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


Actor JustStartedGame : Inventory
{
inventory.maxamount 1
}

Actor NeverSelectedShotgun : Inventory
{
inventory.maxamount 1
}

ACTOR FootStep
{
    Radius 10
    Height 10
    Speed 7
	Projectile
	-NOGRAVITY
	+MISSILE
    +NOTELEPORT
    +CLIENTSIDEONLY
    +MOVEWITHSECTOR
    +NOEXTREMEDEATH
    DamageType Trample
    Damage 0
	+NODAMAGETHRUST
	+BLOODLESSIMPACT 
	+THRUACTORS
	gravity 40
	mass 1000
    Obituary "%o was trampled by %k."
	States
		{
		Spawn:
			NULL A 2
			NULL A 1 //A_Explode(10,4,0)
			stop
        Death:
            NULL A 1
			NULL A 1 //A_Explode(10,4,0)
            Stop
		Crash:
			NULL A 1
			NULL A 1 //A_Explode(10,4,0)
			stop
         }
}

Actor Footstep5: FootStep
{
    Damage 0
    -CLIENTSIDEONLY
}

Actor Footstep6: FootStep
{
    Damage (random (2, 3))
    -CLIENTSIDEONLY
	-DONTSPLASH
	-EXPLODEONWATER
	mass 500
	States
		{
		Spawn:
			NULL A 0
			NULL A 1 //A_Explode(10,4,0)
			NULL A 3
			Goto Death
        Death:
            NULL A 1
			//NULL A 0 A_PlaySound("floor/tile2")
			NULL A 1 //A_Explode(10,4,0)
			NULL A 6
            Stop
		Crash:
			NULL A 1
			NULL A 1 //A_Explode(10,4,0)
			NULL A 6
			stop
         }	
}

Actor Footstep8: FootStep
{
    Damage (random (1, 1))
	Mass 0
    -CLIENTSIDEONLY
}

Actor FootstepStrong: FootStep
{
Speed 0
Radius 16
Damage 15
    Damage (random (2, 3))
    -CLIENTSIDEONLY
	States
		{
		Spawn:
		Death:
		Crash:
			NULL A 1
			TNT1 A 0 A_SpawnItem("LargeMassWaterImpact")
			NULL A 0 A_Explode(60,5,0)
			stop
         }
}

Actor HeavyFootSteps: FootStep
{
    Damage 1
    -CLIENTSIDEONLY
	DamageType "Stomp"
	Obituary "%o was trampled by a Mancubus."
	States
		{
		Spawn:
			tnt1 A 2
			NULL A 1 A_Explode(600,10,0)
			stop
        Death:
            tnt1 A 1
			NULL A 1 A_Explode(600,10,0)
            Stop
		Crash:
			tnt1 A 1
			NULL A 1 A_Explode(600,10,0)
			stop
         }	
}


Actor HeavyFootSteps32: FootStep
{
    Damage 1
    -CLIENTSIDEONLY
	DamageType "Stomp"
	Obituary "%o was trampled by a Cyberdemon."
	States
		{
		Spawn:
			tnt1 A 2
			NULL A 1 A_Explode(900,10,0)
			stop
        Death:
            tnt1 A 1
			NULL A 1 A_Explode(900,10,0)
            Stop
		Crash:
			tnt1 A 1
			NULL A 1 A_Explode(900,10,0)
			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:
      NULL A 1
      Stop
   } 
} 


Actor IsPlayer : Inventory
{
inventory.maxamount 1
}

Actor BootsSmearedWithRedBlood : Inventory
{
inventory.maxamount 20
}

Actor BootsSmearedWithBlueBlood : Inventory
{
inventory.maxamount 20
}

Actor BootsSmearedWithGreenBlood : Inventory
{
inventory.maxamount 20
}

Actor GoFatality : Inventory
{
inventory.maxamount 1
}

Actor GoSpecial : Inventory
{
inventory.maxamount 1
}

Actor GotMeatShield : Inventory
{
inventory.maxamount 1
}

Actor Salute1 : Inventory
{
inventory.maxamount 1
}

Actor Salute2 : Inventory
{
inventory.maxamount 1
}

Actor PVPFatality : Inventory
{
inventory.maxamount 1
}


Actor ZombieManFatality : Inventory
{
inventory.maxamount 1
}

Actor ZombieManFatality3 : Inventory
{
inventory.maxamount 1
}

Actor ZombieManFatality4 : Inventory
{
inventory.maxamount 1
}

Actor SKZombieman : Inventory
{
inventory.maxamount 1
}

Actor SKShotgunguy : Inventory
{
inventory.maxamount 1
}

Actor SKChaingunguy: Inventory
{
inventory.maxamount 1
}

Actor SKImp : Inventory
{
inventory.maxamount 1
}

Actor SelectionHack : Inventory
{
inventory.maxamount 1
}


Actor NoPenetration : Inventory
{
inventory.maxamount 1
}

Actor HasImpShield : Inventory
{
inventory.maxamount 1
}

Actor HasZManShield : Inventory
{
inventory.maxamount 1
}

Actor HasSGuyShield : Inventory
{
inventory.maxamount 1
}

Actor SKNazi : Inventory
{
inventory.maxamount 1
}

Actor ZombieManFatality2 : Inventory
{
inventory.maxamount 1
}

Actor ImpFatality : Inventory
{
inventory.maxamount 1
}

Actor ImpFatality2 : Inventory
{
inventory.maxamount 1
}

Actor ImpFatality3 : Inventory
{
inventory.maxamount 1
}

Actor SergeantFatality : Inventory
{
inventory.maxamount 1
}

Actor SergeantFatality2 : Inventory
{
inventory.maxamount 1
}

Actor SergeantFatality3 : Inventory
{
inventory.maxamount 1
}

Actor ComandoFatality : Inventory
{
inventory.maxamount 1
}

Actor ComandoFatality2 : Inventory
{
inventory.maxamount 1
}


Actor LostSoulFatality : Inventory
{
inventory.maxamount 1
}

Actor DemonFatality : Inventory
{
inventory.maxamount 1
}

Actor DemonFatality2 : Inventory
{
inventory.maxamount 1
}

Actor DemonFatality3 : Inventory
{
inventory.maxamount 1
}

Actor CacoDemonFatality : Inventory
{
inventory.maxamount 1
}

Actor CacoDemonFatality2 : Inventory
{
inventory.maxamount 1
}

Actor RevenantFatality : Inventory
{
inventory.maxamount 1
}

Actor RevenantFatality2 : Inventory
{
inventory.maxamount 1
}

Actor PEFatality : Inventory
{
inventory.maxamount 1
}

Actor FatsoFatality : Inventory
{
inventory.maxamount 1
}

Actor BaronFatality : Inventory
{
inventory.maxamount 1
}

Actor ArchVileFatality : Inventory
{
inventory.maxamount 1
}

Actor HKFatality : Inventory
{
inventory.maxamount 1
}

Actor HKFatality2 : Inventory
{
inventory.maxamount 1
}

Actor HKFatality3 : Inventory
{
inventory.maxamount 1
}

Actor ArachnotronFatality : Inventory
{
inventory.maxamount 1
}

Actor ArachnotronFatality2 : Inventory
{
inventory.maxamount 1
}

Actor Taunting : Inventory
{
inventory.maxamount 1
}

Actor Enraged : Inventory
{
inventory.maxamount 1
}

Actor Curbstomp_Marine : Inventory
{
inventory.maxamount 1
}

Actor Fatality_Marine : Inventory
{
inventory.maxamount 1
}

Actor SSGAlt : Inventory
{
inventory.maxamount 1
}

Actor IsJumping : Inventory
{
inventory.maxamount 1
}

Actor IsDown : Inventory
{
inventory.maxamount 1
}


Actor HasBarrel : Inventory
{
inventory.maxamount 1
}

Actor RollLeft : Inventory
{
inventory.maxamount 1
}

Actor RollRight : Inventory
{
inventory.maxamount 1
}



Actor IsCurbstompingZombieman : Inventory
{
inventory.maxamount 1
}

Actor IsCurbstompingSergeant : Inventory
{
inventory.maxamount 1
}

Actor PlayerIsDead : Inventory
{
inventory.maxamount 1
}


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

// ACS Script Constants
const int acsFatality = 312;

ACTOR Doomer : PlayerPawn Replaces DoomPlayer
{
var int user_sghorizontalspread;
var int user_sgverticalspread;
	Speed 1.0
	Health 100
	Radius 16
	Height 56
	//Mass 500
    player.viewheight	44
    player.attackzoffset 16
	//player.attackzoffset 16
    GibHealth 20
	PainChance 255
	+SOLID
	+THRUSPECIES
	+MTHRUSPECIES
	+DONTHURTSPECIES
	+THRUGHOST
	Species "Marines"
    BloodType "Player_Blood"//, "SawBlood"
    damagefactor "Head", 0.0
	damagefactor "FriendBullet", 0.0
    damagefactor "Taunt", 0.0
    damagefactor "KillMe", 0.0
	damagefactor "Shotgun", 0.7
    damagefactor "SSG", 5.0
    damagefactor "Shrapnel", 0.0
    damagefactor "Blood", 0.5
    damagefactor "BlueBlood", 0.5
    damagefactor "GreenBlood", 0.5
    damagefactor "MinorHead", 0.0
    damagefactor "Decaptate", 0.0
	damagefactor "MonsterKnocked", 0.0
	damagefactor "MonsterBullet", 0.33
	damagefactor "MonsterShotgunBullet", 0.33
	damagefactor "MonsterCutless", 0.33
    damagefactor "Trample", 8.0
	damagefactor "Kick", 3.0
	damagefactor "Fatality", 5.0
	damagefactor "CancelTeleportFog", 0.0
	damagefactor "BHFTOnBarrel", 0.0
	damagefactor "GibRemoving", 0.0
	damagefactor "SuperPunch", 5.0
	damagefactor "HelperMarineFatallity", 0.0
	damagefactor "Leg", 0.0
	damagefactor "SpawnMarine", 0.0
	damagefactor "TeleportRemover", 0.0
	DamageFactor "CauseObjectsToSplash", 0.0
	Player.ColorRange 112, 127
	Player.StartItem "Rifle"
	Player.StartItem "BrutalPistol"
	Player.StartItem "Melee_Attacks"
	Player.StartItem "Clip2", 60
	//Player.StartItem "Clip", 30
	Player.StartItem "BDPistolAmmo", 16
	Player.StartItem "RifleAmmo", 31
	Player.StartItem "DoubleRifleAmmo", 31
	Player.StartItem "ShotgunAmmo", 8
	Player.StartItem "PlasmaAmmo", 50
	Player.StartItem "SSGAmmo", 2
	Player.StartItem "RocketRounds", 6
	Player.StartItem "RailgunAmmo", 50
	Player.StartItem "IsPlayer", 1
	Player.StartItem "HandGrenades", 1
	Player.StartItem "GrenadeAmmo", 1
	Player.StartItem "LeftRifleAmmo", 31
	Player.StartItem "JustStartedGame", 1
	Player.StartItem "NeverSelectedShotgun", 1
	//Player.StartItem "TargetIsAMarine", 1
	Player.JumpZ 7.4
	Player.DisplayName "Modern"
	Player.CrouchSprite "PLYC"
	States
	{
	
	
    Spawn:
		MARN A 0
		MARN A 0 A_TakeInventory("PlayerIsDead", 1)
		MARN A 0 A_TakeInventory("IsInvisible", 1)
		NULL A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_Changeflag("NOPAIN", 1)
		MARN A 0 A_TakeInventory("ChainguyguyContinue", 1)
		MARN A 0 A_TakeInventory("HasInfrared", 1)
		MARN A 0 A_TakeInventory("PlayerIsDead", 1)
		MARN D 1
		MARN A 0 ACS_ExecuteAlways(289, 0, 0, 0, 0)//Check if playing in realism mode.
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Disable Camera.
		MARN A 0 ACS_ExecuteAlways(719, 0, 0, 0, 0)//Check if Coop
		MARN D 1
		MARN A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		NULL A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_Changeflag("NOPAIN", 0)
	DM:
		MARN D 0
		MARN D 0 A_ChangeFLag("THRUSPECIES", 0)
		MARN D 0 A_ChangeFLag("MTHRUSPECIES", 0)
		MARN D 0 A_ChangeFLag("DONTHURTSPECIES", 0)
		NULL A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_Changeflag("NOPAIN", 0)
		Goto StandStill
	
	StandStill:	
	    MARN D 0
		
		MARN A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
		
		MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")

		
		MARN A 0 A_JumpIfInventory("FistsSelected", 1, "FistsStand")
		
		MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		
		MARN A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		//MARN A 0 ACS_Execute(620, 0, 0, 0, 0)
		MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN D 0 A_SpawnItemEx("FootStep8", 0, 0, 40, 0, 0)
        MARN D 3
		MARN A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		MARN D 2
		MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		MARN D 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momZ < 0, "IsJumpin")
        MARN D 5
		MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		MARN D 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momZ < 0, "IsJumpin")
        MARN D 5
		MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		MARN D 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momZ < 0, "IsJumpin")
		
		MARN D 0 A_SpawnItemEx("FootStep8", 0, 0, 40, 0, 0)
        MARN E 5
		MARN E 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN E 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL E 0 A_JumpIf (momZ > 0, "IsJumpin")
		NULL E 0 A_JumpIf (momZ < 0, "IsJumpin")
		MARN E 5
		MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_JumpIf (momZ > 0, "IsJumpin")
		NULL A 0 A_JumpIf (momZ < 0, "IsJumpin")
		MARN E 5
        MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_JumpIf (momZ > 0, "IsJumpin")
		NULL A 0 A_JumpIf (momZ < 0, "IsJumpin")
		MARN D 0 A_TakeInventory("UsedStamina", 30)
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Loop
		
	
	See:
		MARN A 0
		MARN A 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		MARN B 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		MARN B 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")
		MARN C 0 A_TakeInventory("ChainguyguyContinue", 1)
		MARN C 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
		MARN B 0 A_JumpIfInventory("FistsSelected", 1, "FistsMove")
		
		MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		
		MARN A 6 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN C 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN B 0 A_JumpIf (momZ < 0, "IsJumpin")
		MARN B 6
		MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN B 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN B 0 A_JumpIf (momZ < 0, "IsJumpin")
		MARN C 6 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MARN C 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN B 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN A 0 A_JumpIf (momZ < 0, "IsJumpin")
		MARN B 6
		MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN B 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN C 0 A_JumpIf (momZ < 0, "IsJumpin")
		MARN C 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Goto StandStill
		
	SeeSmearedWithRedBlood:
		MARN A 0
		TNT1 A 0 A_TakeInventory("BootsSmearedWithRedBlood", 1)
		MARN A 0 A_TakeInventory("ChainguyguyContinue", 1)
		MARN A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
		MARN A 0 A_JumpIfInventory("FistsSelected", 1, "FistsMove")
		
		MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		
		MARN A 6 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MARN A 0 A_SpawnItemEx("RedBloodFootPrintLeft", 0, -7)
		MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN A 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN A 0 A_JumpIf (momZ < 0, "IsJumpin")
		MARN B 6
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN B 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN B 0 A_JumpIf (momZ < 0, "IsJumpin")
		MARN C 6 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MARN A 0 A_SpawnItemEx("RedBloodFootPrintRight", 0, 7)
		MARN C 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN C 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN C 0 A_JumpIf (momZ < 0, "IsJumpin")
		MARN B 6
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN B 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN B 0 A_JumpIf (momZ < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Goto StandStill	
		
		
	SeeSmearedWithBlueBlood:
		MARN A 0
		TNT1 A 0 A_TakeInventory("BootsSmearedWithBlueBlood", 1)
		MARN A 0 A_TakeInventory("ChainguyguyContinue", 1)
		MARN A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
		MARN A 0 A_JumpIfInventory("FistsSelected", 1, "FistsMove")
		
		MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		
		MARN A 6 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MARN A 0 A_SpawnItemEx("BlueBloodFootPrintLeft", 0, -7)
		MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN A 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN A 0 A_JumpIf (momZ < 0, "IsJumpin")
		MARN B 6
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN B 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN B 0 A_JumpIf (momZ < 0, "IsJumpin")
		MARN C 6 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MARN A 0 A_SpawnItemEx("BlueBloodFootPrintRight", 0, 7)
		MARN C 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN C 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN C 0 A_JumpIf (momZ < 0, "IsJumpin")
		MARN B 6
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN B 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN B 0 A_JumpIf (momZ < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Goto StandStill
	
	SeeSmearedWithGreenBlood:
		MARN A 0
		TNT1 A 0 A_TakeInventory("BootsSmearedWithGreenBlood", 1)
		MARN A 0 A_TakeInventory("ChainguyguyContinue", 1)
		MARN A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
		MARN A 0 A_JumpIfInventory("FistsSelected", 1, "FistsMove")
		
		MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		
		MARN A 6 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MARN A 0 A_SpawnItemEx("GreenBloodFootPrintLeft", 0, -7)
		MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN A 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN A 0 A_JumpIf (momZ < 0, "IsJumpin")
		MARN B 6
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN B 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN B 0 A_JumpIf (momZ < 0, "IsJumpin")
		MARN C 6 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MARN A 0 A_SpawnItemEx("GreenBloodFootPrintRight", 0, 7)
		MARN C 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN C 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN C 0 A_JumpIf (momZ < 0, "IsJumpin")
		MARN B 6
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN B 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN B 0 A_JumpIf (momZ < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWounds")
		Goto StandStill
		
		
   IsJumpin:
        MARN A 3
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL A 0 A_JumpIf (momZ > 0, "InAir")
		NULL A 0 A_JumpIf (momZ < 0, "InAir")
		Goto StandStill
		
	InAir:	
	MARJ A 1
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")	
		TNT1 A 0 A_JumpIf (momZ == 0, "Land")
		Loop
	
	Land:
        TNT1 A 0 A_SetPitch(+3.0 + pitch)
		MARN A 0 A_SpawnItem("FootStepStrong")
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MARN AAA 1 A_SetPitch(-1.0 + pitch)
		Goto StandStill
		
		
   Kick:
		NULL A 0 A_TakeInventory("KickHasHit",1)
        NULL A 0 A_JumpIf (momZ > 0, "AirKick")
		NULL A 0 A_JumpIf (momZ < 0, "AirKick")
		NULL A 0 A_TakeInventory("KickHasHit",1)
        PKIK AB 3 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
		PKIK CB 3 A_JumpIfInventory("KickHasHit", 1, "KickHit")
        NULL A 0 A_TakeInventory("Kicking",1)
        Goto StandStill
   RifleKick:
		NULL A 0 A_TakeInventory("KickHasHit",1)
        NULL A 0 A_JumpIf (momZ > 0, "AirKick")
		NULL A 0 A_JumpIf (momZ < 0, "AirKick")
		NULL A 0 A_TakeInventory("KickHasHit",1)
        PKI1 AB 3 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
		PKI1 CB 3 A_JumpIfInventory("KickHasHit", 1, "KickHit")
        NULL A 0 A_TakeInventory("Kicking",1)
        Goto StandStill	
		
	AirKick:
	    AKIK AAAAA 2 A_JumpIfInventory("KickHasHit", 1, "KickHit")
		NULL A 0 A_TakeInventory("Kicking",1)
		Goto StandStill
		
	KickHit:
		TNT1 A 0 A_Stop
		NULL A 0 A_TakeInventory("Kicking",1)
		NULL A 0 A_TakeInventory("KickHasHit",1)
		TNT1 A 0 A_Recoil(3)
		Goto StandStill
	
    Punch:
        PLA1 H 1
		NULL A 0 A_TakeInventory("Punching", 1)
	    NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		PLA1 H 1
		PLA1 E 4
		NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
        
		Goto StandStill
		
	SayOneLiner:
		MARN A 1
		NULL A 0 A_PlaySound("ONELIN", 2)
		NULL A 0 A_TakeInventory("oneliner", 1)
		Goto StandStill
	
	AdvancedTaunt:
		MARN A 1
		NULL A 0 A_PlaySound("TAUNT0", 2)
		NULL A 0 A_TakeInventory("advtaunting", 1)
		Goto StandStill
	
	FistTaunt:
		NULL A 0
		NULL A 0 A_PlaySound("MTAUN", 2)
		NULL A 0 A_TakeInventory("advtaunting", 1)
		Goto StandStill
	
	
	RollRight:
		NULL A 0 A_TakeInventory("RollLeft")
		NULL A 0 A_TakeInventory("RollRight")
		NULL A 0 A_ChangeFlag ("NOPAIN", 1)
	
		NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera//Start Camera
		NULL A 0 ThrustThing(angle*256/360+192,20,0,0)//Thrust Right
		PROL EDCBA 4
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Disable Camera.
		NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		MARN A 4
	
		NULL A 0 A_ChangeFlag ("NOPAIN", 0)
		NULL A 0 A_TakeInventory("RollLeft")
		NULL A 0 A_TakeInventory("RollRight")
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		Goto StandStill
	
	RollLeft:
		NULL A 0 A_TakeInventory("RollLeft")
		NULL A 0 A_TakeInventory("RollRight")
		NULL A 0 A_ChangeFlag ("NOPAIN", 1)
	
		NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera//Start Camera
		NULL A 0 ThrustThing(angle*256/360+64,20,0,0)//Thrust Left
		PROL ABCDE 4
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Disable Camera.
		NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		MARN A 4
	
		NULL A 0 A_ChangeFlag ("NOPAIN", 0)
		NULL A 0 A_TakeInventory("RollLeft")
		NULL A 0 A_TakeInventory("RollRight")
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		
		Goto StandStill	
		
	
	Pump:
	    PLAY ABCD 4
		NULL A 0 A_TakeInventory("Pumping")
		Goto See
	NoMovePump:
	    PLAY B 12
		NULL A 0 A_TakeInventory("Pumping")
		Goto See

    HeavyWounds:
	  	NULL A 0 A_JumpIfHealthLower(2, 2)
		NULL A 0 A_Jump(256, 5)
		NULL AA 0
		NULL A 0 A_Giveinventory("HealthBonus",1)
		NULL AAA 0
		
		MARN A 0 A_JumpIfInventory("FistsSelected", 1, "FistsMove")
		MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        //NULL A 0 A_Giveinventory("Bad",1)
        NULL A 0 A_SpawnItemEx("DripingBloodLeavesSmallPool", 0, 0, 20, 0, 0)
		Goto See
		
	 HeavyWoundsSpawn:
	  	NULL A 0 A_JumpIfHealthLower(2, 2)
		NULL A 0 A_Jump(256, 5)
		NULL AA 0
		NULL A 0 A_Giveinventory("HealthBonus",1)
		NULL AAA 0
        //NULL A 0 A_Giveinventory("Bad",1)
		//NULL A 0 ACS_Execute(532, 0, 0, 0, 0)//blood on screen
        NULL A 0 A_SpawnItemEx("DripingBloodLeavesSmallPool", 0, 0, 20, 0, 0)
		Goto StandStill
		
	FistsStand:
		
		NULL A 0 A_JumpIfInventory("HasImpShield", 1, "SeeImpShield")
		NULL A 0 A_JumpIfInventory("HasZmanShield", 1, "SeeZmanShield")
		NULL A 0 A_JumpIfInventory("HasSguyShield", 1, "SeeSguyShield")
		
		
		
		
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelStand")
		NULL A 0 ACS_Execute(171, 0, 0, 0, 0)
		PLA1 B 5
		
		NULL A 0 A_JumpIfInventory("advtaunting", 1, "FistTaunt")
		NULL 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")
		NULL A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		NULL A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick")
		NULL 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")
		NULL A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		NULL A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick")
		MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		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")
		NULL A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		NULL A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL 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")
		NULL A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		NULL A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick")
		Goto StandStill
		
		
	FistsMove:
		NULL A 0
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker")

		NULL A 0 ACS_Execute(171, 0, 0, 0, 0)
		PLA1 A 5
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldCheckerMoving")
		MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		
		PLA1 B 5 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PLA1 C 5
		NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PLA1 D 5 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
        NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIf (momy == 0, "Spawn")
		NULL A 0 A_JumpIf (momx == 0, "Spawn")
		
		Goto See
		
		
		
	ADSStand:
		MAR2 A 5
		MAR2 A 0 A_JumpIf (momy > 0, "ADSMove")
		MAR2 A 0 A_JumpIf (momx > 0, "ADSMove")
		MAR2 A 0 A_JumpIf (momy < 0, "ADSMove")
		MAR2 A 0 A_JumpIf (momx < 0, "ADSMove")
		MARN D 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momZ < 0, "IsJumpin")
		MAR2 A 0 ACS_Execute(171, 0, 0, 0, 0)
		MAR2 A 5
		MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		MAR2 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		MAR2 A 0 A_JumpIf (momy > 0, "ADSMove")
		MAR2 A 0 A_JumpIf (momx > 0, "ADSMove")
		MAR2 A 0 A_JumpIf (momy < 0, "ADSMove")
		MAR2 A 0 A_JumpIf (momx < 0, "ADSMove")
		MARN D 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momZ < 0, "IsJumpin")
		MAR2 D 5
		MAR2 A 0 A_JumpIf (momy > 0, "ADSMove")
		MAR2 A 0 A_JumpIf (momx > 0, "ADSMove")
		MAR2 A 0 A_JumpIf (momy < 0, "ADSMove")
		MAR2 A 0 A_JumpIf (momx < 0, "ADSMove")
		MARN D 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momZ < 0, "IsJumpin")
		MAR2 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		MAR2 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		MAR2 D 5
		MAR2 A 0 A_JumpIf (momy > 0, "ADSMove")
		MAR2 A 0 A_JumpIf (momx > 0, "ADSMove")
		MAR2 A 0 A_JumpIf (momy < 0, "ADSMove")
		MAR2 A 0 A_JumpIf (momx < 0, "ADSMove")
		MARN D 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momZ < 0, "IsJumpin")
		Goto StandStill

	ADSMove:
		MAR2 A 5 A_JumpIfInventory("Kicking", 1, "Kick")
		MARN D 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momZ < 0, "IsJumpin")
		MAR2 B 5 A_JumpIfInventory("Kicking", 1, "Kick")
		MARN D 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momZ < 0, "IsJumpin")
		MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		MAR2 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		MAR2 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		MAR2 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MAR2 C 5 A_JumpIfInventory("Kicking", 1, "Kick")
		MARN D 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momZ < 0, "IsJumpin")
		MAR2 B 5 A_JumpIfInventory("Kicking", 1, "Kick")
		MARN D 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momZ < 0, "IsJumpin")
		MAR2 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		MAR2 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		MAR2 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MAR2 A 0 A_JumpIf (momy == 0, "Spawn")
		MAR2 A 0 A_JumpIf (momx == 0, "Spawn")
		Goto See
		
		
	 BarrelMove:
	    NULL 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
		
        NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick")
        NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PBAR B 8
        NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick")
        NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		PBAR C 8
        NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick")
        NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PBAR B 8
        NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick")
        NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelMove")
		Goto See
		
	 BarrelStand:
	    NULL A 0 A_TakeInventory("Punching", 1)
		PBAR A 1
		NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick")
		NULL 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 StandStill

	Pain:
        NULL A 0 A_Giveinventory("Bad",1)
        NULL A 0 A_Pain
        NULL A 0 ACS_Execute(577, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(530, 0, 0, 0, 0)
	    NULL A 0 A_JumpIfInventory("FistsSelected", 1, "PainWfist")
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
        NULL A 0 A_PlaySound("PAIN1", 2)
		PLAY G 5
		Goto See
		
	PainWfist:
	    NULL A 0 A_JumpIfInventory("HasImpShield", 1, "SeeImpShield")
		NULL A 0 A_JumpIfInventory("HasZmanShield", 1, "SeeZmanShield")
		NULL A 0 A_JumpIfInventory("HasSguyShield", 1, "SeeSguyShield")
		PLA1 G 5
		NULL A 0 A_PlaySound("PAIN1", 2)
		 
		Goto StandStill
	

    Pain.Blast:
	Pain.ExplosiveImpact:
	Pain.Explosive:
        NULL A 0 ACS_Execute(531, 0, 0, 0, 0)
		TNT1 A 0 ThrustThingZ(0, 20, 1, 0)
		Goto Pain
		
		
	Pain.Bullet:
	Pain.MonsterBullet:
	Pain.MonsterMinigunBullet:
	Pain.MonsterShotgunBullet:
	Pain.SSG:
	Pain.CutLess:
	Pain.MonsterCutLess:
		NULL A 0 A_Jump(255,"PBUL1","PBUL2","PBUL3","PBUL4","PBUL5","PBUL6")
        Goto Pain
        //Scripts 611 to 616 are responsible for making the bullet damage effect on screen
        PBUL1:
        NULL A 0 ACS_Execute(611, 0, 0, 0, 0)
        Goto Pain
        PBUL2:
        NULL A 0 ACS_Execute(612, 0, 0, 0, 0)
        Goto Pain
        PBUL3:
        NULL A 0 ACS_Execute(613, 0, 0, 0, 0)
        Goto Pain
        PBUL4:
        NULL A 0 ACS_Execute(614, 0, 0, 0, 0)
        Goto Pain
        PBUL5:
        NULL A 0 ACS_Execute(615, 0, 0, 0, 0)
        Goto Pain
        PBUL6:
        NULL A 0 ACS_Execute(616, 0, 0, 0, 0)
        Goto Pain



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

	Death:
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
		NULL A 0 A_Jump (160, 3)
        Goto Death.Arm
        NULL AAA 0
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		NULL 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
		NULL A 0 A_SpawnItem ("GrowingBloodPool")
		PLAY N -1
		Stop

    Death.Eat:
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        NULL A 0 A_GiveToTarget("EatMe",1)
		NULL A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
		NULL 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 
		NULL A 0 A_SpawnItem ("GrowingBloodPool")
		PPOD A 0 A_SpawnItemEx("MarineEattenByDemon", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		NULL A -1
        //XPL1 E -1
        Stop

    Death.Cut:
	Death.Saw:
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		
		NULL A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
        NULL A 0 A_CustomMissile ("RipGuts", 50, 0, random (0, 360), 2, random (0, 160))
        NULL A 0 A_CustomMissile ("XDeathHalfMarine", 50, 0, random (0, 360), 2, random (0, 160))
        NULL AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 A 10 A_XScream
        NULL AA 0 A_CustomMissile ("Big_Blood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 B 20 A_NoBlocking
        NULL 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))
        NULL 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))
		NULL A 0 A_SpawnItem ("GrowingBloodPool")
        XPL2 E -1
        Stop

    Death.Slime:
        NULL A 0 A_PlaySound("BIGSCREA")
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 A_Takeinventory("Kicking",1)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        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))
        NULL A 0 A_NoBlocking
        NULL A -1
        Stop

    Death.CutLess:
	Death.MonsterCutless:
         NULL A 0 A_Takeinventory("Kicking",1)
		 MARN A 0 A_GiveInventory("PlayerIsDead", 1)
         NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		 NULL A 0 A_Scream
		 NULL A 0 A_Stop
		 NULL A 0 A_GiveInventory("ChainguyguyContinue", 1)
		 NULL A 0 A_PlaySound("DSFDTHE")
		 PLAY H 5
		 NULL A 0 A_GiveInventory("ChainguyguyContinue", 1)
		 PPOD A 0 A_SpawnItemEx("PlayerChaingunguyVictim", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		 NULL A 200
		 NULL A 0 A_NoBlocking
		 NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		 NULL A -1
		 Stop

    Death.Rip:
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        NULL AAAAAAAAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 A 10 A_XScream
        NULL 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))
        NULL 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))
		NULL A 0 A_SpawnItem ("GrowingBloodPool")
        XPL3 F -1
        Stop

    Death.Explosives:
	XDeath:
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
		NULL A 0 ThrustThingZ(0,60,0,1)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib1", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib2", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib3", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib4", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		NULL A 0 A_CustomMissile ("MuchMeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0) //ACS 580 to 585 is the blood driping on screen
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(584, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(585, 0, 0, 0, 0)
        MHEA A 0 A_XScream
        MHEA B 0 A_NoBlocking
        MHEA CD 0
        //MHEA E -1
		NULL A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (0, 90))
		NULL A 0 A_SpawnItem ("BigBloodSpot")
		NULL AAAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		XDMG E 1
		NULL AAAAAAAAAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
	    NULL AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		XDMG E -1
		Stop

	Death.SuperPunch:
    Death.Blast:
	Death.SSG:
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
	    POSS Q 2 A_FaceTarget
        //NULL A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		NULL AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		NULL A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("SuperGoreSpawner", 22, 0, random (170, 190), 2, random (0, 15))
        XPL2 A 10 A_XScream
        NULL AA 0 A_CustomMissile ("Big_Blood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 B 20 A_NoBlocking
        NULL 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))
        NULL 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))
		NULL A 0 A_SpawnItem ("GrowingBloodPool")
        XPL2 E -1
        Stop

    Death.Rape:
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
		NULL A 0 A_Jump (160, 3)
        Goto Death.Arm
        NULL AAA 0
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		NULL AAAAAAAAAAAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 A 20 A_XScream
		NULL A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
        NULL AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 B 20 A_NoBlocking
        NULL AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 C 20
        NULL AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 D 20
        NULL AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 E 20
        NULL AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 F 20
        NULL AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_SpawnItem ("GrowingBloodPool")
        XPL4 F -1
        Stop
		
		
	Death.Arm:
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		NULL AA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XDeathArm1", 50, 0, random (0, 360), 2, random (0, 160))
		NULL AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_Scream
        XPL5 A 10
		NULL A 0 A_NoBlocking
		NULL 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))
		NULL A 0 A_SpawnItem ("GrowingBloodPool")
        XPL5 E -1
        Stop
		
		
	Death.ExtremePunches:
	Death.ExplosiveImpact:
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		NULL A 0 ThrustThingZ(0,30,0,1)
		NULL AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		NULL AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		NULL AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        NULL AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
	    PPOD A 0 A_SpawnItemEx("BasicMarineGib1", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
        NULL AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_XScream
        XPL6 A 5
		NULL A 0 A_NoBlocking
        XPL6 BCDE 5
        XPL6 F -1
        Stop
		
	Death.GreenFire:
        NULL A 0
        NULL A 0 A_XScream
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 A_NoBlocking
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        NULL AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		
	    NULL A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL 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))
		NULL AAAA 2 BRIGHT A_SpawnItem("GreenFlare",0,43)
        NULL A 1
        NULL A -1
        Stop
		
Death.Plasma: Death.Plasma2:
		NULL A 0
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
		NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		PBR1 A 6 A_Scream
		NULL AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes1", 32, 0, random (0, 360), 2, random (0, 180))
		NULL AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes2", 32, 0, random (0, 360), 2, random (0, 180))
		NULL AAAA 0 A_CustomMissile ("BluePlasmaFireNonStatic", 32, 0, random (0, 360), 2, random (0, 180))
		PBR1 B 6 A_NoBlocking
		PBR1 CDEFGH 6 A_CustomMissile ("Blood", 10, 0, random (0, 360), 2, random (0, 160))
		PBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160))
		PBR1 H -1
		Stop
	
    Death.superplasma:
        NULL A 0
        NULL A 0 A_XScream
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 A_NoBlocking
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        NULL AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL 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))
        NULL A 1
        NULL A -1
        Stop

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



















// FATALITIES




    FatalityZMan:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FTYZ AB 4
		
        NULL A 0  A_PlaySound("grunt/pain")
        FTYZ BC 3
        FTYZ DEF 3
		
		
        NULL A 0 A_PlaySound("BURNZOM", 3)
		
		//The actor ShakeShakeShake makes the screen shake near the player, improving the overal felling of the fatalities
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		FTYZ FG 2
		NULL A 0 A_PlaySound ("misc/xdeath", 1)
		FTYZ FG 2
		NULL A 0 A_PlaySound ("misc/xdeath", 1)
		FTYZ F 2
		
		
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        FTYZ H 4
        NULL AA 0 A_CustomMissile ("FatalityBlood", 50, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
        FTYZ I 4
        NULL AAAA 0 A_CustomMissile ("FatalityBlood", 50, 0, random (0, 360), 2, random (0, 160))
        NULL AA 0 A_CustomMissile ("Brutal_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		 
         
		 NULL A 0 A_PlaySound ("misc/xdeath", 3)
		 
		 NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		 NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		 NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
		 NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
		 NULL AAAAAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 50, 0, random (0, 360), 2, random (50, 130))
		 NULL A 0 A_CustomMissile ("XDeathHalfZombieMan", 60, 0, 270, 2, random (0, 160))
		 NULL A 0 A_CustomMissile ("XDeathHalfZombieManDown", 60, 0, 90, 2, random (0, 160))
         NULL AAAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
         NULL AAAA 0 A_CustomMissile ("XDeath2", 60, 0, random (0, 360), 2, random (0, 160))
         NULL AAAA 0 A_CustomMissile ("XDeath3", 60, 0, random (0, 360), 2, random (0, 160))
         NULL AAAAAAA 0 A_CustomMissile ("Instestin", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
		 FTYZ K 2
         FTYZ L 15
        //////////////////////////////////////////////////////
        //NULL A 0 A_TakeInventory("ZombieManFatality",1)
		 NULL A 0 A_TakeInventory("ZombieManFatality",1)
		 NULL A 0 A_TakeInventory("GoFatality", 1)
		 NULL A 0 A_GiveInventory("HealthBonus",10)
		 MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
         NULL A 0 SetPlayerProperty(0,0,0)
         Goto StandStill


    FatalityZMan2:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FPZ2 AB 4
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
		NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 50, 0, random (0, 360), 2, random (50, 130))
        NULL AAAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AA 0 A_CustomMissile ("XDeath2", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AA 0 A_CustomMissile ("XDeath3", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
        FPZ2 C 10
		NULL A 0 A_PlaySound("imp/melee")
        FPZ2 D 10
		NULL AAAAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (0, 160))
		NULL AAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
		NULL AAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
		FPZ2 EF 3
		NULL A 0 A_PlaySound("grunt/death")
		FPZ2 G 6
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("ZombieManFatality2",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
        //NULL A 0 A_SpawnItem ("DeadZombieManFacingFront")
		NULL A 0 A_SpawnItem ("ZombieManDyingAfterFatality")
		NULL A 0 A_CustomMissile ("Instestin", 30, 0, 0, 2, 0)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill
		
		
	FatalityZMan3:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FPZ3 A 6
		NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		FPZ3 BCDE 3
        XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        NULL A 0 A_PlaySound("grunt/pain", 1)
		FPZ3 FGGGG 2
        
		FPZ3 HHHIIIIIIIIHJJJ 1
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL AA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AA 0 A_CustomMissile ("BloodMistSmall", 5, 0, random (0, 360), 2, random (40, 90))
		TNT1 A 0 A_SpawnItemEx("SplatteredSmall")
		
		FPZ3 KKKLLLLLLKJJJ 1
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL AA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AA 0 A_CustomMissile ("BloodMistSmall", 5, 0, random (0, 360), 2, random (40, 90))
		
        
		FPZ3 MMMNNNNNNNMOOO 1
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL AA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AA 0 A_CustomMissile ("BloodMistSmall", 5, 0, random (0, 360), 2, random (40, 90))
		FPZ3 MMMNNNNNNNMOOO 1
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL AA 0 A_CustomMissile ("XDeath1", 30, 0, random (0, 360), 2, random (0, 160))
       NULL AA 0 A_CustomMissile ("BloodMist", 5, 0, random (0, 360), 2, random (0, 160))
		NULL AAAA 0 A_CustomMissile ("Brains1", 5, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains2", 5, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains3", 5, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains4", 5, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		NULL AAAAAAAA 0 A_CustomMissile ("SmallBrainPiece", 5, 0, random (0, 360), 2, random (0, 160))
		
		
        FPZ3 PPPQQQQQQQPRRR 1
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL A 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        NULL A 0 A_CustomMissile ("BloodMistSmall", 5, 0, random (0, 360), 2, random (40, 90))
		
		FPZ3 PPPQQQQQQPRRR 1
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL A 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        NULL A 0 A_CustomMissile ("BloodMistSmall", 5, 0, random (0, 360), 2, random (40, 90))
		FPZ3 RP 3
		
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("ZombieManFatality3",1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
        NULL A 0 A_SpawnItem ("DeadZombieManFatality3")
		//NULL A 0 A_SpawnItem ("ZombieManDyingAfterFatality")
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill	


FatalityZMan4:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FPZ4 AB 2
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		FPZ4 CDEEE 3
		FPZ4 FGH 2
        
		FPZ4 HHI 2
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("BloodmistSmall", 5, 0, random (0, 360), 2, random (0, 90))
		NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx("SplatteredSmall", 0, 20)
		FPZ4 JJJIH 2
		
		FPZ4 HHI 2
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("BloodmistSmall", 5, 0, random (0, 360), 2, random (0, 90))
		NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ4 JJJIH 2
		
		FPZ4 HHI 2
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("BloodmistSmall", 5, 0, random (0, 360), 2, random (0, 90))
		NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ4 OOOMN 2
		
		
		FPZ4 NNM 2
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("BloodmistSmall", 5, 0, random (0, 360), 2, random (0, 90))
		NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ4 OOOMN 2
		
		FPZ4 NNM 2
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("BloodmistSmall", 5, 0, random (0, 360), 2, random (0, 90))
		NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ4 OOOMN 2
		
		
		
		FPZ4 NNM 2
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("Bloodmist", 5, 0, random (0, 360), 2, random (0, 90))
		
		NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		NULL AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		NULL AAAA 0 A_CustomMissile ("Brains1", 5, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains2", 5, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains3", 5, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains4", 5, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("SplatteredLarge")
		NULL AAAAAAAA 0 A_CustomMissile ("SmallBrainPiece", 5, 0, random (0, 360), 2, random (0, 160))
		FPZ4 P 7
		FPZ4 L 6
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("ZombieManFatality4",1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
        NULL A 0 A_SpawnItem ("DeadZombieManFatality3")
		//NULL A 0 A_SpawnItem ("ZombieManDyingAfterFatality")
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill	

    FatalityImp:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FTYI ABB 4
        FTYI CDEFG 2
        NULL A 0  A_PlaySound("imp/pain")
        NULL A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
        NULL A 0 A_PlaySound("CLAP")
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        FTYI GGGGHHHHHHHHIIJJJJJJJJJJJ 1
        FTYI K 3
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
        NULL A 0 A_SpawnItemEx("FootStep5", 0, 25, 30, 0, 0)
		TNT1 A 0 A_SpawnItem("ImpHeadExplode", 0, 10)
		TNT1 A 0 A_SpawnItemEx("SplatteredSmall", 0, 15)
		FTYI LLLL 1
        FTYI LMNNN 3
		FTYI N 9
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("ImpFatality",1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
		TNT1 A 0 A_GiveInventory("BootsSmearedWithRedBlood", 6)
		NULL A 0 A_CustomMissile ("StompedImp", 1, 0, random (0, 360), 2, random (0, 160))
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)	
        Goto StandStill


    FatalityImp2:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
		NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 50, 0, random (0, 360), 2, random (50, 130))
        NULL AAAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("XDeath2", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("XDeath3", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
		FTBI BC 2
		NULL A 0  A_PlaySound("imp/die")
		FTBI D 25
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
		NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 50, 0, random (0, 360), 2, random (50, 130))
        NULL AAAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("XDeath2", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("XDeath3", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
        FTBI EF 3
		FTBI G 25
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("ImpFatality2",1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
        NULL A 0 A_SpawnItem ("ImpMessyCorpse")
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill


      FatalityImp3:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FTCI AB 2
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		FTCI CDE 2
		FTCI E 6
        
		FTCI FGG 4
		FTCI H 2
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("BloodMistSmall", 2, 0, random (0, 360), 2, random (20, 90))
		NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FTCI I 5
		FTCI H 2
		FTCI G 3
		
		FTCI H 2
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("BloodMistSmall", 2, 0, random (0, 360), 2, random (20, 90))
		NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FTCI I 5
		FTCI H 2
		FTCI G 3
		
		FTCI H 2
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_SpawnItemEx("SplatteredSmall", 0, 15)
		NULL A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("BloodMistSmall", 2, 0, random (0, 360), 2, random (20, 90))
		NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FTCI I 5
		FTCI H 2
		FTCI G 3
		
		FTCI H 2
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("BloodMistSmall", 2, 0, random (0, 360), 2, random (20, 90))
		NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FTCI I 5
		FTCI H 2
		FTCI G 3
		
		FTCI H 2
		
        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_SpawnItem("ImpHeadExplode", 0, 10)
		FTCI L 10
		FTCI J 10
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("ImpFatality3",1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
        NULL A 0 A_SpawnItem ("impfacesorapedomgthisiscruel")
		//NULL A 0 A_SpawnItem ("ZombieManDyingAfterFatality")
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill	


    FatalitySergeant:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FTYS A 6 A_PlaySound("grunt/pain")
        FTYS BC 6
		NULL A 0 A_PlaySound("BURNZOM", 3)

        NULL A 0 A_PlaySound("misc/xdeath")
        FTYS DE 4
		NULL A 0 A_PlaySound("misc/xdeath")
		FTYS DE 3
		NULL A 0 A_PlaySound("misc/xdeath")
		FTYS DEE 2
		
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(583, 0, 0, 0, 0)

		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("misc/xdeath", 3)
		NULL AAAA 0 A_CustomMissile ("XDeath1", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("BloodMist", 30, 0, random (0, 360), 2, random (20, 90))
        FTYS FGHIIPPP 2 A_CustomMissile ("Blood", 1, 0, random (0, 360), 2, random (0, 160))

        FTYS QR 5 
        NULL A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
        FTYS R 15
		TNT1 A 0 A_GiveInventory("ShotgunguyHead", 1)
        ///////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("SergeantFatality",1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
		NULL A 0 A_CustomMissile ("BeheadedSergeantZombie", 1, 0, random (0, 360), 2, random (0, 160))
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
		Goto StandStill

    FatalitySergeant2:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FTYS J 3
        FTYS J 1 A_PlaySound("BURNZOM")
		FTYS JJJJ 3
		FTYS J 1 A_PlaySound("grunt/death")
		FTYS K 4
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
		NULL AAAA 0 A_CustomMissile ("XDeath1", 20, 0, random (0, 360), 2, random (0, 160))
		NULL AA 0 A_CustomMissile ("XDeath2", 20, 0, random (0, 360), 2, random (0, 160))
		NULL AA 0 A_CustomMissile ("XDeath3", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BloodMist", 50, 0, random (0, 360), 2, random (20, 90))
		NULL A 0 A_CustomMissile ("RipSergeant", 0, 0, random (0, 360), 2, random (0, 160))
        FTYS LMNO 3
        FTYS O 10
        ///////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("SergeantFatality2",1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
		NULL A 0 A_SpawnItem ("GrowingBloodPool")
        NULL A 0 A_SpawnItem ("DeadShotgunguy_Half", 1)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill
		
		
	FatalitySergeant3:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FSP3 A 4
		
		FSP3 B 4 A_PlaySound("grunt/pain")
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		FSP3 CDE 2
		FSP3 E 6
		
		FSP3 FG 3
		NULL A 0 A_PlaySound("grunt/death")		
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
		NULL AAAA 0 A_CustomMissile ("XDeath1", 20, 0, random (0, 360), 2, random (0, 160))
		//NULL AA 0 A_CustomMissile ("XDeath2", 20, 0, random (0, 360), 2, random (0, 160))
		//NULL AA 0 A_CustomMissile ("XDeath3", 20, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("BloodMistSmall", 30, 0, random (0, 360), 2, random (20, 90))
		
        FSP3 HIIIIII 3
	   
	   NULL A 0 A_PlaySound("weapons/sg")	
	   XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
		NULL AAAAA 0 A_CustomMissile ("XDeath1", 70, 0, random (0, 360), 2, random (0, 160))
		NULL AA 0 A_CustomMissile ("XDeath2", 70, 0, random (0, 360), 2, random (0, 160))
		NULL AA 0 A_CustomMissile ("XDeath3", 70, 0, random (0, 360), 2, random (0, 160))
		
		TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BloodMist", 80, 0, random (0, 360), 2, random (20, 90))
        NULL A 0 A_CustomMissile ("FlyingImpaledSergeant", 50, 0, random (0, 360), 2, random (70, 110))
		
		
		FSP3 L 3 BRIGHT
		FSP3 K 3
		FSP3 J 10
		///////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("SergeantFatality3",1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill	


    FatalityComando:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        CFTA AAABCDE 2
          NULL A 0 A_PlaySound("grunt/pain")
NULL A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
          NULL A 0 A_PlaySound("CLAP")
        CFTA EFF 7
        CFTA GHIJK 2
          NULL A 0 A_PlaySound("grunt/pain")
NULL A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
NULL A 0 A_CustomMissile ("ShakeShakeShake", 50, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
         CFTA L 7
	    
        CFTA M 15
        CFTA OPQR 4
         NULL A 0 A_PlaySound("grunt/pain")
          NULL A 0 A_PlaySound("grunt/death")
       CFTA R 15
NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
          NULL A 0 A_PlaySound("BURNZOM")
NULL A 0 A_CustomMissile ("ShakeShakeShake", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         NULL AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
        CFTA S 25
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("ComandoFatality",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
        NULL A 0 A_SpawnItemEx("DyingComando", 0, 0, 40, 0, 0)
		NULL A 0 A_CustomMissile ("XDeathChainArm", 40, -15, 0, 2, 0)
		NULL A 0 A_CustomMissile ("XDeathChainArm", 40, 15, 0, 2, 0)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

	    FatalityComando2:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        CFTC A 1
        CFTC A 1 A_PlaySound("BURNZOM")
		CFTC AAAA 5
		CFTC B 1 A_PlaySound("grunt/death")
		CFTC B 6
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
NULL AAAA 0 A_CustomMissile ("XDeath1", 20, 0, random (0, 360), 2, random (0, 160))
NULL AA 0 A_CustomMissile ("XDeath2", 20, 0, random (0, 360), 2, random (0, 160))
NULL AA 0 A_CustomMissile ("XDeath3", 20, 0, random (0, 360), 2, random (0, 160))
NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AA 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XdeathChainArm", 42, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XdeathChainLeg", 42, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XdeathGuts", 42, 0, random (0, 360), 2, random (0, 160))
        CFTC CDEF 4
        CFTC F 15
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("ComandoFatality2",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
        NULL A 0 A_SpawnItemEx("DeadChaingunGuy_Half", 0, 0, 40, 0, 0)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

    FatalityDemon:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FDEM A 4
		NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        FDEM B 4 A_PlaySound("demon/melee")
        FDEM C 8
        FDEM C 1 A_PlaySound("demon/pain")
        FDEM CDCDCD 3
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
		 NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         NULL AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
        FDEM EFGHI 3 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL A 0 A_CustomMissile ("XDeathDemonHead", 32, 0, 90, 2, random (0, 90))
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("DemonFatality",1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
        NULL A 0 A_SpawnItemEx("DyingDemon", 0, 1, 1, 1, 1)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill
		
		FatalityDemon2:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
		FDEM J 2
		NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        FDEM J 5 A_PlaySound("demon/pain")
        FDEM J 9
        FDEM K 7
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
		 NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         NULL AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL A 0 A_CustomMissile ("XDeathStomach", 32, 0, random (0, 360), 2, random (0, 160))
        FDEM LMN 6
		FDEM OO 3
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("DemonFatality2",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
        NULL A 0 A_SpawnItemEx("DeadDemonHalf", 0, 1, 1, 1, 1)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill
		
	FatalityDemon3:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
		FD2M A 2
		NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        FDEM J 0 A_PlaySound("demon/pain")
        FD2M A 10
		
        FD2M B 3
		FD7M B 1
		FD2M C 3
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_PlaySound("demon/pain")
NULL A 0 A_PlaySound("player/cyborg/fist", 1)
NULL A 0 A_SpawnItem("Blood", 0, 20)
		FD7M B 1
		FD2M B 3
		FD2M A 6
		 
		 FD2M B 3
		FD7M B 1
		FD2M C 3
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_PlaySound("demon/pain")
NULL A 0 A_PlaySound("player/cyborg/fist", 1)
NULL A 0 A_SpawnItem("Blood", 0, 20)
		FD7M B 1
		FD2M B 3
		FD2M A 6
		
		 FD2M AD 3
		 XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_PlaySound("demon/pain")
NULL A 0 A_PlaySound("player/cyborg/fist", 1)
NULL A 0 A_SpawnItem("Blood", 0, 5)
		 
		 FD2M E 4
		 FD2M F 15
		 FD2M GHHH 4
		 XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))

NULL AAA 0 A_SpawnItem("Blood", 0, 5)
NULL A 0 A_SpawnItem("MeatDeath", 0, 1)
		 FD2M IJJJJ 5
		 
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("DemonFatality3",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
        NULL A 0 A_SpawnItemEx("DeadDemonStomped", 0, 1, 1, 1, 1)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

    FatalityCacoDemon:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        CACF ABC 4
        CACF D 4 A_PlaySound("misc/xdeath4")
        CACF E 4 A_PlaySound("demon/pain")
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        NULL AAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 45, 0, random (0, 180), 2, random (0, 180))
       NULL AAAAAAAAAAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 45, 0, random (0, 360), 2, random (0, 360))
        NULL AAA 0 A_CustomMissile ("Blue_Blood", 45, 0, random (0, 360), 2, random (0, 160))
        CACF EFGHII 4 A_CustomMissile ("Blue_Blood", 45, 0, random (0, 360), 2, random (0, 160))
        CACF J 4 A_PlaySound("misc/xdeath2")
        CACF KLMMM 4 A_CustomMissile ("Blue_Blood", 15, 0, random (0, 360), 2, random (0, 160))
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("CacoDemonFatality",1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
        NULL A 0 A_SpawnItemEx("DeadCacoDemon", 0, 1, 1, 1, 1)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill
		
		
		FatalityCacoDemon2:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        CA2F AB 4
		NULL A 0 A_PlaySound("demon/pain")
        CA2F BCDEE 4
        CA2F F 2
		NULL A 0 A_PlaySound("demon/pain")
        XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		CA2F F 4
		NULL A 0 A_PlaySound("misc/xdeath2")
		CA2F FFFF 2 A_CustomMissile ("Blue_Blood", 25, 0, random (0, 180), 2, random (0, 180))
		NULL AAAAA 0 A_CustomMissile ("CacoXDeath7", 25, 0, random (0, 360), 2, random (0, 160))
        CA2F GH 4
		NULL A 0 A_CustomMissile ("RipCaco", 35, 0, random (0, 360), 2, random (0, 160))
		CA2F I 20
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("CacoDemonFatality2",1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
        NULL A 0 A_SpawnItem ("DeadHalfCacoDemon", 1)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill


    FatalityRevenant:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FREV ABABAB 3
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		 NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         NULL AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
        FREV C 4 A_PlaySound("skeleton/pain")
        FREV D 4
        FREV EFGHIJJJKL 4
        FREV M 5 A_PlaySound("skeleton/sight")
        FREV M 10
        FREV N 2
        FREV O 2

XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		 NULL AA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL AAA 0 A_CustomMissile ("XDeath2", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL AAA 0 A_CustomMissile ("XDeath3", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL A 0 A_CustomMissile ("XDeathRevenantHeadKicked2", 40, 0, 0, 2, 0)
NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
NULL A 0 ACS_Execute(583, 0, 0, 0, 0)

        FREV PQR 2
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("RevenantFatality",1)
		NULL A 0 A_GiveInventory("HealthBonus",15)
        NULL A 0 A_SpawnItemEx("DyingRevenant", 0, 35, 35, 1, 1)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill


    FatalityRevenant2:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FRE2 A 5
		FRE2 A 5 A_PlaySound("skeleton/pain")
		FRE2 A 5
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		 NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         NULL AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		 NULL AA 0 A_CustomMissile ("XDeath2", 40, 0, random (0, 360), 2, random (0, 160))
		 NULL AA 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
         NULL AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
        FRE2 BCDEFGGGGG 6 
		
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("RevenantFatality2",1)
		NULL A 0 A_GiveInventory("HealthBonus",15)
        NULL A 0 A_SpawnItem("VeryFuckedUpRevenant")
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill







    FatalityFatso:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        FATF A 6
NULL A 0 ACS_Execute(585, 0, 0, 0, 0)
        NULL A 0 A_CustomMissile ("Blood", 45, 0, random (0, 360), 2, random (0, 160))
        NULL AAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail", 45, 0, random (0, 180), 2, random (0, 180))
        FATF A 6 A_PlaySound("misc/xdeath4")
		NULL 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))
		 NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         NULL AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
NULL A 0 ACS_Execute(583, 0, 0, 0, 0)

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

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("FatsoFatality",1)
		NULL A 0 A_GiveInventory("HealthBonus",15)
        NULL A 0 A_SpawnItemEx("FatalizedFatso", 0, 1, 1, 1, 1)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill


    FatalityBaron:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        BHF1 AAABCDEF 2
        BHF1 G 3 A_PlaySound("weapons/gswing")
        BHF1 HIJKLLLMN 2
        BHF1 O 3 A_PlaySound("demon/pain")
        NULL AAAAAAA 0 A_CustomMissile ("Blood", 35, 0, random (0, 180), 2, random (0, 180))
        NULL A 0 A_PlaySound("misc/xdeath4")
        BHF1 PQR 3 A_CustomMissile ("Blood", 35, 0, random (0, 360), 2, random (0, 160))

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

        BHF1 STUV 3 A_CustomMissile ("Blood", 35, 0, random (0, 360), 2, random (0, 160))


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

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


        BHF1 WXYZZZZZZZZZZZZZZ 3

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("BaronFatality",1)
		NULL AAAA 0 A_GiveInventory("Medikit",1)
        NULL A 0 A_SpawnItemEx("DeadBaronNoHead", 0, 1, 1, 1, 1)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill





    FatalityHK:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        HKF1 A 1
		NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		HKF1 AB 6
		NULL A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
        HKF1 C 6 A_PlaySound("PSXDPN")
		NULL AAA 0 A_CustomMissile ("Blood", 45, 0, random (0, 360), 2, random (0, 160))
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		HKF1 C 5
		NULL A 0 A_PlaySound("imp/melee")
		HKF1 C 5
        NULL 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))
NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
		NULL AAAAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (0, 160))
		 NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         NULL AAAAAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAAAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAAAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))


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

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("HKFatality",1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
        NULL A 0 A_SpawnItemEx("RapedHK", 0, 1, 1, 1, 1)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill
		
		
		
	FatalityHK3:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        NULL A 0 A_PlaySound("weapons/gswing", 1)
		NULL A 0 A_PlaySound("PSXDPN")
		HKF3 A 1
		NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		HKF3 ABC 6
		NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		NULL A 0 SetPlayerProperty(0,1,0)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("PSXDPN", 2)
		HKF3 D 15
         NULL A 0 A_PlaySound("knight/death")

NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
		 NULL AAAAAAA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
         NULL AA 0 A_CustomMissile ("Blood", 50, 0, random (0, 360), 2, random (0, 160))
         NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL 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))
		
		NULL A 0 A_PlaySound("PSXDPN")
		HKF3 H 15
         
NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
NULL A 0 ACS_Execute(583, 0, 0, 0, 0)

		 NULL AAAAAAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
         NULL AA 0 A_CustomMissile ("Blood", 60, 0, random (0, 360), 2, random (0, 160))
         NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
		 NULL A 0 A_CustomMissile ("XDeathHellKnightHead", 40, 0, 270, 2, random (0, 20))
		 HKF3 I 20
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("HKFatality3",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
        NULL A 0 A_SpawnItemEx("NoArmNoHeadFatalizedHK", 0, 1, 1, 1, 1)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill


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

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

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

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

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("HKFatality2",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
        NULL A 0 A_SpawnItemEx("OmgSoDeadHK", 0, 1, 1, 1, 1)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill



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

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("ArachnotronFatality",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",20)
        NULL A 0 A_SpawnItemEx("RapedArachnotron", 0, 1, 1, 1, 1)
		//NULL A 0 A_CustomMissile ("SpiderLeg", 30, 0, 0, 2, 0)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill
		
		
		FatalityArachnotron2:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
		ARF2 A 6
		NULL A 0 A_PlaySound("grunt/pain")
		ARF2 B 3
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        ARF2 BIBIBI 2
		NULL A 0 A_PlaySound("baby/death")
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
		NULL AAAAA 0 A_CustomMissile ("Instestin2", 14, 0, random (0, 360), 2, random (0, 160))
		 NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         NULL AAAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAAAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAAAAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		
		ARF2 CDE 3
        NULL A 0 A_CustomMissile ("XDeathArachnotronHead", 50, 0, random (0, 360), 2, random (40, 130))
		//////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("ArachnotronFatality2",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",20)
        NULL A 0 A_SpawnItemEx("NoLegsSpider", 0, 1, 1, 1, 1)
		//NULL A 0 A_CustomMissile ("SpiderLeg", 30, 0, 0, 2, 0)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill
		
		
		
		FatalityArchVile:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        AVF1 A 1
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        AVF1 A 1 A_PlaySound("vile/pain")
        AVF1 A 20

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

        AVF1 A 1 A_PlaySound("vile/Death")
        AVF1 BCDEEEFGHHH 5 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
		AVF1 IJKLM 2
		NULL AAAA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 20, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
NULL A 0 A_PlaySound("CLAP")
NULL A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		AVF1 N 30
		AVF1 OPQQR 3
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		 NULL AA 0 A_CustomMissile ("XDeath1", 20, 0, random (0, 360), 2, random (0, 160))
		 NULL AAA 0 A_CustomMissile ("XDeath2", 20, 0, random (0, 360), 2, random (0, 160))
		 NULL AAA 0 A_CustomMissile ("XDeath3", 20, 0, random (0, 360), 2, random (0, 160))
		 NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
		AVF1 STUUUUVVVV 2
		NULL A 0 A_PlaySound("TAUNT")
		AVF1 V 10
		AVF1 WXWX 10
		AVF1 V 10
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("ArchVileFatality",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",20)
        NULL A 0 A_SpawnItem("FatalizedArchvile1")
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill


FatalityPE:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        PA1F A 3
		FATF E 0 A_PlaySound("demon/pain")
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		PA1F A 9
		
        NULL A 0 ACS_Execute(585, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
		
        NULL AAAAAA 0 A_CustomMissile ("Blood", 55, 0, random (0, 180), 2, random (0, 180))
        NULL AA 0 A_CustomMissile ("XDeath1", 55, 0, random (0, 360), 2, random (0, 160))
        NULL A 0 A_PlaySound("demon/pain")
		
		PA1F BCDEEEEEFGHI 3
		
		NULL A 0 A_PlaySound("demon/pain")
        
		PA1F JKKKK 3
		
		PA1F L 4
		NULL AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
		NULL AAA 0 A_CustomMissile ("MuchBlood", 90, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(585, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		
		  PA1F MNNNNNNN 3
		  
		  
		  PA1F OPQR 3
		  
		NULL AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
		NULL AAA 0 A_CustomMissile ("MuchBlood", 90, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(585, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		  
		  PA1F RQPQR 3
		  
		  
		  NULL AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
		NULL AAA 0 A_CustomMissile ("MuchBlood", 90, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(585, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		
		PA1F RQPQR 3
		  
		  
		  NULL AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
		NULL AAA 0 A_CustomMissile ("MuchBlood", 90, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(585, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		
		PA1F RQPQR 3
		  
		  
		  NULL AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
        NULL AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
		NULL AAA 0 A_CustomMissile ("MuchBlood", 90, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_Execute(585, 0, 0, 0, 0)
		NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		
		
		PA1F S 30
		PA1F STSTST 6 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
		PA1F S 9
		
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("PEFatality",1)
		NULL A 0 A_GiveInventory("HealthBonus",15)
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_SpawnItemEx("FatalizedPE", 0, 1, 1, 1, 1)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill







    CurbstompZombieman:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        01CB A 3
		NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 A_PlaySound("grunt/death")
		01CB BCCCC 3 SetPlayerProperty(0,1,0)
		NULL A 0 A_PlaySound("misc/xdeath1")
		01CB D 3
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
        TNT1 A 0 A_SpawnItemEx("ZombiemanHeadExplode", 0, 20)
		TNT1 A 0 A_SpawnItemEx("GrowingBloodPool", 0, 20)
          01CB E 20
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("IsCurbstompingZombieman",1)
		NULL A 0 A_GiveInventory("HealthBonus",10)
		TNT1 A 0 A_GiveInventory("BootsSmearedWithRedBlood", 6)
		 NULL A 0 A_CustomMissile ("StompedZombieman", 1, 0, random (0, 360), 2, random (0, 160))
        NULL A 0 A_TakeInventory("GoFatality", 1)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
		NULL A 0 SetPlayerProperty(0,0,0)	
        Goto StandStill
		
		
		
		CurbstompSergeant:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        
		NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        02CB A 3
		NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 A_PlaySound("grunt/death")
		02CB BCCCC 3 SetPlayerProperty(0,1,0)
		NULL A 0 A_PlaySound("misc/xdeath1")
		02CB D 3
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
        TNT1 A 0 A_SpawnItemEx("ShotgunguyHeadExplode", 0, 20)
		TNT1 A 0 A_SpawnItemEx("GrowingBloodPool", 0, 20)
          02CB E 20
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("IsCurbstompingSergeant",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("HealthBonus",5)
		TNT1 A 0 A_GiveInventory("BootsSmearedWithRedBlood", 6)
		 NULL A 0 A_CustomMissile ("StompedSergeant", 1, 0, random (0, 360), 2, random (0, 160))
		 MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)	
        Goto StandStill



























    Death.Fatality:
        NULL A 0 A_NoBlocking
		NULL A 0 A_Scream
		NULL A 0 A_GiveToTarget("GoFatality", 1)
        NULL A 0 A_GiveToTarget("PVPFatality", 1)
		NULL A 1
		NULL A -1
        Stop
    FatalityPVP:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
        PVPF ABB 10
        PVPF C 4
		PVPF D 4
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		PVPF E 4
         NULL A 0 A_CustomMissile ("MeatDeath", 50, 0, random (0, 360), 2, random (0, 160))        
		 PPOD A 0 A_SpawnItemEx("BasicMarineGib1", 0, 0, 50)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib2", 0, 0, 50)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib3", 0, 0, 50)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib4", 0, 0, 50)
		NULL AA 0 A_CustomMissile ("XDeathArm1", 42, 0, random (0, 360), 2, random (0, 90))
		 PVPF EFGGGG 4
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("PVPFatality",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_GiveInventory("Megasphere",1)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill






// STEALTH KILLS


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

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("SKZombieMan",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
        NULL A 0 A_SpawnItemEx("DeadZombieMan", 35, 0, 40, 0, 0)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill


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

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("SKShotgunGuy",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
        NULL A 0 A_SpawnItemEx("DeadShotgunGuy", 35, 0, 40, 0, 0)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill
		
    StealthKillChaingunGuy:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
SFCG A 8
SFCG B 8
NULL A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
SFCG C 16

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("SKChaingunGuy",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
        NULL A 0 A_SpawnItemEx("DeadChaingunGuy_KilledByMinorHead", 35, 0, 40, 0, 0)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill
		
		
    StealthKillImp:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
SFIM A 8
SFIM B 8
NULL A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
SFIM C 16
SFIM D 16

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("SKImp",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
        NULL A 0 A_SpawnItemEx("DeadImp", 35, 0, 40, 0, 0)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill
		
		
    StealthKillNazi:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
        NULL A 0 ACS_Execute(acsFatality, 0)
        //////////////////////////////////////////////////////
SFNZ A 8
SFNZ B 8
NULL A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
SFNZ C 16

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("SKNAzi",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
        NULL A 0 A_SpawnItemEx("DeadNazi", 35, 0, 40, 0, 0)
		MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill







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






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

//Imp:
    Death.ImpFatalityMarine:
		NULL A 1 A_PlayerScream
		NULL A 1 A_NoBlocking
        NULL A 0 A_GiveToTarget("Fatality_Marine",1)
		NULL A 500
		NULL 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:
	    NULL A 0 A_TakeInventory("BloodSplasherz", 1)
        NULL A 0 A_Giveinventory("BloodOnVisor",1)
        //NULL A 0 A_Giveinventory("GiveHealth",1)
		NULL A 0 A_GiveInventory("MeatAmmo", 1)
  NULL A 0 A_Jump(255,"Bled1","Bled2","Bled3","Bled4","Bled5","Bled6")
  Goto Bled1

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

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

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

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




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

    Salutes2:
		NULL A 0
		NULL A 0 A_PlaySound ("DSSALUTE")
        MWAV IJK 4
		MWAV LMNNML 3
		MWAV LMNNML 3
		MWAV LMNNML 3
		MWAV KJI 4
		NULL A 0 A_TakeInventory("Salute2",1)
        Goto StandStill
		
		
		
	//Special Checkers
		
		
		SpecialChecker:
        NULL A 1
        NULL A 0 A_TakeInventory("GoSpecial", 1)
        NULL A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		NULL A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIfInventory("Salute1", 1, "Salutes1")
		NULL A 0 A_JumpIfInventory("Salute2", 1, "Salutes2")
		NULL A 0 A_JumpIfInventory("advtaunting", 1, "AdvancedTaunt")
		NULL A 0 A_JumpIfInventory("oneliner", 1, "SayOneLiner")
		NULL A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelStand")
        NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("Kicking", 1, "RifleKick")
		NULL A 0 A_JumpIfInventory("Pumping", 1, "NoMovePump")
        NULL A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
        NULL A 0 A_TakeInventory("GoSpecial", 1)
        Goto StandStill  
		

        SpecialCheckerMoving:
        NULL A 1
        NULL A 0 A_TakeInventory("GoSpecial", 1)
		NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker")
        NULL A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		NULL A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIfInventory("Salute1", 1, "Salutes1")
		NULL A 0 A_JumpIfInventory("Salute2", 1, "Salutes2")
		NULL A 0 A_JumpIfInventory("advtaunting", 1, "AdvancedTaunt")
		NULL A 0 A_JumpIfInventory("oneliner", 1, "SayOneLiner")
		NULL A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelMove")
        NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("Kicking", 1, "RifleKick")
		NULL A 0 A_JumpIfInventory("Pumping", 1, "Pump")
        NULL A 0 A_JumpIfInventory("ADSMode", 1, "ADSMove")
        NULL A 0 A_JumpIfInventory("HasImpShield", 1, "SeeImpShield")
		NULL A 0 A_JumpIfInventory("HasZmanShield", 1, "SeeZmanShield")
		NULL A 0 A_JumpIfInventory("HasSguyShield", 1, "SeeSguyShield") 
                NULL A 0 A_TakeInventory("GoSpecial", 1)
                Goto See    
  
        FatalityChecker:
		NULL A 0
		NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		
		NULL A 0 A_JumpIfInventory("PVPFatality", 1, "FatalityPVP")
        NULL A 0 A_JumpIfInventory("IsCurbstompingZombieman", 1, "CurbstompZombieman")
	    NULL A 0 A_JumpIfInventory("IsCurbstompingSergeant", 1, "CurbstompSergeant")        
        NULL A 0 A_JumpIfInventory("SKZombieman", 1, "StealthKilLZombieMan")
	    NULL A 0 A_JumpIfInventory("SKShotgunGuy", 1, "StealthKilLShotgunGuy")
	    NULL A 0 A_JumpIfInventory("SKImp", 1, "StealthKilLImp")
	    NULL A 0 A_JumpIfInventory("SKNazi", 1, "StealthKilLNazi")
	    NULL A 0 A_JumpIfInventory("SKChaingunguy", 1, "StealthKilLChaingunguy")
        NULL A 0 A_JumpIfInventory("ImpFatality", 1, "FatalityImp")
        NULL A 0 A_JumpIfInventory("ImpFatality2", 1, "FatalityImp2")
		NULL A 0 A_JumpIfInventory("ImpFatality3", 1, "FatalityImp3")
        NULL A 0 A_JumpIfInventory("ZombieManFatality", 1, "FatalityZMan")
	    NULL A 0 A_JumpIfInventory("ZombieManFatality2", 1, "FatalityZMan2")
	    NULL A 0 A_JumpIfInventory("ZombieManFatality3", 1, "FatalityZMan3")
		NULL A 0 A_JumpIfInventory("ZombieManFatality4", 1, "FatalityZMan4")
        NULL A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
        NULL A 0 A_JumpIfInventory("SergeantFatality2", 1, "FatalitySergeant2")
		NULL A 0 A_JumpIfInventory("SergeantFatality3", 1, "FatalitySergeant3")
        NULL A 0 A_JumpIfInventory("ComandoFatality", 1, "FatalityComando")
	    NULL A 0 A_JumpIfInventory("ComandoFatality2", 1, "FatalityComando2")
        NULL A 0 A_JumpIfInventory("DemonFatality", 1, "FatalityDemon")
	    NULL A 0 A_JumpIfInventory("DemonFatality2", 1, "FatalityDemon2")
	    NULL A 0 A_JumpIfInventory("DemonFatality3", 1, "FatalityDemon3")
        NULL A 0 A_JumpIfInventory("CacoDemonFatality", 1, "FatalityCacoDemon")
	    NULL A 0 A_JumpIfInventory("CacoDemonFatality2", 1, "FatalityCacoDemon2")
        NULL A 0 A_JumpIfInventory("RevenantFatality", 1, "FatalityRevenant")
        NULL A 0 A_JumpIfInventory("RevenantFatality2", 1, "FatalityRevenant2")
		NULL A 0 A_JumpIfInventory("FatsoFatality", 1, "FatalityFatso")
        NULL A 0 A_JumpIfInventory("BaronFatality", 1, "FatalityBaron")
	    NULL A 0 A_JumpIfInventory("HKFatality", 1, "FatalityHK")
	    NULL A 0 A_JumpIfInventory("HKFatality2", 1, "FatalityHK2")
	    NULL A 0 A_JumpIfInventory("HKFatality3", 1, "FatalityHK3")
	    NULL A 0 A_JumpIfInventory("ArachnotronFatality", 1, "FatalityArachnotron")
		NULL A 0 A_JumpIfInventory("ArachnotronFatality2", 1, "FatalityArachnotron2")
	    NULL A 0 A_JumpIfInventory("ArchVileFatality", 1, "FatalityArchVile")
	    NULL A 0 A_JumpIfInventory("PEFatality", 1, "FatalityPE")
        NULL A 0 A_TakeInventory("GoFatality", 1)
		Goto See	
		
		
		
		MeatShieldChecker:
        NULL A 1
        //NULL A 0 A_TakeInventory("GotMeatShield", 1)
		NULL A 0 A_TakeInventory("GoSpecial", 1)
        NULL A 0 A_JumpIfInventory("HasImpShield", 1, "GotImpShield")
		NULL A 0 A_JumpIfInventory("HasZmanShield", 1, "GotZmanShield")
		NULL A 0 A_JumpIfInventory("HasSguyShield", 1, "GotSguyShield")
        NULL A 0 A_TakeInventory("GoSpecial", 1)
        Goto See 
		
		MeatShieldCheckerMoving:
        NULL A 1
        //NULL A 0 A_TakeInventory("GotMeatShield", 1)
		NULL A 0 A_TakeInventory("GoSpecial", 1)
        NULL A 0 A_JumpIfInventory("HasImpShield", 1, "GotImpShield")
		NULL A 0 A_JumpIfInventory("HasZmanShield", 1, "GotZmanShield")
		NULL A 0 A_JumpIfInventory("HasSguyShield", 1, "GotSguyShield")
        NULL A 0 A_TakeInventory("GoSpecial", 1)
        Goto StandStill 
		
		SpawnFriends: //This spawn any friendly marines that survived on the previous level
		NULL A 0 A_TakeInventory("CheckMarines", 1)
		PLAY A 2
		NULL A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_Changeflag("NOPAIN", 0)
		//NULL A 0 Thing_ChangeTID (0, 567)
		NULL A 0 A_JumpIfInventory("NumberOfAllies", 1, "SummonMarines")
		SpawnFriends2:
		NULL A 0 A_JumpIfInventory("NumberOfAlliesMinigun", 1, "SummonMinigunners")
		Goto StandStill
		SpawnFriends3:
		NULL A 0 A_JumpIfInventory("NumberOfAlliesShotgun", 1, "SummonShotgunners")
		Goto StandStill
		SpawnFriends4:
		NULL A 0 A_JumpIfInventory("NumberOfAlliesPlasmagun", 1, "SummonPlasmagunners")
		Goto StandStill
		SpawnFriends5:
		NULL A 0 A_JumpIfInventory("NumberOfAlliesRocket", 1, "SummonRocketgunners")
		Goto StandStill
		SpawnFriends6:
		NULL A 0 A_JumpIfInventory("NumberOfAlliesBFG", 1, "SummonBFGgunners")
		Goto StandStill
		
		SummonMarines:
		PLAY A 2 A_SpawnItem("Marine1PathfinderNew", 50)
		NULL A 0 A_TakeInventory("NumberOfAllies", 1)
		NULL A 0 A_GiveInventory("MarinesDispenser", 1)
		NULL A 0 A_JumpIfInventory("NumberOfAllies", 1, "SummonMarines")
		Goto RecalculateMarines
		
		RecalculateMarines:
		PLAY A 2 A_TakeInventory("MarinesDispenser", 1)
		NULL A 0 A_GiveInventory("NumberOfAllies", 1)
		NULL A 0 A_JumpIfInventory("MarinesDispenser", 1, "RecalculateMarines")
		Goto SpawnFriends2
		
		
		SummonMinigunners:
		PLAY A 2 A_SpawnItem("Marine_Minigun1PathfinderNew", 50)
		NULL A 0 A_TakeInventory("NumberOfAlliesMinigun", 1)
		NULL A 0 A_GiveInventory("MarinesMinigunDispenser", 1)
		NULL A 0 A_JumpIfInventory("NumberOfAlliesMinigun", 1, "SummonMinigunners")
		Goto RecalculateMinigunners
		
		RecalculateMinigunners:
		PLAY A 2 A_TakeInventory("MarinesMinigunDispenser", 1)
		NULL A 0 A_GiveInventory("NumberOfAlliesMinigun", 1)
		NULL A 0 A_JumpIfInventory("MarinesMinigunDispenser", 1, "RecalculateMinigunners")
		Goto SpawnFriends3
		
		SummonShotgunners:
		PLAY A 2 A_SpawnItem("Marine_Shotgun1PathfinderNew", 50)
		NULL A 0 A_TakeInventory("NumberOfAlliesShotgun", 1)
		NULL A 0 A_GiveInventory("MarinesShotgunDispenser", 1)
		NULL A 0 A_JumpIfInventory("NumberOfAlliesShotgun", 1, "SummonShotgunners")
		Goto RecalculateShotgunners
		
		RecalculateShotgunners:
		PLAY A 2 A_TakeInventory("MarinesShotgunDispenser", 1)
		NULL A 0 A_GiveInventory("NumberOfAlliesShotgun", 1)
		NULL A 0 A_JumpIfInventory("MarinesShotgunDispenser", 1, "RecalculateShotgunners")
		Goto SpawnFriends4
		
		SummonPlasmaGunners:
		PLAY A 2 A_SpawnItem("Marine_PlasmaGun1PathfinderNew", 50)
		NULL A 0 A_TakeInventory("NumberOfAlliesPlasmaGun", 1)
		NULL A 0 A_GiveInventory("MarinesPlasmaGunDispenser", 1)
		NULL A 0 A_JumpIfInventory("NumberOfAlliesPlasmaGun", 1, "SummonPlasmaGunners")
		Goto RecalculatePlasmaGunners
		
		RecalculatePlasmaGunners:
		PLAY A 2 A_TakeInventory("MarinesPlasmaGunDispenser", 1)
		NULL A 0 A_GiveInventory("NumberOfAlliesPlasmaGun", 1)
		NULL A 0 A_JumpIfInventory("MarinesPlasmaGunDispenser", 1, "RecalculatePlasmaGunners")
		Goto SpawnFriends5
		
		SummonRocketGunners:
		PLAY A 2 A_SpawnItem("Marine_Rocket1PathfinderNew", 50)
		NULL A 0 A_TakeInventory("NumberOfAlliesRocket", 1)
		NULL A 0 A_GiveInventory("MarinesRocketDispenser", 1)
		NULL A 0 A_JumpIfInventory("NumberOfAlliesRocket", 1, "SummonRocketGunners")
		Goto RecalculateRocketGunners
		
		RecalculateRocketGunners:
		PLAY A 2 A_TakeInventory("MarinesRocketDispenser", 1)
		NULL A 0 A_GiveInventory("NumberOfAlliesRocket", 1)
		NULL A 0 A_JumpIfInventory("MarinesRocketDispenser", 1, "RecalculateBFGGunners")
		Goto SpawnFriends6
		
		SummonBFGGunners:
		PLAY A 2 A_SpawnItem("Marine_BFG1PathfinderNew", 50)
		NULL A 0 A_TakeInventory("NumberOfAlliesBFG", 1)
		NULL A 0 A_GiveInventory("MarinesBFGDispenser", 1)
		NULL A 0 A_JumpIfInventory("NumberOfAlliesBFG", 1, "SummonBFGGunners")
		Goto RecalculateBFGGunners
		
		RecalculateBFGGunners:
		PLAY A 2 A_TakeInventory("MarinesBFGDispenser", 1)
		NULL A 0 A_GiveInventory("NumberOfAlliesBFG", 1)
		NULL A 0 A_JumpIfInventory("MarinesBFGDispenser", 1, "RecalculateBFGGunners")
		Goto StandStill
		 
	}
}

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

actor Player_Blood : Brutal_Blood
 {
 states
 {
  Spawn:
        //NULL AAAAA 0 A_CustomMissile ("BloodTr2", 7, 0, random (0, 360), 2, random (0, 180))
        //NULL AAAAAAAAAAA 0 A_CustomMissile ("BloodTr2", 0, 0, random (0, 180), 2, random (0, 180))
		NULL AAAAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
	    NULL A 0 A_JumpIf(waterlevel > 1, "Splash")
        NULL A 0 A_CustomMissile ("CeilBloodLauncher", -1, 0, random (0, 360), 2, random (50, 130))
  	    NULL A 0 A_CustomMissile ("Brutal_FlyingBlood", 7, 0, random (0, 360), 2, random (0, 160))
		//NULL AA 0 A_CustomMissile ("WallRedBlood", 0, 0, random (0, 360), 2, random (0, 160))
        BLOD BCD 0
        stop
	Splash:
        BLOD A 0
		NULL AAA 0 A_CustomMissile ("Underblood1", 7, 0, random (0, 360), 2, random (30, 150))
        stop
	
 }
}


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

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


Actor ChainguyguyContinue : Inventory
{
inventory.maxamount 1
}


Actor ComeEatMeDemon : Inventory
{
inventory.maxamount 1
}





actor MarineEattenByDemon: CurbstompedMarine
{
Health 100
Height 16
Radius 8
MONSTER
-GHOST
+THRUACTORS
+FRIENDLY
    States
	
    {
    Spawn:
NULL A 0
NULL A 0 A_CHangeFlag("THRUACTORS", 0)
NULL A 0 A_GiveInventory("ComeEatMeDemon")
NULL A 0 A_SpawnItem ("GrowingBloodPool")
XPL1 EEE 6 A_SpawnItem("KillMe")	
XPL1 E -1
       Loop    }}
	   
	   