



// *** MODIFIED BY CHEBMASTER
// I mark places modified by me with //***Che 

Actor FBD_CapturedMarine 17800 
{
	//***Che: cross-mod hardening: see ACTOR CapturedMarine: FBD_CapturedMarine Replaces Blursphere in Doom_Replacements.txt	
	
	Radius 24
    Height 48
    Speed 0
	+THRUACTORS
	States
	{
		Spawn:
			CAPT A 0
			//***Che moved to CapturedMarine
			//TNT1 A 0 ACS_NamedExecuteAlways("BDDisableFriendlyMarines")
			//CAPT A 2
			//TNT1 A 0 A_SpawnItemEx("EvidenceCheckerInvisibility", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			//TNT1 A 0 A_JumpIfInventory("Clip2", 1, "Invisibility")
			TNT1 A 1 A_Jump(256, "RifleMarine", "RifleMarine", "ShotgunMarine", "ShotgunMarine", "MinigunMarine", "PlasmaMarine")
			Wait
			
		RifleMarine: //40%
			TNT1 A 0
			TNT1 A 0 A_Jump(13, "ChainsawMarine") 
			TNT1 A 0 A_SpawnItem("CapturedMarineBase")
			Stop
		
		ChainsawMarine:
			TNT1 A 0 A_SpawnItem("CapturedMarineChainsaw")
			Stop
			
		SSGMarine:
			TNT1 A 0
			TNT1 A 0 A_SpawnItem("CapturedMarineSSG")
			Stop	
			
		ShotgunMarine: //40%
			TNT1 A 0
			TNT1 A 0 A_Jump(26, "SSGMarine") 
			TNT1 A 0 A_SpawnItem("CapturedMarineShotgun") //40% - 4% = 36%
				// of which 10% chance he spawns with a super shotgun (40% x 10% = 4%)
			Stop	
			
		SSGMarine:
			TNT1 A 0
			TNT1 A 0 A_SpawnItem("CapturedMarineSSG")
			Stop				
			
			
			
		MinigunMarine: //20%
			TNT1 A 0
			TNT1 A 0 A_SpawnItem("CapturedMarineMinigun")
			Stop	
			
		
		PlasmaMarine: // 20%
			TNT1 A 0
			TNT1 A 0 A_Jump(26, "RocketMarine") 
			TNT1 A 0 A_Jump(26, "RailgunMarine") 
			TNT1 A 0 A_SpawnItem("CapturedMarinePlasma") // 18% - 1.8% = 16.2%
				// of which 10% chance he spawns with a railgun -> 18% x 10% = 1.8%
			Stop
			
		RailgunMarine:
			TNT1 A 0
			TNT1 A 0 A_SpawnItem("CapturedMarineRailgun")
			Stop	
			
		RocketMarine: //10% x 20% = 2%
			TNT1 A 0
			TNT1 A 0 A_Jump(13, "BFGMarine") 
			TNT1 A 0 A_SpawnItem("CapturedMarineRocket") //10% x 20% = 2% - 0.1% = 1.9%
				// of which 5% chance he spawns with a BFG -> 2% x 5% = 0.1% chance of bfg 9000
			Stop
			
		BFGMarine:
			TNT1 A 0
			TNT1 A 0 A_SpawnItem("CapturedMarineBFG")
			Stop				
			
		//***Che: the rocket variation -- where ? :(
		// The spawning scripts support them!
		
		Invisibility:
			TNT1 A 0
			TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 1)
			TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
			TNT1 A 0 A_SpawnItem("SuperBlursphere")
			TNT1 A 1
			Stop
		
	}
}


ACTOR CapturedMarineBase: SwitchableDecoration
{
    var int user_voice_set;
	
	//***Che
	DamageFactor "FriendlyExplosion", 0.0
	
	// unlike the earlier implementations this translation applies to *all* npc marines
	Translation "112:127=[148,183,117]:[10,15,9]" // muted green
	
	Radius 24
    Height 48
    Speed 0
    Health 300
	Scale 1.0
    +SHOOTABLE
	+FLOORCLIP
    +SOLID
	+FRIENDLY
	-COUNTKILL
	+FLOORCLIP
    Painchance 255
    DamageType Taunt
    damagefactor "Trample", 0.0
	damagefactor "ArchvileAttack", 2.0
    damagefactor "Cut", 10.0
    damagefactor "Taunt", 0.0
    damagefactor "headcut", 0.0
    damagefactor "KillMe", 0.0
    damagefactor "Fatality", 99.0
    damagefactor "Melee", 99.0
	damagefactor "Use", 9999.0
    damagefactor "Kick", 99.0
	damagefactor "GibRemoving", 0.0
	damagefactor "TeleportRemover", 0.0
	DamageFactor "CauseObjectsToSplash", 0.0
	DeathSound "*death"
	PainSound "*pain50"
    BloodType "FBD_Blood"
	DropItem "PoleWithNothing" 255
	Mass 999999
	Speed 0
	
	//***Che
	Activation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial
	
    States
    {
		Spawn:
			TNT1 A 0 A_Stop
			MARN A 0 ACS_NamedExecuteAlways("CheckIfDM", 0, 0, 0, 0)//Check if Coop
			TNT1 A 1
			Goto Spawn1
		DM:
			TNT1 A 0
			TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 1)
			TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
			TNT1 A 0 A_SpawnItem("SuperBlursphere")
			TNT1 A 5000
			Loop
			
		Spawn1:
			TNT1 A 0 A_CheckSight("Spawn2")
			CAPT A 1 A_Stop
			CAPT ABCB 15 A_Stop
			TNT1 A 0 A_CustomMissile ("OrderTitle3", 50, 0, 0, 2, 90)
			TNT1 A 0 A_SpawnItemEx("KillMeBroadcaster",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,0) //A_SpawnItem ("KillMe")
			
			//***Che: fire the killme once on seeing a player instead of repeating it every 2 seconds
		Spawn3:
			TNT1 A 0 A_CheckSight("Spawn2")
			CAPT A 1 A_Stop
			CAPT ABCB 15 A_Stop
			TNT1 A 0 A_CustomMissile ("OrderTitle3", 50, 0, 0, 2, 90)
			Loop

		Spawn2:
			CAPT A 15 //5
			Goto Spawn1

		Active:
		Death.Cut:
		Death.Melee:
		Death.SuperPunch:
		Death.Fatality:
		Death.Kick:
		Death.Use:
		Death.FatalityMarine: //***Che instead of dying
			//TNT1 A 0 A_Playsound ("LETSROCK", CHAN_VOICE)
			TNT1 A 0 ACS_NamedExecuteWithResult("FBD_SynthMarineVoice", CHE_FREED)
			TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
			CAPT F 12
			TNT1 A 0 A_NoBlocking
			CAPT F -1 ACS_NamedExecuteAlways("FBD_FreeCapturedMarine", 0, 0, 0,0) // 0 = rifle marine
			// will stay in this state until the ACS script succeeds spawning and sends us to Vanish
			Stop
		Vanish:
			TNT1 A 0
			TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
			TNT1 A 0 A_ChangeFLag ("SOLID", 0)
			TNT1 A 1
			Stop
			
		Conversion:
			TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
			TNT1 A 0 ACS_NamedExecuteWithResult("DisplayArgentDischarge", 10, 46, 0)	
			CAPT F 30 ACS_NamedExecuteWithResult("FBD_SynthMarineVoice", CHE_HORRIBLESCREAM) //A_Playsound ("BIGSCREA", CHAN_VOICE)
			TNT1 A 0 A_ChangeFLag ("SOLID", 0)
			TNT1 A 0 A_StopSound (CHAN_VOICE)
			TNT1 A 0 A_Jump(4, "MaradeurHappens")
			TNT1 A 0 A_SpawnItemEx ("ChaosMarineRifle",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			//CAPT N -1 // empty pole
			Stop
		MaradeurHappens:
			TNT1 A 0 A_Jump(12, "RealMaradeurHappens")
			TNT1 A 0 A_SpawnItemEx ("FBD_Maradeur_Lite",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			//CAPT N -1 // empty pole
			Stop
		RealMaradeurHappens:
			TNT1 A 0
			TNT1 A 0 A_SpawnItemEx ("FBD_Maradeur",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			//CAPT N -1 // empty pole
			Stop
			
		Pain:
		Pain.Blast:
		Pain.ExplosiveImpact:
		Pain.Explosive:
		Pain.Bullet:
		Pain.SSG:
		Pain.Minigun:
		Pain.ImpFatalityMarine:
		Pain.Rip:
			CAPT P 1
			TNT1 A 0 A_Stop
			CAPT P 5 A_Pain
			TNT1 A 0 A_JumpIfInTargetInventory("EnemyIsArchvile", 1, "Conversion")
			TNT1 A 0 A_Stop
			Goto AfterPain
				
				
		AfterPain:
			CAPT A 1 A_Stop
			CAPT ABCB 15 A_Stop
			"----" A 0 A_CustomMissile ("OrderTitle3", 50, 0, 0, 2, 90)
			"----" A 0 A_SpawnItemEx("KillMeBroadcaster",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,0) //A_SpawnItem ("KillMe")
			Goto Spawn2
		 
		 
		Death:
		Death.Bullet:
			TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
			TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
			PLAY H 10 A_PlayerScream
			
			PLAY I 10 A_NoBlocking
			PLAY J 10 
			PLAY KLM 10
			TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
			PLAY N -1
			Stop

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

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

		Death.Slime:
			TNT1 A 0
			TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
			TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
			//TNT1 A 0 A_PlaySound("BIGSCREA")
			TNT1 A 0 ACS_NamedExecuteWithResult("FBD_SynthMarineVoice", CHE_HORRIBLESCREAM)
			//TNT1 A 0 A_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			PMET AABBCCDDEEFFGGHHIIIII 10 A_CustomMissile ("PlasmaSmoke", 25, 0, random (0, 180), 2, random (0, 180))
			PMET IIIIIIIIIIJJJJJJJJJJJJJJJJJJJJJJKKKKKKKKKKKKKKKKKKKKKKKKKKLLLLLLLLLLLLLLL 3 A_CustomMissile ("PlasmaSmoke", 25, 0, random (0, 180), 2, random (0, 180))
			TNT1 A 0 A_NoBlocking
			TNT1 A -1
			Stop

		Death.SniperBullet:
		Death.Bullet792:		
		Death.Minigun:
			TNT1 A 0
			TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
			TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
			TNT1 A 0 A_Jump (128, 3)
			Goto Death
			TNT1 AAA 0
			TNT1 A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("RipGuts", 50, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("XDeathHalfMarine", 50, 0, random (0, 360), 2, random (0, 160))
			TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
			XPL2 A 10 A_XScream
			//TNT1 A 0 A_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
			XPL2 B 20 A_NoBlocking
			TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
			XPL2 C 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
			TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
			XPL2 DE 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
			XPL2 E -1
			Stop

		Death.Rip:
			TNT1 A 0
			TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
			TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
			TNT1 AAAAAAAAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
			XPL3 A 10 A_XScream
			TNT1 AAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
			XPL3 B 20 A_NoBlocking
			//TNT1 A 0 A_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
			XPL3 C 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
			XPL3 D 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
			XPL3 E 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
			XPL3 F 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
			XPL3 F 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
			XPL3 F -1
			Stop
		Death.Massacre:
		Death.Explosives:
		XDeath:
			TNT1 A 0 ThrustThingZ(0,60,0,1)
			TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
			TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
			TNT1 A 0 A_CustomMissile ("MarineXDeath", 0, 0, random (0, 360), 2, random (0, 160))
			PPOD A 0 A_SpawnItemEx("BasicMarineGib1", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
			PPOD A 0 A_SpawnItemEx("BasicMarineGib2", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
			PPOD A 0 A_SpawnItemEx("BasicMarineGib3", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
			PPOD A 0 A_SpawnItemEx("BasicMarineGib4", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
			MHEA A 7 A_XScream
			MHEA B 7 A_NoBlocking
			//TNT1 A 0 A_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			MHEA CD 7
			MHEA E -1
			Stop
			
		Crush:
		Death.Stomp:
			TNT1 A 0
			TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
			TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
			TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail8", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
			TNT1 AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
			TNT1 AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
			TNT1 AA 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180))
			TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
			TNT1 A 0 A_SpawnItem ("CrushedRemains")
			//TNT1 A 0 A_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 A 1
			TNT1 A 1 A_XScream
			TNT1 A 1 A_NoBlocking
			Stop	

		Death.Blast:
		Death.SuperPunch:
		Death.SSG:
			TNT1 A 0
			TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
			TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
			PLAY O 2 A_FaceTarget
			TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
			TNT1 AAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
			TNT1 AAAA 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
			TNT1 AAAA 0 A_CustomMissile ("FBD_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
			TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
			TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
			TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
			TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
			TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
			TNT1 A 0 A_XScream
			TNT1 A 0 A_NoBlocking
			//TNT1 A 0 A_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			PLAY OPQRSTU 8
			TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
			PLAY U -1
			Stop

		Death.Rape: //***Che: this is never used anymore, used to be archvile's damage type.
			TNT1 A 0
			TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
			TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
			TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
			XPL4 A 20 A_XScream
			 TNT1 A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
			 TNT1 A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
			 TNT1 A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
			 TNT1 A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
			TNT1 AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
			XPL4 B 20 A_NoBlocking
			//TNT1 A 0 A_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
			XPL4 C 20
			TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
			XPL4 D 20
			TNT1 AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
			XPL4 E 20
			TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
			XPL4 F 20
			TNT1 AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
			XPL4 F -1
			Stop

		Death.plasma:
		Death.Bfg10k: //***Che changed damage type from extreme to custom
		Death.Electric:
			TNT1 A 0
			TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
			TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
			TNT1 A 0 A_XScream
			TNT1 A 0 A_NoBlocking
			TNT1 AAA 0 A_CustomMissile ("FBD_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
			EXPL AAAAAA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 1
			//TNT1 A 0 A_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 A -1
			Stop


		Death.GreenFire:
			TNT1 A 0
			TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
			TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
			TNT1 A 0 A_XScream
			TNT1 A 0 A_NoBlocking
			TNT1 AAAA 0 A_CustomMissile ("FBD_Blood", 30, 0, random (0, 360), 2, random (0, 160))
			
			TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
			
			EXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("GreenFlameTrails", 50, 0, random (0, 360), 2, random (0, 360))
			XBRN AAAA 2 BRIGHT A_SpawnItem("GreenFlare",0,43)
			//TNT1 A 0 A_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			Stop

		Death.burn: // imp fireball
			TNT1 A 0
			//***Che: gotcha! This was causin them not registering as dead and archvile keep attacking the empty pole.
			//TNT1 A 0 A_JumpIfInTargetInventory("EnemyIsArchvile", 1, "Conversion")
			TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
			TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_JumpIfInTargetInventory("EnemyIsArchvile", 1, "Conversion")
			PBUR A 1
			PBUR A 1 A_Scream
			PBUR A 1 //A_NoBlocking
			//TNT1 A 0 A_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			PBUR AAAABBBBCCCC 2 A_CustomMissile ("SmallFlameTrails", 32, 0, random (0, 180), 2, random (0, 180))
			PBUR DDDDEEEE 2 A_CustomMissile ("SmallFlameTrails", 16, 0, random (0, 180), 2, random (0, 180))
			PBUR EEEEE 4 A_CustomMissile ("SmallFlameTrails", 8, 0, random (0, 180), 2, random (0, 180))
			PBUR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 6 A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
			PBUR E -1
			Stop

		Death.Fire:
		Death.Flames:
	//***Che dclared twice!	Death.Burn:
		
			TNT1 A 0

			TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
			TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
			//TNT1 A 0 A_PlaySound("BIGSCREA")
			TNT1 A 0 ACS_NamedExecuteWithResult("FBD_SynthMarineVoice", CHE_HORRIBLESCREAM)
			//TNT1 A 0 A_JumpIfInTargetInventory("EnemyIsArchvile", 1, "Conversion")
			BURN W 6 A_Scream
			BURN X 6 A_NoBlocking
			TNT1 A 0 A_JumpIfInTargetInventory("EnemyIsArchvile", 1, "Conversion")
			//TNT1 A 0 A_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			BUR2 ABCD 6 BRIGHT A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
			BURN FGHIJKL 6 BRIGHT A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
			BURN MNOPQRSTUV 6 BRIGHT A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
			BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 6 A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
			BURN V -1
			Stop
		  
		  
		Death.ExplosiveImpact:
			TNT1 A 0
			TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
			TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
			NULL A 0 ThrustThingZ(0,30,0,1)
			NULL AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
			NULL A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
			NULL A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
			NULL A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
			NULL A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
			NULL AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
			NULL AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
			NULL AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
			NULL AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
			NULL A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
			NULL A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
			PPOD A 0 A_SpawnItemEx("BasicMarineGib1", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
			NULL AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
			NULL A 0 A_XScream
			XPL6 A 5
			NULL A 0 A_NoBlocking
			XPL6 BCDE 5
			//TNT1 A 0 A_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			XPL6 F -1
			Stop

		Crush:
			TNT1 A 0 A_PlaySound("misc/xdeath4")
			TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
			
			CRS1 A 5
			CRS1 A -1
			Stop

		Death.HKFT:
		Death.BHFT:
		Death.RVFT:
		
		Death.DHFT: //***Che: dukes of hell 
		Death.CCFT: // cacodemons!
			TNT1 A 1 A_Scream
			TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
			TNT1 A 1 A_NoBlocking
			TNT1 A 0 A_GiveToTarget("Curbstomp_Marine",1)
			TNT1 A 0
			//TNT1 A 0 A_ChangeFlag("FRIENDLY", 0)
			//TNT1 A 5
			//TNT1 A 0 A_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			//TNT1 A -1
			Stop

		//***Che: dafug is this...? I'd assume they'd free them at least...?
/*		
		Death.FatalityMarine:
			TNT1 A 1 A_PlayerScream
			TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
			TNT1 A 0 A_GiveToTarget("GoFatality", 1)
			TNT1 A 1 A_NoBlocking
			TNT1 A 0 A_SpawnItemEx("RemoveMarine",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 A 0 A_GiveToTarget("Fatality_Marine",1)
			TNT1 A -1
			Stop
*/			
		Death.Ice:
		Death.Freeze:
		Death.Frost:
		Death.IOS_Frost:
			TNT1 A 0
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_SpawnItemEx ("FrozenMarineFake2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 A 30
			Stop			
    }
}





ACTOR CapturedMarineShotgun: CapturedMarineBase
{
	// all now inherit muted green from the base class
	//Translation "112:127=96:111" // gray
	States
	{
		Active:
		Death.Cut:
		Death.Melee:
		Death.SuperPunch:
		Death.Fatality:
		Death.Kick:
		Death.Use:
		Death.FatalityMarine: //***Che instead of dying
			TNT1 A 0 ACS_NamedExecuteWithResult("FBD_SynthMarineVoice", CHE_FREED)
			//TNT1 A 0 A_Playsound ("LETSROCK", CHAN_VOICE)
			TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
			CAPT F 12
			TNT1 A 0 A_NoBlocking
			CAPT F -1 ACS_NamedExecuteAlways("FBD_FreeCapturedMarine", 0, 1, 0,0) // 1 = shotgun marine
			// will stay in this state until the ACS script succeeds spawning and sends us to Vanish
			Stop
		Conversion:
			TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
			TNT1 A 0 ACS_NamedExecuteWithResult("DisplayArgentDischarge", 10, 46, 0)	
			CAPT F 30 A_Playsound ("BIGSCREA", CHAN_VOICE)
			TNT1 A 0 A_ChangeFLag ("SOLID", 0)
			TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0) // without this, viles kept targeting the empty pole for a lack of better target.			
			TNT1 A 0 A_StopSound (CHAN_VOICE)
			TNT1 A 0 A_Jump(12, "MaradeurHappens")
			TNT1 A 0 A_SpawnItemEx ("ChaosMarineShotgun",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			//CAPT N -1 // empty pole
			Stop				
    }
}

// Sadly, they undergo race and gender shift from the vile magicks
//   because this Cheb can't spare a lifetime of effort 
//   to add all combinations to chaos marines as well. 
//   google for "combinatory explosion"
ACTOR CapturedMarineAfroGuy: CapturedMarineBase
{
	// muted green uniform, darker skin
	Translation "112:127=[148,183,117]:[10,15,9]", "48:79=64:79", "208:223=64:79"
	States
	{
		Active:
		Death.Cut:
		Death.Melee:
		Death.SuperPunch:
		Death.Fatality:
		Death.Kick:
		Death.Use:
		Death.FatalityMarine: //***Che instead of dying
			TNT1 A 0 ACS_NamedExecuteWithResult("FBD_SynthMarineVoice", CHE_FREED)
			//TNT1 A 0 A_Playsound ("LETSROCK", CHAN_VOICE)
			TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
			CAPT F 12
			TNT1 A 0 A_NoBlocking
			CAPT F -1 ACS_NamedExecuteWithResult("FBD_FreeCapturedMarine", 9) // 9 = afro guy (rifle)
			// will stay in this state until the ACS script succeeds spawning and sends us to Vanish
			Stop
		Conversion:
			TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
			TNT1 A 0 ACS_NamedExecuteWithResult("DisplayArgentDischarge", 10, 46, 0)	
			CAPT F 30 A_Playsound ("BIGSCREA", CHAN_VOICE)
			TNT1 A 0 A_ChangeFLag ("SOLID", 0)
			TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0) // without this, viles kept targeting the empty pole for a lack of better target.			
			TNT1 A 0 A_StopSound (CHAN_VOICE)
			TNT1 A 0 A_Jump(12, "MaradeurHappens")
			TNT1 A 0 A_SpawnItemEx ("ChaosMarineRifle",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			//CAPT N -1 // empty pole
			Stop				
    }
}

ACTOR CapturedMarineAthena: CapturedMarineBase
{
	DeathSound "fbd_athena/death"
	PainSound "fbd_athena/pain"
	States
	{
		Spawn:
			TNT1 A 0 A_Stop
			TNT1 A 0 A_SetUserVar("user_voice_set", CHE_ATHENA)
			MARN A 0 ACS_NamedExecuteWithResult("CheckIfDM")
			TNT1 A 1
			Goto Spawn1
			
		Active:
		Death.Cut:
		Death.Melee:
		Death.SuperPunch:
		Death.Fatality:
		Death.Kick:
		Death.Use:
		Death.FatalityMarine: //***Che instead of dying
			TNT1 A 0 ACS_NamedExecuteWithResult("FBD_SynthMarineVoice", CHE_FREED)
			//TNT1 A 0 A_Playsound ("LETSROCK", CHAN_VOICE)
			TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
			CAPT F 12
			TNT1 A 0 A_NoBlocking
			CAPT F -1 ACS_NamedExecuteWithResult("FBD_FreeCapturedMarine", 10) // 10 = athena (rifle)
			// will stay in this state until the ACS script succeeds spawning and sends us to Vanish
			Stop
			
		Conversion:
			TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
			TNT1 A 0 ACS_NamedExecuteWithResult("DisplayArgentDischarge", 10, 46, 0)	
			CAPT F 30 ACS_NamedExecuteWithResult("FBD_SynthMarineVoice", CHE_HORRIBLESCREAM)
			TNT1 A 0 A_ChangeFLag ("SOLID", 0)
			TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0) // without this, viles kept targeting the empty pole for a lack of better target.			
			TNT1 A 0 A_StopSound (CHAN_VOICE)
			TNT1 A 0 A_Jump(12, "MaradeurHappens")
			TNT1 A 0 A_SpawnItemEx ("ChaosMarineRifle",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			//CAPT N -1 // empty pole
			Stop				
    }
}

ACTOR CapturedMarineMinigun: CapturedMarineBase
{
	// all now inherit muted green from the base class
	//Translation  "112:127=32:47", "48:79=64:79" // dark red
	States
	{
		Active:
		Death.Cut:
		Death.Melee:
		Death.SuperPunch:
		Death.Fatality:
		Death.Kick:
		Death.Use:
		Death.FatalityMarine: //***Che instead of dying
			TNT1 A 0 ACS_NamedExecuteWithResult("FBD_SynthMarineVoice", CHE_FREED)
			//TNT1 A 0 A_Playsound ("LETSROCK", CHAN_VOICE)
			TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
			CAPT F 12
			TNT1 A 0 A_NoBlocking
			CAPT F -1 ACS_NamedExecuteAlways("FBD_FreeCapturedMarine", 0, 2, 0,0) // 2 = minigun marine
			// will stay in this state until the ACS script succeeds spawning and sends us to Vanish
			Stop
		Conversion:
			TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
			TNT1 A 0 ACS_NamedExecuteWithResult("DisplayArgentDischarge", 10, 46, 0)	
			CAPT F 30 A_Playsound ("BIGSCREA", CHAN_VOICE)
			TNT1 A 0 A_ChangeFLag ("SOLID", 0)
			TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0) // without this, viles kept targeting the empty pole for a lack of better target.			
			TNT1 A 0 A_StopSound (CHAN_VOICE)
			TNT1 A 0 A_Jump(8, "MaradeurHappens")
			TNT1 A 0 A_SpawnItemEx ("ChaosMarineMinigun",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			//CAPT N -1 // empty pole
			Stop
    }
}


//***Che: I am not seeing captured rocket marine (3), gentlemen!
// P.S. Added him
ACTOR CapturedMarineRocket: CapturedMarineBase
{
	// all now inherit muted green from the base class
	//translation "112:127=144:151" // brown
	States
	{
		Active:
		Death.Cut:
		Death.Melee:
		Death.SuperPunch:
		Death.Fatality:
		Death.Kick:
		Death.Use:
		Death.FatalityMarine: //***Che instead of dying
			TNT1 A 0 ACS_NamedExecuteWithResult("FBD_SynthMarineVoice", CHE_FREED)
			//TNT1 A 0 A_Playsound ("LETSROCK", CHAN_VOICE)
			TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
			CAPT F 12
			TNT1 A 0 A_NoBlocking
			CAPT F -1 ACS_NamedExecuteAlways("FBD_FreeCapturedMarine", 0, 3, 0,0) // 4 = rocket launcher marine
			// will stay in this state until the ACS script succeeds spawning and sends us to Vanish
			Stop
		Conversion:
			TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
			TNT1 A 0 ACS_NamedExecuteWithResult("DisplayArgentDischarge", 10, 46, 0)	
			CAPT F 30 A_Playsound ("BIGSCREA", CHAN_VOICE)
			TNT1 A 0 A_ChangeFLag ("SOLID", 0)
			TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0) // without this, viles kept targeting the empty pole for a lack of better target.			
			TNT1 A 0 A_StopSound (CHAN_VOICE)
			TNT1 A 0 A_Jump(16, "MaradeurHappens")
			TNT1 A 0 A_SpawnItemEx ("ChaosMarineRocketLauncher",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			//CAPT N -1 // empty pole
			Stop			
    }
}


ACTOR CapturedMarinePlasma: CapturedMarineBase
{
	// all now inherit muted green from the base class
	//translation "112:127=[0,128,192]:[0,0,0]"
	States
	{
		Active:
		Death.Cut:
		Death.Melee:
		Death.SuperPunch:
		Death.Fatality:
		Death.Kick:
		Death.Use:
		Death.FatalityMarine: //***Che instead of dying
			TNT1 A 0 ACS_NamedExecuteWithResult("FBD_SynthMarineVoice", CHE_FREED)
			//TNT1 A 0 ACS_NamedExecuteWithResult("FBD_SynthMarineVoice", CHE_FREED)
			//TNT1 A 0 A_Playsound ("LETSROCK", CHAN_VOICE)
			TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
			CAPT F 12
			TNT1 A 0 A_NoBlocking
			CAPT F -1 ACS_NamedExecuteAlways("FBD_FreeCapturedMarine", 0, 4, 0,0) // 4 = plasmagun marine
			// will stay in this state until the ACS script succeeds spawning and sends us to Vanish
			Stop
/*			
			TNT1 A 0 A_Playsound ("LETSROCK")
			TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
			CAPT F 12
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_GiveToTarget("NumberOfAlliesPLasmagun", 1)
			TNT1 A 0 A_SpawnItemEx ("Marine_Plasmagun",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			CAPT N 1
			TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
			TNT1 A 0 A_ChangeFLag ("SOLID", 0)
			CAPT N 0
			Stop
*/
		Conversion:
			TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
			TNT1 A 0 ACS_NamedExecuteWithResult("DisplayArgentDischarge", 10, 46, 0)	
			CAPT F 30 A_Playsound ("BIGSCREA", CHAN_VOICE)
			TNT1 A 0 A_ChangeFLag ("SOLID", 0)
			TNT1 A 0 A_StopSound (CHAN_VOICE)
			TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0) // without this, viles kept targeting the empty pole for a lack of better target.
			TNT1 A 0 A_Jump(14, "MaradeurHappens")
			TNT1 A 0 A_SpawnItemEx ("ChaosMarinePlasma",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			//CAPT N -1 // empty pole
			Stop			

    }
}


ACTOR CapturedMarineRailgun: CapturedMarineBase
{
	// all now inherit muted green from the base class
	//translation "112:120=[0,128,255]:[0,75,151]", "121:123=200:207", "124:125=240:247", "126:127=0:0"
	States
	{
		Active:
		Death.Cut:
		Death.Melee:
		Death.SuperPunch:
		Death.Fatality:
		Death.Kick:
		Death.Use:
		Death.FatalityMarine: //***Che instead of dying
			TNT1 A 0 A_Playsound ("LETSROCK", CHAN_VOICE)
			TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
			CAPT F 12
			TNT1 A 0 A_NoBlocking
			CAPT F -1 ACS_NamedExecuteAlways("FBD_FreeCapturedMarine", 0, 5, 0,0) // 5 = railgun marine
			// will stay in this state until the ACS script succeeds spawning and sends us to Vanish
			Stop
		Conversion:
			TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
			TNT1 A 0 ACS_NamedExecuteWithResult("DisplayArgentDischarge", 10, 46, 0)	
			CAPT F 30 A_Playsound ("BIGSCREA", CHAN_VOICE)
			TNT1 A 0 A_ChangeFLag ("SOLID", 0)
			TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0) // without this, viles kept targeting the empty pole for a lack of better target.
			TNT1 A 0 A_StopSound (CHAN_VOICE)
			TNT1 A 0 A_Jump(20, "MaradeurHappens")
			TNT1 A 0 A_SpawnItemEx ("ChaosMarineRailgun",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			//CAPT N -1 // empty pole
			Stop			
	}
}


ACTOR CapturedMarineSSG: CapturedMarineBase
{
	// all now inherit muted green from the base class
	//translation "112:122=96:111", "123:127=[39,39,39]:[0,0,0]"
	States
	{
		Active:
		Death.Cut:
		Death.Melee:
		Death.SuperPunch:
		Death.Fatality:
		Death.Kick:
		Death.Use:
		Death.FatalityMarine: //***Che instead of dying
			TNT1 A 0 ACS_NamedExecuteWithResult("FBD_SynthMarineVoice", CHE_FREED)
			//TNT1 A 0 A_Playsound ("LETSROCK", CHAN_VOICE)
			TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
			CAPT F 12
			TNT1 A 0 A_NoBlocking
			CAPT F -1 ACS_NamedExecuteAlways("FBD_FreeCapturedMarine", 0, 6, 0,0) // 6 = super shotgun marine
			// will stay in this state until the ACS script succeeds spawning and sends us to Vanish
			Stop
		Conversion:
			TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
			TNT1 A 0 ACS_NamedExecuteWithResult("DisplayArgentDischarge", 10, 46, 0)	
			CAPT F 30 A_Playsound ("BIGSCREA", CHAN_VOICE)
			TNT1 A 0 A_ChangeFLag ("SOLID", 0)
			TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0) // without this, viles kept targeting the empty pole for a lack of better target.
			TNT1 A 0 A_StopSound (CHAN_VOICE)
			TNT1 A 0 A_Jump(20, "MaradeurHappens")
			TNT1 A 0 A_SpawnItemEx ("ChaosMarineSSG",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			//CAPT N -1 // empty pole
			Stop			
	}
}


ACTOR CapturedMarineBFG: CapturedMarineBase
{
	// all now inherit muted green from the base class
	//translation "112:121=168:177", "122:127=[140,0,98]:[60,0,30]"
	States
	{
		Active:
		Death.Cut:
		Death.Melee:
		Death.SuperPunch:
		Death.Fatality:
		Death.Kick:
		Death.Use:
		Death.FatalityMarine: //***Che instead of dying
			TNT1 A 0 ACS_NamedExecuteWithResult("FBD_SynthMarineVoice", CHE_FREED)
			//TNT1 A 0 A_Playsound ("LETSROCK", CHAN_VOICE)
			TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
			CAPT F 12
			TNT1 A 0 A_NoBlocking
			CAPT F -1 ACS_NamedExecuteAlways("FBD_FreeCapturedMarine", 0, 7, 0,0) // 7 = bfg marine
			// will stay in this state until the ACS script succeeds spawning and sends us to Vanish
			Stop
		Conversion:
			TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
			TNT1 A 0 ACS_NamedExecuteWithResult("DisplayArgentDischarge", 10, 46, 0)	
			CAPT F 30 A_Playsound ("BIGSCREA", CHAN_VOICE)
			TNT1 A 0 A_ChangeFLag ("SOLID", 0)
			TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0) // without this, viles kept targeting the empty pole for a lack of better target.
			TNT1 A 0 A_StopSound (CHAN_VOICE)
			TNT1 A 0 A_Jump(64, "MaradeurHappens")
			TNT1 A 0 A_SpawnItemEx ("ChaosMarineBFG",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			//CAPT N -1 // empty pole
			Stop			
	}
}

ACTOR CapturedMarineChainsaw: CapturedMarineBase
{
	// no translation (green as his progenitor)
	States
	{
		Active:
		Death.Cut:
		Death.Melee:
		Death.SuperPunch:
		Death.Fatality:
		Death.Kick:
		Death.Use:
		Death.FatalityMarine: //***Che instead of dying
			TNT1 A 0 ACS_NamedExecuteWithResult("FBD_SynthMarineVoice", CHE_FREED)
			//TNT1 A 0 A_Playsound ("LETSROCK", CHAN_VOICE)
			TNT1 A 0 A_ChangeFLag ("NOPAIN", 1)
			CAPT F 12
			TNT1 A 0 A_NoBlocking
			CAPT F -1 ACS_NamedExecuteAlways("FBD_FreeCapturedMarine", 0, 8, 0,0) // 8 = chainsaw marine
			// will stay in this state until the ACS script succeeds spawning and sends us to Vanish
			Stop
		Conversion:
			TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0)
			TNT1 A 0 ACS_NamedExecuteWithResult("DisplayArgentDischarge", 10, 46, 0)	
			CAPT F 30 A_Playsound ("BIGSCREA", CHAN_VOICE)
			TNT1 A 0 A_ChangeFLag ("SOLID", 0)
			TNT1 A 0 A_ChangeFLag ("SHOOTABLE", 0) // without this, viles kept targeting the empty pole for a lack of better target.
			TNT1 A 0 A_StopSound (CHAN_VOICE)
			TNT1 A 0 A_Jump(7, "MaradeurHappens")
			TNT1 A 0 A_SpawnItemEx ("ChaosMarineChainsaw",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			//CAPT N -1 // empty pole
			Stop			
	}
}

actor KillMeBroadcaster
{
	+NOTARGET
	Radius 10
	Height 10
	DamageType KillMe
	+NOGRAVITY +NOTELEPORT +NODAMAGETHRUST
	+THRUGHOST +NORADIUSDMG +NOEXTREMEDEATH
	+FORCERADIUSDMG -BLOODSPLATTER +BLOODLESSIMPACT 
	PROJECTILE	+DEHEXPLOSION	+ACTIVATEMCROSS 
	States
	{
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_Explode(2,500,0,0,400)
			Stop
	}
}

//***Che added this one, only affects pinkies
actor ComeEatMeDemonBroadcaster: KillMeBroadcaster
{
	DamageType ComeEatMeDemon
	States
	{
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_Explode(2,300,0,0,200)
			Stop
	}
}






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

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





//***Che this seems an unused leftover
/*
actor KillMeSmall: KillMe
{
States
{
Spawn:
TNT1 A 0
        TNT1 A 0 A_Explode(3,400)
Stop
 }
}
*/



//***Che this seems an unused leftover
/*
actor KillMeBot: KillMe
{
-FORCERADIUSDMG
damagetype "KillMeBot"
States
{
Spawn:
TNT1 A 0
        TNT1 A 0 A_Explode(3,800)
Stop
 }
}
*/

/*
//***Che: this was never used anywhere and relied on classes I obsoleted
ACTOR MarineSurvivor2: Marine 8756
{
Speed 5
Health 6
	States
	{
 Spawn:
 PLAY A 0
 TNT1 A 0 A_CheckSight("Spawn2")
 PLAY A 0
 //TNT1 A 0 A_SpawnItem ("GiantKillMe")
 PLAY A 1 A_Chase
 Goto See
 
 Spawn2:
 PLAY A 1
 Goto Spawn
	}
}
*/

ACTOR MarinePunch: ZandronumBaronBall //BaronBall
{
	Radius 10
	Height 18
	DamageType HelperMarineFatallity
	Projectile 
	+RANDOMIZE
    Damage 10
	+FORCEXYBILLBOARD
    +THRUGHOST
    +BLOODSPLATTER 
	RenderStyle Add
	Alpha 0.6
	HitObituary "$OB_IMPHIT"
    Obituary "$OB_IMPHIT"
	+DONTHURTSPECIES
	
	//***Che
	+DONTHARMSPECIES

	SeeSound "None"
	DeathSound "none"
	Decal "none"
    Speed 20
	States
	{
	Spawn:
	    TNT1 A 0
		TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 4 BRIGHT
		Stop
	Death:
        TNT1 A 0 A_PlaySound("player/cyborg/fist")
		TNT1 A 0 BRIGHT
		Stop
	}
}




ACTOR MarineGivingHealth
{
MONSTER
-COUNTKILL
+SOLID
-SHOOTABLE
+MISSILEMORE
+MISSILEEVENMORE
Health 99999
Radius 16
Height 52
Speed 0
MeleeRange 28
	States
	{
	Spawn:
	MR8S A 1 A_Look
	TNT1 A 0 A_CheckSight("GiveHealth")
	TNT1 A 0 A_PlaySound("MRNGI2")
	Goto See
	
	See:
		MR8S AAAAABBBBB 5 A_Chase
		TNT1 A 0 A_CheckSight("GiveHealth")
		Loop
	
	
	
	Missile:
	GiveHealth:
	MR8S A 1 A_FaceTarget
	TNT1 A 0 A_NoBlocking 
	TNT1 A 0 A_SpawnItemEx("Stimpack", 30, 0)
	TNT1 A 0 A_SpawnItem("Marine_Rifle")
	Stop
}
}



ACTOR BlurSphere2: BlurSphere //Replaces BlurSphere
{
-COUNTITEM
	States
	{
	Spawn:
		PINS A 2 Bright
		TNT1 A 0 A_SpawnItem("CapturedMarine")
		Stop
	}
}	


Actor PoleWithNothing
{
+NOBLOCKMAP
Mass 99999999
States
{
Spawn:
        TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem("PoleWithNothing2", 0, -40)
        Stop
}}


Actor PoleWithNothing2
{
+NOBLOCKMAP
Mass 99999999
States
{
Spawn:
        CAPT N 1 A_Stop
        CAPT N -1
        Stop
}}






actor MonsterSightAlert
{
MONSTER
-COUNTKILL //***Che don't forget the fucking kill count!
+THRUACTORS
Health 1
DamageType "Alert"
+SHOOTABLE
+NOPAIN
+MISSILE
Radius 1
Height 1
States
{
Spawn:
TNT1 A 1
TNT1 A 0 
TNT1 A 0 A_Explode(2,500, 0)
TNT1 A 1
Stop
Death:
TNT1 A 0
Stop
 }
}








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


Actor OrderTitle2: OrderTitle1
{
  States
  {
  Spawn:
    CMMN B 2 BRIGHT
	CMMN BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 Bright A_FadeOut(0.04)
    Stop
  }
}


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



