ACTOR DatInfinityPlayer : DoomPlayer //Dat player returns
{
Speed 1
Health 100
GibHealth 50
Radius 16
Height 56
Mass 100
PainChance 255 
Species "Player"
DamageFactor "Player", 0.0
DamageFactor "Players", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "PlayerDevBall", 0.0
DamageFactor "PlayerDevBall2", 0.0
DamageFactor "PlayerDevTracer", 0.0
DamageFactor "PlayerExplosive", 0.0
DamageFactor "PlayerDTRG", 0.0
DamageFactor "PDTBFG", 0.0
DamageFactor "PDTBFGTracer", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PlayerPyro", 0.0
damageFactor "PlayerFireSword", 0.0
DamageFactor "PlayerBHole", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "Player2hu", 0.0
DamageFactor "TrueLegendaryPlayer", 0.0
DamageFactor "NemesisPlayer", 0.0
DamageFactor "VexedNemesisPlayer", 0.0
//Ark
DamageFactor "PlayerTear", 0.0
DamageFactor "PlayerDBFG2", 0.0
//TXS
DamageFactor "VulcanPlasmaPuff", 0.0
DamageFactor "VulcanLazer", 0.0
DamageFactor "VulcanLazerEffect", 0.0
//DamageFactor "Fire", 0.0
DamageFactor "PlayerBrimstone", 0.0
DamageFactor "ChaosC", 0.0
//Friendly Monsters (Marines)
DamageFactor "AllyRail", 0.0
DamageFactor "AllyDTRG", 0.0
DamageFactor "AllyDTRailgun", 0.0
DamageFactor "AllyExplosion", 0.0
DamageFactor "AllyDTPuff", 0.0
DamageFactor "AllyDBFG", 0.0
//Friendly Monsters (Monster)
DamageFactor "FriendlyMonster", 0.0
//Demonic Skills
DamageFactor "PlayerDemonicSkill", 0.0
-NOSKIN
+THRUSPECIES//could conflict with PVP gamemodes
+DONTHARMSPECIES//could conflict with PVP gamemodes
+MTHRUSPECIES//could conflict with PVP gamemodes
//+NOBLOOD //A known way to fix the nemesis charging on players, somewhat
Player.SoundClass "Marine"
Player.ColorRange 112, 127
Player.DisplayName "Doom Guy"
Player.CrouchSprite "PLYC"
//Player.StartItem "Plasma Handgun"
Player.StartItem "INFHandgun"
Player.StartItem "INFDemonTechPistol"
Player.StartItem "PistolMagazine" 16
Player.StartItem "EnforcerClip" 18
Player.StartItem "RevolverSpinner" 6
//Player.StartItem "RevolverCylinder" 6
Player.StartItem "ShotgunMagazine" 9
Player.StartItem "V25ShotgunDrum" 16 //DJB
Player.StartItem "SSGShell" 2
Player.StartItem "QuadShell" 4
Player.StartItem "HexaShell" 6
Player.StartItem "ShotgunDrum2" 12
Player.StartItem "RocketDrum" 7
Player.StartItem "GrenadeDrum" 7
//Player.StartItem "ARMagazine" 41
Player.StartItem "BulletMag" 60
//Player.StartItem "CellCharge" 50
Player.StartItem "INFMelee"
Player.StartItem "Hand Grenade"
Player.StartItem "HandGrenadeAmmo" 4
Player.StartItem "Land Mine"
Player.StartItem "MineAmmo" 4
Player.StartItem "NewShell" 8
//Player.StartItem "PlasmaCell" 50
Player.StartItem "DemonMagazine" 60
Player.StartItem "MP40Mag" 33
Player.StartItem "ExplosiveShotgunMagazine" 9
Player.StartItem "ExpSSGShell" 2
Player.StartItem "DeathWalkerShell" 8
Player.StartItem "NemesisPellets" 2
Player.StartItem "LegendaryCoachShells" 2
Player.StartItem "ELegendaryCoachShells" 2
Player.StartItem "EnragedLegendaryShotgunDrum" 16
Player.StartItem "EXPCellCharge" 60
Player.StartItem "SpringMine" 4
Player.StartItem "PlasmaHGCell" 100
Player.StartItem "PlasmaHGCellCF" 100
Player.StartItem "XBFSGLoaded" 5
Player.StartItem "DTPistolMagazine" 16
Player.StartItem "M79G" 1
Player.StartItem "MarineBeacon" 2
Player.StartItem "LegendaryPellets" 2
Player.StartItem "LEGRailgunAmmo" 50
Player.StartItem "LEGENDARYRevolverSpinner" 6
Player.StartItem "ILegendaryRevolverSpinner" 6
Player.StartItem "PSHGClip" 20
Player.StartItem "PlasmaMagazine" 30
Player.StartItem "NewCell" 60
Player.StartItem "SMGDualCounter" 32
Player.StartItem "MP40DualCounter" 32
Player.StartItem "EXPMMagazine" 50
Player.StartItem "StartingArmor"
Player.StartItem "IsPlayer"
//Player.StartItem "WeaponEnhancerModule" 10 //Remove
var int user_fireplayerangle;
var int user_fireplayerpitch;
var int user_ptid;
var int user_anum;
States
{
  Spawn:
	PLAY A 5 
	TNT1 A 0 A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("VPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_SpawnItem("AGPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItemEx("NemPlayerSmokeSpawner",0,0,0,0,0,0,0,0,220)
	Loop
  See:
	PLAY A 5
	TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("VPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItemEx("NemPlayerSmokeSpawner",0,0,0,0,0,0,0,0,220)
	PLAY B 5
	TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("VPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItemEx("NemPlayerSmokeSpawner",0,0,0,0,0,0,0,0,220)
	PLAY C 5
	TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("VPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItemEx("NemPlayerSmokeSpawner",0,0,0,0,0,0,0,0,220)
	PLAY D 5
	TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("VPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItemEx("NemPlayerSmokeSpawner",0,0,0,0,0,0,0,0,220)
	TNT1 A 0
	Goto Spawn
  Missile:
	TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("VPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItemEx("NemPlayerSmokeSpawner",0,0,0,0,0,0,0,0,220)
	PLAY E 1
	TNT1 A 0 A_JumpIfInventory("kickAnim",1,"Kick")
	PLAY E 5
	TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("VPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItemEx("NemPlayerSmokeSpawner",0,0,0,0,0,0,0,0,220)
	PLAY E 5
	TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("VPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItemEx("NemPlayerSmokeSpawner",0,0,0,0,0,0,0,0,220)
	PLAY E 1
	Goto Spawn
  Melee:
	PLAY F 1 Bright
	TNT1 A 0 A_JumpIfInventory("kickAnim",1,"Kick")
	TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("VPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItemEx("NemPlayerSmokeSpawner",0,0,0,0,0,0,0,0,220)
	PLAY F 5 Bright
	Goto Missile
  Kick:
	TNT1 A 0 A_TakeInventory("kickAnim",1)
	TNT1 A 0 A_JumpIfInventory("PowerStrength",1,"KickBerserked")
	PLAY X 6
	TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("VPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItemEx("NemPlayerSmokeSpawner",0,0,0,0,0,0,0,0,220)
	PLAY Y 6
	TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("VPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItemEx("NemPlayerSmokeSpawner",0,0,0,0,0,0,0,0,220)
	PLAY Z 6
	TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("VPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItemEx("NemPlayerSmokeSpawner",0,0,0,0,0,0,0,0,220)
	PLAY Y 6
	TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("VPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItemEx("NemPlayerSmokeSpawner",0,0,0,0,0,0,0,0,220)
	PLAY X 6
	Goto Spawn
  KickBerserked:
	PLAY XY 3
	TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("VPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItemEx("NemPlayerSmokeSpawner",0,0,0,0,0,0,0,0,220)
	PLAY ZY 3
	TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("VPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItemEx("NemPlayerSmokeSpawner",0,0,0,0,0,0,0,0,220)
	PLAY X 6
	Goto Spawn
  Pain:
	PLAY G 4
	TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("VPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItemEx("NemPlayerSmokeSpawner",0,0,0,0,0,0,0,0,220)
	PLAY G 4 A_Pain
	TNT1 A 0 ACS_NamedLockedExecute("VoidRuneInvisibility",0)
	TNT1 A 0 Bright A_SpawnItem("LPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("VPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItem("AGPlayerSmokeSpawner",0,0,0,0)
	TNT1 A 0 Bright A_SpawnItemEx("NemPlayerSmokeSpawner",0,0,0,0,0,0,0,0,220)
	TNT1 A 0
	Goto Spawn
  Death:
	TNT1 A 0 A_StopSound(5)
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_StopSound(7)
	TNT1 A 0 A_GiveToTarget("MarineKilled",1)
	TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
	TNT1 A 0 A_TakeInventory("MineAction",1)
	TNT1 A 0 A_TakeInventory("RailgunAction",1)
	PLAY H 8
	PLAY I 8 A_PlayerScream
	PLAY J 8 A_NoBlocking
	PLAY K 8
	PLAY L 8 A_SpawnItem("BodyCrash",0,0,0,0)
	PLAY M 8
	PLAY N -1
	Stop
  XDeath:
	TNT1 A 0 A_StopSound(5)
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_StopSound(7)
	TNT1 A 0 A_GiveToTarget("MarineKilled",1)
	TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
	TNT1 A 0 A_TakeInventory("MineAction",1)
	TNT1 A 0 A_TakeInventory("RailgunAction",1)
	TNT1 A 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	PLAY P 3 A_XScream
	PLAY Q 3 A_NoBlocking
	PLAY RSTUV 3
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("FatalityLogo") == 0,2)
	TNT1 A 0 A_SpawnItem("DaFuckingGibbed",0,0,0,0)
	PLAY W -1
	Stop
  XDeath.LegendaryHeroSoul:
  Death.LegendaryHeroSoul:
	TNT1 A 0 A_StopSound(5)
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_StopSound(7)
	TNT1 A 0 A_GiveToTarget("MarineKilled",1)
	TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
	TNT1 A 0 A_TakeInventory("MineAction",1)
	TNT1 A 0 A_TakeInventory("RailgunAction",1)
	TNT1 A 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	PLAY P 3 A_XScream
	PLAY Q 3 A_NoBlocking
	PLAY RSTUV 3
	TNT1 A 0 ACS_NamedExecuteWithResult("LDGSummoner")
	PLAY W 185
	TNT1 A -1
	Stop
  XDeath.Clowny:
  Death.Clowny:
	TNT1 A 0 A_PlayerScream
	TNT1 A 0 A_StopSound(5)
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_StopSound(7)
	TNT1 A 0 A_PlaySound("SelfStrangled/sound",CHAN_VOICE)
	TNT1 A 0 A_GiveToTarget("MarineKilled",1)
	TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
	TNT1 A 0 A_TakeInventory("MineAction",1)
	TNT1 A 0 A_TakeInventory("RailgunAction",1)
	XLAY HHHH 2 A_SpawnItemEx("NewFlyingBlood",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6))
	XLAY IIII 2 A_SpawnItemEx("NewFlyingBlood",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6))
	XLAY J 1 A_NoBlocking
	XLAY J 1 A_SpawnItemEx("NewFlyingBlood",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6))
	XLAY JJJJ 2 A_SpawnItemEx("NewFlyingBlood",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6))
	XLAY KKKK 2 A_SpawnItemEx("NewFlyingBlood",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6))
	XLAY JJJJ 2 A_SpawnItemEx("NewFlyingBlood",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6))
	XLAY KKKK 2 A_SpawnItemEx("NewFlyingBlood",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6))
	XLAY JJJJ 2 A_SpawnItemEx("NewFlyingBlood",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6))
	XLAY KKKK 2 A_SpawnItemEx("NewFlyingBlood",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6))
	XLAY JJJJ 2 A_SpawnItemEx("NewFlyingBlood",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6))
	XLAY KKKK 2 A_SpawnItemEx("NewFlyingBlood",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6))
	XLAY L 8 A_SpawnItem("BodyCrash",0,0,0,0)
	XLAY M 8
	TNT1 A 0 A_SpawnItem("DaFuckingGibbed",0,0,0,0)
	XLAY N -1
	Stop
  XDeath.Exectior:
  Death.Exectior:
	TNT1 A 0 A_PlayerScream
	TNT1 A 0 A_GiveToTarget("MarineKilled",1)
	PLAY G 1 A_Stop
	TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
	TNT1 A 0 A_TakeInventory("MineAction",1)
	TNT1 A 0 A_TakeInventory("RailgunAction",1)
	PLAY GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_StopSound(CHAN_VOICE)
	TNT1 A 0 ThrustThing(angle*256/360,random(30,40))
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 A 0 A_SpawnItemEx("OrangeParticleSpawner",0,0,24,0,0,0,0,128) 
	TNT1 AAA 0 A_CustomMissile("Kaboom3",24,0,random(0,360),2,random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX2",24,0,random(0,360),2,random(0,360))
	TNT1 AAAA 0 A_SpawnItemEx("Debris",0,0,24,Random(4,-4),Random(4,-4),Random(4,8),0,128)
	TNT1 A 0 A_SpawnItem("RocketEx",0,24)
	TNT1 A 0 A_PlaySound("weapons/rocklx",CHAN_BODY)
	TNT1 A 0 A_StopSound(5)
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_StopSound(7)
	TNT1 A 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	PLAY P 3 A_XScream
	PLAY Q 3 A_NoBlocking
	PLAY RSTUV 3
	PLAY W 40
	TNT1 A 0 A_SpawnItem("DaFuckingGibbed",0,0,0,0)
	PLAY W -1
	Stop
  XDeath.Yurei:
  Death.Yurei:
	TNT1 A 0 A_GiveToTarget("MarineKilled",1)
	TNT1 A 0 A_TakeInventory("HandGrenadeAction",1)
	TNT1 A 0 A_TakeInventory("MineAction",1)
	TNT1 A 0 A_TakeInventory("RailgunAction",1)
	TNT1 A 0 A_StopSound(5)
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_StopSound(7)
	TNT1 AAA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	PLAY P 3 A_PlaySound("misc/gibbed",CHAN_BODY)
	PLAY Q 3 A_NoBlocking
	PLAY RSTUV 3
	PLAY W 40
	TNT1 A 0 A_SpawnItem("DaFuckingGibbed",0,0,0,0)
	PLAY W -1
	Stop
  XDeath.Noise:
  Death.Noise:
	TNT1 A 0 A_StopSound(5)
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_StopSound(7)
	PLAY G 1 A_Stop
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_PlayerScream
	TNT1 A 0 A_FadeOut(0.05,0)
	PLAY G 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_FadeOut(0.05,0)
	PLAY G 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_FadeOut(0.05,0)
	PLAY G 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_FadeOut(0.05,0)
	PLAY G 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_FadeOut(0.05,0)
	PLAY G 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_FadeOut(0.05,0)
	PLAY G 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_FadeOut(0.05,0)
	PLAY G 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_FadeOut(0.05,0)
	PLAY G 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_FadeOut(0.05,0)
	PLAY G 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_FadeOut(0.05,0)
	PLAY G 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_FadeOut(0.05,0)
	PLAY G 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_FadeOut(0.05,0)
	PLAY G 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_FadeOut(0.05,0)
	PLAY G 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_FadeOut(0.05,0)
	PLAY G 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_FadeOut(0.05,0)
	PLAY G 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_FadeOut(0.05,0)
	PLAY G 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_FadeOut(0.05,0)
	PLAY G 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_FadeOut(0.05,0)
	PLAY G 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_FadeOut(0.05,0)
	PLAY G 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_FadeOut(0.05,0)
	PLAY G 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_FadeOut(0.05,0)
	PLAY G 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_FadeOut(0.05,0)
	PLAY G 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_FadeOut(0.05,0)
	PLAY G 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_FadeOut(0.05,0)
	PLAY G 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_FadeOut(0.05,0)
	PLAY G 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_FadeOut(0.05,0)
	PLAY G 1 ThrustThingZ(0,5,0,1)
	TNT1 A 0 A_StopSound(CHAN_VOICE)
	PLAY G -1
	Stop
  XDeath.IodsaBomb:
  Death.IodsaBomb:
    PLAY G 0 SetPlayerProperty(0,1,4)
    PLAY G 0 A_Stop
    PLAY G 0 A_PlaySound("NemesisSuicide/Blyat",CHAN_AUTO,1.0,False,ATTN_NONE)
    PLAY GGGGGGGGGGGGGG 5 A_SpawnItemEx("IodsaPainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
    TNT1 A 0 A_PlayerScream
    PLAY G 0 A_PlaySound("NemesisSuicide/Oof",CHAN_AUTO,1.0,False,ATTN_NONE)
	TNT1 A 0 A_SpawnItemEx("SkullBombExplosion")
    TNT1 A 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	PLAY P 2 A_XScream
	PLAY Q 2 A_NoBlocking
	PLAY RSTUV 2
	PLAY W -1 A_NoBlocking
    Stop
  Incorp:
	TNT1 A 0 A_ChangeFlag("SOLID",FALSE)
	Goto Spawn
  Corp:	
	TNT1 A 0 A_ChangeFlag("SOLID",TRUE)
	Goto Spawn
	}
}

ACTOR MyNeck : FootStep
{
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("SelfStrangled/sound")
	Stop
	}
}

//Player death sprites.
//After dying, he looks like he's strangling his neck and can't breathe.

ACTOR DaFuckingGibbed : FootStep
{
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("Fatality/sound")
	TNT1 A 0 A_SpawnItem("FatalityLogo",0,0)
	Stop
  Toaster:
	TNT1 A 1
	Stop
	}
}

//Da those monsters let me fuckin gibbed. Got gibbed

ACTOR FatalityLogo
{
  Scale 0.2
  Radius 1
  Height 1
  +NOCLIP
  +NOBLOCKMAP
  +NOGRAVITY
  +DONTSPLASH
  +CLIENTSIDEONLY
  +NOINTERACTION
  +FORCEXYBILLBOARD
  States
  {
  Spawn:
    F9LY AAAAAAAAAA 30
	F9LY AAA 10 A_FadeOut(0.2)
    Stop
  }
}