Actor RifleCommandoBeaconCount : Inventory
{
inventory.maxamount 2
}

ACTOR RifleCommando : ChaingunGuy1
{
  //$Title "Rifle Commando"
  //$Category XV117Monsters
   Health 100
   Radius 20//44SpriteW
   Height 56//59SpriteH
   Scale 1
   Speed 5
   Mass 100
   PainChance 255
   MONSTER 
   +FLOORCLIP
   +AVOIDMELEE
   -DOHARMSPECIES
   Damagefactor "Taunt", 0.01
   DropItem "RifleSpawner"
   Obituary "%o was assaulted by a commando." 
   SeeSound "commando/sight"
   PainSound "commando/pain"
   DeathSound "commando/death"
   ActiveSound "commando/active"
   Tag "Rifle Commando"
   States 
   { 
	Spawn:
		TNT1 A 0 
		ACPS A 1
		Goto Stand
	
	Stand:
		TNT1 A 0
		TNT1 A 0 A_CheckSight("Stand2")
		//TNT1 A 0 A_SpawnItem ("LegTarget100", 10)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget200", 0, 41,0)
		ACPS ABABABABAB 10 A_Look
		ACPS ABABABABA 10 A_Look
		Loop
	
	Stand2:
		ACPS AB 12 A_Look
		Goto Stand

   Idle:	
	SearchForPlayer:
		TNT1 A 0 A_ClearTarget
	    TNT1 A 0 A_TakeInventory("EnemyMemory", 30)
		TNT1 A 0 A_GiveInventory("SKChaingunguy", 1)
		
		ACPS A 0 A_SpawnItem("HeadshotTarget10", 0, 41,0)
		ACPS A 10 A_Look
		ACPS A 0 A_SpawnItem("HeadshotTarget10", 0, 41,0)
		ACPS A 10 A_Look
		ACPS A 0 A_SpawnItem("HeadshotTarget10", 0, 41,0)
		ACPS A 10 A_Look
		
		TNT1 A 0 A_SetAngle(angle - 40)
		ACPS A 0 A_SpawnItem("HeadshotTarget10", 0, 41,0)
		ACPS A 10 A_Look
		ACPS A 0 A_SpawnItem("HeadshotTarget10", 0, 41,0)
		TNT1 A 0 A_SetAngle(angle + 40)
		ACPS A 10 A_Look
		ACPS A 0 A_SpawnItem("HeadshotTarget10", 0, 41,0)
		ACPS A 10 A_Look
		
		ACPS A 0 A_SpawnItem("HeadshotTarget4", 0, 41,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		ACPS A 4 A_Look
		ACPS A 0 A_SpawnItem("HeadshotTarget4", 0, 41,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		ACPS B 4 A_Look
		TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 30, 0, 0)
		ACPS A 0 A_SpawnItem("HeadshotTarget4", 0, 41,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		ACPS C 4 A_Look
		ACPS A 0 A_SpawnItem("HeadshotTarget4", 0, 41,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		ACPS D 4 A_Look
		TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 30, 0, 0)
		
		TNT1 A 0 A_jump(128, "SearchForPlayer")
		
		ACPS A 0 A_SpawnItem("HeadshotTarget4", 0, 41,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		ACPS A 4 A_Look
		ACPS A 0 A_SpawnItem("HeadshotTarget4", 0, 41,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		ACPS B 4 A_Look
		TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 30, 0, 0)
		ACPS A 0 A_SpawnItem("HeadshotTarget4", 0, 41,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		ACPS C 4 A_Look
		ACPS A 0 A_SpawnItem("HeadshotTarget4", 0, 41,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		ACPS D 4 A_Look
		TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 30, 0, 0)
		Goto SearchForPlayer
		
	See:
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	TNT1 A 0 A_TakeInventory("SKChaingunGuy", 1)
	TNT1 A 0 A_TakeInventory("EnemyMemory", 15)
	TNT1 A 0 A_CheckSight("SeeNeverSeen")
	Goto SeeContinue
	
	SeeContinue:
	    TNT1 A 0 A_CheckSight(3)
		TNT1 A 0 A_JumpIfInventory("RifleCommandoBeaconCount", 2, 2)
	    TNT1 A 0 A_Jump(16, "DropBeacon")
		TNT1 A 0
        TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 30, 0, 0)
		TNT1 A 0 A_JumpIfInventory("EnemyMemory", 12, "SearchForPlayer")
		TNT1 A 0 A_GiveInventory("EnemyMemory", 1)
		ACPS A 0 A_SpawnItem("HeadshotTarget4", 0, 41,0)
		ACPS AAA 2 A_Chase
		TNT1 A 0 A_TakeInventory("IsFiring", 1)
		ACPS A 0 A_SpawnItem("HeadshotTarget4", 0, 41,0)
		TNT1 A 0 A_PlaySound("metalboot/steps",3)
		ACPS BBB 2 A_Chase
		ACPS A 0 A_SpawnItem("HeadshotTarget4", 0, 41,0)
		ACPS CCC 2 A_Chase
		ACPS A 0 A_SpawnItem("HeadshotTarget4", 0, 41,0)
		TNT1 A 0 A_PlaySound("metalboot/steps",3)
		ACPS DDD 2 A_Chase
		Loop
		
	SeeNeverSeen:
	    TNT1 A 0 A_CheckSight(3)
        TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 30, 0, 0)
		TNT1 A 0 A_TakeInventory("SKChaingunGuy", 1)
		ACPS A 0 A_SpawnItem("HeadshotTarget4", 0, 41,0)
		ACPS AA 2 A_Chase
		TNT1 A 0 A_TakeInventory("IsFiring", 1)
		ACPS A 0 A_SpawnItem("HeadshotTarget4", 0, 41,0)
		TNT1 A 0 A_PlaySound("metalboot/steps",3)
		ACPS AA 2 A_Chase
		ACPS A 0 A_SpawnItem("HeadshotTarget4", 0, 41,0)
		ACPS BB 2 A_Chase
		ACPS A 0 A_SpawnItem("HeadshotTarget4", 0, 41,0)
		ACPS BB 2 A_Chase

		ACPS A 0 A_SpawnItem("HeadshotTarget4", 0, 41,0)
		ACPS CC 2 A_Chase
		ACPS A 0 A_SpawnItem("HeadshotTarget4", 0, 41,0)
		ACPS CC 2 A_Chase
		TNT1 A 0 A_PlaySound("metalboot/steps",3)

		ACPS A 0 A_SpawnItem("HeadshotTarget4", 0, 41,0)
		ACPS DD 2 A_Chase
		ACPS A 0 A_SpawnItem("HeadshotTarget4", 0, 41,0)
		ACPS DD 2 A_Chase
        TNT1 A 0 A_CheckSight("SeeNeverSeen")
		Goto SeeContinue
	  
	  Missile:
		TNT1 A 0 A_Jump(128, "Missile2", "Missile3")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 41,0)
		
		ACPS F 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_CustomMissile("ZombieManTracer", 33, 11, random(-8, 8), 0, random(-3, 3))
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 33, 11, random(-4, 4), 0)
        TNT1 A 0 A_PlaySound("weapons/rifle", 1)
		ACPS E 2  A_FaceTarget
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("RifleZombieManAmmo", 1)
        TNT1 A 0 A_JumpIfInventory("RifleZombieManAmmo", 30, "Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 41,0)
		
		ACPS F 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_CustomMissile("ZombieManTracer", 33, 11, random(-8, 8), 0, random(-3, 3))
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 33, 11, random(-4, 4), 0)
        TNT1 A 0 A_PlaySound("weapons/rifle", 1)
		ACPS E 2  A_FaceTarget
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("RifleZombieManAmmo", 1)
        TNT1 A 0 A_JumpIfInventory("RifleZombieManAmmo", 30, "Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 41,0)
		
		ACPS F 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_CustomMissile("ZombieManTracer", 33, 11, random(-8, 8), 0, random(-3, 3))
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 33, 11, random(-4, 4), 0)
        TNT1 A 0 A_PlaySound("weapons/rifle", 1)
		ACPS E 2  A_FaceTarget
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("RifleZombieManAmmo", 1)
        TNT1 A 0 A_JumpIfInventory("RifleZombieManAmmo", 30, "Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 41,0)
		
		ACPS F 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_CustomMissile("ZombieManTracer", 33, 11, random(-8, 8), 0, random(-3, 3))
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 33, 11, random(-4, 4), 0)
        TNT1 A 0 A_PlaySound("weapons/rifle", 1)
		ACPS E 2  A_FaceTarget
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("RifleZombieManAmmo", 1)
        TNT1 A 0 A_JumpIfInventory("RifleZombieManAmmo", 30, "Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 41,0)
		
		ACPS F 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_CustomMissile("ZombieManTracer", 33, 11, random(-8, 8), 0, random(-3, 3))
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 33, 11, random(-4, 4), 0)
        TNT1 A 0 A_PlaySound("weapons/rifle", 1)
		ACPS E 2  A_FaceTarget
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("RifleZombieManAmmo", 1)
        TNT1 A 0 A_JumpIfInventory("RifleZombieManAmmo", 30, "Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 41,0)
        Goto SeeContinue
		
		
		Missile2:
		ACPS F 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_CustomMissile("ZombieManTracer", 33, 11, random(-8, 8), 0, random(-3, 3))
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 33, 11, random(-4, 4), 0)
        TNT1 A 0 A_PlaySound("weapons/rifle", 1)
		ACPS E 2  A_FaceTarget
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("RifleZombieManAmmo", 1)
        TNT1 A 0 A_JumpIfInventory("RifleZombieManAmmo", 30, "Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 41,0)
		
		ACPS F 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_CustomMissile("ZombieManTracer", 33, 11, random(-8, 8), 0, random(-3, 3))
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 33, 11, random(-4, 4), 0)
        TNT1 A 0 A_PlaySound("weapons/rifle", 1)
		ACPS E 2  A_FaceTarget
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("RifleZombieManAmmo", 1)
        TNT1 A 0 A_JumpIfInventory("RifleZombieManAmmo", 30, "Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 41,0)
		
		ACPS F 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_CustomMissile("ZombieManTracer", 33, 11, random(-8, 8), 0, random(-3, 3))
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 33, 11, random(-4, 4), 0)
        TNT1 A 0 A_PlaySound("weapons/rifle", 1)
		ACPS E 2  A_FaceTarget
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("RifleZombieManAmmo", 1)
        TNT1 A 0 A_JumpIfInventory("RifleZombieManAmmo", 30, "Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 41,0)
		
		ACPS F 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_CustomMissile("ZombieManTracer", 33, 11, random(-8, 8), 0, random(-3, 3))
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 33, 11, random(-4, 4), 0)
        TNT1 A 0 A_PlaySound("weapons/rifle", 1)
		ACPS E 2  A_FaceTarget
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("RifleZombieManAmmo", 1)
        TNT1 A 0 A_JumpIfInventory("RifleZombieManAmmo", 30, "Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 41,0)
		
		ACPS F 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_CustomMissile("ZombieManTracer", 33, 11, random(-8, 8), 0, random(-3, 3))
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 33, 11, random(-4, 4), 0)
        TNT1 A 0 A_PlaySound("weapons/rifle", 1)
		ACPS E 2  A_FaceTarget
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("RifleZombieManAmmo", 1)
        TNT1 A 0 A_JumpIfInventory("RifleZombieManAmmo", 30, "Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 41,0)
		
		ACPS F 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_CustomMissile("ZombieManTracer", 33, 11, random(-8, 8), 0, random(-3, 3))
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 33, 11, random(-4, 4), 0)
        TNT1 A 0 A_PlaySound("weapons/rifle", 1)
		ACPS E 2  A_FaceTarget
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("RifleZombieManAmmo", 1)
        TNT1 A 0 A_JumpIfInventory("RifleZombieManAmmo", 30, "Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 41,0)
		
		ACPS F 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_CustomMissile("ZombieManTracer", 33, 11, random(-8, 8), 0, random(-3, 3))
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 33, 11, random(-4, 4), 0)
        TNT1 A 0 A_PlaySound("weapons/rifle", 1)
		ACPS E 2  A_FaceTarget
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("RifleZombieManAmmo", 1)
        TNT1 A 0 A_JumpIfInventory("RifleZombieManAmmo", 30, "Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 41,0)
		Goto SeeContinue
		
	Missile3:
		ACP1 B 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_CustomMissile("ZombieManTracer", 25, 11, random(-8, 8), 0, random(-3, 3))
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 25, 11, random(-4, 4), 0)
        TNT1 A 0 A_PlaySound("weapons/rifle", 1)
		ACP1 A 2  A_FaceTarget
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 25,0)
		TNT1 A 0 A_GiveInventory("RifleZombieManAmmo", 1)
        TNT1 A 0 A_JumpIfInventory("RifleZombieManAmmo", 30, "Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 41,0)
		
		ACP1 B 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_CustomMissile("ZombieManTracer", 25, 11, random(-8, 8), 0, random(-3, 3))
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 25, 11, random(-4, 4), 0)
        TNT1 A 0 A_PlaySound("weapons/rifle", 1)
		ACP1 A 2  A_FaceTarget
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 25,0)
		TNT1 A 0 A_GiveInventory("RifleZombieManAmmo", 1)
        TNT1 A 0 A_JumpIfInventory("RifleZombieManAmmo", 30, "Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 41,0)
		
		ACP1 B 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_CustomMissile("ZombieManTracer", 25, 11, random(-8, 8), 0, random(-3, 3))
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 25, 11, random(-4, 4), 0)
        TNT1 A 0 A_PlaySound("weapons/rifle", 1)
		ACP1 A 2  A_FaceTarget
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 25,0)
		TNT1 A 0 A_GiveInventory("RifleZombieManAmmo", 1)
        TNT1 A 0 A_JumpIfInventory("RifleZombieManAmmo", 30, "Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 41,0)
		
		ACP1 B 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_CustomMissile("ZombieManTracer", 25, 11, random(-8, 8), 0, random(-3, 3))
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 25, 11, random(-4, 4), 0)
        TNT1 A 0 A_PlaySound("weapons/rifle", 1)
		ACP1 A 2  A_FaceTarget
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 25,0)
		TNT1 A 0 A_GiveInventory("RifleZombieManAmmo", 1)
        TNT1 A 0 A_JumpIfInventory("RifleZombieManAmmo", 30, "Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 41,0)
		
		ACP1 B 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_CustomMissile("ZombieManTracer", 25, 11, random(-8, 8), 0, random(-3, 3))
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 25, 11, random(-4, 4), 0)
        TNT1 A 0 A_PlaySound("weapons/rifle", 1)
		ACP1 A 2  A_FaceTarget
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 25,0)
		TNT1 A 0 A_GiveInventory("RifleZombieManAmmo", 1)
        TNT1 A 0 A_JumpIfInventory("RifleZombieManAmmo", 30, "Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 41,0)
		Goto SeeContinue
	
	Reload:
		TNT1 A 0 A_TakeInventory("RifleZombieManAmmo", 30)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 41,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
        ACPS E 3
		ACPS E 1 A_CustomMissile("EmptyClipSpawn", 38, 0, random(-11, 11), 0)
        TNT1 A 0 A_PlaySound("Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 41,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
        ACP0 A 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 41,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
        ACP0 A 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 41,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
        ACP0 B 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 41,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
        ACP0 C 10
        TNT1 A 0 A_PlaySound("CLIPIN")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 41,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
        ACP0 D 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 41,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
        ACPS A 10
        Goto SeeContinue
		
	DropBeacon:
	  TNT1 A 0
	  TNT1 A 0 A_GiveInventory("RifleCommandoBeaconCount", 1)
	  CPOS A 0 A_SpawnItem("HeadshotTarget4", 0, 41, 0)
	  TNT1 A 0 A_PlaySound("OPNGRN", 1)
      RM19 A 5 
	  CPOS A 0 A_SpawnItem("HeadshotTarget4", 0, 41, 0)
      RM19 B 5  
	  CPOS A 0 A_SpawnItem("HeadshotTarget4", 0, 41, 0)
      RM19 C 5 
	  CPOS A 0 A_SpawnItem("HeadshotTarget4", 0, 41, 0)
	  TNT1 A 0 A_SpawnItemEx ("RedFlare",0,0,2,0,0,0,0,SXF_NOCHECKPOSITION,0)
	  TNT1 A 0 A_PlaySound("weapons/pbarm", 2)
      RM19 D 5  
	  TNT1 A 0 A_SpawnItemEx("CommandoSpawnBeacon",0,0,0,0,0,0,0,288)
	  CPOS A 0 A_SpawnItem("HeadshotTarget4", 0, 41, 0)
      RM19 E 4  
	  CPOS A 0 A_SpawnItem("HeadshotTarget4", 0, 41, 0)
	  Goto	SeeContinue
		
		Pain.Melee:
		ACPS G 3
		TNT1 A 0 A_JumpIfInventory ("SKChaingunGuy", 1, "StealthKill")
 		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 41,0)
        ACPS G 3 A_Pain
        Goto See
	  
	  //
   Pain: 
      ACPS G 3 
      ACPS G 3 A_Pain 
      Goto See 
	  
	 Possession:
		TNT1 A 0 A_SetInvulnerable
		ACPS G 3
		ACPS G 3 A_Pain
		"####" "#" 35 ACS_NamedExecuteAlways("Pos - Flicker effect")
		TNT1 A 0 A_UnSetInvulnerable
		Goto See
	
    Death.Shotgun:
	Death.Cutless:
	Death.HKFT:
		TNT1 A 0
		TNT1 A 0 A_Jump(90,"Death.Arm")
		TNT1 A 0 A_Jump(192,"Death.OriginalGibz")
		Goto Death
		
	Death:
		 TNT1 A 0
		 ACPS H 11 A_Scream
		 ACPS I 7 A_NoBlocking
		 ACPS JK 5 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
		 ACPS L 8
		 TNT1 A 0 A_Jump(110, "SufferBitch")
		 ACPS MN 6 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		 TNT1 A 0 A_PlaySound("BODYF",6)
		 ACPS N -1
		 stop
		 
	SufferBitch:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedRifleCommando2")
		Stop

	Death.OriginalGibz:
        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathChainArm", 35, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (60, 120))
		TNT1 AA 0 A_CustomMissile ("XDeath2", 35, 0, random (0, 360), 2, random (60, 120))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 35, 0, random (0, 360), 2, random (60, 120))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPiece", 35, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_XScream
		TNT1 O 0 A_NoBlocking
	    CPSC ABCDEFGH 4
		TNT1 A 0 A_PlaySound("BODYF",6)
		
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 1 A_SpawnItem ("DeadChaingunGuy_Half", 3)
		Stop
	
	Death.Cutless:
	    TNT1 A 0
		TNT1 A 0 A_Jump(180,"Death.Arm")
		Goto Death
	Death.Arm:
	    TNT1 A 0
	    TNT1 A 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathChainArm", 45, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeath1", 45, 0, random (0, 360), 2, random (0, 160))

	    CPOD H 10 A_Scream
		CPOD I 1 A_NoBlocking
		TNT1 A 1 A_SpawnItem ("BrutalizedRifleCommando")
	    Stop

    XDeath:
	Death.QuadBlast:
		TNT1 A 0 A_JumpIfInTargetInventory("SSGSelected", 1, "Death.SSG")
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("ChainXDeath", 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		
		
		HeadExploder:
		TNT1 A 0 A_Jump(72, "Death.HeadExplode")
		Goto Death.HeadMinor
		
    Death.Head:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_JumpIfHealthLower(-50, "Death.HeadExplode")
		TNT1 A 0 A_JumpIfInTargetInventory("RandomHeadExploder", 1, "HeadExploder")
	Death.HeadMinor:
		TNT1 A 0
		TNT1 A 0 A_Playsound("MinorHeadshot", 0)
		TNT1 AA 0 A_CustomMissile ("BloodMistBig", 60, 0, random (0, 360), 2, random (30, 90))
        TNT1 AAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		ACPS V 5 A_Scream
		ACPS W 6 
		ACPS X 6 A_NoBlocking
		ACPS YZ 6
		TNT1 A 0 A_PlaySound("BODYF",6)
		
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadChaingunGuy_KilledByMinorHead", 3)
        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 ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains6", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains7", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 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))
		ACHS A 6
		ACHS B 6 A_XScream
		ACHS C 6 A_NoBlocking
		ACHS DE 6
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("HeadlessRifleCommando")
		
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        Stop
		
	Death.decaptate:
        TNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Blood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        TNT1 A 0 A_SpawnItemEx ("XDeathChaingunguyHeadBeheaded", 50, 0, random (0, 360), 2, random (40, 90))

TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 4, random (-2.5, 2.5), random (-2.5, 2.5), 5)

		ACHS AAA 2 A_CustomMissile ("Brutal_LiquidBlood2", 50, 0, random (0, 360), 2, random (60, 120))
		ACHS BBB 2 A_CustomMissile ("Brutal_LiquidBlood2", 50, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_XScream
		ACHS CCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_NoBlocking
		ACHS DDDDDDDDDDDDEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		ACHS FFFFFFFFFFFFFFF 2 A_CustomMissile ("Brutal_LiquidBlood2", 5, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 1 A_SpawnItem ("HeadlessRifleCommando", 3)
        Stop
		
	Death.Cut:
TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 4, random (-2.5, 2.5), random (-2.5, 2.5), 5)
	Death.Saw:
		TNT1 O 0 A_Jump(220, 2)
		Goto Death
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathChainArm", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathChainLeg", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 O 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeathGuts", 0, 0, random (0, 360), 2, random (0, 160))
	    CPSC ABCDEFGH 4
		TNT1 A 0 A_PlaySound("BODYF",6)
        CPSC H 1
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 4, random (-2.5, 2.5), random (-2.5, 2.5), 5)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 1 A_SpawnItem ("DeadChaingunGuy_Half", 3)
		Stop


		 Death.Stomp:
	TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
	TNT1 AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
	TNT1 AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
	TNT1 AA 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180))
	TNT1 A 0 A_SpawnItem ("CrushedRemains")
	TNT1 A 1
	
	TNT1 A 1 A_XScream
    TNT1 A 1 A_NoBlocking
	Stop

	Death.ExplosiveImpact:
	Death.Landmine:
	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 ThrustThingZ(0,30,0,1)
        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathChainArm", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathChainLeg", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 O 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeathGuts", 0, 0, random (0, 360), 2, random (0, 160))
	    CPSC ABCDEFGH 4
        CPSC H -1
		
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 1 A_SpawnItem ("DeadChaingunGuy_Half", 3)
		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.SuperPlasma:
        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 ("Brutal_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 ("Brutal_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))
        Stop

			Death.GreenFire:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 AAAA 0 A_CustomMissile ("Brutal_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.burn:
    Death.flames:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("BurningZombie")
		
      Stop


	Death.Throwable:
		Goto Death

	Death.Desintegrate:
		TNT1 A 0 A_Jump(120, "AcidGuy", "Desintegrated2")
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DesintegratedHuman")
      Stop

    Death.Fatality:
	    TNT1 A 0 A_Pain
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_JumpIfIntargetInventory("FistsSelected", 1, 1)
		Goto Death.ExplosiveImpact
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_Jump(130,5)
        TNT1 A 0 A_GiveToTarget("ComandoFatality", 1)
        Stop
        TNT1 AAAAAAA 0
        TNT1 A 0 A_GiveToTarget("ComandoFatality2", 1)
        TNT1 A 1
        TNT1 A 0
		Stop

	    Death.Eat:
	    TNT1 A 0
		TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("ComandoFatality",1)
		
        Stop

	Raise:
		CPOS N 5
		CPOS MLKJIH 5
		Goto See
    Crush:
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail8", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        CRS1 A 5
		
        CRS1 A -1
        Stop

    Pain.KillMe:
    Pain.Taunt:
        TNT1 A 0
        Goto Missile
    Death.KillMe:
    Death.Taunt:
	    TNT1 A 0 A_ChangeFlag("SOLID", 0)
        TNT1 A 0 A_SpawnItem("ChaingunGuy")
        Stop

	Death.SuperPunch:
	Death.Blast:
	Death.SSG:
	    MPSD A 1 A_Pain
		MPSD A 1 A_FaceTarget
		
	    TNT1 AAA 0 bright A_CustomMissile ("SuperGoreSpawner", 35, 0, random (170, 190), 2, random (0, 40))
        //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 ("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 AAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 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 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_CustomMissile ("XDeathChainArm", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathChaingunguyHead", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        MPSD AAAA 6 A_CustomMissile ("Brutal_LiquidBlood2", 64, 0, random (0, 360), 2, random (30, 60))
		MPSD BBBBCCCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 34, 0, random (0, 60), 2, random (30, 60))
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		MPSD DDDDDDDDDDDDDDDDDDDDD 6 A_CustomMissile ("Brutal_LiquidBlood2", 16, 0, random (0, 60), 2, random (30, 60))
        TNT1 A 0 A_SpawnItem("DeadChaingunguyMPSDD")
        Stop

	StealthKill:
	TNT1 A 0
	TNT1 A 0 A_GiveToTarget("GoFatality", 1)
	TNT1 A 0 A_GiveToTarget("SKChaingunGuy", 1)
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_Fall
	TNT1 A 0 A_Die("Stealthy")
	TNT1 A 1
	
	Stop
	Death.Stealthy:
	TNT1 A 0
	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("FrozenChaingunguy")
	Stop
	
   } 
}

ACTOR BrutalizedRifleCommando
{
	Game Doom
	Radius 16
	Height 50
	Health 30
	DamageFactor "Blood", 0.0 DamageFactor "BlueBlood", 0.0 DamageFactor "GreenBlood", 0.0
    DamageFactor "Avoid", 0.0
	DamageFactor "Shrapnel", 0.0
	DamageFactor "KillMe", 0.0
	PainSound "commando/pain"
	Mass 0x7FFFFFFF
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	Scale 1.0
	States
	{
	Spawn:
	ACHS FFFFFFFFFF 10 A_SpawnItem ("DripingBlood", 0, 23)
	ACPS KLMN 6
	TNT1 A 0 A_SpawnItem ("BrutalizedDeadCommando1")
	Stop

	Pain:
    ACHS F 1 A_Pain
	Goto Spawn

	Death:
	TNT1 A 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathChainArm", 45, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath1", 45, 0, random (0, 360), 2, random (0, 160))
    TNT1 A 0 A_PlaySound("chainguy/death")
	TNT1 A 0 A_SpawnItem ("BrutalizedCommando2")
	Stop
}}


ACTOR BrutalizedRifleCommando2
{
	Game Doom
	Radius 12
	Height 20
	Health 60
	DamageFactor "Blood", 0.0 DamageFactor "BlueBlood", 0.0 DamageFactor "GreenBlood", 0.0
    DamageFactor "Avoid", 0.0
	DamageFactor "Shrapnel", 0.0
	DamageFactor "KillMe", 0.0
	PainSound "commando/pain"
	Mass 0x7FFFFFFF
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	Scale 1.0
	States
	{
	Spawn:
	CPOS A 0 A_SpawnItem("HeadshotTarget10", 0, 24,0)
	ACB0 ABCB 6 A_SpawnItem ("DripingBlood", 0, 23)
	TNT1 A 0 A_PlaySound("commando/pain")
	TNT1 A 0 A_PlaySound("misc/xdeath2c", 3)
	CPOS A 0 A_SpawnItem("HeadshotTarget10", 0, 24,0)
	TNT1 AA 0 A_SpawnItem("Xdeath1", 0, 20)
	TNT1 A 0 A_SpawnItem("MuchBlood", 0, 23)
	ACB0 ABCB 6 A_SpawnItem ("DripingBlood", 0, 23)
	CPOS A 0 A_SpawnItem("HeadshotTarget10", 0, 24,0)
	TNT1 A 0 A_PlaySound("commando/pain")
	TNT1 A 0 A_PlaySound("misc/xdeath2c", 3)
	TNT1 A 0 A_SpawnItem("MuchBlood", 0, 23)
	TNT1 AA 0 A_SpawnItem("Guts", 0, 20)
	ACB0 ABCB 6 A_SpawnItem ("DripingBlood", 0, 23)
	CPOS A 0 A_SpawnItem("HeadshotTarget10", 0, 24,0)
	TNT1 A 0 A_PlaySound("commando/pain")
	TNT1 A 0 A_PlaySound("misc/xdeath2c", 3)
	TNT1 A 0 A_SpawnItem("MuchBlood", 0, 23)
	TNT1 AA 0 A_SpawnItem("Xdeath1", 0, 20)
	ACB0 ABCB 6 A_SpawnItem ("DripingBlood", 0, 23)
	CPOS A 0 A_SpawnItem("HeadshotTarget10", 0, 24,0)
	TNT1 A 0 A_PlaySound("commando/pain")
	TNT1 A 0 A_PlaySound("misc/xdeath2c", 3)
	TNT1 A 0 A_SpawnItem("MuchBlood", 0, 23)
	TNT1 AA 0 A_SpawnItem("Xdeath1", 0, 20)
	ACB0 ABCB 6 A_SpawnItem ("DripingBlood", 0, 23)
	CPOS A 0 A_SpawnItem("HeadshotTarget10", 0, 24,0)
	TNT1 A 0 A_PlaySound("commando/pain")
	TNT1 A 0 A_PlaySound("misc/xdeath2c", 3)
	TNT1 A 0 A_SpawnItem("MuchBlood", 0, 23)
	TNT1 AA 0 A_SpawnItem("Xdeath1", 0, 20)
	ACB0 ABCB 6 A_SpawnItem ("DripingBlood", 0, 23)
	CPOS A 0 A_SpawnItem("HeadshotTarget10", 0, 24,0)
	TNT1 A 0 A_PlaySound("commando/pain")
	TNT1 A 0 A_PlaySound("misc/xdeath2c", 3)
	TNT1 A 0 A_SpawnItem("MuchBlood", 0, 23)
	TNT1 AA 0 A_SpawnItem("Guts", 0, 20)
	ACPS LM 6
	TNT1 A 0 A_PlaySound("BODYF",6)
	ACPS M -1
	Stop

	Pain:
    ACHS F 1 A_Pain
	Goto Spawn

	Death:
	TNT1 AAAAAA 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeathChainArm", 45, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAA 0 A_CustomMissile ("XDeath1", 45, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath2", 45, 0, random (0, 360), 2, random (0, 160))
    TNT1 A 0 A_PlaySound("chainguy/death")
	TNT1 A 0 A_SpawnItem ("BrutalizedCommandoLegs")
	Stop
	
	Death.Head:
	Death.MinorHead:
	TNT1 A 0 A_PlaySound("misc/xdeath4")
 		TNT1 AAAA 0 A_CustomMissile ("Brains1", 25, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 25, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains6", 25, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains7", 25, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 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", 25, 0, random (0, 360), 2, random (0, 160))
		ACHS DDDDDDDE 3
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("HeadlessRifleCommando")
		Stop
}}

actor HeadlessRifleCommando: CurbstompedMarine
{
    States
    {
    Spawn:
       ACHS E -1 
       Stop    
	   }
}

actor CommandoSpawnBeacon
{
  -SOLID
  -SHOOTABLE
  States
  {
  Spawn:
	TNT1 A 0
  SpawnTroops:
	TNT1 A 0
	BEAC Z 1
	BEAC Z 3 A_SpawnItem("RedFlare", 0, 4)
	BEAC Z 1 
	BEAC Z 3 A_SpawnItem("RedFlare", 0, 4)
	BEAC Z 1 
	BEAC Z 3 A_SpawnItem("RedFlare", 0, 4)
	BEAC Z 1 
	TNT1 A 0 A_Playsound("MRNWT",9)
    BEAC ZZZZZZZZZZ 5 A_SpawnItem("RedFlare", 0, 4)
    BEAC Z 1 A_SpawnItemEx ("TeleportFog", -2, 1, 8, 0, 0, 0, 0, 1)
    BEAC A 0 A_SpawnItemEx ("Zombieman", -10, 10, 10, 0, 0, 0, 0, 1)
    BEAC ZZZZZZZZZZ 5 A_SpawnItem("RedFlare", 1, 4)
    BEAC Z 1 A_SpawnItemEx ("TeleportFog", -2, 1, 8, 0, 0, 0, 0, 1)
    BEAC A 0 A_SpawnItemEx ("Zombieman", 10, 10, 10, 0, 0, 0, 1)
    BEAC ZZZZZZZZZZ 5 A_SpawnItem("RedFlare", 1, 4)
    BEAC Z 1 A_SpawnItemEx ("TeleportFog", -2, 1, 8, 0, 0, 0, 0, 1)
    BEAC A 0 A_SpawnItemEx ("ShotgunGuy", -10, -10, 10, 0, 0, 0, 0, 1)
    BEAC Z 105
    goto Death

  Death:
    TNT1 A 1 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    stop
  }
}

Actor Vanilla_RifleCommando : RifleCommando
{
	DropItem "RifleSpawner" 256
	DropItem "DropedGrenade" 15
	States
	{
		Spawn:
		TNT1 A 0 A_GiveInventory("SKChaingunGuy", 1)
		Goto Stand 
	}
}