ACTOR EvilMarine Replaces WolfensteinSS
{
	MONSTER
	-COUNTKILL
	Radius 14
	Height 56
	Health 120
	DamageFactor "ExtremePunches", 2.0
States
	{
	Spawn:
		PLAY A 1
		TNT1 A 0 Thing_ChangeTID(0, 736)
		MARN A 0 ACS_ExecuteAlways(177, 0, 0, 0, 0)//Check if you are playing on an Wolfenstein level
		PLAY A 3
		TNT1 A 0 A_JumpIf(y == 1824, "IsMrX")
		TNT1 A 0 A_GiveInventory("IsAnEvilMarine", 1)
		TNT1 A 0 A_JumpIfInventory("AltEasyMarineVerification", 1, "ISEasyMarine")
		TNT1 A 0 A_JumpIf(x == -2560, "ReplaceGoingDown")
		TNT1 A 0 A_JumpIf(x == -160, "IsANazi")
		TNT1 A 0 A_JumpIf(x == -96, "IsANazi")
		TNT1 A 0 A_JumpIf(x == 992, "IsANazi")
		TNT1 A 0 A_JumpIf(x == 1056, "IsANazi")
		
		
		TNT1 A 3
		TNT1 A 0 A_JumpIfInventory("Epic2AlienVerification", 1, "ISEpic2Alien")
		TNT1 A 0 A_JumpIfInventory("NaziVerificate1", 1, "VerificateNazi")
		TNT1 A 0 A_JumpIfInventory("AltEasyMarineVerification", 1, "ISEasyMarine")
		
		IsRegularZombie:
		PLAY A 3
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 1)
		TNT1 A 0 A_Jump(255, "SpawnVar1", "SpawnVar2", "SpawnVar3", "SpawnVar4", "SpawnVar5", "SpawnVar6", "SpawnVar7", "SpawnVar8")
		
		SpawnVar1:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("EvilMarineRifle",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_CLEARCALLERTID,0, 27)
		Stop
		
		SpawnVar2:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("EvilMarineRifle",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_CLEARCALLERTID,0, 27)
		Stop
		
		SpawnVar3:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("EvilMarineRifle",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_CLEARCALLERTID,0, 27)
		Stop
		
		SpawnVar4:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("EvilMarineRifle",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_CLEARCALLERTID,0, 27)
		Stop
		
		SpawnVar5:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("EvilMarinePlasma",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_CLEARCALLERTID,0, 27)
		Stop
		
		SpawnVar6:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("EvilMarineRifle",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_CLEARCALLERTID,0, 27)
		Stop
		
		SpawnVar7:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("EvilMarineRifle",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_CLEARCALLERTID,0, 27)
		Stop
		
		SpawnVar8:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("EvilMarineRifle",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_CLEARCALLERTID,0, 27)
		Stop
		
		VerificateNazi:
		PLAY A 1
		TNT1 A 0 A_JumpIfInventory("NaziVerificate2", 1, "IsANazi")
		PLAY A 1
		Goto IsRegularZombie

			
	ISANazi:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 1)
		//TNT1 A 0 A_JUmp(32, "Ubersoldat")
		TNT1 A 0 A_SpawnItemEx("Nazi", 0, 0, 28, 0, 0, 0, 0, SXF_TRANSFERPOINTERS | SXF_TRANSFERAMBUSHFLAG)
		Stop
		
	
	Ubersoldat:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("Ubersoldat", 0, 0, 28, 0, 0, 0, 0, SXF_TRANSFERPOINTERS | SXF_TRANSFERAMBUSHFLAG)
		Stop	
		
	ReplaceGoingDown:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 1)
		TNT1 A 0 A_RadiusGive("BarrelExpMeasure", 10000, RGF_GIVESELF | RGF_MONSTERS | RGF_CORPSES, 10)
		TNT1 A 0 A_SpawnItemEx("MOtherdemon", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERPOINTERS | SXF_TRANSFERAMBUSHFLAG)
		Stop	
		
	ISEpic2Alien:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 1)
		TNT1 A 0 A_SpawnItemEx("Epic2Alien", 0, 0, 28, 0, 0, 0, 0, SXF_TRANSFERPOINTERS | SXF_TRANSFERAMBUSHFLAG)
		Stop
	
	ISEasyMarine:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 1)
		TNT1 A 0 A_SpawnItemEx("EasyMarineRifleAlive", 0, 0, 28, 0, 0, 0, 0, SXF_TRANSFERPOINTERS | SXF_TRANSFERAMBUSHFLAG)
		Stop
		
	IsMrX:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 1)
		TNT1 A 0 A_SpawnItemEx("MrX", 0, 0, 28, 0, 0, 0, 0, SXF_TRANSFERPOINTERS | SXF_TRANSFERAMBUSHFLAG)
		Stop	
		}
}




ACTOR EvilMarineRifle
{
	Game Doom
	Health 120
	Radius 14
	Height 56
	Speed 5
	FastSpeed 4
	PainChance 200
	Monster
	MaxStepHeight 32
	MaxDropoffHeight 32
	+FLOORCLIP
	+QUICKTORETALIATE
	+DONTHURTSPECIES
	+MTHRUSPECIES
	+MISSILEMORE
	Species "EvilMarines"
	damagefactor "Minigun", 0.7
	damagefactor "saw", 0.8
	damagefactor "cut", 0.8
	damagefactor "PussyGrab", 50.0
	damagefactor "explosiveimpact", 0.4
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Shrapnel", 0.0	damagefactor "KillMe", 0.0  damagefactor "TeleportRemover", 0.0
	SeeSound "zombiemarine/sight"
	AttackSound "grunt/attack"
	PainSound "zombiemarine/pain"
	DeathSound "zombiemarine/death"
	ActiveSound "zombiemarine/active"
	DamageFactor "ExtremePunches", 2.0
	Obituary "%o was eliminated by an evil marine."
	DropItem "RifleDrop"
	Translation "48:79=[255,203,155]:[75,58,24]", "112:123=152:159", "124:127=9:12"
	States
	{
	
		
	Idle:
		PLAY AAAAAAA 5 A_Look
		TNT1 A 0 A_Jump(32, 3)
		TNT1 A 0 A_SetAngle(angle - 40)
		PLAY AA 5 A_Look
		TNT1 A 0 A_SetAngle(angle + 40)
		PLAY A 5 A_Look
		TNT1 A 0 A_Jump(32, 3)
		TNT1 A 0 A_SetAngle(angle + 40)
		PLAY AAAA 5 A_Look
		TNT1 A 0 A_SetAngle(angle - 40)
		PLAY AAA 5 A_Look
		
		TNT1 A 0 A_Recoil(-2)
		PLAY BBBB 2 A_Wander
		TNT1 A 0 A_Look
		
		TNT1 A 0 A_Recoil(-2)
		PLAY CCCC 2 A_Wander
		TNT1 A 0 A_Look
		
		TNT1 A 0 A_Recoil(-2)
		PLAY DDDD 2 A_Wander
		TNT1 A 0 A_Look
		
		TNT1 A 0 A_Recoil(-2)
		PLAY AAAA 2 A_Wander
		TNT1 A 0 A_Look
		
		TNT1 A 0 A_Recoil(-2)
		PLAY BBBB 2 A_Wander
		TNT1 A 0 A_Look
		
		TNT1 A 0 A_Recoil(-2)
		PLAY CCCC 2 A_Wander
		TNT1 A 0 A_Look
		Loop
		
	Spawn:
		PLAY A 5 A_Look
		Loop
	See:
		TNT1 A 0
		Goto ChasePlayer
	ChasePlayer:
		PLAY AA 1 A_Chase("","")
		TNT1 A 0 A_JumpIfInventory("evmarinenoway", 1, "CheckifCanJump")
		PLAY AA 1 A_Chase//("","")
		TNT1 A 0 A_Recoil(-2)
		PLAY BBBB 1 A_Chase
		TNT1 A 0 A_Recoil(-2)
		PLAY CCCC 1 A_Chase
		TNT1 A 0 A_Recoil(-2)
		PLAY DDD 1 A_Chase
		TNT1 A 0 A_CustomMissile("EvilMarineCheckFront", 32, 0, 0, 2, 0)
		PLAY D 1
		TNT1 A 0 A_CustomMissile("EvilMarineCheckJump", 64, 0, 0, CMF_AIMDIRECTION, 35)
		Loop
		
	CHeckifCanJump:
		PLAY A 2
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_TakeInventory("evmarinenoway", 1)
		TNT1 A 0 A_JumpIfInventory("evmarinecanjump", 1, "Jump")
		Goto ChasePlayer+5
		
	Missile:
		TNT1 A 0
		TNT1 A 0 A_Recoil(-4)
		TNT1 A 0 A_Jump(192, "MissileLeft", "MissileRight")
		PLAY E 10 A_FaceTarget
		PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		PLAY E 2 A_Facetarget
		
		PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		PLAY E 2 A_Facetarget
		
		PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		PLAY E 2 A_Facetarget
		
		PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		PLAY E 6 A_Facetarget
		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		Goto ChasePlayer
		
	MissileLeft:
		TNT1 A 0
		MARN ABCA 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 9, 0, 0)
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN C 3 A_Facetarget
		
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN A 3 A_Facetarget
		
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN C 3 A_Facetarget
		
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN A 3 A_Facetarget
		
		TNT1 A 0 ThrustThing(angle*256/360+192, 9, 0, 0)
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN C 3 A_Facetarget
		
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN A 3 A_Facetarget
		
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN C 3 A_Facetarget
		
		MARN B 4 A_Facetarget
		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		Goto ChasePlayer
		
	MissileRight:
		TNT1 A 0
		MARN ABCA 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 9, 0, 0)
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN C 3 A_Facetarget
		
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN A 3 A_Facetarget
		
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN C 3 A_Facetarget
		
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN A 3 A_Facetarget
		
		TNT1 A 0 ThrustThing(angle*256/360+64, 9, 0, 0)
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN C 3 A_Facetarget
		
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN A 3 A_Facetarget
		
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN C 3 A_Facetarget
		
		MARN B 4 A_Facetarget
		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		Goto ChasePlayer	
		
	Jump:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("evmarinecanjump", 1)
		TNT1 A 0 ThrustThingZ(0, 50, 0, 1)
		MARJ A 1
		TNT1 A 0 A_Recoil(-6)
		MARJ A 10
		TNT1 A 0 A_CheckSight("WaitforLand")
		MARJ A 3 A_Facetarget
		MARJ A 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		
		MARJ A 3 A_Facetarget
		MARJ A 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		
		MARJ A 3 A_Facetarget
		MARJ A 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		
		WaitforLand:
		TNT1 A 0 A_Recoil(-4)
		MARJ AAAAAAAAAAA 4 A_Checkfloor("ChasePlayer")
		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		Goto ChasePlayer		
		
	Pain:
		PLAY G 3 A_Pain
		TNT1 A 0 A_Jump(192, "RollLeft", "RollRight")
		PLAY G 3
		Goto ChasePlayer
		
	Pain.Avoid:
		TNT1 A 0
		TNT1 A 0 A_Jump(192, "RollLeft", "RollRight")
		Goto Jump
		
	RollLeft:
		TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 10, 0, 0)
		PROL EDCBA 3
		TNT1 A 0 A_CheckSight("See")
		Goto Missile
		
	RollRight:
		TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 10, 0, 0)
		PROL ABCDE 3
		TNT1 A 0 A_CheckSight("See")
		Goto Missile	
		
	Laugh:
		TNT1 A 0 A_FaceTarget
		//TNT1 A 0 A_PlaySound("EVMRLAUG")
		//PLAY G 30
		Goto Idle
	Death:
	Death.Bullet:
		TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		PLAY H 10
		PLAY I 10 A_NoBlocking
		PLAY J 10 
		TNT1 A 0 A_SpawnItem("RemoveMarine")
		PLAY KLM 10
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		PLAY N -1
		Stop

	Death.Shotgun:
	Death.SSG:
    Death.Eat:
        TNT1 A 0 A_GiveToTarget("EatMe",1)
		 TNT1 AAA 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("muchblood3", 50, 0, random (0, 360), 2, random (0, 160))
        XPL1 A 10 A_XScream
        XPL1 B 20 A_NoBlocking
		TNT1 A 0 A_SpawnItem("RemoveMarine")
        XPL1 CDE 10 
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        XPL1 E -1
        Stop
		
	Death.Desintegrate:
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DesintegratedHuman")
		TNT1 A 0 A_Stop
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TGIB ABCDEFGHIJKLMNOPQ 3
		TGIB Q -1
        Stop
		
    Death.Cut:
	Death.Saw:
		 TNT1 A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("RipGuts", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("XDeathHalfMarine", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("muchblood3", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 A 10 A_XScream
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 B 20 A_NoBlocking
		TNT1 A 0 A_SpawnItem("RemoveMarine")
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 C 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 DE 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        XPL2 E -1
        Stop

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

    Death.Minigun:
		TNT1 A 0
		TNT1 A 0 A_Scream
        TNT1 A 0 A_Jump (128, 3)
        Goto Death
        TNT1 AAA 0
		 TNT1 A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("RipGuts", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("XDeathHalfMarine", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 A 10 A_XScream
		TNT1 A 0 A_SpawnItem("RemoveMarine")
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 B 20 A_NoBlocking
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 C 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 DE 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        XPL2 E -1
        Stop

    Death.Rip:
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 A 10 A_XScream
        TNT1 AAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 B 20 A_NoBlocking
		TNT1 A 0 A_SpawnItem("RemoveMarine")
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 C 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 D 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 E 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 F 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 F 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        XPL3 F -1
        Stop
	Death.Massacre:
	Death.Explosives:
	XDeath:
		TNT1 A 0 ThrustThingZ(0,60,0,1)
        TNT1 A 0 A_CustomMissile ("MarineXDeath", 0, 0, random (0, 360), 2, random (0, 160))
		PPOD A 0 A_SpawnItemEx("BasicMarineGib1", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib2", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib3", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib4", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
        MHEA A 7 A_XScream
        MHEA B 7 A_NoBlocking
		TNT1 A 0 A_SpawnItem("RemoveMarine")
        MHEA CD 7
        MHEA E -1
		Stop
		
	 Crush:
	 Death.Stomp:
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail8", 0, 0, random (0, 360), 2, random (0, 360))
		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 ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("CrushedRemains")
		TNT1 A 1
		TNT1 A 1 A_XScream
		TNT1 A 1 A_NoBlocking
		Stop	

	Death.Blast:
	Death.SuperPunch:
	Death.SSG:
	    PLAY O 2 A_FaceTarget
        //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("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 ("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
		TNT1 A 0 A_SpawnItem("RemoveMarine")
        PLAY OPQRSTU 8
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        PLAY U -1
        Stop

    Death.Rape:
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 A 20 A_XScream
		 TNT1 A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 B 20 A_NoBlocking
		TNT1 A 0 A_SpawnItem("RemoveMarine")
        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 C 20
        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 D 20
        TNT1 AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 E 20
        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 F 20
        TNT1 AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        XPL4 F -1
        Stop

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


		Death.GreenFire:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("RemoveMarine")
        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.burn:
	 PBUR A 1
      PBUR A 1 A_Scream
      PBUR A 1 A_NoBlocking
	  TNT1 A 0 A_SpawnItem("RemoveMarine")
       PBUR AAAABBBBCCCC 2 A_CustomMissile ("SmallFlameTrails", 32, 0, random (0, 180), 2, random (0, 180))
	    PBUR DDDDEEEE 2 A_CustomMissile ("SmallFlameTrails", 16, 0, random (0, 180), 2, random (0, 180))
        PBUR EEEEE 4 A_CustomMissile ("SmallFlameTrails", 8, 0, random (0, 180), 2, random (0, 180))
		PBUR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 6 A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
        PBUR E -1
        Stop

    Death.Fire:
	Death.Flames:
	Death.Burn:
        TNT1 A 0 A_PlaySound("BIGSCREA")
      BURN W 6 A_Scream
      BURN X 6 A_NoBlocking
	  TNT1 A 0 A_SpawnItem("RemoveMarine")
       BUR2 ABCD 6 BRIGHT A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
       BURN FGHIJKL 6 BRIGHT A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
       BURN MNOPQRSTUV 6 BRIGHT A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
        BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 6 A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
        BURN V -1
      Stop
	  
	  
	  Death.ExplosiveImpact:
		NULL A 0 ThrustThingZ(0,30,0,1)
		NULL AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		NULL AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		NULL AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        NULL AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
	    PPOD A 0 A_SpawnItemEx("BasicMarineGib1", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
        NULL AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_XScream
        XPL6 A 5
		NULL A 0 A_NoBlocking
        XPL6 BCDE 5
        XPL6 F -1
        Stop

    Crush:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        CRS1 A 5
        CRS1 A -1
        Stop

    Death.HKFT:
	Death.BHFT:
	Death.RVFT:
		TNT1 A 1 A_PlayerScream
		TNT1 A 1 A_NoBlocking
		TNT1 A 0 A_SpawnItem("RemoveMarine")
        TNT1 A 0 A_GiveToTarget("Curbstomp_Marine",1)
		TNT1 A -1
        Stop

    Death.FatalityMarine:
		TNT1 A 1 A_PlayerScream
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 A 1 A_NoBlocking
		TNT1 A 0 A_SpawnItem("RemoveMarine")
        TNT1 A 0 A_GiveToTarget("Fatality_Marine",1)
		TNT1 A -1
        Stop
		
	Death.PussyGrab:
	    TNT1 A 0
		TNT1 A 0 A_Pain
		TNT1 A 0 A_Chase("","")
		TNT1 A 0 A_Pain
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GrabbedAEvilMarine", 1)
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
        Stop	
	}
}



Actor EvilMarinePlasma: EvilMarineRifle
{
DropItem "PLasmaRifle"
States
{


Idle:
		PLA6 AAAAAAA 5 A_Look
		TNT1 A 0 A_Jump(32, 3)
		TNT1 A 0 A_SetAngle(angle - 40)
		PLA6 AA 5 A_Look
		TNT1 A 0 A_SetAngle(angle + 40)
		PLA6 A 5 A_Look
		TNT1 A 0 A_Jump(32, 3)
		TNT1 A 0 A_SetAngle(angle + 40)
		PLA6 AAAA 5 A_Look
		TNT1 A 0 A_SetAngle(angle - 40)
		PLA6 AAA 5 A_Look
		
		TNT1 A 0 A_Recoil(-2)
		PLA6 BBBB 2 A_Wander
		TNT1 A 0 A_Look
		
		TNT1 A 0 A_Recoil(-2)
		PLA6 CCCC 2 A_Wander
		TNT1 A 0 A_Look
		
		TNT1 A 0 A_Recoil(-2)
		PLA6 DDDD 2 A_Wander
		TNT1 A 0 A_Look
		
		TNT1 A 0 A_Recoil(-2)
		PLA6 AAAA 2 A_Wander
		TNT1 A 0 A_Look
		
		TNT1 A 0 A_Recoil(-2)
		PLA6 BBBB 2 A_Wander
		TNT1 A 0 A_Look
		
		TNT1 A 0 A_Recoil(-2)
		PLA6 CCCC 2 A_Wander
		TNT1 A 0 A_Look
		Loop
		
	Spawn:
		PLA6 A 5 A_Look
		Loop
	See:
		TNT1 A 0
		Goto ChasePlayer
	ChasePlayer:
		PLA6 AA 1 A_Chase("","")
		TNT1 A 0 A_JumpIfInventory("evmarinenoway", 1, "CheckifCanJump")
		PLA6 AA 1 A_Chase//("","")
		TNT1 A 0 A_Recoil(-2)
		PLA6 BBBB 1 A_Chase
		TNT1 A 0 A_Recoil(-2)
		PLA6 CCCC 1 A_Chase
		TNT1 A 0 A_Recoil(-2)
		PLA6 DDD 1 A_Chase
		TNT1 A 0 A_CustomMissile("EvilMarineCheckFront", 32, 0, 0, 2, 0)
		PLA6 D 1
		TNT1 A 0 A_CustomMissile("EvilMarineCheckJump", 64, 0, 0, CMF_AIMDIRECTION, 35)
		Loop
		
	CHeckifCanJump:
		PLA6 A 2
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_TakeInventory("evmarinenoway", 1)
		TNT1 A 0 A_JumpIfInventory("evmarinecanjump", 1, "Jump")
		Goto ChasePlayer+5
		
	Missile:
		TNT1 A 0
		TNT1 A 0 A_Recoil(-4)
		TNT1 A 0 A_Jump(192, "MissileLeft", "MissileRight")
		PLA6 E 10 A_FaceTarget
		PLA6 F 3 BRIGHT A_CustomMissile("EnemyPlasmaBall",35,0,0,0)
		PLA6 E 3 A_Facetarget
		PLA6 F 3 BRIGHT A_CustomMissile("EnemyPlasmaBall",35,0,0,0)
		PLA6 E 3 A_Facetarget
		PLA6 F 3 BRIGHT A_CustomMissile("EnemyPlasmaBall",35,0,0,0)
		PLA6 E 6 A_Facetarget
		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		Goto ChasePlayer
		
	MissileLeft:
		TNT1 A 0
		MAR6 ABCBA 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 9, 0, 0)
		MAR6 C 3 BRIGHT A_CustomMissile("EnemyPlasmaBall",35,0,0,0)
		MAR6 B 2 A_Facetarget
		MAR6 A 3 BRIGHT A_CustomMissile("EnemyPlasmaBall",35,0,0,0)
		MAR6 A 2 A_Facetarget
		MAR6 B 3 BRIGHT A_CustomMissile("EnemyPlasmaBall",35,0,0,0)
		MAR6 A 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 9, 0, 0)
		MAR6 C 3 BRIGHT A_CustomMissile("EnemyPlasmaBall",35,0,0,0)
		MAR6 B 2 A_Facetarget
		MAR6 A 3 BRIGHT A_CustomMissile("EnemyPlasmaBall",35,0,0,0)
		MAR6 A 2 A_Facetarget
		MAR6 B 3 BRIGHT A_CustomMissile("EnemyPlasmaBall",35,0,0,0)
		MAR6 C 4 A_Facetarget
		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		Goto ChasePlayer
		
	MissileRight:
		TNT1 A 0
		MAR6 ABCBA 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 9, 0, 0)
		MAR6 C 3 BRIGHT A_CustomMissile("EnemyPlasmaBall",35,0,0,0)
		MAR6 B 2 A_Facetarget
		MAR6 A 3 BRIGHT A_CustomMissile("EnemyPlasmaBall",35,0,0,0)
		MAR6 A 2 A_Facetarget
		MAR6 B 3 BRIGHT A_CustomMissile("EnemyPlasmaBall",35,0,0,0)
		MAR6 A 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 9, 0, 0)
		MAR6 C 3 BRIGHT A_CustomMissile("EnemyPlasmaBall",35,0,0,0)
		MAR6 B 2 A_Facetarget
		MAR6 A 3 BRIGHT A_CustomMissile("EnemyPlasmaBall",35,0,0,0)
		MAR6 A 2 A_Facetarget
		MAR6 B 3 BRIGHT A_CustomMissile("EnemyPlasmaBall",35,0,0,0)
		MAR6 C 4 A_Facetarget
		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		Goto ChasePlayer	
		
	Jump:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("evmarinecanjump", 1)
		TNT1 A 0 ThrustThingZ(0, 50, 0, 1)
		MAR6 J 1
		TNT1 A 0 A_Recoil(-6)
		MAR6 J 10
		TNT1 A 0 A_CheckSight("WaitforLand")
		MAR6 J 2 A_Facetarget
		MAR6 J 3 BRIGHT A_CustomMissile("EnemyPlasmaBall",35,0,0,0)
		MAR6 J 2 A_Facetarget
		MAR6 J 3 BRIGHT A_CustomMissile("EnemyPlasmaBall",35,0,0,0)
		MAR6 J 2 A_Facetarget
		MAR6 J 3 BRIGHT A_CustomMissile("EnemyPlasmaBall",35,0,0,0)
		MAR6 J 3 A_FaceTarget
		MAR6 J 3 BRIGHT A_CustomMissile("EnemyPlasmaBall",35,0,0,0)
		MAR6 J 2 A_Facetarget
		MAR6 J 3 BRIGHT A_CustomMissile("EnemyPlasmaBall",35,0,0,0)
		MAR6 J 4 A_Facetarget
		WaitforLand:
		TNT1 A 0 A_Recoil(-4)
		MAR6 JJJJJJJJJJJJJJJJJ 4 A_Checkfloor("ChasePlayer")
		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		Goto ChasePlayer		
		
	Pain:
		PLA6 G 3 A_Pain
		TNT1 A 0 A_Jump(192, "RollLeft", "RollRight")
		PLA6 G 3
		Goto ChasePlayer
		
	Pain.Avoid:
		TNT1 A 0
		TNT1 A 0 A_Jump(192, "RollLeft", "RollRight")
		Goto Jump
		
	RollLeft:
		TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 10, 0, 0)
		PROL EDCBA 3
		TNT1 A 0 A_CheckSight("See")
		Goto Missile
		
	RollRight:
		TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 10, 0, 0)
		PROL ABCDE 3
		TNT1 A 0 A_CheckSight("See")
		Goto Missile	
		
	Laugh:
		TNT1 A 0 A_FaceTarget
		//TNT1 A 0 A_PlaySound("EVMRLAUG")
		//PLA6 G 30
		Goto Idle

	 Death.ExtremePunches:
		 TNT1 A 0
		 //TNT1 A 0 A_JumpIfInTargetInventory("HeavyStrikeRight", 1, "HeavyPunchRight")
		 //TNT1 A 0 A_JumpIfInTargetInventory("HeavyStrikeLeft", 1, "HeavyPunchLeft") 
		 //TNT1 A 0 A_JumpIfInTargetInventory("HeavyStrikeUpper", 1, "HeavyPunchUpper")
		 TNT1 A 0 A_Scream
		 TNT1 A 0 A_NoBlocking
		 TNT1 A 0 A_FaceTarget
		 TNT1 A 0 A_CustomMissile ("ExtremePunchedEvilMarine", 8, 0, random (175, 185), 2, random (10, 20))
		 Stop
	}
}








ACTOR EvilMarineCheckFront: FastProjectile
{
	DamageType None
	Damage (random (0, 0))
	+THRUACTORS
	Radius 2
	Height 2
	Speed 60
	States
	{
		Spawn:
			TNT1 A 2
			Stop
		Death:
		    TNT1 A 1
			TNT1 A 0 A_GiveToTarget("evmarinenoway", 1)
			TNT1 A 1
			Stop
		Xdeath:
			TNT1 A 0
			TNT1 A 1
			Stop
			}
}



ACTOR EvilMarineCheckJump: EvilMarineCheckFront
{
Speed 80
	States
	{
		Spawn:
			TNT1 A 2
			TNT1 A 0 A_GiveToTarget("evmarinecanjump", 1)
			TNT1 A 0 A_Stop
			Stop
		Death:
		    TNT1 A 0
			TNT1 A 1
			Stop
			}
}


ACTOR EvilMarineCheckJumpDown: EvilMarineCheckJump
{
Speed 60
}





ACTOR EasyMarineRifleAlive : EvilMarineRifle
{
	Health 60
	SeeSound "EvilmarineSight"
	AttackSound "grunt/attack"
	PainSound "EvilmarinePain"
	DeathSound "EvilmarineDeath"
	ActiveSound "EvilmarineActive"
	Obituary "%o is no longer a stone in the shoes of the UAC."
	DropItem "RifleDrop"
	Translation "112:127=99:111"
	MaxStepHeight 16
	MaxDropoffHeight 16
	sTATES
	{
	Idle:
		PLAY AAAAAAA 5 A_Look
		TNT1 A 0 A_Jump(32, 3)
		TNT1 A 0 A_SetAngle(angle - 40)
		PLAY AA 5 A_Look
		TNT1 A 0 A_SetAngle(angle + 40)
		PLAY A 5 A_Look
		TNT1 A 0 A_Jump(32, 3)
		TNT1 A 0 A_SetAngle(angle + 40)
		PLAY AAAA 5 A_Look
		TNT1 A 0 A_SetAngle(angle - 40)
		PLAY AAA 5 A_Look
		
		TNT1 A 0 A_Recoil(-2)
		PLAY BBBB 2 A_Wander
		TNT1 A 0 A_Look
		
		TNT1 A 0 A_Recoil(-2)
		PLAY CCCC 2 A_Wander
		TNT1 A 0 A_Look
		
		TNT1 A 0 A_Recoil(-2)
		PLAY DDDD 2 A_Wander
		TNT1 A 0 A_Look
		
		TNT1 A 0 A_Recoil(-2)
		PLAY AAAA 2 A_Wander
		TNT1 A 0 A_Look
		
		TNT1 A 0 A_Recoil(-2)
		PLAY BBBB 2 A_Wander
		TNT1 A 0 A_Look
		
		TNT1 A 0 A_Recoil(-2)
		PLAY CCCC 2 A_Wander
		TNT1 A 0 A_Look
		Loop
		
	Spawn:
		PLAY A 5 A_Look
		Loop
	See:
		TNT1 A 0
		Goto ChasePlayer
	ChasePlayer:
		PLAY AA 1 A_Chase("","")
		PLAY AA 1 A_Chase//("","")
		TNT1 A 0 A_Recoil(-2)
		PLAY BBBB 1 A_Chase
		TNT1 A 0 A_Recoil(-2)
		PLAY CCCC 1 A_Chase
		TNT1 A 0 A_Recoil(-2)
		PLAY DDD 1 A_Chase
		PLAY D 1
		Loop
	
	Missile:
		TNT1 A 0
		TNT1 A 0 A_Recoil(-4)
		TNT1 A 0 A_Jump(192, "MissileLeft", "MissileRight")
		PLAY E 6 A_FaceTarget
		PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		PLAY E 2 A_Facetarget
		
		PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		PLAY E 2 A_Facetarget
		
		PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		PLAY E 2 A_Facetarget
		
		PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		PLAY E 6 A_Facetarget
		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		Goto ChasePlayer
		
	MissileLeft:
		TNT1 A 0
		MARN A 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 9, 0, 0)
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN C 2 A_Facetarget
		
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN A 2 A_Facetarget
		
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN C 2 A_Facetarget
		
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN A 2 A_Facetarget
		
		TNT1 A 0 ThrustThing(angle*256/360+192, 9, 0, 0)
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN C 2 A_Facetarget
		
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN A 2 A_Facetarget
		
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN C 2 A_Facetarget
		
		MARN B 4 A_Facetarget
		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		Goto ChasePlayer
		
	MissileRight:
		TNT1 A 0
		MARN A 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 9, 0, 0)
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN C 2 A_Facetarget
		
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN A 2 A_Facetarget
		
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN C 2 A_Facetarget
		
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN A 2 A_Facetarget
		
		TNT1 A 0 ThrustThing(angle*256/360+64, 9, 0, 0)
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN C 2 A_Facetarget
		
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN A 2 A_Facetarget
		
		MARN B 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",35,0,0,0)
		MARN C 2 A_Facetarget
		
		MARN B 4 A_Facetarget
		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		Goto ChasePlayer	
		
	
	Pain:
		PLAY G 3 A_Pain
		TNT1 A 0 A_Jump(192, "RollLeft", "RollRight")
		PLAY G 3
		Goto ChasePlayer
		
	Pain.Avoid:
		TNT1 A 0
		TNT1 A 0 A_Jump(192, "RollLeft", "RollRight")
		Goto Jump
		
	RollLeft:
		TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 10, 0, 0)
		PROL EDCBA 3
		TNT1 A 0 A_CheckSight("See")
		Goto Missile
		
	RollRight:
		TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 10, 0, 0)
		PROL ABCDE 3
		TNT1 A 0 A_CheckSight("See")
		Goto Missile	
		
	Laugh:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_PlaySound("EVMRLAUG")
		PLAY G 30
		Goto Idle
		}
}


ACTOR MrX : EvilMarinePlasma
{
	Health 400
	Obituary "%o had a heated encounter with Mr. X."
	Translation "112:127=32:47", "128:143=107:111", "144:151=109:111", "152:159=104:108"
	Speed 6
	MaxStepHeight 16
	MaxDropOffHeight 16
	States
	{
		Laugh:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_PlaySound("EVMRLAUG")
		PLAY G 30
		Goto Idle
	}	
}
