Actor RunDust
{
	+NOINTERACTION
	+NOGRAVITY
	+CLIENTSIDEONLY
	+DONTSPLASH
	Scale 0.3
	States
		{
		Spawn:
			DUST A 4
			DUST A 1 A_SpawnItemEx("RunDust1", 0, 0, 0, 0, 0, 0, 0, 0, 0)
			DUST AAAAAAAAAAAA 1 A_FadeOut(0.1)
			stop
		}
}

Actor RunDust1 : RunDust
{
	Scale 0.2
	States
		{
		Spawn:
			DUST A 4
			DUST A 1 A_SpawnItemEx("RunDust2", 0, 0, 0, 0, 0, 0, 0, 0, 0)
			DUST AAAAAAAAAAA 1 A_FadeOut(0.06)
			stop
		}
}

Actor RunDust2 : RunDust
{
	Scale 0.1
	States
		{
		Spawn:
			DUST A 4
			DUST A 1 A_SpawnItemEx("RunDust3", 0, 0, 0, 0, 0, 0, 0, 0, 0)
			DUST AAAAAAAAAAA 1 A_FadeOut(0.03)
			stop
		}
}

Actor RunDust3 : RunDust
{
	Scale 0.05
	States
		{
		Spawn:
			DUST A 4
			DUST AAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.01)
			stop
		}
}

Actor WallDust
{
	+NOINTERACTION
	+DONTSPLASH
	Renderstyle Add
	Alpha 0.7
	Scale 0.8
	vspeed 1
	States
		{
			Spawn:
			FDST ABCDE 3
			stop
		}
}


Actor Parachute {
	+NOCLIP
	+NOGRAVITY
	+WINDTHRUST
	States
	{
	Spawn:
	PARA A -1
	stop
	}
}

Actor WallDust2 : WallDust { Scale 0.4 Alpha 1.0 vspeed 3}



Actor TeleportFogNull replaces TeleportFog
{
+INVISIBLE
+NOBLOCKMAP
+NOTELEPORT
+CLIENTSIDEONLY
+DONTSPLASH
states
{
Spawn:
PLSB A 1
stop
}}

ACTOR TeleportFogNormal
{
  +NOBLOCKMAP
  +NOTELEPORT
  +NOGRAVITY
  RenderStyle Add
  States
  {
  Spawn:
    TFOG ABABCDEFGHIJ 6 Bright
    Stop
  }
}


Actor FloatingSpawner 12345
{
	+NOGRAVITY
	-WINDTHRUST
	+INVISIBLE
	+CANPASS
	+NOBLOCKMAP
	+CEILINGHUGGER
	+NODROPOFF
	+SLIDESONWALLS
	+ACTIVATEMCROSS
	+ISMONSTER
	-SOLID
	
	radius 32
	height 32
	health 1
	floatspeed 0
	speed 0
States
{
Spawn:
	PLSS A 35
	loop
}}

Actor ArmorBonus2 : ArmorBonus replaces ArmorBonus
	{
	Armor.MaxBonusMax 400 
	Armor.MaxBonus 1
	Armor.MaxSaveAmount 400
	Armor.SaveAmount 1
	Armor.SavePercent 33.0
	}
		
			
		
Actor BlockCheck
{
	+INVISIBLE
	+SOLID
	+NOGRAVITY
	-WINDTHRUST
	+DONTSPLASH
	height 4
	radius 4
States
{
Spawn:
	TNT1 A 8
stop
}}

Actor DummyAim
{
	+INVISIBLE
	-SHOOTABLE
	+NOGRAVITY
	-WINDTHRUST
	+DONTSPLASH
	height 32
	radius 4
States
{
Spawn:
	TNT1 A 64
stop
}}

Actor DummyPlace : DummyAim
{
height 56
radius 16
States
{
Spawn:
TNT1 A 1
stop
}}

Actor WallJumpCheck : DummyAim
{
	-NOCLIP
	-NOBLOCKMAP
	+DONTSPLASH
	+SOLID
}


Actor GameCamera 10500
{
	+DONTSPLASH
	height 16
  	radius 8
  	+NOGRAVITY +NOBLOCKMAP +NOCLIP
	+SLIDESONWALLS
  	-WINDTHRUST
	states
  	{
  	Spawn:
		TNT1 A -1
	stop
  	}
}

ACTOR TestMarine
{
  +BRIGHT
  +SLIDESONWALLS
  +FIXMAPTHINGPOS
  -WINDTHRUST
  +SOLID
  +SHOOTABLE
  +CANPASS
  -NONSHOOTABLE
  +NOTARGET
  damagefactor "Uzi", 0.17
  Health 200
  Radius 16
  Height 49
  Mass 50
  PainChance 255
  PainChance "Uzi", 255
  
  States
  {
  Spawn:
	PLAY A 0
	PLAY A 0 ACS_Execute(451, 0)
  SpawnLoop:
	PLAY A 8 A_JumpIf(waterlevel == 2, "Drown")
    Loop
  Pain:
    PLAY G 0
	PLAY G 0 ACS_Execute(667, 0)
	PLAY G 4 A_Pain
    Goto SpawnLoop
  Pain.Fire:
	PLAY G 0 ThrustThingZ(0, 32, 0, 1)
	PLAY G 4 A_Pain
    Goto SpawnLoop
  Pain.Bat:
	PLAY G 4 ACS_Execute(965, 0)
	PLAY G 4 A_Pain
	Goto SpawnLoop
  Pain.Water:
  Drown:
    PLAY A 1 ACS_Execute(951, 0)
  Death:
    PLAY H 10 ACS_Execute(991, 0)
    PLAY H 0 ACS_Execute(455, 0)
	PLAY I 10 A_PlayerScream	
    PLAY J 10 A_NoBlocking
    PLAY KLM 10
    PLAY N -1
    Stop
  }
}

ACTOR Alive : CustomInventory
{ 
	Inventory.MaxAmount 1 
	Inventory.Amount 1
	+INVENTORY.IGNORESKILL
	States
	{
	Spawn:
	PLSG A -1
	loop
	}
}
	
ACTOR PlayerBlockCheck
{
-SOLID
+NOBLOCKMAP
+INVISIBLE
+DONTSPLASH
 Radius 18
 Height 64
 Mass 50
States
{
Spawn:
PLSB A 50
PLBB A 1 A_Die
stop
}}


Actor FootStep
{
	PROJECTILE
	+NOBLOOD
	+INVISIBLE
	+BLOODLESSIMPACT
	+SKYEXPLODE
	+DONTREFLECT
	+NOTIMEFREEZE
	damage 0
	radius 10
	Speed 16
	damagetype "Footstep"
	States
	{
	Spawn:
		TNT1 A 12
	Death:
		TNT1 A 0
		TNT1 A 1
		Stop
	}
}

ACTOR DoomPlayer2 : PlayerPawn
{
  Scale 0.87
  Speed 1
  Health 200
  Radius 16
  Height 64
  Mass 25
  +BRIGHT
  DamageFactor falling, 0.25
  PainChance 255
  Player.DisplayName "Marine"
  Player.SideMove 0 0
  Player.ForwardMove 0.15 0.25
  Player.JumpZ 12
  +CANNOTPUSH
  +FIXMAPTHINGPOS
  -WINDTHRUST
  -SLIDESONWALLS
  +SOLID
  +NOSKIN 
  +PUSHABLE
  +NOTARGET
  
  States
  {
  Spawn:
	MRN1 A 0
	MRN1 A 0 
	MRN1 A 0
	MRN1 A 0 A_ChangeFlag("SOLID", 1)
	MRN1 A 0 A_JumpIf(waterlevel >= 2, "Drown")
	MRN1 A 2 A_JumpIfInventory("DontClip", 1, "PreFiring")
	MRN1 A 0 A_ChangeFlag("NONSHOOTABLE", 0)
	MRN1 A 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 B 4 A_JumpIfInventory("DontClip", 1, "PreFiring")
	MRN1 B 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 C 4 A_JumpIfInventory("DontClip", 1, "PreFiring")
	MRN1 C 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 D 4 A_JumpIfInventory("DontClip", 1, "PreFiring")
	MRN1 D 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 E 4 A_JumpIfInventory("DontClip", 1, "PreFiring")
	MRN1 E 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 F 4 A_JumpIfInventory("DontClip", 1, "PreFiring")
	MRN1 F 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 E 4 A_JumpIfInventory("DontClip", 1, "PreFiring")
	MRN1 E 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 D 4 A_JumpIfInventory("DontClip", 1, "PreFiring")
	MRN1 D 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 C 4 A_JumpIfInventory("DontClip", 1, "PreFiring")
	MRN1 C 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 B 4 A_JumpIfInventory("DontClip", 1, "PreFiring")
	MRN1 B 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 A 2 A_Jump(32, "Idle1", "Idle2", "Idle3", "Idle4")
	loop
  See:
  	MRND A 0 
	MRND A 0 ACS_Execute(577, 0)
	MRND Y 0 A_JumpIf(momz > 0, "Jumping")
	MRND Y 2 A_JumpIf(momz < 0, "JumpFall")
	MRND Z 0 A_JumpIf(momz > 0, "Jumping")
	MRND Z 0 A_JumpIf(momx < 1.2 && momx > -1.2, "Walking")
	MRND Z 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRND Z 1 A_JumpIf(momz < 0, "JumpFall")
	MRNE A 0 A_PlaySound("foot/hard", CHAN_ITEM, 0.8, 0, ATTN_NORM)
	MRNE A 0 A_JumpIf(momx < 1.2 && momx > -1.2, "Walking")
	MRNE A 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRNE A 1 A_SpawnItemEx("RunDust", 0, -8, 0, 0, 0, 0, 0, 0, 0)
	MRNE B 0 A_JumpIf(momz > 0, "Jumping")
	MRNE B 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRNE B 0 A_JumpIf(momx < 1.2 && momx > -1.2, "Walking")
	MRNE B 1 A_JumpIf(momz < 0, "JumpFall")
	MRNE C 0 A_JumpIf(momz > 0, "Jumping")
	MRNE C 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRNE C 0 A_JumpIf(momx < 1.2 && momx > -1.2, "Walking")
	MRNE C 1 A_JumpIf(momz < 0, "JumpFall")
	MRNE D 0 A_JumpIf(momz > 0, "Jumping")
	MRNE D 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRNE D 0 A_JumpIf(momx < 1.2 && momx > -1.2, "Walking")
	MRNE D 1 A_JumpIf(momz < 0, "JumpFall")
	MRNE E 0 A_JumpIf(momz > 0, "Jumping")
	MRNE E 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRNE E 0 A_JumpIf(momx < 1.2 && momx > -1.2, "Walking")
	MRNE E 1 A_JumpIf(momz < 0, "JumpFall")
	MRNE F 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRNE F 0 A_JumpIf(momz > 0, "Jumping")
	MRNE F 0 A_JumpIf(momx < 1.2 && momx > -1.2, "Walking")
	MRNE F 1 A_JumpIf(momz < 0, "JumpFall")
	MRNE G 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRNE G 0 A_JumpIf(momz > 0, "Jumping")
	MRNE G 0 A_JumpIf(momx < 1.2 && momx > -1.2, "Walking")
	MRNE G 2 A_JumpIf(momz < 0, "JumpFall")
	MRNE H 0 A_JumpIf(momz > 0, "Jumping")
	MRNE H 0 A_JumpIf(momx < 1.2 && momx > -1.2, "Walking")
	MRNE H 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRNE H 1 A_JumpIf(momz < 0, "JumpFall")
	MRNE I 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRNE I 0 A_JumpIf(momz > 0, "Jumping")
	MRNE I 0 A_JumpIf(momx < 1.2 && momx > -1.2, "Walking")
	MRNE I 0 A_JumpIf(momz < 0, "JumpFall")
	MRNE I 0 A_PlaySound("foot/hard", CHAN_ITEM, 0.8, 0, ATTN_NORM)
	MRNE I 1 A_SpawnItemEx("RunDust", 0, 8, 0, 0, 0, 0, 0, 0, 0)
	MRNE J 0 A_JumpIf(momz > 0, "Jumping")
	MRNE J 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRNE J 0 A_JumpIf(momx < 1.2 && momx > -1.2, "Walking")
	MRNE J 1 A_JumpIf(momz < 0, "JumpFall")	
	MRNE K 0 A_JumpIf(momz > 0, "Jumping")
	MRNE K 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRNE K 0 A_JumpIf(momx < 1.2 && momx > -1.2, "Walking")
	MRNE K 1 A_JumpIf(momz < 0, "JumpFall")
	MRNE L 0 A_JumpIf(momz > 0, "Jumping")
	MRNE L 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRNE L 0 A_JumpIf(momx < 1.2 && momx > -1.2, "Walking")
	MRNE L 1 A_JumpIf(momz < 0, "JumpFall")
	MRNE M 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRNE M 0 A_JumpIf(momx < 1.2 && momx > -1.2, "Walking")
	MRNE M 1
	Loop
  Walking:
   	MRN1 G 0
	MRN1 G 0 ACS_Execute(577, 0)
	MRN1 G 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 H 0 A_JumpIf((momx > 1.5 && momx > 0) || (momx < -1.5 && momx < 0), "See")
	MRN1 H 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRN1 H 1 A_JumpIf(momz < 0, "JumpFall")
	MRN1 I 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 I 0 A_JumpIf((momx > 1.5 && momx > 0) || (momx < -1.5 && momx < 0), "See")
	MRN1 I 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRN1 I 1 A_JumpIf(momz < 0, "JumpFall")
	MRN1 J 0 A_JumpIf((momx > 1.5 && momx > 0) || (momx < -1.5 && momx < 0), "See")
	MRN1 J 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRN1 J 0 A_JumpIf(momz < 0, "JumpFall")
	MRN1 J 1 A_JumpIf(momz > 0, "Jumping")
	MRN1 K 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 K 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRN1 K 0 A_JumpIf((momx > 1.5 && momx > 0) || (momx < -1.5 && momx < 0), "See")
	MRN1 K 1 A_JumpIf(momz < 0, "JumpFall")
	MRN1 L 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 L 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRN1 L 0 A_JumpIf((momx > 1.5 && momx > 0) || (momx < -1.5 && momx < 0), "See")
	MRN1 L 1 A_JumpIf(momz < 0, "JumpFall")
	MRN1 M 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 M 0 A_JumpIf((momx > 1.5 && momx > 0) || (momx < -1.5 && momx < 0), "See")
	MRN1 M 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRN1 M 1 A_JumpIf(momz < 0, "JumpFall")
	MRN1 N 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 N 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRN1 N 0 A_JumpIf((momx > 1.5 && momx > 0) || (momx < -1.5 && momx < 0), "See")
	MRN1 N 1 A_JumpIf(momz < 0, "JumpFall")
	MRN1 O 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 O 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRN1 O 0 A_JumpIf((momx > 1.5 && momx > 0) || (momx < -1.5 && momx < 0), "See")
	MRN1 O 1 A_JumpIf(momz < 0, "JumpFall")
	MRN1 P 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 P 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRN1 P 0 A_JumpIf((momx > 1.5 && momx > 0) || (momx < -1.5 && momx < 0), "See")
	MRN1 P 2 A_JumpIf(momz < 0, "JumpFall")
	MRN1 Q 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 Q 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRN1 Q 0 A_JumpIf((momx > 1.5 && momx > 0) || (momx < -1.5 && momx < 0), "See")
	MRN1 Q 1 A_JumpIf(momz < 0, "JumpFall")
	MRN1 R 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 R 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRN1 R 0 A_JumpIf((momx > 1.5 && momx > 0) || (momx < -1.5 && momx < 0), "See")
	MRN1 R 1 A_JumpIf(momz < 0, "JumpFall")
	MRN1 S 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 S 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRN1 S 0 A_JumpIf((momx > 1.5 && momx > 0) || (momx < -1.5 && momx < 0), "See")
	MRN1 S 1 A_JumpIf(momz < 0, "JumpFall")	
	MRN1 T 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 T 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRN1 T 0 A_JumpIf((momx > 1.5 && momx > 0) || (momx < -1.5 && momx < 0), "See")
	MRN1 T 1 A_JumpIf(momz < 0, "JumpFall")
	MRN1 U 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 U 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRN1 U 0 A_JumpIf((momx > 1.5 && momx > 0) || (momx < -1.5 && momx < 0), "See")
	MRN1 U 1 A_JumpIf(momz < 0, "JumpFall")
	MRN1 V 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 V 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRN1 V 0 A_JumpIf((momx > 1.5 && momx > 0) || (momx < -1.5 && momx < 0), "See")
	MRN1 V 1 A_JumpIf(momz < 0, "JumpFall")
	MRN1 W 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 W 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRN1 W 0 A_JumpIf((momx > 1.5 && momx > 0) || (momx < -1.5 && momx < 0), "See")
	MRN1 W 1 A_JumpIf(momz < 0, "JumpFall")
	MRN1 X 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 X 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRN1 X 0 A_JumpIf((momx > 1.5 && momx > 0) || (momx < -1.5 && momx < 0), "See")
	MRN1 X 1 A_JumpIf(momz < 0, "JumpFall")
	MRN1 Y 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 Y 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRN1 Y 0 A_JumpIf((momx > 1.5 && momx > 0) || (momx < -1.5 && momx < 0), "See")
	MRN1 Y 1 A_JumpIf(momz < 0, "JumpFall")
	MRN1 Z 0 A_JumpIf(momz > 0, "Jumping")
	MRN1 Z 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRN1 Z 0 A_JumpIf((momx > 1.5 && momx > 0) || (momx < -1.5 && momx < 0), "See")
	MRN1 Z 1 A_JumpIf(momz < 0, "JumpFall")
	MRN2 A 0 A_JumpIf(momz > 0, "Jumping")
	MRN2 A 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRN2 A 0 A_JumpIf((momx > 1.5 && momx > 0) || (momx < -1.5 && momx < 0), "See")
	MRN2 A 1 A_JumpIf(momz < 0, "JumpFall")
	MRN2 B 0 A_JumpIf(momz > 0, "Jumping")
	MRN2 B 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRN2 B 0 A_JumpIf((momx > 1.5 && momx > 0) || (momx < -1.5 && momx < 0), "See")
	MRN2 B 1 A_JumpIf(momz < 0, "JumpFall")
	MRN2 C 0 A_JumpIf(momz > 0, "Jumping")
	MRN2 C 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRN2 C 0 A_JumpIf((momx > 1.5 && momx > 0) || (momx < -1.5 && momx < 0), "See")
	MRN2 C 1 A_JumpIf(momz < 0, "JumpFall")
	MRN2 D 0 A_JumpIf(momz > 0, "Jumping")
	MRN2 D 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRN2 D 0 A_JumpIf((momx > 1.5 && momx > 0) || (momx < -1.5 && momx < 0), "See")
	MRN2 D 1 A_JumpIf(momz < 0, "JumpFall")
	MRN2 E 0 A_JumpIf(momz > 0, "Jumping")
	MRN2 E 0 A_JumpIf(momx < 0.1 && momx > -0.1, "Spawn")
	MRN2 E 0 A_JumpIf((momx > 1.5 && momx > 0) || (momx < -1.5 && momx < 0), "See")
	MRN2 E 1 A_JumpIf(momz < 0, "JumpFall")
	loop
  Jumping:
    MRN8 K 0 
	MRN8 K 0 A_JumpIf(waterlevel >= 2, "Drown")
    MRN8 K 0 A_Jump(127, "Flip")
    MRN8 KLMNOPQ 1 ACS_Execute(576, 0)
    goto JumpLoop
  WallJump:
	MRNE N 5
	MRNE OPQRS 2
  WallJumpLoop:
    MRN8 Q 0 ACS_Execute(576, 0)
	MRN8 Q 2 A_JumpIf(Momz < 0, "WallJumpFall")
	loop
  WallJumpFall:
    MRN8 R 0 ACS_Execute(576, 0)
  	MRN8 RS 3 A_JumpIf(Momz > 0, "ReJump")
  WallJumpFallLoop:
	MRN8 T 0 ACS_Execute(576, 0)
	MRN8 T 2 A_JumpIf(z-floorz == 0 || momz == 0, "JumpFallLand")
	loop
  ReJump:
    MRN8 RQPOP 1 A_JumpIf(MomZ < 0, "JumpFall")
  JumpLoop:
    MRN8 Q 0 ACS_Execute(576, 0)
	MRN8 Q 0 A_JumpIf(waterlevel >= 2, "Drown")
	MRN8 Q 2 A_JumpIf(Momz < 0, "JumpFall")
	loop
  JumpFall:
    MRN8 R 0 
	MRN8 R 0 A_JumpIf(waterlevel >= 2, "Drown")
  	MRN8 RS 3 A_JumpIf(Momz > 0, "ReJump")
  JumpFallLoop:
	MRN8 T 0 
	MRN8 T 0 A_JumpIf(waterlevel >= 2, "Drown")
	MRN8 T 2 A_JumpIf(z-floorz == 0 || momz == 0, "JumpFallLand")
	loop
  JumpFallLand:
    MRN8 U 0 A_JumpIf(waterlevel >= 2, "Drown")
	MRN8 UVW 2
	goto Spawn
  Waving:
  	MRNC EFGHIJKLMNOPQRSTUV 3
	goto Spawn
  Shrug:
    MRN0 VWXYZ 2
	MRNA ABCDEFGHIJKLM 2
	goto Spawn
  Backflip:
	MRNC WY 1
	MRND ACEGIKMOQS 1 
  BackflipFalling:
    MRND U 0 A_JumpIf(waterlevel >= 2, "Drown")
    MRND U 2 A_JumpIf(Momz == 0 || z-floorz == 0, "BackflipLand")
    loop
  BackflipLand:
    MRND VWX 2
	goto Spawn
  Flip:
    MRND X 0 A_JumpIf(waterlevel >= 2, "Drown")
    MRND XVUSRPOMLJIG 1
	MRND EC 1 ACS_Execute(576, 0)
	MRND B 4
  goto JumpFallLoop
  Kick:
    MRNA NOPQRST 1
	MRNA U 1 A_SpawnItemEx("Kick", 0, 0, 0, 15, 0, 0, 0, 0, 0)
	MRNA TSRQPON 2
	goto Spawn
  Pain.Groin:
	MRNA R 0 A_PlaySound("nuts", 4, 0.8, 0, ATTN_NONE)
	MRNA R 0 A_ChangeFlag("CANNOTPUSH", 0)
	MRNA R 0 A_JumpIf(ACS_ExecuteWithResult(575, 0) == 1, "Balls")
	MRNB R 0 ThrustThingZ(0, 18, 0, 0)
	MRNB R 0 A_Pain
	MRNB R 16 ThrustThing(angle*256/360, 16, 0, 0)
  ButtLoop:
    MRNB R 2 A_JumpIf(momz == 0, "ButtUp")
	loop
	ButtUp:
	MRNB STUVWXYZ 2
	MRNC ABCD 3 A_ChangeFlag("CANNOTPUSH", 1)
	goto Spawn
	Balls:
    MRNA VWXYZ 2
	MRNB A 1 ACS_Execute(573, 0)
	MRNA Z 1
	MRNB A 1
	MRNA Z 1
	MRNB A 1
	MRNA Z 1
	MRNB A 1
	MRNA Z 1
	MRNB A 1
	MRNA Z 1
	MRNB A 1
	MRNA Z 1
	MRNB A 1
	MRNA Z 1
	MRNB A 1
	MRNA Z 1
	MRNB A 1
	MRNA Z 1
	MRNB A 1
	MRNA Z 1
	MRNB ABCDEFGHIJKLMNOPQ 2
	MRNB R 23
   GetUp:
    MRNB R 2
	MRNB STUVWXYZ 2
	MRNC ABCD 3
  
  Pain:
    MRN2 F 0 A_Pain
	MRN2 F 0 A_ChangeFlag("CANNOTPUSH", 0)
    MRN2 F 2 ACS_Execute(991, 0)
    MRN2 GH 1 A_JumpIf(momz != 0, "FallOver")
    MRN2 H 0 
    MRN2 GF 2 A_ChangeFlag("CANNOTPUSH", 1)
    Goto Spawn
  
  FallOver:
    MRN2 HI 2 
  FallOverLoop:
	MRN2 J 0 A_JumpIf(waterlevel >= 2, "Drown")
    MRN2 JK 2 A_JumpIf(momz == 0, "FallOverEnd")
    loop 
  FallOverEnd:
    MRN2 LMNOPQR 2
    MRN2 R 45
	MRN2 R 2
	MRND T 16
	MRND T 0 A_ChangeFlag("CANNOTPUSH", 1)
    goto GetUp
  
  Pain.Falling:
    MRN9 X 0 A_Pain
	MRN9 X 2 ACS_Execute(991, 0)
    MRN9 YZ 3
	MRN0 ABC 4
	goto Spawn
 
 Pain.Fire:
	MRN2 G 0 ThrustThingZ(0, 32, 0, 1)
  goto Pain
 
 Pain.Bat:
	MRN2 H 0 ThrustThingZ(0, 5, 0, 0)
	MRN2 H 1 A_ChangeFlag("SOLID", 1)
	MRN2 H 0 A_ChangeFlag("CANNOTPUSH", 0)
	MRN2 H 0 A_PlaySound("weapons\batted") 
	MRN2 H 4 ACS_Execute(965, 0)
	MRN2 H 12 A_Pain
	MRN2 I 1 
	goto FallOverLoop
	
  Pain.Water:
  Drown:
    PLAY A 1 ACS_Execute(951, 0)
  Death:
    MRN2 M 1 
	goto Death1
  Death1:
    MRN2 H 2 A_Scream
	DeathFallLoop:
	MRN2 I 2 ACS_Execute(991, 0)
    MRN2 JK 2 A_JumpIf(momz + momx == 0 || health == 0, "DeathEnd")
    loop 
  DeathEnd:
    MRN2 LMNOPQR 2
    MRN2 R 45
  Explode:
    MRN2 R 0 A_ChangeFlag("INVISIBLE", 1)
  	MRN2 R 0 A_NoBlocking
	MRN2 R 0 A_ChangeFlag("SOLID", 0)
	MRN2 R 0 A_ChangeFlag("SHOOTABLE", 0)
	MRN2 R 1 
	MRN2 M 0 A_SpawnItemEx("Explosion_Spawner_M", 0, 0, 0, 0, 0, 0, 0, 0, 0)
	MRN2 M 0 A_Explode(ACS_ExecuteWithResult(933, 0, 6), 128, 1)
	MRN2 M 0 A_SpawnItemEx("Gib1", 0, 0, 40, Random(-3, 3), Random(-2, 2), Random(-1, 8), 0, 0, 0)
	MRN2 M 0 A_SpawnItemEx("Gib1", 0, 0, 40, Random(-3, 3), Random(-2, 2), Random(-1, 8), 0, 0, 0)
	MRN2 M 0 A_SpawnItemEx("Gib1", 0, 0, 40, Random(-3, 3), Random(-2, 2), Random(-1, 8), 0, 0, 0)
	MRN2 M 0 A_SpawnItemEx("Gib2", 0, 0, 40, Random(-3, 3), Random(-2, 2), Random(-1, 8), 0, 0, 0)
	MRN2 M 0 A_SpawnItemEx("Gib2", 0, 0, 40, Random(-3, 3), Random(-2, 2), Random(-1, 8), 0, 0, 0)
	MRN2 M 0 A_SpawnItemEx("Gib2", 0, 0, 40, Random(-3, 3), Random(-2, 2), Random(-1, 8), 0, 0, 0)
	MRN2 M 0 A_SpawnItemEx("Gib3", 0, 0, 40, Random(-3, 3), Random(-2, 2), Random(-1, 8), 0, 0, 0)
	MRN2 M 0 A_SpawnItemEx("Gib3", 0, 0, 40, Random(-3, 3), Random(-2, 2), Random(-1, 8), 0, 0, 0)
	MRN2 M 0 A_SpawnItemEx("Gib3", 0, 0, 40, Random(-3, 3), Random(-2, 2), Random(-1, 8), 0, 0, 0)
	MRN2 M 1 
	TNT1 A -1
	stop
  Aim1N:
    MRN2 T 1 
	MRN2 T 1 
	MRN2 T 3 
	MRN2 T 1 
    goto Spawn
  AIM3N:
    MRN2 U 1 
    MRN2 U 1 
	MRN2 U 3 
	MRN2 U 1 
    goto Spawn
  AIM5N:
    MRN2 V 1 
    MRN2 V 1 
	MRN2 V 3 
    MRN2 V 1 
    goto Spawn
  AIM7N:
    MRN2 W 1 
    MRN2 W 1 
	MRN2 W 3 
    MRN2 W 1 
    goto Spawn
  AIM9N:
	MRN2 X 1 
	MRN2 X 1 
	MRN2 X 3 
	MRN2 X 1 
	goto Spawn
  AIM3N:
	MRN2 Y 1 
	MRN2 Y 1 
	MRN2 Y 3 
	MRN2 Y 1 
	goto Spawn
  AIM13N:
	MRN2 Z 1 
	MRN2 Z 1 
	MRN2 Z 3 
	MRN2 Z 1 
	goto Spawn
  AIM15N:
	MRN3 A 1 
	MRN3 A 1 
	MRN3 A 3 
	MRN3 A 1 
	goto Spawn
  AIM17N: 
	MRN3 B 1 
	MRN3 B 1 
	MRN3 B 3 
	MRN3 B 1 
	goto Spawn
  AIM19N:
	MRN3 C 1 
	MRN3 C 1 
	MRN3 C 3 
	MRN3 C 1 
	goto Spawn
  AIM21N:
	MRN3 D 1 
	MRN3 D 1 
	MRN3 D 3 
	MRN3 D 1 
	goto Spawn
  AIM23N:
	MRN3 E 1 
	MRN3 E 1 
	MRN3 E 3 
	MRN3 E 1 
	goto Spawn
  AIM25N:
	MRN3 F 1 
	MRN3 F 1 
	MRN3 F 3 
	MRN3 F 1 
	goto Spawn
  AIM27N: 
	MRN3 G 1 
	MRN3 G 1 
	MRN3 G 3 
	MRN3 G 1 
  	goto Spawn
  AIM29N:
	MRN3 H 1 
	MRN3 H 1 
	MRN3 H 1 
	MRN3 H 1 
	goto Spawn
  AIM31N:
	MRN3 I 1 
	MRN3 I 1 
	MRN3 I 3 
	MRN3 I 1 
	goto Spawn
  AIM33N:
	MRN3 J 1 
	MRN3 J 1 
	MRN3 J 3 
	MRN3 J 1 
	goto Spawn
  AIM35N:
	MRN3 K 1 
	MRN3 K 1 
	MRN3 K 3 
	MRN3 K 1 
	goto Spawn
  AIM37N:
	MRN3 L 1 
	MRN3 L 1 
	MRN3 L 3 
	MRN3 L 1 
	goto Spawn
  AIM39N:
	MRN3 M 1 
	MRN3 M 1 
	MRN3 M 3 
	MRN3 M 1 
	goto Spawn
  AIM41N:
	MRN3 N 1 
	MRN3 N 1 
	MRN3 N 3 
	MRN3 N 1 
	goto Spawn
  AIM43N:
	MRN3 O 1 
	MRN3 O 1 
	MRN3 O 3 
	MRN3 O 1 
	goto Spawn
  AIM45N:
	MRN3 P 1 
	MRN3 P 1 
	MRN3 P 3 
	MRN3 P 1 
	goto Spawn
  AIM47N:
	MRN3 Q 1 
	MRN3 Q 1 
	MRN3 Q 3 
	MRN3 Q 1 
	goto Spawn
  AIM49N:
	MRN3 R 1 
	MRN3 R 1 
	MRN3 R 3 
	MRN3 R 1 
	goto Spawn
  AIM51N:
	MRN3 S 1 
	MRN3 S 1 
	MRN3 S 3 
	MRN3 S 1 
	goto Spawn
  AIM53N:
	MRN3 T 1 
	MRN3 T 1 
	MRN3 T 3 
	MRN3 T 1 
	goto Spawn
  AIM55N:
	MRN3 U 1 
	MRN3 U 1 
	MRN3 U 3 
	MRN3 U 1 
	goto Spawn
  AIM57N:
	MRN3 V 1 
	MRN3 V 1 
	MRN3 V 3 
	MRN3 V 1 
	goto Spawn 
  AIM59N:
	MRN3 W 1 
	MRN3 W 1 
	MRN3 W 3 
	MRN3 W 1 
	goto Spawn
  AIM61N:
	MRN3 X 1 
	MRN3 X 1 
	MRN3 X 3 
	MRN3 X 1 
	goto Spawn
  AIM63N:
	MRN3 Y 1 
	MRN3 Y 1 
	MRN3 Y 3 
	MRN3 Y 1 
	goto Spawn
  AIM65N:
	MRN3 Z 1 
	MRN3 Z 1 
	MRN3 Z 3 
	MRN3 Z 1 
	goto Spawn
  AIM67N:
	MRN4 A 1 
	MRN4 A 1 
	MRN4 A 3 
	MRN4 A 1 
	goto Spawn
  AIM69N:
	MRN4 B 1 
	MRN4 B 1 
	MRN4 B 3 
	MRN4 B 1 
	goto Spawn
  AIM71N:
	MRN4 C 1 
	MRN4 C 1 
	MRN4 C 3 
	MRN4 C 1 
	goto Spawn
  AIM73N:
	MRN4 D 1 
	MRN4 D 1 
	MRN4 D 3 
	MRN4 D 1 
	goto Spawn
  AIM75N:
	MRN4 E 1 
	MRN4 E 1 
	MRN4 E 3 
	MRN4 E 1 
	goto Spawn
  AIM77N:
	MRN4 F 1 
	MRN4 F 1 
	MRN4 F 3 
	MRN4 F 1 
	goto Spawn
  AIM79N:
	MRN4 G 1 
	MRN4 G 1 
	MRN4 G 3 
	MRN4 G 1 
	goto Spawn
  AIM81N:
	MRN4 H 1 
	MRN4 H 1 
	MRN4 H 3 
	MRN4 H 1 
 	goto Spawn
  AIM83N:
	MRN4 I 1 
	MRN4 I 1 
	MRN4 I 3 
	MRN4 I 1 
	goto Spawn
  AIM85N:
	MRN4 J 1 
	MRN4 J 1 
	MRN4 J 3 
	MRN4 J 1 
	goto Spawn
  AIM86N:
	MRN4 K 1 
	MRN4 K 1 
	MRN4 K 3 
	MRN4 K 1 
	goto Spawn
  AIM87N:
	MRN4 M 1 
	MRN4 M 1 
	MRN4 M 3 
	MRN4 M 1 
	goto Spawn
  AIM:
	MRN4 N 1 
	MRN4 N 1 
	MRN4 N 3 
	MRN4 N 1 
	goto Spawn
  AIM1:
	MRN4 N 1 
	MRN4 N 1 
	MRN4 N 3 
	MRN4 N 1 
	goto Spawn
  AIM3: 
	MRN4 O 1 
	MRN4 O 1 
	MRN4 O 3 
	MRN4 O 1 
	goto Spawn
  AIM5:
	MRN4 P 1 
	MRN4 P 1 
	MRN4 P 3 
	MRN4 P 1 
	goto Spawn
  AIM7:
	MRN4 Q 1 
	MRN4 Q 1 
	MRN4 Q 3 
	MRN4 Q 1 
	goto Spawn
  AIM9:
	MRN4 R 1 
	MRN4 R 1 
	MRN4 R 3 
	MRN4 R 1 
	goto Spawn
  AIM3:
	MRN4 S 1 
	MRN4 S 1 
	MRN4 S 3 
	MRN4 S 1 
	goto Spawn
  AIM13:
	MRN4 T 1 
	MRN4 T 1 
	MRN4 T 3 
	MRN4 T 1 
	goto Spawn
  AIM15:
	MRN4 U 1 
	MRN4 U 1 
	MRN4 U 3 
	MRN4 U 1 
	goto Spawn
  AIM17:
	MRN4 V 1 
	MRN4 V 1 
	MRN4 V 3 
	MRN4 V 1 
	goto Spawn
  AIM19:
	MRN4 W 1 
	MRN4 W 1 
	MRN4 W 3 
	MRN4 W 1 
  	goto Spawn
  AIM21:
	MRN4 X 1 
	MRN4 X 1 
	MRN4 X 3 
	MRN4 X 1 
	goto Spawn
  AIM23:
	MRN4 Y 1 
	MRN4 Y 1 
	MRN4 Y 3 
	MRN4 Y 1 
	goto Spawn
  AIM25:
	MRN4 Z 1 
	MRN4 Z 1 
	MRN4 Z 3 
	MRN4 Z 1 
	goto Spawn
  AIM27:
	MRN5 A 1 
	MRN5 A 1 
	MRN5 A 3 
	MRN5 A 1 
	goto Spawn
  AIM29:
	MRN5 B 1 
	MRN5 B 1 
	MRN5 B 3 
	MRN5 B 1 
	goto Spawn
  AIM31:
	MRN5 C 1 
	MRN5 C 1 
	MRN5 C 3 
	MRN5 C 1 
	goto Spawn
  AIM33:
	MRN5 D 1 
	MRN5 D 1 
	MRN5 D 3 
	MRN5 D 1 
	goto Spawn
  AIM35:
	MRN5 E 1 
	MRN5 E 1 
	MRN5 E 3 
	MRN5 E 1 
	goto Spawn
  AIM37:
	MRN5 F 1 
	MRN5 F 1 
	MRN5 F 3 
	MRN5 F 1 
	goto Spawn
  AIM39:
	MRN5 G 1 
	MRN5 G 1 
	MRN5 G 3 
	MRN5 G 1 
	goto Spawn
  AIM41:
	MRN5 H 1 
	MRN5 H 1 
	MRN5 H 3 
	MRN5 H 1 
	goto Spawn
  AIM43:
	MRN5 I 1 
	MRN5 I 1 
	MRN5 I 3 
	MRN5 I 1 
	goto Spawn
  AIM45:
	MRN5 J 1 
	MRN5 J 1 
	MRN5 J 3 
	MRN5 J 1 
	goto Spawn
  AIM47:
	MRN5 K 1 
	MRN5 K 1 
	MRN5 K 3 
	MRN5 K 1 
	goto Spawn
  AIM49:
	MRN5 L 1 
	MRN5 L 1 
	MRN5 L 3 
	MRN5 L 1 
	goto Spawn
  AIM51:
	MRN5 M 1 
	MRN5 M 1 
	MRN5 M 3 
	MRN5 M 1 
	goto Spawn
  AIM53:
	MRN5 N 1 
	MRN5 N 1 
	MRN5 N 3 
	MRN5 N 1 
	goto Spawn
  AIM55:
	MRN5 O 1 
	MRN5 O 1 
	MRN5 O 3 
	MRN5 O 1 
	goto Spawn
  AIM57:
	MRN5 P 1 
	MRN5 P 1 
	MRN5 P 3 
	MRN5 P 1 
	goto Spawn
  AIM59:
	MRN5 Q 1 
	MRN5 Q 1 
	MRN5 Q 3 
	MRN5 Q 1 
	goto Spawn
  AIM61:
	MRN5 R 1 
	MRN5 R 1 
	MRN5 R 3 
	MRN5 R 1 
	goto Spawn
  AIM63:
	MRN5 S 1 
	MRN5 S 1 
	MRN5 S 3 
	MRN5 S 1 
	goto Spawn
  AIM65:
	MRN5 T 1 
	MRN5 T 1 
	MRN5 T 3 
	MRN5 T 1 
	goto Spawn
  AIM67:
	MRN5 U 1 
	MRN5 U 1 
	MRN5 U 3 
	MRN5 U 1 
	goto Spawn
  AIM69:
	MRN5 V 1 
	MRN5 V 1 
	MRN5 V 3 
	MRN5 V 1 
	goto Spawn
  AIM71:
	MRN5 W 1 
	MRN5 W 1 
	MRN5 W 3 
	MRN5 W 1 
	goto Spawn
  AIM73:
	MRN5 X 1 
	MRN5 X 1 
	MRN5 X 3 
	MRN5 X 1 
	goto Spawn
  AIM75:
	MRN5 Y 1 
	MRN5 Y 1 
	MRN5 Y 3 
	MRN5 Y 1 
	goto Spawn
  AIM77:
	MRN5 Z 1 
	MRN5 Z 1 
	MRN5 Z 3 
	MRN5 Z 1 
	goto Spawn
  AIM79:
	MRN6 A 1 
	MRN6 A 1 
	MRN6 A 3 
	MRN6 A 1 
	goto Spawn
  AIM81:
	MRN6 B 1 
	MRN6 B 1 
	MRN6 B 3 
	MRN6 B 1 
	goto Spawn
  AIM83:
	MRN6 C 1 
	MRN6 C 1 
	MRN6 C 3 
	MRN6 C 1 
	goto Spawn
  AIM85:
	MRN6 D 1 
	MRN6 D 1 
	MRN6 D 3 
	MRN6 D 1 
	goto Spawn
  AIM86:
	MRN6 E 1 
	MRN6 E 1 
	MRN6 E 3 
	MRN6 E 1 
	goto Spawn
  AIM87:
	MRN6 F 1 
	MRN6 F 1 
	MRN6 F 3 
	MRN6 F 1 
  AIM88:
	MRN6 G 1 
	MRN6 G 1 
	MRN6 G 3 
	MRN6 G 1 
	goto Spawn
  AIM89: 
	MRN6 H 1 
	MRN6 H 1 
	MRN6 H 3 
	MRN6 H 1 
	goto Spawn
  AIM90:
	MRN6 I 1  
	MRN6 I 1 
	MRN6 I 3  
	MRN6 I 1 
	goto Spawn
  Idle1:
	MRN6 J 2 A_JumpIf(momz > 0, "Jumping")
	MRN6 J 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 K 2 A_JumpIf(momz > 0, "Jumping")
	MRN6 K 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 L 2 A_JumpIf(momz > 0, "Jumping")
	MRN6 L 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 M 2 A_JumpIf(momz > 0, "Jumping")
	MRN6 M 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 N 2 A_JumpIf(momz > 0, "Jumping")
	MRN6 N 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 O 2 A_JumpIf(momz > 0, "Jumping")
	MRN6 O 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 P 2 A_JumpIf(momz > 0, "Jumping")
	MRN6 P 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 Q 2 A_JumpIf(momz > 0, "Jumping")
	MRN6 Q 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 O 2 A_JumpIf(momz > 0, "Jumping")
	MRN6 O 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 P 2 A_JumpIf(momz > 0, "Jumping")
	MRN6 P 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 Q 2 A_JumpIf(momz > 0, "Jumping")
	MRN6 Q 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 O 2 A_JumpIf(momz > 0, "Jumping")
	MRN6 O 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 Q 2 A_JumpIf(momz > 0, "Jumping")
	MRN6 Q 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 P 2 A_JumpIf(momz > 0, "Jumping")
	MRN6 P 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 Q 2 A_JumpIf(momz > 0, "Jumping")
	MRN6 Q 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 O 2 A_JumpIf(momz > 0, "Jumping")
	MRN6 O 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 P 2 A_JumpIf(momz > 0, "Jumping")
	MRN6 P 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 Q 2 A_JumpIf(momz > 0, "Jumping")
	MRN6 Q 0 A_JumpIf(momx != 0, "Spawn") 
	MRN6 P 2 A_JumpIf(momz > 0, "Jumping")
	MRN6 P 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 O 2 A_JumpIf(momz > 0, "Jumping")
	MRN6 O 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 P 3 A_JumpIf(momz > 0, "Jumping")
	MRN6 P 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 Q 3 A_JumpIf(momz > 0, "Jumping")
	MRN6 Q 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 R 3 A_JumpIf(momz > 0, "Jumping")
	MRN6 R 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 S 3 A_JumpIf(momz > 0, "Jumping")
	goto Spawn
  Idle2:
	MRN6 T 3
	MRN6 T 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 T 0 A_JumpIf(momz > 0, "Jumping")
	MRN6 U 3
	MRN6 U 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 U 0 A_JumpIf(momz > 0, "Jumping")
	MRN6 V 3
	MRN6 V 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 V 0 A_JumpIf(momz > 0, "Jumping")
	MRN6 W 3
	MRN6 W 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 W 0 A_JumpIf(momz > 0, "Jumping")
	MRN6 X 3
	MRN6 X 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 X 0 A_JumpIf(momz > 0, "Jumping")
	MRN6 Y 3
	MRN6 Y 0 A_JumpIf(momx != 0, "Spawn")
	MRN6 Y 0 A_JumpIf(momz > 0, "Jumping")
	MRN6 Z 3
	MRN7 Z 0 A_JumpIf(momx != 0, "Spawn")
	MRN7 Z 0 A_JumpIf(momz > 0, "Jumping")
	MRN7 A 3
	MRN7 A 0 A_JumpIf(momx != 0, "Spawn")
	MRN7 A 0 A_JumpIf(momz > 0, "Jumping")
	MRN7 B 3
	MRN7 B 0 A_JumpIf(momx != 0, "Spawn")
	MRN7 B 0 A_JumpIf(momz > 0, "Jumping")
	MRN7 C 3
	MRN7 C 0 A_JumpIf(momx != 0, "Spawn")
	MRN7 C 0 A_JumpIf(momz > 0, "Jumping")
	MRN7 D 3
	MRN7 D 0 A_JumpIf(momx != 0, "Spawn")
	MRN7 D 0 A_JumpIf(momz > 0, "Jumping")
	MRN7 E 3
	MRN7 E 0 A_JumpIf(momx != 0, "Spawn")
	MRN7 E 0 A_JumpIf(momz > 0, "Jumping")
	MRN7 F 3
	MRN7 F 0 A_JumpIf(momx != 0, "Spawn")
	MRN7 F 0 A_JumpIf(momz > 0, "Jumping")
	MRN7 G 3
	MRN7 G 0 A_JumpIf(momx != 0, "Spawn")
	MRN7 G 0 A_JumpIf(momz > 0, "Jumping")
	MRN7 H 3
	MRN7 H 0 A_JumpIf(momx != 0, "Spawn")
	MRN7 H 0 A_JumpIf(momz > 0, "Jumping")
	MRN7 I 3
	MRN7 I 0 A_JumpIf(momx != 0, "Spawn")
	MRN7 I 0 A_JumpIf(momz > 0, "Jumping")
	MRN7 J 3
	goto Spawn
  Idle3:
	MRN7 K 3
	MRN7 K 0 A_JumpIf(momx != 0, "Spawn")
	MRN7 K 0 A_JumpIf(momz > 0, "Jumping")
	MRN7 L 3
	MRN7 L 0 A_JumpIf(momx != 0, "Spawn")
	MRN7 L 0 A_JumpIf(momz > 0, "Jumping")
	MRN7 M 3
	MRN7 M 0 A_JumpIf(momx != 0, "Spawn")
	MRN7 M 0 A_JumpIf(momz > 0, "Jumping")
	MRN7 N 3
	MRN7 N 0 A_JumpIf(momx != 0, "Spawn")
	MRN7 N 0 A_JumpIf(momz > 0, "Jumping")
	MRN7 O 3
	MRN7 O 0 A_JumpIf(momx != 0, "Spawn")
	MRN7 O 0 A_JumpIf(momz > 0, "Jumping")
	MRN7 P 3
	MRN7 P 0 A_JumpIf(momx != 0, "Spawn")
	MRN7 P 0 A_JumpIf(momz > 0, "Jumping")
	MRN7 Q 3
	MRN7 Q 0 A_JumpIf(momx != 0, "Spawn")
	MRN7 Q 0 A_JumpIf(momz > 0, "Jumping")
	MRN7 R 3
	MRN7 R 0 A_JumpIf(momx != 0, "Spawn")
	MRN7 R 0 A_JumpIf(momz > 0, "Jumping")
	MRN7 S 3
	MRN7 S 0 A_JumpIf(momx != 0, "Spawn")
	MRN7 S 0 A_JumpIf(momz > 0, "Jumping")
	MRN7 T 3
	MRN7 T 0 A_JumpIf(momx != 0, "Spawn")
	MRN7 T 0 A_JumpIf(momz > 0, "Jumping")
	MRN7 U 3
	MRN7 U 0 A_JumpIf(momx != 0, "Spawn")
	MRN7 U 0 A_JumpIf(momz > 0, "Jumping")
	MRN7 V 3
	MRN7 V 0 A_JumpIf(momx != 0, "Spawn")
	MRN7 V 0 A_JumpIf(momz > 0, "Jumping")
	MRN7 W 3
	MRN7 W 0 A_JumpIf(momx != 0, "Spawn")
	MRN7 W 0 A_JumpIf(momz > 0, "Jumping")
	MRN7 X 3
	MRN7 X 0 A_JumpIf(momx != 0, "Spawn")
	MRN7 X 0 A_JumpIf(momz > 0, "Jumping")
	MRN7 Y 3
	goto Spawn
  Idle4:
    MRN0 E 5
	MRN0 E 0 A_JumpIf(momx != 0, "Spawn")
	MRNE E 0 A_JumpIf(momz > 0, "Jumping")
	MRN0 F 5
	MRN0 F 0 A_JumpIf(momx != 0, "Spawn")
	MRN0 F 0 A_JumpIf(momz > 0, "Jumping")
	MRN0 G 5
	MRN0 G 0 A_JumpIf(momx != 0, "Spawn")
	MRN0 G 0 A_JumpIf(momz > 0, "Jumping")
	MRN0 H 5
	MRN0 H 0 A_JumpIf(momx != 0, "Spawn")
	MRN0 H 0 A_JumpIf(momz > 0, "Jumping")
	MRN0 I 5
	MRN0 I 0 A_JumpIf(momx != 0, "Spawn")
	MRN0 I 0 A_JumpIf(momz > 0, "Jumping")
	MRN0 J 5
	MRN0 J 0 A_JumpIf(momx != 0, "Spawn")
	MRN0 J 0 A_JumpIf(momz > 0, "Jumping")
	MRN0 K 5
	MRN0 K 0 A_JumpIf(momx != 0, "Spawn")
	MRN0 K 0 A_JumpIf(momz > 0, "Jumping")
	MRN0 L 5
	MRN0 L 0 A_JumpIf(momx != 0, "Spawn")
	MRN0 L 0 A_JumpIf(momz > 0, "Jumping")
	MRN0 M 5
	MRN0 M 0 A_JumpIf(momx != 0, "Spawn")
	MRN0 M 0 A_JumpIf(momz > 0, "Jumping")
	MRN0 N 5
	MRN0 N 0 A_JumpIf(momx != 0, "Spawn")
	MRN0 N 0 A_JumpIf(momz > 0, "Jumping")
	MRN0 O 5
	MRN0 O 0 A_JumpIf(momx != 0, "Spawn")
	MRN0 O 0 A_JumpIf(momz > 0, "Jumping")
	MRN0 P 5
	MRN0 P 0 A_JumpIf(momx != 0, "Spawn")
	MRN0 P 0 A_JumpIf(momz > 0, "Jumping")
	MRN0 Q 5
	MRN0 Q 0 A_JumpIf(momx != 0, "Spawn")
	MRN0 Q 0 A_JumpIf(momz > 0, "Jumping")
	MRN0 R 5
	MRN0 R 0 A_JumpIf(momx != 0, "Spawn")
	MRN0 R 0 A_JumpIf(momz > 0, "Jumping")
	MRN0 S 5
	MRN0 S 0 A_JumpIf(momx != 0, "Spawn")
	MRN0 S 0 A_JumpIf(momz > 0, "Jumping")
	MRN0 T 5
	MRN0 T 0 A_JumpIf(momx != 0, "Spawn")
	MRN0 T 0 A_JumpIf(momz > 0, "Jumping")
	MRN0 U 5
	MRN0 U 0 A_JumpIf(momx != 0, "Spawn")
	MRN0 U 0 A_JumpIf(momz > 0, "Jumping")
	goto Spawn
  Dropping:
	MRN7 Z 2
	MRN8 ABCDEF 2
	MRN8 G 2 ACS_Execute(956, 0)	
	goto Spawn
  PreFiring:
  	MRN5 E 0 
	MRN5 E 0 A_JumpIf(waterlevel >= 2, "Drown")
	MRN5 E 0 A_GiveInventory("DontClip", 1)
	MRN5 E 0 A_ChangeFlag("NONSHOOTABLE", 1)
	MRN5 E 0 A_ChangeFlag("SOLID", 0)
	MRN5 E 1 A_JumpIfHealthLower(1, "Death")
	loop
  Firing:
	MRN5 F 0 
	MRN5 F 0 A_JumpIf(waterlevel >= 2, "Drown")
	MRN5 F 0 A_GiveInventory("DontClip", 1)
	MRN5 F 0 A_ChangeFlag("NONSHOOTABLE", 1)
	MRN5 E 0 A_ChangeFlag("SOLID", 0)
	MRN5 F 1 A_JumpIfHealthLower(1, "Death")
	loop
  DoneFiring:
	MRN5 F 0
	MRN5 F 0 A_JumpIf(waterlevel >= 2, "Drown")
	MRN5 F 0 A_TakeInventory("DontClip", 1)
	MRN5 E 0 A_ChangeFlag("SOLID", 1)
	goto Spawn
  PlacingSentryL:
  	PLAY F 0
	PLAY F 0 A_SpawnItemEx("SentryGun", 56, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0)
	goto Spawn
  PlacingSentryR:
	PLAY F 0
	PLAY F 0 A_SpawnItemEx("SentryGun", 56, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0)
	goto Spawn
  }
}

Actor Sisko : Doomplayer2 { Player.DisplayName "The Commander" Player.SoundClass "SIsko" }
Actor SiskoShotgun : Doomplayer2 { Player.DisplayName "The Commander" Player.SoundClass "SIsko" }
Actor SiskoBazooka : Doomplayer2 { Player.DisplayName "The Commander" Player.SoundClass "SIsko"  }
Actor SiskoGrenade : Doomplayer2 { Player.DisplayName "The Commander" Player.SoundClass "SIsko"  }
Actor SiskoDynamite : Doomplayer2 { Player.DisplayName "The Commander" Player.SoundClass "SIsko" }
Actor SiskoButton : Doomplayer2 { Player.DisplayName "The Commander" Player.SoundClass "SIsko" }
Actor SiskoBFG : Doomplayer2 { Player.DisplayName "The Commander" Player.SoundClass "SIsko" }
Actor SiskoBat : Doomplayer2 { Player.DisplayName "The Commander" Player.SoundClass "SIsko" }
Actor SiskoPlasma : Doomplayer2 { Player.DisplayName "The Commander" Player.SoundClass "SIsko" }
Actor SiskoCluster : Doomplayer2 { Player.DisplayName "The Commander" Player.SoundClass "SIsko" }
Actor SiskoMolotov : Doomplayer2 { Player.DisplayName "The Commander" Player.SoundClass "SIsko" }
Actor SiskoJetpack : Doomplayer2 { Player.DisplayName "The Commander" Player.SoundClass "SIsko" }
Actor SiskoUzi : Doomplayer2 { Player.DisplayName "The Commander" Player.SoundClass "SIsko" }
Actor SiskoRailGun : Doomplayer2 { Player.DisplayName "The Commander" Player.SoundClass "SIsko" }
Actor SiskoBanana : Doomplayer2 { Player.DisplayName "The Commander" Player.SoundClass "SIsko" }
Actor SiskoMine : Doomplayer2 { Player.DisplayName "The Commander" Player.SoundClass "SIsko" }
Actor SiskoBackPack : Doomplayer2 { Player.DisplayName "The Commander" Player.SoundClass "SIsko" }
Actor SiskoCrossbow : Doomplayer2 { Player.DisplayName "The Commander" Player.SoundClass "SIsko" }
Actor SiskoDemon : Doomplayer2 { Player.DisplayName "The Commander" Player.SoundClass "SIsko" }
Actor SiskoHeadless : Doomplayer2 { Player.DisplayName "The Commander" Player.SoundClass "SIsko" }
Actor SiskoClusterDemon : Doomplayer2 { Player.DisplayName "The Commander" Player.SoundClass "SIsko" }

Actor Odo : DoomPlayer2 { Player.DisplayName "Oddo" Player.SoundClass "Odo" }
Actor OdoShotgun : Doomplayer2 { Player.DisplayName "Oddo" Player.SoundClass "Odo" }
Actor OdoBazooka : Doomplayer2 { Player.DisplayName "Oddo" Player.SoundClass "Odo"  }
Actor OdoGrenade : Doomplayer2 { Player.DisplayName "Oddo" Player.SoundClass "Odo"  }
Actor OdoDynamite : Doomplayer2 { Player.DisplayName "Oddo" Player.SoundClass "Odo" }
Actor OdoButton : Doomplayer2 { Player.DisplayName "Oddo" Player.SoundClass "Odo" }
Actor OdoBFG : Doomplayer2 { Player.DisplayName "Oddo" Player.SoundClass "Odo" }
Actor OdoBat : Doomplayer2 { Player.DisplayName "Oddo" Player.SoundClass "Odo" }
Actor OdoCluster : Doomplayer2 { Player.DisplayName "Oddo" Player.SoundClass "Odo" }
Actor OdoMolotov : Doomplayer2 { Player.DisplayName "Oddo" Player.SoundClass "Odo" }
Actor OdoPlasma : Doomplayer2 { Player.DisplayName "Oddo" Player.SoundClass "Odo" }
Actor OdoJetpack : Doomplayer2 { Player.DisplayName "Oddo" Player.SoundClass "Odo" }
Actor OdoUzi : Doomplayer2 { Player.DisplayName "Oddo" Player.SoundClass "Odo" }
Actor OdoRailGun : Doomplayer2 { Player.DisplayName "Oddo" Player.SoundClass "Odo" }
Actor OdoBanana : Doomplayer2 { Player.DisplayName "Oddo" Player.SoundClass "Odo" }
Actor OdoMine : Doomplayer2 { Player.DisplayName "Oddo" Player.SoundClass "Odo" }
Actor OdoBackPack : Doomplayer2 { Player.DisplayName "Oddo" Player.SoundClass "Odo" }
Actor OdoCrossbow : Doomplayer2 { Player.DisplayName "Oddo" Player.SoundClass "Odo" }
Actor OdoDemon : Doomplayer2 { Player.DisplayName "Oddo" Player.SoundClass "Odo" }
Actor OdoHeadless : Doomplayer2 { Player.DisplayName "Oddo" Player.SoundClass "Odo" }
Actor OdoClusterDemon : Doomplayer2 { Player.DisplayName "Oddo" Player.SoundClass "Odo" }

Actor Chief : DoomPlayer2 { Player.DisplayName "The Chief" Player.SoundClass "Chief" }
Actor ChiefShotgun : Doomplayer2 { Player.DisplayName "The Chief" Player.SoundClass "Chief" }
Actor ChiefBazooka : Doomplayer2 { Player.DisplayName "The Chief" Player.SoundClass "Chief"  }
Actor ChiefGrenade : Doomplayer2 { Player.DisplayName "The Chief" Player.SoundClass "Chief"  }
Actor ChiefDynamite : Doomplayer2 { Player.DisplayName "The Chief" Player.SoundClass "Chief" }
Actor ChiefButton : Doomplayer2 { Player.DisplayName "The Commander" Player.SoundClass "Chief" }
Actor ChiefBFG : Doomplayer2 { Player.DisplayName "The Chief" Player.SoundClass "Chief" }
Actor ChiefBat : Doomplayer2 { Player.DisplayName "The Chief" Player.SoundClass "Chief" }
Actor ChiefPlasma : Doomplayer2 { Player.DisplayName "The Chief" Player.SoundClass "Chief" }
Actor ChiefMolotov : Doomplayer2 { Player.DisplayName "The Chief" Player.SoundClass "Chief" }
Actor ChiefCluster : Doomplayer2 { Player.DisplayName "The Chief" Player.SoundClass "Chief" }
Actor ChiefJetpack : Doomplayer2 { Player.DisplayName "The Chief" Player.SoundClass "Chief" }
Actor ChiefUzi : Doomplayer2 { Player.DisplayName "The Chief" Player.SoundClass "Chief" }
Actor ChiefRailGun : Doomplayer2 { Player.DisplayName "The Chief" Player.SoundClass "Chief" }
Actor ChiefBanana : Doomplayer2 { Player.DisplayName "The Chief" Player.SoundClass "Chief" }
Actor ChiefMine : Doomplayer2 { Player.DisplayName "The Chief" Player.SoundClass "Chief" }
Actor ChiefBackPack : Doomplayer2 { Player.DisplayName "The Chief" Player.SoundClass "Chief" }
Actor ChiefCrossbow : Doomplayer2 { Player.DisplayName "The Chief" Player.SoundClass "Chief" }
Actor ChiefDemon : Doomplayer2 { Player.DisplayName "The Chief" Player.SoundClass "Chief" }
Actor ChiefHeadless : Doomplayer2 { Player.DisplayName "The Chief" Player.SoundClass "Chief" }
Actor ChiefClusterDemon : Doomplayer2 { Player.DisplayName "The Chief" Player.SoundClass "Chief" }

Actor Quark : DoomPlayer2 { Player.DisplayName "The Barman" Player.SoundClass "Quark" }
Actor QuarkBazooka : DoomPlayer2 { Player.DisplayName "The Barman" Player.SoundClass "Quark"  }
Actor QuarkShotgun : DoomPlayer2 { Player.DisplayName "The Barman" Player.SoundClass "Quark"  }
Actor QuarkGrenade : DoomPlayer2 { Player.DisplayName "The Barman" Player.SoundClass "Quark"  }
Actor QuarkDynamite : DoomPlayer2 { Player.DisplayName "The Barman" Player.SoundClass "Quark"  }
Actor QuarkButton : DoomPlayer2 { Player.DisplayName "The Barman" Player.SoundClass "Quark"  }
Actor QuarkBFG : DoomPlayer2 { Player.DisplayName "The Barman" Player.SoundClass "Quark"  }
Actor QuarkBat : DoomPlayer2 { Player.DisplayName "The Barman" Player.SoundClass "Quark"  }
Actor QuarkPlasma : DoomPlayer2 { Player.DisplayName "The Barman" Player.SoundClass "Quark"  }
Actor QuarkCluster : DoomPlayer2 { Player.DisplayName "The Barman" Player.SoundClass "Quark"  }
Actor QuarkMolotov : DoomPlayer2 { Player.DisplayName "The Barman" Player.SoundClass "Quark"  }
Actor QuarkJetpack : DoomPlayer2 { Player.DisplayName "The Barman" Player.SoundClass "Quark"  }
Actor QuarkUzi : DoomPlayer2 { Player.DisplayName "The Barman" Player.SoundClass "Quark"  }
Actor QuarkRailGun : DoomPlayer2 { Player.DisplayName "The Barman" Player.SoundClass "Quark"  }
Actor QuarkBanana : DoomPlayer2 { Player.DisplayName "The Barman" Player.SoundClass "Quark"  }
Actor QuarkMine : DoomPlayer2 { Player.DisplayName "The Barman" Player.SoundClass "Quark"  }
Actor QuarkBackPack : DoomPlayer2 { Player.DisplayName "The Barman" Player.SoundClass "Quark"  }
Actor QuarkCrossbow : DoomPlayer2 { Player.DisplayName "The Barman" Player.SoundClass "Cat"  }
Actor QuarkDemon : DoomPlayer2 { Player.DisplayName "The Barman" Player.SoundClass "Cat"  }
Actor QuarkHeadless : DoomPlayer2 { Player.DisplayName "The Barman" Player.SoundClass "Cat"  }
Actor QuarkClusterDemon : DoomPlayer2 { Player.DisplayName "The Barman" Player.SoundClass "Cat"  }

Actor Cat : DoomPlayer2 { Player.DisplayName "Kitty" Player.SoundClass "Cat" }
Actor CatBazooka : DoomPlayer2 { Player.DisplayName "Kitty" Player.SoundClass "Cat"  }
Actor CatShotgun : DoomPlayer2 { Player.DisplayName "Kitty" Player.SoundClass "Cat"  }
Actor CatGrenade : DoomPlayer2 { Player.DisplayName "Kitty" Player.SoundClass "Cat"  }
Actor CatDynamite : DoomPlayer2 { Player.DisplayName "Kitty" Player.SoundClass "Cat"  }
Actor CatButton : DoomPlayer2 { Player.DisplayName "Kitty" Player.SoundClass "Cat"  }
Actor CatBFG : DoomPlayer2 { Player.DisplayName "Kitty" Player.SoundClass "Cat"  }
Actor CatBat : DoomPlayer2 { Player.DisplayName "Kitty" Player.SoundClass "Cat"  }
Actor CatPlasma : DoomPlayer2 { Player.DisplayName "Kitty" Player.SoundClass "Cat"  }
Actor CatMolotov : DoomPlayer2 { Player.DisplayName "Kitty" Player.SoundClass "Cat"  }
Actor CatCluster : DoomPlayer2 { Player.DisplayName "Kitty" Player.SoundClass "Cat"  }
Actor CatJetpack : DoomPlayer2 { Player.DisplayName "Kitty" Player.SoundClass "Cat"  }
Actor CatUzi : DoomPlayer2 { Player.DisplayName "Kitty" Player.SoundClass "Cat"  }
Actor CatRailGun : DoomPlayer2 { Player.DisplayName "Kitty" Player.SoundClass "Cat"  }
Actor CatBanana : DoomPlayer2 { Player.DisplayName "Kitty" Player.SoundClass "Cat"  }
Actor CatMine : DoomPlayer2 { Player.DisplayName "Kitty" Player.SoundClass "Cat"  }
Actor CatBackPack : DoomPlayer2 { Player.DisplayName "Kitty" Player.SoundClass "Cat"  }
Actor CatCrossbow : DoomPlayer2 { Player.DisplayName "Kitty" Player.SoundClass "Cat"  }
Actor CatDemon : DoomPlayer2 { Player.DisplayName "Kitty" Player.SoundClass "Cat"  }
Actor CatHeadless : DoomPlayer2 { Player.DisplayName "Kitty" Player.SoundClass "Cat"  }
Actor CatClusterDemon : DoomPlayer2 { Player.DisplayName "Kitty" Player.SoundClass "Cat"  }

Actor Gib1
{
+CLIENTSIDEONLY
ReactionTime 175
States
{
Spawn:
GIBB A 2 A_SpawnItemEx("BloodDrip", 0, 0, 0, 0, 0, Random(-8, -4), 0, 0, 0)
GIBB A 0 A_CountDown
loop
Death:
stop
}}

Actor Gib2 : Gib1 {}
Actor Gib3 : Gib1 {}

Actor DontClip : Inventory
{
Inventory.Amount 1
Inventory.MaxAmount 1
states
{
Spawn:
TNT1 A -1
stop
}}

Actor BaseWeapon : DoomWeapon
{
	Weapon.AmmoType "Cell"
	Weapon.AmmoUse 0
	Weapon.SlotNumber 1
	+WEAPON.AMMO_OPTIONAL
	 
    States
	{
	Spawn:
		TNT1 A -1
		loop
		Ready:
		TNT1 A 35
		loop
		Fire:
		TNT1 A 2
		goto Ready
		Select:
		TNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
		TNT1 A 1 A_Raise
		loop
		Deselect:
		TNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
		TNT1 A 1 A_Lower
		loop
	}
}