Actor AbsolutelyRapedDarkImp: DeadMarine
{Health 200 States{Spawn:
	    D1F2 E -1
        Stop    
       Death.Cut:        Death.Cutless:	        Death:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		Stop}}	
		
Actor AbsolutelyRapedDarkImp2: DeadMarine
{Health 200 States{Spawn:
	    D3S3 BBBBBBBBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		D3S3 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		D3S3 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		D3S3 E -1
        Stop    
       Death.Cut:        Death.Cutless:	        Death:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		Stop}}
		
		
		
Actor SGADSMode : Inventory
{
inventory.maxamount 1
}	
		
Actor NeverSelectedShotgun : Inventory
{
inventory.maxamount 1
}

Actor JustStartedGame : Inventory
{
inventory.maxamount 1
}

Actor FRate : Inventory
{
Inventory.Maxamount 1
}

Actor PIRate : Inventory
{
Inventory.Maxamount 1
}

Actor SFRate : Inventory
{
Inventory.Maxamount 1
}

Actor PFRate : Inventory
{
Inventory.Maxamount 1
}

Actor ZFRate : Inventory
{
Inventory.Maxamount 1
}

Actor RLFRate : Inventory
{
Inventory.Maxamount 1
}
		
actor ChaseCam2
{
  height 0
  radius 0
  +NOGRAVITY
  states
  {
  Spawn:
    NULL A -1
    stop
  }
}


ACTOR FootStep
{
    Radius 10
    Height 10
    Speed 7
	States
		{
		Spawn:
			NULL A 2
		
			stop
        Death:
            NULL A 1
			
            Stop
		Crash:
			NULL A 1
		
			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(600,16,0)
			stop
        Death:
            tnt1 A 1
			NULL A 1 A_Explode(600,16,0)
            Stop
		Crash:
			tnt1 A 1
			NULL A 1 A_Explode(600,16,0)
			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(900,20,0)
			stop
        Death:
            tnt1 A 1
			NULL A 1 A_Explode(900,20,0)
            Stop
		Crash:
			tnt1 A 1
			NULL A 1 A_Explode(900,20,0)
			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 QuadShotgunSelected : Inventory
{
inventory.maxamount 1
}



Actor GoFatality : Inventory
{
inventory.maxamount 1
}

Actor GoSpecial : Inventory
{
inventory.maxamount 1
}

Actor GotMeatShield : Inventory
{
inventory.maxamount 1
}

Actor DarkImpFatality1: Inventory
{
inventory.maxamount 1
}

Actor DarkImpFatality2: Inventory
{
inventory.maxamount 1
}

Actor Salute1 : Inventory
{
inventory.maxamount 1
}

Actor Salute2 : Inventory
{
inventory.maxamount 1
}

Actor PVPFatality : Inventory
{
inventory.maxamount 1
}


Actor ZombieManPistolFatality : Inventory
{
inventory.maxamount 1
}

Actor ZombieManPistolFatality2 : 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 PistolSelected : 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 Weaponspecial : Inventory
{
inventory.maxamount 1
}

Actor Weaponspecial2 : Inventory
{
inventory.maxamount 1
}

Actor Switchfiremode : Inventory
{
inventory.maxamount 1
}


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

// ACS Script Constants
const int acsFatality = 312;

ACTOR Doomer : PlayerPawn Replaces DoomPlayer
{
	Health 100
	Radius 16
	Height 56
	Mass 500
    player.viewheight	44
    player.attackzoffset 16
	Player.MaxHealth 100
	//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 "MonsterBullet", 0.33
	damagefactor "MonsterShotgunBullet", 0.33
	damagefactor "MonsterCutless", 0.33
    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 "Trample", 8.0
	damagefactor "Kick", 3.0
	damagefactor "Fatality", 5.0
	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 "BP_Pistol"
	Player.StartItem "Melee_Attacks"
	Player.StartItem "Clip2", 60
	Player.StartItem "PistolAmmo", 15
	Player.StartItem "Clip3", 15
	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", 2
	Player.StartItem "GrenadeAmmo", 2
	Player.StartItem "DoubleRifleAmmo", 30
	Player.StartItem "LeftRifleAmmo", 30
	Player.StartItem "G36CAmmo",36
	Player.StartItem "Mp40ammo2", 32
	Player.StartItem "SSGPistolAmmo", 15
	Player.StartItem "DoubleG36Ammo", 72
	Player.StartItem "NeverSelectedShotgun", 1
	Player.StartItem "NeverSelectedSPlasmaGun", 1
	Player.StartItem "NeverSelectedRocketLauncher", 1
	Player.StartItem "JustStartedGame", 1
	//Player.StartItem "TargetIsAMarine", 1
	Player.JumpZ 7.4
	Player.DisplayName "Modern"
	Player.CrouchSprite "PLYC"
	States
	{
	
	
    Spawn:
		MARN A 0
		NULL A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_Changeflag("NOPAIN", 1)
		MARN A 0 A_TakeInventory("IsInvisible", 1)
		MARN A 0 A_TakeInventory("HasInfrared", 1)
		MARN A 0 A_TakeInventory("ChainguyguyContinue", 1)
		MARN D 0
		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 0
		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)
		Goto StandStill
	
	StandStill:	
	    MARN D 0
		
		MARN A 0 A_JumpIfInventory("SGADSMode", 1, "SGADSStand")
		MARN A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
		
		MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")

		TNT1 A 0 A_JumpIfInventory("ShotgunSelected", 1, "ShotgunStand")
		MARN A 0 A_JumpIfInventory("FistsSelected", 1, "FistsStand")
			TNT1 A 0 A_JumpIfInventory("RocketLauncherSelected", 1, "RLStand")
				TNT1 A 0 A_JumpIfInventory("SSGSelected", 1, "SSGStand")
		TNT1 A 0 A_JumpIfInventory("MinigunSelected", 1, "MinigunStand")
		TNT1 A 0 A_JumpIfInventory("PistolSelected", 1, "PistolStand")
		TNT1 A 0 A_JumpIfInventory("PlasmaGunSelected", 1, "PlasmaGunStand")
		TNT1 A 0 A_JumpIfInventory("BFGSelected", 1, "BFGStand")
		TNT1 A 0 A_JumpIfInventory("FlameCannonSelected", 1, "FlameCannonStand")
		TNT1 A 0 A_JumpIfInventory("RevenantLauncherSelected", 1, "RevenantLauncherStand")
		
		TNT1 A 0 A_JumpIfInventory("NewchaingunSelected", 1, "NewchaingunStand")
		TNT1 A 0 A_JumpIfInventory("SubMachineGunSelected", 1, "SubMachinegunStand")
		TNT1 A 0 A_JumpIfInventory("QuadShotgunSelected", 1, "QuadShotgunStand")
		TNT1 A 0 A_JumpIfInventory("GrenadeLauncherSelected", 1, "GrenadeLauncherStand")

TNT1 A 0 A_JumpIfInventory("RailGunSelected", 1, "RailGunStand")

TNT1 A 0 A_JumpIfInventory("SubMachineGunSelected", 1, "SubMachinegunStand")
		
TNT1 A 0 A_JumpIfInventory("BFG10KSelected", 1, "BFG10KStand")

TNT1 A 0 A_JumpIfInventory("SawSelected", 1, "SawStand")
		
		
		
		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)
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
        MARN D 3
		MARN A 0 A_JumpIfInventory("CheckMarines", 1, "SpawnFriends")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		MARN D 2
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
        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 A 0 A_JumpIfInventory("SGADSMode", 1, "SGADSStand")
		MARN C 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
		TNT1 A 0 A_JumpIfInventory("ShotgunSelected", 1, "ShotgunMove")
		MARN B 0 A_JumpIfInventory("FistsSelected", 1, "FistsMove")
	TNT1 A 0 A_JumpIfInventory("SSGSelected", 1, "SSGMove")
		TNT1 A 0 A_JumpIfInventory("MinigunSelected", 1, "MinigunMove")
		TNT1 A 0 A_JumpIfInventory("RocketLauncherSelected", 1, "RLMove")
		TNT1 A 0 A_JumpIfInventory("PistolSelected", 1, "PistolMove")
			TNT1 A 0 A_JumpIfInventory("PlasmaGunSelected", 1, "PlasmaGunMove")
				TNT1 A 0 A_JumpIfInventory("RevenantLauncherSelected", 1, "RevenantLauncherMove")
		TNT1 A 0 A_JumpIfInventory("BFGSelected", 1, "BFGMove")
		TNT1 A 0 A_JumpIfInventory("FlameCannonSelected", 1, "FlameCannonMove")
		TNT1 A 0 A_JumpIfInventory("NewchaingunSelected", 1, "NewchaingunMove")
		TNT1 A 0 A_JumpIfInventory("QuadShotgunSelected", 1, "QuadShotgunMove")
		
		TNT1 A 0 A_JumpIfInventory("GrenadeLauncherSelected", 1, "GrenadeLauncherMove")

TNT1 A 0 A_JumpIfInventory("RailGunSelected", 1, "RailGunMove")

TNT1 A 0 A_JumpIfInventory("SubMachineGunSelected", 1, "SubMachinegunMove")
		
TNT1 A 0 A_JumpIfInventory("BFG10KSelected", 1, "BFG10KMove")

TNT1 A 0 A_JumpIfInventory("SawSelected", 1, "SawMove")
		
		
		
		
		MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		
		MARN A 6 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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)
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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, "HeavyWoundsSpawn")
		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("SGADSMode", 1, "SGADSStand")
		MARN A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
		MARN A 0 A_JumpIfInventory("FistsSelected", 1, "FistsMove")
		TNT1 A 0 A_JumpIfInventory("ShotgunSelected", 1, "ShotgunMove")
		TNT1 A 0 A_JumpIfInventory("SSGSelected", 1, "SSGMove")
		TNT1 A 0 A_JumpIfInventory("PistolSelected", 1, "PistolMove")
		TNT1 A 0 A_JumpIfInventory("MinigunSelected", 1, "MinigunMove")
		TNT1 A 0 A_JumpIfInventory("RocketLauncherSelected", 1, "RLMove")
		TNT1 A 0 A_JumpIfInventory("PlasmaGunSelected", 1, "PlasmaGunMove")
		TNT1 A 0 A_JumpIfInventory("NewchaingunSelected", 1, "NewchaingunMove")
		TNT1 A 0 A_JumpIfInventory("QuadShotgunSelected", 1, "QuadShotgunMove")
		TNT1 A 0 A_JumpIfInventory("GrenadeLauncherSelected", 1, "GrenadeLauncherMove")

TNT1 A 0 A_JumpIfInventory("RailGunSelected", 1, "RailGunMove")

TNT1 A 0 A_JumpIfInventory("SubMachineGunSelected", 1, "SubMachinegunMove")
		
TNT1 A 0 A_JumpIfInventory("BFG10KSelected", 1, "BFG10KMove")

TNT1 A 0 A_JumpIfInventory("SawSelected", 1, "SawMove")
		
		
		
		
				TNT1 A 0 A_JumpIfInventory("RevenantLauncherSelected", 1, "RevenantLauncherMove")
		TNT1 A 0 A_JumpIfInventory("BFGSelected", 1, "BFGMove")
		TNT1 A 0 A_JumpIfInventory("FlameCannonSelected", 1, "FlameCannonMove")
		MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN A 6 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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)
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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, "HeavyWoundsSpawn")
		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("SGADSMode", 1, "SGADSStand")
		MARN A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
		MARN A 0 A_JumpIfInventory("FistsSelected", 1, "FistsMove")
		TNT1 A 0 A_JumpIfInventory("ShotgunSelected", 1, "ShotgunMove")
		TNT1 A 0 A_JumpIfInventory("PistolSelected", 1, "PistolMove")
		TNT1 A 0 A_JumpIfInventory("SSGSelected", 1, "SSGMove")
		TNT1 A 0 A_JumpIfInventory("MinigunSelected", 1, "MinigunMove")
		TNT1 A 0 A_JumpIfInventory("RocketLauncherSelected", 1, "RLMove")
		TNT1 A 0 A_JumpIfInventory("PlasmaGunSelected", 1, "PlasmaGunMove")
				TNT1 A 0 A_JumpIfInventory("RevenantLauncherSelected", 1, "RevenantLauncherMove")
		TNT1 A 0 A_JumpIfInventory("BFGSelected", 1, "BFGMove")
		TNT1 A 0 A_JumpIfInventory("FlameCannonSelected", 1, "FlameCannonMove")
		TNT1 A 0 A_JumpIfInventory("NewchaingunSelected", 1, "NewchaingunMove")
		TNT1 A 0 A_JumpIfInventory("QuadShotgunSelected", 1, "QuadShotgunMove")
		TNT1 A 0 A_JumpIfInventory("GrenadeLauncherSelected", 1, "GrenadeLauncherMove")

TNT1 A 0 A_JumpIfInventory("RailGunSelected", 1, "RailGunMove")

TNT1 A 0 A_JumpIfInventory("SubMachineGunSelected", 1, "SubMachinegunMove")
		
TNT1 A 0 A_JumpIfInventory("BFG10KSelected", 1, "BFG10KMove")

TNT1 A 0 A_JumpIfInventory("SawSelected", 1, "SawMove")
		
		
		MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN A 6 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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)
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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, "HeavyWoundsSpawn")
		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("SGADSMode", 1, "SGADSStand")
		MARN A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
		MARN A 0 A_JumpIfInventory("FistsSelected", 1, "FistsMove")
		TNT1 A 0 A_JumpIfInventory("ShotgunSelected", 1, "ShotgunMove")
		TNT1 A 0 A_JumpIfInventory("PistolSelected", 1, "PistolMove")
		TNT1 A 0 A_JumpIfInventory("SSGSelected", 1, "SSGMove")
		TNT1 A 0 A_JumpIfInventory("MinigunSelected", 1, "MinigunMove")
		TNT1 A 0 A_JumpIfInventory("RocketLauncherSelected", 1, "RLMove")
TNT1 A 0 A_JumpIfInventory("PlasmaGunSelected", 1, "PlasmaGunMove")
				TNT1 A 0 A_JumpIfInventory("RevenantLauncherSelected", 1, "RevenantLauncherMove")
		TNT1 A 0 A_JumpIfInventory("BFGSelected", 1, "BFGMove")
		TNT1 A 0 A_JumpIfInventory("FlameCannonSelected", 1, "FlameCannonMove")
		TNT1 A 0 A_JumpIfInventory("NewchaingunSelected", 1, "NewchaingunMove")
		TNT1 A 0 A_JumpIfInventory("QuadShotgunSelected", 1, "QuadShotgunMove")
		TNT1 A 0 A_JumpIfInventory("GrenadeLauncherSelected", 1, "GrenadeLauncherMove")

TNT1 A 0 A_JumpIfInventory("RailGunSelected", 1, "RailGunMove")

TNT1 A 0 A_JumpIfInventory("SubMachineGunSelected", 1, "SubMachinegunMove")
		
TNT1 A 0 A_JumpIfInventory("BFG10KSelected", 1, "BFG10KMove")

TNT1 A 0 A_JumpIfInventory("SawSelected", 1, "SawMove")
		
		
		
		MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN A 6 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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)
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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, "HeavyWoundsSpawn")
		Goto StandStill
		
		
   IsJumpin:
        MARN A 3
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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
	TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
	TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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")
		NULL A 0 A_PlaySound("SOFTLAND", 2)
		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)
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
        PKIK AB 3
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		PKIK CB 3 A_JumpIfInventory("KickHasHit", 1, "KickHit")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
        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)
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
         PKIK AB 3
		 TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		 TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		PKIK CB 3 A_JumpIfInventory("KickHasHit", 1, "KickHit")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
        NULL A 0 A_TakeInventory("Kicking",1)
        Goto StandStill	
		
	AirKick:
	    AKIK AAAAA 2 A_JumpIfInventory("KickHasHit", 1, "KickHit")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		PLA1 E 4
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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)
		TNT1 A 0 A_PlaySound("ROLL", 0)
	
		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)
				TNT1 A 0 A_PlaySound("ROLL", 0)
	
		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:
		Goto See
	NoMovePump:
		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)
		Goto See
		
	 HeavyWoundsSpawn:
		NULL AA 0
		//NULL A 0 A_Giveinventory("HealthBonus",1)
		NULL AAA 0
        //NULL A 0 A_Giveinventory("Bad",1)
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Low Health Pulse")==1,"StandStill")
		NULL A 0 ACS_Execute(532, 0, 0, 0, 0)//blood on screen
		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")
		
		
		
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		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)
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		PLA1 B 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIfInventory("advtaunting", 1, "FistTaunt")
		NULL A 0 A_JumpIfInventory("oneliner", 1, "SayOneLiner")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		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")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		PLA1 B 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
	MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		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
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		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
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		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_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		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")
	MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		NULL A 0 ACS_Execute(171, 0, 0, 0, 0)
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		PLA1 A 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		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")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		PLA1 C 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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)
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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, "FistsStand")
		NULL A 0 A_JumpIf (momx == 0, "FistsStand")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto See
		
		
		
	ADSStand:
	MARN A 0 A_JumpIfInventory("SGADSMode", 1, "SGADSStand")
	TNT1 A 0 A_JumpIfInventory("NewchaingunSelected", 1, "NewchaingunStand")
	TNT1 A 0 A_JumpIfInventory("ShotgunSelected", 1, "ShotgunStand")
	TNT1 A 0 A_JumpIfInventory("SubMachineGunSelected", 1, "SubMachinegunStand")
	TNT1 A 0 A_JumpIfInventory("RailGunSelected", 1, "RailGunStand")
	TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
	TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		MAR2 A 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto StandStill

	ADSMove:
	MARN A 0 A_JumpIfInventory("SGADSMode", 1, "SGADSMove")
	TNT1 A 0 A_JumpIfInventory("NewchaingunSelected", 1, "NewchaingunMove")
	TNT1 A 0 A_JumpIfInventory("ShotgunSelected", 1, "ShotgunMove")
	TNT1 A 0 A_JumpIfInventory("SubMachineGunSelected", 1, "SubMachinegunMove")
    TNT1 A 0 A_JumpIfInventory("RailGunSelected", 1, "RailGunMove")
	TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		MAR2 A 5 A_JumpIfInventory("Kicking", 1, "Kick")
		MARN D 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momZ < 0, "IsJumpin")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		MAR2 B 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		MARN D 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momZ < 0, "IsJumpin")
		MAR2 B 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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, "ADSStand")
		MAR2 A 0 A_JumpIf (momx == 0, "ADSStand")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto See
		
		
		
		
		SGADSStand:
	TNT1 A 0 A_JumpIfInventory("NewchaingunSelected", 1, "NewchaingunStand")
	TNT1 A 0 A_JumpIfInventory("SubMachineGunSelected", 1, "SubMachinegunStand")
	TNT1 A 0 A_JumpIfInventory("RailGunSelected", 1, "RailGunStand")
	TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
	TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		MARS A 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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)
		MARS A 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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")
		MARS D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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")
		MARS D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto StandStill

	SGADSMove:
	TNT1 A 0 A_JumpIfInventory("NewchaingunSelected", 1, "NewchaingunMove")
	TNT1 A 0 A_JumpIfInventory("SubMachineGunSelected", 1, "SubMachinegunMove")
    TNT1 A 0 A_JumpIfInventory("RailGunSelected", 1, "RailGunMove")
	TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		MARS A 5 A_JumpIfInventory("Kicking", 1, "Kick")
		MARN D 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momZ < 0, "IsJumpin")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		MARS B 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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)
		MARS C 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		MARN D 0 A_JumpIf (momZ > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momZ < 0, "IsJumpin")
		MARS B 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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, "ADSStand")
		MAR2 A 0 A_JumpIf (momx == 0, "ADSStand")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto See
		
		
		
		
		SawStand:
		MAR1 D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood")
		NULL A 0 A_JumpIf (momy > 0, "SawMove")
		NULL A 0 A_JumpIf (momx > 0, "SawMove")
		NULL A 0 A_JumpIf (momy < 0, "SawMove")
		NULL A 0 A_JumpIf (momx < 0, "SawMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		MAR1 D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "SawMove")
		NULL A 0 A_JumpIf (momx > 0, "SawMove")
		NULL A 0 A_JumpIf (momy < 0, "SawMove")
		NULL A 0 A_JumpIf (momx < 0, "SawMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MAR1 D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIf (momy > 0, "SawMove")
		NULL A 0 A_JumpIf (momx > 0, "SawMove")
		NULL A 0 A_JumpIf (momy < 0, "SawMove")
		NULL A 0 A_JumpIf (momx < 0, "SawMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MAR1 D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "SawMove")
		NULL A 0 A_JumpIf (momx > 0, "SawMove")
		NULL A 0 A_JumpIf (momy < 0, "SawMove")
		NULL A 0 A_JumpIf (momx < 0, "SawMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto StandStill
			
		
	SawMove:
		MAR1 A 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MAR1 B 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MAR1 CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "SawStand")
		NULL A 0 A_JumpIf (momx == 0, "SawStand")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto See
		
		SawPain:
		MAR1 E 5
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Regular Pain Sounds")==1,"SawPain2")
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto StandStill
		
		SawPain2:
		TNT1 A 0 A_PlaySound("VALP", 2)
		Goto StandStill
		
		
		
		
		
		GrenadeLauncherStand:
		MRGL D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momx > 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momy < 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momx < 0, "GrenadeLauncherMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		MRGL D 5
		NULL A 0 A_JumpIf (momy > 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momx > 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momy < 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momx < 0, "GrenadeLauncherMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MRGL D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momx > 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momy < 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momx < 0, "GrenadeLauncherMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MRGL D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIf (momy > 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momx > 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momy < 0, "GrenadeLauncherMove")
		NULL A 0 A_JumpIf (momx < 0, "GrenadeLauncherMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
	    Goto StandStill
			
	GrenadeLauncherMove:
		MRGL AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MRGL CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "GrenadeLauncherStand")
		NULL A 0 A_JumpIf (momx == 0, "GrenadeLauncherStand")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto See
		
    GrenadeLauncherPain:
		MRGL E 5
			TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Regular Pain Sounds")==1,"GrenadeLauncherPain2")
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto StandStill
		
		GrenadeLauncherPain2:
		TNT1 A 0 A_PlaySound("VALP", 2)
		Goto StandStill
		
		
		
		
		
		
		
		RailGunStand:
		MRRG D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "RailGunMove")
		NULL A 0 A_JumpIf (momx > 0, "RailGunMove")
		NULL A 0 A_JumpIf (momy < 0, "RailGunMove")
		NULL A 0 A_JumpIf (momx < 0, "RailGunMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MRRG D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIf (momy > 0, "RailGunMove")
		NULL A 0 A_JumpIf (momx > 0, "RailGunMove")
		NULL A 0 A_JumpIf (momy < 0, "RailGunMove")
		NULL A 0 A_JumpIf (momx < 0, "RailGunMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MRRG D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "RailGunMove")
		NULL A 0 A_JumpIf (momx > 0, "RailGunMove")
		NULL A 0 A_JumpIf (momy < 0, "RailGunMove")
		NULL A 0 A_JumpIf (momx < 0, "RailGunMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MRRG D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIf (momy > 0, "RailGunMove")
		NULL A 0 A_JumpIf (momx > 0, "RailGunMove")
		NULL A 0 A_JumpIf (momy < 0, "RailGunMove")
		NULL A 0 A_JumpIf (momx < 0, "RailGunMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto StandStill
			
	    RailGunMove:
		MRRG AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		MRRG CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "RailGunStand")
		NULL A 0 A_JumpIf (momx == 0, "RailGunStand")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto See
		
		 RailGunPain:
		MRRG E 5
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Regular Pain Sounds")==1,"RailGunPain2")
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto StandStill
		
		RailGunPain2:
		TNT1 A 0 A_PlaySound("VALP", 2)
		Goto StandStill
		
		
		
		
		
		
		
		BFG10KStand:
		M10K D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momx > 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momy < 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momx < 0, "BFG10KMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		M10K D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIf (momy > 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momx > 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momy < 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momx < 0, "BFG10KMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		M10K D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momx > 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momy < 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momx < 0, "BFG10KMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		M10K D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIf (momy > 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momx > 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momy < 0, "BFG10KMove")
		NULL A 0 A_JumpIf (momx < 0, "BFG10KMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto StandStill
			
	BFG10KMove:
		M10K AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		M10K CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "BFG10KStand")
		NULL A 0 A_JumpIf (momx == 0, "BFG10KStand")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto See
	BFG10KPain:
		M10K E 5
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Regular Pain Sounds")==1,"BFG10KPain2")
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto StandStill
		
		BFG10KPain2:
		TNT1 A 0 A_PlaySound("VALP", 2)
		Goto StandStill
		
		
		
		
		
		SubMachineGunStand:
		MRMP D 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momx > 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momy < 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momx < 0, "SubMachinegunMove")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MRMP D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIf (momy > 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momx > 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momy < 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momx < 0, "SubMachinegunMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MRMP D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momx > 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momy < 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momx < 0, "SubMachinegunMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MRMP D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIf (momy > 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momx > 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momy < 0, "SubMachinegunMove")
		NULL A 0 A_JumpIf (momx < 0, "SubMachinegunMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto StandStill
			
	 SubMachinegunMove:
		MRMP AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MRMP CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "SubMachineGunStand")
		NULL A 0 A_JumpIf (momx == 0, "SubMachineGunStand")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto See
     SubMachinegunPain:
		MRMP E 5
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Regular Pain Sounds")==1,"SubMachinegunPain2")
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto StandStill
		
		 SubMachinegunPain2:
		TNT1 A 0 A_PlaySound("VALP", 2)
		Goto StandStill
		
		
		
		
		
		
		
		
		
		
		
		
		

		ShotgunStand:
		
		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("HasBarrel", 1, "BarrelStand")
		NULL A 0 ACS_Execute(171, 0, 0, 0, 0)
		MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MAR3 D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIfInventory("advtaunting", 1, "FistTaunt")
		NULL A 0 A_JumpIfInventory("oneliner", 1, "SayOneLiner")
		NULL A 0 A_JumpIf (momy > 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momx > 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momy < 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momx < 0, "ShotgunMove")
		NULL A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		NULL A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick")
		NULL A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelStand")
		MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MAR3 D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIf (momy > 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momx > 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momy < 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momx < 0, "ShotgunMove")
		NULL A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		NULL A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick")
		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")
		MAR3 D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIf (momy > 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momx > 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momy < 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momx < 0, "ShotgunMove")
		NULL A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		NULL A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick")
		MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MAR3 D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIf (momy > 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momx > 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momy < 0, "ShotgunMove")
		NULL A 0 A_JumpIf (momx < 0, "ShotgunMove")
		NULL A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		NULL A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 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_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto StandStill
		
		
		
		ShotgunMove:
		NULL A 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 ACS_Execute(171, 0, 0, 0, 0)
		MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MAR3 AB 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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")
		MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MAR3 CB 5 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker")
		MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MAR3 AB 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker")
		MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MAR3 CB 5 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		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_JumpIf (momy == 0, "ShotgunStand")
		NULL A 0 A_JumpIf (momx == 0, "ShotgunStand")
		MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto StandStill

			
		
	ShotgunPain:
		MAR3 E 5
				TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Regular Pain Sounds")==1,"ShotgunPain2")
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto StandStill
		
		 ShotgunPain2:
		TNT1 A 0 A_PlaySound("VALP", 2)
		Goto StandStill
		
		
		
		
		
		 SSGStand:
		MSSG A 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "SSGMove")
		NULL A 0 A_JumpIf (momx > 0, "SSGMove")
		NULL A 0 A_JumpIf (momy < 0, "SSGMove")
		NULL A 0 A_JumpIf (momx < 0, "SSGMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MSSG A 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "SSGMove")
		NULL A 0 A_JumpIf (momx > 0, "SSGMove")
		NULL A 0 A_JumpIf (momy < 0, "SSGMove")
		NULL A 0 A_JumpIf (momx < 0, "SSGMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MSSG D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "SSGMove")
		NULL A 0 A_JumpIf (momx > 0, "SSGMove")
		NULL A 0 A_JumpIf (momy < 0, "SSGMove")
		NULL A 0 A_JumpIf (momx < 0, "SSGMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MSSG D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "SSGMove")
		NULL A 0 A_JumpIf (momx > 0, "SSGMove")
		NULL A 0 A_JumpIf (momy < 0, "SSGMove")
		NULL A 0 A_JumpIf (momx < 0, "SSGMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto StandStill
			
	SSGMove:
		MSSG AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MSSG CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "SSGStand")
		NULL A 0 A_JumpIf (momx == 0, "SSGStand")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto StandStill
	SSGPain:
		MSSG E 5
			TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Regular Pain Sounds")==1,"SSGPain2")
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto StandStill
		
		 SSGPain2:
		TNT1 A 0 A_PlaySound("VALP", 2)
		Goto StandStill
		
		
		
		
		
		
		
		
		
		NewchaingunStand:
		PLA4 C 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "NewchaingunMove")
		NULL A 0 A_JumpIf (momx > 0, "NewchaingunMove")
		NULL A 0 A_JumpIf (momy < 0, "NewchaingunMove")
		NULL A 0 A_JumpIf (momx < 0, "NewchaingunMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		PLA4 C 5
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "NewchaingunMove")
		NULL A 0 A_JumpIf (momx > 0, "NewchaingunMove")
		NULL A 0 A_JumpIf (momy < 0, "NewchaingunMove")
		NULL A 0 A_JumpIf (momx < 0, "NewchaingunMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		PLA4 C 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "NewchaingunMove")
		NULL A 0 A_JumpIf (momx > 0, "NewchaingunMove")
		NULL A 0 A_JumpIf (momy < 0, "NewchaingunMove")
		NULL A 0 A_JumpIf (momx < 0, "NewchaingunMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		PLA4 C 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "NewchaingunMove")
		NULL A 0 A_JumpIf (momx > 0, "NewchaingunMove")
		NULL A 0 A_JumpIf (momy < 0, "NewchaingunMove")
		NULL A 0 A_JumpIf (momx < 0, "NewchaingunMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto StandStill
			
	NewchaingunMove:
		PLA4 BA 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		PLA4 BC 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "NewchaingunStand")
		NULL A 0 A_JumpIf (momx == 0, "NewchaingunStand")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto StandStill
	NewchaingunPain:
		PLA4 G 5
			TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Regular Pain Sounds")==1,"NewchaingunPain2")
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto StandStill
		
		 NewchaingunPain2:
		TNT1 A 0 A_PlaySound("VALP", 2)
		Goto StandStill
		
		
		
		
		
		
		
		
		QuadShotgunStand:
		PQST E 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "QuadShotgunMove")
		NULL A 0 A_JumpIf (momx > 0, "QuadShotgunMove")
		NULL A 0 A_JumpIf (momy < 0, "QuadShotgunMove")
		NULL A 0 A_JumpIf (momx < 0, "QuadShotgunMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		PQST E 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "QuadShotgunMove")
		NULL A 0 A_JumpIf (momx > 0, "QuadShotgunMove")
		NULL A 0 A_JumpIf (momy < 0, "QuadShotgunMove")
		NULL A 0 A_JumpIf (momx < 0, "QuadShotgunMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		PQST E 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "QuadShotgunMove")
		NULL A 0 A_JumpIf (momx > 0, "QuadShotgunMove")
		NULL A 0 A_JumpIf (momy < 0, "QuadShotgunMove")
		NULL A 0 A_JumpIf (momx < 0, "QuadShotgunMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		PQST E 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "QuadShotgunMove")
		NULL A 0 A_JumpIf (momx > 0, "QuadShotgunMove")
		NULL A 0 A_JumpIf (momy < 0, "QuadShotgunMove")
		NULL A 0 A_JumpIf (momx < 0, "QuadShotgunMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto StandStill
		
			
	QuadShotgunMove:
		PQST BC 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		PQST BA 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "QuadShotgunStand")
		NULL A 0 A_JumpIf (momx == 0, "QuadShotgunStand")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto StandStill
	QuadShotgunPain:
		PQST G 5
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Regular Pain Sounds")==1,"QuadShotgunPain2")
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto StandStill
		
		 QuadShotgunPain2:
		TNT1 A 0 A_PlaySound("VALP", 2)
		Goto StandStill
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
	MinigunStand:
	    TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		MAR4 D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "MinigunMove")
		NULL A 0 A_JumpIf (momx > 0, "MinigunMove")
		NULL A 0 A_JumpIf (momy < 0, "MinigunMove")
		NULL A 0 A_JumpIf (momx < 0, "MinigunMove")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MAR4 D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIf (momy > 0, "MinigunMove")
		NULL A 0 A_JumpIf (momx > 0, "MinigunMove")
		NULL A 0 A_JumpIf (momy < 0, "MinigunMove")
		NULL A 0 A_JumpIf (momx < 0, "MinigunMove")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MAR4 D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "MinigunMove")
		NULL A 0 A_JumpIf (momx > 0, "MinigunMove")
		NULL A 0 A_JumpIf (momy < 0, "MinigunMove")
		NULL A 0 A_JumpIf (momx < 0, "MinigunMove")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MAR4 D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIf (momy > 0, "MinigunMove")
		NULL A 0 A_JumpIf (momx > 0, "MinigunMove")
		NULL A 0 A_JumpIf (momy < 0, "MinigunMove")
		NULL A 0 A_JumpIf (momx < 0, "MinigunMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto StandStill
			
   MinigunMove:
		MAR4 AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MAR4 CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "MinigunStand")
		NULL A 0 A_JumpIf (momx == 0, "MinigunStand")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto See
		
	MinigunPain:
		MAR4 H 5
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Regular Pain Sounds")==1,"MinigunPain2")
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto StandStill
		
		 MinigunPain2:
		TNT1 A 0 A_PlaySound("VALP", 2)
		Goto StandStill
		
		
		
		PlasmaGunStand:
		MAR6 D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momx > 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momy < 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momx < 0, "PlasmaGunMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MAR6 D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIf (momy > 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momx > 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momy < 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momx < 0, "PlasmaGunMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MAR6 D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momx > 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momy < 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momx < 0, "PlasmaGunMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MAR6 D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIf (momy > 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momx > 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momy < 0, "PlasmaGunMove")
		NULL A 0 A_JumpIf (momx < 0, "PlasmaGunMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto StandStill
			
	    PlasmaGunMove:
		MAR6 AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MAR6 CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "PlasmaGunStand")
		NULL A 0 A_JumpIf (momx == 0, "PlasmaGunStand")
	MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto See
		
		  PlasmaGunPain:
		MAR6 E 5
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Regular Pain Sounds")==1,"PlasmaGunPain2")
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto StandStill
		
		 PlasmaGunPain2:
		TNT1 A 0 A_PlaySound("VALP", 2)
		Goto StandStill
		
		
		
		
		BFGStand:
		MAR7 A 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "BFGMove")
		NULL A 0 A_JumpIf (momx > 0, "BFGMove")
		NULL A 0 A_JumpIf (momy < 0, "BFGMove")
		NULL A 0 A_JumpIf (momx < 0, "BFGMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MAR7 A 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIf (momy > 0, "BFGMove")
		NULL A 0 A_JumpIf (momx > 0, "BFGMove")
		NULL A 0 A_JumpIf (momy < 0, "BFGMove")
		NULL A 0 A_JumpIf (momx < 0, "BFGMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MAR7 D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "BFGMove")
		NULL A 0 A_JumpIf (momx > 0, "BFGMove")
		NULL A 0 A_JumpIf (momy < 0, "BFGMove")
		NULL A 0 A_JumpIf (momx < 0, "BFGMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MAR7 D 5
		NULL A 0 A_JumpIf (momy > 0, "BFGMove")
		NULL A 0 A_JumpIf (momx > 0, "BFGMove")
		NULL A 0 A_JumpIf (momy < 0, "BFGMove")
		NULL A 0 A_JumpIf (momx < 0, "BFGMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto StandStill
			
	 BFGMove:
		MAR7 AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MAR7 CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "BFGStand")
		NULL A 0 A_JumpIf (momx == 0, "BFGStand")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto See
		
	BFGPain:
		MAR7 E 5
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Regular Pain Sounds")==1,"BFGPain2")
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto StandStill
		
		 BFGPain2:
		TNT1 A 0 A_PlaySound("VALP", 2)
		Goto StandStill
		
		
		
		
		RevenantLauncherStand:
		MHML A 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "RevenantLauncherMove")
		NULL A 0 A_JumpIf (momx > 0, "RevenantLauncherMove")
		NULL A 0 A_JumpIf (momy < 0, "RevenantLauncherMove")
		NULL A 0 A_JumpIf (momx < 0, "RevenantLauncherMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto StandStill
			
	RevenantLauncherMove:
		MHML AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MHML CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "StandStill")
		NULL A 0 A_JumpIf (momx == 0, "StandStill")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto See
	RevenantLauncherPain:
		MHML E 5
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Regular Pain Sounds")==1,"RevenantLauncherPain2")
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto StandStill
		
		 RevenantLauncherPain2:
		TNT1 A 0 A_PlaySound("VALP", 2)
		Goto StandStill
	
	FlameCannonStand:
		MMFC D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momx > 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momy < 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momx < 0, "FlameCannonMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MMFC D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIf (momy > 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momx > 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momy < 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momx < 0, "FlameCannonMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MMFC D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momx > 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momy < 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momx < 0, "FlameCannonMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MMFC D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIf (momy > 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momx > 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momy < 0, "FlameCannonMove")
		NULL A 0 A_JumpIf (momx < 0, "FlameCannonMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto StandStill
			
	FlameCannonMove:
		MMFC AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MMFC CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "RevenantLauncherStand")
		NULL A 0 A_JumpIf (momx == 0, "RevenantLauncherStand")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto See
	FlameCannonPain:
		MMFC E 5
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Regular Pain Sounds")==1,"FlameCannonPain2")
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto StandStill
		
		FlameCannonPain2:
		TNT1 A 0 A_PlaySound("VALP", 2)
		Goto StandStill
		
		
		
		
		
		PistolStand:
		PAR1 E 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "PistolMove")
		NULL A 0 A_JumpIf (momx > 0, "PistolMove")
		NULL A 0 A_JumpIf (momy < 0, "PistolMove")
		NULL A 0 A_JumpIf (momx < 0, "PistolMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		PAR1 E 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIf (momy > 0, "PistolMove")
		NULL A 0 A_JumpIf (momx > 0, "PistolMove")
		NULL A 0 A_JumpIf (momy < 0, "PistolMove")
		NULL A 0 A_JumpIf (momx < 0, "PistolMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		PAR2 E 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIf (momy > 0, "PistolMove")
		NULL A 0 A_JumpIf (momx > 0, "PistolMove")
		NULL A 0 A_JumpIf (momy < 0, "PistolMove")
		NULL A 0 A_JumpIf (momx < 0, "PistolMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		PAR2 E 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIf (momy > 0, "PistolMove")
		NULL A 0 A_JumpIf (momx > 0, "PistolMove")
		NULL A 0 A_JumpIf (momy < 0, "PistolMove")
		NULL A 0 A_JumpIf (momx < 0, "PistolMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto StandStill

	PistolMove:
		PAR2 AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		PAR2 CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "PistolStand")
		NULL A 0 A_JumpIf (momx == 0, "PistolStand")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto See
	PistolPain:
		PAR2 G 5
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Regular Pain Sounds")==1,"PistolPain2")
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto StandStill
		
		PistolPain2:
		TNT1 A 0 A_PlaySound("VALP", 2)
		Goto StandStill
		
		
		
		
	
		
		
		
		
		
		
		
		
		
		
		
		
		
		RLStand:
		MAR5 D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIf (momy > 0, "RLMove")
		NULL A 0 A_JumpIf (momx > 0, "RLMove")
		NULL A 0 A_JumpIf (momy < 0, "RLMove")
		NULL A 0 A_JumpIf (momx < 0, "RLMove")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MAR5 D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIf (momy > 0, "RLMove")
		NULL A 0 A_JumpIf (momx > 0, "RLMove")
		NULL A 0 A_JumpIf (momy < 0, "RLMove")
		NULL A 0 A_JumpIf (momx < 0, "RLMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MAR5 D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIf (momy > 0, "RLMove")
		NULL A 0 A_JumpIf (momx > 0, "RLMove")
		NULL A 0 A_JumpIf (momy < 0, "RLMove")
		NULL A 0 A_JumpIf (momx < 0, "RLMove")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MAR5 D 5
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		NULL A 0 A_JumpIf (momy > 0, "RLMove")
		NULL A 0 A_JumpIf (momx > 0, "RLMove")
		NULL A 0 A_JumpIf (momy < 0, "RLMove")
		NULL A 0 A_JumpIf (momx < 0, "RLMove")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto StandStill
	 		
	    RLMove:
		MAR5 AB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MAR5 CB 5 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
		TNT1 A 0 A_JumpIfInventory("BloodSplashOnScreen", 1, "SpawnBloodOnScreen")
		TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NULL A 0 A_JumpIf (momy == 0, "RLStand")
		NULL A 0 A_JumpIf (momx == 0, "RLStand")
			MARN D 0 A_JumpIf (momz > 0, "IsJumpin")
		MARN D 0 A_JumpIf (momz < 0, "IsJumpin")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		Goto See
		
	RLPain:
		MAR5 E 5
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Regular Pain Sounds")==1,"RLPain2")
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto StandStill
		
		RLPain2:
		TNT1 A 0 A_PlaySound("VALP", 2)
		Goto StandStill
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
		
	 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")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		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")
		MARN A 0 A_JumpIfHealthLower(25, "HeavyWoundsSpawn")
		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)
				TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		TNT1 A 0 A_JumpIfInventory("SSGSelected", 1, "SSGPain")
		TNT1 A 0 A_JumpIfInventory("NewchaingunSelected", 1, "NewchaingunPain")
		TNT1 A 0 A_JumpIfInventory("QuadShotgunSelected", 1, "QuadShotgunPain")
		TNT1 A 0 A_JumpIfInventory("MinigunSelected", 1, "MinigunPain")
	    NULL A 0 A_JumpIfInventory("FistsSelected", 1, "PainWfist")
		 NULL A 0 A_JumpIfInventory("RocketLauncherSelected", 1, "RLPain")
		  NULL A 0 A_JumpIfInventory("PistolSelected", 1, "PistolPain")
		 NULL A 0 A_JumpIfInventory("ShotgunSelected", 1, "ShotgunPain")
		 TNT1 A 0 A_JumpIfInventory("PlasmaGunSelected", 1, "PlasmaGunPain")
		 TNT1 A 0 A_JumpIfInventory("RevenantLauncherSelected", 1, "RevenantLauncherPain")
		 		TNT1 A 0 A_JumpIfInventory("BFGSelected", 1, "BFGPain")
		TNT1 A 0 A_JumpIfInventory("FlameCannonSelected", 1, "FlameCannonPain")
		TNT1 A 0 A_JumpIfInventory("SubMachineGunSelected", 1, "SubMachinegunPain")
		TNT1 A 0 A_JumpIfInventory("BFG10KSelected", 1, "BFG10KPain")
		TNT1 A 0 A_JumpIfInventory("GrenadeLauncherSelected", 1, "GrenadeLauncherPain")
		TNT1 A 0 A_JumpIfInventory("RailGunSelected", 1, "RailGunPain")
		TNT1 A 0 A_JumpIfInventory("SawSelected", 1, "SawPain")
		PLAY G 5
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Regular Pain Sounds")==1,"Pain2")
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		Goto See
		
		Pain2:
		TNT1 A 0 A_PlaySound("VALP", 2)
		Goto See
		
		
		
		
		
		

		
		Pain.Eat:
		TNT1 A 0 Radius_Quake(4,8,0,2,0)
		TNT1 A 0 A_PlaySOund ("BIBY")
		 
		 
		 Pain.HKFT:
		 	TNT1 A 0 Radius_Quake(3,3,0,2,0)
			Goto Pain
		
	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
		TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Regular Pain Sounds")==1,2)
		TNT1 A 0 A_PlaySound("PAIN1", 2)
		TNT1 A 0 A_PlaySound("VALP", 2)
		 
		Goto StandStill
	

    Pain.Blast:
	Pain.ExplosiveImpact:
	Pain.Explosive:
        NULL A 0 ACS_Execute(531, 0, 0, 0, 0)
		Goto Pain
		
		
		Pain.Burn:
		Pain.Plasma:
		TNT1 A 0 A_PlaySound("BURP")
		 Goto Pain
		
	Pain.Bullet:
	Pain.MonsterBullet:
	Pain.MonsterMinigunBullet:
	Pain.MonsterShotgunBullet:
	Pain.SSG:
	Pain.CutLess:
		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)
		 TNT1 A 0 A_PlaySound("VESHI",4)
        Goto Pain
        PBUL2:
        NULL A 0 ACS_Execute(612, 0, 0, 0, 0)
		 TNT1 A 0 A_PlaySound("VESHI",4)
        Goto Pain
        PBUL3:
        NULL A 0 ACS_Execute(613, 0, 0, 0, 0)
		 TNT1 A 0 A_PlaySound("VESHI",4)
        Goto Pain
        PBUL4:
        NULL A 0 ACS_Execute(614, 0, 0, 0, 0)
		 TNT1 A 0 A_PlaySound("VESHI",4)
        Goto Pain
        PBUL5:
        NULL A 0 ACS_Execute(615, 0, 0, 0, 0)
		 TNT1 A 0 A_PlaySound("VESHI",4)
        Goto Pain
        PBUL6:
        NULL A 0 ACS_Execute(616, 0, 0, 0, 0)
		 TNT1 A 0 A_PlaySound("VESHI",4)
        Goto Pain



	Pain.ImpFatalityMarine:
	Pain.Rip:
	TNT1 A 0 Radius_Quake(3,4,0,2,0)
        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)
		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_PlaySound("ded",7)
		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)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		  NULL A 0  A_PlaySound("ded",7)
        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:
	  NULL A 0  A_PlaySound("ded",7)
	Death.Saw:
        NULL A 0 A_Takeinventory("Kicking",1)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		  NULL A 0  A_PlaySound("ded",7)
		
		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")
        NULL A 0 A_Takeinventory("Kicking",1)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		 NULL A 0  A_PlaySound("MELT",6)
		  NULL A 0  A_PlaySound("ded",7)
        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:
         NULL A 0 A_Takeinventory("Kicking",1)
         NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		   NULL A 0  A_PlaySound("ded",7)
		 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)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		  NULL A 0  A_PlaySound("ded",7)
        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:
    NULL A 0 A_Takeinventory("Kicking",1)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		  NULL A 0  A_PlaySound("ded",7)
		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
		
	XDeath:
        NULL A 0 A_Takeinventory("Kicking",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:
	  NULL A 0  A_PlaySound("ded",7)
    Death.Blast:
	     NULL A 0 A_Takeinventory("Kicking",1)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		  NULL A 0  A_PlaySound("ded",7)
		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.SSG:
          NULL A 0 A_Takeinventory("Kicking",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.Rape:
        NULL A 0 A_Takeinventory("Kicking",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_PlaySound("ded",7)
		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)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		  NULL A 0  A_PlaySound("ded",7)
		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:
	  NULL A 0  A_PlaySound("ded",7)
	Death.ExplosiveImpact:
        NULL A 0 A_Takeinventory("Kicking",1)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		  NULL A 0  A_PlaySound("ded",7)
		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
        NULL A 0 A_NoBlocking
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		  NULL A 0  A_PlaySound("ded",7)
        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
		NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		  NULL A 0  A_PlaySound("ded",7)
		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
        NULL A 0 A_NoBlocking
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		 NULL A 0  A_PlaySound("MELT",6)
		  NULL A 0  A_PlaySound("ded",7)
        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:
        NULL A 0 A_Takeinventory("Kicking",1)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		  NULL A 0  A_PlaySound("ded",7)
		TNT1 A 0 A_PlaySound("BURN")
		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:
	  NULL A 0  A_PlaySound("ded",7)
    Death.flames:
        NULL A 0
        NULL A 0 A_Takeinventory("Kicking",1)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		NULL A 0  A_PlaySound("ROAST",5)
		
		  NULL A 0  A_PlaySound("ded",7)
        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:
	    NULL A 0 A_Takeinventory("Kicking",1)
        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		  NULL A 0  A_PlaySound("ded",7)
        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:
		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 0  A_PlaySound("ded",7)
		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


		
		
		PistolFatalityZMan:
        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("AH",7)
		MPZ1 ABCDE 3
					 TNT1 A 0 Radius_Quake(3,5,0,20,0) //(intensity, duration, damrad, tremrad, tid)

				  NULL A 0  A_PlaySound("BODYS",7)
		MPZ1 F 3
	
		
		

		MPZ1 G 10
		
		
		        NULL A 0  A_PlaySound("BURNZOM",7)
		//The actor ShakeShakeShake makes the screen shake near the player, improving the overal felling of the fatalities
	
					MPZ1 HI 3	
		MPZ1 J 1 Radius_Quake(2,5,0,20,0) //(intensity, duration, damrad, tremrad, tid)
				NULL A 0 A_CustomMissile ("EmptyBrassMP40", 5, 0, random (0, 360), 2, random (0, 160))
								NULL A 0 A_CustomMissile ("SmokeSpawner", 5, 0, random (0, 360), 2, random (0, 160))


		        TNT1 A 0 A_PlaySound("weapons/pistol", 6)
		NULL A 0 A_PlaySound ("misc/xdeath", 1)
        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))
         MPZ1 J 4
		MPZ1 KL 3
		MPZ1 M 8
		MPZ1 N 1 Radius_Quake(4,5,0,20,0) //(intensity, duration, damrad, tremrad, tid)

		        TNT1 A 0 A_PlaySound("weapons/pistol", 6)
		TNT1 A 0 A_PlaySound("SHUTUP", 7)
				NULL A 0 A_CustomMissile ("EmptyBrassMP40", 5, 0, random (0, 360), 2, random (0, 160))
								NULL A 0 A_CustomMissile ("SmokeSpawner", 5, 0, random (0, 360), 2, random (0, 160))

		
		NULL A 0 A_PlaySound ("misc/xdeath", 1)
		NULL A 0 A_PlaySound ("misc/xdeath", 1)
		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))
		        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))
        NULL AAAA 0 A_CustomMissile ("FatalityBlood", 50, 0, random (0, 360), 2, random (0, 160))
		NULL AAAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AA 0 A_CustomMissile ("Brutal_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
			MPZ1 N 2
		MPZ1 O 3
		MPZ1 P 10
		 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_TakeInventory("ZombieManPistolFatality",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
		 
		 
		 
		 
		 
		 
		 PistolFatalityZMan2:
        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("AH",7)
		MPZ2 A 3
		 NULL A 0  A_PlaySound("SHIET")
		MPZ2 BCDEF 3
			

				 
		MPZ2 G 2
		MPZ2 H 10
	
		
		 NULL A 0  A_PlaySound("BURNZOM",7)

		MPZ2 I 1 Radius_Quake(4,5,0,20,0) //(intensity, duration, damrad, tremrad, tid)
		   TNT1 A 0 A_PlaySound("weapons/pistol", 6)
		TNT1 A 0 A_PlaySound("SHUTUP", 7)
		NULL A 0 A_CustomMissile ("EmptyBrassMP40", 5, 0, random (0, 360), 2, random (0, 160))
						NULL A 0 A_CustomMissile ("SmokeSpawner", 5, 0, random (0, 360), 2, random (0, 160))
						NULL A 0 A_PlaySound ("misc/xdeath", 1)
		NULL A 0 A_PlaySound ("misc/xdeath", 1)
		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))
		        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))
        NULL AAAA 0 A_CustomMissile ("FatalityBlood", 50, 0, random (0, 360), 2, random (0, 160))
		NULL AAAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AA 0 A_CustomMissile ("Brutal_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		MPZ2 I 1
		MPZ2 J 2
		MPZ2 K 5
		 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_TakeInventory("ZombieManPistolFatality2",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

		
		
		
		
		


    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)
        //////////////////////////////////////////////////////
        NULL A 0  A_PlaySound("AH",7)
		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)
        //////////////////////////////////////////////////////
	    NULL A 0  A_PlaySound("AH",7)
        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)
        //////////////////////////////////////////////////////
	    NULL A 0  A_PlaySound("AH",7)
        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)
        //////////////////////////////////////////////////////
		 NULL A 0  A_PlaySound("AH",7)
        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)
        //////////////////////////////////////////////////////
		NULL A 0  A_PlaySound("AH",7)
        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)
        //////////////////////////////////////////////////////
		NULL A 0  A_PlaySound("AH",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", 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)
        //////////////////////////////////////////////////////
		NULL A 0  A_PlaySound("AH",7)
        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)
        //////////////////////////////////////////////////////
		NULL A 0  A_PlaySound("AH",7)
        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)
        //////////////////////////////////////////////////////
    NULL A 0  A_PlaySound("AH",7)
        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)
        //////////////////////////////////////////////////////
		NULL A 0  A_PlaySound("AH",7)
        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)
        //////////////////////////////////////////////////////
		 NULL A 0  A_PlaySound("AH",7)
        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)
        //////////////////////////////////////////////////////
		NULL A 0  A_PlaySound("AH",7)
        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 ("XDeathSargeLeg2", 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
		NULL A 0  A_PlaySound("AH",7)
        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)
        //////////////////////////////////////////////////////
		NULL A 0  A_PlaySound("AH",7)
		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)
        //////////////////////////////////////////////////////
	    NULL A 0  A_PlaySound("AH",7)
		FD2M A 2
		NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
		NULL A 0  A_PlaySound("AH")
        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 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)
        //////////////////////////////////////////////////////
		    NULL A 0  A_PlaySound("AH",7)
        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)
        //////////////////////////////////////////////////////
		   NULL A 0  A_PlaySound("AH",7)
        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)
        //////////////////////////////////////////////////////
		 NULL A 0  A_PlaySound("AH",7)
        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)
        //////////////////////////////////////////////////////
	    NULL A 0  A_PlaySound("AH",7)
        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)
        //////////////////////////////////////////////////////
		NULL A 0  A_PlaySound("AH",7)
        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)
        //////////////////////////////////////////////////////
		NULL A 0  A_PlaySound("AH",7)
        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)
        //////////////////////////////////////////////////////
	    NULL A 0  A_PlaySound("AH",7)
        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("AH",7)
        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  A_PlaySound("AH",7)
        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)
        //////////////////////////////////////////////////////
    NULL A 0  A_PlaySound("AH",7)
		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)
        //////////////////////////////////////////////////////
		 NULL A 0  A_PlaySound("AH",7)
		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)
        //////////////////////////////////////////////////////
		NULL A 0  A_PlaySound("AH",7)
        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("DSSALUTE")
		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)
        //////////////////////////////////////////////////////
    NULL A 0  A_PlaySound("AH",7)
        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_PlaySound("ded",7)
        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  A_PlaySound("ded",7)
        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
TNT1 A 0 A_PlaySound("SHIET")
SFZM B 8
SFZM C 10
TNT1 A 0 A_PlaySound("OHSNAP")
SFZM D 6

        //////////////////////////////////////////////////////
        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
TNT1 A 0 A_PlaySound("SHIET")
SFSZ B 8
SFSZ C 10
TNT1 A 0 A_PlaySound("OHSNAP")
SFSZ D 6

        //////////////////////////////////////////////////////
        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)
        //////////////////////////////////////////////////////
TNT1 A 0 A_PlaySound("SHIET")
SFCG A 8
SFCG B 8
TNT1 A 0 A_PlaySound("OHSNAP")
SFCG C 10

        //////////////////////////////////////////////////////
        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)
        //////////////////////////////////////////////////////
TNT1 A 0 A_PlaySound("SHIET")
SFIM A 8
SFIM B 8
TNT1 A 0 A_PlaySound("OHSNAP")
SFIM C 10
SFIM D 6

        //////////////////////////////////////////////////////
        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)
        //////////////////////////////////////////////////////
TNT1 A 0 A_PlaySound("SHIET")
SFNZ A 8
SFNZ B 8
TNT1 A 0 A_PlaySound("OHSNAP")
SFNZ C 10

        //////////////////////////////////////////////////////
        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
		
		
		
		
		
		/*
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.

Red Blood on Screen;
*/

	SpawnBloodOnScreen:
		TNT1 A 0 A_TakeInventory("BloodSplashOnScreen", 1)
		TNT1 A 0 A_Giveinventory("BloodOnVisor",1)
		TNT1 A 0 A_Jump(255,"Bled1","Bled2","Bled3","Bled4","Bled5","Bled6")
		Goto Bled1

	Bled1:
	
		TNT1 A 0 ACS_NamedExecuteAlways("RedBloodSplash1", 0, 0, 0, 0)
		TNT1 A 0 A_TakeInventory("BloodSplashOnScreen", 1)
		Goto Spawn
	Bled2:

		TNT1 A 0 ACS_NamedExecuteAlways("RedBloodSplash2", 0, 0, 0, 0)
		TNT1 A 0 A_TakeInventory("BloodSplashOnScreen", 1)
		Goto Spawn
	Bled3:

		TNT1 A 0 ACS_NamedExecuteAlways("RedBloodSplash3", 0, 0, 0, 0)
		TNT1 A 0 A_TakeInventory("BloodSplashOnScreen", 1)
		Goto Spawn
	Bled4:

		TNT1 A 0 ACS_NamedExecuteAlways("RedBloodSplash4", 0, 0, 0, 0)
		TNT1 A 0 A_TakeInventory("BloodSplashOnScreen", 1)
		Goto Spawn
	Bled5:

		TNT1 A 0 ACS_NamedExecuteAlways("RedBloodSplash5", 0, 0, 0, 0)
		TNT1 A 0 A_TakeInventory("BloodSplashOnScreen", 1)
		Goto Spawn
	Bled6:

		TNT1 A 0 ACS_NamedExecuteAlways("RedBloodSplash6", 0, 0, 0, 0)
		TNT1 A 0 A_TakeInventory("BloodSplashOnScreen", 1)
		Goto Spawn

// Blue Blood on Screen;



// Green Blood on Screen;

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

	GBled1:

		TNT1 A 0 ACS_Execute(560, 0, 0, 0, 0)
		Goto Spawn
	GBled2:

		TNT1 A 0 ACS_Execute(561, 0, 0, 0, 0)
		Goto Spawn
	GBled3:
		
		TNT1 A 0 ACS_Execute(562, 0, 0, 0, 0)
		Goto Spawn
	GBled4:
		
		TNT1 A 0 ACS_Execute(563, 0, 0, 0, 0)
		Goto Spawn
	GBled5:
		
		TNT1 A 0 ACS_Execute(564, 0, 0, 0, 0)
		Goto Spawn
	GBled6:
	
		TNT1 A 0 ACS_Execute(565, 0, 0, 0, 0)
		Goto Spawn







//  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 0  A_PlaySound("ded",7)
		NULL A 0 A_PlaySound("BIGSCREA")
		NULL A 1 A_NoBlocking
        NULL A 0 A_GiveToTarget("Curbstomp_Marine",1)
		NULL A -1
        Stop

//Imp:
    Death.ImpFatalityMarine:
	  NULL A 0  A_PlaySound("ded",7)
		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_TakeInventory("BloodSplasherBlueBlood", 1)
		  NULL A 0 A_Takeinventory("BloodOnVisor",1)
        NULL A 0 A_Giveinventory("BlueBloodOnVisor",1)
  NULL A 1 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 1 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")
		MARN A 0 A_JumpIfInventory("SGADSMode", 1, "SGADSStand")
        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")
		MARN A 0 A_JumpIfInventory("SGADSMode", 1, "SGADSMove")
        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")
		TNT1 A 0 A_JumpIfInventory("DarkImpFatality1", 1, "FatalityDarkImp1")
        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
		
		
		
		
		FatalityDarkImp1:
		TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)

		TNT1 A 0 ACS_Execute(acsFatality, 0)
		//////////////////////////////////////////////////////
		
		D1F1 A 6
		TNT1 A 0 A_PlaySound("weapons/fistwhoosh")
		D1F1 BC 2
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("dimp/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 AA 0 A_CustomMissile ("Teeth", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("xdeath2", 46, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 48, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 A 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("PlayerFlyingBlood", 17, 3, random (0, 360), 2, random (0, 160)) 
		D1F1 D 6 A_CustomMissile ("XDeath1", 44, 2, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Brutal_FlyingBlood", 47, 0, random (0, 360), 2, random (0, 160))
		D1F1 E 3 A_CustomMissile ("Brutal_FlyingBlood", 46, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Brutal_FlyingBlood", 47, 0, random (0, 360), 2, random (0, 160))
		D1F1 F 6
		TNT1 A 0 A_PlaySound("weapons/fistwhoosh")
		D1F1 E 2
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("dimp/pain", 1)
		TNT1 A 0 A_PlaySound("misc/gibbed", 4)
		TNT1 A 0 A_CustomMissile ("Teeth", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("Teeth", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", 46, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPieceFast", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SmallBrainPieceFast", 48, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AA 0 A_CustomMissile ("SmallBrainPieceFast", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 47, 3, random (0, 360), 2, random (0, 160)) 
		D1F1 D 5
		
		D1F1 E 3
		TNT1 AA 0 A_CustomMissile ("Brutal_FlyingBlood", 47, 0, random (0, 360), 2, random (0, 160))
		D1F1 F 8
		TNT1 AA 0 A_CustomMissile ("Brutal_FlyingBlood", 54, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("dimp/pain", 1)
		D1F1 GH 5
		TNT1 A 0 A_PlaySound("weapons/fistwhoosh",1)
		D1F1 IJKLM 2
		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))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 14, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 17, 3, random (0, 360), 2, random (0, 160))
		D1F1 N 3
		
		D1F1 OPQR 3
		
		D1F1 S 4
		TNT1 A 0 A_PlaySound("dimp/pain", 1)
		TNT1 A 0 A_PlaySound("NECK_BRK", 4)
		D1F1 T 4
		
		D1F1 S 4
		TNT1 A 0 A_PlaySound("dimp/pain", 2)
		TNT1 A 0 A_PlaySound("NECK_BRK", 4)
		D1F1 T 4
		TNT1 A 0 A_PlaySound("dimp/death", 3)
		D1F1 ST 2
		TNT1 A 0 A_PlaySound("misc/gibbed", 4)
		TNT1 A 0 A_PlaySound("NECK_BRK", 5)
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("MuchBlood", 10, 5, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 10, 5, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 37, 3, random (0, 360), 2, random (0, 160)) 
		D1F1 UVWWX 4 A_CustomMissile ("Brutal_FlyingBlood", 14, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("weapons/fistwhoosh")
		D1F1 Y 3
		TNT1 A 0 A_PlaySound("misc/xdeath4b", 6)
		TNT1 A 0 A_CustomMissile ("Teeth", 10, -6, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brutal_FlyingBlood", 14, -8, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("PlayerFlyingBlood", 22, -2, random (0, 360), 2, random (0, 160)) 
		TNT1 AA 0 A_CustomMissile ("SmallBrainPiece", 16, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("xdeath2", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SmallBrainPiece", 28, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("xdeath2", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		D1F1 Z 8
		TNT1 A 0 A_PlaySound("misc/xdeath2c", 7)
		TNT1 A 0 A_CustomMissile ("PlayerFlyingBlood", 22, -3, random (0, 360), 2, random (0, 160)) 
		TNT1 AA 0 A_CustomMissile ("Brutal_FlyingBlood", 22, -3, random (0, 360), 2, random (0, 160)) 
		D1F1 YX 3
		TNT1 A 0 A_PlaySound("weapons/fistwhoosh",1)
		D1F1 Y 3
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("misc/xdeath2c", 2)
		TNT1 A 0 A_CustomMissile ("Teeth", 10, -6, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("MuchBlood", 8, -15, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 14, -8, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 12, -2, random (0, 360), 2, random (0, 160)) 
		TNT1 AA 0 A_CustomMissile ("xdeath2", 16, -5, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("xdeath2", 16, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("SmallBrainPiece", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SmallBrainPiece", 18, 0, random (0, 360), 2, random (0, 160))
		//TNT1 A 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		D1F1 Z 6
		TNT1 A 0 A_PlaySound("misc/xdeath2c", 3)
		TNT1 A 0 A_CustomMissile ("PlayerFlyingBlood", 12, -3, random (0, 360), 2, random (0, 160)) 
		TNT1 AA 0 A_CustomMissile ("Brutal_FlyingBlood", 22, -3, random (0, 360), 2, random (0, 160))
		D1F2 AB 3
		
		D1F2 A 3
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("misc/xdeath2c", 4)
		TNT1 AAA 0 A_CustomMissile ("MuchBlood", 8, -15, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 14, -8, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 12, -2, random (0, 360), 2, random (0, 160)) 
		TNT1 AA 0 A_CustomMissile ("xdeath2", 16, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("SmallBrainPiece", 8, 0, random (0, 360), 2, random (0, 160))
		//TNT1 A 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		D1F2 C 6
		
		D1F2 AB 3
		TNT1 A 0 A_PlaySound("weapons/fistwhoosh", 3)
		D1F2 A 3
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("misc/xdeath2c", 4)
		TNT1 AAA 0 A_CustomMissile ("MuchBlood", 8, -15, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 14, -8, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 12, -2, random (0, 360), 2, random (0, 160)) 
		TNT1 AA 0 A_CustomMissile ("xdeath2", 16, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("SmallBrainPiece", 8, 0, random (0, 360), 2, random (0, 160))
		D1F2 C 4
		
		D1F2 DDDD 3 A_CustomMissile ("Brutal_FlyingBlood", 14, -8, random (0, 360), 2, random (0, 160))
		//TNT1 AAAAAAAAA 0
		
		TNT1 AAAAA 0 A_GiveInventory("HealthBonus",1)
		TNT1 A 0 A_TakeInventory("DarkImpFatality1", 1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_SpawnItem("AbsolutelyRapedDarkImp", 5, 1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Spawn
		
		
		
		
		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    }}
	   
	   