ACTOR EvilMarine Replaces WolfensteinSS
{
	MONSTER
	-COUNTKILL
	Radius 16
	Height 56
	States
	{
	Spawn:
		PLAY A 1
		TNT1 A 0 ACS_NamedExecuteAlways("BDCHeckClassicMonsters", 0, 0, 0, 0)//Check if Vanilla Mode is activated
		PLAY A 2
		TNT1 A 0 Thing_ChangeTID(0, 736)
		MARN A 0 ACS_NamedExecuteAlways("MapEnhancementNaziVerification", 0, 0, 0, 0)//Check if you are playing on an Wolfenstein level
		PLAY A 2
		TNT1 A 0 A_JumpIfInventory("AltEasyMarineVerification", 1, "ISEasyMarine")
		TNT1 A 0 A_JumpIfInventory("NaziVerificate1", 1, "VerificateNazi")
		TNT1 A 2
		Goto IsRegularZombie

	ReplaceVanilla:
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
		TNT1 A 0 A_SpawnItemEx("VanillaWolfensteinSS", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERSPECIAL)
		TNT1 A 2 Thing_Remove(0)
		Stop

	ISEasyMarine:
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
		TNT1 A 0 A_SpawnItemEx("EasyMarineRifleAlive", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERSPECIAL)
		TNT1 A 2 Thing_Remove(0)
		Stop

	VerificateNazi:
		PLAY A 2
		TNT1 A 0 A_JumpIfInventory("NaziVerificate2", 1, "IsANazi")
		PLAY A 2
		Goto IsRegularZombie

	ISANazi:
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
		TNT1 A 0 A_SpawnItemEx("Nazi", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERSPECIAL)
		TNT1 A 2 Thing_Remove(0)
		Stop

	IsRegularZombie:
		PLAY A 2
		TNT1 A 0 A_Jump(85, "SpawnPlasma")

	SpawnRifle:
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
		TNT1 A 0 A_SpawnItemEx ("EvilMarineRifle",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_CLEARCALLERTID | SXF_TRANSFERSPECIAL,0, 27)
		TNT1 A 2 Thing_Remove(0)
		Stop

	SpawnPlasma:
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
		TNT1 A 0 A_SpawnItemEx ("EvilMarinePlasma",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_CLEARCALLERTID | SXF_TRANSFERSPECIAL,0, 27)
		TNT1 A 2 Thing_Remove(0)
		Stop
	}
}

ACTOR EvilMarineRifle 94
{
	Game Doom
	Health 50
	Radius 16
	Height 56
	Speed 6
	FastSpeed 9
	Monster
	Damagefactor "Avoid", 1.0	Damagefactor "BHFTOnBarrel", 0.0	Damagefactor "Blood", 0.0
	Damagefactor "CancelTeleportFog", 0.0	Damagefactor "CauseWaterSplash", 0.0
	Damagefactor "GibRemoving", 0.0	Damagefactor "HangingHook", 0.0
	Damagefactor "Head", 0.0	Damagefactor "PussyGrab", 100.0	Damagefactor "Repair", 0.0
	Damagefactor "RevenantHitStomach", 0.0	Damagefactor "SpawnMarine", 0.0	Damagefactor "Stealth", 0.0
	Damagefactor "TeleportRemover", 0.0	Damagefactor "Use", 0.0	DamageFactor "SSG", 5.0
	Damagefactor "ExtremePunches", 5.0	Damagefactor "Fatality", 5.0	Damagefactor "Taunt", 0.0
	Damagefactor "HelperMarineFatallity", 5.0	DamageFactor "TankWeakSpot", 0.0

	PainChance "Avoid", 96	PainChance "Head", 255	PainChance "PussyGrab", 255

	MaxStepHeight 24
	MaxDropoffHeight 128
	+FLOORCLIP
	+QUICKTORETALIATE
	+THRUSPECIES
	+MISSILEMORE
	Species "EvilMarines"
	SeeSound "zombiemarine/sight"
	PainSound "zombiemarine/pain"
	DeathSound "zombiemarine/death"
	ActiveSound "zombiemarine/active"
	Obituary "%o was eliminated by an evil marine."
	DropItem "RifleDrop"
	Translation "48:76=128:143", "112:127=152:159"
	//$Category BD Monsters
	//$Icon "monster"
	//$Colour rgb(200, 0, 0)
	//$Sprite PLAYE1
	States
	{
	Idle:
		PLAY EEEEEEE 5 A_Look
		TNT1 A 0 A_Jump(32, 4)
		TNT1 A 0 A_SetAngle(angle - 40)
		PLAY EE 5 A_Look
		TNT1 A 0 A_SetAngle(angle + 40)
		PLAY E 5 A_Look
		TNT1 A 0 A_Jump(32, 4)
		TNT1 A 0 A_SetAngle(angle + 40)
		PLAY EE 5 A_Look
		TNT1 A 0 A_SetAngle(angle - 40)
		PLAY EE 5 A_Look

		PLAY AAA 1 A_Wander
		PLAY A 5 A_Look

		PLAY BBB 1 A_Wander
		PLAY B 5 A_Look

		PLAY CCC 1 A_Wander
		PLAY C 5 A_Look

		PLAY DDD 1 A_Wander
		PLAY D 5 A_Look
		Loop

	Spawn:
		PLAY E 4 A_Look
		Loop
	See:
		PLAY AAA 1 A_Chase
		TNT1 A 0 A_JumpIfInventory("evmarinenoway", 1, "CheckIfCanJump")
		PLAY BBB 1 A_Chase
		TNT1 A 0 A_CustomMissile("EvilMarineCheckFront", 28, 0, 0, 2, 0)
		PLAY CCC 1 A_Chase
		TNT1 A 0 A_CustomMissile("EvilMarineCheckJump", 64, 0, 0, CMF_AIMDIRECTION, 45)
		PLAY DDD 1 A_Chase
		Loop

	CheckIfCanJump:
		PLAY E 2 A_FaceTarget
		TNT1 A 0 A_TakeInventory("evmarinenoway", 1)
		TNT1 A 0 A_JumpIfInventory("evmarinecanjump", 1, "Jump")
		Goto See

	Missile:
		TNT1 A 0
		TNT1 A 0 A_Jump(128, "MissileLeft", "MissileRight")
		PLAY E 3 A_FaceTarget
		PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))

		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")

		PLAY E 3 A_FaceTarget
		PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))

		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")

		PLAY E 3 A_FaceTarget
		PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))

		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")

		PLAY E 3 A_FaceTarget
		PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))

		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")

		PLAY E 3 A_FaceTarget
		PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))

		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")
		Goto See

	MissileLeft:
		TNT1 A 0
		PLAY E 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
		PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))

		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")

		PLAY E 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
		PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))

		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")

		PLAY E 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
		PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))

		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")

		PLAY E 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
		PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))

		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")

		PLAY E 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
		PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))

		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")
		Goto See

	MissileRight:
		TNT1 A 0
		PLAY E 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
		PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))

		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")

		PLAY E 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
		PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))

		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")

		PLAY E 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
		PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))

		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")

		PLAY E 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
		PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))

		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")

		PLAY E 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
		PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
		TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
		TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))

		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")
		Goto See

	Reload:
		TNT1 A 0
		MWAV I 10 A_FaceTarget
		TNT1 A 0 A_PlaySound("Reload")
		TNT1 A 0 A_CustomMissile("EmptyClipSpawn", 30, 0, random(-11, 11), 0)
		MWAV J 10 A_TakeInventory("ZombieManAmmo", 20)
		MWAV K 10 A_FaceTarget
		TNT1 A 0 A_PlaySound("CLIPIN")
		MWAV J 10 A_FaceTarget
		MWAV I 10 A_FaceTarget
		Goto See

	Melee:
		TNT1 A 0
		PLAY E 3 A_FaceTarget
		PLAM A 3 A_FastChase
		PLAM B 3 A_CustomMissile("KickAttack",42,0,0,0)
		PLAM A 3 A_FastChase
		PLAY E 3 A_FaceTarget
		Goto See

	Jump:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("evmarinecanjump", 1)
		TNT1 A 0 ThrustThingZ(0, 32, 0, 1)
		TNT1 A 0 A_Recoil(-6)
		MARJ A 3
		TNT1 A 0 A_CheckSight("WaitforLand")
		MARJ A 1
		TNT1 A 0 A_JumpIfCloser(128, "JumpKick")
		Goto Missile

	WaitforLand:
		TNT1 A 0
		MARJ AAAAAAAAAAA 3 A_Checkfloor("See")
		Goto See

	JumpBack:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("evmarinecanjump", 1)
		TNT1 A 0 ThrustThingZ(0, 32, 0, 1)
		TNT1 A 0 A_Recoil(6)
		MARJ A 3
		TNT1 A 0 A_CheckSight("WaitforLand")
		MARJ A 1
		TNT1 A 0 A_JumpIfCloser(128, "JumpKick")
		Goto Missile

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

	Laugh:
		TNT1 A 0 A_FaceTarget
		//TNT1 A 0 A_PlaySound("EVMRLAUG")
		//PLAY G 30
		Goto Idle

	Pain:
		PLAY G 3
		TNT1 A 0 A_Jump(64, "Pain.Avoid")
		PLAY G 3 A_Pain
		Goto See

	Pain.Avoid:
		TNT1 A 0
		TNT1 A 0 A_Jump(128, "RollLeft", "RollRight")
		Goto JumpBack

	RollLeft:
		TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 10, 0, 0)
		PROL EDCBA 3
		TNT1 A 0 A_CheckSight("See")
		Goto Missile

	RollRight:
		TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 10, 0, 0)
		PROL ABCDE 3
		TNT1 A 0 A_CheckSight("See")
		Goto Missile

	Death:
	Death.Bullet:
		TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0
		PLAY H 10
		PLAY I 10 A_Scream
		PLAY J 10

		PLAY KLM 10
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		TNT1 A 0 A_SpawnItemEx ("ADoomedSpaceMarine", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 A -1 A_NoBlocking
		Stop

	Death.Shotgun:
	Death.SSG:
    Death.Eat:
        TNT1 A 0 A_GiveToTarget("EatMe",1)
		 TNT1 AAA 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("muchblood3", 50, 0, random (0, 360), 2, random (0, 160))
        XPL1 A 10
        XPL1 B 20 A_XScream
        XPL1 CDE 10
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        XPL1 E -1 A_NoBlocking
        Stop

	Death.Desintegrate:
        TNT1 A 0 A_XScream
        TNT1 A 0 A_SpawnItem("DesintegratedHuman")
		TNT1 A 0 A_Stop
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TGIB ABCDEFGHIJKLMNOPQ 3
		TGIB Q -1 A_NoBlocking
        Stop

    Death.Cut:
	Death.Saw:
		 TNT1 A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("RipGuts", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("XDeathHalfMarine", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("muchblood3", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 A 10 A_XScream
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 B 20

        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 C 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 DE 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItemEx ("DeadRippedOffMarine", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 A -1 A_NoBlocking
		Stop

    Death.Slime:
        TNT1 A 0 A_PlaySound("BIGSCREA")
		TNT1 A 0 A_Scream
        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))
        PMET M -1 A_NoBlocking
        Stop

    Death.Minigun:
		TNT1 A 0
		TNT1 A 0 A_Scream
        TNT1 A 0 A_Jump(128, 3)
        Goto Death
        TNT1 AAA 0
		 TNT1 A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("RipGuts", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("XDeathHalfMarine", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 A 10 A_XScream

        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 B 20
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 C 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 DE 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItemEx ("DeadRippedOffMarine", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 A -1 A_NoBlocking
		Stop

    Death.Rip:
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 A 10 A_XScream
        TNT1 AAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 B 20

        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 C 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 D 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 E 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 F 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 F 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItemEx ("FuckedMarine", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 A -1 A_NoBlocking
		Stop
	Death.Massacre:
	Death.Explosive:
	XDeath:
		TNT1 A 0 ThrustThingZ(0,60,0,1)
        TNT1 A 0 A_CustomMissile ("MarineXDeath", 0, 0, random (0, 360), 2, random (0, 160))
		PPOD A 0 A_SpawnItemEx("BasicMarineGib1", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib2", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib3", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib4", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
        MHEA A 7 A_XScream
        MHEA BCD 7
        MHEA E -1 A_NoBlocking
		Stop

	 Crush:
	 Death.Stomp:
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail8", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("CrushedRemains")
		TNT1 A 1
		TNT1 A 1 A_XScream
		TNT1 A 1 A_NoBlocking
		Stop

	//	Now using the unused actor
	Death.ExtremePunches:
		TNT1 A 0
		TNT1 A 0 A_XScream
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx ("ExtremePunchedEvilMarine", 8, 0, 0, 32, 0, 10, random (175, 185), SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
		Stop

    Death.Rape:
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 A 20 A_XScream
		 TNT1 A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 B 20

        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 C 20
        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 D 20
        TNT1 AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 E 20
        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL4 F 20
        TNT1 AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItemEx ("RappedMarine", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 A -1 A_NoBlocking
		Stop

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

	Death.GreenFire:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
		EXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("GreenFlameTrails", 50, 0, random (0, 360), 2, random (0, 360))
		XBRN AAAA 2 BRIGHT A_SpawnItem("GreenFlare",0,43)
		TNT1 A -1 A_NoBlocking
        Stop

    Death.Fire:
	Death.Flames:
	Death.Burn:
		TNT1 A 0 A_PlaySound("BIGSCREA")
		BURN W 6 A_Scream
		BURN X 6

		BUR2 ABCD 6 BRIGHT A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
		BURN FGHIJKL 6 BRIGHT A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
		BURN MNOPQRSTUV 6 BRIGHT A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
		BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 6 A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
		BURN V -1 A_NoBlocking
		Stop

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

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

    Death.Fatality:
	Death.HelperMarineFatallity:
		TNT1 A 0 A_PlayerScream
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 A 0 A_GiveToTarget("PVPFatality",1)
		TNT1 A 1 A_NoBlocking
        Stop

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

Actor EvilMarinePlasma: EvilMarineRifle 104
{
	DropItem "PlasmagunSpawner"
	//$Category BD Monsters
	//$Icon "monster"
	//$Colour rgb(200, 0, 0)
	//$Sprite MAR6D1
	States
	{
	Idle:
		MAR6 DDDDDDD 5 A_Look
		TNT1 A 0 A_Jump(32, 4)
		TNT1 A 0 A_SetAngle(angle - 40)
		MAR6 DD 5 A_Look
		TNT1 A 0 A_SetAngle(angle + 40)
		MAR6 D 5 A_Look
		TNT1 A 0 A_Jump(32, 4)
		TNT1 A 0 A_SetAngle(angle + 40)
		MAR6 DD 5 A_Look
		TNT1 A 0 A_SetAngle(angle - 40)
		MAR6 DD 5 A_Look

		MAR6 AAA 1 A_Wander
		MAR6 A 5 A_Look

		MAR6 BBB 1 A_Wander
		MAR6 B 5 A_Look

		MAR6 CCC 1 A_Wander
		MAR6 C 5 A_Look

		MAR6 DDD 1 A_Wander
		MAR6 D 5 A_Look
		Loop

	Spawn:
		MAR6 D 4 A_Look
		Loop
	See:
		MAR6 AAA 1 A_Chase
		TNT1 A 0 A_JumpIfInventory("evmarinenoway", 1, "CheckIfCanJump")
		MAR6 BBB 1 A_Chase
		TNT1 A 0 A_CustomMissile("EvilMarineCheckFront", 28, 0, 0, 2, 0)
		MAR6 CCC 1 A_Chase
		TNT1 A 0 A_CustomMissile("EvilMarineCheckJump", 64, 0, 0, CMF_AIMDIRECTION, 45)
		MAR6 DDD 1 A_Chase
		Loop

	CheckIfCanJump:
		MAR6 D 2 A_FaceTarget
		TNT1 A 0 A_TakeInventory("evmarinenoway", 1)
		TNT1 A 0 A_JumpIfInventory("evmarinecanjump", 1, "Jump")
		Goto See

	Missile:
		TNT1 A 0
		TNT1 A 0 A_Jump(128, "MissileLeft", "MissileRight")
		MAR6 D 6 A_FaceTarget
		PLA6 F 3 BRIGHT A_CustomMissile("EvilPlasmaBall",32)
		TNT1 A 0 A_GiveInventory("PlasmaAmmo",1)

		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		TNT1 A 0 A_JumpIfInventory("PlasmaAmmo", 50, "Reload")
		TNT1 A 0 A_CposRefire
		Goto Missile

	MissileLeft:
		TNT1 A 0
		TNT1 A 0 ThrustThing(angle*256/360+192, 9, 0, 0)
		MAR6 AB 3 A_FaceTarget
		PLA6 F 3 BRIGHT A_CustomMissile("EvilPlasmaBall",32)
		TNT1 A 0 A_GiveInventory("PlasmaAmmo",1)

		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		TNT1 A 0 A_JumpIfInventory("PlasmaAmmo", 50, "Reload")
		Goto Missile

	MissileRight:
		TNT1 A 0
		MAR6 AB 3 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 9, 0, 0)
		PLA6 F 3 BRIGHT A_CustomMissile("EvilPlasmaBall",32)
		TNT1 A 0 A_GiveInventory("PlasmaAmmo",1)

		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		TNT1 A 0 A_JumpIfInventory("PlasmaAmmo", 50, "Reload")
		Goto Missile

	Reload:
		TNT1 A 0
		PLA6 E 10 A_FaceTarget
		TNT1 A 0 A_PlaySound("PLREADY")
		TNT1 A 0 A_CustomMissile("EmptyCellSpawn", 30, 0, random(-11, 11), 0)
		PLA6 A 10 A_TakeInventory("PlasmaAmmo", 50)
		PLA6 B 10 A_FaceTarget
		PLA6 A 10 A_FaceTarget
		PLA6 E 10 A_FaceTarget
		Goto See

	Melee:
		TNT1 A 0
		MAR6 D 3 A_FaceTarget
		PKIK AB 3 A_FastChase
		PKIK C 3 A_CustomMissile("KickAttack",32,0,0,0)
		PKIK B 3 A_FastChase
		MAR6 D 3 A_FaceTarget
		Goto See

	Jump:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("evmarinecanjump", 1)
		TNT1 A 0 ThrustThingZ(0, 32, 0, 1)
		TNT1 A 0 A_Recoil(-6)
		MAR6 J 3
		TNT1 A 0 A_CheckSight("WaitforLand")
		MAR6 J 1
		TNT1 A 0 A_JumpIfCloser(128, "JumpKick")
		Goto Missile

	WaitforLand:
		TNT1 A 0
		MAR6 JJJJJJJJJJJ 3 A_Checkfloor("See")
		Goto See

	JumpBack:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("evmarinecanjump", 1)
		TNT1 A 0 ThrustThingZ(0, 32, 0, 1)
		TNT1 A 0 A_Recoil(6)
		MAR6 J 3
		TNT1 A 0 A_CheckSight("WaitforLand")
		MAR6 J 1
		TNT1 A 0 A_JumpIfCloser(128, "JumpKick")
		Goto Missile

	Pain:
		MAR6 E 3
		TNT1 A 0 A_Jump(64, "Pain.Avoid")
		MAR6 E 3 A_Pain
		Goto See

	Pain.Avoid:
		TNT1 A 0
		TNT1 A 0 A_Jump(128, "RollLeft", "RollRight")
		Goto JumpBack

	RollLeft:
		TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 10, 0, 0)
		PROL EDCBA 3
		TNT1 A 0 A_CheckSight("See")
		Goto Missile

	RollRight:
		TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 10, 0, 0)
		PROL ABCDE 3
		TNT1 A 0 A_CheckSight("See")
		Goto Missile
	}
}

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

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

ACTOR EvilMarineCheckJumpDown: EvilMarineCheckJump
{
Speed 60
}

ACTOR EasyMarineRifleAlive : EvilMarineRifle
{
	Health 50
	SeeSound "EvilmarineSight"
	AttackSound "grunt/attack"
	PainSound "EvilmarinePain"
	DeathSound "EvilmarineDeath"
	ActiveSound "EvilmarineActive"
	Obituary "%o is no longer a stone in the shoes of the UAC."
	DropItem "RifleDrop"
	Translation "48:76=128:143", "112:127=152:159"
	MaxStepHeight 24
	States
	{
		Spawn:
		PLAY E 4 A_Look
		Loop
	}
}