ACTOR PrePlacedMarineFist Replaces MarineFist
{
MONSTER
-COUNTKILL
Height 56
Radius 16
Translation "112:127=[0,255,0]:[0,0,0]"
    States
	{
	Spawn:
	PLA1 A 1
	TNT1 A 0 A_NoBlocking
	PLA1 A 1
	TNT1 A 0 A_SpawnItemEx ("Marine_FistSpawn",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	Stop
    }
}

ACTOR Marine_FistSpawn: RedTorch Replaces MarineBerserk
{
    Radius 10
    Height 48
	MONSTER
	-SHOOTABLE
	-COUNTKILL
	-FRIENDLY
	Translation "112:127=[0,255,0]:[0,0,0]"
	States
    {
    Spawn:
	    PLA1 A 10
		PLA1 A 1 A_CheckSight("DontSpawn")
		TNT1 A 0 A_Chase
		TNT1 A 0 A_Look
	See:
		TNT1 A 0 ACS_NamedExecute("AddMarineFist")
		TNT1 A 0 A_SpawnItemEx ("Marine_Fist",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        Stop
	DontSpawn:
	    PLA1 A 1
		Goto Spawn
    }
}

ACTOR Marine_Fist: Marine_Rifle
{
	Health 200
	MaxTargetRange 1024
	DropItem "BerserkPack"
	Translation "112:127=[0,255,0]:[0,0,0]"
	Tag "Chuck"
	States
	{
	Active:
		TNT1 A 0
		TNT1 A 0 A_CustomMissile ("OrderTitle2", 50, 0, 0, 2, 90)
		TNT1 A 0 A_PlaySound("MarineGuard", 2)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		PLA1 D 30
		TNT1 A 0 A_SpawnItemEx ("FistMarineGuarding",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Thing_Remove(0)
		Stop

	Spawn:
		TNT1 A 0
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 1)
		TNT1 A 0 A_ChangeFLag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
		TNT1 A 0 A_GiveInventory("TargetIsAMarine")
		PLA1 D 4 A_Look
		Goto FindPlayer

	ForgetTarget:
		TNT1 A 0
		TNT1 A 0 A_ClearTarget
		Goto Spawn

	See:
		TNT1 A 0
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 1)
		TNT1 A 0 A_ChangeFLag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPlayer")
		PLA1 AAA 1 A_Chase

		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPlayer")
		PLA1 BBB 1 A_Chase
		TNT1 A 0 A_JumpIfInventory("evmarinenoway", 1, "CheckIfCanJumpSee")

		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPlayer")
		PLA1 CCC 1 A_Chase
		TNT1 A 0 A_CustomMissile("EvilMarineCheckFront", 28, 0, 0, 2, 0)

		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPlayer")
		PLA1 BBB 1 A_Chase
		TNT1 A 0 A_CustomMissile("EvilMarineCheckJump", 64, 0, 0, CMF_AIMDIRECTION, 45)

		TNT1 A 0 A_CheckSight("ForgetTarget")
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_ChangeFLag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 0)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 0)

		TNT1 A 0 A_JumpIfCloser(256, "Waits")
		PLA1 AAA 1 A_Chase("","")
		TNT1 A 0 A_JumpIfCloser(256, "Waits")
		PLA1 BBA 1 A_Chase("","")

		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")

		TNT1 A 0 A_JumpIfCloser(256, "Waits")
		PLA1 CCC 1 A_Chase("","")
		TNT1 A 0 A_JumpIfCloser(256, "Waits")
		PLA1 BBB 1 A_Chase("","")

		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")

		TNT1 A 0 A_JumpIfCloser(256, "Waits")
		PLA1 AAA 1 A_Chase("","")
		TNT1 A 0 A_JumpIfCloser(256, "Waits")
		PLA1 BBB 1 A_Chase("","")
		TNT1 A 0 A_JumpIfInventory("evmarinenoway", 1, "CheckIfCanJumpFollow")

		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")

		TNT1 A 0 A_JumpIfCloser(256, "Waits")
		PLA1 CCC 1 A_Chase("","")
		TNT1 A 0 A_CustomMissile("EvilMarineCheckFront", 28, 0, 0, 2, 0)
		TNT1 A 0 A_JumpIfCloser(256, "Waits")
		PLA1 BBB 1 A_Chase("","")
		TNT1 A 0 A_CustomMissile("EvilMarineCheckJump", 64, 0, 0, CMF_AIMDIRECTION, 45)

		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		Loop

	CheckIfCanJumpSee:
		TNT1 A 0
		PLA1 D 2 A_FaceTarget
		TNT1 A 0 A_TakeInventory("evmarinenoway", 1)
		TNT1 A 0 A_JumpIfInventory("evmarinecanjump", 1, "Jump")
		Goto See

	CheckIfCanJumpFollow:
		TNT1 A 0
		PLA1 D 2 A_FaceTarget
		TNT1 A 0 A_TakeInventory("evmarinenoway", 1)
		TNT1 A 0 A_JumpIfInventory("evmarinecanjump", 1, "Jump")
		Goto FollowPlayer

	FindPlayer:
		TNT1 A 0
	    TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_ChangeFLag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 0)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 0)
		PLA1 D 12 A_LookEx(0,0,0,0,360,"FollowPlayer")
		PLA1 AAA 1 A_Wander
		PLA1 BBB 1 A_Wander
		PLA1 CCC 1 A_Wander
		PLA1 BBB 1 A_Wander


	    TNT1 A 0 A_ChangeFlag("FRIENDLY", 1)
		TNT1 A 0 A_ChangeFLag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
		PLA1 D 12 A_Look
		PLA1 AAA 1 A_Wander
		PLA1 BBB 1 A_Wander
		PLA1 CCC 1 A_Wander
		PLA1 BBB 1 A_Wander
		Loop

	FollowPlayer:
		TNT1 A 0
		TNT1 A 0 A_JumpIfCloser(256, "Waits")
		PLA1 AAA 1 A_Chase("","")
		TNT1 A 0 A_JumpIfCloser(256, "Waits")
		PLA1 BBA 1 A_Chase("","")

		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")

		TNT1 A 0 A_JumpIfCloser(256, "Waits")
		PLA1 CCC 1 A_Chase("","")
		TNT1 A 0 A_JumpIfCloser(256, "Waits")
		PLA1 BBB 1 A_Chase("","")

		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")

		TNT1 A 0 A_JumpIfCloser(256, "Waits")
		PLA1 AAA 1 A_Chase("","")
		TNT1 A 0 A_JumpIfCloser(256, "Waits")
		PLA1 BBB 1 A_Chase("","")
		TNT1 A 0 A_JumpIfInventory("evmarinenoway", 1, "CheckIfCanJumpFollow")

		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")

		TNT1 A 0 A_JumpIfCloser(256, "Waits")
		PLA1 CCC 1 A_Chase("","")
		TNT1 A 0 A_CustomMissile("EvilMarineCheckFront", 28, 0, 0, 2, 0)
		TNT1 A 0 A_JumpIfCloser(256, "Waits")
		PLA1 BBB 1 A_Chase("","")
		TNT1 A 0 A_CustomMissile("EvilMarineCheckJump", 64, 0, 0, CMF_AIMDIRECTION, 45)

		TNT1 A 0 A_CheckSight("CheckIfPlayerSee")
		Goto FollowPlayer

	CheckIfPlayerSee:
		TNT1 A 0
		TNT1 A 0 A_JumpIfCloser(256, 1)
		Goto Pathfind
		TNT1 AAA 0
		Goto FollowPlayer

	Pathfind:
		TNT1 A 0
		TNT1 A 0 A_JumpIFInTargetInventory("IsPLayer", 1, 1)
		Goto FindPlayer
		TNT1 AAA 0
		TNT1 A 0 A_SpawnItemEx ("Marine_FistPathfinder",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Stop

	Waits:
		PLA1 D 0
		PLA1 D 8 A_FaceTarget
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, 1)
		Goto ForgetTarget
		TNT1 A 0 A_Jump(32, "Waits2", "Waits3")
		PLA1 D 8 A_FaceTarget
		TNT1 A 0 A_ClearTarget
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
		PLA1 DD 16 A_Look
		TNT1 A 0 A_JumpIfHealthLower(200,"Heal")
		TNT1 A 0 A_ClearTarget
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 0)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 0)
		TNT1 A 0 A_CheckSight("FollowPlayer")
		PLA1 D 8 A_LookEx(0,0,0,0,360,"FollowPlayer")
		Goto FindPlayer

	Waits2:
		PLA1 D 0
		TNT1 A 0 A_PlaySound("MRNWT", 2)
		PLA1 D 8 A_SetAngle(90 + angle)
		TNT1 A 0 A_ClearTarget
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
		PLA1 DD 16 A_Look
		TNT1 A 0 A_JumpIfHealthLower(200,"Heal")
		TNT1 A 0 A_ClearTarget
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 0)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 0)
		TNT1 A 0 A_CheckSight("FollowPlayer")
		PLA1 D 8 A_LookEx(0,0,0,0,360,"FollowPlayer")
		Goto FindPlayer

	Waits3:
		PLA1 D 0
		TNT1 A 0 A_PlaySound("MRNWT", 2)
		PLA1 D 8 A_SetAngle(-90 + angle)
		TNT1 A 0 A_ClearTarget
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
		PLA1 DD 16 A_Look
		TNT1 A 0 A_JumpIfHealthLower(200,"Heal")
		TNT1 A 0 A_ClearTarget
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 0)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 0)
		TNT1 A 0 A_CheckSight("FollowPlayer")
		PLA1 D 8 A_LookEx(0,0,0,0,360,"FollowPlayer")
		Goto FindPlayer

	Heal:
		TNT1 A 0
		TNT1 A 0 HealThing(1)
		TNT1 A 0 A_CustomMissile ("OrderTitle4", 50, 0, 0, 2, 90)
		TNT1 A 0 A_ClearTarget
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 0)
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 0)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 0)
		PLA1 D 8 A_LookEx(0,0,0,0,360,"FollowPlayer")
		Goto FindPlayer

	Missile:
		TNT1 A 0
		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, "FollowPlayer")

		TNT1 A 0 A_Jump(128, "MissileLeft", "MissileRight")

		PLA1 AAA 1 A_Chase("Melee", "")
		TNT1 A 0 A_Recoil(-5)
		PLA1 BBB 1 A_Chase("Melee", "")
		TNT1 A 0 A_Recoil(-5)
		PLA1 CCC 1 A_Chase("Melee", "")
		TNT1 A 0 A_Recoil(-5)
		PLA1 BBB 1 A_Chase("Melee", "")
		TNT1 A 0 A_Recoil(-5)

		TNT1 A 0 A_Jump(64, "Jump")

		TNT1 A 0 A_MonsterRefire(0,"ForgetTarget")
		Goto Missile

	MissileLeft:
		TNT1 A 0
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
		PLA1 AAA 1 A_Chase("Melee", "")
		TNT1 A 0 A_Recoil(-3)
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
		PLA1 BBB 1 A_Chase("Melee", "")
		TNT1 A 0 A_Recoil(-3)
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
		PLA1 CCC 1 A_Chase("Melee", "")
		TNT1 A 0 A_Recoil(-3)
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
		PLA1 BBB 1 A_Chase("Melee", "")
		TNT1 A 0 A_Recoil(-3)

		TNT1 A 0 A_Jump(64, "Jump")

		TNT1 A 0 A_MonsterRefire(0,"ForgetTarget")
		Goto Missile

	MissileRight:
		TNT1 A 0
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
		PLA1 AAA 1 A_Chase("Melee", "")
		TNT1 A 0 A_Recoil(-3)
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
		PLA1 BBB 1 A_Chase("Melee", "")
		TNT1 A 0 A_Recoil(-3)
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
		PLA1 CCC 1 A_Chase("Melee", "")
		TNT1 A 0 A_Recoil(-3)
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
		PLA1 BBB 1 A_Chase("Melee", "")
		TNT1 A 0 A_Recoil(-3)

		TNT1 A 0 A_Jump(64, "Jump")

		TNT1 A 0 A_MonsterRefire(0,"ForgetTarget")
		Goto Missile

	CheckRetreat:
		TNT1 A 0
		TNT1 A 0 A_JumpIfCloser(256, "Retreat")
		TNT1 A 0 A_Jump(255, "MissileRight", "MissileLeft")
		Goto MissileRight

	Retreat:
		PLA1 AAA 1 A_FaceTarget
		TNT1 A 0 A_Recoil(5)
		PLA1 BBB 1 A_FaceTarget
		TNT1 A 0 A_Recoil(5)
		PLA1 CCC 1 A_FaceTarget
		TNT1 A 0 A_Recoil(5)
		PLA1 BBB 1 A_FaceTarget
		TNT1 A 0 A_Recoil(5)
		Goto Pain.Avoid

	Melee:
		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, "FollowPlayer")
		TNT1 A 0 A_PlaySound("MRNAT", 2)

		TNT1 A 0 A_Jump(64, "Kick")

		PLA1 H 1 A_FaceTarget
		PLA1 E 4 A_CustomMissile("MarinePunch",48,0,0,0)
		PLA1 E 0 A_Recoil(-3)
		PLA1 H 1 A_FaceTarget
		NULL A 0 A_JumpIfInventory("PVPFatality", 1, "FatalityPVP")
        NULL A 0 A_JumpIfInventory("ImpFatality", 1, "FatalityImp")
        NULL A 0 A_JumpIfInventory("ZombieManFatality", 1, "FatalityZMan")
		TNT1 A 0 A_JumpIfInventory("LabGuyToken3", 1, "FatalityLabGuy")
        NULL A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
        NULL A 0 A_JumpIfInventory("ComandoFatality", 1, "FatalityComando")
        NULL A 0 A_JumpIfInventory("DemonFatality", 1, "FatalityDemon")
        NULL A 0 A_JumpIfInventory("CacoDemonFatality", 1, "FatalityCacoDemon")
        NULL A 0 A_JumpIfInventory("RevenantFatality", 1, "FatalityRevenant")
	    NULL A 0 A_JumpIfInventory("ArachnotronFatality", 1, "FatalityArachnotron")
	    NULL A 0 A_JumpIfInventory("ArchVileFatality", 1, "FatalityArchVile")
		TNT1 A 0 A_JumpIfInventory("Arachnotron2FatalityA", 1, "FatalityArachnotron2AB")
	    NULL A 0 A_JumpIfInventory("PEFatality", 1, "FatalityPE")
		TNT1 A 0 A_MonsterRefire(0,"ForgetTarget")
		Goto Melee

	Kick:
		PLA1 D 3 A_FaceTarget
		PKIK AB 3 A_FastChase
		PKIK C 3 A_CustomMissile("SuperMarineKick",32,0,0,0)
		PKIK B 3 A_FastChase
		PLA1 D 3 A_FaceTarget
		Goto See

	Jump:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("evmarinecanjump", 1)
		TNT1 A 0 ThrustThingZ(0, 32, 0, 1)
		TNT1 A 0 A_Recoil(-6)
		PLA1 J 3
		TNT1 A 0 A_CheckSight("WaitforLand")
		PLA1 J 1
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "WaitForLand")
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, "WaitForLand")
		TNT1 A 0 A_JumpIfTargetInLOS(1)
		Goto FollowPlayer
		TNT1 AAA 0
		TNT1 A 0 A_JumpIfCloser(128, "JumpKick")
		Goto Missile

	WaitforLand:
		TNT1 A 0
		PLA1 JJJJJJJJJJJ 3 A_Checkfloor("ForgetTarget")
		Goto FollowPlayer

	JumpBack:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("evmarinecanjump", 1)
		TNT1 A 0 ThrustThingZ(0, 32, 0, 1)
		TNT1 A 0 A_Recoil(6)
		PLA1 J 3
		TNT1 A 0 A_CheckSight("WaitforLand")
		PLA1 J 1
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "WaitForLand")
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, "WaitForLand")
		TNT1 A 0 A_JumpIfTargetInLOS(1)
		Goto FollowPlayer
		TNT1 AAA 0
		TNT1 A 0 A_JumpIfCloser(128, "JumpKick")
		Goto Missile

	JumpKick:
		TNT1 A 0
		PKIK ABC 2 A_Facetarget
		TNT1 A 0 A_Recoil(-6)
		AKIK A 2 A_CustomMissile("SuperMarineAirKick",28,0,0,0)
		PKIK CBA 2 A_Facetarget
		Goto WaitforLand

	Pain:
	    PLA1 G 3
		TNT1 A 0 A_Jump(128,"Pain.Avoid")
		PLA1 G 3 A_Pain
		Goto FollowPlayer

	Pain.Kick:
	Pain.ExtremePunches:
		PLA1 G 3 A_Pain
		Goto See

	Pain.Avoid:
		TNT1 A 0
		TNT1 A 0 A_Jump(192, "RollLeft", "RollRight")
		Goto JumpBack

	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("ForgetTarget")
		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("ForgetTarget")
		Goto Missile

	Death:
	Death.Bullet:
		TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)	TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		PLAY H 10 A_PlayerScream

		PLAY I 10 A_NoBlocking
		PLAY J 10
		TNT1 A 0 ACS_NamedExecute("RemoveMarineFist")
		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 ACS_NamedExecute("RemoveMarineFist")
        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("FRIENDLY", 0)	TNT1 A 0 A_ChangeFlag("USESPECIAL", 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 ACS_NamedExecute("RemoveMarineFist")
        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("FRIENDLY", 0)	TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
        TNT1 A 0 A_PlaySound("BIGSCREA")
		TNT1 A 0 ACS_NamedExecute("RemoveMarineFist")
        PMET ABCDEFGHI 10 A_CustomMissile ("PlasmaSmoke", 25, 0, random (0, 180), 2, random (0, 180))
        PMET JJJKKKLLL 3 A_CustomMissile ("PlasmaSmoke", 25, 0, random (0, 180), 2, random (0, 180))
        NULL A 0 A_NoBlocking
        PMET M -1
        Stop

    Death.Minigun:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)	TNT1 A 0 A_ChangeFlag("USESPECIAL", 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 ACS_NamedExecute("RemoveMarineFist")
        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 ACS_NamedExecute("RemoveMarineFist")
        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.Explosive:
	XDeath:
		TNT1 A 0 ThrustThingZ(0,60,0,1)
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)	TNT1 A 0 A_ChangeFlag("USESPECIAL", 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 ACS_NamedExecute("RemoveMarineFist")
        MHEA CD 7
        MHEA E -1
		Stop

	 Crush:
	 Death.Stomp:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)	TNT1 A 0 A_ChangeFlag("USESPECIAL", 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 ACS_NamedExecute("RemoveMarineFist")
		TNT1 A 1
		TNT1 A 1 A_XScream
		TNT1 A 1 A_NoBlocking
		Stop

	Death.SuperPunch:
	Death.SSG:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)	TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
	    PLA1 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 ACS_NamedExecute("RemoveMarineFist")
        PLA1 OPQRSTU 8
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        PLA1 U -1
        Stop

    Death.Rape:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)	TNT1 A 0 A_ChangeFlag("USESPECIAL", 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 ACS_NamedExecute("RemoveMarineFist")
        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("FRIENDLY", 0)	TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 ACS_NamedExecute("RemoveMarineFist")
        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_ChangeFlag("FRIENDLY", 0)	TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 ACS_NamedExecute("RemoveMarineFist")
        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:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)	TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
	 PBUR A 1
      PBUR A 1 A_Scream
      PBUR A 1 A_NoBlocking
	  TNT1 A 0 ACS_NamedExecute("RemoveMarineFist")
       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("FRIENDLY", 0)	TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
        TNT1 A 0 A_PlaySound("BIGSCREA")
      BURN W 6 A_Scream
      BURN X 6 A_NoBlocking
	  TNT1 A 0 ACS_NamedExecute("RemoveMarineFist")
       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("FRIENDLY", 0)	TNT1 A 0 A_ChangeFlag("USESPECIAL", 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))
		TNT1 A 0 ACS_NamedExecute("RemoveMarineFist")
		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_Scream
		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 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 ACS_NamedExecute("RemoveMarineFist")
		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 ACS_NamedExecute("RemoveMarineFist")
        TNT1 A 0 A_GiveToTarget("Fatality_Marine",1)
		TNT1 A -1
        Stop

	FatalityZMan:
		TNT1 A 0
		TNT1 A 0 A_Jump(255, "FatalityZMan1","FatalityZMan2","FatalityZMan3","FatalityZMan4","FatalityZMan5")

	FatalityZMan1:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	FTYZ AB 4

	NULL A 0  A_PlaySound("grunt/pain")
	FTYZ BC 3
	FTYZ DEF 3

	NULL A 0 A_PlaySound("BURNZOM", 3)

	TNT1 A 0 A_PlaySound("BONECR1", 1)
	FTYZ FGFGFGF 4

	FTYZ H 4
	TNT1 A 0 A_PlaySound("BONECR2", 1)
	NULL AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
	NULL AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
	FTYZ I 4
	NULL A 0 A_PlaySound ("misc/xdeath", 3)

	NULL AAAAAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 50, 0, random (0, 360), 2, random (50, 130))
	NULL A 0 A_CustomMissile ("XDeathHalfZombieMan", 50, 0, 270, 2, random (0, 160))
	NULL A 0 A_CustomMissile ("XDeathHalfZombieManDown", 50, 0, 90, 2, random (0, 160))
	NULL AAAAAA 0 A_CustomMissile ("Guts", 60, 0, random (0, 360), 2, random (0, 160))
	NULL AAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
	NULL A 0 A_CustomMissile ("Muchblood2", 60, 0, random (0, 360), 2, random (0, 160))
	FTYZ JK 2
	FTYZ L 10
	NULL A 0 A_StopSound(3)
	//////////////////////////////////////////////////////
	NULL A 0 A_TakeInventory("ZombieManFatality",1)
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityZMan2:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	FPZ2 AB 5
	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 7
	TNT1 A 0 A_PlaySound("imp/melee")
	FPZ2 D 7
	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))
	FPZ2 EF 5
	TNT1 A 0 A_PlaySound("grunt/death")
	FPZ2 G 5
	//////////////////////////////////////////////////////
	TNT1 A 0 A_TakeInventory("ZombieManFatality",1)
	TNT1 A 0 A_SpawnItem ("ZombieManDyingAfterFatality")
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityZMan3:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	FPZ3 A 5
	FPZ3 ABCDE 4
	TNT1 A 0 A_PlaySound("grunt/pain", 1)
	FPZ3 FG 4

	FPZ3 HIHJ 4
	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 KLKJ 4
	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 MNMO 4
	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 MNMO 4
	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 PQPR 4
	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 PQPR 4
	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 3

	TNT1 A 0 A_PlaySound("PLATA1", 1)
	//////////////////////////////////////////////////////
	TNT1 A 0 A_TakeInventory("ZombieManFatality",1)
	TNT1 A 0 A_SpawnItem ("DeadZombieManFatality3")
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityZMan4:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	FPZ4 AB 2
	NULL A 0 A_CustomMissile("BDBodyThud", 2, 0, 0, 2, -90)
	NULL A 0 A_PlaySound("grunt/pain", 1)
	NULL A 0 A_PlaySound("player/cyborg/fist", 4)
	FPZ4 CDE 3
	FPZ4 FG 2

	FPZ4 HI 2
	NULL A 0 A_PlaySound("grunt/pain", 1)
	NULL A 0 A_PlaySound("player/cyborg/fist", 4)
	TNT1 A 0 A_SpawnItemEx("Blood", 0, 16, 4)
	NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
	FPZ4 OM 2

	FPZ4 NM 2
	NULL A 0 A_PlaySound("grunt/pain", 1)
	NULL A 0 A_PlaySound("player/cyborg/fist", 4)
	TNT1 A 0 A_SpawnItemEx("MuchBlood", 0, 16, 4)
	NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
	FPZ4 OM 2

	FPZ4 NM 2
	NULL A 0 A_PlaySound("grunt/pain", 1)
	NULL A 0 A_PlaySound("player/cyborg/fist", 4)
	TNT1 A 0 A_SpawnItemEx("MuchBlood", 0, 16, 4)
	NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
	FPZ4 OM 2

	FPZ4 NM 2
	NULL A 0 A_PlaySound("grunt/pain", 1)
	NULL A 0 A_PlaySound("player/cyborg/fist", 4)
	TNT1 A 0 A_SpawnItemEx("MuchBlood", 0, 16, 4)
	NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
	FPZ4 OM 2

	FPZ4 NM 2
	NULL A 0 A_PlaySound("grunt/pain", 1)
	NULL A 0 A_PlaySound("player/cyborg/fist", 4)
	TNT1 A 0 A_SpawnItemEx("ZombiemanHeadExplode", 0, 16, 16)
	TNT1 A 0 A_SpawnItem("SplatteredLarge")
	NULL AAAAAAAA 0 A_CustomMissile ("SmallBrainPiece", 5, 0, random (0, 360), 2, random (0, 160))
	FPZ4 P 7
	FPZ4 L 6
	//////////////////////////////////////////////////////
	TNT1 A 0 A_TakeInventory("ZombieManFatality",1)
	TNT1 A 0 A_SpawnItem ("DeadZombieManFatality3")
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityZMan5: //Face Rip
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
	FRAA AB 2
	TNT1 A 0 A_PlaySound("misc/xdeath4c", 3)
	TNT1 A 0 A_PlaySound("grunt/pain", 2)
	FRAA ABABAB 2
	FRAA ABAB 2 A_CustomMissile ("Blood", 40, 0, random (0, 360), 2, random (40, 90))

	TNT1 A 0 A_PlaySound("misc/xdeath4c", 5)
	TNT1 A 0 A_PlaySound("misc/xdeath4f", 7)
	TNT1 AAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (40, 90))
	TNT1 AAA 0 A_CustomMissile ("BloodMist", 40, 0, random (0, 360), 2, random (40, 90))
	FRAA CDE 4
	//////////////////////////////////////////////////////
	TNT1 A 0 A_SpawnItemEx ("DyingZManFatality5", 32,32,4)
	TNT1 A 0 A_TakeInventory("ZombieManFatality",1)
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityImp:
		TNT1 A 0
		TNT1 A 0 A_Jump(255,"FatalityImp1","FatalityImp2","FatalityImp3","FatalityImp4")

	FatalityImp1:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	FTYI AB 3
	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")
	FTYI GHIJK 3
	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 LMN 4
	FTYI NO 4
	TNT1 A 0 A_PlaySound("misc/xdeath3")
	FTYI NO 4
	TNT1 A 0 A_PlaySound("misc/xdeath3")
	FTYI NO 4
	TNT1 A 0 A_PlaySound("misc/xdeath3")
	FTYI N 4
	//////////////////////////////////////////////////////
	TNT1 A 0 A_TakeInventory("ImpFatality",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

	FatalityImp2://Spine Pull
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	NULL A 0 A_SpawnItem("Blood", 0, 48)
	NULL A 0 A_SpawnItem("MuchBlood", 0, 48)
	NULL A 0  A_PlaySound("imp/pain", 4)
	NULL A 0  A_PlaySound("BONECR2", 1)
	XXXX AAA 0 A_CustomMissile ("XDeath1", 48, 0, random (0, 360), 2, random (40, 90))

	FTBI BC 2
	NULL A 0  A_PlaySound("imp/die", 4)

	FTBI D 12
	TNT1 A 0 A_SpawnItemEx("SplatteredSmall", 0, 15)

	NULL A 0 A_SpawnItem("MuchBlood2", 0, 48)
	XXXX AAA 0 A_CustomMissile ("XDeath1", 48, 0, random (0, 360), 2, random (40, 90))
	XXXX AAA 0 A_CustomMissile ("XDeath2b", 48, 0, random (0, 360), 2, random (40, 90))
	XXXX AAA 0 A_CustomMissile ("XDeath3b", 48, 0, random (0, 360), 2, random (40, 90))
	FTBI EF 3
	FTBI G 12
	//////////////////////////////////////////////////////
	NULL A 0 A_TakeInventory("ImpFatality",1)
	NULL A 0 A_SpawnItem ("ImpMessyCorpse")
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityImp3:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	FTCI AB 2
	TNT1 A 0 A_PlaySound("imp/pain", 1)
	TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
	FTCI CDE 2
	FTCI E 6

	FTCI FGG 4
	FTCI H 2
	NULL A 0 A_PlaySound("imp/pain", 1)
	NULL A 0 A_PlaySound("player/cyborg/fist", 4)
	NULL A 0 A_SpawnItemEX("Blood", 0, 15, 10)
	NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
	FTCI I 2
	FTCI H 2
	FTCI G 2

	FTCI H 2
	NULL A 0 A_PlaySound("imp/pain", 1)
	NULL A 0 A_PlaySound("player/cyborg/fist", 4)
	NULL A 0 A_SpawnItemEX("Blood", 0, 15, 10)
	NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
	FTCI I 2
	FTCI H 2
	FTCI G 2

	FTCI H 2
	NULL A 0 A_PlaySound("imp/pain", 1)
	NULL A 0 A_PlaySound("player/cyborg/fist", 4)
	TNT1 A 0 A_SpawnItemEx("SplatteredSmall", 0, 15)
	NULL A 0 A_SpawnItemEX("Blood", 0, 15, 10)
	NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
	FTCI I 2
	FTCI H 2
	FTCI G 2

	FTCI H 2
	NULL A 0 A_PlaySound("imp/pain", 1)
	NULL A 0 A_PlaySound("player/cyborg/fist", 4)
	NULL A 0 A_SpawnItemEX("Blood", 0, 15, 10)
	NULL A 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
	FTCI I 2
	FTCI H 2
	FTCI G 2

	FTCI H 2

	NULL A 0 A_PlaySound("imp/pain", 1)
	NULL A 0 A_PlaySound("player/cyborg/fist", 4)
	TNT1 A 0 A_SpawnItem("ImpHeadExplode", 0, 10)
	FTCI L 5
	FTCI J 5
	//////////////////////////////////////////////////////
	TNT1 A 0 A_TakeInventory("ImpFatality",1)
	TNT1 A 0 A_SpawnItem ("impfacesorapedomgthisiscruel")
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityImp4://punches standing still
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	FTYI AB 4
	FTDI AB 5
	TNT1 A 0 A_PlaySound("imp/pain", 1)
	TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
	TNT1 A 0 A_SpawnItemEx ("Blood", 0, -15, 60)
	TNT1 A 0 A_CustomMissile ("Teeth", 54, -7, random (0, 360), 2, random (0, 160))
	FTDI B 4

	FTDI C 6

	TNT1 A 0 A_PlaySound("imp/pain", 1)
	TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)

	TNT1 A 0 A_SpawnItemEx ("Blood", 0, -15, 60)
	TNT1 AA 0 A_CustomMissile ("Teeth", 52, -6, random (0, 360), 2, random (0, 160))
	FTDI B 4

	FTDI C 6
	TNT1 A 0 A_PlaySound("imp/pain", 1)
	TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
	TNT1 A 0 A_PlaySound("misc/xdeath4c", 3)
	TNT1 A 0 A_SpawnItemEx ("Blood", 0, -15, 60)
	TNT1 AAA 0 A_CustomMissile ("Teeth", 53, -6, random (0, 360), 2, random (0, 160))
	FTDI D 4

	FTDI E 6
	TNT1 A 0 A_PlaySound("imp/pain", 1)
	TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
	TNT1 A 0 A_PlaySound("misc/xdeath4c", 3)
	TNT1 A 0 A_SpawnItemEx ("Blood", 0, -15, 60)
	TNT1 AAA 0 A_CustomMissile ("Teeth", 53, -6, random (0, 360), 2, random (0, 160))
	FTDI D 4

	FTDI E 6
	FTDI I 5
	TNT1 A 0 A_PlaySound("imp/pain", 1)
	TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
	TNT1 A 0 A_PlaySound("misc/xdeath", 3)
	TNT1 A 0 A_SpawnItemEx ("ImpHeadExplode", 0, -15, 60)
	FTDI F 4

	FTDI GH 4
	FTDI J 7
	//////////////////////////////////////////////////////
	TNT1 A 0 A_TakeInventory("ImpFatality",1)
	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(255,"FatalitySergeant1","FatalitySergeant2","FatalitySergeant3","FatalitySergeant4")

	FatalitySergeant1:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	FTYS A 4 A_PlaySound("grunt/pain")
	FTYS BC 4
	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

	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 4
	TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
	FTYS R 10
	NULL A 0 A_StopSound(3)
	///////////////////////////////////////////////////////
	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://Split personality
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	FTYS J 3
	FTYS J 1 A_PlaySound("BURNZOM",3)
	FTYS JJJJ 3
	FTYS J 1 A_PlaySound("grunt/death")
	FTYS K 4
	NULL AAAA 0 A_CustomMissile ("XDeath1", 20, 0, random (0, 360), 2, random (0, 160))
	NULL AA 0 A_CustomMissile ("XDeath2", 20, 0, random (0, 360), 2, random (0, 160))
	NULL AA 0 A_CustomMissile ("XDeath3", 20, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAA 0 A_CustomMissile ("BloodMist", 50, 0, random (0, 360), 2, random (20, 90))
	NULL A 0 A_CustomMissile ("RipSergeant", 0, 0, random (0, 360), 2, random (0, 160))
	FTYS LMNO 3
	FTYS O 5
	NULL A 0 A_StopSound(3)
	///////////////////////////////////////////////////////
	NULL A 0 A_TakeInventory("SergeantFatality",1)
	NULL A 0 A_SpawnItem ("GrowingBloodPool")
	NULL A 0 A_SpawnItem ("DeadShotgunguy_Half", 1)
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalitySergeant3:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	FSP3 A 4

	FSP3 B 4 A_PlaySound("grunt/pain")
	FSP3 CDE 4
	FSP3 E 6

	FSP3 FG 4
	TNT1 A 0 A_PlaySound("grunt/death")
	TNT1 AAAA 0 A_CustomMissile ("XDeath1", 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")
	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 20
	///////////////////////////////////////////////////////
	TNT1 A 0 A_TakeInventory("SergeantFatality",1)
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalitySergeant4:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	SGF8 A 5

	SGF8 B 5
	TNT1 A 0  A_PlaySound("grunt/pain")
	//SCREAMS!
	SGF8 A 4

	SGF8 B 4
	TNT1 A 0  A_PlaySound("grunt/pain")
	//SCREAMS!
	SGF8 A 4

	SGF8 B 4
	TNT1 A 0  A_PlaySound("grunt/pain")
	TNT1 A 0 A_PlaySound("misc/xdeath4a", 4)
	//SPLATTERS!

	SGF8 CD 4
	TNT1 A 0 A_PlaySound("BURNZOM", 3)
	TNT1 AAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 29, -5, random (0, 360), 2, random (0, 160))
	TNT1 AAAAA 0 A_CustomMissile ("Blood", 29, -5, random (0, 360), 2, random (0, 160))
	//

	SGF8 EF 4 A_CustomMissile ("Blood", 24, -11, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_PlaySound("misc/xdeath2c", 5)
	SGF8 G 5
	TNT1 A 0 A_PlaySound("misc/xdeath2c", 5)
	TNT1 AA 0 A_CustomMissile ("Blood", 29, -5, random (0, 360), 2, random (0, 160))
	SGF8 H 5
	SGF8 H 4
	TNT1 A 0 A_PlaySound("misc/xdeath4a", 6)
	SGF8 H 6
	SGF8 I 4
	TNT1 AA 0 A_CustomMissile ("XDeath1", 7, -33, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath4", 8, -30, random (0, 360), 2, random (0, 160))
	SGF8 JJ 4 A_CustomMissile ("Blood", 29, -27, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("Blood", 29, -27, random (0, 360), 2, random (0, 160))
	SGF8 KL 5 A_CustomMissile ("Blood", 29, -27, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_Stopsound(3)

	SGF8 LL 6
	TNT1 AAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 50, 0, random (0, 360), 2, random (50, 130))
	TNT1 AA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAA 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 AAA 0 A_CustomMissile ("Guts", 50, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
	SGF8 MMM 4

	TNT1 A 0 A_TakeInventory("SergeantFatality",1)
	TNT1 A 0 A_SpawnItem("FatalizedSGGuy4", 1)
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityComando:
		TNT1 A 0
		TNT1 A 0 A_Jump(255,"FatalityComando1","FatalityComando2")

	FatalityComando1:
	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)
	NULL A 0 A_PlaySound("CLAP")
	CFTA EFF 3
	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 ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
	CFTA L 3

	CFTA M 7
	CFTA OPQR 4
	NULL A 0 A_PlaySound("grunt/pain")
	NULL A 0 A_PlaySound("grunt/death")
	CFTA R 7
	NULL A 0 A_PlaySound("BURNZOM",3)
	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 12
	NULL A 0 A_StopSound(3)
	//////////////////////////////////////////////////////
	NULL A 0 A_TakeInventory("ComandoFatality",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 FollowPlayer

	FatalityComando2:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	CFTC A 1
	CFTC A 1 A_PlaySound("BURNZOM",3)
	CFTC AAAA 5
	CFTC B 1 A_PlaySound("grunt/death")
	CFTC B 6
	NULL AAAA 0 A_CustomMissile ("XDeath1", 20, 0, random (0, 360), 2, random (0, 160))
	NULL AA 0 A_CustomMissile ("XDeath2", 20, 0, random (0, 360), 2, random (0, 160))
	NULL AA 0 A_CustomMissile ("XDeath3", 20, 0, random (0, 360), 2, random (0, 160))
	NULL AAAAAAAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
	NULL AA 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
	NULL A 0 A_CustomMissile ("XdeathChainArm", 42, 0, random (0, 360), 2, random (0, 160))
	NULL A 0 A_CustomMissile ("XdeathChainLeg", 42, 0, random (0, 360), 2, random (0, 160))
	NULL A 0 A_CustomMissile ("XdeathGuts", 42, 0, random (0, 360), 2, random (0, 160))
	CFTC CDEF 4
	CFTC F 7
	NULL A 0 A_StopSound(3)
	//////////////////////////////////////////////////////
	NULL A 0 A_TakeInventory("ComandoFatality",1)
	NULL A 0 A_SpawnItemEx("DeadChaingunGuy_Half", 0, 0, 40, 0, 0)
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityDemon:
		TNT1 A 0
		TNT1 A 0 A_Jump(255,"FatalityDemon1","FatalityDemon2","FatalityDemon3")

	FatalityDemon1:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	FDEM A 4
	FDEM B 4 A_PlaySound("demon/melee")
	NULL A 0  A_PlaySound("BONECR1", 1)
	FDEM C 4
	FDEM C 1 A_PlaySound("demon/pain")

	FDEM CDCDCD 3
	NULL A 0  A_PlaySound("BONECR2", 1)
	NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
	NULL A 0 A_CustomMissile ("MuchBlood", 40, 0, random (0, 360), 2, random (0, 160))
	FDEM EFGHI 3 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
	NULL A 0 A_CustomMissile ("XDeathPinkyDemonHead", 32, 0, 90, 2, random (0, 90))
	//////////////////////////////////////////////////////
	NULL A 0 A_TakeInventory("DemonFatality",1)
	NULL A 0 A_SpawnItemEx("DyingDemon", 0, 1, 1, 1, 1)
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityDemon2:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	FDEM J 2
	FDEM J 5 A_PlaySound("demon/pain")
	FDEM J 4
	FDEM K 3
	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 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
	NULL A 0 A_CustomMissile ("XDeathStomach", 32, 0, random (0, 360), 2, random (0, 160))
	FDEM LMN 6
	FDEM OO 3
	//////////////////////////////////////////////////////
	NULL A 0 A_TakeInventory("DemonFatality",1)
	NULL A 0 A_SpawnItemEx("DeadDemonHalf", 0, 1, 1, 1, 1)
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityDemon3:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	FD2M A 2
	FDEM J 0 A_PlaySound("demon/pain")
	FD2M A 5

	FD2M B 3
	FD7M B 1
	FD2M C 3
	NULL A 0 A_PlaySound("demon/pain")
	NULL A 0 A_PlaySound("player/cyborg/fist", 1)
	NULL A 0 A_SpawnItem("Blood", 0, 20)
	FD2M BD 4

	FD2M E 4
	FD2M F 7
	FD2M GHH 4
	NULL AAA 0 A_SpawnItem("Blood", 0, 5)
	NULL A 0 A_SpawnItem("MeatDeath", 0, 1)
	FD2M IJJJJ 5

	//////////////////////////////////////////////////////
	NULL A 0 A_TakeInventory("DemonFatality",1)
	NULL A 0 A_SpawnItemEx("DeadDemonStomped", 0, 1, 1, 1, 1)
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityCacoDemon:
		TNT1 A 0
		TNT1 A 0 A_Jump(255,"FatalityCacoDemon1","FatalityCacoDemon2")

	FatalityCacoDemon1:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	CACF ABC 4
	CACF D 4 A_PlaySound("misc/xdeath4", 4)
	CACF E 4 A_PlaySound("caco/death", 1)
	NULL AAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 45, 0, random (0, 180), 2, random (0, 180))
	NULL AAAAAAAAAAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 45, 0, random (0, 360), 2, random (0, 360))
	NULL AAA 0 A_CustomMissile ("Blue_Blood", 45, 0, random (0, 360), 2, random (0, 160))
	CACF EFGHII 4 A_CustomMissile ("Blue_Blood", 45, 0, random (0, 360), 2, random (0, 160))
	CACF J 4 A_PlaySound("misc/xdeath2", 4)
	CACF KLMMM 4 A_CustomMissile ("Blue_Blood", 15, 0, random (0, 360), 2, random (0, 160))
	//////////////////////////////////////////////////////
	NULL A 0 A_TakeInventory("CacoDemonFatality",1)
	NULL A 0 A_SpawnItemEx("DeadCacoDemon", 0, 1, 1, 1, 1)
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityCacoDemon2:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	CA2F AB 4
	NULL A 0 A_PlaySound("caco/pain")
	CA2F BCDEE 4
	NULL A 0  A_PlaySound("BONECR1", 1)
	CA2F F 2
	NULL A 0 A_PlaySound("caco/pain")

	CA2F F 4
	NULL A 0 A_PlaySound("misc/xdeath2")
	NULL A 0  A_PlaySound("BONECR1", 3)
	CA2F GGGG 4 A_CustomMissile ("Blue_Blood", 25, 0, random (0, 180), 2, random (0, 180))
	NULL AAAAA 0 A_CustomMissile ("CacoXDeath7", 25, 0, random (0, 360), 2, random (0, 160))
	CA2F H 4
	NULL A 0 A_CustomMissile ("RipCaco", 35, 0, random (0, 360), 2, random (0, 160))
	CA2F I 10
	//////////////////////////////////////////////////////
	NULL A 0 A_TakeInventory("CacoDemonFatality",1)
	NULL A 0 A_SpawnItem ("DeadHalfCacoDemon", 1)
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityRevenant:
		TNT1 A 0
		TNT1 A 0 A_Jump(255,"FatalityRevenant1","FatalityRevenant2")

	FatalityRevenant1:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	FREV ABABAB 3
	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))
	FREV C 4 A_PlaySound("skeleton/pain")
	FREV D 4
	FREV EFGHIJKL 4
	FREV M 5 A_PlaySound("skeleton/sight")
	FREV N 2
	FREV O 2

	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))

	FREV PQR 2
	//////////////////////////////////////////////////////
	TNT1 A 0 A_TakeInventory("RevenantFatality",1)
	TNT1 A 0 A_SpawnItemEx("DyingRevenant", 35, 35, 0, 1, 1)
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityRevenant2:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	FRE2 A 5
	FRE2 A 5 A_PlaySound("skeleton/pain")
	FRE2 A 5
	NULL A 0 A_CustomMissile ("Muchblood2", 40, 0, random (0, 360), 2, random (50, 130))
	NULL AA 0 A_CustomMissile ("XDeath2", 40, 0, random (0, 360), 2, random (0, 160))
	NULL AA 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
	FRE2 BCDEFGGGGG 3

	//////////////////////////////////////////////////////
	NULL A 0 A_TakeInventory("RevenantFatality",1)
	NULL A 0 A_SpawnItem("VeryFuckedUpRevenant")
	NULL A 0 A_SpawnItem("HMLSpawner")
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityArachnotron:
		TNT1 A 0
		TNT1 A 0 A_Jump(255,"FatalityArachnotron1","FatalityArachnotron2","FatalityArachnotron3")

	FatalityArachnotron1:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	ARF1 ABABABABABABAB 2
	NULL A 0 A_SpawnItem("Spark_UpOnce",0,60)
	ARF1 CD 3
	NULL A 0 A_PlaySound("baby/death")
	ARF1 EFFFF 3
	ARF1 GGHHI 3
	NULL AAA 0 A_CustomMissile ("Guts2", 14, 0, random (0, 360), 2, random (0, 160))
	NULL AAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
	NULL AAA 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 A 0 A_CustomMissile ("MuchBlood2", 50, 0, random (0, 360), 2, random (0, 160))
	ARF1 JKLMNNNNNNN 3

	//////////////////////////////////////////////////////
	NULL A 0 A_TakeInventory("ArachnotronFatality",1)
	NULL A 0 A_SpawnItemEx("RapedArachnotron", 0, 1, 1, 1, 1)
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityArachnotron2:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	ARF1 ABABABABABABAB 2
	NULL A 0 A_SpawnItem("Spark_UpOnce",0,60)
	ARF1 CD 3
	NULL A 0 A_PlaySound("baby/death")
	ARF1 EFFFF 3
	ARF3 GHHHH 3
	ARF3 G 2
	NULL AAA 0 A_CustomMissile ("Guts2", 14, 0, random (0, 360), 2, random (0, 160))
	NULL AAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
	NULL AAA 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 A 0 A_CustomMissile ("MuchBlood2", 50, 0, random (0, 360), 2, random (0, 160))
	ARF3 IJKLLLLLL 3

	//////////////////////////////////////////////////////
	NULL A 0 A_TakeInventory("ArachnotronFatality",1)
	NULL A 0 A_SpawnItemEx("RapedArachnotron", 0, 1, 1, 1, 1)
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityArachnotron3:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	ARF2 A 6
	NULL A 0 A_PlaySound("SPIPAIN2")
	ARF2 B 3
	ARF2 BIBIBI 2
	NULL A 0 A_PlaySound("baby/death")
	NULL AAAAA 0 A_CustomMissile ("Guts2", 14, 0, random (0, 360), 2, random (0, 160))
	NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
	NULL AAAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
	NULL AAAAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
	NULL A 0 A_CustomMissile ("MuchBlood2", 50, 0, random (0, 360), 2, random (0, 160))

	ARF2 CDE 3
	TNT1 A 0 A_SpawnItemEX("XDeathArachnotronHead",0,0,50,10,0,5,180)
	//////////////////////////////////////////////////////
	NULL A 0 A_TakeInventory("ArachnotronFatality",1)
	NULL A 0 A_SpawnItemEx("NoLegsSpider", 0, 1, 1, 1, 1)
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityArchVile:
		TNT1 A 0
		TNT1 A 0 A_Jump(255,"FatalityArchVile1","FatalityArchVile2")

	FatalityArchVile1:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	AVF1 A 1
	AVF1 A 1 A_PlaySound("vile/pain")
	AVF1 A 10

	NULL AA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
	NULL AAA 0 A_CustomMissile ("XDeath2", 50, 0, random (0, 360), 2, random (0, 160))
	NULL AAA 0 A_CustomMissile ("XDeath3", 50, 0, random (0, 360), 2, random (0, 160))
	NULL A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))

	AVF1 A 1 A_PlaySound("vile/Death")
	AVF1 BCDEEEFGHHH 5 A_CustomMissile ("PlayerFlyingBlood", 60, 0, random (0, 360), 2, random (0, 160))
	AVF1 IJKLM 2
	NULL AAAA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
	NULL A 0 A_CustomMissile ("MuchBlood", 5, 0, random (0, 360), 2, random (0, 160))
	NULL A 0 A_PlaySound("CLAP")
	NULL A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
	AVF1 N 15
	AVF1 OPQQR 3
	NULL AA 0 A_CustomMissile ("XDeath1", 20, 0, random (0, 360), 2, random (0, 160))
	NULL AAA 0 A_CustomMissile ("XDeath2", 20, 0, random (0, 360), 2, random (0, 160))
	NULL AAA 0 A_CustomMissile ("XDeath3", 20, 0, random (0, 360), 2, random (0, 160))
	NULL A 0 A_CustomMissile ("MuchBlood", 10, 0, random (0, 360), 2, random (0, 160))
	NULL A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
	AVF1 STUUUUVVVV 2
	NULL A 0 A_PlaySound("*taunt")
	AVF1 V 5
	AVF1 WXWX 5
	AVF1 V 5
	//////////////////////////////////////////////////////
	NULL A 0 A_TakeInventory("ArchVileFatality",1)
	NULL A 0 A_SpawnItem("FatalizedArchvile1")
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityArchVile2:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	TNT1 A 0 A_PlaySound("weapons/fistwhoosh")
	AVF2 A 5
	TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 55, 10, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
	AVF2 B 4

	AVF2 C 6
	TNT1 A 0 A_PlaySound("weapons/fistwhoosh")

	AVF2 D 4
	NULL A 0  A_PlaySound("BONECR1", 5)
	AVF2 EDEDE 3
	NULL A 0  A_PlaySound("BONECR2", 5)

	TNT1 A 0 A_CustomMissile ("PlayerFlyingBlood", 55, 12, random (0, 360), 2, random (0, 160))
	AVF2 E 5
	NULL A 0 A_SpawnItemEx ("MuchBlood", 0, 10, 60)
	AVF2 F 5 A_PlaySound("vile/pain",8)

	AVF2 GGGH 4
	TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
	NULL A 0 A_SpawnItemEx ("MuchBlood", 0, 15, 60)
	AVF2 IKJK 4
	TNT1 A 0 A_PlaySound("vile/pain",8)
	TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
	NULL A 0 A_SpawnItemEx ("MuchBlood", 0, 17, 60)
	AVF2 LKJK 4
	TNT1 A 0 A_PlaySound("vile/pain",8)
	TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
	NULL A 0 A_SpawnItemEx ("MuchBlood", 0, 17, 55)
	AVF2 LNM 4
	TNT1 A 0 A_PlaySound("vile/pain",8)
	TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
	NULL A 0 A_SpawnItemEx ("MuchBlood", 0, 18, 55)
	AVF2 ONMN 4
	TNT1 A 0 A_PlaySound("vile/pain",8)
	TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
	NULL A 0 A_SpawnItemEx ("MuchBlood", 0, 18, 55)
	AVF2 ONMN 4
	TNT1 A 0 A_PlaySound("vile/pain",8)
	TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
	NULL A 0 A_SpawnItemEx ("MuchBlood", 0, 18, 55)
	AVF2 ONMN 4
	TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
	NULL A 0 A_SpawnItemEx ("MuchBlood", 0, 18, 55)

	TNT1 A 0 A_PlaySound("vile/death",9)
	AVF2 OPUV 3
	TNT1 A 0 A_Playsound("CLAP",2)
	NULL A 0 A_SpawnItemEx ("MuchBlood", 0, 7, 15)
	TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
	AVF2 Q 6
	AVF2 RS 3

	NULL A 0 A_SpawnItemEx ("MuchBlood", 0, 7, 15)
	TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
	AVF2 Q 6
	AVF2 RS 3

	NULL A 0 A_SpawnItemEx ("MuchBlood", 0, 7, 15)
	TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
	AVF2 Q 6
	AVF2 RS 3

	NULL A 0 A_SpawnItemEx ("MuchBlood", 0, 7, 15)
	TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
	AVF2 Q 6
	AVF2 RS 3

	NULL A 0 A_SpawnItemEx ("MuchBlood", 0, 7, 15)
	TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
	AVF2 Q 4
	AVF2 RS 4

	NULL A 0 A_SpawnItemEx ("MuchBlood", 0, 7, 15)
	TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
	AVF2 Q 4
	AVF2 RS 4

	NULL A 0 A_SpawnItemEx ("MuchBlood", 0, 7, 15)
	TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
	AVF2 Q 4
	AVF2 RS 4

	NULL A 0 A_SpawnItemEx ("MuchBlood", 0, 7, 15)
	TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
	AVF2 Q 5
	AVF2 R 7

	TNT1 A 0 A_TakeInventory("ArchVileFatality",1)
	TNT1 A 0 A_SpawnItemEx("ArchvileStabbedTheFuckOut", 5, 2, 1, 0, 0)
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityArachnotron2AB:
		TNT1 A 0
		TNT1 A 0 A_Jump(255,"FatalityArachnotron2B","FatalityArachnotron2A")

	FatalityArachnotron2B:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	ARF6 A 6
	NULL A 0 A_PlaySound("baby/pain")
	ARF6 B 3
	ARF6 BIBIBI 2
	NULL A 0 A_PlaySound("baby/death")
	NULL AAAAA 0 A_CustomMissile ("Guts2", 14, 0, random (0, 360), 2, random (0, 160))
	NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
	NULL AAAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
	NULL AAAAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
	NULL A 0 A_CustomMissile ("MuchBlood2", 50, 0, random (0, 360), 2, random (0, 160))

	ARF6 CD 3
	ARF6 EF 3
	NULL A 0 A_CustomMissile ("XDeathArachnotronHead2", 50, 0, random (0, 360), 2, random (40, 130))
	//////////////////////////////////////////////////////
	NULL A 0 A_TakeInventory("Arachnotron2FatalityA",1)
	TNT1 A 0 A_SpawnItem("ArachnoTurretFrame2", 45)
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityArachnotron2A:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	ARF5 ABABABABABABAB 2
	TNT1 A 0 A_PlaySound("BONEBRK3", 3)
	NULL A 0 A_SpawnItem("Spark_UpOnce",0,60)
	ARF5 CD 3
	NULL A 0 A_PlaySound("baby/death")
	ARF5 EFFFF 3
	ARF5 GGHHI 3

	TNT1 A 0 A_PlaySound("misc/gibbed", 3)
	NULL AAAAA 0 A_CustomMissile ("Guts2", 14, 0, random (0, 360), 2, random (0, 160))
	NULL AAAAAA 0 A_CustomMissile ("CeilBloodLauncher", 40, 0, random (0, 360), 2, random (50, 130))
	NULL AAAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
	NULL AAAAA 0 A_CustomMissile ("XDeath2", 10, 0, random (0, 360), 2, random (0, 160))
	NULL AAAAA 0 A_CustomMissile ("XDeath3", 10, 0, random (0, 360), 2, random (0, 160))
	NULL A 0 A_CustomMissile ("MuchBlood2", 50, 0, random (0, 360), 2, random (0, 160))
	ARF5 JKLMMMMMMMMM 3 A_CustomMissile ("Brutal_LiquidBlood2", 16, 0, random (0, 360), 2, random (60, 120))

	//////////////////////////////////////////////////////
	NULL A 0 A_TakeInventory("Arachnotron2FatalityA",1)
	NULL A 0 A_SpawnItemEx("RapedArachnotron2", 0, 1, 1, 1, 1)
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityPE:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	PA1F A 3
	FATF E 0 A_PlaySound("demon/pain")
	PA1F A 4

	NULL AAAAAA 0 A_CustomMissile ("Blood", 55, 0, random (0, 180), 2, random (0, 180))
	NULL AA 0 A_CustomMissile ("XDeath1", 55, 0, random (0, 360), 2, random (0, 160))
	NULL A 0 A_PlaySound("demon/pain")

	PA1F BCDEEEEEFGHI 3

	NULL A 0 A_PlaySound("demon/pain")

	PA1F JKKKK 3

	PA1F L 4
	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 ("MuchBlood", 90, 0, random (0, 360), 2, random (0, 160))

	PA1F MNNNNNNN 3

	PA1F OPQR 3

	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 ("MuchBlood", 90, 0, random (0, 360), 2, random (0, 160))

	PA1F RQPQR 3

	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 ("MuchBlood", 90, 0, random (0, 360), 2, random (0, 160))

	PA1F RQPQR 3

	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 ("MuchBlood", 90, 0, random (0, 360), 2, random (0, 160))

	PA1F RQPQR 3

	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 ("MuchBlood", 90, 0, random (0, 360), 2, random (0, 160))

	PA1F S 15
	PA1F STSTST 6 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
	PA1F S 4

	//////////////////////////////////////////////////////
	NULL A 0 A_TakeInventory("PEFatality",1)
	NULL A 0 A_SpawnItemEX("FatalizedPE",32)
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityLabGuy:
		TNT1 A 0
		TNT1 A 0 A_Jump(255,"FatalityLabGuy1","FatalityLabGuy2","FatalityLabGuy3")

	FatalityLabGuy1: //Face kicker
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	FSF1 A 6
	FSF1 B 4
	TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAA 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_PlaySound("grunt/pain", 1)
	TNT1 A 0 A_PlaySound("marine/superfist1", 3)
	TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
	FSF1 C 4
	FSF1 DE 5
	TNT1 A 0 A_PlaySound("FUCK1", 4)
	FSF1 F 15
	FSF1 G 3
	TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAA 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_PlaySound("marine/superfist1", 3)
	TNT1 A 0 A_PlaySound("grunt/pain", 1)
	FSF1 H 4
	FSF1 M 4
	FSF1 G 6
	/////// Kick
	FSF1 G 3
	TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAA 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_PlaySound("marine/superfist1", 3)
	TNT1 A 0 A_PlaySound("grunt/pain", 1)
	FSF1 H 4
	FSF1 M 4
	FSF1 G 6
	/////// Kick
	FSF1 G 3
	TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAA 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_PlaySound("marine/superfist1", 3)
	TNT1 A 0 A_PlaySound("grunt/pain", 1)
	FSF1 H 4
	FSF1 M 4
	FSF1 G 6
	/////// Kick
	FSF1 G 3
	TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAA 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_PlaySound("marine/superfist1", 3)
	TNT1 A 0 A_PlaySound("grunt/pain", 1)
	FSF1 H 4
	FSF1 M 4
	FSF1 G 6
	/////// Kick
	FSF1 G 3
	TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAA 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_PlaySound("marine/superfist1", 3)
	TNT1 A 0 A_PlaySound("grunt/pain", 1)
	FSF1 H 4
	FSF1 M 4
	TNT1 A 0 A_PlaySound("SALUTE", 4)
	FSF1 G 6
	/////// FINISH HIM!
	FSF1 F 17
	FSF1 G 3
	TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAA 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_PlaySound("grunt/pain", 1)
	TNT1 A 0 A_PlaySound("marine/superfist1", 3)
	FSF1 I 5
	FSF1 J 4
	FSF1 K 5
	TNT1 A 0 A_CustomMissile ("BloodyAxe", 50, 0, random (0, 360), 2, random (0, 160))
	//////////////////////////////////////////////////////
	TNT1 A 0 A_TakeInventory("LabGuyToken3",1)
	TNT1 A 0 A_CustomMissile ("LabguyBeatenDown", 1, 0, random (0, 360), 2, random (130, 180)) //refers to Labguy decorate corpse item!
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityLabGuy2: // axe mutilator
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	FSF2 ABC 4
	TNT1 AAAA 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_PlaySound("grunt/pain", 1)
	TNT1 A 0 A_PlaySound("marine/superfist1", 4)
	TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
	FSF2 D 5
	FSF2 E 5
	FSF2 F 7
	TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
	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_PlaySound("misc/xdeath4c", 4)
	FSF2 G 6

	FSF2 H 5
	NULL A 0 A_CustomMissile ("LabGuyHead", 1, 0, random (0, 360), 2, random (0, 160))
	FSF2 P 2
	TNT1 A 0 A_PlaySound("misc/xdeath4a", 4)
	TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath4", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
	FSF2 P 2
	FSF2 IPJ 4
	TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
	TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath2", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
	FSF2 P 2
	FSF2 IPJ 4
	TNT1 A 0 A_PlaySound("misc/xdeath4a", 4)
	TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAA 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))
	FSF2 P 2
	FSF2 KQL 4
	TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
	TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
	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))
	FSF2 Q 2
	FSF2 KQL 4
	TNT1 A 0 A_PlaySound("misc/xdeath4a", 4)
	TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAA 0 A_CustomMissile ("Xdeath3", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
	FSF2 Q 2
	FSF2 MRN 4
	TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
	TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAA 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))
	FSF2 R 2
	FSF2 MRN 4
	TNT1 A 0 A_PlaySound("misc/xdeath4a", 4)
	TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAA 0 A_CustomMissile ("Guts", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
	FSF2 R 2
	FSF2 MRN 4
	TNT1 A 0 A_PlaySound("misc/xdeath4a", 4)
	TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAA 0 A_CustomMissile ("Guts", 15, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
	FSF2 R 2
	FSF2 O 7
	TNT1 A 0 A_Custommissile("BloodyAxe", 32, 0, random (0, 360), 2, random (50, 130))
	//////////////////////////////////////////////////////
	TNT1 A 0 A_TakeInventory("LabGuyToken3",1)
	TNT1 A 0 A_SpawnItem ("AxeSplitLabguy") //refers to Labguy decorate corpse item!
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityLabGuy3: //axe - face
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	FSF3 AB 4
	TNT1 A 0 A_Playsound("grunt/sight7",2)
	FSF3 CD 4
	TNT1 A 0 A_Playsound("misc/xdeath4c",1)
	TNT1 AA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
	TNT1 A 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
	FSF3 EFGH 5
	TNT1 A 0 A_CustomMissile ("BloodyAxe", 50, 0, random (0, 360), 2, random (0, 160))
	//////////////////////////////////////////////////////
	TNT1 A 0 A_TakeInventory("LabGuyToken3",1)
	TNT1 A 0 A_SpawnItem ("FacelessLabguy") //refers to Labguy decorate corpse item!
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityPVP:
	NULL A 0
	NULL A 0 A_Jump(255, "FatalityPVP1", "FatalityPVP2", "FatalityPVP3")

	FatalityPVP1:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	PVPF ABB 6
	PVPF C 3
	PVPF E 4
	NULL A 0 A_CustomMissile ("RipGuts", 60, 0, random (0, 360), 2, random (0, 160))
	NULL A 0 A_SpawnItemEx("XDeathHalfMarine", 0, 0, 50, 0, 5, 5)
	NULL AAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
	NULL A 0 A_SpawnItemEx("PlayerJustGotCutInHalf", 0, 0, 50, 0, -5)
	PVPF FGGGG 4
	//////////////////////////////////////////////////////
	NULL A 0 A_TakeInventory("PVPFatality",1)
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityPVP2:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	PVP1 A 5
	NULL AA 0 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
	NULL AAA 0 A_CustomMissile ("XDeath1", 30, 0, random (0, 360), 2, random (0, 160))
	PVP1 BCDE 5
	//////////////////////////////////////////////////////
	TNT1 A 0 A_SpawnItem("MarineFatalizedByRevenant", 1)
	NULL A 0 A_TakeInventory("PVPFatality",1)
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer

	FatalityPVP3:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag (shootable, 0)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 1)
	//////////////////////////////////////////////////////
	NULL AA 0 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
	NULL AAA 0 A_CustomMissile ("XDeath1", 30, 0, random (0, 360), 2, random (0, 160))
	NULL A 0 A_CustomMissile ("XDeathArm1", 30, 0, random (0, 360), 2, random (0, 160))
	PVP2 ABCCC 4
	NULL A 0 A_CustomMissile ("RipGuts", 30, 0, random (0, 360), 2, random (0, 160))
	NULL AAA 0 A_CustomMissile ("XDeath1", 30, 0, random (0, 360), 2, random (0, 160))
	NULL AA 0 A_CustomMissile ("XDeath2", 30, 0, random (0, 360), 2, random (0, 160))
	PVP2 DEEFF 5
	NULL A 0 A_CustomMissile ("XDeathArm1", 60, 0, random (0, 360), 2, random (0, 160))
	//NULL A 0 A_CustomMissile ("XDeathMarineHead1", 60, 0, random (0, 360), 2, random (0, 160))
	NULL AA 0 A_CustomMissile ("XDeath2", 60, 0, random (0, 360), 2, random (0, 160))
	NULL AA 0 A_CustomMissile ("XDeath3", 60, 0, random (0, 360), 2, random (0, 160))
	PVP2 G 7
	//////////////////////////////////////////////////////
	NULL A 0 A_SpawnItemEx("PlayerJustGotCutInHalf", 0, 30)
	NULL A 0 A_TakeInventory("PVPFatality",1)
	TNT1 A 0 A_ChangeFlag (shootable, 1)
	TNT1 A 0 A_ChangeFlag (Invulnerable, 0)
	Goto FollowPlayer
	}
}

ACTOR FistMarineGuarding: Marine_Fist
{
	Speed 0
	FastSpeed 0
	MaxStepHeight 0
	+FRIENDLY
	+MISSILEMORE
	+NODROPOFF
	+MISSILEEVENMORE
	States
	{
	Active:
		TNT1 A 0
		TNT1 A 0 A_CustomMissile ("OrderTitle1", 50, 0, 0, 2, 90)
		TNT1 A 0 A_PlaySound("MarineFollow", 2)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		PLA1 D 30
		TNT1 A 0 A_SpawnItemEx ("Marine_Fist",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Thing_Remove(0)
		Stop

	Spawn:
		TNT1 A 0
		TNT1 A 0 A_ChangeFLag("FRIENDLY", 1)
		TNT1 A 0 A_ChangeFLag("SOLID", 0)
		TNT1 A 0 A_GiveInventory("TargetIsAMarine")
		PLA1 DDDDDDDD 4 A_Look
		TNT1 A 0 A_JumpIfHealthLower(200,"Heal")
		Loop

	ForgetTarget:
		TNT1 A 0
		TNT1 A 0 A_ClearTarget
		Goto Spawn

	Heal:
		TNT1 A 0
		TNT1 A 0 HealThing(1)
		TNT1 A 0 A_CustomMissile ("OrderTitle4", 50, 0, 0, 2, 90)
		Goto Spawn

	FollowPlayer:
	See:
		PLA1 DDDDDDDDDDDD 1 A_Chase
		TNT1 A 0 A_ClearTarget
		Goto Spawn

	Missile:
		TNT1 A 0
		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("IsPlayer", 1, "Spawn")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "Spawn")

		TNT1 A 0 A_Jump(128, "MissileLeft", "MissileRight")

		PLA1 DDDDDDDDDDDD 1 A_Chase("Melee", "")

		TNT1 A 0 A_MonsterRefire(0,"ForgetTarget")
		Goto Missile

	MissileLeft:
		TNT1 A 0
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
		PLA1 DDD 1 A_Chase("Melee", "")
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
		PLA1 DDD 1 A_Chase("Melee", "")
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
		PLA1 DDD 1 A_Chase("Melee", "")
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
		PLA1 DDD 1 A_Chase("Melee", "")

		TNT1 A 0 A_MonsterRefire(0,"ForgetTarget")
		Goto Missile

	MissileRight:
		TNT1 A 0
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
		PLA1 DDD 1 A_Chase("Melee", "")
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
		PLA1 DDD 1 A_Chase("Melee", "")
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
		PLA1 DDD 1 A_Chase("Melee", "")
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
		PLA1 DDD 1 A_Chase("Melee", "")

		TNT1 A 0 A_MonsterRefire(0,"ForgetTarget")
		Goto Missile

	CheckRetreat:
		TNT1 A 0
		TNT1 A 0 A_JumpIfCloser(256, "Retreat")
		TNT1 A 0 A_Jump(255, "MissileRight", "MissileLeft")
		Goto MissileRight

	Retreat:
		PLA1 AAA 1 A_FaceTarget
		TNT1 A 0 A_Recoil(5)
		PLA1 BBB 1 A_FaceTarget
		TNT1 A 0 A_Recoil(5)
		PLA1 CCC 1 A_FaceTarget
		TNT1 A 0 A_Recoil(5)
		PLA1 BBB 1 A_FaceTarget
		TNT1 A 0 A_Recoil(5)
		Goto Pain.Avoid

	Melee:
		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("IsPlayer", 1, "Spawn")
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "Spawn")
		TNT1 A 0 A_PlaySound("MRNAT", 2)

		TNT1 A 0 A_Jump(64, "Kick")

		PLA1 H 1 A_FaceTarget
		PLA1 E 4 A_CustomMissile("MarinePunch",32,0,0,0)
		PLA1 E 0 A_Recoil(-3)
		PLA1 H 1 A_FaceTarget
		NULL A 0 A_JumpIfInventory("PVPFatality", 1, "FatalityPVP")
        NULL A 0 A_JumpIfInventory("ImpFatality", 1, "FatalityImp")
        NULL A 0 A_JumpIfInventory("ZombieManFatality", 1, "FatalityZMan")
		TNT1 A 0 A_JumpIfInventory("LabGuyToken3", 1, "FatalityLabGuy")
        NULL A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
        NULL A 0 A_JumpIfInventory("ComandoFatality", 1, "FatalityComando")
        NULL A 0 A_JumpIfInventory("DemonFatality", 1, "FatalityDemon")
        NULL A 0 A_JumpIfInventory("CacoDemonFatality", 1, "FatalityCacoDemon")
        NULL A 0 A_JumpIfInventory("RevenantFatality", 1, "FatalityRevenant")
	    NULL A 0 A_JumpIfInventory("ArachnotronFatality", 1, "FatalityArachnotron")
	    NULL A 0 A_JumpIfInventory("ArchVileFatality", 1, "FatalityArchVile")
		TNT1 A 0 A_JumpIfInventory("Arachnotron2FatalityA", 1, "FatalityArachnotron2AB")
	    NULL A 0 A_JumpIfInventory("PEFatality", 1, "FatalityPE")
		TNT1 A 0 A_MonsterRefire(0,"ForgetTarget")
		Goto Melee

	Kick:
		PLA1 D 3 A_FaceTarget
		PKIK AB 3 A_FastChase
		PKIK C 3 A_CustomMissile("SuperMarineKick",32,0,0,0)
		PKIK B 3 A_FastChase
		PLA1 D 3 A_FaceTarget
		Goto See

	WaitforLand:
		TNT1 A 0
		PLA1 JJJJJJJJJJJ 3 A_Checkfloor("ForgetTarget")
		Goto See

	JumpBack:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("evmarinecanjump", 1)
		TNT1 A 0 ThrustThingZ(0, 32, 0, 1)
		TNT1 A 0 A_Recoil(6)
		PLA1 J 3
		TNT1 A 0 A_CheckSight("WaitforLand")
		PLA1 J 1
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "WaitForLand")
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, "WaitForLand")
		TNT1 A 0 A_JumpIfTargetInLOS(1)
		Goto See
		TNT1 AAA 0
		TNT1 A 0 A_JumpIfCloser(128, "JumpKick")
		Goto Missile

	JumpKick:
		TNT1 A 0
		PKIK ABC 2 A_Facetarget
		TNT1 A 0 A_Recoil(-6)
		AKIK A 2 A_CustomMissile("MarineAirKick",28,0,0,0)
		PKIK CBA 2 A_Facetarget
		Goto WaitforLand

	Pain:
	    PLA1 G 3
		TNT1 A 0 A_Jump(128,"Pain.Avoid")
		PLA1 G 3 A_Pain
		Goto See

	Pain.Kick:
	Pain.ExtremePunches:
		PLA1 G 3 A_Pain
		Goto See

	Pain.Avoid:
		TNT1 A 0
		TNT1 A 0 A_Jump(192, "RollLeft", "RollRight")
		Goto JumpBack

	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("ForgetTarget")
		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("ForgetTarget")
		Goto Missile
	}
}

ACTOR Marine_FistPathfinder
{
	Radius 16
	Height 56
	Speed 50
	PainChance 255
	Monster
	damagefactor "SpawnMarine", 8000.0
	-COUNTKILL
	+NODROPOFF
	+NOTARGET
	+THRUACTORS
	+MISSILEMORE
	+MISSILEEVENMORE
    +DONTSPLASH
	-SHOOTABLE
	-FRIENDLY
	+NOCLIP
	+LOOKALLAROUND
	+NOINFIGHTING
	+FIXMAPTHINGPOS
	States
	{
	Spawn:
		TNT1 A 0 A_GiveInventory("TargetIsAMarine", 1)
		TNT1 A 4 A_LookEx(0,0,0,0,360,"See")
		Loop

    See:
		TNT1 A 0 A_ChangeFlag("NOCLIP", 1)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase
		Goto Spawn

	Melee:
	Missile:
		TNT1 A 1 A_FaceTarget
		TNT1 A 0 A_ChangeFlag("NOCLIP", 0)
		TNT1 A 0 A_Recoil(4)
		TNT1 A 4 A_FaceTarget
		TNT1 A 0 A_JumpIf(((VelY == 0)&&(VelX == 0)), "CheckAgain")
	SpawnMarine:
		TNT1 A 0
		TNT1 A 2 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("Marine_Fist",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItem("FriendlymarineTFog")
		Stop
	CheckAgain:
		TNT1 A 0
		TNT1 A 1 A_FaceTarget
		TNT1 A 0 A_JumpIf(((VelY == 0)&&(VelX == 0)), "See")
		Goto SpawnMarine
	}
}