     Actor MarchingNaziHMGSpawner
		 {
		  States
			   {
			    Spawn:
					TNT1 A 1
					TNT1 A 0 A_SpawnItemEx ("MarchingNaziHMG", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingNaziHMG", 0, 38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingNaziHMG", 0, -38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingNaziHMG", 0, 68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingNaziHMG", 0, -68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingNaziHMG", 0, 98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingNaziHMG", 0, -98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 20					
			   }
			   
		  }
		  
	   Actor MarchingNaziHMGGroupSpawner
		 {
		  States
			   {
			    Spawn:
					TNT1 A 1
					TNT1 A 0 A_SpawnItemEx ("MarchingNaziHMG", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingNaziHMG", 0, 38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingNaziHMG", 0, -38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingNaziHMG", 0, 68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingNaziHMG", 0, -68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingNaziHMG", 0, 98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingNaziHMG", 0, -98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_GiveInventory ("ParadeLineCounter", 1)
					TNT1 A 0 A_JumpIfInventory ("ParadeLineCounter", 8, "NeuGruppe")
					TNT1 A 20
				   Loop
				NeuGruppe:
				    TNT1 A 0
					TNT1 A 0 A_TakeInventory ("PAradeLineCounter", 15)
					TNT1 A 75
				   Goto Spawn					
			   }
			   
		  }	  
		  
		  
	   Actor MarchingLMG&EShotgunSpawner
		 {
		  States
			   {
			    Spawn:
					TNT1 A 1
					TNT1 A 0 A_SpawnItemEx ("MarchingNaziLMGMarksman", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 20
				   Gruppe:	
					TNT1 A 0 A_SpawnItemEx ("MarchingFreakKorpsEShotgun", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingFreakKorpsEShotgun", 0, 38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingFreakKorpsEShotgun", 0, -38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingFreakKorpsEShotgun", 0, 68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingFreakKorpsEShotgun", 0, -68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingFreakKorpsEShotgun", 0, 98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingFreakKorpsEShotgun", 0, -98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_GiveInventory ("ParadeLineCounter", 1)
					TNT1 A 0 A_JumpIfInventory ("ParadeLineCounter", 10, "NeuGruppe")
					TNT1 A 20
				   Loop
				NeuGruppe:
				    TNT1 A 0
					TNT1 A 0 A_TakeInventory ("PAradeLineCounter", 10)
					TNT1 A 75
				   Goto Spawn	
			   }
			   
		  }
		  
		  
	  	  
	  Actor MarchingReichMech&HMG&LuftKrieger
		 {
		  States
			   {
			    Spawn:
					TNT1 A 1
					TNT1 A 0 A_SpawnItemEx ("MarchingReichMech", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 20
				   Gruppe:	
					TNT1 A 0 A_SpawnItemEx ("MarchingNaziHMG", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("LuftKriegerSpawn", 0, 0, random (300,440), 0, 0, 0)
					TNT1 A 0 A_SpawnItemEx ("LuftKriegerSpawn", 38, -38, random (300,440), 0, 0, 0)
					TNT1 A 0 A_SpawnItemEx ("LuftKriegerSpawn", 68, 38, random (300,440), 0, 0, 0)
					TNT1 A 0 A_SpawnItemEx ("LuftKriegerSpawn", -68, 98, random (300,440), 0, 0, 0)
					TNT1 A 0 A_SpawnItemEx ("MarchingNaziHMG", 0, 38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingNaziHMG", 0, -38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingNaziHMG", 0, 68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingNaziHMG", 0, -68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingNaziHMG", 0, 98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingNaziHMG", 0, -98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_GiveInventory ("ParadeLineCounter", 1)
					TNT1 A 0 A_JumpIfInventory ("ParadeLineCounter", 10, "NeuGruppe")
					TNT1 A 20
				   Loop
				NeuGruppe:
				    TNT1 A 0
					TNT1 A 0 A_TakeInventory ("PAradeLineCounter", 10)
					TNT1 A 75
				   Goto Spawn	
			   }
			   
		  }
		  
	  Actor LuftKriegerSpawn : RandomSpawner
		  {
		   DropItem "MarchingNaziLuftKrieger", 125, 1
		  }
		  
		  
	  Actor MarchingShotgun&MPSkinheadSpawner
		 {
		  States
			   {
			    Spawn:
					TNT1 A 1
					TNT1 A 0 A_SpawnItemEx ("MarchingShotgunSkinhead", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 20
				   Gruppe:	
					TNT1 A 0 A_SpawnItemEx ("MarchingDoubleMPBonehead", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingDoubleMPBonehead", 0, 38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingDoubleMPBonehead", 0, -38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingDoubleMPBonehead", 0, 68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingDoubleMPBonehead", 0, -68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingDoubleMPBonehead", 0, 98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingDoubleMPBonehead", 0, -98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_GiveInventory ("ParadeLineCounter", 1)
					TNT1 A 0 A_JumpIfInventory ("ParadeLineCounter", 10, "NeuGruppe")
					TNT1 A 20
				   Loop
				NeuGruppe:
				    TNT1 A 0
					TNT1 A 0 A_TakeInventory ("PAradeLineCounter", 10)
					TNT1 A 75
				   Goto Spawn	
			   }
			   
		  }
		  
		  
	  Actor MarchingTacticool&WannabeSpawner
		 {
		  States
			   {
			    Spawn:
					TNT1 A 1
					TNT1 A 0 A_SpawnItemEx ("MarchingTacticoolNazi", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 20
				   Gruppe:	
					TNT1 A 0 A_SpawnItemEx ("MarchingWehrmachtWannaBeRifle", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingWehrmachtWannaBeRifle", 0, 38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingWehrmachtWannaBeRifle", 0, -38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingWehrmachtWannaBeRifle", 0, 68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingWehrmachtWannaBeRifle", 0, -68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingWehrmachtWannaBeRifle", 0, 98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingWehrmachtWannaBeRifle", 0, -98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_GiveInventory ("ParadeLineCounter", 1)
					TNT1 A 0 A_JumpIfInventory ("ParadeLineCounter", 10, "NeuGruppe")
					TNT1 A 20
				   Loop
				NeuGruppe:
				    TNT1 A 0
					TNT1 A 0 A_TakeInventory ("PAradeLineCounter", 10)
					TNT1 A 75
				   Goto Spawn	
			   }
			   
		  }		  
		  
		  
	  Actor MarchingUMP&MPSkinheadSpawner
		 {
		  States
			   {
			    Spawn:
					TNT1 A 1
					TNT1 A 0 A_SpawnItemEx ("MarchingUMP45Skinhead", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 20
				   Gruppe:	
					TNT1 A 0 A_SpawnItemEx ("MarchingDoubleMPBonehead", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingDoubleMPBonehead", 0, 38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingDoubleMPBonehead", 0, -38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingDoubleMPBonehead", 0, 68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingDoubleMPBonehead", 0, -68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingDoubleMPBonehead", 0, 98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingDoubleMPBonehead", 0, -98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_GiveInventory ("ParadeLineCounter", 1)
					TNT1 A 0 A_JumpIfInventory ("ParadeLineCounter", 10, "NeuGruppe")
					TNT1 A 20
				   Loop
				NeuGruppe:
				    TNT1 A 0
					TNT1 A 0 A_TakeInventory ("PAradeLineCounter", 10)
					TNT1 A 75
				   Goto Spawn	
			   }
			   
		  }
	  //Actor MarchingUMP&MPSkinheadSpawner
		// {
		  //States
			//   {
			  //  Spawn:
				//	TNT1 A 1
					//TNT1 A 0 A_SpawnItemEx ("MarchingUMP45Skinhead", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					//TNT1 A 20
				   //Gruppe:	
					//TNT1 A 0 A_SpawnItemEx ("MarchingFistGrunt", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					//TNT1 A 0 A_SpawnItemEx ("MarchingFistGrunt", 0, 38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					//TNT1 A 0 A_SpawnItemEx ("MarchingFistGrunt", 0, -38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					//TNT1 A 0 A_SpawnItemEx ("MarchingFistGrunt", 0, 68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					//TNT1 A 0 A_SpawnItemEx ("MarchingFistGrunt", 0, -68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					//TNT1 A 0 A_SpawnItemEx ("MarchingFistGrunt", 0, 98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					//TNT1 A 0 A_SpawnItemEx ("MarchingFistGrunt", 0, -98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					//TNT1 A 0 A_GiveInventory ("ParadeLineCounter", 1)
					//TNT1 A 0 A_JumpIfInventory ("ParadeLineCounter", 10, "NeuGruppe")
				//	TNT1 A 20
				  // Loop
				//NeuGruppe:
				  //  TNT1 A 0
				//	TNT1 A 0 A_TakeInventory ("PAradeLineCounter", 10)
				//	TNT1 A 75
			//	   Goto Spawn	
			   //}
			   
		  //}		   
		  
	  Actor MarchingUMPSkinheadSpawner
		  {	
			States
			   {
			    Spawn:
					TNT1 A 1
					TNT1 A 0 A_SpawnItemEx ("MarchingUMP45Skinhead", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUMP45Skinhead", 0, 38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUMP45Skinhead", 0, -38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUMP45Skinhead", 0, 68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUMP45Skinhead", 0, -68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUMP45Skinhead", 0, 98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUMP45Skinhead", 0, -98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 20					
			   }
		   }
		   
		   
	  Actor MarchingUMPSkinheadGroupSpawner
		  {	
			States
			   {
			    Spawn:
					TNT1 A 1
					TNT1 A 0 A_SpawnItemEx ("MarchingUMP45Skinhead", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUMP45Skinhead", 0, 38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUMP45Skinhead", 0, -38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUMP45Skinhead", 0, 68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUMP45Skinhead", 0, -68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUMP45Skinhead", 0, 98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUMP45Skinhead", 0, -98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_GiveInventory ("ParadeLineCounter", 1)
					TNT1 A 0 A_JumpIfInventory ("ParadeLineCounter", 15, "NeuGruppe")
					TNT1 A 20
				   Loop
				NeuGruppe:
				    TNT1 A 0
					TNT1 A 0 A_TakeInventory ("PAradeLineCounter", 15)
					TNT1 A 75
				   Goto Spawn						
			   }
		   } 	   
		  
		  
	  	  
	  Actor MarchingFKGrenadier&Tacticool
		 {
		  States
			   {
			    Spawn:
					TNT1 A 1
					TNT1 A 0 A_SpawnItemEx ("MarchingTacticoolNazi", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 20
				   Gruppe:	
					TNT1 A 0 A_SpawnItemEx ("MarchingFreakKorpsGrenadier", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingFreakKorpsGrenadier", 0, 38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingFreakKorpsGrenadier", 0, -38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingFreakKorpsGrenadier", 0, 68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingFreakKorpsGrenadier", 0, -68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingFreakKorpsGrenadier", 0, 98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingFreakKorpsGrenadier", 0, -98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_GiveInventory ("ParadeLineCounter", 1)
					TNT1 A 0 A_JumpIfInventory ("ParadeLineCounter", 15, "NeuGruppe")
					TNT1 A 20
				   Loop
				NeuGruppe:
				    TNT1 A 0
					TNT1 A 0 A_TakeInventory ("PAradeLineCounter", 15)
					TNT1 A 75
				   Goto Spawn	
			   }
			   
		  }	  
		  
	  Actor ParadeOver : Inventory
		 {
		  Inventory.Maxamount 88
		 }
		 
	  Actor ParadeLineCounter : Inventory
		  {
		   Inventory.Maxamount 88 
		  }
		  
	  Actor MarchingWehrmachtWannaBeRifle
			{
			 -NOGRAVITY
			 Translation "112:127=64:79"
			 Mass 100
			 MaxStepHeight 38
			 States
				  {
				   Spawn:
					  TNT1 A 0
					  //TNT1 A 0 A_Recoil (-3)	
					  MW1C AABB 3 A_Recoil (-1)
					  MW1C B 7
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  //TNT1 A 0 A_Recoil (-3)
					  MW1C CCDD 3 A_Recoil (-1)
					  MW1C D 7
					 Loop
					 Alles:
					  TNT1 A 1
					 Stop 
				  }
			}
			
	  Actor MarchingNaziHMG
			{
			 -NOGRAVITY
			 Mass 100
			 MaxStepHeight 38
			 States
				  {
				   Spawn:
					  JEIM AABB 3 A_Recoil (-1)
					  JEIM B 7
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  JEIM CCDD 3 A_Recoil (-1)
					  JEIM D 7
					 Loop
				   Alles:
					  TNT1 A 1
					 Stop 
				  }
			}
			
			
	  Actor MarchingTacticoolNazi
			{
			 -NOGRAVITY
			 Mass 100
			 MaxStepHeight 38
			 States
				  {
				   Spawn:
					  NRFT AABB 3 A_Recoil (-1)
					  NRFT B 7
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  NRFT CCDD 3 A_Recoil (-1)
					  NRFT B 7
					 Loop
					 Alles:
					  TNT1 A 1
					 Stop 
				  }
			}
			
			
		Actor MarchingDoubleMPBonehead
			{
			 -NOGRAVITY
			 Translation "112:127=5:8"
			 Mass 100
			 MaxStepHeight 38
			 States
				  {
				   Spawn:
					  SKMP AABB 3 A_Recoil (-1)
					  SKMP B 7
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  SKMP CCDD 3 A_Recoil (-1)
					  SKMP D 7
					 Loop
					 Alles:
					  TNT1 A 1
					 Stop 
				  }
			}
			
			
			
		Actor MarchingNaziLMGMarksman
			{
			 -NOGRAVITY
			 Translation "112:127=80:111", "192:207=16:47", "240:247=42:47"
			 Mass 100
			 MaxStepHeight 38
			 States
				  {
				   Spawn:
					  NMGC AABB 3 A_Recoil (-1)
					  NMGC B 7
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  NMGC CCDD 3 A_Recoil (-1)
					  NMGC D 7
					 Loop
					 Alles:
					  TNT1 A 1
					 Stop 
				  }
			}
			
		Actor MarchingGrandShotgunner
			{
			 -NOGRAVITY
			 Mass 100
			 MaxStepHeight 38
			 States
				  {
				   Spawn:
					  X2CO AABB 3 A_Recoil (-1)
					  X2CO B 7
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  X2CO CCDD 3 A_Recoil (-1)
					  X2CO D 7
					 Loop
					 Alles:
					  TNT1 A 1
					 Stop 
				  }
			}
			
			
		Actor MarchingUMP45Skinhead
			{
			 -NOGRAVITY
			 Mass 100
			 Translation "192:207=66:79"
			 MaxStepHeight 38
			 States
				  {
				   Spawn:
					  BMP5 AABB 3 A_Recoil (-1)
					  BMP5 B 7
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  BMP5 CCDD 3 A_Recoil (-1)
					  BMP5 D 7 
					 Loop
					 Alles:
					  TNT1 A 1
					 Stop 
				  }
			}
			
			
			
		Actor MarchingShotgunSkinhead
			{
			 -NOGRAVITY
			 Mass 100
			 Translation "112:127=64:79", "192:207=51:79"
			 MaxStepHeight 38
			 States
				  {
				   Spawn:
					  SHBO AABB 3 A_Recoil (-1)
					  SHBO B 7
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  SHBO CCDD 3 A_Recoil (-1)
					  SHBO D 7
					 Loop
					 Alles:
					  TNT1 A 1
					 Stop 
				  }
			}	
			
		Actor MarchingFreakKorpsGrenadier
			{
			 -NOGRAVITY
			 Mass 100
			 MaxStepHeight 38
			 States
				  {
				   Spawn:
					  FRKG AABB 3 A_Recoil (-1)
					  FRKG B 7
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  FRKG CCDD 3 A_Recoil (-1)
					  FRKG D 7
					 Loop
					 Alles:
					  TNT1 A 1
					 Stop 
				  }
			}
			
			
		Actor MarchingFreakKorpsEShotgun
			{
			 -NOGRAVITY
			 Mass 100
			 Translation "112:127=32:47", "192:207=48:79"
			 MaxStepHeight 38
			 States
				  {
				   Spawn:
					  ESGN AABB 3 A_Recoil (-1)
					  ESGN B 7
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  ESGN CCDD 3 A_Recoil (-1)
					  ESGN D 7
					 Loop
					 Alles:
					  TNT1 A 1
					 Stop 
				  }
			}
			
			
		Actor MarchingNaziLuftKrieger
			{
			 +NOGRAVITY
			 +FLOAT
			 Mass 100
			 States
				  {
				   Spawn:
					  NFLY A 2 
					  TNT1 A 0 A_Recoil (-1)
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  NFLY A 3 
					 Loop
					 Alles:
					  TNT1 A 1
					 Stop 
				  }
			}
			
			
			
		Actor MarchingFistGrunt
			{
			 -NOGRAVITY
			 Mass 100
			 MaxStepHeight 38
			 States
				  {
				   Spawn:
					  FSKH AABB 3 A_Recoil (-1)
					  FSKH B 7
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  FSKH CCDD 3 A_Recoil (-1)
					  FSKH D 7
					 Loop
					 Alles:
					  TNT1 A 1
					 Stop 
				  }
			}
			
			
		Actor MarchingFKPistol
			{
			 -NOGRAVITY
			 Mass 100
		     Translation "112:127=240:247"
			 MaxStepHeight 38
			 States
				  {
				   Spawn:
					  PNAZ AABB 3 A_Recoil (-1)
					  PNAZ B 7
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  PNAZ CCDD 3 A_Recoil (-1)
					  PNAZ D 7
					 Loop
					 Alles:
					  TNT1 A 1
					 Stop 
				  }
			}
			
			
		Actor MarchingReichMech
			{
			 -NOGRAVITY
			 Mass 100
		     Translation "112:127=240:247"
			 MaxStepHeight 38
			 States
				  {
				   Spawn:
					  MCSS AABB 3 A_Recoil (-1)
					  MCSS B 7
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  MCSS CCDD 3 A_Recoil (-1)
					  MCSS D 7
					 Loop
					 Alles:
					  TNT1 A 1
					 Stop 
				  }
			}
			
			
		
		
		
		Actor MarchingWKOAGuy
			{
			 -NOGRAVITY
			 Mass 100
			 Translation "250:255=161:167"
			 MaxStepHeight 38
			 States
				  {
				   Spawn:
					  WKOA AABB 3 A_Recoil (-1)
					  WKOA B 7
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  WKOA CCDD 3 A_Recoil (-1)
					  WKOA D 7
					 Loop
					 Alles:
					  TNT1 A 1
					 Stop 
				  }
			}
			
			
	
	
	   
	   Actor MarchingAR155Militarist
			{
			 -NOGRAVITY
			 Mass 100
			 Translation "192:207=152:159", "168:174=6:8", "112:127=152:159"
			 MaxStepHeight 38
			 States
				  {
				   Spawn:
					  UARM AABB 3 A_Recoil (-1)
					  UARM B 7
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  UARM CCDD 3 A_Recoil (-1)
					  UARM D 7
					 Loop
					 Alles:
					  TNT1 A 1
					 Stop 
				  }
			}
			
		
		
		
	   Actor MarchingG3Militarist
			{
			 -NOGRAVITY
			 Mass 100
			 MaxStepHeight 38
			 States
				  {
				   Spawn:
					  COG3 AABB 3 A_Recoil (-1)
					  COG3 B 7
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  COG3 CCDD 3 A_Recoil (-1)
					  COG3 D 7
					 Loop
					 Alles:
					  TNT1 A 1
					 Stop 
				  }
			}
			
		
		
		Actor Marching700NEGuy
			{
			 -NOGRAVITY
			 Mass 100
			 MaxStepHeight 38
			 States
				  {
				   Spawn:
					  DUSM AABB 3 A_Recoil (-1)
					  DUSM B 7
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  DUSM CCDD 3 A_Recoil (-1)
					  DUSM D 7
					 Loop
					 Alles:
					  TNT1 A 1
					 Stop 
				  }
			}
			
		
		
		
		
		Actor MarchingCamoMarksman
			{
			 -NOGRAVITY
			 Mass 100
			 MaxStepHeight 38
			 States
				  {
				   Spawn:
					  CAMS AABB 3 A_Recoil (-1)
					  CAMS B 7
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  CAMS CCDD 3 A_Recoil (-1)
					  CAMS D 7
					 Loop
					 Alles:
					  TNT1 A 1
					 Stop 
				  }
			}
			
		
		
		
		
		Actor MarchingUSNJuggernaut
			{
			 -NOGRAVITY
			 Mass 100
			 MaxStepHeight 38
			 States
				  {
				   Spawn:
					  USJU AABB 3 A_Recoil (-1)
					  USJU B 7
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  USJU CCDD 3 A_Recoil (-1)
					  USJU D 7
					 Loop
					 Alles:
					  TNT1 A 1
					 Stop 
				  }
			}
		
		
		
		
		
		
		
		Actor MarchingLeadClops
			{
			 -NOGRAVITY
			 Mass 100
			 MaxStepHeight 38
			 States
				  {
				   Spawn:
					  CLOP AABB 3 A_Recoil (-1)
					  CLOP B 7
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  CLOP CCDD 3 A_Recoil (-1)
					  CLOP D 7
					 Loop
					 Alles:
					  TNT1 A 1
					 Stop 
				  }
			}
		
		
		
		
		Actor MarchingUSNQuadRockMil
			{
			 -NOGRAVITY
			 Mass 100
			 Translation "192:207=152:159", "112:127=152:159"
			 MaxStepHeight 38
			 States
				  {
				   Spawn:
					  RRNK AABB 3 A_Recoil (-1)
					  RRNK B 7
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  RRNK CCDD 3 A_Recoil (-1)
					  RRNK D 7
					 Loop
					 Alles:
					  TNT1 A 1
					 Stop 
				  }
			}
		
		
		
		
		
		
		Actor MarchingUSNPMCSniper
			{
			 -NOGRAVITY
			 Mass 100
			 MaxStepHeight 38
			 States
				  {
				   Spawn:
					  CNFS AABB 3 A_Recoil (-1)
					  CNFS B 7
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  CNFS CCDD 3 A_Recoil (-1)
					  CNFS D 7
					 Loop
					 Alles:
					  TNT1 A 1
					 Stop 
				  }
			}
		
		
		
		
		
		
		Actor MarchingUSNTactOp
			{
			 -NOGRAVITY
			 Mass 100
			 MaxStepHeight 38
			 States
				  {
				   Spawn:
					  USPC AABB 3 A_Recoil (-1)
					  USPC B 7
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  USPC CCDD 3 A_Recoil (-1)
					  USPC D 7
					 Loop
					 Alles:
					  TNT1 A 1
					 Stop 
				  }
			}
			
			
		
		
		
		Actor MarchingUSNHovercraft
			{
			 +NOGRAVITY
			 +FLOAT
			 Projectile
			 Translation "192:207=96:111", "168:175=5:8"
			 Mass 0
			 States
				  {
				   Spawn:
				      UHVR A 2 ThrustThingZ (0, 88, 0, 0)
					  TNT1 A 0 A_Recoil (-1)
					Spawn2:  
					  UHVR A 2 
					  TNT1 A 0 A_Recoil (-1)
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  UHVR A 3 
					 Loop
					 Alles:
					  TNT1 A 1
					 Stop 
				  }
			}
			
		
		
		 
		 
		 Actor MarchingUSNHeli
			{
			 +NOGRAVITY
			 +FLOAT
			 Projectile
			 Mass 0
			 States
				  {
				   Spawn:
				      //HLCF ABCD 1 ThrustThingZ (0, 20, 0, 0)
					  //TNT1 A 0 A_Recoil (-1)
					Spawn2:  
					  HLCF AB 1 
					  TNT1 A 0 A_Recoil (-1)
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  HLCF CD 1 
					 Loop
					 Alles:
					  TNT1 A 1
					 Stop 
				  }
			}
			
		
		
		
		 Actor HoverSpawn : RandomSpawner
		  {
		   DropItem "MarchingUSNHovercraft", 255, 1
		  }
			
			
		
		
		
		Actor MarchingUSNTank
			{
			 +NOGRAVITY
			 +FLOAT
			 Mass 100
			 States
				  {
				   Spawn: 
					  LEMC AB 9 
					  TNT1 A 0 A_Recoil (-1)
					  TNT1 A 0 A_GiveInventory ("ParadeOver", 1)
					  TNT1 A 0 A_JumpIfInventory ("ParadeOver", 88, "Alles")
					  LEMC B 9
					 Loop
					 Alles:
					  TNT1 A 1
					 Stop 
				  }
			}
			
		
		
		
		
		
		Actor MarchingWKOA&AR155Spawner
		 {
		  States
			   {
			    Spawn:
					TNT1 A 1
					TNT1 A 0 A_SpawnItemEx ("MarchingWKOAGuy", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 20
				   Gruppe:	
					TNT1 A 0 A_SpawnItemEx ("MarchingAR155Militarist", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingAR155Militarist", 0, 38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingAR155Militarist", 0, -38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingAR155Militarist", 0, 68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingAR155Militarist", 0, -68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingAR155Militarist", 0, 98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingAR155Militarist", 0, -98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_GiveInventory ("ParadeLineCounter", 1)
					TNT1 A 0 A_JumpIfInventory ("ParadeLineCounter", 10, "NeuGruppe")
					TNT1 A 20
				   Loop
				NeuGruppe:
				    TNT1 A 0
					TNT1 A 0 A_TakeInventory ("PAradeLineCounter", 10)
					TNT1 A 75
				   Goto Spawn	
			   }
			   
		  }
		  
		 
		 
		 
		 
		 
		 Actor MarchingG3&700NESpawner
		 {
		  States
			   {
			    Spawn:
					TNT1 A 1
					TNT1 A 0 A_SpawnItemEx ("MarchingG3Militarist", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 20
				   Gruppe:	
					TNT1 A 0 A_SpawnItemEx ("Marching700NEGuy", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("Marching700NEGuy", 0, 38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("Marching700NEGuy", 0, -38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("Marching700NEGuy", 0, 68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("Marching700NEGuy", 0, -68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("Marching700NEGuy", 0, 98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("Marching700NEGuy", 0, -98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_GiveInventory ("ParadeLineCounter", 1)
					TNT1 A 0 A_JumpIfInventory ("ParadeLineCounter", 10, "NeuGruppe")
					TNT1 A 20
				   Loop
				NeuGruppe:
				    TNT1 A 0
					TNT1 A 0 A_TakeInventory ("PAradeLineCounter", 10)
					TNT1 A 75
				   Goto Spawn	
			   }
			   
		  }
		  
		  
		 
		 
		
		
		Actor MarchingCamo&TacticalSpawner
		 {
		  States
			   {
			    Spawn:
					TNT1 A 1
					TNT1 A 0 A_SpawnItemEx ("MarchingCamoMarksman", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 20
				   Gruppe:	
					TNT1 A 0 A_SpawnItemEx ("MarchingUSNTactOp", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUSNTactOp", 0, 38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUSNTactOp", 0, -38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUSNTactOp", 0, 68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUSNTactOp", 0, -68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUSNTactOp", 0, 98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUSNTactOp", 0, -98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_GiveInventory ("ParadeLineCounter", 1)
					TNT1 A 0 A_JumpIfInventory ("ParadeLineCounter", 10, "NeuGruppe")
					TNT1 A 20
				   Loop
				NeuGruppe:
				    TNT1 A 0
					TNT1 A 0 A_TakeInventory ("PAradeLineCounter", 10)
					TNT1 A 75
				   Goto Spawn	
			   }
			   
		  }
		  
		  
		 
		 
		 
		 Actor MarchingRedneck&SniperSpawner
		 {
		  States
			   {
			    Spawn:
					TNT1 A 1
					TNT1 A 0 A_SpawnItemEx ("MarchingUSNPMCSniper", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 20
				   Gruppe:	
					TNT1 A 0 A_SpawnItemEx ("MarchingUSNQuadRockMil", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUSNQuadRockMil", 0, 38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUSNQuadRockMil", 0, -38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUSNQuadRockMil", 0, 68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUSNQuadRockMil", 0, -68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUSNQuadRockMil", 0, 98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUSNQuadRockMil", 0, -98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_GiveInventory ("ParadeLineCounter", 1)
					TNT1 A 0 A_JumpIfInventory ("ParadeLineCounter", 10, "NeuGruppe")
					TNT1 A 20
				   Loop
				NeuGruppe:
				    TNT1 A 0
					TNT1 A 0 A_TakeInventory ("PAradeLineCounter", 10)
					TNT1 A 75
				   Goto Spawn	
			   }
			   
		  }
		  
		  
		  
		  
		  
		  Actor MarchingUSNJug&LeadClops
		 {
		  States
			   {
			    Spawn:
					TNT1 A 1
					TNT1 A 0 A_SpawnItemEx ("MarchingUSNJuggernaut", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 20
				   Gruppe:	
					TNT1 A 0 A_SpawnItemEx ("MarchingLeadClops", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingLeadClops", 0, 38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingLeadClops", 0, -38, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingLeadClops", 0, 68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingLeadClops", 0, -68, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingLeadClops", 0, 98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingLeadClops", 0, -98, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_GiveInventory ("ParadeLineCounter", 1)
					TNT1 A 0 A_JumpIfInventory ("ParadeLineCounter", 10, "NeuGruppe")
					TNT1 A 20
				   Loop
				NeuGruppe:
				    TNT1 A 0
					TNT1 A 0 A_TakeInventory ("PAradeLineCounter", 10)
					TNT1 A 75
				   Goto Spawn	
			   }
			   
		  }
		  
		  
	
	
	   
	   
	   
	   Actor MarchingTankSpawner
		 {
		  States
			   {
			    Spawn:
					TNT1 A 1
					TNT1 A 0 A_SpawnItemEx ("MarchingUSNTank", 0, -140, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUSNTank", 0, 140, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 75
				   Loop
				NeuGruppe:
				    TNT1 A 0
					TNT1 A 0 A_TakeInventory ("PAradeLineCounter", 10)
					TNT1 A 75
				   Goto Spawn	
			   }
			   
		  }
		  
		  
		
		
		
		Actor MarchingTrioHover
			{
		+NOGRAVITY
		+FLOAT
		  States
			   {
			    Spawn:
					TNT1 A 1
					TNT1 A 0 A_SpawnItemEx ("MarchingUSNHovercraft", 0, 88, 100, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUSNHovercraft", 0, 0, 100, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUSNHovercraft", 0, -88, 100, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 75
				   Loop
				NeuGruppe:
				    TNT1 A 0
					TNT1 A 0 A_TakeInventory ("PAradeLineCounter", 10)
					TNT1 A 75
				   Goto Spawn	
			   }
			   
		  }
		  
		  
		 
		 
		 
		 
		 Actor MarchingTrioHEli
			{
		  +NOGRAVITY
		  +FLOAT
		  States
			   {
			    Spawn:
					TNT1 A 1
					TNT1 A 0 A_SpawnItemEx ("MarchingUSNHeli", 0, 320, 100, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUSNHeli", 0, 0, 100, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("MarchingUSNHeli", 0, -320, 100, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 275
				   Loop
				NeuGruppe:
				    TNT1 A 0
					TNT1 A 0 A_TakeInventory ("PAradeLineCounter", 10)
					TNT1 A 75
				   Goto Spawn	
			   }
			   
		  }
			
			
		
		
			
			
		
		
		