

ACTOR NaziKick: FastProjectile
{
	Radius 6
	Height 6
	DamageType KickNazi
	Projectile 
	+FORCEXYBILLBOARD
	+NOEXTREMEDEATH
	RenderStyle Add
	Alpha 0.6
    Damage 4
    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 WaffenKick:NaziKick
{
Damage 6
}


Actor NaziMag:Inventory
{
Inventory.maxamount 32
}

ACTOR Nazi
{
	Game Doom
	Health 120
	Radius 20
	Height 40
	Mass 100
	Speed 8
	FastSpeed 12
	PainChance "blood", 0
        damagefactor "blood", 0.0
	PainChance 170
	Monster
	+FLOORCLIP
	+MISSILEMORE
 +NOINFIGHTING
  +DONTHARMSPECIES
	-FASTER
	-DONTHURTSPECIES
	+THRUGHOST
    BloodType "NashGore_Blood"
	SeeSound "nazi/sight"
	AttackSound "MP40"
	PainSound "nazi/pain"
	DeathSound "nazi/death"
	Obituary "%o was gunned down by a Light SS."
	DropItem ""
DamageFactor "RifleNoExplode", 2.0
	DamageFactor "Melee", 2.0
	DamageFactor "KillMe", 0.0
	DamageFactor "SSG", 10.0
	PainChance "Melee", 255
	PainChance "StealthKnife",255
        PainChance "ExplosiveImpact", 255
		DamageFactor "Candelabroencapo",10
	MaxStepHeight 24
	MaxDropOffHeight 32
damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
	States
	{
	
	Spawn:
TNT1 A 0 A_GiveInventory("CanStealthKilled",1)
TNT1 B 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
SSAL A 1 A_Look
Loop

    See:
		TNT1 A 0 A_TakeInventory("CanStealthKilled",1)
		NAZI AA 1 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		NAZI AA 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		NAZI BB 2 A_Chase
		TNT1 B 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		NAZI BB 2 A_Chase
		NULL A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		TNT1 B 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		NAZI CC 2 A_Chase
		TNT1 C 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		NAZI CC 2 A_Chase
		TNT1 C 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		NAZI BB 2 A_Chase
		TNT1 B 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		NAZI BB 2 A_Chase
		NULL A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		TNT1 B 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		Goto See
		
		
	Missile:
		TNT1 A 0 A_TakeInventory("SKNazi", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget8", 0, 40,0)
		NAZI E 5 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget8", 0, 40,0)
		NAZI E 5 A_FACETARGET
		TNT1 A 0 A_Jump(72,"Missile2")
		TNT1 A 0 A_JumpIfInventory("NaziMag",32,"Reloading")
		TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
		NAZI F 2 BRIGHT A_CustomMissile("MonsterTracer", 38, 0, random(-3, 3), 1)
		tnt1 a 0 a_GiveInventory("NaziMag",1)
        TNT1 A 0 A_PlaySound("MP40")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		NAZI E 1  A_AlertMonsters
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		NAZI E 2 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory("NaziMag",32,"Reloading")
		TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
		NAZI F 2 BRIGHT A_CustomMissile("MonsterTracer", 38, 0, random(-3, 3), 1)
				tnt1 a 0 a_GiveInventory("NaziMag",1)
        TNT1 A 0 A_PlaySound("MP40")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		NAZI E 1  A_AlertMonsters
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		NAZI E 2 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory("NaziMag",32,"Reloading")
		TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
		NAZI F 2 BRIGHT A_CustomMissile("MonsterTracer", 38, 0, random(-3, 3), 1)
				tnt1 a 0 a_GiveInventory("NaziMag",1)
        TNT1 A 0 A_PlaySound("MP40")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		NAZI E 1  A_AlertMonsters
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		NAZI E 2 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory("NaziMag",32,"Reloading")
		TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
		NAZI F 2 BRIGHT A_CustomMissile("MonsterTracer", 38, 0, random(-3, 3), 1)
				tnt1 a 0 a_GiveInventory("NaziMag",1)
        TNT1 A 0 A_PlaySound("MP40")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		NAZI E 1
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		NAZI E 2 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory("NaziMag",32,"Reloading")
		TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
		NAZI F 2 BRIGHT A_CustomMissile("MonsterTracer", 38, 0, random(-3, 3), 1)
				tnt1 a 0 a_GiveInventory("NaziMag",1)
        TNT1 A 0 A_PlaySound("MP40")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		NAZI E 1
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		NAZI E 2 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory("NaziMag",32,"Reloading")
		Goto See
		
Melee:
NaKC A 8 A_FaceTarget
TNT1 A 0 A_PlaySound("KICK")
TNT1 A 0 A_CustomMissile("NaziKick",20,0,0)
NAKC B 8 A_FaceTarget
Goto Missile2



		Missile2:
		TNT1 A 0 A_SpawnItem ("HeadshotTarget8", 0, 40,0)
		NAZI E 2 A_FACETARGET
		TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
		NAZI F 2 BRIGHT A_CustomMissile("MonsterTracer", 38, 0, random(-3, 3), 1)
				tnt1 a 0 a_GiveInventory("NaziMag",1)
        TNT1 A 0 A_PlaySound("MP40")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		NAZI E 1  A_AlertMonsters
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
				TNT1 A 0 A_JumpIfInventory("NaziMag",32,"Reloading")
		TNT1 A 0 A_MonsterRefire(40,"see")
		Loop
		
		
		Reloading:
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
				TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		SSRL A 5 A_FaceTarget
						TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		SSRL B 5 A_FaceTarget
		TNT1 A 0 A_PlaySound("mp401")
				TNT1 A 0 A_CustomMissile("MP40EmptyClip", 38, 0, random(-11, 11), 0)
						TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		SSRL C 5 A_FaceTarget
								TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		SSRL d 5 A_FaceTarget
								TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		SSRL d 5 A_FaceTarget
								TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		SSRL e 5 A_FaceTarget
		tnt1 a 0 a_playSound("MP402")
								TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		SSRL B 5 A_FaceTarget
						TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		SSRL a 5 A_FaceTarget
		tnt1 a 0 a_takeInventory("NaziMag",32)
		Goto See
		
		
     
		
	Pain:
			TNT1 A 0 A_TakeInventory("CanStealthKilled",1)
	    TNT1 A 0 A_ChangeFlag(GHOST, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		TNT1 A 0 A_PlaySOund("nazi/pain")
		TNT1 A 0 A_TakeInventory("SKNazi", 1)
		NAZI G 3
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		NAZI G 3 A_Pain
		//TNT1 A 0 A_Jump(128, "Respawned")
		TNT1 A 0
		Goto See

    Pain.Kick:
			TNT1 A 0 A_TakeInventory("CanStealthKilled",1)
         TNT1 A 0 A_Pain
		 TNT1 A 0 A_TakeInventory("SKChaingunGuy", 1)
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,15,0,1)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (3)
         NAZI G 2
		 NPBK ABB 2
		 NPBK B 8 A_Pain
                 TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		 NPBK B 8
		 NPBK C 8 A_Pain
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		 NPBK B 8
		 NPBK C 8 A_Pain
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		 NPBK B 8
		 NPBK C 8 A_Pain
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		 NPBK B 8
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		 NPBK BA 4
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		 NPBK DEF 2 
         Goto See
		 
	Pain.ExplosiveImpact:
	Pain.Explosive:
			TNT1 A 0 A_TakeInventory("CanStealthKilled",1)
	         TNT1 A 0
	         TNT1 A 0 A_Pain
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		 		    TNT1 A 0 A_TakeInventory("SKZombieman", 1)
         TNT1 A 0 A_GiveInventory("IsDown", 1)
        TNT1 A 0 ThrustThingZ(0,40,0,1)
         HEI1 AB 8
		Goto FallingAfterImpact

		FallingAfterImpact:
		HEI1 C 1 A_GiveInventory ("FallingHeight", 1)
		Hei1 C 60
		HEI1 C 1 A_CheckFloor ("GetUp")
		NULL A 0 A_JumpIf (momz == 0, "GetUp")
		Loop
		
		GetUp:
		TNT1 A 0

		HEI1 D 10
         Goto See
		 
		 Death.Shotgun:
		TNT1 A 0 A_JumpIfCloser(200, "Death.Shotgunontheface")
		Goto Death
		
	Death.Shotgunontheface:	
	    
		TNT1 A 0
		TNT1 A 0 A_Jump(48, "Death.Arm", "Death.Leg")
	TNT1 A 0 A_SpawnItem("MP40Spawner")
	    TNT1 A 0 ThrustThingZ(0,40,0,1)
		TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
         HEI1 AB 15
         TNT1 A 0 A_SpawnItem ("DEATHNAZI")
		 Stop
		 

				 
Pain.StealthKnife:
TNT1 A 0 A_JumpIfInventory("CanStealthKilled",1,"StealthKill")
Goto Pain

			StealthKill:
	TNT1 A 0
	TNT1 A 0 A_GiveToTarget("BlueGuardStealthed",1)
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_Die("Stealthy")
	TNT1 A 0 A_Fall
	TNT1 A 1
	Stop
	Death.Stealthy:
	TNT1 A 0
	Stop

Death.StealthKnife:
TNT1 A 0 A_JumpIfInventory("CanStealthKilled",1,"StealthKill")
Stop
Death.Coltello:
TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
tnt1 a 0 A_GiveToTarget("ScoreItem", 500)
KNSS AA 2 A_Scream
KNSS BBCC 2 
KNSS DDEEFFGG 2 A_NOBLOCKING
TNT1 A 0 A_SpawnItem("MP40Spawner")
TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
KNSS G -1 
Stop

	
			 Death.Candelabroencapo:
	TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
       NAZI H 5
		NAZI I 5 A_Scream
		NAZI J 5 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MP40Spawner")
		NAZI K 5 A_GiveToTarget("ScoreItem", 500)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		TNT1 A 0 A_SpawnItem ("DEATHNAZI")
		Stop
		
Death.DoubleMP40:
TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
tNT1 A 0 A_Jump(16, "Death.Number2", "Death.Number3")
tNT1 A 0 A_Jump(16, "Death.WorldAtWarStyle")
tNT1 A 0 A_Jump(16, "Death.BrutalDoomImpStyle")
TNT1 A 0 A_Jump(192,"PoorFuckingNazi")
tNT1 A 0 A_Jump(128, "Death.Arm", "Death.Leg")
NAZI H 5
NAZI I 5 A_Scream
NAZI J 5 A_NoBlocking
TNT1 A 0 A_SpawnItem("MP40Spawner")
NAZI K 5 A_GiveToTarget("ScoreItem", 500)
TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
TNT1 A 0 A_SpawnItem ("DEATHNAZI")
Stop
			
	Death:
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		tNT1 A 0 A_Jump(32, "Death.Arm", "Death.Leg")
		tNT1 A 0 A_Jump(100, "Death.Number2", "Death.Number3")
tNT1 A 0 A_Jump(100, "Death.WorldAtWarStyle")
tNT1 A 0 A_Jump(150, "Death.BrutalDoomImpStyle")
                NAZI H 5
		NAZI I 5 A_Scream
		NAZI J 5 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MP40Spawner")
		NAZI K 5 A_GiveToTarget("ScoreItem", 500)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		TNT1 A 0 A_SpawnItem ("DEATHNAZI")
		Stop



DEATH.NUMBER2:
TNT1 A 0 A_SpawnItem("MP40Spawner")
GOTO DEATH.NUMBER4
Death.Number4:
               TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        tnt1 a 0 A_GiveToTarget("ScoreItem", 500)
SSD2 AA 3 A_Scream
SSD2 BBCC 3 
SSD2 DDEE 3 A_NOBLOCKING
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
SSD2 E -1 
Stop
Death.Number3:
               TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        tnt1 a 0 A_GiveToTarget("ScoreItem", 500)
SSD3 A 3 A_Scream
SSD3 B 3 A_SpawnItem("MP40Spawner")
SSD3 C 3 A_NOBLOCKING
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
SSD3 D -1 
Stop
Death.BrutalDoomImpStyle:

        TNT1 A 0 A_SpawnItem ("DyingSS")
        tnt1 a 0 A_GiveToTarget("ScoreItem", 500)
Stop

	Death.WorldAtWarStyle:
SSDT A 4
SSDT B 4 A_Scream
    TNT1 A 0 A_SpawnItem("MP40Spawner")
	TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 40, 0)
	TNT1 A 0 A_CustomMissile ("MonsterTracer", 12, 15, 20, 2, 40)
	SSDT B 2 BRIGHT
SSDT C 4
    TNT1 A 0 A_PlaySound("MP40")
	TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 40, 0)
	TNT1 A 0 A_CustomMissile ("MonsterTracer", 12, 15, 20, 2, 40)
	SSDT C 2 BRIGHT
SSDT D 4
    TNT1 A 0 A_PlaySound("MP40")
	TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 40, 0)
	TNT1 A 0 A_CustomMissile ("MonsterTracer", 12, 15, 20, 2, 40)
	SSDT D 2 BRIGHT 
SSDT EFG 4 A_GiveToTarget("ScoreItem", 800)
ssdt G 1
SSDT G 0 A_SpawnItem ("MediumBloodSpot")
ssdt G 0 A_SpawnItem ("DEATHNAZIWAW")
		Stop


Death.Kick:
TNT1 A 0 A_PlaySound("misc/xdeath4")
TNT1 A 0 A_CustomMissile ("MuchBlood", 10, 0, random (0, 360), 2, random (0, 160))
NPB2 A 10 A_Noblocking
TNT1 A 0 A_sPAWNItem("MeinDick")
Stop

Death.leg:
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("XDeathNAZILeg1", 5, 0, random (0, 360), 2, random (0, 160))               
                NAZ4 A 5
		NAZ4 B 5 A_Scream
		NAZ4 C 5 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MP40Spawner")
		NAZ4 D 5 A_GiveToTarget("ScoreItem", 600)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		TNT1 A 0 A_SpawnItem ("DeadNazi_NoLeg")
		Stop
    Death.Arm:
        TNT1 A 0 
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeathNAZIArm1", 35, 0, random (0, 360), 2, random (0, 160))
        NAZ5 A 9 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
        NAZ5 A 1 A_GiveToTarget("ScoreItem", 700)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
                TNT1 A 0 A_SpawnItem("MP40Spawner")
		TNT1 A 0 A_SpawnItem ("TUVUOILEBOTTE_NAZIVERSION", 2)
        Stop


  Death.cutless:
        TNT1 A 0
        TNT1 A 0 A_Jump(90, "Death.Arm", "Death.Leg","Death.ExplosiveImpact")
        TNT1 A 0 A_Jump(230, "PoorFuckingNazi","HitlerDeathStyle")
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("XDeathNAZIArm1", 35, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("RIPNAZI", 35, 0, random (0, 360), 2, random (0, 160))
                SSAS A 5 A_GiveToTarget("ScoreItem", 1000)
		SSAS B 5 A_Scream
		SSAS C 5 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MP40Spawner")
		SSAS D 5 A_GiveToTarget("ScoreItem", 600)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
                SSAS D -1
		Stop

HitlerDeathStyle:
 NAZI H 3
	     TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
	     TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
         TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
 TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
tnt1 a 0 A_PlaySound("HITLER/GORE")
TNT1 A 0 A_NOBLOCKING
FNZB AABB 2
TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
FNZB CCDD 2
		tnt1 a 0 A_GiveToTarget("ScoreItem", 600)
	TNT1 A 0 A_SpawnItem("MP40Spawner")
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
fnzb D -1 
Stop

	

PoorFuckingNazi:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MP40Spawner")
		TNT1 A 0 A_SpawnItem("BrutalizedNAZI1")
STOP

    Death.Melee:
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
                TNT1 A 1 A_GiveToTarget("ScoreItem", 1000)
		Goto Death.Fatality1

	Death.Fatality1:
		TNT1 A 0 A_Scream
       TNT1 A 0 A_GiveToTarget("ZombieManFatality2", 1)
       Stop
		
		Death.EnemyHeadShot:
	Death.head:
        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
		TNT1 A 0 A_SpawnItem("MP40Spawner")
tnt1 a 0 A_GiveToTarget("ScoreItem", 1000)
        NAZH ABCDE 10 
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        NAZH E -1
		Stop
	XDeath:
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MP40Spawner")
        TNT1 A 0 A_CustomMissile ("SargeXDeath", 0, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("MuchBlood2", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        Stop



Death.Desintegrate:
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 A_NoBlocking
		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 ("XDeathNAZIArm1", 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 ("XDeathNAZILeg1", 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 ThrustThingZ(0,30,0,1)
tnt1 a 0 A_SpawnItem("MP40Spawner")
	    NAZ2 AB 5 
		NAZ2 CDEF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		NAZ2 FFFFFF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		TNT1 A 0 A_SpawnItem ("SSPORACCIO")
		Stop
		
		Dead.ExplosiveImpact:
		TNT1 A 0 A_SpawnItem ("SSPORACCIO")
		TNT1 A 0 A_SpawnItem ("MuchBlood")
		Stop
		
	 Death.Fire:
	Death.Flames:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
         TNT1 A 0 A_SpawnItem("MP40Spawner")
        TNT1 A 0 A_SpawnItem("BurningSS")
      Stop
	  
	Raise:
		NAZI L 5
		NAZI KJIH 5
		Goto See
    Crush:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        CRS1 A 5
        CRS1 A -1
        Stop

    Pain.Taunt:
		TNT1 A 0 A_GiveInventory("CanStealthKilled",1)
        TNT1 A 0
        Goto Missile
		
    Death.KillMe:
    Death.Taunt:
	    TNT1 A 0 A_ChangeFlag("SOLID", 0)
        TNT1 A 0 A_SpawnItem("Nazi")
        Stop
		

	XDeath:
		TNT1 A 0 A_XScream
  	    TNT1 AAA 0 A_CustomMissile ("SuperBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("DesintegratedSS", 0, 0, random (0, 360), 2, random (0, 160))
        Stop

    }
}

	

ACTOR TUVUOILEBOTTE_NAZIVERSION
{
	Game Doom
	Radius 16
	Height 35
	Health 50
		PainSound "NAZI/PAIN"
		PainChance 255
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 0.0
    damagefactor "Kick", 2.0	
		DamageFactor "Trample" , 0.0
		Mass 50
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	States
	{
		
		
	Spawn:
    TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BigBloodSpot")
	NAZ5 A 10
        NAZ5 B 10
	Goto Suffer
	Suffer:

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 35,0)
          	TNT1 A 0 A_PlaySound ("nazi/pain")
        NAZ5 C 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 35,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		   NAZ5 D 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 35,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 10, "GotoDeath")
		Loop
	GotoDeath:
	TNT1 A 0
	Goto Death
		
	Death.Cut:
	Death.Cutless:
	Death:
	    naz5 e 8
		TNT1 A 0 A_PlaySound ("nazi/death")
		TNT1 A 0 A_SpawnItem ("DIOGNOMO_NAZIVERSION")
		Stop

    Death.Head:
    Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
                TNT1 A 1 A_GiveToTarget("ScoreItem", 900)
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
        NAZ5 G 10
        TNT1 A 0 A_SpawnItem ("Deadnazi_NoHeadNoArm", 1)
Stop

		 
		 Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        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))
        TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Nashgore_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop		 
		 
   Xdeath:
   Death.SuperPunch:
	Death.Blast:
	Death.SSG:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus10Armor")
        //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 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 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 ("XDeathNAZIArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathNAZIHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		Naz9 JKL 6
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		NAZ9 L -1
        Stop		 

	}
}


Actor MeinDick
{
	Game Doom
	Radius 16
	Height 35
	Health 50
		PainSound "NAZI/PAIN"
		PainChance 255
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 0.0
    damagefactor "Kick", 2.0	
		DamageFactor "Trample" , 0.0
		Mass 50
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	States
	{
		
		
	Spawn:
	TNT1 A 0 A_SpawnItem ("BigBloodSpot")
	NPB2 A 10
	          	TNT1 A 0 A_PlaySound ("BURNZOM")
	Goto Suffer
	Suffer:

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 35,0)
        NPB2 B 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 35,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		   NPB2 C 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 35,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		TNT1 A 0 A_GiveInventory("DeathTimer1", 2)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 10, "GotoDeath")
		Loop
	GotoDeath:
	TNT1 A 0
	Goto Death
		
	Death.Cut:
	Death.Cutless:
	Death:
	    NPB2 DE 8
        tnt1 a 0 A_SpawnItem("MP40Spawner")
		TNT1 A 0 A_PlaySound ("nazi/death")
		TNT1 A 0 A_SpawnItem ("MeinDick_dead")
		Stop

    Death.Head:
    Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
                TNT1 A 1 A_GiveToTarget("ScoreItem", 900)
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
         NAZH Cd 10
        NAZH E -1
Stop
	 
		 
   Xdeath:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus10Armor")
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 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 ("XDeathNAZIArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathNAZIHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		Naz9 JKL 6
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		NAZ9 L -1
        Stop		 

	}
}

Actor DEATHNAZI
{
    Radius 12
    Height 12
    +SHOOTABLE
    -SOLID
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CORPSE
	+FLOORCLIP
    Mass 1000
    Health 100
    damagefactor "Blood", 0.0
    PainChance "Melee", 255
    damagefactor "Melee", 20.0
    damagefactor "Kick", 20.0
    damagefactor "Fatality", 20.0
    damagefactor "Trample", 0.0
	damagefactor "ExplosiveImpact", 10.0
States
    {

    Spawn:
        NAZI L -1
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        Stop
    Death:
		TNT1 A 0 A_CustomMissile ("XDeathNAZILeg1", 5, 0, random (0, 360), 2, random (0, 160))
		SPOS A 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
         TNT1 A 1 A_SpawnItem ("DeadNazi_NoLeg", 5)
        Stop

    Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 AAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 50, 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 AAA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop

    }
}

Actor DEATHNAZIWAW: DEATHNAZI
{Health 200 States{Spawn:
        SSDT G -1
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        Stop	Death:
   Death.CutLess:
    Death.Cut:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AAA 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))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 50, 0, random (0, 360), 2, random (0, 160))
		Stop
}}
Actor DeadNazi_NoLeg: DEATHNAZI
{Health 200 States{Spawn:
        naz1 A -1
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        Stop	Death:
   Death.CutLess:
    Death.Cut:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AAA 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))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 50, 0, random (0, 360), 2, random (0, 160))
		Stop
}}
Actor SSPORACCIO: DEATHNAZI
{Health 200 States{Spawn:
        naz2 G -1
        Stop	Death:
   Death.CutLess:
    Death.Cut:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AAA 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))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 50, 0, random (0, 360), 2, random (0, 160))
		Stop
}}
Actor diognomo_naziVersion: DEATHNAZI
{Health 200 States{Spawn:
        naz5 F -1
        Stop	Death:
   Death.CutLess:
    Death.Cut:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AAA 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))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 50, 0, random (0, 360), 2, random (0, 160))
		Stop
}}
Actor Deadnazi_NoHeadNoArm: DEATHNAZI
{Health 200 States{Spawn:
        naz5 H -1
        Stop	Death:
   Death.CutLess:
    Death.Cut:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AAA 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))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 50, 0, random (0, 360), 2, random (0, 160))
		Stop
}}

Actor MeinDick_dead:DeathNazi
{Health 200 States{Spawn:
        NPB2 F -1
        Stop	Death:
   Death.CutLess:
    Death.Cut:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AAA 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))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 50, 0, random (0, 360), 2, random (0, 160))
		Stop
}}

ACTOR NaziChecker: Nazi 
{
    Speed 0
    BloodType "none"
	SeeSound "none"
	AttackSound "none"
	PainSound "none"
	DeathSound "none"
	DropItem "None"
	+LOOKALLAROUND
	+FRIENDLY
	States
	{
	
	Spawn:
	TNT1 A 1
	TNT1 A 0 A_checkSight("Spawn")
	Goto See
	
	See:
    TNT1 A 0
	NAZI A 1 A_Pain
	NAZI A 1 A_LookEx(LOF_NOSOUNDCHECK, 0, 12560, 0, 0, "CheckIfAlliesNearby")
	Goto Surrender
	
	
	CheckIfAlliesNearby:
	NAZI A 1
	TNT1 A 0 A_ChangeFlag(FRIENDLY, 0)
	NAZI A 1
	NAZI A 1 A_Pain
	NAZI A 1 A_LookEx(LOF_NOSOUNDCHECK, 0, 12560, 0, 0, "SpawnMonster")
	Goto Surrender
	
	Pain.KillMe:
	SpawnMonster:
	TNT1 A 0 A_ChangeFlag(FRIENDLY, 0)
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItem("Nazi")
	TNT1 A 2
	Stop
	
	Surrender:
	TNT1 A 0
	TNT1 A 0 A_Jump(160, "SpawnMonster")
	TNT1 A 0 A_ChangeFlag(FRIENDLY, 0)
	NAZI A 1 A_Pain
	TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK, 0, 12560, 0, 0, "SurrenderNow")
	Goto SpawnMonster
	
	SurrenderNow:
	SAZI K 15
	SAZI LM 7
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItem("SecretWeapon_MP40")
	TNT1 A 0 A_SpawnItem("NaziSurrendered")
	Stop
	}
}


ACTOR NaziSurrendered: Nazi
{
	States
	{
	Spawn:
    SAZI NO 10
	Loop

	Death:
	    TNT1 A 0
	    TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg")
		Stop
	
	LEaveCrawling:
	TNT1 A 0 A_SpawnItem ("DyingZombieMan")
	Stop

    Death.Head:
    Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg", 1)
		Stop
		
		Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasZmanShield", 1)
        Stop		

Death.Shotgun:
Death.Kick:
Death.Melee:
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
         ID11 KL 15
         TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg")
		 Stop


	}
}
		ACTOR NAZI_PATROL : NAZI
{
	+JUSTHIT
	States
	{
	Spawn:
		NAZI AAA 1 A_Wander
		NAZI AAAA 1 A_LookEx (0, 0, 0, 2048, 0, "See")
		NULL A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		NAZI CCC 1 A_Wander
		NAZI CCC 1 A_LookEx (0, 0, 0, 2048, 0, "See")
		NAZI BBB 1 A_Wander
		NAZI BBB 1 A_LookEx (0, 0, 0, 2048, 0, "See")
		NULL A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		Loop
	}
}
	
	
Actor WaffenSSMag:Inventory
{
Inventory.maxamount 30
}	

ACTOR Panzergrenadier
{
	Game Doom
	Health 100
	Radius 20
	Height 40
	Mass 100
	Speed 8
	Scale 0.95
	FastSpeed 12
	PainChance "blood", 0
    damagefactor "blood", 0.0
    PainChance "ExplosiveImpact", 255
	PainChance 170
	Monster
	+FLOORCLIP
	+MISSILEMORE
	-FASTER
	-DONTHURTSPECIES
    +NOINFIGHTING
    +DONTHARMSPECIES
    BloodType "NashGore_Blood"
	SeeSound "Elite/sight"
	AttackSound "STGG44"
	PainSound "nazi/pain"
	DeathSound "Elite/death"
	Obituary "%o was slaughtered by a Elite SS."
	DropItem ""
    DamageFactor "RifleNoExplode", 2.0
	DamageFactor "Melee", 2.0
	DamageFactor "KillMe", 0.0
	DamageFactor "SSG", 10.0
	DamageFactor "Candelabroencapo",10
	PainChance "Melee", 255
	MaxStepHeight 24
	MaxDropOffHeight 32
damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
	States
	{
	Spawn:
	    TNT1 A 0 A_GiveInventory("SKNazi", 1)
                TNT1 B 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		WAAF A 10 A_Look
		Loop
    See:
	    TNT1 A 0
        TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 30, 0, 0)
		PAZI AA 1 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		PAZI AA 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		PAZI BB 2 A_Chase
		TNT1 B 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		PAZI BB 2 A_Chase
		NULL A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		TNT1 B 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		PAZI CC 2 A_Chase
		TNT1 C 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		PAZI CC 2 A_Chase
		TNT1 C 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		TNT1 B 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		PAZI BB 2 A_Chase
		TNT1 B 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		PAZI BB 2 A_Chase
		NULL A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		TNT1 B 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		Goto See
		
	See2:
	TNT1 A 0 A_TakeInventory("SKNazi", 1)
        TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 20, 0, 0)
		PAZI AABBCCBB 2 A_Chase
		Goto See
		
		Missile:
		TNT1 A 0 A_Jump(72,"Missile3","Missile2") 
		TNT1 A 0 A_JumpIfInventory("WaffenSSMag",30,"Reload")
		TNT1 A 0 A_TakeInventory("SKNazi", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget8", 0, 40,0)
		PAZI E 5 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget8", 0, 40,0)
		PAZI E 5 A_FACETARGET
		TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
		PAZI F 2 BRIGHT A_CustomMissile("STG44Tracer", 38, 0, random(-3, 3), 1)
        TNT1 A 0 A_PlaySound("STGG44")
		TNT1 A 0 A_GiveInventory("WaffenSSMag",1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		PAZI E 1  A_AlertMonsters
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		PAZI E 2 A_FaceTarget
		TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
		PAZI F 2 BRIGHT A_CustomMissile("STG44Tracer", 38, 0, random(-3, 3), 1)
		TNT1 A 0 A_JumpIfInventory("WaffenSSMag",30,"Reload")
        TNT1 A 0 A_PlaySound("STGG44")
		TNT1 A 0 A_GiveInventory("WaffenSSMag",1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		PAZI E 1  A_AlertMonsters
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		PAZI E 2 A_FaceTarget
		TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
		PAZI F 2 BRIGHT A_CustomMissile("STG44Tracer", 38, 0, random(-3, 3), 1)
		TNT1 A 0 A_JumpIfInventory("WaffenSSMag",30,"Reload")
        TNT1 A 0 A_PlaySound("STGG44")
		TNT1 A 0 A_GiveInventory("WaffenSSMag",1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		PAZI E 1  A_AlertMonsters
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		PAZI E 2 A_FaceTarget
		TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
		PAZI F 2 BRIGHT A_CustomMissile("STG44Tracer", 38, 0, random(-3, 3), 1)
		TNT1 A 0 A_JumpIfInventory("WaffenSSMag",30,"Reload")
        TNT1 A 0 A_PlaySound("STGG44")
		TNT1 A 0 A_GiveInventory("WaffenSSMag",1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		PAZI E 1
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
	        PAZI E 2 A_FaceTarget
		TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
		PAZI F 2 BRIGHT A_CustomMissile("STG44Tracer", 38, 0, random(-3, 3), 1)
		TNT1 A 0 A_JumpIfInventory("WaffenSSMag",30,"Reload")
        TNT1 A 0 A_PlaySound("STGG44")
		TNT1 A 0 A_GiveInventory("WaffenSSMag",1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		PAZI E 1
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		PAZI E 2 A_FaceTarget
		Goto See
		
		Missile2:
		TNT1 A 0 A_JumpIfInventory("WaffenSSMag",30,"Reload")
		TNT1 A 0 A_TakeInventory("SKNazi", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget8", 0, 40,0)
		PAZI E 5 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget8", 0, 40,0)
		PAZI E 5 A_FACETARGET
		TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
		PAZI F 2 BRIGHT A_CustomMissile("STG44Tracer", 38, 0, random(-3, 3), 1)
        TNT1 A 0 A_PlaySound("STGG44")
		TNT1 A 0 A_GiveInventory("WaffenSSMag",1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		PAZI E 1  A_AlertMonsters
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		PAZI E 2 A_FaceTarget
		TNT1 A 0 A_JumpIfInventory("WaffenSSMag",30,"Reload")
		TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
		PAZI F 2 BRIGHT A_CustomMissile("STG44Tracer", 38, 0, random(-3, 3), 1)
        TNT1 A 0 A_PlaySound("STGG44")
		TNT1 A 0 A_GiveInventory("WaffenSSMag",1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		PAZI E 1  A_AlertMonsters
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
				PAZI E 2 A_FaceTarget
		TNT1 A 0 A_JumpIfInventory("WaffenSSMag",30,"Reload")
		TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
		PAZI F 2 BRIGHT A_CustomMissile("STG44Tracer", 38, 0, random(-3, 3), 1)
        TNT1 A 0 A_PlaySound("STGG44")
		TNT1 A 0 A_GiveInventory("WaffenSSMag",1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		PAZI E 1  A_AlertMonsters
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
				PAZI E 2 A_FaceTarget
		TNT1 A 0 A_JumpIfInventory("WaffenSSMag",30,"Reload")
		TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
		PAZI F 2 BRIGHT A_CustomMissile("STG44Tracer", 38, 0, random(-3, 3), 1)
        TNT1 A 0 A_PlaySound("STGG44")
		TNT1 A 0 A_GiveInventory("WaffenSSMag",1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		PAZI E 1  A_AlertMonsters
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
				PAZI E 2 A_FaceTarget
		TNT1 A 0 A_JumpIfInventory("WaffenSSMag",30,"Reload")
		TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
		PAZI F 2 BRIGHT A_CustomMissile("STG44Tracer", 38, 0, random(-3, 3), 1)
        TNT1 A 0 A_PlaySound("STGG44")
		TNT1 A 0 A_GiveInventory("WaffenSSMag",1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		PAZI E 1  A_AlertMonsters
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
				PAZI E 2 A_FaceTarget
		TNT1 A 0 A_JumpIfInventory("WaffenSSMag",30,"Reload")
		TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
		PAZI F 2 BRIGHT A_CustomMissile("STG44Tracer", 38, 0, random(-3, 3), 1)
        TNT1 A 0 A_PlaySound("STGG44")
		TNT1 A 0 A_GiveInventory("WaffenSSMag",1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		PAZI E 1  A_AlertMonsters
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
				PAZI E 2 A_FaceTarget
		TNT1 A 0 A_JumpIfInventory("WaffenSSMag",30,"Reload")
		TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
		PAZI F 2 BRIGHT A_CustomMissile("STG44Tracer", 38, 0, random(-3, 3), 1)
        TNT1 A 0 A_PlaySound("STGG44")
		TNT1 A 0 A_GiveInventory("WaffenSSMag",1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		PAZI E 1  A_AlertMonsters
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
				PAZI E 2 A_FaceTarget
		TNT1 A 0 A_JumpIfInventory("WaffenSSMag",30,"Reload")
		TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
		PAZI F 2 BRIGHT A_CustomMissile("STG44Tracer", 38, 0, random(-3, 3), 1)
        TNT1 A 0 A_PlaySound("STGG44")
		TNT1 A 0 A_GiveInventory("WaffenSSMag",1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		PAZI E 1  A_AlertMonsters
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
				PAZI E 2 A_FaceTarget
		TNT1 A 0 A_JumpIfInventory("WaffenSSMag",30,"Reload")
		TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
		PAZI F 2 BRIGHT A_CustomMissile("STG44Tracer", 38, 0, random(-3, 3), 1)
        TNT1 A 0 A_PlaySound("STGG44")
		TNT1 A 0 A_GiveInventory("WaffenSSMag",1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		PAZI E 1  A_AlertMonsters
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
				PAZI E 2 A_FaceTarget
		TNT1 A 0 A_JumpIfInventory("WaffenSSMag",30,"Reload")
		TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
		PAZI F 2 BRIGHT A_CustomMissile("STG44Tracer", 38, 0, random(-3, 3), 1)
        TNT1 A 0 A_PlaySound("STGG44")
		TNT1 A 0 A_GiveInventory("WaffenSSMag",1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		PAZI E 1  A_AlertMonsters
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
				PAZI E 2 A_FaceTarget
		TNT1 A 0 A_JumpIfInventory("WaffenSSMag",30,"Reload")
		TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
		PAZI F 2 BRIGHT A_CustomMissile("STG44Tracer", 38, 0, random(-3, 3), 1)
        TNT1 A 0 A_PlaySound("STGG44")
		TNT1 A 0 A_GiveInventory("WaffenSSMag",1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		PAZI E 1  A_AlertMonsters
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		PAZI E 2 A_FaceTarget
		Goto See
		
		Melee:
PAZI B 8 A_FaceTarget
TNT1 A 0 A_PlaySound("KICK")
TNT1 A 0 A_CustomMissile("WaffenKick",20,0,0)
WFKC A 8 A_FaceTarget
Goto Missile3
		
		Missile3:
		TNT1 A 0 A_JumpIfInventory("WaffenSSMag",30,"Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget8", 0, 40,0)
		PAZI E 2 A_FACETARGET
		TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
		PAZI F 2 BRIGHT A_CustomMissile("STG44Tracer", 38, 0, random(-3, 3), 1)
        TNT1 A 0 A_PlaySound("STGG44")
		TNT1 A 0 A_GiveInventory("WaffenSSMag",1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		PAZI E 1  A_AlertMonsters
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_JumpIfInventory("WaffenSSMag",30,"Reload")
		TNT1 A 0 A_MonsterRefire(40,"see")
		Loop
		
				Reload:
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
				TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		WFRL A 5 A_FaceTarget
						TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		WFRL  B 5 A_FaceTarget
TNT1 a 0 a_playsound("mp441")
				TNT1 A 0 A_CustomMissile("MP44EmptyClip", 38, 0, random(-11, 11), 0)
						TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		WFRL  C 5 A_FaceTarget
								TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		WFRL  C 5 A_FaceTarget
								TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		WFRL  c 5 A_FaceTarget
								TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		WFRL  D 5 A_FaceTarget
TNT1 a 0 a_playsound("mp442")
								TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		WFRL  a 5 A_FaceTarget
						TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		WFRL  a 5 A_FaceTarget
		tnt1 a 0 a_takeInventory("WaffenSSMag",30)
		Goto See
		
		
		
	Pain:
	    TNT1 A 0 A_ChangeFlag(GHOST, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		TNT1 A 0 A_PlaySOund("nazi/pain")
		TNT1 A 0 A_TakeInventory("SKNazi", 1)
		PAZI G 3
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		PAZI G 3 A_Pain
		//TNT1 A 0 A_Jump(128, "Respawned")
		TNT1 A 0
		Goto See
	
	Respawned:
		TNT1 A 0 
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag(FRIENDLY, 1)
		TNT1 A 0 A_SpawnItem("NaziChecker")
		TNT1 A 0
		Stop
	
		Pain.Melee:
		Pain.Fatality:
		TNT1 A 0 A_ChangeFlag(GHOST, 0)
		PAZI G 3
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		PAZI G 3 A_Pain
		Goto See

    Pain.Kick:
         TNT1 A 0 A_Pain
		 TNT1 A 0 A_TakeInventory("SKChaingunGuy", 1)
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,15,0,1)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (3)
         PAZI G 2
		 WAFB ABC 2
		 WAFB C 8 A_Pain
                 TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		 WAFB D 8
		 WAFB C 8 A_Pain
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		 WAFB D 8
		 WAFB C 8 A_Pain
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		 WAFB D 8
		 WAFB C 8 A_Pain
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		 WAFB D 8
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		 WAFB BA 4
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		 PAZI G 4
         Goto See
		 

		Death.DoubleMP40:
		        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_Jump(192,"PoorFuckingWaffen")
		TNT1 A 0 A_Jump(128, "Death.Arm", "Death.Leg")
tnt1 a 0 a_jump(32,"death.number2")
tNT1 A 0 A_Jump(32, "Death.WorldAtWarStyle")
                PAZI H 5
		PAZI I 5 A_Scream
		PAZI J 5 A_NoBlocking
		TNT1 A 0 A_SpawnItem("STG44")
		PAZI K 5 A_GiveToTarget("ScoreItem", 500)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
                TNT1 A 0 A_SpawnItem ("DEATHPANZERGRENADIER")
		Stop
		

	Death:
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Jump(32, "Death.Arm", "Death.Leg")
tnt1 a 0 a_jump(150,"death.number2")
tNT1 A 0 A_Jump(100, "Death.WorldAtWarStyle")
                PAZI H 5
		PAZI I 5 A_Scream
		PAZI J 5 A_NoBlocking
		TNT1 A 0 A_SpawnItem("STG44")
		PAZI K 5 A_GiveToTarget("ScoreItem", 500)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
                TNT1 A 0 A_SpawnItem ("DEATHPANZERGRENADIER")
		Stop

DEATH.NUMBER2:
	TNT1 A 0 A_SpawnItem("STG44")
GOTO DEATH.NUMBER4
Death.Number4:
               TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        tnt1 a 0 A_GiveToTarget("ScoreItem", 500)
NEIN AA 3 A_Scream
NEIN BBCC 3 
NEIN DDEE 3 A_NOBLOCKING
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
NEIN E -1 
Stop

Death.Coltello:
               TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        tnt1 a 0 A_GiveToTarget("ScoreItem", 500)
WADB AA 2 A_Scream
WADB BBCC 2 
WADB DDEEFFGG 2 A_NOBLOCKING
tnt1 a 0 a_SpawnItem("STG44")
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
WADB G -1 
Stop

		 Death.Shotgun:
		TNT1 A 0 A_JumpIfCloser(200, "Death.Shotgunontheface")
		Goto Death
		
	Death.Shotgunontheface:	
	    
		TNT1 A 0
		TNT1 A 0 A_Jump(48, "Death.Arm", "Death.Leg")
	TNT1 A 0 A_SpawnItem("MP40Spawner")
	    TNT1 A 0 ThrustThingZ(0,40,0,1)
		TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
         WFDW AB 15
          TNT1 A 0 A_SpawnItem ("DEATHPANZERGRENADIER")
		 Stop

Death.LaserRifle:
		TNT1 A 0 A_Jump(50, "DEATH")
		TNT1 A 0 A_GiveToTarget("ScoreItem", 1000)
                    TNT1 A 0 A_NoBlocking
TNT1 A 0 A_PLAYSOUND("HORRIBLE/DEATH")
tnt1 a 0 a_SpawnItem("STG44")
             TNT1 A 0 A_SpawnItem("Fallout3Disintigration")
		Stop

        Death.leg:
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("XDeathGRENADIERLeg1", 5, 0, random (0, 360), 2, random (0, 160))               
                PAZ4 A 5
		PAZ4 B 5 A_Scream
		PAZ4 C 5 A_NoBlocking
		TNT1 A 0 A_SpawnItem("STG44")
		PAZ4 D 5 A_GiveToTarget("ScoreItem", 600)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		TNT1 A 0 A_SpawnItem ("DeadGRENADIER_NoLeg")
		Stop


        Death.cutless:
        TNT1 A 0
        TNT1 A 0 A_Jump(25, "Death.Arm", "Death.Leg","Death.ExplosiveImpact")
        TNT1 A 0 A_Jump(200, "PoorFuckingWaffen")
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("XDeathArm2", 35, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("RIPPANZER", 35, 0, random (0, 360), 2, random (0, 160))
                PAAS A 5 A_GiveToTarget("ScoreItem", 1000)
		PAAS B 5 A_Scream
		PAAS C 5 A_NoBlocking
		TNT1 A 0 A_SpawnItem("STG44")
		PAAS D 5 A_GiveToTarget("ScoreItem", 600)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
                PAAS E -1
		Stop

PoorFuckingWaffen:
TNT1 A 5 A_NoBlocking
		TNT1 A 0 A_SpawnItem("STG44")
		TNT1 A 0 A_SpawnItem("BrutalizedWAFFEN1")
Stop

	Pain.ExplosiveImpact:
	Pain.Explosive:
	         TNT1 A 0
	         TNT1 A 0 A_Pain
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		 		    TNT1 A 0 A_TakeInventory("SKZombieman", 1)
         TNT1 A 0 A_GiveInventory("IsDown", 1)
        TNT1 A 0 ThrustThingZ(0,40,0,1)
         WFDW AB 8
		Goto FallingAfterImpact

		FallingAfterImpact:
		WFDW C 1 A_GiveInventory ("FallingHeight", 1)
		WFDW C 60
		WFDW C 1 A_CheckFloor ("GetUp")
		NULL A 0 A_JumpIf (momz == 0, "GetUp")
		Loop
		
		GetUp:
		TNT1 A 0

		WFDW D 10
         Goto See


	Death.WorldAtWarStyle:
WAFW A 4
WAFW B 4 A_Scream
        TNT1 A 0 A_PlaySound("STGG44")
	TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 40, 0)
	TNT1 A 0 A_CustomMissile ("STG44Tracer", 12, 15, 20, 2, 40)
	WAFW B 2 BRIGHT A_GiveToTarget("ScoreItem", 500)
WAFW C 4
        TNT1 A 0 A_PlaySound("STGG44")
	TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 40, 0)
	TNT1 A 0 A_CustomMissile ("STG44Tracer", 12, 15, 20, 2, 40)
	WAFW C 2 BRIGHT
WAFW D 4
        TNT1 A 0 A_PlaySound("STGG44")
	TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 40, 0)
	TNT1 A 0 A_CustomMissile ("STG44Tracer", 12, 15, 20, 2, 40)
	WAFW D 2 BRIGHT A_GiveToTarget("ScoreItem", 800)
WAFW EFG 4 A_GiveToTarget("ScoreItem", 800)
TNT1 A 0 A_SpawnItem("STG44")
WAFW G 0 A_SpawnItem ("MediumBloodSpot")
WAFW G -1
		Stop

    Death.Melee:
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
                TNT1 A 1 A_GiveToTarget("ScoreItem", 1000)
		Goto Death.Fatality1

	Death.Fatality1:
		TNT1 A 0 A_Scream
       TNT1 A 0 A_GiveToTarget("ZombieManFatality4", 1)
       Stop

            Death.Arm:
        TNT1 A 0 
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeathWaffenSSArm1", 35, 0, random (0, 360), 2, random (0, 160))
        PAZ5 A 9 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
                TNT1 A 0 A_GiveToTarget("ScoreItem", 600)
                TNT1 A 0 A_SpawnItem("STG44")
		TNT1 A 0 A_SpawnItem ("TUVUOILEBOTTE_GRENADIERVERSION", 2)
        Stop
		
		            Death.Kick:
        TNT1 A 0 
        TNT1 A 0 A_NoBlocking
TNT1 A 0 A_PlaySound("misc/xdeath4")
TNT1 A 0 A_CustomMissile ("MuchBlood", 10, 0, random (0, 360), 2, random (0, 160))
                TNT1 A 0 A_SpawnItem("STG44")
		TNT1 A 0 A_SpawnItem ("MeinDick2", 2)
        Stop

	XDeath:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("stg44")
                TNT1 A 0 A_GiveToTarget("ScoreItem", 100)
        TNT1 A 0 A_SpawnItem("DesintegratedPANZERGRENADIER")
      Stop
	
			Death.EnemyHeadShot:
	Death.head:
	TNT1 A 0 A_Jump(15,"Death.WhereisMyHead")
        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
		TNT1 A 0 A_SpawnItem("STG44")
        PAZH ABCDE 10
tnt1 a 0 A_GiveToTarget("ScoreItem", 1000)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
                TNT1 A 0 A_SpawnItem ("PURIGNO")
		Stop
		
		Death.WhereisMyHead:
		        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
		TNT1 A 0 A_SpawnItem("STG44")
		PAZ1 ABABAB 12
        PAZH BCDE 10
tnt1 a 0 A_GiveToTarget("ScoreItem", 1000)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
                TNT1 A 0 A_SpawnItem ("PURIGNO")
		Stop


		Death.GreenFire:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("STG44")
        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))
		XBRN AAAA 2 BRIGHT A_SpawnItem("GreenFlare",0,43)
        Stop
		
	
    Death.Plasma: Death.Plasma2:
	PBR1 A 6 A_Scream
	TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes1", 32, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes2", 32, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAA 0 A_CustomMissile ("BluePlasmaFireNonStatic", 32, 0, random (0, 360), 2, random (0, 180))
	PBR1 B 6 A_NoBlocking
	PBR1 CDEFGH 6 A_CustomMissile ("Blood", 10, 0, random (0, 360), 2, random (0, 160))
	PBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160))
	PBR1 H -1
	Stop

Death.Desintegrate:
Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_Jump(130,"Death.LandMine")
		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 ("XDeathWaffenSSArm1", 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 ("XDeathGRENADIERLeg1", 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 ThrustThingZ(0,30,0,1)
	    PAZ2 AB 5 A_GiveToTarget("ScoreItem", 800)
                PAZ2 B 1 A_SpawnItem("STG44")
		PAZ2 CDEF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		PAZ2 FFFFFF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		TNT1 A 0 A_SpawnItem ("GRENADIERPORACCIO")
		Stop

Dead.ExplosiveImpact:
		TNT1 A 0 A_SpawnItem ("GRENADIERPORACCIO")
		TNT1 A 0 A_SpawnItem ("MuchBlood")
		Stop
	
	XDeath.Plasma:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("STG44")
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        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))

		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Nashgore_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop
		
		
		Death.GreenFire:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("STG44")
        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))
		XBRN AAAA 2 BRIGHT A_SpawnItem("GreenFlare",0,43)
        Stop
		
	 Death.Fire:
	Death.Flames:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
         TNT1 A 0 A_SpawnItem("stg44")
        TNT1 A 0 A_SpawnItem("Burninggrenadier")
      Stop
	  
	Raise:
		NAZI L 5
		NAZI KJIH 5
		Goto See
    Crush:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        CRS1 A 5
        CRS1 A -1
        Stop

    Pain.Taunt:
        TNT1 A 0
        Goto Missile
    Death.KillMe:
    Death.Taunt:
	    TNT1 A 0 A_ChangeFlag("SOLID", 0)
        TNT1 A 0 A_SpawnItem("Nazi")
        Stop
    Death.Eat:
        TNT1 A 0 A_GiveToTarget("EatMe",1)
		 Goto Death+3
        Stop
		
	Death.Blast:
	Death.SSG:
	Death.SuperPunch:
	    POSS Q 1 A_Pain
		POSS Q 1 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 AAA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 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 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        POSS QRSTUVW 8
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        POSS X -1
        Stop
		
			StealthKill:
	TNT1 A 0
	TNT1 A 0 A_GiveToTarget("GoFatality", 1)
	TNT1 A 0 A_GiveToTarget("SKNazi", 1)
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_Die("Stealthy")
	TNT1 A 0 A_Fall
	TNT1 A 1
	Stop
	Death.Stealthy:
	TNT1 A 0
	Stop
	}
}
Actor GRENADIERPORACCIO: DEATHNAZI
{Health 200  
scale 0.95
States
{Spawn:
        PAz2 G -1
        Stop	Death:
   Death.CutLess:
    Death.Cut:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AAA 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))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 50, 0, random (0, 360), 2, random (0, 160))
		Stop
}}
Actor PURIGNO: DEATHNAZI
{Health 200 
scale 0.95
States{Spawn:
        PAzH E -1
        Stop	Death:
   Death.CutLess:
    Death.Cut:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AAA 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))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 50, 0, random (0, 360), 2, random (0, 160))
		Stop
}}
ACTOR TUVUOILEBOTTE_GRENADIERVERSION
{
	Game Doom
	Radius 16
	Height 28
	Health 50
scale 0.95
		PainSound "NAZI/PAIN"
		PainChance 255
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 0.0
    damagefactor "Kick", 2.0	
		DamageFactor "Trample" , 0.0
		Mass 50
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	States
	{
		
		
	Spawn:
    TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BigBloodSpot")
	PAZ5 A 10
        PAZ5 BC 10
	Goto Suffer
	Suffer:

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 35,0)
          	TNT1 A 0 A_PlaySound ("nazi/pain")
        PAZ5 D 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 35,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		   PAZ5 E 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 35,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 10, "GotoDeath")
		Loop
		
	GotoDeath:
	TNT1 A 0
	Goto Death
		
	Death.Cut:
	Death.Cutless:
	Death:
			TNT1 A 0 A_PlaySound ("Elite/death")
	    PAZ5 FG 8
		TNT1 A 0 A_SpawnItem ("DIOGNOMO_PAZIVERSION")
		Stop

    Death.Head:
    Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
        PAZ5 HI 8
        TNT1 A 0 A_SpawnItem ("DeadPazi_NoHeadNoArm", 1)
Stop

		 
		 Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        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))
        TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Nashgore_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop		 
		 
   Death.SuperPunch:
	Death.Blast:
	Death.SSG:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus10Armor")
        //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 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 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 A 0 A_CustomMissile ("XDeathZombieManHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        ZZD1 EFGH 6
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		ZZD1 H -1
        Stop	

XDeath:
		TNT1 A 0 A_XScream
  	    TNT1 AAA 0 A_CustomMissile ("SuperBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("DesintegratedPANZERGRENADIER", 0, 0, random (0, 360), 2, random (0, 160))
        Stop
	 
Death.fire:
TNT1 A 0 A_NOBLOCKING
TNT1 A 0 A_SpawnItem("Burninggrenadier")
Stop


	}
}
Actor MeinDick2
{
	Game Doom
	Radius 16
	Height 35
	Health 50
		PainSound "NAZI/PAIN"
		PainChance 255
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 0.0
    damagefactor "Kick", 2.0	
		DamageFactor "Trample" , 0.0
		Mass 50
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	States
	{
		
		
	Spawn:
	TNT1 A 0 A_SpawnItem ("BigBloodSpot")
	WAFB EF 10
	          	TNT1 A 0 A_PlaySound ("BURNZOM")
	Goto Suffer
	Suffer:

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 35,0)
        WAFB G 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 35,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		  WAFB H 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 35,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		TNT1 A 0 A_GiveInventory("DeathTimer1", 2)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 10, "GotoDeath")
		Loop
	GotoDeath:
	TNT1 A 0
	Goto Death
		
	Death.Cut:
	Death.Cutless:
	Death:
	    WAFB IJ 8
		TNT1 A 0 A_PlaySound ("Elite/death")
		TNT1 A 0 A_SpawnItem ("mEINdICK2_Death")
		Stop

    Death.Head:
    Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
		        PAZH ABCDE 10
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
                TNT1 A 0 A_SpawnItem ("PURIGNO")
Stop

XDeath:
		TNT1 A 0 A_XScream
  	    TNT1 AAA 0 A_CustomMissile ("SuperBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("DesintegratedPANZERGRENADIER", 0, 0, random (0, 360), 2, random (0, 160))
        Stop
		
		}
		}

Actor mEINdICK2_Death: DEATHNAZI
{Health 200
scale 0.95
States
{Spawn:
       WAFB k -1
        Stop	Death:
   Death.CutLess:
    Death.Cut:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AAA 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))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 50, 0, random (0, 360), 2, random (0, 160))
		Stop
}}

Actor diognomo_paziVersion: DEATHNAZI
{Health 200
scale 0.95
States
{Spawn:
        paz5 G -1
        Stop	Death:
   Death.CutLess:
    Death.Cut:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AAA 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))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 50, 0, random (0, 360), 2, random (0, 160))
		Stop
}}
Actor Deadpazi_NoHeadNoArm: DEATHNAZI
{Health 200
scale 0.95
 States{Spawn:
        Paz5 I -1
        Stop	Death:
   Death.CutLess:
    Death.Cut:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AAA 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))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 50, 0, random (0, 360), 2, random (0, 160))
		Stop
}}
Actor DEATHPANZERGRENADIER
{
    Radius 12
    Height 12
    +SHOOTABLE
    -SOLID
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CORPSE
	+FLOORCLIP
    Mass 1000
    Health 100
scale 0.95
    damagefactor "Blood", 0.0
    PainChance "Melee", 255
    damagefactor "Melee", 20.0
    damagefactor "Kick", 20.0
    damagefactor "Fatality", 20.0
    damagefactor "Trample", 0.0
	damagefactor "ExplosiveImpact", 10.0
States
    {

    Spawn:
        PAZI L -1
        Stop
    Death:
		TNT1 A 0 A_CustomMissile ("XDeathGRENADIERLeg1", 5, 0, random (0, 360), 2, random (0, 160))
		SPOS A 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
         TNT1 A 1 A_SpawnItem ("DeadGRENADIER_NoLeg", 5)
        Stop

    Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 AAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 50, 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 AAA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop

    }
}

Actor DeadGRENADIER_NoLeg: DEATHNAZI
{Health 200 
scale 0.95
States{Spawn:
        PAZI M -1
        Stop	Death:
   Death.CutLess:
    Death.Cut:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AAA 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))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 50, 0, random (0, 360), 2, random (0, 160))
		Stop
}}

Actor DeadPanzerEye: DEATHNAZI
{Health 200
scale 0.95
States{Spawn:
        PANE A -1
        Stop	Death:
   Death.CutLess:
    Death.Cut:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AAA 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))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 50, 0, random (0, 360), 2, random (0, 160))
		Stop
}}

ACTOR PaziChecker: Panzergrenadier
{
    Speed 0
    BloodType "none"
	SeeSound "none"
	AttackSound "none"
	PainSound "none"
	DeathSound "none"
	DropItem "None"
	+LOOKALLAROUND
	+FRIENDLY
	States
	{
	
	Spawn:
	TNT1 A 1
	TNT1 A 0 A_checkSight("Spawn")
	Goto See
	
	See:
    TNT1 A 0
	NAZI A 1 A_Pain
	NAZI A 1 A_LookEx(LOF_NOSOUNDCHECK, 0, 12560, 0, 0, "CheckIfAlliesNearby")
	Goto Surrender
	
	
	CheckIfAlliesNearby:
	NAZI A 1
	TNT1 A 0 A_ChangeFlag(FRIENDLY, 0)
	NAZI A 1
	NAZI A 1 A_Pain
	NAZI A 1 A_LookEx(LOF_NOSOUNDCHECK, 0, 12560, 0, 0, "SpawnMonster")
	Goto Surrender
	
	Pain.KillMe:
	SpawnMonster:
	TNT1 A 0 A_ChangeFlag(FRIENDLY, 0)
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItem("Nazi")
	TNT1 A 2
	Stop
	
	Surrender:
	TNT1 A 0
	TNT1 A 0 A_Jump(160, "SpawnMonster")
	TNT1 A 0 A_ChangeFlag(FRIENDLY, 0)
	NAZI A 1 A_Pain
	TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK, 0, 12560, 0, 0, "SurrenderNow")
	Goto SpawnMonster
	
	SurrenderNow:
	SAZI K 15
	SAZI LM 7
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItem("STG44")
	TNT1 A 0 A_SpawnItem("NaziSurrendered")
	Stop
	}
}


ACTOR PaziSurrendered: Panzergrenadier
{
	States
	{
	Spawn:
    SAZI NO 10
	Loop

	Death:
	    TNT1 A 0
	    TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg")
		Stop
	
	LEaveCrawling:
	TNT1 A 0 A_SpawnItem ("DyingZombieMan")
	Stop

    Death.Head:
    Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg", 1)
		Stop
		
		Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasZmanShield", 1)
        Stop		

Death.Shotgun:
Death.Kick:
Death.Melee:
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
         ID11 KL 15
         TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg")
		 Stop
}}
		ACTOR PAN_PATROL : Panzergrenadier
{
	+JUSTHIT
	States
	{
	Spawn:
		PAZI AAA 1 A_Wander
		PAZI AAAA 1 A_LookEx (0, 0, 0, 2048, 0, "See")
		NULL A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		PAZI CCC 1 A_Wander
		PAZI CCC 1 A_LookEx (0, 0, 0, 2048, 0, "See")
		PAZI bbb 1 A_Wander
		PAZI bbb 1 A_LookEx (0, 0, 0, 2048, 0, "See")
		NULL A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		Loop
	}
}


ACTOR PoorSS
{
	Game Doom
	Radius 16
	Height 30
	Health 50
		PainSound "NAZI/PAIN"
		PainChance 255
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 0.0
    damagefactor "Kick", 2.0	
		DamageFactor "Trample" , 0.0
		Mass 50
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
PainChance "Taunt", 255
	States
	{
		
	Death.fire:
	Death.Flames:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("BurningSS")
        tnt1 a 1 A_GiveToTarget("ScoreItem", 600)
      Stop
		
	Spawn:
    TNT1 A 0
	SSKN A 10
	Goto SUFFER
	Suffer:

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 30,0)
        TNT1 A 0 A_PlaySound("NAZI/PAIN")
        SSKN B 20
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 30,0)
        TNT1 A 0 A_PlaySound("NAZI/PAIN")	  
        SSKN C 20
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 30,0)	  
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 10, "GotoDeath")
		Loop
	GotoDeath:
	TNT1 A 0
	Goto Death
			Death.Cut:
	Death.Cutless:
	Death:
	    NAZI J 2 A_GiveToTarget("ScoreItem", 500)
            NAZI K 2
		TNT1 A 0 A_PlaySound ("NAZI/DEATH")
TNT1 A 0 A_SpawnItem ("SecretWeapon_MP40")
		TNT1 A 0 A_SpawnItem ("DEATHNAZI")
		Stop

    Death.Head:
    Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
        NAZH D 2
TNT1 A 0 A_SpawnItem ("SecretWeapon_MP40")
NAZH E -1
Stop

Death.Shotgun:
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
         ID11 GH 15
TNT1 A 0 A_SpawnItem ("SecretWeapon_MP40")
         TNT1 A 0 A_SpawnItem ("DeadZombieman2")
		 Stop
		 
		 Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        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))
        TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Nashgore_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
TNT1 A 0 A_SpawnItem ("SecretWeapon_MP40")
        Stop		 
		 
   Xdeath:
   Death.SuperPunch:
	Death.Blast:
	Death.SSG:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus10Armor")
        //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 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 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 A 0 A_CustomMissile ("XDeathZombieManHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        ZZD1 EFGH 6
TNT1 A 0 A_SpawnItem ("SecretWeapon_MP40")
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		ZZD1 H -1
        Stop		 

	}
}

ACTOR PoorPanzer
{
	Game Doom
	Radius 16
	Height 30
	Health 50
		PainSound "PAZI/PAIN"
		PainChance 255
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 0.0
    damagefactor "Kick", 2.0	
		DamageFactor "Trample" , 0.0
		Mass 50
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
PainChance "Taunt", 255
	States
	{
		
	Death.fire:
	Death.Flames:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("Burninggrenadier")
        tnt1 a 1 A_GiveToTarget("ScoreItem", 600)
      Stop
		
	Spawn:
    TNT1 A 0
	PAKN A 10
	Goto SUFFER
	Suffer:

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 30,0)
        TNT1 A 0 A_PlaySound("PAZI/PAIN")
        PAKN B 20
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 30,0)
        TNT1 A 0 A_PlaySound("PAZI/PAIN")	  
        PAKN C 20
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 30,0)	  
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 10, "GotoDeath")
		Loop
	GotoDeath:
	TNT1 A 0
	Goto Death
			Death.Cut:
	Death.Cutless:
	Death:
	    PAZI J 2 A_GiveToTarget("ScoreItem", 500)
            PAZI K 2
		TNT1 A 0 A_PlaySound ("PAZI/DEATH")
TNT1 A 0 A_SpawnItem ("STG44")
		TNT1 A 0 A_SpawnItem ("DEATHPANZERGRENADIER")
		Stop

    Death.Head:
    Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
        PAZH D 2
TNT1 A 0 A_SpawnItem ("STG44")
PAZH E -1
Stop

Death.Shotgun:
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
         ID11 GH 15
TNT1 A 0 A_SpawnItem ("STG44")
         TNT1 A 0 A_SpawnItem ("DeadZombieman2")
		 Stop
		 
		 Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        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))
        TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Nashgore_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
TNT1 A 0 A_SpawnItem ("STG44")
        Stop		 
		 
   Xdeath:
   Death.SuperPunch:
	Death.Blast:
	Death.SSG:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus10Armor")
        //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 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 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 A 0 A_CustomMissile ("XDeathZombieManHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        ZZD1 EFGH 6
TNT1 A 0 A_SpawnItem ("STG44")
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		ZZD1 H -1
        Stop		 

	}
}

Actor RIPNAZI: DEATHNAZI
{Health 200 States{Spawn:
TNT1 AAA 0 A_CustomMissile ("NashGore_FlyingBlood", 40, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (0, 160))
        Ss2X G -1
        Stop	
        Death:
		Death.Cut:
        Death.Cutless:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AAA 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))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 50, 0, random (0, 360), 2, random (0, 160))
         Stop}}

Actor RIPPANZER: DEATHNAZI
{Health 200 States{Spawn:
TNT1 AAA 0 A_CustomMissile ("NashGore_FlyingBlood", 40, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (0, 160))
        PP2X G -1
        Stop	
        Death:
		Death.Cut:
        Death.Cutless:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AAA 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))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 50, 0, random (0, 360), 2, random (0, 160))
         Stop}}



//////////


ACTOR DyingSS
{
	Game Doom
	Radius 16
	Height 30
	Health 100
		PainSound "NAZI/PAIN"
		PainChance 255
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 0.0
    damagefactor "Kick", 2.0	
		DamageFactor "Trample" , 0.0
		Mass 50
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
PainChance "Taunt", 255
	States
	{
		
	Death.fire:
	Death.Flames:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("BurningSS")
        tnt1 a 1 A_GiveToTarget("ScoreItem", 600)
      Stop
		
	Spawn:
    TNT1 A 0
TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
	SSIM ABCD 5
	Goto SUFFER
	Suffer:

		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 30,0)
        TNT1 A 0 A_PlaySound("NAZI/PAIN")
        SSIM E 20
        TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 30,0)
TNT1 A 0 A_SpawnItem ("BloodDying", -6, 18)
        TNT1 A 0 A_PlaySound("NAZI/PAIN")	  
        SSIM F 20
        TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 30,0)
TNT1 A 0 A_SpawnItem ("BloodDying", -6, 18)  
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 10, "GotoDeath")
		Loop
	GotoDeath:
	TNT1 A 0
	Goto Death
			Death.Cut:
	Death.Cutless:
	Death:
SSIM G 0 A_PlaySound ("NAZI/DEATH")
            SSIM GHI 3
TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
TNT1 A 0 A_SpawnItem("MP40Spawner")
TNT1 A 0 A_SpawnItem("DeaddYINGSSS")
		Stop

    Death.Head:
    Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
        SSIM LMN 3
TNT1 A 0 A_SpawnItem ("SecretWeapon_MP40")
TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
 SSIM N -1
Stop

Death.Shotgun:
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
         ID11 GH 15
TNT1 A 0 A_SpawnItem ("SecretWeapon_MP40")
         TNT1 A 0 A_SpawnItem ("DeadZombieman2")
		 Stop
		 
		 Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        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))
        TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Nashgore_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
TNT1 A 0 A_SpawnItem ("SecretWeapon_MP40")
        Stop		 
		 
   Xdeath:
   Death.SuperPunch:
	Death.Blast:
	Death.SSG:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus10Armor")
        //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 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 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 A 0 A_CustomMissile ("XDeathZombieManHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        ZZD1 EFGH 6
TNT1 A 0 A_SpawnItem ("SecretWeapon_MP40")
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		ZZD1 H -1
        Stop		 

	}
}

Actor DeaddYINGSSS: DEATHNAZI
{Health 200 States{Spawn:
        SSIM I -1
        Stop	
        Death:
		Death.Cut:
        Death.Cutless:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AAA 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))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 50, 0, random (0, 360), 2, random (0, 160))
         Stop}}


/////////Poor Fucking nazi!!!

ACTOR BrutalizedNAZI1
{
	Game Doom
	Radius 16
	Height 50
	Health 70
	bloodtype "DeadBlood"
		PainSound "nazi/pain"
		PainChance 255
		Mass 999999
	-SOLID
	+SHOOTABLE
	+NORADIUSDMG
	+FLOORCLIP
	Scale 1.0
	States
	{
				Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasZManShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop
			
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Recoil(2)
	TNT1 A 0 A_CustomMissile ("XDeathNAZIArm1", 35, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	Pain:
    NAZ9 A 15
	Goto DieNow
	
    DieNow:
	NAZ9 BC 10
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedNAZIStop")
	Stop
	
	Death:
	    TNT1 A 0
		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 AAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("XDeathNAZIArm1", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Recoil(2)
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedNAZI2")
		Stop
		
	Death.SSG:
	XDeath:
		TNT1 A 0 A_XScream
  	    TNT1 AAA 0 A_CustomMissile ("SuperBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("SargeXDeath", 0, 0, random (0, 360), 2, random (0, 160))
        Stop
}}

actor BrutalizedNAZIStop: CurbstompedMarine
{
    States
    {
    Spawn:
NAZ9 C 1 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
NAZ9 C -1
       Stop    }}

ACTOR BrutalizedNAZI2: BrutalizedNAZI1
{
	States
	{
	Spawn:
	Pain:
    NAZ9 D 15
	Goto DieNow
	
    DieNow:
	NAZ9 EF 10
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedNAZIStop2")
	Stop
	
	Death:
		TNT1 A 0
		TNT1 A 0 A_Recoil(2)
	TNT1 A 0 A_CustomMissile ("XDeathNAZIArm1", 35, 0, random (0, 360), 2, random (0, 160))
    TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedNAZI3")
		Stop
}}

actor BrutalizedNAZIStop2: CurbstompedMarine
{
    States
    {
    Spawn:
NAZ9 F 1 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
NAZ9 F -1
       Stop    }}

ACTOR BrutalizedNAZI3: BrutalizedNAZI1
{
	States
	{
	Spawn:
	Pain:
    NAZ9 G 15
	Goto DieNow
	
    DieNow:
	NAZ9 HI 10
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedNAZIStop3")
	Stop
	
	Death:
	    TNT1 A 0
		TNT1 A 0 A_Recoil(2)
		TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("XDeath1", 40, 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 ("XDeath2", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		NAZ9 JJKKLL 6
		NAZ9 L -1
		Stop
}}

actor BrutalizedNAZIStop3: CurbstompedMarine
{
    States
    {
    Spawn:
NAZ9 I 6 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
NAZ9 I -1
       Stop    }}

/////////Poor Fucking Waffen SS!!!

ACTOR BrutalizedWAFFEN1
{
	Game Doom
	Radius 16
	Height 50
	Health 70
	bloodtype "DeadBlood"
		PainSound "nazi/pain"
		PainChance 255
		Mass 999999
	-SOLID
	+SHOOTABLE
	+NORADIUSDMG
	+FLOORCLIP
	Scale 1.0
	States
	{
				Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasZManShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop
			
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Recoil(2)
	TNT1 A 0 A_CustomMissile ("XDeathWaffenSSArm1", 35, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	Pain:
    PAZ5 A 15
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	PAZ5 F 5
	TNT1 A 0 A_SpawnItem ("BrutalizedWaffenStop")
	Stop
	
	Death:
	    TNT1 A 0
		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 AAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Recoil(2)
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedWaffen2")
		Stop
		
	Death.SSG:
	XDeath:
		TNT1 A 0 A_XScream
  	    TNT1 AAA 0 A_CustomMissile ("SuperBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("SargeXDeath", 0, 0, random (0, 360), 2, random (0, 160))
        Stop
}}

actor BrutalizedWaffenStop: CurbstompedMarine
{
    States
    {
    Spawn:
Paz5 G 1 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
Paz5 G -1
       Stop    }}

ACTOR BrutalizedWaffen2: BrutalizedWAFFEN1
{
	States
	{
	Spawn:
	Pain:
    PAZ9 A 15
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	PAZ9 B 15
	TNT1 A 0 A_SpawnItem ("BrutalizedwaffenStop2")
	Stop
	
	Death:
		TNT1 A 0
		TNT1 A 0 A_Recoil(2)
	TNT1 A 0 A_CustomMissile ("XDeathWaffenSSArm1", 35, 0, random (0, 360), 2, random (0, 160))
    TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem ("Brutalizedwaffen3")
		Stop
}}

actor BrutalizedwaffenStop2: CurbstompedMarine
{
    States
    {
    Spawn:
PAZ9 C 1 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
PAZ9 C -1
       Stop    }}

ACTOR Brutalizedwaffen3: BrutalizedWAFFEN1
{
	States
	{
	Spawn:
	Pain:
    PAZ9 D 15
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	PAZ9 E 5
	TNT1 A 0 A_SpawnItem ("BrutalizeDWAFFENStop3")
	Stop
	
	Death:
	    TNT1 A 0
		TNT1 A 0 A_Recoil(2)
		TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("XDeath1", 40, 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 ("XDeath2", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		PAAS BCD 6
		PAAS E -1
		Stop
}}

actor BrutalizeDWAFFENStop3: CurbstompedMarine
{
    States
    {
    Spawn:
PAZ9 F 1 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
PAZ9 F -1
       Stop    }}