Actor CapturedMarine Replaces Blursphere
{
	Radius 24
    Height 48
    Speed 0
	+THRUACTORS
    States
		{
			Spawn:
			CAPM A 0
			TNT1 A 0 ACS_NamedExecuteAlways("BDDisableFriendlyMarines")
			CAPM A 2
			TNT1 A 0 A_SpawnItemEx("EvidenceCheckerInvisibility", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 A 0 A_JumPIfInventory("Clip2", 1, "Invisibility")
			TNT1 A 0 A_Jump(1, "FlameMarine")
			TNT1 A 0 A_Jump(2, "HMLMarine")
			TNT1 A 0 A_Jump(4, "BFGMarineSpawner")
			TNT1 A 0 A_Jump(8, "PlasmaMarineSpawner")
			TNT1 A 0 A_Jump(16, "RocketMarineSpawner")
			TNT1 A 0 A_Jump(32, "RifleMarineSpawner")
			TNT1 A 0 A_Jump(64, "ShotgunMarineSpawner")
			TNT1 A 0 A_Jump(128, "SMGMarine")

		MeleeMarineSpawner:
			TNT1 A 0
			TNT1 A 0 A_Jump(85, "SawMarine")
		FistMarine:
			TNT1 A 0 A_SpawnItem("CapturedMarineFist")
			Stop
		SawMarine:
			TNT1 A 0 A_SpawnItem("CapturedMarineSaw")
			Stop
////////
		SMGMarine:
			TNT1 A 0
			TNT1 A 0 A_SpawnItem("CapturedMarineSMG")
			Stop
////////
		ShotgunMarineSpawner:
			TNT1 A 0
			TNT1 A 0 A_Jump(85, "SSGMarine")
		ShotgunMarine:
			TNT1 A 0 A_SpawnItem("CapturedMarineShotgun")
			Stop
		SSGMarine:
			TNT1 A 0 A_SpawnItem("CapturedMarineSSG")
			Stop
////////
		RifleMarineSpawner:
			TNT1 A 0
			TNT1 A 0 A_Jump(85, "MinigunMarine")
		RifleMarine:
			TNT1 A 0 A_SpawnItem("CapturedMarineBase")
			Stop
		MinigunMarine:
			TNT1 A 0 A_SpawnItem("CapturedMarineMinigun")
			Stop
////////
		RocketMarineSpawner:
			TNT1 A 0
			TNT1 A 0 A_Jump(85, "RocketMarine")
		GrenadeMarine:
			TNT1 A 0 A_SpawnItem("CapturedMarineGrenade")
			Stop
		RocketMarine:
			TNT1 A 0 A_SpawnItem("CapturedMarineRocket")
			Stop
////////
		PlasmaMarineSpawner:
			TNT1 A 0
			TNT1 A 0 A_Jump(85, "RailgunMarine")
		PlasmaMarine:
			TNT1 A 0 A_SpawnItem("CapturedMarinePlasmagun")
			Stop
		RailgunMarine:
			TNT1 A 0 A_SpawnItem("CapturedMarineRailgun")
			Stop
////////
		BFGMarineSpawner:
			TNT1 A 0
			TNT1 A 0 A_Jump(85, "BFG10KMarine")
		BFGMarine:
			TNT1 A 0 A_SpawnItem("CapturedMarineBFG")
			Stop
		BFG10KMarine:
			TNT1 A 0 A_SpawnItem("CapturedMarineBFG10K")
			Stop
////////
		HMLMarine:
			TNT1 A 0
			TNT1 A 0 A_SpawnItem("CapturedMarineHML")
			Stop
////////
		FlameMarine:
			TNT1 A 0
			TNT1 A 0 A_SpawnItem("CapturedMarineFlame")
			Stop
////////
		Invisibility:
			TNT1 A 0
			TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 1)
			TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
			TNT1 A 0 A_SpawnItem("SuperBlursphere")
			TNT1 A 1
			Stop
		}
}

ACTOR CapturedMarineBase 9112
{
	//$Category BD Friendly Marines
	//$Icon "marine"
	//$Colour rgb(0,255,0)
	//$Sprite CAPMA0
    Radius 24
    Height 48
    Speed 0
    Health 160
	Scale 1.0
    +SHOOTABLE
    +SOLID
	+FRIENDLY
	-COUNTKILL
	+FLOORCLIP
	+ALWAYSTELEFRAG
    Painchance 255
    DamageType Taunt
	Translation  "112:127=[220,0,0]:[0,0,0]"
	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", 200.0

	DeathSound "*death"
	PainSound "*pain50"
    BloodType "Brutal_Blood"
	Mass 999999
    States
    {
    Spawn:
	    TNT1 A 0 A_Stop
		MARN A 0 ACS_NamedExecuteAlways("CheckIfDM", 0, 0, 0, 0)//Check if Coop
		TNT1 A 2
		TNT1 A 0 A_JumpIfInventory("DMGame", 1, "DM")
		Goto Spawn1

	DM:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_SpawnItem("SuperBlursphere")
		TNT1 A 4200
		Loop

	Spawn1:
        TNT1 A 0 A_CheckSight("Spawn2")
		CAPM A 1 A_Stop
        CAPM ABCB 15 A_Stop
		TNT1 A 0 A_CustomMissile ("OrderTitle3", 50, 0, 0, 2, 90)
        Loop

    Spawn2:
        CAPM A 5
        Goto Spawn1

	Death.Use:
		TNT1 A 0 A_Playsound ("MRNAW")
        CAPM F 12
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 ACS_NamedExecute("AddMarine")
		TNT1 A 0 A_SpawnItemEx ("Marine_Rifle",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        CAPM N 1
		TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFLag ("SOLID", 0)
        CAPM N 0 A_SpawnItem("PoleWithNothing")
        Stop

Pain:
Pain.ExplosiveImpact:
Pain.Explosive:
Pain.Bullet:
Pain.SSG:
Pain.Minigun:
Pain.ImpFatalityMarine:
Pain.Rip:
        CAPM P 1 A_Stop
        CAPM P 5 A_Pain
        Goto AfterPain

		AfterPain:
		CAPM A 1 A_Stop
        CAPM ABCB 15 A_Stop
		TNT1 A 0 A_CustomMissile ("OrderTitle3", 50, 0, 0, 2, 90)
        Loop

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

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

    Death.Cut:
	Death.Saw:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("RipGuts", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("XDeathHalfMarine", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 A 10 A_XScream
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 B 20 A_NoBlocking
		CAPM N 0 A_SpawnItem("PoleWithNothing")
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 C 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 DE 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        XPL2 E -1
        Stop

    Death.Slime:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
        TNT1 A 0 A_PlaySound("BIGSCREA")
        PMET AABBCCDDEEFFGGHHIIIII 10 A_CustomMissile ("PlasmaSmoke", 25, 0, random (0, 180), 2, random (0, 180))
        PMET IIIIIIIIIIJJJJJJJJJJJJJJJJJJJJJJKKKKKKKKKKKKKKKKKKKKKKKKKKLLLLLLLLLLLLLLL 3 A_CustomMissile ("PlasmaSmoke", 25, 0, random (0, 180), 2, random (0, 180))
        TNT1 A 0 A_NoBlocking
		CAPM N 0 A_SpawnItem("PoleWithNothing")
        TNT1 A -1
        Stop

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

    Death.Rip:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 A 10 A_XScream
        TNT1 AAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 B 20 A_NoBlocking
		CAPM N 0 A_SpawnItem("PoleWithNothing")
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 C 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 D 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 E 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 F 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL3 F 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        XPL3 F -1
        Stop
	Death.Massacre:
	Death.Explosive:
	XDeath:
		TNT1 A 0 ThrustThingZ(0,60,0,1)
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
        TNT1 A 0 A_CustomMissile ("MarineXDeath", 0, 0, random (0, 360), 2, random (0, 160))
		PPOD A 0 A_SpawnItemEx("BasicMarineGib1", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib2", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib3", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib4", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
        MHEA A 7 A_XScream
        MHEA B 7 A_NoBlocking
		CAPM N 0 A_SpawnItem("PoleWithNothing")
        MHEA CD 7
        MHEA E -1
		Stop

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

	Death.SuperPunch:
	Death.SSG:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
	    PLAY O 2 A_FaceTarget
        TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		CAPM N 0 A_SpawnItem("PoleWithNothing")
        PLAY OPQRSTUV 8
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        PLAY W -1
        Stop

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

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

		Death.GreenFire:
        TNT1 A 0
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		CAPM N 0 A_SpawnItem("PoleWithNothing")
        TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))

	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))

		EXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("GreenFlameTrails", 50, 0, random (0, 360), 2, random (0, 360))
		XBRN AAAA 2 BRIGHT A_SpawnItem("GreenFlare",0,43)
        Stop

    Death.burn:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		PBUR A 1
		PBUR A 1 A_Scream
		PBUR A 1 A_NoBlocking
		CAPM N 0 A_SpawnItem("PoleWithNothing")
		PBUR AAAABBBBCCCC 2 A_CustomMissile ("SmallFlameTrails", 32, 0, random (0, 180), 2, random (0, 180))
		PBUR DDDDEEEE 2 A_CustomMissile ("SmallFlameTrails", 16, 0, random (0, 180), 2, random (0, 180))
		PBUR EEEEE 4 A_CustomMissile ("SmallFlameTrails", 8, 0, random (0, 180), 2, random (0, 180))
		PBUR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 6 A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
		PBUR E -1
		Stop

    Death.Fire:
	Death.Flames:
	Death.Burn:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_PlaySound("BIGSCREA")
		BURN W 6 A_Scream
		BURN X 6 A_NoBlocking
		CAPM N 0 A_SpawnItem("PoleWithNothing")
		BUR2 ABCD 6 BRIGHT A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
		BURN FGHIJKL 6 BRIGHT A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
		BURN MNOPQRSTUV 6 BRIGHT A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
		BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 6 A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
		BURN V -1
		Stop

	  Death.ExplosiveImpact:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		NULL A 0 ThrustThingZ(0,30,0,1)
		NULL AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		NULL AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		NULL AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		NULL AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        NULL AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
	    NULL A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
	    PPOD A 0 A_SpawnItemEx("BasicMarineGib1", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
        NULL AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		NULL A 0 A_XScream
        XPL6 A 5
		NULL A 0 A_NoBlocking
		CAPM N 0 A_SpawnItem("PoleWithNothing")
        XPL6 BCDE 5
        XPL6 F -1
        Stop

    Death.HKFT:
	Death.BHFT:
	Death.RVFT:
		TNT1 A 1 A_Scream
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 1 A_NoBlocking
		CAPM N 0 A_SpawnItem("PoleWithNothing")
        TNT1 A 0 A_GiveToTarget("Curbstomp_Marine",1)
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
		TNT1 A 5
		TNT1 A -1
        Stop

    Death.FatalityMarine:
		TNT1 A 1 A_PlayerScream
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 A 1 A_NoBlocking
		CAPM N 0 A_SpawnItem("PoleWithNothing")
        TNT1 A 0 A_GiveToTarget("Fatality_Marine",1)
		TNT1 A -1
        Stop
    }
}

ACTOR CapturedMarineFist: CapturedMarineBase 9113
{
	//$Category BD Friendly Marines
	//$Icon "marine"
	//$Colour rgb(0,255,0)
	//$Sprite CAPMA0
	Health 200
	Translation  "112:127=[0,255,0]:[0,0,0]"
	States
	{
	Death.Use:
		TNT1 A 0 A_Playsound ("MRNAW")
		TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
        CAPM F 12
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 ACS_NamedExecute("AddMarineFist")
		TNT1 A 0 A_SpawnItemEx ("Marine_Fist",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        CAPM N 1
		TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFLag ("SOLID", 0)
        CAPM N 0 A_SpawnItem("PoleWithNothing")
        Stop
    }
}

ACTOR CapturedMarineSaw: CapturedMarineBase 9114
{
	//$Category BD Friendly Marines
	//$Icon "marine"
	//$Colour rgb(0,255,0)
	//$Sprite CAPMA0
	Health 200
	Translation "112:127=[0,255,0]:[0,0,0]", "48:76=[205,133,63]:[0,0,0]"
	States
	{
	Death.Use:
		TNT1 A 0 A_Playsound ("MRNAW")
		TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
        CAPM F 12
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 ACS_NamedExecute("AddMarineSaw")
		TNT1 A 0 A_SpawnItemEx ("Marine_Saw",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        CAPM N 1
		TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFLag ("SOLID", 0)
        CAPM N 0 A_SpawnItem("PoleWithNothing")
        Stop
    }
}

ACTOR CapturedMarineSMG: CapturedMarineBase 9115
{
	//$Category BD Friendly Marines
	//$Icon "marine"
	//$Colour rgb(0,255,0)
	//$Sprite CAPMA0
	Health 185
	Translation "112:127=[255,224,0]:[0,24,0]"
	States
	{
	Death.Use:
		TNT1 A 0 A_Playsound ("MRNAW")
		TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
        CAPM F 12
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 ACS_NamedExecute("AddMarineSMG")
		TNT1 A 0 A_SpawnItemEx ("Marine_SMG",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        CAPM N 1
		TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFLag ("SOLID", 0)
        CAPM N 0 A_SpawnItem("PoleWithNothing")
        Stop
    }
}

ACTOR CapturedMarineShotgun: CapturedMarineBase 9116
{
	//$Category BD Friendly Marines
	//$Icon "marine"
	//$Colour rgb(0,255,0)
	//$Sprite CAPMA0
	Health 175
	Translation "112:127=[170,170,170]:[0,0,0]"
	States
	{
	Death.Use:
		TNT1 A 0 A_Playsound ("MRNAW")
		TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
        CAPM F 12
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 ACS_NamedExecute("AddMarineShotgun")
		TNT1 A 0 A_SpawnItemEx ("Marine_Shotgun",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        CAPM N 1
		TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFLag ("SOLID", 0)
        CAPM N 0 A_SpawnItem("PoleWithNothing")
        Stop
    }
}

ACTOR CapturedMarineSSG: CapturedMarineBase 9117
{
	//$Category BD Friendly Marines
	//$Icon "marine"
	//$Colour rgb(0,255,0)
	//$Sprite CAPMA0
	Health 175
	Translation "112:127=[170,170,170]:[0,0,0]", "48:76=[205,133,63]:[0,0,0]"
	States
	{
	Death.Use:
		TNT1 A 0 A_Playsound ("MRNAW")
		TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
        CAPM F 12
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 ACS_NamedExecute("AddMarineSSG")
		TNT1 A 0 A_SpawnItemEx ("Marine_SSG",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        CAPM N 1
		TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFLag ("SOLID", 0)
        CAPM N 0 A_SpawnItem("PoleWithNothing")
        Stop
    }
}

ACTOR CapturedMarineMinigun: CapturedMarineBase 9118
{
	//$Category BD Friendly Marines
	//$Icon "marine"
	//$Colour rgb(0,255,0)
	//$Sprite CAPMA0
	Health 160
	Translation "112:127=[220,0,0]:[0,0,0]", "48:76=[205,133,63]:[0,0,0]"
	States
	{
	Death.Use:
		TNT1 A 0 A_Playsound ("MRNAW")
		TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
        CAPM F 12
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 ACS_NamedExecute("AddMarineMinigun")
		TNT1 A 0 A_SpawnItemEx ("Marine_Minigun",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        CAPM N 1
		TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFLag ("SOLID", 0)
        CAPM N 0 A_SpawnItem("PoleWithNothing")
        Stop
    }
}

ACTOR CapturedMarineGrenade: CapturedMarineBase 9119
{
	//$Category BD Friendly Marines
	//$Icon "marine"
	//$Colour rgb(0,255,0)
	//$Sprite CAPMA0
	Health 150
	Translation "112:127=[205,133,63]:[0,0,0]", "48:76=[205,133,63]:[0,0,0]"
	States
	{
	Death.Use:
		TNT1 A 0 A_Playsound ("MRNAW")
		TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
        CAPM F 12
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 ACS_NamedExecute("AddMarineGrenade")
		TNT1 A 0 A_SpawnItemEx ("Marine_Grenade",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        CAPM N 1
		TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFLag ("SOLID", 0)
        CAPM N 0 A_SpawnItem("PoleWithNothing")
        Stop
    }
}

ACTOR CapturedMarineRocket: CapturedMarineBase 9120
{
	//$Category BD Friendly Marines
	//$Icon "marine"
	//$Colour rgb(0,255,0)
	//$Sprite CAPMA0
	Health 150
	Translation "112:127=[205,133,63]:[0,0,0]"
	States
	{
	Death.Use:
		TNT1 A 0 A_Playsound ("MRNAW")
		TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
        CAPM F 12
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 ACS_NamedExecute("AddMarineRocket")
		TNT1 A 0 A_SpawnItemEx ("Marine_Rocket",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        CAPM N 1
		TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFLag ("SOLID", 0)
        CAPM N 0 A_SpawnItem("PoleWithNothing")
        Stop
    }
}

ACTOR CapturedMarinePlasmagun: CapturedMarineBase 9121
{
	//$Category BD Friendly Marines
	//$Icon "marine"
	//$Colour rgb(0,255,0)
	//$Sprite CAPMA0
	Health 135
	translation "112:127=[0,128,192]:[0,0,0]"
	States
	{
	Death.Use:
		TNT1 A 0 A_Playsound ("MRNAW")
		TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
        CAPM F 12
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 ACS_NamedExecute("AddMarinePlasmagun")
		TNT1 A 0 A_SpawnItemEx ("Marine_Plasmagun",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        CAPM N 1
		TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFLag ("SOLID", 0)
        CAPM N 0 A_SpawnItem("PoleWithNothing")
        Stop
    }
}

ACTOR CapturedMarineRailgun: CapturedMarineBase 9122
{
	//$Category BD Friendly Marines
	//$Icon "marine"
	//$Colour rgb(0,255,0)
	//$Sprite CAPMA0
	Health 135
	translation "112:127=[0,128,192]:[0,0,0]", "48:76=[205,133,63]:[0,0,0]"
	States
	{
	Death.Use:
		TNT1 A 0 A_Playsound ("MRNAW")
		TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
        CAPM F 12
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 ACS_NamedExecute("AddMarineRailgun")
		TNT1 A 0 A_SpawnItemEx ("Marine_Railgun",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        CAPM N 1
		TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFLag ("SOLID", 0)
        CAPM N 0 A_SpawnItem("PoleWithNothing")
        Stop
    }
}

ACTOR CapturedMarineBFG: CapturedMarineBase 9123
{
	//$Category BD Friendly Marines
	//$Icon "marine"
	//$Colour rgb(0,255,0)
	//$Sprite CAPMA0
	Health 125
	translation "112:127=[0,140,0]:[0,0,0]", "48:76=[205,133,63]:[0,0,0]"
	States
	{
	Death.Use:
		TNT1 A 0 A_Playsound ("MRNAW")
		TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
        CAPM F 12
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 ACS_NamedExecute("AddMarineBFG")
		TNT1 A 0 A_SpawnItemEx ("Marine_BFG",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        CAPM N 1
		TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFLag ("SOLID", 0)
        CAPM N 0 A_SpawnItem("PoleWithNothing")
        Stop
    }
}

ACTOR CapturedMarineBFG10K: CapturedMarineBase 9124
{
	//$Category BD Friendly Marines
	//$Icon "marine"
	//$Colour rgb(0,255,0)
	//$Sprite CAPMA0
	Health 125
	translation "112:127=[0,140,0]:[0,0,0]"
	States
	{
	Death.Use:
		TNT1 A 0 A_Playsound ("MRNAW")
		TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
        CAPM F 12
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 ACS_NamedExecute("AddMarineBFG10K")
		TNT1 A 0 A_SpawnItemEx ("Marine_BFG10K",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        CAPM N 1
		TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFLag ("SOLID", 0)
        CAPM N 0 A_SpawnItem("PoleWithNothing")
        Stop
    }
}

ACTOR CapturedMarineHML: CapturedMarineBase 9125
{
	//$Category BD Friendly Marines
	//$Icon "marine"
	//$Colour rgb(0,255,0)
	//$Sprite CAPMA0
	Health 110
	Translation "112:127=[60,60,60]:[0,0,0]"
	States
	{
	Death.Use:
		TNT1 A 0 A_Playsound ("MRNAW")
		TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
        CAPM F 12
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 ACS_NamedExecute("AddMarineHML")
		TNT1 A 0 A_SpawnItemEx ("Marine_HML",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        CAPM N 1
		TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFLag ("SOLID", 0)
        CAPM N 0 A_SpawnItem("PoleWithNothing")
        Stop
    }
}

ACTOR CapturedMarineFlame: CapturedMarineBase 9126
{
	//$Category BD Friendly Marines
	//$Icon "marine"
	//$Colour rgb(0,255,0)
	//$Sprite CAPMA0
	Health 100
	Translation "112:127=[255,168,0]:[64,12,0]", "48:76=[205,133,63]:[0,0,0]"
	States
	{
	Death.Use:
		TNT1 A 0 A_Playsound ("MRNAW")
		TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
        CAPM F 12
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 ACS_NamedExecute("AddMarineFlame")
		TNT1 A 0 A_SpawnItemEx ("Marine_Flame",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        CAPM N 1
		TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFLag ("SOLID", 0)
        CAPM N 0 A_SpawnItem("PoleWithNothing")
        Stop
    }
}

actor KillMe
{
	+NOTARGET
	Radius 10
	Height 10
	DamageType KillMe
	+NOGRAVITY +NOTELEPORT +NODAMAGETHRUST
	+THRUGHOST +NORADIUSDMG +NOEXTREMEDEATH
	+FORCERADIUSDMG -BLOODSPLATTER +BLOODLESSIMPACT
	PROJECTILE	+DEHEXPLOSION	+ACTIVATEMCROSS
	States
	{
		Spawn:
		TNT1 A 0
		TNT1 A 0 A_Explode(1,256)
		Stop
	}
}

actor BodyCrash1
{
Radius 16
Height 2
DamageType Fall
+NOTELEPORT
+NODAMAGETHRUST
+FORCERADIUSDMG
-BLOODSPLATTER
+BLOODLESSIMPACT
PROJECTILE
+MISSILE
-NOGRAVITY
-THRUACTORS
+EXPLODEONWATER
Gravity 1.0
Speed 0
Damage (random (90, 95))
States
{
Spawn:
TNT1 A 1
TNT1 A 4
Stop

Death:
XDeath:
TNT1 A 0 A_Explode(100,10)
Stop
 }
}

actor KillMeSmall: KillMe
{
States
{
Spawn:
TNT1 A 0
        TNT1 A 0 A_Explode(1,128)
Stop
 }
}

actor KillMeBot: KillMe
{
-FORCERADIUSDMG
damagetype "KillMeBot"
States
{
Spawn:
TNT1 A 0
        TNT1 A 0 A_Explode(1,256)
Stop
 }
}

ACTOR MarineSurvivor2: Marine 8756
{
Speed 5
Health 6
	States
	{
 Spawn:
 PLAY A 0
 TNT1 A 0 A_CheckSight("Spawn2")
 PLAY A 0
 //TNT1 A 0 A_SpawnItem ("GiantKillMe")
 PLAY A 1 A_Chase
 Goto See

 Spawn2:
 PLAY A 1
 Goto Spawn
	}
}

ACTOR MarinePunch: FastProjectile
{
	Radius 12
	Height 2
	DamageType HelperMarineFatallity
	Projectile
    Damage (random(20,20))
	+FORCEXYBILLBOARD
	+NOEXTREMEDEATH
	+THRUSPECIES
	+MTHRUSPECIES
	RenderStyle Add
	Alpha 0.6
	HitObituary "$OB_IMPHIT"
    Obituary "$OB_IMPHIT"
	SeeSound "None"
	DeathSound "none"
	Decal "none"
    Speed 20
	Species "Marines"
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("fstatk")
		TNT1 AA 1 BRIGHT
		Stop
	Death:
		TNT1 A 0 A_AlertMonsters(128, AMF_TARGETEMITTER)
		PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
		EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 10
		Stop
	}
}

ACTOR MarineKick: MarinePunch
{
	DamageType Kick
	Damage (random(30,30))
	Speed 24
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("kick")
		TNT1 AA 1 BRIGHT
		Stop
	Death:
		TNT1 A 0 A_AlertMonsters(128, AMF_TARGETEMITTER)
		PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
		TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_GiveToTarget("KickHasHit", 1)
		TNT1 A 0 Radius_Quake (1, 7, 0, 1, 0)//(intensity, duration, damrad, tremrad, tid)
		TNT1 A 10
		Stop
	}
}

ACTOR MarineAirKick: MarineKick
{
	Radius 20
	Height 32
    Damage (random(40,40))
}

ACTOR SuperMarineKick: MarineKick
{
    Damage (random(60,60))
	DamageType Extremepunches
}

ACTOR SuperMarineAirKick: MarineKick
{
	Radius 20
	Height 32
	DamageType Extremepunches
    Damage (random(80,80))
}

Actor PoleWithNothing : HeadOnAStick
{
	-SOLID
	States
	{
		Spawn:
		CAPM N 1 A_Stop
		CAPM N -1
		Stop
	}
}

Actor OrderTitle1//Following
{
  Height 1
  Radius 1
  Mass 0
  +Missile
  +NoBlockMap
  +NoGravity
  +DontSplash
  +FORCEXYBILLBOARD
  +CLIENTSIDEONLY
  +THRUACTORS
  +GHOST
  +THRUGHOST
  RenderStyle Add
  Scale 0.2
  Speed 1
  States
  {
  Spawn:
    CMMN A 2 BRIGHT
	CMMN AAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.04)
    Stop
  }
}

Actor OrderTitle2: OrderTitle1//Holding Position
{
  States
  {
  Spawn:
    CMMN B 2 BRIGHT
	CMMN BBBBBBBBBBBBBBBBBBBBBBBBB 1 Bright A_FadeOut(0.04)
    Stop
  }
}

Actor OrderTitle3: OrderTitle1//Release
{
  States
  {
  Spawn:
    CMMN C 2 BRIGHT
	CMMN CCCCCCCCCCCCCCCCCCCCCCCCC 1 Bright A_FadeOut(0.04)
    Stop
  }
}

Actor OrderTitle4: OrderTitle1//Healing
{
  Scale 1.0
  States
  {
  Spawn:
    CMMN D 2 BRIGHT
	CMMN DDDDDDDDDDDDDDDDDDDDDDDDD 1 Bright A_FadeOut(0.04)
    Stop
  }
}