actor RevivableBrutalDoomer:  BrutalDoomer replaces BrutalDoomer
{
	States
	{
		Down:
			TNT1 A 0 A_GiveInventory("INCAPACITATED",1)
			INCP A 15 A_Scream
		Incapacitated:
			TNT1 A 0 A_SelectWeapon("pistol")
			INCP B 15
			TNT1 A 0 A_SelectWeapon("pistol")
			INCP C 15
			TNT1 A 0 A_SelectWeapon("pistol")
			TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
			INCP A 7
			goto StandStill
		Kick:
			TNT1 A 0
			TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood")
			TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
			TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
			TNT1 A 0 A_JumpIfInventory("SlimeSplasherz", 1, "SlimeSplash")
			TNT1 A 0 A_JumpIfInventory("SludgeSplasherz", 1, "SludgeSplash")
			TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
			NULL A 0 A_JumpIf (momZ > 0, "AirKick")
			NULL A 0 A_JumpIf (momZ < 0, "AirKick")
			PKIK AB 3
			PKIK CB 3 A_JumpIfInventory("KickHasHit", 1, "KickHit")
			NULL A 0 A_TakeInventory("Kicking",1)
			Goto StandStill
		RifleKick:
			TNT1 A 0
			TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood")
			TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
			TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
			TNT1 A 0 A_JumpIfInventory("SlimeSplasherz", 1, "SlimeSplash")
			TNT1 A 0 A_JumpIfInventory("SludgeSplasherz", 1, "SludgeSplash")
			TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
			NULL A 0 A_JumpIf (momZ > 0, "AirKick")
			NULL A 0 A_JumpIf (momZ < 0, "AirKick")
			PKI1 AB 3
			PKI1 CB 3 A_JumpIfInventory("KickHasHit", 1, "KickHit")
			NULL A 0 A_TakeInventory("Kicking",1)
			Goto StandStill
		KickHit:
			TNT1 A 0 //A_Stop
			NULL A 0 A_TakeInventory("Kicking",1)
			NULL A 0 A_TakeInventory("KickHasHit",1)
			TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood")
			TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
			TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
			TNT1 A 0 A_JumpIfInventory("SlimeSplasherz", 1, "SlimeSplash")
			TNT1 A 0 A_JumpIfInventory("SludgeSplasherz", 1, "SludgeSplash")
			TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
			//TNT1 A 0 A_Recoil(3)
			Goto StandStill
	
		Punch:
			TNT1 A 0
			NULL A 0 A_TakeInventory("Punching", 1)
			NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
			NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker")
			NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
			PLA1 H 2
			PLA1 E 4
			NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
			NULL A 0 A_JumpIfInventory("GotMeatShield", 1, "MeatShieldChecker")
			NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
			TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood")
			TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
			TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
			TNT1 A 0 A_JumpIfInventory("SlimeSplasherz", 1, "SlimeSplash")
			TNT1 A 0 A_JumpIfInventory("SludgeSplasherz", 1, "SludgeSplash")
			TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
			Goto StandStill
		SayOneLiner:
			MARN A 1
			NULL A 0 A_PlaySound("ONELIN", 2)
			NULL A 0 A_TakeInventory("oneliner", 1)
			TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood")
			TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
			TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
			TNT1 A 0 A_JumpIfInventory("SlimeSplasherz", 1, "SlimeSplash")
			TNT1 A 0 A_JumpIfInventory("SludgeSplasherz", 1, "SludgeSplash")
			TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
			Goto StandStill
		AdvancedTaunt:
			MARN A 1
			NULL A 0 A_PlaySound("TAUNT0", 2)
			NULL A 0 A_TakeInventory("advtaunting", 1)
			TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood")
			TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
			TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
			TNT1 A 0 A_JumpIfInventory("SlimeSplasherz", 1, "SlimeSplash")
			TNT1 A 0 A_JumpIfInventory("SludgeSplasherz", 1, "SludgeSplash")
			TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
			Goto StandStill	
		FistTaunt:
			NULL A 0
			NULL A 0 A_PlaySound("MTAUN", 2)
			NULL A 0 A_TakeInventory("advtaunting", 1)
			TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood")
			TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
			TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
			TNT1 A 0 A_JumpIfInventory("SlimeSplasherz", 1, "SlimeSplash")
			TNT1 A 0 A_JumpIfInventory("SludgeSplasherz", 1, "SludgeSplash")
			TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
			Goto StandStill
		RollRight:
			NULL A 0 A_TakeInventory("RollLeft")
			NULL A 0 A_TakeInventory("RollRight")
			TNT1 A 0
			TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
			NULL A 0 A_ChangeFlag ("NOPAIN", 1)
	
			NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera//Start Camera
			NULL A 0 ThrustThing(angle*256/360+192,20,0,0)//Thrust Right
			PROL EDCBA 3
			MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Disable Camera.
			NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
			NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
			MARN A 4
		
			NULL A 0 A_ChangeFlag ("NOPAIN", 0)
			NULL A 0 A_TakeInventory("RollLeft")
			NULL A 0 A_TakeInventory("RollRight")
			//TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
			TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood")
			TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
			TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
			TNT1 A 0 A_JumpIfInventory("SlimeSplasherz", 1, "SlimeSplash")
			TNT1 A 0 A_JumpIfInventory("SludgeSplasherz", 1, "SludgeSplash")
			Goto StandStill
		RollLeft:
			NULL A 0 A_TakeInventory("RollLeft")
			NULL A 0 A_TakeInventory("RollRight")
			TNT1 A 0
			TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
			NULL A 0 A_ChangeFlag ("NOPAIN", 1)
	
			NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera//Start Camera
			NULL A 0 ThrustThing(angle*256/360+64,20,0,0)//Thrust Left
			PROL ABCDE 3
			MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Disable Camera.
			NULL A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
			NULL A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialChecker")
			MARN A 4
	
			NULL A 0 A_ChangeFlag ("NOPAIN", 0)
			NULL A 0 A_TakeInventory("RollLeft")
			NULL A 0 A_TakeInventory("RollRight")
			//TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
			TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood")
			TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
			TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
			TNT1 A 0 A_JumpIfInventory("SlimeSplasherz", 1, "SlimeSplash")
			TNT1 A 0 A_JumpIfInventory("SludgeSplasherz", 1, "SludgeSplash")
			Goto StandStill
		Pump:
			TNT1 A 0
			NULL A 0 A_TakeInventory("Pumping")
			TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
			PLAY ABCD 4
			TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood")
			TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
			TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
			TNT1 A 0 A_JumpIfInventory("SlimeSplasherz", 1, "SlimeSplash")
			TNT1 A 0 A_JumpIfInventory("SludgeSplasherz", 1, "SludgeSplash")
			Goto See
		NoMovePump:
			TNT1 A 0
			NULL A 0 A_TakeInventory("Pumping")
			TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
			PLAY B 12
			TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood")
			TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
			TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
			TNT1 A 0 A_JumpIfInventory("SlimeSplasherz", 1, "SlimeSplash")
			TNT1 A 0 A_JumpIfInventory("SludgeSplasherz", 1, "SludgeSplash")
			Goto See
		Pain:
			TNT1 A 0
			TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
			NULL A 0 A_Giveinventory("Bad",1)
			NULL A 0 A_Pain
			// NULL A 0 ACS_Execute(577, 0, 0, 0, 0)
			NULL A 0 ACS_Execute(530, 0, 0, 0, 0)
			NULL A 0 A_JumpIfInventory("FistsSelected", 1, "PainWfist")
			TNT1 A 0 A_JumpIfInventory("RevenantCurse", 1, "Revenant_Pain")
			//TNT1 A 0 A_GiveInventory("ImpactMovesSling", 1)
			// NULL A 0 A_PlaySound("PAIN1", 2)
			PLAY G 5
			TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood")
			TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
			TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
			TNT1 A 0 A_JumpIfInventory("SlimeSplasherz", 1, "SlimeSplash")
			TNT1 A 0 A_JumpIfInventory("SludgeSplasherz", 1, "SludgeSplash")
			Goto See
		Pain.Blast:
		Pain.ExplosiveImpact:
		Pain.Explosive:
			NULL A 0 ACS_Execute(531, 0, 0, 0, 0)
			TNT1 A 0 A_JumpIfInventory("RevenantCurse", 1, "Revenant_Pain")
			TNT1 A 0 A_JumpIfInventory("BloodSplasherz", 1, "Pain.Blood")
			TNT1 A 0 A_JumpIfInventory("BloodSplasherBlueBlood", 1, "Pain.BlueBlood")
			TNT1 A 0 A_JumpIfInventory("WaterSplasherz", 1, "WaterSplash")
			TNT1 A 0 A_JumpIfInventory("SlimeSplasherz", 1, "SlimeSplash")
			TNT1 A 0 A_JumpIfInventory("SludgeSplasherz", 1, "SludgeSplash")
			TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
			Goto Pain		
		Pain.Freeze:
			TNT1 A 0
			TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
			TNT1 A 0 A_JumpIfHealthLower(14, "FreezePlayer")
			PLAY G 3
			Goto See
		WaterSplash:
			NULL A 0 A_TakeInventory("WaterSplasherz", 1)
			NULL A 0 A_Giveinventory("WaterOnVisor",1)
			// NULL A 0 A_Giveinventory("GiveHealth",1)
			//NULL A 0 A_GiveInventory("MeatAmmo", 1)
			NULL A 1 A_Jump(255,"Wled1","Wled2","Wled3","Wled4","Wled5","Wled6")
			Goto Wled1
			Wled1:
				NULL A 0 ACS_Execute(550, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			Wled2:
				NULL A 0 ACS_Execute(551, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			Wled3:
				NULL A 0 ACS_Execute(552, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			Wled4:
				NULL A 0 ACS_Execute(552, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			Wled5:
				NULL A 0 ACS_Execute(554, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			Wled6:
				NULL A 0 ACS_Execute(555, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
		SlimeSplash:
			NULL A 0 A_TakeInventory("SlimeSplasherz", 1)
			NULL A 0 A_Giveinventory("SlimeOnVisor",1)
			// NULL A 0 A_Giveinventory("GiveHealth",1)
			//NULL A 0 A_GiveInventory("MeatAmmo", 1)
			NULL A 1 A_Jump(255,"Sled1","Sled2","Sled3","Sled4","Sled5","Sled6")
			Goto Wled1
			Sled1:
				NULL A 0 ACS_Execute(540, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			Sled2:
				NULL A 0 ACS_Execute(541, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			Sled3:
				NULL A 0 ACS_Execute(542, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			Sled4:
				NULL A 0 ACS_Execute(543, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			Sled5:
				NULL A 0 ACS_Execute(544, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			Sled6:
				NULL A 0 ACS_Execute(545, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
		SludgeSplash:
			NULL A 0 A_TakeInventory("SludgeSplasherz", 1)
			NULL A 0 A_Giveinventory("SludgeOnVisor",1)
			// NULL A 0 A_Giveinventory("GiveHealth",1)
			//NULL A 0 A_GiveInventory("MeatAmmo", 1)
			NULL A 1 A_Jump(255,"lled1","lled2","lled3","lled4","lled5","lled6")
			Goto lled1
			lled1:
				NULL A 0 ACS_Execute(5530, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			lled2:
				NULL A 0 ACS_Execute(5531, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			lled3:
				NULL A 0 ACS_Execute(5532, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			lled4:
				NULL A 0 ACS_Execute(5533, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			lled5:
				NULL A 0 ACS_Execute(5534, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			lled6:
				NULL A 0 ACS_Execute(5535, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
		Pain.Blood:
			NULL A 0 A_TakeInventory("BloodSplasherz", 1)
			NULL A 0 A_Giveinventory("BloodOnVisor",1)
			// NULL A 0 A_Giveinventory("GiveHealth",1)
			//NULL A 0 A_GiveInventory("MeatAmmo", 1)
			NULL A 1 A_Jump(255,"Bled1","Bled2","Bled3","Bled4","Bled5","Bled6")
			Goto Bled1
			Bled1:
				NULL A 0 ACS_Execute(580, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			Bled2:
				NULL A 0 ACS_Execute(581, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			Bled3:
				NULL A 0 ACS_Execute(582, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			Bled4:
				NULL A 0 ACS_Execute(583, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			Bled5:
				NULL A 0 ACS_Execute(584, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			Bled6:
				NULL A 0 ACS_Execute(585, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
		Pain.BlueBlood:
			NULL A 0 A_TakeInventory("BloodSplasherBlueBlood", 1)
			NULL A 0 A_Giveinventory("BlueBloodOnVisor",1)
			NULL A 1 A_Jump(255,"BBled1","BBled2","BBled3","BBled4","BBled5","BBled6")
			Goto BBled1
			BBled1:
				NULL A 0 ACS_Execute(570, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			BBled2:
				NULL A 0 ACS_Execute(571, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			BBled3:
				NULL A 0 ACS_Execute(572, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			BBled4:
				NULL A 0 ACS_Execute(573, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			BBled5:
				NULL A 0 ACS_Execute(574, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			BBled6:
				NULL A 0 ACS_Execute(575, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
		Pain.GreenBlood:
			NULL A 0 A_Giveinventory("GreenBloodOnVisor",1)
			NULL A 1 A_Jump(255,"GBled1","GBled2","GBled3","GBled4","GBled5","GBled6")
			Goto Bled1
			GBled1:
				NULL A 0 ACS_Execute(560, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			GBled2:
				NULL A 0 ACS_Execute(561, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			GBled3:
				NULL A 0 ACS_Execute(562, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			GBled4:
				NULL A 0 ACS_Execute(563, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			GBled5:
				NULL A 0 ACS_Execute(564, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
			GBled6:
				NULL A 0 ACS_Execute(565, 0, 0, 0, 0)
				TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
				Goto StandStill
		Salutes1:
			NULL A 0
			TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
			NULL A 0 A_PlaySound ("DSSALUTE")
			MWAV BCDEFEFDCB 7
			NULL A 0 A_TakeInventory("Salute1",1)
			Goto StandStill
		Salutes2:
			NULL A 0
			TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
			NULL A 0 A_PlaySound ("DSSALUTE")
			MWAV IJK 4
			MWAV LMNNML 3
			MWAV LMNNML 3
			MWAV LMNNML 3
			MWAV KJI 4
			NULL A 0 A_TakeInventory("Salute2",1)
			Goto StandStill  
        FatalityChecker:
			NULL A 0
			TNT1 A 0 A_JumpIfInventory("INCAPACITATED",1,"Incapacitated")
			NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera
			NULL A 0 A_JumpIfInventory("PVPFatality", 1, "FatalityPVP")
			NULL A 0 A_JumpIfInventory("IsCurbstompingZombieman", 1, "CurbstompZombieman")
			NULL A 0 A_JumpIfInventory("IsCurbstompingSergeant", 1, "CurbstompSergeant")        
			NULL A 0 A_JumpIfInventory("SKZombieman", 1, "StealthKilLZombieMan")
			NULL A 0 A_JumpIfInventory("SKShotgunGuy", 1, "StealthKilLShotgunGuy")
			NULL A 0 A_JumpIfInventory("SKImp", 1, "StealthKilLImp")
			NULL A 0 A_JumpIfInventory("SKNazi", 1, "StealthKilLNazi")
			NULL A 0 A_JumpIfInventory("SKChaingunguy", 1, "StealthKilLChaingunguy")
			NULL A 0 A_JumpIfInventory("ImpFatality", 1, "FatalityImp")
			NULL A 0 A_JumpIfInventory("ImpFatality2", 1, "FatalityImp2")
			NULL A 0 A_JumpIfInventory("ImpFatality3", 1, "FatalityImp3")
			NULL A 0 A_JumpIfInventory("ZombieManFatality", 1, "FatalityZMan")
			NULL A 0 A_JumpIfInventory("ZombieManFatality2", 1, "FatalityZMan2")
			NULL A 0 A_JumpIfInventory("ZombieManFatality3", 1, "FatalityZMan3")
			NULL A 0 A_JumpIfInventory("ZombieManFatality4", 1, "FatalityZMan4")
			NULL A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
			NULL A 0 A_JumpIfInventory("SergeantFatality2", 1, "FatalitySergeant2")
			NULL A 0 A_JumpIfInventory("SergeantFatality3", 1, "FatalitySergeant3")
			NULL A 0 A_JumpIfInventory("ComandoFatality", 1, "FatalityComando")
			NULL A 0 A_JumpIfInventory("ComandoFatality2", 1, "FatalityComando2")
			NULL A 0 A_JumpIfInventory("DemonFatality", 1, "FatalityDemon")
			NULL A 0 A_JumpIfInventory("DemonFatality2", 1, "FatalityDemon2")
			NULL A 0 A_JumpIfInventory("DemonFatality3", 1, "FatalityDemon3")
			NULL A 0 A_JumpIfInventory("CacoDemonFatality", 1, "FatalityCacoDemon")
			NULL A 0 A_JumpIfInventory("CacoDemonFatality2", 1, "FatalityCacoDemon2")
			NULL A 0 A_JumpIfInventory("RevenantFatality", 1, "FatalityRevenant")
			NULL A 0 A_JumpIfInventory("RevenantFatality2", 1, "FatalityRevenant2")
			NULL A 0 A_JumpIfInventory("FatsoFatality", 1, "FatalityFatso")
			NULL A 0 A_JumpIfInventory("BaronFatality", 1, "FatalityBaron")
			NULL A 0 A_JumpIfInventory("HKFatality", 1, "FatalityHK")
			NULL A 0 A_JumpIfInventory("HKFatality2", 1, "FatalityHK2")
			NULL A 0 A_JumpIfInventory("HKFatality3", 1, "FatalityHK3")
			NULL A 0 A_JumpIfInventory("ArachnotronFatality", 1, "FatalityArachnotron")
			NULL A 0 A_JumpIfInventory("ArachnotronFatality2", 1, "FatalityArachnotron2")
			NULL A 0 A_JumpIfInventory("ArchVileFatality", 1, "FatalityArchVile")
			NULL A 0 A_JumpIfInventory("PEFatality", 1, "FatalityPE")
			NULL A 0 A_TakeInventory("GoFatality", 1)
			Goto See
	}
}

actor RevivablePurist:  RevivableDoomer replaces Purist
{
	Speed 1.0
	Player.DisplayName "Classic v20b"
	
	Player.WeaponSlot 1, Vanilla_Chain_saw, Melee_Attacks
	Player.WeaponSlot 2, DualVanillaRifles, VanillaRifle 
	Player.WeaponSlot 3, Shot_Gun, Vanilla_SSG
	Player.WeaponSlot 4, Vanilla_Mini_Gun
	Player.WeaponSlot 5, Rocket_Launcher
	Player.WeaponSlot 6, DualPlasmaRifles, Plasma_Gun 
	Player.WeaponSlot 7, BIG_FUCKING_GUN
	Player.WeaponSlot 8, HellishMissileLauncher
	Player.WeaponSlot 9, FlameCannon
	Player.WeaponSlot 0, SecretWeapon_MP40, HitlersBuzzsaw
	
	Player.StartItem "VanillaRifle"
	Player.StartItem "Melee_Attacks"
	Player.StartItem "NewClip", 60
	Player.StartItem "VanillaRifleAmmo", 31
	Player.StartItem "SSGAmmoCounter", 2
	Player.StartItem "ShotgunAmmo", 8
	Player.StartItem "PlasmaAmmo", 50
	Player.StartItem "HandGrenade"
	Player.StartItem "HandGrenadeAmmo", 3
	Player.StartItem "IsPlayer", 1
	Player.StartItem "IsPlayingAsPurist", 1
	Player.CrouchSprite "PLYC"
}

actor RevivableTraditional:  RevivableDoomer replaces Traditional
{
	Speed 1.0
	Player.DisplayName "Traditional"
	
	Player.WeaponSlot 1, Traditional_Chainsaw, Traditional_Fist
	Player.WeaponSlot 2, Traditional_Pistol
	Player.WeaponSlot 3, Traditional_Shotgun, Traditional_SSG
	Player.WeaponSlot 4, Traditional_Chaingun
	Player.WeaponSlot 5, Traditional_RocketLauncher
	Player.WeaponSlot 6, Traditional_PlasmaRifle
	Player.WeaponSlot 7, Traditional_BFG
	Player.WeaponSlot 8, Nothing
	Player.WeaponSlot 9, Nothing
	Player.WeaponSlot 0, HitlersBuzzsaw
	
	Player.StartItem "Traditional_Pistol"
	Player.StartItem "Traditional_Fist"
	Player.StartItem "NewClip", 60
	Player.StartItem "IsPlayer", 1
	Player.StartItem "IsPlayingAsPurist", 1
	Player.StartItem "IsPlayingAsTraditional", 1
	Player.CrouchSprite "PLYC"
	
	Mass 100
}