//If everybody that keeps dumping gimmicky suggestion at the forums
//just for the sake of having the feature and
//without even thinking if the suggestion is really worth 
//implementing into the mod could just take a look at the mess
//in this lump, I think they would stop doing this.

// 3000+ lines and still growing up!

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

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

Actor Footstep5: FootStep
{
    Damage 0
    -CLIENTSIDEONLY
}

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

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

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

//===========================================================================
//
// Player
//
//===========================================================================
ACTOR Doomer : PlayerPawn Replaces DoomPlayer
{
	Speed 1.0
	Health 100
	Radius 16
	Height 48
    player.viewheight	38
	player.attackzoffset 8
	//Mass 80
    GibHealth 20
	PainChance 255
    BloodType "Player_Blood"
    DAMAGEFACTOR "Trample", 8.0
    DAMAGEFACTOR "Head", 0.0
	DAMAGEFACTOR "FriendBullet", 0.0
    DAMAGEFACTOR "Taunt", 0.0
    DAMAGEFACTOR "KillMe", 0.0
    DAMAGEFACTOR "SSG", 5.0
    DAMAGEFACTOR "Shrapnel", 0.5
    DAMAGEFACTOR "Blood", 0.0//Chi cazzo me lo aveva rimesso a 0.5,PORCO DIO?!?
    DAMAGEFACTOR "BlueBlood", 0.5
    DAMAGEFACTOR "GreenBlood", 0.5
    DAMAGEFACTOR "MinorHead", 0.0
    DAMAGEFACTOR "Decaptate", 0.0
	DAMAGEFACTOR "Cut", 4.0
	DAMAGEFACTOR "Kick", 3.0
	DAMAGEFACTOR "Fatality", 5.0
	DAMAGEFACTOR "SuperPunch", 5.0
	DAMAGEFACTOR "HelperMarineFatallity", 0.0
	Player.ColorRange 0 0
    player.sidemove 0.9
	Player.DisplayName "B.J."
	Player.StartItem "Clip", 60
	Player.StartItem "ThomAmmo", 30
	Player.StartItem "ShotgunAmmo", 8
	Player.StartItem "PlasmaAmmo", 50
	Player.StartItem "RocketRounds", 4
	Player.StartItem "RailgunAmmo", 50
	Player.StartItem "IsPlayer", 1
	
	//Player.JumpZ 6.5
	
	States
	{
	

    Spawn:
BLAS A 60 
BLAS B 60 
BLAS C 60 
		Loop

BARRELSTAND:
TNT1 A 0 
GOTO SPAWN

PUNCH:
TNT1 A 0 
GOTO SPAWN

NOMOVEPUMP:
TNT1 A 0 
GOTO SPAWN

ADSSTAND:
TNT1 A 0 
GOTO SPAWN


sayoneliner:
TNT1 A 0 
GOTO SPAWN



advancedtaunt:
TNT1 A 0 
GOTO SPAWN


ROLLLEFT:
TNT1 A 0 
GOTO SPAWN


ROLLRIGHT:
TNT1 A 0 
GOTO SPAWN


	See:
BLAZ AA 3
TNT1 A 0 A_CheckFloor("Step1")
Blaz BB 3 

SecondLeg:
Blaz CC 3
TNT1 A 0 A_CheckFloor("Step2")
Blaz DD 3 
GOTO Spawn
		
Step1:
NULL A 0
//Null a 0 a_playsound("floor/rock")
NULL A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
BLAZ BB 3	
Goto SecondLeg

Step2:
NULL A 0
//Null a 0 a_playsound("floor/rock")
NULL A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
BLAZ DD 3	
Goto Spawn
		

	
   Missile:
BLAZ E 12
GOTO SPAWN

Melee:
Blaz F 12
GOTO SPAWN

Pain:
		BLAZ G 4
		BLAZ G 4 A_Pain
		Goto Spawn

Pain.KickNazi:
TNT1 A 0 A_Recoil(10)
		BLAZ G 4
		BLAZ G 4 A_Pain
		Goto Spawn

Death.EnemyHeadShot:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
				TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        PLNH ABCD 10
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
PLNH E -1 
		Stop

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

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

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

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

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

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

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

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

    Death.Rape:
        TNT1 A 0 A_Takeinventory("Kicking",1)
		TNT1 A 0 A_Jump (160, 3)
        Goto Death.Arm
        TNT1 AAA 0
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 A 20 A_XScream
		 TNT1 A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 B 20 A_NoBlocking
        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 C 20
        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 D 20
        TNT1 AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 E 20
        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 F 20
        TNT1 AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        XPL4 F -1
        Stop
		
		
		Death.Arm:
        TNT1 A 0 A_Takeinventory("Kicking",1)
		TNT1 AA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
        XPL5 A 10
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_PlaySound("DSFDTHE")
        XPL5 BCBCBCBC 10 A_CustomMissile ("MuchBlood", 25, 0, random (0, 360), 2, random (0, 160))
        XPL5 DE 7 A_CustomMissile ("MuchBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        XPL5 E -1
        Stop
		
		
		
		Death.ExplosiveImpact:
        TNT1 A 0 A_Takeinventory("Kicking",1)
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathflamesoldierLeg1", 32, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
        XPL6 A 5
		TNT1 A 0 A_NoBlocking
        XPL6 BCDE 5
		
        XPL6 F -1
        Stop
		
		Death.GreenFire:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 AAAA 0 A_CustomMissile ("Nashgore_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
		
		EXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("GreenFlameTrails", 50, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAA 2 BRIGHT A_SpawnItem("GreenFlare",0,43)
        TNT1 A 1
        TNT1 A -1
        Stop

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

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

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

		TNT1 A 0 A_PLAYSOUND("HORRIBLE/DEATH")
                LD1A A 20 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160))
LD1A A 20 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160))
LD1A A 20 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160))
LD1A A 20 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160))
LD1A A 20 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160))                
LD1A BCDEF 2 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160))
                TNT1 A 0 A_NoBlocking
                ld1a g -1
		Stop
	
    Crush:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        CRS1 A 5
		
        CRS1 A -1
        Stop



















// FATALITIES


           FatalityZMan:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        SAFA ABC 6
		
        SAFA D 4  A_PlaySound("grunt/sight")
        SAFA EFG 4 
       SAFA G  1  A_CustomMissile ("PlayerFlyingBlood", 20, 46, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
SAFA G 5
          TNT1 A 0 A_PlaySound("grunt/pain")
        SAFA GHI 2  
       SAFA I 1  A_CustomMissile ("PlayerFlyingBlood", 20, 46, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))

SAFA I 5
          TNT1 A 0 A_PlaySound("grunt/pain")
        SAFA FG 2
       SAFA G 1  A_CustomMissile ("PlayerFlyingBlood", 20, 46, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
SAFA G 5
		
          TNT1 A 0 A_PlaySound("grunt/pain")
        SAFA GHI 2
       SAFA I 1  A_CustomMissile ("PlayerFlyingBlood", 20, 46, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))

SAFA I 5
          TNT1 A 0 A_PlaySound("grunt/pain")
        SAFA FG 2
       SAFA G 1 A_CustomMissile ("PlayerFlyingBlood", 20, 46, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
SAFA G 5
		
          TNT1 A 0 A_PlaySound("grunt/pain")
        SAFA GHI 2
       SAFA I 1 A_CustomMissile ("PlayerFlyingBlood", 20, 46, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))

SAFA I 5
          TNT1 A 0 A_PlaySound("grunt/pain")
        SAFA FG 2
       SAFA G  1  A_CustomMissile ("PlayerFlyingBlood", 20, 46, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
SAFA G 5
		
          TNT1 A 0 A_PlaySound("grunt/pain")
        SAFA GHI 2
       SAFA I 1  A_CustomMissile ("PlayerFlyingBlood", 20, 46, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))

SAFA I 5
          TNT1 A 0 A_PlaySound("grunt/pain")
        SAFA FG 2
        SAFA G 1  A_CustomMissile ("PlayerFlyingBlood", 20, 46, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
SAFA G 5
		
          TNT1 A 0 A_PlaySound("grunt/pain")
        SAFA GHL 2
SAFA L 1 A_CustomMissile ("MuchBlood", 40, 0, random (0, 360), 2, random (0, 160))
XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		SAFA L 1 A_CustomMissile ("MuchBlood", 40, 0, random (0, 360), 2, random (0, 160))
SAFA L 1 A_GiveToTarget("ScoreItem", 1000)
 XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)

SAFA L 5
		
		 
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
        //////////////////////////////////////////////////////
        //TNT1 A 0 A_TakeInventory("ZombieManFatality",1)
		TNT1 A 0 A_TakeInventory("ZombieManFatality",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
                TNT1 A 0 A_SpawnItem ("DeadZombieman_NoHead")
        TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn


    FatalityZMan2:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
 
SSFA A 10
SSFA B 10 A_PlaySound("player/cyborg/fist", 4)
SSFA C 5
          TNT1 A 0 A_PlaySound("NAZI/pain")
SSFA DEF 5
TNT1 A 0 A_PlaySound("NAZI/pain")
SSFA EF 5
TNT1 A 0 A_PlaySound("NAZI/pain")
SSFA EF 5
TNT1 A 0 A_PlaySound("NAZI/pain")
SSFA EF 5
TNT1 A 0 A_PlaySound("NAZI/pain")
SSFA EF 5
TNT1 A 0 A_PlaySound("NAZI/pain")
SSFA EF 5
SSFA G 15
TNT1 A 0 A_PlaySound("BURNZOM")
SSFA H 30 
TNT1 A 0 A_CustomMissile ("ShakeShakeShake", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
SSFA LMN 15

		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ZombieManFatality2",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
        TNT1 A 0 A_SpawnItemEx("TUVUOILEBOTTE_NAZIVERSION", 0, 0, 40, 0, 0)
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 40, -15, 0, 2, 0)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn

 FatalityZMan3:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
	OFFA AB 6
        OFFA CDE 6
        TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
        OFFA F 6
		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
        TNT1 A 0 A_TakeInventory("ZombieManFatality3",1)
        TNT1 A 0 A_SpawnItem("NAZICREEPER")
      TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn


FatalityZMan4:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
       PAFA ABCD 8
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 50, 0, random (0, 360), 2, random (50, 130))
 TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
 PAFA E 50 A_PlaySound("misc/xdeath4")
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 50, 0, random (0, 360), 2, random (50, 130))
 TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
 TNT1 a 0 A_PlaySound("misc/xdeath4")
PAFA F 50

PAFA FGHI 5
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("ZombieManFatality4",1)
        TNT1 A 0 A_SpawnItem ("DeadPanzerEye")
        TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn

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


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


      FatalityImp3:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
		
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FTCI AB 4
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		FTCI CDE 4
		FTCI E 8
        
		FTCI FGG 5
		FTCI H 2
        TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FTCI I 10
		FTCI H 5
		FTCI G 8
		
		FTCI H 2
        TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FTCI I 10
		FTCI H 5
		FTCI G 8
		
		FTCI H 2
        TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FTCI I 10
		FTCI H 5
		FTCI G 8
		
		FTCI H 2
        TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FTCI I 10
		FTCI H 5
		FTCI G 8
		
		FTCI H 2
		
        TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 AAAAA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SmallBrainPiece", 5, 0, random (0, 360), 2, random (0, 160))
		FTCI L 10
		FTCI J 20
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("ImpFatality3",1)
		TNT1 A 0 A_GiveInventory("Stimpack",1)
        //TNT1 A 0 A_SpawnItem ("impfacesorapedomgthisiscruel")
		//TNT1 A 0 A_SpawnItem ("ZombieManDyingAfterFatality")
        TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn	


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


    FatalitySergeant2:

        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FTYS J 5
        FTYS J 1 A_PlaySound("BURNZOM")
		FTYS JJJJ 5
		FTYS J 1 A_PlaySound("OFDEATH")
		FTYS K 8
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
TNT1 AAAA 0 A_CustomMissile ("XDeath1", 20, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 20, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3", 20, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("RipSergeant", 0, 0, random (0, 360), 2, random (0, 160))
        FTYS LMNO 8
        FTYS O 40

		TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
        ///////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("SergeantFatality2",1)
		TNT1 A 0 A_GiveInventory("Stimpack",1)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadShotgunguy_Half", 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn


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

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

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

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

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


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

XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath2", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath3", 50, 0, random (0, 360), 2, random (0, 160))
         TNT1 A 0 A_CustomMissile ("XDeathRevenantHead", 45, 0, random (0, 360), 2, random (50, 130))
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)

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


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







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

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

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

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


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

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

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


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

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


        BHF1 WXYZZZZZZZZZZZZZZ 6

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





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


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

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

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

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


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

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

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

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

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



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

        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ArachnotronFatality",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 AA 0 A_GiveInventory("Medikit",1)
        //TNT1 A 0 A_SpawnItemEx("RapedArachnotron", 0, 1, 1, 1, 1)
		//TNT1 A 0 A_CustomMissile ("SpiderLeg", 30, 0, 0, 2, 0)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn
		
		
		FatalityArachnotron2:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
		ARF2 A 10
		TNT1 A 0 A_PlaySound("grunt/pain")
		ARF2 B 5
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        ARF2 BIBIBI 4
		TNT1 A 0 A_PlaySound("baby/death")
		XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)
TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)
		TNT1 AAAAA 0 A_CustomMissile ("Instestin2", 14, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		
		ARF2 CDE 6
        TNT1 A 0 A_CustomMissile ("XDeathArachnotronHead", 50, 0, random (0, 360), 2, random (40, 130))
		//////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ArachnotronFatality2",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 AA 0 A_GiveInventory("Medikit",1)
        //TNT1 A 0 A_SpawnItemEx("NoLegsSpider", 0, 1, 1, 1, 1)
		//TNT1 A 0 A_CustomMissile ("SpiderLeg", 30, 0, 0, 2, 0)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn
		
		
		
		FatalityArchVile:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        AVF1 A 1
XXXX A 0 A_CustomMissile ("ShakeShakeShake", 1, 0, random (0, 360), 2, random (0, 160))
        AVF1 A 1 A_PlaySound("vile/pain")
        AVF1 A 20

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

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


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







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



























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






// STEALTH KILLS


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

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


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

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

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

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

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












// Monsters that can perform fatality on player:


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

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



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

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

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

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

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

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




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

    Salutes2:
		TNT1 A 0
		TNT1 A 0 A_PlaySound ("DSSALUTE")
        MWAV GHGHG 10
		TNT1 A 0 A_TakeInventory("Salute2",1)
        Goto Spawn
		
		
		
	//Special Checkers
		
		
		SpecialChecker:
        TNT1 A 1
        TNT1 A 0 A_TakeInventory("GoSpecial", 1)
        TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salutes1")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salutes2")
		TNT1 A 0 A_JumpIfInventory("advtaunting", 1, "AdvancedTaunt")
		TNT1 A 0 A_JumpIfInventory("oneliner", 1, "SayOneLiner")
		TNT1 A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelStand")
        //TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "RifleKick")
		TNT1 A 0 A_JumpIfInventory("Pumping", 1, "NoMovePump")
        TNT1 A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
        TNT1 A 0 A_TakeInventory("GoSpecial", 1)
        Goto Spawn  
		

        SpecialCheckerMoving:
        TNT1 A 1
        TNT1 A 0 A_TakeInventory("GoSpecial", 1)
		TNT1 A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker")
        TNT1 A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		TNT1 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salutes1")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salutes2")
		TNT1 A 0 A_JumpIfInventory("advtaunting", 1, "AdvancedTaunt")
		TNT1 A 0 A_JumpIfInventory("oneliner", 1, "SayOneLiner")
		TNT1 A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelMove")
        //TNT1 A 0 A_JumpIfInventory("Punching", 1, "Punch")
        TNT1 A 0 A_JumpIfInventory("Kicking", 1, "RifleKick")
		TNT1 A 0 A_JumpIfInventory("Pumping", 1, "Pump")
        TNT1 A 0 A_JumpIfInventory("ADSMode", 1, "ADSMove")
        TNT1 A 0 A_JumpIfInventory("HasImpShield", 1, "SeeImpShield")
		TNT1 A 0 A_JumpIfInventory("HasZmanShield", 1, "SeeZmanShield")
		TNT1 A 0 A_JumpIfInventory("HasSguyShield", 1, "SeeSguyShield") 
                TNT1 A 0 A_TakeInventory("GoSpecial", 1)
                Goto See    
  
        FatalityChecker:
		TNT1 A 1
		TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
        TNT1 A 0 A_JumpIfInventory("IsCurbstompingZombieman", 1, "CurbstompZombieman")
	    TNT1 A 0 A_JumpIfInventory("IsCurbstompingSergeant", 1, "CurbstompSergeant")        
        TNT1 A 0 A_JumpIfInventory("SKZombieman", 1, "StealthKilLZombieMan")
	    TNT1 A 0 A_JumpIfInventory("SKShotgunGuy", 1, "StealthKilLShotgunGuy")
	    TNT1 A 0 A_JumpIfInventory("SKImp", 1, "StealthKilLImp")
	    TNT1 A 0 A_JumpIfInventory("SKNazi", 1, "StealthKilLNazi")
	    TNT1 A 0 A_JumpIfInventory("SKChaingunguy", 1, "StealthKilLChaingunguy")
        TNT1 A 0 A_JumpIfInventory("ImpFatality", 1, "FatalityImp")
        TNT1 A 0 A_JumpIfInventory("ImpFatality2", 1, "FatalityImp2")
		TNT1 A 0 A_JumpIfInventory("ImpFatality3", 1, "FatalityImp3")
        TNT1 A 0 A_JumpIfInventory("ZombieManFatality", 1, "FatalityZMan")
	    TNT1 A 0 A_JumpIfInventory("ZombieManFatality2", 1, "FatalityZMan2")
	    TNT1 A 0 A_JumpIfInventory("ZombieManFatality3", 1, "FatalityZMan3")
		TNT1 A 0 A_JumpIfInventory("ZombieManFatality4", 1, "FatalityZMan4")
        TNT1 A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
        TNT1 A 0 A_JumpIfInventory("SergeantFatality2", 1, "FatalitySergeant2")
		TNT1 A 0 A_JumpIfInventory("SergeantFatality3", 1, "FatalitySergeant3")
        TNT1 A 0 A_JumpIfInventory("ComandoFatality", 1, "FatalityComando")
	    TNT1 A 0 A_JumpIfInventory("ComandoFatality2", 1, "FatalityComando2")
        TNT1 A 0 A_JumpIfInventory("DemonFatality", 1, "FatalityDemon")
	    TNT1 A 0 A_JumpIfInventory("DemonFatality2", 1, "FatalityDemon2")
	    TNT1 A 0 A_JumpIfInventory("DemonFatality3", 1, "FatalityDemon3")
        TNT1 A 0 A_JumpIfInventory("CacoDemonFatality", 1, "FatalityCacoDemon")
	    TNT1 A 0 A_JumpIfInventory("CacoDemonFatality2", 1, "FatalityCacoDemon2")
        TNT1 A 0 A_JumpIfInventory("RevenantFatality", 1, "FatalityRevenant")
        TNT1 A 0 A_JumpIfInventory("RevenantFatality2", 1, "FatalityRevenant2")
		TNT1 A 0 A_JumpIfInventory("FatsoFatality", 1, "FatalityFatso")
        TNT1 A 0 A_JumpIfInventory("BaronFatality", 1, "FatalityBaron")
	    TNT1 A 0 A_JumpIfInventory("HKFatality", 1, "FatalityHK")
	    TNT1 A 0 A_JumpIfInventory("HKFatality2", 1, "FatalityHK2")
	    TNT1 A 0 A_JumpIfInventory("HKFatality3", 1, "FatalityHK3")
	    TNT1 A 0 A_JumpIfInventory("ArachnotronFatality", 1, "FatalityArachnotron")
		TNT1 A 0 A_JumpIfInventory("ArachnotronFatality2", 1, "FatalityArachnotron2")
	    TNT1 A 0 A_JumpIfInventory("ArchVileFatality", 1, "FatalityArchVile")
	    TNT1 A 0 A_JumpIfInventory("PEFatality", 1, "FatalityPE")
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		Goto See	
		
		
		
		MeatShieldChecker:
        TNT1 A 1
        //TNT1 A 0 A_TakeInventory("GotMeatShield", 1)
		TNT1 A 0 A_TakeInventory("GoSpecial", 1)
        TNT1 A 0 A_JumpIfInventory("HasImpShield", 1, "GotImpShield")
		TNT1 A 0 A_JumpIfInventory("HasZmanShield", 1, "GotZmanShield")
		TNT1 A 0 A_JumpIfInventory("HasSguyShield", 1, "GotSguyShield")
        TNT1 A 0 A_TakeInventory("GoSpecial", 1)
        Goto See 
		
		MeatShieldCheckerMoving:
        TNT1 A 1
        //TNT1 A 0 A_TakeInventory("GotMeatShield", 1)
		TNT1 A 0 A_TakeInventory("GoSpecial", 1)
        TNT1 A 0 A_JumpIfInventory("HasImpShield", 1, "GotImpShield")
		TNT1 A 0 A_JumpIfInventory("HasZmanShield", 1, "GotZmanShield")
		TNT1 A 0 A_JumpIfInventory("HasSguyShield", 1, "GotSguyShield")
        TNT1 A 0 A_TakeInventory("GoSpecial", 1)
        Goto Spawn 
		 
	}
}

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

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


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


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

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



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

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


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

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




ACTOR KickAttack: FastProjectile
{
	Radius 6
	Height 6
	DamageType Kick
	Projectile 
	+FORCEXYBILLBOARD
	+NOEXTREMEDEATH
	RenderStyle Add
	Alpha 0.6
    Damage 8
    Speed 32
	//HitObituary "$OB_IMPHIT"
	SeeSound "none"
	DeathSound "none"
	Decal "none"
	States
	{
	Spawn:
		TNT1 A 1 BRIGHT
        TNT1 A 1 //A_PlaySound("weapons/gswing")
		Stop
	Death:
		    PUFF A 3 A_PlaySound("player/cyborg/fist")
    PUFF BCD 3
		Stop
	}
}


ACTOR SuperKickAttack: KickAttack
{
    Damage 30
	-NOEXTREMEDEATH
}

ACTOR AirKickAttack: KickAttack
{
	Radius 12
	Height 12
    Damage 40
}


ACTOR SuperAirKickAttack: KickAttack
{
	Radius 12
	Height 12
	-NOEXTREMEDEATH
    Damage 80
}

Actor PlayerStep
{
Radius  32
Height  55
Gravity 10
+CORPSE
+NOCLIP
-DONTSPLASH
States
{
Spawn:
  TNT1 A 3
  TNT1 A 0
  Stop
Crash:
  TNT1 A 1
  Stop
  }
}