
ACTOR SSTDoomPlayer : strifeplayer replaces doomplayer
{
  Speed 1
  Health 100
  Radius 16
  Height 56
  Mass 100
  
  MaxStepHeight 24 //had to be explicitly defined because I inherited from StrifePlayer
  CrushPainSound "*pain50"
  Player.RunHealth 0
  //PainChance "NewBullet", 255
  //PainChance "Plasma", 255
  //PainChance "Rocket", 255
  PainChance 255
  Player.ColorRange 112, 127
  Player.ColorSet 0, "Green",         0x70, 0x7F,  0x72
  Player.ColorSet 1, "Gray",          0x60, 0x6F,  0x62 // Called "Indigo" originally so as to have a unique initial
  Player.ColorSet 2, "Brown",         0x40, 0x4F,  0x42
  Player.ColorSet 3, "Red",           0x20, 0x2F,  0x22
  // Doom Legacy additions
  Player.ColorSet 4, "Light Gray",    0x58, 0x67,  0x5A
  Player.ColorSet 5, "Light Brown",   0x38, 0x47,  0x3A
  Player.ColorSet 6, "Light Red",     0xB0, 0xBF,  0xB2
  Player.ColorSet 7, "Light Blue",    0xC0, 0xCF,  0xC2
  Player.DisplayName "Marine"
  Player.CrouchSprite "PLYC"
  
  Player.StartItem "SSTPistol"
  Player.StartItem "SSTSprayPaint"
  Player.StartItem "SSTFist"
  Player.StartItem "Clip", 50
  Player.StartItem "LoadedShell", 2
  Player.StartItem "RailShot", 4
  Player.StartItem "10kshot", 16
  player.sidemove 0.88//0.8//0.675
  player.forwardmove 0.9//0.8
  //+NOSKIN
  +QUICKTORETALIATE
  
  States
  {
  Spawn.Base:
    PLAY A -1
    Loop
  See.Base:
    PLAY ABCD 4 
    Loop
  Missile.Base:
    PLAY E 12
    Goto Spawn.Base
  Melee.Base:
    PLAY F 6 BRIGHT
    Goto Missile.Base
  Pain.Base:
    PLAY G 4 
    PLAY G 4 A_Pain
    Goto Spawn.Base
  Death.Base:
    PLAY H 7
    PLAY I 7 A_PlayerScream
    PLAY J 7 A_NoBlocking
    PLAY KLM 7
    PLAY N -1
    Stop
  XDeath.Base:
    PLAY O 5
    PLAY P 5 A_XScream
    PLAY Q 5 A_NoBlocking
    PLAY RSTUV 5
    PLAY W -1
    Stop
	
  Burn.Base:
		PLAY A 0 A_JumpIfinventory("FireHandsOff", 1, "Burn.BaseLite")
		PLAY G 1 BRIGHT
		PLAY AAA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		BURN A 0 A_Playsound("*burn",CHAN_VOICE)
		BURN A 0 A_Playsound("misc/giantfire",CHAN_ITEM,1.0,1)
		PLAY A 0 ACS_ExecuteAlways(878,0, 1,0,0)
		PLAY A 0 A_SetBlend("FE DE 17", 0.8, 20)
		BURN A 0 Bright A_ItBurnsItBurns
		PLAY GGGGGGGGGGG 1 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		//BURN A 0 //A_Pain
		PLAY GGGG 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		//BURN A 0 //A_Pain
		PLAY A 0 A_SetBlend("FF 00 00", random(30,80)*0.01, 35)
		PLAY GGGG 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		//BURN A 0 //A_Pain
		PLAY GGGG 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		//BURN A 0 //A_Pain
		TNT1 A 0 ACS_ExecuteAlways(926,0, 10,0,0)
		PLAY A 0 A_SetBlend("FF 00 00", random(30,80)*0.01, 35)
		PLAY GGGG 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		//BURN A 0 //A_Pain
		PLAY HHHH 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		//BURN A 0 //A_Pain
		PLAY A 0 A_SetBlend("FF 00 00", random(30,80)*0.01, 35)
		PLAY IIII 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AAA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		//BURN A 0 //A_Pain
		PLAY JJJKKK 2 BRIGHT A_SpawnItemEx("imonfire", random(-8,8),Random(-5,5),random(8, 16), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		//BURN A 0 //A_Pain
		PLAY LLLMMM 2 BRIGHT A_SpawnItemEx("imonfire", random(-10,10),Random(-5,5),random(4, 8), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		
		PLAY A 0 A_SetBlend("FF 00 00", 0.8, 105)
		BURN D 0 Bright A_NoBlocking
		PLAY A 0 A_TakeInventory("IsBurning",1)
		PLAY N 5 Bright A_CrispyPlayer
		//BURN A 0 //A_PlayerScream
		PLAY NNNNNN 3 BRIGHT  A_SpawnItemEx("imonfire", Random(-16,16),Random(-1,1),random(0, 8), random(-15,15)*0.1, random(-15,15)*0.1, random(10,30)*0.1, 0, 160)
		PLAY NNNNNNNNNNNN 4 BRIGHT A_SpawnItemEx("imonfire", Random(-16,16),Random(-1,1),random(0, 4), random(-10,10)*0.1, random(-10,10)*0.1, random(5,20)*0.1, 0, 160)
		BURN A 0 A_StopSound(CHAN_ITEM)
		PLAY N -1
		Stop
  Burn.BaseLite:
		PLAY G 1 BRIGHT
		PLAY AAA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		BURN A 0 A_Playsound("*burn",CHAN_VOICE)
		BURN A 0 A_Playsound("misc/giantfire",CHAN_ITEM,1.0,1)
		PLAY A 0 ACS_ExecuteAlways(878,0, 1,0,0)
		PLAY A 0 A_SetBlend("FE DE 17", 0.8, 20)
		BURN A 0 Bright A_NoBlocking//A_ItBurnsItBurns
		PLAY GGGGGGGGGGG 1 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		//BURN A 0 //A_Pain
		PLAY GGGG 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		//BURN A 0 //A_Pain
		PLAY A 0 A_SetBlend("FF 00 00", random(30,80)*0.01, 35)
		PLAY GGGG 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		//BURN A 0 //A_Pain
		PLAY GGGG 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		//BURN A 0 //A_Pain
		TNT1 A 0 ACS_ExecuteAlways(926,0, 10,0,0)
		PLAY A 0 A_SetBlend("FF 00 00", random(30,80)*0.01, 35)
		PLAY GGGG 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		//BURN A 0 //A_Pain
		PLAY HHHH 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		//BURN A 0 //A_Pain
		PLAY A 0 A_SetBlend("FF 00 00", random(30,80)*0.01, 35)
		PLAY IIII 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AAA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		//BURN A 0 //A_Pain
		PLAY JJJKKK 2 BRIGHT A_SpawnItemEx("imonfire", random(-8,8),Random(-5,5),random(8, 16), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		//BURN A 0 //A_Pain
		PLAY LLLMMM 2 BRIGHT A_SpawnItemEx("imonfire", random(-10,10),Random(-5,5),random(4, 8), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		
		PLAY A 0 A_SetBlend("FF 00 00", 0.8, 105)
		BURN D 0 Bright
		PLAY A 0 A_TakeInventory("IsBurning",1)
		PLAY N 5 Bright //A_CrispyPlayer
		//BURN A 0 //A_PlayerScream
		PLAY NNNNNN 3 BRIGHT  A_SpawnItemEx("imonfire", Random(-16,16),Random(-1,1),random(0, 8), random(-15,15)*0.1, random(-15,15)*0.1, random(10,30)*0.1, 0, 160)
		PLAY NNNNNNNNNNNN 4 BRIGHT A_SpawnItemEx("imonfire", Random(-16,16),Random(-1,1),random(0, 4), random(-10,10)*0.1, random(-10,10)*0.1, random(5,20)*0.1, 0, 160)
		BURN A 0 A_StopSound(CHAN_ITEM)
		PLAY N -1
		Stop

  Underwater1:
    PLAY A 0
    PLAY A 0 A_giveinventory("Isunderwater", 1)
	goto spawn +4
  NotUnderwater1:
    PLAY A 0
    PLAY A 0 A_Takeinventory("Isunderwater", 1)
	goto spawn +4
  Underwater2:
    PLAY A 0
    PLAY A 0 A_giveinventory("Isunderwater", 1)
	goto see +4
  NotUnderwater2:
    PLAY A 0
    PLAY A 0 A_takeinventory("Isunderwater", 1)
	goto see +4
  Spawn:
    PLAY A 0
	PLAY A 0 A_JumpIfHealthLower(1, "Death")
    PLAY A 0 A_JumpIf(waterlevel > 2, "Underwater1")
    PLAY A 0 A_JumpIf(waterlevel <= 2, "NotUnderwater1")
    PLAY A 0 //A_PlayerSkinCheck("Spawn.Base")
    PLAY A 0 A_JumpIfinventory("PistolChecker", 1, 14)
    PLAY A 0 A_JumpIfinventory("ShotgunChecker", 1, 16)
    PLAY A 0 A_JumpIfinventory("ChaingunChecker", 1, 18)
    PLAY A 0 A_JumpIfinventory("BFGChecker", 1, 20)
    PLAY A 0 A_JumpIfinventory("FistChecker", 1, 22)
    PLAY A 0 A_JumpIfinventory("ChainsawChecker", 1, 24)
    PLAY A 0 A_JumpIfinventory("SSGChecker", 1, 26)
    PLAY A 0 A_JumpIfinventory("RLChecker", 1, 28)
    PLAY A 0 A_JumpIfinventory("MGChecker", 1, 30)
    PLAY A 0 A_JumpIfinventory("GLChecker", 1, 32)
    PLAY A 0 A_JumpIfinventory("PlasmaChecker", 1, 34)
    PLAY A 0 A_JumpIfinventory("RailgunChecker", 1, 36)
    PLAY A 0 A_JumpIfinventory("10kChecker", 1, 38)
    PLAY A 2
    LOOP
    PLA3 A 0 A_JumpIf ((momx >= 1 || momx <= -1), "See")
    PLA3 A 0 A_JumpIf ((momy >= 1 || momx <= -1), "See")
    PLA2 A 2
    LOOP
    PLA3 A 0 A_JumpIf ((momx >= 1 || momx <= -1), "See")
    PLA3 A 0 A_JumpIf ((momy >= 1 || momx <= -1), "See")
    PLA3 A 2
    LOOP
    PLA4 A 0 A_JumpIf ((momx >= 1 || momx <= -1), "See")
    PLA4 A 0 A_JumpIf ((momy >= 1 || momx <= -1), "See")
    PLA4 A 2
    LOOP
    BFGM A 0 A_JumpIf ((momx >= 1 || momx <= -1), "See")
    BFGM A 0 A_JumpIf ((momy >= 1 || momx <= -1), "See")
    BFGM A 2
    LOOP
    GRNZ A 0 A_JumpIf ((momx >= 1 || momx <= -1), "See")
    GRNZ A 0 A_JumpIf ((momy >= 1 || momx <= -1), "See")
    GRNZ A 2
    LOOP
    GRNZ A 0 A_JumpIf ((momx >= 1 || momx <= -1), "See")
    GRNZ A 0 A_JumpIf ((momy >= 1 || momx <= -1), "See")
    PLA8 A 2
    LOOP
    GRNZ A 0 A_JumpIf ((momx >= 1 || momx <= -1), "See")
    GRNZ A 0 A_JumpIf ((momy >= 1 || momx <= -1), "See")
    PL33 A 2
    LOOP
    GRNZ A 0 A_JumpIf ((momx >= 1 || momx <= -1), "See")
    GRNZ A 0 A_JumpIf ((momy >= 1 || momx <= -1), "See")
    PLA5 A 2
    LOOP
    GRNZ A 0 A_JumpIf ((momx >= 1 || momx <= -1), "See")
    GRNZ A 0 A_JumpIf ((momy >= 1 || momx <= -1), "See")
    PL44 A 2
    LOOP
    GRNZ A 0 A_JumpIf ((momx >= 1 || momx <= -1), "See")
    GRNZ A 0 A_JumpIf ((momy >= 1 || momx <= -1), "See")
    PLA6 A 2
    LOOP
    GRNZ A 0 A_JumpIf ((momx >= 1 || momx <= -1), "See")
    GRNZ A 0 A_JumpIf ((momy >= 1 || momx <= -1), "See")
    PLA9 A 2
    LOOP
    GRNZ A 0 A_JumpIf ((momx >= 1 || momx <= -1), "See")
    GRNZ A 0 A_JumpIf ((momy >= 1 || momx <= -1), "See")
    PL77 A 2
    LOOP
    GRNZ A 0 A_JumpIf ((momx >= 1 || momx <= -1), "See")
    GRNZ A 0 A_JumpIf ((momy >= 1 || momx <= -1), "See")
    PB10 A 2
    LOOP
  Bleeding:
    PLAY A 0 A_JumpIfHealthLower(1, "Death")
    PLAY A 0 A_SpawnItemEx ("BloodSpawner", 0, 0, random(24,40), 0, 0, 0, 0, 160)
    Goto See+3
  See:
    PLAY A 0 A_ChangeFlag ("NOPAIN", 0)
    //PLAY A 0 A_JumpIfHealthLower(30, "Bleeding")
    PLAY A 0 A_JumpIfInventory("IsBleeding",1, "Bleeding")
    PLAY A 0 A_JumpIf(waterlevel > 2, "Underwater2")
    PLAY A 0 A_JumpIf(waterlevel <= 2, "NotUnderwater2")
    PLAY AA 0 //A_PlayerSkinCheck("See.Base")
    PLAY A 0 A_JumpIfinventory("PistolChecker", 1, 17)
    PLAY A 0 A_JumpIfinventory("ShotgunChecker", 1, 22)
    PLAY A 0 A_JumpIfinventory("ChaingunChecker", 1, 27)
    PLAY A 0 A_JumpIfinventory("BFGChecker", 1, 32)
    PLAY A 0 A_JumpIfinventory("FistChecker", 1, 37)
    PLAY A 0 A_JumpIfinventory("ChainsawChecker", 1, 42)
    PLAY A 0 A_JumpIfinventory("SSGChecker", 1, 47)
    PLAY A 0 A_JumpIfinventory("RLChecker", 1, 52)
    PLAY A 0 A_JumpIfinventory("MGChecker", 1, 57)
    PLAY A 0 A_JumpIfinventory("GLChecker", 1, 62)
    PLAY A 0 A_JumpIfinventory("PlasmaChecker", 1, 67)
    PLAY A 0 A_JumpIfinventory("RailgunChecker", 1, 72)
    PLAY A 0 A_JumpIfinventory("10kChecker", 1, 77)
    PLAY ABCD 4 
    LOOP
    PLA2 ABCD 4 
    PLA3 A 0 A_JumpIf (momy == 0, "Spawn")
    PLA3 A 0 A_JumpIf (momx == 0, "Spawn")
    LOOP
    PLA3 ABCD 4 
    PLA3 A 0 A_JumpIf (momy == 0, "Spawn")
    PLA3 A 0 A_JumpIf (momx == 0, "Spawn")
    LOOP
    PLA4 ABCD 4 
    PLA4 A 0 A_JumpIf (momy == 0, "Spawn")
    PLA4 A 0 A_JumpIf (momx == 0, "Spawn")
    LOOP
    BFGM ABCD 4 
    BFGM A 0 A_JumpIf (momy == 0, "Spawn")
    BFGM A 0 A_JumpIf (momx == 0, "Spawn")
    LOOP
    GRNZ ABCD 4 
    BFGM A 0 A_JumpIf (momy == 0, "Spawn")
    BFGM A 0 A_JumpIf (momx == 0, "Spawn")
    LOOP
    PLA8 ABCD 4 
    BFGM A 0 A_JumpIf (momy == 0, "Spawn")
    BFGM A 0 A_JumpIf (momx == 0, "Spawn")
    LOOP
    PL33 ABCD 4 
    BFGM A 0 A_JumpIf (momy == 0, "Spawn")
    BFGM A 0 A_JumpIf (momx == 0, "Spawn")
    LOOP
    PLA5 ABCD 4 
    BFGM A 0 A_JumpIf (momy == 0, "Spawn")
    BFGM A 0 A_JumpIf (momx == 0, "Spawn")
    LOOP
    PL44 ABCD 4 
    BFGM A 0 A_JumpIf (momy == 0, "Spawn")
    BFGM A 0 A_JumpIf (momx == 0, "Spawn")
    LOOP
    PLA6 ABCD 4 
    BFGM A 0 A_JumpIf (momy == 0, "Spawn")
    BFGM A 0 A_JumpIf (momx == 0, "Spawn")
    LOOP
    PLA9 ABCD 4 
    BFGM A 0 A_JumpIf (momy == 0, "Spawn")
    BFGM A 0 A_JumpIf (momx == 0, "Spawn")
    LOOP
    PL77 ABCD 4 
    BFGM A 0 A_JumpIf (momy == 0, "Spawn")
    BFGM A 0 A_JumpIf (momx == 0, "Spawn")
    LOOP
    PB10 ABCD 4 
    BFGM A 0 A_JumpIf (momy == 0, "Spawn")
    BFGM A 0 A_JumpIf (momx == 0, "Spawn")
    LOOP
  Missile:
    PLAY A 0 A_JumpIfinventory("PistolChecker", 1, "MissilePistol")
    PLAY A 0 A_JumpIfinventory("ShotgunChecker", 1, "MissileShotgun")
    PLAY A 0 A_JumpIfinventory("ChaingunChecker", 1, "MissileChaingun")
    PLAY A 0 A_JumpIfinventory("BFGChecker", 1, "MissileBFG")
    PLAY A 0 A_JumpIfinventory("FistChecker", 1, "MissileFist")
    PLAY A 0 A_JumpIfinventory("ChainsawChecker", 1, "MissileChainsaw")
    PLAY A 0 A_JumpIfinventory("SSGChecker", 1, "MissileSSG")
    PLAY A 0 A_JumpIfinventory("RLChecker", 1, "MissileRL")
    PLAY A 0 A_JumpIfinventory("MGChecker", 1, "MissileMG")
    PLAY A 0 A_JumpIfinventory("PlasmaChecker", 1, "MissilePlasma")
    PLAY A 0 A_JumpIfinventory("GLChecker", 1, "MissileGL")
    PLAY A 0 A_JumpIfinventory("RailgunChecker", 1, "MissileRailgun")
    PLAY A 0 A_JumpIfinventory("10kChecker", 1, "Missile10k")
    PLAY E 12 
    Goto Spawn
  Melee:
    PLAY A 0 A_JumpIfinventory("PistolChecker", 1, "MeleePistol")
    PLAY A 0 A_JumpIfinventory("ShotgunChecker", 1, "MeleeShotgun")
    PLAY A 0 A_JumpIfinventory("ChaingunChecker", 1, "MeleeChaingun")
    PLAY A 0 A_JumpIfinventory("BFGChecker", 1, "MeleeBFG")
    PLAY A 0 A_JumpIfinventory("FistChecker", 1, "MeleeFist")
    PLAY A 0 A_JumpIfinventory("ChainsawChecker", 1, "MeleeChainsaw")
    PLAY A 0 A_JumpIfinventory("SSGChecker", 1, "MeleeSSG")
    PLAY A 0 A_JumpIfinventory("MGChecker", 1, "MeleeMG")
    PLAY A 0 A_JumpIfinventory("PlasmaChecker", 1, "MeleePlasma")
    PLAY A 0 A_JumpIfinventory("GLChecker", 1, "MeleeGL")
    PLAY A 0 A_JumpIfinventory("railgunChecker", 1, "Meleerailgun")
    PLAY A 0 A_JumpIfinventory("10kChecker", 1, "Melee10k")
    PLAY F 6 BRIGHT
    Goto Missile
  MeleeShotgun:
    PLA3 F 6 BRIGHT
    PLA3 E 8
    Goto MissileShotgun
  MeleeChaingun:
    PLA4 F 3 BRIGHT
    PLA4 E 3 BRIGHT
    Goto MissileChaingun
  MeleeBFG:
    BFGM F 6 BRIGHT
    Goto MissileBFG
  MeleeRailgun:
    PL77 F 6 BRIGHT
    Goto Missile
  Melee10k:
    PB10 F 4 BRIGHT
    Goto Missile
  MeleePlasma:
    PLA9 F 4 BRIGHT
    Goto MissilePlasma
  MeleeGL:
    PLA6 F 6 BRIGHT
    Goto Missile
  MeleeMG:
    PL44 F 1 BRIGHT
    PL44 E 2
    Goto Missile//Spawn
  MeleeRL:
    PLA5 F 6 BRIGHT
    Goto Missile
  MeleeSSG:
    PL33 F 7 BRIGHT
    PL33 E 3
    BG2G E 0 A_JumpIfInventory("Shell", 2, 1)
	Goto Spawn
    BG2G E 0 A_JumpIfInventory("SSGBarrelCheck", 2, 1)
    Goto Spawn
    //PL33 E 0 A_ChangeFlag ("NOPAIN", 1) 
    PL33 EOPPQ 7
    PL33 QPOO 3
    //PL33 O 0 A_ChangeFlag ("NOPAIN", 0)
    Goto Spawn
  MeleeChainsaw:
    PLA8 F 6 //BRIGHT
    Goto MissileChainsaw
  MeleeFist:
    GRNZ F 6 //BRIGHT//PLA0 A 6
    Goto MissileFist
  MissileShotgun:
    PLA3 PQP 5
    Goto Spawn
  MissileChaingun:
    PLA4 E 12 
    Goto Spawn
  MissileBFG:
    BFGM E 12 
    Goto Spawn
  MissileRailgun:
    PL77 E 12 
    Goto Spawn
  Missile10k:
    PB10 E 12 
    Goto Spawn
  MissileGL:
    PLA6 E 12 
    Goto Spawn
  MissilePlasma:
    PLA9 E 14
    Goto Spawn
  MissileMG:
    PL44 E 12 
    Goto Spawn
  MissileRL:
    PLA5 EE 10
    Goto Spawn
//  MissileSSG:
//    PL33 E 12 
//    Goto Spawn
  MissileSSG:
    //PL33 E 0 A_ChangeFlag ("NOPAIN", 1) 
    PL33 E 0 A_JumpIfInventory ("Shell", 1,2)
    PL33 A 1
	Goto Spawn
    PL33 E 0
    PL33 EEEEEEEOOOOOOOPPPPPPPPPPPPPPQQQQQQQ 1 A_JumpIfHealthLower(1, "Death")
    PL33 QQQPPPOOOOOO 1 A_JumpIfHealthLower(1, "Death")
    //PL33 O 0 A_ChangeFlag ("NOPAIN", 0) 
    Goto Spawn
//
  MissileChainsaw:
    PLA8 E 12 
    Goto Spawn
  MeleePistol:
    PLA2 F 4 BRIGHT
    Goto MissilePistol
  MissilePistol:
    PLA2 E 8
    Goto Spawn
  MissileFist://lol...
    //PLA0 A 6
    GRNZ E 6
    Goto Spawn
  Pain.NewBullet:
  	PLAY A 0
    PLAY A 0 ACS_ExecuteAlways(878,0, 3,0,0)
    PLAY AAA 0 A_Givetotarget("hitsoundplayer",1)
	Goto OtherPain
  Pain.Rocket:
  	PLAY A 0
    PLAY A 0 ACS_ExecuteAlways(878,0, 2,0,0)
    PLAY AAAAAAAA 0 A_Givetotarget("hitsoundplayer",1)//AA
	Goto OtherPain
  Pain.Plasma:
  	PLAY AAAAA 0 A_SpawnItemEx ("RagDollSmoke", 0,0,random(24,48), random(-1,1),random(-2,2),random(0,2), 0, 160, 64)  
	PLAY A 0 A_Playsound("flesh/fry",CHAN_6)
    PLAY A 0 ACS_ExecuteAlways(878,0, 1,0,0)
    PLAY AAAAA 0 A_Givetotarget("hitsoundplayer",1)
	Goto Otherpain
  Pain.Poison:
  	PLAY AAAAA 0 A_SpawnItemEx ("PoisonPainCloud", random(-16,16),random(-16,16),random(24,48), random(-3,3),random(-3,3),random(-2,2), 0, 160, 64)  
	PLAY A 0 A_Playsound("flesh/fry",CHAN_6)
    PLAY A 0 ACS_ExecuteAlways(878,0, 1,0,0)
    PLAY A 0 A_Givetotarget("hitsoundplayer",1)
	Goto See
  Pain.Fire:
	PLAY A 0 A_SetBlend("FE DE 17", 0.5, 7)
  	PLAY AAAA 0 A_SpawnItemEx("imonfire", random(-8,-2),Random(-8,8),random(20, 38), 0, random(-30,30)*0.1, random(10,30)*0.1, 0, 160)
    PLAY A 0 ACS_ExecuteAlways(878,0, 1,0,0)
    PLAY A 0 A_Givetotarget("hitsoundplayer",1)
	Goto OtherPain
  Pain:
    PLAY A 0
    PLAY A 0 A_Givetotarget("hitsoundplayer",1)
  OtherPain:
    PLAY A 0 A_JumpIfinventory("PistolChecker", 1, "PainPistol")
    PLAY A 0 A_JumpIfinventory("ShotgunChecker", 1, "PainShotgun")
    PLAY A 0 A_JumpIfinventory("ChaingunChecker", 1, "PainChaingun")
    PLAY A 0 A_JumpIfinventory("BFGChecker", 1, "PainBFG")
    PLAY A 0 A_JumpIfinventory("FistChecker", 1, "PainFist")
    PLAY A 0 A_JumpIfinventory("SSGChecker", 1, "PainSSG")
    PLAY A 0 A_JumpIfinventory("RLChecker", 1, "PainRL")
    PLAY A 0 A_JumpIfinventory("MGChecker", 1, "PainMG")
    PLAY A 0 A_JumpIfinventory("GLChecker", 1, "PainGL")
    PLAY A 0 A_JumpIfinventory("PlasmaChecker", 1, "PainPlasma")
    PLAY A 0 A_JumpIfinventory("RailgunChecker", 1, "PainRailgun")
    PLAY A 0 A_JumpIfinventory("10kChecker", 1, "Pain10k")
    PLAY G 4 
    PLAY G 4 A_Pain
    Goto Spawn
  SilentPain:
    PLAY A 0 A_JumpIfinventory("PistolChecker", 1, "PainPistol")
    PLAY A 0 A_JumpIfinventory("ShotgunChecker", 1, "PainShotgun")
    PLAY A 0 A_JumpIfinventory("ChaingunChecker", 1, "PainChaingun")
    PLAY A 0 A_JumpIfinventory("BFGChecker", 1, "PainBFG")
    PLAY A 0 A_JumpIfinventory("FistChecker", 1, "PainFist")
    PLAY A 0 A_JumpIfinventory("SSGChecker", 1, "PainSSG")
    PLAY A 0 A_JumpIfinventory("RLChecker", 1, "PainRL")
    PLAY A 0 A_JumpIfinventory("MGChecker", 1, "PainMG")
    PLAY A 0 A_JumpIfinventory("GLChecker", 1, "PainGL")
    PLAY A 0 A_JumpIfinventory("PlasmaChecker", 1, "PainPlasma")
    PLAY A 0 A_JumpIfinventory("RailgunChecker", 1, "PainRailgun")
    PLAY A 0 A_JumpIfinventory("10kChecker", 1, "Pain10k")
    PLAY G 4 
    Goto Spawn
  PainShotgun:
    PLA3 G 4 
    PLA3 G 4 A_Pain
    Goto Spawn
  PainRailgun:
    PL77 G 4 
    PL77 G 4 A_Pain
    Goto Spawn
  Pain10k:
    PB10 G 4 
    PB10 G 4 A_Pain
    Goto Spawn
  PainPistol:
    PLA2 G 4 
    PLA2 G 4 A_Pain
    Goto Spawn
  PainChaingun:
    PLA4 G 4 
    PLA4 G 4 A_Pain
    Goto Spawn
  PainBFG:
    BFGM G 4 
    BFGM G 4 A_Pain
    Goto Spawn
  PainGL:
    PLA6 G 4 
    PLA6 G 4 A_Pain
    Goto Spawn
  PainPlasma:
    PLA9 G 4 
    PLA9 G 4 A_Pain
    Goto Spawn
  PainMG:
    PL44 G 4 
    PL44 G 4 A_Pain
    Goto Spawn
  PainRL:
    PLA5 G 4 
    PLA5 G 4 A_Pain
    Goto Spawn
  PainSSG:
    PL33 G 4 
    PL33 G 4 A_Pain
    Goto Spawn
  PainChainsaw:
    PLA8 G 4 
    PLA8 G 4 A_Pain
    Goto Spawn
  PainFist:
    GRNZ G 4 
    GRNZ G 4 A_Pain
    Goto Spawn
  Death.Shotgun:
    //PLAY A 0 A_JumpIfinventory("UsingSkin", 1, "Death.Base")
    TROO H 0 A_JumpIfCloser(96,"Ragdoll")//82
	PLAY G 1
	Goto Death
  Death.Rocket:
    NULL A 0 A_JumpIfHealthLower(-15,"Ragdoll")
	PLAY G 1
	Goto Death
  Ragdoll.Base:
    PLAY HAAAA 0 A_Givetotarget("hitsoundplayer",1)
    PLAY HAAAA 0 A_Givetotarget("hitsoundplayer",1) //added for ragdolls
    PLAY H 0 A_Playsound("*ragdolled",CHAN_VOICE)//A_PlayerScream
	PLAY H 0 A_ChangeVelocity(momx*1.7,momy*1.7,(momz*3)+14, CVF_REPLACE)
    PLAY H 0 A_NoBlocking
	//PlAY H 0 A_ClearTarget
    PLAY H 0 A_SetGravity(0.7)
    PLAY HHHHHH 1 A_SpawnItemEx ("RagDollSmoke", 0,0,0, random(-2,2),random(-2,2),random(-2,2), 0, 160)
    PLAY H 0 A_SetGravity(0.8)
    PLAY IIIIII 1 A_SpawnItemEx ("RagDollSmoke", 0,0,0, random(-2,2),random(-2,2),random(-2,2), 0, 160)
    PLAY H 0 A_SetGravity(0.9)
  Ragdoll.BaseFly:
    PLAY I 1 A_SpawnItemEx ("RagDollSmoke", 0,0,0, random(-2,2),random(-2,2),random(-2,2), 0, 160)
	TNT1 A 0 A_JumpIf((velx*velx) + (vely*vely) < 6, "Ragdoll.BaseSmack")
	VHSA M 0 A_CheckFloor("Ragdoll.BaseLand") 
	Loop
  Ragdoll.BaseSmack:
	TNT1 A 0 A_STOP
	TNT1 A 0 A_StopSound(CHAN_VOICE)
	TNT1 A 0 A_PlaySound("ragdoll/hit",CHAN_VOICE)
			NULL AAAA 0 A_SpawnItemEx ("bloodfling", 0,0,0, 0,random(0,40)*0.1,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR|SXF_CLIENTSIDE)
    		NULL AAAA 0 A_SpawnItemEx ("bloodfling", random(-2,2),0,0, 0,random(0,40)*0.1,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR|SXF_CLIENTSIDE)
    		NULL AAAA 0 A_SpawnItemEx ("bloodfling", 0,0,0, 0,random(0,40)*0.1,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR|SXF_CLIENTSIDE)
    		NULL AAAA 0 A_SpawnItemEx ("bloodfling", random(-25,25)*0.1,0,0, 0,random(0,40)*0.1,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR|SXF_CLIENTSIDE)
			NULL AAAA 0 A_SpawnItemEx ("bloodfling", 0,0,0, 0,random(0,40)*0.1,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR|SXF_CLIENTSIDE)
    		NULL AAAA 0 A_SpawnItemEx ("bloodfling", random(-2,2),0,0, 0,random(0,40)*0.1,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR|SXF_CLIENTSIDE)
    		NULL AAAA 0 A_SpawnItemEx ("bloodfling", 0,0,0, 0,random(0,40)*0.1,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR|SXF_CLIENTSIDE)
    		NULL AAAA 0 A_SpawnItemEx ("bloodfling", random(-25,25)*0.1,0,0, 0,random(0,40)*0.1,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR|SXF_CLIENTSIDE)
    PLAY H 0 A_SetGravity(0.1)
	PLAY JJ 6
    PLAY H 0 A_SetGravity(1.0)
  Ragdoll.BaseFall:
	PLAY K 1
	VHSA M 0 A_CheckFloor("Ragdoll.BaseLand") 
	TNT1 A 0 A_JumpIf(momz>-1 && momz<1, "Ragdoll.BaseLand")
	Loop
  Ragdoll.BaseLand:
	TNT1 A 0 A_StopSound(CHAN_VOICE)
    PLAY H 0 A_SetGravity(1.0)
	TNT1 A 0 A_ChangeVelocity(momx*0.33,momy*0.33,2.8, CVF_REPLACE)
	TNT1 A 0 A_PlaySound("ragdoll/land",CHAN_VOICE)
	PLAY LLLLLLMMMMMM 1 A_SpawnItemEx ("SuperDuperClientsideBloodSpotSpawner", 0,0,0, 0,0,0, 0, 160)
    PLAY N -1
    Stop
  Ragdoll:
	PLAY A 0 A_SetBlend("FF 00 00", 0.7, 30)
    TNT1 A 0 A_JumpIfHealthLower(-75,"XDeath.Rocket")//-50
    PLAY A 0 A_JumpIfinventory("UsingSkin", 1, "Ragdoll.Base")
    NULL A 0 A_ChangeFlag ("INVISIBLE", 1)
    TNT1 AAAAA 0 A_Givetotarget("hitsoundplayer",1)
    TNT1 AAAAA 0 A_Givetotarget("hitsoundplayer",1) //added for ragdolls
    TNT1 A 0 A_NoBlocking
    TNT1 A 0 A_JumpIfinventory("IsFemale", 1, "RagFemale")
	Goto RagMale
	NULL H 4 //A_PlayerSkinCheck("AltSkinDeath")
	Goto RagMale
  RagFeMale:
    TNT1 A 0 A_SpawnItemEx ("PlayerRagdollFemale", 0,0,0, momx*random(1.25,1.75),momy*random(1.25,1.75),momz*3.0, 0, SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION) 
	Goto RagCameraSet
  RagMale:
    TNT1 A 0 A_SpawnItemEx ("PlayerRagdoll", 0,0,0, momx*random(1.25,1.75),momy*random(1.25,1.75),momz*3.0, 0, SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION) 
	Goto RagCameraSet
  RagCameraSet:
    TNT1 A 1 //ADDED IN v2g
    PLAY A 0 ACS_ExecuteAlways(928,0, 0,0,0)
	NULL H 4 //A_PlayerSkinCheck("AltSkinDeath")
    NULL I 8 //A_PlayerScream
    NULL J 8 //A_NoBlocking
    NULL KLM 8
    NULL N -1
	Stop
  Death.NewBullet:
    //PLAY AA 0 A_Givetotarget("hitsoundplayer",1)
	//Goto Death
  Death:
    PLAY A 0
    PLAY A 0 A_JumpIfHealthLower(-100,"XDeath")
    PLAY A 0 A_SpawnItemEx ("deathEcho", 0,0,0, 0,0,0, 0, 160)
    PLAY AAA 0 A_Givetotarget("hitsoundplayer",1)
	///*
	
    PLAY A 0 A_JumpIfinventory("UsingSkin", 1, "Death.Base")
    NULL A 0 A_ChangeFlag ("INVISIBLE", 1)
	NULL A 0 A_SpawnItemEx ("PlayerDeath", 0,0,0, momx,momy,momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
    NULL H 8 //A_PlayerSkinCheck("AltSkinDeath")
    NULL I 8 A_PlayerScream
    NULL J 8 A_NoBlocking
    NULL KLM 8
    NULL N -1
    Stop
	//*/
  Death.Plasma:
    PLAY A 0 A_Givetotarget("hitsoundplayer",1)
    PLAY A 0
	NULL O 0 A_SpawnItemEx ("PlasmaDeathFX", 0,0,0, momx,momy,momz, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_ABSOLUTEMOMENTUM)
    Goto Death
   Deth:
    PLAY H 0 A_Jump(128, "Deth2", "Deth3", "Deth4", "Deth5")
	Goto Deth1
   Deth1:
    PLAY H 8
    PLAY I 8 A_PlayerScream
    PLAY J 8 A_NoBlocking
    PLAY KLM 8
    PLAY N -1
    Stop
   Deth2:
    STFE A 3
    STFE B 3 A_PlayerScream
    STFE C 3 A_NoBlocking
    STFE DEFGHI 3
    STFE J -1
    Stop
   Deth3:
    BDUM A 5
    BDUM B 5 A_PlayerScream
    BDUM C 5 A_NoBlocking
    BDUM D 4
    BDUM E -1
    Stop
   Deth4:
    HERE A 6
    HERE A 6 A_PlayerScream
    HERE B 6 A_NoBlocking
    HERE CD 6
    HERE E -1
    Stop
   Deth5:
    HEXD A 4
    HEXD B 4 A_PlayerScream
    HEXD C 4 A_NoBlocking
    HEXD DEF 4
    HEXD G -1
    Stop
  XDeathB:
    //NULL A 0 A_SpawnItemEx ("PlayerXDeath", 0,0,0, momx,momy,momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
    PLAY O 3 //A_PlayerSkinCheck("AltSkinXDeath")
    PLAY A 0 A_SpawnItemEx ("BloodFXSpawner", 0, 0, 0, 0, 0, 0, 0, 160) 
    PLAY P 3 A_Playsoundex("misc/slop2", "soundslot5")//A_XScream
    PLAY A 0 A_SpawnDebris ("BloodSpotSilent")
    PLAY A 0 A_SpawnItemEx ("BloodFXSpawner", 0, 0, 0, 0, 0, 0, 0, 160) 
    PLAY A 0 A_SpawnDebris ("BloodSpotSilent")
    PLAY Q 3 A_NoBlocking
    PLAY A 0 A_SpawnDebris ("BloodSpotSilent")
    PLAY RSTUV 3 A_SpawnItemEx ("BloodFXSpawner", 0,0,random(0,40), 0,0,0, 0, 160,127) 
    PLAY W -1
    Stop
  XDeath.Rocket:
    PLAY A 0 A_Givetotarget("hitsoundplayer",2)//5
  XDeath.Plasma:
    PLAY A 0 A_Givetotarget("hitsoundplayer",1)//4
  XDeath:
    NULL A 0
    PLAY A 0 A_JumpIfinventory("UsingSkin", 1, "XDeathB")
    NULL A 0 A_ChangeFlag ("INVISIBLE", 1) //i have a feeling this is a bad idea
    NULL AAAA 0 A_Givetotarget("hitsoundplayer",1)
    NULL A 0 A_Jump(16, "XDeathB")
	NULL A 0 A_FaceTarget
	NULL O 0 A_SpawnItemEx ("MarineBloodFXSpawner", 0,0,0, momx,momy,momz, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)
    NULL P 2 A_SpawnItemEx ("BloodFXSpawner", 0,0,random(32,48), 0,0,0, 0, 160) 
	NULL Q 2 A_SpawnItemEx ("BloodFXSpawner", 0,0,random(32,48), 0,0,0, 0, 160) 
	NULL R 2 A_SpawnItemEx ("BloodFXSpawner", 0,0,random(32,48), 0,0,0, 0, 160) 
    NULL A 0 A_SpawnDebris ("BloodSpotSilent")
    NULL S 3 A_SpawnItemEx ("BloodFXSpawner", 0,0,random(32,48), 0,0,0, 0, 160)
    NULL A 0 A_SpawnDebris ("BloodSpotSilent")
    NULL T 3 A_SpawnItemEx ("BloodFXSpawner", 0,0,random(32,48), 0,0,0, 0, 160)
    NULL A 0 A_SpawnDebris ("BloodSpotSilent")
    NULL U 5 A_NoBlocking
    NULL V 1
    NULL W -1
    stop
	/*
  XDeath:
    PLAY A 0
    PLAY A 0 A_Givetotarget("hitsoundplayer",1)
    PLAY O 5 //A_PlayerSkinCheck("AltSkinXDeath")
	NULL A 0 A_SpawnItemEx ("BloodFXSpawner", 0, 0, 0, 0, 0, 0, 0, 160) 
    PLAY P 5 A_XScream
	NULL A 0 A_SpawnItemEx ("BloodFXSpawner", 0, 0, 0, 0, 0, 0, 0, 160) 
    PLAY Q 5 A_NoBlocking
    PLAY RSTUV 5 A_SpawnItemEx ("BloodFXSpawner", 0,0,random(0,40), 0,0,0, 0, 160,127) 
    PLAY W -1
    Stop
	*/
	/*
  AltSkinDeath:
    PLAY A 0
    PLAY A 0 A_Givetotarget("hitsoundplayer",1)
    PLAY H 6
    PLAY I 6 A_PlayerScream
    PLAY JK 6
    PLAY L 6 A_NoBlocking
    PLAY MNO 6
    PLAY P -1
    Stop
  AltSkinXDeath:
    PLAY A 0
    PLAY A 0 A_Givetotarget("hitsoundplayer",1)
    PLAY Q 5 A_PlayerScream
    PLAY R 0 A_NoBlocking
    PLAY R 5 A_SkullPop
    PLAY STUVWX 5
    PLAY Y -1
    Stop
	*/
	Burn:
		NULL A 0 A_Givetotarget("hitsoundplayer",1)
		NULL A 0 A_Givetotarget("YouBurnedMe",1)
		PLAY A 0 A_GiveInventory("IsBurning",1)
		PLAY A 0 A_JumpIfinventory("UsingSkin", 1, "Burn.Base")
		PLAY A 0 A_JumpIfinventory("FireHandsOff", 1, "Burn.Lite")
		GRNZ G 1 BRIGHT
		PLAY AAA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		BURN A 0 A_Playsound("*burn",CHAN_VOICE)//A_Playsound("burningalive",CHAN_VOICE)
		BURN A 0 A_Playsound("misc/giantfire",CHAN_ITEM,1.0,1)
		PLAY A 0 ACS_ExecuteAlways(878,0, 1,0,0)
		PLAY A 0 A_SetBlend("FE DE 17", 0.8, 20)
		BURN A 0 Bright A_ItBurnsItBurns
		GRNZ GGGGGGGGGGG 1 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		GRNZ GGGG 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		PLAY A 0 A_SetBlend("FF 00 00", random(30,80)*0.01, 35)
		GRNZ GGGG 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		TOST AAAA 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		PLAY A 0 A_SetBlend("FF 00 00", random(30,80)*0.01, 35)
		TOST AAAA 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		TOST BBBB 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		PLAY A 0 A_SetBlend("FF 00 00", random(30,80)*0.01, 35)
		TOST BBBB 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AAA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		TOST CCCDDD 2 BRIGHT A_SpawnItemEx("imonfire", random(-8,8),Random(-5,5),random(8, 16), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		TOST EEEFFF 2 BRIGHT A_SpawnItemEx("imonfire", random(-10,10),Random(-5,5),random(4, 8), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		
		PLAY A 0 A_SetBlend("FF 00 00", 0.8, 105)
		BURN D 0 Bright A_NoBlocking
		PLAY A 0 A_TakeInventory("IsBurning",1)
		TOST G 5 Bright A_CrispyPlayer
		TOST GGGGGG 3 BRIGHT  A_SpawnItemEx("imonfire", Random(-16,16),Random(-1,1),random(0, 8), random(-15,15)*0.1, random(-15,15)*0.1, random(10,30)*0.1, 0, 160)
		TOST GGGGGGGGGGGG 4 BRIGHT A_SpawnItemEx("imonfire", Random(-16,16),Random(-1,1),random(0, 4), random(-10,10)*0.1, random(-10,10)*0.1, random(5,20)*0.1, 0, 160)
		BURN A 0 A_StopSound(CHAN_ITEM)
		TOST G -1
		Stop
	Burn.Lite:
		PLAY G 1 BRIGHT
		PLAY AAA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		BURN A 0 A_Playsound("*burn",CHAN_VOICE)
		BURN A 0 A_Playsound("misc/giantfire",CHAN_ITEM,1.0,1)
		PLAY A 0 ACS_ExecuteAlways(878,0, 1,0,0)
		PLAY A 0 A_SetBlend("FE DE 17", 0.8, 20)
		BURN A 0 Bright A_NoBlocking//A_ItBurnsItBurns
		PLAY GGGGGGGGGGG 1 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		BURN A 0 
		PLAY GGGG 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		BURN A 0 
		PLAY A 0 A_SetBlend("FF 00 00", random(30,80)*0.01, 35)
		PLAY GGGG 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		BURN A 0 
		PLAY GGGG 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		BURN A 0 
		TNT1 A 0 ACS_ExecuteAlways(926,0, 10,0,0)
		PLAY A 0 A_SetBlend("FF 00 00", random(30,80)*0.01, 35)
		PLAY GGGG 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		
		NULL A 0 A_ChangeFlag ("INVISIBLE", 1)
		NULL A 0 A_SpawnItemEx ("PlayerDeath", 0,0,0, momx,momy,momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)
		PLAY AA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		BURN A 0 
		PLAY HHHH 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		BURN A 0 
		PLAY A 0 A_SetBlend("FF 00 00", random(30,80)*0.01, 35)
		PLAY IIII 2 BRIGHT A_SpawnItemEx("imonfire", random(-5,5),Random(-5,5),random(8, 32), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		PLAY AAA 0 ACS_ExecuteAlways(878,0, 1,0,0)
		BURN A 0 
		PLAY JJJKKK 2 BRIGHT A_SpawnItemEx("imonfire", random(-8,8),Random(-5,5),random(8, 16), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		BURN A 0 
		PLAY LLLMMM 2 BRIGHT A_SpawnItemEx("imonfire", random(-10,10),Random(-5,5),random(4, 8), random(-20,20)*0.1, random(-20,20)*0.1, random(20,50)*0.1, 0, 160)
		
		PLAY A 0 A_SetBlend("FF 00 00", 0.8, 105)
		BURN D 0 Bright
		PLAY A 0 A_TakeInventory("IsBurning",1)
		PLAY N 5 Bright //A_CrispyPlayer
		PLAY NNNNNN 3 BRIGHT  A_SpawnItemEx("imonfire", Random(-16,16),Random(-1,1),random(0, 8), random(-15,15)*0.1, random(-15,15)*0.1, random(10,30)*0.1, 0, 160)
		PLAY NNNNNNNNNNNN 4 BRIGHT A_SpawnItemEx("imonfire", Random(-16,16),Random(-1,1),random(0, 4), random(-10,10)*0.1, random(-10,10)*0.1, random(5,20)*0.1, 0, 160)
		BURN A 0 A_StopSound(CHAN_ITEM)
		PLAY N -1
		Stop
	Firehands: // https://zandronum.com/tracker/view.php?id=2067
		KRSP ABCDEFGHIJK 2 BRIGHT
		WAVE ABCDEFGFEDCB 1 BRIGHT
		
		WAVE ABCDEFGFEDCB 2 BRIGHT
		
		WAVE ABCDEFGFEDCB 2 BRIGHT
		WAVE A 1 BRIGHT
		//A_crispyplayer happens here
		WAVE ABCDEFG 35 BRIGHT
		Loop
	Firehandslower:
		KRSP ABCDEFGHIJK 2 BRIGHT
		WAVE ABCDEFGFEDCB 1 BRIGHT
		
		WAVE ABCDEFGFEDCB 2 BRIGHT
		
		WAVE ABCDEFGFEDCB 2 BRIGHT
		KRSP U 1 BRIGHT
		
		KRSP U 1 BRIGHT //A_HandLower
		KRSP UVWXYZ 2 //A_HandLower
		TNT1 A -1 A_HandLower //https://zandronum.com/tracker/view.php?id=2164
		//Stop
		Loop
  }
}

ACTOR IsFemale : Inventory
{
Inventory.Amount 1
Inventory.MaxAmount 1
+UNDROPPABLE
}