Actor QuadShotgunZombie: ShotgunGuy1
{
  //$Title "Quad-Shotgun Zombie"
  //$Category XV117Monsters
  Health 65
  Radius 20//30SpriteW(130%=39)
  Height 56//55SpriteH(130%=72)
  Scale 1.3
  Mass 170
  Speed 4
  PainChance 180
  Monster
  SeeSound "grunt/sight"
  PainSound "grunt/pain"
  DeathSound "grunt/death"
  ActiveSound "grunt/active"
  Obituary "%o was splattered by a Quad-Shotgun Zombie"
  DamageFactor "Blood", 0.0 DamageFactor "BlueBlood", 0.0 DamageFactor "GreenBlood", 0.0
  DropItem "QSSGSpawner"
  DropItem "GrenadeAmmo" 4
  Tag "QSSG Sergeant"
  MaxStepHeight 24
  MaxDropOffHeight 32
  +FLOORCLIP
  +AVOIDMELEE
  +MISSILEMORE
  -DOHARMSPECIES
  States
  {
   Pain.Avoid: 
	  TNT1 A 0
	  TNT1 A 0 A_Jump(255, "AvoidLeft", "AvoidRight")
	  Goto AvoidLeft
	  
	  AvoidLeft:
	    ZRO6 A 1 A_FaceTarget
	    TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)
        ZRO6 ABCDEFGH 2 A_FaceTarget
        Goto Missile
	AvoidRight:
	    ZRO5 A 1 A_FaceTarget
	    TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)
        ZRO5 ABCDEFGH 2 A_FaceTarget
        Goto Missile
	
	Spawn:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("SKShotgunGuy", 1)
		TNT1 A 0 A_GiveInventory("TypeSergeant", 1)
		QSZM B 1
		Goto Stand
	Stand:
		TNT1 A 0 A_CheckSight("Stand2")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 54,0)
		QSZM AA 10 A_Look
		Loop
		
	Stand2:
		QSZM AB 14 A_Look
		Goto Stand
		
		
	FallBack:
	TNT1 A 0 A_CheckSight("Advance")
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTarget4", 20)
	QSZM D 2 A_FaceTarget
	QSZM D 2 A_Recoil(2)
	TNT1 A 0 A_jump(64, "Missile")
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTarget4", 20)
	QSZM C 2 A_FaceTarget
	QSZM C 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTarget4", 20)
	QSZM B 2 A_FaceTarget
	QSZM B 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTarget4", 20)
	QSZM A 2 A_FaceTarget
	QSZM A 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTarget4", 20)
	QSZM D 2 A_FaceTarget
	QSZM D 2 A_Recoil(2)
	TNT1 A 0 A_jump(64, "Missile")
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTarget4", 20)
	QSZM C 2 A_FaceTarget
	QSZM C 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTarget4", 20)
	QSZM B 2 A_FaceTarget
	QSZM B 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTarget4", 20)
	QSZM A 2 A_FaceTarget
	QSZM A 2 A_Recoil(2)
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	GOto Missile
	
	
	
	
	SearchForPlayer:
	Idle:
	    TNT1 A 0 A_ClearTarget
	    TNT1 A 0 A_TakeInventory("EnemyMemory", 30)
		TNT1 A 0 A_GiveInventory("SKShotgunGUy", 1)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 54,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		QSZM A 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 54,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		QSZM C 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 54,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		QSZM A 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 54,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		QSZM D 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 54,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		QSZM A 10 A_Look
		
		QSZM A 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 54,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		QSZM B 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 54,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		QSZM C 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 54,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		QSZM D 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 54,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		
		TNT1 A 0 A_Jump(128, "Idle")
		QSZM A 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 54,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		QSZM B 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 54,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		QSZM C 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 54,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		QSZM D 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 54,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		Loop
		
	
	See:
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	TNT1 A 0 A_TakeInventory("SKZombieman", 1)
	TNT1 A 0 A_TakeInventory("EnemyMemory", 15)
	TNT1 A 0 A_CheckSight("SeeNeverSeen")
	Goto SeeContinue
	
	SeeContinue:
	    TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	    TNT1 A 0 A_JumpIfCloser(148, "FallBack")
		//Advance:
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		TNT1 A 0 A_JumpIfInventory("EnemyMemory", 15, "SearchForPlayer")
		TNT1 A 0 A_GiveInventory("EnemyMemory", 1)
        TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 20, 0, 0)
		TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 54,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		QSZM AAA 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 54,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		QSZM BBB 2 A_Chase
		TNT1 A 0 A_PlaySound("humans/step",3)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 54,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		QSZM CCC 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 54,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		QSZM DDD 2 A_Chase
		TNT1 A 0 A_PlaySound("humans/step",3)
		Loop
		
	SeeNeverSeen:
		TNT1 A 0 A_JumpIfCloser(148, "FallBack")
		Advance:
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
        TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 10, 0, 0)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 54,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		QSZM AA 2 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_TakeInventory("SKZombieman", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 54,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		QSZM BB 2 A_Chase
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 54,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		QSZM CC 2 A_Chase
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 54,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		QSZM DD 2 A_Chase
		Loop
	
  Missile:
	TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
	TNT1 A 0 A_Jump(128, "DoubleShotA", "DoubleShotB")
    QSZM E 0 A_JumpIfInventory("QuadShotgunZombieCounter", 1, "DoubleShotB")
	
  QuadShot:
    
	TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
    QSZM E 8 A_FaceTarget
	TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
    QSZM E 8 Bright A_PlaySound("QSGFIRE1", 12)
	TNT1 A 0 A_Playsound("SuperShotgunDistantGunshot", 3)
	TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
    TNT1 A 0 A_GiveInventory("QuadShotgunZombieCounter", 4)
	TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 46, 13, random(-4, 4), 0)
	TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 46, 9, random(-4, 4), 0)
    TNT1 AAAAA 0 A_CustomMissile("ShotgunguyTracer", 46, 13, random(-7, 7), 1, random(-4, 4))
	TNT1 AAAAA 0 A_CustomMissile("ShotgunguyTracer", 46, 9, random(-7, 7), 1, random(-4, 4))
	TNT1 AAAAA 0 A_CustomMissile("ShotgunParticles", 46, 13, random(-9, 9), 6, random(-9, 9))
	TNT1 AAAAA 0 A_CustomMissile("ShotgunParticles", 46, 9, random(-9, 9), 6, random(-9, 9))
	TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 40, 13, random(-4, 4), 0)
	TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 40, 9, random(-4, 4), 0)
    TNT1 AAAAA 0 A_CustomMissile("ShotgunguyTracer", 40, 13, random(-7, 7), 1, random(-4, 4))
	TNT1 AAAAA 0 A_CustomMissile("ShotgunguyTracer", 40, 9, random(-7, 7), 1, random(-4, 4))
	TNT1 AAAAA 0 A_CustomMissile("ShotgunParticles", 40, 13, random(-9, 9), 6, random(-9, 9))
	TNT1 AAAAA 0 A_CustomMissile("ShotgunParticles", 40, 9, random(-9, 9), 6, random(-9, 9))
	TNT1 A 0 A_Recoil(4)
    QSZM E 8 A_FaceTarget
	TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
    Goto Reload
	
  DoubleShotA:
    TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
    QSZM E 8 A_FaceTarget
	TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
    QSZM E 8 Bright A_PlaySound("SSHFIRE", 8)
	TNT1 A 0 A_Playsound("SuperShotgunDistantGunshot", 3)
	TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
    TNT1 A 0 A_GiveInventory("QuadShotgunZombieCounter", 2)
	TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 46, 13, random(-4, 4), 0)
	TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 46, 9, random(-4, 4), 0)
    TNT1 AAAAA 0 A_CustomMissile("ShotgunguyTracer", 46, 13, random(-7, 7), 1, random(-4, 4))
	TNT1 AAAAA 0 A_CustomMissile("ShotgunguyTracer", 46, 9, random(-7, 7), 1, random(-4, 4))
	TNT1 AAAAA 0 A_CustomMissile("ShotgunParticles", 46, 13, random(-9, 9), 6, random(-9, 9))
	TNT1 AAAAA 0 A_CustomMissile("ShotgunParticles", 46, 9, random(-9, 9), 6, random(-9, 9))
	TNT1 A 0 A_Recoil(2)
    QSZM E 8 A_FaceTarget
	TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
    TNT1 A 0 A_JumpIfInventory("QuadShotgunZombieCounter", 4, "Reload")
    TNT1 A 0 A_Jump(128, "DoubleShotB")
    Goto SeeContinue
	
  DoubleShotB:
    TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
    QSZM E 8 A_FaceTarget
	TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
    QSZM E 8 Bright A_PlaySound("SSHFIRE", 8)
	TNT1 A 0 A_Playsound("SuperShotgunDistantGunshot", 3)
	TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
    TNT1 A 0 A_GiveInventory("QuadShotgunZombieCounter", 2)
	TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 40, 13, random(-4, 4), 0)
	TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 40, 9, random(-4, 4), 0)
    TNT1 AAAAA 0 A_CustomMissile("ShotgunguyTracer", 40, 13, random(-7, 7), 1, random(-4, 4))
	TNT1 AAAAA 0 A_CustomMissile("ShotgunguyTracer", 40, 9, random(-7, 7), 1, random(-4, 4))
	TNT1 AAAAA 0 A_CustomMissile("ShotgunParticles", 40, 13, random(-9, 9), 6, random(-9, 9))
	TNT1 AAAAA 0 A_CustomMissile("ShotgunParticles", 40, 9, random(-9, 9), 6, random(-9, 9))
	TNT1 A 0 A_Recoil(2)
    QSZM E 8 A_FaceTarget
	TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
    TNT1 A 0 A_JumpIfInventory("QuadShotgunZombieCounter", 4, "Reload")
    TNT1 A 0 A_Jump(128, "DoubleShotA")
    Goto SeeContinue
	
  Reload:
    TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
	TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
	QSZM A 4 A_FaceTarget
	TNT1 AAAA 0 A_SpawnItemEx("SSGCaseSpawner", -8, 6, 35, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    QSZX FABCDE 3
	TNT1 A 0 A_PlaySoundEx("QuadShotgunZombie/Reload2", "SoundSlot6", 0)
	TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
    QSZM E 0 A_TakeInventory("QuadShotgunZombieCounter", 4)
	TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
	QSZM A 4 A_FaceTarget
    QSZX FABCDE 3 
	TNT1 A 0 A_PlaySoundEx("QuadShotgunZombie/Reload2", "SoundSlot6", 0)
	TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
    Goto SeeContinue
	
  Pain.Melee:
	TNT1 A 0 A_JumpIfInventory ("SKQuadShotgunZombie", 1, "GotoStealthKill")
  Pain.Head:
  Pain:
	TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
    QSZM G 3
	TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 54,0)
	TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
    QSZM G 3 A_Pain
    Goto SeeContinue
	
  Possession:
		TNT1 A 0 A_SetInvulnerable
		QSZM G 3
		QSZM G 3 A_Pain
		"####" "#" 35 ACS_NamedExecuteAlways("Pos - Flicker effect")
		TNT1 A 0 A_UnSetInvulnerable
		Goto See
	
  Pain.ExplosiveImpact:
    Pain.Kick:
	Pain.ExtremePunches:
         TNT1 A 0
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
         QXXZ A 0 A_Pain
		 TNT1 A 0 A_GiveInventory("IsDown", 1)
		 TNT1 A 0 A_TakeInventory("SKZombieman", 1)
        TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		//QXXZ E 1 A_Chase ("","")
		QXXZ A 1 A_facetarget
        QXXZ A 6 ThrustThing(angle*256/360+128, 10, 0, 0)
        QXXZ B 8
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		
		Goto FallingAfterImpact
		
		FallingAfterImpact:
		QXXZ B 1 A_GiveInventory ("FallingHeight", 1)
		QXXZ B 1 A_CheckFloor ("GetUp")
		NULL A 0 A_JumpIf (momz == 0, "GetUp")
		Loop
		
		GetUp:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 5, "FallingDie")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_TakeInventory("FallingHeight", 100)
		QXXZ CCCCCCC 5 A_JumpIf(momz < 0, "FallingAfterImpact")
		
        TNT1 A 0 A_TakeInventory("IsDown", 1)
		QXXZ D 10
       Goto See
		 
	GetUp:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 5, "FallingDie")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_TakeInventory("FallingHeight", 100)
		QXXZ CCCCCCC 5 A_JumpIf(momz < 0, "FallingAfterImpact")
		
        TNT1 A 0 A_TakeInventory("IsDown", 1)
		QXXZ D 10
       Goto See
		 
	FallingDie:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_SpawnItem("SplatteredSmall")
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 15, "Death.Stomp")
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 10, "FallingSuperDeath")
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 5, "FallingDeath")
	FallingDeath:
	TNT1 A 0
	TNT1 A 0 A_Scream
	TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (50, 130))
	QXXZ AB 2
	TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_PlaySound("BODYF",6)
	TNT1 A 0 A_SpawnItem ("BigBloodSpot")
	TNT1 A 0 A_SpawnItem ("DeadHFQSZ1")
	Stop
	
	FallingSuperDeath:
	TNT1 A 0
	TNT1 A 0 A_XScream
	TNT1 A 0 A_NoBLocking
	TNT1 A 0 A_SpawnItem ("BigBloodSpot")
	Goto Death.ExplosiveImpact+1
	
  Death.Shotgun:
		TNT1 A 0 A_JumpIfCloser(100, "Death.bLAST")
		TNT1 A 0 A_JumpIfCloser(300, "Death.Shotgunontheface")

		Goto Death
		
		Death.ShotgunontheFace2:
		Death.ShotgunontheFace:
		Death.HeavyImpact:
	    TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0 A_Pain
		TNT1 A 0 A_Stop
		QSZM H 1 A_FaceTarget
		TNT1 A 0 A_Recoil(12)
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (0, 160))
        Goto Death

    Death.Eat:
	    TNT1 A 0
		TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("HFQSZFatality",1)
        Stop
		
	Death.ShotgunonthefaceArm:	
		TNT1 A 0
		TNT1 A 0 A_Jump(128, "Death.Arm")
	    TNT1 A 0 ThrustThingZ(0,40,0,1)
		TNT1 A 0 A_CustomMissile ("XDeathHFQSZArm1", 35, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
         QXXZ EF 15
		 TNT1 A 0 A_NoBlocking
         TNT1 A 0 A_SpawnItem ("DeadHFQSZ_NoArm")
		 Stop


    Death.Melee:
	   	TNT1 A 0 A_JumpIfInventory ("SKQuadShotgunZombie", 1, "StealthKill")
	Death.Kick:
	Death.Minor:
       TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
         TNT1 A 0 A_Scream
        TNT1 A 0 ThrustThingZ(0,30,0,1)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (8)
         QXXZ A 8
		 QXXZ B 8
		 TNT1 A 0 A_NoBlocking
         TNT1 A 0 A_SpawnItem ("DeadHFQSZ1", 5)
         Stop

    Death.Down:
        TNT1 A 0 
        TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("DeadHFQSZ1", 1)
		Stop

	Death:
       TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
       
        TNT1 A 0 A_Jump(96, "Death.Arm")
	Death.MinorLeg:	
		QSZM H 5 A_Scream
		QSZM I 5 
		QSZM J 5 A_NoBlocking
		QSZM K 5
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadHFQSZ1", 1)
		Stop

     Death.Leg:
		TNT1 A 0 A_Jump(32, "LeaveCrawling")
	 Death.Crush:
		TNT1 A 0 A_CustomMissile ("XDeathHFQSZLeg1", 35, 0, random (0, 360), 2, random (0, 160))
        QPO3 A 9 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Playsound ("grunt/death")
		QPO3 B 3 
		QPO3 C 3 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("HFQSZGotHisLegBlowed")
        Stop
		
	LeaveCrawling:
	     TNT1 A 0
		 TNT1 A 0 A_SpawnItem ("DyingHFQSZNoLeg", 2)
		 TNT1 A 0
		 Stop

    Death.Arm:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeathHFQSZArm2", 35, 0, random (0, 360), 2, random (0, 160))
        QPO6 A 9 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("DyingHFQSZ", 2)
        Stop
		
	HeadExploder:
		TNT1 A 0 A_Jump(128, "Death.HeadExplode")
		Goto Death.MinorHead

	Death.Head:
	    TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_JumpIfHealthLower(-60, "Death.HeadExplode")
		TNT1 A 0 A_JumpIfInTargetInventory("RandomHeadExploder", 1, "HeadExploder")
	Death.MinorHead:
	Death.HeadMinor:
		TNT1 A 0
		TNT1 A 0 A_Playsound("MinorHeadshot", 0)
		TNT1 A 0 A_Jump(32, "Death.MinorHeadLong")
        TNT1 AAAAA 0 A_CustomMissile ("brutal_FlyingBloodTrail8", 50, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPiece", 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 ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		QZHS A 6 A_Scream
		QZHS B 6 A_NoBlocking 
		QZHS CD 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_PlaySound("BODYF",6)
        TNT1 A 0 A_SpawnItem ("DeadHFQSZ_NoBrain", 1)
        //		QSZM Z -1
		Stop
		
		Death.MinorHeadLong:
        TNT1 AAAAA 0 A_CustomMissile ("brutal_FlyingBloodTrail8", 50, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPiece", 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 ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		QZHS A 6 A_Scream
		QZHS B 6 A_NoBlocking
		QZHS BCBCBC 18 A_Pain 
		QZHS DE 6
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadHFQSZ_NoBrain", 1)
		Stop

	Death.HeadExplode:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		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 A 0 A_XScream
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAAAA 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_NoBlocking
        QPDH ABBC 10 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
		QPDH CDE 8
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadHFQSZ_NoHead", 1)
        //        SPDH E -1
		Stop

	Death.decaptate:
        TNT1 AAAAAAA 0 A_CustomMissile ("Blood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        TNT1 A 0 A_CustomMissile ("XDeathHFQSZHead", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        QPDH AABBBC 8 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
		QPDH CDE 8
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_PlaySound("BODYF",6)
        TNT1 A 0 A_SpawnItem ("DeadHFQSZ_NoHead", 1)
        //        SPDH E -1
		Stop

        Death.Saw:
		Death.cut:
		Death.HKFT:
        TNT1 A 0
        TNT1 A 0 A_Jump(32, "Death.Arm", "Death")
        Goto Death.Tear

	    Death.cutless:
        TNT1 A 0
       TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
        TNT1 A 0 A_Jump(16, "Death")
		TNT1 A 0 A_Jump(32, "Death.Cut")
		TNT1 A 0 A_Jump(16, "Death.LegMassacre")
        Goto Death.Massacre
 
        Death.Tear:
        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 O 0 A_NoBlocking
	    QP3X AA 8
        TNT1 A 0 A_CustomMissile ("XDeath4", 40, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("RipHFQSZ", 0, 0, random (0, 360), 2, random (0, 160))
        QP3X BBCD 8
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_PlaySound("BODYF",6)
        TNT1 A 0 A_SpawnItem ("DeadHFQSZ_Half", 1)
		Stop
		
		Death.Minigun:
        Death.Massacre:
        TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Scream
		TNT1 O 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("BrutalizedHFQSZ1", 1)
		Stop
		
		Death.Ice:
		Death.Freeze:
		Death.Frost:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_SpawnItem("FrozenQuadShotgunguy")
		Stop

        Death.LegMassacre:
        TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Scream
		TNT1 O 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("BrutalizedHFQSZLeg", 1)
		Stop

    Death.SuperPunch:
	Death.SSG:
	    QZD1 E 1 A_Pain
		QZD1 E 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 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("brutal_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 AA 0 A_CustomMissile ("XDeathHFQSZArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathHFQSZHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        QZD1 EEFFGH 6
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadHFQSZ_QZD1H")
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        Stop
		
	Death.Blast:
	Death.Railgun:
	    TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Jump(12, "Death.Arm")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Jump(128, "Death.Blast2")
		TNT1 A 0 A_Scream
		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_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 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		QPO4 A 6 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		QPO4 BBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		QPO4 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_PlaySound("BODYF",6)
		QPO4 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_SpawnItem ("DeadHFQSZ_QPO4E")
	    Stop
		
	Death.Blast2:
	    TNT1 A 0 A_XScream
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 42, 0, random (0, 360), 2, random (0, 40))
	    TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("Xdeath2", 16, 0, random (130, 210), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_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 ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		QPO4 F 6 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		QPO4 GGGGGGGGGGGGGGGGGGG 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		QPO4 HHH 1 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_PlaySound("BODYF",6)
		QPO4 II 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_SpawnItem ("DeadHFQSZ_QPO4J")//
	    Stop
	
    Death.Fatality:
	TNT1 A 0
	TNT1 A 0 A_Pain
	TNT1 A 0 A_JumpIfIntargetInventory("FistsSelected", 1, 1)
	Goto Death.ExplosiveImpact
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_Jump(255, "Death.Fatality1", "Death.Fatality2", "Death.Fatality3")
		
	Death.Fatality1:	
        TNT1 A 0 A_GiveToTarget("HFQSZFatality", 1)
        Stop
    Death.Fatality2:    
		TNT1 A 0 A_GiveToTarget("HFQSZFatality2", 1)
        Stop
	Death.Fatality3:    
		TNT1 A 0 A_GiveToTarget("HFQSZFatality3", 1)
        Stop
		
	Death.HelperMarineFatallity:	
	Death.BHFT:
	Death.RVFT:
	TNT1 A 0
	TNT1 A 1 A_Pain
    TNT1 A 0 A_GiveToTarget("HFQSZFatality", 1)
	TNT1 A 0 A_NoBlocking
    TNT1 A 1
	Stop	
		
		
    Death.fire:
	Death.Flames:
	Death.Burn:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("BurningShotgunguy",0,0,0,0,0,0,0,288)
      Stop

	XDeath:
	Death.QuadBlast:
	TNT1 A 0 A_JumpIfInTargetInventory("SSGSelected", 1, "Death.SSG")
		TNT1 A 0 A_XScream
  	    TNT1 A 0 A_NoBlocking
        TNT1 AA 0 A_CustomMissile ("XDeathHFQSZArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathHFQSZHead", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathHFQSZArm1", 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 AAAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
	TNT1 A 0 A_CustomMissile ("XDeathHFQSZLeg2", 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 AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
	TNT1 AAA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
        Stop
		
		
	Death.Desintegrate:
		TNT1 A 0 A_Jump(84, "AcidGuy")
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DesintegratedHuman")
      Stop
	
		
		 Death.Stomp:
	TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
	TNT1 AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
	TNT1 AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
	TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAA 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180))
	TNT1 A 0 A_SpawnItem ("CrushedRemains")
	TNT1 A 1
	TNT1 A 1 A_XScream
    TNT1 A 1 A_NoBlocking
	Stop
	
	Death.ExtremePunches:
	TNT1 A 0
	TNT1 A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_Jump(96,"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 ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		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 ("XDeathHFQSZArm1", 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 ("XDeathHFQSZLeg2", 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)
	    IQ14 AB 5
		IQ14 CDEF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		IQ14 FFFFFF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedHFQSZLeg")
		TNT1 A 0 A_PlaySound("BODYF",6)
		Stop
		
		Dead.ExplosiveImpact:
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedHFQSZLeg")
		TNT1 A 0 A_SpawnItem ("Ploft")
		TNT1 A 0 A_SpawnItem ("MuchBlood")
		TNT1 A 0 A_PlaySound("BODYF",6)
		Stop

	Death.ExplosiveImpact:
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_FaceTarget
		TNT1 A 1
		TNT1 A 0 A_JumpIf(angle < 180, "IsFacingNorth")
		TNT1 A 0 A_JumpIf(velx < 0, "BlownAwayRight")
		TNT1 A 0 A_JumpIf(velx > 0, "BlownAwayLeft")
		Goto XDeath
		IsFacingNorth:
		TNT1 A 0 A_JumpIf(velx > 0, "BlownAwayRight")
		TNT1 A 0 A_JumpIf(velx < 0, "BlownAwayLeft")
		Goto XDeath
		
	BlownAwayLeft:	
		TNT1 A 0
		TNT1 A 0 A_Jump(96, "Death.LandMine")
	    TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
	    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 ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathSargeLeg2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("BloodMistLarge", 40, 0, random (0, 360), 2, random (20, 90))
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_Xscream
	    QPO5 ABCDEFG 3 A_CustomMissile ("Brutal_FlyingBlood", 0, 0, 0, 2, 90)
		TNT1 A 0 A_CheckFloor("Land8473")
		QPO5 ABCDEFGABCDEFG 5 A_CheckFloor("Land8473")
		Land8473:
		QPO5 N 0
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadHFQSZ_QPO5I")
		Stop
		
	BlownAwayRight:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Jump(96, "Death.ExtremePunches")
		TNT1 A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
	    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 ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathSargeLeg2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("BloodMistLarge", 40, 0, random (0, 360), 2, random (20, 90))
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItemEx("BloodMist", 0, 0, 50, velx, vely, velz, 0, SXF_ABSOLUTEVELOCITY)
	    QPO5 GFEDCBA 3 A_CustomMissile ("Brutal_FlyingBlood", 0, 0, 0, 2, 90)
		TNT1 A 0 A_CheckFloor("Land8472")
		QPO5 GFEDCBAGFEDCBA 5 A_CheckFloor("Land8472")
		Land8472:
		SXS2 N 0
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadHFQSZ_QPO5H")
		Stop
		
	Death.LandMine:
		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 ("XDeathHFQSZLeg1", 32, 0, random (0, 360), 2, random (0, 160))
	//TNT1 A 0 A_CustomMissile ("GibHand", 42, 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(0,50,0,1)
	IQ16 A 1 A_Scream
	    IQ16 A 9
		IQ16 BCD 9 A_CheckFloor ("Dead.Landmine")
		IQ16 DDDD 9 A_CheckFloor ("Dead.Landmine")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadHFQSZ_NoLeg", 1)
		Stop		
	
			Dead.Landmine:
		TNT1 A 0 A_SpawnItem ("DeadHFQSZ_NoLeg", 1)
		TNT1 A 0 A_SpawnItem ("Ploft")
		TNT1 A 0 A_SpawnItem ("MuchBlood")
		TNT1 A 0 A_PlaySound("BODYF",6)
		Stop
	
	Raise:
		QSZM L 5
		QSZM KJIH 5
		Goto SeeContinue
    Crush:
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("brutal_FlyingBloodTrail8", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        POSC B 5
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        POSC B -1
        Stop
		
	StealthKill:
	TNT1 A 0
	TNT1 A 0 A_GiveToTarget("GoFatality", 1)
	TNT1 A 0 A_GiveToTarget("SKQuadShotgunZombie", 1)
	TNT1 A 0 A_Fall
	//TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_Die("Stealthy")
	TNT1 A 1
	TNT1 A 1
	Stop
	Death.Stealthy:
	TNT1 A 0
	Stop
  }
}

Actor DeadHFQSZ1 : CurbstompedMarine
{
States
    {
    Death.Fatality:
    Death.Melee:
    Death.Kick:
	Death.ExplosiveImpact:
         TNT1 A 0
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,15,0,1)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (2)
         QXXZ IJ 8
         TNT1 A 1 A_SpawnItem ("DeadHFQSZ1", 5)
         Stop
    Spawn:
        QSZM L -1
        Stop
	Raise:
		QSZM K 1
		QSZM JIH 1
        TNT1 A 0 A_SpawnItem ("QuadShotgunZombie", 3)
		Stop
    Death:
		TNT1 A 0 A_CustomMissile ("XDeathHFQSZLeg1", 5, 0, random (0, 360), 2, random (0, 160))
		QSZM A 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
         TNT1 A 1 A_SpawnItem ("DeadHFQSZ_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 ("brutal_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 DeadHFQSZ_NoArm: DeadHFQSZ1
{Health 200 States{Spawn:
        QPO6 E -1
        Stop
    Death.CutLess:
    Death.Cut:    
	Death:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 6, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 6, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 6, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 6, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 6, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItem ("DeadHFQSZ_NoHeadNoArm", 1)
		Stop
    Death.Fatality:
    Death.Melee:
    Death.Kick:
	Death.ExplosiveImpact:
         TNT1 A 0
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,15,0,1)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (2)
         QXXZ KL 8
         TNT1 A 1 A_SpawnItem ("DeadHFQSZ_NoArm", 5)
         Stop}}


Actor DeadHFQSZ_NoLeg: DeadHFQSZ_NoArm
{Health 200 States{Spawn:
        QPO3 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 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath4", 32, 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
    Death.Fatality:
    Death.Melee:
    Death.Kick:
         TNT1 A 0
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,15,0,1)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (2)
         QXXZ MN 8
         TNT1 A 1 A_SpawnItem ("DeadHFQSZ_NoLeg", 5)
         Stop}}

Actor DeadHFQSZ_NoBrain: DeadHFQSZ1
{Health 200 States{Spawn:
        QZHS F -1
        Stop	Death:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 6, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 6, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 6, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 6, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 6, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItem ("DeadHFQSZ_NoHead", 1)
		Stop
    Death.Fatality:
    Death.Melee:
    Death.Kick:
	Death.ExplosiveImpact:
         TNT1 A 0
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,15,0,1)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (2)
         QXXZ IJ 8
         TNT1 A 1 A_SpawnItem ("DeadHFQSZ_NoBrain", 5)
         Stop}}


Actor DeadHFQSZ_NoHead: DeadHFQSZ1
{Health 200 States{Spawn:
        QPDH E -1
        Stop	Death:
    Death.CutLess:
    Death.Cut:
		TNT1 A 0 A_CustomMissile ("XDeathHFQSZArm1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
         TNT1 A 1 A_SpawnItem ("DeadHFQSZ_NoHeadNoArm", 5)
        Stop
    Death.Fatality:
    Death.Melee:
    Death.Kick:
	Death.ExplosiveImpact:
         TNT1 A 0
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,15,0,1)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (2)
         QXXZ IJ 8
         TNT1 A 1 A_SpawnItem ("DeadHFQSZ_NoHead", 5)
         Stop}}

Actor DeadHFQSZ_NoHeadNoArm: DeadHFQSZ1
{Health 200 States{Spawn:
        QPXS B -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
    Death.Fatality:
    Death.Melee:
    Death.Kick:
	Death.ExplosiveImpact:
         TNT1 A 0
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,15,0,1)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (2)
         QXXZ KL 8
         TNT1 A 1 A_SpawnItem ("DeadHFQSZ_NoHeadNoArm", 5)
         Stop}}

Actor DeadHFQSZ_Half: DeadHFQSZ1
{Health 200 States{Spawn:
        QP3X E -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 DeadHFQSZ_QZD1H: DeadHFQSZ1
{Health 200 States{Spawn:
        QZD1 H -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 DeadHFQSZ_QPO4E: DeadHFQSZ1
{Health 200 States{Spawn:
        QPO4 E -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 DeadHFQSZ_QPO4J: DeadHFQSZ1
{Health 200 States{Spawn:
        QPO4 J -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 DeadHFQSZ_QPO5I: DeadHFQSZ1
{Health 200 States{Spawn:
        QPO5 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}}


Actor DeadHFQSZ_QPO5H: DeadHFQSZ1
{Health 200 States{Spawn:
        QPO5 H -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 BeheadedHFQSZZombie: DeadHFQSZ_NoHead
{
	Mass 6
}



Actor QuadShotgunZombieCounter : Inventory

{

	Inventory.MaxAmount 4

}

Actor Vanilla_QuadShotgunZombie : QuadShotgunZombie
{
	DropItem "SuperShotgun" 256
	DropItem "GrenadeAmmo" 5
	States
	{
		  Spawn:
		TNT1 A 0
		  TNT1 A 0
		  TNT1 A 0 A_GiveInventory("SKShotgunGuy", 1)
		  TNT1 A 0 A_GiveInventory("TypeSergeant", 1)
		  TNT1 A 0 A_TakeInventory("SergeantAmmo", 6)
		  TNT1 A 0 A_GiveInventory("SergeantAmmo", random(0,5))
		  QSZM B 1
		  Goto Stand
	}
}