actor RGAScriptedMarine : ScriptedMarine replaces ScriptedMarine
{
  Game Doom
  Obituary "%o was slain by a traitor marine."
  Health 150
  GibHealth 125
  Mass 125
  Speed 5
  Damage 85
  MeleeRange 54
  ReactionTime 16
  MinMissileChance 227
  PainChance 120
  PainChance "Dragon", 60
  PainChance "DragonF", 60
  PainChance "Dragonsplosion", 60
  PainChance "RGAFire", 60
  PainChance "Knife", 255
  PainChance "Explosion", 255
  PainChance "ExplosionF", 255
  PainChance "ExplosionC", 255
  PainChance "Stun", 255
  PainChance "Stun2", 255
  PainChance "Stun3", 255
  DamageFactor "Normal", 1.5
  DamageFactor "NormalExplode", 1.5
  DamageFactor "RGABullet", 1.3
  DamageFactor "Shotgungib", 1.0
  DamageFactor "Shotgun", 1.0
  DamageFactor "Dragon", 1.2
  DamageFactor "DragonF", 1.2
  DamageFactor "Dragonsplosion", 1.0
  DamageFactor "Rifle", 1.45
  DamageFactor "Sniper", 1.6
  DamageFactor "Knife", 1.65
  DamageFactor "LMG", 1.8
  DamageFactor "BigPistol", 1.9
  DamageFactor "Cyber", 2.85
  DamageFactor "Explosion", 1.6
  DamageFactor "ExplosionF", 1.6
  DamageFactor "ExplosionC", 1.6
  DamageFactor "Stun", 1.2
  DamageFactor "Stun2", 1.2
  DamageFactor "Stun3", 1.2
  DamageFactor "BarrelBoom", 3.0
  DamageFactor "ScriptedMarine", 0.6
  DamageFactor "Step", 10.0
  DamageFactor "Revive", 0.0
  DamageFactor "Ice", 1.5
  DamageFactor "Fire", 1.5
  DamageFactor "RGAFire", 1.5
  DamageFactor "RevenantBall", 1.5
  DamageFactor "BuildFriendDamage", 1.5
  DamageFactor "SewUpYou", 1.5
  -DONTHURTSPECIES
  +NOICEDEATH
  +FLOORCLIP
  Species "Monsters"
  SeeSound "commando/sight"
  ActiveSound "commando/active"
  DeathSound "renegade/deaths1"
  PainSound "commando/death"
  Tag "Traitor Marine"
  States
  {
  Spawn:
    PLAY A 0
	PLAY A 0 A_CheckFlag("Friendly","Idle")
    PLAY A 0 Thing_SetSpecial(0,226,613,0,random(5,10))
  Idle:
    "####" A 4 A_Look
    "####" A 4 A_MarineLook
    Loop
  See:
    "####" A 0 A_JumpIfInventory("BlindCheck",3,"SeeBlind")
	"####" A 0 A_CheckFlag("Boss","SeeBoss")
    "####" A 2 A_Chase
    "####" A 2 A_Chase("","Missile")
    "####" A 2 A_MarineChase
    "####" A 2 A_Chase("","Missile")
    "####" B 2 A_Chase
    "####" B 2 A_Chase("","Missile")
    "####" B 2 A_MarineChase
    "####" B 2 A_Chase("","Missile")
    "####" C 2 A_Chase
    "####" C 2 A_Chase("","Missile")
    "####" C 2 A_MarineChase
    "####" C 2 A_Chase("","Missile")
    "####" D 2 A_Chase
    "####" D 2 A_Chase("","Missile")
    "####" D 0 A_PlaySoundEx("misc/footstep3","SoundSlot6")
    "####" D 2 A_MarineChase
    "####" D 2 A_Chase("","Missile")
    "####" D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0)
    Loop
  SeeBoss:
    "####" A 1 A_Chase
    "####" A 1 A_Chase("","Missile")
    "####" A 1 A_Chase
    "####" A 1 A_Chase("","Missile")
    "####" B 1 A_Chase
    "####" B 1 A_Chase("","Missile")
    "####" B 1 A_MarineChase
    "####" B 1 A_Chase("","Missile")
    "####" C 1 A_Chase
    "####" C 1 A_Chase("","Missile")
    "####" C 1 A_Chase
    "####" C 1 A_Chase("","Missile")
    "####" D 1 A_Chase
    "####" D 1 A_Chase("","Missile")
    "####" D 0 A_PlaySoundEx("misc/footstep3","SoundSlot6")
    "####" D 1 A_MarineChase
    "####" D 1 A_Chase("","Missile")
    "####" D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0)
    Goto See
  SeeBlind:
    "####" A 0 A_Jump(112,"MissileBlind","SeeBlind2","SeeBlind2")
    "####" AA 2 A_Wander
    "####" A 0 A_MarineNoise
    "####" AABB 2 A_Wander
    "####" B 0 A_MarineNoise
    "####" B 2 A_Wander
    "####" B 0 A_Jump(224,2)
    "####" B 0 A_Pain
    "####" B 2 A_Wander
    "####" B 0 A_JumpIfInventory("BlindCheck",3,1)
    goto See+5
    "####" CC 2 A_Wander
    "####" A 0 A_MarineNoise
    "####" CCDD 2 A_Wander
    "####" A 0 A_MarineNoise
    "####" DD 2 A_Wander
    "####" D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0)
    goto See
  SeeBlind2:
    "####" A 0 A_Jump(256,1,2,3)
    "####" AA 2
    "####" A 2 A_MarineNoise
    "####" AAA 2
    "####" A 2 A_MarineNoise
    "####" A 0 A_Jump(224,2)
    "####" A 0 A_Pain
    "####" A 2
    "####" A 0 A_JumpIfInventory("BlindCheck",3,1)
    goto See+1
    "####" A 0 A_Jump(256,1,2,3,4)
    "####" AA 2
    "####" A 2 A_MarineNoise
    "####" AAA 2
    "####" A 2 A_MarineNoise
    "####" A 2
    goto See
  MissileBlind:
    "####" E 12
    Goto See
  Missile:
    "####" E 12 A_FaceTarget
    Goto See
    "####" F 6 BRIGHT
    Loop
  SkipAttack:
    "####" A 1
    Goto See
  Pain.NormalExplode:
  Pain.Sniper:
  Pain.ExplosionF:
  Pain.ExplosionC:
  Pain.Explosion:
    "####" G 4
    "####" G 8 A_Pain
    Goto See
  Pain.Stun3:
    "####" G 0 ACS_NamedExecuteAlways("RefStun",0,2,0,0)
	goto Pain
  Pain.Stun2:
    "####" G 0 ACS_NamedExecuteAlways("RefStun",0,1,0,0)
	goto Pain
  Pain.Stun:
    "####" G 0 ACS_NamedExecuteAlways("RefStun",0,0,0,0)
	goto Pain
  Pain:
    "####" G 4
    "####" G 5 A_Pain
    Goto See
  Death.Shotgungib:
    "####" H 0 A_JumpIfCloser(128, "XDeath")
  Death.Shotgun:
    "####" H 0 A_JumpIfHealthLower(-67, "XDeath")
  Death.Ice:
  Death:
    "####" H 0
    "####" H 0 A_CheckFlag("Boss",3)
    "####" H 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",2,0,0)) == 1, 2)
    "####" H 0 A_Jump(44,"Death2")
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("SubAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,192)
    "####" J 0 A_SpawnItemEx("MediumAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,224)
    "####" J 5 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,240)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.Crush:
  Death.Sniper:
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("SubAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,192)
    "####" J 0 A_SpawnItemEx("MediumAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,224)
    "####" J 5 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,240)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.Knife:
    "####" H 10
    "####" I 10
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("SubAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,192)
    "####" J 0 A_SpawnItemEx("MediumAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,224)
    "####" J 5 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,240)
    "####" KKKKK 2 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" L 10 A_PlaySound("body/splats")
    "####" M 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.BarrelBoom:
    "####" H 0 A_JumpIfCloser(128, "XDeath")
  Death.NormalExplode:
  Death.Cyber:
    "####" H 0 A_JumpIfHealthLower(-100, "XDeath")
  Death.ExplosionF:
  Death.ExplosionC:
  Death.Explosion:
    "####" H 0 A_JumpIfHealthLower(-125, "XDeath")
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("SubAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,192)
    "####" J 0 A_SpawnItemEx("MediumAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,224)
    "####" J 5 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,240)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  XDeath:
    "####" O 5
    "####" P 5 A_XScream
    "####" Q 5 A_NoBlocking
    "####" R 0 A_SpawnItemEx("SubAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,192)
    "####" R 0 A_SpawnItemEx("MediumAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,224)
    "####" R 0 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,240)
    "####" RR 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" R 1 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" S 1
    "####" SS 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" TUV 5
    "####" W 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, 2)
    "####" W -1
    Stop
    "####" WWWWWW 5250 CanRaise
    "####" WWWWWWWWW 2 A_FadeOut(0.1)
    Stop
  Death2:
    "####" H 7
    "####" I 7 A_Pain
    "####" J 7 A_NoBlocking
    "####" KL 7
    TNT1 A 0 A_Stop
    TNT1 A 15 A_SpawnItemEx("RGAScriptedMarine_LS",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION,0)
    TNT1 A 15 A_JumpIfInventory("Blinded",1,"LastDeath")
    Wait
  LastDeath:
    PLAY M 5
    "####" M 15 A_TakeInventory("Blinded",1)
    "####" M 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" M -1
    Stop
  DeathClean:
    "####" NNNNNN 5250 CanRaise
    "####" NNNNNNNNN 2 A_FadeOut(0.1)
    Stop
  Raise:
    "####" M 0
    "####" M 5 Thing_SetSpecial(0,226,613,0,random(3,4))
    "####" LKJIH 5
    Goto See
  }
}

actor RGAMarineFist : RGAScriptedMarine replaces MarineFist
{
  Obituary "%o was punched by an unarmed traitor."
  Health 200
  Speed 7
  Translation 1
  Tag "Unarmed Traitor"
  States
  {
  Melee:
    "####" E 0 A_CheckFlag("Boss","MeleeBoss")
    "####" E 2 A_FaceTarget
    "####" E 2 A_Recoil(-3)
    "####" F 5 A_M_Punch(4)
    "####" A 8
    "####" A 0 A_M_Refire(1)
    Goto Melee+1
    "####" A 5 A_FaceTarget
    Goto See
  MeleeBoss:
    "####" E 2 A_FaceTarget
    "####" E 2 A_Recoil(-8)
    "####" F 5 A_M_Punch(8)
    "####" A 4
    "####" A 0 A_M_Refire(1)
    Loop
    "####" A 5 A_FaceTarget
    Goto See
  SeeBlind:
    "####" A 0 A_Jump(108,"SeeBlind2")
    "####" AA 2 A_Wander
    "####" A 0 A_MarineNoise
    "####" AABB 2 A_Wander
    "####" B 0 A_MarineNoise
    "####" B 2 A_Wander
    "####" B 0 A_Jump(224,2)
    "####" B 0 A_Pain
    "####" B 2 A_Wander
    "####" B 0 A_JumpIfInventory("BlindCheck",3,1)
    goto See+5
    "####" CC 2 A_Wander
    "####" A 0 A_MarineNoise
    "####" CCDD 2 A_Wander
    "####" A 0 A_MarineNoise
    "####" DD 2 A_Wander
    "####" D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0)
    goto See
  Missile:
    Stop
  Pain.Shotgun:
  Pain.Shotgungib:
  Pain.DragonF:
  Pain.Dragon:
    "####" G 0 A_CheckFlag("Boss",1)
	goto Pain
    "####" G 0 A_Recoil(-1)
	goto Pain
  Death.Shotgungib:
    "####" H 0 A_JumpIfCloser(128, "XDeath")
  Death.Shotgun:
    "####" H 0 A_JumpIfHealthLower(-67, "XDeath")
  Death.Ice:
  Death:
    "####" H 0
    "####" H 0 A_CheckFlag("Boss",3)
    "####" H 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",2,0,0)) == 1, 2)
    "####" H 0 A_Jump(22,"Death2")
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("SubAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,192)
    "####" J 0 A_SpawnItemEx("MediumAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,224)
    "####" J 5 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,240)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death2:
    "####" H 7
    "####" I 7 A_Pain
    "####" J 7 A_NoBlocking
    "####" KL 7
    TNT1 A 0 A_Stop
    TNT1 A 15 A_SpawnItemEx("RGAMarineFist_LS",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION,0)
    TNT1 A 15 A_JumpIfInventory("Blinded",1,"LastDeath")
    Wait
  LastDeath:
    PLAY M 5
    "####" M 15 A_TakeInventory("Blinded",1)
    "####" M 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" M -1
    Stop
  }
}

actor RGAMarineBerserk : RGAScriptedMarine replaces MarineBerserk
{
  ActiveSound "commando/see"
  Obituary "%o was brutalized by a raging traitor."
  Health 250
  Speed 7
  Translation 1
  Tag "Raging Traitor"
  States
  {
  Spawn:
    PLAY A 0
	PLAY A 0 A_CheckFlag("Friendly","Idle")
    PLAY A 0 Thing_SetSpecial(0,226,613,0,random(15,30))
  Idle:
    "####" A 4 A_Look
    "####" A 4 A_MarineLook
    Loop
  See:
    "####" A 0 A_JumpIfInventory("BlindCheck",3,"SeeBlind")
    "####" A 2 A_Chase
    "####" A 2 A_Chase("","")
    "####" A 2 A_MarineChase
    "####" A 2 A_Chase("","")
    "####" B 2 A_Chase
    "####" B 2 A_Chase("","")
    "####" B 0 A_Jump(192,2)
    "####" B 0 A_Pain
    "####" B 2 A_MarineChase
    "####" B 2 A_Chase("","")
    "####" C 2 A_Chase
    "####" C 2 A_Chase("","")
    "####" C 2 A_MarineChase
    "####" C 2 A_Chase("","")
    "####" D 2 A_Chase
    "####" D 2 A_Chase("","")
    "####" D 0 A_PlaySoundEx("misc/footstep3","SoundSlot6")
    "####" D 2 A_MarineChase
    "####" D 2 A_Chase("","")
    "####" D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0)
    Loop
  Melee:
    "####" E 0 A_CheckFlag("Boss","MeleeBoss")
    "####" E 2 A_FaceTarget
    "####" E 2 A_Recoil(-5)
    "####" F 6 A_M_Punch(23)
    "####" A 9
    "####" A 0 A_M_Refire(1)
    Goto Melee+1
    "####" A 5 A_FaceTarget
    Goto See
  MeleeBoss:
    "####" E 2 A_FaceTarget
    "####" E 2 A_Recoil(-8)
    "####" F 5 A_M_Punch(8)
    "####" A 4
    "####" A 0 A_M_Refire(1)
    Loop
    "####" A 5 A_FaceTarget
    Goto See
  SeeBlind:
    "####" A 0 A_Jump(108,"SeeBlind2")
    "####" AA 2 A_Wander
    "####" A 0 A_MarineNoise
    "####" AABB 2 A_Wander
    "####" B 0 A_MarineNoise
    "####" B 2 A_Wander
    "####" B 0 A_Jump(224,2)
    "####" B 0 A_Pain
    "####" B 2 A_Wander
    "####" B 0 A_JumpIfInventory("BlindCheck",3,1)
    goto See+5
    "####" CC 2 A_Wander
    "####" A 0 A_MarineNoise
    "####" CCDD 2 A_Wander
    "####" A 0 A_MarineNoise
    "####" DD 2 A_Wander
    "####" D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0)
    goto See
  Missile:
    Stop
  Pain.Shotgun:
  Pain.Shotgungib:
  Pain.DragonF:
  Pain.Dragon:
    "####" G 0 A_CheckFlag("Boss",1)
	goto Pain
    "####" G 0 A_Recoil(-1)
	goto Pain
  Death.Shotgungib:
    "####" H 0 A_JumpIfCloser(128, "XDeath")
  Death.Shotgun:
    "####" H 0 A_JumpIfHealthLower(-67, "XDeath")
  Death.Ice:
  Death:
    "####" H 0
    "####" H 0 A_CheckFlag("Boss",3)
    "####" H 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",2,0,0)) == 1, 2)
    "####" H 0 A_Jump(22,"Death2")
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("SubAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,192)
    "####" J 0 A_SpawnItemEx("MediumAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,224)
    "####" J 5 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,240)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death2:
    "####" H 7
    "####" I 7 A_Pain
    "####" J 7 A_NoBlocking
    "####" KL 7
    TNT1 A 0 A_Stop
    TNT1 A 15 A_SpawnItemEx("RGAMarineBerserk_LS",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION,0)
    TNT1 A 15 A_JumpIfInventory("Blinded",1,"LastDeath")
    Wait
  LastDeath:
    PLAY M 5
    "####" M 15 A_TakeInventory("Blinded",1)
    "####" M 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" M -1
    Stop
  Raise:
    "####" M 0
    "####" M 5 Thing_SetSpecial(0,226,613,0,random(7,17))
    "####" LKJIH 5
    Goto See
  }
}

actor RGAMarineChainsaw : RGAScriptedMarine replaces MarineChainsaw
{
  Obituary "%o was sliced in half by a crazed traitor."
  Health 200
  Speed 7
  Translation 1
  Tag "Crazed Traitor"
  States
  {
  Spawn:
    PLAY A 0
	PLAY A 0 A_CheckFlag("Friendly","Idle")
    PLAY A 0 Thing_SetSpecial(0,226,613,0,random(7,14))
  Idle:
    "####" AA 4 A_LookEx(0,0,0,0,0,"Wakeup")
    Loop
  Wakeup:
    "####" E 1 A_PlayWeaponSound("weapons/sawup")
    "####" E 34 A_FaceTarget
	goto See
  Melee:
  Melee.Chainsaw:
    "####" E 1 A_MarineNoise
    "####" E 1 A_Recoil(-3)
    "####" F 4 A_M_Saw("weapons/sawfull","weapons/sawhit",10)
    "####" F 0 A_M_SawRefire
    goto Melee.Chainsaw2
    "####" F 2
    Goto See
  Melee.Chainsaw2:
    "####" F 0 A_Recoil(-1)
    "####" F 4 A_M_Saw("weapons/sawfull","weapons/sawhit",10)
    "####" F 0 A_M_SawRefire
    goto Melee.Chainsaw2
    "####" F 2
    Goto See
  SeeBlind:
    "####" A 0 A_Jump(108,"SeeBlind2")
    "####" AA 2 A_Wander
    "####" A 0 A_MarineNoise
    "####" AABB 2 A_Wander
    "####" B 0 A_MarineNoise
    "####" B 2 A_Wander
    "####" B 0 A_Jump(224,2)
    "####" B 0 A_Pain
    "####" B 2 A_Wander
    "####" B 0 A_JumpIfInventory("BlindCheck",3,1)
    goto See+5
    "####" CC 2 A_Wander
    "####" A 0 A_MarineNoise
    "####" CCDD 2 A_Wander
    "####" A 0 A_MarineNoise
    "####" DD 2 A_Wander
    "####" D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0)
    goto See
  Missile:
    Stop
  Pain.Shotgun:
  Pain.Shotgungib:
  Pain.DragonF:
  Pain.Dragon:
    "####" G 0 A_CheckFlag("Boss",1)
	goto Pain
    "####" G 0 A_Recoil(-1)
	goto Pain
  Death.Shotgungib:
    "####" H 0 A_JumpIfCloser(128, "XDeath")
  Death.Shotgun:
    "####" H 0 A_JumpIfHealthLower(-67, "XDeath")
  Death.Ice:
  Death:
    "####" H 0
    "####" H 0 A_CheckFlag("Boss",3)
    "####" H 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",2,0,0)) == 1, 2)
    "####" H 0 A_Jump(22,"Death2")
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("SubAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,192)
    "####" J 0 A_SpawnItemEx("MediumAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,224)
    "####" J 5 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,240)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death2:
    "####" H 7
    "####" I 7 A_Pain
    "####" J 7 A_NoBlocking
    "####" KL 7
    TNT1 A 0 A_Stop
    TNT1 A 15 A_SpawnItemEx("RGAMarineChainsaw_LS",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION,0)
    TNT1 A 15 A_JumpIfInventory("Blinded",1,"LastDeath")
    Wait
  LastDeath:
    PLAY M 5
    "####" M 15 A_TakeInventory("Blinded",1)
    "####" M 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" M -1
    Stop
  Raise:
    "####" M 0
    "####" M 5 Thing_SetSpecial(0,226,613,0,random(4,13))
    "####" LKJIH 5
    Goto See
  }
}

actor RGAMarinePistol : RGAScriptedMarine replaces MarinePistol
{
  +MISSILEMORE
  Speed 6
  States
  {
  Melee:
  Missile:
    "####" E 0 A_CheckFlag("Boss","MissileBoss")
    "####" EE 3 A_FaceTarget
    "####" F 0 BRIGHT A_FaceTarget
    "####" F 0 BRIGHT A_PlayWeaponSound("weapons/pistol")
    "####" F 4 BRIGHT A_CustomBulletAttack(11.25, 5.625, 1, 1+(2*random(1,5)), "MonsterBulletPuff", 0, FBF_NORANDOM)
    "####" E 7 A_FaceTarget
    "####" A 0 A_Jump(103,2)
    "####" A 0 A_M_Refire
    Goto Missile+2
    "####" A 5
    Goto See
  MissileBoss:
    "####" EE 3 A_FaceTarget
    "####" F 0 BRIGHT A_FaceTarget
    "####" F 0 BRIGHT A_PlayWeaponSound("weapons/pistol")
    "####" F 2 BRIGHT A_CustomBulletAttack(11.25, 5.625, 1, 1+(2*random(1,5)), "MonsterBulletPuff", 0, FBF_NORANDOM)
    "####" E 1 A_FaceTarget
    "####" F 0 BRIGHT A_FaceTarget
    "####" F 0 BRIGHT A_PlayWeaponSound("weapons/pistol")
    "####" F 2 BRIGHT A_CustomBulletAttack(11.25, 5.625, 1, 1+(2*random(1,5)), "MonsterBulletPuff", 0, FBF_NORANDOM)
    "####" E 1 A_FaceTarget
    "####" F 0 BRIGHT A_FaceTarget
    "####" F 0 BRIGHT A_PlayWeaponSound("weapons/pistol")
    "####" F 2 BRIGHT A_CustomBulletAttack(11.25, 5.625, 1, 1+(2*random(1,5)), "MonsterBulletPuff", 0, FBF_NORANDOM)
    "####" E 5 A_FaceTarget
    "####" A 0 A_Jump(103,2)
    "####" A 0 A_M_Refire
    Goto MissileBoss+1
    "####" A 5
    Goto See
  MissileBlind:
    "####" EE 3
    "####" F 0 BRIGHT A_PlayWeaponSound("weapons/pistol")
    "####" F 4 BRIGHT A_CustomBulletAttack(22.5, 11.25, 1, 1+(2*random(1,5)), "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM)
    "####" E 7
    "####" A 0 A_Jump(159,2)
    "####" A 0 A_Jump(40,1)
    Goto MissileBlind+1
    "####" A 5
    Goto See
  Death.Ice:
  Death:
    "####" H 0
    "####" H 0 A_CheckFlag("Boss",3)
    "####" H 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",2,0,0)) == 1, 2)
    "####" H 0 A_Jump(44,"Death2")
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("SubAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,160)
    "####" J 5 A_SpawnItemEx("HandgunSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,208)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.Crush:
  Death.Sniper:
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("SubAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,160)
    "####" J 5 A_SpawnItemEx("HandgunSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,208)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.Knife:
    "####" H 10
    "####" I 10
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("SubAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,160)
    "####" J 5 A_SpawnItemEx("HandgunSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,208)
    "####" KKKKK 2 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" L 10 A_PlaySound("body/splats")
    "####" M 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.BarrelBoom:
    "####" H 0 A_JumpIfCloser(128, "XDeath")
  Death.NormalExplode:
  Death.Cyber:
    "####" H 0 A_JumpIfHealthLower(-100, "XDeath")
  Death.ExplosionF:
  Death.ExplosionC:
  Death.Explosion:
    "####" H 0 A_JumpIfHealthLower(-125, "XDeath")
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("SubAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,160)
    "####" J 5 A_SpawnItemEx("HandgunSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,208)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  XDeath:
    "####" O 5
    "####" P 5 A_XScream
    "####" Q 5 A_NoBlocking
    "####" R 0 A_SpawnItemEx("SubAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,160)
    "####" R 0 A_SpawnItemEx("HandgunSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,208)
    "####" RR 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" R 1 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" S 1
    "####" SS 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" TUV 5
    "####" W 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, 2)
    "####" W -1
    Stop
    "####" WWWWWW 5250 CanRaise
    "####" WWWWWWWWW 2 A_FadeOut(0.1)
    Stop
  Death2:
    "####" H 7
    "####" I 7 A_Pain
    "####" J 7 A_NoBlocking
    "####" KL 7
    TNT1 A 0 A_Stop
    TNT1 A 15 A_SpawnItemEx("RGAMarinePistol_LS",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION,0)
    TNT1 A 15 A_JumpIfInventory("Blinded",1,"LastDeath")
    Wait
  LastDeath:
    PLAY M 5
    "####" M 15 A_TakeInventory("Blinded",1)
    "####" M 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" M -1
    Stop
  }
}

actor RGAMarineShotgun : RGAScriptedMarine replaces MarineShotgun
{
  Obituary "%o was shot by a traitor sergeant."
  Tag "Traitor Sergeant"
  Translation "112:127=112:127"
  States
  {
  Spawn:
    PLAY A 0
	PLAY A 0 A_CheckFlag("Friendly","Idle")
    PLAY A 0 Thing_SetSpecial(0,226,613,0,random(8,16))
  Idle:
    "####" A 4 A_Look
    "####" A 4 A_MarineLook
    Loop
  Melee:
  Missile:
    "####" E 0 A_CheckFlag("Boss","MissileBoss")
    "####" E 10 A_M_CheckAttack
    "####" F 0 BRIGHT A_M_FireShotgun
    "####" F 10 BRIGHT A_CustomBulletAttack(5.625, 5.625, 2, 3*random(1,5), "ScriptedBulletPuff", 0, FBF_NORANDOM)
    "####" E 11
    Goto See
  MissileBlind:
    "####" E 0 A_CheckFlag("Boss","MissileBlindBoss")
    "####" E 10
    "####" F 0 BRIGHT A_PlayWeaponSound("weapons/shotgf")
    "####" F 0 BRIGHT A_CustomBulletAttack(11.25, 0, 6, 3*random(1,5), "ScriptedBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM)
    "####" F 10 BRIGHT A_CustomBulletAttack(11.25, 11.25, 1, 3*random(1,5), "ScriptedBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM)
    "####" E 11
    Goto See
  MissileBoss:
    "####" E 8 A_M_CheckAttack
    "####" F 0 BRIGHT A_PlayWeaponSound("weapons/shotgf")
    "####" FFFFFFFFF 0 BRIGHT A_CustomMissile("MarineShotgunBall",random(32,40),0,random(-563,563)/100.00,CMF_OFFSETPITCH,random(-281,281)/100.00)
    "####" F 9 BRIGHT A_FaceTarget
    "####" E 11
    Goto See
  MissileBlindBoss:
    "####" E 8
    "####" F 0 BRIGHT A_PlayWeaponSound("weapons/shotgf")
    "####" FFFFFFFFF 0 BRIGHT A_CustomMissile("MarineShotgunBall",random(32,40),0,random(-1125,1125)/100.00,2,random(-562,563)/100.00)
    "####" F 9 BRIGHT
    "####" E 11
    Goto See
  Death.Ice:
  Death:
    "####" H 0
    "####" H 0 A_CheckFlag("Boss",3)
    "####" H 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",2,0,0)) == 1, 2)
    "####" H 0 A_Jump(44,"Death2")
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,176)
    "####" J 5 A_SpawnItemEx("ShotgunSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,216)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.Crush:
  Death.Sniper:
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,176)
    "####" J 5 A_SpawnItemEx("ShotgunSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,216)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.Knife:
    "####" H 10
    "####" I 10
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,176)
    "####" J 5 A_SpawnItemEx("ShotgunSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,216)
    "####" KKKKK 2 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" L 10 A_PlaySound("body/splats")
    "####" M 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.BarrelBoom:
    "####" H 0 A_JumpIfCloser(128, "XDeath")
  Death.NormalExplode:
  Death.Cyber:
    "####" H 0 A_JumpIfHealthLower(-100, "XDeath")
  Death.ExplosionF:
  Death.ExplosionC:
  Death.Explosion:
    "####" H 0 A_JumpIfHealthLower(-125, "XDeath")
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,176)
    "####" J 5 A_SpawnItemEx("ShotgunSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,216)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  XDeath:
    "####" O 5
    "####" P 5 A_XScream
    "####" Q 5 A_NoBlocking
    "####" R 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,176)
    "####" R 0 A_SpawnItemEx("ShotgunSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,216)
    "####" RR 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" R 1 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" S 1
    "####" SS 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" TUV 5
    "####" W 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, 2)
    "####" W -1
    Stop
    "####" WWWWWW 5250 CanRaise
    "####" WWWWWWWWW 2 A_FadeOut(0.1)
    Stop
  Death2:
    "####" H 7
    "####" I 7 A_Pain
    "####" J 7 A_NoBlocking
    "####" KL 7
    TNT1 A 0 A_Stop
    TNT1 A 15 A_SpawnItemEx("RGAMarineShotgun_LS",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION,0)
    TNT1 A 15 A_JumpIfInventory("Blinded",1,"LastDeath")
    Wait
  LastDeath:
    PLAY M 5
    "####" M 15 A_TakeInventory("Blinded",1)
    "####" M 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" M -1
    Stop
  Raise:
    "####" M 0
    "####" M 5 Thing_SetSpecial(0,226,613,0,random(5,15))
    "####" LKJIH 5
    Goto See
  }
}

actor RGAMarineSSG : RGAScriptedMarine replaces MarineSSG
{
  Obituary "%o was blown away by a traitor lieutenant."
  Speed 6
  ReactionTime 11
  MinMissileChance 215
  Tag "Traitor Lieutenant"
  Translation "112:127=128:143"
  States
  {
  Spawn:
    PLAY A 0
	PLAY A 0 A_CheckFlag("Friendly","Idle")
    PLAY A 0 Thing_SetSpecial(0,226,613,0,random(20,40))
  Idle:
    "####" A 4 A_Look
    "####" A 4 A_MarineLook
    Loop
  See:
    "####" A 0 A_JumpIfInventory("BlindCheck",3,"SeeBlind")
    "####" A 3 A_Chase("","Missile")
    "####" A 3 A_Chase("","")
    "####" A 3 A_MarineChase
    "####" A 3 A_Chase("","Missile")
    "####" B 3 A_Chase
    "####" B 3 A_Chase("","")
    "####" B 3 A_MarineChase
    "####" B 3 A_Chase("","Missile")
    "####" C 3 A_Chase("","Missile")
    "####" C 3 A_Chase("","")
    "####" C 3 A_MarineChase
    "####" C 3 A_Chase("","Missile")
    "####" D 3 A_Chase
    "####" D 3 A_Chase("","")
    "####" D 0 A_PlaySoundEx("misc/footstep3","SoundSlot6")
    "####" D 3 A_MarineChase
    "####" D 3 A_Chase("","Missile")
    "####" D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0)
    Loop
  SeeBlind:
    "####" A 0 A_Jump(112,"MissileBlind","SeeBlind2","SeeBlind2")
    "####" AA 3 A_Wander
    "####" A 0 A_MarineNoise
    "####" AABB 3 A_Wander
    "####" B 0 A_MarineNoise
    "####" B 3 A_Wander
    "####" B 0 A_Jump(224,2)
    "####" B 0 A_Pain
    "####" B 3 A_Wander
    "####" B 0 A_JumpIfInventory("BlindCheck",3,1)
    goto See+5
    "####" CC 3 A_Wander
    "####" A 0 A_MarineNoise
    "####" CCDD 3 A_Wander
    "####" A 0 A_MarineNoise
    "####" DD 3 A_Wander
    "####" D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0)
    goto See
  SeeBlind2:
    "####" A 0 A_Jump(256,1,2,3)
    "####" AA 3
    "####" A 3 A_MarineNoise
    "####" AAA 3
    "####" A 3 A_MarineNoise
    "####" A 0 A_Jump(224,2)
    "####" A 0 A_Pain
    "####" A 3
    "####" A 0 A_JumpIfInventory("BlindCheck",3,1)
    goto See+1
    "####" A 0 A_Jump(256,1,2,3,4)
    "####" AA 3
    "####" A 3 A_MarineNoise
    "####" AAA 3
    "####" A 3 A_MarineNoise
    "####" A 3
    goto See
  Melee:
  Missile:
    "####" E 0 A_CheckFlag("Boss","MissileBoss")
    "####" E 4 A_M_CheckAttack
    "####" E 5 A_PlaySound("m9/lock")
    "####" E 11 A_PlaySound("m9/lock")
    "####" F 2 BRIGHT A_M_FireShotgun2
    "####" E 2
    "####" F 7 BRIGHT
    "####" E 7
    "####" E 9 A_PlaySound("weapons/sshotc")
    Goto See
  MissileBlind:
    "####" E 0 A_CheckFlag("Boss","MissileBlindBoss")
    "####" E 4
    "####" E 5 A_PlaySound("m9/lock")
    "####" E 11 A_PlaySound("m9/lock")
    "####" F 0 BRIGHT A_PlayWeaponSound("weapons/sshotf")
    "####" F 2 BRIGHT A_CustomBulletAttack(22.5, 14.25, 17, 3*random(1,5), "ScriptedBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM)
    "####" E 2
    "####" F 7 BRIGHT
    "####" E 7
    "####" E 9 A_PlaySound("weapons/sshotc")
    Goto See
  MissileBoss:
    "####" E 2 A_M_CheckAttack
    "####" E 5 A_PlaySound("m9/lock")
    "####" E 9 A_PlaySound("m9/lock")
    "####" F 0 BRIGHT A_PlayWeaponSound("weapons/sshotf")
    "####" FFFFFFFFF 0 BRIGHT A_CustomMissile("MarineShotgunBall",random(32,40),0,random(-1125,1125)/100.00,CMF_OFFSETPITCH,random(-712,713)/100.00)
    "####" F 2 BRIGHT A_FaceTarget
    "####" E 2
    "####" FFFFFFFFF 0 BRIGHT A_CustomMissile("MarineShotgunBall",random(32,40),0,random(-1125,1125)/100.00,CMF_OFFSETPITCH,random(-712,713)/100.00)
    "####" F 7 BRIGHT A_FaceTarget
    "####" E 7
    "####" E 7 A_PlaySound("weapons/sshotc")
    Goto See
  MissileBlindBoss:
    "####" E 2
    "####" E 5 A_PlaySound("m9/lock")
    "####" E 9 A_PlaySound("m9/lock")
    "####" F 0 BRIGHT A_PlayWeaponSound("weapons/sshotf")
    "####" FFFFFFFF 0 BRIGHT A_CustomMissile("MarineShotgunBall",random(32,40),0,random(-2250,2250)/100.00,2,random(-1425,1425)/100.00)
    "####" F 2 BRIGHT
    "####" E 2
    "####" FFFFFFF 0 BRIGHT A_CustomMissile("MarineShotgunBall",random(32,40),0,random(-2250,2250)/100.00,2,random(-1425,1425)/100.00)
    "####" F 7 BRIGHT
    "####" E 7
    "####" E 7 A_PlaySound("weapons/sshotc")
    Goto See
  Death.Ice:
  Death:
    "####" H 0
    "####" H 0 A_CheckFlag("Boss",3)
    "####" H 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",2,0,0)) == 1, 2)
    "####" H 0 A_Jump(44,"Death2")
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,176)
    "####" J 5 A_SpawnItemEx("RangerDrop",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,216)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.Crush:
  Death.Sniper:
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,176)
    "####" J 5 A_SpawnItemEx("RangerDrop",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,216)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.Knife:
    "####" H 10
    "####" I 10
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,176)
    "####" J 5 A_SpawnItemEx("RangerDrop",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,216)
    "####" KKKKK 2 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" L 10 A_PlaySound("body/splats")
    "####" M 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.BarrelBoom:
    "####" H 0 A_JumpIfCloser(128, "XDeath")
  Death.NormalExplode:
  Death.Cyber:
    "####" H 0 A_JumpIfHealthLower(-100, "XDeath")
  Death.ExplosionF:
  Death.ExplosionC:
  Death.Explosion:
    "####" H 0 A_JumpIfHealthLower(-125, "XDeath")
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,176)
    "####" J 5 A_SpawnItemEx("RangerDrop",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,216)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  XDeath:
    "####" O 5
    "####" P 5 A_XScream
    "####" Q 5 A_NoBlocking
    "####" R 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,176)
    "####" R 0 A_SpawnItemEx("RangerDrop",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,216)
    "####" RR 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" R 1 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" S 1
    "####" SS 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" TUV 5
    "####" W 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, 2)
    "####" W -1
    Stop
    "####" WWWWWW 5250 CanRaise
    "####" WWWWWWWWW 2 A_FadeOut(0.1)
    Stop
  Death2:
    "####" H 7
    "####" I 7 A_Pain
    "####" J 7 A_NoBlocking
    "####" KL 7
    TNT1 A 0 A_Stop
    TNT1 A 15 A_SpawnItemEx("RGAMarineSSG_LS",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION,0)
    TNT1 A 15 A_JumpIfInventory("Blinded",1,"LastDeath")
    Wait
  LastDeath:
    PLAY M 5
    "####" M 15 A_TakeInventory("Blinded",1)
    "####" M 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" M -1
    Stop
  Raise:
    "####" M 0
    "####" M 5 Thing_SetSpecial(0,226,613,0,random(17,30))
    "####" LKJIH 5
    Goto See
  }
}

actor MarineShotgunBall
{
  Radius 6
  Height 8
  Speed 35
  Damage (7)
  renderstyle Add
  alpha 0.9
  Scale 0.2
  DeathSound "imp/shotx"
  PROJECTILE
  Decal DoomImpScorch
  +FORCEXYBILLBOARD
  States
  {
  Spawn:
    8BLX B -1 BRIGHT
    loop
  Death:
    TNT1 AAAA 0 A_SpawnItemEx("ImpactSpark2",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,128,64)
    TNT1 A 10 A_SpawnItemEx("ExplosionSmall4",0,0,0,0,0,0,0,128,0)
    Stop
  }
}

actor RGAMarineChaingun : RGAScriptedMarine replaces MarineChaingun
{
  Obituary "%o was gunned down by a traitor commando."
  Tag "Traitor Commando"
  States
  {
  Spawn:
    PLAY A 0
	PLAY A 0 A_CheckFlag("Friendly","Idle")
    PLAY A 0 Thing_SetSpecial(0,226,613,0,random(10,20))
  Idle:
    "####" A 4 A_Look
    "####" A 4 A_MarineLook
    Loop
  Melee:
  Missile:
    "####" E 2 A_FaceTarget
    "####" E 8 A_PlayWeaponSound("m4a1/bolt")
    "####" F 0 BRIGHT A_FaceTarget
    "####" F 0 BRIGHT A_PlayWeaponSound("weapons/chngun")
    "####" F 2 BRIGHT A_CustomBulletAttack(11.25, 5.625, 1, 2*random(1,5), "MonsterBulletPuff", 0, FBF_NORANDOM)
    "####" E 1
    "####" F 0 BRIGHT A_FaceTarget
    "####" F 0 BRIGHT A_PlayWeaponSound("weapons/chngun")
    "####" F 2 BRIGHT A_CustomBulletAttack(11.25, 5.625, 1, 2*random(1,5), "MonsterBulletPuff", 0, FBF_NORANDOM)
    "####" E 1
    "####" F 0 BRIGHT A_FaceTarget
    "####" F 0 BRIGHT A_PlayWeaponSound("weapons/chngun")
    "####" F 2 BRIGHT A_CustomBulletAttack(11.25, 5.625, 1, 2*random(1,5), "MonsterBulletPuff", 0, FBF_NORANDOM)
    "####" E 9
    "####" E 0 A_Jump(31,2)
    "####" E 0 A_M_Refire
    Goto Missile+2
    "####" E 0
    Goto See
  MissileBlind:
    "####" E 2
    "####" E 8 A_PlayWeaponSound("m4a1/bolt")
    "####" F 0 BRIGHT A_PlayWeaponSound("weapons/chngun")
    "####" F 2 BRIGHT A_CustomBulletAttack(22.5, 11.25, 1, 2*random(1,5), "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM)
    "####" E 1
    "####" F 0 BRIGHT A_PlayWeaponSound("weapons/chngun")
    "####" F 2 BRIGHT A_CustomBulletAttack(22.5, 11.25, 1, 2*random(1,5), "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM)
    "####" E 1
    "####" F 0 BRIGHT A_PlayWeaponSound("weapons/chngun")
    "####" F 2 BRIGHT A_CustomBulletAttack(22.5, 11.25, 1, 2*random(1,5), "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM)
    "####" E 5
    "####" E 4 A_Jump(192,1,2,3)
    "####" E 4
    "####" E 4
    "####" E 4
    "####" E 0 A_Jump(95,2)
    "####" E 0 A_Jump(40,1)
    Goto Missile+2
    "####" E 0
    Goto See
  Death.Ice:
  Death:
    "####" H 0
    "####" H 0 A_CheckFlag("Boss",3)
    "####" H 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",2,0,0)) == 1, 2)
    "####" H 0 A_Jump(44,"Death2")
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("MediumAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,176)
    "####" J 5 A_SpawnItemEx("ARSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,216)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.Crush:
  Death.Sniper:
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("MediumAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,176)
    "####" J 5 A_SpawnItemEx("ARSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,216)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.Knife:
    "####" H 10
    "####" I 10
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("MediumAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,176)
    "####" J 5 A_SpawnItemEx("ARSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,216)
    "####" KKKKK 2 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" L 10 A_PlaySound("body/splats")
    "####" M 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.BarrelBoom:
    "####" H 0 A_JumpIfCloser(128, "XDeath")
  Death.NormalExplode:
  Death.Cyber:
    "####" H 0 A_JumpIfHealthLower(-100, "XDeath")
  Death.ExplosionF:
  Death.ExplosionC:
  Death.Explosion:
    "####" H 0 A_JumpIfHealthLower(-125, "XDeath")
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("MediumAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,176)
    "####" J 5 A_SpawnItemEx("ARSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,216)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  XDeath:
    "####" O 5
    "####" P 5 A_XScream
    "####" Q 5 A_NoBlocking
    "####" R 0 A_SpawnItemEx("MediumAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,176)
    "####" R 0 A_SpawnItemEx("ARSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,216)
    "####" RR 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" R 1 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" S 1
    "####" SS 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" TUV 5
    "####" W 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, 2)
    "####" W -1
    Stop
    "####" WWWWWW 5250 CanRaise
    "####" WWWWWWWWW 2 A_FadeOut(0.1)
    Stop
  Death2:
    "####" H 7
    "####" I 7 A_Pain
    "####" J 7 A_NoBlocking
    "####" KL 7
    TNT1 A 0 A_Stop
    TNT1 A 15 A_SpawnItemEx("RGAMarineChaingun_LS",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION,0)
    TNT1 A 15 A_JumpIfInventory("Blinded",1,"LastDeath")
    Wait
  LastDeath:
    PLAY M 5
    "####" M 15 A_TakeInventory("Blinded",1)
    "####" M 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" M -1
    Stop
  Raise:
    "####" M 0
    "####" M 5 Thing_SetSpecial(0,226,613,0,random(7,17))
    "####" LKJIH 5
    Goto See
  }
}

actor RGAMarineRocket : RGAScriptedMarine replaces MarineRocket
{
  Obituary "%o was splattered by a traitor grenadier."
  Translation 2
  Tag "Traitor Grenadier"
  States
  {
  Spawn:
    PLAY A 0
	PLAY A 0 A_CheckFlag("Friendly","Idle")
    PLAY A 0 Thing_SetSpecial(0,226,613,0,random(35,70))
  Idle:
    "####" A 4 A_Look
    "####" A 4 A_MarineLook
    Loop
  Melee:
    "####" E 4 A_FaceTarget
    "####" E 8 A_PlayWeaponSound("m79/open")
    "####" E 8 A_PlayWeaponSound("m79/close")
	"####" F 0 BRIGHT A_FaceTarget
	"####" F 0 BRIGHT A_PlayWeaponSound("m79/fire")
    "####" F 6 BRIGHT A_CustomMissile("GrenadeGuyShell",32,0,random(-125,125)/100.00,0,random(-63,84)/100.00)
    "####" E 18
    "####" E 0 A_Jump(95,2)
    "####" E 0 A_M_Refire
    Goto Melee+3
    "####" E 0
    Goto See
  Missile:
    "####" E 4 A_FaceTarget
    "####" E 8 A_PlayWeaponSound("m79/open")
    "####" E 8 A_PlayWeaponSound("m79/close")
	"####" F 0 BRIGHT A_FaceTarget
	"####" F 0 BRIGHT A_PlayWeaponSound("m79/fire")
    "####" F 6 BRIGHT A_CustomMissile("GrenadeGuyShell",32,0,random(-125,125)/100.00,0,random(-63,84)/100.00)
    "####" E 10
    "####" E 0 A_Jump(47,2)
    "####" E 0 A_M_Refire
    Goto Missile+3
    "####" E 0
    Goto See
  MissileBlind:
    "####" E 4
    "####" E 8 A_PlayWeaponSound("m79/open")
    "####" E 8 A_PlayWeaponSound("m79/close")
	"####" F 0 BRIGHT A_PlayWeaponSound("m79/fire")
    "####" F 6 BRIGHT A_CustomMissile("GrenadeGuyShell",32,0,random(-1250,1250)/100.00,2,random(-500,667)/100.00)
    "####" E 6
    "####" E 4 A_Jump(192,1,2,3)
    "####" E 4
    "####" E 4
    "####" E 4
    "####" E 0 A_Jump(95,2)
    "####" E 0 A_Jump(40,1)
    Goto MissileBlind+3
    "####" E 0
    Goto See
  Death.Ice:
  Death:
    "####" H 0
    "####" H 0 A_CheckFlag("Boss",3)
    "####" H 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",2,0,0)) == 1, 2)
    "####" H 0 A_Jump(44,"Death2")
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    "####" J 5 A_SpawnItemEx("ThumperDrop",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.Crush:
  Death.Sniper:
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    "####" J 5 A_SpawnItemEx("ThumperDrop",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.Knife:
    "####" H 10
    "####" I 10
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    "####" J 5 A_SpawnItemEx("ThumperDrop",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    "####" KKKKK 2 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" L 10 A_PlaySound("body/splats")
    "####" M 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.RGAFire:
  Death.Dragonsplosion:
  Death.Dragon:
  Death.DragonF:
  Death.Fire:
    "####" H 0 A_Jump(128, "XDeath.Boom")
    goto Death
  Death.BarrelBoom:
    "####" H 0 A_Jump(64, "XDeath.Boom")
    "####" H 0 A_JumpIfCloser(128, "XDeath")
    goto Death.Explosion+1
  Death.NormalExplode:
  Death.Cyber:
    "####" H 0 A_Jump(64, "XDeath.Boom")
    "####" H 0 A_JumpIfHealthLower(-100, "XDeath")
    goto Death.Explosion+1
  Death.ExplosionF:
  Death.ExplosionC:
  Death.Explosion:
    "####" H 0 A_Jump(64, "XDeath.Boom")
    "####" H 0 A_JumpIfHealthLower(-125, "XDeath")
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    "####" J 5 A_SpawnItemEx("ThumperDrop",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  XDeath.Boom:
    "####" O 0 A_SpawnItemEx("ExplosionMain2",0,0,0,0,0,3,0,128,0)
    "####" O 0 Radius_Quake(2,15,0,8,0)
    "####" O 0 A_Explode(20,64,0)
    "####" O 0 A_Explode(20,128,0)
  XDeath:
    "####" O 5
    "####" P 5 A_XScream
    "####" Q 5 A_NoBlocking
    "####" R 0 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    "####" R 0 A_SpawnItemEx("ThumperDrop",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    "####" RR 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" R 1 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" S 1
    "####" SS 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" TUV 5
    "####" W 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, 2)
    "####" W -1
    Stop
    "####" WWWWWW 5250 CanRaise
    "####" WWWWWWWWW 2 A_FadeOut(0.1)
    Stop
  Death2:
    "####" H 7
    "####" I 7 A_Pain
    "####" J 7 A_NoBlocking
    "####" KL 7
    TNT1 A 0 A_Stop
    TNT1 A 15 A_SpawnItemEx("RGAMarineRocket_LS",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION,0)
    TNT1 A 15 A_JumpIfInventory("Blinded",1,"LastDeath")
    Wait
  LastDeath:
    PLAY M 5
    "####" M 15 A_TakeInventory("Blinded",1)
    "####" M 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" M -1
    Stop
  Raise:
    "####" M 0
    "####" M 5 Thing_SetSpecial(0,226,613,0,random(32,50))
    "####" LKJIH 5
    Goto See
  }
}

actor RGAMarinePlasma : RGAScriptedMarine replaces MarinePlasma
{
  Obituary "%o was melted by a traitor elite."
  Translation "112:127=192:207"
  Tag "Traitor Elite"
  +DONTHARMSPECIES
  States
  {
  Spawn:
    PLAY A 0
	PLAY A 0 A_CheckFlag("Friendly","Idle")
    PLAY A 0 Thing_SetSpecial(0,226,613,0,random(20,40))
  Idle:
    "####" A 4 A_Look
    "####" A 4 A_MarineLook
    Loop
  Melee:
  Missile:
    "####" E 6 A_FaceTarget
    "####" E 2
    "####" F 2 BRIGHT A_M_FirePlasma
    "####" E 0 A_Jump(27,2)
    "####" E 0 A_M_Refire
    Goto Missile+1
    "####" E 10
    Goto See
  MissileBlind:
    "####" E 6
    "####" E 2
    "####" F 2 BRIGHT A_CustomMissile("PlasmaBall",32,0,random(-1000,1000)/100.00,2,random(-500,500)/100.00)
    "####" E 0 A_Jump(55,2)
    "####" E 0 A_Jump(40,1)
    Goto MissileBlind+1
    "####" E 10
    Goto See
  Death.Ice:
  Death:
    "####" H 0
    "####" H 0 A_CheckFlag("Boss",3)
    "####" H 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",2,0,0)) == 1, 2)
    "####" H 0 A_Jump(44,"Death2")
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("HeavyAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    "####" J 5 A_SpawnItemEx("MachinegunSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.Crush:
  Death.Sniper:
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("HeavyAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    "####" J 5 A_SpawnItemEx("MachinegunSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.Knife:
    "####" H 10
    "####" I 10
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("HeavyAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    "####" J 5 A_SpawnItemEx("MachinegunSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    "####" KKKKK 2 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" L 10 A_PlaySound("body/splats")
    "####" M 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.BarrelBoom:
    "####" H 0 A_JumpIfCloser(128, "XDeath")
  Death.NormalExplode:
  Death.Cyber:
    "####" H 0 A_JumpIfHealthLower(-100, "XDeath")
  Death.ExplosionF:
  Death.ExplosionC:
  Death.Explosion:
    "####" H 0 A_JumpIfHealthLower(-125, "XDeath")
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("HeavyAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    "####" J 5 A_SpawnItemEx("MachinegunSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  XDeath:
    "####" O 5
    "####" P 5 A_XScream
    "####" Q 5 A_NoBlocking
    "####" R 0 A_SpawnItemEx("HeavyAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    "####" R 0 A_SpawnItemEx("MachinegunSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    "####" RR 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" R 1 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" S 1
    "####" SS 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" TUV 5
    "####" W 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, 2)
    "####" W -1
    Stop
    "####" WWWWWW 5250 CanRaise
    "####" WWWWWWWWW 2 A_FadeOut(0.1)
    Stop
  Death2:
    "####" H 7
    "####" I 7 A_Pain
    "####" J 7 A_NoBlocking
    "####" KL 7
    TNT1 A 0 A_Stop
    TNT1 A 15 A_SpawnItemEx("RGAMarinePlasma_LS",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION,0)
    TNT1 A 15 A_JumpIfInventory("Blinded",1,"LastDeath")
    Wait
  LastDeath:
    PLAY M 5
    "####" M 15 A_TakeInventory("Blinded",1)
    "####" M 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" M -1
    Stop
  Raise:
    "####" M 0
    "####" M 5 Thing_SetSpecial(0,226,613,0,random(17,30))
    "####" LKJIH 5
    Goto See
  }
}

actor RGAPlasmaBall : PlasmaBall replaces PlasmaBall
{
  Radius 10
  Decal PlasmaScorch
  Damage (18)//(23)
  +FORCEXYBILLBOARD
  States
  {
  Spawn:
    PLSS AAAAAABBBBBB 1 BRIGHT A_SpawnItemEx("ImpactSpark2Blue", 0, random(-4,4), random(-4,4), random(-3,-1), random(-2,2), random(-2,2), 0, 128, 64)
    Loop
  Death:
    PLSE AAAAAAAAA 0 A_SpawnItemEx("ImpactSpark2Blue", 0, 0, 0, random(-1,1), random(-1,1), random(-1,1), 0, 128, 64)
    PLSE ABCDE 4 BRIGHT
    Stop
  }
}

actor RGAMarineRailgun : RGAScriptedMarine replaces MarineRailgun
{
  Obituary "%o was put down by a traitor sniper."
  Speed 6
  ReactionTime 11
  MinMissileChance 215
  Translation "112:127=192:207"
  Tag "Traitor Sniper"
  Damage 90
  States
  {
  Spawn:
    PLAY A 0
	PLAY A 0 A_CheckFlag("Friendly","Idle")
    PLAY A 0 Thing_SetSpecial(0,226,613,0,random(25,50))
  Idle:
    "####" A 4 A_Look
    "####" A 4 A_MarineLook
    Loop
  See:
    "####" A 0 A_JumpIfInventory("BlindCheck",3,"SeeBlind")
    "####" A 3 A_Chase("","Missile")
    "####" A 3 A_Chase("","")
    "####" A 3 A_MarineChase
    "####" A 3 A_Chase("","Missile")
    "####" B 3 A_Chase
    "####" B 3 A_Chase("","")
    "####" B 3 A_MarineChase
    "####" B 3 A_Chase("","Missile")
    "####" C 3 A_Chase("","Missile")
    "####" C 3 A_Chase("","")
    "####" C 3 A_MarineChase
    "####" C 3 A_Chase("","Missile")
    "####" D 3 A_Chase
    "####" D 3 A_Chase("","")
    "####" D 0 A_PlaySoundEx("misc/footstep3","SoundSlot6")
    "####" D 3 A_MarineChase
    "####" D 3 A_Chase("","Missile")
    "####" D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0)
    Loop
  Melee:
  Missile:
    "####" E 3 A_M_CheckAttack
    "####" E 9 A_PlaySound("intervention/open")
    "####" E 12 A_PlaySound("intervention/close")
    "####" F 0 BRIGHT A_FaceTarget
    "####" F 6 BRIGHT A_M_FireRailgun
    "####" E 12
    "####" A 3
    Goto See
  MissileBlind:
    "####" E 3
    "####" E 9 A_PlaySound("intervention/open")
    "####" E 12 A_PlaySound("intervention/close")
    "####" F 6 BRIGHT A_CustomRailgun(85,0,"Blue","White",0,0,0,"ScriptedBulletPuff",random(-1000,1000)/100.00,random(-500,500)/100.00)
    "####" E 12
    "####" A 9
    Goto See
  Death.Ice:
  Death:
    "####" H 0
    "####" H 0 A_CheckFlag("Boss",3)
    "####" H 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",2,0,0)) == 1, 2)
    "####" H 0 A_Jump(44,"Death2")
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("HeavyAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    "####" J 5 A_SpawnItemEx("SniperSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.Crush:
  Death.Sniper:
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("HeavyAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    "####" J 5 A_SpawnItemEx("SniperSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.Knife:
    "####" H 10
    "####" I 10
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("HeavyAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    "####" J 5 A_SpawnItemEx("SniperSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    "####" KKKKK 2 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" L 10 A_PlaySound("body/splats")
    "####" M 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.BarrelBoom:
    "####" H 0 A_JumpIfCloser(128, "XDeath")
  Death.NormalExplode:
  Death.Cyber:
    "####" H 0 A_JumpIfHealthLower(-100, "XDeath")
  Death.ExplosionF:
  Death.ExplosionC:
  Death.Explosion:
    "####" H 0 A_JumpIfHealthLower(-125, "XDeath")
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("HeavyAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    "####" J 5 A_SpawnItemEx("SniperSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  XDeath:
    "####" O 5
    "####" P 5 A_XScream
    "####" Q 5 A_NoBlocking
    "####" R 0 A_SpawnItemEx("HeavyAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    "####" R 0 A_SpawnItemEx("SniperSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    "####" RR 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" R 1 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" S 1
    "####" SS 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" TUV 5
    "####" W 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, 2)
    "####" W -1
    Stop
    "####" WWWWWW 5250 CanRaise
    "####" WWWWWWWWW 2 A_FadeOut(0.1)
    Stop
  Death2:
    "####" H 7
    "####" I 7 A_Pain
    "####" J 7 A_NoBlocking
    "####" KL 7
    TNT1 A 0 A_Stop
    TNT1 A 15 A_SpawnItemEx("RGAMarineRailgun_LS",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION,0)
    TNT1 A 15 A_JumpIfInventory("Blinded",1,"LastDeath")
    Wait
  LastDeath:
    PLAY M 5
    "####" M 15 A_TakeInventory("Blinded",1)
    "####" M 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" M -1
    Stop
  Raise:
    "####" M 0
    "####" M 5 Thing_SetSpecial(0,226,613,0,random(22,35))
    "####" LKJIH 5
    Goto See
  }
}

actor RGAMarineBFG : RGAScriptedMarine replaces MarineBFG
{
  Obituary "%o met %p untimely demise at the hands of a traitor colonel."
  Health 200
  //Speed 4
  ReactionTime 11
  MinMissileChance 215
  PainChance 160
  PainChance "Dragon", 80
  PainChance "DragonF", 80
  PainChance "Dragonsplosion", 80
  PainChance "RGAFire", 80
  Translation "112:127=176:191"
  Tag "Traitor Colonel"
  States
  {
  Spawn:
    PLAY A 0
	PLAY A 0 A_CheckFlag("Friendly","Idle")
    PLAY A 0 Thing_SetSpecial(0,226,613,0,random(50,100))
  Idle:
    "####" A 4 A_Look
    "####" A 4 A_MarineLook
    Loop
  See:
    "####" A 0 A_JumpIfInventory("BlindCheck",3,"SeeBlind")
    "####" A 3 A_Chase("","Missile")
    "####" A 3 A_Chase("","")
    "####" A 3 A_MarineChase
    "####" A 3 A_Chase("","")
    "####" B 3 A_Chase
    "####" B 3 A_Chase("","")
    "####" B 3 A_MarineChase
    "####" B 3 A_Chase("","")
    "####" C 3 A_Chase("","Missile")
    "####" C 3 A_Chase("","")
    "####" C 3 A_MarineChase
    "####" C 3 A_Chase("","")
    "####" D 3 A_Chase
    "####" D 3 A_Chase("","")
    "####" D 0 A_PlaySoundEx("misc/footstep3","SoundSlot6")
    "####" D 3 A_MarineChase
    "####" D 3 A_Chase("","")
    "####" D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0)
    Loop
  SeeBlind:
    "####" A 0 A_Jump(108,"SeeBlind2")
    "####" AA 3 A_Wander
    "####" A 0 A_MarineNoise
    "####" AABB 3 A_Wander
    "####" B 0 A_MarineNoise
    "####" B 3 A_Wander
    "####" B 0 A_Jump(224,2)
    "####" B 0 A_Pain
    "####" B 3 A_Wander
    "####" B 0 A_JumpIfInventory("BlindCheck",3,1)
    goto See+5
    "####" CC 3 A_Wander
    "####" A 0 A_MarineNoise
    "####" CCDD 3 A_Wander
    "####" A 0 A_MarineNoise
    "####" DD 3 A_Wander
    "####" D 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0)
    goto See
  Melee:
  Missile:
    "####" A 0 A_CheckFlag("Boss","MissileBoss")
    "####" A 10 A_FaceTarget
    "####" E 15 A_M_BFGSound
    "####" EEE 10 A_FaceTarget
    "####" F 15 BRIGHT A_M_FireBFG
    "####" EAA 10 A_FaceTarget
    "####" A 0 A_Jump(79,2)
    "####" A 0 A_M_Refire
    Loop
    "####" A 5
    Goto See
  MissileBoss:
    "####" A 10 A_FaceTarget
    "####" E 0 A_ChangeFlag("NOPAIN",1)
    "####" E 0 A_PlayWeaponSound("weapons/bfgf")
    "####" E 15 A_FaceTarget
    "####" EEE 10 A_FaceTarget
    "####" E 0 BRIGHT A_ChangeFlag("NOPAIN",0)
    "####" F 15 BRIGHT A_CustomMissile("MarineBFGBallWeak")
    "####" EAA 10 A_FaceTarget
    "####" A 0 A_Jump(79,2)
    "####" A 0 A_M_Refire
    Goto MissileBoss
    "####" A 5
    "####" BCDABCD 3 A_Wander
    Goto See
  Death.Ice:
  Death:
    "####" H 0
    "####" H 0 A_CheckFlag("Boss",3)
    "####" H 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",2,0,0)) == 1, 2)
    "####" H 0 A_Jump(44,"Death2")
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    "####" J 5 A_SpawnItemEx("AT4Drop",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.Crush:
  Death.Sniper:
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    "####" J 5 A_SpawnItemEx("AT4Drop",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.Knife:
    "####" H 10
    "####" I 10
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    "####" J 5 A_SpawnItemEx("AT4Drop",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    "####" KKKKK 2 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" L 10 A_PlaySound("body/splats")
    "####" M 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  Death.BarrelBoom:
    "####" H 0 A_JumpIfCloser(128, "XDeath")
  Death.NormalExplode:
  Death.Cyber:
    "####" H 0 A_JumpIfHealthLower(-100, "XDeath")
  Death.ExplosionF:
  Death.ExplosionC:
  Death.Explosion:
    "####" H 0 A_JumpIfHealthLower(-125, "XDeath")
    "####" H 10
    "####" I 10 A_Scream
    "####" J 5 A_NoBlocking
    "####" J 0 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    "####" J 5 A_SpawnItemEx("AT4Drop",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    "####" KKKKK 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" LM 10
    "####" N 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" N -1
    Stop
  XDeath:
    "####" O 5
    "####" P 5 A_XScream
    "####" Q 5 A_NoBlocking
    "####" R 0 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    "####" R 0 A_SpawnItemEx("AT4Drop",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    "####" RR 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" R 1 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" S 1
    "####" SS 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" TUV 5
    "####" W 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, 2)
    "####" W -1
    Stop
    "####" WWWWWW 5250 CanRaise
    "####" WWWWWWWWW 2 A_FadeOut(0.1)
    Stop
  Death2:
    "####" H 7
    "####" I 7 A_Pain
    "####" J 7 A_NoBlocking
    "####" KL 7
    TNT1 A 0 A_Stop
    TNT1 A 15 A_SpawnItemEx("RGAMarineBFG_LS",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION,0)
    TNT1 A 15 A_JumpIfInventory("Blinded",1,"LastDeath")
    Wait
  LastDeath:
    PLAY M 5
    "####" M 15 A_TakeInventory("Blinded",1)
    "####" M 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    "####" M -1
    Stop
  Raise:
    "####" M 0
    "####" M 5 Thing_SetSpecial(0,226,613,0,random(47,75))
    "####" LKJIH 5
    Goto See
  }
}

actor MarineBFGBall replaces BFGBall
{
  RenderStyle Add
  Alpha 0.95
  Radius 10
  Height 8
  Speed 25
  Damage (90)
  SeeSound "bfg/fire"
  DeathSound "bfg/explode"
  PROJECTILE
  +EXTREMEDEATH
  +FORCERADIUSDMG
  +SKYEXPLODE
  +FORCEXYBILLBOARD
  DamageType "NormalExplode"
  Decal BFGLightning
  Scale 0.2
  States
  {
  Spawn:
	BFG2 AAAAAA 1 BRIGHT A_SpawnItemEx("ImpactSpark2BGreen", 0, random(-4,4), random(-4,4), random(-3,-1), random(-2,2), random(-2,2), 0, 128, 64)
	BFG2 A 0 BRIGHT A_Explode(5,384,0)
	loop
  Death:
	TNT1 A 0 A_RadiusThrust(160,128,RTF_NOIMPACTDAMAGE)
	TNT1 A 0 Radius_Quake(5,18,0,46,0)
	TNT1 A 0 A_SpawnItemEx("MarineBFGBoom", 0, 0, 0, 0, 0, 0, 0, 128, 0)
	TNT1 A 0 A_PlaySoundEx("distant/explosion","SoundSlot5")
	TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ImpactSpark2BGreen", random(-32,32), random(-32,32), random(-16,24), random(-5,5), random(-5,5), random(-3,4), 0, 128, 0)
	TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ImpactSpark2BGreen", random(-32,32), random(-32,32), random(-16,24), random(-5,5), random(-5,5), random(-3,4), 0, 128, 0)
	TNT1 A 10 A_Explode(180,512,0)
    TNT1 A 15
	Stop
  }
}

actor MarineBFGBoom
{
  RenderStyle Add
  Alpha 0.9
  +NOCLIP
  +NOGRAVITY
  +FORCEXYBILLBOARD
  Scale 0.7
  States
  {
  Spawn:
    BFG3 BABCDE 6 BRIGHT
	TNT1 A 24
    Stop
  }
}

actor MarineBFGBallWeak : MarineBFGBall
{
  Damage (30)
  States
  {
  Spawn:
	BFG2 AAAAAA 1 BRIGHT A_SpawnItemEx("ImpactSpark2BGreen", 0, random(-4,4), random(-4,4), random(-3,-1), random(-2,2), random(-2,2), 0, 128, 64)
	BFG2 A 0 BRIGHT A_Explode(5,384,0)
	loop
  Death:
	TNT1 A 0 A_RadiusThrust(55,128,RTF_NOIMPACTDAMAGE)
	TNT1 A 0 Radius_Quake(5,18,0,46,0)
	TNT1 A 0 A_SpawnItemEx("MarineBFGBoom", 0, 0, 0, 0, 0, 0, 0, 128, 0)
	TNT1 A 0 A_PlaySoundEx("distant/explosion","SoundSlot5")
	TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ImpactSpark2BGreen", random(-32,32), random(-32,32), random(-16,24), random(-5,5), random(-5,5), random(-3,4), 0, 128, 0)
	TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ImpactSpark2BGreen", random(-32,32), random(-32,32), random(-16,24), random(-5,5), random(-5,5), random(-3,4), 0, 128, 0)
	TNT1 A 10 A_Explode(60,512,0)
    TNT1 A 15
	Stop
  }
}

actor RGAScriptedMarine_LS : RGAScriptedMarine
{
  Obituary "%o was slain by a last stand traitor."
  Health 70
  //GibHealth 110
  Mass 2500
  Height 32
  DeathHeight 14
  BurnHeight 14
  Speed 0
  ReactionTime 10
  DamageFactor "Knife", 1.15
  DamageFactor "Step", 0
  AttackSound "weapons/pistol"//"u45/fire"
  Tag "Traitor Marine"
  +MISSILEMORE
  -COUNTKILL
  -SOLID
  +NOICEDEATH
  ActiveSound "commando/death"
  States
  {
  Spawn:
    LAST B 0
	LAST B 0 A_CheckFlag("Friendly",2)
    LAST B 0 Thing_SetSpecial(0,226,613,0,random(5,10))
    LAST GBA 6
  Idle:
    LAST B 6 A_Look
    LAST B 0 A_JumpIfInventory("LastStandHP",50,"Die")
    LAST B 0 A_GiveInventory("LastStandHP",1)
    LAST BA 6 A_Look
    LAST A 0 A_JumpIfInventory("LastStandHP",50,"Die")
    LAST A 0 A_GiveInventory("LastStandHP",1)
    LAST A 6 A_Look
    loop
  See2:
    LAST A 6
  See:
    LAST B 0 A_JumpIfInventory("BlindCheck",2,"SeeBlind")
    LAST BB 3 A_Chase("","")
    LAST B 0 A_JumpIfInventory("LastStandHP",50,"Die")
    LAST B 0 A_GiveInventory("LastStandHP",1)
    LAST BBAA 3 A_Chase
    LAST A 0 A_JumpIfInventory("LastStandHP",50,"Die")
    LAST A 0 A_GiveInventory("LastStandHP",1)
    LAST AA 3 A_Chase
    loop
  SeeBlind:
    LAST BB 3
    LAST B 0 A_JumpIfInventory("LastStandHP",50,"Die")
    LAST B 0 A_GiveInventory("LastStandHP",1)
    LAST B 0 A_JumpIfInventory("BlindCheck",2,1)
	goto See+5
    LAST BBAA 3 A_Jump(32,"MissileBlind")
    LAST A 0 A_JumpIfInventory("LastStandHP",50,"Die")
    LAST A 0 A_GiveInventory("LastStandHP",1)
    LAST A 0 A_JumpIfInventory("BlindCheck",2,1)
	goto See+11
    LAST AA 3 A_Jump(32,"MissileBlind")
    goto See
  Die:
    LAST A 0 A_Die
    goto Death
  MissileBlind:
    LAST A 8
    LAST C 5 BRIGHT A_CustomBulletAttack(26, 4, 1, 8, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM)
    LAST A 0 A_Jump(168,"See2")
    LAST A 5
    LAST C 5 BRIGHT A_CustomBulletAttack(26, 4, 1, 8, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM)
    LAST A 0 A_Jump(216,"See2")
    LAST A 5
    LAST C 5 BRIGHT A_CustomBulletAttack(26, 4, 1, 8, "MonsterBulletPuff", 0, CBAF_AIMFACING || FBF_NORANDOM)
    LAST A 5
    goto See2
  Missile:
    LAST A 8 A_FaceTarget
    LAST C 5 BRIGHT A_CustomBulletAttack(13, 2, 1, 8, "MonsterBulletPuff", 0, FBF_NORANDOM)
    LAST A 0 A_Jump(112,"See2")
    LAST A 5 A_FaceTarget
    LAST C 5 BRIGHT A_CustomBulletAttack(13, 2, 1, 8, "MonsterBulletPuff", 0, FBF_NORANDOM)
    LAST A 0 A_Jump(144,"See2")
    LAST A 5 A_FaceTarget
    LAST C 5 BRIGHT A_CustomBulletAttack(13, 2, 1, 8, "MonsterBulletPuff", 0, FBF_NORANDOM)
    LAST A 5
    goto See2
  Pain.Stun:
    LAST G 0 ACS_NamedExecuteAlways("RefStun",0,0,0,0)
	goto Pain
  Pain.Stun2:
    LAST G 0 ACS_NamedExecuteAlways("RefStun",0,1,0,0)
	goto Pain
  Pain.Stun3:
    LAST G 0 ACS_NamedExecuteAlways("RefStun",0,2,0,0)
	goto Pain
  Pain:
    LAST G 4
    LAST G 4 A_Pain
    goto See
  Death.Shotgungib:
    Stop
  Death.Shotgun:
    Stop
  Death.Ice:
  Death:
    LAST D 5
    LAST D 5 A_Scream
    LAST E 0 A_NoBlocking
    LAST E 0 A_Jump(224,2)
    LAST E 0 A_CustomMissile("FragGrenadeDropped2",8,0,0)
    LAST E 5
    LAST E 0 A_SpawnItemEx("SubAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,192)
    LAST E 0 A_SpawnItemEx("MediumAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,224)
    LAST E 0 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,240)
    LAST EEEEE 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    LAST F 20 A_GiveInventory("Blinded",1,AAPTR_MASTER)
    Stop
  Death.Knife:
    LAST D 5
    LAST D 5
    LAST E 0 A_NoBlocking
    LAST E 0 A_Jump(224,2)
    LAST E 0 A_CustomMissile("FragGrenadeDropped2",8,0,0)
    LAST E 5
    LAST E 0 A_SpawnItemEx("SubAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,192)
    LAST E 0 A_SpawnItemEx("MediumAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,224)
    LAST E 0 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,240)
    LAST EEEEE 2 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    LAST F 20 A_GiveInventory("Blinded",1,AAPTR_MASTER)
    Stop
  XDeath:
    Stop
  DeathClean:
    Stop
  Raise:
    Stop
  SeeBlind2:
    Stop
  SkipAttack:
    Stop
  Pain.NormalExplode:
    Stop
  Pain.Sniper:
    Stop
  Pain.ExplosionF:
    Stop
  Pain.ExplosionC:
    Stop
  Pain.Explosion:
    Stop
  Death.BarrelBoom:
    Stop
  Death.NormalExplode:
    Stop
  Death.Cyber:
    Stop
  Death.ExplosionF:
    Stop
  Death.ExplosionC:
    Stop
  Death.Explosion:
    Stop
  Death.Crush:
    Stop
  Death.Sniper:
    Stop
  Death2:
    Stop
  Melee:
    Stop
  }
}

actor RGAMarineFist_LS : RGAScriptedMarine_LS
{
  Obituary "%o was slain by a not so unarmed last stand traitor."
  Translation 1
  Tag "Not so unarmed Traitor"
}
actor RGAMarineBerserk_LS : RGAScriptedMarine_LS
{
  Obituary "%o was slain by a raging last stand traitor."
  Translation 1
  Tag "Raging Traitor"
}
actor RGAMarineChainsaw_LS : RGAScriptedMarine_LS
{
  Obituary "%o was slain by a crazed last stand traitor."
  Translation 1
  Tag "Crazed Traitor"
}
actor RGAMarinePistol_LS : RGAScriptedMarine_LS
{
  States
  {
  Death.Ice:
  Death:
    LAST D 5
    LAST D 5 A_Scream
    LAST E 0 A_NoBlocking
    LAST E 0 A_Jump(224,2)
    LAST E 0 A_CustomMissile("FragGrenadeDropped2",8,0,0)
    LAST E 5
    LAST E 0 A_SpawnItemEx("SubAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,160)
    LAST E 0 A_SpawnItemEx("HandgunSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,208)
    LAST EEEEE 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    LAST F 20 A_GiveInventory("Blinded",1,AAPTR_MASTER)
    Stop
  Death.Knife:
    LAST D 5
    LAST D 5
    LAST E 0 A_NoBlocking
    LAST E 0 A_Jump(224,2)
    LAST E 0 A_CustomMissile("FragGrenadeDropped2",8,0,0)
    LAST E 5
    LAST E 0 A_SpawnItemEx("SubAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,160)
    LAST E 0 A_SpawnItemEx("HandgunSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,208)
    LAST EEEEE 2 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    LAST F 20 A_GiveInventory("Blinded",1,AAPTR_MASTER)
    Stop
  }
}
actor RGAMarineShotgun_LS : RGAScriptedMarine_LS
{
  Obituary "%o was slain by a last stand traitor sergeant."
  Tag "Traitor Sergeant"
  Translation "112:127=112:127"
  States
  {
  Death.Ice:
  Death:
    LAST D 5
    LAST D 5 A_Scream
    LAST E 0 A_NoBlocking
    LAST E 0 A_Jump(224,2)
    LAST E 0 A_CustomMissile("FragGrenadeDropped2",8,0,0)
    LAST E 5
    LAST E 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,176)
    LAST E 0 A_SpawnItemEx("ShotgunSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,216)
    LAST EEEEE 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    LAST F 20 A_GiveInventory("Blinded",1,AAPTR_MASTER)
    Stop
  Death.Knife:
    LAST D 5
    LAST D 5
    LAST E 0 A_NoBlocking
    LAST E 0 A_Jump(224,2)
    LAST E 0 A_CustomMissile("FragGrenadeDropped2",8,0,0)
    LAST E 5
    LAST E 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,176)
    LAST E 0 A_SpawnItemEx("ShotgunSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,216)
    LAST EEEEE 2 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    LAST F 20 A_GiveInventory("Blinded",1,AAPTR_MASTER)
    Stop
  }
}
actor RGAMarineSSG_LS : RGAScriptedMarine_LS
{
  Obituary "%o was slain by a last stand traitor lieutenant."
  Tag "Traitor Lieutenant"
  Translation "112:127=128:143"
  States
  {
  Death.Ice:
  Death:
    LAST D 5
    LAST D 5 A_Scream
    LAST E 0 A_NoBlocking
    LAST E 0 A_Jump(224,2)
    LAST E 0 A_CustomMissile("FragGrenadeDropped2",8,0,0)
    LAST E 5
    LAST E 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,176)
    LAST E 0 A_SpawnItemEx("RangerDrop",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,216)
    LAST EEEEE 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    LAST F 20 A_GiveInventory("Blinded",1,AAPTR_MASTER)
    Stop
  Death.Knife:
    LAST D 5
    LAST D 5
    LAST E 0 A_NoBlocking
    LAST E 0 A_Jump(224,2)
    LAST E 0 A_CustomMissile("FragGrenadeDropped2",8,0,0)
    LAST E 5
    LAST E 0 A_SpawnItemEx("ShotgunAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,176)
    LAST E 0 A_SpawnItemEx("RangerDrop",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,216)
    LAST EEEEE 2 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    LAST F 20 A_GiveInventory("Blinded",1,AAPTR_MASTER)
    Stop
  }
}
actor RGAMarineChaingun_LS : RGAScriptedMarine_LS
{
  Obituary "%o was slain by a last stand traitor commando."
  Tag "Traitor Commando"
  States
  {
  Death.Ice:
  Death:
    LAST D 5
    LAST D 5 A_Scream
    LAST E 0 A_NoBlocking
    LAST E 0 A_Jump(224,2)
    LAST E 0 A_CustomMissile("FragGrenadeDropped2",8,0,0)
    LAST E 5
    LAST E 0 A_SpawnItemEx("MediumAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,176)
    LAST E 0 A_SpawnItemEx("ARSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,216)
    LAST EEEEE 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    LAST F 20 A_GiveInventory("Blinded",1,AAPTR_MASTER)
    Stop
  Death.Knife:
    LAST D 5
    LAST D 5
    LAST E 0 A_NoBlocking
    LAST E 0 A_Jump(224,2)
    LAST E 0 A_CustomMissile("FragGrenadeDropped2",8,0,0)
    LAST E 5
    LAST E 0 A_SpawnItemEx("MediumAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,176)
    LAST E 0 A_SpawnItemEx("ARSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,216)
    LAST EEEEE 2 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    LAST F 20 A_GiveInventory("Blinded",1,AAPTR_MASTER)
    Stop
  }
}
actor RGAMarineRocket_LS : RGAScriptedMarine_LS
{
  Obituary "%o was slain by a last stand traitor grenadier."
  Translation 2
  Tag "Traitor Grenadier"
  States
  {
  Death.Ice:
  Death:
    LAST D 5
    LAST D 5 A_Scream
    LAST E 0 A_NoBlocking
    LAST E 0 A_Jump(224,2)
    LAST E 0 A_CustomMissile("FragGrenadeDropped2",8,0,0)
    LAST E 5
    LAST E 0 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    LAST E 0 A_SpawnItemEx("ThumperDrop",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    LAST EEEEE 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    LAST F 20 A_GiveInventory("Blinded",1,AAPTR_MASTER)
    Stop
  Death.Knife:
    LAST D 5
    LAST D 5
    LAST E 0 A_NoBlocking
    LAST E 0 A_Jump(224,2)
    LAST E 0 A_CustomMissile("FragGrenadeDropped2",8,0,0)
    LAST E 5
    LAST E 0 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    LAST E 0 A_SpawnItemEx("ThumperDrop",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    LAST EEEEE 2 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    LAST F 20 A_GiveInventory("Blinded",1,AAPTR_MASTER)
    Stop
  }
}
actor RGAMarinePlasma_LS : RGAScriptedMarine_LS
{
  Obituary "%o was slain by a last stand traitor elite."
  Translation "112:127=192:207"
  Tag "Traitor Elite"
  States
  {
  Death.Ice:
  Death:
    LAST D 5
    LAST D 5 A_Scream
    LAST E 0 A_NoBlocking
    LAST E 0 A_Jump(224,2)
    LAST E 0 A_CustomMissile("FragGrenadeDropped2",8,0,0)
    LAST E 5
    LAST E 0 A_SpawnItemEx("HeavyAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    LAST E 0 A_SpawnItemEx("MachinegunSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    LAST EEEEE 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    LAST F 20 A_GiveInventory("Blinded",1,AAPTR_MASTER)
    Stop
  Death.Knife:
    LAST D 5
    LAST D 5
    LAST E 0 A_NoBlocking
    LAST E 0 A_Jump(224,2)
    LAST E 0 A_CustomMissile("FragGrenadeDropped2",8,0,0)
    LAST E 5
    LAST E 0 A_SpawnItemEx("HeavyAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    LAST E 0 A_SpawnItemEx("MachinegunSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    LAST EEEEE 2 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    LAST F 20 A_GiveInventory("Blinded",1,AAPTR_MASTER)
    Stop
  }
}
actor RGAMarineRailgun_LS : RGAScriptedMarine_LS
{
  Obituary "%o was slain by a last stand traitor sniper."
  Translation "112:127=192:207"
  Tag "Traitor Sniper"
  States
  {
  Death.Ice:
  Death:
    LAST D 5
    LAST D 5 A_Scream
    LAST E 0 A_NoBlocking
    LAST E 0 A_Jump(224,2)
    LAST E 0 A_CustomMissile("FragGrenadeDropped2",8,0,0)
    LAST E 5
    LAST E 0 A_SpawnItemEx("HeavyAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    LAST E 0 A_SpawnItemEx("SniperSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    LAST EEEEE 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    LAST F 20 A_GiveInventory("Blinded",1,AAPTR_MASTER)
    Stop
  Death.Knife:
    LAST D 5
    LAST D 5
    LAST E 0 A_NoBlocking
    LAST E 0 A_Jump(224,2)
    LAST E 0 A_CustomMissile("FragGrenadeDropped2",8,0,0)
    LAST E 5
    LAST E 0 A_SpawnItemEx("HeavyAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    LAST E 0 A_SpawnItemEx("SniperSpawner",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    LAST EEEEE 2 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    LAST F 20 A_GiveInventory("Blinded",1,AAPTR_MASTER)
    Stop
  }
}
actor RGAMarineBFG_LS : RGAScriptedMarine_LS
{
  Obituary "%o was slain by a last stand traitor colonel."
  Translation "112:127=176:191"
  Tag "Traitor Colonel"
  States
  {
  Death.Ice:
  Death:
    LAST D 5
    LAST D 5 A_Scream
    LAST E 0 A_NoBlocking
    LAST E 0 A_Jump(224,2)
    LAST E 0 A_CustomMissile("FragGrenadeDropped2",8,0,0)
    LAST E 5
    LAST E 0 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    LAST E 0 A_SpawnItemEx("AT4Drop",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    LAST EEEEE 2 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    LAST F 20 A_GiveInventory("Blinded",1,AAPTR_MASTER)
    Stop
  Death.Knife:
    LAST D 5
    LAST D 5
    LAST E 0 A_NoBlocking
    LAST E 0 A_Jump(224,2)
    LAST E 0 A_CustomMissile("FragGrenadeDropped2",8,0,0)
    LAST E 5
    LAST E 0 A_SpawnItemEx("ExplosiveAmmo",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,232)
    LAST E 0 A_SpawnItemEx("AT4Drop",0,0,0,random(-2,2),random(-2,2),random(2,2),0,0,244)
    LAST EEEEE 2 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    LAST F 20 A_GiveInventory("Blinded",1,AAPTR_MASTER)
    Stop
  }
}