_JumpIf (momy < 0, "ADSMove")
		NULL A 0 A_JumpIf (momx < 0, "ADSMove")
		Goto Spawn

	    ADSMove:
		MAR2 AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MAR2 CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
		
		
	ShotgunStand:
		MAR3 A 5
		NULL A 0 A_JumpIf (momy > 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momx > 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momy < 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momx < 0, "ShotgunMove")
		MAR3 A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momx > 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momy < 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momx < 0, "ShotgunMove")
		MAR3 D 5
		NULL A 0 A_JumpIf (momy > 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momx > 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momy < 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momx < 0, "ShotgunMove")
		MAR3 D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momx > 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momy < 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momx < 0, "ShotgunMove")
		Goto Spawn
			
	    ShotgunMove:
		MAR3 AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MAR3 CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfHealthLower(31, "HeavyWounds")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
			ShotgunPain:
		MAR3 E 5
		TNT1 A 0 A_PlaySound("PAIN1", 1)
		Goto Spawn
		
		
  SSGStand:
		MSSG A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "SSGMove")
		NULL A 0 A_JumpIf (momx > 0, "SSGMove")
		NULL A 0 A_JumpIf (momy < 0, "SSGMove")
		NULL A 0 A_JumpIf (momx < 0, "SSGMove")
		MSSG A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "SSGMove")
		NULL A 0 A_JumpIf (momx > 0, "SSGMove")
		NULL A 0 A_JumpIf (momy < 0, "SSGMove")
		NULL A 0 A_JumpIf (momx < 0, "SSGMove")
		MSSG D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "SSGMove")
		NULL A 0 A_JumpIf (momx > 0, "SSGMove")
		NULL A 0 A_JumpIf (momy < 0, "SSGMove")
		NULL A 0 A_JumpIf (momx < 0, "SSGMove")
		MSSG D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "SSGMove")
		NULL A 0 A_JumpIf (momx > 0, "SSGMove")
		NULL A 0 A_JumpIf (momy < 0, "SSGMove")
		NULL A 0 A_JumpIf (momx < 0, "SSGMove")
		Goto Spawn
			
	    SSGMove:
		MSSG AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MSSG CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
		   SSGPain:
		MSSG E 5
		TNT1 A 0 A_PlaySound("PAIN1", 1)
		 
		Goto Spawn
		
		
	MinigunStand:
	    TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		MAR4 A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "MinigunMove")
		NULL A 0 A_JumpIf (momx > 0, "MinigunMove")
		NULL A 0 A_JumpIf (momy < 0, "MinigunMove")
		NULL A 0 A_JumpIf (momx < 0, "MinigunMove")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		MAR4 A 5
		NULL A 0 A_JumpIf (momy > 0, "MinigunMove")
		NULL A 0 A_JumpIf (momx > 0, "MinigunMove")
		NULL A 0 A_JumpIf (momy < 0, "MinigunMove")
		NULL A 0 A_JumpIf (momx < 0, "MinigunMove")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		MAR4 D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "MinigunMove")
		NULL A 0 A_JumpIf (momx > 0, "MinigunMove")
		NULL A 0 A_JumpIf (momy < 0, "MinigunMove")
		NULL A 0 A_JumpIf (momx < 0, "MinigunMove")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		MAR4 D 5
		NULL A 0 A_JumpIf (momy > 0, "MinigunMove")
		NULL A 0 A_JumpIf (momx > 0, "MinigunMove")
		NULL A 0 A_JumpIf (momy < 0, "MinigunMove")
		NULL A 0 A_JumpIf (momx < 0, "MinigunMove")
		Goto Spawn
			
	    MinigunMove:
		MAR4 AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MAR4 CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
		    MinigunPain:
		MAR4 E 5
		TNT1 A 0 A_PlaySound("PAIN1", 1)
		 
		Goto Spawn
		
		
	RLStand:
		MAR5 A 5
		NULL A 0 A_JumpIf (momy > 0, "RLMove")
		NULL A 0 A_JumpIf (momx > 0, "RLMove")
		NULL A 0 A_JumpIf (momy < 0, "RLMove")
		NULL A 0 A_JumpIf (momx < 0, "RLMove")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		MAR5 A 5
		NULL A 0 A_JumpIf (momy > 0, "RLMove")
		NULL A 0 A_JumpIf (momx > 0, "RLMove")
		NULL A 0 A_JumpIf (momy < 0, "RLMove")
		NULL A 0 A_JumpIf (momx < 0, "RLMove")
		MAR5 D 5
		NULL A 0 A_JumpIf (momy > 0, "RLMove")
		NULL A 0 A_JumpIf (momx > 0, "RLMove")
		NULL A 0 A_JumpIf (momy < 0, "RLMove")
		NULL A 0 A_JumpIf (momx < 0, "RLMove")
		MAR5 D 5
		NULL A 0 A_JumpIf (momy > 0, "RLMove")
		NULL A 0 A_JumpIf (momx > 0, "RLMove")
		NULL A 0 A_JumpIf (momy < 0, "RLMove")
		NULL A 0 A_JumpIf (momx < 0, "RLMove")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		Goto Spawn
	 		
	    RLMove:
		MAR5 AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MAR5 CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
		   RLPain:
		MAR5 E 5
		TNT1 A 0 A_PlaySound("PAIN1", 1)
		 
		Goto Spawn
		
	GrenadeLauncherStand:
		MRGL A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momx > 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momy < 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momx < 0, "GrenadeLauncherMove")
		MRGL A 5
		NULL A 0 A_JumpIf (momy > 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momx > 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momy < 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momx < 0, "GrenadeLauncherMove")
		MRGL D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momx > 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momy < 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momx < 0, "GrenadeLauncherMove")
		MRGL D 5
		NULL A 0 A_JumpIf (momy > 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momx > 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momy < 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momx < 0, "GrenadeLauncherMove")
		Goto Spawn
			
	    GrenadeLauncherMove:
		MRGL AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MRGL CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
		   GrenadeLauncherPain:
		MRGL E 5
		TNT1 A 0 A_PlaySound("PAIN1", 1)
		 
		Goto Spawn
		
		
	PlasmaGunStand:
		MAR6 A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momx > 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momy < 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momx < 0, "PlasmaGunMove")
		MAR6 A 5
		NULL A 0 A_JumpIf (momy > 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momx > 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momy < 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momx < 0, "PlasmaGunMove")
		MAR6 D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momx > 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momy < 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momx < 0, "PlasmaGunMove")
		MAR6 D 5
		NULL A 0 A_JumpIf (momy > 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momx > 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momy < 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momx < 0, "PlasmaGunMove")
		Goto Spawn
			
	    PlasmaGunMove:
		MAR6 AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MAR6 CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
		  PlasmaGunPain:
		MAR6 E 5
		TNT1 A 0 A_PlaySound("PAIN1", 1)
		 
		Goto Spawn
		
		
	RailGunStand:
		MRRG A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "RailGunMove")
		NULL A 0 A_JumpIf (momx > 0, "RailGunMove")
		NULL A 0 A_JumpIf (momy < 0, "RailGunMove")
		NULL A 0 A_JumpIf (momx < 0, "RailGunMove")
		MRRG A 5
		NULL A 0 A_JumpIf (momy > 0, "RailGunMove")
		NULL A 0 A_JumpIf (momx > 0, "RailGunMove")
		NULL A 0 A_JumpIf (momy < 0, "RailGunMove")
		NULL A 0 A_JumpIf (momx < 0, "RailGunMove")
		MRRG D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "RailGunMove")
		NULL A 0 A_JumpIf (momx > 0, "RailGunMove")
		NULL A 0 A_JumpIf (momy < 0, "RailGunMove")
		NULL A 0 A_JumpIf (momx < 0, "RailGunMove")
		MRRG D 5
		NULL A 0 A_JumpIf (momy > 0, "RailGunMove")
		NULL A 0 A_JumpIf (momx > 0, "RailGunMove")
		NULL A 0 A_JumpIf (momy < 0, "RailGunMove")
		NULL A 0 A_JumpIf (momx < 0, "RailGunMove")
		Goto Spawn
			
	    RailGunMove:
		MRRG AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MRRG CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
		 RailGunPain:
		MRRG E 5
		TNT1 A 0 A_PlaySound("PAIN1", 1)
		 
		Goto Spawn
		
		
	BFGStand:
		MAR7 A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "BFGMove")
		NULL A 0 A_JumpIf (momx > 0, "BFGMove")
		NULL A 0 A_JumpIf (momy < 0, "BFGMove")
		NULL A 0 A_JumpIf (momx < 0, "BFGMove")
		MAR7 A 5
		NULL A 0 A_JumpIf (momy > 0, "BFGMove")
		NULL A 0 A_JumpIf (momx > 0, "BFGMove")
		NULL A 0 A_JumpIf (momy < 0, "BFGMove")
		NULL A 0 A_JumpIf (momx < 0, "BFGMove")
		MAR7 D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "BFGMove")
		NULL A 0 A_JumpIf (momx > 0, "BFGMove")
		NULL A 0 A_JumpIf (momy < 0, "BFGMove")
		NULL A 0 A_JumpIf (momx < 0, "BFGMove")
		MAR7 D 5
		NULL A 0 A_JumpIf (momy > 0, "BFGMove")
		NULL A 0 A_JumpIf (momx > 0, "BFGMove")
		NULL A 0 A_JumpIf (momy < 0, "BFGMove")
		NULL A 0 A_JumpIf (momx < 0, "BFGMove")
		Goto Spawn
			
	    BFGMove:
		MAR7 AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MAR7 CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
		  BFGPain:
		MAR7 E 5
		TNT1 A 0 A_PlaySound("PAIN1", 1)
		 
		Goto Spawn
		
		
	BFG10KStand:
		M10K A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momx > 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momy < 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momx < 0, "BFG10KMove")
		M10K A 5
		NULL A 0 A_JumpIf (momy > 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momx > 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momy < 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momx < 0, "BFG10KMove")
		M10K D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momx > 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momy < 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momx < 0, "BFG10KMove")
		M10K D 5
		NULL A 0 A_JumpIf (momy > 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momx > 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momy < 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momx < 0, "BFG10KMove")
		Goto Spawn
			
	    BFG10KMove:
		M10K AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		M10K CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
		   BFG10KPain:
		M10K E 5
		TNT1 A 0 A_PlaySound("PAIN1", 1)
		 
		Goto Spawn
		
		
	RevenantLauncherStand:
		MHML A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "RevenantLauncherMove")
		NULL A 0 A_JumpIf (momx > 0, "RevenantLauncherMove")
		NULL A 0 A_JumpIf (momy < 0, "RevenantLauncherMove")
		NULL A 0 A_JumpIf (momx < 0, "RevenantLauncherMove")
		Goto Spawn
			
	    RevenantLauncherMove:
		MHML AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MHML CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
		   RevenantLauncherPain:
		MHML E 5
		TNT1 A 0 A_PlaySound("PAIN1", 1)
		 
		Goto Spawn
	
	
	FlameCannonStand:
		MMFC A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momx > 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momy < 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momx < 0, "FlameCannonMove")
		MMFC A 5
		NULL A 0 A_JumpIf (momy > 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momx > 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momy < 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momx < 0, "FlameCannonMove")
		MMFC D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momx > 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momy < 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momx < 0, "FlameCannonMove")
		MMFC D 5
		NULL A 0 A_JumpIf (momy > 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momx > 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momy < 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momx < 0, "FlameCannonMove")
		Goto Spawn
			
	    FlameCannonMove:
		MMFC AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MMFC CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
		   FlameCannonPain:
		MMFC E 5
		TNT1 A 0 A_PlaySound("PAIN1", 1)
		 
		Goto Spawn
		
		
	SubMachineGunStand:
		MRMP A 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momx > 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momy < 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momx < 0, "SubMachinegunMove")
		MRMP A 5
		NULL A 0 A_JumpIf (momy > 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momx > 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momy < 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momx < 0, "SubMachinegunMove")
		MRMP D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momx > 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momy < 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momx < 0, "SubMachinegunMove")
		MRMP D 5
		NULL A 0 A_JumpIf (momy > 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momx > 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momy < 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momx < 0, "SubMachinegunMove")
		Goto Spawn
			
	 SubMachinegunMove:
		MRMP AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MRMP CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
		   SubMachinegunPain:
		MRMP E 5
		TNT1 A 0 A_PlaySound("PAIN1", 1)
		 
		Goto Spawn
		
		
	 BarrelMove:
	    TNT1 A 0 A_TakeInventory("Punching", 1)
		NULL A 0 A_JumpIf (momy == 0, "BarrelStand")
		NULL A 0 A_JumpIf (momx == 0, "BarrelStand")
		PBAR A 8
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "Kick")
        TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PBAR B 8
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "Kick")
        TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
        TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		PBAR C 8
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "Kick")
        TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PBAR B 8
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "Kick")
        TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
		Goto See
		
	 BarrelStand:
	    TNT1 A 0 A_TakeInventory("Punching", 1)
		PBAR A 1
	TNT1 A 0 A_JumpIfInventory("Kicking", 1, "Kick")
    TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
	PLA3 A 0 A_JumpIf ((momx >= 1 || momx <= -1), "BarrelMove")
    PLA3 A 0 A_JumpIf ((momy >= 1 || momx <= -1), "BarrelMove")
		Goto Spawn

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

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

    Pain.Blast:
	Pain.ExplosiveImpact:
	Pain.Explosive:
        TNT1 A 0 ACS_Execute(531, 0, 0, 0, 0)
		Goto Pain
		
		
	Pain.Bullet:
	Pain.SSG:
	Pain.CutLess:
  TNT1 A 0 A_Jump(255,"PBUL1","PBUL2","PBUL3","PBUL4","PBUL5","PBUL6")
        Goto Pain

        PBUL1:
        TNT1 A 0 ACS_Execute(611, 0, 0, 0, 0)
         Goto Pain
        PBUL2:
        TNT1 A 0 ACS_Execute(612, 0, 0, 0, 0)
         Goto Pain
        PBUL3:
        TNT1 A 0 ACS_Execute(613, 0, 0, 0, 0)
         Goto Pain
        PBUL4:
        TNT1 A 0 ACS_Execute(614, 0, 0, 0, 0)
         Goto Pain
        PBUL5:
        TNT1 A 0 ACS_Execute(615, 0, 0, 0, 0)
         Goto Pain
        PBUL6:
        TNT1 A 0 ACS_Execute(616, 0, 0, 0, 0)
         Goto Pain



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

	Death:
        TNT1 A 0 A_Takeinventory("Kicking",1)
		TNT1 A 0 A_Jump (160, 3)
        Goto Death.Arm
        TNT1 AAA 0
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		PLAY H 10
		PLAY I 10 A_PlayerScream
		PLAY J 10 A_NoBlocking
		PLAY KLM 10
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		PLAY N -1
		Stop

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

    Death.Cut:
        TNT1 A 0 A_Takeinventory("Kicking",1)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		TNT1 AAAA 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("RipGuts", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("XDeathHalfMarine", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 A 10 A_XScream
        TNT1 AA 0 A_CustomMissile ("Big_Blood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 B 20 A_NoBlocking
        TNT1 AA 0 A_CustomMissile ("Big_Blood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 C 10 A_CustomMissile ("Big_Blood", 40, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("Big_Blood", 30, 0, random (0, 360), 2, random (0, 160))
        XPL2 DE 10 A_CustomMissile ("Big_Blood", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        XPL2 E -1
        Stop

    Death.Slime:
        TNT1 A 0 A_PlaySound("BIGSCREA")
        TNT1 A 0 A_Takeinventory("Kicking",1)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        PMET AABBCCDDEEFFGGHHIIIII 10 A_CustomMissile ("PlasmaSmoke", 25, 0, random (0, 180), 2, random (0, 180))
        PMET IIIIIIIIIIJJJJJJJJJJJJJJJJJJJJJJKKKKKKKKKKKKKKKKKKKKKKKKKKLLLLLLLLLLLLLLL 3 A_CustomMissile ("PlasmaSmoke", 25, 0, random (0, 180), 2, random (0, 180))
        TNT1 A 0 A_NoBlocking
        TNT1 A -1
        Stop

    Death.CutLess:
        TNT1 A 0 A_Takeinventory("Kicking",1)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_Jump (128, 3)
        Goto Death.Arm
        TNT1 AAA 0
		 Goto Death.Cut

    Death.Rip:
        TNT1 A 0 A_Takeinventory("Kicking",1)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 A 10 A_XScream
        TNT1 AAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 B 20 A_NoBlocking
        XPL3 C 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 D 10 A_CustomMissile ("MuchBlood", 40, 0, random (0, 360), 2, random (0, 160))
        XPL3 E 10 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
        XPL3 F 10 A_CustomMissile ("MuchBlood", 20, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood", 10, 0, random (0, 360), 2, random (0, 160))
        XPL3 F 10 A_CustomMissile ("MuchBlood", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        XPL3 F -1
        Stop

	XDeath:
        TNT1 A 0 A_Takeinventory("Kicking",1)
		TNT1 A 0 ThrustThingZ(0,60,0,1)
        TNT1 A 0 A_CustomMissile ("MarineXDeath", 0, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)
        MHEA A 7 A_XScream
        MHEA B 7 A_NoBlocking
        MHEA CD 7
        MHEA E -1
		Stop

	Death.SuperPunch:
    Death.Blast:
	Death.SSG:
        TNT1 A 0 A_Takeinventory("Kicking",1)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
	    POSS Q 2 A_FaceTarget
        //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
				TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
						TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperGoreSpawner", 22, 0, random (170, 190), 2, random (0, 15))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        POSS RSTUVW 8
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        POSS X -1
        Stop

    Death.Rape:
        TNT1 A 0 A_Takeinventory("Kicking",1)
		TNT1 A 0 A_Jump (160, 3)
        Goto Death.Arm
        TNT1 AAA 0
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 A 20 A_XScream
		 TNT1 A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 B 20 A_NoBlocking
        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 C 20
        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 D 20
        TNT1 AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 E 20
        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 F 20
        TNT1 AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        XPL4 F -1
        Stop
		
		
		Death.Arm:
        TNT1 A 0 A_Takeinventory("Kicking",1)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		TNT1 AA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
        XPL5 A 10
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_PlaySound("DSFDTHE")
        XPL5 BCBCBCBC 10 A_CustomMissile ("MuchBlood", 25, 0, random (0, 360), 2, random (0, 160))
        XPL5 DE 7 A_CustomMissile ("MuchBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        XPL5 E -1
        Stop
		
		
		
		Death.ExplosiveImpact:
        TNT1 A 0 A_Takeinventory("Kicking",1)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 32, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
        XPL6 A 5
		TNT1 A 0 A_NoBlocking
        XPL6 BCDE 5
		
        XPL6 F -1
        Stop
		
		Death.GreenFire:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 AAAA 0 A_CustomMissile ("Nashgore_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
		
		EXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("GreenFlameTrails", 50, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAA 2 BRIGHT A_SpawnItem("GreenFlare",0,43)
        TNT1 A 1
        TNT1 A -1
        Stop

    Death.plasma:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 AAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
		EXPL AAAAAA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 1
        TNT1 A -1
        Stop

    Death.burn:
        TNT1 A 0 A_Takeinventory("Kicking",1)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
	 PBUR A 1
      PBUR A 1 A_PlayerScream
      PBUR A 1 A_NoBlocking
       PBUR AAAABBBBCCCC 2 A_CustomMissile ("SmallFlameTrails", 32, 0, random (0, 180), 2, random (0, 180))
	    PBUR DDDDEEEE 2 A_CustomMissile ("SmallFlameTrails", 16, 0, random (0, 180), 2, random (0, 180))
        PBUR EEEEE 4 A_CustomMissile ("SmallFlameTrails", 8, 0, random (0, 180), 2, random (0, 180))
		PBUR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 6 A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
        PBUR E -1
        Stop

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



















// FATALITIES




    FatalityZMan:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FTYZ AB 12
		
        TNT1 A 0  A_PlaySound("grunt/pain")
        FTYZ BCBCBCBC 4
          TNT1 A 0 A_PlaySound("grunt/pain")
        FTYZ DEF 8
		
		
        TNT1 A 0 A_PlaySound("BURNZOM", 3)
		
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		FTYZ FG 5
		TNT1 A 0 A_PlaySound ("misc/xdeath", 1)
		FTYZ FG 5
		TNT1 A 0 A_PlaySound ("misc/xdeath", 1)
		FTYZ F 5
		
		
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        FTYZ H 9
         TNT1 AA 0 A_CustomMissile ("FatalityBlood", 50, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAA 0 A_CustomMissile ("NashGore_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
        FTYZ I 9
          TNT1 AAAA 0 A_CustomMissile ("FatalityBlood", 50, 0, random (0, 360), 2, random (0, 160))
         TNT1 AA 0 A_CustomMissile ("NashGore_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		 
         
		 TNT1 A 0 A_PlaySound ("misc/xdeath", 3)
		 
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		 TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 50, 0, random (0, 360), 2, random (50, 130))
		 TNT1 A 0 A_CustomMissile ("XDeathHalfZombieMan", 60, 0, 270, 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathHalfZombieManDown", 60, 0, 90, 2, random (0, 160))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAA 0 A_CustomMissile ("XDeath2", 60, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAA 0 A_CustomMissile ("XDeath3", 60, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
        FTYZ K 4
        FTYZ L 4
        FTYZ L 50
        //////////////////////////////////////////////////////
        //TNT1 A 0 A_TakeInventory("ZombieManFatality",1)
		TNT1 A 0 A_TakeInventory("ZombieManFatality",1)
		TNT1 A 0 A_GiveInventory("Stimpack",1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn


    FatalityZMan2:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FPZ2 AB 10
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 50, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
         TNT1 AA 0 A_CustomMissile ("XDeath2", 60, 0, random (0, 360), 2, random (0, 160))
         TNT1 AA 0 A_CustomMissile ("XDeath3", 60, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
        FPZ2 C 25
		TNT1 A 0 A_PlaySound("imp/melee")
        FPZ2 D 10
		TNT1 AAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		FPZ2 EF 10
		TNT1 A 0 A_PlaySound("grunt/death")
		FPZ2 G 10
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ZombieManFatality2",1)
		TNT1 A 0 A_GiveInventory("Stimpack",1)
        //TNT1 A 0 A_SpawnItem ("DeadZombieManFacingFront")
		TNT1 A 0 A_SpawnItem ("ZombieManDyingAfterFatality")
		TNT1 A 0 A_CustomMissile ("Instestin", 30, 0, 0, 2, 0)
        TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn
		
		
	FatalityZMan3:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FPZ3 A 10
		TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		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
        TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 AA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		
		FPZ3 KKLLLLKJJ 2
        TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 AA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
        
		FPZ3 MMNNNNMOO 2
        TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 AA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ3 MMNNNNMOO 2
        TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 AA 0 A_CustomMissile ("XDeath1", 30, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SmallBrainPiece", 5, 0, random (0, 360), 2, random (0, 160))
		
		
        FPZ3 PPQQQQPRR 2
        TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		
		FPZ3 PPQQQPRR 2
        TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ3 R 15
		
		FPZ3 R 25
		
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ZombieManFatality3",1)
		TNT1 A 0 A_GiveInventory("Stimpack",1)
        TNT1 A 0 A_SpawnItem ("DeadZombieManFacingFront")
		//TNT1 A 0 A_SpawnItem ("ZombieManDyingAfterFatality")
        TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn	


    FatalityImp:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FTYI AB 15
        FTYI CDEFG 2
        TNT1 A 0  A_PlaySound("imp/pain")
        TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
          TNT1 A 0 A_PlaySound("CLAP")
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        FTYI GGGGHHHHHHIJJJ 3
        FTYI K 4
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
        TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 25, 30, 0, 0)
        TNT1 AAA 0 A_CustomMissile ("Brains1", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 11, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		 FTYI LLLL 1 A_SpawnItemEx("Nashgore_Blood", 0, 25, 10, 0, 0)
           FTYI LMNNN 5
           FTYI NO 8
		   TNT1 A 0 A_PlaySound("misc/xdeath3")
		   FTYI NO 8
		   TNT1 A 0 A_PlaySound("misc/xdeath3")
		   FTYI NO 8
		   TNT1 A 0 A_PlaySound("misc/xdeath3")
		   FTYI N 12
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ImpFatality",1)
		TNT1 A 0 A_GiveInventory("Stimpack",1)
		 TNT1 A 0 A_CustomMissile ("StompedImp", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)		
        Goto Spawn


    FatalityImp2:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FTBI A 15
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 50, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAA 0 A_CustomMissile ("XDeath2", 60, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAA 0 A_CustomMissile ("XDeath3", 60, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
		FTBI BC 6
		TNT1 A 0  A_PlaySound("imp/die")
		FTBI D 40
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 50, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAA 0 A_CustomMissile ("XDeath2", 60, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAA 0 A_CustomMissile ("XDeath3", 60, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
        FTBI EF 9
		FTBI G 50
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ImpFatality2",1)
		TNT1 A 0 A_GiveInventory("Stimpack",1)
        TNT1 A 0 A_SpawnItem ("ImpMessyCorpse")
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn

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

        TNT1 A 0 A_PlaySound("misc/xdeath")
        FTYS DE 6
		TNT1 A 0 A_PlaySound("misc/xdeath")
		FTYS DE 6
		TNT1 A 0 A_PlaySound("misc/xdeath")
		FTYS DE 6
		
		
        
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)

XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_PlaySound("misc/xdeath", 3)
TNT1 AAAA 0 A_CustomMissile ("XDeath1", 20, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
        FTYS FGHIPP 6 A_CustomMissile ("Blood", 1, 0, random (0, 360), 2, random (0, 160))

        FTYS QR 10 
        TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
        FTYS R 40
        ///////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("SergeantFatality",1)
		TNT1 A 0 A_GiveInventory("Stimpack",1)
		 TNT1 A 0 A_CustomMissile ("BeheadedSergeantZombie", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_CustomMissile ("XDeathSergeantHead", 40, 0, 0, 2, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn

    FatalitySergeant2:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FTYS J 5
        FTYS J 1 A_PlaySound("BURNZOM")
		FTYS JJJJ 5
		FTYS J 1 A_PlaySound("grunt/death")
		FTYS K 8
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
TNT1 AAAA 0 A_CustomMissile ("XDeath1", 20, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 20, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 20, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("RipSergeant", 0, 0, random (0, 360), 2, random (0, 160))
        FTYS LMNO 8
        FTYS O 40
        ///////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("SergeantFatality2",1)
		TNT1 A 0 A_GiveInventory("Stimpack",1)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadShotgunguy_Half", 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn


    FatalityComando:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        CFTA AAAABCDE 2
          TNT1 A 0 A_PlaySound("grunt/pain")
TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
          TNT1 A 0 A_PlaySound("CLAP")
        CFTA EFF 10
        CFTA GHIJK 3
          TNT1 A 0 A_PlaySound("grunt/pain")
TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
TNT1 A 0 A_CustomMissile ("ShakeShakeShake", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
         CFTA L 10
	    
        CFTA M 35
        CFTA OPQR 5
         TNT1 A 0 A_PlaySound("grunt/pain")
          TNT1 A 0 A_PlaySound("grunt/death")
       CFTA R 15
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
          TNT1 A 0 A_PlaySound("BURNZOM")
TNT1 A 0 A_CustomMissile ("ShakeShakeShake", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
        CFTA S 50
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ComandoFatality",1)
		TNT1 AA 0 A_GiveInventory("Stimpack",1)
        TNT1 A 0 A_SpawnItemEx("DyingComando", 0, 0, 40, 0, 0)
		TNT1 A 0 A_CustomMissile ("XDeathChainArm", 40, -15, 0, 2, 0)
		TNT1 A 0 A_CustomMissile ("XDeathChainArm", 40, 15, 0, 2, 0)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn

	    FatalityComando2:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        CFTC A 5
        CFTC A 1 A_PlaySound("BURNZOM")
		CFTC AAAA 5
		CFTC B 1 A_PlaySound("grunt/death")
		CFTC B 8
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
TNT1 AAAA 0 A_CustomMissile ("XDeath1", 20, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 20, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 20, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XdeathChainArm", 42, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XdeathChainLeg", 42, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XdeathGuts", 42, 0, random (0, 360), 2, random (0, 160))
        CFTC CDEF 8
        CFTC F 30
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ComandoFatality2",1)
		TNT1 AA 0 A_GiveInventory("Stimpack",1)
        TNT1 A 0 A_SpawnItemEx("DeadChaingunGuy_Half", 0, 0, 40, 0, 0)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn

    FatalityDemon:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FDEM A 6
		TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        FDEM B 6 A_PlaySound("demon/melee")
        FDEM C 12
        FDEM C 1 A_PlaySound("demon/pain")
        FDEM CDCDCD 4
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
        FDEM EFGHI 4 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathDemonHead", 32, 0, 90, 2, random (0, 90))
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("DemonFatality",1)
		TNT1 A 0 A_GiveInventory("Stimpack",1)
        TNT1 A 0 A_SpawnItemEx("DyingDemon", 0, 1, 1, 1, 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn
		
		FatalityDemon2:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
		FDEM J 2
		TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        FDEM J 5 A_PlaySound("demon/pain")
        FDEM J 15
        FDEM K 7
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathStomach", 32, 0, random (0, 360), 2, random (0, 160))
        FDEM LMNOO 7
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("DemonFatality2",1)
		TNT1 A 0 A_GiveInventory("Stimpack",1)
        TNT1 A 0 A_SpawnItemEx("DeadDemonHalf", 0, 1, 1, 1, 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn
		
	FatalityDemon3:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
		FD2M A 2
		TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        FDEM J 0 A_PlaySound("demon/pain")
        FD2M A 20
		
        FD2M ABC 3		
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_PlaySound("demon/pain")
TNT1 A 0 A_PlaySound("player/cyborg/fist", 1)
TNT1 A 0 A_SpawnItem("Blood", 0, 20)
		 FD2M BA 5
		 
		 FD2M ABC 3		
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_PlaySound("demon/pain")
TNT1 A 0 A_PlaySound("player/cyborg/fist", 1)
TNT1 A 0 A_SpawnItem("Blood", 0, 20)
		 FD2M BA 5
		 
		 FD2M ABC 3		
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_PlaySound("demon/pain")
TNT1 A 0 A_PlaySound("player/cyborg/fist", 1)
TNT1 A 0 A_SpawnItem("Blood", 0, 20)
		 FD2M BA 5
		 
		 FD2M ABC 3		
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_PlaySound("demon/pain")
TNT1 A 0 A_PlaySound("player/cyborg/fist", 1)
TNT1 A 0 A_SpawnItem("Blood", 0, 20)
		 FD2M BA 5
		 
		 FD2M AD 3
		 XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_PlaySound("demon/pain")
TNT1 A 0 A_PlaySound("player/cyborg/fist", 1)
TNT1 A 0 A_SpawnItem("Blood", 0, 5)
		 
		 FD2M E 5
		 FD2M F 25
		 FD2M GHHH 5
		 XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))

TNT1 AAA 0 A_SpawnItem("Blood", 0, 5)
TNT1 A 0 A_SpawnItem("MeatDeath", 0, 1)
		 FD2M IJJ 15
		 
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("DemonFatality3",1)
		TNT1 A 0 A_GiveInventory("Stimpack",1)
        TNT1 A 0 A_SpawnItemEx("DeadDemonStomped", 0, 1, 1, 1, 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn

    FatalityCacoDemon:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        CACF ABC 6
        CACF D 6 A_PlaySound("misc/xdeath4")
        CACF E 6 A_PlaySound("demon/pain")
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 45, 0, random (0, 180), 2, random (0, 180))
       TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 45, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAA 0 A_CustomMissile ("Blue_Blood", 45, 0, random (0, 360), 2, random (0, 160))
        CACF EFGHII 6 A_CustomMissile ("Blue_Blood", 45, 0, random (0, 360), 2, random (0, 160))
        CACF J 6 A_PlaySound("misc/xdeath2")
        CACF KLMMM 6 A_CustomMissile ("Blue_Blood", 15, 0, random (0, 360), 2, random (0, 160))
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("CacoDemonFatality",1)
		TNT1 AA 0 A_GiveInventory("Stimpack",1)
        TNT1 A 0 A_SpawnItemEx("DeadCacoDemon", 0, 1, 1, 1, 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn
		
		
		FatalityCacoDemon2:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        CA2F AB 6
		TNT1 A 0 A_PlaySound("demon/pain")
        CA2F BCDEE 6
        CA2F F 3
		TNT1 A 0 A_PlaySound("demon/pain")
        XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		CA2F F 6
		TNT1 A 0 A_PlaySound("misc/xdeath2")
		CA2F FFFF 3 A_CustomMissile ("Blue_Blood", 25, 0, random (0, 180), 2, random (0, 180))
		TNT1 AAAAA 0 A_CustomMissile ("CacoXDeath7", 25, 0, random (0, 360), 2, random (0, 160))
        CA2F GH 6
		TNT1 A 0 A_CustomMissile ("RipCaco", 35, 0, random (0, 360), 2, random (0, 160))
		CA2F I 40
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("CacoDemonFatality2",1)
		TNT1 AA 0 A_GiveInventory("Stimpack",1)
        TNT1 A 0 A_SpawnItem ("DeadHalfCacoDemon", 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn


    FatalityRevenant:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FREV ABABAB 4
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
        FREV C 6 A_PlaySound("skeleton/pain")
        FREV D 6
        FREV EFGHIJJJKL 6
        FREV M 5 A_PlaySound("skeleton/sight")
        FREV M 15
        FREV N 6
        FREV O 6

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

        FREV PQR 2
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("RevenantFatality",1)
		TNT1 AAA 0 A_GiveInventory("Stimpack",1)
        TNT1 A 0 A_SpawnItemEx("DyingRevenant", 0, 35, 35, 1, 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn


    FatalityRevenant2:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FRE2 A 5
		FRE2 A 5 A_PlaySound("skeleton/pain")
		FRE2 A 5
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath2", 40, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
        FRE2 BCDEFGGGGG 6 
		
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("RevenantFatality2",1)
		TNT1 AAA 0 A_GiveInventory("Stimpack",1)
        TNT1 A 0 A_SpawnItem("VeryFuckedUpRevenant")
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn







    FatalityFatso:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FATF A 6
TNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)
        TNT1 A 0 A_CustomMissile ("Blood", 45, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBloodTrail", 45, 0, random (0, 180), 2, random (0, 180))
        FATF A 6 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_CustomMissile ("Blood", 45, 0, random (0, 360), 2, random (0, 160))
        FATF A 6 A_PlaySound("fatso/pain")
        FATF AA 6 A_CustomMissile ("Blood", 45, 0, random (0, 360), 2, random (0, 160))

XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)

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

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


    FatalityBaron:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        BHF1 ABCDEF 3
        BHF1 G 3 A_PlaySound("weapons/gswing")
        BHF1 HIJKKLMN 3
        BHF1 O 4 A_PlaySound("demon/pain")
        TNT1 AAAAAAA 0 A_CustomMissile ("Blood", 35, 0, random (0, 180), 2, random (0, 180))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        BHF1 PQR 6 A_CustomMissile ("Blood", 35, 0, random (0, 360), 2, random (0, 160))

        TNT1 A 0 A_PlaySound("misc/xdeath4")
        TNT1 A 0 A_PlaySound("misc/xdeath3")
        TNT1 A 0 A_PlaySound("misc/xdeath2")
        TNT1 A 0 A_PlaySound("misc/xdeath1")
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_CustomMissile ("Blood", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)

        BHF1 STUV 6 A_CustomMissile ("Blood", 35, 0, random (0, 360), 2, random (0, 160))


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

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


        BHF1 WXYZZZZZZZZZZZZZZ 6

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





    FatalityHK:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        HKF1 A 1
		TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		HKF1 AB 8
		TNT1 A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
        HKF1 C 6 A_PlaySound("PSXDPN")
		TNT1 AAA 0 A_CustomMissile ("Blood", 45, 0, random (0, 360), 2, random (0, 160))
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		HKF1 C 9
		TNT1 A 0 A_PlaySound("imp/melee")
		HKF1 C 9
        TNT1 AAAAAAA 0 A_CustomMissile ("Blood", 55, 0, random (0, 180), 2, random (0, 180))
        
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		TNT1 AAAAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAAAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))


        HKF1 CDE 9 A_SpawnItem ("Nashgore_Blood", 30)
		HKF1 FG 9 A_SpawnItem ("Nashgore_Blood", 15)
		HKF1 HHH 9

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

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

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


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

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

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

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

        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("HKFatality2",1)
		TNT1 A 0 A_GiveInventory("Medikit",1)
        TNT1 A 0 A_SpawnItemEx("OmgSoDeadHK", 0, 1, 1, 1, 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn



    FatalityArachnotron:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        ARF1 ABABABABAB 4
		TNT1 A 0 A_SpawnItem("Spark_UpOnce",0,60)
		ARF1 CD 6
		TNT1 A 0 A_PlaySound("baby/death")
		ARF1 EFFF 6
		ARF1 GGHHHIJ 4
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		TNT1 AAAAA 0 A_CustomMissile ("Instestin2", 14, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		ARF1 KLMNNNNNNNNNNNNNNNN 4

        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ArachnotronFatality",1)
		TNT1 AA 0 A_GiveInventory("Medikit",1)
        TNT1 A 0 A_SpawnItemEx("RapedArachnotron", 0, 1, 1, 1, 1)
		//TNT1 A 0 A_CustomMissile ("SpiderLeg", 30, 0, 0, 2, 0)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn
		
		
		
		FatalityArchVile:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        AVF1 A 1
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        AVF1 A 1 A_PlaySound("vile/pain")
        AVF1 A 20

XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath2", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath3", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)

        AVF1 A 1 A_PlaySound("vile/Death")
        AVF1 BCDEEEFGHHH 7 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
		AVF1 IJKLM 3
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
TNT1 A 0 A_PlaySound("CLAP")
TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		AVF1 N 40
		AVF1 OPQQR 4
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 20, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath2", 20, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath3", 20, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
		AVF1 STUUUUVVVV 3
		TNT1 A 0 A_PlaySound("TAUNT")
		AVF1 V 10
		AVF1 WXWX 10
		AVF1 V 20
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ArchVileFatality",1)
		TNT1 AAA 0 A_GiveInventory("Medikit",1)
        TNT1 A 0 A_SpawnItem("FatalizedArchvile1")
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn


FatalityPE:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        PA1F A 6
		FATF E 0 A_PlaySound("demon/pain")
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		PA1F A 12
		
        TNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		
        TNT1 AAAAAA 0 A_CustomMissile ("Blood", 55, 0, random (0, 180), 2, random (0, 180))
        TNT1 AA 0 A_CustomMissile ("XDeath1", 55, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_PlaySound("demon/pain")
		
		PA1F BCDEEEFGHI 7
		
		TNT1 A 0 A_PlaySound("demon/pain")
        
		PA1F JKKKK 7
		
		PA1F L 4
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("MuchBlood", 90, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		
		  PA1F MNNNNNNN 6
		  
		  
		  PA1F OPQR 6
		  
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("MuchBlood", 90, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		  
		  PA1F RQPQR 6
		  
		  
		  TNT1 AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("MuchBlood", 90, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		
		PA1F RQPQR 6
		  
		  
		  TNT1 AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("MuchBlood", 90, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		
		PA1F RQPQR 6
		  
		  
		  TNT1 AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("MuchBlood", 90, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		
		
		PA1F S 40
		PA1F STSTST 7 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
		PA1F S 10
		
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("PEFatality",1)
		TNT1 AAA 0 A_GiveInventory("Stimpack",1)
        TNT1 A 0 A_SpawnItemEx("FatalizedPE", 0, 1, 1, 1, 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn







    CurbstompZombieman:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        01CB AA 10
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_PlaySound("grunt/death")
		01CB BCCCC 5 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_PlaySound("misc/xdeath1")
		01CB D 5
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
        TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 25, 30, 0, 0)
        TNT1 AAA 0 A_CustomMissile ("Brains1", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 11, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_SpawnItemEx("Nashgore_Blood", 0, 25, 10, 0, 0)
          01CB E 50
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("IsCurbstompingZombieman",1)
		TNT1 A 0 A_GiveInventory("Stimpack",1)
		 TNT1 A 0 A_CustomMissile ("StompedZombieman", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)		
        Goto Spawn
		
		
		
		CurbstompSergeant:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        02CB AA 10
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_PlaySound("grunt/death")
		02CB BCCCC 5 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_PlaySound("misc/xdeath1")
		02CB D 5
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
        TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 25, 30, 0, 0)
        TNT1 AAA 0 A_CustomMissile ("Brains1", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 11, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_SpawnItemEx("Nashgore_Blood", 0, 25, 10, 0, 0)
          02CB E 50
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("IsCurbstompingSergeant",1)
		TNT1 A 0 A_GiveInventory("Stimpack",1)
		 TNT1 A 0 A_CustomMissile ("StompedSergeant", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)		
        Goto Spawn



























    Death.Fatality:
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("PVPFatality", 1)
		TNT1 A 1
		TNT1 A -1
        Stop
    FatalityPVP:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_SetInvulnerable
        //////////////////////////////////////////////////////
        PVPF ABB 10
        PVPF C 5
		PVPF D 10
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		PVPF D 10
         TNT1 A 0 A_CustomMissile ("MuchMeatDeath", 50, 0, random (0, 360), 2, random (0, 160))        PVPF EFF 10
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("PVPFatality",1)
		TNT1 A 0 A_GiveInventory("Megasphere",1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_UnSetInvulnerable
        Goto Spawn






// STEALTH KILLS


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

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


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

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

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

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

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







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

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






//	Pain.HKF:
//        TNT1 A 0 A_GiveToTarget("Vanish", 1)
//        TNT1 A 0 A_GiveInventory("BeginCurbstomped", 1)
//        TNT1 A 0 SetPlayerProperty(0,1,0)
//        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
//       KTFP AAAAAAAAAA 5 A_SpawnItem ("FreePlayerFromHellKnight", 0, 0,0)
 //      KTFP BCDE 5 A_SpawnItem ("FreePlayerFromHellKnight", 0, 0,0)
 //   Goto Curbstomped
//
 //   Curbstomped:
  //     KTFP EEEEE 5 A_SpawnItem ("FreePlayerFromHellKnight", 0, 10,0)
   //    KTFP FFFFF 5 A_SpawnItem ("FreePlayerFromHellKnight", 0, 0,0)
  //     KTFP GGG 5 A_SpawnItem ("FreePlayerFromHellKnight", 0, 0,0)
   //    KTFP GGGG 1 A_SpawnItem ("CurbStomp", 0, 0)
  //     Goto Death.HKFAT
//
//	Pain.FreeHellKnight:
  //     KTFP E 50 SetPlayerProperty(0,0,0)
  //      TNT1 A 1 SetPlayerProperty(0,0,0)
//TNT1 A 1 A_SpawnItem ("HellKnight", 0, 0)
//Goto See
//
 //   Death.HKFAT:
  //     KTFP HIJKLLLLLLLLL 5
  //     TNT1 A 0 A_SpawnItem ("HellKnight", 0, 0)
  //     XXXX A -1
  //     Stop



// Monsters that can perform fatality on player:


// Baron and Hell Knight:
    Death.HKFT:
	Death.BHFT:
	Death.RVFT:
		TNT1 A 1 A_PlayerScream
		TNT1 A 1 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("Curbstomp_Marine",1)
		TNT1 A -1
        Stop

//Imp:
    Death.ImpFatalityMarine:
		TNT1 A 1 A_PlayerScream
		TNT1 A 1 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("Fatality_Marine",1)
		TNT1 A -1
        Stop



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

	Pain.Blood:
        TNT1 A 0 A_Giveinventory("BloodOnVisor",1)
        TNT1 A 0 A_Giveinventory("GiveHealth",1)
		TNT1 A 0 A_GiveInventory("MeatAmmo", 1)
  TNT1 A 0 A_Jump(255,"Bled1","Bled2","Bled3","Bled4","Bled5","Bled6")
  Goto Bled1

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

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

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

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




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

    Salutes2:
		TNT1 A 0
		TNT1 A 0 A_PlaySound ("DSSALUTE")
        MWAV GHGHG 10
		TNT1 A 0 A_TakeInventory("Salute2",1)
        Goto Spawn
		 
	}
}

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

actor Player_Blood : NashGore_Blood
 {
 states
 {
  Spawn:
        //TNT1 AAAAA 0 A_CustomMissile ("BloodTr2", 7, 0, random (0, 360), 2, random (0, 180))
        //TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BloodTr2", 0, 0, random (0, 180), 2, random (0, 180))
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        TNT1 A 0 A_CustomMissile ("CeilBloodLauncher", -1, 0, random (0, 360), 2, random (50, 130))
  	    TNT1 A 0 A_CustomMissile ("Nashgore_FlyingBlood", 7, 0, random (0, 360), 2, random (0, 160))
		//TNT1 AA 0 A_CustomMissile ("WallRedBlood", 0, 0, random (0, 360), 2, random (0, 160))
        BLOD BCD 0
        stop
	Splash:
        BLOD A 0
        stop
 }
}


ACTOR PlayerFlyingBlood
{
 game Doom
 scale 0.75
 speed 7
 health 1
 radius 8
 height 1
	Decal BloodSuper
   +MISSILE
   +CLIENTSIDEONLY
   +NOTELEPORT
   +NOBLOCKMAP
   +FORCEXYBILLBOARD
        +EXPLODEONWATER
    States
    {
     Spawn:
       TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        XDT1 ABCD 4 A_SpawnItem("NashGore_FlyingBloodTrail",0,0,0,1)
        loop
	Splash:
        BLOD A 0
        stop
     Death:
       TNT1 A 1 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        XDT1 EFGHIJKL 3
        stop
    }
}


ACTOR BloodOnVisor : PowerupGiver 2408
{
   Inventory.Amount 1
   Scale 0.5
   Inventory.MaxAmount 10
   Powerup.Type BloodOnVisor
   Powerup.Duration 400
   Inventory.Icon TNT1A0
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
   States
   {
   Spawn:
      TNT1 A 1
      Stop
   } 
} 

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



ACTOR BlueBloodOnVisor : PowerupGiver
{
   Inventory.Amount 1
   Scale 0.5
   Inventory.MaxAmount 10
   Powerup.Type BlueBloodOnVisor
   Powerup.Duration 400
   Inventory.Icon TNT1A0
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
   States
   {
   Spawn:
      TNT1 A 1
      Stop
   } 
} 

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


ACTOR GreenBloodOnVisor : PowerupGiver
{
   Inventory.Amount 1
   Scale 0.5
   Inventory.MaxAmount 10
   Powerup.Type GreenBloodOnVisor
   Powerup.Duration 400
   Inventory.Icon TNT1A0
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	Inventory.MaxAmount 0
   States
   {
   Spawn:
      TNT1 A 1
      Stop
   } 
} 

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