
ACTOR PrePlacedMarine Replaces MarinePistol
{
MONSTER
Height 56
Radius 16
-COUNTKILL
    States
	{
	Spawn:
	PLAY A 1
	TNT1 A 0 A_NoBlocking
	PLAY A 1
	TNT1 A 0 A_SpawnItemEx ("Marine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	Stop
    }
}


ACTOR Marine
{
    Radius 10
    Height 48
	MONSTER
	-SHOOTABLE
	-COUNTKILL
	-FRIENDLY
	+THRUACTORS
	States
    {
    Spawn:
	    PLAY A 10 
		PLAY A 1 A_CheckSight("DontSpawn")
		TNT1 A 0 A_Chase
		TNT1 A 0 A_Look
	See:	
		TNT1 A 0 A_GiveToTarget("NumberOfAllies", 1)
		TNT1 A 0 A_SpawnItemEx ("Marine_Rifle",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        Stop
	
	DontSpawn:
	    PLAY A 1
		Goto Spawn	
    }
}


ACTOR RandomMarine: RedTorch
{
    Radius 10
    Height 48
	-SHOOTABLE
	States
    {
    Spawn:
	    PLAY A 1 
		PLAY A 1 A_CheckSight("DontSpawn")
		TNT1 A 0 A_Chase
		TNT1 A 0 A_Look
	See:	
		TNT1 A 0
		TNT1 A 0 A_Jump(96, "See1", "See2")
		TNT1 A 0 A_Jump(96, "See3")
		TNT1 A 0 A_Jump(64, "See4")
		//TNT1 A 0 A_Jump(32, "See5", "See6")
		TNT1 A 0 A_Jump(255, "See1", "See2")
		Goto See1
		
	See1:	
		TNT1 A 0 A_SpawnItemEx ("PrePLacedMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        Stop
	
	See2:	
		TNT1 A 0 A_SpawnItemEx ("MarineShotgun",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        Stop
		
	See3:	
		TNT1 A 0 A_SpawnItemEx ("MarineChaingun",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        Stop
	
	See4:	
		TNT1 A 0 A_SpawnItemEx ("MarinePlasma",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        Stop
		
	See5:	
		TNT1 A 0 A_SpawnItemEx ("MarineRocket",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        Stop	
		
	See6:	
		TNT1 A 0 A_SpawnItemEx ("MarineBFG",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        Stop		
		
	DontSpawn:
	    PLAY A 1
		Goto Spawn
    }
}

ACTOR Marine_Fist: PrePlacedMarine Replaces MarineFist
{
Health 100
}

ACTOR Marine_SSG: PrePlacedMarine Replaces MarineSSG
{
Health 100
}


ACTOR Marine_Rifle: SwitchableDecoration
{
	Game Doom
	Radius 12
	MaxTargetRange 9999
	damagefactor "Avoid", 0.0
	Height 52
    Speed 3
	FastSpeed 22
    Health 100
	PainChance 200
	PainChance "Kick", 255
	Monster
	Species "Marines"
	Scale 0.95
	+FLOORCLIP
	-NORADIUSDMG
	+QUICKTORETALIATE
    +DONTHURTSPECIES
    +FIXMAPTHINGPOS 
	+LOOKALLAROUND
	+PUSHABLE
	+SLIDESONWALLS
	-CANNOTPUSH
	-COUNTKILL
	+DONTSPLASH
	+FIXMAPTHINGPOS
	+NORADIUSDMG
	+USESPECIAL
	+MTHRUSPECIES
	+THRUSPECIES
	+DONTHURTSPECIES
	+NOTAUTOAIMED
	+SHOOTABLE
	+NOBLOCKMONST
	Activation THINGSPEC_Activate
	DamageFactor "CauseSplash", 0.0 DamageFactor "CauseObjectsToSplashSlime", 0.0 DamageFactor "CauseSplashNukage", 0.0 DamageFactor "CauseSplashBlood", 0.0 DamageFactor "CauseSplashLava", 0.0
	
	damagefactor "TeleportRemover", 0.0
	damagefactor "GibRemoving", 0.0
	Translation "112:127=117:127"
	damagefactor "Leg", 0.0
	damagefactor "Shotgun", 0.0
	damagefactor "Minigun", 0.0
	damagefactor "SSG", 0.0
	damagefactor "Trample", 0.0
	damagefactor "bullet", 0.0
	damagefactor "Minigun", 0.0
	damagefactor "shotgun", 0.0
	damagefactor "InstakillMarines", 40.0
	damagefactor "Desintegrate", 0.0
	damagefactor "ExplosiveImpact", 0.0
	damagefactor "Fatality", 0.0
    Scale 0.98
	AttackSound "none"
	MaxStepHeight 52
	MaxDropOffHeight 52
	ActiveSound "none"
	damagefactor "Cut", 0.1
    BloodType "Brutal_Blood", "BloodSPlatterReplacer", "SawBlood"
	damagefactor "FriendBullet", 0.0
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0
	DeathSound "DSMADTH"
	PainSound "*pain"
    damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Shrapnel", 0.0
	damagefactor "SpawnMarine", 0.0
	DropItem "RifleDrop"
	damagefactor "HelperMarineFatallity", 0.0
	SeeSound "None"
	Obituary "%o has been gunned down by a Marine."
	Mass 50
	States
	{
	Active:
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 1)
		TNT1 A 0 A_PlaySound("MarineGuard", 2)
		TNT1 A 0 A_CustomMissile ("OrderTitle2", 50, 0, 0, 2, 90)
		MR7S A 30
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 1)
		TNT1 A 0 A_SpawnItemEx ("RifleMarineGuarding",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Stop
		
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("TargetIsAMarine")
		PLAY A 1 A_Look
		Goto See
	
	ForgetTarget:
		TNT1 A 0 A_ClearTarget
		Goto See
	
	See:
		TNT1 A 0 A_JumpIfInventory("ZombiemanFatality3", 1, "FatalityZombieman")
		TNT1 A 0 A_JumpIfInventory("ImpFatality3", 1, "FatalityImp")
		TNT1 A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
		TNT1 A 0 A_JumpIfInventory("RevenantFatality", 1, "FatalityRevenant")
		NULL A 0 A_JumpIfInventory("ComandoFatality", 1, "FatalityComando")
		TNT1 A 0 A_ChangeFlag("NODROPOFF", 0)	
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		
		
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		PLAY AA 1 A_Chase
		TNT1 A 0 A_ChangeFlag("FASTER", 0)
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		PLAY BB 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		PLAY BB 1 A_Chase
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		PLAY CC 1 A_Chase
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 1)
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		PLAY CC 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		PLAY DD 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		PLAY DD 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_CheckSight("ForgetTarget")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		TNT1 A 0 A_CheckSight("FollowPLayer")
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		
		PLAY AA 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfCloser(200, "Waits")
		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		
		PLAY BB 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, "FollowPlayer")
		TNT1 A 0 A_JumpIfCloser(200, "Waits")
		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		
		PLAY CC 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, "FollowPlayer")
		TNT1 A 0 A_JumpIfCloser(200, "Waits")
		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		
		PLAY DD 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, "FollowPlayer")
		TNT1 A 0 A_JumpIfCloser(200, "Waits")
		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		
		
		TNT1 A 0 A_JumpIfCloser(200, "Waits")
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, "FollowPlayer")
		Goto See
	BecomeEnemy23:
		PLAY A 1
		TNT1 A 0 A_ClearTarget
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
		Goto FollowPlayer
		
	FollowPlayer:
	    TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_ChangeFlag("FASTER", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	    TNT1 A 0 A_JumpIfCloser(150, "Waits")
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 0)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 0)
		PLAY A 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_Recoil(-1)
		PLAY AA 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		PLAY BB 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		PLAY BB 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		PLAY CC 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		PLAY CC 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		PLAY DD 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		PLAY DD 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		
		PLAY AA 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		PLAY BB 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		PLAY BB 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		PLAY CC 1 A_Chase
		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		TNT1 A 0 A_Recoil(-1)
		PLAY CC 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		PLAY DD 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		PLAY DD 1 A_Chase
		TNT1 A 0 A_Recoil(-1)
		
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 1)
		TNT1 A 0 A_JumpIfTargetInLOS("See")
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		
		
		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		Loop
	
	CheckRangeToWait:
		TNT1 A 0
		TNT1 A 0 A_JumpIfCloser(150, "Waits")
		Goto FollowPLayer
	
	CheckIfPlayerSee:
		TNT1 A 0
		PLAY AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_FastChase
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
		////TNT1 A 0 Thing_Hate(94, 0, 0)
		TNT1 A 0 A_JumpIfCloser(800, 2)
		Goto Pathfind
		TNT1 AAA 0
		Goto FollowPlayer
	
	
	
	Pathfind:
		TNT1 A 0
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
		TNT1 A 0 A_JumpIFInTargetInventory("IsPLayer", 1, 1)
		Goto FollowPLayer
		//TNT1 A 1 A_Chase("", "")
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 1)
		TNT1 A 0 A_ChangeFlag("NOCLIP", 1)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_Noblocking
		TNT1 A 0 A_SpawnItemEx ("Marine1Pathfinder",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Stop
	
	
	
	Waits:
		MARN D 1
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, 2)
		TNT1 A 0 A_ClearTarget
		Goto See
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "BecomeEnemy23")
		TNT1 A 0 A_Jump(32, "Waits2")
		TNT1 A 0 A_Jump(32, "Waits3")
		
		MARN D 8 A_Stop
		MARN D 8 A_Stop
		TNT1 A 0 A_Stop
		TNT1 A 0 A_CheckSight("FollowPlayer")
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 1)
		TNT1 A 0 A_ClearTarget
		
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
		MARN D 0 A_Look
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		MARN D 1 A_LookEx(0, 0, 0, 0, 0, "FollowPlayer")
		TNT1 A 0 A_CheckSIght("FollowPlayer")
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
		TNT1 A 0 A_JumpIfCloser(200, "Waits")
		Goto FollowPlayer
	
	Waits2:
		TNT1 A 0 A_SetAngle(random(90, -90) + angle)
		MARN D 8 A_Stop
		TNT1 A 0 A_PlaySound("MRNWT", 2)
		MARN D 8 A_Stop
		TNT1 A 0 A_CheckSight("FollowPlayer")
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 1)
		TNT1 A 0 A_ClearTarget
		
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
		MARN D 0 A_Look
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		MARN D 1 A_LookEx(0, 0, 0, 0, 0, "FollowPlayer")
		TNT1 A 0 A_CheckSIght("FollowPlayer")
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
		TNT1 A 0 A_JumpIfCloser(300, "Waits")
		Goto FollowPLayer
	
	Waits3:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetInventory("Clip2", 40, 3)
		Goto GiveAmmo
		TNT1 AAA 0
		TNT1 A 0 A_SetAngle(random(90, -90) + angle)
		MARN D 8 A_Stop
		TNT1 A 0 A_PlaySound("MRNWC", 2)
		MARN D 8 A_Stop
		TNT1 A 0 A_CheckSight("FollowPlayer")
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 1)
		TNT1 A 0 A_ClearTarget
		
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
		MARN D 0 A_Look
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		MARN D 1 A_LookEx(0, 0, 0, 0, 0, "FollowPlayer")
		TNT1 A 0 A_CheckSIght("FollowPlayer")
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
		TNT1 A 0 A_JumpIfCloser(300, "Waits")
		Goto FollowPLayer
	
	GiveAmmo:
		TNT1 A 0
		MR7S A 10 A_FaceTarget
		TNT1 A 0 A_PlaySound("MRNGI1")
		MR8S CD 15
		TNT1 A 0 A_GiveToTarget("Clip2", 50)
		//TNT1 A 0 A_SpawnItemEx("Stimpack", 40, 0)
		Goto Waits
	
	Missile:
        //PLAY E 1
		TNT1 A 0 A_ChangeFlag("NODROPOFF", 1)
		TNT1 A 0 A_SpawnItem("KillMeSmall")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsACyberdemon", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMastermind", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsABaronOfHell", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMancubus", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, "CheckRangeToWait")
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
		//TNT1 A 0 A_ChangeFlag("SOLID", 1)
		TNT1 A 0 A_JumpIfCloser(60, "MeleeAttack")
		TNT1 A 0 A_JumpIfCloser(300, "Retreat")
		TNT1 A 0 A_PlaySound("MRNAT", 2)
		
		TNT1 A 0 A_Jump(128, "MissileLeft", "MissileRight")
		
		PLAY E 6 A_FaceTarget
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		PLAY F 3 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 40, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		
		
		PLAY E 3 A_FaceTarget
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		PLAY F 3 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 40, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		

		PLAY E 3 A_FaceTarget
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		PLAY F 3 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 40, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		Goto See
		
	MissileLeft:
        TNT1 A 0
		
		
		
		MARN A 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		

        TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
		MARN C 3 A_FaceTarget
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		
		MARN A 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		
		
		MARN C 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		Goto See
		

	
	MissileRight:
        TNT1 A 0
		
		
		MARN A 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		

        TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
		MARN C 3 A_FaceTarget
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		MARN A 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		
		
		MARN C 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
        Goto See	
		
	CheckRetreat:
		TNT1 A 0
		TNT1 A 0 A_JumpIfCloser(500, "Retreat")
		TNT1 A 0 A_Jump(256, "MissileRight", "MissileLeft")
		Goto MissileRight
		
	Retreat:
        TNT1 A 0
		MARN A 3 A_FaceTarget
		TNT1 A 0 A_Recoil(5)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)

        TNT1 A 0 A_Recoil(5)
		MARN C 3 A_FaceTarget
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		MARN A 3 A_FaceTarget
		TNT1 A 0 A_Recoil(5)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		MARN C 3 A_FaceTarget
		TNT1 A 0 A_Recoil(5)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 3 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_Jump(128, "MissileRight", "MissileLeft")
		Goto See	
	
	
		
	MeleeAttack:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPLayer")//
		TNT1 A 0 A_Jump(32, "AttackKick")
		PLAM A 4 A_FaceTarget
		TNT1 A 0 A_Recoil(-4)
		PLAM A 1 A_FaceTarget
		PLAM B 4 A_CustomMissile("MarinePunch",40,0,0,0)
		PLAM B 2
		TNT1 A 0 A_JumpIfInventory("ZombiemanFatality3", 1, "FatalityZombieman")
		TNT1 A 0 A_JumpIfInventory("ImpFatality3", 1, "FatalityImp")
		TNT1 A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
		TNT1 A 0 A_JumpIfInventory("RevenantFatality", 1, "FatalityRevenant")
		Goto See
	
	
	AttackKick:
		PLAY A 1 A_FaceTarget
		TNT1 A 0 ThrustThingZ(0,40,0,1)
		TNT1 A 0 A_Recoil(-8)
		MARJ A 6 A_FaceTarget
		AKIK A 1 A_CustomMissile("AirKickAttack",40,0,0,0)
		TNT1 A 0 A_Stop
		AKIK A 6
		TNT1 A 0 A_JumpIfInventory("ZombiemanFatality3", 1, "FatalityZombieman")
		TNT1 A 0 A_JumpIfInventory("ImpFatality3", 1, "FatalityImp")
		TNT1 A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
		TNT1 A 0 A_JumpIfInventory("RevenantFatality", 1, "FatalityRevenant")
		Goto See
	
	Pain.Kick:
		PLAY A 2 A_FaceTarget
		TNT1 A 0 A_Recoil(5)
        Goto FollowPlayer
			
		
	Pain:
	    PLAY G 3
		TNT1 A 0 A_ChangeFlag("NODROPOFF", 0)
		PLAY G 3 A_Pain
		Goto FollowPlayer



	Death:
	Death.Bullet:
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		PLAY H 10 A_PlayerScream
		
		PLAY I 10 A_NoBlocking
		PLAY J 10 
		TNT1 A 0 A_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		PLAY KLM 10
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		PLAY N -1
		Stop

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

    Death.Cut:
	Death.Saw:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 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 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 B 20 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        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
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
        TNT1 A 0 A_PlaySound("BIGSCREA")
		TNT1 A 0 A_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        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_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
        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_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        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 A 0
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
        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_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        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_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
        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_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        MHEA CD 7
        MHEA E -1
		Stop
		
	 Crush:
	 Death.Stomp:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
	    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 0 A_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 1
		TNT1 A 1 A_XScream
		TNT1 A 1 A_NoBlocking
		Stop	

	Death.Blast:
	Death.SuperPunch:
	Death.SSG:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
	    PLAY O 2 A_FaceTarget
        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_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        PLAY OPQRSTU 8
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        PLAY U -1
        Stop

    Death.Rape:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		XPL4 A 20 A_XScream
		 TNT1 A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 B 20 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        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_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 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 ("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 0 A_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 A -1
        Stop


		Death.GreenFire:
        TNT1 A 0
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 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)
		TNT1 A 0 A_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        Stop

    Death.burn:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
	TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
	 PBUR A 1
      PBUR A 1 A_Scream
      PBUR A 1 A_NoBlocking
	  TNT1 A 0 A_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
       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
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
        TNT1 A 0 A_PlaySound("BIGSCREA")
      BURN W 6 A_Scream
      BURN X 6 A_NoBlocking
	  TNT1 A 0 A_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
       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:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		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
		TNT1 A 0 A_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        XPL6 F -1
        Stop

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

    Death.HKFT:
	Death.BHFT:
	Death.RVFT:
		TNT1 A 1 A_Scream
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 1 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("Curbstomp_Marine",1)
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		TNT1 A 5
		TNT1 A 0 A_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		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_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 A 0 A_GiveToTarget("Fatality_Marine",1)
		TNT1 A -1
        Stop
		
	FatalityZombieman:
	TNT1 A 0
	TNT1 A 0 A_Jump(255, "FatalityZombieman1", "FatalityZombieman2", "FatalityZombieman3")
	Goto FatalityZombieman1
	
	FatalityZombieman1:
	    TNT1 A 0
		TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FPZ3 A 10
		FPZ3 ABCDE 4
        XXXX A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_PlaySound("grunt/pain", 1)
		FPZ3 FGGGG 4
        
		FPZ3 HHIIIIIIHJJ 2
        XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 AA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		
		FPZ3 KKLLLLKJJ 2
        XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 AA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
        
		FPZ3 MMNNNNMOO 2
        XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 AA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ3 MMNNNNMOO 2
        XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 AA 0 A_CustomMissile ("XDeath1", 30, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SmallBrainPiece", 5, 0, random (0, 360), 2, random (0, 160))
		
		
        FPZ3 PPQQQQPRR 2
        XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		
		FPZ3 PPQQQPRR 2
        TNT1 A 0 ACS_NamedExecute("BDRBLD1", 0, 0, 0, 0)
        TNT1 A 0 ACS_NamedExecute("BDRBLD2", 0, 0, 0, 0)
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ3 RP 5
		
		TNT1 A 0 A_PlaySound("PLATA1", 1)
        //////////////////////////////////////////////////////
		TNT1 A 0 A_TakeInventory("ZombieManFatality3",1)
        TNT1 A 0 A_SpawnItem ("DeadZombieManFatality3")
		TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto FollowPlayer
		
		FatalityZombieman2:
        TNT1 A 0
		TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FPZ2 AB 5
		XXXX A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 50, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
         TNT1 AA 0 A_CustomMissile ("XDeath2", 60, 0, random (0, 360), 2, random (0, 160))
         TNT1 AA 0 A_CustomMissile ("XDeath3", 60, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
        FPZ2 C 15
		TNT1 A 0 A_PlaySound("imp/melee")
        FPZ2 D 15
		TNT1 AAAAA 0 A_CustomMissile ("Guts2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_NamedExecute("BDRBLD1", 0, 0, 0, 0)
		FPZ2 EF 5
		TNT1 A 0 A_PlaySound("grunt/death")
		FPZ2 G 10
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ZombieManFatality3",1)
        TNT1 A 0 A_SpawnItem ("ZombieManDyingAfterFatality")
		TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto FollowPlayer
		
		
		FatalityZombieman3:
        TNT1 A 0
		TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FPZ4 AB 3
		XXXX A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		FPZ4 CDEEE 3
		FPZ4 FGH 3
        
		FPZ4 HHI 2
        TNT1 A 0 ACS_NamedExecute("BDRBLD1", 0, 0, 0, 0)
        TNT1 A 0 ACS_NamedExecute("BDRBLD2", 0, 0, 0, 0)
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ4 JJJIH 2
		
		FPZ4 HHI 2
        TNT1 A 0 ACS_NamedExecute("BDRBLD1", 0, 0, 0, 0)
        TNT1 A 0 ACS_NamedExecute("BDRBLD2", 0, 0, 0, 0)
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ4 JJJIH 2
		
		FPZ4 HHI 2
        TNT1 A 0 ACS_NamedExecute("BDRBLD1", 0, 0, 0, 0)
        TNT1 A 0 ACS_NamedExecute("BDRBLD2", 0, 0, 0, 0)
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ4 OOOMN 2
		
		
		FPZ4 NNM 2
        TNT1 A 0 ACS_NamedExecute("BDRBLD1", 0, 0, 0, 0)
        TNT1 A 0 ACS_NamedExecute("BDRBLD2", 0, 0, 0, 0)
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ4 OOOMN 2
		
		FPZ4 NNM 2
        TNT1 A 0 ACS_NamedExecute("BDRBLD1", 0, 0, 0, 0)
        TNT1 A 0 ACS_NamedExecute("BDRBLD2", 0, 0, 0, 0)
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FPZ4 OOOMN 2
		
		
		
		FPZ4 NNM 2
        TNT1 A 0 ACS_NamedExecute("BDRBLD1", 0, 0, 0, 0)
        TNT1 A 0 ACS_NamedExecute("BDRBLD2", 0, 0, 0, 0)
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_NamedExecute("BDRBLD1", 0, 0, 0, 0)
        TNT1 A 0 ACS_NamedExecute("BDRBLD2", 0, 0, 0, 0)
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SmallBrainPiece", 5, 0, random (0, 360), 2, random (0, 160))
		FPZ4 P 7
		FPZ4 L 10
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("ZombieManFatality3",1)
        TNT1 A 0 A_SpawnItem ("DeadZombieManFatality3")
		TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto FollowPlayer
		
		
		
		FatalityImp:
		TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
		TNT1 A 0 A_Jump(128, "FatalityImp2")
        //////////////////////////////////////////////////////
        FTCI AB 4
		XXXX A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		FTCI CDE 4
		FTCI E 8
        
		FTCI FGG 5
		FTCI H 2
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FTCI I 10
		FTCI H 5
		FTCI G 8
		
		FTCI H 2
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FTCI I 10
		FTCI H 5
		FTCI G 8
		
		FTCI H 2
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FTCI I 10
		FTCI H 5
		FTCI G 8
		
		FTCI H 2
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		FTCI I 10
		FTCI H 5
		FTCI G 8
		
		FTCI H 2
		
		 XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_PlaySound("grunt/pain", 1)
		 TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 AAAAA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SmallBrainPiece", 5, 0, random (0, 360), 2, random (0, 160))
		FTCI L 10
		FTCI J 20
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_TakeInventory("ImpFatality3",1)
		TNT1 A 0 A_GiveInventory("Stimpack",1)
        TNT1 A 0 A_SpawnItem ("impfacesorapedomgthisiscruel")
		TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto FollowPlayer	
		
		
		FatalityImp2:
        FTYI ABB 7
        FTYI CDEFG 2
        TNT1 A 0  A_PlaySound("imp/pain")
        TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
          TNT1 A 0 A_PlaySound("CLAP")
XXXX A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
        FTYI GGGGHHHHHHHHIJJJ 2
        FTYI K 3
XXXX A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 ACS_NamedExecute("BDRBLD1", 0, 0, 0, 0)
TNT1 A 0 ACS_NamedExecute("BDRBLD2", 0, 0, 0, 0)
TNT1 A 0 ACS_NamedExecute("BDGBLD", 0, 0, 0, 0)
TNT1 A 0 ACS_NamedExecute("BDBBLD", 0, 0, 0, 0)
        TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 25, 30, 0, 0)
        TNT1 AAA 0 A_CustomMissile ("Brains1", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 11, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		 FTYI LLLL 1 A_SpawnItemEx("Brutal_Blood", 0, 25, 10, 0, 0)
           FTYI LMNNN 4
           FTYI NO 6
		   TNT1 A 0 A_PlaySound("misc/xdeath3")
		   FTYI NO 6
		   TNT1 A 0 A_PlaySound("misc/xdeath3")
		   FTYI NO 6
		   TNT1 A 0 A_PlaySound("misc/xdeath3")
		   FTYI N 8
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("ImpFatality3",1)
		TNT1 A 0 A_CustomMissile ("StompedImp", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto FollowPlayer	
		
		
	FatalitySergeant:
        TNT1 A 0
		TNT1 A 0 A_Jump(128, "FatalitySergeant2")
		TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FTYS A 8 A_PlaySound("grunt/pain")
        FTYS BC 8
		TNT1 A 0 A_PlaySound("BURNZOM", 3)

        TNT1 A 0 A_PlaySound("misc/xdeath")
        FTYS DE 4
		TNT1 A 0 A_PlaySound("misc/xdeath")
		FTYS DE 4
		TNT1 A 0 A_PlaySound("misc/xdeath")
		FTYS DE 4
		
XXXX A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_PlaySound("misc/xdeath", 3)
TNT1 AAAA 0 A_CustomMissile ("XDeath1", 20, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
        FTYS FGHIPP 4 A_CustomMissile ("Blood", 1, 0, random (0, 360), 2, random (0, 160))

        FTYS QR 8 
        TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
        FTYS R 20
        ///////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("SergeantFatality",1)
		 TNT1 A 0 A_CustomMissile ("BeheadedSergeantZombie", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto FollowPlayer
		
		
		
		
		FatalitySergeant2:  ///////
        TNT1 A 0
		TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FSP3 A 8
		
		FSP3 B 4 A_PlaySound("grunt/pain")
		XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
		FSP3 CDE 4
		FSP3 E 6
		
		FSP3 FG 4
TNT1 A 0 A_PlaySound("grunt/death")		
XXXX A 0 A_CustomMissile ("ShakeYourAssMinor", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAA 0 A_CustomMissile ("XDeath1", 20, 0, random (0, 360), 2, random (0, 160))
//TNT1 AA 0 A_CustomMissile ("XDeath2", 20, 0, random (0, 360), 2, random (0, 160))
//TNT1 AA 0 A_CustomMissile ("XDeath3", 20, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
       FSP3 HIIIII 5
	   
	   TNT1 A 0 A_PlaySound("weapons/sg")	
	   XXXX A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAA 0 A_CustomMissile ("XDeath1", 70, 0, random (0, 360), 2, random (0, 160))
TNT1 AAA 0 A_CustomMissile ("XDeath2", 70, 0, random (0, 360), 2, random (0, 160))
TNT1 AAA 0 A_CustomMissile ("XDeath3", 70, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 70, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("FlyingImpaledSergeant", 50, 0, random (0, 360), 2, random (70, 110))
		
		
		FSP3 L 3 BRIGHT
		FSP3 K 3
		FSP3 J 40
		///////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("SergeantFatality",1)
		TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto FollowPlayer
		
		
	FatalityRevenant:
        
		TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
        //////////////////////////////////////////////////////
        FREV ABABAB 3
XXXX A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
         TNT1 AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 ACS_NamedExecute("BDRBLD1", 0, 0, 0, 0)
TNT1 A 0 ACS_NamedExecute("BDRBLD2", 0, 0, 0, 0)
TNT1 A 0 ACS_NamedExecute("BDGBLD", 0, 0, 0, 0)
        FREV C 4 A_PlaySound("skeleton/pain")
        FREV D 4
        FREV EFGHIJJJKL 4
        FREV M 5 A_PlaySound("skeleton/sight")
        FREV M 10
        FREV N 2
        FREV O 2

XXXX A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath2", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath3", 50, 0, random (0, 360), 2, random (0, 160))
         TNT1 A 0 A_CustomMissile ("XDeathRevenantHead", 45, 0, random (0, 360), 2, random (50, 130))
TNT1 A 0 ACS_NamedExecute("BDRBLD1", 0, 0, 0, 0)
TNT1 A 0 ACS_NamedExecute("BDRBLD2", 0, 0, 0, 0)
TNT1 A 0 ACS_NamedExecute("BDGBLD", 0, 0, 0, 0)
TNT1 A 0 ACS_NamedExecute("BDBBLD", 0, 0, 0, 0)

        FREV PQR 2
        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("RevenantFatality",1)
		TNT1 A 0 A_SpawnItemEx("DyingRevenant", 0, 35, 35, 1, 1)
        TNT1 A 0 SetPlayerProperty(0,0,0)
        TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
        Goto Spawn
		
		
		
		
		FatalityComando:
			TNT1 A 0 A_ChangeFlag (shootable, 0)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
			//////////////////////////////////////////////////////
			CFTA AAABCDE 2
			  NULL A 0 A_PlaySound("grunt/pain")
	NULL A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
	XXXX A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
			  NULL A 0 A_PlaySound("CLAP")
			CFTA EFF 7
			CFTA GHIJK 2
			  NULL A 0 A_PlaySound("grunt/pain")
	NULL A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
	NULL A 0 A_CustomMissile ("CameraShake", 50, 0, random (0, 360), 2, random (0, 160))
	NULL A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
			 CFTA L 7
			
			CFTA M 15
			CFTA OPQR 4
			 NULL A 0 A_PlaySound("grunt/pain")
			  NULL A 0 A_PlaySound("grunt/death")
		   CFTA R 15
			  NULL A 0 A_PlaySound("BURNZOM")
	NULL A 0 A_CustomMissile ("CameraShake", 50, 0, random (0, 360), 2, random (0, 160))
			 NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
			 NULL AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
			 NULL AAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
			 NULL AAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
			 NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
			CFTA S 25
			//////////////////////////////////////////////////////
			NULL A 0 A_TakeInventory("ComandoFatality",1)
			NULL A 0 A_TakeInventory("GoFatality", 1)
			NULL A 0 A_SpawnItemEx("DyingComando", 0, 0, 40, 0, 0)
			TNT1 A 0 A_ChangeFlag (shootable, 1)
		TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
			Goto See
		
		
		
		
		
		
		
		
		
	
	
	Salute:
	TNT1 A 0
	TNT1 A 0 A_Jump(255, "Salutes1", "Salutes2")
	
	Salutes1:
	TNT1 A 0
	    TNT1 A 0
		TNT1 A 0 A_PlaySound ("DSSALUTE")
        MWAV BCDEFEFDCB 6
        Goto FollowPlayer

    Salutes2:
		TNT1 A 0
		TNT1 A 0 A_PlaySound ("DSSALUTE")
        MWAV GHGHG 8
        Goto FollowPlayer
	}
}




ACTOR RifleMarineGuarding: Marine_Rifle
{
	FastSpeed 0
	MaxStepHeight 0
	+FRIENDLY
	+MISSILEMORE
	+NODROPOFF
	+MISSILEEVENMORE
	+DONTSPLASH
	Speed 0
	States
	{
	Active:
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 1)
		TNT1 A 0 A_PlaySound("MarineFollow", 2)
		TNT1 A 0 A_CustomMissile ("OrderTitle1", 50, 0, 0, 2, 90)
		MR7S A 30
		TNT1 A 0 A_ChangeFLag("NOBLOCKMAP", 1)
		TNT1 A 0 A_SpawnItemEx ("Marine_Rifle",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Stop
		
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 1)
		TNT1 A 0 A_GiveInventory("TargetIsAMarine")
		MARN D 1 A_Look
		Goto See
		
	See:	
		//TNT1 A 0 A_SetAngle(random(90, -90) + angle)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		MARN DDDDDDDDDD 1 A_Chase
		TNT1 A 0 A_ClearTarget
		Loop
	
		
	Missile:
        //PLAY E 1
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 1)
		TNT1 A 0 A_SpawnItem("KillMeSmall")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsACyberdemon", 1, "CheckRetreat")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMastermind", 1, "CheckRetreat")
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
		//TNT1 A 0 A_ChangeFlag("SOLID", 1)
		
		TNT1 A 0 A_PlaySound("MRNAT", 2)
		
		
		
		PLAY E 6 A_FaceTarget
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		PLAY F 2 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 40, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		
		
		PLAY E 2 A_FaceTarget
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		PLAY F 2 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 40, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		

		PLAY E 2 A_FaceTarget
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		PLAY F 2 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 40, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CPosREfire
		Goto See
		
	MissileLeft:
        TNT1 A 0
		
		
		
		MARN A 2 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 2 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		

        TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
		MARN C 2 A_FaceTarget
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 2 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		
		MARN A 2 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 2 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		
		
		MARN C 2 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 2 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		Goto See
		

	
	MissileRight:
        TNT1 A 0
		
		
		MARN A 2 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 2 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		

        TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
		MARN C 2 A_FaceTarget
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 2 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		MARN A 2 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 2 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		
		
		MARN C 2 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 2 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
        Goto See	
		
	CheckRetreat:
		TNT1 A 0
		TNT1 A 0 A_JumpIfCloser(500, "Retreat")
		TNT1 A 0 A_Jump(256, "MissileRight", "MissileLeft")
		Goto MissileRight
		
	Retreat:
        TNT1 A 0
		MARN A 2 A_FaceTarget
		TNT1 A 0 A_Recoil(4)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 2 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)

        TNT1 A 0 A_Recoil(4)
		MARN C 2 A_FaceTarget
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 2 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		MARN A 2 A_FaceTarget
		TNT1 A 0 A_Recoil(4)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 2 BRIGHT 
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
		MARN C 2 A_FaceTarget
		TNT1 A 0 A_Recoil(4)
        TNT1 A 0 A_CustomMissile("MarineMuzzle1", 34)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		MARN B 2 BRIGHT
		TNT1 A 0 A_CustomMissile("MarineTracer", 42, 0, 0, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_Jump(128, "MissileRight", "MissileLeft")
		Goto See
	
	Pain.Kick:
		PLAY A 2 A_FaceTarget
		TNT1 A 0 A_Recoil(5)
        Goto See
			
		
	Pain:
	    PLAY G 3
		PLAY G 3 A_Pain
		TNT1 A 0 A_Jump(128, "MissileLeft", "MissileRight")
		Goto See
	}
}

actor Ally: DeadMarine
{
	Game Doom
	States
	{
    Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(192,"Spawn2","Spawn2","Spawn3","Spawn4","Spawn4","Spawn5","Spawn6","Spawn7","Spawn8","Spawn8")
		TNT1 A 1 A_SpawnItem("Marine",0,0,0,0)
		Stop

   Spawn2:
		TNT1 A 1 A_SpawnItem("MarineShotgun",0,0,0,0)
		Stop

   Spawn3:
		TNT1 A 1 A_SpawnItem("MarineSSG",0,0,0,0)
		Stop

   Spawn4:
		TNT1 A 1 A_SpawnItem("MarineChaingun",0,0,0,0)
		Stop

   Spawn5:
		TNT1 A 1 A_SpawnItem("MarinePlasma",0,0,0,0)
		Stop

   Spawn6:
		Goto Spawn
		Stop

   Spawn7:
		TNT1 A 1 A_SpawnItem("MarineRocket",0,0,0,0)
		Stop

   Spawn8:
		TNT1 A 1 A_SpawnItem("Marine",0,0,0,0)
		Stop

    Death:
        Stop
	}
}

ACTOR Marine1Pathfinder
{
	Radius 32
	Height 56
	Speed 20
	Health 4000
	PainChance 255
	MaxTargetRange 150
	Monster
	damagefactor "SpawnMarine", 8000.0
	MaxDropOffHeight 1200
	MaxStepHeight 1200
	-COUNTKILL
	+NOTARGET
	+THRUACTORS
	+MISSILEMORE
	+MISSILEEVENMORE
	+FASTER
    +DONTSPLASH
	-SHOOTABLE
	-FRIENDLY
	+NOCLIP
	+LOOKALLAROUND
	+NOINFIGHTING
	+NOTELEPORT
	States
	{
	Spawn:
	Pain:
    See:
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_ChangeFlag("NOCLIP", 1)
		//TNT1 A 0 Thing_ChangeTID(0,98)
		//TNT1 A 0 Thing_Hate(98, 0, 0)
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("TargetIsAMarine", 1)
		TNT1 AAAAA 1 A_Chase
		//TNT1 A 0 Thing_Hate(98, 0, 0)
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("TargetIsAMarine", 1)
		TNT1 A 1 A_FaceTarget
		Loop

	Missile:
	    TNT1 A 0
		TNT1 A 0 A_ChangeFlag("NOCLIP", 0)
	    TNT1 A 0 A_Recoil(-4)
		TNT1 A 1
		TNT1 A 0 A_JumpIf(momx == 0, "CheckAgain")
	SpawnMarine:	
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("Marine_Rifle",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItem("FriendlymarineTFog")
		Stop
	CheckAgain:
		TNT1 A 0
		TNT1 A 0 A_JumpIF(momy == 0, "See")
		Goto SpawnMarine
	}
}


ACTOR Marine1PathfinderNew: Marine1Pathfinder
{
-FRIENDLY
	Speed 4
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_GiveInventory("TargetIsAMarine", 1)
	Goto See
	Pain:
    See:
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		TNT1 A 0 Thing_ChangeTID(0,98)
		TNT1 AAAAAAAAAAAAAAAAA 1 A_Chase
		//TNT1 A 0 Thing_Hate(98, 264, 0)
		TNT1 A 0 A_Recoil(-5)
		TNT1 A 0 A_SpawnItem("MarineSpawnChecker")
		TNT1 A 1 A_FaceTarget
		Loop
	Death:
	Missile:
		TNT1 A 0
	    TNT1 A 0 A_Recoil(-2)
		TNT1 A 1
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("Marine_Rifle",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		//TNT1 A 0 A_SpawnItemEx("MarineAdd",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItem("FriendlymarineTFog")
		Stop
	}
}

ACTOR MarineAdd: Marine1Pathfinder
{
	Speed 4
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_GiveInventory("TargetIsAMarine", 1)
	Goto See
	Pain:
    See:
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		TNT1 A 0 Thing_ChangeTID(0,98)
		TNT1 AAAAAAAAAAAAAAAAA 1 A_Chase
		//TNT1 A 0 Thing_Hate(98, 264, 0)
		TNT1 A 0 A_Recoil(-5)
		TNT1 A 1 A_FaceTarget
		Loop
	Death:
	Missile:
		TNT1 A 1
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 200
		TNT1 A 0 A_GiveToTarget("NumberOfAllies", 1)
		Stop
	}
}

ACTOR RemoveMarine
{
	States
	{
	Spawn:
	Pain:
    See:
		TNT1 A 1
		TNT1 A 0 A_SpawnItemEx("RemoveMarineActivate",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 1
		Stop
	}
}

ACTOR RemoveMarineActivate: Marine1Pathfinder
{
-FRIENDLY
-SHOOTABLE
Scale 1.0
Speed 1
MaxTargetRange 90000
	States
	{
	Spawn:
	Pain:
    See:
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		TNT1 A 0 Thing_ChangeTID(0,98)
		TNT1 AAAAAAAAAAAAAAAAA 1 A_Chase
		//TNT1 A 0 Thing_Hate(98, 264, 0)
		TNT1 A 0 A_Recoil(-5)
		TNT1 A 1 A_FaceTarget
		Loop
	Missile:
		TNT1 A 1
		TNT1 A 0 A_TakeFromTarget("NumberOfAllies", 1)
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 1
		Stop
	}
}




ACTOR MarineSpawnChecker
{
MONSTER
-COUNTKILL
+FRIENDLY
-SOLID
-SHOOTABLE
Health 1
Radius 16
Height 52
Damagetype "SpawnMarine"
	States
	{
	Spawn:
	    TNT1 A 0
	TNT1 A 0 A_GiveInventory("TargetIsAMarine", 1)
	    TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_Explode(25, 40)
		Stop
	Death:
	TNT1 A 1
	Stop
}
}

