const int acsFatality = 312;

ACTOR Doomer : PlayerPawn Replaces DoomPlayer
{
	var int user_sghorizontalspread;
	var int user_sgverticalspread;
	var int user_playerangleexec;
	Health 100
	Radius 16
	Height 56
	Mass 100
    player.viewheight 50
	player.attackzoffset 21
    GibHealth 20
	PainChance 255
	+DONTHARMSPECIES
	+THRUGHOST
	+THRUSPECIES
	-NOSKIN
	Species "Marines"
    BloodType "Player_Blood", "Player_BloodSaw", "Player_Blood"
	Player.Face ""

	Damagefactor "Avoid", 0.0	Damagefactor "BHFTOnBarrel", 0.0	Damagefactor "Blood", 0.0
	Damagefactor "CancelTeleportFog", 0.0	Damagefactor "CauseWaterSplash", 0.0
	Damagefactor "FriendBullet", 0.0	Damagefactor "GibRemoving", 0.0
	Damagefactor "HangingHook", 0.0	Damagefactor "Head", 0.0	Damagefactor "HeadKick", 0.0
	Damagefactor "HelperMarineFatallity", 0.0	Damagefactor "KillMe", 0.0	Damagefactor "Leg", 0.0
	Damagefactor "MonsterKnocked", 0.0	Damagefactor "PussyGrab", 100.0	Damagefactor "Repair", 0.0
	Damagefactor "RevenantHitStomach", 0.0	Damagefactor "SpawnMarine", 0.0	Damagefactor "Stealth", 0.0
	DamageFactor "SSG", 5.0	DamageFactor "TankWeakSpot", 0.0
	Damagefactor "Taunt", 0.0	Damagefactor "TeleportRemover", 0.0	Damagefactor "Use", 0.0

	Player.ColorRange 112, 127
	Player.StartItem "Rifle"
	Player.StartItem "Melee_Attacks"
	Player.StartItem "Clip2", 60
	Player.StartItem "RifleAmmo", 31
	Player.StartItem "DoubleRifleAmmo", 31
	Player.StartItem "ShotgunAmmo", 8
	Player.StartItem "AssaultShotgunAmmo", 20
	Player.StartItem "PlasmaAmmo", 50
	Player.StartItem "DoublePlasmaAmmo", 50
	Player.StartItem "SSGAmmo", 2
	Player.StartItem "RocketRounds", 6
	Player.StartItem "RailgunAmmo", 50
	Player.StartItem "IsPlayer", 1
	Player.StartItem "HandGrenades", 1
	Player.StartItem "JustStartedGame", 1
	Player.StartItem "NeverSelectedShotgun", 1
	Player.CrouchSprite "PLYC"
	Player.DamageScreenColor "Red", 2.0
	States
	{
    Spawn:
		MARN A 0
		NULL A 0 SetPlayerProperty(0,0,0)//unfreeze on level change/death when in a vehicle
		NULL A 0 SetPlayerProperty(0,0,4)//unfreeze on level change/death when on the bike
		TNT1 A 0 A_Changeflag("NOPAIN", 0)
		MARN A 0 A_TakeInventory("PlayerIsDead", 1)
		MARN A 0 A_TakeInventory("ChainguyguyContinue", 1)
		MARN A 0 A_TakeInventory("HasInfrared", 1)
		MARN A 0 ACS_NamedExecuteAlways("CheckVoodoo", 0, 0, 0, 0)//Check if a voodoo doll, if true goto VoodooDoll state
		PLAY A 0 ACS_NamedExecuteAlways("BDTacticalSpeed", 0, 0, 0, 0)//Makes player faster if tactical class.
		MARN A 0 ACS_NamedExecuteAlways("BDBlackMetal", 0, 0, 0, 0)//Check if playing in realism mode.
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Disable Camera.
		MARN A 0 ACS_NamedExecuteAlways("CheckIfDM", 0, 0, 0, 0)//Check if Deathmatch

		TNT1 A 0 A_SetScale(0.8, 0.9)
		TNT1 A 0 A_JumpIfInventory("GenderFemale", 1, 3)
		TNT1 A 0 A_SetScale(1.0, 1.0)
		TNT1 AAA 0
		MARN D 2
		Goto StandStill

	VoodooDoll://voodoo dolls dont need to be dragging down performance
		PLAY A -1
		Loop

	StandStill:
	    MARN D 0
		MARN A 0 A_GiveInventory("IsStandingStill", 1)
		MARN A 0 A_JumpIfInventory("FistsSelected", 1, "FistStandStill")
		MARN A 0 A_JumpIfInventory("ShotgunSelected", 1, "ShotgunStandStill")
		MARN A 0 A_JumpIfInventory("MinigunSelected", 1, "MinigunStandStill")
		TNT1 A 0 A_JumpIfInventory("SSGSelected", 1, "SSGStandStill")
		TNT1 A 0 A_JumpIfInventory("RocketLauncherSelected", 1, "RocketLauncherStandStill")
		TNT1 A 0 A_JumpIfInventory("GrenadeLauncherSelected", 1, "GrenadeLauncherStandStill")
		TNT1 A 0 A_JumpIfInventory("PlasmaGunSelected", 1, "PlasmaGunStandStill")
		TNT1 A 0 A_JumpIfInventory("RailGunSelected", 1, "RailGunStandStill")
		TNT1 A 0 A_JumpIfInventory("RevenantLauncherSelected", 1, "RevLauncherStandStill")
		TNT1 A 0 A_JumpIfInventory("SubMachineGunSelected", 1, "SubMGStandStill")
		TNT1 A 0 A_JumpIfInventory("BFG10KSelected", 1, "BFG10KStandStill")
		TNT1 A 0 A_JumpIfInventory("BFGSelected", 1, "BFG9KStandStill")
		TNT1 A 0 A_JumpIfInventory("FlameCannonSelected", 1, "FlamerStandStill")
		TNT1 A 0 A_JumpIfInventory("SawSelected", 1, "ChainSawStandStill")
		NULL A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "See")
		TNT1 A 0 A_JumpIf (vely >=6 || vely <=-6, "See")
        MARN DD 2 A_JumpIf (velz !=0, "IsJumpin")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		MARN D 0 A_TakeInventory("UsedStamina", 1)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "See")
		TNT1 A 0 A_JumpIf (vely >=6 || vely <=-6, "See")
        MARN DD 2 A_JumpIf (velz !=0, "IsJumpin")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		MARN D 0 A_TakeInventory("UsedStamina", 1)
		Loop

	See:
		MARN A 0
		MARN A 0 A_TakeInventory("IsStandingStill", 1)
		MARN A 0 A_TakeInventory("ChainguyguyContinue", 1)
		MARN A 0 A_JumpIfInventory("FistsSelected", 1, "FistSee")
		MARN A 0 A_JumpIfInventory("ShotgunSelected", 1, "ShotgunSee")
		MARN A 0 A_JumpIfInventory("MinigunSelected", 1, "MinigunSee")
		TNT1 A 0 A_JumpIfInventory("SSGSelected", 1, "SSGSee")
		TNT1 A 0 A_JumpIfInventory("RocketLauncherSelected", 1, "RocketLauncherSee")
		TNT1 A 0 A_JumpIfInventory("GrenadeLauncherSelected", 1, "GrenadeLauncherSee")
		TNT1 A 0 A_JumpIfInventory("PlasmaGunSelected", 1, "PlasmaGunSee")
		TNT1 A 0 A_JumpIfInventory("RailGunSelected", 1, "RailGunSee")
		TNT1 A 0 A_JumpIfInventory("RevenantLauncherSelected", 1, "RevLauncherSee")
		TNT1 A 0 A_JumpIfInventory("SubMachineGunSelected", 1, "SubMGSee")
		TNT1 A 0 A_JumpIfInventory("BFG10KSelected", 1, "BFG10Ksee")
		TNT1 A 0 A_JumpIfInventory("BFGSelected", 1, "BFG9Ksee")
		TNT1 A 0 A_JumpIfInventory("FlameCannonSelected", 1, "FlamerSee")
		TNT1 A 0 A_JumpIfInventory("SawSelected", 1, "ChainSawSee")
		NULL A 0 A_JumpIfInventory("ADSMode", 1, "ADSMove")

		MARN AAA 1 A_JumpIf (velz != 0, "IsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		MARN BBB 1 A_JumpIf (velz != 0, "IsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		MARN CCC 1 A_JumpIf (velz != 0, "IsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MARN C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		MARN BBB 1 A_JumpIf (velz != 0, "IsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		MARN D 0 A_TakeInventory("UsedStamina", 1)

		MARN B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		MARN A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		MARN A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")
		Goto StandStill

   IsJumpin:
        MARN A 0
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN A 3 A_JumpIf (velz != 0, "InAir")
		Goto StandStill

	InAir:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARJ A 3 A_JumpIf(velz == 0, "Land")
		TNT1 A 0 A_JumpIf(velZ <= -16, "Falling")
		Loop

	Falling:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARJ A 3 A_JumpIf (velz == 0, "LandHard")
		Loop

	Land:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MARN A 1 A_JumpIf (velz != 0, "InAir")
		Goto StandStill

	LandHard:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootstepStrong", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MARN A 1 A_JumpIf (velz != 0, "InAir")
		Goto StandStill

	//SKIN FISTS

	FISTStandStill:
	    PLA1 D 0
		MARN A 0 A_GiveInventory("IsStandingStill", 1)
		TNT1 A 0 A_TakeInventory("SwitchToFist", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PLA1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "FISTSee")
		TNT1 A 0 A_JumpIf (vely >=6 || vely <=-6, "FISTSee")
        PLA1 AA 2 A_JumpIf (velz !=0, "FistIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        PLA1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")

		PLA1 D 0 A_TakeInventory("UsedStamina", 1)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "FISTSee")
		TNT1 A 0 A_JumpIf (vely >=6 || vely <=-6, "FISTSee")
        PLA1 AA 2 A_JumpIf (velz !=0, "FistIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        PLA1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")

		PLA1 D 0 A_TakeInventory("UsedStamina", 1)

		NULL A 0 A_JumpIfInventory("HasImpShield", 1, "SeeImpShield")
		NULL A 0 A_JumpIfInventory("HasZmanShield", 1, "SeeZmanShield")
		NULL A 0 A_JumpIfInventory("HasSguyShield", 1, "SeeSguyShield")
		NULL A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelStand")
		Loop

	FISTSee:
		TNT1 A 0
		PLA1 A 0 A_TakeInventory("ChainguyguyContinue", 1)
		MARN A 0 A_TakeInventory("IsStandingStill", 1)
		PLA1 AAA 1 A_JumpIf (velz != 0, "FISTIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PLA1 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("HasImpShield", 1, "SeeImpShield")
		NULL A 0 A_JumpIfInventory("HasZmanShield", 1, "SeeZmanShield")
		NULL A 0 A_JumpIfInventory("HasSguyShield", 1, "SeeSguyShield")
		NULL A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelStand")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PLA1 BBB 1 A_JumpIf (velz != 0, "FISTIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PLA1 B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		PLA1 B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		PLA1 CCC 1 A_JumpIf (velz != 0, "FISTIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PLA1 C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PLA1 DDD 1 A_JumpIf (velz != 0, "FISTIsJumpin")
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PLA1 B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN D 0 A_TakeInventory("UsedStamina", 1)

		PLA1 B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		PLA1 A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		PLA1 A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")

		Goto FISTStandStill

   FISTIsJumpin:
		MARN A 0
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		PLA1 A 3 A_JumpIf (velz != 0, "FISTInAir")
		Goto FISTStandStill

	FISTInAir:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		PLA1 J 3 A_JumpIf (velz == 0, "FISTLand")
		TNT1 A 0 A_JumpIf(velZ <= -16, "FISTFalling")
		Loop

	FISTFalling:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		PLA1 J 3 A_JumpIf (velz == 0, "FISTLandHard")
		Loop

	FISTLand:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		PLA1 A 1 A_JumpIf (velz != 0, "FISTInAir")
		Goto FISTStandStill

	FISTLandHard:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootstepStrong", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		PLA1 A 1 A_JumpIf (velz != 0, "FISTInAir")
		Goto FISTStandStill

	//SKIN SHOTGUN

	ShotgunStandStill:
	    MAR3 D 0
		MARN A 0 A_GiveInventory("IsStandingStill", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR3 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "ShotgunSee")
		TNT1 A 0 A_JumpIf (vely >=6 || vely <=-6, "ShotgunSee")
        MAR3 AA 2 A_JumpIf (velz !=0, "ShotgunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        MAR3 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")

		PLA1 D 0 A_TakeInventory("UsedStamina", 1)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "ShotgunSee")
		TNT1 A 0 A_JumpIf (vely >=6 || vely <=-6, "ShotgunSee")
        MAR3 AA 2 A_JumpIf (velz !=0, "ShotgunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        MAR3 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")

		PLA1 D 0 A_TakeInventory("UsedStamina", 1)

		Loop

	ShotgunSee:
		MAR3 A 0 A_TakeInventory("ChainguyguyContinue", 1)
		MARN A 0 A_TakeInventory("IsStandingStill", 1)
		MAR3 AAA 1 A_JumpIf (velz != 0, "ShotgunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR3 A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR3 BBB 1 A_JumpIf (velz != 0, "ShotgunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR3 B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MAR3 B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		MAR3 CCC 1 A_JumpIf (velz != 0, "ShotgunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR3 C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR3 DDD 1 A_JumpIf (velz != 0, "ShotgunIsJumpin")
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR3 B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN D 0 A_TakeInventory("UsedStamina", 1)

		MAR3 B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		MAR3 A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		MAR3 A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")

		Goto ShotgunStandStill

   ShotgunIsJumpin:
        MARN A 0
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MAR3 A 3 A_JumpIf (velz != 0, "ShotgunInAir")
		Goto ShotgunStandStill

	ShotgunInAir:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MAR3 J 3 A_JumpIf (velz == 0, "ShotgunLand")
		TNT1 A 0 A_JumpIf(velZ <= -16, "ShotgunFalling")
		Loop

	ShotgunFalling:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MAR3 J 3 A_JumpIf (velz == 0, "ShotgunLandHard")
		Loop

	ShotgunLand:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MAR3 A 1 A_JumpIf (velz != 0, "ShotgunInAir")
		Goto ShotgunStandStill

	ShotgunLandHard:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootstepStrong", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MAR3 A 1 A_JumpIf (velz != 0, "ShotgunInAir")
		Goto ShotgunStandStill

	//SKIN MINIGUN

	MinigunStandStill:
	    NULL D 0
		NULL A 0 A_GiveInventory("IsStandingStill", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_TakeInventory("IsFloating", 100)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "MinigunSee")
		NULL A 0 A_JumpIf (vely >=6 || vely <=-6, "MinigunSee")
        MAR4 AA 2 A_JumpIf (velz !=0, "MinigunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")

		PLA1 D 0 A_TakeInventory("UsedStamina", 1)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "MinigunSee")
		TNT1 A 0 A_JumpIf (vely >=6 || vely <=-6, "MinigunSee")
        MAR4 AA 2 A_JumpIf (velz !=0, "MinigunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		PLA1 D 0 A_TakeInventory("UsedStamina", 1)

		Loop

	MinigunSee:
		NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		NULL A 0 A_TakeInventory("IsStandingStill", 1)
		MAR4 AAA 1 A_JumpIf (velz != 0, "MinigunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR4 BBB 1 A_JumpIf (velz != 0, "MinigunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		MAR4 CCC 1 A_JumpIf (velz != 0, "MinigunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR4 DDD 1 A_JumpIf (velz != 0, "MinigunIsJumpin")
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN D 0 A_TakeInventory("UsedStamina", 1)

		NULL B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")

		Goto MinigunStandStill

   MinigunIsJumpin:
        MARN A 0
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MAR4 A 3 A_JumpIf (velz != 0, "MinigunInAir")
		Goto MinigunStandStill

	MinigunInAir:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MAR4 J 3 A_JumpIf (velz == 0, "MinigunLand")
		TNT1 A 0 A_JumpIf(velZ <= -16, "MinigunFalling")
		Loop

	MinigunFalling:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MAR4 J 3 A_JumpIf (velz == 0, "MinigunLandHard")
		Loop

	MinigunLand:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MAR4 A 1 A_JumpIf (velz != 0, "MinigunInAir")
		Goto MinigunStandStill

	MinigunLandHard:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootstepStrong", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MAR4 A 1 A_JumpIf (velz != 0, "MinigunInAir")
		Goto MinigunStandStill

	//SKIN SSG

	SSGStandStill:
	    NULL D 0
		NULL A 0 A_GiveInventory("IsStandingStill", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_TakeInventory("IsFloating", 100)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "SSGSee")
		NULL A 0 A_JumpIf (vely >=6 || vely <=-6, "SSGSee")
        MSSG AA 2 A_JumpIf (velz !=0, "SSGIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")

		PLA1 D 0 A_TakeInventory("UsedStamina", 1)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "SSGSee")
		TNT1 A 0 A_JumpIf (vely >=6 || vely <=-6, "SSGSee")
        MSSG AA 2 A_JumpIf (velz !=0, "SSGIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		PLA1 D 0 A_TakeInventory("UsedStamina", 1)

		Loop

	SSGSee:
		NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		NULL A 0 A_TakeInventory("IsStandingStill", 1)
		MSSG AAA 1 A_JumpIf (velz != 0, "SSGIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MSSG BBB 1 A_JumpIf (velz != 0, "SSGIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		MSSG CCC 1 A_JumpIf (velz != 0, "SSGIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MSSG DDD 1 A_JumpIf (velz != 0, "SSGIsJumpin")
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN D 0 A_TakeInventory("UsedStamina", 1)

		NULL B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")

		Goto SSGStandStill

   SSGIsJumpin:
        MARN A 0
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MSSG A 3 A_JumpIf (velz != 0, "SSGInAir")
		Goto SSGStandStill

	SSGInAir:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MSSG J 3 A_JumpIf (velz == 0, "SSGLand")
		TNT1 A 0 A_JumpIf(velZ <= -16, "SSGFalling")
		Loop

	SSGFalling:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MSSG J 3 A_JumpIf (velz == 0, "SSGLandHard")
		Loop

	SSGLand:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MSSG A 1 A_JumpIf (velz != 0, "SSGInAir")
		Goto SSGStandStill

	SSGLandHard:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootstepStrong", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MSSG A 1 A_JumpIf (velz != 0, "SSGInAir")
		Goto SSGStandStill

	//SKIN ROCKET LAUNCHER

	RocketLauncherStandStill:
	    NULL D 0
		NULL A 0 A_GiveInventory("IsStandingStill", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_TakeInventory("IsFloating", 100)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "RocketLauncherSee")
		NULL A 0 A_JumpIf (vely >=6 || vely <=-6, "RocketLauncherSee")
        MAR5 AA 2 A_JumpIf (velz !=0, "RocketLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")

		PLA1 D 0 A_TakeInventory("UsedStamina", 1)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "RocketLauncherSee")
		TNT1 A 0 A_JumpIf (vely >=6 || vely <=-6, "RocketLauncherSee")
        MAR5 AA 2 A_JumpIf (velz !=0, "RocketLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		PLA1 D 0 A_TakeInventory("UsedStamina", 1)

		Loop

	RocketLauncherSee:
		NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		NULL A 0 A_TakeInventory("IsStandingStill", 1)
		MAR5 AAA 1 A_JumpIf (velz != 0, "RocketLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR5 BBB 1 A_JumpIf (velz != 0, "RocketLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		MAR5 CCC 1 A_JumpIf (velz != 0, "RocketLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR5 DDD 1 A_JumpIf (velz != 0, "RocketLauncherIsJumpin")
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN D 0 A_TakeInventory("UsedStamina", 1)

		NULL B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")

		Goto RocketLauncherStandStill

   RocketLauncherIsJumpin:
        MARN A 0
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MAR5 A 3 A_JumpIf (velz != 0, "RocketLauncherInAir")
		Goto RocketLauncherStandStill

	RocketLauncherInAir:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MAR5 J 3 A_JumpIf (velz == 0, "RocketLauncherLand")
		TNT1 A 0 A_JumpIf(velZ <= -16, "RocketLauncherFalling")
		Loop

	RocketLauncherFalling:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MAR5 J 3 A_JumpIf (velz == 0, "RocketLauncherLandHard")
		Loop

	RocketLauncherLand:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MAR5 A 1 A_JumpIf (velz != 0, "RocketLauncherInAir")
		Goto RocketLauncherStandStill

	RocketLauncherLandHard:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootstepStrong", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MAR5 A 1 A_JumpIf (velz != 0, "RocketLauncherInAir")
		Goto RocketLauncherStandStill

	//SKIN PLASMAGUN

	PLasmagunStandStill:
	    NULL D 0
		NULL A 0 A_GiveInventory("IsStandingStill", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_TakeInventory("IsFloating", 100)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "PLasmagunSee")
		NULL A 0 A_JumpIf (vely >=6 || vely <=-6, "PLasmagunSee")
        MAR6 AA 2 A_JumpIf (velz !=0, "PLasmagunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")

		PLA1 D 0 A_TakeInventory("UsedStamina", 1)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "PLasmagunSee")
		TNT1 A 0 A_JumpIf (vely >=6 || vely <=-6, "PLasmagunSee")
        MAR6 AA 2 A_JumpIf (velz !=0, "PLasmagunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		PLA1 D 0 A_TakeInventory("UsedStamina", 1)

		Loop

	PLasmagunSee:
		NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		NULL A 0 A_TakeInventory("IsStandingStill", 1)
		MAR6 AAA 1 A_JumpIf (velz != 0, "PLasmagunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR6 BBB 1 A_JumpIf (velz != 0, "PLasmagunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		MAR6 CCC 1 A_JumpIf (velz != 0, "PLasmagunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR6 DDD 1 A_JumpIf (velz != 0, "PLasmagunIsJumpin")
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN D 0 A_TakeInventory("UsedStamina", 1)

		NULL B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")

		Goto PLasmagunStandStill

   PLasmagunIsJumpin:
        MARN A 0
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MAR6 A 3 A_JumpIf (velz != 0, "PLasmagunInAir")
		Goto PLasmagunStandStill

	PLasmagunInAir:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MAR6 J 3 A_JumpIf (velz == 0, "PLasmagunLand")
		TNT1 A 0 A_JumpIf(velZ <= -16, "PLasmagunFalling")
		Loop

	PLasmagunFalling:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MAR6 J 3 A_JumpIf (velz == 0, "PLasmagunLandHard")
		Loop

	PLasmagunLand:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MAR6 A 1 A_JumpIf (velz != 0, "PLasmagunInAir")
		Goto PLasmagunStandStill

	PLasmagunLandHard:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootstepStrong", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MAR6 A 1 A_JumpIf (velz != 0, "PLasmagunInAir")
		Goto PLasmagunStandStill

	//SKIN RAILGUN

	RailgunStandStill:
	    NULL D 0
		NULL A 0 A_GiveInventory("IsStandingStill", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_TakeInventory("IsFloating", 100)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "RailgunSee")
		NULL A 0 A_JumpIf (vely >=6 || vely <=-6, "RailgunSee")
        MRRG AA 2 A_JumpIf (velz !=0, "RailgunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")

		PLA1 D 0 A_TakeInventory("UsedStamina", 1)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "RailgunSee")
		TNT1 A 0 A_JumpIf (vely >=6 || vely <=-6, "RailgunSee")
        MRRG AA 2 A_JumpIf (velz !=0, "RailgunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		PLA1 D 0 A_TakeInventory("UsedStamina", 1)

		Loop

	RailgunSee:
		NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		NULL A 0 A_TakeInventory("IsStandingStill", 1)
		MRRG AAA 1 A_JumpIf (velz != 0, "RailgunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MRRG BBB 1 A_JumpIf (velz != 0, "RailgunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		MRRG CCC 1 A_JumpIf (velz != 0, "RailgunIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MRRG DDD 1 A_JumpIf (velz != 0, "RailgunIsJumpin")
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN D 0 A_TakeInventory("UsedStamina", 1)

		NULL B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")

		Goto RailgunStandStill

   RailgunIsJumpin:
        MARN A 0
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MRRG A 3 A_JumpIf (velz != 0, "RailgunInAir")
		Goto RailgunStandStill

	RailgunInAir:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MRRG J 3 A_JumpIf (velz == 0, "RailgunLand")
		TNT1 A 0 A_JumpIf(velZ <= -16, "RailgunFalling")
		Loop

	RailgunFalling:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MRRG J 3 A_JumpIf (velz == 0, "RailgunLandHard")
		Loop

	RailgunLand:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MRRG A 1 A_JumpIf (velz != 0, "RailgunInAir")
		Goto RailgunStandStill

	RailgunLandHard:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootstepStrong", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MRRG A 1 A_JumpIf (velz != 0, "RailgunInAir")
		Goto RailgunStandStill

	//SKIN BFG9k

	BFG9kStandStill:
	    NULL D 0
		NULL A 0 A_GiveInventory("IsStandingStill", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_TakeInventory("IsFloating", 100)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "BFG9kSee")
		NULL A 0 A_JumpIf (vely >=6 || vely <=-6, "BFG9kSee")
        MAR7 AA 2 A_JumpIf (velz !=0, "BFG9kIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")

		PLA1 D 0 A_TakeInventory("UsedStamina", 1)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "BFG9kSee")
		TNT1 A 0 A_JumpIf (vely >=6 || vely <=-6, "BFG9kSee")
        MAR7 AA 2 A_JumpIf (velz !=0, "BFG9kIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		PLA1 D 0 A_TakeInventory("UsedStamina", 1)

		Loop

	BFG9kSee:
		NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		NULL A 0 A_TakeInventory("IsStandingStill", 1)
		MAR7 AAA 1 A_JumpIf (velz != 0, "BFG9kIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR7 BBB 1 A_JumpIf (velz != 0, "BFG9kIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		MAR7 CCC 1 A_JumpIf (velz != 0, "BFG9kIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR7 DDD 1 A_JumpIf (velz != 0, "BFG9kIsJumpin")
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN D 0 A_TakeInventory("UsedStamina", 1)

		NULL B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")

		Goto BFG9kStandStill

   BFG9kIsJumpin:
        MARN A 0
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MAR7 A 3 A_JumpIf (velz != 0, "BFG9kInAir")
		Goto BFG9kStandStill

	BFG9kInAir:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MAR7 J 3 A_JumpIf (velz == 0, "BFG9kLand")
		TNT1 A 0 A_JumpIf(velZ <= -16, "BFG9kFalling")
		Loop

	BFG9kFalling:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MAR7 J 3 A_JumpIf (velz == 0, "BFG9kLandHard")
		Loop

	BFG9kLand:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MAR7 A 1 A_JumpIf (velz != 0, "BFG9kInAir")
		Goto BFG9kStandStill

	BFG9kLandHard:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootstepStrong", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MAR7 A 1 A_JumpIf (velz != 0, "BFG9kInAir")
		Goto BFG9kStandStill

	//SKIN BFG10k

	BFG10kStandStill:
	    NULL D 0
		NULL A 0 A_GiveInventory("IsStandingStill", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_TakeInventory("IsFloating", 100)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "BFG10kSee")
		NULL A 0 A_JumpIf (vely >=6 || vely <=-6, "BFG10kSee")
        M10K AA 2 A_JumpIf (velz !=0, "BFG10kIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")

		PLA1 D 0 A_TakeInventory("UsedStamina", 1)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "BFG10kSee")
		TNT1 A 0 A_JumpIf (vely >=6 || vely <=-6, "BFG10kSee")
        M10K AA 2 A_JumpIf (velz !=0, "BFG10kIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		PLA1 D 0 A_TakeInventory("UsedStamina", 1)

		Loop

	BFG10kSee:
		NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		NULL A 0 A_TakeInventory("IsStandingStill", 1)
		M10K AAA 1 A_JumpIf (velz != 0, "BFG10kIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		M10K BBB 1 A_JumpIf (velz != 0, "BFG10kIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		M10K CCC 1 A_JumpIf (velz != 0, "BFG10kIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		M10K DDD 1 A_JumpIf (velz != 0, "BFG10kIsJumpin")
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN D 0 A_TakeInventory("UsedStamina", 1)

		NULL B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")

		Goto BFG10kStandStill

   BFG10kIsJumpin:
        MARN A 0
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		M10K A 3 A_JumpIf (velz != 0, "BFG10kInAir")
		Goto BFG10kStandStill

	BFG10kInAir:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		M10K J 3 A_JumpIf (velz == 0, "BFG10kLand")
		TNT1 A 0 A_JumpIf(velZ <= -16, "BFG10kFalling")
		Loop

	BFG10kFalling:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		M10K J 3 A_JumpIf (velz == 0, "BFG10kLandHard")
		Loop

	BFG10kLand:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		M10K A 1 A_JumpIf (velz != 0, "BFG10kInAir")
		Goto BFG10kStandStill

	BFG10kLandHard:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootstepStrong", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		M10K A 1 A_JumpIf (velz != 0, "BFG10kInAir")
		Goto BFG10kStandStill

	//SKIN GrenadeLauncher

	GrenadeLauncherStandStill:
	    NULL D 0
		NULL A 0 A_GiveInventory("IsStandingStill", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_TakeInventory("IsFloating", 100)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "GrenadeLauncherSee")
		NULL A 0 A_JumpIf (vely >=6 || vely <=-6, "GrenadeLauncherSee")
        MRGL AA 2 A_JumpIf (velz !=0, "GrenadeLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")

		PLA1 D 0 A_TakeInventory("UsedStamina", 1)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "GrenadeLauncherSee")
		TNT1 A 0 A_JumpIf (vely >=6 || vely <=-6, "GrenadeLauncherSee")
        MRGL AA 2 A_JumpIf (velz !=0, "GrenadeLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		PLA1 D 0 A_TakeInventory("UsedStamina", 1)

		Loop

	GrenadeLauncherSee:
		NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		NULL A 0 A_TakeInventory("IsStandingStill", 1)
		MRGL AAA 1 A_JumpIf (velz != 0, "GrenadeLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MRGL BBB 1 A_JumpIf (velz != 0, "GrenadeLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		MRGL CCC 1 A_JumpIf (velz != 0, "GrenadeLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MRGL DDD 1 A_JumpIf (velz != 0, "GrenadeLauncherIsJumpin")
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN D 0 A_TakeInventory("UsedStamina", 1)

		NULL B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")

		Goto GrenadeLauncherStandStill

   GrenadeLauncherIsJumpin:
        MARN A 0
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MRGL A 3 A_JumpIf (velz != 0, "GrenadeLauncherInAir")
		Goto GrenadeLauncherStandStill

	GrenadeLauncherInAir:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MRGL J 3 A_JumpIf (velz == 0, "GrenadeLauncherLand")
		TNT1 A 0 A_JumpIf(velZ <= -16, "GrenadeLauncherFalling")
		Loop

	GrenadeLauncherFalling:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MRGL J 3 A_JumpIf (velz == 0, "GrenadeLauncherLandHard")
		Loop

	GrenadeLauncherLand:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MRGL A 1 A_JumpIf (velz != 0, "GrenadeLauncherInAir")
		Goto GrenadeLauncherStandStill

	GrenadeLauncherLandHard:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootstepStrong", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MRGL A 1 A_JumpIf (velz != 0, "GrenadeLauncherInAir")
		Goto GrenadeLauncherStandStill

	//SKIN Flamer

	FlamerStandStill:
	    NULL D 0
		NULL A 0 A_GiveInventory("IsStandingStill", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_TakeInventory("IsFloating", 100)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "FlamerSee")
		NULL A 0 A_JumpIf (vely >=6 || vely <=-6, "FlamerSee")
        MMFC AA 2 A_JumpIf (velz !=0, "FlamerIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")

		PLA1 D 0 A_TakeInventory("UsedStamina", 1)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "FlamerSee")
		TNT1 A 0 A_JumpIf (vely >=6 || vely <=-6, "FlamerSee")
        MMFC AA 2 A_JumpIf (velz !=0, "FlamerIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		PLA1 D 0 A_TakeInventory("UsedStamina", 1)

		Loop

	FlamerSee:
		NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		NULL A 0 A_TakeInventory("IsStandingStill", 1)
		MMFC AAA 1 A_JumpIf (velz != 0, "FlamerIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MMFC BBB 1 A_JumpIf (velz != 0, "FlamerIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		MMFC CCC 1 A_JumpIf (velz != 0, "FlamerIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MMFC DDD 1 A_JumpIf (velz != 0, "FlamerIsJumpin")
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN D 0 A_TakeInventory("UsedStamina", 1)

		NULL B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")

		Goto FlamerStandStill

   FlamerIsJumpin:
        MARN A 0
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MMFC A 3 A_JumpIf (velz != 0, "FlamerInAir")
		Goto FlamerStandStill

	FlamerInAir:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MMFC J 3 A_JumpIf (velz == 0, "FlamerLand")
		TNT1 A 0 A_JumpIf(velZ <= -16, "FlamerFalling")
		Loop

	FlamerFalling:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MMFC J 3 A_JumpIf (velz == 0, "FlamerLandHard")
		Loop

	FlamerLand:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MMFC A 1 A_JumpIf (velz != 0, "FlamerInAir")
		Goto FlamerStandStill

	FlamerLandHard:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootstepStrong", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MMFC A 1 A_JumpIf (velz != 0, "FlamerInAir")
		Goto FlamerStandStill

	//SKIN RevLauncher

	RevLauncherStandStill:
	    NULL D 0
		NULL A 0 A_GiveInventory("IsStandingStill", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_TakeInventory("IsFloating", 100)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "RevLauncherSee")
		NULL A 0 A_JumpIf (vely >=6 || vely <=-6, "RevLauncherSee")
        MHML AA 2 A_JumpIf (velz !=0, "RevLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")

		PLA1 D 0 A_TakeInventory("UsedStamina", 1)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "RevLauncherSee")
		TNT1 A 0 A_JumpIf (vely >=6 || vely <=-6, "RevLauncherSee")
        MHML AA 2 A_JumpIf (velz !=0, "RevLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		PLA1 D 0 A_TakeInventory("UsedStamina", 1)

		Loop

	RevLauncherSee:
		NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		NULL A 0 A_TakeInventory("IsStandingStill", 1)
		MHML AAA 1 A_JumpIf (velz != 0, "RevLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MHML BBB 1 A_JumpIf (velz != 0, "RevLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		MHML CCC 1 A_JumpIf (velz != 0, "RevLauncherIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MHML DDD 1 A_JumpIf (velz != 0, "RevLauncherIsJumpin")
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN D 0 A_TakeInventory("UsedStamina", 1)

		NULL B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")

		Goto RevLauncherStandStill

   RevLauncherIsJumpin:
        MARN A 0
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MHML A 3 A_JumpIf (velz != 0, "RevLauncherInAir")
		Goto RevLauncherStandStill

	RevLauncherInAir:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MHML J 3 A_JumpIf (velz == 0, "RevLauncherLand")
		TNT1 A 0 A_JumpIf(velZ <= -16, "RevLauncherFalling")
		Loop

	RevLauncherFalling:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MHML J 3 A_JumpIf (velz == 0, "RevLauncherLandHard")
		Loop

	RevLauncherLand:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MHML A 1 A_JumpIf (velz != 0, "RevLauncherInAir")
		Goto RevLauncherStandStill

	RevLauncherLandHard:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootstepStrong", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MHML A 1 A_JumpIf (velz != 0, "RevLauncherInAir")
		Goto RevLauncherStandStill

		//SKIN SubMG

	SubMGStandStill:
	    NULL D 0
		NULL A 0 A_GiveInventory("IsStandingStill", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_TakeInventory("IsFloating", 100)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "SubMGSee")
		NULL A 0 A_JumpIf (vely >=6 || vely <=-6, "SubMGSee")
        MRMP AA 2 A_JumpIf (velz !=0, "SubMGIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")

		MRMP D 0 A_TakeInventory("UsedStamina", 1)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "SubMGSee")
		TNT1 A 0 A_JumpIf (vely >=6 || vely <=-6, "SubMGSee")
        MRMP AA 2 A_JumpIf (velz !=0, "SubMGIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		MRMP D 0 A_TakeInventory("UsedStamina", 1)

		Loop

	SubMGSee:
		NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		NULL A 0 A_TakeInventory("IsStandingStill", 1)
		MRMP AAA 1 A_JumpIf (velz != 0, "SubMGIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MRMP BBB 1 A_JumpIf (velz != 0, "SubMGIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		MRMP CCC 1 A_JumpIf (velz != 0, "SubMGIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MRMP DDD 1 A_JumpIf (velz != 0, "SubMGIsJumpin")
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN D 0 A_TakeInventory("UsedStamina", 1)

		NULL B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")

		Goto SubMGStandStill

   SubMGIsJumpin:
        MARN A 0
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MRMP A 3 A_JumpIf (velz != 0, "SubMGInAir")
		Goto SubMGStandStill

	SubMGInAir:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MRMP J 3 A_JumpIf (velz == 0, "SubMGLand")
		TNT1 A 0 A_JumpIf(velZ <= -16, "SubMGFalling")
		Loop

	SubMGFalling:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MRMP J 3 A_JumpIf (velz == 0, "SubMGLandHard")
		Loop

	SubMGLand:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MRMP A 1 A_JumpIf (velz != 0, "SubMGInAir")
		Goto SubMGStandStill

	SubMGLandHard:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootstepStrong", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MRMP A 1 A_JumpIf (velz != 0, "SubMGInAir")
		Goto SubMGStandStill

	//SKIN Chainsaw

	ChainsawStandStill:
	    NULL D 0
		NULL A 0 A_GiveInventory("IsStandingStill", 1)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_TakeInventory("IsFloating", 100)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "ChainsawSee")
		NULL A 0 A_JumpIf (vely >=6 || vely <=-6, "ChainsawSee")
        MAR1 AA 2 A_JumpIf (velz !=0, "ChainsawIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")

		PLA1 D 0 A_TakeInventory("UsedStamina", 1)

		TNT1 A 0 A_JumpIf (velx >=6 || velx <=-6, "ChainsawSee")
		TNT1 A 0 A_JumpIf (vely >=6 || vely <=-6, "ChainsawSee")
        MAR1 AA 2 A_JumpIf (velz !=0, "ChainsawIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		PLA1 D 0 A_TakeInventory("UsedStamina", 1)

		Loop

	ChainsawSee:
		NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		NULL A 0 A_TakeInventory("IsStandingStill", 1)
		MAR1 AAA 1 A_JumpIf (velz != 0, "ChainsawIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR1 BBB 1 A_JumpIf (velz != 0, "ChainsawIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		MAR1 CCC 1 A_JumpIf (velz != 0, "ChainsawIsJumpin")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL C 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")

		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAR1 DDD 1 A_JumpIf (velz != 0, "ChainsawIsJumpin")
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN D 0 A_TakeInventory("UsedStamina", 1)

		NULL B 0 A_JumpIfInventory("BootsSmearedWithRedBlood", 1, "SeeSmearedWithRedBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithBlueBlood", 1, "SeeSmearedWithBlueBlood")
		NULL A 0 A_JumpIfInventory("BootsSmearedWithGreenBlood", 1, "SeeSmearedWithGreenBlood")

		Goto ChainsawStandStill

   ChainsawIsJumpin:
        MARN A 0
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MAR1 A 3 A_JumpIf (velz != 0, "ChainsawInAir")
		Goto ChainsawStandStill

	ChainsawInAir:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MAR1 J 3 A_JumpIf (velz == 0, "ChainsawLand")
		TNT1 A 0 A_JumpIf(velZ <= -16, "ChainsawFalling")
		Loop

	ChainsawFalling:
		TNT1 A 0 A_GiveInventory("IsFloating", 1)
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MAR1 J 3 A_JumpIf (velz == 0, "ChainsawLandHard")
		Loop

	ChainsawLand:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MAR1 A 1 A_JumpIf (velz != 0, "ChainsawInAir")
		Goto ChainsawStandStill

	ChainsawLandHard:
        TNT1 A 0
		MARN B 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN B 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		TNT1 A 0 A_TakeInventory("IsFloating", 100)
		MARN B 0 A_SpawnItemEx("FootstepStrong", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		MAR1 A 1 A_JumpIf (velz != 0, "ChainsawInAir")
		Goto ChainsawStandStill

	ADSStand:
		MAR2 AA 2
		PLA1 D 0 A_TakeInventory("UsedStamina", 1)
		MAR2 A 0 A_JumpIf (vely >=6 || vely <=-6, "ADSMove")
		MAR2 A 0 A_JumpIf (velx >=6 || velx <=-6, "ADSMove")
		MARN D 0 A_JumpIf (velz !=0, "IsJumpin")
		MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		NULL A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		MAR2 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")

		MAR2 A 4 A_JumpIfInventory("ADSMode", 1, 2)
		PLA1 D 0 A_TakeInventory("UsedStamina", 1)
		Goto StandStill
		MAR2 A 0
		Loop

	ADSMove:
		TNT1 A 0
		MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MAR2 AB 3 A_JumpIfInventory("Kicking", 1, "Kick")
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		MARN D 0 A_JumpIf (velz !=0, "IsJumpin")
		MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		NULL A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		MAR2 A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		MAR2 CB 3 A_JumpIfInventory("Kicking", 1, "Kick")
		MAR2 A 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN D 0 A_TakeInventory("UsedStamina", 1)
		MARN D 0 A_JumpIf (velz !=0, "IsJumpin")
		Goto ADSStand

	SeeSmearedWithRedBlood:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("FootPrintAlternate", 1, "SeeSmearedWithRedBlood2")
		MARN A 0 A_SpawnItemEx("RedBloodFootPrintLeft", 0, 7)
		TNT1 A 0 A_GiveInventory("FootPrintAlternate", 1)
		TNT1 A 0 A_TakeInventory("BootsSmearedWithRedBlood", 1)
		Goto StandStill

	SeeSmearedWithRedBlood2:
		TNT1 A 0
		MARN A 0 A_SpawnItemEx("RedBloodFootPrintRight", 0, -7)
		TNT1 A 0 A_TakeInventory("FootPrintAlternate", 1)
		TNT1 A 0 A_TakeInventory("BootsSmearedWithRedBlood", 1)
		Goto StandStill

	SeeSmearedWithBlueBlood:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("FootPrintAlternate", 1, "SeeSmearedWithBlueBlood2")
		MARN A 0 A_SpawnItemEx("BlueBloodFootPrintLeft", 0, 7)
		TNT1 A 0 A_GiveInventory("FootPrintAlternate", 1)
		TNT1 A 0 A_TakeInventory("BootsSmearedWithBlueBlood", 1)
		Goto StandStill

	SeeSmearedWithBlueBlood2:
		TNT1 A 0
		MARN A 0 A_SpawnItemEx("BlueBloodFootPrintRight", 0, -7)
		TNT1 A 0 A_TakeInventory("FootPrintAlternate", 1)
		TNT1 A 0 A_TakeInventory("BootsSmearedWithBlueBlood", 1)
		Goto StandStill

	SeeSmearedWithGreenBlood:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("FootPrintAlternate", 1, "SeeSmearedWithGreenBlood2")
		MARN A 0 A_SpawnItemEx("GreenBloodFootPrintLeft", 0, 7)
		TNT1 A 0 A_GiveInventory("FootPrintAlternate", 1)
		TNT1 A 0 A_TakeInventory("BootsSmearedWithGreenBlood", 1)
		Goto StandStill

	SeeSmearedWithGreenBlood2:
		TNT1 A 0
		MARN A 0 A_SpawnItemEx("GreenBloodFootPrintRight", 0, -7)
		TNT1 A 0 A_TakeInventory("FootPrintAlternate", 1)
		TNT1 A 0 A_TakeInventory("BootsSmearedWithGreenBlood", 1)
		Goto StandStill

   Kick:
		NULL A 0 A_TakeInventory("KickHasHit",1)
        NULL A 0 A_JumpIf (velz > 0, "AirKick")
		NULL A 0 A_JumpIf (velz < 0, "AirKick")
		NULL A 0 A_TakeInventory("KickHasHit",1)
        PKIK AB 3 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
		PKIK CB 3 A_JumpIfInventory("KickHasHit", 1, "KickHit")
        NULL A 0 A_TakeInventory("Kicking",1)
        Goto StandStill
   RifleKick:
		NULL A 0 A_TakeInventory("KickHasHit",1)
        NULL A 0 A_JumpIf (velz > 0, "AirKick")
		NULL A 0 A_JumpIf (velz < 0, "AirKick")
		NULL A 0 A_TakeInventory("KickHasHit",1)
        PKI1 AB 3 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
		PKI1 CB 3 A_JumpIfInventory("KickHasHit", 1, "KickHit")
        NULL A 0 A_TakeInventory("Kicking",1)
        Goto StandStill

	AirKick:
	    AKIK AAAAA 2 A_JumpIfInventory("KickHasHit", 1, "KickHit")
		NULL A 0 A_TakeInventory("Kicking",1)
		Goto StandStill

	KickHit:
		TNT1 A 0 A_Stop
		NULL A 0 A_TakeInventory("Kicking",1)
		NULL A 0 A_TakeInventory("KickHasHit",1)
		TNT1 A 0 A_Recoil(3)
		Goto StandStill

    Punch:
        PLA1 H 1
		NULL A 0 A_TakeInventory("Punching", 1)
	    NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker")
		TNT1 A 0 A_TakeInventory("GotMeatShield", 1)
		PLA1 H 1
		PLA1 E 4
		NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker")
		TNT1 A 0 A_TakeInventory("GotMeatShield", 1)
		NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
        MARN A 0 A_JumpIfInventory("SwitchToFist", 1, "FistStandStill")
		Goto StandStill

	SayOneLiner:
		MARN A 1
		NULL A 0 A_PlaySound("ONELIN", 2)
		NULL A 0 A_TakeInventory("oneliner", 1)
		Goto StandStill

	AdvancedTaunt:
		MARN A 1
		NULL A 0 A_PlaySound("TAUNT0", 2)
		NULL A 0 A_TakeInventory("advtaunting", 1)
		Goto StandStill

	FistTaunt:
		NULL A 0
		NULL A 0 A_PlaySound("MTAUN", 2)
		NULL A 0 A_TakeInventory("advtaunting", 1)
		Goto StandStill

	RollRight:
		NULL A 0 A_TakeInventory("RollLeft", 1)
		NULL A 0 A_TakeInventory("RollRight", 1)
		NULL A 0 A_ChangeFlag ("NOPAIN", 1)

		NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera//Start Camera
		NULL A 0 ThrustThing(angle*256/360+192,20,0,0)//Thrust Right
		TNT1 AAAA 1 A_SpawnItemEx("PROLSpriteE", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 AAAA 1 A_SpawnItemEx("PROLSpriteD", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 AAAA 1 A_SpawnItemEx("PROLSpriteC", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 AAAA 1 A_SpawnItemEx("PROLSpriteB", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 AAAA 1 A_SpawnItemEx("PROLSpriteA", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Disable Camera.

		NULL A 0 A_TakeInventory("RollLeft", 1)
		NULL A 0 A_TakeInventory("RollRight", 1)
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		MARN A 4

		NULL A 0 A_ChangeFlag ("NOPAIN", 0)
		NULL A 0 A_TakeInventory("RollLeft", 1)
		NULL A 0 A_TakeInventory("RollRight", 1)
		NULL A 0 A_TakeInventory("GoSpecial", 1)
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		Goto StandStill

	RollLeft:
		NULL A 0 A_TakeInventory("RollLeft", 1)
		NULL A 0 A_TakeInventory("RollRight", 1)
		NULL A 0 A_ChangeFlag ("NOPAIN", 1)

		NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)
		NULL A 0 ThrustThing(angle*256/360+64,20,0,0)//Thrust Left
		TNT1 AAAA 1 A_SpawnItemEx("PROLSpriteA", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 AAAA 1 A_SpawnItemEx("PROLSpriteB", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 AAAA 1 A_SpawnItemEx("PROLSpriteC", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 AAAA 1 A_SpawnItemEx("PROLSpriteD", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 AAAA 1 A_SpawnItemEx("PROLSpriteE", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Disable Camera.

		NULL A 0 A_TakeInventory("RollLeft", 1)
		NULL A 0 A_TakeInventory("RollRight", 1)
        NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
		MARN A 4

		NULL A 0 A_ChangeFlag ("NOPAIN", 0)
		NULL A 0 A_TakeInventory("RollLeft", 1)
		NULL A 0 A_TakeInventory("RollRight", 1)

		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		Goto StandStill

	Pump:
		NULL A 0 A_TakeInventory("Pumping")
		NULL A 0 A_TakeInventory("GoSpecial")
		PLA3 JKJ 4
		Goto StandStill
	NoMovePump:

		NULL A 0 A_TakeInventory("Pumping")
		NULL A 0 A_TakeInventory("GoSpecial")
		PLA3 JKJ 4
		Goto See

    HeavyWounds:
	  	NULL A 0 A_JumpIfHealthLower(2, 2)
		NULL A 0 A_Jump(255, 5)
		NULL AA 0
		NULL A 0 A_Giveinventory("HealthBonus",1)
		NULL AAA 0
        NULL A 0 A_SpawnItemEx("DripingBloodLeavesSmallPool", 0, 0, 20, 0, 0)
		Goto StandStill

	 BarrelMove:
	    NULL A 0 A_TakeInventory("Punching", 1)
		NULL A 0 A_JumpIf (vely == 0, "BarrelStand")
		NULL A 0 A_JumpIf (velx == 0, "BarrelStand")
		PBAR A 4
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
        NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick")
        NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PBAR B 4
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
        NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick")
        NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_SpawnItemEx("FootStep6", 0, 0, 8, 0, 0, 0, 0, SXF_SETMASTER )
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		PBAR C 4
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
        NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick")
        NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PBAR B 4
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
        NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick")
        NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		TNT1 A 0 A_CustomMissile("HeadKicker", 0, 0, 0, 2, 0)
		MARN D 0 A_TakeInventory("UsedStamina", 1)
		NULL A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelMove")
		Goto See

	 BarrelStand:
	    NULL A 0 A_TakeInventory("Punching", 1)
		PBAR A 4
		NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		PLA3 A 0 A_JumpIf ((velx >= 1 || velx <= -1), "BarrelMove")
		PLA3 A 0 A_JumpIf ((vely >= 1 || velx <= -1), "BarrelMove")
		MARN D 0 A_TakeInventory("UsedStamina", 1)
		NULL A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelStand")
		Goto StandStill

	Pain.Kick:
	Pain.Extremepunches:
		TNT1 A 0
        NULL A 0 A_Pain
		TNT1 A 0 A_Recoil(5)
        NULL A 0 A_PlaySound("plpain", 2)
		NULL A 0 ThrustThingZ(0, 30, 0, 1)
		Goto See

	Death.Melee:
	DEATh.Kick:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("IsDown", 1, "Death.Trample")
		NULL A 0 ThrustThingZ(0, 30, 0, 1)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Recoil(5)
		NULL A 0 A_PlayerScream
		PUFF A 0 A_PlaySound("player/cyborg/fist", 1)
		NULL A 0 A_NoBlocking
		PNKI AABCDDDD 4
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		PNKI D -1
		Stop

	Death.Trample:
        NULL A 0
		NULL A 0 A_Scream
		NULL A 0 A_NoBlocking
		TNT1 AAA 0 A_CustomMissile ("Xdeath1", 10, 0, random (0, 360), 2, random (0, 180))
        PNKI BC 4
		PNKI D -1
		Stop

	PainIsDown:
        NULL A 0 A_Pain
        PNKI C 4
		PNKI D 40
		TNT1 A 0 A_TakeInventory("IsDown", 1)
		PNKI CBA 4
		TNT1 A 0 A_ChangeFlag("THRUSPECIES", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Disable Camera.
		Goto See
	Pain:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("IsDown", 1, "PainIsDown")
        NULL A 0 A_Pain
		NULL A 0 A_PlaySound("plpain", 2)
	    NULL A 0 A_JumpIfInventory("FistsSelected", 1, "PainWfist")
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
		TNT1 AA 0
		PLAY G 4
		Goto SpecialChecker

	Pain.Fire:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("IsDown", 1, "PainIsDown")
        NULL A 0 A_Pain
	    NULL A 0 A_JumpIfInventory("FistsSelected", 1, "PainWfist")
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
        NULL A 0 A_PlaySound("plpain", 2)
		TNT1 AA 0
		PLAY G 4
		Goto SpecialChecker

	Pain.Falling:
		TNT1 A 0
		NULL A 0 A_CustomMissile ("CameraShake", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_Playsound("misc/xdeath4a", 6, 2.0)
		TNT1 A 0 A_JumpIfInventory("IsDown", 1, "PainIsDown")
		NULL A 0 A_Pain
        NULL A 0 A_JumpIfInventory("FistsSelected", 1, "PainWfist")
		TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
        NULL A 0 A_PlaySound("plpain", 2)
		PLAY G 4
		Goto SpecialChecker

	PainWfist:
		NULL A 0 A_JumpIfInventory("HasImpShield", 1, "SeeImpShield")
		NULL A 0 A_JumpIfInventory("HasZmanShield", 1, "SeeZmanShield")
		NULL A 0 A_JumpIfInventory("HasSguyShield", 1, "SeeSguyShield")
		NULL A 0
		NULL A 0 A_JumpIfInventory("SKZombieman", 1, "StealthKilLZombieMan")
	    NULL A 0 A_JumpIfInventory("SKShotgunGuy", 1, "StealthKilLShotgunGuy")
		NULL A 0 A_JumpIfInventory("SKLabguy", 1, "StealthKilLLabGuy")
	    NULL A 0 A_JumpIfInventory("SKImp", 1, "StealthKilLImp")
	    NULL A 0 A_JumpIfInventory("SKNazi", 1, "StealthKilLNazi")
	    NULL A 0 A_JumpIfInventory("SKChaingunguy", 1, "StealthKilLChaingunguy")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("IsCurbstompingZombieman", 1, "CurbstompZombieman")
	    NULL A 0 A_JumpIfInventory("IsCurbstompingSergeant", 1, "CurbstompSergeant")
		NULL A 0 A_JumpIfInventory("ExecuteDownedImp", 1, "ExecuteImp")
		NULL A 0 A_JumpIfInventory("ExecuteDownedZombieman", 1, "ExecuteZombieman")
		NULL A 0 A_JumpIfInventory("ExecuteDownedLabGuy", 1, "ExecuteLabguy")
		NULL A 0 A_JumpIfInventory("ExecuteDownedShotgunguy", 1, "ExecuteShotgunguy")
        PLA1 G 1
        NULL A 0 A_TakeInventory("GoSpecial", 1)
		NULL A 0 A_JumpIfInventory("IsCurbstompingZombieman", 1, "CurbstompZombieman")
	    NULL A 0 A_JumpIfInventory("IsCurbstompingSergeant", 1, "CurbstompSergeant")
		NULL A 0 A_JumpIfInventory("ExecuteDownedImp", 1, "ExecuteImp")
		NULL A 0 A_JumpIfInventory("ExecuteDownedZombieman", 1, "ExecuteZombieman")
		NULL A 0 A_JumpIfInventory("ExecuteDownedLabGuy", 1, "ExecuteLabguy")
		NULL A 0 A_JumpIfInventory("ExecuteDownedShotgunguy", 1, "ExecuteShotgunguy")
        NULL A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		NULL A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIfInventory("Salute1", 1, "Salutes1")
		NULL A 0 A_JumpIfInventory("Salute2", 1, "Salutes2")
		NULL A 0 A_JumpIfInventory("advtaunting", 1, "AdvancedTaunt")
		NULL A 0 A_JumpIfInventory("oneliner", 1, "SayOneLiner")
		NULL A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelStand")
        NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick")
		NULL A 0 A_JumpIfInventory("Pumping", 1, "NoMovePump")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
		MARN A 0 A_JumpIfInventory("ShotgunSelected", 1, "ShotgunStandStill")
		MARN A 0 A_JumpIfInventory("MinigunSelected", 1, "MinigunStandStill")
		NULL A 0 A_JumpIfInventory("SwitchToFist", 1, "FistStandStill")
        NULL A 0 A_TakeInventory("GoSpecial", 1)

		NULL A 0 A_JumpIfInventory("PVPFatality", 1, "FatalityPVP")
        NULL A 0 A_JumpIfInventory("IsCurbstompingZombieman", 1, "CurbstompZombieman")
	    NULL A 0 A_JumpIfInventory("IsCurbstompingSergeant", 1, "CurbstompSergeant")
        NULL A 0 A_JumpIfInventory("SKZombieman", 1, "StealthKilLZombieMan")
	    NULL A 0 A_JumpIfInventory("SKShotgunGuy", 1, "StealthKilLShotgunGuy")
		NULL A 0 A_JumpIfInventory("SKLabguy", 1, "StealthKilLLabGuy")
	    NULL A 0 A_JumpIfInventory("SKImp", 1, "StealthKilLImp")
	    NULL A 0 A_JumpIfInventory("SKNazi", 1, "StealthKilLNazi")
	    NULL A 0 A_JumpIfInventory("SKChaingunguy", 1, "StealthKilLChaingunguy")
        NULL A 0 A_JumpIfInventory("ImpFatality", 1, "FatalityImp")
        NULL A 0 A_JumpIfInventory("ImpFatality2", 1, "FatalityImp2")
		NULL A 0 A_JumpIfInventory("ImpFatality3", 1, "FatalityImp3")
		NULL A 0 A_JumpIfInventory("ImpFatality4", 1, "FatalityImp4")
        NULL A 0 A_JumpIfInventory("ZombieManFatality", 1, "FatalityZMan")
	    NULL A 0 A_JumpIfInventory("ZombieManFatality2", 1, "FatalityZMan2")
	    NULL A 0 A_JumpIfInventory("ZombieManFatality3", 1, "FatalityZMan3")
		NULL A 0 A_JumpIfInventory("ZombieManFatality4", 1, "FatalityZMan4")
		NULL A 0 A_JumpIfInventory("ZombieManFatality5", 1, "FatalityZMan5")
		TNT1 A 0 A_JumpIfInventory("LabGuyToken1", 1, "FatalityLabGuy1")
		TNT1 A 0 A_JumpIfInventory("LabGuyToken2", 1, "FatalityLabGuy2")
		TNT1 A 0 A_JumpIfInventory("LabGuyToken3", 1, "FatalityLabGuy3")
        NULL A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
        NULL A 0 A_JumpIfInventory("SergeantFatality2", 1, "FatalitySergeant2")
		NULL A 0 A_JumpIfInventory("SergeantFatality3", 1, "FatalitySergeant3")
		NULL A 0 A_JumpIfInventory("SergeantFatality4", 1, "FatalitySergeant4")
        NULL A 0 A_JumpIfInventory("ComandoFatality", 1, "FatalityComando")
	    NULL A 0 A_JumpIfInventory("ComandoFatality2", 1, "FatalityComando2")
        NULL A 0 A_JumpIfInventory("DemonFatality", 1, "FatalityDemon")
	    NULL A 0 A_JumpIfInventory("DemonFatality2", 1, "FatalityDemon2")
	    NULL A 0 A_JumpIfInventory("DemonFatality3", 1, "FatalityDemon3")
        NULL A 0 A_JumpIfInventory("CacoDemonFatality", 1, "FatalityCacoDemon")
	    NULL A 0 A_JumpIfInventory("CacoDemonFatality2", 1, "FatalityCacoDemon2")
        NULL A 0 A_JumpIfInventory("RevenantFatality", 1, "FatalityRevenant")
        NULL A 0 A_JumpIfInventory("RevenantFatality2", 1, "FatalityRevenant2")
		NULL A 0 A_JumpIfInventory("FatsoFatality", 1, "FatalityFatso")
        NULL A 0 A_JumpIfInventory("BaronFatality", 1, "FatalityBaron")
	    NULL A 0 A_JumpIfInventory("HKFatality", 1, "FatalityHK")
	    NULL A 0 A_JumpIfInventory("HKFatality2", 1, "FatalityHK2")
	    NULL A 0 A_JumpIfInventory("HKFatality3", 1, "FatalityHK3")
	    NULL A 0 A_JumpIfInventory("ArachnotronFatality", 1, "FatalityArachnotron")
		NULL A 0 A_JumpIfInventory("ArachnotronFatality2", 1, "FatalityArachnotron2")
	    NULL A 0 A_JumpIfInventory("ArchVileFatality", 1, "FatalityArchVile")
		NULL A 0 A_JumpIfInventory("ArchVileFatality2", 1, "FatalityArchVile2")
		NULL A 0 A_JumpIfInventory("BelphegorFatality", 1, "FatalityBelphegor")
		TNT1 A 0 A_JumpIfInventory("VolcabusFatality", 1, "FatalityVolcabus")
		TNT1 A 0 A_JumpIfInventory("VolcabusFatality2", 1, "FatalityVolcabus2")
		TNT1 A 0 A_JumpIfInventory("Arachnotron2FatalityA", 1, "FatalityArachnotron2A")
		TNT1 A 0 A_JumpIfInventory("Arachnotron2FatalityB", 1, "FatalityArachnotron2B")
	    NULL A 0 A_JumpIfInventory("PEFatality", 1, "FatalityPE")
		NULL A 0 A_JumpIfInventory("MastermindFatality", 1, "FatalityMastermind")
		NULL A 0 A_JumpIfInventory("CyberdemonFatality", 1, "FatalityCyberdemon")
		PLA1 G 4
		Goto SpecialChecker

	Pain.ArchvileAttack:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("IsDown", 1, "PainIsDown")
		PLAY G 1
		TNT1 AA 0 A_CustomMissile ("ExplosionFlames", 30, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 30, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 30, 0, random (0, 360), 2, random (0, 180))
		NULL A 0 A_Pain
		TNT1 A 0 ThrustThingZ(0, 15, 0, 1)
		 NULL A 0 A_PlaySound("plpain", 2)
	    Goto SpecialChecker

	Pain.ImpFatalityMarine:
	Pain.Rip:
		NULL A 0 A_PlaySound("plpain", 2)
        Goto Pain

	Death:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("IsDown", 1, "Death.Trample")
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
		TNT1 A 0 A_JumpIfInTargetInventory("EnemyIsArchvile", 1, "Death.ArchvileExplode")
		NULL A 0 A_Jump (64, "Death.Arm")
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		PLAY H 10
		PLAY I 10 A_PlayerScream
		PLAY J 10 A_NoBlocking
		PLAY KLM 10
		NULL A 0 A_SpawnItem ("GrowingBloodPool")
		PLAY N -1
		Stop

	Death.Falling:
		TNT1 A 0
		TNT1 A 0 A_Stop
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
		NULL A 0 A_CustomMissile ("MuchBlood2", 0, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_SpawnItem ("SplatteredLarge")
		PLAY H 1
		PLAY I 1 A_XScream
		PLAY J 1 A_NoBlocking
		PLAY KLM 1
		PLAY N 35
		NULL A 0 A_SpawnItem ("GrowingBloodPool")
		PLAY N -1
		Stop

	Death.Shotgun:
	Death.EnemyShotgun:
    Death.Eat:
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
		NULL A 0 A_GiveToTarget("EatMe",1)
		NULL A 0 A_Jump (64, "Death.Arm")
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (40, 90))
		NULL AA 0 A_CustomMissile ("XDeath2b", 50, 0, random (0, 360), 2, random (40, 90))
		NULL AA 0 A_CustomMissile ("XDeath3b", 50, 0, random (0, 360), 2, random (40, 90))
		NULL A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		XPL1 A 10
        XPL1 B 20
        XPL1 CDE 10
		NULL A 0 A_SpawnItem ("GrowingBloodPool")
		PPOD A 0 A_SpawnItemEx("MarineEattenByDemon", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		NULL A -1
        //XPL1 E -1
        Stop

    Death.Cut:
	Death.Saw:
		TNT1 A 0
		NULL A 0 A_GiveToTarget("IsChainsawingEnemyPlayer", 1)
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera

		NULL A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
        NULL A 0 A_CustomMissile ("RipGuts", 50, 0, random (0, 360), 2, random (0, 160))
        NULL A 0 A_CustomMissile ("XDeathHalfMarine", 50, 0, random (0, 360), 2, random (0, 160))
        NULL AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 A 10 A_XScream
        NULL AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 B 20 A_NoBlocking
        NULL AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 C 10 A_CustomMissile ("MuchBlood", 40, 0, random (0, 360), 2, random (0, 160))
        NULL AA 0 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
        XPL2 DE 10 A_CustomMissile ("MuchBlood", 20, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_SpawnItem ("GrowingBloodPool")
        XPL2 E -1
        Stop

    Death.Slime:
        NULL A 0 A_PlaySound("BIGSCRE")
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 A_Takeinventory("Kicking",1)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
        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:
	Death.MonsterMinigun:
         NULL A 0 A_Takeinventory("Kicking",1)
		 NULL A 0 A_GiveInventory("PlayerIsDead", 1)
		 NULL A 0 A_Stop
		 NULL A 0 A_GiveInventory("ChainguyguyContinue", 1)
         NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		 NULL A 0 A_PlaySound("BIGSCRE")
		 NULL A 0 A_NoBlocking
		 NULL A 0 A_SpawnItemEx("PlayerChaingunguyVictim", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		 NULL A 105
		 NULL A 0 A_TakeInventory("ChainguyguyContinue", 1)
		 NULL A -1
		 Stop

    Death.Rip:
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
        NULL AAAAAAAAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 A 10 A_XScream
        NULL AAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 B 20 A_NoBlocking
        XPL3 C 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 D 10 A_CustomMissile ("MuchBlood", 40, 0, random (0, 360), 2, random (0, 160))
        XPL3 E 10 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
        XPL3 F 10 A_CustomMissile ("MuchBlood", 20, 0, random (0, 360), 2, random (0, 160))
        NULL A 0 A_CustomMissile ("MuchBlood", 10, 0, random (0, 360), 2, random (0, 160))
        XPL3 F 10 A_CustomMissile ("MuchBlood", 0, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_SpawnItem ("GrowingBloodPool")
        XPL3 F -1
        Stop

	Death.Falls:
		NULL A 1 A_NoBlocking
		TNT1 A 0 A_PlaySound("PLFALDE", 4)
		NULL A -1
		Stop

	XDeath:
	Death.Explosive:
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
		TNT1 A 0 A_JumpIfInTargetInventory("EnemyIsArchvile", 1, "Death.ArchvileExplode")
		NULL A 0 ThrustThingZ(0,60,0,1)
		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)
		NULL A 0 A_CustomMissile ("MuchMeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0) //ACS 580 to 585 is the blood driping on screen
		NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
        MHEA A 0 A_XScream
        MHEA B 0 A_NoBlocking
        MHEA CD 0
        //MHEA E -1
		NULL A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (0, 90))
		NULL A 0 A_SpawnItem ("BigBloodSpot")
		NULL AAAAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 2, random (0, 160))
		XDMG E 1
		NULL AAAAAAAAAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
	    NULL AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		XDMG E -1
		Stop

	Death.ArchvileExplode:
		TNT1 A 0
		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)
		NULL A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("FlyingBurningFuel", 4, 0, random (0, 360), 2, random (30, 80))
		TNT1 A 0 A_CustomMissile ("FlyingBurningFuel2", 4, 0, random (0, 360), 2, random (30, 80))
		TNT1 A 0 A_CustomMissile ("FlyingBurningFuel3", 4, 0, random (0, 360), 2, random (30, 80))
		TNT1 A 0 A_SpawnItemEx ("ExplosionSplashSpawner", 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 A 0 A_SpawnItemEx ("BarrelKaboom",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 AAA 0 A_CustomMissile ("ExplosionFlames", 30, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
		NULL A 0 A_CustomMissile ("MuchMeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0) //ACS 580 to 585 is the blood driping on screen
		NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		TNT1 AAAA 0 A_CustomMissile ("FireworkSFXType2", 64, 0, random (0, 360), 2, random (30, 60))
        MHEA A 0 A_XScream
        MHEA B 0 A_NoBlocking
        MHEA CD 0
        //MHEA E -1
		NULL A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (0, 90))
		NULL A 0 A_SpawnItem ("BigBloodSpot")
		NULL AAAAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 2, random (0, 160))
		XDMG E 1
		NULL AAAAAAAAAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
	    NULL AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		XDMG E -1
		Stop

	Death.SuperPunch:
	Death.SSG:
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
	    POSS Q 2 A_FaceTarget
        //NULL A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		NULL AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		NULL A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("SuperGoreSpawner", 22, 0, random (170, 190), 2, random (0, 15))
        XPL2 A 10 A_XScream
        NULL AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 B 20 A_NoBlocking
        NULL AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 C 10 A_CustomMissile ("MuchBlood", 40, 0, random (0, 360), 2, random (0, 160))
        NULL AA 0 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
        XPL2 DE 10 A_CustomMissile ("MuchBlood", 20, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_SpawnItem ("GrowingBloodPool")
        XPL2 E -1
        Stop

    Death.Rape:
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
		NULL A 0 A_Jump (160, 3)
        Goto Death.Arm
        NULL AAA 0
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL AAAAAAAAAAAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 A 20 A_XScream
		NULL A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
        NULL AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 B 20 A_NoBlocking
        NULL AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 C 20
        NULL AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 D 20
        NULL AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 E 20
        NULL AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 F 20
        NULL AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_SpawnItem ("GrowingBloodPool")
        XPL4 F -1
        Stop

	Death.Arm:
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_CustomMissile ("XDeathArm1", 50, 0, random (0, 360), 2, random (0, 160))
		NULL AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_Scream
        XPL5 A 10
		NULL A 0 A_NoBlocking
		NULL A 0 A_PlaySound("BIGSCRE")
        XPL5 BBCCBBCCBBCCBBCCBBCC 5 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, -90, 2, random (0, 40))
        XPL5 DDEE 3 A_CustomMissile ("Brutal_LiquidBlood", 15, 0, -90, 2, random (0, 40))
		NULL A 0 A_SpawnItem ("GrowingBloodPool")
        XPL5 E -1
        Stop

	Death.ExtremePunches:
	Death.ExplosiveImpact:
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 ThrustThingZ(0,30,0,1)
		NULL AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		NULL AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		NULL AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        NULL AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
	    PPOD A 0 A_SpawnItemEx("BasicMarineGib1", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
        NULL AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_XScream
        XPL6 A 5
		NULL A 0 A_NoBlocking
        XPL6 BCDE 5
        XPL6 F -1
        Stop

Death.Plasma: Death.Plasma2:
		NULL A 0
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
		NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		PBR1 A 6 A_Scream
		NULL AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes1", 32, 0, random (0, 360), 2, random (0, 180))
		NULL AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes2", 32, 0, random (0, 360), 2, random (0, 180))
		NULL AAAA 0 A_CustomMissile ("BluePlasmaFireNonStatic", 32, 0, random (0, 360), 2, random (0, 180))
		PBR1 B 6 A_NoBlocking
		PBR1 CDEFGH 6 A_CustomMissile ("Blood", 10, 0, random (0, 360), 2, random (0, 160))
		PBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160))
		PBR1 H -1
		Stop

    Death.superplasma:
        NULL A 0
        NULL A 0 A_XScream
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 A_NoBlocking
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
        NULL AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    NULL 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))
        NULL A 1
        NULL A -1
        Stop

    Death.burn:
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 A_Takeinventory("Kicking",1)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		PBUR A 1
		PBUR A 1 A_PlayerScream
		PBUR A 1 A_NoBlocking
		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))
		TNT1 A 0 A_SpawnItem("BarrelExplosionSmokeColumn")
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece", random (-15, 15), random (-15, 15))
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece2", random (-35, 35), random (-35, 35))
		PBUR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 4 A_CustomMissile ("SmallFlameTrails", 8, 0, random (0, 180), 2, random (0, 180))
        PBUR E -1
        Stop

	Death.GreenFire:
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 A_Takeinventory("Kicking",1)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		PBUR A 1
		PBUR A 1 A_PlayerScream
		PBUR A 1 A_NoBlocking
		PBUR AAAABBBBCCCC 2 A_CustomMissile ("GreenFlameTrailsbIG", 32, 0, random (0, 180), 2, random (0, 180))
	    PBUR DDEE 4 A_CustomMissile ("GreenFlameTrailsbIG", 16, 0, random (0, 180), 2, random (0, 180))
		 TNT1 A 0 A_SpawnItem("BarrelExplosionSmokeColumn")
        PBUR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 4 A_CustomMissile ("GreenFlameTrailsbIG", 8, random (-10, 10), random (0, 180), 2, random (20, 90))
        PBUR E -1
        Stop

	Death.Fire:
    Death.flames:
        NULL A 0
		TNT1 A 0 A_JumpIfInTargetInventory("EnemyIsArchvile", 1, "Death.ArchvileExplode")
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
        NULL A 0 A_Takeinventory("Kicking",1)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
        NULL A 0 A_Scream
        NULL A 0 A_NoBlocking
		TNT1 A 0 A_PLaySound("BIGSCRE", 2)
        NULL A 0 A_SpawnItem("GenericBurningGuy")
        NULL A 1
        NULL A -1
		Stop

   Death.Desintegrate:
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
	    NULL A 0 A_Takeinventory("Kicking",1)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
        NULL A 0 A_Scream
        NULL A 0 A_NoBlocking
        NULL A 0 A_SpawnItem("DesintegratedHuman")
		NULL A 1
        NULL A -1
        Stop

	Crush:
    Death.Stomp:
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
		NULL AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		NULL AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
		NULL AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
		NULL AA 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180))
		NULL A 0 A_SpawnItem ("CrushedRemains")
		NULL A 1
		NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 1 A_XScream
		NULL A 1 A_NoBlocking
		NULL A -1
		Stop

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

// FATALITIES

    FatalityZMan:
        NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
		FTYZ A 2 A_ChangeFlag("NOPAIN", 1)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera

        //////////////////////////////////////////////////////
        FTYZ AB 4

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

        NULL A 0 A_PlaySound("BURNZOM", 3)

		//The actor CameraShake makes the screen shake near the player, improving the overal felling of the fatalities

		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 A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		 NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		 NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 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)
		 NULL A 0 A_TakeInventory("ZombieManFatality",1)
		 NULL A 0 A_TakeInventory("GoFatality", 1)
		 TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		 MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
         NULL A 0 SetPlayerProperty(0,0,0)
         Goto StandStill

    FatalityZMan2://Gut pull
        NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
		FPZ2 A 2 A_ChangeFlag("NOPAIN", 1)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera

		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
        FPZ2 AB 4
		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		TNT1 AA 0 A_SpawnItemEx("Blood", 0, 4, 32)
		NULL A 0 A_PlaySound("grunt/death", 5)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
        FPZ2 C 5
		NULL A 0 A_PlaySound("imp/melee")
        FPZ2 D 5
		NULL AAAAA 0 A_CustomMissile ("Guts2", 32, 0, random (0, 360), 2, random (0, 160))
		NULL AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx("MuchBlood", 0, 4, 32)
		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		FPZ2 EF 3
		NULL A 0 A_PlaySound("grunt/death", 5)
		FPZ2 G 6
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("ZombieManFatality2",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
        //NULL A 0 A_SpawnItem ("DeadZombieManFacingFront")
		NULL A 0 A_SpawnItem ("ZombieManDyingAfterFatality")
		NULL A 0 A_CustomMissile ("Guts", 30, 0, 0, 2, 0)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

	FatalityZMan3://Platoon sytle rifle bashing
        NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
        //////////////////////////////////////////////////////
        FPZ3 A 5
		FPZ3 ABCDE 4
        NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile("BDBodyThud", 2, 0, 0, 2, -90)
        NULL A 0 A_PlaySound("grunt/pain", 1)
		FPZ3 FG 4

		FPZ3 HIHJ 4
        NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_SpawnItemEx("Blood", 0, -2, 4)
		TNT1 A 0 A_SpawnItemEx("SplatteredSmall")

		FPZ3 KLKJ 4
        NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL AA 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx("MuchBlood", 0, -2, 4)

		FPZ3 MNMO 4
        NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("grunt/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		NULL AA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 160))
        NULL AA 0 A_CustomMissile ("BloodMistSmall", 5, 0, random (0, 360), 2, random (40, 90))
		FPZ3 MNMO 4
        NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_SpawnItemEx("ZombiemanHeadExplode", 0, -2, 8)

        FPZ3 PQPR 4
        NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_SpawnItemEx("Blood", 0, -2, 4)

		FPZ3 PQPR 4
        NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_SpawnItemEx("Blood", 0, -2, 4)
		FPZ3 RP 3

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("ZombieManFatality3",1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 A_SpawnItem ("DeadZombieManFatality3")
		//NULL A 0 A_SpawnItem ("ZombieManDyingAfterFatality")
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

FatalityZMan4://Pounding to floor
        NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
		FPZ4 A 2 A_ChangeFlag("NOPAIN", 1)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
        //////////////////////////////////////////////////////
        FPZ4 AB 2
		NULL A 0 A_CustomMissile("BDBodyThud", 2, 0, 0, 2, -90)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
        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 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("ZombieManFatality4",1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 A_SpawnItem ("DeadZombieManFatality3")
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

	 FatalityZMan5: //Face Rip
	   NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
		FRAA A 2 A_ChangeFlag("NOPAIN", 1)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
	   //////////////////////////////////////////////////////
	   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("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("ZombieManFatality5",1)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
        TNT1 A 0 SetPlayerProperty(0,0,0)
	   Goto StandStill

    FatalityImp://Stomp
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
        FTYI AB 4
        FTYI CDEFG 2
        NULL A 0  A_PlaySound("imp/pain", 4)
        NULL A 0 A_CustomMissile("BDBodyThud", 2, 0, 0, 2, -90)
        NULL A 0 A_PlaySound("CLAP", 1)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
        FTYI GHIJK 3
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
        NULL A 0 A_SpawnItemEx("FootStep5", 0, 25, 30, 0, 0)
		TNT1 A 0 A_SpawnItemEx("ImpHeadExplode", 0, 10, 5)
		TNT1 A 0 A_SpawnItemEx("SplatteredSmall", 0, 15)
        FTYI LMN 4
		FTYI NONONON 4
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("ImpFatality",1)
		TNT1 A 0 A_GiveInventory("BootsSmearedWithRedBlood", 6)
		NULL A 0 A_CustomMissile ("StompedImp", 1, 0, random (0, 360), 2, random (0, 160))
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

    FatalityImp2://Spine Pull
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		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
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx("SplatteredSmall", 0, 15)
		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)

		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("GoFatality", 1)
		NULL A 0 A_TakeInventory("ImpFatality2",1)
        NULL A 0 A_SpawnItem ("ImpMessyCorpse")
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

      FatalityImp3://impse without se
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
        FTCI AB 2
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
        NULL A 0 A_PlaySound("imp/pain", 1)
		NULL A 0 A_PlaySound("player/cyborg/fist", 4)
		FTCI CDE 2
		FTCI E 6

		FTCI FGG 4
		FTCI H 2
        NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("ImpFatality3",1)
        NULL A 0 A_SpawnItem ("impfacesorapedomgthisiscruel")
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

	FatalityImp4://punches standing still
	   TNT1 A 0 SetPlayerProperty(0,1,0)
       TNT1 A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
	   TNT1 A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
	   //////////////////////////////////////////////////////
	   FTYI AB 4
	   FTDI AB 5
	   TNT1 A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
       TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		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 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
       TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		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 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
       TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		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)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
       TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		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)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
       TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		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)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx ("ImpHeadExplode", 0, -15, 60)
	   FTDI F 4

	   FTDI GH 4
	   FTDI J 7

	   TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("ImpFatality4",1)
		TNT1 A 0 A_GiveInventory("HasImpFatality",10)
        TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		 MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
         NULL A 0 SetPlayerProperty(0,0,0)
         Goto StandStill

    FatalitySergeant://To be or not to be... thats a brutal question
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
        FTYS A 6 A_PlaySound("grunt/pain", 3)
        FTYS BC 6
		NULL A 0 A_PlaySound("BURNZOM", 3)
		NULL A 0  A_PlaySound("BONECR1", 1)
        FTYS DE 4
		FTYS DE 3
		FTYS DEE 2
		NULL A 0  A_PlaySound("BONECR2", 1)
		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)

		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("misc/xdeath", 3)
		NULL A 0 A_SPawnItem("MuchBlood2", 0, 30)
        FTYS FGHIIP 2 A_CustomMissile ("Blood", 1, 0, random (0, 360), 2, random (0, 160))

        FTYS QR 5
        NULL A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
        FTYS R 7
		TNT1 A 0 A_GiveInventory("ShotgunguyHead", 1)
		NULL A 0 A_StopSound(3)
        ///////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("SergeantFatality",1)
		NULL A 0 A_CustomMissile ("BeheadedSergeantZombie", 1, 0, random (0, 360), 2, random (0, 160))
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
		Goto StandStill

    FatalitySergeant2://Split personality
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
        FTYS J 3
        FTYS J 1 A_PlaySound("BURNZOM",3)
		FTYS JJJJ 3
		FTYS J 1 A_PlaySound("grunt/death")
		FTYS K 4
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		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("GoFatality", 1)
		NULL A 0 A_TakeInventory("SergeantFatality2",1)
		NULL A 0 A_SpawnItem ("GrowingBloodPool")
        NULL A 0 A_SpawnItem ("DeadShotgunguy_Half", 1)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

	FatalitySergeant3://Shotgun Impale
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
        FSP3 A 4

		FSP3 B 4 A_PlaySound("grunt/pain")
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		FSP3 CDE 2
		FSP3 E 6

		FSP3 FG 3
		NULL A 0 A_PlaySound("grunt/death")
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		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 AAA 0 A_CustomMissile ("BloodMistSmall", 30, 0, random (0, 360), 2, random (20, 90))

        FSP3 HIIIIII 3

	   NULL A 0 A_PlaySound("weapons/sg")
	   NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL AAAAA 0 A_CustomMissile ("XDeath1", 70, 0, random (0, 360), 2, random (0, 160))
		NULL AA 0 A_CustomMissile ("XDeath2", 70, 0, random (0, 360), 2, random (0, 160))
		NULL AA 0 A_CustomMissile ("XDeath3", 70, 0, random (0, 360), 2, random (0, 160))

		TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BloodMist", 80, 0, random (0, 360), 2, random (20, 90))
        NULL A 0 A_CustomMissile ("FlyingImpaledSergeant", 50, 0, random (0, 360), 2, random (70, 110))

		FSP3 L 3 BRIGHT
		FSP3 K 3
		FSP3 J 5
		///////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("SergeantFatality3",1)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

      FatalitySergeant4:
			NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
		SGF8 A 2 A_ChangeFlag("NOPAIN", 1)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
			 //////////////////////////////////////////////////////
			SGF8 A 5

			SGF8 B 5
			TNT1 A 0  A_PlaySound("grunt/pain")
			NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
			//SCREAMS!
			SGF8 A 4

			SGF8 B 4
			TNT1 A 0  A_PlaySound("grunt/pain")
			NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
			//SCREAMS!
			SGF8 A 4

			SGF8 B 4
			TNT1 A 0  A_PlaySound("grunt/pain")
			TNT1 A 0 A_PlaySound("misc/xdeath4a", 4)
			NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
			//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))
			TNT1 A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)
			//

			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
			NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
			SGF8 H 4
			TNT1 A 0 A_PlaySound("misc/xdeath4a", 6)
			XXXX AAAAA 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
			SGF8 H 6
			NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
			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)

			XXXX AAA 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
			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("SergeantFatality4",1)
			TNT1 A 0 A_TakeInventory("GoFatality", 1)
			TNT1 A 0 A_SpawnItem("FatalizedSGGuy4", 1)
			TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
			MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
			NULL A 0 SetPlayerProperty(0,0,0)
			Goto StandStill

    FatalityComando:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
        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_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
          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 ("CameraShakeMinor", 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 3

        CFTA M 7
        CFTA OPQR 4
		NULL A 0  A_PlaySound("BONECR1", 1)
        NULL A 0 A_PlaySound("BURNZOM", 3)
        CFTA R 10
		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)

		 NULL A 0  A_PlaySound("BONECR2", 1)
		 NULL A 0 A_CustomMissile ("CameraShakeMinor", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL A 0 A_CustomMissile ("Muchblood2", 20, 0, random (0, 360), 2, random (0, 160))
		 NULL A 0 A_PlaySound("grunt/death", 4)
        CFTA S 12
		NULL A 0 A_StopSound(3)
        //////////////////////////////////////////////////////
        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)
		NULL A 0 A_CustomMissile ("XDeathChainArm", 40, -15, 0, 2, 0)
		NULL A 0 A_CustomMissile ("XDeathChainArm", 40, 15, 0, 2, 0)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

	   FatalityComando2:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
        CFTC A 1
        CFTC A 1 A_PlaySound("BURNZOM",3)
		CFTC AAAA 5
		CFTC B 1 A_PlaySound("grunt/death")
		CFTC B 6
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		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("ComandoFatality2",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
        NULL A 0 A_SpawnItemEx("DeadChaingunGuy_Half", 0, 0, 40, 0, 0)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

    FatalityDemon:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
        FDEM A 4
		NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
        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 A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		 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_TakeInventory("GoFatality", 1)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        NULL A 0 A_SpawnItemEx("DyingDemon", 0, 1, 1, 1, 1)
        Goto StandStill

		FatalityDemon2:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
		FDEM J 2
		NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
        FDEM J 5 A_PlaySound("demon/pain")
        FDEM J 4
        FDEM K 3
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		 NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		 NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		 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("DemonFatality2",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
        NULL A 0 A_SpawnItemEx("DeadDemonHalf", 0, 1, 1, 1, 1)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

	FatalityDemon3:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
		FD2M A 2
		NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
        FDEM J 0 A_PlaySound("demon/pain")
        FD2M A 5

        FD2M B 3
		FD7M B 1
		FD2M C 3
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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 A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 NULL AAA 0 A_SpawnItem("Blood", 0, 5)
		 NULL A 0 A_SpawnItem("MeatDeath", 0, 1)
		FD2M IJJJJ 5

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("DemonFatality3",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
        NULL A 0 A_SpawnItemEx("DeadDemonStomped", 0, 1, 1, 1, 1)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

    FatalityCacoDemon:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
        CACF ABC 4
        CACF D 4 A_PlaySound("misc/xdeath4", 4)
        CACF E 4 A_PlaySound("caco/death", 1)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
        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("GoFatality", 1)
		NULL A 0 A_TakeInventory("CacoDemonFatality",1)
		NULL A 0 A_GiveInventory("HasCacoEye",1)
        NULL A 0 A_SpawnItemEx("DeadCacoDemon", 0, 1, 1, 1, 1)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

		FatalityCacoDemon2:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
        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 A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		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("GoFatality", 1)
		NULL A 0 A_TakeInventory("CacoDemonFatality2",1)
        NULL A 0 A_SpawnItem ("DeadHalfCacoDemon", 1)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

    FatalityRevenant:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
		NULL A 0  A_PlaySound("BONECR1", 1)
        FREV ABABABABAB 3
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 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_PlaySound("BONECR2", 1)
		 NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
        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

		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 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 ("XDeathRevenantHeadKicked2", 40, 0, 0, 2, 0)
		 NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		 NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)

        FREV PQR 2
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("RevenantFatality",1)
        NULL A 0 A_SpawnItemEx("DyingRevenant", 35, 35, 0, 1, 1)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

    FatalityRevenant2:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
        FRE2 A 5
		FRE2 A 5 A_PlaySound("skeleton/pain")
		FRE2 A 5
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 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("GoFatality", 1)
		NULL A 0 A_TakeInventory("RevenantFatality2",1)
        NULL A 0 A_SpawnItem("VeryFuckedUpRevenant")
		NULL A 0 A_SpawnItem("HMLSpawner")
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

    FatalityFatso:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
        FATF A 6

        NULL A 0 A_CustomMissile ("Blood", 45, 0, random (0, 360), 2, random (0, 160))
        NULL AAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail", 45, 0, random (0, 180), 2, random (0, 180))
        FATF A 6 A_PlaySound("misc/xdeath4")
		NULL A 0 A_CustomMissile ("Blood", 45, 0, random (0, 360), 2, random (0, 160))
        FATF A 6 A_PlaySound("fatso/pain")
        FATF AA 6 A_CustomMissile ("Blood", 45, 0, random (0, 360), 2, random (0, 160))

		 NULL A 0 A_CustomMissile ("CameraShake", 1, 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))
		 NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		 NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		 NULL A 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL A 0 A_CustomMissile ("XDeath2", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL A 0 A_CustomMissile ("XDeath3", 50, 0, random (0, 360), 2, random (0, 160))
        FATF BCD 4
		NULL A 0 A_PlaySound("fatso/pain")
		FATF D 25

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("FatsoFatality",1)
        NULL A 0 A_SpawnItemEx("FatalizedFatso", 0, 1, 1, 1, 1)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

    FatalityBaron:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
        BHF1 AAABCDEF 2
        BHF1 G 3 A_PlaySound("weapons/gswing")
        BHF1 HIJKLLLMN 2
        BHF1 O 3 A_PlaySound("demon/pain")
        NULL AAAAAAA 0 A_CustomMissile ("Green_Blood", 35, 0, random (0, 180), 2, random (0, 180))
        NULL A 0 A_PlaySound("misc/xdeath4")
        BHF1 PQR 3 A_CustomMissile ("Green_Blood", 35, 0, random (0, 360), 2, random (0, 160))

        NULL A 0 A_PlaySound("misc/xdeath4")
        NULL A 0 A_PlaySound("misc/xdeath3")
        NULL A 0 A_PlaySound("misc/xdeath2")
        NULL A 0 A_PlaySound("misc/xdeath1")
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL AAAA 0 A_CustomMissile ("MuchBlood2Green", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_NamedExecute("BDGreenBloodHUD", 0, 0, 0, 0)
		NULL A 0 ACS_NamedExecute("BDGreenBloodHUD", 0, 0, 0, 0)

        BHF1 STUV 3 A_CustomMissile ("Green_Blood", 35, 0, random (0, 360), 2, random (0, 160))

	     NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))

		 NULL A 0 ACS_NamedExecute("BDGreenBloodHUD", 0, 0, 0, 0)

         NULL AAAAAAAAA 0 A_CustomMissile ("XDeath1Green", 10, 0, random (0, 360), 2, random (0, 160))
         NULL AAA 0 A_CustomMissile ("MuchBlood3Green", 50, 0, random (0, 360), 2, random (0, 160))

        BHF1 WXYZZZZZZZZZZZZZZ 3

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("BaronFatality",1)
		NULL AAAA 0 A_GiveInventory("Medikit",1)
        NULL A 0 A_SpawnItemEx("DeadBaronNoHead", 0, 1, 1, 1, 1)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

    FatalityHK:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
        HKF1 A 1
		NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		HKF1 AB 6
		NULL A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
        HKF1 C 6 A_PlaySound("PSXDPN")
		NULL AAA 0 A_CustomMissile ("Green_Blood", 45, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		HKF1 C 5
		NULL A 0 A_PlaySound("imp/melee")
		HKF1 C 5

		 NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))

		NULL AAAAAAA 0 A_CustomMissile ("XDeath1Green", 50, 0, random (0, 360), 2, random (0, 160))
         NULL AA 0 A_CustomMissile ("Green_Blood", 50, 0, random (0, 360), 2, random (0, 160))
         NULL AA 0 A_CustomMissile ("Muchblood2Green", 50, 0, random (0, 360), 2, random (0, 160))

        HKF1 CDE 6 A_SpawnItem ("Green_Blood", 30)
		HKF1 FG 6 A_SpawnItem ("Green_Blood", 15)
		HKF1 HHH 6

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("HKFatality",1)
        NULL A 0 A_SpawnItemEx("RapedHK", 0, 1, 1, 1, 1)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

	FatalityHK3:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
        NULL A 0 A_PlaySound("weapons/gswing", 1)
		NULL A 0 A_PlaySound("PSXDPN")
		HKF3 A 1
		NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		HKF3 ABC 6
		NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_PlaySound("PSXDPN", 2)
		HKF3 D 7
         NULL A 0 A_PlaySound("knight/death")

		 NULL AAAAAAA 0 A_CustomMissile ("XDeath1Green", 50, 0, random (0, 360), 2, random (0, 160))
         NULL AA 0 A_CustomMissile ("Green_Blood", 50, 0, random (0, 360), 2, random (0, 160))
         NULL AA 0 A_CustomMissile ("Muchblood2Green", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL A 0 A_CustomMissile ("XDeathHellKnightArm", 40, 0, 90, 2, random (0, 20))
        HKF3 EFGG 3 A_CustomMissile ("Green_Blood", 40, 0, random (0, 360), 2, random (0, 160))

		NULL A 0 A_PlaySound("PSXDPN")
		HKF3 H 7

		 NULL AAAAAAA 0 A_CustomMissile ("XDeath1Green", 50, 0, random (0, 360), 2, random (0, 160))
         NULL AA 0 A_CustomMissile ("Green_Blood", 50, 0, random (0, 360), 2, random (0, 160))
         NULL AA 0 A_CustomMissile ("Muchblood2Green", 50, 0, random (0, 360), 2, random (0, 160))
		 NULL A 0 A_CustomMissile ("XDeathHellKnightHead", 40, 0, 270, 2, random (0, 20))
		 HKF3 I 10
        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("HKFatality3",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
        NULL A 0 A_SpawnItemEx("NoArmNoHeadFatalizedHK", 0, 1, 1, 1, 1)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

FatalityHK2:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		HKF2 AAB 6
		NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 A_PlaySound("PSXDPN")

		HKF2 DEFFGH 4

		 NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
         NULL A 0 A_PlaySound("PSXDPN")
		 HKF2 IJIJIJ 4

		 NULL A 0 ACS_NamedExecute("BDGreenBloodHUD", 0, 0, 0, 0)
		 NULL A 0 ACS_NamedExecute("BDGreenBloodHUD", 0, 0, 0, 0)

		 NULL AAAAAAA 0 A_CustomMissile ("XDeath1Green", 50, 0, random (0, 360), 2, random (0, 160))
         NULL AA 0 A_CustomMissile ("Green_Blood", 50, 0, random (0, 360), 2, random (0, 160))
         NULL AA 0 A_CustomMissile ("Muchblood2Green", 50, 0, random (0, 360), 2, random (0, 160))

        HKF2 KL 6
		NULL A 0 A_CustomMissile ("XDeathHellKnightHead", 64, 0, random (0, 360), 2, random (60, 120))
		HKF2 MNNNNN 6

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("HKFatality2",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
        NULL A 0 A_SpawnItemEx("OmgSoDeadHK", 0, 1, 1, 1, 1)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

    FatalityArachnotron:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
        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 A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		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_TakeInventory("GoFatality", 1)
        NULL A 0 A_SpawnItemEx("RapedArachnotron", 0, 1, 1, 1, 1)
		//NULL A 0 A_CustomMissile ("SpiderLeg", 30, 0, 0, 2, 0)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

	FatalityArachnotron2:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
        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 A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		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("ArachnotronFatality2",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
        NULL A 0 A_SpawnItemEx("RapedArachnotron", 0, 1, 1, 1, 1)
		//NULL A 0 A_CustomMissile ("SpiderLeg", 30, 0, 0, 2, 0)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

	FatalityArachnotron3:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
		ARF2 A 6
		NULL A 0 A_PlaySound("SPIPAIN2")
		ARF2 B 3
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
        ARF2 BIBIBI 2
		NULL A 0 A_PlaySound("baby/death")
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		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("ArachnotronFatality2",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
        NULL A 0 A_SpawnItemEx("NoLegsSpider", 0, 1, 1, 1, 1)
		//NULL A 0 A_CustomMissile ("SpiderLeg", 30, 0, 0, 2, 0)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

		FatalityArchVile:
        NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
		AVF1 A 2 A_ChangeFlag("NOPAIN", 1)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera

        //////////////////////////////////////////////////////
        AVF1 A 1
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
        AVF1 A 1 A_PlaySound("vile/pain")
        AVF1 A 10

		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 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))
		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)

        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 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_PlaySound("CLAP")
		NULL A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		AVF1 N 15
		AVF1 OPQQR 3
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		 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_TakeInventory("GoFatality", 1)
        NULL A 0 A_SpawnItem("FatalizedArchvile1")
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

	FatalityArchVile2:
		NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
		AVF2 A 2 A_ChangeFlag("NOPAIN", 1)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera

		//////////////////////////////////////////////////////
		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)

	//	NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("PlayerFlyingBlood", 55, 12, random (0, 360), 2, random (0, 160))
		AVF2 E 5
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		AVF2 ONMN 4
		TNT1 A 0 A_PlaySound("misc/xdeath4b", 4)
		NULL A 0 A_SpawnItemEx ("MuchBlood", 0, 18, 55)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))

		TNT1 A 0 A_PlaySound("vile/death",9)
		AVF2 OPUV 3
		TNT1 A 0 A_Playsound("CLAP",2)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		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("ArchVileFatality2",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
        TNT1 A 0 A_SpawnItemEx("ArchvileStabbedTheFuckOut", 5, 2, 1, 0, 0)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

	FatalityBelphegor:
	   TNT1 A 0 SetPlayerProperty(0,1,0)
       TNT1 A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
	   TNT1 A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
	   //////////////////////////////////////////////////////
	   TNT1 A 0 A_PlaySound("weapons/fistwhoosh",7)
	   BS4F A 5

	   TNT1 A 0 A_PlaySound("misc/gibbed")
	   BS4F B 3
	   TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 71, 0, random (0, 360), 2, random (0, 160))
	   BS4F C 3
	   XXXX AA 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 71, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("Blood", 71, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAA 0 A_CustomMissile ("SmallBrainPieceFast", 71, 0, random (170, 190), 2, random (-10, 10))
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("SmallBrainPiece", 72, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("Teeth", 68, -7, random (0, 360), 2, random (0, 160))
	   BS4F DE 4

	   BS4F F 5
	   //blood splashing
	   TNT1 A 0 A_PlaySound("misc/xdeath2c",8)
	   TNT1 AAAAAAAA 0 A_SpawnItem ("Blood", 0, 69)
	   BS4F F 5
	   //blood splashing
	   TNT1 A 0 A_PlaySound("misc/xdeath2c", 9)
	   TNT1 AAAAAAAA 0 A_SpawnItem ("Blood", 0, 69)
	   BS4F GG 5 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
	   TNT1 A 0 A_PlaySound("misc/xdeath4f", 7)
	   TNT1 AAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 53, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAAAAAA 0 A_CustomMissile ("Guts", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath2", 55, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath3", 51, 0, random (170, 190), 2, random (0, 40))
	   BS4F HI 6
	   TNT1 AAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 53, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath2", 55, 0, random (170, 190), 2, random (0, 40))
	   BS4F II 3

	   TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("BelphegorFatality",1)
		TNT1 A 0 A_SpawnItem ("FatalizedBelphegor", 20)
		TNT1 A 0 A_CustomMissile ("XDeathHellKnightTorso", 32, 0, random (0, 135), 2, random (0, 65))
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        TNT1 A 0 SetPlayerProperty(0,0,0)
	   Goto StandStill

		FatalityVolcabus:
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		TNT1 A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
		//////////////////////////////////////////////////////
		FA2F AA 6
		TNT1 A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("fatso/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("Blood", 44, -7, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 34, -6, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 48, -7, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath2", 48, -7, random (0, 360), 2, random (0, 160))
		FA2F B 5

		FA2F C 5

		TNT1 A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("fatso/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_CustomMissile ("Blood", 44, -7, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 34, -4, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 48, -7, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath2", 48, -7, random (0, 360), 2, random (0, 160))
		FA2F B 5

		FA2F C 4

		TNT1 A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		 TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("fatso/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_PlaySound("misc/xdeath4c", 3)
		TNT1 AA 0 A_CustomMissile ("Blood", 44, -7, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 32, -5, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 48, -7, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 48, -7, random (0, 360), 2, random (0, 160))
		FA2F D 5

		FA2F C 4

		TNT1 A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		 TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("fatso/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_PlaySound("misc/xdeath4c", 3)
		TNT1 AA 0 A_CustomMissile ("Blood", 44, -7, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 32, -5, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 48, -7, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath2", 48, -7, random (0, 360), 2, random (0, 160))
		FA2F FFF 2 A_CustomMissile ("PlayerFlyingBlood", 33, -6, random (0, 360), 2, random (0, 160))

		FA2F E 4
		TNT1 A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("fatso/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_PlaySound("misc/xdeath", 3)
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Blood", 44, -6, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 45, -6, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPieceFast", 48, -7, random (170, 190), 2, random (-10, 10))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPiece", 48, -7, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 48, -7, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath2", 48, -7, random (0, 360), 2, random (0, 160))
		FA2F FFF 2 A_CustomMissile ("PlayerFlyingBlood", 48, -6, random (0, 360), 2, random (0, 160))

		FA2F E 4
		TNT1 A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShakeMinor", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("fatso/pain", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_PlaySound("misc/xdeath", 3)
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Blood", 44, -6, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("PlayerFlyingBlood", 48, -6, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPieceFast", 48, -7, random (170, 190), 2, random (-10, 10))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPiece", 48, -7, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 48, -7, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath2", 48, -7, random (0, 360), 2, random (0, 160))
		FA2F FFF 2	A_CustomMissile ("PlayerFlyingBlood", 48, -6, random (0, 360), 2, random (0, 160))

		TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("VolcabusFatality",1)
		TNT1 A 0 A_SpawnItem ("FatalizedVolcabus", 45)
		 MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		 NULL A 0 A_ChangeFlag("NOPAIN", 0)
			NULL A 0 SetPlayerProperty(0,0,0)
		Goto StandStill

FatalityVolcabus2:
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		TNT1 A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
		//////////////////////////////////////////////////////
		FA3F A 4
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 4)
		TNT1 A 0 A_Playsound("misc/gibbed",3)
		TNT1 AAAAAAA 0 A_CustomMissile ("Blood", 45, 0, random (0, 360), 2, random (0, 160))
		FA3F B 4
		TNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail", 45, 0, random (0, 180), 2, random (0, 180))
		FA3F C 5 A_PlaySound("Volcabus/pain", 1)
		//NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		FA3F D 6 A_PlaySound("misc/xdeath4", 3)
		TNT1 AAAAAAA 0 A_CustomMissile ("Blood", 45, 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 AA 0 A_CustomMissile ("Guts", 48, -6, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)

		TNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail", 45, 0, random (0, 180), 2, random (0, 180))
		FA3F E 6 A_PlaySound("Volcabus/pain", 1)
		FA3F F 6 A_PlaySound("misc/xdeath4", 3)
		TNT1 AAA 0 A_CustomMissile ("Blood", 45, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Guts", 48, -6, random (0, 360), 2, random (0, 160))

		TNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail", 45, 0, random (0, 180), 2, random (0, 180))
		FA3F G 5 A_PlaySound("Volcabus/pain", 1)
		FA3F H 6 A_PlaySound("misc/xdeath4", 3)
		TNT1 AAA 0 A_CustomMissile ("Blood", 45, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Guts", 48, -6, random (0, 360), 2, random (0, 160))

		TNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail", 45, 0, random (0, 180), 2, random (0, 180))
		FA3F I 5 A_PlaySound("Volcabus/pain", 1)
		FA3F J 6 A_PlaySound("misc/xdeath4", 3)
		TNT1 AAA 0 A_CustomMissile ("Blood", 45, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Guts", 48, -6, random (0, 360), 2, random (0, 160))

		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		FA3F K 5

		//////////////////////////////////////////////////////
		TNT1 A 0 A_TakeInventory("VolcabusFatality2",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_SpawnItem ("FatalizedVolcabus2", 45)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
		NULL A 0 SetPlayerProperty(0,0,0)
		Goto StandStill

	FatalityArachnotron2B:
		NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
		//////////////////////////////////////////////////////
		ARF6 A 6
		NULL A 0 A_PlaySound("baby/pain")
		ARF6 B 3
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		ARF6 BIBIBI 2
		NULL A 0 A_PlaySound("baby/death")
		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		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
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		ARF6 EF 3
		NULL A 0 A_CustomMissile ("XDeathArachnotronHead2", 50, 0, random (0, 360), 2, random (40, 130))
		//////////////////////////////////////////////////////
		NULL A 0 A_TakeInventory("Arachnotron2FatalityB",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_SpawnItem("ArachnoTurretFrame2", 45)
		//NULL A 0 A_CustomMissile ("SpiderLeg", 30, 0, 0, 2, 0)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
			NULL A 0 SetPlayerProperty(0,0,0)
		Goto StandStill

	FatalityArachnotron2A:
		NULL A 0 SetPlayerProperty(0,1,0)
		NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
		//////////////////////////////////////////////////////
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		ARF5 ABABABABABABAB 2
		TNT1 A 0 A_PlaySound("BONEBRK3", 3)
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		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 A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		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_TakeInventory("GoFatality", 1)
		NULL A 0 A_SpawnItemEx("RapedArachnotron2", 0, 1, 1, 1, 1)
		//NULL A 0 A_CustomMissile ("SpiderLeg", 30, 0, 0, 2, 0)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
			NULL A 0 SetPlayerProperty(0,0,0)
		Goto StandStill

FatalityPE:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
        PA1F A 3
		FATF E 0 A_PlaySound("demon/pain")
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		PA1F A 4

		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)

        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))
		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShake", 1, 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))

		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)

		NULL A 0 A_CustomMissile ("CameraShake", 1, 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))

		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)

		NULL A 0 A_CustomMissile ("CameraShake", 1, 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))

		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)

		NULL A 0 A_CustomMissile ("CameraShake", 1, 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))

		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)

		NULL A 0 A_CustomMissile ("CameraShake", 1, 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_TakeInventory("GoFatality", 1)
		NULL A 0 A_SpawnItemEX("FatalizedPE",32)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
        NULL A 0 A_ChangeFlag("NOPAIN", 0)
			NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

FatalityLabGuy1: //Face kicker
		TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		TNT1 A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
		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)
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		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))
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("marine/superfist1", 3)
		TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		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))
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("marine/superfist1", 3)
		TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		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))
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("marine/superfist1", 3)
		TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		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))
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("marine/superfist1", 3)
		TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		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))
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("marine/superfist1", 3)
		TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		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))
		NULL 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("marine/superfist1", 3)
		TNT1 A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		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("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("LabGuyToken1",1)
        TNT1 A 0 A_CustomMissile ("LabguyBeatenDown", 1, 0, random (0, 360), 2, random (130, 180)) //refers to Labguy decorate corpse item!
        MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
			NULL A 0 SetPlayerProperty(0,0,0)
		Goto StandStill

FatalityLabGuy2: // axe mutilator
       	TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		TNT1 A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
        FSF2 ABC 4
		NULL A 0 A_CustomMissile ("CameraShake", 1, 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", 4)
		 TNT1 AAA 0 A_CustomMissile ("PlayerFlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		FSF2 D 5
		TNT1 A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		FSF2 E 5
		FSF2 F 7
		NULL A 0 A_CustomMissile ("CameraShake", 1, 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 ("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 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShake", 1, 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))
		TNT1 A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShake", 1, 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))
		TNT1 A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		//NULL A 0 A_CustomMissile ("CameraShake", 1, 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))
		TNT1 A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShake", 1, 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))
		TNT1 A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		//NULL A 0 A_CustomMissile ("CameraShake", 1, 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))
		TNT1 A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShake", 1, 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))
		TNT1 A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		//NULL A 0 A_CustomMissile ("CameraShake", 1, 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))
		TNT1 A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 A_CustomMissile ("CameraShake", 1, 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))
		TNT1 A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		//NULL A 0 A_CustomMissile ("CameraShake", 1, 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("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("LabGuyToken2",1)
        TNT1 A 0 A_SpawnItem ("AxeSplitLabguy") //refers to Labguy decorate corpse item!
        MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
			NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

FatalityLabGuy3: //axe - face
		TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		 TNT1 A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
		FSF3 AB 4
		TNT1 A 0 A_Playsound("grunt/sight7",2)
		FSF3 CD 4
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 180))
		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))
		TNT1 A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
        TNT1 A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)
		FSF3 EFGH 5
		TNT1 A 0 A_CustomMissile ("BloodyAxe", 50, 0, random (0, 360), 2, random (0, 160))
		//////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("GoFatality", 1)
		TNT1 A 0 A_TakeInventory("LabGuyToken3",1)
        TNT1 A 0 A_SpawnItem ("FacelessLabguy") //refers to Labguy decorate corpse item!
        MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
			NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

    CurbstompZombieman:
		TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		TNT1 A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
		//////////////////////////////////////////////////////
		01CB A 3
		NULL A 0 A_PlaySound("grunt/death")
		01CB BCCCC 3
		NULL A 0 A_PlaySound("misc/xdeath1")
		01CB D 3
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)

		TNT1 A 0 A_SpawnItemEx("ZombiemanHeadExplode", 0, 20)
		TNT1 A 0 A_SpawnItemEx("GrowingBloodPool", 0, 20)
		01CB E 10
		//////////////////////////////////////////////////////
		NULL A 0 A_TakeInventory("IsCurbstompingZombieman",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 0 A_GiveInventory("BootsSmearedWithRedBlood", 6)
		NULL A 0 A_CustomMissile ("StompedZombieman", 1, 0, random (0, 360), 2, random (0, 160))
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
		NULL A 0 SetPlayerProperty(0,0,0)
		Goto StandStill

	CurbstompSergeant:
		TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		TNT1 A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
		//////////////////////////////////////////////////////
		02CB A 3
		NULL A 0 A_PlaySound("grunt/death")
		02CB BCCCC 3
		NULL A 0 A_PlaySound("misc/xdeath1")
		02CB D 3
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)

		TNT1 A 0 A_SpawnItemEx("ShotgunguyHeadExplode", 0, 20)
		TNT1 A 0 A_SpawnItemEx("GrowingBloodPool", 0, 20)
		02CB E 10
		//////////////////////////////////////////////////////
		NULL A 0 A_TakeInventory("IsCurbstompingSergeant",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		NULL A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 0 A_GiveInventory("BootsSmearedWithRedBlood", 6)
		NULL A 0 A_CustomMissile ("StompedSergeant", 1, 0, random (0, 360), 2, random (0, 160))
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
		NULL A 0 SetPlayerProperty(0,0,0)
		Goto StandStill

	FatalityMastermind:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDActivateCameraBig", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
		FTSM ABCD 3
		NULL A 0 A_PlaySound("SPIPAIN1", 4)
		TNT1 A 0 A_SpawnItemEX("MuchBlood", 0, 56, 48)
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
		FTSM EFG 3
		TNT1 A 0 A_SpawnItemEx ("LargeMassWaterImpact", 0, 0, -10)
		TNT1 A 0 Radius_Quake(2, 35, 0, 5, 0)
		TNT1 A 0 A_PlaySound("BIKECLW", 1)
		NULL A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		FTSM H 12

		FTSM IJJKL 3
		NULL A 0 A_PlaySound("misc/xdeath1")
		PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
		NULL A 0 A_PlaySound("SPIPAIN1", 4)
		TNT1 A 0 A_SpawnItemEX("MuchBlood", 0, 56, 48)
		FTSM L 3

		FTSM IJJKL 3
		NULL A 0 A_PlaySound("misc/xdeath1")
		NULL A 0 A_PlaySound("SPIPAIN1", 4)
		PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
		TNT1 A 0 A_SpawnItemEX("MuchBlood", 0, 56, 48)

		FTSM M 6

		FTSM NOON 3
		NULL A 0 A_PlaySound("misc/xdeath1")
		NULL A 0 A_PlaySound("SPIPAIN1", 4)
		PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
		TNT1 A 0 A_SpawnItemEX("MuchBlood", 0, 56, 48)
		FTSM M 6

		FTSM NOON 3
		NULL A 0 A_PlaySound("misc/xdeath1")
		NULL A 0 A_PlaySound("SPIPAIN1", 4)
		PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
		TNT1 A 0 A_SpawnItemEX("MuchBlood", 0, 56, 48)
		TNT1 A 0 A_SpawnItem("BigBloodSpot")
		FTSM P 6

		FTSM QRRQ 3
		NULL A 0 A_PlaySound("misc/xdeath1")
		NULL A 0 A_PlaySound("SPIPAIN1", 4)
		PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
		TNT1 A 0 A_SpawnItemEX("MuchBlood", 0, 56, 48)
		FTSM P 3 A_PlaySound("Salute", 5)

		FTSM STUVW 3
		NULL A 0 A_PlaySound("misc/xdeath1")
		PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
		TNT1 A 0 A_SpawnItemEX("MuchBlood2", 0, 56, 48)
		FTSM XYY 3

		FTSM Z 3
		FTS2 ABC 3
		FTS2 BA 2
		PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
		TNT1 A 0 A_SpawnItemEX("MuchBlood2", 0, 56, 48)
		FTSM YZ 3

		FTSM Z 3
		FTS2 ABC 3
		FTS2 BA 2
		PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
		TNT1 A 0 A_SpawnItemEX("MuchBlood2", 0, 56, 48)
		FTSM YZ 3

		FTSM Z 3
		FTS2 ABC 3
		FTS2 BA 2
		PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
		TNT1 A 0 A_SpawnItemEX("MuchBlood2", 0, 56, 48)
		FTSM YZ 3

		FTSM Z 3
		FTS2 ABC 3
		FTS2 BA 2
		PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
		TNT1 AAA 0 A_SpawnItemEX("MuchBlood2", 0, 56, 48)
		XXXX AAAAAA 0 A_CustomMissile ("XDeath1", 41, 0, random (0, 360), 2, random (40, 90))
		TNT1 A 0 A_SpawnItem("GiantBloodSpot")
		FTS2 D 3
		FTS2 E 17
		NULL A 0 A_SpawnItem ("StompedMastermind")
		TNT1 A 0 ThrustThingZ(0, 35, 0, 1)

		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("MastermindFatality",1)
		TNT1 A 0 A_GiveInventory("BootsSmearedWithRedBlood", 6)

        NULL A 0 A_TakeInventory("GoFatality", 1)
		MARN A 0 ACS_NamedExecuteAlways("BDDisableCameraBig", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
		NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

FatalityCyberdemon:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDActivateCameraBig", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
		NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
		FTCY AB 3
		FTCY C 3 BRIGHT A_CustomMissile("CyberBalls", 62, 0, -120, 2, -34)

		NULL A 0 A_PlaySound("CYBPAIN", 1)
		TNT1 A 0 A_SpawnItemEX("MuchBlood", 0, 0, 48)
		FTCY D 5
		FTCY EFGHI 3 A_SpawnItemEX("Blood", 0, 0, 48)
		TNT1 A 0 A_SpawnItemEX("RipGuts", 0, 0, 48)
		FTCY H 12
		TNT1 A 0 A_PlaySound("BONECR1", 4)
		NULL A 0 A_PlaySound("CYBPAIN", 1)
		FTCY JKJKJKJKJKJKJKJKJK 2
		TNT1 A 0 A_PlaySound("BONECR2", 4)
		TNT1 AA 0 A_SpawnItemEX("RipGuts", 0, 0, 64)
		TNT1 A 0 A_SpawnItemEX("MuchBlood2", 0, 0, 64)
		TNT1 A 0 A_SpawnItem("BigBloodSpot")
		FTCY MNOPQ 3
		NULL A 0 A_PlaySound("CYBPAIN", 1)
		TNT1 A 0 A_SpawnItemEX("CyberdemonLegsFatality", 20, 20, 0)
		TNT1 A 0 A_PlaySound("BONECR1", 4)
		FTCY RSRSRSRSRS 3
		NULL A 0 A_PlaySound("CYBPAIN", 1)
		FTCY RSRSRSRSRS 3

		TNT1 A 0 A_SpawnItemEX("MuchBlood", 0, 0, 48)
		FTCY T 5 A_PlaySound("BONECR2", 6)
		FTCY UV 4
		TNT1 A 0 A_SpawnItemEX("MuchBlood2", 0, 0, 64)
		TNT1 A 0 A_SpawnItemEX("MeatDeath", 0, 0, 64)
		FTCY W 5 A_PlaySound("BONECR2", 1)
		NULL A 0 A_PlaySound("cyber/death", 2)
		TNT1 A 0 A_CustomMissile ("XDeathCyberdemonHead", 60, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("XDeathCyberdemonArm", 60, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("XDeathCyberdemonGun", 60, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("XDeathCyberdemonPiece", 60, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("XDeathCyberdemonTorso", 60, 0, random (0, 360), 2, random (0, 180))
		FTCY X 12

		NULL A 0 ACS_NamedExecute("BDRedBloodHUD", 0, 0, 0, 0)
		NULL A 0 ACS_NamedExecute("BDMoreRedBloodHUD", 0, 0, 0, 0)

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("CyberdemonFatality",1)
		TNT1 A 0 A_GiveInventory("BootsSmearedWithRedBlood", 6)

        NULL A 0 A_TakeInventory("GoFatality", 1)
		MARN A 0 ACS_NamedExecuteAlways("BDDisableCameraBig", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
		NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

	Death.PussyGrab:
	    TNT1 A 0
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GrabbedAEvilMarine", 1)
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
        NULL A 1
		NULL A -1
        Stop

    Death.Fatality:
        NULL A 0 A_NoBlocking
		NULL A 0 A_Scream
		NULL A 0 A_GiveToTarget("GoFatality", 1)
        NULL A 0 A_GiveToTarget("PVPFatality", 1)
		NULL A 1
		NULL A -1
        Stop

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

	FatalityPVP1:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
        NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
        PVPF ABB 6
        PVPF C 3
		PVPF DDD 3 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		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)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

	FatalityPVP2:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
        NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
        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 A 0 A_CustomMissile ("CameraShake", 1, 0, random (0, 360), 2, random (0, 160))
		PVP1 BCDE 5
        //////////////////////////////////////////////////////
		TNT1 A 0 A_SpawnItemEx("MarineFatalizedByRevenant", 1)
        NULL A 0 A_TakeInventory("PVPFatality",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

	FatalityPVP3:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
        NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
		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))
        PVP1 A 0 A_CustomMissile ("CameraShake", 1, 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))
		PVP1 A 0 A_CustomMissile ("CameraShake", 1, 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))
		PVP1 A 0 A_CustomMissile ("CameraShake", 1, 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)
		NULL A 0 A_TakeInventory("GoFatality", 1)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

// STEALTH KILLS

    StealthKillZombieman:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
        NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
		SFZM A 4
		SFZM B 4
		SFZM C 8
		NULL A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
		SFZM D 8

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("SKZombieMan",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
        NULL A 0 A_SpawnItemEx("DeadZombieMan", 35, 0, 40, 0, 0)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

StealthKillLabguy:
        TNT1 A 0 SetPlayerProperty(0,1,0)
        TNT1 A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
        TNT1 A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
		SFZL A 4
		SFZL B 4
		SFZL C 8
		TNT1 A 0 A_PlaySound("NECK_BRK",2)
		SFZL D 8

        //////////////////////////////////////////////////////
        TNT1 A 0 A_TakeInventory("SKLabguy",1)
		TNT1 A 0 A_TakeInventory("GoFatality", 1)
        TNT1 A 0 A_SpawnItemEx("DeadFormerScientist", 0, 0, 40, 0, 0)
       MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
	   NULL A 0 A_ChangeFlag("NOPAIN", 0)
			NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

    StealthKillShotgunGuy:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
        NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
		SFSZ A 4
		SFSZ B 4
		SFSZ C 8
		NULL A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
		SFSZ D 8

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("SKShotgunGuy",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
        NULL A 0 A_SpawnItemEx("DeadShotgunGuy", 35, 0, 40, 0, 0)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

    StealthKillChaingunGuy:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
        NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
		SFCG A 4
		SFCG B 4
		NULL A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
		SFCG C 8

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("SKChaingunGuy",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
        NULL A 0 A_SpawnItemEx("DeadChaingunGuy_KilledByMinorHead", 35, 0, 40, 0, 0)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

    StealthKillImp:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
        NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
		SFIM A 4
		SFIM B 4
		NULL A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
		SFIM C 8
		SFIM D 8

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("SKImp",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
        NULL A 0 A_SpawnItemEx("DeadImp", 35, 0, 40, 0, 0)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

    StealthKillNazi:
        NULL A 0 SetPlayerProperty(0,1,0)
        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 1)
        NULL A 0 ACS_NamedExecute("BDSetInvulnerable", 0)
        //////////////////////////////////////////////////////
		SFNZ A 4
		SFNZ B 4
		NULL A 0 A_CustomMissile ("GoreSound", 22, 0, random (0, 360), 2, random (0, 160))
		SFNZ C 8

        //////////////////////////////////////////////////////
        NULL A 0 A_TakeInventory("SKNAzi",1)
		NULL A 0 A_TakeInventory("GoFatality", 1)
        NULL A 0 A_SpawnItemEx("DeadNazi", 35, 0, 40, 0, 0)
		MARN A 0 ACS_NamedExecuteAlways("BDStopCamera", 0, 0, 0, 0)//Stop Camera
		NULL A 0 A_ChangeFlag("NOPAIN", 0)
        NULL A 0 SetPlayerProperty(0,0,0)
        Goto StandStill

//  Failed attemp to able a player to be saved
//  by other player before getting executed in an enemy's
//  fatality (the following lines were an idea of making the
//  Hell Knight be shootable before he could headstomp the player).
//  This idea was canceled due the current limits on Zdoom engine
// (Or maybe I'm just doing it wrong).
//  Maybe I will work on this in a future version.

//	Death.UnusedHKF:
      // NULL A 0 A_CustomMissile ("HellKnightSpawner", 1, 0, random (0, 360), 2, random (0, 160))
//       XXXX A -1
//       Stop

//	Pain.HKF:
//        NULL A 0 A_GiveToTarget("Vanish", 1)
//        NULL A 0 A_GiveInventory("BeginCurbstomped", 1)
//        NULL A 0 SetPlayerProperty(0,1,0)
//        NULL A 0 ACS_NamedExecuteAlways("BDStartCamera", 0, 0, 0, 0)//Start Camera
//       KTFP AAAAAAAAAA 5 A_SpawnItem ("FreePlayerFromHellKnight", 0, 0,0)
 //      KTFP BCDE 5 A_SpawnItem ("FreePlayerFromHellKnight", 0, 0,0)
 //   Goto Curbstomped
//
 //   Curbstomped:
  //     KTFP EEEEE 5 A_SpawnItem ("FreePlayerFromHellKnight", 0, 10,0)
   //    KTFP FFFFF 5 A_SpawnItem ("FreePlayerFromHellKnight", 0, 0,0)
  //     KTFP GGG 5 A_SpawnItem ("FreePlayerFromHellKnight", 0, 0,0)
   //    KTFP GGGG 1 A_SpawnItem ("CurbStomp", 0, 0)
  //     Goto Death.HKFAT
//
//	Pain.FreeHellKnight:
  //     KTFP E 50 SetPlayerProperty(0,0,0)
  //      NULL A 1 SetPlayerProperty(0,0,0)
//NULL A 1 A_SpawnItem ("HellKnight", 0, 0)
//Goto See
//
 //   Death.HKFAT:
  //     KTFP HIJKLLLLLLLLL 5
  //     NULL A 0 A_SpawnItem ("HellKnight", 0, 0)
  //     XXXX A -1
  //     Stop

// Monsters that can perform fatality on player:

// Baron and Hell Knight:
    Death.HKFT:
	Death.BHFT:
	Death.RVFT:
		NULL A 1 A_PlayerScream
		NULL A 1 A_NoBlocking
        NULL A 0 A_GiveToTarget("Curbstomp_Marine",1)
		NULL A -1
        Stop

//Imp:
    Death.ImpFatalityMarine:
		NULL A 1 A_PlayerScream
		NULL A 1 A_NoBlocking
        NULL A 0 A_GiveToTarget("Fatality_Marine",1)
		NULL A 40
	    TNT1 A 0 A_PlaySound("BIGSCRE", 4)
		NULL A 500
		NULL A -1
        Stop

// This section is responsable for calling scripts to make blood
// drip on the screen when the player is affected by one of the actors
// in the BLOODSPLASH lump.

	Pain.Blood:
        NULL A 0 A_Giveinventory("BloodOnVisor",1)
        Goto StandStill

	Pain.BlueBlood:
        NULL A 0 A_Giveinventory("BlueBloodOnVisor",1)
        Goto StandStill

	Pain.GreenBlood:
		NULL A 0 A_Giveinventory("GreenBloodOnVisor",1)
        Goto StandStill

	Pain.Water:
		TNT1 A 0
        NULL A 0 A_Giveinventory("Health",1)
        NULL A 0 ACS_NamedExecute("BDWaterHUD", 0, 0, 0, 0)
        Goto StandStill

		//When you get MeatShields

	SeeImpShield:
	    NULL A 0 A_TakeInventory("Punching", 1)
		MAIS A 8
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAIS B 8
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		//Goto See
		Loop

	SeeZmanShield:
	    NULL A 0 A_TakeInventory("Punching", 1)
		MAZS A 8
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MAZS B 8
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		//Goto See
		Loop

	SeeSGuyShield:
	    NULL A 0 A_TakeInventory("Punching", 1)
		MASS A 8
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		MASS B 8
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		//Goto See
		Loop

    Salutes1:
	    NULL A 0
		NULL A 0 A_PlaySound ("SALUTE")
        MWAV BCDEFEFDCB 7
		NULL A 0 A_TakeInventory("Salute1",1)
        Goto StandStill

    Salutes2:
		NULL A 0
		NULL A 0 A_PlaySound ("SALUTE")
        MWAV IJK 4
		MWAV LMNNML 3
		MWAV LMNNML 3
		MWAV LMNNML 3
		MWAV KJI 4
		NULL A 0 A_TakeInventory("Salute2",1)
        Goto StandStill

	//Special Checkers

	SpecialChecker:
		PLAY A 0
		NULL A 0 A_JumpIfInventory("SKZombieman", 1, "StealthKilLZombieMan")
	    NULL A 0 A_JumpIfInventory("SKShotgunGuy", 1, "StealthKilLShotgunGuy")
		NULL A 0 A_JumpIfInventory("SKLabguy", 1, "StealthKilLLabGuy")
	    NULL A 0 A_JumpIfInventory("SKImp", 1, "StealthKilLImp")
	    NULL A 0 A_JumpIfInventory("SKNazi", 1, "StealthKilLNazi")
	    NULL A 0 A_JumpIfInventory("SKChaingunguy", 1, "StealthKilLChaingunguy")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("IsCurbstompingZombieman", 1, "CurbstompZombieman")
	    NULL A 0 A_JumpIfInventory("IsCurbstompingSergeant", 1, "CurbstompSergeant")
		NULL A 0 A_JumpIfInventory("ExecuteDownedImp", 1, "ExecuteImp")
		NULL A 0 A_JumpIfInventory("ExecuteDownedZombieman", 1, "ExecuteZombieman")
		NULL A 0 A_JumpIfInventory("ExecuteDownedLabGuy", 1, "ExecuteLabguy")
		NULL A 0 A_JumpIfInventory("ExecuteDownedShotgunguy", 1, "ExecuteShotgunguy")
        PLAY A 1
        NULL A 0 A_TakeInventory("GoSpecial", 1)
		NULL A 0 A_JumpIfInventory("IsCurbstompingZombieman", 1, "CurbstompZombieman")
	    NULL A 0 A_JumpIfInventory("IsCurbstompingSergeant", 1, "CurbstompSergeant")
		NULL A 0 A_JumpIfInventory("ExecuteDownedImp", 1, "ExecuteImp")
		NULL A 0 A_JumpIfInventory("ExecuteDownedZombieman", 1, "ExecuteZombieman")
		NULL A 0 A_JumpIfInventory("ExecuteDownedLabGuy", 1, "ExecuteLabguy")
		NULL A 0 A_JumpIfInventory("ExecuteDownedShotgunguy", 1, "ExecuteShotgunguy")
        NULL A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		NULL A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIfInventory("Salute1", 1, "Salutes1")
		NULL A 0 A_JumpIfInventory("Salute2", 1, "Salutes2")
		NULL A 0 A_JumpIfInventory("advtaunting", 1, "AdvancedTaunt")
		NULL A 0 A_JumpIfInventory("oneliner", 1, "SayOneLiner")
		NULL A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelStand")
        NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick")
		NULL A 0 A_JumpIfInventory("Pumping", 1, "NoMovePump")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("ADSMode", 1, "ADSStand")
		NULL A 0 A_JumpIfInventory("SwitchToFist", 1, "FistStandStill")
        NULL A 0 A_TakeInventory("GoSpecial", 1)
        Goto StandStill

      SpecialCheckerMoving:
		PLAY A 0
		NULL A 0 A_JumpIfInventory("SKZombieman", 1, "StealthKilLZombieMan")
	    NULL A 0 A_JumpIfInventory("SKShotgunGuy", 1, "StealthKilLShotgunGuy")
		NULL A 0 A_JumpIfInventory("SKLabguy", 1, "StealthKilLLabGuy")
	    NULL A 0 A_JumpIfInventory("SKImp", 1, "StealthKilLImp")
	    NULL A 0 A_JumpIfInventory("SKNazi", 1, "StealthKilLNazi")
	    NULL A 0 A_JumpIfInventory("SKChaingunguy", 1, "StealthKilLChaingunguy")
		NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
		NULL A 0 A_JumpIfInventory("IsCurbstompingZombieman", 1, "CurbstompZombieman")
	    NULL A 0 A_JumpIfInventory("IsCurbstompingSergeant", 1, "CurbstompSergeant")
		NULL A 0 A_JumpIfInventory("ExecuteDownedImp", 1, "ExecuteImp")
		NULL A 0 A_JumpIfInventory("ExecuteDownedZombieman", 1, "ExecuteZombieman")
		NULL A 0 A_JumpIfInventory("ExecuteDownedLabGuy", 1, "ExecuteLabguy")
		NULL A 0 A_JumpIfInventory("ExecuteDownedShotgunguy", 1, "ExecuteShotgunguy")
        PLAY A 1
        NULL A 0 A_TakeInventory("GoSpecial", 1)
		NULL A 0 A_JumpIfInventory("IsCurbstompingZombieman", 1, "CurbstompZombieman")
	    NULL A 0 A_JumpIfInventory("IsCurbstompingSergeant", 1, "CurbstompSergeant")
		NULL A 0 A_JumpIfInventory("ExecuteDownedImp", 1, "ExecuteImp")
		NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker")
		NULL A 0 A_JumpIfInventory("ExecuteDownedZombieman", 1, "ExecuteZombieman")
		NULL A 0 A_JumpIfInventory("ExecuteDownedLabGuy", 1, "ExecuteLabguy")
		NULL A 0 A_JumpIfInventory("ExecuteDownedShotgunguy", 1, "ExecuteShotgunguy")
        NULL A 0 A_JumpIfInventory("RollLeft", 1, "RollLeft")
		NULL A 0 A_JumpIfInventory("RollRight", 1, "RollRight")
		NULL A 0 A_JumpIfInventory("Salute1", 1, "Salutes1")
		NULL A 0 A_JumpIfInventory("Salute2", 1, "Salutes2")
		NULL A 0 A_JumpIfInventory("advtaunting", 1, "AdvancedTaunt")
		NULL A 0 A_JumpIfInventory("oneliner", 1, "SayOneLiner")
		NULL A 0 A_JumpIfInventory("HasBarrel", 1, "BarrelMove")
        NULL A 0 A_JumpIfInventory("Punching", 1, "Punch")
        NULL A 0 A_JumpIfInventory("Kicking", 1, "Kick")
		NULL A 0 A_JumpIfInventory("Pumping", 1, "Pump")
        NULL A 0 A_JumpIfInventory("ADSMode", 1, "ADSMove")
        NULL A 0 A_JumpIfInventory("HasImpShield", 1, "SeeImpShield")
		NULL A 0 A_JumpIfInventory("HasZmanShield", 1, "SeeZmanShield")
		NULL A 0 A_JumpIfInventory("HasSguyShield", 1, "SeeSguyShield")
		NULL A 0 A_JumpIfInventory("SwitchToFist", 1, "FistSee")
		NULL A 0 A_TakeInventory("GoSpecial", 1)
       Goto See

	  ExecuteImp:
		TNT1 A 0
		NULL A 0 A_GiveInventory("ExecuteDownedEnemy", 1)
		NULL A 0 A_GiveInventory("BDWeaponACtion", 1)
		NULL A 0 A_TakeInventory("ExecuteDownedImp", 1)
		TNT1 A 0 A_CheckFloor("ImpExecuteFloor")
		TNT1 A 0 A_SpawnItemEx("ImpExecute1",16,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Goto Kick

	  ImpExecuteFloor:
		TNT1 A 0
		TNT1 A 0 A_Stop
		TNT1 A 0 A_CustomMissile("ExecutionLeftWallDetect", 52, 0, 90, 2)
		PLAY A 4
		PLAY A 0 A_JumpIfInventory("ExecuteBashWall", 1, "Punch")
		TNT1 A 0 A_SpawnItemEx("ImpExecute1",16,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Goto Kick

	ExecuteZombieman:
		TNT1 A 0
		NULL A 0 A_GiveInventory("ExecuteDownedEnemy", 1)
		NULL A 0 A_GiveInventory("BDWeaponACtion", 1)
		NULL A 0 A_TakeInventory("ExecuteDownedZombieman", 1)
		TNT1 A 0 A_CheckFloor("ZombiemanExecuteFloor")
		TNT1 A 0 A_SpawnItemEx("ZombiemanExecute1",14,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Goto Kick

	  ZombiemanExecuteFloor:
		TNT1 A 0
		TNT1 A 0 A_Stop
		PLAY A 4
		TNT1 A 0 A_SpawnItemEx("ZombiemanExecute1",14,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Goto Kick

	ExecuteLabGuy:
		TNT1 A 0
		NULL A 0 A_GiveInventory("ExecuteDownedEnemy", 1)
		NULL A 0 A_GiveInventory("BDWeaponACtion", 1)
		NULL A 0 A_TakeInventory("ExecuteDownedLabGuy", 1)
		TNT1 A 0 A_CheckFloor("LabGuyExecuteFloor")
		TNT1 A 0 A_SpawnItemEx("LabGuyExecute1",14,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Goto Kick

	  LabGuyExecuteFloor:
		TNT1 A 0
		TNT1 A 0 A_Stop
		PLAY A 4
		TNT1 A 0 A_SpawnItemEx("LabGuyExecute1",14,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Goto Kick

	ExecuteShotgunguy:
		TNT1 A 0
		NULL A 0 A_GiveInventory("ExecuteDownedEnemy", 1)
		NULL A 0 A_GiveInventory("BDWeaponACtion", 1)
		NULL A 0 A_TakeInventory("ExecuteDownedShotgunguy", 1)
		TNT1 A 0 A_CheckFloor("ShotgunguyExecuteFloor")
		TNT1 A 0 A_SpawnItemEx("ShotgunguyExecute1",14,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Goto Kick

	  ShotgunguyExecuteFloor:
		TNT1 A 0
		TNT1 A 0 A_Stop
		PLAY A 4
		TNT1 A 0 A_SpawnItemEx("ShotgunguyExecute1",14,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Goto Kick

      FatalityChecker:
		NULL A 0
		NULL A 0 A_JumpIfInventory("PVPFatality", 1, "FatalityPVP")
        NULL A 0 A_JumpIfInventory("IsCurbstompingZombieman", 1, "CurbstompZombieman")
	    NULL A 0 A_JumpIfInventory("IsCurbstompingSergeant", 1, "CurbstompSergeant")
        NULL A 0 A_JumpIfInventory("SKZombieman", 1, "StealthKilLZombieMan")
	    NULL A 0 A_JumpIfInventory("SKShotgunGuy", 1, "StealthKilLShotgunGuy")
		NULL A 0 A_JumpIfInventory("SKLabguy", 1, "StealthKilLLabGuy")
	    NULL A 0 A_JumpIfInventory("SKImp", 1, "StealthKilLImp")
	    NULL A 0 A_JumpIfInventory("SKNazi", 1, "StealthKilLNazi")
	    NULL A 0 A_JumpIfInventory("SKChaingunguy", 1, "StealthKilLChaingunguy")
        NULL A 0 A_JumpIfInventory("ImpFatality", 1, "FatalityImp")
        NULL A 0 A_JumpIfInventory("ImpFatality2", 1, "FatalityImp2")
		NULL A 0 A_JumpIfInventory("ImpFatality3", 1, "FatalityImp3")
		NULL A 0 A_JumpIfInventory("ImpFatality4", 1, "FatalityImp4")
        NULL A 0 A_JumpIfInventory("ZombieManFatality", 1, "FatalityZMan")
	    NULL A 0 A_JumpIfInventory("ZombieManFatality2", 1, "FatalityZMan2")
	    NULL A 0 A_JumpIfInventory("ZombieManFatality3", 1, "FatalityZMan3")
		NULL A 0 A_JumpIfInventory("ZombieManFatality4", 1, "FatalityZMan4")
		NULL A 0 A_JumpIfInventory("ZombieManFatality5", 1, "FatalityZMan5")
		TNT1 A 0 A_JumpIfInventory("LabGuyToken1", 1, "FatalityLabGuy1")
		TNT1 A 0 A_JumpIfInventory("LabGuyToken2", 1, "FatalityLabGuy2")
		TNT1 A 0 A_JumpIfInventory("LabGuyToken3", 1, "FatalityLabGuy3")
        NULL A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
        NULL A 0 A_JumpIfInventory("SergeantFatality2", 1, "FatalitySergeant2")
		NULL A 0 A_JumpIfInventory("SergeantFatality3", 1, "FatalitySergeant3")
		NULL A 0 A_JumpIfInventory("SergeantFatality4", 1, "FatalitySergeant4")
        NULL A 0 A_JumpIfInventory("ComandoFatality", 1, "FatalityComando")
	    NULL A 0 A_JumpIfInventory("ComandoFatality2", 1, "FatalityComando2")
        NULL A 0 A_JumpIfInventory("DemonFatality", 1, "FatalityDemon")
	    NULL A 0 A_JumpIfInventory("DemonFatality2", 1, "FatalityDemon2")
	    NULL A 0 A_JumpIfInventory("DemonFatality3", 1, "FatalityDemon3")
        NULL A 0 A_JumpIfInventory("CacoDemonFatality", 1, "FatalityCacoDemon")
	    NULL A 0 A_JumpIfInventory("CacoDemonFatality2", 1, "FatalityCacoDemon2")
        NULL A 0 A_JumpIfInventory("RevenantFatality", 1, "FatalityRevenant")
        NULL A 0 A_JumpIfInventory("RevenantFatality2", 1, "FatalityRevenant2")
		NULL A 0 A_JumpIfInventory("FatsoFatality", 1, "FatalityFatso")
        NULL A 0 A_JumpIfInventory("BaronFatality", 1, "FatalityBaron")
	    NULL A 0 A_JumpIfInventory("HKFatality", 1, "FatalityHK")
	    NULL A 0 A_JumpIfInventory("HKFatality2", 1, "FatalityHK2")
	    NULL A 0 A_JumpIfInventory("HKFatality3", 1, "FatalityHK3")
	    NULL A 0 A_JumpIfInventory("ArachnotronFatality", 1, "FatalityArachnotron")
		NULL A 0 A_JumpIfInventory("ArachnotronFatality2", 1, "FatalityArachnotron2")
	    NULL A 0 A_JumpIfInventory("ArchVileFatality", 1, "FatalityArchVile")
		NULL A 0 A_JumpIfInventory("ArchVileFatality2", 1, "FatalityArchVile2")
		NULL A 0 A_JumpIfInventory("BelphegorFatality", 1, "FatalityBelphegor")
		TNT1 A 0 A_JumpIfInventory("VolcabusFatality", 1, "FatalityVolcabus")
		TNT1 A 0 A_JumpIfInventory("VolcabusFatality2", 1, "FatalityVolcabus2")
		TNT1 A 0 A_JumpIfInventory("Arachnotron2FatalityA", 1, "FatalityArachnotron2A")
		TNT1 A 0 A_JumpIfInventory("Arachnotron2FatalityB", 1, "FatalityArachnotron2B")
	    NULL A 0 A_JumpIfInventory("PEFatality", 1, "FatalityPE")
		NULL A 0 A_JumpIfInventory("MastermindFatality", 1, "FatalityMastermind")
		NULL A 0 A_JumpIfInventory("CyberdemonFatality", 1, "FatalityCyberdemon")
        NULL A 0 A_TakeInventory("GoFatality", 1)
		Goto See

		MeatShieldChecker:
        NULL A 0
		NULL A 0 A_TakeInventory("GoSpecial", 1)
        NULL A 0 A_JumpIfInventory("HasImpShield", 1, "SeeImpShield")
		NULL A 0 A_JumpIfInventory("HasZmanShield", 1, "SeeZmanShield")
		NULL A 0 A_JumpIfInventory("HasSguyShield", 1, "SeeSguyShield")
        NULL A 0 A_TakeInventory("GoSpecial", 1)
        Goto StandStill
	}
}

ACTOR BloodOnVisor : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	+CLIENTSIDEONLY
	States
	{
	Use:
		NULL A 4 ACS_NamedExecuteAlways("BDRedBloodHUD", 0, 0, 0, 0)
		Stop
	}
}

ACTOR SawBloodOnVisor : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	+CLIENTSIDEONLY
	States
	{
	Use:
		NULL A 4 ACS_NamedExecuteAlways("BDMoreRedBloodHUD", 0, 0, 0, 0)
		Stop
	}
}

ACTOR BlueBloodOnVisor : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	+CLIENTSIDEONLY
	States
	{
	Use:
		NULL A 4 ACS_NamedExecuteAlways("BDBlueBloodHUD", 0, 0, 0, 0)
		Stop
	}
}

ACTOR SawBlueBloodOnVisor : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	+CLIENTSIDEONLY
	States
	{
	Use:
		NULL A 4 ACS_NamedExecuteAlways("BDMoreBlueBloodHUD", 0, 0, 0, 0)
		Stop
	}
}

ACTOR GreenBloodOnVisor : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	+CLIENTSIDEONLY
	States
	{
	Use:
		NULL A 4 ACS_NamedExecuteAlways("BDGreenBloodHUD", 0, 0, 0, 0)
		Stop
	}
}

ACTOR SawGreenBloodOnVisor : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	+CLIENTSIDEONLY
	States
	{
	Use:
		NULL A 4 ACS_NamedExecuteAlways("BDMoreGreenBloodHUD", 0, 0, 0, 0)
		Stop
	}
}

ACTOR PowerBloodOnVisor : PowerUp
{
	Powerup.Duration -90
}

ACTOR PowerBlueBloodOnVisor : PowerUp
{
	Powerup.Duration -90
}

ACTOR PowerGreenBloodOnVisor : PowerUp
{
	Powerup.Duration -90
}

ACTOR PowerNearDeath : PowerUp
{
	Powerup.Duration -45
	Speed 0.4
	//Inventory.Icon "DANGER"
	Powerup.Color 70,0,0,0.2
}

ACTOR PROLSpriteA
{
 +NOINTERACTION
 +THRUACTORS
 +CLIENTSIDEONLY
 +NOTIMEFREEZE
 States
    {

	 Spawn:
		BFUG A 0
		PROL A 1
		Stop
    }
}

ACTOR PROLSpriteB: PROLSpriteA
{
 States
    {

	 Spawn:
		BFUG A 0
		PROL B 1
		Stop
    }
}

ACTOR PROLSpriteC: PROLSpriteA
{
 States
    {

	 Spawn:
		BFUG A 0
		PROL C 1
		Stop
    }
}

ACTOR PROLSpriteD: PROLSpriteA
{
 States
    {

	 Spawn:
		BFUG A 0
		PROL D 1
		Stop
    }
}

ACTOR PROLSpriteE: PROLSpriteA
{
 States
    {

	 Spawn:
		BFUG A 0
		PROL E 1
		Stop
    }
}