project_brutality_final.pk3

PK3 124 MiB 2 map(s)

Counts

endoom0
graphics3
lumps17598
maps3
palettes0

Totals (across maps)

Things141
Linedefs1027
Sectors113
Monsters44
Items68
Raw model (for completeness)
{
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    "sha1": "43d85165c294afd3b0dbe0b213b3243313e471a5",
    "sha256": "a63d7a5011154dc1c9961523196cdef78ef188053b781c8db477c3a83ff8b2c1",
    "filenames": [
      "project_brutality_final.pk3"
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    "additional": {
      "engines": [
        "ZDOOM"
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      "iwad": [],
      "filename": null,
      "added": "2015-08-23 21:46:08",
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      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": {
        "E2M8": "E2M8.png",
        "E3M8": "E3M8.png",
        "TITLEMAP": "TITLEMAP.png"
      },
      "palettes": null,
      "categories": null
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    "flags": {
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    "added": "2015-08-23 21:46:08",
    "file": {
      "type": "PK3",
      "size": 130231016,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/43d85165c294afd3b0dbe0b213b3243313e471a5/43d85165c294afd3b0dbe0b213b3243313e471a5.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "E2M8",
        "E3M8",
        "TITLEMAP"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 3,
        "lumps": 17598,
        "maps": 3,
        "palettes": 0
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      "engines_guess": [
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    "text_files": [
      {
        "source": "pk3",
        "name": "PLAYER.txt",
        "contents": "//**Alright so this is how I'm doing the new dual wielding mechanic and weapon special abilities.\nActor IsPlayingAsProjectBrutality : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR GoWeaponSpecialAbility: Inventory //<--- You see this. It's awesome.\n{\n\tInventory.MaxAmount 1\n}\n\nACTOR HasTwoRifles: CustomInventory\n{\n\tInventory.PickupMessage \"\"\n    Inventory.PickupSound \"\"\n\tInventory.MaxAmount 1\n\n\tstates\n\t{\n\t\tSpawn:\n\t\tTNT1 A -1\n\t\tstop\n\n\t\tPickup:\n\t\tTNT1 A 0 A_GiveInventory (\"DualRifleChecker\", 2)\n\t\tstop\n\t}\n}\n\nACTOR HasTwoPistols: CustomInventory\n{\n\tInventory.PickupMessage \"\"\n    Inventory.PickupSound \"\"\n\tInventory.MaxAmount 1\n\n\tstates\n\t{\n\t\tSpawn:\n\t\tTNT1 A -1\n\t\tstop\n\n\t\tPickup:\n\t\tTNT1 A 0 A_GiveInventory (\"DualPistolChecker\", 2)\n\t\tstop\n\t}\n}\n\nACTOR HasTwoCarbines: CustomInventory\n{\n\tInventory.PickupMessage \"\"\n    Inventory.PickupSound \"\"\n\tInventory.MaxAmount 1\n\n\tstates\n\t{\n\t\tSpawn:\n\t\tTNT1 A -1\n\t\tstop\n\n\t\tPickup:\n\t\tTNT1 A 0 A_GiveInventory (\"DualCarbineChecker\", 2) //Since the player doesn't start with this gun\n\t\tstop\n\t}\n}\n\nACTOR HasTwoPlasmaRifles: CustomInventory\n{\n\tInventory.PickupMessage \"\"\n    Inventory.PickupSound \"\"\n\tInventory.MaxAmount 1\n\n\tstates\n\t{\n\t\tSpawn:\n\t\tTNT1 A -1\n\t\tstop\n\n\t\tPickup:\n\t\tTNT1 A 0 A_GiveInventory (\"DualPlasmaChecker\", 2)\n\t\tstop\n\t}\n}\n\nACTOR HasTwoM2PlasmaRifles: CustomInventory\n{\n\tInventory.PickupMessage \"\"\n    Inventory.PickupSound \"\"\n\tInventory.MaxAmount 1\n\n\tstates\n\t{\n\t\tSpawn:\n\t\tTNT1 A -1\n\t\tstop\n\n\t\tPickup:\n\t\tTNT1 A 0 A_GiveInventory (\"DualM2PlasmaChecker\", 2)\n\t\tstop\n\t}\n}\n\nACTOR HasTwoMagnums: CustomInventory\n{\n\tInventory.PickupMessage \"\"\n    Inventory.PickupSound \"\"\n\tInventory.MaxAmount 1\n\n\tstates\n\t{\n\t\tSpawn:\n\t\tTNT1 A -1\n\t\tstop\n\n\t\tPickup:\n\t\tTNT1 A 0 A_GiveInventory (\"DualMagnumChecker\", 2)\n\t\tstop\n\t}\n}\n\nACTOR HasTwoSSG: CustomInventory\n{\n\tInventory.PickupMessage \"\"\n    Inventory.PickupSound \"\"\n\tInventory.MaxAmount 1\n\n\tstates\n\t{\n\t\tSpawn:\n\t\tTNT1 A -1\n\t\tstop\n\n\t\tPickup:\n\t\tTNT1 A 0 A_GiveInventory (\"DualSSGChecker\", 2)\n\t\tstop\n\t}\n}\n\nACTOR HasTwoASG: CustomInventory\n{\n\tInventory.PickupMessage \"\"\n    Inventory.PickupSound \"\"\n\tInventory.MaxAmount 1\n\n\tstates\n\t{\n\t\tSpawn:\n\t\tTNT1 A -1\n\t\tstop\n\n\t\tPickup:\n\t\tTNT1 A 0 A_GiveInventory (\"DualASGChecker\", 2)\n\t\tstop\n\t}\n}\n\nACTOR HasThreeMiniguns: CustomInventory\n{\n\tInventory.PickupMessage \"\"\n    Inventory.PickupSound \"\"\n\tInventory.MaxAmount 1\n\n\tstates\n\t{\n\t\tSpawn:\n\t\tTNT1 A -1\n\t\tstop\n\n\t\tPickup:\n\t\tTNT1 A 0 A_GiveInventory (\"MinigunCounter\", 2)\n\t\tstop\n\t}\n}\n\nACTOR HasTwoVanillaRifles: CustomInventory\n{\n\tInventory.PickupMessage \"\"\n    Inventory.PickupSound \"\"\n\tInventory.MaxAmount 1\n\n\tstates\n\t{\n\t\tSpawn:\n\t\tTNT1 A -1\n\t\tstop\n\n\t\tPickup:\n\t\tTNT1 A 0 A_GiveInventory (\"DualVanillaRifleChecker\", 2)\n\t\tstop\n\t}\n}\n\nACTOR DualVanillaRifleChecker: Inventory\n{\n\tInventory.MaxAmount 2\n}\n\nACTOR DualRifleChecker: Inventory\n{\n\tInventory.MaxAmount 2\n}\n\nACTOR DualCarbineChecker: Inventory\n{\n\tInventory.MaxAmount 4\n}\n\nACTOR DualPistolChecker: Inventory\n{\n\tInventory.MaxAmount 2\n}\n\nACTOR DualPlasmaChecker: Inventory\n{\n\tInventory.MaxAmount 4\n}\n\nACTOR DualM2PlasmaChecker: Inventory\n{\n\tInventory.MaxAmount 4\n}\n\nACTOR DualMagnumChecker: Inventory\n{\n\tInventory.MaxAmount 4\n}\n\nACTOR DualSSGChecker: Inventory\n{\n\tInventory.MaxAmount 4\n}\n\nACTOR DualASGChecker: Inventory\n{\n\tInventory.MaxAmount 4\n}\n\nACTOR DoGrenade : Inventory\n{\nInventory.MaxAmount 1\n}\n\nACTOR DoMine : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor HasBurningBarrel : Inventory\n{\ninventory.maxamount 1\n}\n\n//It's a fucking crazy idea, but it's totally possible\n\nactor ChaseCam2\n{\n  height 0\n  radius 0\n  +NOGRAVITY\n  states\n  {\n  Spawn:\n    NULL A -1\n    stop\n  }\n}\n\nACTOR FootStep\n{\n    Radius 10\n    Height 10\n    Speed 7\n\tProjectile\n\t-NOGRAVITY\n\t+MISSILE\n    +NOTELEPORT\n    +CLIENTSIDEONLY\n    +MOVEWITHSECTOR\n    +NOEXTREMEDEATH\n    DamageType Trample\n    Damage (random (2, 3))\n\t+NODAMAGETHRUST\n\t+BLOODLESSIMPACT\n\tgravity 40\n\tmass 1000\n    Obituary \"%o was trampled by %k.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tNULL A 2\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tstop\n        Death:\n            NULL A 1\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n            Stop\n\t\tCrash:\n\t\t\tNULL A 1\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tstop\n         }\n}\n\nActor Footstep5: FootStep\n{\n    Damage 0\n    -CLIENTSIDEONLY\n}\n\nActor Footstep6: FootStep\n{\n    Damage (random (2, 3))\n    -CLIENTSIDEONLY\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tNULL A 2\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tstop\n        Death:\n            NULL A 1\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n            Stop\n\t\tCrash:\n\t\t\tNULL A 1\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tstop\n         }\n}\n\nActor Footstep8: FootStep\n{\n    Damage (random (1, 1))\n\tMass 0\n    -CLIENTSIDEONLY\n}\n\nActor FootstepStrong: FootStep\n{\nSpeed 0\nRadius 16\nDamage 15\n    Damage (random (2, 3))\n    -CLIENTSIDEONLY\n\tStates\n\t\t{\n\t\tSpawn:\n\t\tDeath:\n\t\tCrash:\n\t\t\tNULL A 1\n\t\t\tTNT1 A 0 A_SpawnItem(\"LargeMassWaterImpact\")\n\t\t\tNULL A 0 A_Explode(60,5,0)\n\t\t\tstop\n         }\n}\n\nActor HeavyFootSteps: FootStep\n{\n    Damage 1\n    -CLIENTSIDEONLY\n\tDamageType \"Stomp\"\n\tObituary \"%o was trampled by a Mancubus.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\ttnt1 A 2\n\t\t\tNULL A 1 A_Explode(600,16,0)\n\t\t\tstop\n        Death:\n            tnt1 A 1\n\t\t\tNULL A 1 A_Explode(600,16,0)\n            Stop\n\t\tCrash:\n\t\t\ttnt1 A 1\n\t\t\tNULL A 1 A_Explode(600,16,0)\n\t\t\tstop\n         }\n}\n\nActor HeavyFootSteps32: FootStep\n{\n    Damage 1\n    -CLIENTSIDEONLY\n\tDamageType \"Stomp\"\n\tObituary \"%o was trampled by a Cyberdemon.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\ttnt1 A 2\n\t\t\tNULL A 1 A_Explode(900,20,0)\n\t\t\tstop\n        Death:\n            tnt1 A 1\n\t\t\tNULL A 1 A_Explode(900,20,0)\n            Stop\n\t\tCrash:\n\t\t\ttnt1 A 1\n\t\t\tNULL A 1 A_Explode(900,20,0)\n\t\t\tstop\n         }\n}\n\nACTOR Bad : PowerupGiver 2305\n{\n   Inventory.Amount 1\n   Scale 0.5\n   Inventory.MaxAmount 10\n   Powerup.Type PowerNearDeath\n   Powerup.Duration 24\n   Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n   States\n   {\n   Spawn:\n      NULL A 1\n      Stop\n   }\n}\n\nActor IsPlayer : Inventory\n{\ninventory.maxamount 1\n}\n\nActor BootsSmearedWithRedBlood : Inventory\n{\ninventory.maxamount 20\n}\n\nActor BootsSmearedWithGreenBlood : Inventory\n{\ninventory.maxamount 20\n}\n\nActor BootsSmearedWithBlueBlood : Inventory\n{\ninventory.maxamount 20\n}\n\nActor GoFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor GoSpecial : Inventory\n{\ninventory.maxamount 1\n}\n\nActor GotMeatShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Salute1 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Salute2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor PVPFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombieManFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombieManFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombieManFatality4 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKZombieman : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKShotgunguy : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKChaingunguy: Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKImp : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasImpShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasDarkImpShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasZManShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasSGuyShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKNazi : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombieManFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ImpFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ImpFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ImpFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SergeantFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SergeantFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SergeantFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ComandoFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ComandoFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor LostSoulFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor DemonFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor DemonFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor DemonFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor CacoDemonFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor CacoDemonFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RevenantFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RevenantFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor PEFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor FatsoFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor BaronFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ArchVileFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HKFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HKFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HKFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ArachnotronFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ArachnotronFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Taunting : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Enraged : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Curbstomp_Marine : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Fatality_Marine : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SSGAlt : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsJumping : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsDown : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasBarrel : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RollLeft : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RollRight : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsCurbstompingZombieman : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsCurbstompingSergeant : Inventory\n{\ninventory.maxamount 1\n}\n\n//===========================================================================\n//\n// Player\n//\n//===========================================================================\n\n// ACS Script Constants\nconst int acsFatality = 312;\n\nACTOR Doomer : PlayerPawn Replaces DoomPlayer\n{\n\tSpeed 1.0\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tMass 500\n    player.viewheight\t44\n    player.attackzoffset 16\n    GibHealth 20\n\tPainChance 255\n\t+SOLID\n\t+THRUSPECIES\n\t+THRUGHOST\n\tSpecies \"Marines\"\n    BloodType \"Player_Blood\"//, \"SawBlood\"\n    damagefactor \"Head\", 0.0\n\tdamagefactor \"FriendBullet\", 0.0\n    damagefactor \"Taunt\", 0.0\n    damagefactor \"KillMe\", 0.0\n    damagefactor \"SSG\", 5.0\n    damagefactor \"Shrapnel\", 0.0\n    damagefactor \"Blood\", 0.1\n    damagefactor \"BlueBlood\", 0.1\n    damagefactor \"GreenBlood\", 0.1\n    damagefactor \"MinorHead\", 0.0\n    damagefactor \"Decaptate\", 0.0\n\tdamagefactor \"MonsterKnocked\", 0.0\n    damagefactor \"Trample\", 0.0\n\tdamagefactor \"Kick\", 3.0\n\tdamagefactor \"Fatality\", 5.0\n\tdamagefactor \"BHFTOnBarrel\", 0.0\n\tdamagefactor \"GibRemoving\", 0.0\n\tdamagefactor \"SuperPunch\", 5.0\n\tdamagefactor \"HelperMarineFatallity\", 0.0\n\tdamagefactor \"Leg\", 0.0\n\tdamagefactor \"SpawnMarine\", 0.0\n\tdamagefactor \"TeleportRemover\", 0.0\n\tDamageFactor \"CauseObjectsToSplash\", 0.0\n\tdamagefactor \"BFGShield\", 0.0\n\tPlayer.ColorRange 112, 127\n\n\t//WEAPON SLOTS FOR THIS PLAYER CLASS MOD\n\tPlayer.WeaponSlot 1, Chain_Saw, Melee_Attacks\n\tPlayer.WeaponSlot 2, BDPistol, Revolver, CompactSMG\n\tPlayer.WeaponSlot 3, Shot_Gun, SSG, AutoShotgun\n\tPlayer.WeaponSlot 4, Rifle, Mini_Gun, Carbine, HMG\n\tPlayer.WeaponSlot 5, Grenade_Launcher, Super_Grenade_Launcher, Rocket_Launcher\n\tPlayer.WeaponSlot 6, Plasma_Gun, M2PlasmaRifle\n\tPlayer.WeaponSlot 7, Rail_Gun, FreezerRifle\n\tPlayer.WeaponSlot 8, BHGen, PlasmaBeam, BIG_FUCKING_GUN_MKIV\n\tPlayer.WeaponSlot 9, HellishMissileLauncher, FlameCannon, Hell_rifle\n\tPlayer.WeaponSlot 0, SecretWeapon_MP40\n\n\t//\n\n\tPlayer.StartItem \"Rifle\"\n\tPlayer.StartItem \"BDPistol\"\n\tPlayer.StartItem \"Melee_Attacks\"\n\tPlayer.StartItem \"NewClip\", 60\n\tPlayer.StartItem \"RifleAmmo\", 31\n//\tPlayer.StartItem \"DoubleRifleAmmo\", 31\n\tPlayer.StartItem \"PistolAmmo\", 15\n\tPlayer.StartItem \"PistolBullets\", 60\n\tPlayer.StartItem \"ShotgunAmmo\", 8\n\tPlayer.StartItem \"RevolverAmmo\", 6\n\tPlayer.StartItem \"AutoShotgunAmmo\", 12\n\tPlayer.StartItem \"DoubleASGAmmo\", 12\n\tPlayer.StartItem \"HMGAmmo\", 100\n\tPlayer.StartItem \"PlasmaAmmo\", 50\n\tPlayer.StartItem \"DoublePlasmagunAmmo\", 50\n\tPlayer.StartItem \"RocketRounds\", 6\n\tPlayer.StartItem \"RailgunAmmo\", 50\n\tPlayer.StartItem \"IsPlayer\", 1\n\t//Player.StartItem \"TargetIsAMarine\", 1\n\t//PB\n\tPlayer.StartItem \"HandGrenade\"\n\tPlayer.StartItem \"HandGrenadeAmmo\", 8\n\tPlayer.StartItem \"IsPlayingAsProjectBrutality\", 1\n\tDamageFactor \"SuperKick\", 0.0\n\t//\n\tPlayer.JumpZ 7.4\n\tPlayer.DisplayName \"Project Brutality\"\n\tPlayer.CrouchSprite \"PLYC\"\n\tStates\n\t{\n\n    Spawn:\n\t\tMARN A 0\n\t\tMARN A 0 A_JumpIfInventory(\"CheckMarines\", 1, \"SpawnFriends\")\n\t\tMARN A 0 A_TakeInventory(\"ChainguyguyContinue\", 1)\n\t\tMARN A 1\n\t\tMARN A 0 ACS_ExecuteAlways(289, 0, 0, 0, 0)//Check if playing in realism mode.\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Disable Camera.\n\t\tMARN A 1\n\tStandStill:\n\t    TNT1 A 0\n\t\tMARN A 0 A_JumpIfInventory(\"ADSMode\", 1, \"ADSStand\")\n\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\n\t\tMARN A 0 A_JumpIfInventory(\"FistsSelected\", 1, \"FistsStand\")\n\n\t\tMARN B 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\n\t\t//MARN A 0 ACS_Execute(620, 0, 0, 0, 0)\n\t\tMARN D 0 A_JumpIf (momz > 0, \"IsJumpin\")\n\t\tMARN D 0 A_JumpIf (momz < 0, \"IsJumpin\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")//WaterSplasherz\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep8\", 0, 0, 40, 0, 0)\n        MARN D 3\n\t\tMARN A 0 A_JumpIfInventory(\"CheckMarines\", 1, \"SpawnFriends\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tMARN D 2\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tMARN D 0 A_JumpIf (momZ > 0, \"IsJumpin\")\n\t\tMARN D 0 A_JumpIf (momZ < 0, \"IsJumpin\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n        MARN D 5\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tMARN D 0 A_JumpIf (momZ > 0, \"IsJumpin\")\n\t\tMARN D 0 A_JumpIf (momZ < 0, \"IsJumpin\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n        MARN D 5\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tMARN D 0 A_JumpIf (momZ > 0, \"IsJumpin\")\n\t\tMARN D 0 A_JumpIf (momZ < 0, \"IsJumpin\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep8\", 0, 0, 40, 0, 0)\n        MARN E 5\n\t\tMARN E 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN E 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tNULL E 0 A_JumpIf (momZ > 0, \"IsJumpin\")\n\t\tNULL E 0 A_JumpIf (momZ < 0, \"IsJumpin\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tMARN E 5\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"IsJumpin\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"IsJumpin\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tMARN E 5\n        MARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"IsJumpin\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"IsJumpin\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tTNT1 A 0 //A_TakeInventory(\"UsedStamina\", 30)\n\t\tMARN A 0 A_JumpIfHealthLower(25, \"HeavyWoundsSpawn\")\n\t\tLoop\n\n\tSee:\n\t\tMARN A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"BootsSmearedWithRedBlood\", 1, \"SeeSmearedWithRedBlood\")\n\t\tMARN B 0 A_JumpIfInventory(\"BootsSmearedWithBlueBlood\", 1, \"SeeSmearedWithBlueBlood\")\n\t\tMARN A 0 A_TakeInventory(\"ChainguyguyContinue\", 1)\n\t\tMARN A 0 A_JumpIfInventory(\"ADSMode\", 1, \"ADSStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"FistsSelected\", 1, \"FistsMove\")\n\n\t\tMARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tMARN A 4 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tMARN A 0 A_JumpIf (momZ > 0, \"IsJumpin\")\n\t\tMARN A 0 A_JumpIf (momZ < 0, \"IsJumpin\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tMARN B 4\n\t\tMARN B 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN B 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tMARN B 0 A_JumpIf (momZ > 0, \"IsJumpin\")\n\t\tMARN B 0 A_JumpIf (momZ < 0, \"IsJumpin\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tMARN C 4 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMARN C 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN C 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tMARN C 0 A_JumpIf (momZ > 0, \"IsJumpin\")\n\t\tMARN C 0 A_JumpIf (momZ < 0, \"IsJumpin\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tMARN B 4\n\t\tMARN B 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN B 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tMARN B 0 A_JumpIf (momZ > 0, \"IsJumpin\")\n\t\tMARN B 0 A_JumpIf (momZ < 0, \"IsJumpin\")\n\t\tMARN A 0 A_JumpIfHealthLower(25, \"HeavyWounds\")\n\t\tGoto StandStill\n\n\tSeeSmearedWithRedBlood:\n\t\tMARN A 0\n\t\tTNT1 A 0 A_TakeInventory(\"BootsSmearedWithRedBlood\", 1)\n\t\tMARN A 0 A_TakeInventory(\"ChainguyguyContinue\", 1)\n\t\tMARN A 0 A_JumpIfInventory(\"ADSMode\", 1, \"ADSStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"FistsSelected\", 1, \"FistsMove\")\n\n\t\tMARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tMARN A 4 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 A_SpawnItemEx(\"RedBloodFootPrintLeft\", 0, -7)\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tMARN A 0 A_JumpIf (momZ > 0, \"IsJumpin\")\n\t\tMARN A 0 A_JumpIf (momZ < 0, \"IsJumpin\")\n\t\tMARN B 4\n\t\tMARN B 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN B 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tMARN B 0 A_JumpIf (momZ > 0, \"IsJumpin\")\n\t\tMARN B 0 A_JumpIf (momZ < 0, \"IsJumpin\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tMARN C 4 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 A_SpawnItemEx(\"RedBloodFootPrintRight\", 0, 7)\n\t\tMARN C 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN C 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tMARN C 0 A_JumpIf (momZ > 0, \"IsJumpin\")\n\t\tMARN C 0 A_JumpIf (momZ < 0, \"IsJumpin\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tMARN B 4\n\t\tMARN B 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN B 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tMARN B 0 A_JumpIf (momZ > 0, \"IsJumpin\")\n\t\tMARN B 0 A_JumpIf (momZ < 0, \"IsJumpin\")\n\t\tMARN A 0 A_JumpIfHealthLower(25, \"HeavyWounds\")\n\t\tGoto StandStill\n\n\tSeeSmearedWithBlueBlood:\n\t\tMARN A 0\n\t\tTNT1 A 0 A_TakeInventory(\"BootsSmearedWithBlueBlood\", 1)\n\t\tMARN A 0 A_TakeInventory(\"ChainguyguyContinue\", 1)\n\t\tMARN A 0 A_JumpIfInventory(\"ADSMode\", 1, \"ADSStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"FistsSelected\", 1, \"FistsMove\")\n\n\t\tMARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\n\t\tMARN A 6 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 A_SpawnItemEx(\"BlueBloodFootPrintLeft\", 0, -7)\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tMARN A 0 A_JumpIf (momZ > 0, \"IsJumpin\")\n\t\tMARN A 0 A_JumpIf (momZ < 0, \"IsJumpin\")\n\t\tMARN B 6\n\t\tMARN B 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN B 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tMARN B 0 A_JumpIf (momZ > 0, \"IsJumpin\")\n\t\tMARN B 0 A_JumpIf (momZ < 0, \"IsJumpin\")\n\t\tMARN C 6 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 A_SpawnItemEx(\"BlueBloodFootPrintRight\", 0, 7)\n\t\tMARN C 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN C 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tMARN C 0 A_JumpIf (momZ > 0, \"IsJumpin\")\n\t\tMARN C 0 A_JumpIf (momZ < 0, \"IsJumpin\")\n\t\tMARN B 6\n\t\tMARN B 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN B 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tMARN B 0 A_JumpIf (momZ > 0, \"IsJumpin\")\n\t\tMARN B 0 A_JumpIf (momZ < 0, \"IsJumpin\")\n\t\tMARN A 0 A_JumpIfHealthLower(25, \"HeavyWounds\")\n\t\tGoto StandStill\n\n   IsJumpin:\n        MARN A 3\n\t\tMARN B 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN B 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"InAir\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"InAir\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tGoto StandStill\n\n\tInAir:\n\t\tMARJ A 1\n\t\tMARN B 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN B 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tTNT1 A 0 A_JumpIf (momZ == 0, \"Land\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tLoop\n\n\tLand:\n        TNT1 A 0 A_SetPitch(+3.0 + pitch)\n\t\tMARN A 0 A_SpawnItem(\"FootStepStrong\")\n\t\t//TNT1 A 0 A_GiveInventory(\"ImpactMovesSling\", 1)\n\t\tMARN AAA 1 A_SetPitch(-1.0 + pitch)\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tGoto StandStill\n\n   Kick:\n        NULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n        PKIK AB 3\n\t\tPKIK CB 3 A_JumpIfInventory(\"KickHasHit\", 1, \"KickHit\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n        NULL A 0 A_TakeInventory(\"Kicking\",1)\n        Goto StandStill\n   RifleKick:\n        NULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n        PKI1 AB 3\n\t\tPKI1 CB 3 A_JumpIfInventory(\"KickHasHit\", 1, \"KickHit\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n        NULL A 0 A_TakeInventory(\"Kicking\",1)\n        Goto StandStill\n\n\tAirKick:\n\t    AKIK AAAAA 2 A_JumpIfInventory(\"KickHasHit\", 1, \"KickHit\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tNULL A 0 A_TakeInventory(\"Kicking\",1)\n\t\tGoto StandStill\n\n\tKickHit:\n\t\tTNT1 A 0 //A_Stop\n\t\tNULL A 0 A_TakeInventory(\"Kicking\",1)\n\t\tNULL A 0 A_TakeInventory(\"KickHasHit\",1)\n\t\t//TNT1 A 0 A_Recoil(3)\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tGoto StandStill\n\n    Punch:\n        PLA1 H 1\n\t\tNULL A 0 A_TakeInventory(\"Punching\", 1)\n\t    NULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        NULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tPLA1 H 1\n\t\tPLA1 E 4\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        NULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n        TNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tGoto StandStill\n\n\tSayOneLiner:\n\t\tMARN A 1\n\t\tNULL A 0 A_PlaySound(\"ONELIN\", 2)\n\t\tNULL A 0 A_TakeInventory(\"oneliner\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tGoto StandStill\n\n\tAdvancedTaunt:\n\t\tMARN A 1\n\t\tNULL A 0 A_PlaySound(\"TAUNT0\", 2)\n\t\tNULL A 0 A_TakeInventory(\"advtaunting\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tGoto StandStill\n\n\tFistTaunt:\n\t\tNULL A 0\n\t\tNULL A 0 A_PlaySound(\"MTAUN\", 2)\n\t\tNULL A 0 A_TakeInventory(\"advtaunting\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tGoto StandStill\n\n\tRollRight:\n\t\tNULL A 0 A_TakeInventory(\"RollLeft\")\n\t\tNULL A 0 A_TakeInventory(\"RollRight\")\n\t\tNULL A 0 A_ChangeFlag (\"NOPAIN\", 1)\n\n\t\tNULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera//Start Camera\n\t\tNULL A 0 ThrustThing(angle*256/360+192,20,0,0)//Thrust Right\n\t\tPROL EDCBA 4\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Disable Camera.\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        NULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tMARN A 4\n\n\t\tNULL A 0 A_ChangeFlag (\"NOPAIN\", 0)\n\t\tNULL A 0 A_TakeInventory(\"RollLeft\")\n\t\tNULL A 0 A_TakeInventory(\"RollRight\")\n\t\t//TNT1 A 0 A_GiveInventory(\"ImpactMovesSling\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tGoto StandStill\n\n\tRollLeft:\n\t\tNULL A 0 A_TakeInventory(\"RollLeft\")\n\t\tNULL A 0 A_TakeInventory(\"RollRight\")\n\t\tNULL A 0 A_ChangeFlag (\"NOPAIN\", 1)\n\n\t\tNULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera//Start Camera\n\t\tNULL A 0 ThrustThing(angle*256/360+64,20,0,0)//Thrust Left\n\t\tPROL ABCDE 4\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Disable Camera.\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        NULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tMARN A 4\n\n\t\tNULL A 0 A_ChangeFlag (\"NOPAIN\", 0)\n\t\tNULL A 0 A_TakeInventory(\"RollLeft\")\n\t\tNULL A 0 A_TakeInventory(\"RollRight\")\n\t\t//TNT1 A 0 A_GiveInventory(\"ImpactMovesSling\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tGoto StandStill\n\n\tPump:\n\t    PLAY ABCD 4\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tNULL A 0 A_TakeInventory(\"Pumping\")\n\t\tGoto See\n\tNoMovePump:\n\t    PLAY B 12\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tNULL A 0 A_TakeInventory(\"Pumping\")\n\t\tGoto See\n\n    HeavyWounds:\n\t  \tNULL A 0 A_JumpIfHealthLower(2, 2)\n\t\tNULL A 0 A_Jump(256, 5)\n\t\tNULL AA 0\n\t\tNULL A 0 A_Giveinventory(\"HealthBonus\",1)\n\t\tNULL AAA 0\n\n\t\tMARN A 0 A_JumpIfInventory(\"FistsSelected\", 1, \"FistsMove\")\n\t\tMARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tMARN A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        //NULL A 0 A_Giveinventory(\"Bad\",1)\n        NULL A 0 A_SpawnItemEx(\"DripingBloodLeavesSmallPool\", 0, 0, 20, 0, 0)\n\t\tGoto See\n\n\t HeavyWoundsSpawn:\n\t  \tNULL A 0 A_JumpIfHealthLower(2, 2)\n\t\tNULL A 0 A_Jump(256, 5)\n\t\tNULL AA 0\n\t\tNULL A 0 A_Giveinventory(\"HealthBonus\",1)\n\t\tNULL AAA 0\n        //NULL A 0 A_Giveinventory(\"Bad\",1)\n\t\t//NULL A 0 ACS_Execute(532, 0, 0, 0, 0)//blood on screen\n        NULL A 0 A_SpawnItemEx(\"DripingBloodLeavesSmallPool\", 0, 0, 20, 0, 0)\n\t\tGoto StandStill\n\n\tFistsStand:\n\n\t\tNULL A 0 A_JumpIfInventory(\"HasImpShield\", 1, \"SeeImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasDarkImpShield\", 1, \"SeeDarkImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasZmanShield\", 1, \"SeeZmanShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasSguyShield\", 1, \"SeeSguyShield\")\n\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelStand\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tNULL A 0 ACS_Execute(171, 0, 0, 0, 0)\n\t\tPLA1 B 5\n\n\t\tNULL A 0 A_JumpIfInventory(\"advtaunting\", 1, \"FistTaunt\")\n\t\tNULL A 0 A_JumpIfInventory(\"oneliner\", 1, \"SayOneLiner\")\n\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelStand\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tPLA1 B 5\n\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tPLA1 B 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tPLA1 B 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tGoto StandStill\n\n\tFistsMove:\n\t\tNULL A 0\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tNULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tNULL A 0 ACS_Execute(171, 0, 0, 0, 0)\n\t\tPLA1 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldCheckerMoving\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tPLA1 B 5 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tNULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tPLA1 C 5\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tNULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tPLA1 D 5 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        NULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n        NULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\n\tADSStand:\n\t\tMAR2 A 5\n\t\tMAR2 A 0 A_JumpIf (momy > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momy < 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx < 0, \"ADSMove\")\n\t\tMARN D 0 A_JumpIf (momZ > 0, \"IsJumpin\")\n\t\tMARN D 0 A_JumpIf (momZ < 0, \"IsJumpin\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tMAR2 A 0 ACS_Execute(171, 0, 0, 0, 0)\n\t\tMAR2 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR2 A 0 A_JumpIf (momy > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momy < 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx < 0, \"ADSMove\")\n\t\tMARN D 0 A_JumpIf (momZ > 0, \"IsJumpin\")\n\t\tMARN D 0 A_JumpIf (momZ < 0, \"IsJumpin\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tMAR2 D 5\n\t\tMAR2 A 0 A_JumpIf (momy > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momy < 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx < 0, \"ADSMove\")\n\t\tMARN D 0 A_JumpIf (momZ > 0, \"IsJumpin\")\n\t\tMARN D 0 A_JumpIf (momZ < 0, \"IsJumpin\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tMAR2 D 5\n\t\tMAR2 A 0 A_JumpIf (momy > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momy < 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx < 0, \"ADSMove\")\n\t\tMARN D 0 A_JumpIf (momZ > 0, \"IsJumpin\")\n\t\tMARN D 0 A_JumpIf (momZ < 0, \"IsJumpin\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tGoto StandStill\n\n\tADSMove:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tMAR2 A 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tMARN D 0 A_JumpIf (momZ > 0, \"IsJumpin\")\n\t\tMARN D 0 A_JumpIf (momZ < 0, \"IsJumpin\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tMAR2 B 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tMARN D 0 A_JumpIf (momZ > 0, \"IsJumpin\")\n\t\tMARN D 0 A_JumpIf (momZ < 0, \"IsJumpin\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR2 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tMAR2 C 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tMARN D 0 A_JumpIf (momZ > 0, \"IsJumpin\")\n\t\tMARN D 0 A_JumpIf (momZ < 0, \"IsJumpin\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tMAR2 B 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tMARN D 0 A_JumpIf (momZ > 0, \"IsJumpin\")\n\t\tMARN D 0 A_JumpIf (momZ < 0, \"IsJumpin\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR2 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR2 A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tMAR2 A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\n\t BarrelMove:\n\t    NULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"BarrelStand\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"BarrelStand\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tPBAR A 8\n\n        NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n        NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tPBAR B 8\n        NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n        NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n        NULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tPBAR C 8\n        NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n        NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tPBAR B 8\n        NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n        NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelMove\")\n\t\tGoto See\n\n\t BarrelStand:\n\t    NULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tPBAR A 1\n\t\tNULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tPLA3 A 0 A_JumpIf ((momx >= 1 || momx <= -1), \"BarrelMove\")\n\t\tPLA3 A 0 A_JumpIf ((momy >= 1 || momx <= -1), \"BarrelMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tGoto StandStill\n\n\tPain:\n        NULL A 0 A_Giveinventory(\"Bad\",1)\n        NULL A 0 A_Pain\n       // NULL A 0 ACS_Execute(577, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(530, 0, 0, 0, 0)\n\t    NULL A 0 A_JumpIfInventory(\"FistsSelected\", 1, \"PainWfist\")\n\t\t//TNT1 A 0 A_GiveInventory(\"ImpactMovesSling\", 1)\n       // NULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tPLAY G 5\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tGoto See\n\n\tPainWfist:\n\t\tMARN B 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN B 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t    NULL A 0 A_JumpIfInventory(\"HasImpShield\", 1, \"SeeImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasDarkImpShield\", 1, \"SeeDarkImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasZmanShield\", 1, \"SeeZmanShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasSguyShield\", 1, \"SeeSguyShield\")\n\t\tPLA1 G 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t    TNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tGoto StandStill\n\n    Pain.Blast:\n\tPain.ExplosiveImpact:\n\tPain.Explosive:\n        NULL A 0 ACS_Execute(531, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BloodSplasherBlueBlood\", 1, \"Pain.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaterSplasherz\", 1, \"WaterSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlimeSplasherz\", 1, \"SlimeSplash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SludgeSplasherz\", 1, \"SludgeSplash\")\n\t\tGoto Pain\n\n\tPain.Bullet:\n\tPain.SSG:\n\tPain.CutLess:\n\t\tNULL A 0 A_Jump(255,\"PBUL1\",\"PBUL2\",\"PBUL3\",\"PBUL4\",\"PBUL5\",\"PBUL6\")\n        Goto Pain\n        //Scripts 611 to 616 are responsible for making the bullet damage effect on screen\n        PBUL1:\n\t\tTNT1 A 0 A_Playsound(\"bulletfleshimpact\", 1)\n        NULL A 0 ACS_Execute(611, 0, 0, 0, 0)\n        Goto Pain\n        PBUL2:\n\t\tTNT1 A 0 A_Playsound(\"bulletfleshimpact\", 2)\n        NULL A 0 ACS_Execute(612, 0, 0, 0, 0)\n        Goto Pain\n        PBUL3:\n\t\tTNT1 A 0 A_Playsound(\"bulletfleshimpact\", 3)\n        NULL A 0 ACS_Execute(613, 0, 0, 0, 0)\n        Goto Pain\n        PBUL4:\n\t\tTNT1 A 0 A_Playsound(\"bulletfleshimpact\", 4)\n        NULL A 0 ACS_Execute(614, 0, 0, 0, 0)\n        Goto Pain\n        PBUL5:\n\t\tTNT1 A 0 A_Playsound(\"bulletfleshimpact\", 5)\n        NULL A 0 ACS_Execute(615, 0, 0, 0, 0)\n        Goto Pain\n        PBUL6:\n\t\tTNT1 A 0 A_Playsound(\"bulletfleshimpact\", 6)\n        NULL A 0 ACS_Execute(616, 0, 0, 0, 0)\n        Goto Pain\n\n\tPain.ImpFatalityMarine:\n\tPain.Rip:\n       // NULL A 0 ACS_Execute(577, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(530, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(617, 0, 0, 0, 0)\n        Goto Pain\n\n\tPain.Freeze:\n\tTNT1 A 0 A_JumpIfHealthLower(14, \"FreezePlayer\")\n\tPLAY G 3\n\tGoto See\n\n\tFreezePlayer:\n\tTNT1 A 0 SetPlayerProperty(0, 1, PROP_TOTALLYFROZEN)\n\tTNT1 A 0 Thing_Stop(0)\n\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\tTNT1 A 0 A_PlaySound(\"ICEBRK1\")\n\tFZM1 A 45 A_JumpIfHealthLower(1, \"DeathIce\")\n\tFZM1 A 2 A_JumpIfHealthLower(1, \"DeathIce\")\n\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\tTNT1 A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n\tTNT1 A 0 SetPlayerProperty(0,0,PROP_TOTALLYFROZEN)\n\tGoto See\n\n\t\tDeath.Ice:\n\tDeathIce:\n\tDeath.Frost:\n\tDeath.Freeze:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\t\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk1\", 48, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk2\", 48, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk3\", 48, 0, random (0, 360), 2, random (40, 120))\n\t//\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 48, 0, random (0, 360), 2, random (0, 160))\n\t//\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 48, 0, random (0, 360), 2, random (0, 160))\n\t//\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 48, 0, random (0, 360), 2, random (0, 160))\n\t//\tTNT1 AAAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"MuchBlood\", 48, 0, random (0, 360), 2, random (0, 160))\n\t\tFZD1 C -1\n\t\tStop\n\n\tDeath:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n\t\tNULL A 0 A_JumpIfInTargetInventory(\"TypeSergeant\", 1, \"DeathShotgun\")\n\t\tNULL A 0 A_Jump (160, 3)\n        Goto Death.Arm\n        NULL AAA 0\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\t\tNULL A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tPLAY H 10\n\t\tPLAY I 10 A_PlayerScream\n\t\tPLAY J 10 A_NoBlocking\n\t\tPLAY KLM 10\n\t\tNULL A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tPLAY N -1\n\t\tStop\n\n\tDeathShotgun:\n\t\tNULL A 0 A_JumpIfCloser(345, \"Death.Eat\")\n\t\tNULL A 0 A_Jump (160, 3)\n        Goto Death.Arm\n        NULL AAA 0\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\t\tNULL A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tPLAY H 10\n\t\tPLAY I 10 A_PlayerScream\n\t\tPLAY J 10 A_NoBlocking\n\t\tPLAY KLM 10\n\t\tNULL A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tPLAY N -1\n\t\tStop\n\n    Death.Eat:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n        NULL A 0 A_GiveToTarget(\"EatMe\",1)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL1 A 10 A_XScream\n        XPL1 B 20 A_NoBlocking\n        XPL1 CDE 10\n\t\tNULL A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tPPOD A 0 A_SpawnItemEx(\"MarineEattenByDemon\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tNULL A -1\n        //XPL1 E -1\n        Stop\n\n    Death.Cut:\n\tDeath.Saw:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 A 10 A_XScream\n        NULL AA 0 A_CustomMissile (\"Big_Blood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 B 20 A_NoBlocking\n        NULL AA 0 A_CustomMissile (\"Big_Blood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 C 10 A_CustomMissile (\"Big_Blood\", 40, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"Big_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n        XPL2 DE 10 A_CustomMissile (\"Big_Blood\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_SpawnItem (\"GrowingBloodPool\")\n        XPL2 E -1\n        Stop\n\n    Death.Slime:\n        NULL A 0 A_PlaySound(\"BIGSCREA\")\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n        PMET AABBCCDDEEFFGGHHIIIII 10 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n        PMET IIIIIIIIIIJJJJJJJJJJJJJJJJJJJJJJKKKKKKKKKKKKKKKKKKKKKKKKKKLLLLLLLLLLLLLLL 3 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n        NULL A 0 A_NoBlocking\n        NULL A -1\n        Stop\n\n    Death.CutLess:\n         NULL A 0 A_Takeinventory(\"Kicking\",1)\n         NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\t\t NULL A 0 A_Scream\n\t\t NULL A 0 A_Stop\n\t\t NULL A 0 A_GiveInventory(\"ChainguyguyContinue\", 1)\n\t\t NULL A 0 A_PlaySound(\"DSFDTHE\")\n\t\t PLAY H 5\n\t\t NULL A 0 A_GiveInventory(\"ChainguyguyContinue\", 1)\n\t\t PPOD A 0 A_SpawnItemEx(\"PlayerChaingunguyVictim\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\t NULL A 200\n\t\t NULL A 0 A_NoBlocking\n\t\t NULL A 0 A_TakeInventory(\"ChainguyguyContinue\", 1)\n\t\t NULL A -1\n\t\t Stop\n\n    Death.Rip:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n        NULL AAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL3 A 10 A_XScream\n        NULL AAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL3 B 20 A_NoBlocking\n        XPL3 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL3 D 10 A_CustomMissile (\"MuchBlood\", 40, 0, random (0, 360), 2, random (0, 160))\n        XPL3 E 10 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n        XPL3 F 10 A_CustomMissile (\"MuchBlood\", 20, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_CustomMissile (\"MuchBlood\", 10, 0, random (0, 360), 2, random (0, 160))\n        XPL3 F 10 A_CustomMissile (\"MuchBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_SpawnItem (\"GrowingBloodPool\")\n        XPL3 F -1\n        Stop\n\n    Death.Explosives:\n\tXDeath:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n\t\tNULL A 0 ThrustThingZ(0,60,0,1)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib2\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib3\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib4\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tNULL A 0 A_CustomMissile (\"MuchMeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0) //ACS 580 to 585 is the blood driping on screen\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n        MHEA A 0 A_XScream\n        MHEA B 0 A_NoBlocking\n        MHEA CD 0\n        //MHEA E -1\n\t\tNULL A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tNULL AAAAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tXDMG E 1\n\t\tNULL AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t    NULL AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tXDMG E -1\n\t\tStop\n\n\tDeath.SuperPunch:\n    Death.Blast:\n\tDeath.SSG:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\t    POSS Q 2 A_FaceTarget\n        //NULL A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SuperGoreSpawner\", 22, 0, random (170, 190), 2, random (0, 15))\n        NULL A 0 A_XScream\n\t\tNULL A 0 A_NoBlocking\n        POSS RSTUVW 8\n\t\tNULL A 0 A_SpawnItem (\"GrowingBloodPool\")\n        POSS X -1\n        Stop\n\n    Death.Rape:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n\t\tNULL A 0 A_Jump (160, 3)\n        Goto Death.Arm\n        NULL AAA 0\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\t\tNULL AAAAAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 A 20 A_XScream\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n        NULL AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 B 20 A_NoBlocking\n        NULL AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 C 20\n        NULL AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 D 20\n        NULL AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 E 20\n        NULL AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 F 20\n        NULL AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_SpawnItem (\"GrowingBloodPool\")\n        XPL4 F -1\n        Stop\n\n\tDeath.Arm:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeathArm1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_Scream\n        XPL5 A 10\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_PlaySound(\"DSFDTHE\")\n        XPL5 BCBCBCBC 10 A_CustomMissile (\"MuchBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n        XPL5 DE 7 A_CustomMissile (\"MuchBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_SpawnItem (\"GrowingBloodPool\")\n        XPL5 E -1\n        Stop\n\n\tDeath.ExtremePunches:\n\tDeath.ExplosiveImpact:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\t\tNULL A 0 ThrustThingZ(0,30,0,1)\n\t\tNULL AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        NULL AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t    PPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n        NULL AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_XScream\n        XPL6 A 5\n\t\tNULL A 0 A_NoBlocking\n        XPL6 BCDE 5\n        XPL6 F -1\n        Stop\n\n\tDeath.GreenFire:\n        NULL A 0\n        NULL A 0 A_XScream\n        NULL A 0 A_NoBlocking\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n        NULL AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tNULL AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n        NULL A 1\n        NULL A -1\n        Stop\n\nDeath.Plasma: Death.Plasma2:\n\t\tNULL A 0\n\t\tNULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\t\tPBR1 A 6 A_Scream\n\t\tNULL AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tNULL AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tNULL AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tPBR1 B 6 A_NoBlocking\n\t\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tPBR1 H -1\n\t\tStop\n\n    Death.superplasma:\n        NULL A 0\n        NULL A 0 A_XScream\n        NULL A 0 A_NoBlocking\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n        NULL AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n        NULL A 1\n        NULL A -1\n        Stop\n\n    Death.burn:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\t\tPBUR A 1\n\t\tPBUR A 1 A_PlayerScream\n\t\tPBUR A 1 A_NoBlocking\n\t\tPBUR AAAABBBBCCCC 2 A_CustomMissile (\"SmallFlameTrails\", 32, 0, random (0, 180), 2, random (0, 180))\n\t    PBUR DDDDEEEE 2 A_CustomMissile (\"SmallFlameTrails\", 16, 0, random (0, 180), 2, random (0, 180))\n        PBUR EEEEE 4 A_CustomMissile (\"SmallFlameTrails\", 8, 0, random (0, 180), 2, random (0, 180))\n\t\tPBUR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 6 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n        PBUR E -1\n        Stop\n\n\tDeath.Fire:\n    Death.flames:\n        NULL A 0\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n        NULL A 0 A_Scream\n        NULL A 0 A_NoBlocking\n        NULL A 0 A_SpawnItem(\"GenericBurningGuy\")\n        NULL A 1\n        NULL A -1\n\t\tStop\n\n   Death.Desintegrate:\n\t    NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n        NULL A 0 A_Scream\n        NULL A 0 A_NoBlocking\n        NULL A 0 A_SpawnItem(\"DesintegratedHuman\")\n\t\tNULL A 1\n        NULL A -1\n        Stop\n\n\t Death.Blackhole:\n\t    NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n        NULL A 0 A_Scream\n        NULL A 0 A_NoBlocking\n        NULL A 0 A_SpawnItem(\"BlackHoledHuman\")\n\t\tNULL A 1\n        NULL A -1\n        Stop\n\n    Death.Stomp:\n\t\tNULL AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tNULL AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tNULL AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tNULL AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tNULL A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tNULL A 1\n\t\tNULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\t\tNULL A 1 A_XScream\n\t\tNULL A 1 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\n    Crush:\n        NULL A 0 A_PlaySound(\"misc/xdeath4\")\n        CRS1 A 5\n        CRS1 A -1\n        Stop\n\n// FATALITIES\n\n    FatalityZMan:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FTYZ AB 4\n\n        NULL A 0  A_PlaySound(\"grunt/pain\")\n        FTYZ BC 3\n        FTYZ DEF 3\n\n        NULL A 0 A_PlaySound(\"BURNZOM\", 3)\n\n\t\t//The actor ShakeShakeShake makes the screen shake near the player, improving the overal felling of the fatalities\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFTYZ FG 2\n\t\tNULL A 0 A_PlaySound (\"misc/xdeath\", 1)\n\t\tFTYZ FG 2\n\t\tNULL A 0 A_PlaySound (\"misc/xdeath\", 1)\n\t\tFTYZ F 2\n\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        FTYZ H 4\n        NULL AA 0 A_CustomMissile (\"FatalityBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        FTYZ I 4\n        NULL AAAA 0 A_CustomMissile (\"FatalityBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\n\t\t NULL A 0 A_PlaySound (\"misc/xdeath\", 3)\n\n\t\t NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\t NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\t NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\t NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\t NULL AAAAAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 50, 0, random (0, 360), 2, random (50, 130))\n\t\t NULL A 0 A_CustomMissile (\"XDeathHalfZombieMan\", 60, 0, 270, 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathHalfZombieManDown\", 60, 0, 90, 2, random (0, 160))\n         NULL AAAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAA 0 A_CustomMissile (\"XDeath2\", 60, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAA 0 A_CustomMissile (\"XDeath3\", 60, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAA 0 A_CustomMissile (\"Instestin\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\t FTYZ K 2\n         FTYZ L 15\n        //////////////////////////////////////////////////////\n        //NULL A 0 A_TakeInventory(\"ZombieManFatality\",1)\n\t\t NULL A 0 A_TakeInventory(\"ZombieManFatality\",1)\n\t\t NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\t NULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\t MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n         NULL A 0 SetPlayerProperty(0,0,0)\n         Goto StandStill\n\n    FatalityZMan2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FPZ2 AB 4\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 50, 0, random (0, 360), 2, random (50, 130))\n        NULL AAAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"XDeath2\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"XDeath3\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n        FPZ2 C 10\n\t\tNULL A 0 A_PlaySound(\"imp/melee\")\n        FPZ2 D 10\n\t\tNULL AAAAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tFPZ2 EF 3\n\t\tNULL A 0 A_PlaySound(\"grunt/death\")\n\t\tFPZ2 G 6\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"ZombieManFatality2\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        //NULL A 0 A_SpawnItem (\"DeadZombieManFacingFront\")\n\t\tNULL A 0 A_SpawnItem (\"ZombieManDyingAfterFatality\")\n\t\tNULL A 0 A_CustomMissile (\"Instestin\", 30, 0, 0, 2, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n\tFatalityZMan3:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FPZ3 A 6\n\t\tNULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\t\tFPZ3 BCDE 3\n        XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tFPZ3 FGGGG 2\n\n\t\tFPZ3 HHHIIIIIIIIHJJJ 1\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"BloodMistSmall\", 5, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 A 0 A_SpawnItemEx(\"SplatteredSmall\")\n\n\t\tFPZ3 KKKLLLLLLKJJJ 1\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"BloodMistSmall\", 5, 0, random (0, 360), 2, random (40, 90))\n\n\t\tFPZ3 MMMNNNNNNNMOOO 1\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"BloodMistSmall\", 5, 0, random (0, 360), 2, random (40, 90))\n\t\tFPZ3 MMMNNNNNNNMOOO 1\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 30, 0, random (0, 360), 2, random (0, 160))\n       NULL AA 0 A_CustomMissile (\"BloodMist\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"Brains1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains4\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAAAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 5, 0, random (0, 360), 2, random (0, 160))\n\n        FPZ3 PPPQQQQQQQPRRR 1\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_CustomMissile (\"BloodMistSmall\", 5, 0, random (0, 360), 2, random (40, 90))\n\n\t\tFPZ3 PPPQQQQQQPRRR 1\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_CustomMissile (\"BloodMistSmall\", 5, 0, random (0, 360), 2, random (40, 90))\n\t\tFPZ3 RP 3\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"ZombieManFatality3\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItem (\"DeadZombieManFatality3\")\n\t\t//NULL A 0 A_SpawnItem (\"ZombieManDyingAfterFatality\")\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\nFatalityZMan4:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FPZ4 AB 2\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tFPZ4 CDEEE 3\n\t\tFPZ4 FGH 2\n\n\t\tFPZ4 HHI 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"BloodmistSmall\", 5, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItemEx(\"SplatteredSmall\", 0, 20)\n\t\tFPZ4 JJJIH 2\n\n\t\tFPZ4 HHI 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"BloodmistSmall\", 5, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 JJJIH 2\n\n\t\tFPZ4 HHI 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"BloodmistSmall\", 5, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 OOOMN 2\n\n\t\tFPZ4 NNM 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"BloodmistSmall\", 5, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 OOOMN 2\n\n\t\tFPZ4 NNM 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"BloodmistSmall\", 5, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 OOOMN 2\n\n\t\tFPZ4 NNM 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"Bloodmist\", 5, 0, random (0, 360), 2, random (0, 90))\n\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"Brains1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains4\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"SplatteredLarge\")\n\t\tNULL AAAAAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 P 7\n\t\tFPZ4 L 6\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"ZombieManFatality4\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItem (\"DeadZombieManFatality3\")\n\t\t//NULL A 0 A_SpawnItem (\"ZombieManDyingAfterFatality\")\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n    FatalityImp:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FTYI ABB 4\n        FTYI CDEFG 2\n        NULL A 0  A_PlaySound(\"imp/pain\")\n        NULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\n        NULL A 0 A_PlaySound(\"CLAP\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        FTYI GGGGHHHHHHHHIIJJJJJJJJJJJ 1\n        FTYI K 3\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n        NULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 25, 30, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"ImpHeadExplode\", 0, 10)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SplatteredSmall\", 0, 15)\n\t\tFTYI LLLL 1\n        FTYI LMNNN 3\n\t\tFTYI N 9\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"ImpFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\tTNT1 A 0 A_GiveInventory(\"BootsSmearedWithRedBlood\", 6)\n\t\tNULL A 0 A_CustomMissile (\"StompedImp\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n    FatalityImp2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 50, 0, random (0, 360), 2, random (50, 130))\n        NULL AAAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath2\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath3\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tFTBI BC 2\n\t\tNULL A 0  A_PlaySound(\"imp/die\")\n\t\tFTBI D 25\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 50, 0, random (0, 360), 2, random (50, 130))\n        NULL AAAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath2\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath3\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n        FTBI EF 3\n\t\tFTBI G 25\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"ImpFatality2\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItem (\"ImpMessyCorpse\")\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n      FatalityImp3:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FTCI AB 2\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_PlaySound(\"imp/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tFTCI CDE 2\n\t\tFTCI E 6\n\n\t\tFTCI FGG 4\n\t\tFTCI H 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"imp/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"BloodMistSmall\", 2, 0, random (0, 360), 2, random (20, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFTCI I 5\n\t\tFTCI H 2\n\t\tFTCI G 3\n\n\t\tFTCI H 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"imp/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"BloodMistSmall\", 2, 0, random (0, 360), 2, random (20, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFTCI I 5\n\t\tFTCI H 2\n\t\tFTCI G 3\n\n\t\tFTCI H 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"imp/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SplatteredSmall\", 0, 15)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"BloodMistSmall\", 2, 0, random (0, 360), 2, random (20, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFTCI I 5\n\t\tFTCI H 2\n\t\tFTCI G 3\n\n\t\tFTCI H 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"imp/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"BloodMistSmall\", 2, 0, random (0, 360), 2, random (20, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFTCI I 5\n\t\tFTCI H 2\n\t\tFTCI G 3\n\n\t\tFTCI H 2\n\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"imp/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tTNT1 A 0 A_SpawnItem(\"ImpHeadExplode\", 0, 10)\n\t\tFTCI L 10\n\t\tFTCI J 10\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"ImpFatality3\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItem (\"impfacesorapedomgthisiscruel\")\n\t\t//NULL A 0 A_SpawnItem (\"ZombieManDyingAfterFatality\")\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n    FatalitySergeant:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FTYS A 6 A_PlaySound(\"grunt/pain\")\n        FTYS BC 6\n\t\tNULL A 0 A_PlaySound(\"BURNZOM\", 3)\n\n        NULL A 0 A_PlaySound(\"misc/xdeath\")\n        FTYS DE 4\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath\")\n\t\tFTYS DE 3\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath\")\n\t\tFTYS DEE 2\n\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath\", 3)\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"BloodMist\", 30, 0, random (0, 360), 2, random (20, 90))\n        FTYS FGHIIPPP 2 A_CustomMissile (\"Blood\", 1, 0, random (0, 360), 2, random (0, 160))\n\n        FTYS QR 5\n        NULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\n        FTYS R 15\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunguyHead\", 1)\n        ///////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"SergeantFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\tNULL A 0 A_CustomMissile (\"BeheadedSergeantZombie\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n\t\tGoto StandStill\n\n    FatalitySergeant2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FTYS J 3\n        FTYS J 1 A_PlaySound(\"BURNZOM\")\n\t\tFTYS JJJJ 3\n\t\tFTYS J 1 A_PlaySound(\"grunt/death\")\n\t\tFTYS K 4\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"XDeath3\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BloodMist\", 50, 0, random (0, 360), 2, random (20, 90))\n\t\tNULL A 0 A_CustomMissile (\"RipSergeant\", 0, 0, random (0, 360), 2, random (0, 160))\n        FTYS LMNO 3\n        FTYS O 10\n        ///////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"SergeantFatality2\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\tNULL A 0 A_SpawnItem (\"GrowingBloodPool\")\n        NULL A 0 A_SpawnItem (\"DeadShotgunguy_Half\", 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n\tFatalitySergeant3:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FSP3 A 4\n\n\t\tFSP3 B 4 A_PlaySound(\"grunt/pain\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFSP3 CDE 2\n\t\tFSP3 E 6\n\n\t\tFSP3 FG 3\n\t\tNULL A 0 A_PlaySound(\"grunt/death\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t//NULL AA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t//NULL AA 0 A_CustomMissile (\"XDeath3\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"BloodMistSmall\", 30, 0, random (0, 360), 2, random (20, 90))\n\n        FSP3 HIIIIII 3\n\n\t   NULL A 0 A_PlaySound(\"weapons/sg\")\n\t   XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAA 0 A_CustomMissile (\"XDeath1\", 70, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"XDeath2\", 70, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"XDeath3\", 70, 0, random (0, 360), 2, random (0, 160))\n\n\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BloodMist\", 80, 0, random (0, 360), 2, random (20, 90))\n        NULL A 0 A_CustomMissile (\"FlyingImpaledSergeant\", 50, 0, random (0, 360), 2, random (70, 110))\n\n\t\tFSP3 L 3 BRIGHT\n\t\tFSP3 K 3\n\t\tFSP3 J 10\n\t\t///////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"SergeantFatality3\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n    FatalityComando:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        CFTA AAABCDE 2\n          NULL A 0 A_PlaySound(\"grunt/pain\")\nNULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n          NULL A 0 A_PlaySound(\"CLAP\")\n        CFTA EFF 7\n        CFTA GHIJK 2\n          NULL A 0 A_PlaySound(\"grunt/pain\")\nNULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\nNULL A 0 A_CustomMissile (\"ShakeShakeShake\", 50, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\n         CFTA L 7\n\n        CFTA M 15\n        CFTA OPQR 4\n         NULL A 0 A_PlaySound(\"grunt/pain\")\n          NULL A 0 A_PlaySound(\"grunt/death\")\n       CFTA R 15\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n          NULL A 0 A_PlaySound(\"BURNZOM\")\nNULL A 0 A_CustomMissile (\"ShakeShakeShake\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        CFTA S 25\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"ComandoFatality\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"DyingComando\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_CustomMissile (\"XDeathChainArm\", 40, -15, 0, 2, 0)\n\t\tNULL A 0 A_CustomMissile (\"XDeathChainArm\", 40, 15, 0, 2, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n\t    FatalityComando2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        CFTC A 1\n        CFTC A 1 A_PlaySound(\"BURNZOM\")\n\t\tCFTC AAAA 5\n\t\tCFTC B 1 A_PlaySound(\"grunt/death\")\n\t\tCFTC B 6\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\nNULL AAAA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\nNULL AA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\nNULL AA 0 A_CustomMissile (\"XDeath3\", 20, 0, random (0, 360), 2, random (0, 160))\nNULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"MuchBlood\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XdeathChainArm\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XdeathChainLeg\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XdeathGuts\", 42, 0, random (0, 360), 2, random (0, 160))\n        CFTC CDEF 4\n        CFTC F 15\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"ComandoFatality2\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"DeadChaingunGuy_Half\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n    FatalityDemon:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FDEM A 4\n\t\tNULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n        FDEM B 4 A_PlaySound(\"demon/melee\")\n        FDEM C 8\n        FDEM C 1 A_PlaySound(\"demon/pain\")\n        FDEM CDCDCD 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        FDEM EFGHI 3 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathDemonHead\", 32, 0, 90, 2, random (0, 90))\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"DemonFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"DyingDemon\", 0, 1, 1, 1, 1)\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n\t\tFatalityDemon2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tFDEM J 2\n\t\tNULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n        FDEM J 5 A_PlaySound(\"demon/pain\")\n        FDEM J 9\n        FDEM K 7\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathStomach\", 32, 0, random (0, 360), 2, random (0, 160))\n        FDEM LMN 6\n\t\tFDEM OO 3\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"DemonFatality2\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"DeadDemonHalf\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n\tFatalityDemon3:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tFD2M A 2\n\t\tNULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n        FDEM J 0 A_PlaySound(\"demon/pain\")\n        FD2M A 10\n\n        FD2M B 3\n\t\tFD7M B 1\n\t\tFD2M C 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_PlaySound(\"demon/pain\")\nNULL A 0 A_PlaySound(\"player/cyborg/fist\", 1)\nNULL A 0 A_SpawnItem(\"Blood\", 0, 20)\n\t\tFD7M B 1\n\t\tFD2M B 3\n\t\tFD2M A 6\n\n\t\t FD2M B 3\n\t\tFD7M B 1\n\t\tFD2M C 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_PlaySound(\"demon/pain\")\nNULL A 0 A_PlaySound(\"player/cyborg/fist\", 1)\nNULL A 0 A_SpawnItem(\"Blood\", 0, 20)\n\t\tFD7M B 1\n\t\tFD2M B 3\n\t\tFD2M A 6\n\n\t\tFD2M B 3\n\t\tFD7M B 1\n\t\tFD2M C 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_PlaySound(\"demon/pain\")\nNULL A 0 A_PlaySound(\"player/cyborg/fist\", 1)\nNULL A 0 A_SpawnItem(\"Blood\", 0, 20)\n\t\tFD7M B 1\n\t\tFD2M B 3\n\t\tFD2M A 6\n\n\t\tFD2M B 3\n\t\tFD7M B 1\n\t\tFD2M C 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_PlaySound(\"demon/pain\")\nNULL A 0 A_PlaySound(\"player/cyborg/fist\", 1)\nNULL A 0 A_SpawnItem(\"Blood\", 0, 20)\n\t\tFD7M B 1\n\t\tFD2M B 3\n\t\tFD2M A 6\n\n\t\t FD2M AD 3\n\t\t XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_PlaySound(\"demon/pain\")\nNULL A 0 A_PlaySound(\"player/cyborg/fist\", 1)\nNULL A 0 A_SpawnItem(\"Blood\", 0, 5)\n\n\t\t FD2M E 4\n\t\t FD2M F 15\n\t\t FD2M GHHH 4\n\t\t XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\nNULL AAA 0 A_SpawnItem(\"Blood\", 0, 5)\nNULL A 0 A_SpawnItem(\"MeatDeath\", 0, 1)\n\t\t FD2M IJJJJ 5\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"DemonFatality3\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"DeadDemonStomped\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n    FatalityCacoDemon:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        CACF ABC 4\n        CACF D 4 A_PlaySound(\"misc/xdeath4\")\n        CACF E 4 A_PlaySound(\"demon/pain\")\n\t\tTNT1 A 0 A_Playsound(\"EYEPULL\", 2)\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        NULL AAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 45, 0, random (0, 180), 2, random (0, 180))\n       NULL AAAAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 45, 0, random (0, 360), 2, random (0, 360))\n        NULL AAA 0 A_CustomMissile (\"Blue_Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n        CACF EFGHII 4 A_CustomMissile (\"Blue_Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n        CACF J 4 A_PlaySound(\"misc/xdeath2\")\n        CACF KLMMM 4 A_CustomMissile (\"Blue_Blood\", 15, 0, random (0, 360), 2, random (0, 160))\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"CacoDemonFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"DeadCacoDemon\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n\t\tFatalityCacoDemon2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        CA2F AB 4\n\t\tNULL A 0 A_PlaySound(\"demon/pain\")\n        CA2F BCDEE 4\n        CA2F F 2\n\t\tNULL A 0 A_PlaySound(\"demon/pain\")\n        XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tCA2F F 4\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath2\")\n\t\tCA2F FFFF 2 A_CustomMissile (\"Blue_Blood\", 25, 0, random (0, 180), 2, random (0, 180))\n\t\tNULL AAAAA 0 A_CustomMissile (\"CacoXDeath7\", 25, 0, random (0, 360), 2, random (0, 160))\n        CA2F GH 4\n\t\tNULL A 0 A_CustomMissile (\"RipCaco\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tCA2F I 20\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"CacoDemonFatality2\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItem (\"DeadHalfCacoDemon\", 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n    FatalityRevenant:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FREV ABABAB 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n        FREV C 4 A_PlaySound(\"skeleton/pain\")\n        FREV D 4\n        FREV EFGHIJJJKL 4\n        FREV M 5 A_PlaySound(\"skeleton/sight\")\n        FREV M 10\n        FREV N 2\n        FREV O 2\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathRevenantHeadKicked2\", 40, 0, 0, 2, 0)\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n        FREV PQR 2\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"RevenantFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",15)\n        NULL A 0 A_SpawnItemEx(\"DyingRevenant\", 0, 35, 35, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n    FatalityRevenant2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FRE2 A 5\n\t\tFRE2 A 5 A_PlaySound(\"skeleton/pain\")\n\t\tFRE2 A 5\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AA 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AA 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        FRE2 BCDEFGGGGG 6\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"RevenantFatality2\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",15)\n        NULL A 0 A_SpawnItem(\"VeryFuckedUpRevenant\")\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n    FatalityFatso:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FATF A 6\nNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n        NULL A 0 A_CustomMissile (\"Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n        NULL AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 45, 0, random (0, 180), 2, random (0, 180))\n        FATF A 6 A_PlaySound(\"misc/xdeath4\")\n\t\tNULL A 0 A_CustomMissile (\"Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n        FATF A 6 A_PlaySound(\"fatso/pain\")\n        FATF AA 6 A_CustomMissile (\"Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\t NULL A 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n        FATF BCD 8\n\t\tNULL A 0 A_PlaySound(\"fatso/pain\")\n\t\tFATF D 50\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"FatsoFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",15)\n        NULL A 0 A_SpawnItemEx(\"FatalizedFatso\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n    FatalityBaron:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        BHF1 AAABCDEF 2\n        BHF1 G 3 A_PlaySound(\"weapons/gswing\")\n        BHF1 HIJKLLLMN 2\n        BHF1 O 3 A_PlaySound(\"demon/pain\")\n        NULL AAAAAAA 0 A_CustomMissile (\"Blood\", 35, 0, random (0, 180), 2, random (0, 180))\n        NULL A 0 A_PlaySound(\"misc/xdeath4\")\n        BHF1 PQR 3 A_CustomMissile (\"Blood\", 35, 0, random (0, 360), 2, random (0, 160))\n\n        NULL A 0 A_PlaySound(\"misc/xdeath4\")\n        NULL A 0 A_PlaySound(\"misc/xdeath3\")\n        NULL A 0 A_PlaySound(\"misc/xdeath2\")\n        NULL A 0 A_PlaySound(\"misc/xdeath1\")\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAA 0 A_CustomMissile (\"Blood\", 35, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\n        BHF1 STUV 3 A_CustomMissile (\"Blood\", 35, 0, random (0, 360), 2, random (0, 160))\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAAAAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n         NULL A 0 A_SpawnItem (\"MeatDeath\", 30)\n\n        BHF1 WXYZZZZZZZZZZZZZZ 3\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"BaronFatality\",1)\n\t\tNULL AAAA 0 A_GiveInventory(\"Medikit\",1)\n        NULL A 0 A_SpawnItemEx(\"DeadBaronNoHead\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n    FatalityHK:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        HKF1 A 1\n\t\tNULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\t\tHKF1 AB 6\n\t\tNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\n        HKF1 C 6 A_PlaySound(\"PSXDPN\")\n\t\tNULL AAA 0 A_CustomMissile (\"Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tHKF1 C 5\n\t\tNULL A 0 A_PlaySound(\"imp/melee\")\n\t\tHKF1 C 5\n        NULL AAAAAAA 0 A_CustomMissile (\"Blood\", 55, 0, random (0, 180), 2, random (0, 180))\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\n        HKF1 CDE 6 A_SpawnItem (\"Brutal_Blood\", 30)\n\t\tHKF1 FG 6 A_SpawnItem (\"Brutal_Blood\", 15)\n\t\tHKF1 HHH 6\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"HKFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"RapedHK\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n\tFatalityHK3:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        NULL A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tNULL A 0 A_PlaySound(\"PSXDPN\")\n\t\tHKF3 A 1\n\t\tNULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\t\tHKF3 ABC 6\n\t\tNULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\t\tNULL A 0 SetPlayerProperty(0,1,0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"PSXDPN\", 2)\n\t\tHKF3 D 15\n         NULL A 0 A_PlaySound(\"knight/death\")\n\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\t NULL AAAAAAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n         NULL AA 0 A_CustomMissile (\"Blood\", 50, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathHellKnightArm\", 40, 0, 90, 2, random (0, 20))\n        HKF3 EFGG 7 A_CustomMissile (\"Blood\", 40, 0, random (0, 360), 2, random (0, 160))\n\n\t\tNULL A 0 A_PlaySound(\"PSXDPN\")\n\t\tHKF3 H 15\n\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n\t\t NULL AAAAAAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n         NULL AA 0 A_CustomMissile (\"Blood\", 60, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathHellKnightHead\", 40, 0, 270, 2, random (0, 20))\n\t\t HKF3 I 20\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"HKFatality3\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"NoArmNoHeadFatalizedHK\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\nFatalityHK2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\t\tHKF2 AAB 6\n\t\tNULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\t\tNULL A 0 SetPlayerProperty(0,1,0)\n\t\tNULL A 0 A_PlaySound(\"PSXDPN\")\n\n\t\tHKF2 DEFFGH 8\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n         NULL A 0 A_PlaySound(\"PSXDPN\")\n\t\t HKF2 IJIJIJ 4\n\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AA 0 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\n        HKF2 KL 6\n\t\tNULL A 0 A_CustomMissile (\"XDeathHellKnightHead\", 64, 0, random (0, 360), 2, random (60, 120))\n\t\tHKF2 MNNNNN 6\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"HKFatality2\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"OmgSoDeadHK\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n    FatalityArachnotron:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        ARF1 ABABABABABABAB 2\n\t\tNULL A 0 A_SpawnItem(\"Spark_UpOnce\",0,60)\n\t\tARF1 CD 3\n\t\tNULL A 0 A_PlaySound(\"baby/death\")\n\t\tARF1 EFFFF 3\n\t\tARF1 GGHHI 3\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAA 0 A_CustomMissile (\"Instestin2\", 14, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tARF1 JKLMNNNNNNNNNNNNNNNN 3\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"ArachnotronFatality\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",20)\n        NULL A 0 A_SpawnItemEx(\"RapedArachnotron\", 0, 1, 1, 1, 1)\n\t\t//NULL A 0 A_CustomMissile (\"SpiderLeg\", 30, 0, 0, 2, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n\t\tFatalityArachnotron2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tARF2 A 6\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\")\n\t\tARF2 B 3\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        ARF2 BIBIBI 2\n\t\tNULL A 0 A_PlaySound(\"baby/death\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAA 0 A_CustomMissile (\"Instestin2\", 14, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\n\t\tARF2 CDE 3\n        NULL A 0 A_CustomMissile (\"XDeathArachnotronHead\", 50, 0, random (0, 360), 2, random (40, 130))\n\t\t//////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"ArachnotronFatality2\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",20)\n        TNT1 A 0 A_SpawnItemEx(\"ArachnoTurretFrame\", 0, 1, 1, 1, 1)\n\t\t//NULL A 0 A_CustomMissile (\"SpiderLeg\", 30, 0, 0, 2, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n\t\tFatalityArchVile:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        AVF1 A 1\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        AVF1 A 1 A_PlaySound(\"vile/pain\")\n        AVF1 A 20\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n        AVF1 A 1 A_PlaySound(\"vile/Death\")\n        AVF1 BCDEEEFGHHH 5 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tAVF1 IJKLM 2\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\nNULL A 0 A_PlaySound(\"CLAP\")\nNULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tAVF1 N 30\n\t\tAVF1 OPQQR 3\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath3\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\n\t\tAVF1 STUUUUVVVV 2\n\t\tNULL A 0 A_PlaySound(\"TAUNT\")\n\t\tAVF1 V 10\n\t\tAVF1 WXWX 10\n\t\tAVF1 V 10\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"ArchVileFatality\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",20)\n        NULL A 0 A_SpawnItem(\"FatalizedArchvile1\")\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\nFatalityPE:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        PA1F A 3\n\t\tFATF E 0 A_PlaySound(\"demon/pain\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tPA1F A 9\n\n        NULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n        NULL AAAAAA 0 A_CustomMissile (\"Blood\", 55, 0, random (0, 180), 2, random (0, 180))\n        NULL AA 0 A_CustomMissile (\"XDeath1\", 55, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_PlaySound(\"demon/pain\")\n\n\t\tPA1F BCDEEEEEFGHI 3\n\n\t\tNULL A 0 A_PlaySound(\"demon/pain\")\n\n\t\tPA1F JKKKK 3\n\n\t\tPA1F L 4\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 90, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\t  PA1F MNNNNNNN 3\n\n\t\t  PA1F OPQR 3\n\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 90, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\t  PA1F RQPQR 3\n\n\t\t  NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 90, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\tPA1F RQPQR 3\n\n\t\t  NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 90, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\tPA1F RQPQR 3\n\n\t\t  NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 90, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\tPA1F S 30\n\t\tPA1F STSTST 6 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tPA1F S 9\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"PEFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",15)\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_SpawnItemEx(\"FatalizedPE\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n    CurbstompZombieman:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        01CB A 3\n\t\tNULL A 0 SetPlayerProperty(0,1,0)\n\t\tNULL A 0 A_PlaySound(\"grunt/death\")\n\t\t01CB BCCCC 3 SetPlayerProperty(0,1,0)\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath1\")\n\t\t01CB D 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 A_SpawnItemEx(\"ZombiemanHeadExplode\", 0, 20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrowingBloodPool\", 0, 20)\n          01CB E 20\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"IsCurbstompingZombieman\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\tTNT1 A 0 A_GiveInventory(\"BootsSmearedWithRedBlood\", 6)\n\t\t NULL A 0 A_CustomMissile (\"StompedZombieman\", 1, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n\t\tNULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n\t\tCurbstompSergeant:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        02CB A 3\n\t\tNULL A 0 SetPlayerProperty(0,1,0)\n\t\tNULL A 0 A_PlaySound(\"grunt/death\")\n\t\t02CB BCCCC 3 SetPlayerProperty(0,1,0)\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath1\")\n\t\t02CB D 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 A_SpawnItemEx(\"ShotgunguyHeadExplode\", 0, 20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrowingBloodPool\", 0, 20)\n          02CB E 20\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"IsCurbstompingSergeant\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",5)\n\t\tTNT1 A 0 A_GiveInventory(\"BootsSmearedWithRedBlood\", 6)\n\t\t NULL A 0 A_CustomMissile (\"StompedSergeant\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n    Death.Fatality:\n        NULL A 0 A_NoBlocking\n\t\tNULL A 0 A_Scream\n\t\tNULL A 0 A_GiveToTarget(\"GoFatality\", 1)\n        NULL A 0 A_GiveToTarget(\"PVPFatality\", 1)\n\t\tNULL A 1\n\t\tNULL A -1\n        Stop\n    FatalityPVP:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n        NULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        PVPF ABB 10\n        PVPF C 4\n\t\tPVPF D 4\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tPVPF E 4\n         NULL A 0 A_CustomMissile (\"MeatDeath\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t PPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 50)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib2\", 0, 0, 50)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib3\", 0, 0, 50)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib4\", 0, 0, 50)\n\t\tNULL AA 0 A_CustomMissile (\"XDeathArm1\", 42, 0, random (0, 360), 2, random (0, 90))\n\t\t PVPF EFGGGG 4\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"PVPFatality\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"Megasphere\",1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n// STEALTH KILLS\n\n    StealthKillZombieman:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n        NULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\nSFZM A 8\nSFZM B 8\nSFZM C 16\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\nSFZM D 16\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"SKZombieMan\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n        NULL A 0 A_SpawnItemEx(\"DeadZombieMan\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n    StealthKillShotgunGuy:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n        NULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\nSFSZ A 8\nSFSZ B 8\nSFSZ C 16\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\nSFSZ D 16\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"SKShotgunGuy\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n        NULL A 0 A_SpawnItemEx(\"DeadShotgunGuy\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n    StealthKillChaingunGuy:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n        NULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\nSFCG A 8\nSFCG B 8\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\nSFCG C 16\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"SKChaingunGuy\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n        NULL A 0 A_SpawnItemEx(\"DeadChaingunGuy_KilledByMinorHead\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n    StealthKillImp:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n        NULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\nSFIM A 8\nSFIM B 8\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\nSFIM C 16\nSFIM D 16\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"SKImp\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n        NULL A 0 A_SpawnItemEx(\"DeadImp1\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n    StealthKillNazi:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n        NULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\nSFNZ A 8\nSFNZ B 8\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\nSFNZ C 16\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"SKNAzi\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n        NULL A 0 A_SpawnItemEx(\"DeadNazi\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto StandStill\n\n//  Failed attemp to able a player to be saved\n//  by other player before getting executed in an enemy's\n//  fatality (the following lines were an idea of making the\n//  Hell Knight be shootable before he could headstomp the player).\n//  This idea was canceled due the current limits on Zdoom engine\n// (Or maybe I'm just doing it wrong).\n//  Maybe I will work on this in a future version.\n\n//\tDeath.UnusedHKF:\n      // NULL A 0 A_CustomMissile (\"HellKnightSpawner\", 1, 0, random (0, 360), 2, random (0, 160))\n//       XXXX A -1\n//       Stop\n\n//\tPain.HKF:\n//        NULL A 0 A_GiveToTarget(\"Vanish\", 1)\n//        NULL A 0 A_GiveInventory(\"BeginCurbstomped\", 1)\n//        NULL A 0 SetPlayerProperty(0,1,0)\n//        NULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n//       KTFP AAAAAAAAAA 5 A_SpawnItem (\"FreePlayerFromHellKnight\", 0, 0,0)\n //      KTFP BCDE 5 A_SpawnItem (\"FreePlayerFromHellKnight\", 0, 0,0)\n //   Goto Curbstomped\n//\n //   Curbstomped:\n  //     KTFP EEEEE 5 A_SpawnItem (\"FreePlayerFromHellKnight\", 0, 10,0)\n   //    KTFP FFFFF 5 A_SpawnItem (\"FreePlayerFromHellKnight\", 0, 0,0)\n  //     KTFP GGG 5 A_SpawnItem (\"FreePlayerFromHellKnight\", 0, 0,0)\n   //    KTFP GGGG 1 A_SpawnItem (\"CurbStomp\", 0, 0)\n  //     Goto Death.HKFAT\n//\n//\tPain.FreeHellKnight:\n  //     KTFP E 50 SetPlayerProperty(0,0,0)\n  //      NULL A 1 SetPlayerProperty(0,0,0)\n//NULL A 1 A_SpawnItem (\"HellKnight\", 0, 0)\n//Goto See\n//\n //   Death.HKFAT:\n  //     KTFP HIJKLLLLLLLLL 5\n  //     NULL A 0 A_SpawnItem (\"HellKnight\", 0, 0)\n  //     XXXX A -1\n  //     Stop\n\n// Monsters that can perform fatality on player:\n\n// Baron and Hell Knight:\n    Death.HKFT:\n\tDeath.BHFT:\n\tDeath.RVFT:\n\tDeath.CYFT:\n\t\tNULL A 1 A_PlayerScream\n\t\tNULL A 1 A_NoBlocking\n        NULL A 0 A_GiveToTarget(\"Curbstomp_Marine\",1)\n\t\tNULL A -1\n        Stop\n\n//Imp:\n    Death.ImpFatalityMarine:\n\t\tNULL A 1 A_PlayerScream\n\t\tNULL A 1 A_NoBlocking\n        NULL A 0 A_GiveToTarget(\"Fatality_Marine\",1)\n\t\tNULL A 500\n\t\tNULL A -1\n        Stop\n\n// This section is responsable for calling scripts to make blood\n// drip on the screen when the player is affected by one of the actors\n// in the BLOODSPLASH lump.\n\n\tWaterSplash:\n\t\tNULL A 0 A_TakeInventory(\"WaterSplasherz\", 1)\n        NULL A 0 A_Giveinventory(\"WaterOnVisor\",1)\n       // NULL A 0 A_Giveinventory(\"GiveHealth\",1)\n\t\t//NULL A 0 A_GiveInventory(\"MeatAmmo\", 1)\n\t  NULL A 0 A_Jump(255,\"Wled1\",\"Wled2\",\"Wled3\",\"Wled4\",\"Wled5\",\"Wled6\")\n\t  Goto Wled1\n\n        Wled1:\n        NULL A 0 ACS_Execute(550, 0, 0, 0, 0)\n         Goto StandStill\n        Wled2:\n        NULL A 0 ACS_Execute(551, 0, 0, 0, 0)\n         Goto StandStill\n        Wled3:\n        NULL A 0 ACS_Execute(552, 0, 0, 0, 0)\n         Goto StandStill\n        Wled4:\n        NULL A 0 ACS_Execute(552, 0, 0, 0, 0)\n         Goto StandStill\n        Wled5:\n        NULL A 0 ACS_Execute(554, 0, 0, 0, 0)\n         Goto StandStill\n        Wled6:\n        NULL A 0 ACS_Execute(555, 0, 0, 0, 0)\n         Goto StandStill\n\n\tSlimeSplash:\n\t\tNULL A 0 A_TakeInventory(\"SlimeSplasherz\", 1)\n        NULL A 0 A_Giveinventory(\"SlimeOnVisor\",1)\n       // NULL A 0 A_Giveinventory(\"GiveHealth\",1)\n\t\t//NULL A 0 A_GiveInventory(\"MeatAmmo\", 1)\n\t  NULL A 0 A_Jump(255,\"Sled1\",\"Sled2\",\"Sled3\",\"Sled4\",\"Sled5\",\"Sled6\")\n\t  Goto Wled1\n\n        Sled1:\n        NULL A 0 ACS_Execute(540, 0, 0, 0, 0)\n         Goto StandStill\n        Sled2:\n        NULL A 0 ACS_Execute(541, 0, 0, 0, 0)\n         Goto StandStill\n        Sled3:\n        NULL A 0 ACS_Execute(542, 0, 0, 0, 0)\n         Goto StandStill\n        Sled4:\n        NULL A 0 ACS_Execute(543, 0, 0, 0, 0)\n         Goto StandStill\n        Sled5:\n        NULL A 0 ACS_Execute(544, 0, 0, 0, 0)\n         Goto StandStill\n        Sled6:\n        NULL A 0 ACS_Execute(545, 0, 0, 0, 0)\n         Goto StandStill\n\n\t SludgeSplash:\n\t\tNULL A 0 A_TakeInventory(\"SludgeSplasherz\", 1)\n        NULL A 0 A_Giveinventory(\"SludgeOnVisor\",1)\n       // NULL A 0 A_Giveinventory(\"GiveHealth\",1)\n\t\t//NULL A 0 A_GiveInventory(\"MeatAmmo\", 1)\n\t  NULL A 0 A_Jump(255,\"lled1\",\"lled2\",\"lled3\",\"lled4\",\"lled5\",\"lled6\")\n\t  Goto lled1\n\n        lled1:\n        NULL A 0 ACS_Execute(5530, 0, 0, 0, 0)\n         Goto StandStill\n        lled2:\n        NULL A 0 ACS_Execute(5531, 0, 0, 0, 0)\n         Goto StandStill\n        lled3:\n        NULL A 0 ACS_Execute(5532, 0, 0, 0, 0)\n         Goto StandStill\n        lled4:\n        NULL A 0 ACS_Execute(5533, 0, 0, 0, 0)\n         Goto StandStill\n        lled5:\n        NULL A 0 ACS_Execute(5534, 0, 0, 0, 0)\n         Goto StandStill\n        lled6:\n        NULL A 0 ACS_Execute(5535, 0, 0, 0, 0)\n         Goto StandStill\n\n\tPain.Blood:\n\t    NULL A 0 A_TakeInventory(\"BloodSplasherz\", 1)\n        NULL A 0 A_Giveinventory(\"BloodOnVisor\",1)\n       // NULL A 0 A_Giveinventory(\"GiveHealth\",1)\n\t\t//NULL A 0 A_GiveInventory(\"MeatAmmo\", 1)\n\t  NULL A 0 A_Jump(255,\"Bled1\",\"Bled2\",\"Bled3\",\"Bled4\",\"Bled5\",\"Bled6\")\n\t  Goto Bled1\n\n        Bled1:\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n         Goto StandStill\n        Bled2:\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n         Goto StandStill\n        Bled3:\n        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n         Goto StandStill\n        Bled4:\n        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n         Goto StandStill\n        Bled5:\n        NULL A 0 ACS_Execute(584, 0, 0, 0, 0)\n         Goto StandStill\n        Bled6:\n        NULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n         Goto StandStill\n\n\tPain.BlueBlood:\n\t\tNULL A 0 A_TakeInventory(\"BloodSplasherBlueBlood\", 1)\n        NULL A 0 A_Giveinventory(\"BlueBloodOnVisor\",1)\n  NULL A 0 A_Jump(255,\"BBled1\",\"BBled2\",\"BBled3\",\"BBled4\",\"BBled5\",\"BBled6\")\n  Goto BBled1\n        BBled1:\n        NULL A 0 ACS_Execute(570, 0, 0, 0, 0)\n         Goto StandStill\n        BBled2:\n        NULL A 0 ACS_Execute(571, 0, 0, 0, 0)\n         Goto StandStill\n        BBled3:\n        NULL A 0 ACS_Execute(572, 0, 0, 0, 0)\n         Goto StandStill\n        BBled4:\n        NULL A 0 ACS_Execute(573, 0, 0, 0, 0)\n         Goto StandStill\n        BBled5:\n        NULL A 0 ACS_Execute(574, 0, 0, 0, 0)\n         Goto StandStill\n        BBled6:\n        NULL A 0 ACS_Execute(575, 0, 0, 0, 0)\n         Goto StandStill\n\n\tPain.GreenBlood:\n        NULL A 0 A_Giveinventory(\"GreenBloodOnVisor\",1)\n  NULL A 0 A_Jump(255,\"GBled1\",\"GBled2\",\"GBled3\",\"GBled4\",\"GBled5\",\"GBled6\")\n  Goto Bled1\n\n        GBled1:\n        NULL A 0 ACS_Execute(560, 0, 0, 0, 0)\n         Goto StandStill\n        GBled2:\n        NULL A 0 ACS_Execute(561, 0, 0, 0, 0)\n         Goto StandStill\n        GBled3:\n        NULL A 0 ACS_Execute(562, 0, 0, 0, 0)\n         Goto StandStill\n        GBled4:\n        NULL A 0 ACS_Execute(563, 0, 0, 0, 0)\n         Goto StandStill\n        GBled5:\n        NULL A 0 ACS_Execute(564, 0, 0, 0, 0)\n         Goto StandStill\n        GBled6:\n        NULL A 0 ACS_Execute(565, 0, 0, 0, 0)\n         Goto StandStill\n\n\t\t//When you get MeatShields\n\n\t\tGotImpShield:\n\t\tNULL A 0 A_TakeInventory(\"MeatAmmo\", 100)\n\t\tNULL A 0 A_GiveInventory(\"ImpShield\")\n\t\tNULL A 0 A_SelectWeapon(\"ImpShield\")\n\t\tNULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tGoto SeeImpShield\n\n\t\tGotDarkImpShield:\n\t\tNULL A 0 A_TakeInventory(\"MeatAmmo\", 100)\n\t\tNULL A 0 A_GiveInventory(\"DarkImpShield\")\n\t\tNULL A 0 A_SelectWeapon(\"DarkImpShield\")\n\t\tNULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tGoto SeeImpShield\n\n\t\tSeeImpShield:\n\t\tSeeDarkImpShield:\n\t    NULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tMAIS A 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tMAIS B 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\t//Goto See\n\t\tLoop\n\n\t\t \t\tGotZmanShield:\n\t\tNULL A 0 A_TakeInventory(\"MeatAmmo\", 100)\n\t\tNULL A 0 A_GiveInventory(\"ZmanShield\")\n\t\tNULL A 0 A_SelectWeapon(\"ZmanShield\")\n\t\tNULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tGoto SeeZmanShield\n\n\t\tSeeZmanShield:\n\t    NULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tMAZS A 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tMAZS B 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\t//Goto See\n\t\tLoop\n\n\t\tGotSguyShield:\n\t\tNULL A 0 A_TakeInventory(\"MeatAmmo\", 100)\n\t\tNULL A 0 A_GiveInventory(\"SguyShield\")\n\t\tNULL A 0 A_SelectWeapon(\"SguyShield\")\n\t\tNULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tGoto SeeSGuyShield\n\n\t\tSeeSGuyShield:\n\t    NULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tMASS A 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tMASS B 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\t//Goto See\n\t\tLoop\n\n    Salutes1:\n\t    NULL A 0\n\t\tNULL A 0 A_PlaySound (\"DSSALUTE\")\n        MWAV BCDEFEFDCB 7\n\t\tNULL A 0 A_TakeInventory(\"Salute1\",1)\n        Goto StandStill\n\n    Salutes2:\n\t\tNULL A 0\n\t\tNULL A 0 A_PlaySound (\"DSSALUTE\")\n        MWAV IJK 4\n\t\tMWAV LMNNML 3\n\t\tMWAV LMNNML 3\n\t\tMWAV LMNNML 3\n\t\tMWAV KJI 4\n\t\tNULL A 0 A_TakeInventory(\"Salute2\",1)\n        Goto StandStill\n\n\t//Special Checkers\n\n\t\tSpecialChecker:\n        NULL A 1\n        NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n        NULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salutes1\")\n\t\tNULL A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salutes2\")\n\t\tNULL A 0 A_JumpIfInventory(\"advtaunting\", 1, \"AdvancedTaunt\")\n\t\tNULL A 0 A_JumpIfInventory(\"oneliner\", 1, \"SayOneLiner\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelStand\")\n        NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n        NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"RifleKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"Pumping\", 1, \"NoMovePump\")\n        NULL A 0 A_JumpIfInventory(\"ADSMode\", 1, \"ADSStand\")\n        NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n        Goto StandStill\n\n        SpecialCheckerMoving:\n        NULL A 1\n        NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n        NULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salutes1\")\n\t\tNULL A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salutes2\")\n\t\tNULL A 0 A_JumpIfInventory(\"advtaunting\", 1, \"AdvancedTaunt\")\n\t\tNULL A 0 A_JumpIfInventory(\"oneliner\", 1, \"SayOneLiner\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelMove\")\n        NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n        NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"RifleKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"Pumping\", 1, \"Pump\")\n        NULL A 0 A_JumpIfInventory(\"ADSMode\", 1, \"ADSMove\")\n        NULL A 0 A_JumpIfInventory(\"HasImpShield\", 1, \"SeeImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasDarkImpShield\", 1, \"SeeDarkImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasZmanShield\", 1, \"SeeZmanShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasSguyShield\", 1, \"SeeSguyShield\")\n                NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n                Goto See\n\n        FatalityChecker:\n\t\tNULL A 0\n\t\tNULL A 0 ACS_ExecuteAlways(477, 0, 0, 0, 0)//Start Camera\n\n\t\tNULL A 0 A_JumpIfInventory(\"PVPFatality\", 1, \"FatalityPVP\")\n        NULL A 0 A_JumpIfInventory(\"IsCurbstompingZombieman\", 1, \"CurbstompZombieman\")\n\t    NULL A 0 A_JumpIfInventory(\"IsCurbstompingSergeant\", 1, \"CurbstompSergeant\")\n        NULL A 0 A_JumpIfInventory(\"SKZombieman\", 1, \"StealthKilLZombieMan\")\n\t    NULL A 0 A_JumpIfInventory(\"SKShotgunGuy\", 1, \"StealthKilLShotgunGuy\")\n\t    NULL A 0 A_JumpIfInventory(\"SKImp\", 1, \"StealthKilLImp\")\n\t    NULL A 0 A_JumpIfInventory(\"SKNazi\", 1, \"StealthKilLNazi\")\n\t    NULL A 0 A_JumpIfInventory(\"SKChaingunguy\", 1, \"StealthKilLChaingunguy\")\n        NULL A 0 A_JumpIfInventory(\"ImpFatality\", 1, \"FatalityImp\")\n        NULL A 0 A_JumpIfInventory(\"ImpFatality2\", 1, \"FatalityImp2\")\n\t\tNULL A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp3\")\n        NULL A 0 A_JumpIfInventory(\"ZombieManFatality\", 1, \"FatalityZMan\")\n\t    NULL A 0 A_JumpIfInventory(\"ZombieManFatality2\", 1, \"FatalityZMan2\")\n\t    NULL A 0 A_JumpIfInventory(\"ZombieManFatality3\", 1, \"FatalityZMan3\")\n\t\tNULL A 0 A_JumpIfInventory(\"ZombieManFatality4\", 1, \"FatalityZMan4\")\n        NULL A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n        NULL A 0 A_JumpIfInventory(\"SergeantFatality2\", 1, \"FatalitySergeant2\")\n\t\tNULL A 0 A_JumpIfInventory(\"SergeantFatality3\", 1, \"FatalitySergeant3\")\n        NULL A 0 A_JumpIfInventory(\"ComandoFatality\", 1, \"FatalityComando\")\n\t    NULL A 0 A_JumpIfInventory(\"ComandoFatality2\", 1, \"FatalityComando2\")\n        NULL A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t    NULL A 0 A_JumpIfInventory(\"DemonFatality2\", 1, \"FatalityDemon2\")\n\t    NULL A 0 A_JumpIfInventory(\"DemonFatality3\", 1, \"FatalityDemon3\")\n        NULL A 0 A_JumpIfInventory(\"CacoDemonFatality\", 1, \"FatalityCacoDemon\")\n\t    NULL A 0 A_JumpIfInventory(\"CacoDemonFatality2\", 1, \"FatalityCacoDemon2\")\n        NULL A 0 A_JumpIfInventory(\"RevenantFatality\", 1, \"FatalityRevenant\")\n        NULL A 0 A_JumpIfInventory(\"RevenantFatality2\", 1, \"FatalityRevenant2\")\n\t\tNULL A 0 A_JumpIfInventory(\"FatsoFatality\", 1, \"FatalityFatso\")\n        NULL A 0 A_JumpIfInventory(\"BaronFatality\", 1, \"FatalityBaron\")\n\t    NULL A 0 A_JumpIfInventory(\"HKFatality\", 1, \"FatalityHK\")\n\t    NULL A 0 A_JumpIfInventory(\"HKFatality2\", 1, \"FatalityHK2\")\n\t    NULL A 0 A_JumpIfInventory(\"HKFatality3\", 1, \"FatalityHK3\")\n\t    NULL A 0 A_JumpIfInventory(\"ArachnotronFatality\", 1, \"FatalityArachnotron\")\n\t\tNULL A 0 A_JumpIfInventory(\"ArachnotronFatality2\", 1, \"FatalityArachnotron2\")\n\t    NULL A 0 A_JumpIfInventory(\"ArchVileFatality\", 1, \"FatalityArchVile\")\n\t    NULL A 0 A_JumpIfInventory(\"PEFatality\", 1, \"FatalityPE\")\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tGoto See\n\n\t\tMeatShieldChecker:\n        NULL A 1\n        //NULL A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tNULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n        NULL A 0 A_JumpIfInventory(\"HasImpShield\", 1, \"GotImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasDarkImpShield\", 1, \"GotDarkImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasZmanShield\", 1, \"GotZmanShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasSguyShield\", 1, \"GotSguyShield\")\n        NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n        Goto See\n\n\t\tMeatShieldCheckerMoving:\n        NULL A 1\n        //NULL A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tNULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n        NULL A 0 A_JumpIfInventory(\"HasImpShield\", 1, \"GotImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasDarkImpShield\", 1, \"GotDarkImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasZmanShield\", 1, \"GotZmanShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasSguyShield\", 1, \"GotSguyShield\")\n        NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n        Goto StandStill\n\n\t\tSpawnFriends: //This spawn any friendly marines that survived on the previous level\n\t\tNULL A 0 A_TakeInventory(\"CheckMarines\", 1)\n\t\tPLAY A 2\n\t\tNULL A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_Changeflag(\"NOPAIN\", 0)\n\t\t//NULL A 0 Thing_ChangeTID (0, 567)\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAllies\", 1, \"SummonMarines\")\n\t\tSpawnFriends2:\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAlliesMinigun\", 1, \"SummonMinigunners\")\n\t\tGoto StandStill\n\t\tSpawnFriends3:\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAlliesShotgun\", 1, \"SummonShotgunners\")\n\t\tGoto StandStill\n\t\tSpawnFriends4:\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAlliesPlasmagun\", 1, \"SummonPlasmagunners\")\n\t\tGoto StandStill\n\t\tSpawnFriends5:\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAlliesRocket\", 1, \"SummonRocketgunners\")\n\t\tGoto StandStill\n\t\tSpawnFriends6:\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAlliesBFG\", 1, \"SummonBFGgunners\")\n\t\tGoto StandStill\n\n\t\tSummonMarines:\n\t\tPLAY A 2 A_SpawnItem(\"Marine1PathfinderNew\", 50)\n\t\tNULL A 0 A_TakeInventory(\"NumberOfAllies\", 1)\n\t\tNULL A 0 A_GiveInventory(\"MarinesDispenser\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAllies\", 1, \"SummonMarines\")\n\t\tGoto RecalculateMarines\n\n\t\tRecalculateMarines:\n\t\tPLAY A 2 A_TakeInventory(\"MarinesDispenser\", 1)\n\t\tNULL A 0 A_GiveInventory(\"NumberOfAllies\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"MarinesDispenser\", 1, \"RecalculateMarines\")\n\t\tGoto SpawnFriends2\n\n\t\tSummonMinigunners:\n\t\tPLAY A 2 A_SpawnItem(\"Marine_Minigun1PathfinderNew\", 50)\n\t\tNULL A 0 A_TakeInventory(\"NumberOfAlliesMinigun\", 1)\n\t\tNULL A 0 A_GiveInventory(\"MarinesMinigunDispenser\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAlliesMinigun\", 1, \"SummonMinigunners\")\n\t\tGoto RecalculateMinigunners\n\n\t\tRecalculateMinigunners:\n\t\tPLAY A 2 A_TakeInventory(\"MarinesMinigunDispenser\", 1)\n\t\tNULL A 0 A_GiveInventory(\"NumberOfAlliesMinigun\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"MarinesMinigunDispenser\", 1, \"RecalculateMinigunners\")\n\t\tGoto SpawnFriends3\n\n\t\tSummonShotgunners:\n\t\tPLAY A 2 A_SpawnItem(\"Marine_Shotgun1PathfinderNew\", 50)\n\t\tNULL A 0 A_TakeInventory(\"NumberOfAlliesShotgun\", 1)\n\t\tNULL A 0 A_GiveInventory(\"MarinesShotgunDispenser\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAlliesShotgun\", 1, \"SummonShotgunners\")\n\t\tGoto RecalculateShotgunners\n\n\t\tRecalculateShotgunners:\n\t\tPLAY A 2 A_TakeInventory(\"MarinesShotgunDispenser\", 1)\n\t\tNULL A 0 A_GiveInventory(\"NumberOfAlliesShotgun\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"MarinesShotgunDispenser\", 1, \"RecalculateShotgunners\")\n\t\tGoto SpawnFriends4\n\n\t\tSummonPlasmaGunners:\n\t\tPLAY A 2 A_SpawnItem(\"Marine_PlasmaGun1PathfinderNew\", 50)\n\t\tNULL A 0 A_TakeInventory(\"NumberOfAlliesPlasmaGun\", 1)\n\t\tNULL A 0 A_GiveInventory(\"MarinesPlasmaGunDispenser\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAlliesPlasmaGun\", 1, \"SummonPlasmaGunners\")\n\t\tGoto RecalculatePlasmaGunners\n\n\t\tRecalculatePlasmaGunners:\n\t\tPLAY A 2 A_TakeInventory(\"MarinesPlasmaGunDispenser\", 1)\n\t\tNULL A 0 A_GiveInventory(\"NumberOfAlliesPlasmaGun\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"MarinesPlasmaGunDispenser\", 1, \"RecalculatePlasmaGunners\")\n\t\tGoto SpawnFriends5\n\n\t\tSummonRocketGunners:\n\t\tPLAY A 2 A_SpawnItem(\"Marine_Rocket1PathfinderNew\", 50)\n\t\tNULL A 0 A_TakeInventory(\"NumberOfAlliesRocket\", 1)\n\t\tNULL A 0 A_GiveInventory(\"MarinesRocketDispenser\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAlliesRocket\", 1, \"SummonRocketGunners\")\n\t\tGoto RecalculateRocketGunners\n\n\t\tRecalculateRocketGunners:\n\t\tPLAY A 2 A_TakeInventory(\"MarinesRocketDispenser\", 1)\n\t\tNULL A 0 A_GiveInventory(\"NumberOfAlliesRocket\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"MarinesRocketDispenser\", 1, \"RecalculateBFGGunners\")\n\t\tGoto SpawnFriends6\n\n\t\tSummonBFGGunners:\n\t\tPLAY A 2 A_SpawnItem(\"Marine_BFG1PathfinderNew\", 50)\n\t\tNULL A 0 A_TakeInventory(\"NumberOfAlliesBFG\", 1)\n\t\tNULL A 0 A_GiveInventory(\"MarinesBFGDispenser\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAlliesBFG\", 1, \"SummonBFGGunners\")\n\t\tGoto RecalculateBFGGunners\n\n\t\tRecalculateBFGGunners:\n\t\tPLAY A 2 A_TakeInventory(\"MarinesBFGDispenser\", 1)\n\t\tNULL A 0 A_GiveInventory(\"NumberOfAlliesBFG\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"MarinesBFGDispenser\", 1, \"RecalculateBFGGunners\")\n\t\tGoto StandStill\n\n\t}\n}\n\nACTOR PowerNearDeath : PowerUp\n{\n\tPowerup.Duration -45\n\tSpeed 0.4\n\t//Inventory.Icon \"DANGER\"\n\tPowerup.Color 70,0,0,0.2\n}\n\nactor Player_Blood : Brutal_Blood\n {\n states\n {\n  Spawn:\n        //NULL AAAAA 0 A_CustomMissile (\"BloodTr2\", 7, 0, random (0, 360), 2, random (0, 180))\n        //NULL AAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 0, 0, random (0, 180), 2, random (0, 180))\n\t\tNULL AAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t    NULL A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        NULL A 0 A_CustomMissile (\"CeilBloodLauncher\", -1, 0, random (0, 360), 2, random (50, 130))\n  \t    NULL A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n\t\t//NULL AA 0 A_CustomMissile (\"WallRedBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n        BLOD BCD 0\n        stop\n\tSplash:\n        BLOD A 0\n\t\tNULL AAA 0 A_CustomMissile (\"Underblood1\", 7, 0, random (0, 360), 2, random (30, 150))\n        stop\n\n }\n}\n\nACTOR PlayerFlyingBlood\n{\n game Doom\n scale 0.75\n speed 7\n health 1\n radius 8\n height 1\n\tDecal BloodSuper\n   +MISSILE\n   +CLIENTSIDEONLY\n   +NOTELEPORT\n   +NOBLOCKMAP\n   +FORCEXYBILLBOARD\n        +EXPLODEONWATER\n    States\n    {\n     Spawn:\n       NULL A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        XDT1 ABCD 4 A_SpawnItem(\"Brutal_FlyingBloodTrail\",0,0,0,1)\n        loop\n\tSplash:\n        BLOD A 0\n        stop\n     Death:\n       NULL A 1 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n        XDT1 EFGHIJKL 3\n        stop\n    }\n}\n\nACTOR BloodOnVisor : PowerupGiver 2408\n{\n   Inventory.Amount 1\n   Scale 0.5\n   Inventory.MaxAmount 10\n   Powerup.Type BloodOnVisor\n   Powerup.Duration 400\n   Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n   States\n   {\n   Spawn:\n      NULL A 1\n      Stop\n   }\n}\n\nACTOR PowerBloodOnVisor : PowerUp\n{\n\tPowerup.Duration -90\n\tSpeed 0.4\n\tInventory.Icon \"TNT1A0\"\n\tPowerup.Color 70,0,0,0.0\n}\n\nACTOR BlueBloodOnVisor : PowerupGiver\n{\n   Inventory.Amount 1\n   Scale 0.5\n   Inventory.MaxAmount 10\n   Powerup.Type BlueBloodOnVisor\n   Powerup.Duration 400\n   Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n   States\n   {\n   Spawn:\n      NULL A 1\n      Stop\n   }\n}\n\nACTOR PowerBlueBloodOnVisor : PowerUp\n{\n\tPowerup.Duration -90\n\tSpeed 0.4\n\tInventory.Icon \"TNT1A0\"\n\tPowerup.Color 70,0,0,0.0\n}\n\nACTOR GreenBloodOnVisor : PowerupGiver\n{\n   Inventory.Amount 1\n   Scale 0.5\n   Inventory.MaxAmount 10\n   Powerup.Type GreenBloodOnVisor\n   Powerup.Duration 400\n   Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n   States\n   {\n   Spawn:\n      NULL A 1\n      Stop\n   }\n}\n\nACTOR PowerGreenBloodOnVisor : PowerUp\n{\n\tPowerup.Duration -90\n\tSpeed 0.4\n\tInventory.Icon \"TNT1A0\"\n\tPowerup.Color 70,0,0,0.0\n}\n\nACTOR WaterOnVisor : PowerupGiver\n{\n   Inventory.Amount 1\n   Scale 0.5\n   Inventory.MaxAmount 10\n   Powerup.Type WaterOnVisor\n   Powerup.Duration 400\n   Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n   States\n   {\n   Spawn:\n      NULL A 1\n      Stop\n   }\n}\n\nACTOR PowerWaterOnVisor : PowerUp\n{\n\tPowerup.Duration -90\n\tSpeed 0.4\n\tInventory.Icon \"TNT1A0\"\n\tPowerup.Color 70,0,0,0.0\n}\n\nACTOR SlimeOnVisor : PowerupGiver\n{\n   Inventory.Amount 1\n   Scale 0.5\n   Inventory.MaxAmount 10\n   Powerup.Type SlimeOnVisor\n   Powerup.Duration 400\n   Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n   States\n   {\n   Spawn:\n      NULL A 1\n      Stop\n   }\n}\n\nACTOR PowerSlimeOnVisor : PowerUp\n{\n\tPowerup.Duration -90\n\tSpeed 0.4\n\tInventory.Icon \"TNT1A0\"\n\tPowerup.Color 70,0,0,0.0\n}\n\nACTOR SludgeOnVisor : PowerupGiver\n{\n   Inventory.Amount 1\n   Scale 0.5\n   Inventory.MaxAmount 10\n   Powerup.Type SludgeOnVisor\n   Powerup.Duration 400\n   Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n   States\n   {\n   Spawn:\n      NULL A 1\n      Stop\n   }\n}\n\nACTOR PowerSludgeOnVisor : PowerUp\n{\n\tPowerup.Duration -90\n\tSpeed 0.4\n\tInventory.Icon \"TNT1A0\"\n\tPowerup.Color 70,0,0,0.0\n}\n\nActor ChainguyguyContinue : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ComeEatMeDemon : Inventory\n{\ninventory.maxamount 1\n}\n\nactor MarineEattenByDemon: CurbstompedMarine\n{\nHealth 100\nHeight 16\nRadius 8\nMONSTER\n-GHOST\n+THRUACTORS\n+FRIENDLY\n    States\n\n    {\n    Spawn:\nNULL A 0\nNULL A 0 A_CHangeFlag(\"THRUACTORS\", 0)\nNULL A 0 A_GiveInventory(\"ComeEatMeDemon\")\nNULL A 0 A_SpawnItem (\"GrowingBloodPool\")\nXPL1 EEE 6 A_SpawnItem(\"KillMe\")\nXPL1 E -1\n       Loop    }}"
      },
      {
        "source": "pk3",
        "name": "NEWPLAYE.txt",
        "contents": "//Inventory declarations\nACTOR HasQuadShotgun : Inventory\n{Inventory.MaxAmount 1}\nActor LabGuyToken1 : Inventory\n{inventory.maxamount 1}\nActor LabGuyToken2 : Inventory\n{inventory.maxamount 1}\nActor LabGuyToken3 : Inventory\n{inventory.maxamount 1}\nActor SKQuadShotgunZombie : Inventory\n{inventory.maxamount 1}\nActor HellTrooperFatality1 : Inventory\n{inventory.maxamount 1}\nActor HellTrooperFatality2 : Inventory\n{inventory.maxamount 1}\nActor HellTrooperFatality3 : Inventory\n{inventory.maxamount 1}\nACTOR OtherFatsoFatality : Inventory\n{Inventory.MaxAmount 1}\nACTOR OtherFatsoFatality2 : Inventory\n{Inventory.MaxAmount 1}\nActor AfritFatality1 : Inventory\n{inventory.maxamount 1}\nActor AfritFatality2 : Inventory\n{inventory.maxamount 1}\nActor AfritFatality3 : Inventory\n{inventory.maxamount 1}\n\nActor IsCurbstompingHFQSZ : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR ArachnophyteFatality : Inventory\n{Inventory.MaxAmount 1}\nActor HFQSZFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR OverlordFatality : Inventory\n{Inventory.MaxAmount 1}\n\nActor HFQSZFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HFQSZFatality3 : Inventory\n{\ninventory.maxamount 1\n}\nACTOR ChaingunMajorFatality : Inventory\n{Inventory.MaxAmount 1}\n\nACTOR CyberKnightFatality1Part2: Inventory\n{Inventory.MaxAmount 1}\n\nACTOR CyberKnightFatality1: Inventory\n{Inventory.MaxAmount 1}\n\nACTOR CyberKnightFatality2: Inventory\n{Inventory.MaxAmount 1}\n\nACTOR IceVileFatality: Inventory\n{Inventory.MaxAmount 1}\n\nActor SKLabguy : Inventory\n{inventory.maxamount 1}\n\nActor SKHelltrooper : Inventory\n{inventory.maxamount 1}\n\nActor UndeadMarineFatality1 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor PlasmaZombieFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor PlasmaZombieFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor FleshWizardFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SergeantFatality4 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SergeantFatality5 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SergeantFatality6 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombieManFatality5: Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombieManFatality6: Inventory\n{\ninventory.maxamount 1\n}\n\nActor BaronFatality2: Inventory\n{\ninventory.maxamount 1\n}\n\nActor CyberBaronFatality1: Inventory\n{\ninventory.maxamount 1\n}\n\nActor CyberBaronFatality2: Inventory\n{\ninventory.maxamount 1\n}\n\nActor MeanDemonFatality1: Inventory\n{\ninventory.maxamount 1\n}\n\nActor ImpFatality4: Inventory\n{\ninventory.maxamount 1\n}\n\nActor BelphegorFatality: Inventory\n{\ninventory.maxamount 1\n}\n\nActor FatsoFatality2: Inventory\n{\ninventory.maxamount 1\n}\n\nActor AutoshotgunGuyFatality: Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZSpecFatality: Inventory\n{\ninventory.maxamount 1\n}\n\nActor ImpFatality5: Inventory\n{\ninventory.maxamount 1\n}\n\nActor ArachnotronTurret: Inventory\n{\ninventory.maxamount 1\n}\n\nActor ArachnotronTurretFiring: Inventory\n{\ninventory.maxamount 1\n}\n\nActor RapidFireTrooperFatality: Inventory\n{\ninventory.maxamount 1\n}\n\nActor ArchVileFatality2: Inventory\n{\ninventory.maxamount 1\n}\n\nActor DarkImpFatality1: Inventory\n{\ninventory.maxamount 1\n}\n\nActor DarkImpFatality2: Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR SKZSpecOps : Inventory\n{\nInventory.MaxAmount 1\n}\n\nACTOR SKPlasmaZombie : Inventory\n{\nInventory.MaxAmount 1\n}\n\nACTOR SKARZombie : Inventory\n{\nInventory.MaxAmount 1\n}\n\nACTOR SKHelmetZombie1 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nACTOR HKFatality4 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nACTOR MagCacoFatality : Inventory\n{\nInventory.MaxAmount 1\n}\n\nACTOR TriteElementalFatality : Inventory\n{\nInventory.MaxAmount 1\n}\n\nACTOR MechDemonFatality : Inventory\n{\nInventory.MaxAmount 1\n}\nACTOR BrutalDoomer: Doomer\n{\nStates\n{\n\t/*\nSee:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ADSMode\", 1, \"ADSStand\")\n\n        TNT1 A 0 ACS_Execute(171, 0, 0, 0, 0)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"FistsSelected\", 1, \"FistsMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawSelected\", 1, \"SawMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SledgeSelected\", 1, \"FistsMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandgunSelected\", 1, \"HandgunMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DualHandgunSelected\", 1, \"DualHandgunMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RevolverSelected\", 1, \"RevolverMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunSelected\", 1, \"ShotgunMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ASGSelected\", 1, \"ASGMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGSelected\", 1, \"SSGMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"QSGSelected\", 1, \"QSGMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MinigunSelected\", 1, \"MinigunMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewChaingunSelected\", 1, \"NewChaingunMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketLauncherSelected\", 1, \"RLMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeLauncherSelected\", 1, \"GrenadeLauncherMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SGLSelected\", 1, \"SGLMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PlasmaGunSelected\", 1, \"PlasmaGunMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"M2Selected\", 1, \"M2Move\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailGunSelected\", 1, \"RailGunMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FreezerSelected\", 1, \"FreezerMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RevenantLauncherSelected\", 1, \"RevenantLauncherMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"UACSMGSelected\", 1, \"UACSMGMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HellRifleSelected\", 1, \"HellRifleMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SubMachineGunSelected\", 1, \"SubMachinegunMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"LandMineSelected\", 1, \"LandMineMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BFGSelected\", 1, \"BFGMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BFGBeamSelected\", 1, \"BFGBeamMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BHCSelected\", 1, \"BHCMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FlameCannonSelected\", 1, \"FlameCannonMove\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\n\t\tMARN A 4 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMARN B 4\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        TNT1 A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\tMARN C 4\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        TNT1 A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tMARN B 4\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        TNT1 A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tTNT1 A 0 A_JumpIfHealthLower(31, \"HeavyWounds\")\n\t\tGoto See\n\t\t*/\n\nFatalityChecker:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n        TNT1 A 0 A_JumpIfInventory(\"IsCurbstompingZombieman\", 1, \"CurbstompZombieman\")\n\t    TNT1 A 0 A_JumpIfInventory(\"IsCurbstompingSergeant\", 1, \"CurbstompSergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCurbstompingSergeant\", 1, \"CurbstompSergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCurbstompingHFQSZ\", 1, \"CurbstompHFQSZ\")\n        TNT1 A 0 A_JumpIfInventory(\"SKZombieman\", 1, \"StealthKilLZombieMan\")\n\t    TNT1 A 0 A_JumpIfInventory(\"SKShotgunGuy\", 1, \"StealthKilLShotgunGuy\")\n\t    TNT1 A 0 A_JumpIfInventory(\"SKImp\", 1, \"StealthKilLImp\")\n\t    TNT1 A 0 A_JumpIfInventory(\"SKNazi\", 1, \"StealthKilLNazi\")\n\t    TNT1 A 0 A_JumpIfInventory(\"SKChaingunguy\", 1, \"StealthKilLChaingunguy\")\n        TNT1 A 0 A_JumpIfInventory(\"ImpFatality\", 1, \"FatalityImp\")\n        TNT1 A 0 A_JumpIfInventory(\"ImpFatality2\", 1, \"FatalityImp2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality4\", 1, \"FatalityImp4\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality5\", 1, \"FatalityImp5\")\n        TNT1 A 0 A_JumpIfInventory(\"ZombieManFatality\", 1, \"FatalityZMan\")\n\t    TNT1 A 0 A_JumpIfInventory(\"ZombieManFatality2\", 1, \"FatalityZMan2\")\n\t    TNT1 A 0 A_JumpIfInventory(\"ZombieManFatality3\", 1, \"FatalityZMan3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombieManFatality4\", 1, \"FatalityZMan4\") //ZombieManFatality5\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombieManFatality5\", 1, \"FatalityZMan5\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombieManFatality6\", 1, \"FatalityZMan6\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"UndeadMarineFatality1\", 1, \"FatalityUndeadMarine1\") //UndeadMarineFatality1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PlasmaZombieFatality\", 1, \"FatalityPlasmaZombie\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PlasmaZombieFatality2\", 1, \"FatalityPlasmaZombie2\")\n        TNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\") //PlasmaZombieFatality\n        TNT1 A 0 A_JumpIfInventory(\"SergeantFatality2\", 1, \"FatalitySergeant2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality3\", 1, \"FatalitySergeant3\") //SergeantFatality4\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality4\", 1, \"FatalitySergeant4\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality5\", 1, \"FatalitySergeant5\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality6\", 1, \"FatalitySergeant6\")//AutoshotgunGuyFatality\n\t\t//TNT1 A 0 A_JumpIfInventory(\"SergeantFatality7\", 1, \"FatalitySergeant7\")//AutoshotgunGuyFatality\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZSpecFatality\", 1, \"FatalityZSpec\")//AutoshotgunGuyFatality\n\t\tTNT1 A 0 A_JumpIfInventory(\"AutoshotgunGuyFatality\", 1, \"FatalityAutoshotgunGuy\")\n        TNT1 A 0 A_JumpIfInventory(\"ComandoFatality\", 1, \"FatalityComando\")\n\t    TNT1 A 0 A_JumpIfInventory(\"ComandoFatality2\", 1, \"FatalityComando2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ChaingunMajorFatality\", 1, \"FatalityChaingunMajor\")\n        TNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DemonFatality2\", 1, \"FatalityDemon2\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DemonFatality3\", 1, \"FatalityDemon3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeanDemonFatality1\", 1, \"FatalityMeanDemon1\")\n        TNT1 A 0 A_JumpIfInventory(\"CacoDemonFatality\", 1, \"FatalityCacoDemon\")\n\t    TNT1 A 0 A_JumpIfInventory(\"CacoDemonFatality2\", 1, \"FatalityCacoDemon2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MagCacoFatality\", 1, \"FatalityMagCaco\")\n        TNT1 A 0 A_JumpIfInventory(\"RevenantFatality\", 1, \"FatalityRevenant\")\n        TNT1 A 0 A_JumpIfInventory(\"RevenantFatality2\", 1, \"FatalityRevenant2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FatsoFatality\", 1, \"FatalityFatso\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FatsoFatality2\", 1, \"FatalityFatso2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"OtherFatsoFatality\", 1, \"FatalityOtherFatso\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"OtherFatsoFatality2\", 1, \"FatalityOtherFatso2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CyberKnightFatality1\", 1, \"FatalityCyberKnight1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CyberKnightFatality1Part2\", 1, \"FatalityCyberKnight1Part2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CyberKnightFatality2\", 1, \"FatalityCyberKnight2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CyberBaronFatality1\", 1, \"FatalityCyberBaron1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CyberBaronFatality2\", 1, \"FatalityCyberBaron2\")\n        TNT1 A 0 A_JumpIfInventory(\"BaronFatality\", 1, \"FatalityBaron\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BaronFatality2\", 1, \"FatalityBaron2\") //BaronFatality2\n\t    TNT1 A 0 A_JumpIfInventory(\"HKFatality\", 1, \"FatalityHK\")\n\t    TNT1 A 0 A_JumpIfInventory(\"HKFatality2\", 1, \"FatalityHK2\")\n\t    TNT1 A 0 A_JumpIfInventory(\"HKFatality3\", 1, \"FatalityHK3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HKFatality4\", 1, \"FatalityHK4\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BelphegorFatality\", 1, \"FatalityBelphegor\")\n\t    TNT1 A 0 A_JumpIfInventory(\"ArachnotronFatality\", 1, \"FatalityArachnotron\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ArachnotronFatality2\", 1, \"FatalityArachnotron2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ArachnophyteFatality\", 1, \"FatalityArachnophyte\")\n\t    TNT1 A 0 A_JumpIfInventory(\"FleshWizardFatality\", 1, \"FatalityFleshWizard\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ArchVileFatality\", 1, \"FatalityArchVile\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ArchVileFatality2\", 1, \"FatalityArchVile2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IceVileFatality\", 1, \"FatalityIceVile\")\n\t    TNT1 A 0 A_JumpIfInventory(\"PEFatality\", 1, \"FatalityPE\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"LabGuyToken1\", 1, \"FatalityLabGuy1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"LabGuyToken2\", 1, \"FatalityLabGuy2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"LabGuyToken3\", 1, \"FatalityLabGuy3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HellTrooperFatality1\", 1, \"FatalityHellTrooper1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HellTrooperFatality2\", 1, \"FatalityHellTrooper2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HellTrooperFatality3\", 1, \"FatalityHellTrooper3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AfritFatality1\", 1, \"FatalityAfrit1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AfritFatality2\", 1, \"FatalityAfrit2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AfritFatality3\", 1, \"FatalityAfrit3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HFQSZFatality\", 1, \"FatalityHFQSZ\")\n        TNT1 A 0 A_JumpIfInventory(\"HFQSZFatality2\", 1, \"FatalityHFQSZ2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DarkImpFatality1\", 1, \"FatalityDarkImp1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DarkImpFatality2\", 1, \"FatalityDarkImp2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HFQSZFatality3\", 1, \"FatalityHFQSZ3\") //OverlordFatality\n\t\tTNT1 A 0 A_JumpIfInventory(\"OverlordFatality\", 1, \"FatalityOverlord\")//ArachnotronTurret\n\t\tTNT1 A 0 A_JumpIfInventory(\"ArachnotronTurret\", 1, \"ArachnoGunner\")//RapidFireTrooperFatality\n\t\tTNT1 A 0 A_JumpIfInventory(\"RapidFireTrooperFatality\", 1, \"FatalityRapidFireTrooper\")//TriteElementalFatality\n\t\tTNT1 A 0 A_JumpIfInventory(\"TriteElementalFatality\", 1, \"FatalityTriteElemental\")//MechDemonFatality\n\t\tTNT1 A 0 A_JumpIfInventory(\"MechDemonFatality\", 1, \"FatalityMechDemon\")\n\t\t//DarkImpFatality1\n\t\t//STEALTH KILLS\n\t\tTNT1 A 0 A_JumpIfInventory(\"SKZSpecOps\", 1, \"StealthKillZSpecOps\")//SKARZombie\n\t\tTNT1 A 0 A_JumpIfInventory(\"SKARZombie\", 1, \"StealthKillARZombie\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SKHelmetZombie1\", 1, \"StealthKillHelmetZombie1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SKPlasmaZombie\", 1, \"StealthKillPlasmaZombie\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SKLabguy\", 1, \"StealthKillLabguy\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SKHelltrooper\", 1, \"StealthKillHelltrooper\")//SKPlasmaZombie\n\n        TNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tGoto See\n\n//ArachnoGunner\nArachnoGunner:\n\tTNT1 A 0 SetPlayerProperty(0,1,0)\n //   TNT1 A 0 ACS_Execute(477,0,0,0,0)\n//\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n\tTNT1 A 0 A_JumpIfInventory(\"ArachnotronTurretFiring\", 1, \"ArachnoGunFire\")\n\tARCT A 3  A_JumpIfInventory(\"ArachnotronTurretFiring\", 1, \"ArachnoGunFire\")\n\tTNT1 A 0 A_JumpIfInventory(\"ArachnotronTurretFiring\", 1, \"ArachnoGunFire\")\n\tTNT1 A 0 A_JumpIfInventory(\"ArachnotronTurret\", 1, \"ArachnoGunner\")\n\tTNT1 A 0 A_SpawnItemEx(\"NoLegsSpider\", 0, 1, 1, 1, 1)\n\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\tGoto See\n\nArachnoGunnerPain:\n\tTNT1 A 0 SetPlayerProperty(0,1,0)\n //   TNT1 A 0 ACS_Execute(477,0,0,0,0)\n//\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n\tARCT A 3  A_JumpIfInventory(\"ArachnotronTurretFiring\", 1, \"ArachnoGunFire\")\n\t//TNT1 A 0 A_JumpIfInventory(\"ArachnotronTurretFiring\", 1, \"ArachnoGunFire\")\n\tTNT1 A 0 A_JumpIfInventory(\"ArachnotronTurret\", 1, \"ArachnoGunner\")\n\tTNT1 A 0 A_SpawnItemEx(\"NoLegsSpider\", 0, 1, 1, 1, 1)\n\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\tGoto See\n\nArachnoGunFire:\n\tTNT1 A 0 SetPlayerProperty(0,1,0)\n //   TNT1 A 0 ACS_Execute(477,0,0,0,0)\n\t//TNT1 A 0 ACS_Execute(acsFatality, 0)\n\tARCT B 3 BRIGHT\n\tTNT1 A 0 A_JumpIfInventory(\"ArachnotronTurret\", 1, \"ArachnoGunner\")\n\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\tTNT1 A 0 A_TakeInventory(\"ArachnotronTurret\", 1)\n\tGoto See\n// FATALITIES\nFatalityLabGuy1: //Face kicker\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477,0,0,0,0)\n\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tFSF1 A 6\n\t\tFSF1 B 4\n\t\t TNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"marine/superfist1\", 3)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFSF1 C 8\n\t\tTNT1 A 0 A_CustomMissile (\"BloodyAxe\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tFSF1 DE 5\n\t\tTNT1 A 0 A_PlaySound(\"FUCK1\", 4)\n\t\tFSF1 F 30\n\t\tFSF1 G 3\n\t\t TNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"marine/superfist1\", 3)\n\t\tTNT1 A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tFSF1 H 4\n\t\tFSF1 M 4\n\t\tFSF1 G 6\n\t\t/////// Kick\n\t\tFSF1 G 3\n\t\t TNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"marine/superfist1\", 3)\n\t\tTNT1 A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tFSF1 H 4\n\t\tFSF1 M 4\n\t\tFSF1 G 6\n\t\t/////// Kick\n\t\tFSF1 G 3\n\t\t TNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"marine/superfist1\", 3)\n\t\tTNT1 A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tFSF1 H 4\n\t\tFSF1 M 4\n\t\tFSF1 G 6\n\t\t/////// Kick\n\t\tFSF1 G 3\n\t\t TNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"marine/superfist1\", 3)\n\t\tTNT1 A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tFSF1 H 4\n\t\tFSF1 M 4\n\t\tFSF1 G 6\n\t\t/////// Kick\n\t\tFSF1 G 3\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"marine/superfist1\", 3)\n\t\tTNT1 A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tFSF1 H 4\n\t\tFSF1 M 4\n\t\tTNT1 A 0 A_PlaySound(\"DSSALUTE\", 4)\n\t\tFSF1 G 6\n\t\t/////// FINISH HIM!\n\t\tFSF1 F 35\n\t\tFSF1 G 3\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"marine/superfist1\", 3)\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tFSF1 I 5\n\t\tFSF1 J 8\n\t\tFSF1 K 11\n\t\t//////////////////////////////////////////////////////\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"LabGuyToken1\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Stimpack\",1)\n        TNT1 A 0 A_CustomMissile (\"LabguyBeatenDown\", 1, 0, random (0, 360), 2, random (130, 180)) //refers to Labguy decorate corpse item!\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tgoto Spawn\n\nFatalityLabGuy2: // axe mutilator\n       \tTNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FSF2 ABC 5\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"marine/superfist1\", 4)\n\t\t TNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFSF2 D 8\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tFSF2 E 6\n\t\tFSF2 F 20\n\t\tXXXX A 0 A_CustomMissile (\"shakeshakeshake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4c\", 4)\n\t\tFSF2 G 15\n\n\t\tFSF2 H 12\n\t\tXXXX A 0 A_CustomMissile (\"LabGuyHead\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFSF2 P 2\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4a\", 4)\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"shakeshakeshake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFSF2 P 2\n        FSF2 IPJ 4\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4b\", 4)\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\t//XXXX A 0 A_CustomMissile (\"shakeshakeshake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFSF2 P 2\n        FSF2 IPJ 4\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4a\", 4)\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"shakeshakeshake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFSF2 P 2\n        FSF2 KQL 4\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4b\", 4)\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\t//XXXX A 0 A_CustomMissile (\"shakeshakeshake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFSF2 Q 2\n\t\t FSF2 KQL 4\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4a\", 4)\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Xdeath3\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"shakeshakeshake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t FSF2 Q 2\n\t\t FSF2 MRN 4\n\t\t TNT1 A 0 A_PlaySound(\"misc/xdeath4b\", 4)\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\t//XXXX A 0 A_CustomMissile (\"shakeshakeshake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t FSF2 R 2\n\t\t FSF2 MRN 4\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4a\", 4)\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"INSTESTIN\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"shakeshakeshake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t FSF2 R 2\n\t\t FSF2 MRN 4\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4a\", 4)\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"INSTESTIN\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\t//XXXX A 0 A_CustomMissile (\"shakeshakeshake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFSF2 R 2\n\t\tFSF2 O 15\n\t\tTNT1 A 0 A_Custommissile(\"BloodyAxe\", 32, 0, random (0, 360), 2, random (50, 130))\n        //////////////////////////////////////////////////////\n        TNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"LabGuyToken2\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Stimpack\",1)\n        TNT1 A 0 A_SpawnItem (\"AxeSplitLabguy\") //refers to Labguy decorate corpse item!\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\nFatalityLabGuy3: //axe - face\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\t TNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tFSF3 AB 6\n\t\tTNT1 A 0 A_Playsound(\"grunt/sight7\",2)\n\t\tFSF3 CD 6\n\t\tXXXX A 0 A_CustomMissile (\"shakeshakeshake\", 1, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 A 0 A_Playsound(\"misc/xdeath4c\",1)\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tFSF3 EFGH 6\n\t\tTNT1 A 0 A_CustomMissile (\"BloodyAxe\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t//////////////////////////////////////////////////////\n        TNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"LabGuyToken3\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Stimpack\",1)\n        TNT1 A 0 A_SpawnItem (\"FacelessLabguy\") //refers to Labguy decorate corpse item!\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\nFatalityHellTrooper1: //not done yet!\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\t TNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HellTrooperFatality1\",1)\n\t\tTNT1 AAAAAAAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n        TNT1 A 0 A_SpawnItem (\"HeartlessHT\") //refers to Helltrooper decorate corpse item!\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\nFatalityHellTrooper2: //Headbanger Helmet\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\t TNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tHTF2 A 8\n\t\tTNT1 A 0 A_Playsound(\"SwingWave1\",3)\n\t\tHTF2 BC 3\n\t\tTNT1 A 0 A_Playsound(\"grunt/sight7\",2)\n\t\tTNT1 A 0 A_Playsound(\"marine/superfist5\",4)\n\t\tXXXX A 0 A_CustomMissile (\"shakeshakeshake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tHTF2 DEF 4\n\t\tTNT1 A 0 A_CustomMissile (\"TossedHellRifle\", 40, 0, 90, 2, random (0, 160))\n\t\tHTF2 G 6\n\t\tTNT1 A 0 A_Playsound(\"grunt/sight\",1) //random speech (interupted)\n\t\tHTF2 H 6\n\t\tHTF2 IJ 3\n\t\tXXXX A 0 A_CustomMissile (\"shakeshakeshake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Playsound(\"misc/xdeath4b\",1)\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile(\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tHTF2 K 7\n\t\tTNT1 A 0 A_Playsound(\"ZOSCRE\",1)\n\t\tHTF2 LM 7\n\t\tHTF2 N 16\n\t\tTNT1 A 0 A_Playsound(\"SwingWave1\",3)\n\t\tHTF2 OP 2\n\t\tTNT1 A 0 A_Playsound(\"misc/xdeath4c\",1)\n\t\tXXXX A 0 A_CustomMissile (\"shakeshakeshake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tHTF2 Q 8\n\t\tHTF2 RSTU 4\n\t\tHTF2 V 12\n\t\t//////////////////////////////////////////////////////\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HellTrooperFatality2\",1)\n\t\tTNT1 AAAAAAAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n        TNT1 A 0 A_SpawnItem (\"HelmbangedHT\") //refers to Helltrooper decorate corpse item!\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\nFatalityHellTrooper3: //chest ripper\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\t TNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        HTF3 AB 6\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"ZOSCRE\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"marine/superfist1\", 4)\n        TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tHTF3 C 20\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"marine/superfist1\", 4)\n\t\tHTF3 D 22\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"marine/superfist1\", 4)\n\t\tHTF3 E 25\n\t\tTNT1 AAAA 0 A_CustomMissile (\"INSTESTIN\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tHTF3 F 8\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4c\", 4)\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tHTF3 G 25\n\t\tHTF3 HI 6\n        //////////////////////////////////////////////////////\n        TNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HellTrooperFatality3\",1)\n\t\tTNT1 AAAAAAAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n        TNT1 A 0 A_SpawnItem (\"HeartlessHT\") //refers to Helltrooper decorate corpse item!\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\nFatalityAfrit1:\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\t TNT1 A 0 ACS_Execute(acsFatality, 0)\n\t\t//////////////////////////// Fatal Procedure\n\n\t\t//\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"AfritFatality1\",1)\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n        //TNT1 A 0 A_SpawnItem (\"HeartlessHT\") //no corpse this time! ;)\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n\n\t\tTNT1 A 0 A_ChangeFlag (Invulnerable, 0)\n        Goto Spawn\n\nFatalityAfrit2:\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\t TNT1 A 0 ACS_Execute(acsFatality, 0)\n\t\t//////////////////////////// Fatal Procedure\n\n//\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"AfritFatality2\",1)\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n        //TNT1 A 0 A_SpawnItem (\"HeartlessHT\") //no corpse this time! ;)\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n\n\t\tTNT1 A 0 A_ChangeFlag (Invulnerable, 0)\n        Goto Spawn\n\nFatalityAfrit3:\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\t TNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tAFF3 A 30 A_PlaySound(\"player/comehere\", 1)\n\t\tAFF3 BCDE 2\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t//XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tAFF3 F 5 A_PlaySound(\"baron/pain\", 3)\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",2)\n\t\tAFF3 GHI 2\n\t\tAFF3 J 4 A_Playsound(\"SwingWave2\",1)\n\t\tAFF3 KLM 2\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t//XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tAFF3 N 5 A_PlaySound(\"DSKNTDTH\", 3)\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",2)\n\t\tAFF3 O 2 A_Playsound(\"SwingWave1\",1)\n\t\tAFF3 BCDE 2\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t//XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tAFF3 F 5 A_PlaySound(\"baron/pain\", 3)\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",2)\n\t\tAFF3 GHI 2\n\t\tAFF3 J 4 A_Playsound(\"SwingWave2\",1)\n\t\tAFF3 KLM 2\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t//XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tAFF3 N 5 A_PlaySound(\"baron/pain\", 1)\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",1)\n\t\tAFF3 BCDE 2\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t//XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tAFF3 F 5 A_PlaySound(\"DSDMPAIN\", 3)\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",2)\n\t\tAFF3 GHI 2\n\t\tAFF3 J 4 A_Playsound(\"SwingWave2\",1)\n\t\tAFF3 KLM 2\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t//XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tAFF3 N 5 A_PlaySound(\"DSKNTSIT\", 3)\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",2)\n\t\tAFF3 O 3 A_Playsound(\"SwingWave1\",1)\n\t\tAFF3 BCDE 2\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t//XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tAFF3 F 5 A_PlaySound(\"DSSKEPCH\", 3)\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",2)\n\t\tAFF3 GHI 2\n\t\tAFF3 J 4 A_Playsound(\"SwingWave2\",1)\n\t\tAFF3 KLM 2\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t//XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tAFF3 N 5 A_PlaySound(\"DSSKEPCH\", 1)\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",1)\n\t\t//FASTER NOW!!!\n\t\tAFF3 BCDE 1\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t//XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tAFF3 F 5 A_PlaySound(\"baron/pain\", 3)\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",2)\n\t\tAFF3 GHI 1\n\t\tAFF3 J 4 A_Playsound(\"SwingWave2\",1)\n\t\tAFF3 KLM 1\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t//XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tAFF3 N 5 A_PlaySound(\"DSKNTDTH\", 3)\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",2)\n\t\tAFF3 O 2 A_Playsound(\"SwingWave1\",1)\n\t\tAFF3 BCDE 1\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t//XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tAFF3 F 5 A_PlaySound(\"DSSKEPCH\", 3)\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",2)\n\t\tAFF3 GHI 2\n\t\tAFF3 J 4 A_Playsound(\"SwingWave2\",1)\n\t\tAFF3 KLM 1\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t//XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tAFF3 N 5 A_PlaySound(\"baron/pain\", 1)\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",1)\n\t\tAFF3 BCDE 1\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t//XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tAFF3 F 5 A_PlaySound(\"DSDMPAIN\", 3)\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",2)\n\t\tAFF3 GHI 1\n\t\tAFF3 J 4 A_Playsound(\"SwingWave2\",1)\n\t\tAFF3 KLM 1\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tAFF3 N 5 A_PlaySound(\"DSKNTSIT\", 3)\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",2)\n\t\t/*AFF3 O 3 A_Playsound(\"SwingWave1\",1)\n\t\tAFF3 BCDE 1\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t//XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tAFF3 F 5 A_PlaySound(\"DSSKEPCH\", 3)\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",2)\n\t\tAFF3 GHI 1\n\t\tAFF3 J 4 A_Playsound(\"SwingWave2\",1)\n\t\tAFF3 KLM 1\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t//XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tAFF3 N 5 A_PlaySound(\"DSSKEPCH\", 1)\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",1)*/\n\n\t\t//End loop after N-frame (skip O!)\n\t\tAFF3 P 7 A_Playsound(\"BURNUP\",1)\n\t\tAFF3 QRSTU 7\n\n\t\t//////////////////////////////////////////////////////\n        TNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"AfritFatality3\",1)\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n        //TNT1 A 0 A_SpawnItem (\"HeartlessHT\") //no corpse this time! ;)\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\tFatalityOtherFatso:\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n\t\t//////////////////////////////////////////////////////\n\t\tTNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)\n\n\t\tTNT1 A 0 A_Playsound(\"Daedabus/pain\",1)\n\t\tTNT1 A 0 A_Playsound(\"humans/step\",1)\n\t\tFDAE A 6\n\t\tTNT1 A 0 A_Playsound(\"humans/step\",1)\n\t\tFDAE BC 6 A_Playsound(\"humans/step\",1)\n\t\tFDAE DE 6 A_Playsound(\"humans/step\",1)\n\t\tFDAE F 5 A_Playsound(\"Daedabus/pain\",1)\n\t\tFDAE GHI 6\n\t\tXXXX AAAA 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"FUCK5\", 3)\n\t\tFDAE K 12 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Playsound(\"Daedabus/pain\",1)\n\t\tTNT1 A 0 A_Playsound(\"misc/xdeath\",1)\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFDAE LMN 7 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Playsound(\"Daedabus/Death\",1)\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tFDAE OPQ 5 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"TAUNT\")\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\n\t\t//////////////////////////////////////////////////////\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"OtherFatsoFatality\",1)\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n        TNT1 A 0 A_SpawnItemEx(\"FatalizedOtherFatso\", 0, 1, 1, 1, 1)\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\tFatalityOtherFatso2:\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n\t\t//////////////////////////////////////////////////////\n\t\tTNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tFDA1 A 5 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tXXXX AAAA 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFDA1 B 5 A_Playsound(\"Daedabus/pain\",1)\n\t\tFDA1 A 5 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tFDA1 B 5 A_Playsound(\"Daedabus/pain\",2)\n\t\tFDA1 AB 3 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Playsound(\"misc/gibbed\",3)\n\t\tTNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 30, 2, random (0, 360), 2, random (0, 160))\n\t\t//XXXX AAAA 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 15, 3, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"xdeath2\", 15, 3, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 50, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 15, 3, random (0, 360), 2, random (0, 160))\n\t\tFDA1 C 4 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 24, 5, random (0, 360), 2, random (0, 160))\n\t\tFDA1 D 2 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 30, 10, random (0, 360), 2, random (0, 160))\n\t\tFDA1 D 2 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 30, 10, random (0, 360), 2, random (0, 160))\n\t\tFDA1 D 2 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 30, 10, random (0, 360), 2, random (0, 160))\n\t\tFDA1 E 5 A_PlaySound(\"weapons/fistwhoosh\")\n\t\t//XXXX AAAA 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Playsound(\"misc/gibbed\",5)\n\t\tTNT1 A 0 A_Playsound(\"misc/gibbed\",7)\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 15, 3, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"xdeath2\", 15, 3, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 50, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 15, 3, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tFDA1 F 11\n\t\tTNT1 A 0 A_PlaySound(\"FLMDRAW\",8)\n\t\tTNT1 A 0 A_Playsound(\"misc/gibbed\",9)\n\t\tXXXX AAAA 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"xdeath2\", 15, 3, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"xdeath3\", 15, 3, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 15, 3, random (0, 360), 2, random (0, 160))\n\t\tFDA1 F 6\n\t\tTNT1 A 0 A_PlaySound(\"HRSteam\",1)//FLMDRAW\n\t\t//////////////////////////////////////////////////////\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"OtherFatsoFatality2\",1)\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n        TNT1 A 0 A_SpawnItem(\"FatalizedOtherFatso2\", 15)\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Spawn\n\n\t\tFatalityArachnophyte:\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n\t\t//////////////////////////////////////////////////////\n\t\tTNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)\n\n\t\tAPFA AB 7 A_Playsound(\"humans/step\",1)\n\t\tTNT1 A 0 A_Playsound(\"jump\",3)\n\t\tAPFA C 7\n\t\tTNT1 A 0 A_Playsound(\"master/walk\",4)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tAPFA D 10\n\n\t\tAPFA E 10\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"marine/superfist1\", 3)\n\t\tTNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SpiderPart2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Playsound(\"arachnophyte/pain\")\n\n\t\tAPFA F 12\n\n\t\tAPFA G 10\n\t\tTNT1 A 0 A_PlaySound(\"marine/superfist1\", 3)\n\t\tTNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SpiderPart2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Playsound(\"arachnophyte/pain\")\n\t\tAPFA H 12\n\n\t\tAPFA I 10\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"marine/superfist1\", 3)\n\t\tTNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SpiderPart2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Playsound(\"arachnophyte/pain\")\n\n\t\tAPFA J 25 //grenade motherfucker!!!\n\t\tTNT1 A 0 A_PlaySound(\"OPNGRN\", 1)\n\t\tTNT1 A 0 A_Playsound(\"MTAUN07\",2)\n\n\t\tAPFA K 12\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"marine/superfist1\", 3)\n\t\tTNT1 A 0 A_Playsound(\"THRGRN\",3)\n\t\tTNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SpiderPart2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Playsound(\"arachnophyte/pain\")\n\n\t\tAPFA LMN 11\n\t\tTNT1 A 0 A_Playsound(\"master/walk\",4)\n\t\tTNT1 A 0 A_SpawnItem(\"FatalizedArachnophyte\")\n\t\tAPFA O 10 A_Playsound(\"humans/step\",1)\n\t//\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t//\tTNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\n\t\t//////////////////////////////////////////////////////\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ArachnophyteFatality\",1)\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Spawn\n\n\t\tFatalityCyberKnight1:\n\t\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\t\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n\t\t\t//////////////////////////////////////////////////////\n\n\t\t\tFCY1 A 1\n\t\t\tTNT1 A 0 A_Playsound(\"monster/bruSit\", 2)\n\t\t\tFCY1 ABC 4\n\t\t\tTNT1 A 0 A_Playsound(\"weapons/gswing\", 3)\n\t\t\tFCY1 DE 4\n\t\t\tFCY1 FG 6\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 4)\n\t\t\tFCY1 H 6\n\t\t\tTNT1 A 0 A_PlaySound(\"monster/brudth\", 5)\n\t\t\tFCY1 IJI 4\n\t\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\", 1)\n\t\t\tTNT1 A 0 A_PlaySound(\"HKPAIN\", 6)\n\t\t\tFCY1 JIJ 4\n\t\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\", 2)\n\t\t\tFCY1 IJI 4\n\n\t\t\tFCY1 JIJ 4\n\t\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\", 2)\n\t\t\tFCY1 IJI 4\n\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/gibbed\", 3)\n\t\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AA 0 A_CustomMissile (\"BloodMistExtraBig\", 50, 0, random (0, 360), 2, random (20, 90))\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"SuperWallRedBlood\", 50, 0, random (0, 360), 2, random (-5, 5))\n\t\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 52, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 52, 0, random (0, 360), 2, random (0, 160))\n\t\t\tFCY1 KL 6\n\t\t\tFCY1 MMMMLLLLMMMMLLLLMMMLLLMMLLML 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 60, 10, random (0, 360), 2, random (60, 120))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DyingCyberKnight3\", 0, 1, 1, 1, 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"CyberKnightFatality1\",1)\n\t\t\tTNT1 AAAAAAAAAAAAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n\t\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\t\tGoto Spawn\n\n\t\tFatalityCyberKnight1Part2:\n\t\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\t\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n\t\t\t//////////////////////////////////////////////////////\n\n\t\t\tTNT1 A 0 A_PlaySound(\"monster/brudth\", 4)\n\t\t\tFCY1 N 8\n\t\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\", 3)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ShoqueAzul\", 1, 1, 38)\n\t\t\tFCY1 O 7\n\t\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\", 4)\n\t\t\tFCY1 N 6\n\t\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\", 3)\n\t\t\tTNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ShoqueAzul\", 1, 1, 38)\n\t\t\tFCY1 O 6\n\t\t\tTNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t\tFCY1 N 6\n\t\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\", 3)\n\t\t\tTNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ShoqueAzul\", 1, 1, 38)\n\t\t\tFCY1 O 6\n\t\t\tTNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tFCY1 P 18\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/gibbed\", 3)\n\t\t\tTNT1 AAA 0 A_SpawnItem(\"Spark_UpOnce\",0,65)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ShoqueAzul\", 1, 1, 38)\n\t\t\tTNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 45, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AA 0 A_CustomMissile (\"BloodMistExtraBig\", 50, 0, random (0, 360), 2, random (20, 90))\n\t\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_LiquidBlood2\", 52, 0, random (0, 360), 2, random (20, 90))\n\t\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 50, 0, random (0, 360), 2, random (-5, 5))\n\t\t\tFCY1 Q 8\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 53, 5, random (0, 360), 2, random (0, 160))\n\t\t\tFCY1 R 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 48, 0, random (0, 360), 2, random (20, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 53, 5, random (0, 360), 2, random (0, 160))\n\t\t\tFCY1 R 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 48, 0, random (0, 360), 2, random (20, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 53, 5, random (0, 360), 2, random (0, 160))\n\t\t\tFCY1 R 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 48, 0, random (0, 360), 2, random (20, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 53, 5, random (0, 360), 2, random (0, 160))\n\t\t\tFCY1 R 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 48, 0, random (0, 360), 2, random (20, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 53, 5, random (0, 360), 2, random (0, 160))\n\t\t\tFCY1 R 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 48, 0, random (0, 360), 2, random (20, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 53, 5, random (0, 360), 2, random (0, 160))\n\t\t\tFCY1 R 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 48, 0, random (0, 360), 2, random (20, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 53, 5, random (0, 360), 2, random (0, 160))\n\t\t\tFCY1 R 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 48, 0, random (0, 360), 2, random (20, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 53, 5, random (0, 360), 2, random (0, 160))\n\t\t\tFCY1 R 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 48, 0, random (0, 360), 2, random (20, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 53, 5, random (0, 360), 2, random (0, 160))\n\t\t\tFCY1 R 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 48, 0, random (0, 360), 2, random (20, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 53, 5, random (0, 360), 2, random (0, 160))\n\t\t\tFCY1 R 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 48, 0, random (0, 360), 2, random (20, 90))\n\t\t\tFCY1 R 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 48, 0, random (0, 360), 2, random (20, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 53, 5, random (0, 360), 2, random (0, 160))\n\t\t\tFCY1 R 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 48, 0, random (0, 360), 2, random (20, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 53, 5, random (0, 360), 2, random (0, 160))\n\t\t\tFCY1 R 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 48, 0, random (0, 360), 2, random (20, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 53, 5, random (0, 360), 2, random (0, 160))\n\t\t\tFCY1 R 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 48, 0, random (0, 360), 2, random (20, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 53, 5, random (0, 360), 2, random (0, 160))\n\t\t\tFCY1 R 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 48, 0, random (0, 360), 2, random (20, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 53, 5, random (0, 360), 2, random (0, 160))\n\t\t\tFCY1 R 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 48, 0, random (0, 360), 2, random (20, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 53, 5, random (0, 360), 2, random (0, 160))\n\t\t\tFCY1 R 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 48, 0, random (0, 360), 2, random (20, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 53, 5, random (0, 360), 2, random (0, 160))\n\t\t\tCYUS F 0 A_PlaySound(\"DSRFIRE\", 4)\n\t\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, -10, 0, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, -10, 15, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"RedFlareSpawn\", 34, -10, 15, 0)\n\t\t\tFCY1 ST 3\n\t\t\t TNT1 AA 0 A_CustomMissile (\"ExplosionSpawner\", 30, 4, random (0, 360), 2, random (0, 180))\n\t\t\tTNT1 AAAA 0 A_CustomMissile (\"ExplosionSpawner\", 40, 4, random (0, 360), 2, random (0, 180))\n\t\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t\t TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t\t TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t\t\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\t\t TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t\t TNT1 A 0 A_CustomMissile (\"XDeathGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t\t TNT1 AAAAAAA 0 A_CustomMissile (\"Instestin\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t\tFCY1 U 13\n\n\t\t\tFCY1 VVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Brutal_FlyingBlood\", 28, 8, random (0, 360), 2, random (0, 160))\n\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FuckedHardCyberKnight\", 0, 1, 1, 1, 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"CyberKnightFatality1Part2\",1)\n\t\t\tTNT1 AAAAAAAAAAAAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n\t\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\t\tGoto Spawn\n\n\t\tFatalityCyberKnight2:\n\t\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\t\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n\t\t\t//////////////////////////////////////////////////////\n\t\t\tTNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 1)\n\t\t\tFCY2 AB 5\n\t\t\tTNT1 A 0 A_PlaySound(\"HKPAIN\", 2)\n\t\t\tFCY2 C 10\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 3)\n\t\t\tFCY2 DEF 4\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/gibbed\", 4)\n\t\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AA 0 A_CustomMissile (\"MuchBlood\", 49, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\t\tFCY2 G 9\n\t\t\tTNT1 AAA 0 A_SpawnItem(\"Spark_UpOnce\",0,65)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ShoqueAzul\", 1, 1, 38)\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\t\tFCY2 H 4\n\t\t\tTNT1 AAA 0 A_SpawnItem(\"Spark_UpOnce\",0,65)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ShoqueAzul\", 1, 1, 38)\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\t\tFCY2 I 4\n\t\t\tTNT1 A 0 A_PlaySound(\"HKPAIN\", 3)\n\t\t\tTNT1 AAA 0 A_SpawnItem(\"Spark_UpOnce\",0,55)\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\t\tFCY2 J 4\n\t\t\tTNT1 AAA 0 A_SpawnItem(\"Spark_UpOnce\",0,55)\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\t\tFCY2 I 4\n\t\t\tTNT1 AAA 0 A_SpawnItem(\"Spark_UpOnce\",0,55)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ShoqueAzul\", 1, 1, 38)\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\t\tFCY2 H 4\n\n\t\t\tFCY2 I 3\n\t\t\tTNT1 A 0 A_PlaySound(\"HKPAIN\", 5)\n\t\t\tTNT1 AAA 0 A_SpawnItem(\"Spark_UpOnce\",0,55)\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tFCY2 J 3\n\t\t\tTNT1 A 0 A_PlaySound(\"EYEPULL\", 4)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ShoqueAzul\", 1, 1, 38)\n\t\t\tTNT1 AAAAAA 0 A_SpawnItem(\"Spark_UpOnce\",0,55)\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\t\tFCY2 KLM 6\n\n\t\t\tFCY2 MMMMMMMMMMMMMMMMM 1 A_CustomMissile (\"Brutal_FlyingBlood\", 52, -5, random (0, 360), 2, random (0, 160))\n\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FriendlyCyberKnight\", 0, 10, 8, 1, 1, 1, 1, SXF_NOCHECKPOSITION)\n\t\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"CyberKnightFatality2\",1)\n\t\t\tTNT1 AAAAAAAAAAAAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n\t\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\t\tGoto Spawn\n\n\t\t\t//ICE VILE FATALITY BABY!!\n\t\tFatalityIceVile:\n\t\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\t\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n\t\t\t//////////////////////////////////////////////////////\n\t\t\tTNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)\n\n\t\t\tTNT1 A 0 A_Playsound(\"SMASH1\",6)\n\t\t\tICFT ABC 3\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 3)\n\t\t\tICFT D 3\n\t\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"XIceChunk1\", 48, 0, random (0, 360), 2, random (0, 160))\n\n\t\t\tICFT EF 3\n\n\t\t\tICFT GG 5\n\n\t\t\tICFT HI 3\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 3)\n\t\t\tICFT J 5\n\t\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\t\t\tTNT1 AAAA 0 A_CustomMissile (\"XIceChunk2\", 48, 0, random (0, 360), 2, random (0, 160))\n\n\t\t\tICFT KL 3\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 3)\n\t\t\tICFT M 5\n\n\t\t\tICFT N 4\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 3)\n\t\t\tICFT O 4\n\n\t\t\tICFT P 5\n\t\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\t\t\tTNT1 AAAA 0 A_CustomMissile (\"XIceChunk1\", 48, 0, random (0, 360), 2, random (0, 160))\n\n\t\t\tICFT QR 4\n\t\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\t\tICFT S 5\n\n\t\t\tICFT TU 3\n\n\t\t\tICFT VW 3\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 3)\n\n\t\t\tICFT X 8\n\t\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\t\t\tTNT1 AAAA 0 A_CustomMissile (\"XIceChunk1\", 48, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_StopSound(\"SMASH1\")\n\t\t\tTNT1 A 0 A_PlaySound(\"DSSALUTE\", 6)\n\t\t\tICFT YYYY 7\n\n\t\t\tICFT Z 3\n\t\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\t\t\tTNT1 AAAA 0 A_CustomMissile (\"XIceChunk1\", 48, 0, random (0, 360), 2, random (0, 160))\n\t\t\tFTIC A 3\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\t\t\tTNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk1\", 48, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk2\", 48, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAA 0 A_CustomMissile (\"XDeath4\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"XDeath2\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\t\tFTIC B 4\n\n\t\t\tFTIC CD 3\n\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FatalizedIceVile\", 0, 1, 1, 1, 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"IceVileFatality\",1)\n\t\t\tTNT1 AAAAAAAAAAAAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n\t\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\t\tGoto Spawn\n\n\t\tFatalityChaingunMajor:\n\t\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\t\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n\t\t\t//////////////////////////////////////////////////////\n\t\t\tTNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\t\tTNT1 A 0 A_PlaySound(\"DSSALUTE\",7)\n\t\t\tTNT1 A 0 A_PlaySound(\"grunt/pain\")\n\t\t\tC8MF A 5\n\t\t\tTNT1 A 0 A_PlaySound(\"grunt/pain\")\n\t\t\tC8MF AAA 2\n\t\t\tTNT1 A 0 A_CustomMissile (\"Blood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\")\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\t\tTNT1 A 0 A_PlaySound(\"BURNZOM\", 4)\n\n\t\t\tC8MF BB 2 A_CustomMissile (\"MuchBlood2\", 50, 9, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\")\n\t\t\tTNT1 AA 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\n\t\t\tC8MF B 3 A_CustomMissile (\"PlayerFlyingBlood\", 50, 9, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_PlaySound(\"grunt/pain\")\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\t\tTNT1 A 0 A_StopSound(\"DSSALUTE\")\n\n\t\t\tC8MF CC 2 A_CustomMissile (\"MuchBlood2\", 50, 9, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_PlaySound(\"grunt/death\",7)\n\t\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\")\n\n\t\t\tC8MF CC 1 A_CustomMissile (\"PlayerFlyingBlood\", 50, 9, random (0, 360), 2, random (0, 160))\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\t\tC8MF D 3 A_CustomMissile (\"MuchBlood2\", 50, 9, random (0, 360), 2, random (0, 160))\n\t\t//\tTNT1 A 0 A_PlaySound(\"DSSALUTE\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 50, 9, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2\")\n\n\t\t\tC8MF EF 4 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\tTNT1 A 0 A_CustomMissile (\"LivingHeart\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\tTNT1 A 0 A_CustomMissile (\"XDeathSergeantHead\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\tTNT1 AAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\n\t\t\tC8MF G 4\n\t\t\tTNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\tTNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\tTNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\tTNT1 A 0 A_CustomMissile (\"Instestin\", 32, 0, random (150, 210), 2, random (0, 40))\n\n\t\t\tC8MF HHHHHHH 6\n\t\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedChaingunMajor22\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"ChaingunMajorFatality\",1)\n\t\t\tTNT1 AAAAAAAAAAAAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n\t\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\t\tGoto Spawn\n\n\tCurbstompHFQSZ:\n        TNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        Q3CB A 6\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_PlaySound(\"grunt/death\")\n\t\tQ3CB BCCC 3 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath1\")\n\t\tQ3CB D 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\nTNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\nTNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)\nTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 A_SpawnItemEx(\"FootStep5\", 0, 25, 30, 0, 0)\n        TNT1 AAA 0 A_CustomMissile (\"Brains1\", 11, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 11, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 11, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 11, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 11, 0, random (0, 360), 2, random (0, 160))\n         TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n         TNT1 AAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_SpawnItemEx(\"Brutal_Blood\", 0, 25, 10, 0, 0)\n          Q3CB E 20\n        //////////////////////////////////////////////////////\n        TNT1 A 0 A_TakeInventory(\"IsCurbstompingHFQSZ\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 AAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n\t\t TNT1 A 0 A_CustomMissile (\"StompedHFQSZ\", 1, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\nFatalityHFQSZ:\n        TNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        QZY1 A 6\n\n\t\tQZY1 B 3 A_PlaySound(\"grunt/pain\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tQZY1 CDE 3\n\t\tQZY1 E 5\n\n\t\t//\n\n\t\tQZY1 F 5\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tQZY1 G 5\n\t\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tQZY1 HIJKL 3\n        XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"CLAP\")\n\t\tQZY1 LMMMM 3\n\n\t\tQZY1 NN 3\n\n\t\t//BULLETSTORM 1\n\n        TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"BLAM2\", 4)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 5, -40, random (0, 360), 2, random (0, 160))\n        TNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 5, -40, random (0, 360), 2, random (0, 160))\n        TNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 5, -40, random (0, 360), 2, random (0, 160))\n        TNT1 AAAAAAA 0 A_CustomMissile (\"Instestin\", 5, -40, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 5, -40, random (0, 360), 2, random (0, 160))\n\n\t\tTNT1 A 0 A_CustomMissile(\"YellowFlareSpawn\",30,0,0,0)\n\n\t\t// SECONDARY WIDE\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 102, CMF_AIMDIRECTION, -19)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 77, CMF_AIMDIRECTION, -20)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 106, CMF_AIMDIRECTION, -22)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 75, CMF_AIMDIRECTION, -26)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 103, CMF_AIMDIRECTION, -28)\n\t\t// PRIMARY STRAIGHT-UP\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 90, CMF_AIMDIRECTION, -25)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 92, CMF_AIMDIRECTION, -26)\n\t\tTNT1 A 0 BRIGHT A_CustomMissile(\"ShotgunParticles\", 30, -1, 92, CMF_AIMDIRECTION, -26)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 85, CMF_AIMDIRECTION, -28)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 90, CMF_AIMDIRECTION, -29)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 96, CMF_AIMDIRECTION, -30)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 90, CMF_AIMDIRECTION, -32)\n\t\tTNT1 A 0 BRIGHT A_CustomMissile(\"ShotgunParticles\", 30, -1, 84, CMF_AIMDIRECTION, -32)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 96, CMF_AIMDIRECTION, -32)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 85, CMF_AIMDIRECTION, -34)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 90, CMF_AIMDIRECTION, -35)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 92, CMF_AIMDIRECTION, -36)\n\t\tTNT1 A 0 BRIGHT A_CustomMissile(\"ShotgunParticles\", 30, -1, 92, CMF_AIMDIRECTION, -36)\n\t\t//SECONDARY POINT-BLANK\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 98, CMF_AIMDIRECTION, -34)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 81, CMF_AIMDIRECTION, -35)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 102, CMF_AIMDIRECTION, -37)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 79, CMF_AIMDIRECTION, -38)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 99, CMF_AIMDIRECTION, -41)\n\n\t\t//BULLETS\n\n\t\tQZY1 O 2 BRIGHT\n\t\tQZY1 PPP 2\n\t\tTNT1 A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tQZY1 QQQQ 2\n\n\t\t//BULLETSTORM 2\n\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"BURNZOM\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"BLAM2\", 4)\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 5, -40, random (0, 360), 2, random (0, 160))\n        TNT1 AAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 5, -40, random (0, 360), 2, random (0, 160))\n\n\t\tTNT1 A 0 A_CustomMissile(\"YellowFlareSpawn\",30,0,0,0)\n\n\t\t// SECONDARY WIDE\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 78, CMF_AIMDIRECTION, -19)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 103, CMF_AIMDIRECTION, -20)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 74, CMF_AIMDIRECTION, -22)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 105, CMF_AIMDIRECTION, -26)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 77, CMF_AIMDIRECTION, -28)\n\t\t// PRIMARY STRAIGHT-UP\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 90, CMF_AIMDIRECTION, -25)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 88, CMF_AIMDIRECTION, -26)\n\t\tTNT1 A 0 BRIGHT A_CustomMissile(\"ShotgunParticles\", 30, -1, 92, CMF_AIMDIRECTION, -26)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 95, CMF_AIMDIRECTION, -28)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 90, CMF_AIMDIRECTION, -29)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 84, CMF_AIMDIRECTION, -30)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 90, CMF_AIMDIRECTION, -32)\n\t\tTNT1 A 0 BRIGHT A_CustomMissile(\"ShotgunParticles\", 30, -1, 84, CMF_AIMDIRECTION, -32)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 84, CMF_AIMDIRECTION, -32)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 95, CMF_AIMDIRECTION, -34)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 90, CMF_AIMDIRECTION, -35)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 88, CMF_AIMDIRECTION, -36)\n\t\tTNT1 A 0 BRIGHT A_CustomMissile(\"ShotgunParticles\", 30, -1, 92, CMF_AIMDIRECTION, -36)\n\t\t//SECONDARY POINT-BLANK\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 82, CMF_AIMDIRECTION, -34)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 99, CMF_AIMDIRECTION, -35)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 78, CMF_AIMDIRECTION, -37)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 101, CMF_AIMDIRECTION, -38)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 30, -1, 81, CMF_AIMDIRECTION, -41)\n\n\t\tQZY1 R 2 BRIGHT\n\t\tQZY1 S 1\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathHFQSZLeg1\", 30, -60, random (0, 360), 2, random (45, 135))\n\t\tTNT1 A 0 A_CustomMissile (\"RipHFQSZ\", 5, -30, random (0, 360), 2, random (180, 360))\n\t\tQZY1 T 3\n\t\tQZY1 TTTUUUUVVVVWWWWWWWWWWWW 2\n\n\t\t//EXECUTION\n\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HFQSZFatality\",1)\n\t\tTNT1 AAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"HFQSZFatality1Aftermath\")\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\nFatalityHFQSZ2:\n        TNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        QZY2 A 5\n        QZY2 A 1 A_PlaySound(\"BURNZOM\")\n\t\tQZY2 AAAA 4\n\t\tQZY2 A 1 A_PlaySound(\"grunt/death\")\n\t\tQZY2 B 6\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"RipHFQSZ\", 0, 0, random (0, 360), 2, random (0, 160))\n        QZY2 CDEF 5\n        QZY2 F 15\n        ///////////////////////////////////////////////////////\n        TNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HFQSZFatality2\",1)\n\t\tTNT1 AAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        TNT1 A 0 A_SpawnItem (\"DeadHFQSZ_Half\", 1)\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\nFatalityHFQSZ3:\n        TNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        QZY3 AB 5\n\n        TNT1 A 0  A_PlaySound(\"grunt/pain\")\n        QZY3 BCBCBCBC 4\n          TNT1 A 0 A_PlaySound(\"grunt/pain\")\n        QZY3 DEF 4\n\n        TNT1 A 0 A_PlaySound(\"BURNZOM\", 3)\n\n\t\t//The actor ShakeShakeShake makes the screen shake near the player, improving the overal felling of the fatalities\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tQZY3 FG 3\n\t\tTNT1 A 0 A_PlaySound (\"misc/xdeath\", 1)\n\t\tQZY3 FG 3\n\t\tTNT1 A 0 A_PlaySound (\"misc/xdeath\", 1)\n\t\tQZY3 F 3\n\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        QZY3 H 5\n        TNT1 AA 0 A_CustomMissile (\"FatalityBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        QZY3 I 5\n        TNT1 AAAA 0 A_CustomMissile (\"FatalityBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\n\t\t TNT1 A 0 A_PlaySound (\"misc/xdeath\", 3)\n\n\t\t TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\t TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\t TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\t TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\t TNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 50, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHalfHFQSZ\", 60, 0, 270, 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHalfHFQSZDown\", 60, 0, 90, 2, random (0, 160))\n         TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n         TNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 60, 0, random (0, 360), 2, random (0, 160))\n         TNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 60, 0, random (0, 360), 2, random (0, 160))\n         TNT1 AAAAAAA 0 A_CustomMissile (\"Instestin\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\t QZY3 K 2\n         QZY3 L 2\n         QZY3 L 15\n        //////////////////////////////////////////////////////\n        //TNT1 A 0 A_TakeInventory(\"ZombieManFatality\",1)\n\t\t TNT1 A 0 A_TakeInventory(\"HFQSZFatality3\",1)\n\t\t TNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\t TNT1 AAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n         TNT1 A 0 SetPlayerProperty(0,0,0)\n         Goto Spawn\n\n\t\t FatalityUndeadMarine1:\n\t\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\t\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n\t\t\t//////////////////////////////////////////////////////\n\t\t\tTNT1 A 0  A_PlaySound(\"grunt/pain\")\n\t\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\")\n\t\t\tU1MF AAAA 3\n\t\t\tTNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\n\t\t\tU1MF BB 3\n\t\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\")\n\t\t\tTNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\n\t\t\tU1MF CC 3\n\t\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_PlaySound(\"BURNZOM\", 3)\n\n\t\t\tU1MF DD 3\n\t\t\tTNT1 A 0 A_PlaySound (\"misc/xdeath\", 3)\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"Instestin\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\t\tU1MF EEE 4\n\n\t\t\tU1MF FFFFF 6\n\n\t\t\tTNT1 A 0 A_TakeInventory(\"UndeadMarineFatality1\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\t\tTNT1 A 0 A_SpawnItem (\"GuttedUndeadMarineDude\", 1)\n\t\t\tTNT1 AAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n\t\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\t\tgoto spawn\n\n\t\tFatalityFleshWizard:\n\t\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\t\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n\t\t\t//////////////////////////////////////////////////////\n\t\t\tTNT1 A 0 A_Playsound(\"wizard/pain\",2)\n\t\t\tFW1Z AAAA 5\n\t\t\tTNT1 A 0 A_PlaySound(\"player/comehere\", 1)\n\n\t\t\tFW1Z BB 5\n\t\t\tTNT1 A 0 A_PlaySound (\"misc/xdeath\", 3)\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"Brutal_Blood\", 0, 25, 10, 0, 0)\n\t\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AA 0 A_CustomMissile (\"Instestin\", 50, 0, random (0, 360), 2, random (0, 160))\n\n\t\t\tFW1Z CC 5\n\t\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath3\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAA 0 A_CustomMissile (\"Instestin\", 50, 0, random (0, 360), 2, random (0, 160))\n\n\t\t\tFW1Z DEFG 5\n\t\t\tTNT1 A 0 A_Playsound(\"wizard/death\")\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Brutal_Blood\", 0, 25, 10, 0, 0)\n\n\t\t\tFW1Z HHH 4\n\n\t\t\tFW1Z I 4\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep5\", 0, 25, 30, 0, 0)\n\t\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"Brutal_Blood\", 0, 25, 10, 0, 0)\n\t\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t\tFW1Z HH 5\n\n\t\t\tFW1Z I 4\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep5\", 0, 25, 30, 0, 0)\n\t\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"Brutal_Blood\", 0, 25, 10, 0, 0)\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t\tFW1Z HH 6\n\n\t\t\tFW1Z I 4\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep5\", 0, 25, 30, 0, 0)\n\t\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"Brutal_Blood\", 0, 25, 10, 0, 0)\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t\tFW1Z HH 5\n\n\t\t\tFW1Z I 3\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep5\", 0, 25, 30, 0, 0)\n\t\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"Brutal_Blood\", 0, 25, 10, 0, 0)\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\n\t\t\tFW1Z HH 4\n\n\t\t\tFW1Z I 3\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep5\", 0, 25, 30, 0, 0)\n\t\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"Brutal_Blood\", 0, 25, 10, 0, 0)\n\t\t\tTNT1 AAAAA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\n\t\t\tFW1Z HH 4\n\n\t\t\tFW1Z I 3\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep5\", 0, 25, 30, 0, 0)\n\t\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"Brutal_Blood\", 0, 25, 10, 0, 0)\n\t\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\n\t\t\tFW1Z HHH 7\n\n\t\t\tFW1Z J 3\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep5\", 0, 25, 30, 0, 0)\n\t\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\tTNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\tTNT1 AAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\tTNT1 AAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"Brutal_Blood\", 0, 25, 10, 0, 0)\n\t\t\tTNT1 AAAAAA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAA 0 A_CustomMissile (\"XDeath3\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t\tFW1Z JJJJ 7\n\t\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\n\t\t\tTNT1 A 0 A_TakeInventory(\"FleshWizardFatality\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\t\tTNT1 A 0 A_SpawnItem (\"FatalizedFleshWizard\", 1)\n\t\t\tTNT1 AAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n\t\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\t\tgoto spawn\n\n\t\t\tFatalityOverlord:\n\t\t\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\t\t\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n\t\t\t\t//////////////////////////////////////////////////////\n\t\t\t\tO78F A 6\n\t\t\t\tTNT1 A 0 A_PlaySound(\"monster/ovlpai\",6)\n\n\t\t\t\tO78F B 5\n\t\t\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\",2)\n\n\t\t\t\tO78F C 6\n\t\t\t\tTNT1 A 0 A_PlaySound(\"monster/ovlpai\",6)\n\n\t\t\t\tO78F D 5\n\t\t\t\tTNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 3)\n\n\t\t\t\tO78F E 6\n\t\t\t\tTNT1 A 0 A_PlaySound(\"monster/ovlpai\",6)//special\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\t\t\t\tO78F F 6\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F G 6\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F F 6\n\t\t\t\tTNT1 A 0 A_PlaySound(\"monster/ovlpai\",6)\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F E 6\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F F 6\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F G 6\n\t\t\t\tTNT1 A 0 A_PlaySound(\"monster/ovlpai\",6)\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F F 6\n\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F E 6\n\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F F 6\n\t\t\t\tTNT1 A 0 A_PlaySound(\"monster/ovlpai\",6)\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F G 6\n\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F F 6\n\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F E 6\n\t\t\t\tTNT1 A 0 A_PlaySound(\"monster/ovlpai\",6)\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F F 6\n\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F G 6\n\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F F 6\n\t\t\t\tTNT1 A 0 A_PlaySound(\"monster/ovlpai\",6)\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F E 6\n\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F F 6\n\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F G 6\n\t\t\t\tTNT1 A 0 A_PlaySound(\"monster/ovlpai\",6)\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F F 6\n\t\t\t\tTNT1 A 0 A_PlaySound(\"monster/ovlpai\",6)\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F E 6\n\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F F 6\n\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F G 6\n\t\t\t\tTNT1 A 0 A_PlaySound(\"monster/ovlpai\",6)\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F F 6\n\t\t\t\tTNT1 A 0 A_PlaySound(\"monster/ovlpai\",6)\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F E 6\n\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F F 6\n\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F G 6\n\t\t\t\tTNT1 A 0 A_PlaySound(\"monster/ovlpai\",6)\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F F 6\n\t\t\t\tTNT1 A 0 A_PlaySound(\"monster/ovlpai\",6)\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F E 6\n\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F F 6\n\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F G 6\n\t\t\t\tTNT1 A 0 A_PlaySound(\"monster/ovlpai\",6)\n\t\t\t\tTNT1 A 0 ACS_Execute(32754, 0, 0, 0, 0)\n\t\t\t\tTNT1 A 0 A_Explode(400,55,0)\n\t\t\t\tTNT1 A 0\n\n\t\t\t\tO78F HI 6\n\t\t\t\tTNT1 A 0 A_PlaySound(\"monster/ovlpai\",6)\n\n\t\t\t\tO78F J 6\n\t\t\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/KICK\")\n\t\t\t\tTNT1 A 0 A_TakeInventory(\"OverlordFatality\",1)\n\t\t\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\t\t\tTNT1 A 0 A_CustomMissile (\"FatalizedOverlord\", 40, 0, 0, 2, 0)\n\t\t\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\t\t\t//DISMOUNT\n\t\t\t\tGoto spawn\n\n\t\tFatalityZMan5:\n        TNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/KICK\")\n        FPZ5 ABCD 5\n\t    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n        TNT1 AAA 0 A_CustomMissile (\"Brains1\", 11, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 11, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 11, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n        FPZ5 EFGHIJJJ 5\n        //////////////////////////////////////////////////////\n        TNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ZombieManFatality5\",1)\n\t\tTNT1 AAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n        TNT1 A 0 A_SpawnItem (\"DeadZombieManFatality5\")\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\t\tFatalityPlasmaZombie:\n\t\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\t\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n\t\t\t//////////////////////////////////////////////////////\n\t\t\tFPMA A 4\n\n\t\t\tFPMA B 3 A_PlaySound(\"grunt/pain\")\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tFPMA CDE 3\n\n\t\t\tFPMA F 3\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tFPMA G 3\n\t\t\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\t\tTNT1 A 0 A_PlaySound(\"CLAP\",4)\n\t\t\tFPMA H 3\n\t\t\tTNT1 A 0 A_PlaySound(\"grunt/pain\", 1)\n\n\t\t\tFPMA IJ 2 Bright\n\t\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\t\tTNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_PlaySound(\"BURNZOM\", 8)\n\t\t\tTNT1 A 0 A_PlaySound(\"PLSM8\", 4)\n\t\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 5, -40, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 5, -40, random (0, 360), 2, random (0, 160))\n\n\t\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 5, -40, random (0, 360), 2, random (0, 160))\n\t\t\t//TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 3, -45, random (0, 360), 2, random (0, 160))\n\t\t\t//TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 2, -35, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_CustomMissile(\"BlueFlareSpawn\",30,0,0,0)\n\n\t\t\tTNT1 A 0 A_CustomMissile(\"ZombiePlasma\", 30, -1, 78, CMF_AIMDIRECTION, -19)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ZombiePlasma\", 30, -1, 103, CMF_AIMDIRECTION, -20)\n\n\t\t\tFPMA KL 2 Bright\n\t\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\t\tTNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_PlaySound(\"PLSM8\", 4)\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, -40, random (0, 360), 2, random (0, 160))\n\t\t//\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 5, -40, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 3, -45, random (0, 360), 2, random (0, 160))\n\t\t//\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 2, -35, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 5, -40, random (0, 360), 2, random (0, 160))\n\n\t\t\tTNT1 A 0 A_CustomMissile(\"BlueFlareSpawn\",30,0,0,0)\n\n\t\t\tTNT1 A 0 A_CustomMissile(\"ZombiePlasma\", 30, -1, 78, CMF_AIMDIRECTION, -19)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ZombiePlasma\", 30, -1, 103, CMF_AIMDIRECTION, -20)\n\n\t\t\tFPMA MN 2 Bright\n\t\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\t\tTNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\t\tTNT1 A 0 A_StopSound(8)\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_PlaySound(\"PLSM8\", 4)\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, -40, random (0, 360), 2, random (0, 160))\n\t\t//\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 5, -40, random (0, 360), 2, random (0, 160))\n\t\t\t//TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 3, -45, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 2, -35, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 5, -40, random (0, 360), 2, random (0, 160))\n\n\t\t\tTNT1 A 0 A_CustomMissile(\"BlueFlareSpawn\",30,0,0,0)\n\n\t\t\tTNT1 A 0 A_CustomMissile(\"ZombiePlasma\", 30, -1, 78, CMF_AIMDIRECTION, -19)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ZombiePlasma\", 30, -1, 103, CMF_AIMDIRECTION, -20)\n\n\t\t\tFPMA OOO 4\n\t\t\tTNT1 A 0 A_TakeInventory(\"PlasmaZombieFatality\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\t\tTNT1 A 0 A_CustomMissile (\"FatalizedPlasmaZombie\", 40, 0, 0, 2, 0)\n\t\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\t\tgoto spawn\n\n\t\tFatalityPlasmaZombie2:\n\t\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\t\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n\t\t\t//////////////////////////////////////////////////////\n\t\t\tFPMA A 4\n\n\t\t\tFPMA B 3 A_PlaySound(\"grunt/pain\")\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tFPMA CDE 3\n\n\t\t\tFPMA F 3\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tFPMA G 3\n\t\t\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\t\tTNT1 A 0 A_PlaySound(\"CLAP\",4)\n\t\t\tFPMA H 3\n\t\t\tTNT1 A 0 A_PlaySound(\"grunt/pain\", 1)\n\n\t\t\tFPMA IJ 2 Bright\n\t\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\t\tTNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_PlaySound(\"BURNZOM\", 8)\n\t\t\tTNT1 A 0 A_PlaySound(\"PLSM8\", 4)\n\t\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 5, -40, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 5, -40, random (0, 360), 2, random (0, 160))\n\t\t//\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 3, -45, random (0, 360), 2, random (0, 160))\n\t\t//\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 2, -35, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 5, -40, random (0, 360), 2, random (0, 160))\n\n\t\t\tTNT1 A 0 A_CustomMissile(\"BlueFlareSpawn\",30,0,0,0)\n\n\t\t\tTNT1 A 0 A_CustomMissile(\"ZombiePlasma\", 30, -1, 78, CMF_AIMDIRECTION, -19)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ZombiePlasma\", 30, -1, 103, CMF_AIMDIRECTION, -20)\n\n\t\t\tFPMA KL 2 Bright\n\t\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\t\tTNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_PlaySound(\"PLSM8\", 4)\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, -40, random (0, 360), 2, random (0, 160))\n\t\t//\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 5, -40, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 3, -45, random (0, 360), 2, random (0, 160))\n\t\t//\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 2, -35, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 5, -40, random (0, 360), 2, random (0, 160))\n\n\t\t\tTNT1 A 0 A_CustomMissile(\"BlueFlareSpawn\",30,0,0,0)\n\n\t\t\tTNT1 A 0 A_CustomMissile(\"ZombiePlasma\", 30, -1, 78, CMF_AIMDIRECTION, -19)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ZombiePlasma\", 30, -1, 103, CMF_AIMDIRECTION, -20)\n\n\t\t\tFPMA MN 2 Bright\n\t\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\t\tTNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\t\tTNT1 A 0 A_StopSound(8)\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_PlaySound(\"PLSM8\", 4)\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, -40, random (0, 360), 2, random (0, 160))\n\t\t//\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 5, -40, random (0, 360), 2, random (0, 160))\n\t\t//\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 3, -45, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 2, -35, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 5, -40, random (0, 360), 2, random (0, 160))\n\n\t\t\tTNT1 A 0 A_CustomMissile(\"BlueFlareSpawn\",30,0,0,0)\n\n\t\t\tTNT1 A 0 A_CustomMissile(\"ZombiePlasma\", 30, -1, 78, CMF_AIMDIRECTION, -19)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ZombiePlasma\", 30, -1, 103, CMF_AIMDIRECTION, -20)\n\n\t\t\tFPMA OO 3\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_PlaySound(\"PLSM8\", 4)\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, -40, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 5, -40, random (0, 360), 2, random (0, 160))\n\t\t//\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 3, -45, random (0, 360), 2, random (0, 160))\n\t\t//\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 2, -35, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 5, -40, random (0, 360), 2, random (0, 160))\n\n\t\t\tTNT1 A 0 A_CustomMissile(\"BlueFlareSpawn\",30,0,0,0)\n\n\t\t\tTNT1 A 0 A_CustomMissile(\"ZombiePlasma\", 30, -1, 78, CMF_AIMDIRECTION, -19)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ZombiePlasma\", 30, -1, 103, CMF_AIMDIRECTION, -20)\n\t\t\tTNT1 A 0 A_StopSound(8)\n\t\t\tFPMA QR 2 Bright\n\n\t\t\tFPMA RRR 4\n\n\t\t\tTNT1 A 0 A_TakeInventory(\"PlasmaZombieFatality2\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\t\tTNT1 A 0 A_CustomMissile (\"FatalizedPlasmaZombie2\", 40, 0, 0, 2, 0)\n\t\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\t\tgoto spawn\n\n\t   FatalitySergeant4:\n\t\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\t\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n\t\t\t //////////////////////////////////////////////////////\n\t\t\tSGF8 A 6\n\n\t\t\tSGF8 B 6\n\t\t\tTNT1 A 0  A_PlaySound(\"grunt/pain\")\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\t//SCREAMS!\n\t\t\tSGF8 A 5\n\n\t\t\tSGF8 B 5\n\t\t\tTNT1 A 0  A_PlaySound(\"grunt/pain\")\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\t//SCREAMS!\n\t\t\tSGF8 A 5\n\n\t\t\tSGF8 B 5\n\t\t\tTNT1 A 0  A_PlaySound(\"grunt/pain\")\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4a\", 4)\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\t//SPLATTERS!\n\n\t\t\tSGF8 CD 4\n\t\t\tTNT1 A 0 A_PlaySound(\"BURNZOM\", 3)\n\t\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 29, -5, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAA 0 A_CustomMissile (\"Blood\", 29, -5, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\t\t//\n\n\t\t\tSGF8 EF 4 A_CustomMissile (\"Blood\", 24, -11, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\", 5)\n\t\t\tSGF8 G 5\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\", 5)\n\t\t\tTNT1 AA 0 A_CustomMissile (\"Blood\", 29, -5, random (0, 360), 2, random (0, 160))\n\t\t\tSGF8 H 10\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tSGF8 H 8\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4a\", 6)\n\t\t\tXXXX AAAAA 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tSGF8 H 6\n\t\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tSGF8 I 4\n\t\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 7, -33, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 8, -30, random (0, 360), 2, random (0, 160))\n\t\t\tSGF8 JJ 4 A_CustomMissile (\"Blood\", 29, -27, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AA 0 A_CustomMissile (\"Blood\", 29, -27, random (0, 360), 2, random (0, 160))\n\t\t\tSGF8 KL 5 A_CustomMissile (\"Blood\", 29, -27, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_Stopsound(3)\n\n\t\t\tXXXX AAA 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tSGF8 LL 6\n\t\t\tTNT1 AAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 50, 0, random (0, 360), 2, random (50, 130))\n\t\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\t\tSGF8 MMM 5\n\n\t\t\tTNT1 A 0 A_TakeInventory(\"SergeantFatality4\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\t\tTNT1 A 0 A_SpawnItem(\"FatalizedSGGuy4\", 1)\n\t\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t        goto spawn\n\n\t\t\tFatalityBaron2:\n\t\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\t\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n\t\t\t////////////////////////////////////////////////\n\n\t\t\tBHF2 A 5\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\",1)\n\t\t\tBHF2 B 4\n\n\t\t\tBHF2 C 4\n\t\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/KICK\",2)\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\tBHF2 D 4\n\t\t\tTNT1 A 0 A_PlaySound(\"HKPAIN\", 3)\n\t\t\tBHF2 E 4\n\n\t\t\tBHF2 FG 4\n\n\t\t\tBHF2 HH 6\n\t\t\tTNT1 A 0 A_PlaySound(\"CLAP\",5)\n\t\t\tXXXX AAAAA 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tBHF2 IJ 5\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\",1)\n\t\t\tBHF2 KL 4\n\t\t\tTNT1 A 0 A_PlaySound(\"CLAP\",5)\n\t\t\tBHF2 MN 5\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 20, 35, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_PlaySound(\"HKPAIN\", 3)\n\t\t\tBHF2 OOO 5\n\t\t\tTNT1 A 0 A_PlaySound(\"FUCK\", 7)\n\t\t\tBHF2 PP 5\n\n\t\t\tBHF2 Q 4\n\t\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 2)\n\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 10, 84, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AA 0 A_CustomMissile (\"Blood\", 10, 84, random (0, 360), 2, random (0, 160))\n\t\t\tBHF2 P 5\n\t\t\tTNT1 A 0 A_PlaySound(\"HKPAIN\", 4)\n\t\t\tBHF2 Q 4\n\t\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 2)\n\t\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 10, 84, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Blood\", 10, 84, random (0, 360), 2, random (0, 160))\n\t\t\tBHF2 R 5\n\t\t\tTNT1 A 0 A_PlaySound(\"HKPAIN\", 4)\n\t\t\tBHF2 S 4\n\t\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4a\", 8, 3)\n\t\t\tXXXX AA 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 10, 84, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAA 0 A_CustomMissile (\"Blood\", 10, 84, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPieceFast\", 10, 44, random (170, 190), 2, random (-10, 10))\n\t\t\tTNT1 A 0 A_CustomMissile (\"SmallBrainPiece\", 12, 84, random (0, 360), 2, random (0, 160))\n\t\t\tBHF2 R 4\n\t\t\tTNT1 A 0 A_PlaySound(\"HKPAIN\", 4)\n\t\t\tBHF2 S 4\n\t\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\t\tXXXX AA 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 10, 84, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAA 0 A_CustomMissile (\"Blood\", 10, 84, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPieceFast\", 10, 44, random (170, 190), 2, random (-10, 10))\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPiece\", 12, 84, random (0, 360), 2, random (0, 160))\n\t\t\tBHF2 R 4\n\t\t\tTNT1 A 0 A_PlaySound(\"HKPAIN\", 4)\n\t\t\tBHF2 S 4\n\t\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\t\tXXXX AA 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 10, 84, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAA 0 A_CustomMissile (\"Blood\", 10, 84, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPieceFast\", 10, 44, random (170, 190), 2, random (-10, 10))\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPiece\", 12, 84, random (0, 360), 2, random (0, 160))\n\t\t\tBHF2 T 5\n\t\t\tTNT1 A 0 A_PlaySound(\"xdeath2c\", 4)\n\t\t\tBHF2 U 4\n\t\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"xdeath\", 9, 4)\n\t\t\tTNT1 AAAAA 0 A_CustomMissile (\"Blood\", 12, 45, random (0, 360), 2, random (0, 160))\n\t\t\tXXXX AAAAAA 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 10, 84, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"Blood\", 10, 84, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 AAAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", 10, 44, random (170, 190), 2, random (-10, 10))\n\t\t\tTNT1 AAAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 12, 84, random (0, 360), 2, random (0, 160))\n\n\t\t\tBHF2 VV 10 A_CustomMissile (\"Blood\", 10, 84, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_SpawnItem(\"MediumBloodSpot\", 4)\n\n\t\t\tTNT1 A 0 A_TakeInventory(\"BaronFatality2\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\t\tTNT1 A 0 A_SpawnItem(\"FatalizedBaron2\", 1)\n\t\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\t\tgoto Spawn\n\n\t\tFatalitySergeant5:\n        TNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FTYS A 8 A_PlaySound(\"grunt/pain\")\n        FTYS BC 8\n\t\tTNT1 A 0 A_PlaySound(\"BURNZOM\", 3)\n\n        TNT1 A 0 A_PlaySound(\"misc/xdeath\")\n        FTYS DE 4\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t\tFTYS DE 4\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t\tFTYS DE 4\n\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath\", 3)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n        FSP4 J 4 A_PlaySound(\"misc/xdeath4c\", 5)\n\t\tFPS4 KLMNN 4 A_CustomMissile (\"Blood\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Blood\", 1, 0, random (0, 360), 2, random (0, 160))\n        FPS4 OP 8\n        TNT1 A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\n        FPS4 P 20\n        ///////////////////////////////////////////////////////\n        TNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SergeantFatality5\",1)\n\t\tTNT1 AAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n\t\tTNT1 A 0 A_CustomMissile (\"BeheadedSergeantZombie\", 1, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\t\tFatalityMeanDemon1:\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tMDFT AB 5 //A_PlaySound(\"NECK_BRK\", 5)\n\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\", 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tMDFT CC 3 A_PlaySound(\"NECK_BRK\", 5)\n\t\tTNT1 A 0 A_CustomMissile (\"Blood\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath\", 3)\n\t\tMDFT DEF 5\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4c\", 3)\n\t\tTNT1 A 0 A_CustomMissile (\"Blood\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tMDFT FFF 1 A_CustomMissile (\"Blood\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"MeanDemonFatality1\",1)\n\t\tTNT1 AAAAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedMeanDemon1\", 18)\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Spawn\n\n\t   FatalityBelphegor:\n\t   TNT1 A 0 SetPlayerProperty(0,1,0)\n       TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t   TNT1 A 0 ACS_Execute(acsFatality, 0)\n\t   //////////////////////////////////////////////////////\n\t   TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\",7)\n\t   BS4F A 7\n\n\t   TNT1 A 0 A_PlaySound(\"misc/xdeath4f\", 7)\n\t   BS4F B 3\n\t   TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 71, 0, random (0, 360), 2, random (0, 160))\n\t   BS4F C 3\n\t   XXXX AA 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 71, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Blood\", 71, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", 71, 0, random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 72, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Teeth\", 68, -7, random (0, 360), 2, random (0, 160))\n\t   BS4F DE 4\n\n\t   BS4F F 6\n\t   //blood splashing\n\t   TNT1 A 0 A_PlaySound(\"misc/xdeath2c\",8)\n\t   TNT1 AAAAAAAA 0 A_SpawnItem (\"Blood\", 0, 69)\n\t   BS4F F 6\n\t   //blood splashing\n\t   TNT1 A 0 A_PlaySound(\"misc/xdeath2c\", 9)\n\t   TNT1 AAAAAAAA 0 A_SpawnItem (\"Blood\", 0, 69)\n\t   BS4F GG 13 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 A 0 A_PlaySound(\"misc/xdeath4f\", 7)\n\t   TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 53, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAAAAAA 0 A_CustomMissile (\"Instestin\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 55, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 51, 0, random (170, 190), 2, random (0, 40))\n\t   BS4F HI 6\n\t   TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 53, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 55, 0, random (170, 190), 2, random (0, 40))\n\t   BS4F II 3\n\n\t   TNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BelphegorFatality\",1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"FatalizedBelphegor\", 20)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathHellKnightTorso\", 32, 0, random (0, 135), 2, random (0, 65))\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n\t   Goto Spawn\n\n\t   FatalityImp4:\n\t   TNT1 A 0 SetPlayerProperty(0,1,0)\n       TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t   TNT1 A 0 ACS_Execute(acsFatality, 0)\n\t   //////////////////////////////////////////////////////\n\t   FTDI AA 6\n\t   TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n       TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tTNT1 A 0 A_CustomMissile (\"Blood\", 34, -7, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 34, -6, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Teeth\", 34, -7, random (0, 360), 2, random (0, 160))\n\t   FTDI B 5\n\n\t   FTDI C 10\n\n\t   TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n       TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tTNT1 A 0 A_CustomMissile (\"Blood\", 34, -7, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 34, -4, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Teeth\", 32, -6, random (0, 360), 2, random (0, 160))\n\t   FTDI B 5\n\n\t   FTDI C 8\n\n\t   TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n       TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4c\", 3)\n\t\tTNT1 AA 0 A_CustomMissile (\"Blood\", 34, -7, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 32, -5, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Teeth\", 33, -6, random (0, 360), 2, random (0, 160))\n\t   FTDI D 5\n\n\t   FTDI E 8\n\t   TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n       TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath\", 3)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Blood\", 32, -6, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 33, -6, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPieceFast\", 35, -7, random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPiece\", 33, -7, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Teeth\", 31, -7, random (0, 360), 2, random (0, 160))\n\t   FTDI F 5\n\n\t   FTDI GH 4 A_CustomMissile (\"PlayerFlyingBlood\", 33, -6, random (0, 360), 2, random (0, 160))\n\t   TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\")\n\t   FTDI IJKLM 6\n\n\t   TNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ImpFatality4\",1)\n\t\tTNT1 AAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"DeadImp_NoHead_Fatalized\", 5)\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n\t   Goto Spawn\n\n\t   //Fatso fatality from brutal doom v11\n\t   FatalityFatso2:\n        TNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n        TNT1 A 0 A_SetInvulnerable\n        //////////////////////////////////////////////////////\n        FAFT ABC 5\nTNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)\n        TNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 45, 0, random (0, 180), 2, random (0, 180))\n        FAFT D 5 A_PlaySound(\"misc/xdeath4\")\n        FAFT E 5 A_PlaySound(\"fatso/pain\")\n        FAFT FGGGH 4 A_CustomMissile (\"Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\nTNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\nTNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)\nTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n        FAFT IJK 5 A_PlaySound(\"misc/xdeath4\")\nTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n     TNT1 A 0 A_PlaySound(\"fatso/death\")\n        FAFT LMNOP 5 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 35, 0, random (0, 180), 2, random (0, 180))\n\nTNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n        FAFT O 9\n        TNT1 A 0 A_PlaySound(\"fatso/pain\")\n        TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 55, 0, random (0, 180), 2, random (0, 180))\n        FAFT P 9\nTNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n        TNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 55, 0, random (0, 180), 2, random (0, 180))\n\n        FAFT O 9\n        TNT1 A 0 A_PlaySound(\"fatso/pain\")\n        TNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 55, 0, random (0, 180), 2, random (0, 180))\n        FAFT P 9\n        TNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 55, 0, random (0, 180), 2, random (0, 180))\n\n        FAFT O 9\nTNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)\n        TNT1 A 0 A_PlaySound(\"fatso/pain\")\n        TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 55, 0, random (0, 180), 2, random (0, 180))\n        FAFT P 9\nTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 55, 0, random (0, 180), 2, random (0, 180))\n\n        FAFT O 9\n        TNT1 A 0 A_PlaySound(\"fatso/pain\")\nTNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n        TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 55, 0, random (0, 180), 2, random (0, 180))\n        FAFT P 9\nTNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)\n        TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 55, 0, random (0, 180), 2, random (0, 180))\n\n        //////////////////////////////////////////////////////\n        TNT1 A 0 A_TakeInventory(\"FatsoFatality2\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n        TNT1 A 0 A_SpawnItemEx(\"FatalizedFatso2\", 0, 1, 1, 1, 1)\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n        TNT1 A 0 A_UnSetInvulnerable\n        Goto Spawn\n\n\t   FatalityZMan6:\n\t   TNT1 A 0 SetPlayerProperty(0,1,0)\n       TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n       TNT1 A 0 ACS_Execute(acsFatality, 0)\n\t   //////////////////////////////////////////////////////\n\t   TNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t   FRAA AAB 3\n\t   TNT1 A 0 A_PlaySound(\"misc/xdeath4c\", 3)\n\t   TNT1 A 0 A_PlaySound(\"BURNZOM\", 2)\n\t   FRAA BB 5 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t   XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 A 0 A_PlaySound(\"misc/xdeath4c\", 5)\n\t   FRAA CC 5 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 56, 0, random (0, 360), 2, random (0, 360))\n\t   TNT1 A 0 A_PlaySound(\"misc/xdeath4f\", 7)\n\t   TNT1 A 0 A_CustomMissile (\"XDeath2\", 56, 0, random (0, 360), 2, random (0, 160))\n\t   FRAA DDD 3 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 56, 0, random (0, 360), 2, random (0, 360))\n\n\t   TNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ZombieManFatality6\",1)\n\t\tTNT1 AAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"Fatality6ZMan\", 15)\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n\t   Goto Spawn\n\n\t   FatalitySergeant6:\n\t   TNT1 A 0 SetPlayerProperty(0,1,0)\n       TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n       TNT1 A 0 ACS_Execute(acsFatality, 0)\n\t   //////////////////////////////////////////////////////\n\t   TNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t   XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t   FRSA AAB 6\n\t   TNT1 A 0 A_PlaySound(\"grunt/pain\", 1)\n\t   FRSA BBB 5\n\t   TNT1 A 0 A_PlaySound(\"misc/xdeath4c\", 3)\n\t   FRSA CC 8 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t   XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_PlaySound(\"grunt/pain\", 1)\n\t   TNT1 A 0 A_PlaySound(\"misc/xdeath4c\", 5)\n\t   FRSA DD 6 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 56, 0, random (0, 360), 2, random (0, 360))\n\t   TNT1 AAA 0 A_CustomMissile (\"SuperWallRedBlood\", 2, 0, random (170, 190), 2, random (0, 0))\n\t   TNT1 AAAA 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t   XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 A 0 A_PlaySound(\"BURNZOM\", 2)\n\t   FRSA EEE 7 A_PlaySound(\"misc/xdeath4c\", 3)\n\t   TNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 56, 0, random (0, 360), 2, random (0, 360))\n\t   TNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 2, 0, random (170, 190), 2, random (0, 0))\n\t   TNT1 AAAAAA 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t   FRSA FFF 6 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 56, 0, random (0, 360), 2, random (0, 360))\n\t   TNT1 AAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 2, 0, random (170, 190), 2, random (0, 0))\n\t   TNT1 AAAAAAA 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t   XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 A 0 A_PlaySound(\"misc/gibbed\", 7)\n\t   FRSA G 12 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 56, 0, random (0, 360), 2, random (0, 360))\n\t   TNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 2, 0, random (170, 190), 2, random (0, 0))\n\t   TNT1 AAAAA 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SergeantFatality6\",1)\n\t\tTNT1 AAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"FatalizedSGGuy6\", 15)\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n\t   Goto Spawn\n\n\t   FatalityCyberBaron1:\n\t   TNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tC8FT A 8\n\t\tTNT1 A 0 A_PlaySound(\"HKPAIN\", 3)\n\t\tC8FT B 8\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"misc/gibbed\", 7)\n\t\tTNT1 AAA 0 A_CustomMissile (\"SuperWallRedBlood\", 2, 0, random (170, 190), 2, random (0, 0))\n\t   TNT1 AAA 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 56, 0, random (0, 360), 2, random (0, 360))\n\t    C8FT B 2 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 56, 0, random (0, 360), 2, random (0, 360))\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SuperWallRedBlood\", 2, 0, random (170, 190), 2, random (0, 0))\n\t   TNT1 AAA 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 56, 0, random (0, 360), 2, random (0, 360))\n\t   C8FT B 2 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 56, 0, random (0, 360), 2, random (0, 360))\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"misc/gibbed\", 5)\n\t\tTNT1 AAA 0 A_CustomMissile (\"SuperWallRedBlood\", 2, 0, random (170, 190), 2, random (0, 0))\n\t   TNT1 AAA 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 56, 0, random (0, 360), 2, random (0, 360))\n\t   C8FT B 2 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 56, 0, random (0, 360), 2, random (0, 360))\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SuperWallRedBlood\", 2, 0, random (170, 190), 2, random (0, 0))\n\t   TNT1 AAA 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 56, 0, random (0, 360), 2, random (0, 360))\n\t   C8FT B 2 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 56, 0, random (0, 360), 2, random (0, 360))\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SuperWallRedBlood\", 2, 0, random (170, 190), 2, random (0, 0))\n\t   TNT1 AAA 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 56, 0, random (0, 360), 2, random (0, 360))\n\n\t\tC8FT C 6\n\t\tTNT1 A 0 A_PlaySound(\"misc/gibbed\", 8)\n\t\tTNT1 A 0 A_PlaySound(\"HKPAIN\", 2)\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"SuperWallRedBlood\", 2, 0, random (170, 190), 2, random (0, 0))\n\t   TNT1 AAAAAAAA 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tC8FT D 12\n\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"CyberBaronFatality1\",1)\n\t\tTNT1 AAAAA 0 A_GiveInventory(\"HealthBonus\",5)\n\t\tTNT1 A 0 A_SpawnItem (\"DyingCyberBaron3\", 15)\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Spawn\n\n\t\tFatalityCyberBaron2:\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tC8FT E 5\n\t\tTNT1 AAAA 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tC8FT FF 6\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\", 8)\n\t\tTNT1 AA 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 56, 0, random (0, 360), 2, random (0, 360))\n\t\tC8FT F 6\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\", 7)\n\t\tTNT1 AA 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 56, 0, random (0, 360), 2, random (0, 360))\n\t\tC8FT F 6\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\", 6)\n\t\tTNT1 AA 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 56, 0, random (0, 360), 2, random (0, 360))\n\t\tC8FT F 6\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\", 6)\n\t\tTNT1 A 0 A_PlaySound(\"HEADRIP\", 4)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 0))\n\t   TNT1 AAA 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AAAAA 0 A_CustomMissile (\"MuchBlood\", 27, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 AA 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tC8FT GH 6\n\t\tTNT1 AAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 0))\n\t\tC8FT HHHHHH 2 A_CustomMissile (\"MuchBlood\", 31, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"CyberBaronFatality2\",1)\n\t\tTNT1 AAAAA 0 A_GiveInventory(\"HealthBonus\",5)\n\t\tTNT1 A 0 A_SpawnItem (\"FatalizedCyberBaron\", 15)\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Spawn\n\n\t\tFatalityAutoshotgunGuy:\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tF4SG A 6\n\n\t\tF4SG B 3 A_PlaySound(\"grunt/pain\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tF4SG CDE 3\n\t\tF4SG E 5\n\n\t\tF4SG FG 4\n\t\tTNT1 A 0 A_PlaySound(\"grunt/death\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\n\t\tTNT1 AAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n        F4SG HHHH 5\n\n\t    TNT1 A 0 A_PlaySound(\"Weapons/AutoShotgun\")\n\t    XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 38, -25, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 38, -25, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 38, -25, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 38, -25, random (0, 360), 2, random (0, 160))\n\n\t\tF4SG I 6 Bright\n\t\tF4SG J 6\n\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/AutoShotgun\")\n\t    XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 38, -25, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 38, -25, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 38, -25, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 38, -25, random (0, 360), 2, random (0, 160))\n\n\t\tF4SG K 6 Bright\n\t\tF4SG L 6\n\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/AutoShotgun\")\n\t    XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 38, -25, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 38, -25, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 38, -25, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 38, -25, random (0, 360), 2, random (0, 160))\n\n\t\tF4SG M 6 Bright\n\t\tF4SG N 6\n\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/AutoShotgun\")\n\t    XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 38, -25, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 38, -25, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 38, -25, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 38, -25, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"FlyingImpaledASGGuy\", 38, -27, random (30, 120), 2, random (70, 110))\n\t\tF4SG OOOO 6\n\n\t\t///////////////////////////////////////////////////////\n        TNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"AutoshotgunGuyFatality\",1)\n\t\tTNT1 AAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\t\tFatalityZSpec:\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\n\t\tZPFT ABC 5\n\t\tZPFT C 2\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"grunt/pain\")\n\t\tZPFT DEE 3\n\t\tTNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\",7)\n\t\tZPFT F 3\n\t\tTNT1 A 0 A_PlaySound(\"grunt/pain\",4)\n\t\tXXXX A 0 A_CustomMissile (\"shakeshakeshake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Playsound(\"misc/xdeath4b\",1)\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile(\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tZPFT FGKH 5\n\t\tZPFT IJKLMM 3 A_CustomMissile(\"PlayerFlyingBlood\", 12, 15, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\",7)\n\t\tZPFT NOO 3\n\t\tTNT1 A 0 A_Playsound(\"misc/xdeath4c\",1)\n\t\tXXXX A 0 A_CustomMissile (\"shakeshakeshake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 30, 10, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 10, random (0, 360), 2, random (0, 160))\n\t\tZPFT PP 4\n\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ZSpecFatality\",1)\n\t\tTNT1 AAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"FatalizedZSpec\")\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Spawn\n\n\t\tFatalityImp5:\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\t TNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tFTL1 A 9 A_PlaySound(\"imp/pain\", 3)\n\t\tFTL1 BCDE 2\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFTL1 F 5 A_PlaySound(\"imp/pain\", 3)\n\t\tFTL1 A 0 A_Playsound(\"CLAP\",2)\n\t\tFTL1 GHI 2\n\t\tFTL1 J 4 A_Playsound(\"SwingWave2\",1)\n\t\tFTL1 KKLL 1\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",2)\n\t\tFTL1 A 2 A_Playsound(\"SwingWave1\",1)\n\t\tFTL1 BCDE 2\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t//XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFTL1 F 5 A_PlaySound(\"imp/pain\", 3)\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",2)\n\t\tFTL1 GHI 2\n\t\tFTL1 J 4 A_Playsound(\"SwingWave2\",1)\n\t\tFTL1 KKLL 1\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t//XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFTL1 A 1 A_PlaySound(\"imp/death\", 1)\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",1)\n\t\tFTL1 BCDE 2\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t//XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFTL1 F 4\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",2)\n\t\tFTL1 GHI 2\n\t\tFTL1 J 4 A_Playsound(\"SwingWave2\",1)\n\t\tFTL1 KKLL 1\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t//XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFTL1 A 4\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",2)\n\t\tFTL1 B 2 A_Playsound(\"SwingWave1\",1)\n\t\tFTL1 CDE 2\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t//XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFTL1 F 4\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",2)\n\t\tFTL1 GHI 2\n\t\tFTL1 J 4 A_Playsound(\"SwingWave2\",1)\n\t\tFTL1 KLL 2\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t//XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFTL1 A 4\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",1)\n\t\t//FASTER NOW!!!\n\t\tFTL1 BCDE 1\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t//XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFTL1 F 4 A_PlaySound(\"imp/death\", 3)\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",2)\n\t\tFTL1 GHI 1\n\t\tFTL1 J 4 A_Playsound(\"SwingWave2\",1)\n\t\tFTL1 KLL 1\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t//XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",2)\n\t\tFTL1 A 2 A_Playsound(\"SwingWave1\",1)\n\t\tFTL1 BCDE 1\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t//XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFTL1 F 4\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",2)\n\t\tFTL1 GHI 2\n\t\tFTL1 J 4 A_Playsound(\"SwingWave2\",1)\n\t\tFTL1 KLL 1\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t//XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFTL1 A 5 A_PlaySound(\"imp/death\", 1)\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",1)\n\t\tFTL1 BCDE 1\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t//XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFTL1 F 5\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",2)\n\t\tFTL1 GHI 1\n\t\tFTL1 J 4 A_Playsound(\"SwingWave2\",1)\n\t\tFTL1 KL 1\n\t\tTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"ImpXDeath\", 2, -12, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"xdeath2\", 2, -12, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFTL1 M 5\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",2)\n\t\tFTL1 M 25\n\t\t//////////////////////////////////////////////////////\n        TNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ImpFatality5\",1)\n\t\tTNT1 AAAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\tFatalityRapidFireTrooper:\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FRFZ A 5\n\t\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tFRFZ ABCDE 3\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",2)\n       // XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tFRFZ FGGGG 3\n\n\t\tFRFZ HI 3\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 5, 30, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"misc/gibbed\", 5)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFRFZ JJ 6\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Rifle/SFire\", 4)\n\t\tTNT1 A 0 A_PlaySound(\"fleshimpact\", 2)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 5, -40, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 30, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"xdeath3\", 2, 25, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile(\"YellowFlareSpawn\",12,5,0,0)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 10, 5, 258, CMF_AIMDIRECTION, -19)\n\t\tFRFZ K 3\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Rifle/SFire\", 4)\n\t\tTNT1 A 0 A_PlaySound(\"fleshimpact\", 2)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 5, -40, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 30, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"xdeath2\", 2, 25, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile(\"YellowFlareSpawn\",12,5,0,0)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 10, 5, 258, CMF_AIMDIRECTION, -19)\n\t\tFRFZ L 3\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Rifle/SFire\", 4)\n\t\tTNT1 A 0 A_PlaySound(\"fleshimpact\", 2)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 5, -40, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 5, 30, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"xdeath2\", 2, 25, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile(\"YellowFlareSpawn\",12,5,0,0)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 10, 5, 258, CMF_AIMDIRECTION, -19)\n\t\tFRFZ K 3\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Rifle/SFire\", 4)\n\t\tTNT1 A 0 A_PlaySound(\"fleshimpact\", 2)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 5, -40, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 5, 30, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"xdeath2\", 2, 25, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile(\"YellowFlareSpawn\",12,5,0,0)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 10, 5, 258, CMF_AIMDIRECTION, -19)\n\t\tFRFZ L 3\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Rifle/SFire\", 4)\n\t\tTNT1 A 0 A_PlaySound(\"fleshimpact\", 2)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 5, -40, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 5, 30, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"xdeath2\", 2, 25, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile(\"YellowFlareSpawn\",12,5,0,0)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 10, 5, 258, CMF_AIMDIRECTION, -19)\n\t\tFRFZ M 3\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Rifle/SFire\", 6)\n\t\tTNT1 A 0 A_PlaySound(\"misc/gibbed\", 5)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 5, -40, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath4\", 5, 30, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"xdeath2\", 2, 25, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile(\"YellowFlareSpawn\",12,5,0,0)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\", 10, 5, 258, CMF_AIMDIRECTION, -19)\n\t\tFRFZ N 3\n\n\t\tFRFZ OOOOO 3 A_CustomMissile (\"PlayerFlyingBlood\", 5, -40, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_TakeInventory(\"RapidFireTrooperFatality\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n        TNT1 A 0 A_SpawnItem(\"FatalizedRapidFireTrooper\", 5)\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\t\tFatalityArchVile2:\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n\t\t//////////////////////////////////////////////////////\n\t\tTNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\")\n\t\tAVF2 A 6\n\t\tTNT1 AAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 55, 10, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tAVF2 B 4\n\n\t\tAVF2 C 6\n\t\tTNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\")\n\n\t\tAVF2 D 5\n\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\", 5)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 55, 3, random (0, 360), 2, random (0, 160))\n\t\tAVF2 E 5\n\n\t\tAVF2 D 7\n\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\", 5)\n\t//\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 55, 5, random (0, 360), 2, random (0, 160))\n\t\tAVF2 E 5\n\n\t\tAVF2 D 8\n\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\", 5)\n\t//\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 55, 12, random (0, 360), 2, random (0, 160))\n\t\tAVF2 E 5\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\", 6)\n\t\tTNT1 A 0 A_PlaySound(\"misc/gibbed\", 7)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 55, 11, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"xdeath2\", 54, 12, random (0, 360), 2, random (0, 160))\n\t\tAVF2 F 5 A_PlaySound(\"vile/pain\",8)\n\n\t\tAVF2 G 10\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4b\", 4)\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 55,12, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 55, 5, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 55, 13, random (0, 360), 2, random (0, 160))\n\t\tAVF2 HG 5\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4b\", 4)\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 55, 12, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 15, 13, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 11, random (0, 360), 2, random (0, 160))\n\t\tAVF2 HG 5\n\t\tTNT1 A 0 A_PlaySound(\"vile/pain\",8)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4b\", 4)\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 45, 14, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"xdeath2\", 15, 12, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 45, 11, random (0, 360), 2, random (0, 160))\n\t\tAVF2 HI 5\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4b\", 4)\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 45, 11, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"xdeath2\", 35, 12, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 45, 13, random (0, 360), 2, random (0, 160))\n\t\tAVF2 JI 5\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4b\", 4)\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 55, 14, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"xdeath2\", 15, 11, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 45, 12, random (0, 360), 2, random (0, 160))\n\t\tAVF2 JI 5\n\t\tTNT1 A 0 A_PlaySound(\"vile/pain\",8)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4b\", 4)\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 45, 13, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"xdeath3\", 45, 14, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 46, 15, random (0, 360), 2, random (0, 160))\n\t\tAVF2 JK 5\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4b\", 4)\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 45, 13, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 15, 11, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 55, 8, random (0, 360), 2, random (0, 160))\n\t\tAVF2 JK 5\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4b\", 4)\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 45, 9, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 15, 11, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 55, 8, random (0, 360), 2, random (0, 160))\n\t\tAVF2 LK 5\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4b\", 4)\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 45, 8, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"xdeath3\", 45, 14, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 55, 10, random (0, 360), 2, random (0, 160))\n\t\tAVF2 LK 5\n\t\tTNT1 A 0 A_PlaySound(\"vile/pain\",8)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4b\", 4)\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 45, 13, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 25, 11, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 55, 14, random (0, 360), 2, random (0, 160))\n\t\tAVF2 L 5\n\t\tTNT1 A 0 A_PlaySound(\"vile/death\",9)\n\t\tAVF2 M 5\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Playsound(\"CLAP\",2)\n\t\tAVF2 N 10\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4b\", 4)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"xdeath3\", 15, 4, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tAVF2 O 5\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tTNT1 AA 0 A_CustomMissile (\"PlayerFlyingBlood\", 17, 3, random (0, 360), 2, random (0, 160))\n\t\tAVF2 PN 4\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4b\", 4)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"xdeath2\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tAVF2 O 6\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tTNT1 AA 0 A_CustomMissile (\"PlayerFlyingBlood\", 17, 3, random (0, 360), 2, random (0, 160))\n\t\tAVF2 PN 5\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4b\", 4)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tAVF2 O 7\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tTNT1 AA 0 A_CustomMissile (\"PlayerFlyingBlood\", 17, 3, random (0, 360), 2, random (0, 160))\n\t\tAVF2 PNNN 6\n\n\t\tTNT1 A 0 A_TakeInventory(\"ArchVileFatality2\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n        TNT1 A 0 A_SpawnItemEx(\"ArchvileStabbedTheFuckOut\", 5, 2, 1, 0, 0)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t    Goto Spawn\n\n\t\tFatalityDarkImp1:\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n\t\t//////////////////////////////////////////////////////\n\n\t\tD1F1 A 6\n\t\tTNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\")\n\t\tD1F1 BC 2\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"dimp/pain\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tTNT1 AA 0 A_CustomMissile (\"Teeth\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"xdeath2\", 46, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Teeth\", 48, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"PlayerFlyingBlood\", 17, 3, random (0, 360), 2, random (0, 160))\n\t\tD1F1 D 6 A_CustomMissile (\"XDeath1\", 44, 2, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 47, 0, random (0, 360), 2, random (0, 160))\n\t\tD1F1 E 3 A_CustomMissile (\"Brutal_FlyingBlood\", 46, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 47, 0, random (0, 360), 2, random (0, 160))\n\t\tD1F1 F 6\n\t\tTNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\")\n\t\tD1F1 E 2\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"dimp/pain\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"misc/gibbed\", 4)\n\t\tTNT1 A 0 A_CustomMissile (\"Teeth\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Teeth\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 46, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPieceFast\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPieceFast\", 48, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPieceFast\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 47, 3, random (0, 360), 2, random (0, 160))\n\t\tD1F1 D 5\n\n\t\tD1F1 E 3\n\t\tTNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 47, 0, random (0, 360), 2, random (0, 160))\n\t\tD1F1 F 8\n\t\tTNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 54, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"dimp/pain\", 1)\n\t\tD1F1 GH 5\n\t\tTNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\",1)\n\t\tD1F1 IJKLM 2\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\n        NULL A 0 A_PlaySound(\"CLAP\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 14, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 17, 3, random (0, 360), 2, random (0, 160))\n\t\tD1F1 N 3\n\n\t\tD1F1 OPQR 3\n\n\t\tD1F1 S 4\n\t\tTNT1 A 0 A_PlaySound(\"dimp/pain\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\", 4)\n\t\tD1F1 T 4\n\n\t\tD1F1 S 4\n\t\tTNT1 A 0 A_PlaySound(\"dimp/pain\", 2)\n\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\", 4)\n\t\tD1F1 T 4\n\t\tTNT1 A 0 A_PlaySound(\"dimp/death\", 3)\n\t\tD1F1 ST 2\n\t\tTNT1 A 0 A_PlaySound(\"misc/gibbed\", 4)\n\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\", 5)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MuchBlood\", 10, 5, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 10, 5, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 37, 3, random (0, 360), 2, random (0, 160))\n\t\tD1F1 UVWWX 4 A_CustomMissile (\"Brutal_FlyingBlood\", 14, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\")\n\t\tD1F1 Y 3\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4b\", 6)\n\t\tTNT1 A 0 A_CustomMissile (\"Teeth\", 10, -6, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 14, -8, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"PlayerFlyingBlood\", 22, -2, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", 16, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"xdeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", 28, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"xdeath2\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tD1F1 Z 8\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\", 7)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 22, -3, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 22, -3, random (0, 360), 2, random (0, 160))\n\t\tD1F1 YX 3\n\t\tTNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\",1)\n\t\tD1F1 Y 3\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\", 2)\n\t\tTNT1 A 0 A_CustomMissile (\"Teeth\", 10, -6, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 8, -15, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 14, -8, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 12, -2, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"xdeath2\", 16, -5, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"xdeath2\", 16, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallBrainPiece\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", 18, 0, random (0, 360), 2, random (0, 160))\n\t\t//TNT1 A 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tD1F1 Z 6\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\", 3)\n\t\tTNT1 A 0 A_CustomMissile (\"PlayerFlyingBlood\", 12, -3, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 22, -3, random (0, 360), 2, random (0, 160))\n\t\tD1F2 AB 3\n\n\t\tD1F2 A 3\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\", 4)\n\t\tTNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 8, -15, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 14, -8, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 12, -2, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"xdeath2\", 16, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallBrainPiece\", 8, 0, random (0, 360), 2, random (0, 160))\n\t\t//TNT1 A 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tD1F2 C 6\n\n\t\tD1F2 AB 3\n\t\tTNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 3)\n\t\tD1F2 A 3\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\", 4)\n\t\tTNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 8, -15, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 14, -8, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 12, -2, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"xdeath2\", 16, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallBrainPiece\", 8, 0, random (0, 360), 2, random (0, 160))\n\t\tD1F2 C 4\n\n\t\tD1F2 DDDD 3 A_CustomMissile (\"Brutal_FlyingBlood\", 14, -8, random (0, 360), 2, random (0, 160))\n\t\t//TNT1 AAAAAAAAA 0\n\n\t\tTNT1 AAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"DarkImpFatality1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"AbsolutelyRapedDarkImp\", 5, 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Spawn\n\n\t\tFatalityDarkImp2:\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n\t\t//////////////////////////////////////////////////////\n\n\t\tD2F1 A 8\n\t\tTNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 3)\n\t\tD2F1 A 2\n\t\tTNT1 A 0 A_PlaySound(\"EYEPULL\", 4)\n\t\tTNT1 AA 0 A_CustomMissile (\"MuchBlood\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_LiquidBlood2\", 46, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"xdeath2\", 16, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tD2F1 B 8\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"marine/superfist1\", 5)\n\t\tTNT1 A 0 A_PlaySound(\"dimp/pain\", 2)\n\t\tD2F1 CDE 4\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\", 3)\n\t\tD2F1 FFFFFFFF 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 58, -4, random (0, 360), 2, random (60, 120))\n\n\t\tD2F1 E 6\n\t\tTNT1 A 0 A_PlaySound(\"dimp/pain\", 2)\n\t\tD2F1 F 5\n\n\t\tD2F1 GH 3\n\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\", 5)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 40, -3, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brutal_LiquidBlood2\", 46, 0, random (0, 360), 2, random (60, 120))\n\t\tD2F1 I 7\n\n\t\tD2F1 J 7\n\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\", 4)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 40, -3, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brutal_LiquidBlood2\", 46, 0, random (0, 360), 2, random (60, 120))\n\t\tD2F1 I 5\n\n\t\tD2F1 J 5\n\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\", 6)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 42, -3, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Brutal_LiquidBlood2\", 46, 0, random (0, 360), 2, random (60, 120))\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tD2F1 IJIJIJIJ 2\n\t\tTNT1 A 0 A_PlaySound(\"dimp/death\", 3)\n\t\tD2F1 IJIJIJ 1\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MuchBlood\", 46, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_LiquidBlood2\", 50, -2, random (0, 360), 2, random (60, 120))\n\t\tTNT1 AA 0 A_CustomMissile (\"MuchBlood\", 40, -3, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"xdeath2\", 16, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 16, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 14, -8, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"misc/gibbed\", 4)\n\t\tD2F1 KL 6 A_CustomMissile (\"Brutal_FlyingBlood\", 52, 1, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 14, -8, random (0, 360), 2, random (0, 160))\n\t\tD2F1 MMMMMMMMMMMMMMMMMMMMMMM 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 60, 2, random (0, 360), 2, random (60, 120))\n\n\t\tTNT1 AAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"DarkImpFatality2\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"AbsolutelyRapedDarkImp2\", 5, 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Spawn\n\n\t\tFatalityHK4:\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tTNT1 A 0 ACS_Execute(acsFatality, 0)\n\t\t//////////////////////////////////////////////////////\n\t\tTNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\")\n\t\tHKF4 ABC 4\n\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\tHKF4 C 8\n\n\t\tHKF4 DE 6\n\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\")\n\t\tHKF4 DE 5 A_CustomMissile (\"Brutal_FlyingBlood\", 60, 8, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\")\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 60, 8, random (0, 360), 2, random (0, 160))\n\t\tHKF4 DE 4\n\t\tTNT1 A 0 A_PlaySound(\"baron/pain\",4)\n\t\tTNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 54, 8, random (0, 360), 2, random (0, 160))\n\t\tHKF4 FGFG 5\n\t\tTNT1 A 0 A_PlaySound(\"EYEPULL\", 5)\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 65, 14, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"xdeath2\", 62, 12, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 65, 11, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 54, 8, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 52, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 56, 0, random (170, 190), 2, random (0, 40))\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tHKF4 H 14\n\t\tTNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 2)\n\t\tHKF4 IJ 4\n\t\tTNT1 A 0 A_PlaySound(\"baron/pain\", 6)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4b\", 3)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tHKF4 KKKKKKKKKKKK 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 40, 10, random (0, 360), 2, random (60, 120))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 65, 11, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4a\", 4)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 42, 9, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"xdeath3\", 62, 12, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"xdeath2\", 62, 12, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 62, 12, random (0, 360), 2, random (0, 160))\n\t\tHKF4 LLLLLLLLLLL 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 40, 10, random (0, 360), 2, random (60, 120))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 65, 11, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Instestin\", 42, 9, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 62, 12, random (0, 360), 2, random (0, 160))\n\t\tHKF4 NNNNNNNNN 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 40, 10, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathStomach\", 40, 12, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"DSKNTSIT\", 3)\n\t\tHKF4 OOOOOOO 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 40, 20, random (0, 360), 2, random (60, 120))\n\t\tHKF4 PPPPPP 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 30, 22, random (0, 360), 2, random (60, 120))\n\t\tHKF4 QQQQQQ 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 24, random (0, 360), 2, random (60, 120))\n\t\tHKF4 RRRRRR 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 10, 26, random (0, 360), 2, random (60, 120))\n\t\tHKF4 SSSSSS 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 5, 26, random (0, 360), 2, random (60, 120))\n\t\tHKF4 TTTTTT 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 3, 26, random (0, 360), 2, random (60, 120))\n\t\tTNT1 AAAAAAAAAA 0 A_GiveInventory(\"HealthBonus\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HKFatality4\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"DeadHellKnightFatality4\", 5, 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Spawn\n\n\t\tFatalityMagCaco:\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tIN1F ABC 6\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4b\", 6)\n\t\tIN1F D 6\n\t\tTNT1 A 0 A_PlaySound(\"monster/infpai\", 2)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 40, 8, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tIN1F EEEEEFFFFF 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 40, 8, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4b\", 4)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 40, 8, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tIN1F EEEEEFFFFF 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 40, 8, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4b\", 5)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 40, 8, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tIN1F EEEEEFFFFF 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 40, 8, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4b\", 6)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 40, 8, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tIN1F EEEEEFFFFF 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 40, 8, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_PlaySound(\"EYEPULL\", 1)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 40, 8, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MuchBlood\", 40, 8, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Brutal_LiquidBlood2\", 55, 2, random (0, 360), 2, random (0, 160))\n\t\tIN1F GH 6\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tIN1F IIIIIIIIIIIIIIIIII 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 61, -19, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_TakeInventory(\"MagCacoFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"FatalizedMagCacoDemon\", 5, 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Spawn\n\n\t\tFatalityTriteElemental:\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tTA1F A 3\n\t\tFATF E 0 A_PlaySound(\"demon/pain\",1)\n\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\",2)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTA1F A 9\n\t\tTNT1 A 0 A_PlaySound(\"EYEPULL\", 3)\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 40, 8, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MuchBlood\", 40, -3, random (0, 360), 2, random (0, 160))\n\t\tTA1F BCDDDDDD 3\n\t\tTA1F E 5\n\t\tFATF E 0 A_PlaySound(\"misc/gibbed\",4)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"xdeath2\", 16, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"xdeath1\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 16, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 20, 8, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_LiquidBlood2\", 50, -2, random (0, 360), 2, random (60, 120))\n\t\tTNT1 AA 0 A_CustomMissile (\"MuchBlood\", 40, -3, random (0, 360), 2, random (0, 160))\n\t\tTA1F FGHHHHHHHHH 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 25, 2, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_TakeInventory(\"TriteElementalFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"FatalizedTriteElemental\", 5, 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Spawn\n\n\t\tFatalityMechDemon:\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\n\t\tFD3M A 6\n\t\tTNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 0)\n\t\tFD3M B 4\n\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFD3M C 4 A_Playsound(\"CLAP\",1)\n\t\tFD3M C 1 A_Playsound(\"demon/pain\", 2)\n\t\tTNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 10, 4, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFD3M D 20\n\t\tFD3M EF 6\n\t\tTNT1 A 0 A_Playsound(\"demon/pain\", 3)\n\t\tFD3M GF 4\n\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\",0)\n\t\tFD3M GFG 4\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\",4)\n\t\tFD3M FG 3 A_CustomMissile (\"Brutal_FlyingBlood\", 10, -5, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\",5)\n\t\tFD3M FG 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 8, -4, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"NECK_BRK\",6)\n\t\tFD3M FG 3\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 8, 8, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_LiquidBlood2\", 12, 10, random (0, 360), 2, random (60, 120))\n\t\tTNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 13, 6, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"xdeath1\", 12, 6, random (0, 360), 2, random (0, 160))\n\t\tFD3M H 6 A_PlaySound(\"misc/gibbed\",1)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 28, 5, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Brutal_LiquidBlood2\", 25, 4, random (0, 360), 2, random (60, 120))\n\t\tFD3M I 4 A_PlaySound(\"EYEPULL\",2)\n\t\tFD3M JJJJJJJJJJJJJJJJJJJJJ 1 A_CustomMissile (\"Brutal_LiquidBlood2\", 48, -4, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_TakeInventory(\"MechDemonFatality\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"FatalizedMechDemon\", 5, 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Spawn\n\n// STEALTH KILLS\n\n\tStealthKillZSpecOps:\n        TNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\nSFZS A 8\nSFZS B 8\nSFZS C 16\nTNT1 A 0 A_PlaySound(\"NECK_BRK\",2)\nSFZS D 16\n\n        //////////////////////////////////////////////////////\n        TNT1 A 0 A_TakeInventory(\"SKZSpecOps\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n        TNT1 A 0 A_SpawnItemEx(\"DeadZSPEC\", 0, 0, 40, 0, 0)\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\tStealthKillHelmetZombie1:\n        TNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\nSFRH A 8\nSFRH B 8\nSFRH C 16\nTNT1 A 0 A_PlaySound(\"NECK_BRK\",2)\nSFRH D 16\n\n        //////////////////////////////////////////////////////\n        TNT1 A 0 A_TakeInventory(\"SKZSpecOps\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n        TNT1 A 0 A_SpawnItemEx(\"DeadZombieMan1MeleeDeath\", 0, 0, 40, 0, 0)\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\t\t//SFRP\n\n\tStealthKillPlasmaZombie:\n        TNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\nSFRP A 8\nSFRP B 8\nSFRP C 16\nTNT1 A 0 A_PlaySound(\"NECK_BRK\",2)\nSFRP D 16\n\n        //////////////////////////////////////////////////////\n        TNT1 A 0 A_TakeInventory(\"SKZSpecOps\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n        TNT1 A 0 A_SpawnItemEx(\"DeadPlasmaZombie1\", 0, 0, 40, 0, 0)\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\tStealthKillARZombie:\n        TNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\nSFRF A 8\nSFRF B 8\nSFRF C 16\nTNT1 A 0 A_PlaySound(\"NECK_BRK\",2)\nSFRF D 16\n\n        //////////////////////////////////////////////////////\n        TNT1 A 0 A_TakeInventory(\"SKZSpecOps\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n        TNT1 A 0 A_SpawnItemEx(\"Dead_AR_ZombieMan1\", 0, 0, 40, 0, 0)\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    StealthKillLabguy:\n        TNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\nSFZM A 8\nSFZM B 8\nSFZM C 16\nTNT1 A 0 A_PlaySound(\"NECK_BRK\",2)\nSFZM D 16\n\n        //////////////////////////////////////////////////////\n        TNT1 A 0 A_TakeInventory(\"SKZSpecOps\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n        TNT1 A 0 A_SpawnItemEx(\"DeadZombieMan\", 0, 0, 40, 0, 0)\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    StealthKillHelltrooper:\n        TNT1 A 0 SetPlayerProperty(0,1,0)\n        TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n        TNT1 A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\nSFZM A 8\nSFZM B 8\nSFZM C 16\nTNT1 A 0 A_PlaySound(\"NECK_BRK\",2)\nSFZM D 16\n\n        //////////////////////////////////////////////////////\n        TNT1 A 0 A_TakeInventory(\"SKHelltrooper\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n        TNT1 A 0 A_SpawnItemEx(\"DeadZombieMan\", 0, 0, 40, 0, 0)\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n}}"
      },
      {
        "source": "pk3",
        "name": "Decorate.Purist.txt",
        "contents": "Actor IsPlayingAsPurist : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR Purist : BrutalDoomer\n{\n\tSpeed 1.0\n\tPlayer.DisplayName \"Classic v20\"\n\n\tPlayer.WeaponSlot 1, Chain_Saw, Melee_Attacks\n\tPlayer.WeaponSlot 2, DualVanillaRifles, VanillaRifle\n\tPlayer.WeaponSlot 3, Shot_Gun, SSG\n\tPlayer.WeaponSlot 4, Vanilla_Mini_Gun\n\tPlayer.WeaponSlot 5, Rocket_Launcher\n\tPlayer.WeaponSlot 6, DualPlasmaRifles, Plasma_Gun\n\tPlayer.WeaponSlot 7, BIG_FUCKING_GUN\n\tPlayer.WeaponSlot 8, HellishMissileLauncher\n\tPlayer.WeaponSlot 9, FlameCannon\n\tPlayer.WeaponSlot 0, SecretWeapon_MP40\n\n\tPlayer.StartItem \"VanillaRifle\"\n\tPlayer.StartItem \"Melee_Attacks\"\n\tPlayer.StartItem \"NewClip\", 60\n\tPlayer.StartItem \"VanillaRifleAmmo\", 31\n\tPlayer.StartItem \"ShotgunAmmo\", 8\n\tPlayer.StartItem \"PlasmaAmmo\", 50\n\tPlayer.StartItem \"HandGrenade\"\n\tPlayer.StartItem \"HandGrenadeAmmo\", 8\n\tPlayer.StartItem \"IsPlayer\", 1\n\tPlayer.StartItem \"IsPlayingAsPurist\", 1\n\tPlayer.CrouchSprite \"PLYC\"\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate.Restricted.txt",
        "contents": "Actor IsPlayingAsRestricted : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR Restricted : BrutalDoomer\n{\n\tSpeed 1.0\n\tPlayer.DisplayName \"PB Restricted\"\n\n\t//WEAPON SLOTS FOR THIS PLAYER CLASS MOD\n\tPlayer.WeaponSlot 1, Chain_Saw, Melee_Attacks\n\tPlayer.WeaponSlot 2, CompactSMG, Revolver, BDPistol\n\tPlayer.WeaponSlot 3, AutoShotgun, Shot_Gun, SSG\n\tPlayer.WeaponSlot 4, HMG, Mini_Gun, Carbine, Rifle\n\tPlayer.WeaponSlot 5, Super_Grenade_Launcher, Grenade_Launcher, Rocket_Launcher\n\tPlayer.WeaponSlot 6, M2PlasmaRifle, Plasma_Gun\n\tPlayer.WeaponSlot 7, Rail_Gun, FreezerRifle\n\tPlayer.WeaponSlot 8, BHGen, PlasmaBeam, BIG_FUCKING_GUN_MKIV\n\tPlayer.WeaponSlot 9, FlameCannon, HellishMissileLauncher, Hell_rifle\n\tPlayer.WeaponSlot 0, SecretWeapon_MP40\n\n\t//\n\n\tPlayer.StartItem \"Rifle\"\n\tPlayer.StartItem \"DMR_Counter\", 1\n\n\tPlayer.StartItem \"BDPistol\"\n\tPlayer.StartItem \"Melee_Attacks\"\n\tPlayer.StartItem \"NewClip\", 60\n\tPlayer.StartItem \"RifleAmmo\", 31\n\tPlayer.StartItem \"DoubleRifleAmmo\", 31\n\tPlayer.StartItem \"PistolAmmo\", 15\n\tPlayer.StartItem \"PistolBullets\", 60\n\tPlayer.StartItem \"ShotgunAmmo\", 8\n\tPlayer.StartItem \"RevolverAmmo\", 6\n\tPlayer.StartItem \"AutoShotgunAmmo\", 12\n\tPlayer.StartItem \"HMGAmmo\", 100\n\tPlayer.StartItem \"PlasmaAmmo\", 50\n\tPlayer.StartItem \"RocketRounds\", 6\n\tPlayer.StartItem \"RailgunAmmo\", 50\n\tPlayer.StartItem \"IsPlayer\", 1\n\t//Player.StartItem \"TargetIsAMarine\", 1\n\t//PB\n\tPlayer.StartItem \"HandGrenade\"\n\tPlayer.StartItem \"HandGrenadeAmmo\", 8\n\tPlayer.StartItem \"IsPlayingAsRestricted\", 1\n\tPlayer.CrouchSprite \"PLYC\"\n}"
      },
      {
        "source": "pk3",
        "name": "backupplayer2.txt",
        "contents": "actor ChaseCam2\n{\n  height 0\n  radius 0\n  +NOGRAVITY\n  states\n  {\n  Spawn:\n    NULL A -1\n    stop\n  }\n}\n\nACTOR FootStep\n{\n    Radius 10\n    Height 10\n    Speed 7\n\tProjectile\n\t-NOGRAVITY\n\t+MISSILE\n    +NOTELEPORT\n    +CLIENTSIDEONLY\n    +MOVEWITHSECTOR\n    +NOEXTREMEDEATH\n    DamageType Trample\n    Damage 2\n\t+NODAMAGETHRUST\n\n\tgravity 40\n\tmass 1000\n    Obituary \"%o was trampled by %k.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tNULL A 2\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tstop\n        Death:\n            NULL A 1\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n            Stop\n\t\tCrash:\n\t\t\tNULL A 1\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tstop\n         }\n}\n\nActor Footstep5: FootStep\n{\n    Damage 0\n    -CLIENTSIDEONLY\n}\n\nActor Footstep6: FootStep\n{\n    Damage 1\n    -CLIENTSIDEONLY\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tNULL A 2\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tstop\n        Death:\n            NULL A 1\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n            Stop\n\t\tCrash:\n\t\t\tNULL A 1\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tstop\n         }\n}\n\nActor FootstepStrong: FootStep\n{\nSpeed 0\nRadius 16\n    Damage 16\n    -CLIENTSIDEONLY\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tNULL A 6\n\t\t\tstop\n         }\n}\n\nActor HeavyFootSteps: FootStep\n{\n    Damage 1\n    -CLIENTSIDEONLY\n\tDamageType \"Stomp\"\n\tObituary \"%o was trampled by a Mancubus.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\ttnt1 A 2\n\t\t\tNULL A 1 A_Explode(600,16,0)\n\t\t\tstop\n        Death:\n            tnt1 A 1\n\t\t\tNULL A 1 A_Explode(600,16,0)\n            Stop\n\t\tCrash:\n\t\t\ttnt1 A 1\n\t\t\tNULL A 1 A_Explode(600,16,0)\n\t\t\tstop\n         }\n}\n\nActor HeavyFootSteps32: FootStep\n{\n    Damage 1\n    -CLIENTSIDEONLY\n\tDamageType \"Stomp\"\n\tObituary \"%o was trampled by a Cyberdemon.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\ttnt1 A 2\n\t\t\tNULL A 1 A_Explode(900,20,0)\n\t\t\tstop\n        Death:\n            tnt1 A 1\n\t\t\tNULL A 1 A_Explode(900,20,0)\n            Stop\n\t\tCrash:\n\t\t\ttnt1 A 1\n\t\t\tNULL A 1 A_Explode(900,20,0)\n\t\t\tstop\n         }\n}\n\nACTOR Bad : PowerupGiver 2305\n{\n   Inventory.Amount 1\n   Scale 0.5\n   Inventory.MaxAmount 10\n   Powerup.Type PowerNearDeath\n   Powerup.Duration 24\n   Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n   States\n   {\n   Spawn:\n      NULL A 1\n      Stop\n   }\n}\n\nActor IsPlayer : Inventory\n{\ninventory.maxamount 1\n}\n\nActor GoFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor GoSpecial : Inventory\n{\ninventory.maxamount 1\n}\n\nActor GotMeatShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Salute1 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Salute2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor PVPFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombieManFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombieManFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombieManFatality4 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKZombieman : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKShotgunguy : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKChaingunguy: Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKImp : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasImpShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasZManShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasSGuyShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKNazi : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombieManFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ImpFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ImpFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ImpFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SergeantFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SergeantFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SergeantFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ComandoFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ComandoFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor LostSoulFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor DemonFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor DemonFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor DemonFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor CacoDemonFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor CacoDemonFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RevenantFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RevenantFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor PEFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor FatsoFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor BaronFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ArchVileFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HKFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HKFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HKFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ArachnotronFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ArachnotronFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Taunting : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Enraged : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Curbstomp_Marine : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Fatality_Marine : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SSGAlt : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsJumping : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsDown : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasBarrel : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RollLeft : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RollRight : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsCurbstompingZombieman : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsCurbstompingSergeant : Inventory\n{\ninventory.maxamount 1\n}\n\n//===========================================================================\n//\n// Player\n//\n//===========================================================================\n\n// ACS Script Constants\nconst int acsFatality = 312;\n\nACTOR Doomer : PlayerPawn Replaces DoomPlayer\n{\n\tSpeed 1.0\n\tHealth 100\n\tRadius 16\n\tHeight 56\n    player.viewheight\t44\n    player.attackzoffset 18\n\t//player.attackzoffset 16\n\t//Mass 80\n    GibHealth 20\n\tPainChance 255\n\t+SOLID\n\t+THRUGHOST\n\t+THRUSPECIES\n\tSpecies \"Marines\"\n    BloodType \"Player_Blood\"//, \"SawBlood\"\n    damagefactor \"Trample\", 8.0\n    damagefactor \"Head\", 0.0\n\tdamagefactor \"FriendBullet\", 0.0\n    damagefactor \"Taunt\", 0.0\n    damagefactor \"KillMe\", 0.0\n    damagefactor \"SSG\", 5.0\n    damagefactor \"Shrapnel\", 0.0\n    damagefactor \"Blood\", 0.5\n    damagefactor \"BlueBlood\", 0.5\n    damagefactor \"GreenBlood\", 0.5\n    damagefactor \"MinorHead\", 0.0\n    damagefactor \"Decaptate\", 0.0\n\tdamagefactor \"MonsterKnocked\", 0.0\n\tdamagefactor \"Kick\", 3.0\n\tdamagefactor \"Fatality\", 5.0\n\tdamagefactor \"BHFTOnBarrel\", 0.0\n\tdamagefactor \"SuperPunch\", 5.0\n\tdamagefactor \"HelperMarineFatallity\", 0.0\n\tdamagefactor \"Leg\", 0.0\n\tdamagefactor \"SpawnMarine\", 0.0\n\tdamagefactor \"TeleportRemover\", 0.0\n\tPlayer.ColorRange 112, 127\n\tPlayer.DisplayName \"Marine\"\n\tPlayer.StartItem \"Rifle\"\n\tPlayer.StartItem \"Melee_Attacks\"\n\tPlayer.StartItem \"Clip\", 60\n\tPlayer.StartItem \"RifleAmmo\", 30\n\tPlayer.StartItem \"ShotgunAmmo\", 8\n\tPlayer.StartItem \"PlasmaAmmo\", 50\n\tPlayer.StartItem \"RocketRounds\", 6\n\tPlayer.StartItem \"RailgunAmmo\", 50\n\tPlayer.StartItem \"IsPlayer\", 1\n\n\t//Player.StartItem \"TargetIsAMarine\", 1\n\tPlayer.JumpZ 7.4\n\tPlayer.DisplayName \"Marine\"\n\tPlayer.CrouchSprite \"PLYC\"\n\tStates\n\t{\n\n    Spawn:\n\t\tMARN A 0\n\t\tMARN A 0 A_JumpIfInventory(\"CheckMarines\", 1, \"SpawnFriends\")\n\t\tMARN A 0 A_TakeInventory(\"ChainguyguyContinue\", 1)\n\t\tMARN A 0 A_JumpIfInventory(\"ADSMode\", 1, \"ADSStand\")\n\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\n\t\tMARN A 0 A_JumpIfInventory(\"FistsSelected\", 1, \"FistsStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"SawSelected\", 1, \"SawStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"ShotgunSelected\", 1, \"ShotgunStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"SSGSelected\", 1, \"SSGStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"MinigunSelected\", 1, \"MinigunStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"RocketLauncherSelected\", 1, \"RLStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"GrenadeLauncherSelected\", 1, \"GrenadeLauncherStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"PlasmaGunSelected\", 1, \"PlasmaGunStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"RailGunSelected\", 1, \"RailGunStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"RevenantLauncherSelected\", 1, \"RevenantLauncherStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"SubMachineGunSelected\", 1, \"SubMachinegunStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"BFG10KSelected\", 1, \"BFG10KStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"BFGSelected\", 1, \"BFGStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"FlameCannonSelected\", 1, \"FlameCannonStand\")\n\t\t//NULL A 0 ACS_Execute(620, 0, 0, 0, 0)\n        MARN D 3\n\t\tMARN A 0 A_JumpIfInventory(\"CheckMarines\", 1, \"SpawnFriends\")\n\t\tMARN D 2\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n        MARN D 5\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n        MARN D 5\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\n        MARN E 5\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tMARN E 5\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tMARN E 5\n        MARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\n\t\tLoop\n\n\tSee:\n\t\tMARN A 0\n\t\tMARN A 0 A_TakeInventory(\"ChainguyguyContinue\", 1)\n\t\tMARN A 0 A_JumpIfInventory(\"ADSMode\", 1, \"ADSStand\")\n\n\t\tMARN A 0 A_JumpIfInventory(\"FistsSelected\", 1, \"FistsMove\")\n\t\tMARN A 0 A_JumpIfInventory(\"SawSelected\", 1, \"SawMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"ShotgunSelected\", 1, \"ShotgunMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"SSGSelected\", 1, \"SSGMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"MinigunSelected\", 1, \"MinigunMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"RocketLauncherSelected\", 1, \"RLMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"GrenadeLauncherSelected\", 1, \"GrenadeLauncherMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"PlasmaGunSelected\", 1, \"PlasmaGunMove\")\n\t\tMARN C 0 A_JumpIfInventory(\"RailGunSelected\", 1, \"RailGunMove\")\n\t\tMARN C 0 A_JumpIfInventory(\"RevenantLauncherSelected\", 1, \"RevenantLauncherMove\")\n\t\tMARN C 0 A_JumpIfInventory(\"SubMachineGunSelected\", 1, \"SubMachinegunMove\")\n\t\tMARN C 0 A_JumpIfInventory(\"BFG10KSelected\", 1, \"BFG10KMove\")\n\t\tMARN C 0 A_JumpIfInventory(\"BFGSelected\", 1, \"BFGMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"FlameCannonSelected\", 1, \"FlameCannonMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n\t\tMARN B 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\n\t\tMARN A 4 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tMARN B 4\n\t\tMARN B 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN B 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tMARN C 4\n\t\tMARN C 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN C 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tMARN B 4\n\t\tMARN B 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN B 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\n\t\tGoto See\n\n   Kick:\n        NULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n        PKIK ABCB 3\n        NULL A 0 A_TakeInventory(\"Kicking\",1)\n        Goto Spawn\n   RifleKick:\n        NULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n        PKI1 ABCB 3\n        NULL A 0 A_TakeInventory(\"Kicking\",1)\n        Goto Spawn\n\n\tAirKick:\n\t    AKIK A 10\n\t\tNULL A 0 A_TakeInventory(\"Kicking\",1)\n\t\tGoto Spawn\n\n    Punch:\n        PLA1 H 1\n\t\tNULL A 0 A_TakeInventory(\"Punching\", 1)\n\t    NULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        NULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tPLA1 H 1\n\t\tPLA1 E 4\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        NULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\n\t\tGoto Spawn\n\n\tSayOneLiner:\n\t\tMARN A 1\n\t\tNULL A 0 A_PlaySound(\"ONELIN\", 2)\n\t\tNULL A 0 A_TakeInventory(\"oneliner\", 1)\n\t\tGoto Spawn\n\n\tAdvancedTaunt:\n\t\tMARN A 1\n\t\tNULL A 0 A_PlaySound(\"TAUNT0\", 2)\n\t\tNULL A 0 A_TakeInventory(\"advtaunting\", 1)\n\t\tGoto Spawn\n\n\tFistTaunt:\n\t\tNULL A 0\n\t\tNULL A 0 A_PlaySound(\"MTAUN\", 2)\n\t\tNULL A 0 A_TakeInventory(\"advtaunting\", 1)\n\t\tGoto Spawn\n\n\tRollRight:\n\t\tNULL A 0 A_TakeInventory(\"RollLeft\")\n\t\tNULL A 0 A_TakeInventory(\"RollRight\")\n\t\tNULL A 0 A_ChangeFlag (\"NOPAIN\", 1)\n\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)//Start Camera\n\t\tNULL A 0 ThrustThing(angle*256/360+192,20,0,0)//Thrust Right\n\t\tPROL EDCBA 4\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        NULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tMARN A 4\n\n\t\tNULL A 0 A_ChangeFlag (\"NOPAIN\", 0)\n\t\tNULL A 0 A_TakeInventory(\"RollLeft\")\n\t\tNULL A 0 A_TakeInventory(\"RollRight\")\n\t\tGoto Spawn\n\n\tRollLeft:\n\t\tNULL A 0 A_TakeInventory(\"RollLeft\")\n\t\tNULL A 0 A_TakeInventory(\"RollRight\")\n\t\tNULL A 0 A_ChangeFlag (\"NOPAIN\", 1)\n\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)//Start Camera\n\t\tNULL A 0 ThrustThing(angle*256/360+64,20,0,0)//Thrust Left\n\t\tPROL ABCDE 4\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        NULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tMARN A 4\n\n\t\tNULL A 0 A_ChangeFlag (\"NOPAIN\", 0)\n\t\tNULL A 0 A_TakeInventory(\"RollLeft\")\n\t\tNULL A 0 A_TakeInventory(\"RollRight\")\n\t\tGoto Spawn\n\n\tPump:\n\t    PLAY ABCD 4\n\t\tNULL A 0 A_TakeInventory(\"Pumping\")\n\t\tGoto See\n\tNoMovePump:\n\t    PLAY B 12\n\t\tNULL A 0 A_TakeInventory(\"Pumping\")\n\t\tGoto See\n\n     HeavyWounds:\n\t  \tNULL A 0 A_JumpIfHealthLower(2, 2)\n\t\tNULL A 0 A_Jump(256, 5)\n\t\tNULL AA 0\n\t\tNULL A 0 A_Giveinventory(\"HealthBonus\",1)\n\t\tNULL AAA 0\n\n        //NULL A 0 A_Giveinventory(\"Bad\",1)\n\t\t//NULL A 0 ACS_Execute(532, 0, 0, 0, 0)\n        NULL A 0 A_SpawnItemEx(\"DripingBloodLeavesSmallPool\", 0, 0, 20, 0, 0)\n\t\tGoto See+4\n\n\t  HeavyWoundsSpawn:\n\t  \tNULL A 0 A_JumpIfHealthLower(2, 2)\n\t\tNULL A 0 A_Jump(256, 5)\n\t\tNULL AA 0\n\t\tNULL A 0 A_Giveinventory(\"HealthBonus\",1)\n\t\tNULL AAA 0\n\n        //NULL A 0 A_Giveinventory(\"Bad\",1)\n\t\tNULL A 0 ACS_Execute(532, 0, 0, 0, 0)//blood on screen\n        NULL A 0 A_SpawnItemEx(\"DripingBloodLeavesSmallPool\", 0, 0, 20, 0, 0)\n\t\tGoto Spawn+4\n\n\tFistsStand:\n\n\t\tNULL A 0 A_JumpIfInventory(\"HasImpShield\", 1, \"SeeImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasZmanShield\", 1, \"SeeZmanShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasSguyShield\", 1, \"SeeSguyShield\")\n\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelStand\")\n\t\tNULL A 0 ACS_Execute(171, 0, 0, 0, 0)\n\t\tPLA1 B 5\n\n\t\tNULL A 0 A_JumpIfInventory(\"advtaunting\", 1, \"FistTaunt\")\n\t\tNULL A 0 A_JumpIfInventory(\"oneliner\", 1, \"SayOneLiner\")\n\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelStand\")\n\t\tPLA1 B 5\n\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tPLA1 B 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tPLA1 B 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tGoto Spawn\n\n\tFistsMove:\n\t\tNULL A 0\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tNULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\n\t\tNULL A 0 ACS_Execute(171, 0, 0, 0, 0)\n\t\tPLA1 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldCheckerMoving\")\n\n\t\tPLA1 B 5 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tNULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tPLA1 C 5\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tNULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tPLA1 D 5 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        NULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n        NULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\n\t\tGoto See\n\n\tSawStand:\n\t\tMAR1 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SawMove\")\n\t\tMAR1 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SawMove\")\n\t\tMAR1 D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SawMove\")\n\t\tMAR1 D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SawMove\")\n\t\tGoto Spawn\n\n\tSawMove:\n\t\tMAR1 A 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tMAR1 B 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR1 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\n\tADSStand:\n\t\tMAR2 A 5\n\t\tMAR2 A 0 A_JumpIf (momy > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momy < 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx < 0, \"ADSMove\")\n\t\tMAR2 A 0 ACS_Execute(171, 0, 0, 0, 0)\n\t\tMAR2 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR2 A 0 A_JumpIf (momy > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momy < 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx < 0, \"ADSMove\")\n\t\tMAR2 D 5\n\t\tMAR2 A 0 A_JumpIf (momy > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momy < 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx < 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR2 D 5\n\t\tMAR2 A 0 A_JumpIf (momy > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momy < 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx < 0, \"ADSMove\")\n\t\tGoto Spawn\n\n\tADSMove:\n\t\tMAR2 AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR2 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR2 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR2 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR2 A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tMAR2 A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\n\tShotgunStand:\n\t\tMAR3 A 5\n\t\tMAR3 A 0 A_JumpIf (momy > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momy < 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx < 0, \"ShotgunMove\")\n\t\tMAR3 A 0 ACS_Execute(171, 0, 0, 0, 0)\n\t\tMAR3 A 5\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR3 A 0 A_JumpIf (momy > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momy < 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx < 0, \"ShotgunMove\")\n\t\tMAR3 D 5\n\t\tMAR3 A 0 A_JumpIf (momy > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momy < 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx < 0, \"ShotgunMove\")\n\t\tMAR3 D 5\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR3 A 0 A_JumpIf (momy > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momy < 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx < 0, \"ShotgunMove\")\n\t\tGoto Spawn\n\n\tShotgunMove:\n\t\tMAR3 AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR3 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR3 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR3 A 0 A_JumpIfHealthLower(31, \"HeavyWounds\")\n\t\tMAR3 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR3 A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tMAR3 A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\t\t\tShotgunPain:\n\t\tMAR3 E 5\n\t\tMAR3 A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n  SSGStand:\n\t\tMSSG A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SSGMove\")\n\t\tMSSG A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SSGMove\")\n\t\tMSSG D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SSGMove\")\n\t\tMSSG D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SSGMove\")\n\t\tGoto Spawn\n\n\tSSGMove:\n\t\tMSSG AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMSSG CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\tSSGPain:\n\t\tMSSG E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tMinigunStand:\n\t    NULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR4 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR4 A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR4 D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR4 D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"MinigunMove\")\n\t\tGoto Spawn\n\n   MinigunMove:\n\t\tMAR4 AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR4 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\n\tMinigunPain:\n\t\tMAR4 E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tRLStand:\n\t\tMAR5 A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR5 A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RLMove\")\n\t\tMAR5 D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RLMove\")\n\t\tMAR5 D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tGoto Spawn\n\n\t    RLMove:\n\t\tMAR5 AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR5 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\n\tRLPain:\n\t\tMAR5 E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tGrenadeLauncherStand:\n\t\tMRGL A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"GrenadeLauncherMove\")\n\t\tMRGL A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"GrenadeLauncherMove\")\n\t\tMRGL D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"GrenadeLauncherMove\")\n\t\tMRGL D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"GrenadeLauncherMove\")\n\t    Goto Spawn\n\n\tGrenadeLauncherMove:\n\t\tMRGL AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMRGL CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\n    GrenadeLauncherPain:\n\t\tMRGL E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tPlasmaGunStand:\n\t\tMAR6 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"PlasmaGunMove\")\n\t\tMAR6 A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"PlasmaGunMove\")\n\t\tMAR6 D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"PlasmaGunMove\")\n\t\tMAR6 D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"PlasmaGunMove\")\n\t\tGoto Spawn\n\n\t    PlasmaGunMove:\n\t\tMAR6 AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR6 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\t\t  PlasmaGunPain:\n\t\tMAR6 E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\n\t\tGoto Spawn\n\n\tRailGunStand:\n\t\tMRRG A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RailGunMove\")\n\t\tMRRG A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RailGunMove\")\n\t\tMRRG D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RailGunMove\")\n\t\tMRRG D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RailGunMove\")\n\t\tGoto Spawn\n\n\t    RailGunMove:\n\t\tMRRG AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMRRG CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\t\t RailGunPain:\n\t\tMRRG E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\n\t\tGoto Spawn\n\n\tBFGStand:\n\t\tMAR7 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFGMove\")\n\t\tMAR7 A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFGMove\")\n\t\tMAR7 D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFGMove\")\n\t\tMAR7 D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFGMove\")\n\t\tGoto Spawn\n\n\t BFGMove:\n\t\tMAR7 AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR7 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\n\tBFGPain:\n\t\tMAR7 E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tBFG10KStand:\n\t\tM10K A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFG10KMove\")\n\t\tM10K A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFG10KMove\")\n\t\tM10K D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFG10KMove\")\n\t\tM10K D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFG10KMove\")\n\t\tGoto Spawn\n\n\tBFG10KMove:\n\t\tM10K AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tM10K CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\tBFG10KPain:\n\t\tM10K E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tRevenantLauncherStand:\n\t\tMHML A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RevenantLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RevenantLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RevenantLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RevenantLauncherMove\")\n\t\tGoto Spawn\n\n\tRevenantLauncherMove:\n\t\tMHML AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMHML CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\tRevenantLauncherPain:\n\t\tMHML E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tFlameCannonStand:\n\t\tMMFC A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FlameCannonMove\")\n\t\tMMFC A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FlameCannonMove\")\n\t\tMMFC D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FlameCannonMove\")\n\t\tMMFC D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FlameCannonMove\")\n\t\tGoto Spawn\n\n\tFlameCannonMove:\n\t\tMMFC AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMMFC CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\tFlameCannonPain:\n\t\tMMFC E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tSubMachineGunStand:\n\t\tMRMP A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SubMachinegunMove\")\n\t\tMRMP A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SubMachinegunMove\")\n\t\tMRMP D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SubMachinegunMove\")\n\t\tMRMP D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SubMachinegunMove\")\n\t\tGoto Spawn\n\n\t SubMachinegunMove:\n\t\tMRMP AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMRMP CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n     SubMachinegunPain:\n\t\tMRMP E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\t BarrelMove:\n\t    NULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"BarrelStand\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"BarrelStand\")\n\t\tPBAR A 8\n\n        NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n        NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tPBAR B 8\n        NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n        NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n        NULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tPBAR C 8\n        NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n        NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tPBAR B 8\n        NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n        NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelMove\")\n\t\tGoto See\n\n\t BarrelStand:\n\t    NULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tPBAR A 1\n\t\tNULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tPLA3 A 0 A_JumpIf ((momx >= 1 || momx <= -1), \"BarrelMove\")\n\t\tPLA3 A 0 A_JumpIf ((momy >= 1 || momx <= -1), \"BarrelMove\")\n\t\tGoto Spawn\n\n\tPain:\n        NULL A 0 A_Giveinventory(\"Bad\",1)\n        NULL A 0 A_Pain\n        NULL A 0 ACS_Execute(577, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(530, 0, 0, 0, 0)\n\t    NULL A 0 A_JumpIfInventory(\"FistsSelected\", 1, \"PainWfist\")\n\t\tNULL A 0 A_JumpIfInventory(\"SawSelected\", 1, \"PainWsaw\")\n\t\tNULL A 0 A_JumpIfInventory(\"ShotgunSelected\", 1, \"ShotgunPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"SSGSelected\", 1, \"SSGPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"MinigunSelected\", 1, \"MinigunPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"RocketLauncherSelected\", 1, \"RLPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"GrenadeLauncherSelected\", 1, \"GrenadeLauncherPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"PlasmaGunSelected\", 1, \"PlasmaGunPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"RailGunSelected\", 1, \"RailGunPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"RevenantLauncherSelected\", 1, \"RevenantLauncherPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"SubMachineGunSelected\", 1, \"SubMachinegunPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"BFG10KSelected\", 1, \"BFG10KPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"BFGSelected\", 1, \"BFGPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"FlameCannonSelected\", 1, \"FlameCannonPain\")\n\n        NULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tPLAY G 5\n\t\tGoto See\n\n\tPainWfist:\n\t    NULL A 0 A_JumpIfInventory(\"HasImpShield\", 1, \"SeeImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasZmanShield\", 1, \"SeeZmanShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasSguyShield\", 1, \"SeeSguyShield\")\n\t\tPLA1 G 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\n\t\tGoto Spawn\n\n\tPainWSaw:\n\t\tMAR1 E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\n\t\tGoto Spawn\n\n    Pain.Blast:\n\tPain.ExplosiveImpact:\n\tPain.Explosive:\n        NULL A 0 ACS_Execute(531, 0, 0, 0, 0)\n\t\tGoto Pain\n\n\tPain.Bullet:\n\tPain.SSG:\n\tPain.CutLess:\n\t\tNULL A 0 A_Jump(255,\"PBUL1\",\"PBUL2\",\"PBUL3\",\"PBUL4\",\"PBUL5\",\"PBUL6\")\n        Goto Pain\n        //Scripts 611 to 616 are responsible for making the bullet damage effect on screen\n        PBUL1:\n        NULL A 0 ACS_Execute(611, 0, 0, 0, 0)\n        Goto Pain\n        PBUL2:\n        NULL A 0 ACS_Execute(612, 0, 0, 0, 0)\n        Goto Pain\n        PBUL3:\n        NULL A 0 ACS_Execute(613, 0, 0, 0, 0)\n        Goto Pain\n        PBUL4:\n        NULL A 0 ACS_Execute(614, 0, 0, 0, 0)\n        Goto Pain\n        PBUL5:\n        NULL A 0 ACS_Execute(615, 0, 0, 0, 0)\n        Goto Pain\n        PBUL6:\n        NULL A 0 ACS_Execute(616, 0, 0, 0, 0)\n        Goto Pain\n\n\tPain.ImpFatalityMarine:\n\tPain.Rip:\n        NULL A 0 ACS_Execute(577, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(530, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(617, 0, 0, 0, 0)\n        Goto Pain\n\n\tDeath:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n\t\tNULL A 0 A_Jump (160, 3)\n        Goto Death.Arm\n        NULL AAA 0\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tPLAY H 10\n\t\tPLAY I 10 A_PlayerScream\n\t\tPLAY J 10 A_NoBlocking\n\t\tPLAY KLM 10\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tPLAY N -1\n\t\tStop\n\n    Death.Eat:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        NULL A 0 A_GiveToTarget(\"EatMe\",1)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL1 A 10 A_XScream\n        XPL1 B 20 A_NoBlocking\n        XPL1 CDE 10\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tPPOD A 0 A_SpawnItemEx(\"MarineEattenByDemon\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tNULL A -1\n        //XPL1 E -1\n        Stop\n\n    Death.Cut:\n\tDeath.Saw:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 A 10 A_XScream\n        NULL AA 0 A_CustomMissile (\"Big_Blood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 B 20 A_NoBlocking\n        NULL AA 0 A_CustomMissile (\"Big_Blood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 C 10 A_CustomMissile (\"Big_Blood\", 40, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"Big_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n        XPL2 DE 10 A_CustomMissile (\"Big_Blood\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n        XPL2 E -1\n        Stop\n\n    Death.Slime:\n        NULL A 0 A_PlaySound(\"BIGSCREA\")\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        PMET AABBCCDDEEFFGGHHIIIII 10 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n        PMET IIIIIIIIIIJJJJJJJJJJJJJJJJJJJJJJKKKKKKKKKKKKKKKKKKKKKKKKKKLLLLLLLLLLLLLLL 3 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n        NULL A 0 A_NoBlocking\n        NULL A -1\n        Stop\n\n    Death.CutLess:\n         NULL A 0 A_Takeinventory(\"Kicking\",1)\n         NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\t NULL A 0 A_Scream\n\t\t NULL A 0 A_Stop\n\t\t NULL A 0 A_GiveInventory(\"ChainguyguyContinue\", 1)\n\t\t NULL A 0 A_PlaySound(\"DSFDTHE\")\n\t\t PLAY H 5\n\t\t NULL A 0 A_GiveInventory(\"ChainguyguyContinue\", 1)\n\t\t PPOD A 0 A_SpawnItemEx(\"PlayerChaingunguyVictim\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\t NULL A 200\n\t\t NULL A 0 A_NoBlocking\n\t\t NULL A 0 A_TakeInventory(\"ChainguyguyContinue\", 1)\n\t\t NULL A -1\n\t\t Stop\n\n    Death.Rip:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        NULL AAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL3 A 10 A_XScream\n        NULL AAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL3 B 20 A_NoBlocking\n        XPL3 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL3 D 10 A_CustomMissile (\"MuchBlood\", 40, 0, random (0, 360), 2, random (0, 160))\n        XPL3 E 10 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n        XPL3 F 10 A_CustomMissile (\"MuchBlood\", 20, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_CustomMissile (\"MuchBlood\", 10, 0, random (0, 360), 2, random (0, 160))\n        XPL3 F 10 A_CustomMissile (\"MuchBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n        XPL3 F -1\n        Stop\n\n    Death.Explosives:\n\tXDeath:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n\t\tNULL A 0 ThrustThingZ(0,60,0,1)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib2\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib3\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib4\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tNULL A 0 A_CustomMissile (\"MuchMeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0) //ACS 580 to 585 is the blood driping on screen\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n        MHEA A 0 A_XScream\n        MHEA B 0 A_NoBlocking\n        MHEA CD 0\n        //MHEA E -1\n\t\tNULL A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tNULL AAAAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tXDMG E 1\n\t\tNULL AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t    NULL AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tXDMG E -1\n\t\tStop\n\n\tDeath.SuperPunch:\n    Death.Blast:\n\tDeath.SSG:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t    POSS Q 2 A_FaceTarget\n        //NULL A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SuperGoreSpawner\", 22, 0, random (170, 190), 2, random (0, 15))\n        NULL A 0 A_XScream\n\t\tNULL A 0 A_NoBlocking\n        POSS RSTUVW 8\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n        POSS X -1\n        Stop\n\n    Death.Rape:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n\t\tNULL A 0 A_Jump (160, 3)\n        Goto Death.Arm\n        NULL AAA 0\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL AAAAAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 A 20 A_XScream\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n        NULL AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 B 20 A_NoBlocking\n        NULL AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 C 20\n        NULL AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 D 20\n        NULL AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 E 20\n        NULL AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 F 20\n        NULL AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n        XPL4 F -1\n        Stop\n\n\tDeath.Arm:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeathArm1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_Scream\n        XPL5 A 10\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_PlaySound(\"DSFDTHE\")\n        XPL5 BCBCBCBC 10 A_CustomMissile (\"MuchBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n        XPL5 DE 7 A_CustomMissile (\"MuchBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n        XPL5 E -1\n        Stop\n\n\tDeath.ExtremePunches:\n\tDeath.ExplosiveImpact:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL A 0 ThrustThingZ(0,30,0,1)\n\t\tNULL AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        NULL AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t    PPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n        NULL AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_XScream\n        XPL6 A 5\n\t\tNULL A 0 A_NoBlocking\n        XPL6 BCDE 5\n        XPL6 F -1\n        Stop\n\n\tDeath.GreenFire:\n        NULL A 0\n        NULL A 0 A_XScream\n        NULL A 0 A_NoBlocking\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        NULL AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tNULL AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n        NULL A 1\n        NULL A -1\n        Stop\n\nDeath.Plasma: Death.Plasma2:\n\t\tNULL A 0\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tPBR1 A 6 A_Scream\n\t\tNULL AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tNULL AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tNULL AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tPBR1 B 6 A_NoBlocking\n\t\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tPBR1 H -1\n\t\tStop\n\n    Death.superplasma:\n        NULL A 0\n        NULL A 0 A_XScream\n        NULL A 0 A_NoBlocking\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        NULL AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n        NULL A 1\n        NULL A -1\n        Stop\n\n    Death.burn:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tPBUR A 1\n\t\tPBUR A 1 A_PlayerScream\n\t\tPBUR A 1 A_NoBlocking\n\t\tPBUR AAAABBBBCCCC 2 A_CustomMissile (\"SmallFlameTrails\", 32, 0, random (0, 180), 2, random (0, 180))\n\t    PBUR DDDDEEEE 2 A_CustomMissile (\"SmallFlameTrails\", 16, 0, random (0, 180), 2, random (0, 180))\n        PBUR EEEEE 4 A_CustomMissile (\"SmallFlameTrails\", 8, 0, random (0, 180), 2, random (0, 180))\n\t\tPBUR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 6 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n        PBUR E -1\n        Stop\n\n\tDeath.Fire:\n    Death.flames:\n        NULL A 0\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        NULL A 0 A_Scream\n        NULL A 0 A_NoBlocking\n        NULL A 0 A_SpawnItem(\"GenericBurningGuy\")\n        NULL A 1\n        NULL A -1\n\t\tStop\n\n   Death.Desintegrate:\n\t    NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        NULL A 0 A_Scream\n        NULL A 0 A_NoBlocking\n        NULL A 0 A_SpawnItem(\"DesintegratedHuman\")\n\t\tNULL A 1\n        NULL A -1\n        Stop\n\n    Death.Stomp:\n\t\tNULL AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tNULL AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tNULL AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tNULL AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tNULL A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tNULL A 1\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL A 1 A_XScream\n\t\tNULL A 1 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\n    Crush:\n        NULL A 0 A_PlaySound(\"misc/xdeath4\")\n        CRS1 A 5\n        CRS1 A -1\n        Stop\n\n// FATALITIES\n\n    FatalityZMan:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FTYZ AB 4\n\n        NULL A 0  A_PlaySound(\"grunt/pain\")\n        FTYZ BC 3\n        FTYZ DEF 3\n\n        NULL A 0 A_PlaySound(\"BURNZOM\", 3)\n\n\t\t//The actor ShakeShakeShake makes the screen shake near the player, improving the overal felling of the fatalities\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFTYZ FG 2\n\t\tNULL A 0 A_PlaySound (\"misc/xdeath\", 1)\n\t\tFTYZ FG 2\n\t\tNULL A 0 A_PlaySound (\"misc/xdeath\", 1)\n\t\tFTYZ F 2\n\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        FTYZ H 4\n        NULL AA 0 A_CustomMissile (\"FatalityBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        FTYZ I 4\n        NULL AAAA 0 A_CustomMissile (\"FatalityBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\n\t\t NULL A 0 A_PlaySound (\"misc/xdeath\", 3)\n\n\t\t NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\t NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\t NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\t NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\t NULL AAAAAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 50, 0, random (0, 360), 2, random (50, 130))\n\t\t NULL A 0 A_CustomMissile (\"XDeathHalfZombieMan\", 60, 0, 270, 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathHalfZombieManDown\", 60, 0, 90, 2, random (0, 160))\n         NULL AAAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAA 0 A_CustomMissile (\"XDeath2\", 60, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAA 0 A_CustomMissile (\"XDeath3\", 60, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAA 0 A_CustomMissile (\"Instestin\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\t FTYZ K 2\n         FTYZ L 15\n        //////////////////////////////////////////////////////\n        //NULL A 0 A_TakeInventory(\"ZombieManFatality\",1)\n\t\t NULL A 0 A_TakeInventory(\"ZombieManFatality\",1)\n\t\t NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\t NULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\t MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n         NULL A 0 SetPlayerProperty(0,0,0)\n         Goto Spawn\n\n    FatalityZMan2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FPZ2 AB 4\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 50, 0, random (0, 360), 2, random (50, 130))\n        NULL AAAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"XDeath2\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"XDeath3\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n        FPZ2 C 10\n\t\tNULL A 0 A_PlaySound(\"imp/melee\")\n        FPZ2 D 10\n\t\tNULL AAAAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tFPZ2 EF 3\n\t\tNULL A 0 A_PlaySound(\"grunt/death\")\n\t\tFPZ2 G 6\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"ZombieManFatality2\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        //NULL A 0 A_SpawnItem (\"DeadZombieManFacingFront\")\n\t\tNULL A 0 A_SpawnItem (\"ZombieManDyingAfterFatality\")\n\t\tNULL A 0 A_CustomMissile (\"Instestin\", 30, 0, 0, 2, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\tFatalityZMan3:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FPZ3 A 6\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tFPZ3 BCDE 3\n        XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tFPZ3 FGGGG 2\n\n\t\tFPZ3 HHHIIIIIIIIHJJJ 1\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"BloodMistSmall\", 5, 0, random (0, 360), 2, random (40, 90))\n\n\t\tFPZ3 KKKLLLLLLKJJJ 1\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"BloodMistSmall\", 5, 0, random (0, 360), 2, random (40, 90))\n\n\t\tFPZ3 MMMNNNNNNNMOOO 1\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"BloodMistSmall\", 5, 0, random (0, 360), 2, random (40, 90))\n\t\tFPZ3 MMMNNNNNNNMOOO 1\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 30, 0, random (0, 360), 2, random (0, 160))\n       NULL AA 0 A_CustomMissile (\"BloodMist\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"Brains1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains4\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAAAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 5, 0, random (0, 360), 2, random (0, 160))\n\n        FPZ3 PPPQQQQQQQPRRR 1\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_CustomMissile (\"BloodMistSmall\", 5, 0, random (0, 360), 2, random (40, 90))\n\n\t\tFPZ3 PPPQQQQQQPRRR 1\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_CustomMissile (\"BloodMistSmall\", 5, 0, random (0, 360), 2, random (40, 90))\n\t\tFPZ3 RP 3\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"ZombieManFatality3\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItem (\"DeadZombieManFatality3\")\n\t\t//NULL A 0 A_SpawnItem (\"ZombieManDyingAfterFatality\")\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\nFatalityZMan4:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FPZ4 AB 2\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tFPZ4 CDEEE 3\n\t\tFPZ4 FGH 2\n\n\t\tFPZ4 HHI 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"BloodmistSmall\", 5, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 JJJIH 2\n\n\t\tFPZ4 HHI 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"BloodmistSmall\", 5, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 JJJIH 2\n\n\t\tFPZ4 HHI 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"BloodmistSmall\", 5, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 OOOMN 2\n\n\t\tFPZ4 NNM 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"BloodmistSmall\", 5, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 OOOMN 2\n\n\t\tFPZ4 NNM 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"BloodmistSmall\", 5, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 OOOMN 2\n\n\t\tFPZ4 NNM 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"Bloodmist\", 5, 0, random (0, 360), 2, random (0, 90))\n\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"Brains1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains4\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAAAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 P 7\n\t\tFPZ4 L 6\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"ZombieManFatality4\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItem (\"DeadZombieManFatality3\")\n\t\t//NULL A 0 A_SpawnItem (\"ZombieManDyingAfterFatality\")\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    FatalityImp:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FTYI ABB 4\n        FTYI CDEFG 2\n        NULL A 0  A_PlaySound(\"imp/pain\")\n        NULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\n        NULL A 0 A_PlaySound(\"CLAP\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        FTYI GGGGHHHHHHHHIIJJJJJJJJJJJ 1\n        FTYI K 3\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n        NULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 25, 30, 0, 0)\n        TNT1 A 0 A_SpawnItem(\"BigBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem(\"ImpHeadExplode\", 0, 10)\n\t\tFTYI LLLL 1\n        FTYI LMNNN 3\n\t\tFTYI N 9\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"ImpFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\tNULL A 0 A_CustomMissile (\"StompedImp\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    FatalityImp2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 50, 0, random (0, 360), 2, random (50, 130))\n        NULL AAAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath2\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath3\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tFTBI BC 2\n\t\tNULL A 0  A_PlaySound(\"imp/die\")\n\t\tFTBI D 25\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 50, 0, random (0, 360), 2, random (50, 130))\n        NULL AAAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath2\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath3\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n        FTBI EF 3\n\t\tFTBI G 25\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"ImpFatality2\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItem (\"ImpMessyCorpse\")\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n      FatalityImp3:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FTCI AB 2\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tFTCI CDE 2\n\t\tFTCI E 6\n\n\t\tFTCI FGG 4\n\t\tFTCI H 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"BloodMistSmall\", 2, 0, random (0, 360), 2, random (20, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFTCI I 5\n\t\tFTCI H 2\n\t\tFTCI G 3\n\n\t\tFTCI H 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"BloodMistSmall\", 2, 0, random (0, 360), 2, random (20, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFTCI I 5\n\t\tFTCI H 2\n\t\tFTCI G 3\n\n\t\tFTCI H 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"BloodMistSmall\", 2, 0, random (0, 360), 2, random (20, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFTCI I 5\n\t\tFTCI H 2\n\t\tFTCI G 3\n\n\t\tFTCI H 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"BloodMistSmall\", 2, 0, random (0, 360), 2, random (20, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFTCI I 5\n\t\tFTCI H 2\n\t\tFTCI G 3\n\n\t\tFTCI H 2\n\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tTNT1 A 0 A_SpawnItem(\"BigBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem(\"ImpHeadExplode\", 0, 10)\n\t\tFTCI L 10\n\t\tFTCI J 10\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"ImpFatality3\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItem (\"impfacesorapedomgthisiscruel\")\n\t\t//NULL A 0 A_SpawnItem (\"ZombieManDyingAfterFatality\")\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    FatalitySergeant:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FTYS A 6 A_PlaySound(\"grunt/pain\")\n        FTYS BC 6\n\t\tNULL A 0 A_PlaySound(\"BURNZOM\", 3)\n\n        NULL A 0 A_PlaySound(\"misc/xdeath\")\n        FTYS DE 4\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath\")\n\t\tFTYS DE 3\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath\")\n\t\tFTYS DEE 2\n\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath\", 3)\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"BloodMist\", 30, 0, random (0, 360), 2, random (20, 90))\n        FTYS FGHIIPPP 2 A_CustomMissile (\"Blood\", 1, 0, random (0, 360), 2, random (0, 160))\n\n        FTYS QR 5\n        NULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\n        FTYS R 15\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunguyHead\", 1)\n        ///////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"SergeantFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\tNULL A 0 A_CustomMissile (\"BeheadedSergeantZombie\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Spawn\n\n    FatalitySergeant2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FTYS J 3\n        FTYS J 1 A_PlaySound(\"BURNZOM\")\n\t\tFTYS JJJJ 3\n\t\tFTYS J 1 A_PlaySound(\"grunt/death\")\n\t\tFTYS K 4\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"XDeath3\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BloodMist\", 50, 0, random (0, 360), 2, random (20, 90))\n\t\tNULL A 0 A_CustomMissile (\"RipSergeant\", 0, 0, random (0, 360), 2, random (0, 160))\n        FTYS LMNO 3\n        FTYS O 10\n        ///////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"SergeantFatality2\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n        NULL A 0 A_SpawnItem (\"DeadShotgunguy_Half\", 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\tFatalitySergeant3:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FSP3 A 4\n\n\t\tFSP3 B 4 A_PlaySound(\"grunt/pain\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFSP3 CDE 2\n\t\tFSP3 E 6\n\n\t\tFSP3 FG 3\n\t\tNULL A 0 A_PlaySound(\"grunt/death\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t//NULL AA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t//NULL AA 0 A_CustomMissile (\"XDeath3\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"BloodMistSmall\", 30, 0, random (0, 360), 2, random (20, 90))\n\n        FSP3 HIIIIII 3\n\n\t   NULL A 0 A_PlaySound(\"weapons/sg\")\n\t   XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAA 0 A_CustomMissile (\"XDeath1\", 70, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"XDeath2\", 70, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"XDeath3\", 70, 0, random (0, 360), 2, random (0, 160))\n\n\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BloodMist\", 80, 0, random (0, 360), 2, random (20, 90))\n        NULL A 0 A_CustomMissile (\"FlyingImpaledSergeant\", 50, 0, random (0, 360), 2, random (70, 110))\n\n\t\tFSP3 L 3 BRIGHT\n\t\tFSP3 K 3\n\t\tFSP3 J 10\n\t\t///////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"SergeantFatality3\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    FatalityComando:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        CFTA AAABCDE 2\n          NULL A 0 A_PlaySound(\"grunt/pain\")\nNULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n          NULL A 0 A_PlaySound(\"CLAP\")\n        CFTA EFF 7\n        CFTA GHIJK 2\n          NULL A 0 A_PlaySound(\"grunt/pain\")\nNULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\nNULL A 0 A_CustomMissile (\"ShakeShakeShake\", 50, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\n         CFTA L 7\n\n        CFTA M 15\n        CFTA OPQR 4\n         NULL A 0 A_PlaySound(\"grunt/pain\")\n          NULL A 0 A_PlaySound(\"grunt/death\")\n       CFTA R 15\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n          NULL A 0 A_PlaySound(\"BURNZOM\")\nNULL A 0 A_CustomMissile (\"ShakeShakeShake\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        CFTA S 25\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"ComandoFatality\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"DyingComando\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_CustomMissile (\"XDeathChainArm\", 40, -15, 0, 2, 0)\n\t\tNULL A 0 A_CustomMissile (\"XDeathChainArm\", 40, 15, 0, 2, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\t    FatalityComando2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        CFTC A 1\n        CFTC A 1 A_PlaySound(\"BURNZOM\")\n\t\tCFTC AAAA 5\n\t\tCFTC B 1 A_PlaySound(\"grunt/death\")\n\t\tCFTC B 6\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\nNULL AAAA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\nNULL AA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\nNULL AA 0 A_CustomMissile (\"XDeath3\", 20, 0, random (0, 360), 2, random (0, 160))\nNULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"MuchBlood\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XdeathChainArm\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XdeathChainLeg\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XdeathGuts\", 42, 0, random (0, 360), 2, random (0, 160))\n        CFTC CDEF 4\n        CFTC F 15\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"ComandoFatality2\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"DeadChaingunGuy_Half\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    FatalityDemon:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FDEM A 4\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        FDEM B 4 A_PlaySound(\"demon/melee\")\n        FDEM C 8\n        FDEM C 1 A_PlaySound(\"demon/pain\")\n        FDEM CDCDCD 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        FDEM EFGHI 3 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathDemonHead\", 32, 0, 90, 2, random (0, 90))\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"DemonFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"DyingDemon\", 0, 1, 1, 1, 1)\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\t\tFatalityDemon2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tFDEM J 2\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        FDEM J 5 A_PlaySound(\"demon/pain\")\n        FDEM J 9\n        FDEM K 7\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathStomach\", 32, 0, random (0, 360), 2, random (0, 160))\n        FDEM LMN 6\n\t\tFDEM OO 3\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"DemonFatality2\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"DeadDemonHalf\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\tFatalityDemon3:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tFD2M A 2\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        FDEM J 0 A_PlaySound(\"demon/pain\")\n        FD2M A 10\n\n        FD2M B 3\n\t\tFD7M B 1\n\t\tFD2M C 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_PlaySound(\"demon/pain\")\nNULL A 0 A_PlaySound(\"player/cyborg/fist\", 1)\nNULL A 0 A_SpawnItem(\"Blood\", 0, 20)\n\t\tFD7M B 1\n\t\tFD2M B 3\n\t\tFD2M A 6\n\n\t\t FD2M B 3\n\t\tFD7M B 1\n\t\tFD2M C 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_PlaySound(\"demon/pain\")\nNULL A 0 A_PlaySound(\"player/cyborg/fist\", 1)\nNULL A 0 A_SpawnItem(\"Blood\", 0, 20)\n\t\tFD7M B 1\n\t\tFD2M B 3\n\t\tFD2M A 6\n\n\t\tFD2M B 3\n\t\tFD7M B 1\n\t\tFD2M C 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_PlaySound(\"demon/pain\")\nNULL A 0 A_PlaySound(\"player/cyborg/fist\", 1)\nNULL A 0 A_SpawnItem(\"Blood\", 0, 20)\n\t\tFD7M B 1\n\t\tFD2M B 3\n\t\tFD2M A 6\n\n\t\tFD2M B 3\n\t\tFD7M B 1\n\t\tFD2M C 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_PlaySound(\"demon/pain\")\nNULL A 0 A_PlaySound(\"player/cyborg/fist\", 1)\nNULL A 0 A_SpawnItem(\"Blood\", 0, 20)\n\t\tFD7M B 1\n\t\tFD2M B 3\n\t\tFD2M A 6\n\n\t\t FD2M AD 3\n\t\t XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_PlaySound(\"demon/pain\")\nNULL A 0 A_PlaySound(\"player/cyborg/fist\", 1)\nNULL A 0 A_SpawnItem(\"Blood\", 0, 5)\n\n\t\t FD2M E 4\n\t\t FD2M F 15\n\t\t FD2M GHHH 4\n\t\t XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\nNULL AAA 0 A_SpawnItem(\"Blood\", 0, 5)\nNULL A 0 A_SpawnItem(\"MeatDeath\", 0, 1)\n\t\t FD2M IJJJJ 5\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"DemonFatality3\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"DeadDemonStomped\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    FatalityCacoDemon:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        CACF ABC 4\n        CACF D 4 A_PlaySound(\"misc/xdeath4\")\n        CACF E 4 A_PlaySound(\"demon/pain\")\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        NULL AAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 45, 0, random (0, 180), 2, random (0, 180))\n       NULL AAAAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 45, 0, random (0, 360), 2, random (0, 360))\n        NULL AAA 0 A_CustomMissile (\"Blue_Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n        CACF EFGHII 4 A_CustomMissile (\"Blue_Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n        CACF J 4 A_PlaySound(\"misc/xdeath2\")\n        CACF KLMMM 4 A_CustomMissile (\"Blue_Blood\", 15, 0, random (0, 360), 2, random (0, 160))\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"CacoDemonFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"DeadCacoDemon\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\t\tFatalityCacoDemon2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        CA2F AB 4\n\t\tNULL A 0 A_PlaySound(\"demon/pain\")\n        CA2F BCDEE 4\n        CA2F F 2\n\t\tNULL A 0 A_PlaySound(\"demon/pain\")\n        XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tCA2F F 4\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath2\")\n\t\tCA2F FFFF 2 A_CustomMissile (\"Blue_Blood\", 25, 0, random (0, 180), 2, random (0, 180))\n\t\tNULL AAAAA 0 A_CustomMissile (\"CacoXDeath7\", 25, 0, random (0, 360), 2, random (0, 160))\n        CA2F GH 4\n\t\tNULL A 0 A_CustomMissile (\"RipCaco\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tCA2F I 20\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"CacoDemonFatality2\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItem (\"DeadHalfCacoDemon\", 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    FatalityRevenant:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FREV ABABAB 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n        FREV C 4 A_PlaySound(\"skeleton/pain\")\n        FREV D 4\n        FREV EFGHIJJJKL 4\n        FREV M 5 A_PlaySound(\"skeleton/sight\")\n        FREV M 10\n        FREV N 2\n        FREV O 2\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathRevenantHeadKicked2\", 40, 0, 0, 2, 0)\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n        FREV PQR 2\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"RevenantFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",15)\n        NULL A 0 A_SpawnItemEx(\"DyingRevenant\", 0, 35, 35, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    FatalityRevenant2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FRE2 A 5\n\t\tFRE2 A 5 A_PlaySound(\"skeleton/pain\")\n\t\tFRE2 A 5\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AA 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AA 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        FRE2 BCDEFGGGGG 6\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"RevenantFatality2\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",15)\n        NULL A 0 A_SpawnItem(\"VeryFuckedUpRevenant\")\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    FatalityFatso:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FATF A 6\nNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n        NULL A 0 A_CustomMissile (\"Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n        NULL AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 45, 0, random (0, 180), 2, random (0, 180))\n        FATF A 6 A_PlaySound(\"misc/xdeath4\")\n\t\tNULL A 0 A_CustomMissile (\"Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n        FATF A 6 A_PlaySound(\"fatso/pain\")\n        FATF AA 6 A_CustomMissile (\"Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\t NULL A 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n        FATF BCD 8\n\t\tNULL A 0 A_PlaySound(\"fatso/pain\")\n\t\tFATF D 50\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"FatsoFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",15)\n        NULL A 0 A_SpawnItemEx(\"FatalizedFatso\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    FatalityBaron:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        BHF1 AAABCDEF 2\n        BHF1 G 3 A_PlaySound(\"weapons/gswing\")\n        BHF1 HIJKLLLMN 2\n        BHF1 O 3 A_PlaySound(\"demon/pain\")\n        NULL AAAAAAA 0 A_CustomMissile (\"Blood\", 35, 0, random (0, 180), 2, random (0, 180))\n        NULL A 0 A_PlaySound(\"misc/xdeath4\")\n        BHF1 PQR 3 A_CustomMissile (\"Blood\", 35, 0, random (0, 360), 2, random (0, 160))\n\n        NULL A 0 A_PlaySound(\"misc/xdeath4\")\n        NULL A 0 A_PlaySound(\"misc/xdeath3\")\n        NULL A 0 A_PlaySound(\"misc/xdeath2\")\n        NULL A 0 A_PlaySound(\"misc/xdeath1\")\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAA 0 A_CustomMissile (\"Blood\", 35, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\n        BHF1 STUV 3 A_CustomMissile (\"Blood\", 35, 0, random (0, 360), 2, random (0, 160))\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAAAAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n         NULL A 0 A_SpawnItem (\"MeatDeath\", 30)\n\n        BHF1 WXYZZZZZZZZZZZZZZ 3\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"BaronFatality\",1)\n\t\tNULL AAAA 0 A_GiveInventory(\"Medikit\",1)\n        NULL A 0 A_SpawnItemEx(\"DeadBaronNoHead\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    FatalityHK:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        HKF1 A 1\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tHKF1 AB 6\n\t\tNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\n        HKF1 C 6 A_PlaySound(\"PSXDPN\")\n\t\tNULL AAA 0 A_CustomMissile (\"Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tHKF1 C 5\n\t\tNULL A 0 A_PlaySound(\"imp/melee\")\n\t\tHKF1 C 5\n        NULL AAAAAAA 0 A_CustomMissile (\"Blood\", 55, 0, random (0, 180), 2, random (0, 180))\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\n        HKF1 CDE 6 A_SpawnItem (\"Brutal_Blood\", 30)\n\t\tHKF1 FG 6 A_SpawnItem (\"Brutal_Blood\", 15)\n\t\tHKF1 HHH 6\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"HKFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"RapedHK\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\tFatalityHK3:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        NULL A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tNULL A 0 A_PlaySound(\"PSXDPN\")\n\t\tHKF3 A 1\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tHKF3 ABC 6\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL A 0 SetPlayerProperty(0,1,0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"PSXDPN\", 2)\n\t\tHKF3 D 15\n         NULL A 0 A_PlaySound(\"knight/death\")\n\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\t NULL AAAAAAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n         NULL AA 0 A_CustomMissile (\"Blood\", 50, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathHellKnightArm\", 40, 0, 90, 2, random (0, 20))\n        HKF3 EFGG 7 A_CustomMissile (\"Blood\", 40, 0, random (0, 360), 2, random (0, 160))\n\n\t\tNULL A 0 A_PlaySound(\"PSXDPN\")\n\t\tHKF3 H 15\n\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n\t\t NULL AAAAAAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n         NULL AA 0 A_CustomMissile (\"Blood\", 60, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathHellKnightHead\", 40, 0, 270, 2, random (0, 20))\n\t\t HKF3 I 20\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"HKFatality3\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"NoArmNoHeadFatalizedHK\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\nFatalityHK2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tHKF2 AAB 6\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL A 0 SetPlayerProperty(0,1,0)\n\t\tNULL A 0 A_PlaySound(\"PSXDPN\")\n\n\t\tHKF2 DEFFGH 8\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n         NULL A 0 A_PlaySound(\"PSXDPN\")\n\t\t HKF2 IJIJIJ 4\n\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AA 0 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\n        HKF2 KL 6\n\t\tNULL A 0 A_CustomMissile (\"XDeathHellKnightHead\", 64, 0, random (0, 360), 2, random (60, 120))\n\t\tHKF2 MNNNNN 6\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"HKFatality2\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"OmgSoDeadHK\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    FatalityArachnotron:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        ARF1 ABABABABABABAB 2\n\t\tNULL A 0 A_SpawnItem(\"Spark_UpOnce\",0,60)\n\t\tARF1 CD 3\n\t\tNULL A 0 A_PlaySound(\"baby/death\")\n\t\tARF1 EFFFF 3\n\t\tARF1 GGHHI 3\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAA 0 A_CustomMissile (\"Instestin2\", 14, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tARF1 JKLMNNNNNNNNNNNNNNNN 3\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"ArachnotronFatality\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",20)\n        NULL A 0 A_SpawnItemEx(\"RapedArachnotron\", 0, 1, 1, 1, 1)\n\t\t//NULL A 0 A_CustomMissile (\"SpiderLeg\", 30, 0, 0, 2, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\t\tFatalityArachnotron2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tARF2 A 6\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\")\n\t\tARF2 B 3\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        ARF2 BIBIBI 2\n\t\tNULL A 0 A_PlaySound(\"baby/death\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAA 0 A_CustomMissile (\"Instestin2\", 14, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\n\t\tARF2 CDE 3\n        NULL A 0 A_CustomMissile (\"XDeathArachnotronHead\", 50, 0, random (0, 360), 2, random (40, 130))\n\t\t//////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"ArachnotronFatality2\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",20)\n        NULL A 0 A_SpawnItemEx(\"NoLegsSpider\", 0, 1, 1, 1, 1)\n\t\t//NULL A 0 A_CustomMissile (\"SpiderLeg\", 30, 0, 0, 2, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\t\tFatalityArchVile:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        AVF1 A 1\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        AVF1 A 1 A_PlaySound(\"vile/pain\")\n        AVF1 A 20\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n        AVF1 A 1 A_PlaySound(\"vile/Death\")\n        AVF1 BCDEEEFGHHH 5 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tAVF1 IJKLM 2\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\nNULL A 0 A_PlaySound(\"CLAP\")\nNULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tAVF1 N 30\n\t\tAVF1 OPQQR 3\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath3\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\n\t\tAVF1 STUUUUVVVV 2\n\t\tNULL A 0 A_PlaySound(\"TAUNT\")\n\t\tAVF1 V 10\n\t\tAVF1 WXWX 10\n\t\tAVF1 V 10\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"ArchVileFatality\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",20)\n        NULL A 0 A_SpawnItem(\"FatalizedArchvile1\")\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\nFatalityPE:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        PA1F A 3\n\t\tFATF E 0 A_PlaySound(\"demon/pain\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tPA1F A 9\n\n        NULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n        NULL AAAAAA 0 A_CustomMissile (\"Blood\", 55, 0, random (0, 180), 2, random (0, 180))\n        NULL AA 0 A_CustomMissile (\"XDeath1\", 55, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_PlaySound(\"demon/pain\")\n\n\t\tPA1F BCDEEEEEFGHI 3\n\n\t\tNULL A 0 A_PlaySound(\"demon/pain\")\n\n\t\tPA1F JKKKK 3\n\n\t\tPA1F L 4\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 90, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\t  PA1F MNNNNNNN 3\n\n\t\t  PA1F OPQR 3\n\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 90, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\t  PA1F RQPQR 3\n\n\t\t  NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 90, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\tPA1F RQPQR 3\n\n\t\t  NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 90, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\tPA1F RQPQR 3\n\n\t\t  NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 90, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\tPA1F S 30\n\t\tPA1F STSTST 6 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tPA1F S 9\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"PEFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",15)\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_SpawnItemEx(\"FatalizedPE\", 0, 1, 1, 1, 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    CurbstompZombieman:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        01CB A 3\n\t\tNULL A 0 SetPlayerProperty(0,1,0)\n\t\tNULL A 0 A_PlaySound(\"grunt/death\")\n\t\t01CB BCCCC 3 SetPlayerProperty(0,1,0)\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath1\")\n\t\t01CB D 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 A_SpawnItemEx(\"ZombiemanHeadExplode\", 0, 20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrowingBloodPool\", 0, 20)\n          01CB E 20\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"IsCurbstompingZombieman\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\t NULL A 0 A_CustomMissile (\"StompedZombieman\", 1, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n\t\tNULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\t\tCurbstompSergeant:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        02CB A 3\n\t\tNULL A 0 SetPlayerProperty(0,1,0)\n\t\tNULL A 0 A_PlaySound(\"grunt/death\")\n\t\t02CB BCCCC 3 SetPlayerProperty(0,1,0)\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath1\")\n\t\t02CB D 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 A_SpawnItemEx(\"ShotgunguyHeadExplode\", 0, 20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrowingBloodPool\", 0, 20)\n          02CB E 20\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"IsCurbstompingSergeant\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",5)\n\t\t NULL A 0 A_CustomMissile (\"StompedSergeant\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t MARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    Death.Fatality:\n        NULL A 0 A_NoBlocking\n\t\tNULL A 0 A_Scream\n\t\tNULL A 0 A_GiveToTarget(\"GoFatality\", 1)\n        NULL A 0 A_GiveToTarget(\"PVPFatality\", 1)\n\t\tNULL A 1\n\t\tNULL A -1\n        Stop\n    FatalityPVP:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        PVPF ABB 10\n        PVPF C 4\n\t\tPVPF D 4\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tPVPF E 4\n         NULL A 0 A_CustomMissile (\"MeatDeath\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t PPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 50)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib2\", 0, 0, 50)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib3\", 0, 0, 50)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib4\", 0, 0, 50)\n\t\tNULL AA 0 A_CustomMissile (\"XDeathArm1\", 42, 0, random (0, 360), 2, random (0, 90))\n\t\t PVPF EFGGGG 4\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"PVPFatality\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"Megasphere\",1)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n// STEALTH KILLS\n\n    StealthKillZombieman:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\nSFZM A 8\nSFZM B 8\nSFZM C 16\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\nSFZM D 16\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"SKZombieMan\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n        NULL A 0 A_SpawnItemEx(\"DeadZombieMan\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    StealthKillShotgunGuy:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\nSFSZ A 8\nSFSZ B 8\nSFSZ C 16\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\nSFSZ D 16\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"SKShotgunGuy\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n        NULL A 0 A_SpawnItemEx(\"DeadShotgunGuy\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    StealthKillChaingunGuy:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\nSFCG A 8\nSFCG B 8\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\nSFCG C 16\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"SKChaingunGuy\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n        NULL A 0 A_SpawnItemEx(\"DeadChaingunGuy_KilledByMinorHead\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    StealthKillImp:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\nSFIM A 8\nSFIM B 8\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\nSFIM C 16\nSFIM D 16\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"SKImp\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n        NULL A 0 A_SpawnItemEx(\"DeadImp1\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    StealthKillNazi:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\nSFNZ A 8\nSFNZ B 8\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\nSFNZ C 16\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"SKNAzi\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n        NULL A 0 A_SpawnItemEx(\"DeadNazi\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 ACS_ExecuteAlways(171, 0, 0, 0, 0)//Stop Camera\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n//  Failed attemp to able a player to be saved\n//  by other player before getting executed in an enemy's\n//  fatality (the following lines were an idea of making the\n//  Hell Knight be shootable before he could headstomp the player).\n//  This idea was canceled due the current limits on Zdoom engine\n// (Or maybe I'm just doing it wrong).\n//  Maybe I will work on this in a future version.\n\n//\tDeath.UnusedHKF:\n      // NULL A 0 A_CustomMissile (\"HellKnightSpawner\", 1, 0, random (0, 360), 2, random (0, 160))\n//       XXXX A -1\n//       Stop\n\n//\tPain.HKF:\n//        NULL A 0 A_GiveToTarget(\"Vanish\", 1)\n//        NULL A 0 A_GiveInventory(\"BeginCurbstomped\", 1)\n//        NULL A 0 SetPlayerProperty(0,1,0)\n//        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n//       KTFP AAAAAAAAAA 5 A_SpawnItem (\"FreePlayerFromHellKnight\", 0, 0,0)\n //      KTFP BCDE 5 A_SpawnItem (\"FreePlayerFromHellKnight\", 0, 0,0)\n //   Goto Curbstomped\n//\n //   Curbstomped:\n  //     KTFP EEEEE 5 A_SpawnItem (\"FreePlayerFromHellKnight\", 0, 10,0)\n   //    KTFP FFFFF 5 A_SpawnItem (\"FreePlayerFromHellKnight\", 0, 0,0)\n  //     KTFP GGG 5 A_SpawnItem (\"FreePlayerFromHellKnight\", 0, 0,0)\n   //    KTFP GGGG 1 A_SpawnItem (\"CurbStomp\", 0, 0)\n  //     Goto Death.HKFAT\n//\n//\tPain.FreeHellKnight:\n  //     KTFP E 50 SetPlayerProperty(0,0,0)\n  //      NULL A 1 SetPlayerProperty(0,0,0)\n//NULL A 1 A_SpawnItem (\"HellKnight\", 0, 0)\n//Goto See\n//\n //   Death.HKFAT:\n  //     KTFP HIJKLLLLLLLLL 5\n  //     NULL A 0 A_SpawnItem (\"HellKnight\", 0, 0)\n  //     XXXX A -1\n  //     Stop\n\n// Monsters that can perform fatality on player:\n\n// Baron and Hell Knight:\n    Death.HKFT:\n\tDeath.BHFT:\n\tDeath.RVFT:\n\t\tNULL A 1 A_PlayerScream\n\t\tNULL A 1 A_NoBlocking\n        NULL A 0 A_GiveToTarget(\"Curbstomp_Marine\",1)\n\t\tNULL A -1\n        Stop\n\n//Imp:\n    Death.ImpFatalityMarine:\n\t\tNULL A 1 A_PlayerScream\n\t\tNULL A 1 A_NoBlocking\n        NULL A 0 A_GiveToTarget(\"Fatality_Marine\",1)\n\t\tNULL A 500\n\t\tNULL A -1\n        Stop\n\n// This section is responsable for calling scripts to make blood\n// drip on the screen when the player is affected by one of the actors\n// in the BLOODSPLASH lump.\n\n\tPain.Blood:\n\t    NULL A 0 A_TakeInventory(\"BloodSplasherz\", 1)\n        NULL A 0 A_Giveinventory(\"BloodOnVisor\",1)\n        //NULL A 0 A_Giveinventory(\"GiveHealth\",1)\n\t\tNULL A 0 A_GiveInventory(\"MeatAmmo\", 1)\n  NULL A 0 A_Jump(255,\"Bled1\",\"Bled2\",\"Bled3\",\"Bled4\",\"Bled5\",\"Bled6\")\n  Goto Bled1\n\n        Bled1:\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n         Goto spawn\n        Bled2:\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n         Goto spawn\n        Bled3:\n        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n         Goto spawn\n        Bled4:\n        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n         Goto spawn\n        Bled5:\n        NULL A 0 ACS_Execute(584, 0, 0, 0, 0)\n         Goto spawn\n        Bled6:\n        NULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n         Goto spawn\n\n\tPain.BlueBlood:\n        NULL A 0 A_Giveinventory(\"BlueBloodOnVisor\",1)\n        NULL A 0 A_Giveinventory(\"GiveHealth\",1)\n  NULL A 0 A_Jump(255,\"BBled1\",\"BBled2\",\"BBled3\",\"BBled4\",\"BBled5\",\"BBled6\")\n  Goto BBled1\n        BBled1:\n        NULL A 0 ACS_Execute(570, 0, 0, 0, 0)\n         Goto spawn\n        BBled2:\n        NULL A 0 ACS_Execute(571, 0, 0, 0, 0)\n         Goto spawn\n        BBled3:\n        NULL A 0 ACS_Execute(572, 0, 0, 0, 0)\n         Goto spawn\n        BBled4:\n        NULL A 0 ACS_Execute(573, 0, 0, 0, 0)\n         Goto spawn\n        BBled5:\n        NULL A 0 ACS_Execute(574, 0, 0, 0, 0)\n         Goto spawn\n        BBled6:\n        NULL A 0 ACS_Execute(575, 0, 0, 0, 0)\n         Goto spawn\n\n\tPain.GreenBlood:\n        NULL A 0 A_Giveinventory(\"GreenBloodOnVisor\",1)\n        NULL A 0 A_Giveinventory(\"GiveHealth\",1)\n  NULL A 0 A_Jump(255,\"GBled1\",\"GBled2\",\"GBled3\",\"GBled4\",\"GBled5\",\"GBled6\")\n  Goto Bled1\n\n        GBled1:\n        NULL A 0 ACS_Execute(560, 0, 0, 0, 0)\n         Goto spawn\n        GBled2:\n        NULL A 0 ACS_Execute(561, 0, 0, 0, 0)\n         Goto spawn\n        GBled3:\n        NULL A 0 ACS_Execute(562, 0, 0, 0, 0)\n         Goto spawn\n        GBled4:\n        NULL A 0 ACS_Execute(563, 0, 0, 0, 0)\n         Goto spawn\n        GBled5:\n        NULL A 0 ACS_Execute(564, 0, 0, 0, 0)\n         Goto spawn\n        GBled6:\n        NULL A 0 ACS_Execute(565, 0, 0, 0, 0)\n         Goto spawn\n\n\t\t//When you get MeatShields\n\n\t\tGotImpShield:\n\t\tNULL A 0 A_TakeInventory(\"MeatAmmo\", 100)\n\t\tNULL A 0 A_GiveInventory(\"ImpShield\")\n\t\tNULL A 0 A_SelectWeapon(\"ImpShield\")\n\t\tNULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tGoto SeeImpShield\n\n\t\tSeeImpShield:\n\t    NULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tMAIS A 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tMAIS B 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\t//Goto See\n\t\tLoop\n\n\t\t \t\tGotZmanShield:\n\t\tNULL A 0 A_TakeInventory(\"MeatAmmo\", 100)\n\t\tNULL A 0 A_GiveInventory(\"ZmanShield\")\n\t\tNULL A 0 A_SelectWeapon(\"ZmanShield\")\n\t\tNULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tGoto SeeZmanShield\n\n\t\tSeeZmanShield:\n\t    NULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tMAZS A 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tMAZS B 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\t//Goto See\n\t\tLoop\n\n\t\tGotSguyShield:\n\t\tNULL A 0 A_TakeInventory(\"MeatAmmo\", 100)\n\t\tNULL A 0 A_GiveInventory(\"SguyShield\")\n\t\tNULL A 0 A_SelectWeapon(\"SguyShield\")\n\t\tNULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tGoto SeeSGuyShield\n\n\t\tSeeSGuyShield:\n\t    NULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tMASS A 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tMASS B 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\t//Goto See\n\t\tLoop\n\n    Salutes1:\n\t    NULL A 0\n\t\tNULL A 0 A_PlaySound (\"DSSALUTE\")\n        MWAV BCDEFEFDCB 7\n\t\tNULL A 0 A_TakeInventory(\"Salute1\",1)\n        Goto Spawn\n\n    Salutes2:\n\t\tNULL A 0\n\t\tNULL A 0 A_PlaySound (\"DSSALUTE\")\n        MWAV GHGHG 10\n\t\tNULL A 0 A_TakeInventory(\"Salute2\",1)\n        Goto Spawn\n\n\t//Special Checkers\n\n\t\tSpecialChecker:\n        NULL A 1\n        NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n        NULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salutes1\")\n\t\tNULL A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salutes2\")\n\t\tNULL A 0 A_JumpIfInventory(\"advtaunting\", 1, \"AdvancedTaunt\")\n\t\tNULL A 0 A_JumpIfInventory(\"oneliner\", 1, \"SayOneLiner\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelStand\")\n        NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n        NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"RifleKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"Pumping\", 1, \"NoMovePump\")\n        NULL A 0 A_JumpIfInventory(\"ADSMode\", 1, \"ADSStand\")\n        NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n        Goto Spawn\n\n        SpecialCheckerMoving:\n        NULL A 1\n        NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n        NULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salutes1\")\n\t\tNULL A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salutes2\")\n\t\tNULL A 0 A_JumpIfInventory(\"advtaunting\", 1, \"AdvancedTaunt\")\n\t\tNULL A 0 A_JumpIfInventory(\"oneliner\", 1, \"SayOneLiner\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelMove\")\n        NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n        NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"RifleKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"Pumping\", 1, \"Pump\")\n        NULL A 0 A_JumpIfInventory(\"ADSMode\", 1, \"ADSMove\")\n        NULL A 0 A_JumpIfInventory(\"HasImpShield\", 1, \"SeeImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasZmanShield\", 1, \"SeeZmanShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasSguyShield\", 1, \"SeeSguyShield\")\n                NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n                Goto See\n\n        FatalityChecker:\n\t\tNULL A 0\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 A_JumpIfInventory(\"PVPFatality\", 1, \"FatalityPVP\")\n        NULL A 0 A_JumpIfInventory(\"IsCurbstompingZombieman\", 1, \"CurbstompZombieman\")\n\t    NULL A 0 A_JumpIfInventory(\"IsCurbstompingSergeant\", 1, \"CurbstompSergeant\")\n        NULL A 0 A_JumpIfInventory(\"SKZombieman\", 1, \"StealthKilLZombieMan\")\n\t    NULL A 0 A_JumpIfInventory(\"SKShotgunGuy\", 1, \"StealthKilLShotgunGuy\")\n\t    NULL A 0 A_JumpIfInventory(\"SKImp\", 1, \"StealthKilLImp\")\n\t    NULL A 0 A_JumpIfInventory(\"SKNazi\", 1, \"StealthKilLNazi\")\n\t    NULL A 0 A_JumpIfInventory(\"SKChaingunguy\", 1, \"StealthKilLChaingunguy\")\n        NULL A 0 A_JumpIfInventory(\"ImpFatality\", 1, \"FatalityImp\")\n        NULL A 0 A_JumpIfInventory(\"ImpFatality2\", 1, \"FatalityImp2\")\n\t\tNULL A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp3\")\n        NULL A 0 A_JumpIfInventory(\"ZombieManFatality\", 1, \"FatalityZMan\")\n\t    NULL A 0 A_JumpIfInventory(\"ZombieManFatality2\", 1, \"FatalityZMan2\")\n\t    NULL A 0 A_JumpIfInventory(\"ZombieManFatality3\", 1, \"FatalityZMan3\")\n\t\tNULL A 0 A_JumpIfInventory(\"ZombieManFatality4\", 1, \"FatalityZMan4\")\n        NULL A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n        NULL A 0 A_JumpIfInventory(\"SergeantFatality2\", 1, \"FatalitySergeant2\")\n\t\tNULL A 0 A_JumpIfInventory(\"SergeantFatality3\", 1, \"FatalitySergeant3\")\n        NULL A 0 A_JumpIfInventory(\"ComandoFatality\", 1, \"FatalityComando\")\n\t    NULL A 0 A_JumpIfInventory(\"ComandoFatality2\", 1, \"FatalityComando2\")\n        NULL A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t    NULL A 0 A_JumpIfInventory(\"DemonFatality2\", 1, \"FatalityDemon2\")\n\t    NULL A 0 A_JumpIfInventory(\"DemonFatality3\", 1, \"FatalityDemon3\")\n        NULL A 0 A_JumpIfInventory(\"CacoDemonFatality\", 1, \"FatalityCacoDemon\")\n\t    NULL A 0 A_JumpIfInventory(\"CacoDemonFatality2\", 1, \"FatalityCacoDemon2\")\n        NULL A 0 A_JumpIfInventory(\"RevenantFatality\", 1, \"FatalityRevenant\")\n        NULL A 0 A_JumpIfInventory(\"RevenantFatality2\", 1, \"FatalityRevenant2\")\n\t\tNULL A 0 A_JumpIfInventory(\"FatsoFatality\", 1, \"FatalityFatso\")\n        NULL A 0 A_JumpIfInventory(\"BaronFatality\", 1, \"FatalityBaron\")\n\t    NULL A 0 A_JumpIfInventory(\"HKFatality\", 1, \"FatalityHK\")\n\t    NULL A 0 A_JumpIfInventory(\"HKFatality2\", 1, \"FatalityHK2\")\n\t    NULL A 0 A_JumpIfInventory(\"HKFatality3\", 1, \"FatalityHK3\")\n\t    NULL A 0 A_JumpIfInventory(\"ArachnotronFatality\", 1, \"FatalityArachnotron\")\n\t\tNULL A 0 A_JumpIfInventory(\"ArachnotronFatality2\", 1, \"FatalityArachnotron2\")\n\t    NULL A 0 A_JumpIfInventory(\"ArchVileFatality\", 1, \"FatalityArchVile\")\n\t    NULL A 0 A_JumpIfInventory(\"PEFatality\", 1, \"FatalityPE\")\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tGoto See\n\n\t\tMeatShieldChecker:\n        NULL A 1\n        //NULL A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tNULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n        NULL A 0 A_JumpIfInventory(\"HasImpShield\", 1, \"GotImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasZmanShield\", 1, \"GotZmanShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasSguyShield\", 1, \"GotSguyShield\")\n        NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n        Goto See\n\n\t\tMeatShieldCheckerMoving:\n        NULL A 1\n        //NULL A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tNULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n        NULL A 0 A_JumpIfInventory(\"HasImpShield\", 1, \"GotImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasZmanShield\", 1, \"GotZmanShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasSguyShield\", 1, \"GotSguyShield\")\n        NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n        Goto Spawn\n\n\t\tSpawnFriends: //This spawn any friendly marines that survived on the previous level\n\t\tNULL A 0 A_TakeInventory(\"CheckMarines\", 1)\n\t\tPLAY A 1\n\t\t//NULL A 0 Thing_ChangeTID (0, 567)\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAllies\", 1, \"SummonMarines\")\n\t\tSpawnFriends2:\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAlliesChaingun\", 1, \"SummonChaingunners\")\n\t\tGoto Spawn\n\n\t\tSummonMarines:\n\t\tPLAY A 1 A_SpawnItem(\"Marine1PathfinderNew\", 50)\n\t\tNULL A 0 A_TakeInventory(\"NumberOfAllies\", 1)\n\t\tNULL A 0 A_GiveInventory(\"MarinesDispenser\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAllies\", 1, \"SummonMarines\")\n\t\tGoto RecalculateMarines\n\n\t\tRecalculateMarines:\n\t\tPLAY A 1 A_TakeInventory(\"MarinesDispenser\", 1)\n\t\tNULL A 0 A_GiveInventory(\"NumberOfAllies\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"MarinesDispenser\", 1, \"RecalculateMarines\")\n\t\tGoto SpawnFriends2\n\n\t\tSummonChaingunners:\n\t\tPLAY A 1 A_SpawnItem(\"Marine_Chaingun1PathfinderNew\", 50)\n\t\tNULL A 0 A_TakeInventory(\"NumberOfAlliesChaingun\", 1)\n\t\tNULL A 0 A_GiveInventory(\"MarinesChaingunDispenser\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAlliesChaingun\", 1, \"SummonChaingunners\")\n\t\tGoto RecalculateChaingunners\n\n\t\tRecalculateChaingunners:\n\t\tPLAY A 1 A_TakeInventory(\"MarinesChaingunDispenser\", 1)\n\t\tNULL A 0 A_GiveInventory(\"NumberOfAlliesChaingun\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"MarinesChaingunDispenser\", 1, \"RecalculateChaingunners\")\n\t\tGoto Spawn\n\n\t}\n}\n\nACTOR PowerNearDeath : PowerUp\n{\n\tPowerup.Duration -45\n\tSpeed 0.4\n\t//Inventory.Icon \"DANGER\"\n\tPowerup.Color 70,0,0,0.2\n}\n\nactor Player_Blood : Brutal_Blood\n {\n states\n {\n  Spawn:\n        //NULL AAAAA 0 A_CustomMissile (\"BloodTr2\", 7, 0, random (0, 360), 2, random (0, 180))\n        //NULL AAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 0, 0, random (0, 180), 2, random (0, 180))\n\t\tNULL AAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t    NULL A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        NULL A 0 A_CustomMissile (\"CeilBloodLauncher\", -1, 0, random (0, 360), 2, random (50, 130))\n  \t    NULL A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n\t\t//NULL AA 0 A_CustomMissile (\"WallRedBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n        BLOD BCD 0\n        stop\n\tSplash:\n        BLOD A 0\n\t\tNULL AAA 0 A_CustomMissile (\"Underblood1\", 7, 0, random (0, 360), 2, random (30, 150))\n        stop\n\n }\n}\n\nACTOR PlayerFlyingBlood\n{\n game Doom\n scale 0.75\n speed 7\n health 1\n radius 8\n height 1\n\tDecal BloodSuper\n   +MISSILE\n   +CLIENTSIDEONLY\n   +NOTELEPORT\n   +NOBLOCKMAP\n   +FORCEXYBILLBOARD\n        +EXPLODEONWATER\n    States\n    {\n     Spawn:\n       NULL A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        XDT1 ABCD 4 A_SpawnItem(\"Brutal_FlyingBloodTrail\",0,0,0,1)\n        loop\n\tSplash:\n        BLOD A 0\n        stop\n     Death:\n       NULL A 1 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n        XDT1 EFGHIJKL 3\n        stop\n    }\n}\n\nACTOR BloodOnVisor : PowerupGiver 2408\n{\n   Inventory.Amount 1\n   Scale 0.5\n   Inventory.MaxAmount 10\n   Powerup.Type BloodOnVisor\n   Powerup.Duration 400\n   Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n   States\n   {\n   Spawn:\n      NULL A 1\n      Stop\n   }\n}\n\nACTOR PowerBloodOnVisor : PowerUp\n{\n\tPowerup.Duration -90\n\tSpeed 0.4\n\tInventory.Icon \"TNT1A0\"\n\tPowerup.Color 70,0,0,0.0\n}\n\nACTOR BlueBloodOnVisor : PowerupGiver\n{\n   Inventory.Amount 1\n   Scale 0.5\n   Inventory.MaxAmount 10\n   Powerup.Type BlueBloodOnVisor\n   Powerup.Duration 400\n   Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n   States\n   {\n   Spawn:\n      NULL A 1\n      Stop\n   }\n}\n\nACTOR PowerBlueBloodOnVisor : PowerUp\n{\n\tPowerup.Duration -90\n\tSpeed 0.4\n\tInventory.Icon \"TNT1A0\"\n\tPowerup.Color 70,0,0,0.0\n}\n\nACTOR GreenBloodOnVisor : PowerupGiver\n{\n   Inventory.Amount 1\n   Scale 0.5\n   Inventory.MaxAmount 10\n   Powerup.Type GreenBloodOnVisor\n   Powerup.Duration 400\n   Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n   States\n   {\n   Spawn:\n      NULL A 1\n      Stop\n   }\n}\n\nACTOR PowerGreenBloodOnVisor : PowerUp\n{\n\tPowerup.Duration -90\n\tSpeed 0.4\n\tInventory.Icon \"TNT1A0\"\n\tPowerup.Color 70,0,0,0.0\n}\n\nActor ChainguyguyContinue : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ComeEatMeDemon : Inventory\n{\ninventory.maxamount 1\n}\n\nactor MarineEattenByDemon: CurbstompedMarine\n{\nHealth 100\nHeight 16\nRadius 8\nMONSTER\n-GHOST\n+THRUACTORS\n+FRIENDLY\n    States\n\n    {\n    Spawn:\nNULL A 0\nNULL A 0 A_CHangeFlag(\"THRUACTORS\", 0)\nNULL A 0 A_GiveInventory(\"ComeEatMeDemon\")\nNULL A 0 A_SpawnItem (\"GrowingBloodPool\")\nXPL1 EEE 6 A_SpawnItem(\"KillMe\")\nXPL1 E -1\n       Loop    }}"
      },
      {
        "source": "pk3",
        "name": "backupplayer.txt",
        "contents": "actor ChaseCam2\n{\n  height 0\n  radius 0\n  +NOGRAVITY\n  states\n  {\n  Spawn:\n    NULL A -1\n    stop\n  }\n}\n\nACTOR FootStep\n{\n    Radius 10\n    Height 10\n    Speed 7\n\tProjectile\n\t-NOGRAVITY\n\t+MISSILE\n    +NOTELEPORT\n    +CLIENTSIDEONLY\n    +MOVEWITHSECTOR\n    +NOEXTREMEDEATH\n    DamageType Trample\n    Damage 2\n\t+NODAMAGETHRUST\n\n\tgravity 40\n\tmass 1000\n    Obituary \"%o was trampled by %k.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tNULL A 2\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tstop\n        Death:\n            NULL A 1\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n            Stop\n\t\tCrash:\n\t\t\tNULL A 1\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tstop\n         }\n}\n\nActor Footstep5: FootStep\n{\n    Damage 0\n    -CLIENTSIDEONLY\n}\n\nActor Footstep6: FootStep\n{\n    Damage 1\n    -CLIENTSIDEONLY\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tNULL A 2\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tstop\n        Death:\n            NULL A 1\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n            Stop\n\t\tCrash:\n\t\t\tNULL A 1\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tstop\n         }\n}\n\nActor FootstepStrong: FootStep\n{\nSpeed 0\nRadius 16\n    Damage 16\n    -CLIENTSIDEONLY\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tNULL A 6\n\t\t\tstop\n         }\n}\n\nActor HeavyFootSteps: FootStep\n{\n    Damage 1\n    -CLIENTSIDEONLY\n\tDamageType \"Stomp\"\n\tObituary \"%o was trampled by a Mancubus.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\ttnt1 A 2\n\t\t\tNULL A 1 A_Explode(600,16,0)\n\t\t\tstop\n        Death:\n            tnt1 A 1\n\t\t\tNULL A 1 A_Explode(600,16,0)\n            Stop\n\t\tCrash:\n\t\t\ttnt1 A 1\n\t\t\tNULL A 1 A_Explode(600,16,0)\n\t\t\tstop\n         }\n}\n\nActor HeavyFootSteps32: FootStep\n{\n    Damage 1\n    -CLIENTSIDEONLY\n\tDamageType \"Stomp\"\n\tObituary \"%o was trampled by a Cyberdemon.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\ttnt1 A 2\n\t\t\tNULL A 1 A_Explode(900,20,0)\n\t\t\tstop\n        Death:\n            tnt1 A 1\n\t\t\tNULL A 1 A_Explode(900,20,0)\n            Stop\n\t\tCrash:\n\t\t\ttnt1 A 1\n\t\t\tNULL A 1 A_Explode(900,20,0)\n\t\t\tstop\n         }\n}\n\nACTOR Bad : PowerupGiver 2305\n{\n   Inventory.Amount 1\n   Scale 0.5\n   Inventory.MaxAmount 10\n   Powerup.Type PowerNearDeath\n   Powerup.Duration 24\n   Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n   States\n   {\n   Spawn:\n      NULL A 1\n      Stop\n   }\n}\n\nActor IsPlayer : Inventory\n{\ninventory.maxamount 1\n}\n\nActor GoFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor GoSpecial : Inventory\n{\ninventory.maxamount 1\n}\n\nActor GotMeatShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Salute1 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Salute2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor PVPFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombieManFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombieManFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombieManFatality4 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKZombieman : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKShotgunguy : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKChaingunguy: Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKImp : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasImpShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasZManShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasSGuyShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKNazi : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombieManFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ImpFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ImpFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ImpFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SergeantFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SergeantFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SergeantFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ComandoFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ComandoFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor LostSoulFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor DemonFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor DemonFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor DemonFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor CacoDemonFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor CacoDemonFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RevenantFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RevenantFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor PEFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor FatsoFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor BaronFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ArchVileFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HKFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HKFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HKFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ArachnotronFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ArachnotronFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Taunting : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Enraged : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Curbstomp_Marine : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Fatality_Marine : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SSGAlt : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsJumping : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsDown : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasBarrel : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RollLeft : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RollRight : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsCurbstompingZombieman : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsCurbstompingSergeant : Inventory\n{\ninventory.maxamount 1\n}\n\n//===========================================================================\n//\n// Player\n//\n//===========================================================================\n\n// ACS Script Constants\nconst int acsFatality = 312;\n\nACTOR Doomer : PlayerPawn Replaces DoomPlayer\n{\n\tSpeed 1.0\n\tHealth 100\n\tRadius 16\n\tHeight 56\n    player.viewheight\t44\n    player.attackzoffset 18\n\t//player.attackzoffset 16\n\t//Mass 80\n    GibHealth 20\n\tPainChance 255\n\t+SOLID\n\t+THRUGHOST\n\t+THRUSPECIES\n\tSpecies \"Marines\"\n    BloodType \"Player_Blood\"//, \"SawBlood\"\n    damagefactor \"Trample\", 8.0\n    damagefactor \"Head\", 0.0\n\tdamagefactor \"FriendBullet\", 0.0\n    damagefactor \"Taunt\", 0.0\n    damagefactor \"KillMe\", 0.0\n    damagefactor \"SSG\", 5.0\n    damagefactor \"Shrapnel\", 0.0\n    damagefactor \"Blood\", 0.5\n    damagefactor \"BlueBlood\", 0.5\n    damagefactor \"GreenBlood\", 0.5\n    damagefactor \"MinorHead\", 0.0\n    damagefactor \"Decaptate\", 0.0\n\tdamagefactor \"MonsterKnocked\", 0.0\n\tdamagefactor \"Kick\", 3.0\n\tdamagefactor \"Fatality\", 5.0\n\tdamagefactor \"BHFTOnBarrel\", 0.0\n\tdamagefactor \"SuperPunch\", 5.0\n\tdamagefactor \"HelperMarineFatallity\", 0.0\n\tdamagefactor \"Leg\", 0.0\n\tdamagefactor \"SpawnMarine\", 0.0\n\tdamagefactor \"TeleportRemover\", 0.0\n\tPlayer.ColorRange 112, 127\n\tPlayer.DisplayName \"Marine\"\n\tPlayer.StartItem \"Rifle\"\n\tPlayer.StartItem \"Melee_Attacks\"\n\tPlayer.StartItem \"Clip\", 60\n\tPlayer.StartItem \"RifleAmmo\", 30\n\tPlayer.StartItem \"ShotgunAmmo\", 8\n\tPlayer.StartItem \"PlasmaAmmo\", 50\n\tPlayer.StartItem \"RocketRounds\", 6\n\tPlayer.StartItem \"RailgunAmmo\", 50\n\tPlayer.StartItem \"IsPlayer\", 1\n\n\t//Player.StartItem \"TargetIsAMarine\", 1\n\tPlayer.JumpZ 7.4\n\tPlayer.DisplayName \"Marine\"\n\tPlayer.CrouchSprite \"PLYC\"\n\tStates\n\t{\n\n    Spawn:\n\t\tMARN A 0\n\t\tMARN A 0 A_JumpIfInventory(\"CheckMarines\", 1, \"SpawnFriends\")\n\t\tMARN A 0 A_TakeInventory(\"ChainguyguyContinue\", 1)\n\t\tMARN A 0 A_JumpIfInventory(\"ADSMode\", 1, \"ADSStand\")\n\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\n\t\tMARN A 0 ACS_Execute(171, 0, 0, 0, 0)//Stop Camera\n\t\tMARN A 0 A_JumpIfInventory(\"FistsSelected\", 1, \"FistsStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"SawSelected\", 1, \"SawStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"ShotgunSelected\", 1, \"ShotgunStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"SSGSelected\", 1, \"SSGStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"MinigunSelected\", 1, \"MinigunStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"RocketLauncherSelected\", 1, \"RLStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"GrenadeLauncherSelected\", 1, \"GrenadeLauncherStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"PlasmaGunSelected\", 1, \"PlasmaGunStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"RailGunSelected\", 1, \"RailGunStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"RevenantLauncherSelected\", 1, \"RevenantLauncherStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"SubMachineGunSelected\", 1, \"SubMachinegunStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"BFG10KSelected\", 1, \"BFG10KStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"BFGSelected\", 1, \"BFGStand\")\n\t\tMARN A 0 A_JumpIfInventory(\"FlameCannonSelected\", 1, \"FlameCannonStand\")\n\t\t//NULL A 0 ACS_Execute(620, 0, 0, 0, 0)\n        MARN D 3\n\t\tMARN A 0 A_JumpIfInventory(\"CheckMarines\", 1, \"SpawnFriends\")\n\t\tMARN D 2\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n        MARN D 5\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n        MARN D 5\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\n        MARN E 5\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tMARN E 5\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tMARN E 5\n        MARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\n\t\tLoop\n\n\tSee:\n\t\tMARN A 0\n\t\tMARN A 0 A_TakeInventory(\"ChainguyguyContinue\", 1)\n\t\tMARN A 0 A_JumpIfInventory(\"ADSMode\", 1, \"ADSStand\")\n\n        MARN A 0 ACS_Execute(171, 0, 0, 0, 0)//Stop Camera\n\n\t\tMARN A 0 A_JumpIfInventory(\"FistsSelected\", 1, \"FistsMove\")\n\t\tMARN A 0 A_JumpIfInventory(\"SawSelected\", 1, \"SawMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"ShotgunSelected\", 1, \"ShotgunMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"SSGSelected\", 1, \"SSGMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"MinigunSelected\", 1, \"MinigunMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"RocketLauncherSelected\", 1, \"RLMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"GrenadeLauncherSelected\", 1, \"GrenadeLauncherMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"PlasmaGunSelected\", 1, \"PlasmaGunMove\")\n\t\tMARN C 0 A_JumpIfInventory(\"RailGunSelected\", 1, \"RailGunMove\")\n\t\tMARN C 0 A_JumpIfInventory(\"RevenantLauncherSelected\", 1, \"RevenantLauncherMove\")\n\t\tMARN C 0 A_JumpIfInventory(\"SubMachineGunSelected\", 1, \"SubMachinegunMove\")\n\t\tMARN C 0 A_JumpIfInventory(\"BFG10KSelected\", 1, \"BFG10KMove\")\n\t\tMARN C 0 A_JumpIfInventory(\"BFGSelected\", 1, \"BFGMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"FlameCannonSelected\", 1, \"FlameCannonMove\")\n\t\tMARN B 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n\t\tMARN B 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\n\t\tMARN A 4 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMARN A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tMARN B 4\n\t\tMARN B 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN B 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tMARN C 4\n\t\tMARN C 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN C 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tMARN B 4\n\t\tMARN B 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        MARN B 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\n\t\tGoto See\n\n   Kick:\n        NULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n        PKIK ABCB 3\n        NULL A 0 A_TakeInventory(\"Kicking\",1)\n        Goto Spawn\n   RifleKick:\n        NULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n        PKI1 ABCB 3\n        NULL A 0 A_TakeInventory(\"Kicking\",1)\n        Goto Spawn\n\n\tAirKick:\n\t    AKIK A 10\n\t\tNULL A 0 A_TakeInventory(\"Kicking\",1)\n\t\tGoto Spawn\n\n    Punch:\n        PLA1 H 1\n\t\tNULL A 0 A_TakeInventory(\"Punching\", 1)\n\t    NULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        NULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tPLA1 H 1\n\t\tPLA1 E 4\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        NULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\n\t\tGoto Spawn\n\n\tSayOneLiner:\n\t\tMARN A 1\n\t\tNULL A 0 A_PlaySound(\"ONELIN\", 2)\n\t\tNULL A 0 A_TakeInventory(\"oneliner\", 1)\n\t\tGoto Spawn\n\n\tAdvancedTaunt:\n\t\tMARN A 1\n\t\tNULL A 0 A_PlaySound(\"TAUNT0\", 2)\n\t\tNULL A 0 A_TakeInventory(\"advtaunting\", 1)\n\t\tGoto Spawn\n\n\tFistTaunt:\n\t\tNULL A 0\n\t\tNULL A 0 A_PlaySound(\"MTAUN\", 2)\n\t\tNULL A 0 A_TakeInventory(\"advtaunting\", 1)\n\t\tGoto Spawn\n\n\tRollRight:\n\t\tNULL A 0 A_TakeInventory(\"RollLeft\")\n\t\tNULL A 0 A_TakeInventory(\"RollRight\")\n\t\tNULL A 0 A_ChangeFlag (\"NOPAIN\", 1)\n\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)//Start Camera\n\t\tNULL A 0 ThrustThing(angle*256/360+192,20,0,0)//Thrust Right\n\t\tPROL EDCBA 4\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        NULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tMARN A 4\n\n\t\tNULL A 0 A_ChangeFlag (\"NOPAIN\", 0)\n\t\tNULL A 0 A_TakeInventory(\"RollLeft\")\n\t\tNULL A 0 A_TakeInventory(\"RollRight\")\n\t\tGoto Spawn\n\n\tRollLeft:\n\t\tNULL A 0 A_TakeInventory(\"RollLeft\")\n\t\tNULL A 0 A_TakeInventory(\"RollRight\")\n\t\tNULL A 0 A_ChangeFlag (\"NOPAIN\", 1)\n\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)//Start Camera\n\t\tNULL A 0 ThrustThing(angle*256/360+64,20,0,0)//Thrust Left\n\t\tPROL ABCDE 4\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        NULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tMARN A 4\n\n\t\tNULL A 0 A_ChangeFlag (\"NOPAIN\", 0)\n\t\tNULL A 0 A_TakeInventory(\"RollLeft\")\n\t\tNULL A 0 A_TakeInventory(\"RollRight\")\n\t\tGoto Spawn\n\n\tPump:\n\t    PLAY ABCD 4\n\t\tNULL A 0 A_TakeInventory(\"Pumping\")\n\t\tGoto See\n\tNoMovePump:\n\t    PLAY B 12\n\t\tNULL A 0 A_TakeInventory(\"Pumping\")\n\t\tGoto See\n\n     HeavyWounds:\n\t  \tNULL A 0 A_JumpIfHealthLower(2, 2)\n\t\tNULL A 0 A_Jump(256, 5)\n\t\tNULL AA 0\n\t\tNULL A 0 A_Giveinventory(\"HealthBonus\",1)\n\t\tNULL AAA 0\n\n        //NULL A 0 A_Giveinventory(\"Bad\",1)\n\t\t//NULL A 0 ACS_Execute(532, 0, 0, 0, 0)\n        NULL A 0 A_SpawnItemEx(\"DripingBloodLeavesSmallPool\", 0, 0, 20, 0, 0)\n\t\tGoto See+4\n\n\t  HeavyWoundsSpawn:\n\t  \tNULL A 0 A_JumpIfHealthLower(2, 2)\n\t\tNULL A 0 A_Jump(256, 5)\n\t\tNULL AA 0\n\t\tNULL A 0 A_Giveinventory(\"HealthBonus\",1)\n\t\tNULL AAA 0\n\n        //NULL A 0 A_Giveinventory(\"Bad\",1)\n\t\tNULL A 0 ACS_Execute(532, 0, 0, 0, 0)//blood on screen\n        NULL A 0 A_SpawnItemEx(\"DripingBloodLeavesSmallPool\", 0, 0, 20, 0, 0)\n\t\tGoto Spawn+4\n\n\tFistsStand:\n\n\t\tNULL A 0 A_JumpIfInventory(\"HasImpShield\", 1, \"SeeImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasZmanShield\", 1, \"SeeZmanShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasSguyShield\", 1, \"SeeSguyShield\")\n\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelStand\")\n\t\tNULL A 0 ACS_Execute(171, 0, 0, 0, 0)\n\t\tPLA1 B 5\n\n\t\tNULL A 0 A_JumpIfInventory(\"advtaunting\", 1, \"FistTaunt\")\n\t\tNULL A 0 A_JumpIfInventory(\"oneliner\", 1, \"SayOneLiner\")\n\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelStand\")\n\t\tPLA1 B 5\n\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tPLA1 B 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tPLA1 B 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FistsMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tGoto Spawn\n\n\tFistsMove:\n\t\tNULL A 0\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tNULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\n\t\tNULL A 0 ACS_Execute(171, 0, 0, 0, 0)\n\t\tPLA1 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldCheckerMoving\")\n\n\t\tPLA1 B 5 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tNULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tPLA1 C 5\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n\t\tNULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tPLA1 D 5 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIfInventory(\"GoFatality\", 1, \"FatalityChecker\")\n        NULL A 0 A_JumpIfInventory(\"GoSpecial\", 1, \"SpecialCheckerMoving\")\n        NULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\n\t\tGoto See\n\n\tSawStand:\n\t\tMAR1 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SawMove\")\n\t\tMAR1 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SawMove\")\n\t\tMAR1 D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SawMove\")\n\t\tMAR1 D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SawMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SawMove\")\n\t\tGoto Spawn\n\n\tSawMove:\n\t\tMAR1 A 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"BloodSplasherz\", 1, \"Pain.Blood\")\n\t\tMAR1 B 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR1 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\n\tADSStand:\n\t\tMAR2 A 5\n\t\tMAR2 A 0 A_JumpIf (momy > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momy < 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx < 0, \"ADSMove\")\n\t\tMAR2 A 0 ACS_Execute(171, 0, 0, 0, 0)\n\t\tMAR2 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR2 A 0 A_JumpIf (momy > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momy < 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx < 0, \"ADSMove\")\n\t\tMAR2 D 5\n\t\tMAR2 A 0 A_JumpIf (momy > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momy < 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx < 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR2 D 5\n\t\tMAR2 A 0 A_JumpIf (momy > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx > 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momy < 0, \"ADSMove\")\n\t\tMAR2 A 0 A_JumpIf (momx < 0, \"ADSMove\")\n\t\tGoto Spawn\n\n\tADSMove:\n\t\tMAR2 AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR2 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR2 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR2 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR2 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR2 A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tMAR2 A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\n\tShotgunStand:\n\t\tMAR3 A 5\n\t\tMAR3 A 0 A_JumpIf (momy > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momy < 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx < 0, \"ShotgunMove\")\n\t\tMAR3 A 0 ACS_Execute(171, 0, 0, 0, 0)\n\t\tMAR3 A 5\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR3 A 0 A_JumpIf (momy > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momy < 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx < 0, \"ShotgunMove\")\n\t\tMAR3 D 5\n\t\tMAR3 A 0 A_JumpIf (momy > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momy < 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx < 0, \"ShotgunMove\")\n\t\tMAR3 D 5\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR3 A 0 A_JumpIf (momy > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx > 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momy < 0, \"ShotgunMove\")\n\t\tMAR3 A 0 A_JumpIf (momx < 0, \"ShotgunMove\")\n\t\tGoto Spawn\n\n\tShotgunMove:\n\t\tMAR3 AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR3 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR3 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tMAR3 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR3 A 0 A_JumpIfHealthLower(31, \"HeavyWounds\")\n\t\tMAR3 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR3 A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tMAR3 A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\t\t\tShotgunPain:\n\t\tMAR3 E 5\n\t\tMAR3 A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n  SSGStand:\n\t\tMSSG A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SSGMove\")\n\t\tMSSG A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SSGMove\")\n\t\tMSSG D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SSGMove\")\n\t\tMSSG D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SSGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SSGMove\")\n\t\tGoto Spawn\n\n\tSSGMove:\n\t\tMSSG AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMSSG CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\tSSGPain:\n\t\tMSSG E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tMinigunStand:\n\t    NULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR4 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR4 A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR4 D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR4 D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"MinigunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"MinigunMove\")\n\t\tGoto Spawn\n\n   MinigunMove:\n\t\tMAR4 AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR4 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\n\tMinigunPain:\n\t\tMAR4 E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tRLStand:\n\t\tMAR5 A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tMAR5 A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RLMove\")\n\t\tMAR5 D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RLMove\")\n\t\tMAR5 D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RLMove\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tGoto Spawn\n\n\t    RLMove:\n\t\tMAR5 AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR5 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\n\tRLPain:\n\t\tMAR5 E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tGrenadeLauncherStand:\n\t\tMRGL A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"GrenadeLauncherMove\")\n\t\tMRGL A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"GrenadeLauncherMove\")\n\t\tMRGL D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"GrenadeLauncherMove\")\n\t\tMRGL D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"GrenadeLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"GrenadeLauncherMove\")\n\t    Goto Spawn\n\n\tGrenadeLauncherMove:\n\t\tMRGL AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMRGL CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\n    GrenadeLauncherPain:\n\t\tMRGL E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tPlasmaGunStand:\n\t\tMAR6 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"PlasmaGunMove\")\n\t\tMAR6 A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"PlasmaGunMove\")\n\t\tMAR6 D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"PlasmaGunMove\")\n\t\tMAR6 D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"PlasmaGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"PlasmaGunMove\")\n\t\tGoto Spawn\n\n\t    PlasmaGunMove:\n\t\tMAR6 AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR6 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\t\t  PlasmaGunPain:\n\t\tMAR6 E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\n\t\tGoto Spawn\n\n\tRailGunStand:\n\t\tMRRG A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RailGunMove\")\n\t\tMRRG A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RailGunMove\")\n\t\tMRRG D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RailGunMove\")\n\t\tMRRG D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RailGunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RailGunMove\")\n\t\tGoto Spawn\n\n\t    RailGunMove:\n\t\tMRRG AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMRRG CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\t\t RailGunPain:\n\t\tMRRG E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\n\t\tGoto Spawn\n\n\tBFGStand:\n\t\tMAR7 A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFGMove\")\n\t\tMAR7 A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFGMove\")\n\t\tMAR7 D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFGMove\")\n\t\tMAR7 D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFGMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFGMove\")\n\t\tGoto Spawn\n\n\t BFGMove:\n\t\tMAR7 AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMAR7 CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\n\tBFGPain:\n\t\tMAR7 E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tBFG10KStand:\n\t\tM10K A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFG10KMove\")\n\t\tM10K A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFG10KMove\")\n\t\tM10K D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFG10KMove\")\n\t\tM10K D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"BFG10KMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"BFG10KMove\")\n\t\tGoto Spawn\n\n\tBFG10KMove:\n\t\tM10K AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tM10K CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\tBFG10KPain:\n\t\tM10K E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tRevenantLauncherStand:\n\t\tMHML A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"RevenantLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"RevenantLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"RevenantLauncherMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"RevenantLauncherMove\")\n\t\tGoto Spawn\n\n\tRevenantLauncherMove:\n\t\tMHML AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMHML CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\tRevenantLauncherPain:\n\t\tMHML E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tFlameCannonStand:\n\t\tMMFC A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FlameCannonMove\")\n\t\tMMFC A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FlameCannonMove\")\n\t\tMMFC D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FlameCannonMove\")\n\t\tMMFC D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"FlameCannonMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"FlameCannonMove\")\n\t\tGoto Spawn\n\n\tFlameCannonMove:\n\t\tMMFC AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMMFC CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n\tFlameCannonPain:\n\t\tMMFC E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\tSubMachineGunStand:\n\t\tMRMP A 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SubMachinegunMove\")\n\t\tMRMP A 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SubMachinegunMove\")\n\t\tMRMP D 5\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SubMachinegunMove\")\n\t\tMRMP D 5\n\t\tNULL A 0 A_JumpIf (momy > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx > 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momy < 0, \"SubMachinegunMove\")\n\t\tNULL A 0 A_JumpIf (momx < 0, \"SubMachinegunMove\")\n\t\tGoto Spawn\n\n\t SubMachinegunMove:\n\t\tMRMP AB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tMRMP CB 5 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"Spawn\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"Spawn\")\n\t\tGoto See\n     SubMachinegunPain:\n\t\tMRMP E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tGoto Spawn\n\n\t BarrelMove:\n\t    NULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tNULL A 0 A_JumpIf (momy == 0, \"BarrelStand\")\n\t\tNULL A 0 A_JumpIf (momx == 0, \"BarrelStand\")\n\t\tPBAR A 8\n\n        NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n        NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tPBAR B 8\n        NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n        NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n        NULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tPBAR C 8\n        NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n        NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tPBAR B 8\n        NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n        NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelMove\")\n\t\tGoto See\n\n\t BarrelStand:\n\t    NULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tPBAR A 1\n\t\tNULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"Kick\")\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tPLA3 A 0 A_JumpIf ((momx >= 1 || momx <= -1), \"BarrelMove\")\n\t\tPLA3 A 0 A_JumpIf ((momy >= 1 || momx <= -1), \"BarrelMove\")\n\t\tGoto Spawn\n\n\tPain:\n        NULL A 0 A_Giveinventory(\"Bad\",1)\n        NULL A 0 A_Pain\n        NULL A 0 ACS_Execute(577, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(530, 0, 0, 0, 0)\n\t    NULL A 0 A_JumpIfInventory(\"FistsSelected\", 1, \"PainWfist\")\n\t\tNULL A 0 A_JumpIfInventory(\"SawSelected\", 1, \"PainWsaw\")\n\t\tNULL A 0 A_JumpIfInventory(\"ShotgunSelected\", 1, \"ShotgunPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"SSGSelected\", 1, \"SSGPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"MinigunSelected\", 1, \"MinigunPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"RocketLauncherSelected\", 1, \"RLPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"GrenadeLauncherSelected\", 1, \"GrenadeLauncherPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"PlasmaGunSelected\", 1, \"PlasmaGunPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"RailGunSelected\", 1, \"RailGunPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"RevenantLauncherSelected\", 1, \"RevenantLauncherPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"SubMachineGunSelected\", 1, \"SubMachinegunPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"BFG10KSelected\", 1, \"BFG10KPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"BFGSelected\", 1, \"BFGPain\")\n\t\tNULL A 0 A_JumpIfInventory(\"FlameCannonSelected\", 1, \"FlameCannonPain\")\n\n        NULL A 0 A_PlaySound(\"PAIN1\", 2)\n\t\tPLAY G 5\n\t\tGoto See\n\n\tPainWfist:\n\t    NULL A 0 A_JumpIfInventory(\"HasImpShield\", 1, \"SeeImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasZmanShield\", 1, \"SeeZmanShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasSguyShield\", 1, \"SeeSguyShield\")\n\t\tPLA1 G 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\n\t\tGoto Spawn\n\n\tPainWSaw:\n\t\tMAR1 E 5\n\t\tNULL A 0 A_PlaySound(\"PAIN1\", 2)\n\n\t\tGoto Spawn\n\n    Pain.Blast:\n\tPain.ExplosiveImpact:\n\tPain.Explosive:\n        NULL A 0 ACS_Execute(531, 0, 0, 0, 0)\n\t\tGoto Pain\n\n\tPain.Bullet:\n\tPain.SSG:\n\tPain.CutLess:\n\t\tNULL A 0 A_Jump(255,\"PBUL1\",\"PBUL2\",\"PBUL3\",\"PBUL4\",\"PBUL5\",\"PBUL6\")\n        Goto Pain\n        //Scripts 611 to 616 are responsible for making the bullet damage effect on screen\n        PBUL1:\n        NULL A 0 ACS_Execute(611, 0, 0, 0, 0)\n        Goto Pain\n        PBUL2:\n        NULL A 0 ACS_Execute(612, 0, 0, 0, 0)\n        Goto Pain\n        PBUL3:\n        NULL A 0 ACS_Execute(613, 0, 0, 0, 0)\n        Goto Pain\n        PBUL4:\n        NULL A 0 ACS_Execute(614, 0, 0, 0, 0)\n        Goto Pain\n        PBUL5:\n        NULL A 0 ACS_Execute(615, 0, 0, 0, 0)\n        Goto Pain\n        PBUL6:\n        NULL A 0 ACS_Execute(616, 0, 0, 0, 0)\n        Goto Pain\n\n\tPain.ImpFatalityMarine:\n\tPain.Rip:\n        NULL A 0 ACS_Execute(577, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(530, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(617, 0, 0, 0, 0)\n        Goto Pain\n\n\tDeath:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n\t\tNULL A 0 A_Jump (160, 3)\n        Goto Death.Arm\n        NULL AAA 0\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tPLAY H 10\n\t\tPLAY I 10 A_PlayerScream\n\t\tPLAY J 10 A_NoBlocking\n\t\tPLAY KLM 10\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tPLAY N -1\n\t\tStop\n\n    Death.Eat:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        NULL A 0 A_GiveToTarget(\"EatMe\",1)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL1 A 10 A_XScream\n        XPL1 B 20 A_NoBlocking\n        XPL1 CDE 10\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tPPOD A 0 A_SpawnItemEx(\"MarineEattenByDemon\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tNULL A -1\n        //XPL1 E -1\n        Stop\n\n    Death.Cut:\n\tDeath.Saw:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 A 10 A_XScream\n        NULL AA 0 A_CustomMissile (\"Big_Blood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 B 20 A_NoBlocking\n        NULL AA 0 A_CustomMissile (\"Big_Blood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 C 10 A_CustomMissile (\"Big_Blood\", 40, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"Big_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n        XPL2 DE 10 A_CustomMissile (\"Big_Blood\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n        XPL2 E -1\n        Stop\n\n    Death.Slime:\n        NULL A 0 A_PlaySound(\"BIGSCREA\")\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        PMET AABBCCDDEEFFGGHHIIIII 10 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n        PMET IIIIIIIIIIJJJJJJJJJJJJJJJJJJJJJJKKKKKKKKKKKKKKKKKKKKKKKKKKLLLLLLLLLLLLLLL 3 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n        NULL A 0 A_NoBlocking\n        NULL A -1\n        Stop\n\n    Death.CutLess:\n         NULL A 0 A_Takeinventory(\"Kicking\",1)\n         NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\t NULL A 0 A_Scream\n\t\t NULL A 0 A_Stop\n\t\t NULL A 0 A_GiveInventory(\"ChainguyguyContinue\", 1)\n\t\t NULL A 0 A_PlaySound(\"DSFDTHE\")\n\t\t PLAY H 5\n\t\t NULL A 0 A_GiveInventory(\"ChainguyguyContinue\", 1)\n\t\t PPOD A 0 A_SpawnItemEx(\"PlayerChaingunguyVictim\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\t NULL A 200\n\t\t NULL A 0 A_NoBlocking\n\t\t NULL A 0 A_TakeInventory(\"ChainguyguyContinue\", 1)\n\t\t NULL A -1\n\t\t Stop\n\n    Death.Rip:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        NULL AAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL3 A 10 A_XScream\n        NULL AAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL3 B 20 A_NoBlocking\n        XPL3 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL3 D 10 A_CustomMissile (\"MuchBlood\", 40, 0, random (0, 360), 2, random (0, 160))\n        XPL3 E 10 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n        XPL3 F 10 A_CustomMissile (\"MuchBlood\", 20, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_CustomMissile (\"MuchBlood\", 10, 0, random (0, 360), 2, random (0, 160))\n        XPL3 F 10 A_CustomMissile (\"MuchBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n        XPL3 F -1\n        Stop\n\n    Death.Explosives:\n\tXDeath:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n\t\tNULL A 0 ThrustThingZ(0,60,0,1)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib2\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib3\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib4\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tNULL A 0 A_CustomMissile (\"MuchMeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0) //ACS 580 to 585 is the blood driping on screen\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(584, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n        MHEA A 0 A_XScream\n        MHEA B 0 A_NoBlocking\n        MHEA CD 0\n        //MHEA E -1\n\t\tNULL A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tNULL AAAAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tXDMG E 1\n\t\tNULL AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t    NULL AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tXDMG E -1\n\t\tStop\n\n\tDeath.SuperPunch:\n    Death.Blast:\n\tDeath.SSG:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t    POSS Q 2 A_FaceTarget\n        //NULL A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SuperGoreSpawner\", 22, 0, random (170, 190), 2, random (0, 15))\n        NULL A 0 A_XScream\n\t\tNULL A 0 A_NoBlocking\n        POSS RSTUVW 8\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n        POSS X -1\n        Stop\n\n    Death.Rape:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n\t\tNULL A 0 A_Jump (160, 3)\n        Goto Death.Arm\n        NULL AAA 0\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL AAAAAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 A 20 A_XScream\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n        NULL AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 B 20 A_NoBlocking\n        NULL AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 C 20\n        NULL AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 D 20\n        NULL AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 E 20\n        NULL AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL4 F 20\n        NULL AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n        XPL4 F -1\n        Stop\n\n\tDeath.Arm:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XDeathArm1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_Scream\n        XPL5 A 10\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_PlaySound(\"DSFDTHE\")\n        XPL5 BCBCBCBC 10 A_CustomMissile (\"MuchBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n        XPL5 DE 7 A_CustomMissile (\"MuchBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n        XPL5 E -1\n        Stop\n\n\tDeath.ExtremePunches:\n\tDeath.ExplosiveImpact:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL A 0 ThrustThingZ(0,30,0,1)\n\t\tNULL AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        NULL AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t    PPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n        NULL AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_XScream\n        XPL6 A 5\n\t\tNULL A 0 A_NoBlocking\n        XPL6 BCDE 5\n        XPL6 F -1\n        Stop\n\n\tDeath.GreenFire:\n        NULL A 0\n        NULL A 0 A_XScream\n        NULL A 0 A_NoBlocking\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        NULL AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tNULL AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n        NULL A 1\n        NULL A -1\n        Stop\n\nDeath.Plasma: Death.Plasma2:\n\t\tNULL A 0\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tPBR1 A 6 A_Scream\n\t\tNULL AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tNULL AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tNULL AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tPBR1 B 6 A_NoBlocking\n\t\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tPBR1 H -1\n\t\tStop\n\n    Death.superplasma:\n        NULL A 0\n        NULL A 0 A_XScream\n        NULL A 0 A_NoBlocking\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        NULL AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n        NULL A 1\n        NULL A -1\n        Stop\n\n    Death.burn:\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tPBUR A 1\n\t\tPBUR A 1 A_PlayerScream\n\t\tPBUR A 1 A_NoBlocking\n\t\tPBUR AAAABBBBCCCC 2 A_CustomMissile (\"SmallFlameTrails\", 32, 0, random (0, 180), 2, random (0, 180))\n\t    PBUR DDDDEEEE 2 A_CustomMissile (\"SmallFlameTrails\", 16, 0, random (0, 180), 2, random (0, 180))\n        PBUR EEEEE 4 A_CustomMissile (\"SmallFlameTrails\", 8, 0, random (0, 180), 2, random (0, 180))\n\t\tPBUR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 6 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n        PBUR E -1\n        Stop\n\n\tDeath.Fire:\n    Death.flames:\n        NULL A 0\n        NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        NULL A 0 A_Scream\n        NULL A 0 A_NoBlocking\n        NULL A 0 A_SpawnItem(\"GenericBurningGuy\")\n        NULL A 1\n        NULL A -1\n\t\tStop\n\n   Death.Desintegrate:\n\t    NULL A 0 A_Takeinventory(\"Kicking\",1)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        NULL A 0 A_Scream\n        NULL A 0 A_NoBlocking\n        NULL A 0 A_SpawnItem(\"DesintegratedHuman\")\n\t\tNULL A 1\n        NULL A -1\n        Stop\n\n    Death.Stomp:\n\t\tNULL AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tNULL AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tNULL AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tNULL AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tNULL A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tNULL A 1\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL A 1 A_XScream\n\t\tNULL A 1 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\n    Crush:\n        NULL A 0 A_PlaySound(\"misc/xdeath4\")\n        CRS1 A 5\n        CRS1 A -1\n        Stop\n\n// FATALITIES\n\n    FatalityZMan:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FTYZ AB 4\n\n        NULL A 0  A_PlaySound(\"grunt/pain\")\n        FTYZ BC 3\n        FTYZ DEF 3\n\n        NULL A 0 A_PlaySound(\"BURNZOM\", 3)\n\n\t\t//The actor ShakeShakeShake makes the screen shake near the player, improving the overal felling of the fatalities\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFTYZ FG 2\n\t\tNULL A 0 A_PlaySound (\"misc/xdeath\", 1)\n\t\tFTYZ FG 2\n\t\tNULL A 0 A_PlaySound (\"misc/xdeath\", 1)\n\t\tFTYZ F 2\n\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        FTYZ H 4\n        NULL AA 0 A_CustomMissile (\"FatalityBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        FTYZ I 4\n        NULL AAAA 0 A_CustomMissile (\"FatalityBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\n\t\t NULL A 0 A_PlaySound (\"misc/xdeath\", 3)\n\n\t\t NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\t NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\t NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\t NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\t NULL AAAAAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 50, 0, random (0, 360), 2, random (50, 130))\n\t\t NULL A 0 A_CustomMissile (\"XDeathHalfZombieMan\", 60, 0, 270, 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathHalfZombieManDown\", 60, 0, 90, 2, random (0, 160))\n         NULL AAAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAA 0 A_CustomMissile (\"XDeath2\", 60, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAA 0 A_CustomMissile (\"XDeath3\", 60, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAA 0 A_CustomMissile (\"Instestin\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\t FTYZ K 2\n         FTYZ L 15\n        //////////////////////////////////////////////////////\n        //NULL A 0 A_TakeInventory(\"ZombieManFatality\",1)\n\t\t NULL A 0 A_TakeInventory(\"ZombieManFatality\",1)\n\t\t NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\t NULL A 0 A_GiveInventory(\"HealthBonus\",10)\n         NULL A 0 SetPlayerProperty(0,0,0)\n         Goto Spawn\n\n    FatalityZMan2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FPZ2 AB 4\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 50, 0, random (0, 360), 2, random (50, 130))\n        NULL AAAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"XDeath2\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"XDeath3\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n        FPZ2 C 10\n\t\tNULL A 0 A_PlaySound(\"imp/melee\")\n        FPZ2 D 10\n\t\tNULL AAAAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tFPZ2 EF 3\n\t\tNULL A 0 A_PlaySound(\"grunt/death\")\n\t\tFPZ2 G 6\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"ZombieManFatality2\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        //NULL A 0 A_SpawnItem (\"DeadZombieManFacingFront\")\n\t\tNULL A 0 A_SpawnItem (\"ZombieManDyingAfterFatality\")\n\t\tNULL A 0 A_CustomMissile (\"Instestin\", 30, 0, 0, 2, 0)\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\tFatalityZMan3:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FPZ3 A 6\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tFPZ3 BCDE 3\n        XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tFPZ3 FGGGG 2\n\n\t\tFPZ3 HHHIIIIIIIIHJJJ 1\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"BloodMistSmall\", 5, 0, random (0, 360), 2, random (40, 90))\n\n\t\tFPZ3 KKKLLLLLLKJJJ 1\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"BloodMistSmall\", 5, 0, random (0, 360), 2, random (40, 90))\n\n\t\tFPZ3 MMMNNNNNNNMOOO 1\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"BloodMistSmall\", 5, 0, random (0, 360), 2, random (40, 90))\n\t\tFPZ3 MMMNNNNNNNMOOO 1\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 30, 0, random (0, 360), 2, random (0, 160))\n       NULL AA 0 A_CustomMissile (\"BloodMist\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"Brains1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains4\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAAAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 5, 0, random (0, 360), 2, random (0, 160))\n\n        FPZ3 PPPQQQQQQQPRRR 1\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t    NULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_CustomMissile (\"BloodMistSmall\", 5, 0, random (0, 360), 2, random (40, 90))\n\n\t\tFPZ3 PPPQQQQQQPRRR 1\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_CustomMissile (\"BloodMistSmall\", 5, 0, random (0, 360), 2, random (40, 90))\n\t\tFPZ3 RP 3\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"ZombieManFatality3\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItem (\"DeadZombieManFatality3\")\n\t\t//NULL A 0 A_SpawnItem (\"ZombieManDyingAfterFatality\")\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\nFatalityZMan4:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FPZ4 AB 2\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tFPZ4 CDEEE 3\n\t\tFPZ4 FGH 2\n\n\t\tFPZ4 HHI 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"BloodmistSmall\", 5, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 JJJIH 2\n\n\t\tFPZ4 HHI 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"BloodmistSmall\", 5, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 JJJIH 2\n\n\t\tFPZ4 HHI 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"BloodmistSmall\", 5, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 OOOMN 2\n\n\t\tFPZ4 NNM 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"BloodmistSmall\", 5, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 OOOMN 2\n\n\t\tFPZ4 NNM 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"BloodmistSmall\", 5, 0, random (0, 360), 2, random (0, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 OOOMN 2\n\n\t\tFPZ4 NNM 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"Bloodmist\", 5, 0, random (0, 360), 2, random (0, 90))\n\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"Brains1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains4\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAAAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tFPZ4 P 7\n\t\tFPZ4 L 6\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"ZombieManFatality4\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItem (\"DeadZombieManFatality3\")\n\t\t//NULL A 0 A_SpawnItem (\"ZombieManDyingAfterFatality\")\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    FatalityImp:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FTYI ABB 4\n        FTYI CDEFG 2\n        NULL A 0  A_PlaySound(\"imp/pain\")\n        NULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\n        NULL A 0 A_PlaySound(\"CLAP\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        FTYI GGGGHHHHHHHHIIJJJJJJJJJJJ 1\n        FTYI K 3\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n        NULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 25, 30, 0, 0)\n        TNT1 A 0 A_SpawnItem(\"BigBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem(\"ImpHeadExplode\", 0, 10)\n\t\tFTYI LLLL 1\n        FTYI LMNNN 3\n\t\tFTYI N 9\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"ImpFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\tNULL A 0 A_CustomMissile (\"StompedImp\", 1, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    FatalityImp2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 50, 0, random (0, 360), 2, random (50, 130))\n        NULL AAAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath2\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath3\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tFTBI BC 2\n\t\tNULL A 0  A_PlaySound(\"imp/die\")\n\t\tFTBI D 25\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 50, 0, random (0, 360), 2, random (50, 130))\n        NULL AAAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath2\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath3\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n        FTBI EF 3\n\t\tFTBI G 25\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"ImpFatality2\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItem (\"ImpMessyCorpse\")\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n      FatalityImp3:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FTCI AB 2\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tFTCI CDE 2\n\t\tFTCI E 6\n\n\t\tFTCI FGG 4\n\t\tFTCI H 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"BloodMistSmall\", 2, 0, random (0, 360), 2, random (20, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFTCI I 5\n\t\tFTCI H 2\n\t\tFTCI G 3\n\n\t\tFTCI H 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"BloodMistSmall\", 2, 0, random (0, 360), 2, random (20, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFTCI I 5\n\t\tFTCI H 2\n\t\tFTCI G 3\n\n\t\tFTCI H 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"BloodMistSmall\", 2, 0, random (0, 360), 2, random (20, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFTCI I 5\n\t\tFTCI H 2\n\t\tFTCI G 3\n\n\t\tFTCI H 2\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tNULL A 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"BloodMistSmall\", 2, 0, random (0, 360), 2, random (20, 90))\n\t\tNULL A 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tFTCI I 5\n\t\tFTCI H 2\n\t\tFTCI G 3\n\n\t\tFTCI H 2\n\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\", 1)\n\t\tNULL A 0 A_PlaySound(\"player/cyborg/fist\", 4)\n\t\tTNT1 A 0 A_SpawnItem(\"BigBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem(\"ImpHeadExplode\", 0, 10)\n\t\tFTCI L 10\n\t\tFTCI J 10\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"ImpFatality3\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItem (\"impfacesorapedomgthisiscruel\")\n\t\t//NULL A 0 A_SpawnItem (\"ZombieManDyingAfterFatality\")\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    FatalitySergeant:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FTYS A 6 A_PlaySound(\"grunt/pain\")\n        FTYS BC 6\n\t\tNULL A 0 A_PlaySound(\"BURNZOM\", 3)\n\n        NULL A 0 A_PlaySound(\"misc/xdeath\")\n        FTYS DE 4\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath\")\n\t\tFTYS DE 3\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath\")\n\t\tFTYS DEE 2\n\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath\", 3)\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"BloodMist\", 30, 0, random (0, 360), 2, random (20, 90))\n        FTYS FGHIIPPP 2 A_CustomMissile (\"Blood\", 1, 0, random (0, 360), 2, random (0, 160))\n\n        FTYS QR 5\n        NULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\n        FTYS R 15\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunguyHead\", 1)\n        ///////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"SergeantFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\tNULL A 0 A_CustomMissile (\"BeheadedSergeantZombie\", 1, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Spawn\n\n    FatalitySergeant2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FTYS J 3\n        FTYS J 1 A_PlaySound(\"BURNZOM\")\n\t\tFTYS JJJJ 3\n\t\tFTYS J 1 A_PlaySound(\"grunt/death\")\n\t\tFTYS K 4\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"XDeath3\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BloodMist\", 50, 0, random (0, 360), 2, random (20, 90))\n\t\tNULL A 0 A_CustomMissile (\"RipSergeant\", 0, 0, random (0, 360), 2, random (0, 160))\n        FTYS LMNO 3\n        FTYS O 10\n        ///////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"SergeantFatality2\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n        NULL A 0 A_SpawnItem (\"DeadShotgunguy_Half\", 1)\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\tFatalitySergeant3:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FSP3 A 4\n\n\t\tFSP3 B 4 A_PlaySound(\"grunt/pain\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tFSP3 CDE 2\n\t\tFSP3 E 6\n\n\t\tFSP3 FG 3\n\t\tNULL A 0 A_PlaySound(\"grunt/death\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeYourAssMinor\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t//NULL AA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t//NULL AA 0 A_CustomMissile (\"XDeath3\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"BloodMistSmall\", 30, 0, random (0, 360), 2, random (20, 90))\n\n        FSP3 HIIIIII 3\n\n\t   NULL A 0 A_PlaySound(\"weapons/sg\")\n\t   XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAA 0 A_CustomMissile (\"XDeath1\", 70, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"XDeath2\", 70, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"XDeath3\", 70, 0, random (0, 360), 2, random (0, 160))\n\n\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BloodMist\", 80, 0, random (0, 360), 2, random (20, 90))\n        NULL A 0 A_CustomMissile (\"FlyingImpaledSergeant\", 50, 0, random (0, 360), 2, random (70, 110))\n\n\t\tFSP3 L 3 BRIGHT\n\t\tFSP3 K 3\n\t\tFSP3 J 10\n\t\t///////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"SergeantFatality3\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\tNULL A 0 A_SpawnItem (\"MediumBloodSpot\")\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    FatalityComando:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        CFTA AAABCDE 2\n          NULL A 0 A_PlaySound(\"grunt/pain\")\nNULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n          NULL A 0 A_PlaySound(\"CLAP\")\n        CFTA EFF 7\n        CFTA GHIJK 2\n          NULL A 0 A_PlaySound(\"grunt/pain\")\nNULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\nNULL A 0 A_CustomMissile (\"ShakeShakeShake\", 50, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\n         CFTA L 7\n\n        CFTA M 15\n        CFTA OPQR 4\n         NULL A 0 A_PlaySound(\"grunt/pain\")\n          NULL A 0 A_PlaySound(\"grunt/death\")\n       CFTA R 15\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n          NULL A 0 A_PlaySound(\"BURNZOM\")\nNULL A 0 A_CustomMissile (\"ShakeShakeShake\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        CFTA S 25\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"ComandoFatality\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"DyingComando\", 0, 0, 40, 0, 0)\n\t\tNULL A 0 A_CustomMissile (\"XDeathChainArm\", 40, -15, 0, 2, 0)\n\t\tNULL A 0 A_CustomMissile (\"XDeathChainArm\", 40, 15, 0, 2, 0)\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\t    FatalityComando2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        CFTC A 1\n        CFTC A 1 A_PlaySound(\"BURNZOM\")\n\t\tCFTC AAAA 5\n\t\tCFTC B 1 A_PlaySound(\"grunt/death\")\n\t\tCFTC B 6\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\nNULL AAAA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\nNULL AA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\nNULL AA 0 A_CustomMissile (\"XDeath3\", 20, 0, random (0, 360), 2, random (0, 160))\nNULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n        NULL AA 0 A_CustomMissile (\"MuchBlood\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XdeathChainArm\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XdeathChainLeg\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"XdeathGuts\", 42, 0, random (0, 360), 2, random (0, 160))\n        CFTC CDEF 4\n        CFTC F 15\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"ComandoFatality2\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"DeadChaingunGuy_Half\", 0, 0, 40, 0, 0)\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    FatalityDemon:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FDEM A 4\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        FDEM B 4 A_PlaySound(\"demon/melee\")\n        FDEM C 8\n        FDEM C 1 A_PlaySound(\"demon/pain\")\n        FDEM CDCDCD 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        FDEM EFGHI 3 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathDemonHead\", 32, 0, 90, 2, random (0, 90))\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"DemonFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"DyingDemon\", 0, 1, 1, 1, 1)\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\t\tFatalityDemon2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tFDEM J 2\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        FDEM J 5 A_PlaySound(\"demon/pain\")\n        FDEM J 9\n        FDEM K 7\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathStomach\", 32, 0, random (0, 360), 2, random (0, 160))\n        FDEM LMN 6\n\t\tFDEM OO 3\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"DemonFatality2\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"DeadDemonHalf\", 0, 1, 1, 1, 1)\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\tFatalityDemon3:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tFD2M A 2\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        FDEM J 0 A_PlaySound(\"demon/pain\")\n        FD2M A 10\n\n        FD2M B 3\n\t\tFD7M B 1\n\t\tFD2M C 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_PlaySound(\"demon/pain\")\nNULL A 0 A_PlaySound(\"player/cyborg/fist\", 1)\nNULL A 0 A_SpawnItem(\"Blood\", 0, 20)\n\t\tFD7M B 1\n\t\tFD2M B 3\n\t\tFD2M A 6\n\n\t\t FD2M B 3\n\t\tFD7M B 1\n\t\tFD2M C 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_PlaySound(\"demon/pain\")\nNULL A 0 A_PlaySound(\"player/cyborg/fist\", 1)\nNULL A 0 A_SpawnItem(\"Blood\", 0, 20)\n\t\tFD7M B 1\n\t\tFD2M B 3\n\t\tFD2M A 6\n\n\t\tFD2M B 3\n\t\tFD7M B 1\n\t\tFD2M C 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_PlaySound(\"demon/pain\")\nNULL A 0 A_PlaySound(\"player/cyborg/fist\", 1)\nNULL A 0 A_SpawnItem(\"Blood\", 0, 20)\n\t\tFD7M B 1\n\t\tFD2M B 3\n\t\tFD2M A 6\n\n\t\tFD2M B 3\n\t\tFD7M B 1\n\t\tFD2M C 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_PlaySound(\"demon/pain\")\nNULL A 0 A_PlaySound(\"player/cyborg/fist\", 1)\nNULL A 0 A_SpawnItem(\"Blood\", 0, 20)\n\t\tFD7M B 1\n\t\tFD2M B 3\n\t\tFD2M A 6\n\n\t\t FD2M AD 3\n\t\t XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 A_PlaySound(\"demon/pain\")\nNULL A 0 A_PlaySound(\"player/cyborg/fist\", 1)\nNULL A 0 A_SpawnItem(\"Blood\", 0, 5)\n\n\t\t FD2M E 4\n\t\t FD2M F 15\n\t\t FD2M GHHH 4\n\t\t XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\nNULL AAA 0 A_SpawnItem(\"Blood\", 0, 5)\nNULL A 0 A_SpawnItem(\"MeatDeath\", 0, 1)\n\t\t FD2M IJJJJ 5\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"DemonFatality3\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"DeadDemonStomped\", 0, 1, 1, 1, 1)\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    FatalityCacoDemon:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        CACF ABC 4\n        CACF D 4 A_PlaySound(\"misc/xdeath4\")\n        CACF E 4 A_PlaySound(\"demon/pain\")\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        NULL AAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 45, 0, random (0, 180), 2, random (0, 180))\n       NULL AAAAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 45, 0, random (0, 360), 2, random (0, 360))\n        NULL AAA 0 A_CustomMissile (\"Blue_Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n        CACF EFGHII 4 A_CustomMissile (\"Blue_Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n        CACF J 4 A_PlaySound(\"misc/xdeath2\")\n        CACF KLMMM 4 A_CustomMissile (\"Blue_Blood\", 15, 0, random (0, 360), 2, random (0, 160))\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"CacoDemonFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"DeadCacoDemon\", 0, 1, 1, 1, 1)\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\t\tFatalityCacoDemon2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        CA2F AB 4\n\t\tNULL A 0 A_PlaySound(\"demon/pain\")\n        CA2F BCDEE 4\n        CA2F F 2\n\t\tNULL A 0 A_PlaySound(\"demon/pain\")\n        XXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tCA2F F 4\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath2\")\n\t\tCA2F FFFF 2 A_CustomMissile (\"Blue_Blood\", 25, 0, random (0, 180), 2, random (0, 180))\n\t\tNULL AAAAA 0 A_CustomMissile (\"CacoXDeath7\", 25, 0, random (0, 360), 2, random (0, 160))\n        CA2F GH 4\n\t\tNULL A 0 A_CustomMissile (\"RipCaco\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tCA2F I 20\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"CacoDemonFatality2\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItem (\"DeadHalfCacoDemon\", 1)\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    FatalityRevenant:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FREV ABABAB 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n        FREV C 4 A_PlaySound(\"skeleton/pain\")\n        FREV D 4\n        FREV EFGHIJJJKL 4\n        FREV M 5 A_PlaySound(\"skeleton/sight\")\n        FREV M 10\n        FREV N 2\n        FREV O 2\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathRevenantHeadKicked2\", 40, 0, 0, 2, 0)\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n        FREV PQR 2\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"RevenantFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",15)\n        NULL A 0 A_SpawnItemEx(\"DyingRevenant\", 0, 35, 35, 1, 1)\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    FatalityRevenant2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FRE2 A 5\n\t\tFRE2 A 5 A_PlaySound(\"skeleton/pain\")\n\t\tFRE2 A 5\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AA 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AA 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        FRE2 BCDEFGGGGG 6\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"RevenantFatality2\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",15)\n        NULL A 0 A_SpawnItem(\"VeryFuckedUpRevenant\")\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    FatalityFatso:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        FATF A 6\nNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n        NULL A 0 A_CustomMissile (\"Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n        NULL AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 45, 0, random (0, 180), 2, random (0, 180))\n        FATF A 6 A_PlaySound(\"misc/xdeath4\")\n\t\tNULL A 0 A_CustomMissile (\"Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n        FATF A 6 A_PlaySound(\"fatso/pain\")\n        FATF AA 6 A_CustomMissile (\"Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\t NULL A 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n        FATF BCD 8\n\t\tNULL A 0 A_PlaySound(\"fatso/pain\")\n\t\tFATF D 50\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"FatsoFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",15)\n        NULL A 0 A_SpawnItemEx(\"FatalizedFatso\", 0, 1, 1, 1, 1)\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    FatalityBaron:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        BHF1 AAABCDEF 2\n        BHF1 G 3 A_PlaySound(\"weapons/gswing\")\n        BHF1 HIJKLLLMN 2\n        BHF1 O 3 A_PlaySound(\"demon/pain\")\n        NULL AAAAAAA 0 A_CustomMissile (\"Blood\", 35, 0, random (0, 180), 2, random (0, 180))\n        NULL A 0 A_PlaySound(\"misc/xdeath4\")\n        BHF1 PQR 3 A_CustomMissile (\"Blood\", 35, 0, random (0, 360), 2, random (0, 160))\n\n        NULL A 0 A_PlaySound(\"misc/xdeath4\")\n        NULL A 0 A_PlaySound(\"misc/xdeath3\")\n        NULL A 0 A_PlaySound(\"misc/xdeath2\")\n        NULL A 0 A_PlaySound(\"misc/xdeath1\")\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAA 0 A_CustomMissile (\"Blood\", 35, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n\n        BHF1 STUV 3 A_CustomMissile (\"Blood\", 35, 0, random (0, 360), 2, random (0, 160))\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAAAAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n         NULL A 0 A_SpawnItem (\"MeatDeath\", 30)\n\n        BHF1 WXYZZZZZZZZZZZZZZ 3\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"BaronFatality\",1)\n\t\tNULL AAAA 0 A_GiveInventory(\"Medikit\",1)\n        NULL A 0 A_SpawnItemEx(\"DeadBaronNoHead\", 0, 1, 1, 1, 1)\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    FatalityHK:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        HKF1 A 1\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tHKF1 AB 6\n\t\tNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\n        HKF1 C 6 A_PlaySound(\"PSXDPN\")\n\t\tNULL AAA 0 A_CustomMissile (\"Blood\", 45, 0, random (0, 360), 2, random (0, 160))\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tHKF1 C 5\n\t\tNULL A 0 A_PlaySound(\"imp/melee\")\n\t\tHKF1 C 5\n        NULL AAAAAAA 0 A_CustomMissile (\"Blood\", 55, 0, random (0, 180), 2, random (0, 180))\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\n        HKF1 CDE 6 A_SpawnItem (\"Brutal_Blood\", 30)\n\t\tHKF1 FG 6 A_SpawnItem (\"Brutal_Blood\", 15)\n\t\tHKF1 HHH 6\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_TakeInventory(\"HKFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"RapedHK\", 0, 1, 1, 1, 1)\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\tFatalityHK3:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        NULL A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tNULL A 0 A_PlaySound(\"PSXDPN\")\n\t\tHKF3 A 1\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tHKF3 ABC 6\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL A 0 SetPlayerProperty(0,1,0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_PlaySound(\"PSXDPN\", 2)\n\t\tHKF3 D 15\n         NULL A 0 A_PlaySound(\"knight/death\")\n\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\t NULL AAAAAAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n         NULL AA 0 A_CustomMissile (\"Blood\", 50, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathHellKnightArm\", 40, 0, 90, 2, random (0, 20))\n        HKF3 EFGG 7 A_CustomMissile (\"Blood\", 40, 0, random (0, 360), 2, random (0, 160))\n\n\t\tNULL A 0 A_PlaySound(\"PSXDPN\")\n\t\tHKF3 H 15\n\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n\t\t NULL AAAAAAA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n         NULL AA 0 A_CustomMissile (\"Blood\", 60, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_CustomMissile (\"XDeathHellKnightHead\", 40, 0, 270, 2, random (0, 20))\n\t\t HKF3 I 20\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"HKFatality3\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"NoArmNoHeadFatalizedHK\", 0, 1, 1, 1, 1)\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\nFatalityHK2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tHKF2 AAB 6\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t\tNULL A 0 SetPlayerProperty(0,1,0)\n\t\tNULL A 0 A_PlaySound(\"PSXDPN\")\n\n\t\tHKF2 DEFFGH 8\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n         NULL A 0 A_PlaySound(\"PSXDPN\")\n\t\t HKF2 IJIJIJ 4\n\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AA 0 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\n        HKF2 KL 6\n\t\tNULL A 0 A_CustomMissile (\"XDeathHellKnightHead\", 64, 0, random (0, 360), 2, random (60, 120))\n\t\tHKF2 MNNNNN 6\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"HKFatality2\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n        NULL A 0 A_SpawnItemEx(\"OmgSoDeadHK\", 0, 1, 1, 1, 1)\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    FatalityArachnotron:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        ARF1 ABABABABABABAB 2\n\t\tNULL A 0 A_SpawnItem(\"Spark_UpOnce\",0,60)\n\t\tARF1 CD 3\n\t\tNULL A 0 A_PlaySound(\"baby/death\")\n\t\tARF1 EFFFF 3\n\t\tARF1 GGHHI 3\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAA 0 A_CustomMissile (\"Instestin2\", 14, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAA 0 A_CustomMissile (\"XDeath3\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tARF1 JKLMNNNNNNNNNNNNNNNN 3\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"ArachnotronFatality\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",20)\n        NULL A 0 A_SpawnItemEx(\"RapedArachnotron\", 0, 1, 1, 1, 1)\n\t\t//NULL A 0 A_CustomMissile (\"SpiderLeg\", 30, 0, 0, 2, 0)\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\t\tFatalityArachnotron2:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n\t\tARF2 A 6\n\t\tNULL A 0 A_PlaySound(\"grunt/pain\")\n\t\tARF2 B 3\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        ARF2 BIBIBI 2\n\t\tNULL A 0 A_PlaySound(\"baby/death\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tNULL AAAAA 0 A_CustomMissile (\"Instestin2\", 14, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n         NULL AAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n         NULL AAAAAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\n\t\tARF2 CDE 3\n        NULL A 0 A_CustomMissile (\"XDeathArachnotronHead\", 50, 0, random (0, 360), 2, random (40, 130))\n\t\t//////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"ArachnotronFatality2\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",20)\n        NULL A 0 A_SpawnItemEx(\"NoLegsSpider\", 0, 1, 1, 1, 1)\n\t\t//NULL A 0 A_CustomMissile (\"SpiderLeg\", 30, 0, 0, 2, 0)\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\t\tFatalityArchVile:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        AVF1 A 1\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n        AVF1 A 1 A_PlaySound(\"vile/pain\")\n        AVF1 A 20\n\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n        AVF1 A 1 A_PlaySound(\"vile/Death\")\n        AVF1 BCDEEEFGHHH 5 A_CustomMissile (\"PlayerFlyingBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tAVF1 IJKLM 2\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\nNULL A 0 A_PlaySound(\"CLAP\")\nNULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tAVF1 N 30\n\t\tAVF1 OPQQR 3\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AA 0 A_CustomMissile (\"XDeath1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAA 0 A_CustomMissile (\"XDeath3\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t NULL A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\n\t\tAVF1 STUUUUVVVV 2\n\t\tNULL A 0 A_PlaySound(\"TAUNT\")\n\t\tAVF1 V 10\n\t\tAVF1 WXWX 10\n\t\tAVF1 V 10\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"ArchVileFatality\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",20)\n        NULL A 0 A_SpawnItem(\"FatalizedArchvile1\")\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\nFatalityPE:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        PA1F A 3\n\t\tFATF E 0 A_PlaySound(\"demon/pain\")\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tPA1F A 9\n\n        NULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n        NULL AAAAAA 0 A_CustomMissile (\"Blood\", 55, 0, random (0, 180), 2, random (0, 180))\n        NULL AA 0 A_CustomMissile (\"XDeath1\", 55, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_PlaySound(\"demon/pain\")\n\n\t\tPA1F BCDEEEEEFGHI 3\n\n\t\tNULL A 0 A_PlaySound(\"demon/pain\")\n\n\t\tPA1F JKKKK 3\n\n\t\tPA1F L 4\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 90, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\t  PA1F MNNNNNNN 3\n\n\t\t  PA1F OPQR 3\n\n\t\tNULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 90, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\t  PA1F RQPQR 3\n\n\t\t  NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 90, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\tPA1F RQPQR 3\n\n\t\t  NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 90, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\tPA1F RQPQR 3\n\n\t\t  NULL AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n        NULL AAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAA 0 A_CustomMissile (\"MuchBlood\", 90, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\t\tXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\tPA1F S 30\n\t\tPA1F STSTST 6 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tPA1F S 9\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"PEFatality\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",15)\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_SpawnItemEx(\"FatalizedPE\", 0, 1, 1, 1, 1)\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    CurbstompZombieman:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        01CB A 3\n\t\tNULL A 0 SetPlayerProperty(0,1,0)\n\t\tNULL A 0 A_PlaySound(\"grunt/death\")\n\t\t01CB BCCCC 3 SetPlayerProperty(0,1,0)\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath1\")\n\t\t01CB D 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 A_SpawnItemEx(\"ZombiemanHeadExplode\", 0, 20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrowingBloodPool\", 0, 20)\n          01CB E 20\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"IsCurbstompingZombieman\",1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",10)\n\t\t NULL A 0 A_CustomMissile (\"StompedZombieman\", 1, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n\t\tCurbstompSergeant:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        02CB A 3\n\t\tNULL A 0 SetPlayerProperty(0,1,0)\n\t\tNULL A 0 A_PlaySound(\"grunt/death\")\n\t\t02CB BCCCC 3 SetPlayerProperty(0,1,0)\n\t\tNULL A 0 A_PlaySound(\"misc/xdeath1\")\n\t\t02CB D 3\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\nNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(581, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\nNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n        TNT1 A 0 A_SpawnItemEx(\"ShotgunguyHeadExplode\", 0, 20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GrowingBloodPool\", 0, 20)\n          02CB E 20\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"IsCurbstompingSergeant\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"HealthBonus\",5)\n\t\t NULL A 0 A_CustomMissile (\"StompedSergeant\", 1, 0, random (0, 360), 2, random (0, 160))\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    Death.Fatality:\n        NULL A 0 A_NoBlocking\n\t\tNULL A 0 A_Scream\n\t\tNULL A 0 A_GiveToTarget(\"GoFatality\", 1)\n        NULL A 0 A_GiveToTarget(\"PVPFatality\", 1)\n\t\tNULL A 1\n\t\tNULL A -1\n        Stop\n    FatalityPVP:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\n        PVPF ABB 10\n        PVPF C 4\n\t\tPVPF D 4\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tPVPF E 4\n         NULL A 0 A_CustomMissile (\"MeatDeath\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t PPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 50)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib2\", 0, 0, 50)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib3\", 0, 0, 50)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib4\", 0, 0, 50)\n\t\tNULL AA 0 A_CustomMissile (\"XDeathArm1\", 42, 0, random (0, 360), 2, random (0, 90))\n\t\t PVPF EFGGGG 4\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"PVPFatality\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tNULL A 0 A_GiveInventory(\"Megasphere\",1)\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n// STEALTH KILLS\n\n    StealthKillZombieman:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\nSFZM A 8\nSFZM B 8\nSFZM C 16\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\nSFZM D 16\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"SKZombieMan\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n        NULL A 0 A_SpawnItemEx(\"DeadZombieMan\", 0, 0, 40, 0, 0)\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    StealthKillShotgunGuy:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\nSFSZ A 8\nSFSZ B 8\nSFSZ C 16\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\nSFSZ D 16\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"SKShotgunGuy\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n        NULL A 0 A_SpawnItemEx(\"DeadShotgunGuy\", 0, 0, 40, 0, 0)\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    StealthKillChaingunGuy:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\nSFCG A 8\nSFCG B 8\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\nSFCG C 16\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"SKChaingunGuy\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n        NULL A 0 A_SpawnItemEx(\"DeadChaingunGuy_KilledByMinorHead\", 0, 0, 40, 0, 0)\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    StealthKillImp:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\nSFIM A 8\nSFIM B 8\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\nSFIM C 16\nSFIM D 16\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"SKImp\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n        NULL A 0 A_SpawnItemEx(\"DeadImp1\", 0, 0, 40, 0, 0)\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n    StealthKillNazi:\n        NULL A 0 SetPlayerProperty(0,1,0)\n        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n        NULL A 0 ACS_Execute(acsFatality, 0)\n        //////////////////////////////////////////////////////\nSFNZ A 8\nSFNZ B 8\nNULL A 0 A_CustomMissile (\"GoreSound\", 22, 0, random (0, 360), 2, random (0, 160))\nSFNZ C 16\n\n        //////////////////////////////////////////////////////\n        NULL A 0 A_TakeInventory(\"SKNAzi\",1)\n\t\tNULL A 0 A_TakeInventory(\"GoFatality\", 1)\n        NULL A 0 A_SpawnItemEx(\"DeadNazi\", 0, 0, 40, 0, 0)\n        NULL A 0 SetPlayerProperty(0,0,0)\n        Goto Spawn\n\n//  Failed attemp to able a player to be saved\n//  by other player before getting executed in an enemy's\n//  fatality (the following lines were an idea of making the\n//  Hell Knight be shootable before he could headstomp the player).\n//  This idea was canceled due the current limits on Zdoom engine\n// (Or maybe I'm just doing it wrong).\n//  Maybe I will work on this in a future version.\n\n//\tDeath.UnusedHKF:\n      // NULL A 0 A_CustomMissile (\"HellKnightSpawner\", 1, 0, random (0, 360), 2, random (0, 160))\n//       XXXX A -1\n//       Stop\n\n//\tPain.HKF:\n//        NULL A 0 A_GiveToTarget(\"Vanish\", 1)\n//        NULL A 0 A_GiveInventory(\"BeginCurbstomped\", 1)\n//        NULL A 0 SetPlayerProperty(0,1,0)\n//        NULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n//       KTFP AAAAAAAAAA 5 A_SpawnItem (\"FreePlayerFromHellKnight\", 0, 0,0)\n //      KTFP BCDE 5 A_SpawnItem (\"FreePlayerFromHellKnight\", 0, 0,0)\n //   Goto Curbstomped\n//\n //   Curbstomped:\n  //     KTFP EEEEE 5 A_SpawnItem (\"FreePlayerFromHellKnight\", 0, 10,0)\n   //    KTFP FFFFF 5 A_SpawnItem (\"FreePlayerFromHellKnight\", 0, 0,0)\n  //     KTFP GGG 5 A_SpawnItem (\"FreePlayerFromHellKnight\", 0, 0,0)\n   //    KTFP GGGG 1 A_SpawnItem (\"CurbStomp\", 0, 0)\n  //     Goto Death.HKFAT\n//\n//\tPain.FreeHellKnight:\n  //     KTFP E 50 SetPlayerProperty(0,0,0)\n  //      NULL A 1 SetPlayerProperty(0,0,0)\n//NULL A 1 A_SpawnItem (\"HellKnight\", 0, 0)\n//Goto See\n//\n //   Death.HKFAT:\n  //     KTFP HIJKLLLLLLLLL 5\n  //     NULL A 0 A_SpawnItem (\"HellKnight\", 0, 0)\n  //     XXXX A -1\n  //     Stop\n\n// Monsters that can perform fatality on player:\n\n// Baron and Hell Knight:\n    Death.HKFT:\n\tDeath.BHFT:\n\tDeath.RVFT:\n\t\tNULL A 1 A_PlayerScream\n\t\tNULL A 1 A_NoBlocking\n        NULL A 0 A_GiveToTarget(\"Curbstomp_Marine\",1)\n\t\tNULL A -1\n        Stop\n\n//Imp:\n    Death.ImpFatalityMarine:\n\t\tNULL A 1 A_PlayerScream\n\t\tNULL A 1 A_NoBlocking\n        NULL A 0 A_GiveToTarget(\"Fatality_Marine\",1)\n\t\tNULL A 500\n\t\tNULL A -1\n        Stop\n\n// This section is responsable for calling scripts to make blood\n// drip on the screen when the player is affected by one of the actors\n// in the BLOODSPLASH lump.\n\n\tPain.Blood:\n\t    NULL A 0 A_TakeInventory(\"BloodSplasherz\", 1)\n        NULL A 0 A_Giveinventory(\"BloodOnVisor\",1)\n        //NULL A 0 A_Giveinventory(\"GiveHealth\",1)\n\t\tNULL A 0 A_GiveInventory(\"MeatAmmo\", 1)\n  NULL A 0 A_Jump(255,\"Bled1\",\"Bled2\",\"Bled3\",\"Bled4\",\"Bled5\",\"Bled6\")\n  Goto Bled1\n\n        Bled1:\n        NULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n         Goto spawn\n        Bled2:\n        NULL A 0 ACS_Execute(581, 0, 0, 0, 0)\n         Goto spawn\n        Bled3:\n        NULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n         Goto spawn\n        Bled4:\n        NULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n         Goto spawn\n        Bled5:\n        NULL A 0 ACS_Execute(584, 0, 0, 0, 0)\n         Goto spawn\n        Bled6:\n        NULL A 0 ACS_Execute(585, 0, 0, 0, 0)\n         Goto spawn\n\n\tPain.BlueBlood:\n        NULL A 0 A_Giveinventory(\"BlueBloodOnVisor\",1)\n        NULL A 0 A_Giveinventory(\"GiveHealth\",1)\n  NULL A 0 A_Jump(255,\"BBled1\",\"BBled2\",\"BBled3\",\"BBled4\",\"BBled5\",\"BBled6\")\n  Goto BBled1\n        BBled1:\n        NULL A 0 ACS_Execute(570, 0, 0, 0, 0)\n         Goto spawn\n        BBled2:\n        NULL A 0 ACS_Execute(571, 0, 0, 0, 0)\n         Goto spawn\n        BBled3:\n        NULL A 0 ACS_Execute(572, 0, 0, 0, 0)\n         Goto spawn\n        BBled4:\n        NULL A 0 ACS_Execute(573, 0, 0, 0, 0)\n         Goto spawn\n        BBled5:\n        NULL A 0 ACS_Execute(574, 0, 0, 0, 0)\n         Goto spawn\n        BBled6:\n        NULL A 0 ACS_Execute(575, 0, 0, 0, 0)\n         Goto spawn\n\n\tPain.GreenBlood:\n        NULL A 0 A_Giveinventory(\"GreenBloodOnVisor\",1)\n        NULL A 0 A_Giveinventory(\"GiveHealth\",1)\n  NULL A 0 A_Jump(255,\"GBled1\",\"GBled2\",\"GBled3\",\"GBled4\",\"GBled5\",\"GBled6\")\n  Goto Bled1\n\n        GBled1:\n        NULL A 0 ACS_Execute(560, 0, 0, 0, 0)\n         Goto spawn\n        GBled2:\n        NULL A 0 ACS_Execute(561, 0, 0, 0, 0)\n         Goto spawn\n        GBled3:\n        NULL A 0 ACS_Execute(562, 0, 0, 0, 0)\n         Goto spawn\n        GBled4:\n        NULL A 0 ACS_Execute(563, 0, 0, 0, 0)\n         Goto spawn\n        GBled5:\n        NULL A 0 ACS_Execute(564, 0, 0, 0, 0)\n         Goto spawn\n        GBled6:\n        NULL A 0 ACS_Execute(565, 0, 0, 0, 0)\n         Goto spawn\n\n\t\t//When you get MeatShields\n\n\t\tGotImpShield:\n\t\tNULL A 0 A_TakeInventory(\"MeatAmmo\", 100)\n\t\tNULL A 0 A_GiveInventory(\"ImpShield\")\n\t\tNULL A 0 A_SelectWeapon(\"ImpShield\")\n\t\tNULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tGoto SeeImpShield\n\n\t\tSeeImpShield:\n\t    NULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tMAIS A 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tMAIS B 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\t//Goto See\n\t\tLoop\n\n\t\t \t\tGotZmanShield:\n\t\tNULL A 0 A_TakeInventory(\"MeatAmmo\", 100)\n\t\tNULL A 0 A_GiveInventory(\"ZmanShield\")\n\t\tNULL A 0 A_SelectWeapon(\"ZmanShield\")\n\t\tNULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tGoto SeeZmanShield\n\n\t\tSeeZmanShield:\n\t    NULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tMAZS A 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tMAZS B 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\t//Goto See\n\t\tLoop\n\n\t\tGotSguyShield:\n\t\tNULL A 0 A_TakeInventory(\"MeatAmmo\", 100)\n\t\tNULL A 0 A_GiveInventory(\"SguyShield\")\n\t\tNULL A 0 A_SelectWeapon(\"SguyShield\")\n\t\tNULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tGoto SeeSGuyShield\n\n\t\tSeeSGuyShield:\n\t    NULL A 0 A_TakeInventory(\"Punching\", 1)\n\t\tMASS A 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\tMASS B 8\n\t\tNULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n\t\t//Goto See\n\t\tLoop\n\n    Salutes1:\n\t    NULL A 0\n\t\tNULL A 0 A_PlaySound (\"DSSALUTE\")\n        MWAV BCDEFEFDCB 7\n\t\tNULL A 0 A_TakeInventory(\"Salute1\",1)\n        Goto Spawn\n\n    Salutes2:\n\t\tNULL A 0\n\t\tNULL A 0 A_PlaySound (\"DSSALUTE\")\n        MWAV GHGHG 10\n\t\tNULL A 0 A_TakeInventory(\"Salute2\",1)\n        Goto Spawn\n\n\t//Special Checkers\n\n\t\tSpecialChecker:\n        NULL A 1\n        NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n        NULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salutes1\")\n\t\tNULL A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salutes2\")\n\t\tNULL A 0 A_JumpIfInventory(\"advtaunting\", 1, \"AdvancedTaunt\")\n\t\tNULL A 0 A_JumpIfInventory(\"oneliner\", 1, \"SayOneLiner\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelStand\")\n        NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n        NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"RifleKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"Pumping\", 1, \"NoMovePump\")\n        NULL A 0 A_JumpIfInventory(\"ADSMode\", 1, \"ADSStand\")\n        NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n        Goto Spawn\n\n        SpecialCheckerMoving:\n        NULL A 1\n        NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n        NULL A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tNULL A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tNULL A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salutes1\")\n\t\tNULL A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salutes2\")\n\t\tNULL A 0 A_JumpIfInventory(\"advtaunting\", 1, \"AdvancedTaunt\")\n\t\tNULL A 0 A_JumpIfInventory(\"oneliner\", 1, \"SayOneLiner\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelMove\")\n        NULL A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n        NULL A 0 A_JumpIfInventory(\"Kicking\", 1, \"RifleKick\")\n\t\tNULL A 0 A_JumpIfInventory(\"Pumping\", 1, \"Pump\")\n        NULL A 0 A_JumpIfInventory(\"ADSMode\", 1, \"ADSMove\")\n        NULL A 0 A_JumpIfInventory(\"HasImpShield\", 1, \"SeeImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasZmanShield\", 1, \"SeeZmanShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasSguyShield\", 1, \"SeeSguyShield\")\n                NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n                Goto See\n\n        FatalityChecker:\n\t\tNULL A 0\n\t\tNULL A 0 ACS_Execute(477, 0, 0, 0, 0)\n\n\t\tNULL A 0 A_JumpIfInventory(\"PVPFatality\", 1, \"FatalityPVP\")\n        NULL A 0 A_JumpIfInventory(\"IsCurbstompingZombieman\", 1, \"CurbstompZombieman\")\n\t    NULL A 0 A_JumpIfInventory(\"IsCurbstompingSergeant\", 1, \"CurbstompSergeant\")\n        NULL A 0 A_JumpIfInventory(\"SKZombieman\", 1, \"StealthKilLZombieMan\")\n\t    NULL A 0 A_JumpIfInventory(\"SKShotgunGuy\", 1, \"StealthKilLShotgunGuy\")\n\t    NULL A 0 A_JumpIfInventory(\"SKImp\", 1, \"StealthKilLImp\")\n\t    NULL A 0 A_JumpIfInventory(\"SKNazi\", 1, \"StealthKilLNazi\")\n\t    NULL A 0 A_JumpIfInventory(\"SKChaingunguy\", 1, \"StealthKilLChaingunguy\")\n        NULL A 0 A_JumpIfInventory(\"ImpFatality\", 1, \"FatalityImp\")\n        NULL A 0 A_JumpIfInventory(\"ImpFatality2\", 1, \"FatalityImp2\")\n\t\tNULL A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp3\")\n        NULL A 0 A_JumpIfInventory(\"ZombieManFatality\", 1, \"FatalityZMan\")\n\t    NULL A 0 A_JumpIfInventory(\"ZombieManFatality2\", 1, \"FatalityZMan2\")\n\t    NULL A 0 A_JumpIfInventory(\"ZombieManFatality3\", 1, \"FatalityZMan3\")\n\t\tNULL A 0 A_JumpIfInventory(\"ZombieManFatality4\", 1, \"FatalityZMan4\")\n        NULL A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n        NULL A 0 A_JumpIfInventory(\"SergeantFatality2\", 1, \"FatalitySergeant2\")\n\t\tNULL A 0 A_JumpIfInventory(\"SergeantFatality3\", 1, \"FatalitySergeant3\")\n        NULL A 0 A_JumpIfInventory(\"ComandoFatality\", 1, \"FatalityComando\")\n\t    NULL A 0 A_JumpIfInventory(\"ComandoFatality2\", 1, \"FatalityComando2\")\n        NULL A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t    NULL A 0 A_JumpIfInventory(\"DemonFatality2\", 1, \"FatalityDemon2\")\n\t    NULL A 0 A_JumpIfInventory(\"DemonFatality3\", 1, \"FatalityDemon3\")\n        NULL A 0 A_JumpIfInventory(\"CacoDemonFatality\", 1, \"FatalityCacoDemon\")\n\t    NULL A 0 A_JumpIfInventory(\"CacoDemonFatality2\", 1, \"FatalityCacoDemon2\")\n        NULL A 0 A_JumpIfInventory(\"RevenantFatality\", 1, \"FatalityRevenant\")\n        NULL A 0 A_JumpIfInventory(\"RevenantFatality2\", 1, \"FatalityRevenant2\")\n\t\tNULL A 0 A_JumpIfInventory(\"FatsoFatality\", 1, \"FatalityFatso\")\n        NULL A 0 A_JumpIfInventory(\"BaronFatality\", 1, \"FatalityBaron\")\n\t    NULL A 0 A_JumpIfInventory(\"HKFatality\", 1, \"FatalityHK\")\n\t    NULL A 0 A_JumpIfInventory(\"HKFatality2\", 1, \"FatalityHK2\")\n\t    NULL A 0 A_JumpIfInventory(\"HKFatality3\", 1, \"FatalityHK3\")\n\t    NULL A 0 A_JumpIfInventory(\"ArachnotronFatality\", 1, \"FatalityArachnotron\")\n\t\tNULL A 0 A_JumpIfInventory(\"ArachnotronFatality2\", 1, \"FatalityArachnotron2\")\n\t    NULL A 0 A_JumpIfInventory(\"ArchVileFatality\", 1, \"FatalityArchVile\")\n\t    NULL A 0 A_JumpIfInventory(\"PEFatality\", 1, \"FatalityPE\")\n        NULL A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tGoto See\n\n\t\tMeatShieldChecker:\n        NULL A 1\n        //NULL A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tNULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n        NULL A 0 A_JumpIfInventory(\"HasImpShield\", 1, \"GotImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasZmanShield\", 1, \"GotZmanShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasSguyShield\", 1, \"GotSguyShield\")\n        NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n        Goto See\n\n\t\tMeatShieldCheckerMoving:\n        NULL A 1\n        //NULL A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tNULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n        NULL A 0 A_JumpIfInventory(\"HasImpShield\", 1, \"GotImpShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasZmanShield\", 1, \"GotZmanShield\")\n\t\tNULL A 0 A_JumpIfInventory(\"HasSguyShield\", 1, \"GotSguyShield\")\n        NULL A 0 A_TakeInventory(\"GoSpecial\", 1)\n        Goto Spawn\n\n\t\tSpawnFriends: //This spawn any friendly marines that survived on the previous level\n\t\tNULL A 0 A_TakeInventory(\"CheckMarines\", 1)\n\t\tPLAY A 1\n\t\t//NULL A 0 Thing_ChangeTID (0, 567)\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAllies\", 1, \"SummonMarines\")\n\t\tSpawnFriends2:\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAlliesChaingun\", 1, \"SummonChaingunners\")\n\t\tGoto Spawn\n\n\t\tSummonMarines:\n\t\tPLAY A 1 A_SpawnItem(\"Marine1PathfinderNew\", 50)\n\t\tNULL A 0 A_TakeInventory(\"NumberOfAllies\", 1)\n\t\tNULL A 0 A_GiveInventory(\"MarinesDispenser\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAllies\", 1, \"SummonMarines\")\n\t\tGoto RecalculateMarines\n\n\t\tRecalculateMarines:\n\t\tPLAY A 1 A_TakeInventory(\"MarinesDispenser\", 1)\n\t\tNULL A 0 A_GiveInventory(\"NumberOfAllies\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"MarinesDispenser\", 1, \"RecalculateMarines\")\n\t\tGoto SpawnFriends2\n\n\t\tSummonChaingunners:\n\t\tPLAY A 1 A_SpawnItem(\"Marine_Chaingun1PathfinderNew\", 50)\n\t\tNULL A 0 A_TakeInventory(\"NumberOfAlliesChaingun\", 1)\n\t\tNULL A 0 A_GiveInventory(\"MarinesChaingunDispenser\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"NumberOfAlliesChaingun\", 1, \"SummonChaingunners\")\n\t\tGoto RecalculateChaingunners\n\n\t\tRecalculateChaingunners:\n\t\tPLAY A 1 A_TakeInventory(\"MarinesChaingunDispenser\", 1)\n\t\tNULL A 0 A_GiveInventory(\"NumberOfAlliesChaingun\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"MarinesChaingunDispenser\", 1, \"RecalculateChaingunners\")\n\t\tGoto Spawn\n\n\t}\n}\n\nACTOR PowerNearDeath : PowerUp\n{\n\tPowerup.Duration -45\n\tSpeed 0.4\n\t//Inventory.Icon \"DANGER\"\n\tPowerup.Color 70,0,0,0.2\n}\n\nactor Player_Blood : Brutal_Blood\n {\n states\n {\n  Spawn:\n        //NULL AAAAA 0 A_CustomMissile (\"BloodTr2\", 7, 0, random (0, 360), 2, random (0, 180))\n        //NULL AAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 0, 0, random (0, 180), 2, random (0, 180))\n\t\tNULL AAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t    NULL A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        NULL A 0 A_CustomMissile (\"CeilBloodLauncher\", -1, 0, random (0, 360), 2, random (50, 130))\n  \t    NULL A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n\t\t//NULL AA 0 A_CustomMissile (\"WallRedBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n        BLOD BCD 0\n        stop\n\tSplash:\n        BLOD A 0\n\t\tNULL AAA 0 A_CustomMissile (\"Underblood1\", 7, 0, random (0, 360), 2, random (30, 150))\n        stop\n\n }\n}\n\nACTOR PlayerFlyingBlood\n{\n game Doom\n scale 0.75\n speed 7\n health 1\n radius 8\n height 1\n\tDecal BloodSuper\n   +MISSILE\n   +CLIENTSIDEONLY\n   +NOTELEPORT\n   +NOBLOCKMAP\n   +FORCEXYBILLBOARD\n        +EXPLODEONWATER\n    States\n    {\n     Spawn:\n       NULL A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        XDT1 ABCD 4 A_SpawnItem(\"Brutal_FlyingBloodTrail\",0,0,0,1)\n        loop\n\tSplash:\n        BLOD A 0\n        stop\n     Death:\n       NULL A 1 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n        XDT1 EFGHIJKL 3\n        stop\n    }\n}\n\nACTOR BloodOnVisor : PowerupGiver 2408\n{\n   Inventory.Amount 1\n   Scale 0.5\n   Inventory.MaxAmount 10\n   Powerup.Type BloodOnVisor\n   Powerup.Duration 400\n   Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n   States\n   {\n   Spawn:\n      NULL A 1\n      Stop\n   }\n}\n\nACTOR PowerBloodOnVisor : PowerUp\n{\n\tPowerup.Duration -90\n\tSpeed 0.4\n\tInventory.Icon \"TNT1A0\"\n\tPowerup.Color 70,0,0,0.0\n}\n\nACTOR BlueBloodOnVisor : PowerupGiver\n{\n   Inventory.Amount 1\n   Scale 0.5\n   Inventory.MaxAmount 10\n   Powerup.Type BlueBloodOnVisor\n   Powerup.Duration 400\n   Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n   States\n   {\n   Spawn:\n      NULL A 1\n      Stop\n   }\n}\n\nACTOR PowerBlueBloodOnVisor : PowerUp\n{\n\tPowerup.Duration -90\n\tSpeed 0.4\n\tInventory.Icon \"TNT1A0\"\n\tPowerup.Color 70,0,0,0.0\n}\n\nACTOR GreenBloodOnVisor : PowerupGiver\n{\n   Inventory.Amount 1\n   Scale 0.5\n   Inventory.MaxAmount 10\n   Powerup.Type GreenBloodOnVisor\n   Powerup.Duration 400\n   Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n   States\n   {\n   Spawn:\n      NULL A 1\n      Stop\n   }\n}\n\nACTOR PowerGreenBloodOnVisor : PowerUp\n{\n\tPowerup.Duration -90\n\tSpeed 0.4\n\tInventory.Icon \"TNT1A0\"\n\tPowerup.Color 70,0,0,0.0\n}\n\nActor ChainguyguyContinue : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ComeEatMeDemon : Inventory\n{\ninventory.maxamount 1\n}\n\nactor MarineEattenByDemon: CurbstompedMarine\n{\nHealth 100\nHeight 16\nRadius 8\nMONSTER\n-GHOST\n+THRUACTORS\n+FRIENDLY\n    States\n\n    {\n    Spawn:\nNULL A 0\nNULL A 0 A_CHangeFlag(\"THRUACTORS\", 0)\nNULL A 0 A_GiveInventory(\"ComeEatMeDemon\")\nNULL A 0 A_SpawnItem (\"GrowingBloodPool\")\nXPL1 EEE 6 A_SpawnItem(\"KillMe\")\nXPL1 E -1\n       Loop    }}"
      },
      {
        "source": "pk3",
        "name": "DECORATE.ClassicWeapons.txt",
        "contents": "ACTOR ClassicFist : Weapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 3700\n\tWeapon.Kickback 100\n\tObituary \"$OB_MPFIST\"\n\tTag \"$TAG_FIST\"\n\t+WEAPON.MELEEWEAPON\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NOALERT\n\t+WEAPON.NOAUTOAIM\n\tStates\n\t{\n\tReady:\n\t    TNT1 A 0 A_TakeInventory(\"Rifle\")\n\t\tTNT1 A 0 A_TakeInventory(\"DualRifles\")\n\t\tPKFS A 1 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"Rifle\")\n\t\tTNT1 A 0 A_TakeInventory(\"DualRifles\")\n\t\tLoop\n\tDeselect:\n\t\tPKFS A 1 A_Lower\n\t\tTNT1 A 0 A_TakeInventory(\"Rifle\")\n\t\tTNT1 A 0 A_TakeInventory(\"DualRifles\")\n\t\tLoop\n\tSelect:\n\t\tPKFS A 1 A_Raise\n\t\tLoop\n\tFire:\n\t    TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"Fire2\")\n\t\tPKFS B 1 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tPKFS CD 1\n\t\tPKFS E 2 A_FireCustomMissile(\"MeleeStrike2\", 0, 0, 0, -5)\n\t\tPKFS FGHIJKL 2\n\t\tGoto Ready\n\tFire2:\n\t\tPKFS B 1 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tPKFS CD 1\n\t\tPKFS E 2 A_FireCustomMissile(\"MeleeStrike2Smash\", 0, 0, 0, -5)\n\t\tPKFS FGHIJK 2\n\t\tGoto Ready\n\t}\n}\n\nACTOR ClassicPistol : DoomWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 14\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 20\n\tWeapon.AmmoType \"Clip\"\n\tObituary \"$OB_MPPISTOL\"\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOAUTOAIM\n\tInventory.Pickupmessage \"$PICKUP_PISTOL_DROPPED\"\n\tTag \"$TAG_PISTOL\"\n\tStates\n\t{\n\tReady:\n\t    TNT1 A 0 A_TakeInventory(\"Rifle\")\n\t\tTNT1 A 0 A_TakeInventory(\"DualRifles\")\n\t\tPKPI A 1 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"Rifle\")\n\t\tTNT1 A 0 A_TakeInventory(\"DualRifles\")\n\t\tLoop\n\tDeselect:\n\t\tPKPI A 1 A_Lower\n\t\tTNT1 A 0 A_TakeInventory(\"Rifle\")\n\t\tTNT1 A 0 A_TakeInventory(\"DualRifles\")\n\t\tLoop\n\tSelect:\n\t\tPKPI A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_FireBullets (3, 1, 1, 9, \"HitPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rifle\")\n\t\tRIFF A 0 A_FireCustomMissile(\"Tracer\", random(-2,2), 0, -1, 0)\n\t\tTNT1 A 0 A_SetPitch(-1.0 + pitch)\n        PKPI F 1 BRIGHT\n\t\tPKPI CDE 1 A_SetPitch(0.25 + pitch)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,8,-9)\n\t\tPKPI DC 1\n\t\tPKPI B 0 A_WeaponReady(1)\n\t\tPKPI A 5 A_WeaponReady(1)\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready\n \tSpawn:\n\t\tPIST A -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicShotgun : DoomWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 13\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 8\n\tWeapon.AmmoType \"Shell\"\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NOAUTOAIM\n\tInventory.PickupMessage \"$GOTSHOTGUN\"\n\tObituary \"$OB_MPSHOTGUN\"\n\tTag \"$TAG_SHOTGUN\"\n\tStates\n\t{\n\tReady:\n\t    TNT1 A 0 A_TakeInventory(\"Shot_gun\")\n\t\tPKSG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"Shot_gun\")\n\t\tLoop\n\tDeselect:\n\t    TNT1 A 0 A_TakeInventory(\"Shot_gun\")\n\t\tPKSG A 1 A_Lower\n\t\tTNT1 A 0 A_TakeInventory(\"Shot_gun\")\n\t\tLoop\n\tSelect:\n\t\tPKSG A 1 A_Raise\n\t\tTNT1 A 0 A_TakeInventory(\"Shot_gun\")\n\t\tLoop\n\tFire:\n\t\tPKSG A 1\n\t\tTNT1 AAAAAAA 0 A_FireCustomMissile(\"Tracer\", random(-5,5),0,-1,-12,0,random(-1,1))\n\t\tTNT1 A 0 A_FireBullets (5.0, 1.0, 7, 8, \"ShotgunPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sg\", 1)\n\t\tPKSG B 2 BRIGHT A_SetPitch(-4.0 + pitch)\n\t\tPKSG C 1\n\t\tPKSG CDDE 1 A_SetPitch(1.0 + pitch)\n\t\tPKSG A 4\n\t\tPKSG FGHI 1\n\t\tTNT1 A 0 A_FireCustomMissile (\"ShotCaseSpawn\", 0, 0, -4, -4)\n\t\tSHTG A 0 A_PlaySound(\"weapons/sgpump\", 3)\n\t\tPKSG JKKLLMMMLLKKJIHGF 1\n\t\tPKSG A 3\n\t\tTNT1 A 0 A_Refire\n\t\tPKSG A 10 A_WeaponReady\n\t\tGoto Ready\n\tSpawn:\n\t\tSHOT A -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicSSG : DoomWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 4\n\tWeapon.AmmoUse 2\n\tWeapon.AmmoGive 8\n\tWeapon.AmmoType \"Shell\"\n\tInventory.PickupMessage \"$GOTSHOTGUN2\"\n\tObituary \"$OB_MPSSHOTGUN\"\n\tTag \"$TAG_SUPERSHOTGUN\"\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NOAUTOAIM\n\tStates\n\t{\n\tReady:\n\t    TNT1 A 0 A_TakeInventory(\"SSG\")\n\t\tPKSS A 1 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"SSG\")\n\t\tLoop\n\tDeselect:\n\t\tPKSS A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tPKSS A 1 A_Raise\n\t\tLoop\n\tFire:\n\t    PKSS A 1\n\t\tTNT1 A 0 A_firebullets (0,0,1,15,\"shotpuff\",0,180)\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_FireCustomMissile(\"Tracer\", random(-10,10),0,-1,-12,0,random(-3,3))\n\t\tTNT1 A 0 A_FireBullets (10.0, 3.0, 14, 8, \"ShotgunPuff\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerMuzzle2\",30,5,27)\n\t\tTNT1 A 0 A_playsound(\"SSHFIRE\", 1)\n\t\tPKSS B 2 BRIGHT A_SetPitch(-6.0 + pitch)\n\t\tPKSS C 1\n\t\tPKSS DEFAAA 1 A_SetPitch(1.0 + pitch)\n\t\tPKSS A 5\n\t\tTNT1 A 0 A_CheckReload\n\t\tPKSS GHIJKL 1\n\t\tTNT1 A 0 A_OpenShotgun2\n\t\tPKSS MNOPQR 1\n\t\tTNT1 AA 0 A_FireCustomMissile(\"SSGCaseSpawner\",0,0,-10)\n\t\tPKES S 4\n\t\tPKSS STUV 2\n\t\tTNT1 A 0 A_LoadShotgun2\n\t\tPKSS XWYZ 1\n\t\t//TNT1 A 10\n\t\tPKS2 ABCD 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tPKS2 EFG 2\n\t\tPKSS A 5\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\tSpawn:\n\t\tSGN2 A -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicChaingun : DoomWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 7\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 20\n\tWeapon.AmmoType \"Clip\"\n\tInventory.PickupMessage \"$GOTCHAINGUN\"\n\tObituary \"$OB_MPCHAINGUN\"\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NOAUTOAIM\n\tTag \"$TAG_CHAINGUN\"\n\tStates\n\t{\n\tReady:\n\t    TNT1 A 0 A_TakeInventory(\"Mini_gun\")\n\t\tPKCG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"Mini_gun\")\n\t\tLoop\n\tDeselect:\n\t\tPKCG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t    TNT1 A 0 A_TakeInventory(\"Mini_gun\")\n\t\tPKCG A 1 A_Raise\n\t\tTNT1 A 0 A_TakeInventory(\"Mini_gun\")\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 BRIGHT A_FireBullets (5, 1, 1, 8, \"MachineGunBulletPuff\")\n        TNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-3,3), 0, -1, -12, 0, random(-3,3))\n\t\tTNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-6)\n\t\tPKCG F 1 BRIGHT\n\t\tTNT1 A 0 A_SetPitch(-1.0 + pitch)\n\t\tPKCG B 1 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\tPKCG CD 1 A_SetPitch(0.5 + pitch)\n\n\t\tTNT1 A 0 BRIGHT A_FireBullets (5, 1, 1, 8, \"MachineGunBulletPuff\")\n        TNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-3,3), 0, -1, -12, 0, random(-3,3))\n\t\tTNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-6)\n\t\tPKCG E 1 BRIGHT\n\t\tTNT1 A 0 A_SetPitch(-1.0 + pitch)\n\t\tPKCG B 1 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\tPKCG CD 1 A_SetPitch(0.5 + pitch)\n\n\t\tTNT1 A 0 A_ReFire\n\t\tPKCG ABCDAABBCCCDDDD 1 A_WeaponReady(1)\n\t\tGoto Ready\n\tSpawn:\n\t\tMGUN A -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicRocketLauncher : DoomWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 16\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 2\n\tWeapon.AmmoType \"RocketAmmo\"\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NOAUTOAIM\n\tInventory.PickupMessage \"$GOTLAUNCHER\"\n\tTag \"$TAG_ROCKETLAUNCHER\"\n\tStates\n\t{\n\tReady:\n\t    TNT1 A 0 A_TakeInventory(\"Rocket_Launcher\", 1)\n\t\tPKRL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"Rocket_Launcher\", 1)\n\t\tLoop\n\tDeselect:\n\t\tPKRL A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tPKRL A 1 A_Raise\n\t\tTNT1 A 0 A_TakeInventory(\"Rocket_Launcher\", 1)\n\t\tLoop\n\tFire:\n\t\tPKRL BC 2 BRIGHT\n\t\tTNT1 A 0 A_PlaySound (\"DSRFIRE\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"WeakRocket\", 0, 1, 0, -10)\n\t\tTNT1 A 0 A_SetPitch(-2.0 + pitch)\n\t\tPKRL D 2 BRIGHT\n\t\tPKRL EFGHIJ 2 A_SetPitch(0.25 + pitch)\n\t\tPKRL AA 1 A_SetPitch(0.25 + pitch)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\tSpawn:\n\t\tLAUN A -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicPlasmaRifle : DoomWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 1\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 40\n\tWeapon.AmmoType \"Cell\"\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NOAUTOAIM\n\tInventory.PickupMessage \"$GOTPLASMA\"\n\tTag \"$TAG_PLASMARIFLE\"\n\tStates\n\t{\n\tReady:\n\t    TNT1 A 0 A_TakeInventory(\"Plasma_Gun\", 1)\n\t\t3LSG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"Plasma_Gun\", 1)\n\t\tLoop\n\tDeselect:\n\t    TNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\t3LSG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t    TNT1 A 0 A_Giveinventory(\"HasPlasmaWeapon\",1)\n\t\t3LSG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_FireCustomMissile(\"ClassicPlasmaBall\", 0, 1, 0, -10)\n\t\t3LSF EF 1 BRIGHT\n\t\t3KPL A 1\n\t\tTNT1 A 0 A_Refire\n\t\t3KPL ABCDEFF 1\n\t\t3KPL G 6\n\t\t3KPL FFECDBA 1\n\t\tGoto Ready\n\tSpawn:\n\t\tPLAS A -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicPlasmaBall\n{\n\tGame Doom\n\tRadius 4\n\tHeight 4\n\tSpeed 25\n\tDamage 7\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle Add\n\tAlpha 0.75\n\tSeeSound \"weapons/plasmaf\"\n\tDeathSound \"weapons/plasmax\"\n\tdamagetype Plasma\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tStates\n\t{\n\tSpawn:\n\t    TNT1 A 1\n\t\tGoto Spawn2\n\tSpawn2:\n\t\tPLSS ABAB 1 Bright A_SpawnItem(\"BlueFlareSmall\")\n\t\tLoop\n\tDeath:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile (\"BluePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tPLSE ABC 2 BRIGHT A_SpawnItem(\"BlueFlare\")\n\t\tPLSE DE 2 Bright A_SpawnItem(\"BlueFlareSmall\")\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "MELEE.txt",
        "contents": "ACTOR DoPunch : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor Kicking : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Punching : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Berserker : Inventory\n{\ninventory.maxamount 1\n}\n\nActor NoFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor KickHasHit : Inventory\n{\ninventory.maxamount 1\n}\n\nActor KickHasHitAnObject : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsSlideKicking : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ShotgunguyHead: Inventory\n{\ninventory.maxamount 1\n}\n\nActor PSeq1 : Inventory\n{\ninventory.maxamount 2\n}\n\nActor PSeq2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor PSeq3 : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR PSeq4 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nACTOR ArachnoGun : Inventory\n{\nInventory.MaxAmount 1\n}\n\nACTOR PhantasmFatality : Inventory\n{\nInventory.MaxAmount 1\n}\n\nACTOR ArachnoGun_Plasma\n{\n\tRadius 6\n\tHeight 10\n\tSpeed 60\n\tDamage 10\n    DamageType Plasma\n\tDecal \"Scorch\"\n\talpha 0.87\n\tScale 0.30\n\tProjectile\n\t+RANDOMIZE\n\trenderstyle ADD\n\tDeathSound \"weapons/plasmax\"\n    SeeSound \"None\"\n\tObituary \"%o was melted by %k's Plasma Gun\"\n\tStates\n\t{\n\tSpawn:\n        PBAL C 1 BRIGHT A_SpawnItem(\"PlasmaFlare\",0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/plasmaloop\",6,1,1)\n\t\tLoop\n\n\tXdeath:\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_CustomMissile (\"BluePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 B 1 A_Explode(15,50,0)\n\t\tTNT1 B 4\n\t\tTNT2 AAA 4 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\n\tDeath:\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t    TNT1 A 0 A_SpawnItemEx (\"DetectCeilCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 B 1 A_Explode(8,50,1)\n\t\tTNT1 A 0 A_CustomMissile (\"BluePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 B 4\n\t\tTNT2 AAAAAAAAA 4 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t}\n}\n\n// --------------------------------------------------------------------------\n//\n// Melee Weapons\n//\n// --------------------------------------------------------------------------\n\nACTOR Melee_Attacks : Fist Replaces Fist\n{\n\tGame Doom\n\tWeapon.SelectionOrder 3700\n\tWeapon.Kickback 100\n\tObituary \"%o was Ripped and Teared by \t%k\"\n\t+WEAPON.WIMPY_WEAPON\n\t+WEAPON.MELEEWEAPON\n    +WEAPON.NOALERT\n    +WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.CHEATNOTWEAPON\n\tStates\n\t{\n\tSteady:\n\tTNT1 A 0 A_JumpIfInventory(\"ArachnoGun\",1,\"ReadyArachno\")\n\tTNT1 A 1\n\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\tGoto Ready\n\n\tReload:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t    TNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"SelectFatalityModes\")\n\t    PUNS BCDE 1\n\t\tPUNS F 7 A_PlaySound(\"KNUCKLED\")\n\t\tPUNS GF 7\n\t\tTNT1 A 0 A_TakeInventory(\"GoWeaponSpecialAbility\", 1)\n\t\tPUNS EDCB 1 A_TakeInventory(\"Reloading\", 1)\n\t\tGoto Ready+8\n\n\tSelectFatalityModes:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoFatality\", 1, \"FatalityOn\")\n\t\tGoto FatalityOff\n\tFatalityOn:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t    TNT1 A 0 A_Print(\"RIP AND TEAR! Mode\")\n\t    PUNS BCDE 1\n\t\tPUNS F 7 A_PlaySound(\"KNUCKLED\")\n\t\tPUNS GF 7 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GoWeaponSpecialAbility\", 1)\n\t\tPUNS EDCB 1 A_TakeInventory(\"NoFatality\", 1)\n\t\tGoto Ready+8\n\n\tFatalityOff:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Print(\"SMASH Mode\")\n\t    PUNS BCDE 1\n\t\tPUNS F 7 A_PlaySound(\"KNUCKLED\")\n\t\tPUNS GF 7 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GoWeaponSpecialAbility\", 1)\n\t\tPUNS EDCB 1 A_GiveInventory(\"NoFatality\", 1)\n\t\tGoto Ready+8\n\tDoingFatality:\n\tPUNG A 1\n\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\tGoto Ready+7\n\n\tReady:\n        PUNS BCDCB 1\n        ////////////////// Check if player is performing a fatality\\\\\\\\\n\t\tTNT1 A 0 A_jumpifInventory(\"LostSoulFatality\",1,\"ReadySoul\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ArachnoGun\",1,\"ReadyArachno\")\n        TNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n        ////////////////////\n        TNT1 AAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunguyHead\",1,\"ReadyShotgunguyHead\")\n        TNT1 A 0 A_JumpIfInventory(\"LostSoulFatality\",1,\"ReadySoul\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PhantasmFatality\",1, \"ReadyPhantasm\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasBarrel\",1,\"ReadyBarrel\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasBurningBarrel\",1,\"ReadyBarrel\")\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n\t\tPUNG A 0 A_WeaponReady\n        PUNG A 1 A_WeaponReady\n\t\tGoto Ready+8\n\n\tReadyShotgunguyHEad:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        PTG1 B 2 A_WeaponReady\n\t\tGoto Ready+8\n\n\tReadySoul:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"KillLS\")\n        THEA A 7 BRIGHT A_WeaponReady\n        TNT1 A 0 A_FireCustomMissile(\"LostSoulOnHandFireSpawner\",40,0,0,5)\n        THEA B 7 BRIGHT A_WeaponReady\n        TNT1 A 0 A_FireCustomMissile(\"LostSoulOnHandFireSpawner\",40,0,0,5)\n        THEA A 7 BRIGHT A_WeaponReady\n        TNT1 A 0 A_FireCustomMissile(\"LostSoulOnHandFireSpawner\",40,0,0,5)\n        THEA B 7 BRIGHT A_WeaponReady\n        TNT1 A 0 A_FireCustomMissile(\"LostSoulOnHandFireSpawner\",40,0,0,5)\n        THEA C 7 BRIGHT A_WeaponReady\n        TNT1 A 0 A_FireCustomMissile(\"LostSoulOnHandFireSpawner\",40,0,0,5)\n        THEA D 7 BRIGHT A_WeaponReady\n        TNT1 A 0 A_FireCustomMissile(\"LostSoulOnHandFireSpawner\",40,0,0,5)\n        THEA C 7 BRIGHT A_WeaponReady\n        TNT1 A 0 A_FireCustomMissile(\"LostSoulOnHandFireSpawner\",40,0,0,5)\n        THEA D 7 BRIGHT A_WeaponReady\n        TNT1 A 0 A_FireCustomMissile(\"LostSoulOnHandFireSpawner\",40,0,0,5)\n\t\tGoto Ready+8\n\n\tReadyPhantasm:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"KillLS\")\n        TH3A A 7 BRIGHT A_WeaponReady\n        TNT1 A 0 A_FireCustomMissile(\"PhantasmOnHandFireSpawner\",40,0,0,5)\n        TH3A B 7 BRIGHT A_WeaponReady\n        TNT1 A 0 A_FireCustomMissile(\"PhantasmOnHandFireSpawner\",40,0,0,5)\n        TH3A A 7 BRIGHT A_WeaponReady\n        TNT1 A 0 A_FireCustomMissile(\"PhantasmOnHandFireSpawner\",40,0,0,5)\n        TH3A B 7 BRIGHT A_WeaponReady\n        TNT1 A 0 A_FireCustomMissile(\"PhantasmOnHandFireSpawner\",40,0,0,5)\n        TH3A C 7 BRIGHT A_WeaponReady\n        TNT1 A 0 A_FireCustomMissile(\"PhantasmOnHandFireSpawner\",40,0,0,5)\n        TH3A D 7 BRIGHT A_WeaponReady\n        TNT1 A 0 A_FireCustomMissile(\"PhantasmOnHandFireSpawner\",40,0,0,5)\n        TH3A C 7 BRIGHT A_WeaponReady\n        TNT1 A 0 A_FireCustomMissile(\"PhantasmOnHandFireSpawner\",40,0,0,5)\n        TH3A D 7 BRIGHT A_WeaponReady\n        TNT1 A 0 A_FireCustomMissile(\"PhantasmOnHandFireSpawner\",40,0,0,5)\n\t\tGoto Ready+8\n\n\tReadyBarrel:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        THRG A 2 A_WeaponReady\n\t\tGoto Ready+8\n\n\tReadyArachno:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 2 A_WeaponReady\n\t\tGoto Ready+8\n\n\tRemoveArachnoGun:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"ArachnotronTurret\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ArachnoGun\", 1)\n\t\tGoto Ready+8\n    Deselect:\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasBarrel\",1,\"FireBarrel\")\n\t\tPUNS HIJ 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n    KillLS:\n        THEA E 8\n        TNT1 A 0 A_FireCustomMissile(\"LSOHK\",40,0,0,5)\n        TNT1 A 0 A_TakeInventory(\"LostSoulFatality\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"PhantasmFatality\",1)\n        THEA F 8\n\t\tTHEA F 1 A_Lower\n\t\tWait\n\n\tSelect:\n\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\tTNT1 A 0 A_GiveInventory(\"FistsSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"RifleSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"SawSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"SledgeSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandgunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"DualHandgunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"RevolverSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"SSGSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"ASGSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"QSGSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"NewChaingunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\",1)\n    TNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"SGLSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"M2Selected\",1)\n\tTNT1 A 0 A_TakeInventory(\"FreezerSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"BFGSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"BFGBeamSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"BHCSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"HellRifleSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"LandMineSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"UACSMGSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"LostSoulSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"HasBarrel\",1)\n\tTNT1 A 0 A_TakeInventory(\"HasBurningBarrel\",1)\n\n        ////////////////// Check if player is performing a fatality\\\\\\\\\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_jumpifInventory(\"LostSoulFatality\",1,\"ReadySoul\")\n        ////////////////////\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunguyHead\",1,\"ShotgunguyHeadFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ArachnoGun\", 1, \"ArachnoFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"LostSoulFatality\",1,\"LSFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PhantasmFatality\",1,\"PHFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasBarrel\",1,\"FireBarrel\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasBurningBarrel\",1,\"FireBBarrel\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"FatalityAttack\")\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq4\", 2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PSeq2\",1,\"Hook\")\n\t\tPUNG BC 2\n        TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\")\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUNG D 1 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_GiveInventory(\"PSeq1\", 1)\n\t\tPUNG E 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tPUNG FGH 1 A_WeaponReady(1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tPUNG A 4 A_WeaponReady(1)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq1\", 2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"LostSoulFatality\",1,\"ReadySoul\")\n        PUNG A 1 A_WeaponReady(1)\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready+8\n\n    AltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ArachnoGun\", 1, \"RemoveArachnoGun\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"PSeq4\",1,\"StraightPunch\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PSeq2\",1,\"Uppercut\")\n\t    TNT1 A 0 A_JumpIfInventory(\"PSeq1\",1,3)\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_Jump(255, 7)\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_GiveInventory(\"PSeq2\", 1)\n\t\tTNT1 AAAA 0\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasBarrel\",1,\"AltFireBarrel\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasBurningBarrel\",1,\"AltFireBBarrel\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"AltFatalityAttack\")\n\t\tPUN2 AC 1\n        TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\")\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUNG A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 0)\n\t\tPUN2 DEFG 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n\t\tPUN2 HIJK 2 A_WeaponReady(1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tPUNG A 4 A_WeaponReady(1)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq1\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq2\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq4\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"LostSoulFatality\",1,\"ReadySoul\")\n        PUNG A 2 A_WeaponReady(1)\n\t\tGoto Ready+8\n\n\tStraightPunch:\n\t\t//PUNS DCB 1\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq2\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq3\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq4\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"SuperStraightPunch\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tPUNC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        PUNC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        PUNC D 1 A_SetPitch(-3 + pitch)\n\t\tPUNG AAAA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        PUNC E 1 A_SetPitch(+1 + pitch)\n\t\tPUNR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto Ready+8\n\n\tSuperStraightPunch:\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq2\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq3\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq4\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\", 5)\n\t\tPUNC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        PUNC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        PUNC D 1 A_SetPitch(-3 + pitch)\n\t\tPUNG AAAA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        PUNC E 1 A_SetPitch(+1 + pitch)\n\t\tPUNR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto Ready+8\n\n\tUppercut:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq2\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"SuperUppercut\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\", 5)\n//\t\tTNT1 A 0 A_GunFlash(\"DummyFlash\")\n//\t\tTNT1 A 0 A_GunFlash(\"PunchFlash3\")\n\t\tTNT1 A 0 A_SetAngle(+2 + angle)\n\t\tPUN5 A 1 A_SetPitch(-1 + pitch)\n\t\tTNT1 A 0 A_SetAngle(+2 + angle)\n\t\tPUN5 B 1 A_SetPitch(-1 + pitch)\n\t\tTNT1 A 0 A_SetAngle(+2 + angle)\n\t\tPUN5 C 1 A_SetPitch(-1 + pitch)\n\t\tTNT1 A 0 A_SetAngle(+2 + angle)\n\t\tPUN5 D 1 A_SetPitch(-1 + pitch)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUNG AAAA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 0)\n\t\tPUN5 E 5\n\t\tTNT1 A 0 A_TakeInventory(\"Punching\", 1)\n\t\tTNT1 A 0 A_SetAngle(-2 + angle)\n\t\tPUN5 D 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-2 + angle)\n\t\tPUN5 C 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-2 + angle)\n\t\tPUN5 B 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-2 + angle)\n\t\tPUN5 A 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq2\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq3\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq4\", 1)\n\t\tGoto Ready+5\n\n\tSuperUppercut:\n\t\tTNT1 A 0\n//\t\tTNT1 A 0 A_GunFlash(\"DummyFlash\")\n//\t\tTNT1 A 0 A_GunFlash(\"PunchFlash3\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tTNT1 A 0 A_SetAngle(+2 + angle)\n\t\tPUN5 A 1 A_SetPitch(-1 + pitch)\n\t\tTNT1 A 0 A_SetAngle(+2 + angle)\n\t\tPUN5 B 1 A_SetPitch(-1 + pitch)\n\t\tTNT1 A 0 A_SetAngle(+2 + angle)\n\t\tPUN5 C 1 A_SetPitch(-1 + pitch)\n\t\tTNT1 A 0 A_SetAngle(+2 + angle)\n\t\tPUN5 D 1 A_SetPitch(-1 + pitch)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_jumpifInventory(\"NoFatality\",1, 6)\n\t\tPUNG AAAAAAAA 0 A_FireCustomMissile(\"MeleeStrike1Fatality\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Jump(256, 10)\n\t\tTNT1 AAAA 0\n\t\tPUNG AAAA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 0)\n\t\tTNT1 AAAA 0\n\t\tPUN5 E 5\n\t\tTNT1 A 0 A_TakeInventory(\"Punching\", 1)\n\t\tTNT1 A 0 A_SetAngle(-2 + angle)\n\t\tPUN5 D 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-2 + angle)\n\t\tPUN5 C 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-2 + angle)\n\t\tPUN5 B 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-2 + angle)\n\t\tPUN5 A 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq2\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq3\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq4\", 1)\n\t\tGoto Ready+5\n\n\tHook:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq2\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq1\", 2)\n\t\tTNT1 A 0 A_Recoil(-4)\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 25, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, -25, 5)\n\t\tPUN3 GHI 1\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"RoundhouseRight\")\n        TNT1 A 5 A_JumpIfInventory(\"Kicking\",1,\"RoundhouseLeft\")\n\t\tTNT1 A 0 A_GiveInventory(\"PSeq4\", 1)\n\t\tTNT1 A 1 A_WeaponReady(1)\n\t\tGoto Ready+8\n\n\tKickRight:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, -5, 5)\n\t\tKIK2 DD 1\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 5 A_TakeInventory(\"Kicking\",1)\n\t\tGoto Ready+8\n\n\tKickLeft:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 5 A_TakeInventory(\"Kicking\",1)\n\t\tGoto Ready+8\n\n\tRoundHouseLeft:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq2\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq1\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\", 1)\n\t\tTNT1 A 0 A_Recoil(-4)\n\t    TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tKIK3 ABCDE 1\n\t\tTNT1 A 0 A_SetPitch(-9 + Pitch)\n\t\tKIK3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 25, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, -25, 5)\n\t\tKIK3 GHIJKL 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n        TNT1 A 1\n\t\tGoto Ready+8\n\n\tRoundHouseRight:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq2\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq1\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\", 1)\n\t    TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tKIK4 ABCDE 1\n\t\tTNT1 A 0 A_SetPitch(-9 + Pitch)\n\t\tKIK4 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 25, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, -25, 5)\n\t\tKIK4 GHIJKL 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n        TNT1 A 1\n\t\tGoto Ready+8\n\n\tBerserkRoundHouseRight:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq2\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq1\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\", 1)\n\t    TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tKIK4 ABCDE 1\n\t\tTNT1 A 0 A_SetPitch(-9 + Pitch)\n\t\tKIK4 F 1\n\t\tPUNG A 0 A_FireCustomMissile(\"MeleeStrikeSuperRound\", 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"MeleeStrikeSuperRound\", 0, 0, 0, 5)\n\t\tRIFF A 0 A_FireCustomMissile(\"MeleeStrikeSuperRound\", 0, 0, 25, 5)\n\t\tRIFF A 0 A_FireCustomMissile(\"MeleeStrikeSuperRound\", 0, 0, -25, 5)\n\t\tKIK4 GHIJKL 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n        TNT1 A 1\n\t\tGoto Ready+8\n\n\tBerserkRoundHouseLeft:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq2\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq1\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\", 1)\n\t\tTNT1 A 0 A_Recoil(-4)\n\t    TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tKIK3 ABCDE 1\n\t\tTNT1 A 0 A_SetPitch(-9 + Pitch)\n\t\tKIK3 F 1\n\t\tPUNG A 0 A_FireCustomMissile(\"MeleeStrikeSuperRound\", 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"MeleeStrikeSuperRound\", 0, 0, 0, 5)\n\t\tRIFF A 0 A_FireCustomMissile(\"MeleeStrikeSuperRound\", 0, 0, 25, 5)\n\t\tRIFF A 0 A_FireCustomMissile(\"MeleeStrikeSuperRound\", 0, 0, -25, 5)\n\t\tKIK3 GHIJKL 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n        TNT1 A 1\n\t\tGoto Ready+8\n\n\tShotgunguyHeadFire:\n\t\tPTG1 CDEFGHIJ 1\n        TNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n        PTG1 K 1 A_FireCustomMissile(\"SergeantHeadThrown\", 0, 0, 0, 0)\n        PTG1 LMNOP 1\n        TNT1 A 0 A_TakeInventory(\"ShotgunguyHead\",1)\n\t\tGoto Ready+8\n\n\tLSFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTHEF A 4\n        TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\")\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n        THEF B 4 A_FireCustomMissile(\"PoorLostSoul\", 0, 1, 0, 0)\n        THEF CD 4\n        TNT1 A 0 A_TakeInventory(\"LostSoulFatality\",1)\n\t\tGoto Ready+8\n\n\tPHFire:\n\t\tTNT1 A 0 A_TakeInventory(\"ArachnotronTurretFiring\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTH3F A 4\n        TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\")\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n        THEF B 4 A_FireCustomMissile(\"PoorPhantasm\", 0, 1, 0, 0)\n        THEF CD 4\n        TNT1 A 0 A_TakeInventory(\"PhantasmFatality\",1)\n\t\tGoto Ready+8\n\n\tArachnoFire:\n\t\tTNT1 A 0 A_GiveInventory(\"ArachnotronTurretFiring\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"PLSM9\")\n\t\tTNT1 A 7 A_FireCustomMissile(\"ArachnoGun_Plasma\", 0, 1, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n        TNT1 A 0 A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n\t\tTNT1 A 0 A_TakeInventory(\"ArachnotronTurretFiring\", 1)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready+8\n\n\tFireBarrel:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTHRF A 3 A_FireCustomMissile(\"ThrowedBarrel\", 0, 1, 0, 0)\n        TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\")\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBarrel\",1)\n        THRF ABCDEF 2\n\t\tGoto Ready+8\n\tFireBBarrel:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTHRF A 3 A_FireCustomMissile(\"ThrowedBurningBarrel\", 0, 1, 0, 0)\n        TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\")\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBurningBarrel\",1)\n        THRF ABCDEF 2\n\t\tGoto Ready+8\n\n\tAltFireBarrel:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tPUNG A 1\n\t\tTHRF A 0 A_SpawnItemEx (\"ExplosiveBarrel\",40,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\")\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBarrel\",1)\n\t\tPUNG A 5\n\t\tGoto Ready+8\n\tAltFireBBarrel:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t    PUNG A 1\n\t\tTHRF A 0 A_SpawnItemEx (\"BurningBarrel1\",40,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\")\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBurningBarrel\",1)\n\t\tPUNG A 5\n\t\tGoto Ready+8\n\n\tFatalityAttack:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n        TNT1 A 0\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"PSeq2\",1,\"BerserkHook\")\n\t\tPUNG BC 2\n        TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\")\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\n\t\tTNT1 A 0 A_jumpifInventory(\"NoFatality\",1, \"FatalityAttackBerserk\")\n\t\tPUNG A 0 A_FireCustomMissile(\"MeleeStrike1Fatality\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_GiveInventory(\"PSeq1\", 1)\n\t\tGoto FinishPunch1\n\n\tFatalityAttackBerserk:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tPUNG A 0 A_FireCustomMissile(\"MeleeStrike1Smash\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_GiveInventory(\"PSeq1\", 1)\n\t\tGoto FinishPunch1\n\n\tFinishPunch1:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tPUNG DE 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n\t\tPUNG FGH 1 A_WeaponReady(1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tPUNG A 2 A_WeaponReady(1)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq1\", 2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"LostSoulFatality\",1,\"ReadySoul\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PhantasmFatality\",1,\"ReadyPhantasm\")\n        PUNG A 2 A_WeaponReady(1)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready+8\n\n\tAltFatalityAttack:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tPUN2 AC 1\n        TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\")\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\n\t\tTNT1 A 0 A_jumpifInventory(\"NoFatality\",1, \"FatalityAttackBerserk2\")\n\t\tPUNG A 0 A_FireCustomMissile(\"MeleeStrike2Fatality\", 0, 0, 0, 0)\n\t\tGoto FInishPunch2\n\n        FatalityAttackBerserk2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tPUNG A 0 A_FireCustomMissile(\"MeleeStrike2Smash\", 0, 0, 0, 0)\n\t\tGoto FInishPunch2\n\n\t\tFinishPunch2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tPUN2 D 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n\t\tPUN2 EFG 1\n\t\tPUN2 HIJK 2 A_WeaponReady(1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tPUNG A 4 A_WeaponReady(1)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq1\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq2\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"LostSoulFatality\",1,\"ReadySoul\")\n        PUNG A 2 A_WeaponReady(1)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready+8\n\n\tBerserkHook:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq2\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq4\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq1\", 2)\n\t\tTNT1 A 0 A_Recoil(-6)\n\t\tPUN3 ABCDE 1\n        TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tPUNG A 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 5)\n\t\tRIFF A 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 25, 5)\n\t\tRIFF A 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, -25, 5)\n\t\tPUN3 GHI 1\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"BerserkRoundhouseRight\")\n        TNT1 A 5 A_JumpIfInventory(\"Kicking\",1,\"BerserkRoundhouseLeft\")\n\t\tTNT1 A 0 A_GiveInventory(\"PSeq4\", 1)\n\t\tTNT1 A 1 A_WeaponReady(1)\n\t\tGoto Ready+8\n\n\tUseHealthBackPack:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoHealBackpack\", 1)\n\t\tSYRI ABCDEFGHIJ 1\n\t\tSYRI A 0 A_PlaySound(\"blodr1\", 3)\n\t\tSYRI KLL 1\n\t\tSYRI A 0 A_PlaySound(\"misc/N_HP_pickup\", 2)\n\t\tSYRI MMMM 1\n\t\tSYRI LKJIHGFEDCBA 1\n\t\tGoto Ready\n\n\tThrowSwarmPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoSwarmPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Swarmers\", 1, 1)\n\t\tGoto NoSwarmPod\n\t\tTNT1 A 0 A_TakeInventory(\"Swarmers\", 1)\n\t\tXHFA LKJIHG 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF G 2\n\t\tXHFF IJKL 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"SwarmerPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoSwarmPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Swarmers left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowElecPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoElecPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ElecPod\", 1, 1)\n\t\tGoto NoElecPod\n\t\tTNT1 A 0 A_TakeInventory(\"ElecPod\", 1)\n\t\tXHFA ABCDEF 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF B 2\n\t\tXHFF CDEF 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"ElectricPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoElecPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Electropods left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowGrenade:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tHNDF ABCDEFGH 1\n\t\tHNDF I 2 A_PlaySound(\"OPNGRN\", 1)\n\t\tHNDF JKLMNOPQR 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Refire\n\t\tHND1 I 2 A_PlaySound(\"THRGRN\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\", 1)\n\t\tHND1 J 1 A_FireCustomMissile(\"ThrownGrenade30\")\n\t\tHND1 KLMNOPQ 2\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tGoto Ready\n\n\tNoGrenade:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tMinePurist:\n\t\tTNT1 A 0 A_Print(\"Land Mines disabled in Classic Mode!\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tGoto Ready+12\n\n\tThrowMine:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"MinePurist\")\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\", 1, 1)\n\t\tGoto NoMine\n\t\tMIN2 ABCDEFGH 1\n\t\tNULL A 5\n\t\tMIN3 ABCDE 1\n\t\tNULL A 0 A_PlayWeaponSound(\"MINE002\")\n\t\tMIN3 FG 1\n\t\tMIN3 H 2 A_FireCustomMissile(\"Mine2\",0,0,0,8)\n\t\tMIN3 IJKL 1\n\t\tNULL A 4\n\t\tMINE BCDEFG 1\n\t\tMINE A 3 //A_ReFire\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\", 1)\n\t\tGoto Ready\n\n\tNoMine:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Land Mines left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n    DoKick:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf(Height < 54, \"SlideKick\")\n\n        TNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.990)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.980)\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n\n        KICK H 3\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.990)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSlideKick:\n\t\tTNT1 A 0 A_GiveInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Jumpifinventory(\"PowerStrength\",1,\"SuperSlideKick\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-13)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_ZoomFactor(0.960)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\t LowerKick:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"KickHasHitAnObject\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/End\", 1)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperSlideKick:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-15)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n    BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.990)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.980)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n\n        KICK H 3 A_ZoomFactor(0.975)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.980)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.990)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tAirKick:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t    TNT1 A 0 A_jumpifInventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n        TNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\t////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n\tQuickPunchPurist:\n\t\tTNT1 A 0 A_Print(\"Knife Combos Not Allowed In Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"DoPunch\",1)\n\t\tGoto Ready+12\n\n\tQuickPunch:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"QuickPunchPurist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"SuperQuickPunch\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t//\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\n\tSuperQuickPunch:\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t//\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\n\tKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 25, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, -25, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AAAA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n    Taunt:\n        TNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tFUCK K 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n        FUCK L 1 A_PlaySound(\"FUCK\", 2)\n        FUCK MN 1 A_AlertMonsters\n\t\tFUCK O 15 A_Takeinventory(\"Taunting\",1)\n        FUCK NMLK 1\n\t\tGoto Ready+8\n\tSalute:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t    TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\n\t}\n}\n\nACTOR PoorLostSoul\n{\n\tRadius 6\n\tHeight 8\n\tSpeed 22\n    Fastspeed 26\n\tDamage 15\n\tProjectile\n    Scale 1.0\n\t+FORCEXYBILLBOARD\n    DamageType Fire\nExplosionRadius 70\nExplosionDamage 50\n\tAlpha 1\n\tSeeSound \"skull/melee\"\n\tDeathSound \"fatso/shotx\"\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 0 A_CustomMissile (\"FlameTrails\", 24, 0, 0, 0, 0)\n        LSOL B 2 BRIGHT A_SpawnItem(\"RedFlare\",0,0)\n\t\tLoop\n\tDeath:\n\n\t\tLSOL F 2 BRIGHT\n\t\tLSOL G 2 BRIGHT\n\t\tTNT1 A 0 A_Explode\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"FlameTrails\", 6, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL A 0 A_SpawnItemEx(\"ExplosionParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 0)\n    TNT1 AAA 0 A_CustomMissile (\"LSpart1\", 42, 0, random (0, 360), 2, random (0, 160))\n    TNT1 A 0 A_CustomMissile (\"LSpart3\", 42, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AAAA 0 A_CustomMissile (\"LSpart2\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0\n        LSOL HI 6\n\t\tStop\n\t\tStop\n\t}\n}\n\nACTOR PoorPhantasm\n{\n\tRadius 6\n\tHeight 8\n\tSpeed 28\n    Fastspeed 32\n\tDamage 20\n\tProjectile\n    Scale 1.0\n\t+FORCEXYBILLBOARD\n    DamageType GreenFire\nExplosionRadius 80\nExplosionDamage 60\n\tAlpha 1\n\tSeeSound \"skull/melee\"\n\tDeathSound \"LSOD\"\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 0 A_CustomMissile (\"GreenFlameTrails\", 24, 0, 0, 0, 0)\n        STLK B 1 BRIGHT A_SpawnItem(\"GreenFlare\",0,0)\n\t\tLoop\n\tDeath:\n\n\t\tSTLK F 2 BRIGHT\n\t\tSTLK G 2 BRIGHT\n\t\t  TNT1 AAA 0 A_SpawnItemEx(\"PlasmaParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t   TNT1 A 0 A_SpawnItemEx (\"BFGAltExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t   TNT1 A 0 A_SpawnItem(\"BFGAltShockWave\",0,0)\n\t\tTNT1 A 0 A_Explode\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 6, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL A 0 A_SpawnItemEx(\"ExplosionParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 0)\n\t\tTNT1 AAA 0 A_CustomMissile (\"LSpart1\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"LSpart3\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"LSpart2\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0\n        LSOL HI 6\n\t\tStop\n\t}\n}\n\nACTOR ThrowedBarrel\n{\n\tRadius 6\n\tHeight 8\n\tSpeed 32\n    Fastspeed 32\n\tDamage 55\n\t+MISSILE\n\tGravity 0.6\n    Scale 1.0\n\t+FORCEXYBILLBOARD\n\tDamageType Explosive\n\tAlpha 1\n\tDeathSound \"Explosion\"\n\tStates\n\t{\n\tSpawn:\n        TBRA A 2\n\t\tLoop\n\n    Death:\n        TNT1 A 0 A_AlertMonsters\n        TNT1 A 0 A_SpawnItemEx (\"BarrelExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"ExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 180), 2, random (0, 180))\n\t    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\tBEXP B 0 BRIGHT A_Scream\n\n\t\t//TNT1 AAAAAAA 0 A_CustomMissile (\"BarrelParticle\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 4 A_CustomMissile (\"ExplosionSmoke\", 1, 0, random (0, 360), 2, random (50, 130))\n\t\tStop\n\t}\n}\n\nACTOR ThrowedBurningBarrel\n{\n\tRadius 6\n\tHeight 8\n\tSpeed 32\n    Fastspeed 32\n\tDamage 55\n\t+MISSILE\n\tGravity 0.6\n    Scale 1.0\n\t+FORCEXYBILLBOARD\n\tDamageType ExplosiveImpact\n\tAlpha 1\n\tDeathSound \"barrelb/pain\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 BRIGHT A_CustomMissile (\"FastExplosionSmoke\", 48, 0, random (40, 180), 2, random (50, 150))\n\t\tTNT1 A 0 BRIGHT A_CustomMissile (\"RealFlameTrailsSmallLong\", 38, 0, random (40, 180), 2, random (50, 150))\n\t\tTNT1 A 0 A_CustomMissile (\"ImBallGettingReady2\", 35, 0, random (0, 140), 2, random (0, 160))\n\t\tBARK F 3 BRIGHT A_SpawnItem(\"RedFlare3\",0,32)\n\n\t\tTNT1 A 0 BRIGHT A_CustomMissile (\"FastExplosionSmoke\", 48, 0, random (40, 180), 2, random (50, 150))\n\t\tTNT1 A 0 BRIGHT A_CustomMissile (\"RealFlameTrailsSmallLong\", 38, 0, random (40, 180), 2, random (50, 150))\n\t\tTNT1 A 0 A_CustomMissile (\"ImBallGettingReady2\", 35, 0, random (0, 140), 2, random (0, 160))\n\t\tBARK F 3 BRIGHT A_SpawnItem(\"RedFlare3\",0,32)\n\t\tTNT1 A 0 BRIGHT A_CustomMissile (\"FastExplosionSmoke\", 48, 0, random (40, 180), 2, random (50, 150))\n\t\tTNT1 A 0 BRIGHT A_CustomMissile (\"RealFlameTrailsSmallLong\", 38, 0, random (40, 180), 2, random (50, 150))\n\t\tTNT1 A 0 A_CustomMissile (\"ImBallGettingReady2\", 35, 0, random (0, 140), 2, random (0, 160))\n\t\tBARK F 3 BRIGHT A_SpawnItem(\"RedFlare3\",0,32)\n\t\tTNT1 A 0 BRIGHT A_CustomMissile (\"FastExplosionSmoke\", 48, 0, random (40, 180), 2, random (50, 150))\n\t\tTNT1 A 0 BRIGHT A_CustomMissile (\"RealFlameTrailsSmallLong\", 38, 0, random (40, 180), 2, random (50, 150))\n\t\tTNT1 A 0 A_CustomMissile (\"ImBallGettingReady2\", 35, 0, random (0, 140), 2, random (0, 160))\n\t    BARK F 3 BRIGHT A_SpawnItem(\"RedFlare3\",0,32)\n        TNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tTNT1 A 0 BRIGHT A_CustomMissile (\"FastExplosionSmoke\", 48, 0, random (40, 180), 2, random (50, 150))\n\t\tTNT1 A 0 BRIGHT A_CustomMissile (\"RealFlameTrailsSmallLong\", 30, 0, random (0, 360), 2, random (50, 150))\n\t\tTNT1 A 0 A_CustomMissile (\"ImBallGettingReady2\", 35, 0, random (0, 140), 2, random (0, 160))\n\t\tBARK F 3 BRIGHT A_SpawnItem(\"RedFlare3\",0,32)\n\n        Loop\n\n    Death:\n\t    TNT1 A 0 A_Pain\n\t\tTNT1 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 AAA 0 A_CustomMissile (\"FlyingBurningFuel\", 24, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"FlyingBurningFuel2\", 24, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"FlyingBurningFuel3\", 24, 0, random (150, 210), 2, random (0, 40))\n        BARK DE 1\n\t\tBARK F -1\n\t}\n}\n\nACTOR KickAttack: FastProjectile\n{\n\tRadius 6\n\tHeight 6\n\tDamageType Kick\n\tProjectile\n\t+FORCEXYBILLBOARD\n\t+NOEXTREMEDEATH\n\tRenderStyle Add\n\tAlpha 0.6\n    Damage (random(38,42))\n    Speed 30\n\t//HitObituary \"$OB_IMPHIT\"\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 BRIGHT\n        TNT1 A 1 //A_PlaySound(\"weapons/gswing\")\n\t\tStop\n\tDeath:\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsSlideKicking\", 1, 12)\n\t\t    PUFF A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"PLOFT2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 0 A_GiveToTarget(\"KickHasHit\", 1)\n\t\t\tTNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\t\tTNT1 A 10\n\t\t\tStop\n\t\t\tTNT1 A 0 A_CheckFloor(2)\n\t\t\tPUFF A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"PLOFT2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 0 A_GiveToTarget(\"KickHasHit\", 1)\n\t\t\tTNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\t\tTNT1 A 10\n\t\t\tStop\n\n\tXDeath:\n\t\t\tPUFF A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"PLOFT2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 0 A_GiveToTarget(\"KickHasHit\", 1)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsSlideKicking\", 1, 4)\n\t\t\tTNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\t\tTNT1 A 10\n\t\t\tStop\n\t\t\tTNT1 AAA 0\n\t\t\tTNT1 A 0 A_GiveToTarget(\"KickHasHitAnObject\", 1)\n\t\t\tTNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\t\tTNT1 A 10\n\t\t\tStop\n\t}\n}\n\nACTOR KickAttackLow: KickAttack\n{\n\tDamageType LowKick\n\tHeight 10\n\tStates\n\t{\n\tDeath:\n\t\t    PUFF A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 0 Radius_Quake (3, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\t\tTNT1 A 1\n\t\t\t//TNT1 A 0 A_SpawnItemEx (\"PLOFT4\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\nACTOR SuperKickAttack: KickAttack\n{\n    Damage (random(64,70))\n\t-NOEXTREMEDEATH\n\tDamageType ExtremePunches\n}\n\nACTOR StompAttack: KickAttack\n{\n    Damage (random(150,200))\n\tspeed 100\n\tDamageType Trample\n\tStates\n\t{\n\tDeath:\n\t\t    PUFF A 0 A_PlaySound(\"player/cyborg/fist\")\n\t\t\tTNT1 A 0 A_Explode(150, 15, 0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 10\n\t\t\tStop\n\t\t}\n}\n\nACTOR SuperStompAttack: KickAttack\n{\n    Damage (random(300,500))\n\tSpeed 100\n\tDamageType HeavyTrample\n\t\tStates\n\t{\n\tDeath:\n\t\t    PUFF A 0 A_PlaySound(\"player/cyborg/fist\")\n\t\t\tTNT1 A 0 A_Explode(300, 15, 0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 10\n\t\t\tStop\n\t\t}\n}\n\nACTOR HookAttack: KickAttack\n{\n    Speed 30\n}\n\nACTOR AirKickAttack: KickAttack\n{\n\tRadius 12\n\tHeight 32\n    Damage (random(54,62))\n}\n\nACTOR SuperAirKickAttack: KickAttack\n{\n\tRadius 12\n\tHeight 32\n\t-NOEXTREMEDEATH\n\tDamageType Extremepunches\n    Damage (random(92,110))\n\t\tStates\n\t{\n\tDeath:\n\t\t    PUFF A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"PLOFT2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 0 A_GiveToTarget(\"KickHasHit\", 1)\n\t\t\tTNT1 A 0 Radius_Quake (4, 10, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\nACTOR MeleeStrike1: KickAttack\n{\nDamageType Melee\nDamage (random(13,18))\nSpeed 30\nStates\n{\n\tSpawn:\n\t\tTNT1 A 1 BRIGHT\n\t\tStop\n\tDeath:\n\t    TNT1 A 0\n\t\tPUFF A 0 A_PlaySound(\"player/cyborg/fist\")\n\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 10\n\t\tStop\n}\n}\n\nACTOR MeleeStrike2: MeleeStrike1\n{\nDamage (random(24,32))\nSpeed 40\n}\n\nACTOR MeleeStrike1Fatality: MeleeStrike1\n{\nDamage (random(24,32))\nDamageType Fatality\n}\n\nACTOR MeleeStrike1FatalityNoDamage: MeleeStrike1\n{\nDamage (random(1,1))\nDamageType Fatality\nStates\n{\n\tDeath:\n\t    TNT1 A 0\n\t\tStop\n}\n}\n\nACTOR MeleeStrike1Smash: MeleeStrike1\n{\nDamage (random(24,32))\nDamageType Extremepunches\n}\n\nACTOR MeleeStrike2Fatality: MeleeStrike1\n{\nDamage (random(58,64))\nSpeed 40\nDamageType Fatality\n}\n\nACTOR MeleeStrike2Smash: MeleeStrike1\n{\nDamage (random(58,64))\nSpeed 40\nDamageType Extremepunches\n}\n\nACTOR MeleeStrikeSuperHook: MeleeStrike1\n{\nDamage (random(72,80))\nDamageType ExtremePunches\n}\n\nactor PLOFT\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType MonsterKnocked\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\nPROJECTILE\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\nStates\n{\nSpawn:\nTNT1 A 0\n        TNT1 A 0 A_Explode(25,150, 0)\nStop\n }\n}\n\nactor PLOFT2\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType Kick\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\nPROJECTILE\n+DEHEXPLOSION\n+ACTIVATEMCROSS\nStates\n{\nSpawn:\nTNT1 A 0\n       // TNT1 A 0 A_Explode(20,30, 0)\nStop\n }\n}\n\nactor PLOFT3\n{\n\t+NOTARGET\nRadius 10\nHeight 10\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\nPROJECTILE\n+DEHEXPLOSION\n+ACTIVATEMCROSS\nStates\n{\nSpawn:\nTNT1 A 0\n        TNT1 A 0 A_Explode(20,30, 0)\nStop\n }\n}\n\nactor PLOFT4\n{\n\t+NOTARGET\nRadius 10\nHeight 10\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\nPROJECTILE\n+DEHEXPLOSION\n+ACTIVATEMCROSS\nDamageType Kick\nStates\n{\nSpawn:\nTNT1 A 0\n        TNT1 A 0 A_Explode(20,30, 0)\nStop\n }\n}\n\nactor PLOFT5\n{\n\t+NOTARGET\nRadius 10\nHeight 10\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\nPROJECTILE\n+DEHEXPLOSION\n+ACTIVATEMCROSS\nDamageType Kick\nStates\n{\nSpawn:\nTNT1 A 2\n        TNT1 A 0 A_Explode(10,30, 0)\nStop\n }\n}\n\nACTOR MeleeStrikeSuperRound: SuperKickAttack\n{\nDamage 42\nDamageType ExtremePunches\nDecal \"Crack\"\n  states\n  {\n  XDeath:\n    PUFF A 0 A_PlaySound(\"player/cyborg/kick\")\n    PUFF BCD 3\n    stop\n  Death:\n    PUFF A 3 A_PlaySound(\"player/cyborg/kick\")\n    PUFF BCD 3\n    stop\n  Crash:\n    PUFF A 3 A_PlaySound(\"player/cyborg/kick\")\n    PUFF BCD 3\n    stop\n  }\n}\n\n///////////////////KNIFE\n\nActor KnifeHasHit : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR KnifeSwing : FastProjectile\n{\n\tRadius 2\n\tHeight 1\n\tDamageType Cut\n\tProjectile\n\t+FORCEXYBILLBOARD\n\t+NOEXTREMEDEATH\n\t+BLOODSPLATTER\n\tDamage 11\n\tSpeed 45\n\tProjectileKickBack 100\n\tObituary \"%o was sliced-n-diced by %k\"\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"BloodHit\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_GiveToTarget(\"KnifeHasHit\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"Machete/Yum\", 3)\n\t\tTNT1 A 1\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"SSawPuff3\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tStop\n\tCrash:\n\t\tTNT1 A 0 A_SpawnItemEx(\"SSawPuff3\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR SuperKnifeSwing : KnifeSwing\n{\n\tRadius 3\n\tHeight 1\n\tDamage 25\n\tSpeed 55\n\tProjectileKickBack 100\n}"
      },
      {
        "source": "pk3",
        "name": "DUALRIFLE.txt",
        "contents": "//ASSAULT RIFLES (c) 2014 SGT MARK IV tm\n\nActor FiredSecondary : Inventory\n{\ninventory.maxamount 1\n}\n\nActor FiredPrimary : Inventory\n{\ninventory.maxamount 1\n}\n\nActor StopDualWield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsFiringSecondary : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsReloading : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR DualRifles: DoomWeapon\n{\n\tWeapon.BobRangeX 0.3\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n\tWeapon.AmmoUse1 0\n\tWeapon.SelectionOrder 100\n\tWeapon.AmmoGive1 0 //How much ammo can be gathered with this weapon\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"NewClip\" //Reserve ammo type\n\tWeapon.AmmoType2 \"DoubleRifleAmmo\" //Magazine ammo type\n\tObituary \"%o was drilled by %k's Double Rifles.\" //Kill message\n    AttackSound \"None\" //You better leave this clear\n\tInventory.Pickupmessage \"\" //Pickup message\n    +WEAPON.NOAUTOAIM //Makes this weapon never autoaim, so recoil can work better\n    Scale 0.6 //Weapon's pickup sprite size\n\t+WEAPON.NOAUTOFIRE\n\tStates\n\t{\n\n\t\tSwapWeapons:\n        TNT1 A 1 ACS_NamedExecuteAlways(\"WeaponSwapSound\", 0)\n\t\tTNT1 A 0 A_TakeInventory(\"WeaponSwapper\", 50)\n\t\t TNT1 A 0 A_TakeInventory(\"Rifle\", 50)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlayerDropedRifle\", 0, 0, 0, 0)\n\t\tTNT1 A 1 A_SelectWeapon(\"Carbine\")\n\t\t TNT1 A 0 A_TakeInventory(\"DMR_Counter\", 100)\n\t\tGoto Select\n\n\tSpawn:\n\tTNT1 A 100//Pickup sprite\n\tLoop\n\n\tGoToPurist:\n\t\tTNT1 A 0 A_SelectWeapon(\"Mini_gun\")\n\t\tGoto Select\n\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"GoToPurist\")\n\t\tP2SS ABCDEF 1\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\n\tFire:\n\tP2W2 A 1 A_WeaponReady(WRF_NOFIRE)\n\tGoto ReadyToFire\n\n\tReadyToFire:\n\t\tP2W2 A 1 A_WeaponReady(WRF_NOFIRE)// Weapon is ready to fire\n\t\t//TNT1 A 0 A_JumpIfInventory(\"IsFiringSecondary\", 1, 1)\n\t\t//TNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\") //Check if player wants to reload\n\t\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload2\") //Check if player wants to reload\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")//DoMine\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"NoDualWield\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WeaponSwapper\", 1, \"SwapWeapons\")\n\t\tLoop\n\n\tNoDualWield:\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tTNT1 A 0 A_SelectWeapon(\"Rifle\")\n\t\tGoto Select\n\n\tDeselect:\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_PlaySound(\"IronSights\", 0)\n\t \tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 AAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower //Makes player switch weapons faster\n\t\tWait\n\tSelect:\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_PlaySound(\"IronSights\", 0)\n\t\tTNT1 A 0 A_TakeInventory(\"GoWeaponSpecialAbility\", 1)\n\t\tTNT1 A 0 A_Raise //Makes the weapon always be selected fast\n\t\tWait\n\n\tDryFire:\n\t    P2W2 D 1 A_PlaySound(\"DRYFIRE\", 1)\n\t\tP2W2 A 5\n\t\tGoto ReadyToFire\n\n\tFireLeftGun:\n\t    P2W2 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoubleRifleAmmo\", 1, 1)//First of all, checks if there is ammo inside the gun\n\t\tGoto Reload//Couldn't find any ammo. Reload\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"LeftRifleAmmo\", 1, 1)//Checks if there is ammo inside the left Rifle\n\t\tGoto DryFire//Couldn't find any ammo. Don't fire.\n\n\t\tTNT1 A 0 A_TakeInventory(\"DoubleRifleAmmo\", 1)//Removes 1 ammo from magazine\n\t\tTNT1 A 0 A_AlertMonsters\n\t    P2W2 B 1 BRIGHT A_FireBullets(12,3,-1,13,\"BulletPuff\",1)//Horizontal Spread, Vertical Spread, Numbers of Projectiles (Leave as -1 if its a single one), Damage Factor\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rifle\", 1)//Play gun fire sound\n\t\tTNT1 A 0 ACS_Execute(282, 0, 0, 0, 0)\n\t\tP2W2 C 2 A_FireCustomMissile(\"RifleCaseSpawn\",0,0,6,4) //Ejetts empty brass\n\t\tP2W2 C 0 A_SetPitch(-0.8 + pitch)//Vertical recoil down\n\t\tP2W2 D 1 A_TakeInventory(\"LeftRifleAmmo\", 1)//Remove the fake ammo\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoubleRifleAmmo\", 1, 1)//Checks if there is ammo inside the gun\n\t\tGoto Reload//Couldn't find any ammo. Reload.\n\t\tP2W2 A 0\n\t\tGoto ReadyToFire//No need to reload. Get back to Ready state.\n\n\tFlash:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tP2W1 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\", 1, \"FireRightGun\")\n\t\t//P2W1 A 1\n\t\tLoop\n\n\tDontFlash:\n\t    TNT1 A 1\n\t\tGoto Flash\n\n\tFireRightGun:\n\t    P2W1 A 0\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tTNT1 A 0 A_GiveInventory(\"IsFiringSecondary\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoubleRifleAmmo\", 1, 2)//First of all, checks if there is ammo inside the gun\n\t\tTNT1 A 0 A_GiveInventory(\"IsReloading\", 1)//Couldn't find any ammo. Reload\n\t\tGoto Flash//Couldn't find any ammo. Reload\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\", 1, 1)//Checks if there is ammo inside the left Rifle\n\t\tGoto DryFire2//Couldn't find any ammo. Don't fire.\n\n\t\tTNT1 A 0 A_TakeInventory(\"DoubleRifleAmmo\", 1)//Removes 1 ammo from magazine\n\n\t\tTNT1 A 0 A_AlertMonsters\n\t    P2W1 B 1 BRIGHT A_FireBullets(12,3,-1,13,\"BulletPuff\",1)//Horizontal Spread, Vertical Spread, Numbers of Projectiles (Leave as -1 if its a single one), Damage Factor\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rifle\", 2)//Play gun fire sound\n\t\tTNT1 A 0 ACS_Execute(282, 0, 0, 0, 0)\n\t\tP2W1 C 2 A_FireCustomMissile(\"RifleCaseSpawn\",0,0,6,4) //Ejetts empty brass\n\t\tP2W1 C 0 A_SetPitch(-0.8 + pitch)//Vertical recoil down\n\t\tP2W1 D 1 A_TakeInventory(\"RifleAmmo\", 1)//Remove the fake ammo\n\t\tP2W1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoubleRifleAmmo\", 1, 1)//Checks if there is ammo inside the gun\n\t\tTNT1 A 0 A_GiveInventory(\"IsReloading\", 1)//Couldn't find any ammo. Reload\n\n\t\tGoto Flash\n\n\tDryFire2:\n\n\t    P2W1 D 1 A_PlaySound(\"weapons/empty\", 1)\n\t\tP2W1 AAAAA 1 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tGoto Flash\n\n\tReload:\n\t    P2W2 A 0 //Always leave one free line before the reload animation to prevent bugs\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\")//Always put this to make sure that the game understand that you already are reloading your weapon, and calling this state again is not necessary\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoubleRifleAmmo\", 62, \"ReadytoFire\")//Checks if the weapon is not fully reloaded, if yes, cancel reload.\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewClip\", 1, 1)//Checks if you have spare ammo\n\t\tGoto ReadyToFire//Identified that you have no spare ammo. Get back to Ready animation\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\n\tRefill:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewClip\", 1, 1)//Check if you have spare ammo again. This line is necessary in case you don't have enough ammo to fill an entire clip.\n\t\tGoto FinishReload//Gun is fully loaded. Go to finish animation\n\t    TNT1 A 0 A_TakeInventorY(\"NewClip\", 1)//Removes one spare bullet\n\t\tTNT1 A 0 A_GiveInventory(\"DoubleRifleAmmo\", 1)//Puts one bullet inside the clip\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoubleRifleAmmo\", 60, \"FinishReload\")//Checks if weapons is full\n\t\tLoop\n\n\t FinishReload:\t//Weapon is fully loaded. Time to play the reloading animation.\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"LeftRifleAmmo\", 31, \"FinishReloadRightOnly\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\", 31, \"FinishReloadLeftOnly\")\n\t\tTNT1 A 0 A_GiveInventory(\"LeftRifleAmmo\", 30)\n\t\tTNT1 A 0 A_GiveInventory(\"RifleAmmo\", 30)\n\t\tP2SS FEDCBA 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_OU\", 2)//reload sound\n\t\tTNT1 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",185,0,8,-4)\n\t\tR2RR ABCDDDDDDE 1\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_IN\", 3)\n\t\tR2RR FGHIIJJKLMNO 1\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_CL\", 4)//reload sound\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_OU\", 1)//reload sound\n\t\tTNT1 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n\t\tR2RL ABCDDDDDDE 1\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_IN\", 5)\n\t\tR2RL FGHIIJJKLMNO 1\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_CL\", 6)//reload sound\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\", 1)\n\t\tTNT1 A 5\n\t\tP2SS ABCDEF 1\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\")\n\t\tGoto ReadyToFire\n\n\t\t//Reload 2 is for manual reload, leaves one more bullet inside the gun.\n\n\tReload2:\n\t    P2SG A 0 //Always leave one free line before the reload animation to prevent bugs\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\")//Always put this to make sure that the game understand that you already are reloading your weapon, and calling this state again is not necessary\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoubleRifleAmmo\", 62, \"ReadytoFire\")//Checks if the weapon is not fully reloaded, if yes, cancel reload.\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewClip\", 1, 1)//Checks if you have spare ammo\n\t\tGoto ReadyToFire//The game identified that you have no spare ammo. Get back to Ready animation\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\n\tRefill2:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewClip\", 1, 1)//Check if you have spare ammo again. This line is necessary in case you don't have enough ammo to fill an entire clip.\n\t\tGoto FinishReload//Gun is fully loaded. Go to finish animation\n\t    TNT1 A 0 A_TakeInventorY(\"NewClip\", 1)//Removes one spare bullet\n\t\tTNT1 A 0 A_GiveInventory(\"DoubleRifleAmmo\", 1)//Puts one bullet inside the clip\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoubleRifleAmmo\", 62, \"FinishReload2\")//Checks if weapons is full\n\t\tLoop\n\n\tFinishReload2:\t//Weapon is fully loaded. Time to play the reloading animation.\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"LeftRifleAmmo\", 31, \"FinishReloadRightOnly\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\", 31, \"FinishReloadLeftOnly\")\n\t\tTNT1 A 0 A_GiveInventory(\"LeftRifleAmmo\", 62)\n\t\tTNT1 A 0 A_GiveInventory(\"RifleAmmo\", 62)\n\t\tP2SS FEDCBA 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_OU\", 2)//reload sound\n\t\tTNT1 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",185,0,8,-4)\n\t\tR2RR ABCDDDDDDE 1\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_IN\", 3)\n\t\tR2RR FGHIIJJKLMNO 1\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_CL\", 4)//reload sound\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_OU\", 1)//reload sound\n\t\tTNT1 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n\t\tR2RL ABCDDDDDDE 1\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_IN\", 3)\n\t\tR2RL FGHIIJJKLMNO 1\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_CL\", 4)//reload sound\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\", 1)\n\t\tTNT1 A 5\n\t\tP2SS ABCDEF 1\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\")\n\t\tGoto ReadyToFire\n\n\tFinishReloadLeftOnly:\t//Weapon is fully loaded. Time to play the reloading animation.\n\t\tTNT1 A 0 A_GiveInventory(\"LeftRifleAmmo\", 62)\n\t\tTNT1 A 0 A_GiveInventory(\"RifleAmmo\", 62)\n\t\tP2SS FEDCBA 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_OU\", 2)//reload sound\n\t\tTNT1 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",185,0,8,-4)\n\t\tR2RL ABCDDDDDDE 1\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_IN\", 3)\n\t\tR2RL FGHIIJJKLMNO 1\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_CL\", 4)//reload sound\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\", 1)\n\t\tTNT1 A 5\n\t\tP2SS ABCDEF 1\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\")\n\t\tGoto ReadyToFire\n\n\tFinishReloadRightOnly:\t//Weapon is fully loaded. Time to play the reloading animation.\n\t\tTNT1 A 0 A_GiveInventory(\"LeftRifleAmmo\", 62)\n\t\tTNT1 A 0 A_GiveInventory(\"RifleAmmo\", 62)\n\t\tP2SS FEDCBA 1\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_OU\", 2)//reload sound\n\t\tTNT1 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n\t\tR2RR ABCDDDDDDE 1\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_IN\", 3)\n\t\tR2RR FGHIIJJKLMNO 1\n\t\tTNT1 A 0 A_PlaySound(\"RIFCL_CL\", 4)//reload sound\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\", 1)\n\t\tTNT1 A 5\n\t\tP2SS ABCDEF 1\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\")\n\t\tGoto ReadyToFire\n\n\t ThrowMine:\n\t ThrowGrenade:\n\t ThrowElecPod:\n\t ThrowSwarmPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoSwarmPod\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoElecPod\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"You can't throw right now!\")\n\t\tGoto ReadyToFire\n\n\tUseHealthBackPack:\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoHealBackpack\", 1)\n\t\tSYRI ABCDEFGHIJ 1\n\t\tSYRI A 0 A_PlaySound(\"blodr1\", 3)\n\t\tSYRI KLL 1\n\t\tSYRI A 0 A_PlaySound(\"misc/N_HP_pickup\", 2)\n\t\tSYRI MMMM 1\n\t\tSYRI LKJIHGFEDCBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tGoto Ready\n\n\tFlashKicking:\n\t\tP2SS D 1\n\t\tP2SS C 1\n\t\tP2SS C 1\n\t\tP2SS C 3\n\t\tP2SS B 3\n\t\tP2SS C 3\n\t\tP2SS C 1\n\t\tP2SS D 1\n\t\tP2SS DDD 1\n\t\t//P2W2 AAA 1\n\t\tStop\n\n\tFlashAirKicking:\n\t\tP2SS D 1\n\t\tP2SS C 1\n\t\tP2SS C 1\n\t\tP2SS C 3\n\t\tP2SS B 3\n\t\tP2SS C 3\n\t\tP2SS C 1\n\t\tP2SS D 1\n\t\tP2W2 DDD 1\n\t//\tP2W2 AAAA 1\n\t\tStop\n\n\tFlashSlideKicking:\n\t\tP2SS FE 2\n\t\tP2SS DDCCCBBBAAA 2\n\t\tStop\n\n\tFlashSlideKickingStop:\n\t\t//TNT1 A 0\n\t\tP2SS ABCDEF 1\n\t\tP2W2 A 1\n\t\tStop\n\n    DoKick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf(Height < 54, \"SlideKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n\n        KICK H 3\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSlideKick:\n\t\tTNT1 A 0 A_GiveInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Jumpifinventory(\"PowerStrength\",1,\"SuperSlideKick\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-13)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_ZoomFactor(0.960)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\t LowerKick:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"KickHasHitAnObject\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/End\", 1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKickingStop\")\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperSlideKick:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-15)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n    BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n\n        KICK H 3 A_ZoomFactor(0.950)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tAirKick:\n\t    TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashAirKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n        TNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSteady:\n\tTNT1 A 1\n\tGoto ReadyToFire\n\n\tTaunt:\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\", 1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n        TNT1 A 5\n\t\tFUCK F 2\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n        FUCK G 2 A_PlaySound(\"FUCK\", 1)\n        FUCK HI 2 A_AlertMonsters\n\t\tFUCK J 15 A_TakeInventory(\"Taunting\",1)\n        FUCK IHGF 5\n\t\tTNT1 A 5\n\t\tGoto ReadyToFire\n\tSalute:\n\t    TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\n\t}\n}\n\nACTOR DoubleRifleAmmo : Ammo //Your weapon's magazine ammo.\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 62 //Your weapon's magazine ammo limit. Always leave one more bullet, so you can do the 12+1 effect.\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 62\n   Inventory.Icon SMGPA0\n}\n\nACTOR LeftRifleAmmo : Ammo //Your weapon's magazine ammo.\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 31 //Your weapon's magazine ammo limit. Always leave one more bullet, so you can do the 12+1 effect.\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 31\n   Inventory.Icon SMGPA0\n}\n\nACTOR RightRifleAmmo : Ammo //Your weapon's magazine ammo.\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 31 //Your weapon's magazine ammo limit. Always leave one more bullet, so you can do the 12+1 effect.\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 31\n   Inventory.Icon SMGPA0\n}"
      },
      {
        "source": "pk3",
        "name": "SHOTGUN.txt",
        "contents": "Actor Pumping : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor HasSlugs : Inventory\n{\nInventory.MaxAmount 1\n}\n\nACTOR IsCocking : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor ShotgunWasEmpty : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR SlugTracer: FastProjectile\n{\n\tProjectile\n\t+RANDOMIZE\n+FORCEXYBILLBOARD\n+DONTSPLASH\n+NOEXTREMEDEATH\nDamagetype Shotgun\nradius 2\nheight 2\nspeed 150\nGravity 0.9\nrenderstyle ADD\nalpha 0.9\nscale 1.25\nstates\n\t{\n\tSpawn:\n\t\tTRAC A 1 BRIGHT\n\t\tLoop\nDeath:\n    Stop\nXDeath:\nTNT1 A 0\nStop\n\t}\n}\n\n/*---------------------------------------------------------------------------\n\n   12 Gauge Pump Shotgun\n\n-----------------------------------------------------------------------------*/\n\nACTOR Shot_Gun : Shotgun Replaces Shotgun\n{\n\tWeapon.BobRangeX 0.3\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n\tGame Doom\n\tSpawnID 27\n\tWeapon.SelectionOrder 1300\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive1 4\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"NewShell\"\n\tWeapon.AmmoType2 \"ShotgunAmmo\"\n\tInventory.PickupMessage \"You got the Pump Shotgun! (Slot 3)\"\n    Inventory.PickupSound \"SHOTPICK\"\n\tObituary \"%o sucked %k's Shotgun\"\n    AttackSound \"None\"\n    +WEAPON.NOALERT\n    +WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\tScale 0.5\n\tStates\n\t{\n\tNoAmmo:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\")\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tSHTG A 1 A_WeaponReady\n\t\tGoto Ready+14\n\n\tSteady:\n\tTNT1 A 1\n\tGoto Ready\n\tReady:\n        TNT1 AAAA 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n        TNT1 A 0 A_PlaySound(\"weapons/sgmvpump\")\n\t\tSHTG CBA 0\n        SHSS ABCD 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n        TNT1 AAAAAAAAAAAAAAA 0\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tSHTG A 1 A_WeaponReady\n\t\tGoto Ready+14\n\n\t\tReady2:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tSHT8 A 8 A_WeaponReady\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tSHT8 B 8 A_WeaponReady\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tSHT8 C 8 A_WeaponReady\n\t\tLoop\n\n\tWeaponSpecialPurist:\n\t\tTNT1 A 0 A_Print(\"Weapon Special Not Available in Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tGoto Ready+14\n\n\tWeaponSpecial:\n\t\tTNT1 AAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"WeaponSpecialPurist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasSlugs\", 1, \"SwitchToBuckshot\")\n\t\tTNT1 A 0 A_Print(\"Slug Shells Loaded\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"HasSlugs\")\n\t\t//TNT1 A 0 A_TakeInventory(\"ShotgunAmmo\", 8)\n\t\tGoto FakeReload\n\n\tSwitchToBuckshot:\n\t\tTNT1 A 0 A_Print(\"Buckshot Shells Loaded\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasSlugs\", 1)\n\t\t//TNT1 A 0 A_TakeInventory(\"ShotgunAmmo\", 8)\n\t\tGoto FakeReload\n\n\tDeselect:\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t    TNT1 A 0 A_PlaySound(\"weapons/changing\")\n        SHSS DCBA 1\n\t\tTNT1 A 0 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RifleSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SledgeSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"DualHandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevolverSelected\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ASGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"QSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"NewChaingunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SGLSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"M2Selected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FreezerSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGBeamSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BHCSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HellRifleSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LandMineSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"UACSMGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBurningBarrel\",1)\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\n    Fire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasSlugs\", 1, \"SlugFire\")\n        TNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\", 1, \"Fire2\")\n        TNT1 A 0 A_JumpIfInventory(\"ShotgunAmmo\", 1, 2)\n        Goto Reload\n        TNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunWasEmpty\", 1, \"Pump2\")\n        TNT1 A 0 A_AlertMonsters\n        TNT1 A 0 A_PlaySound(\"weapons/sg\", 5)\n        TNT1 A 0\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\", 0, 0, 0, 0)\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"Tracer\", Random(-5, 5), 0, -1, Random(-5, 5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunAmmo\", 1)\n\t\tTNT1 AAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-17,17), 0, -1, random(-17,17))\n\t\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n        SHTF AB 1 BRIGHT\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSHTG A 0 A_FireBullets(3.65, 1.85, 9, 7, \"ShotgunPuff\")\n\t\tTNT1 A 0 ACS_Execute(281, 0, 0, 0, 0)\n\t\tSHTF CDE 1\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n\t\tSHTG A 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_GiveInventory(\"IsCocking\", 1)\n\t\tSHTG BCDEFG 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShotCaseSpawn\",0,0,-4,-4)\n\t\tSHTG H 1\n\t\tSHTG I 1 A_PlaySound(\"weapons/sgmvpump\", 1)\n\t\tSHTG JKLMLKJI 1\n        SHTG I 1 A_PlaySound(\"weapons/sgpump\", 1)\n\t\tSHTG FEDCB 1 A_JumpIfInventory(\"Kicking\", 1, \"DoKick\")\n        SHTG A 1 Offset(10,36)\n        SHTG A 1 Offset(9,40)\n        SHTG A 1 Offset(4,40)\n        SHTG A 1 Offset(0,32)\n        SHTG A 0 A_ReFire\n        SHTG A 0\n\t\tGoto Ready+14\n\n\tSlugFire:\n        TNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\", 1, \"Fire2\")\n        TNT1 A 0 A_JumpIfInventory(\"ShotgunAmmo\", 1, 2)\n        Goto Reload\n        TNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunWasEmpty\", 1, \"Pump2\")\n        TNT1 A 0 A_AlertMonsters\n        TNT1 A 0 A_PlaySound(\"SlugShot\", 5)\n        TNT1 A 0\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunAmmo\", 1)\n\t\tTNT1 AAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-17,17), 0, -1, random(-17,17))\n\t\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n        SHTF AB 1 BRIGHT\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSHTG A 0 A_FireBullets(1.5, 0.5, 1, 67, \"ShotgunPuff\")\n\t\tTNT1 AA 0 ACS_Execute(281, 0, 0, 0, 0)\n\t\tSHTF CDE 1\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n\t\tSHTG A 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_GiveInventory(\"IsCocking\", 1)\n\t\tSHTG BCDEFG 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShotCaseSpawn\",0,0,-4,-4)\n\t\tSHTG H 1\n\t\tSHTG I 1 A_PlaySound(\"weapons/sgmvpump\", 1)\n\t\tSHTG JKLMLKJI 1\n        SHTG I 1 A_PlaySound(\"weapons/sgpump\", 1)\n\t\tSHTG FEDCB 1 A_JumpIfInventory(\"Kicking\", 1, \"DoKick\")\n        SHTG A 1 Offset(10,36)\n        SHTG A 1 Offset(9,40)\n        SHTG A 1 Offset(4,40)\n        SHTG A 1 Offset(0,32)\n        SHTG A 0 A_ReFire\n        SHTG A 0\n\t\tGoto Ready+14\n\n\tFire2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasSlugs\", 1, \"SlugFire2\")\n        TNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n        TNT1 A 0 A_JumpIfInventory(\"ShotgunAmmo\", 1, 2)\n        Goto Reload\n        TNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunWasEmpty\", 1, \"Pump2\")\n        TNT1 A 0 A_AlertMonsters\n        TNT1 A 0 A_PlaySound(\"weapons/sg\", 5)\n        TNT1 A 0\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\", 0, 0, 0, 0)\n\t\tSHTG A 0 A_FireBullets(3.25, 1.35, 10, 6, \"ShotgunPuff\")\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"Tracer\", Random(-5, 5), 0, -1, Random(-5, 5))\n\t\tTNT1 A 0 ACS_Execute(281, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunAmmo\", 1)\n\t\tTNT1 AAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-17,17), 0, -1, random(-17,17))\n\t\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n        SHT8 F 2 BRIGHT\n\t\tSHT8 GA 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n        SHT8 A 2\n\t\tSHT8 DHE 1\n\t\tTNT1 A 0 A_GiveInventory(\"IsCocking\", 1)\n\t\tSHTG BCDEFG 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShotCaseSpawn\", 0, 0, -4, -4)\n\t\tSHTG H 1\n\t\tSHTG I 1 A_PlaySound(\"weapons/sgmvpump\", 1)\n\t\tSHTG JKLMLKJI 1\n        SHTG I 1 A_PlaySound(\"weapons/sgpump\", 1)\n\t\tSHTG FEDCB 1 A_JumpIfInventory(\"Kicking\", 1, \"DoKick\")\n\t\tTNT1 A 0 A_ZoomFactor(1.8)\n\t\tSHT8 EHD 1\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready2\n\n\tSlugFire2:\n        TNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n        TNT1 A 0 A_JumpIfInventory(\"ShotgunAmmo\", 1, 2)\n        Goto Reload\n        TNT1 AAAA 0\n        TNT1 A 0 A_AlertMonsters\n        TNT1 A 0 A_PlaySound(\"SlugShot\", 5)\n        TNT1 A 0\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\", 0, 0, 0, 0)\n\t\t//SHTG A 0 A_FireCustomMissile(\"SlugTracer\", Random(-1, 1), 0, 0)\n\t\tSHTG A 0 A_FireBullets(1.1, 0.25, 1, 67, \"ShotgunPuff\")\n\t\tTNT1 AA 0 ACS_Execute(281, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunAmmo\", 1)\n\t\tTNT1 AAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-17,17), 0, -1, random(-17,17))\n\t\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n        SHT8 F 2 BRIGHT\n\t\tSHT8 GA 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n        SHT8 A 2\n\t\tSHT8 DHE 1\n\t\tTNT1 A 0 A_GiveInventory(\"IsCocking\", 1)\n\t\tSHTG BCDEFG 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShotCaseSpawn\", 0, 0, -4, -4)\n\t\tSHTG H 1\n\t\tSHTG I 1 A_PlaySound(\"weapons/sgmvpump\", 1)\n\t\tSHTG JKLMLKJI 1\n        SHTG I 1 A_PlaySound(\"weapons/sgpump\", 1)\n\t\tSHTG FEDCB 1 A_JumpIfInventory(\"Kicking\", 1, \"DoKick\")\n\t\tTNT1 A 0 A_ZoomFactor(1.8)\n\t\tSHT8 EHD 1\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready2\n\n\tAltFire:\n\t\tTNT1 A 0 A_PlaySound(\"IronSights\", 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,8)\n\t\tTNT1 A 0 A_GiveInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.7)\n\t\tTNT1 A 0 A_GiveInventory(\"ADSmode\",1)\n        SHT8 E 2\n\t\tSHT8 HD 1\n        Goto Ready2\n        TNT1 AAAAAAAAAAAAA 0\n        SHT8 DH 1\n\t\tSHT8 E 2\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n        Goto Ready+12\n\n\tSpawn:\n\t\tSHTC A -1\n\t\tStop\n\n\tUseHealthBackPack:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoHealBackpack\", 1)\n\t\tSYRI ABCDEFGHIJ 1\n\t\tSYRI A 0 A_PlaySound(\"blodr1\", 3)\n\t\tSYRI KLL 1\n\t\tSYRI A 0 A_PlaySound(\"misc/N_HP_pickup\", 2)\n\t\tSYRI MMMM 1\n\t\tSYRI LKJIHGFEDCBA 1\n\t\tGoto Ready\n\n\tThrowSwarmPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoSwarmPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Swarmers\", 1, 1)\n\t\tGoto NoSwarmPod\n\t\tTNT1 A 0 A_TakeInventory(\"Swarmers\", 1)\n\t\tXHFA LKJIHG 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF G 2\n\t\tXHFF IJKL 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"SwarmerPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoSwarmPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Swarmers left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowElecPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoElecPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ElecPod\", 1, 1)\n\t\tGoto NoElecPod\n\t\tTNT1 A 0 A_TakeInventory(\"ElecPod\", 1)\n\t\tXHFA ABCDEF 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF B 2\n\t\tXHFF CDEF 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"ElectricPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoElecPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Electropods left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowGrenade:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tHNDF ABCDEFGH 1\n\t\tHNDF I 2 A_PlaySound(\"OPNGRN\", 1)\n\t\tHNDF JKLMNOPQR 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Refire\n\t\tHND1 I 2 A_PlaySound(\"THRGRN\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\", 1)\n\t\tHND1 J 1 A_FireCustomMissile(\"ThrownGrenade30\")\n\t\tHND1 KLMNOPQ 2\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tGoto Ready\n\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tMinePurist:\n\t\tTNT1 A 0 A_Print(\"Land Mines disabled in Classic Mode!\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tGoto Ready+12\n\n\tThrowMine:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"MinePurist\")\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\", 1, 1)\n\t\tGoto NoMine\n\t\tMIN2 ABCDEFGH 1\n\t\tNULL A 5\n\t\tMIN3 ABCDE 1\n\t\tNULL A 0 A_PlayWeaponSound(\"MINE002\")\n\t\tMIN3 FG 1\n\t\tMIN3 H 2 A_FireCustomMissile(\"Mine2\",0,0,0,8)\n\t\tMIN3 IJKL 1\n\t\tNULL A 4\n\t\tMINE BCDEFG 1\n\t\tMINE A 3 //A_ReFire\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\", 1)\n\t\tGoto Ready\n\n\tNoMine:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Land Mines left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n    FlashKicking:\n\t\tSHTG B 1\n\t\tSHTG C 1\n\t\tSHTG D 1\n\t\tSHTG E 3\n\t\tSHTG F 3\n\t\tSHTG E 3\n\t\tSHTG D 1\n\t\tSHTG C 1\n\t\tSHTG B 1\n\t\tSHTG AAA 1\n\t\tStop\n\n\tFlashAirKicking:\n\t\tSHTG B 1\n\t\tSHTG C 1\n\t\tSHTG D 1\n\t\tSHTG E 3\n\t\tSHTG F 3\n\t\tSHTG E 3\n\t\tSHTG D 1\n\t\tSHTG C 1\n\t\tSHTG B 1\n\t\tSHTG AAAA 1\n\t\tStop\n\n\tFlashSlideKicking:\n\t\tSHTG BC 2\n\t\tSHTG DEEFFFFFFEE 2\n\t\tStop\n\n\tFlashSlideKickingStop:\n\t\t//TNT1 A 0\n\t\tSHTG EDCBA 1\n\t\tSHTG A 1\n\t\tStop\n\n\tFlashPunching:\n\t\tSHTG B 1\n\t\tSHTG C 1\n\t\tSHTG D 1\n\t\tSHTG E 3\n\t\tSHTG F 3\n\t\tSHTG E 3\n\t\tSHTG D 1\n\t\tSHTG C 1\n\t\tSHTG B 1\n\t\tSHTG AAA 1\n\t\tStop\n\n\t////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n\tQuickPunchPurist:\n\t\tTNT1 A 0 A_Print(\"Knife Combos Not Allowed In Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"DoPunch\",1)\n\t\tGoto Ready+12\n\n\tQuickPunch:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"QuickPunchPurist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"SuperQuickPunch\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+14\n\n\tSuperQuickPunch:\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+14\n\n\tKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+14\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 25, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, -25, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+14\n\n\tSuperKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+14\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+14\n\n\tKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+14\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+14\n\n\tSuperKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+14\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+14\n\n\tKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+14\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AAAA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+14\n\n\tSuperKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+14\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+14\n\n\tKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+14\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+14\n\n\tSuperKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+14\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+14\n\n\tKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n    DoKick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf(Height < 54, \"SlideKick\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n\n        KICK H 3\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+12\n\n\tSlideKick:\n\t\tTNT1 A 0 A_GiveInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Jumpifinventory(\"PowerStrength\",1,\"SuperSlideKick\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-13)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_ZoomFactor(0.960)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+12\n\n\t LowerKick:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"KickHasHitAnObject\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/End\", 1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKickingStop\")\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+12\n\n\tSuperSlideKick:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-15)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+12\n\n    BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n\n        KICK H 3 A_ZoomFactor(0.950)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+12\n\n\tAirKick:\n\t    TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashAirKicking\")\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n        KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+12\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n        TNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+12\n\n    Taunt:\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\", 1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n        TNT1 A 5\n\t\tFUCK A 2\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n        FUCK B 2 A_PlaySound(\"FUCK\", 1)\n        FUCK C 2 A_AlertMonsters\n\t\tFUCK D 15 A_TakeInventory(\"Taunting\",1)\n        FUCK CBA 5\n\t\tTNT1 A 5\n\t\tGoto Ready\n\tSalute:\n\t    TNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t    TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready+14\n\n   Pump2:\n   TNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n   TNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t    TNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n   SHTG I 1 A_PlaySound(\"weapons/sgmvpump\", 1)\n\t\tSHTG JKLMLKJI 1\n        SHTG I 1 A_PlaySound(\"weapons/sgpump\", 1)\n\tSHTG FEDCB 1 A_JumpIfInventory(\"Kicking\", 1, \"DoKick\")\n   TNT1 A 0 A_Takeinventory(\"ShotgunWasEmpty\",1)\n   Goto ReadyToFireAgain\n\n\tReadyToFireAgain:\n   //SHTG A 6 <-- Old frame\n        SHTG A 1 Offset(10,36) // <-- New frames\n        SHTG A 1 Offset(9,40) //\n        SHTG A 1 Offset(4,40) //\n        SHTG A 1 Offset(0,32) //\n        SHTG A 0 A_Refire\n        SHTG A 0 //A_Refire\n\t\tGoto Ready+14\n\n\tReloadWithNoAmmoLeft:\n    Reload:\n\t    TNT1 A 0\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t    TNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tSHTG A 1 A_WeaponReady\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunAmmo\",8,\"OkToFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunAmmo\", 1, \"ReloadNormally\")\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunWasEmpty\", 1)\n\tReloadNormally:\n        TNT1 A 0 A_JumpIfInventory(\"NewShell\",1,3)\n        Goto Ready+14\n        TNT1 AAA 0\n\t\tSHTG B 1 //A_PlaySound(\"weapons/sgpump\")\n\t\t\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHTG CDE 1\n\n        TNT1 AAAA 0\n        TNT1 A 0 A_JumpIfInventory(\"NewShell\",1,2)\n        Goto Reload+53\n        TNT1 AAAAA 0\n\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n        TNT1 A 0 A_JumpIfInventory(\"ShotgunAmmo\",8,23)\n\t\t//TNT1 A 0 A_JumpIfInventory(\"NewShell\",0,23)\n        TNT1 A 0\n        TNT1 A 0 A_Giveinventory(\"ShotgunAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"NewShell\",1)\n\n        SSHR ABC 1\n        SSHR D 1 A_PlaySound(\"insertshell\")\n        SSHR EFG 1\n        SSHR A 2 A_Refire\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\n        Goto Reload+18\n        TNT1 AAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 AAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunWasEmpty\", 1, \"Pump2\")\n\t\tSHTG FEDCBA 1 A_WeaponReady\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 //A_Giveinventory(\"SGFullReloaded\",1)\n\t\tGoto Ready+23\n\n\tOkToFire:\n\t\tSHTG A 1 A_WeaponReady\n\t\tGoto Ready+14\n\n\tFakeReload:\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\", 1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tSHTG A 1 A_WeaponReady\n        TNT1 AAAA 0\n\t\tSHTG B 1\n\t\tTNT1 A 0 A_GiveInventory(\"IsCocking\", 1)\n\t\tSHTG CDEFGHI 1\n        TNT1 AAAAAAAA 0\n        TNT1 AAAAA 0\n\t\tTNT1 A 0 A_GiveInventory(\"IsCocking\", 1)\n        TNT1 A 0\n       // TNT1 A 0 A_GiveInventory(\"ShotgunAmmo\", 1)\n\t\t//TNT1 A 0 A_TakeInventory(\"NewShell\", 1)\n        SSHR ABC 1\n        SSHR D 1 A_PlaySound(\"insertshell\")\n        SSHR EFGHI 1\n        SSHR A 1\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\", 1, \"DoKick\")\n        TNT1 AAAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tSHTG GGGGGGGGGGGGGG 0\n\t\tSHTG I 1 A_PlaySound(\"weapons/sgmvpump\", 1)\n\t\tSHTG JKLMLKJI 1\n        SHTG I 1 A_PlaySound(\"weapons/sgpump\", 1)\n\t\tSHTG FEDCB 1 A_JumpIfInventory(\"Kicking\", 1, \"DoKick\")\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0\n\t\tGoto Ready+23\n\n\tUnload:\n\t\tSHTG A 1\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunWasEmpty\", 1)\n        TNT1 A 0 A_JumpIfInventory(\"ShotgunAmmo\",1,3)\n        Goto OkToFire\n        TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tSHTG ABCDEF 1\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunAmmo\",1,3)\n\t\tGoto FinishUnload\n        TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"ShotgunAmmo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"NewShell\",1)\n\n\t\tSHTG I 1 A_PlaySound(\"weapons/sgmvpump\", 1)\n\t\tSHTG JKLMLKJI 1\n        SHTG I 1 A_PlaySound(\"weapons/sgpump\", 2)\n\n\t\tSHTG FED 1 A_JumpIfInventory(\"Kicking\", 1, \"DoKick\")\n\t   TNT1 A 0 A_Giveinventory(\"ShotgunWasEmpty\",1)\n\t//   SHTG GF 1\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tSHTG EDCBA 1\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto OkToFire\n\n\t}\n}\n\nACTOR ShotgunAmmo : Ammo\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 8\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 8\n}"
      },
      {
        "source": "pk3",
        "name": "SSG.txt",
        "contents": "// --------------------------------------------------------------------------\n//\n// Sawed-Off (SSG)\n//\n// --------------------------------------------------------------------------\n\nACTOR SSG : Doomweapon Replaces SuperShotgun\n{\n\tWeapon.BobRangeX 0.3\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n\tGame Doom\n\tSpawnID 33\n    Weapon.Kickback 50\n\tWeapon.SelectionOrder 400\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive1 2\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType \"NewShell\"\n\tWeapon.AmmoType2 \"SSGAmmoCounter\"\n    +WEAPON.NOAUTOAIM\n\n\t+WEAPON.NOAUTOFIRE\n    +WEAPON.MELEEWEAPON\n\tInventory.PickupMessage \"You got the Sawed-Off! (Slot 3)\"\n\tObituary \"%o was splattered by %k's SSG\"\n    Inventory.PickupSound \"CLIPINSS\"\n\tStates\n\t{\n    Spawn:\n\t\tTNT1 A 1 A_SPawnItem(\"DropedSSG\")\n        SGN2 A -1\n\t\tStop\n\tDeselect:\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t    TNT1 A 0 A_PlaySound(\"weapons/changing\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\", 1)\n        SHT5 DCBA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tSelect:\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RifleSelected\",1)\n\t//\tTNT1 A 0 A_SelectWeapon(\"Quad_SSG\")\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SledgeSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"DualHandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevolverSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ASGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"QSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"NewChaingunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SGLSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"M2Selected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FreezerSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGBeamSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BHCSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HellRifleSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LandMineSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"UACSMGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBurningBarrel\",1)\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto Ready\n\tReady:\n\t\tTNT1 A 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 1 //A_JumpIfInventory(\"Quad_SSG\", 1, 1)\n        TNT1 A 0 A_PlaySound(\"CLIPINSS\")\n        SHT5 ABCD 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\tRealReady:\n        TNT1 AAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1, \"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1, \"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Reloading\", 1, \"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n        TNT1 AAA 0\n\t\tSHT2 A 1 A_WeaponReady\n\t\tGoto RealReady\n\n\tWeaponSpecialPurist:\n\t\tTNT1 A 0 A_Print(\"Weapon Special Not Available in Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tGoto Ready+6\n\n\tWeaponSpecial:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"WeaponSpecialPurist\")\n\t\tTNT1 AAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"DualSSGChecker\", 3,\"SwitchToDualWield\")\n\t\tTNT1 A 0 A_Print(\"You need two sawed-offs to dual wield!\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tGoto Ready+9\n\n\tSwitchToDualWield:\n\t\tTNT1 A 0 A_SelectWeapon(\"DualSSG\")\n\t\tGoto Select\n\n\tNoAmmo:\n\t\t//TNT1 A 0 A_JumpIfInventory(\"Quad_SSG\", 1, 1)\n\t\t//TNT1 A 0 A_SelectWeapon(\"Quad_SSG\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\")\n\t\tTNT1 A 0 A_TakeInventory(\"SSGAlt\", 1)\n\t\tSHT2 A 4 A_WeaponReady\n\t\tGoto RealReady\n\tFire:\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGAmmoCounter\", 2, 1)\n\t\tGoto AltFire3\n        TNT1 AAAAA 0\n        TNT1 A 0 A_Recoil(5)\n        SHO9 A 1 BRIGHT A_PlaySound(\"SSHFIRE\", 8)\n\t\tTNT1 A 0 A_ZoomFactor(0.925)\n        SHO9 A 0 A_FireBullets(0, 0, 1, 50, \"shotpuff\", 0, 180)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGAmmoCounter\", 2)\n        TNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"Tracer\", Random(-7, 7), 0, -1, Random(-7, 7))\n\t\tTNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\", 15, 0, 0, 0)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\", -15, 0, 0, 0)\n        SHO9 B 1 BRIGHT A_FireBullets(11, 6, 22, 7, \"ShotgunPuff\")\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n        TNT1 A 0 ACS_Execute(375, 0, 0, 0, 0)\n        SHO9 B 1 BRIGHT\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tSHO8 C 1 Offset(0, 62)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tSHO8 D 1 Offset(0, 61)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tSHO8 E 1 Offset(0, 60)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n        SHO8 E 2 Offset(0, 56)\n        SHO8 C 2 Offset(0, 42)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\", 1, 1)\n\t\tGoto RealReady\n\t\tTNT1 A 0\n\t\tGoto Reload\n\tAltFire:\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n        TNT1 AAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGAmmoCounter\", 2, 1)\n\t\tGoto AltFire2\n\t\tTNT1 A 0 A_TakeInventory(\"SSGAmmoCounter\", 1)\n        TNT1 A 0 A_Recoil(2)\n        TNT1 A 0 A_AlertMonsters\n        SHTA A 1 BRIGHT A_PlaySound(\"weapons/shh2\", 8)\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\", -5, 0, 0, 0)\n        SHTA A 1 BRIGHT A_FireBullets(9, 6, 10, 7, \"ShotgunPuff\")\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n        TNT1 AAAAA 0 A_FireCustomMissile(\"Tracer\", Random(-5, 5), 0, -1, Random(-5, 5))\n        TNT1 A 0 ACS_Execute(374, 0, 0, 0, 0)\n\t    SHT2 A 1 Offset(0,55)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t    SHT2 A 1 Offset(0,60)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t    SHT2 A 1 Offset(0,55)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t    SHT2 A 1 Offset(0,45)\n\t    SHT2 A 1 Offset(0,40)\n\t    SHT2 A 1 Offset(0,35)\n        TNT1 A 0\n        Goto RealReady\n\tAltFire3:\n\tAltFire2:\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGAmmoCounter\", 1, 1)\n\t\tGoto QuickReload\n\t\tTNT1 A 0 A_TakeInventory(\"SSGAmmoCounter\", 1)\n        TNT1 A 0 A_Recoil(2)\n        TNT1 A 0 A_AlertMonsters\n        SHTA B 1 BRIGHT A_PlaySound(\"weapons/shh2\", 8)\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\", 5, 0, 0, 0)\n        SHTA B 0 BRIGHT A_FireBullets(9, 6, 10, 7, \"ShotgunPuff\")\n        TNT1 AAAAA 0 A_FireCustomMissile(\"Tracer\", Random(-5, 5), 0, -1, Random(-5, 5))\n        TNT1 A 0 ACS_Execute(374, 0, 0, 0, 0)\n\t    SHT2 A 1 Offset(0,55)\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n\t    SHT2 A 1 Offset(0,60)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t    SHT2 A 1 Offset(0,55)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t    SHT2 A 1 Offset(0,45)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t    SHT2 A 1 Offset(0,40)\n\t    SHT2 A 1 Offset(0,35)\n\t\tGoto QuickReload\n\tQuickReload:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\", 1, 1)\n\t\tGoto NoAmmo\n        SHT2 AA 2\n        SHT2 BCDEFGHIJK 1\n\t\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n        TNT1 A 0 A_PlaySound(\"weapons/ssg/open\", 8)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"SSGCaseSpawner\", 0, 0, -10)\n        SHT2 L 3\n\t\tSHT2 MMNNOOPPQQ 1\n\tQLoadSSG:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\", 2, 1)\n\t\tGoto QLoadSSG1\n\t\tTNT1 A 0 A_GiveInventory(\"SSGAmmoCounter\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"NewShell\", 2)\n\t\tTNT1 A 0\n\t\tGoto QContinueReload\n\tQLoadSSG1:\n\t\tTNT1 A 0 A_GiveInventory(\"SSGAmmoCounter\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"NewShell\", 1)\n\t\tTNT1 A 0\n\tQContinueReload:\n\t\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n\t\tSHT2 RTUV 1\n\t\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n        TNT1 A 0 A_PlaySound(\"weapons/ssg/close\", 8)\n        SHT2 WXYZ 1\n\t\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n        SHO9 DEFG 1\n        SHT2 A 4\n        Goto RealReady\n\tReload:\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGAmmoCounter\", 2, \"RealReady\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\", 1, 1)\n\t\tGoto NoAmmo\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGAmmoCounter\", 1, 1)\n\t\tGoto FullReload\n        SHT2 BCDEFGHIJK 1\n        TNT1 A 0 A_PlaySound(\"weapons/ssg/open\", 8)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SSGCaseSpawner\",0,0,-10)\n        SHT7 L 5\n        SHT7 MMNNOOPP 1\n        SHT2 QQ 1\n        TNT1 A 0 A_PlaySound(\"weapons/ssg/in\", 8)\n\t\tTNT1 A 0 A_GiveInventory(\"SSGAmmoCounter\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"NewShell\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n\t\tSHT2 RTUV 1\n\t\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n        TNT1 A 0 A_PlaySound(\"weapons/ssg/close\", 8)\n        SHT2 WXYZ 1\n\t\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n        SHO9 DEFG 1\n        SHT2 A 4\n        Goto RealReady\n\tFullReload:\n\t\tSHT2 A 3\n\t\tSHT2 B 2 Offset(20, 48)\n        SHT2 B 2 Offset(10, 36)\n\t\tSHT2 BCDEFGHIJK 1 Offset(-1, 33)\n\t\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n        TNT1 A 0 A_PlaySound(\"weapons/ssg/open\", 8)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 3)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"SSGCaseSpawner\", 0, 0, -10)\n        SHT2 L 10\n\t\tSHT2 MMNNOO 1\n\t\tTNT1 A 0 A_TakeInventory(\"HasUnloaded\", 1)\n        TNT1 A 0 A_PlaySound(\"weapons/ssg/in\", 8)\n\tLoadSSG:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\", 2, 1)\n\t\tGoto LoadSSG1\n\t\tTNT1 A 0 A_GiveInventory(\"SSGAmmoCounter\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"NewShell\", 2)\n\t\tTNT1 A 0\n\t\tGoto ContinueReload\n\tLoadSSG1:\n\t\tTNT1 A 0 A_GiveInventory(\"SSGAmmoCounter\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"NewShell\", 1)\n\t\tTNT1 A 0\n\tContinueReload:\n\t\tSHT2 P 1 Offset(10,36)\n\t\tSHT2 P 1 Offset(20,46)\n\t\tSHT2 Q 1 Offset(30,56)\n\t\tSHT2 Q 1 Offset(40,66)\n\t\tSHT2 R 1 Offset(50,76)\n\t\tTNT1 A 4\n\t\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n\t\tSHT2 T 1 Offset(30,56)\n\t\tSHT2 U 1 Offset(20,46)\n\t\tSHT2 V 1 Offset(1,33)\n\t\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n        TNT1 A 0 A_PlaySound(\"weapons/ssg/close\", 8)\n        SHT2 WXYZ 1\n\t\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n        SHO9 DEFG 1\n\t\tSHT2 A 2\n\t\tGoto RealReady\n\n\tAlreadyUnloaded:\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto RealReady//+6\n\n\tUnload:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"AlreadyUnloaded\")\n\t\tSHT5 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n        TNT1 A 0 A_JumpIfInventory(\"SSGAmmoCounter\",1,3)\n        Goto RealReady\n        TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGAmmoCounter\",1,3)\n\t\tGoto FinishUnload\n        TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"SSGAmmoCounter\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"NewShell\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tSHT2 B 2 Offset(20,48) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n        SHT2 B 2 Offset(10,36) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tSHT2 BCDEF 1\n\t\tSHT2 GH 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tSHT2 IJ 1\n        SHT2 K 2\n\t\tTNT1 A 20\n\t\tTNT1 A 0 A_GiveInventory(\"HasUnloaded\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t//\tSHT2 U 1 Offset(20,46)\n\t//\tSHT2 V 1 Offset(1,33)\n\n        TNT1 A 0 A_PlaySound(\"weapons/sshotc\")\n        SHT2 KJIHGFEDCB 1\n\t\tSHT2 AA 2\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n      //  SHT2 WX 1\n\t//\tSHT2 YZ 1\n\t\t//TNT1 A 0 A_PlaySound(\"CLIPINSS\")\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n      //  SHO9 DE 1\n\t//\tSHO9 FG 1\n\t\tGoto RealReady\n\n\tUseHealthBackPack:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoHealBackpack\", 1)\n\t\tSYRI ABCDEFGHIJ 1\n\t\tSYRI A 0 A_PlaySound(\"blodr1\", 3)\n\t\tSYRI KLL 1\n\t\tSYRI A 0 A_PlaySound(\"misc/N_HP_pickup\", 2)\n\t\tSYRI MMMM 1\n\t\tSYRI LKJIHGFEDCBA 1\n\t\tGoto Ready\n\n\tThrowSwarmPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoSwarmPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Swarmers\", 1, 1)\n\t\tGoto NoSwarmPod\n\t\tTNT1 A 0 A_TakeInventory(\"Swarmers\", 1)\n\t\tXHFA LKJIHG 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF G 2\n\t\tXHFF IJKL 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"SwarmerPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoSwarmPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Swarmers left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowElecPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoElecPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ElecPod\", 1, 1)\n\t\tGoto NoElecPod\n\t\tTNT1 A 0 A_TakeInventory(\"ElecPod\", 1)\n\t\tXHFA ABCDEF 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF B 2\n\t\tXHFF CDEF 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"ElectricPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoElecPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Electropods left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowGrenade:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tHNDF ABCDEFGH 1\n\t\tHNDF I 2 A_PlaySound(\"OPNGRN\", 1)\n\t\tHNDF JKLMNOPQR 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Refire\n\t\tHND1 I 2 A_PlaySound(\"THRGRN\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\", 1)\n\t\tHND1 J 1 A_FireCustomMissile(\"ThrownGrenade30\")\n\t\tHND1 KLMNOPQ 2\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tGoto Ready\n\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tMinePurist:\n\t\tTNT1 A 0 A_Print(\"Land Mines disabled in Classic Mode!\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tGoto Ready+12\n\n\tThrowMine:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"MinePurist\")\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\", 1, 1)\n\t\tGoto NoMine\n\t\tMIN2 ABCDEFGH 1\n\t\tNULL A 5\n\t\tMIN3 ABCDE 1\n\t\tNULL A 0 A_PlayWeaponSound(\"MINE002\")\n\t\tMIN3 FG 1\n\t\tMIN3 H 2 A_FireCustomMissile(\"Mine2\",0,0,0,8)\n\t\tMIN3 IJKL 1\n\t\tNULL A 4\n\t\tMINE BCDEFG 1\n\t\tMINE A 3 //A_ReFire\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\", 1)\n\t\tGoto Ready\n\n\tNoMine:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Land Mines left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tFlashKicking:\n\t\tSHT2 B 1\n\t\tSHT2 C 1\n\t\tSHT2 D 1\n\t\tSHT2 E 3\n\t\tSHT2 F 3\n\t\tSHT2 E 3\n\t\tSHT2 D 1\n\t\tSHT2 C 1\n\t\tSHT2 B 1\n\t\tSHT2 AAA 1\n\t\tStop\n\n\tFlashAirKicking:\n\t\tSHT2 B 1\n\t\tSHT2 C 1\n\t\tSHT2 D 1\n\t\tSHT2 E 3\n\t\tSHT2 F 3\n\t\tSHT2 E 3\n\t\tSHT2 D 1\n\t\tSHT2 C 1\n\t\tSHT2 B 1\n\t\tSHT2 AAAA 1\n\t\tStop\n\n\tFlashSlideKicking:\n\t\tSHT2 BC 2\n\t\tSHT2 DEEFFFFFFEE 2\n\t\tStop\n\n\tFlashSlideKickingStop:\n\t\t//TNT1 A 0\n\t\tSHT2 EDCBA 1\n\t\tSHT2 A 1\n\t\tStop\n\n\tFlashPunching:\n\t\tSHT3 B 1\n\t\tSHT3 C 1\n\t\tSHT3 D 1\n\t\tSHT3 E 2\n\t\tSHT3 F 3\n\t\tSHT3 E 2\n\t\tSHT3 D 1\n\t\tSHT3 C 1\n\t\tSHT3 B 1\n\t\tSHT3 A 1\n\t\tStop\n\n\t////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n\t\tQuickPunchPurist:\n\t\tTNT1 A 0 A_Print(\"Knife Combos Not Allowed In Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"DoPunch\",1)\n\t\tGoto Ready+6\n\n\tQuickPunch:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"QuickPunchPurist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"SuperQuickPunch\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\t//TNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\n\tSuperQuickPunch:\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t//\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\n\tKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 25, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, -25, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AAAA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n    DoKick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf(Height < 54, \"SlideKick\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n\n        KICK H 3\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto RealReady\n\n\tSlideKick:\n\t\tTNT1 A 0 A_GiveInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Jumpifinventory(\"PowerStrength\",1,\"SuperSlideKick\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-13)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_ZoomFactor(0.960)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto RealReady\n\n\t LowerKick:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"KickHasHitAnObject\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/End\", 1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKickingStop\")\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Realready\n\n\tSuperSlideKick:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-15)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto RealReady\n\n    BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n\n        KICK H 3 A_ZoomFactor(0.950)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto RealReady\n\n\tAirKick:\n\t    TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashAirKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto RealReady\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n        TNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto RealReady\n\n    Taunt:\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\", 1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n        TNT1 A 5\n\t\tFUCK A 2\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n        FUCK B 2 A_PlaySound(\"FUCK\", 1)\n        FUCK C 2 A_AlertMonsters\n\t\tFUCK D 15 A_TakeInventory(\"Taunting\",1)\n        FUCK CBA 5\n        TNT1 A 5\n\t\tGoto Ready\n\tSalute:\n\t    TNT1 A 0 SetPlayerProperty(0, 1, 0)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0, 0, 0)\n\t\tGoto Ready\n\t}\n}\n\nACTOR SSGAmmoCounter: Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n}"
      },
      {
        "source": "pk3",
        "name": "MINIGUN.txt",
        "contents": "Actor Spin: Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor DeathDealerSpin: Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor AdvancedBackpackCounter: Inventory\n{\nInventory.MaxAmount 2\n}\n\nActor MinigunCounter: Inventory\n{\nInventory.MaxAmount 6\n}\n\nActor EquipDeathDealer: Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor RandomHeadExploder: Inventory\n{\ninventory.maxamount 1\n}\n\n// --------------------------------------------------------------------------\n\n// MiniGun and Deathdealer\n\n// --------------------------------------------------------------------------\n\nACTOR Mini_Gun : Chaingun Replaces Chaingun\n{\nGame Doom\nSpawnID 28\nWeapon.BobRangeX 0.3\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n//Weapon.SelectionOrder 700\nWeapon.AmmoType \"NewClip\"\nWeapon.AmmoGive 30\nWeapon.AmmoUse 1\n    +WEAPON.NOAUTOAIM\nInventory.PickupSound \"CBOXPKUP\"\nInventory.PickupMessage \"You got the UAC Mach-3 Minigun! (Slot 4)\"\nObituary \"%o became Swiss Cheese by %k's Gatling Gun\"\nAttackSound \"none\"\nStates\n{\n\tSteady:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 5, \"ReadyDeathDealer\")\n\t\tGoto Ready\n\n\t\tReady:\n\n\t\t\tTNT1 A 0 A_StopSound(6)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 5, \"ReadyDeathDealer\")\n\t\t\tCHGS ABCD 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\t\tTNT1 A 0 A_PlaySound(\"CHGNPKUP\")\n\t\t\tTNT1 AAAAAAAAAA 0\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 5, \"ReadyDeathDealer\")\n\t\t\tTNT1 A 0 A_StopSound(6)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n\t  \t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\t\tCHAG A 2 A_WeaponReady\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 5, \"ReadyDeathDealer\")\n            TNT1 A 0 A_JumpIfInventory(\"Spin\",1,\"Ready2\")\n\t\t\tGoto Ready+13\n\n\tReady2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 5, \"ReadyDeathDealer2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tCHAG ABCD 1 A_WeaponReady\n\t\tTNT1 A 0 A_PlaySound(\"CHAINSPI\")\n\t\tTNT1 A 0 A_Jump(8, \"Slice\")\n\t\tGoto Ready2+1\n\n\t\tReadyDeathDealer:\n\t\t\tTNT1 A 0 A_StopSound(6)\n\t\t\t8HGS ABCD 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\t\tTNT1 A 0 A_PlaySound(\"CHGNPKUP\")\n\t\t\tTNT1 AAAAAAAAAA 0\n\t\t\tTNT1 A 0 A_StopSound(6)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t  \t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\t\t8HAG A 2 A_WeaponReady\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n            TNT1 A 0 A_JumpIfInventory(\"DeathDealerSpin\",1,\"ReadyDeathDealer2\")\n\t\t\tGoto ReadyDeathDealer+13\n\n\t\tReadyDeathDealer2:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t\t8HAG ABCD 1 A_WeaponReady\n\t\t\tTNT1 A 0 A_PlaySound(\"CHAINSPI\",2)\n\t\t\tTNT1 A 0 A_PlaySound(\"DTHDRSN\",3)\n\t\t\tLoop\n\n\tWeaponSpecialPurist:\n\t\tTNT1 A 0 A_Print(\"Weapon Special Not Available in Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tGoto Ready+13\n\n    Slice:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Saw(\"BLANKSND\", \"weapons/sawhit\", 5, \"SSawPuff\")\n        Goto Ready2+1\n\tPrompt1:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_Print(\"You need a combat backpack!\")\n\t\tGoto Ready+13\n\tWeaponSpecial:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"WeaponSpecialPurist\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"AdvancedBackpackCounter\", 1, \"ContinueSpecial\")\n\t\tGoto Prompt1\n\tContinueSpecial:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"MinigunCounter\", 5, \"SwitchToDeathDealer\")\n\t\tTNT1 A 0 A_Print(\"You need 3 Miniguns!\")\n\t\tGoto Ready+13\n\tSwitchToDeathDealer:\n\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 1, \"SwitchToMinigun\")\n\t\tTNT1 A 0 A_Print(\"Switching to triple minigun...\")\n\t\tTNT1 A 0 A_GiveInventory(\"EquipDeathDealer\", 1)\n\t\t//GATLINGUP\n\t\tTNT1 A 0 A_PlaySound(\"GTLINUP\", 3)\n\t\tCHGS DCBAEEEE 1\n\t\t8HGS EEEE 2\n\t\tTNT1 A 0 A_PlaySound(\"GTLINDN\", 4)\n\t\t8HGS ABCD 1\n\t\tGoto ReadyDeathDealer\n\tSwitchToMinigun:\n\t\tTNT1 A 0 A_Print(\"Switching to standard minigun...\")\n\t\tTNT1 A 0 A_TakeInventory(\"EquipDeathDealer\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"GATLINGUP\", 3)\n\t\t8HGS DCBAEEEE 1\n\t\tCHGS EEEE 2\n\t\tTNT1 A 0 A_PlaySound(\"GATLINGDN\", 4)\n\t\tCHGS ABCD 1\n\t\tGoto Ready\n\n\tDeselect:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 1, \"DeselectDeathDealer\")\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_StopSound(2)\n        TNT1 A 0 A_TakeInventory (\"Spin\",1)\n\t\tTNT1 A 0 A_TakeInventory (\"DeathDealerSpin\",1)\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n\t    TNT1 A 0 A_PlaySound(\"weapons/changing\", 1)\n        CHGS DCBA 1\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tDeselectDeathDealer:\n\t\tTNT1 A 0 A_Takeinventory(\"RandomHeadExploder\",1)\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_StopSound(2)\n        TNT1 A 0 A_TakeInventory (\"Spin\",1)\n\t\tTNT1 A 0 A_TakeInventory (\"DeathDealerSpin\",1)\n\t\tTNT1 A 0 A_TakeInventory (\"EquipDeathDealer\",1)\n        TNT1 A 0 SetPlayerProperty(0,0,0)\n\t    TNT1 A 0 A_PlaySound(\"weapons/changing\", 1)\n        8HGS DCBA 1\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n    Select:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"RifleSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SledgeSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"DualHandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevolverSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ASGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"QSGSelected\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"NewChaingunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SGLSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"M2Selected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FreezerSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGBeamSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BHCSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HellRifleSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LandMineSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"UACSMGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBurningBarrel\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"RandomHeadExploder\",1)\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\n    NoAmmo:\n\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 1, \"NoAmmoDeathDealer\")\n\t    TNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t    TNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n        CHAG ABCCBA 1\n\t\tCHAG A 1 A_WeaponReady\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,8,-9)\n        Stop\n\n\tNoAmmoDeathDealer:\n\t\t8HAG ABCCBA 1\n\t\t8HAG A 1 A_WeaponReady\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,8,-9)\n        Stop\n\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 1, \"FireDeathDealer\")\n\t    TNT1 A 0\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"Spin\",1,\"Fire2\")\n\t\tTNT1 A 0 A_PlaySound(\"CHAINSTA\")\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\", 0, 0, 0, 0)\n\t\tCHAG B 1 A_ZoomFactor(0.995)\n\t\tCHAG B 1 A_ZoomFactor(0.990)\n\t\tCHAG C 1 A_ZoomFactor(0.985)\n\t\tCHAG C 1 A_ZoomFactor(0.980)\n\t\tCHAG D 1 A_ZoomFactor(0.978)\n        TNT1 A 0\n\t\t//TNT1 A 0 A_PlaySound(\"weapons/minigunfireloop\", 3, 0.8, 1)\n    Hold:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Spin\",1,\"Fire2\")\n\n        TNT1 A 0 A_PlaySound(\"CHAINSPI\", 6,1,1)\n        TNT1 A 0 A_Recoil(0.1)\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAss\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\", 1)\n        CHAF A 1 BRIGHT A_FireBullets(4, 4, 1, 9, \"MachineGunBulletPuff\", 1)\n        CHAF A 0 BRIGHT A_FireCustomMissile(\"MinigunTracer\", random(-3,3), 0, -1, random(-3,3))\n\t\tTNT1 A 0 A_Firecustommissile(\"50CaseSpawn\",0,0,-12,-18)\n        CHAF BC 1\n        TNT1 A 0 A_SetAngle(random(1.20, -1.20) + angle)\n\n        TNT1 A 0 A_PlaySound(\"weapons/minigunfire\", 1)\n        TNT1 A 0 A_Recoil(0.1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAss\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n        CHAF D 1 BRIGHT A_FireBullets(3, 3, 1, 8, \"MachineGunBulletPuff\", 1)\n        CHAF A 0 BRIGHT A_FireCustomMissile(\"MinigunTracer\", random(-3,3), 0, -1, random(-3,3))\n\t\tTNT1 A 0 A_Firecustommissile(\"50CaseSpawn\",0,0,-12,-18)\n        CHAF EF 1\n\t\tTNT1 A 0 A_SetAngle(random(1, -1) + angle)\n\n\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n        CHAF G 1 BRIGHT A_FireBullets(4, 4, 1, 9, \"MachineGunBulletPuff\", 1)\n        CHAF A 0 BRIGHT A_FireCustomMissile(\"MinigunTracer\", random(-3,3), 0, -1, random(-3,3))\n\t\tTNT1 A 0 A_Firecustommissile(\"50CaseSpawn\",0,0,-12,-18)\n        CHAF HI 1\n        TNT1 A 0 A_SetAngle(random(1, -1) + angle)\n\n        MNGG B 0 A_ReFire\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_StopSound(3)\n        TNT1 A 0 A_JumpIfInventory(\"Spin\",1,\"Ready2\")\n        TNT1 A 0 A_PlaySound(\"CHAINSTO\")\n        TNT1 A 0 A_WeaponReady\n\t \tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t  \tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        CHAG ABCD 1 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t  \tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        CHAG ABCD 1 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t    TNT1 A 0 A_Refire\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t  \tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tCHAG A 2 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t\tTNT1 A 0 A_ZoomFactor(0.980)\n        CHAG B 2 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t\tTNT1 A 0 A_ZoomFactor(0.990)\n\t\tCHAG C 2 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tCHAG D 2 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t    TNT1 A 0 A_PlaySound(\"CHAINCLI\", 8)\n        goto Ready+13\n\n\tFireDeathDealer:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathDealerSpin\",1,\"DeathDealerFire2\")\n\t\tTNT1 A 0 A_PlaySound(\"CHAINSTA\",4)\n\t\tTNT1 A 0 A_PlaySound(\"DTHDLRST\",5)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\", 0, 0, 0, 0)\n\t\t8HAG B 1 A_ZoomFactor(0.995)\n\t\t8HAG B 1 A_ZoomFactor(0.990)\n\t\t8HAG C 1 A_ZoomFactor(0.985)\n\t\t8HAG C 1 A_ZoomFactor(0.980)\n\t\t8HAG D 1 A_ZoomFactor(0.978)\n        TNT1 A 0\n    HoldDeathDealer:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathDealerSpin\",1,\"DeathDealerFire2\")\n\n        TNT1 A 0 A_PlaySound(\"CHAINSPI\", 6, 1,1)\n        TNT1 A 0 A_PlaySound(\"8HAINFIR\", 2, 1,1)\n        TNT1 A 0 A_Recoil(0.1)\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAss\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\", 1)\n        8HAF A 1 BRIGHT A_FireBullets(7, 7, 3, 8, \"MachineGunBulletPuff\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"NewClip\", 2)\n        8HAF AAA 0 BRIGHT A_FireCustomMissile(\"MinigunTracer\", random(-6,6), 0, -1, random(-4,4))\n\t\tTNT1 AAA 0 A_Firecustommissile(\"50CaseSpawn\",0,0,-12,-18)\n        8HAF BC 1\n        TNT1 A 0 A_SetAngle(random(2.35, -2.45) + angle)\n\t\tTNT1 A 0 A_SetPitch(-1.2 + pitch)\n\n        TNT1 A 0 A_PlaySound(\"weapons/minigunfire\", 1)\n        TNT1 A 0 A_Recoil(0.1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAss\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n        8HAF D 1 BRIGHT A_FireBullets(7, 7, 3, 8, \"MachineGunBulletPuff\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"NewClip\", 2)\n        8HAF AAA 0 BRIGHT A_FireCustomMissile(\"MinigunTracer\", random(-6,6), 0, -1, random(-4,4))\n\t\tTNT1 AAA 0 A_Firecustommissile(\"50CaseSpawn\",0,0,-12,-18)\n        8HAF EF 1\n\t\tTNT1 A 0 A_SetAngle(random(1.85, -1.85) + angle)\n\n\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n        8HAF G 1 BRIGHT A_FireBullets(7, 7, 3, 8, \"MachineGunBulletPuff\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"NewClip\", 2)\n        8HAF AAA 0 BRIGHT A_FireCustomMissile(\"MinigunTracer\", random(-6,6), 0, -1, random(-4,4))\n\t\tTNT1 AAA 0 A_Firecustommissile(\"50CaseSpawn\",0,0,-12,-18)\n        8HAF HI 1\n        TNT1 A 0 A_SetAngle(random(1, -1) + angle)\n\n        MNGG B 0 A_ReFire(\"HoldDeathDealer\")\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tTNT1 A 0 A_StopSound(6)\n        TNT1 A 0 A_JumpIfInventory(\"DeathDealerSpin\",1,\"ReadyDeathDealer2\")\n        TNT1 A 0 A_PlaySound(\"CHAINSTO\", 5)\n\t\tTNT1 A 0 A_PlaySound(\"DTHDLRSP\", 4)\n        TNT1 A 0 A_WeaponReady\n\t \tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t  \tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        8HAG A 1 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t\tTNT1 A 0 A_ZoomFactor(0.980)\n        8HAG B 1 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t\tTNT1 A 0 A_ZoomFactor(0.990)\n\t\t8HAG C 1 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\t8HAG D 1 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t  \tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        8HAG ABCD 2 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t    TNT1 A 0 A_Refire(\"HoldDeathDealer\")\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t  \tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        8HAG ABCD 2 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t\t8HAG ABCD 3 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t    TNT1 A 0 A_PlaySound(\"CHAINCLI\", 8)\n        goto ReadyDeathDealer+13\n\n\tFire2:\n\t\tTNT1 A 0 A_PlaySound(\"CHAINSPI\", 6,1,1)\n        TNT1 A 0 A_PlaySound(\"weapons/minigunfire\", 1)\n\t    TNT1 A 0 A_FireCustomMissile(\"ShakeYourAss\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\n\t\tTNT1 A 0 A_SetAngle(random(2.15, -2.2) + angle)\n\t\tTNT1 A 0 A_SetPitch(-1 + pitch)\n\n\t\tCHAF A 1 BRIGHT A_FireBullets(3, 3, -1, 8, \"MachineGunBulletPuff\", 1)\n        CHAF A 0 BRIGHT A_FireCustomMissile(\"MinigunTracer\", random(-6,6), 0, -1, random(-6,6))\n\t\tTNT1 A 0 A_Firecustommissile(\"50CaseSpawn\",0,0,-12,-18)\n        CHAF B 1\n\n\t\tTNT1 A 0 A_SetAngle(random(2, -2) + angle)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n        CHAF G 1 BRIGHT A_FireBullets(3, 3, -1, 8, \"MachineGunBulletPuff\", 1)\n        CHAF B 0 BRIGHT A_FireCustomMissile(\"MinigunTracer\", random(-3,3), 0, -1, random(-3,3))\n\t\tTNT1 A 0 A_Firecustommissile(\"50CaseSpawn\",0,0,-12,-18)\n        CHAF H 1\n\n        TNT1 A 0 A_ReFire(\"Fire2\")\n\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tCHAG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,0)\n\n\t\tCHAG B 1 A_WeaponReady\n\t\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,0)\n\n\t\tCHAG C 1 A_WeaponReady\n\t\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,0)\n\n\t\tCHAG D 1 A_WeaponReady\n\t\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,0)\n\n        goto Ready2+1\n\n\tDeathDealerFire2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_PlaySound(\"CHAINSPI\", 6, 1,1)\n        TNT1 A 0 A_PlaySound(\"8HAINFIR\", 2, 1,1)\n        TNT1 A 0 A_PlaySound(\"weapons/minigunfire\", 1)\n\t    TNT1 A 0 A_FireCustomMissile(\"ShakeYourAss\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\n\t\tTNT1 A 0 A_SetAngle(random(2.85, -2.94) + angle)\n\t\tTNT1 A 0 A_SetPitch(-1.42 + pitch)\n\n\t\t8HAF A 1 BRIGHT A_FireBullets(9, 9, 3, 8, \"MachineGunBulletPuff\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"NewClip\", 2)\n        8HAF AAA 0 BRIGHT A_FireCustomMissile(\"MinigunTracer\", random(-8,8), 0, -1, random(-7,7))\n\t\tTNT1 AAA 0 A_Firecustommissile(\"50CaseSpawn\",0,0,-12,-18)\n        8HAF B 1\n\n\t\tTNT1 A 0 A_SetAngle(random(2.52, -3) + angle)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n        8HAF G 1 BRIGHT A_FireBullets(9, 9, 3, 8, \"MachineGunBulletPuff\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"NewClip\", 2)\n        8HAF BBB 0 BRIGHT A_FireCustomMissile(\"MinigunTracer\", random(-8,8), 0, -1, random(-7,7))\n\t\tTNT1 AAA 0 A_Firecustommissile(\"50CaseSpawn\",0,0,-12,-18)\n        8HAF H 1\n\n        TNT1 A 0 A_ReFire(\"DeathDealerFire2\")\n\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_StopSound(2)\n\t\t8HAG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,0)\n\n\t\t8HAG B 1 A_WeaponReady\n\t\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,0)\n\n\t\t8HAG C 1 A_WeaponReady\n\t\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,0)\n\n\t\t8HAG D 1 A_WeaponReady\n\t\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,0)\n\n        goto ReadyDeathDealer2\n\n  AltFire:\n\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\",1,\"DeathDealerAltFire\")\n\tTNT1 A 0 A_StopSound(6)\n     TNT1 A 0 A_JumpIfInventory(\"Spin\",1,\"StopAlt\")\n     TNT1 A 0 A_GiveInventory (\"Spin\",1)\n     TNT1 A 0 A_PlaySound(\"CHAINSTA\", 5)\n     CHAG A 4 A_ZoomFactor(0.995)\n\tCHAG B 4 A_ZoomFactor(0.990)\n\tCHAG C 4 A_ZoomFactor(0.985)\n\tCHAG D 4 A_ZoomFactor(0.980)\n\t CHAG ABCD 3\n\t CHAG ABCD 2\n     TNT1 A 0\n     Goto Ready2\n\n\tDeathDealerAltFire:\n\t TNT1 A 0 A_StopSound(6)\n\t TNT1 A 0 A_StopSound(2)\n     TNT1 A 0 A_JumpIfInventory(\"DeathDealerSpin\",1,\"DeathDealerStopAlt\")\n     TNT1 A 0 A_GiveInventory (\"DeathDealerSpin\",1)\n     TNT1 A 0 A_PlaySound(\"CHAINSTA\", 5)\n\t TNT1 A 0 A_PlaySound(\"DTHDLRST\", 4)\n     8HAG ABCD 4\n\t 8HAG ABCD 3\n\t 8HAG ABCD 2\n     TNT1 A 0\n     Goto ReadyDeathDealer2\n\n\t DeathDealerStopAlt:\n\tTNT1 A 0 A_StopSound(6)\n\tTNT1 A 0 A_StopSound(3)\n     TNT1 A 0 A_TakeInventory(\"DeathDealerSpin\",1)\n     TNT1 A 0 A_PlaySound(\"CHAINSTO\", 6)\n\t TNT1 A 0 A_PlaySound(\"DTHDLRSP\", 4)\n     8HAG ABCD 1\n     8HAG ABCD 2\n\t 8HAG ABCD 3\n\t 8HAG AB 3\n\t 8HAG CD 4\n\t TNT1 A 0 A_PlaySound(\"CHAINCLI\", 8)\n     TNT1 A 0\n     Goto ReadyDeathDealer+13\n\n  StopAlt:\n\tTNT1 A 0 A_StopSound(6)\n     TNT1 A 0 A_TakeInventory(\"Spin\",1)\n     TNT1 A 0 A_PlaySound(\"CHAINSTO\")\n     CHAG A 1 A_ZoomFactor(0.980)\n\t CHAG B 1 A_ZoomFactor(0.985)\n\t CHAG C 1 A_ZoomFactor(0.990)\n\t CHAG D 1 A_ZoomFactor(0.995)\n\t TNT1 A 0 A_ZoomFactor(1.0)\n     CHAG ABCD 2\n\t TNT1 A 0 A_PlaySound(\"CHAINCLI\", 8)\n     TNT1 A 0\n     Goto Ready+13\n\n\t UseHealthBackPack:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoHealBackpack\", 1)\n\t\tSYRI ABCDEFGHIJ 1\n\t\tSYRI A 0 A_PlaySound(\"blodr1\", 3)\n\t\tSYRI KLL 1\n\t\tSYRI A 0 A_PlaySound(\"misc/N_HP_pickup\", 2)\n\t\tSYRI MMMM 1\n\t\tSYRI LKJIHGFEDCBA 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 1, 3)\n\t\tGoto Ready\n\t\tTNT1 AAA 0\n\t\tGoto ReadyDeathDealer\n\n\tThrowSwarmPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoSwarmPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Swarmers\", 1, 1)\n\t\tGoto NoSwarmPod\n\t\tTNT1 A 0 A_TakeInventory(\"Swarmers\", 1)\n\t\tXHFA LKJIHG 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF G 2\n\t\tXHFF IJKL 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"SwarmerPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 1, 3)\n\t\tGoto Ready\n\t\tTNT1 AAA 0\n\t\tGoto ReadyDeathDealer\n\n\tNoSwarmPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Swarmers left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowElecPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoElecPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ElecPod\", 1, 1)\n\t\tGoto NoElecPod\n\t\tTNT1 A 0 A_TakeInventory(\"ElecPod\", 1)\n\t\tXHFA ABCDEF 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF B 2\n\t\tXHFF CDEF 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"ElectricPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 1, 3)\n\t\tGoto Ready\n\t\tTNT1 AAA 0\n\t\tGoto ReadyDeathDealer\n\n\tNoElecPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Electropods left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowGrenade:\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tHNDF ABCDEFGH 1\n\t\tHNDF I 2 A_PlaySound(\"OPNGRN\", 1)\n\t\tHNDF JKLMNOPQR 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Refire\n\t\tHND1 I 2 A_PlaySound(\"THRGRN\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\", 1)\n\t\tHND1 J 1 A_FireCustomMissile(\"ThrownGrenade30\")\n\t\tHND1 KLMNOPQ 2\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 1, 3)\n\t\tGoto Ready\n\t\tTNT1 AAA 0\n\t\tGoto ReadyDeathDealer\n\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades left\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 1, 3)\n\t\tGoto Ready+13\n\t\tTNT1 AAA 0\n\t\tGoto ReadyDeathDealer+13\n\n\tMinePurist:\n\t\tTNT1 A 0 A_Print(\"Land Mines disabled in Classic Mode!\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tGoto Ready+12\n\n\tThrowMine:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"MinePurist\")\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\", 1, 1)\n\t\tGoto NoMine\n\t\tMIN2 ABCDEFGH 1\n\t\tNULL A 5\n\t\tMIN3 ABCDE 1\n\t\tNULL A 0 A_PlayWeaponSound(\"MINE002\")\n\t\tMIN3 FG 1\n\t\tMIN3 H 2 A_FireCustomMissile(\"Mine2\",0,0,0,8)\n\t\tMIN3 IJKL 1\n\t\tNULL A 4\n\t\tMINE BCDEFG 1\n\t\tMINE A 3 //A_ReFire\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 1, 3)\n\t\tGoto Ready\n\t\tTNT1 AAA 0\n\t\tGoto ReadyDeathDealer\n\n\tNoMine:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Land Mines left\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 1, 3)\n\t\tGoto Ready+13\n\t\tTNT1 AAA 0\n\t\tGoto ReadyDeathDealer+13\n\n   FlashKicking:\n\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 1, \"FlashKickingDD\")\n\t\tCHAG E 1\n\t\tCHAG E 1\n\t\tCHAG F 1\n\t\tCHAG G 3\n\t\tCHAG H 3\n\t\tCHAG G 3\n\t\tCHAG E 1\n\t\tCHAG F 1\n\t\tCHAG AAAAA 1\n\t\tStop\n\n\tFlashKickingDD:\n\t\t8HAG E 1\n\t\t8HAG E 1\n\t\t8HAG F 1\n\t\t8HAG G 3\n\t\t8HAG H 3\n\t\t8HAG G 3\n\t\t8HAG E 1\n\t\t8HAG F 1\n\t\t8HAG AAAAA 1\n\t\tStop\n\n   FlashAirKicking:\n\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 1, \"FlashAirKickingDD\")\n\t\tCHAG E 1\n\t\tCHAG E 1\n\t\tCHAG F 1\n\t\tCHAG G 3\n\t\tCHAG H 3\n\t\tCHAG G 3\n\t\tCHAG F 1\n\t\tCHAG E 1\n\t\tCHAG AAAA 1\n\t\tStop\n\n\tFlashAirKickingDD:\n\t\t8HAG E 1\n\t\t8HAG E 1\n\t\t8HAG F 1\n\t\t8HAG G 3\n\t\t8HAG H 3\n\t\t8HAG G 3\n\t\t8HAG F 1\n\t\t8HAG E 1\n\t\t8HAG AAAA 1\n\t\tStop\n\n\tFlashSlideKicking:\n\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 1, \"FlashSlideKickingDD\")\n\t\tCHAG EF 2\n\t\tCHAG GGGGHHHGGGG 2\n\t\tStop\n\n\tFlashSlideKickingDD:\n\t\t8HAG EF 2\n\t\t8HAG GGGGHHHGGGG 2\n\t\tStop\n\n\tFlashSlideKickingStop:\n\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 1, \"FlashSlideKickingStopDD\")\n\t\tCHAG GFEEA 1\n\t\tCHAG A 1\n\t\tStop\n\n\tFlashSlideKickingStopDD:\n\t\t8HAG GFEEA 1\n\t\t8HAG A 1\n\t\tStop\n\n\tFlashPunching:\n\t\tCHAG E 1\n\t\tCHAG E 1\n\t\tCHAG F 1\n\t\tCHAG G 3\n\t\tCHAG H 3\n\t\tCHAG G 3\n\t\tCHAG E 1\n\t\tCHAG F 1\n\t\tCHAG AAAAA 1\n\t\tStop\n\n\t////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n\t\tQuickPunchPurist:\n\t\tTNT1 A 0 A_Print(\"Knife Combos Not Allowed In Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"DoPunch\",1)\n\t\tGoto Ready+6\n\n\tQuickPunch:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"QuickPunchPurist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"SuperQuickPunch\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\n\tSuperQuickPunch:\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\n\tKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 25, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, -25, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AAAA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n    DoKick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf(Height < 54, \"SlideKick\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n\n        KICK H 3\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 1, 3)\n\t\tGoto Ready+13\n\t\tTNT1 AAA 0\n\t\tGoto ReadyDeathDealer+13\n\n\tSlideKick:\n\t\tTNT1 A 0 A_GiveInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Jumpifinventory(\"PowerStrength\",1,\"SuperSlideKick\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-13)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_ZoomFactor(0.960)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 1, 3)\n\t\tGoto Ready+13\n\t\tTNT1 AAA 0\n\t\tGoto ReadyDeathDealer+13\n\n\t LowerKick:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"KickHasHitAnObject\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/End\", 1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKickingStop\")\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 1, 3)\n\t\tGoto Ready+13\n\t\tTNT1 AAA 0\n\t\tGoto ReadyDeathDealer+13\n\n\tSuperSlideKick:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-15)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 1, 3)\n\t\tGoto Ready+13\n\t\tTNT1 AAA 0\n\t\tGoto ReadyDeathDealer+13\n\n    BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n\n        KICK H 3 A_ZoomFactor(0.950)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 1, 3)\n\t\tGoto Ready+13\n\t\tTNT1 AAA 0\n\t\tGoto ReadyDeathDealer+13\n\n\tAirKick:\n\t    TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashAirKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 1, 3)\n\t\tGoto Ready+13\n\t\tTNT1 AAA 0\n\t\tGoto ReadyDeathDealer+13\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n        TNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 1, 3)\n\t\tGoto Ready+13\n\t\tTNT1 AAA 0\n\t\tGoto ReadyDeathDealer+13\n    Taunt:\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\", 1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n        TNT1 A 5\n\t\tFUCK A 2\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n        FUCK B 2 A_PlaySound(\"FUCK\", 1)\n        FUCK C 2 A_AlertMonsters\n\t\tFUCK D 15 A_TakeInventory(\"Taunting\",1)\n        FUCK CBA 5\n        TNT1 A 5\n\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 1, 3)\n\t\tGoto Ready\n\t\tTNT1 AAA 0\n\t\tGoto ReadyDeathDealer\n\tSalute:\n\t\tTNT1 A 0 A_StopSound(6)\n\t    TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"EquipDeathDealer\", 1, 3)\n\t\tGoto Ready\n\t\tTNT1 AAA 0\n\t\tGoto ReadyDeathDealer\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "ROCKETLAUNCHER.txt",
        "contents": "// --------------------------------------------------------------------------\n\n// Rocket Launcher\n\n// --------------------------------------------------------------------------\nActor AltFireRocketCounter : Inventory\n{\ninventory.maxamount 6\n}\n\nActor GuidedAltFireRocketCounter : Inventory\n{\ninventory.maxamount 6\n}\n\nActor LaserGuidedSystemActivated:Inventory\n{\ninventory.maxamount 1\n}\n\nActor CheckDead:Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR GreenLaserDot: FastProjectile\n{\n\tDecal \"None\"\n    Mass 0\n    Scale 0.3\n    Radius 1\n    Height 2\n\tProjectile\n    +NOBLOCKMAP\n    +NOGRAVITY\n    +BLOODLESSIMPACT\n    +ALWAYSPUFF\n    +PUFFONACTORS\n    +DONTSPLASH\n    +FORCEXYBILLBOARD\n    Renderstyle Add\n    Alpha 0.75\n    States\n    {\n\tSpawn:\n\t\tLEYS G 1 BRIGHT\n\tDeath:\n\t\tLEYS G 1 A_AlertMonsters(500)\n\t\tLEYS G 1 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR RocketPuff\n{\n\tradius 1\n\theight 1\n\tScale 0.3\n\t+SKYEXPLODE\n\t+GHOST\n\t+NOBLOOD\n\t-FRIENDLY\n\t+ALWAYSPUFF\n\t+PUFFONACTORS\n\t+NOCLIP\n\t+NOGRAVITY\n\t-NOBLOCKMAP\n\t+SHOOTABLE\n\t+BLOODLESSIMPACT\n\tRenderStyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Thing_ChangeTID(0,785)\n\t\tLEYS G 1 BRIGHT\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(102,800,0,0),1)\n\t\tGoto Spawn+2\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Die\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR RocketSpawnActor\n{\n\t+ALWAYSPUFF\n\t+PUFFONACTORS\n\t+NOBLOCKMAP\n\t+NOCLIP\n\t+NOGRAVITY\n\tRenderStyle None\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Thing_ProjectileAimed(0,255,190,785)\n\t\tstop\n\t}\n}\n\nACTOR RocketSpawnActor1\n{\n\t+ALWAYSPUFF\n\t+PUFFONACTORS\n\t+NOBLOCKMAP\n\t+NOCLIP\n\t+NOGRAVITY\n\tRenderStyle None\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Thing_ProjectileAimed(0,254,190,785)\n\t\tstop\n\t}\n}\n\nACTOR RocketSpawnActor2\n{\n\t+ALWAYSPUFF\n\t+PUFFONACTORS\n\t+NOBLOCKMAP\n\t+NOCLIP\n\t+NOGRAVITY\n\tRenderStyle None\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Thing_ProjectileAimed(0,253,190,785)\n\t\tstop\n\t}\n}\n\nACTOR SpecPuff\n{\n\t+ALWAYSPUFF\n\t+PUFFONACTORS\n\t+NOBLOCKMAP\n\t+NOCLIP\n\t+NOGRAVITY\n\t+BLOODLESSIMPACT\n\tRenderStyle None\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(100,0,x,y,z)\n\t\tstop\n\t}\n}\n\nACTOR NewRocket\n{\n\tSpawnID 255\n\tRadius 8\n\tHeight 8\n\tSpeed 60\n\tDamage 45\n\tDamageType Explosive\n\tProjectile\n\t+SKYEXPLODE\n\t+THRUSPECIES\n\t+THRUGHOST\n\t+ROCKETTRAIL\n\t+SEEKERMISSILE\n\t+ALLOWPARTICLES\n\t+EXTREMEDEATH\n    +BLOODSPLATTER\n\tSeeSound \"weapons/RLL\"\n\tDeathSound \"Explosion\"\n\tObituary \"$OB_MPROCKET\"\n    Decal \"Scorch\"\n\tSpecies \"Rocket\"\n\tObituary \"%o was hunted down by %k's Laser-Guided Rocket.\"\n\tStates\n\t{\n\tSpawn:\n\t\tMISL A 1 A_SeekerMissile(0,24,SMF_PRECISE)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rocketloop\",6,1,1)\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\n\t\tTNT1 A 0 A_CustomMissile (\"RocketSmokeTrail52Moving\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tTNT1 A 0 A_SpawnItem (\"RocketSmokeTrail52\")\n\t\tLoop\n\tDeath:\n\t\tMISL B 0 ACS_ExecuteAlways(101,0,800,0,0)\n\t\tEXPL A 0 Radius_Quake (3, 16, 0, 15, 0)\n\t\tTNT1 A 0 A_SpawnItem (\"BigRicoChet\", 0, -30)\n        TNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t    TNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t    TNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"RocketExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 AAAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n        EXPL AAAAA 0 A_CustomMissile (\"ExplosionSmokeFast22\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 A 20\n\t\tStop\n\t}\n}\n\nACTOR NewRocket2: NewRocket\n{\n\tSpawnID 254\n\tStates\n\t{\n\tSpawn:\n\t\tMISL A 1 A_SeekerMissile(0,24,SMF_PRECISE)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rocketloop\",6,1,1)\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\n\t\tTNT1 A 0 A_CustomMissile (\"RocketSmokeTrail52Moving\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tTNT1 A 0 A_SpawnItem (\"RocketSmokeTrail52\")\n\t\tLoop\n\tDeath:\n\t\t//MISL B 0 ACS_ExecuteAlways(101,0,800,0,0)\n\t\tEXPL A 0 Radius_Quake (3, 16, 0, 15, 0)\n\t\tTNT1 A 0 A_SpawnItem (\"BigRicoChet\", 0, -30)\n        TNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t    TNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t    TNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"RocketExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 AAAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n        EXPL AAAAA 0 A_CustomMissile (\"ExplosionSmokeFast22\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 A 20\n\t\tStop\n\t}\n}\n\nACTOR NewRocket3: NewRocket\n{\n\tSpawnID 253\n\tStates\n\t{\n\tSpawn:\n\t\tMISL A 1 A_SeekerMissile(0,24,SMF_PRECISE)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rocketloop\",6,1,1)\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\n\t\tTNT1 A 0 A_CustomMissile (\"RocketSmokeTrail52Moving\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tTNT1 A 0 A_SpawnItem (\"RocketSmokeTrail52\")\n\t\tLoop\n\tDeath:\n\t\t//MISL B 0 ACS_ExecuteAlways(101,0,800,0,0)\n\t\tEXPL A 0 Radius_Quake (3, 16, 0, 15, 0)\n\t\tTNT1 A 0 A_SpawnItem (\"BigRicoChet\", 0, -30)\n        TNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t    TNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t    TNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"RocketExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 AAAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n        EXPL AAAAA 0 A_CustomMissile (\"ExplosionSmokeFast22\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 A 20\n\t\tStop\n\t}\n}\n\nACTOR Rocket_Launcher : RocketLauncher replaces RocketLauncher\n{\n\tWeapon.BobRangeX 0.3\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n\tGame Doom\n\tSpawnID 29\n\tSpeed 20\n\tDamage 20\n\t//Weapon.SelectionOrder 2500\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoGive1 6\n\tWeapon.AmmoType1 \"RocketAmmo\"\n\tWeapon.AmmoType2 \"RocketRounds\"\n    Inventory.PickupSound \"misc/rockboxa\"\n    +WEAPON.NOAUTOAIM\n\t+WEAPON.EXPLOSIVE\n    +WEAPON.NOALERT\n\n\tInventory.PickupMessage \"You got the UAC Guided Rocket Launcher! (Slot 5)\"\n\tStates\n\t{\n\tSteady:\n\tTNT1 A 1\n\tGoto Ready\n\tReady:\n\n        TNT1 A 0 A_PlaySound(\"RLANDRAW\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"LaserGuidedSystemActivated\", 1, \"LaserReady\")\n        MISS ABCD 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n        MISG A 1\n        TNT1 AAAAA 0\n        TNT1 A 0 A_JumpIfInventory(\"RocketRounds\",1,2)\n        Goto Reload\n        TNT1 AAAA 0\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"LaserGuidedSystemActivated\", 1, \"LaserReady\")\n\t\tMISG A 1 A_WeaponReady\n        Goto Ready+7\n\n\tLaserReady:\n        TNT1 A 0 A_PlaySound(\"RLANDRAW\")\n        MISS ABCD 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_FireBullets(0,0,1,0,\"GreenLaserDot\",FBF_NOFLASH|FBF_NORANDOMPUFFZ)\n        MISG A 1\n        TNT1 AAAA 0\n        TNT1 A 0 A_JumpIfInventory(\"RocketRounds\",1,2)\n        Goto Reload\n        TNT1 AAAA 0\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_FireBullets(0,0,1,0,\"GreenLaserDot\",FBF_NOFLASH|FBF_NORANDOMPUFFZ)\n\t\tMISG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_FireBullets(0,0,1,0,\"GreenLaserDot\",FBF_NOFLASH|FBF_NORANDOMPUFFZ)\n        Goto LaserReady+7\n\n\tWeaponSpecialPurist:\n\t\tTNT1 A 0 A_Print(\"Weapon Special Not Available in Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tGoto Ready+8\n\n\tAltFirePurist:\n\t\tTNT1 A 0 A_Print(\"Secondary Fire Not Available in Classic Mode!\")\n\t\tGoto Ready+8\n\n\tWeaponSpecial:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"WeaponSpecialPurist\")\n\t\tTNT1 A 0 A_TakeInventory(\"GoWeaponSpecialAbility\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"LaserGuidedSystemActivated\",1,\"DeactivateLaserGuided\")\n\t\tTNT1 A 0 A_GiveInventory(\"LaserGuidedSystemActivated\", 1)\n\t\tTNT1 A 0 A_Print(\"Laser Guided System Activated\")\n\t\tMISG WXY 1\n\t\tTNT1 A 0 A_PlaySound(\"SEEKER\", 2)\n\t\tMISG YYXW 1\n\t\tGoto LaserReady+8\n\n\t\tDeactivateLaserGuided:\n\t\tTNT1 A 0 A_TakeInventory(\"LaserGuidedSystemActivated\", 1)\n\t\tTNT1 A 0 A_Print(\"Laser Guided System Deactivated\")\n\t\tMISG WXY 1\n\t\tTNT1 A 0 A_PlaySound(\"SEEKER\", 2)\n\t\tMISG YYXW 1\n\t\tGoto Ready+8\n\n\tDeselect:\n        MISS DCBA 1\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tSelect:\n\t\tTNT1 A 0 A_TakeInventory(\"RifleSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SledgeSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"DualHandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevolverSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ASGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"QSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"NewChaingunSelected\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SGLSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"M2Selected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FreezerSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGBeamSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BHCSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HellRifleSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LandMineSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"UACSMGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBurningBarrel\",1)\n\n\t\tMISG A 0 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LaserGuidedSystemActivated\", 1, \"GuidedFire\")\n        TNT1 A 0 A_JumpIfInventory(\"RocketRounds\",1,2)\n        Goto Reload\n        TNT1 AAA 0\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"RedFlareSpawn\",-5,0,0,0)\n        TNT1 A 0 A_PlaySound (\"DSRFIRE\", 7)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\")\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tMISF A 1 BRIGHT A_FireCustomMissile(\"Rocket\", 0, 1, 0, -5)\n\t\tTNT1 A 0 A_ZoomFactor(0.980)\n\t\tTNT1 A 0 A_Takeinventory(\"RocketRounds\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tMISF BCD 1 BRIGHT\n\t\tTNT1 A 0 A_ZoomFactor(0.99)\n        MISF E 1 A_ZoomFactor(1.0)\n        MISG BCD 2\n\t\tMISG EF 1\n\t\tTNT1 A 0 A_PlaySound(\"RLCYC\", 5)\n        MISG A 2\n        TNT1 A 0 A_ReFire\n        Goto Ready+7\n\n\tGuidedFire:\n        TNT1 A 0 A_JumpIfInventory(\"RocketRounds\",1,2)\n        Goto Reload\n        TNT1 AAAA 0\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 Thing_ChangeTID(0,800)\n\t\tTNT1 A 0 A_PlaySound (\"DSRFIRE\", 7)\n\t\tTNT1 A 0 A_FireBullets(0,0,1,0,\"GreenLaserDot\",FBF_NOFLASH|FBF_NORANDOMPUFFZ)\n\t\tRLAU B 0 Bright A_FireBullets(0,0,1,0,\"RocketPuff\",1)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\")\n\t\tTNT1 A 0 A_ZoomFactor(0.98)\n\t\tMISF A 1 A_SpawnItem(\"RocketSpawnActor\",70,36.0, 0, 0)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tTNT1 A 0 ACS_Execute(281, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireBullets(0,0,1,0,\"GreenLaserDot\",FBF_NOFLASH|FBF_NORANDOMPUFFZ)\n\t\tTNT1 A 0 A_Takeinventory(\"RocketRounds\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tMISF BCDE 1\n\t\tgoto Targeting\n\tTargeting:\n\t\tMISF E 2\n\t\tRLAU A 0 A_FireBullets(0,0,1,0,\"SpecPuff\",0)\n\t\tRLAU A 0 A_JumpIf(ACS_ExecuteWithResult(102,800,0,0)==0,\"Targeting\")\n\t\tMISG B 2\n\t\tRLAU A 0 A_TakeInventory(\"CheckDead\",1)\n\t\tTNT1 A 0 Thing_ChangeTID(800,0)\n\t\tMISG CD 2\n\t\tMISG EF 1\n\t\tTNT1 A 0 A_PlaySound(\"RLCYC\", 5)\n        MISG A 2\n        TNT1 A 0 A_ReFire\n\t\tgoto LaserReady+7\n\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"AltFirePurist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"LaserGuidedSystemActivated\", 1, \"GuidedAltFire\")\n        TNT1 A 0 A_JumpIfInventory(\"RocketRounds\",1,4)\n        Goto Reload\n\tAltHold:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LaserGuidedSystemActivated\", 1, \"GuidedAltHold\")\n        TNT1 AAAA 0\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_JumpIfInventory(\"AltFireRocketCounter\",5,\"Fire3Rocket\")\n\t\tTNT1 A 0 A_PlaySound(\"RLCYC\", 4)\n\t\tMISG A 2\n        MISG BCD 2\n\t\tMISG EF 2\n\n\t\tTNT1 A 0 A_Takeinventory(\"RocketRounds\",1)\n        MISG A 1 A_GiveInventory(\"AltFireRocketCounter\", 2)\n\t\tTNT1 A 0 A_ReFire(\"AltHold\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AltFireRocketCounter\",5,\"Fire3Rocket\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AltFireRocketCounter\",3,\"Fire2Rocket\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AltFireRocketCounter\",1,\"Fire1Rocket\")\n\t\tTNT1 A 0\n        Goto Ready+7\n\n\tFire1Rocket:\n\t\tTNT1 A 0 A_TakeInventory(\"AltFireRocketCounter\", 6)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RedFlareSpawn\",-5,0,0,0)\n        TNT1 A 0 A_PlaySound (\"DSRFIRE\", 3)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\")\n\t\tMISF A 1 BRIGHT //A_FireCustomMissile(\"Rocket\", 0, 1, 0, -5)\n\t\tMISF A 0 BRIGHT A_FireCustomMissile(\"Rocket\", random(1,1), 1, 0, -5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(281, 0, 0, 0, 0)\n\t\tMISF BCD 1 BRIGHT\n        MISF E 1\n        MISG BCD 2\n\t\tMISG EF 1\n\t\tTNT1 A 0 A_PlaySound(\"RLCYC\", 5)\n        MISG A 2\n        TNT1 A 0 //A_ReFire\n        Goto Ready+7\n\n\tFire2Rocket:\n\t\tTNT1 A 0 A_TakeInventory(\"AltFireRocketCounter\", 6)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RedFlareSpawn\",-5,0,0,0)\n        TNT1 A 0 A_PlaySound (\"RLSHOT2\", 3)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\")\n\t\tMISF A 1 BRIGHT //A_FireCustomMissile(\"Rocket\", 0, 1, 0, -5)\n\t\tMISF A 0 BRIGHT A_FireCustomMissile(\"Rocket\", random(3,4), 1, 0, -5)\n\t\tMISF A 0 BRIGHT A_FireCustomMissile(\"Rocket\", random(-4,-3), 1, 0, -5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(281, 0, 0, 0, 0)\n\t\tMISF BCD 1 BRIGHT\n        MISF E 1\n        MISG BCD 2\n\t\tMISG EF 1\n\t\tTNT1 A 0 A_PlaySound(\"RLCYC\", 5)\n        MISG A 2\n        TNT1 A 0 //A_ReFire\n        Goto Ready+7\n\n\tFire3Rocket:\n\t\tTNT1 A 0 A_TakeInventory(\"AltFireRocketCounter\", 6)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RedFlareSpawn\",-5,0,0,0)\n        TNT1 A 0 A_PlaySound (\"RLSHOT2\", 3)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\")\n\t\tMISF A 1 BRIGHT //A_FireCustomMissile(\"Rocket\", 0, 1, 0, -5)\n\t\tMISF A 0 BRIGHT A_FireCustomMissile(\"Rocket\", random(1,1), 1, 0, -5)\n\t\tMISF A 0 BRIGHT A_FireCustomMissile(\"Rocket\", random(4,6), 1, 0, -5)\n\t\tMISF A 0 BRIGHT A_FireCustomMissile(\"Rocket\", random(-6,-4), 1, 0, -5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(281, 0, 0, 0, 0)\n\t\tMISF BCD 1 BRIGHT\n        MISF E 1\n        MISG BCD 2\n\t\tMISG EF 1\n\t\tTNT1 A 0 A_PlaySound(\"RLCYC\", 5)\n        MISG A 2\n        TNT1 A 0 //A_ReFire\n        Goto Ready+7\n\n\tGuidedAltFire:\n        TNT1 A 0 A_JumpIfInventory(\"RocketRounds\",1,3)\n        Goto Reload\n\tGuidedAltHold:\n        TNT1 AAAA 0\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_JumpIfInventory(\"GuidedAltFireRocketCounter\",5,\"GuidedFire3Rocket\")\n\t\tTNT1 A 0 A_PlaySound(\"RLCYC\", 4)\n\t\tMISG A 2\n        MISG BCD 2\n\t\tMISG EF 2\n\n\t\tTNT1 A 0 A_Takeinventory(\"RocketRounds\",1)\n        MISG A 1 A_GiveInventory(\"GuidedAltFireRocketCounter\", 2)\n\t\tTNT1 A 0 A_ReFire(\"GuidedAltHold\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GuidedAltFireRocketCounter\",5,\"GuidedFire3Rocket\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GuidedAltFireRocketCounter\",3,\"GuidedFire2Rocket\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GuidedAltFireRocketCounter\",1,\"GuidedFire1Rocket\")\n\t\tTNT1 A 0\n        Goto Ready+7\n\n\tGuidedFire1Rocket:\n\t\tTNT1 A 0 A_TakeInventory(\"GuidedAltFireRocketCounter\", 6)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RedFlareSpawn\",-5,0,0,0)\n        TNT1 AAAA 0\n\t\tTNT1 A 0 Thing_ChangeTID(0,800)\n\t\tTNT1 A 0 A_PlaySound (\"DSRFIRE\", 7)\n\t\tTNT1 A 0 A_FireBullets(0,0,1,0,\"GreenLaserDot\",FBF_NOFLASH|FBF_NORANDOMPUFFZ)\n\t\tRLAU B 0 Bright A_FireBullets(0,0,1,0,\"RocketPuff\",1)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\")\n\n\t\tMISF A 1 A_SpawnItem(\"RocketSpawnActor\",70,36.0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(281, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireBullets(0,0,1,0,\"GreenLaserDot\",FBF_NOFLASH|FBF_NORANDOMPUFFZ)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tMISF BCDE 1\n\t\tgoto GuidedFire1Targeting\n\tGuidedFire1Targeting:\n\t\tMISF E 2\n\t\tRLAU A 0 A_FireBullets(0,0,1,0,\"SpecPuff\",0)\n\t\tRLAU A 0 A_JumpIf(ACS_ExecuteWithResult(102,800,0,0)==0,\"GuidedFire1Targeting\")\n\t\tMISG B 2\n\t\tRLAU A 0 A_TakeInventory(\"CheckDead\",1)\n\t\tTNT1 A 0 Thing_ChangeTID(800,0)\n\t\tMISG CD 2\n\t\tMISG EF 1\n\t\tTNT1 A 0 A_PlaySound(\"RLCYC\", 5)\n        MISG A 2\n        TNT1 A 0 A_ReFire\n\t\tgoto LaserReady+7\n\n\tGuidedFire2Rocket:\n\t\tTNT1 A 0 A_TakeInventory(\"GuidedAltFireRocketCounter\", 6)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RedFlareSpawn\",-5,0,0,0)\n        TNT1 AAAA 0\n\t\tTNT1 A 0 Thing_ChangeTID(0,800)\n\t\tTNT1 A 0 A_PlaySound (\"RLSHOT2\", 7)\n\t\tTNT1 A 0 A_FireBullets(0,0,1,0,\"GreenLaserDot\",FBF_NOFLASH|FBF_NORANDOMPUFFZ)\n\t\tRLAU B 0 Bright A_FireBullets(0,0,1,0,\"RocketPuff\",1)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\")\n\t\tMISF A 0 BRIGHT A_SpawnItemEx(\"RocketSpawnActor\",70, 18, 32)\n\t\tMISF A 0 BRIGHT A_SpawnItemEx(\"RocketSpawnActor\",70, -18, 32)\n\t\tMISF A 1 //A_SpawnItem(\"RocketSpawnActor\",64,24.0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(281, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireBullets(0,0,1,0,\"GreenLaserDot\",FBF_NOFLASH|FBF_NORANDOMPUFFZ)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tMISF BCDE 1\n\t\tgoto GuidedFire2Targeting\n\tGuidedFire2Targeting:\n\t\tMISF E 2\n\t\tRLAU A 0 A_FireBullets(0,0,1,0,\"SpecPuff\",0)\n\t\tRLAU A 0 A_JumpIf(ACS_ExecuteWithResult(102,800,0,0)==0,\"GuidedFire2Targeting\")\n\t\tMISG B 2\n\t\tRLAU A 0 A_TakeInventory(\"CheckDead\",1)\n\t\tTNT1 A 0 Thing_ChangeTID(800,0)\n\t\tMISG CD 2\n\t\tMISG EF 1\n\t\tTNT1 A 0 A_PlaySound(\"RLCYC\", 5)\n        MISG A 2\n        TNT1 A 0 A_ReFire\n\t\tgoto LaserReady+7\n\n\tGuidedFire3Rocket:\n\t\tTNT1 A 0 A_TakeInventory(\"GuidedAltFireRocketCounter\", 6)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RedFlareSpawn\",-5,0,0,0)\n        TNT1 AAAA 0\n\t\tTNT1 A 0 Thing_ChangeTID(0,800)\n\t\tTNT1 A 0 A_PlaySound (\"RLSHOT2\", 7)\n\t\tTNT1 A 0 A_FireBullets(0,0,1,0,\"GreenLaserDot\",FBF_NOFLASH|FBF_NORANDOMPUFFZ)\n\t\tRLAU B 0 Bright A_FireBullets(0,0,1,0,\"RocketPuff\",1)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\")\n\t\tMISF A 0 BRIGHT A_SpawnItem(\"RocketSpawnActor\",70, 33, 0, 0)\n\t\tMISF A 0 BRIGHT A_SpawnItemEx(\"RocketSpawnActor\",70, 18, 29)\n\t\tMISF A 0 BRIGHT A_SpawnItemEx(\"RocketSpawnActor\",70, -18, 29)\n\t\tMISF A 1 //\n\t\tTNT1 A 0 ACS_Execute(281, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireBullets(0,0,1,0,\"GreenLaserDot\",FBF_NOFLASH|FBF_NORANDOMPUFFZ)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tMISF BCDE 1\n\t\tgoto GuidedFire3Targeting\n\tGuidedFire3Targeting:\n\t\tMISF E 2\n\t\tRLAU A 0 A_FireBullets(0,0,1,0,\"SpecPuff\",0)\n\t\tRLAU A 0 A_JumpIf(ACS_ExecuteWithResult(102,800,0,0)==0,\"GuidedFire3Targeting\")\n\t\tMISG B 2\n\t\tRLAU A 0 A_TakeInventory(\"CheckDead\",1)\n\t\tTNT1 A 0 Thing_ChangeTID(800,0)\n\t\tMISG CD 2\n\t\tMISG EF 1\n\t\tTNT1 A 0 A_PlaySound(\"RLCYC\", 5)\n        MISG A 2\n        TNT1 A 0 A_ReFire\n\t\tgoto LaserReady+7\n\n    Reload:\n\t\tMISG A 1 A_WeaponReady\n\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n        TNT1 A 0 A_JumpIfInventory(\"RocketRounds\",6,55)\n        TNT1 A 0 A_JumpIfInventory(\"RocketAmmo\",1,3)\n        Goto Ready+12\n        TNT1 AAAA 0\n        TNT1 A 0 A_PlaySound(\"ReloadRL\")\n        MISR ABCDE 2\n        TNT1 A 0 A_FireCustomMissile(\"RocketCaseSpawn\",-30,0,-4,-4)\n        MISR EFGHIJKLMNNN 2\n        TNT1 AAAAA 0\n        MISR OPQ 2\n\t\tMISG A 10\n        MISG D 2\n\t\tTNT1 A 0 A_PlaySound(\"RLCYC\")\n        MISG EF 2\n\n\t\tTNT1 AAAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketRounds\",6,15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketAmmo\",1,3)\n\t\tGoto Ready+6\n        TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"RocketRounds\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RocketAmmo\",1)\n\t\tGoto Reload+40\n\n\t\tTNT1 AAAAAAAAAA 0\n\n        MISG A 1 A_Refire\n\t\tTNT1 A 0 A_JumpIfInventory(\"LaserGuidedSystemActivated\", 1, 3)\n        Goto Ready+7\n\t\tTNT1 AAAAA 0\n\t\tGoto LaserReady+7\n\n\tSpawn:\n\t\tLAUN A -1\n\t\tStop\n\n\tUseHealthBackPack:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoHealBackpack\", 1)\n\t\tSYRI ABCDEFGHIJ 1\n\t\tSYRI A 0 A_PlaySound(\"blodr1\", 3)\n\t\tSYRI KLL 1\n\t\tSYRI A 0 A_PlaySound(\"misc/N_HP_pickup\", 2)\n\t\tSYRI MMMM 1\n\t\tSYRI LKJIHGFEDCBA 1\n\t\tGoto Ready\n\n\tThrowSwarmPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoSwarmPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Swarmers\", 1, 1)\n\t\tGoto NoSwarmPod\n\t\tTNT1 A 0 A_TakeInventory(\"Swarmers\", 1)\n\t\tXHFA LKJIHG 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF G 2\n\t\tXHFF IJKL 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"SwarmerPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoSwarmPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Swarmers left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowElecPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoElecPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ElecPod\", 1, 1)\n\t\tGoto NoElecPod\n\t\tTNT1 A 0 A_TakeInventory(\"ElecPod\", 1)\n\t\tXHFA ABCDEF 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF B 2\n\t\tXHFF CDEF 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"ElectricPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoElecPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Electropods left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tMinePurist:\n\t\tTNT1 A 0 A_Print(\"Land Mines disabled in Classic Mode!\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tGoto Ready+12\n\n\tThrowMine:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"MinePurist\")\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\", 1, 1)\n\t\tGoto NoMine\n\t\tMIN2 ABCDEFGH 1\n\t\tNULL A 5\n\t\tMIN3 ABCDE 1\n\t\tNULL A 0 A_PlayWeaponSound(\"MINE002\")\n\t\tMIN3 FG 1\n\t\tMIN3 H 2 A_FireCustomMissile(\"Mine2\",0,0,0,8)\n\t\tMIN3 IJKL 1\n\t\tNULL A 4\n\t\tMINE BCDEFG 1\n\t\tMINE A 3 //A_ReFire\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\", 1)\n\t\tGoto Ready\n\n\tNoMine:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Land Mines left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowGrenade:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tHNDF ABCDEFGH 1\n\t\tHNDF I 2 A_PlaySound(\"OPNGRN\", 1)\n\t\tHNDF JKLMNOPQR 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Refire\n\t\tHND1 I 2 A_PlaySound(\"THRGRN\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\", 1)\n\t\tHND1 J 1 A_FireCustomMissile(\"ThrownGrenade30\")\n\t\tHND1 KLMNOPQ 2\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tGoto Ready\n\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n    FlashKicking:\n\t\tMISG W 1\n\t\tMISG X 1\n\t\tMISG Y 1\n\t\tMISG Y 3\n\t\tMISG Z 3\n\t\tMISG Y 3\n\t\tMISG X 1\n\t\tMISG W 1\n\t\tMISG A 1\n\t\tMISG AAA 1\n\t\tStop\n\n\tFlashAirKicking:\n\t\tMISG W 1\n\t\tMISG X 1\n\t\tMISG Y 1\n\t\tMISG Y 3\n\t\tMISG Z 3\n\t\tMISG Y 3\n\t\tMISG X 1\n\t\tMISG W 1\n\t\tMISG A 1\n\t\tMISG AAAA 1\n\t\tStop\n\n\tFlashSlideKicking:\n\t\tMISG WX 2\n\t\tMISG YYYYZZZZZYY 2\n\t\tStop\n\n\tFlashSlideKickingStop:\n\t\t//TNT1 A 0\n\t\tMISG YXWWA 1\n\t\tMISG A 1\n\t\tStop\n\nFlashPunching:\n\t\tMISG W 1\n\t\tMISG X 1\n\t\tMISG Y 1\n\t\tMISG Y 3\n\t\tMISG Z 3\n\t\tMISG Y 3\n\t\tMISG X 1\n\t\tMISG W 1\n\t\tMISG A 1\n\t\tMISG AAA 1\n\t\tStop\n\n\t////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n\t\tQuickPunchPurist:\n\t\tTNT1 A 0 A_Print(\"Knife Combos Not Allowed In Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"DoPunch\",1)\n\t\tGoto Ready+12\n\n\tQuickPunch:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"QuickPunchPurist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"SuperQuickPunch\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\n\tSuperQuickPunch:\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\n\tKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 25, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, -25, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AAAA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n    DoKick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf(Height < 54, \"SlideKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n\n        KICK H 3\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSlideKick:\n\t\tTNT1 A 0 A_GiveInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Jumpifinventory(\"PowerStrength\",1,\"SuperSlideKick\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-13)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_ZoomFactor(0.960)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\t LowerKick:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"KickHasHitAnObject\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/End\", 1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKickingStop\")\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperSlideKick:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-15)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n    BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n\n        KICK H 3 A_ZoomFactor(0.950)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tAirKick:\n\t    TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashAirKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n        TNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n    Taunt:\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\", 1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n        TNT1 A 5\n\t\tFUCK A 2\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n        FUCK B 2 A_PlaySound(\"FUCK\", 1)\n        FUCK C 2 A_AlertMonsters\n\t\tFUCK D 15 A_TakeInventory(\"Taunting\",1)\n        FUCK CBA 5\n\t\tTNT1 A 5\n\t\tGoto Ready\n\tSalute:\n\t    TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\t}\n}\n\nACTOR RocketRounds : Ammo\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 6\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 6\n}"
      },
      {
        "source": "pk3",
        "name": "PLASMA.txt",
        "contents": "ACTOR PlasmaAmmo : Ammo\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 50\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 50\n}\n\nActor HasPlasmaWeapon: Inventory\n{\ninventory.maxamount 1\n}\n\n// --------------------------------------------------------------------------\n\n// Plasma Gun\n\n// --------------------------------------------------------------------------\n\nACTOR Plasma_Gun : PlasmaRifle Replaces PlasmaRifle\n{\n\tWeapon.BobRangeX 0.3\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n\tWeapon.SelectionOrder 100\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 50\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n    Inventory.PickupSound \"PLSPICK\"\n\tWeapon.AmmoType1 \"Cell\"\n\tWeapon.AmmoType2 \"PlasmaAmmo\"\n    +WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\tInventory.PickupMessage \"You got the UAC-M1 Plasma Rifle! (Slot 6)\"\n\tStates\n\t{\n\tSteady:\n\tTNT1 A 1\n\tGoto Ready\n\tReady:\n\n        PLS9 ABC 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n        TNT1 A 0 A_PlaySound(\"PLSDRAW\")\n        TNT1 AA 0\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"DualWieldBaby\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"GunEmpty\")\n\t\tTNT1 A 0 A_PlaySound(\"PLSIDLE\", 6,1,1)\n\t\tPLSG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"DualWieldBaby\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"GunEmpty\")\n\t\t4LSG B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"DualWieldBaby\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"GunEmpty\")\n\t\t4LSG C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"DualWieldBaby\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"GunEmpty\")\n\t\t4LSG D 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"DualWieldBaby\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"GunEmpty\")\n\t\t4LSG E 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"DualWieldBaby\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"GunEmpty\")\n\t\t4LSG D 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"DualWieldBaby\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"GunEmpty\")\n\t\t4LSG C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"DualWieldBaby\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"GunEmpty\")\n\t\t4LSG B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"DualWieldBaby\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"GunEmpty\")\n\t\tPLSG A 1 A_WeaponReady\n\t\tGoto Ready+6\n\n\tDualWieldBaby:\n\t\tTNT1 AAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"DualPlasmaChecker\", 3,\"SwitchToDualWield\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsProjectBrutality\", 1, 2)\n\t\tTNT1 A 0 A_Print(\"\")\n\t\tTNT1 AA 0\n\t\tTNT1 A 0 A_Print(\"You need two plasma rifles to dual wield!\")\n\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tGoto Ready+9\n\n\tSwitchToDualWield:\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_SelectWeapon(\"DualPlasmaRifles\")\n\t\tGoto Select\n\n\tGunEmpty:\n\t\tPLSR A 1 A_WeaponReady\n\t\tPLSR A 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 AA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPLSR A 1 A_WeaponReady\n\t\tGoto GunEmpty+3\n\n\tDraw:\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_PlaySound(\"PLSOFF\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"Plasma_Gun\", 1)\n\t\tStop\n\n\tDontNeedToReload:\n\tGoto Ready+6\n\tDeselect:\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tTNT1 A 0 A_Zoomfactor(1.0)\n\t\tTNT1 A 0 A_StopSound(6)\n\t    TNT1 A 0 A_PlaySound(\"PLSOFF\", 1)\n        PLS9 CBA 1\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tSelect:\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RifleSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SledgeSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"DualHandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevolverSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ASGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"QSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"NewChaingunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SGLSelected\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"M2Selected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FreezerSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGBeamSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BHCSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HellRifleSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LandMineSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"UACSMGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBurningBarrel\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"HasPlasmaWeapon\",1)\n\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tFire:\n\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n        TNT1 A 0 A_JumpIfInventory(\"PlasmaAmmo\",1,2)\n        Goto Reload\n        TNT1 AAAA 0\n        TNT1 A 0 A_PlaySound(\"PLSM9\",3)\n\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(.985)\n\t\tPLSF A 1 BRIGHT A_FireCustomMissile(\"Plasma_Ball\", 0, 1, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tPLSF B 1 A_ZoomFactor(.970)\n\t\tPLSF C 1 A_ZoomFactor(.965)\n\t\tPLSF B 1 A_ZoomFactor(.985)\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoublePlasmagunAmmo\", 1)\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n        TNT1 A 0 A_PlaySound(\"PLSCOOL\")\n        PLSG BCD 1\n\t\tPLSG EEEEEE 3 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tPLSG DCB 1\n        TNT1 A 0 A_PlaySound(\"BEPBEP\")\n\t\tGoto Ready+6\n\tAltFire:\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n        TNT1 A 0 A_JumpIfInventory(\"PlasmaAmmo\",14,13)\n        Goto Reload\n\n        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAA 0\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_AlertMonsters\n\t    TNT1 A 0 A_PlaySound(\"ULTCHAR\", 0)\n\t\tPLSG A 15\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tPLHE A 5 BRIGHT A_PlaySound(\"PLSC_1\", 1)\n\t\t//TNT1 A 0 A_ZoomFactor(0.96)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tPLHE B 5 BRIGHT A_PlaySound(\"PLSC_2\", 2)\n\t\t//TNT1 A 0 A_ZoomFactor(0.94)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\t//TNT1 A 0 A_ZoomFactor(0.93)\n\t\tPLHE C 5 BRIGHT A_PlaySound(\"PLSC_3\", 3)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\t//TNT1 A 0 A_ZoomFactor(0.92)\n\t\tPLHE D 5 BRIGHT A_PlaySound(\"PLSC_4\", 4)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tPLHE E 2 BRIGHT //A_PlaySound(\"PLSCHARG\", 5)\n\t\t//TNT1 A 0 A_ZoomFactor(0.91)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tPLHE F 2 BRIGHT\n\t\t//TNT1 A 0 A_ZoomFactor(0.90)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tPLHE G 2 BRIGHT\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tPLHE H 2 BRIGHT\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tPLHE I 2 BRIGHT\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tPLSA B 1 BRIGHT A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tPLSA D 1 BRIGHT A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tPLSA B 1 BRIGHT A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t    TNT1 A 0 A_ReFire\n\tAltHold:\n\t\tTNT1 A 0 A_PlaySound(\"PLSFULL\", 7,1,1)\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaGauntlet\", 0, 1, 0, 0)\n\t    TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n        TNT1 A 0 A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaGauntlet\", 0, 1, 0, 0)\n        PLSA A 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaGauntlet\", 0, 1, 0, 0)\n        TNT1 A 0 A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaGauntlet\", 0, 1, 0, 0)\n        PLSA B 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaGauntlet\", 0, 1, 0, 0)\n        TNT1 A 0 A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaGauntlet\", 0, 1, 0, 0)\n        PLSA C 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaGauntlet\", 0, 1, 0, 0)\n        TNT1 A 0 A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaGauntlet\", 0, 1, 0, 0)\n        PLSA D 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaGauntlet\", 0, 1, 0, 0)\n        TNT1 A 0 A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaGauntlet\", 0, 1, 0, 0)\n        PLSA C 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaGauntlet\", 0, 1, 0, 0)\n        TNT1 A 0 A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"DeCharge\")\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaGauntlet\", 0, 1, 0, 0)\n        PLSA B 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaGauntlet\", 0, 1, 0, 0)\n\t    TNT1 A 0 A_ReFire\n\n\t\tTNT1 A 0 A_StopSound(7)\n        PLSG I 2 BRIGHT A_Recoil(1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"BlueFlareSpawn\",-5,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"PLSULT\", 7)\n\t\tTNT1 A 0 A_ZoomFactor(0.85)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", 0, 1, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", 5, 1, -1, 10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", -7, 1, 3, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", 7, 1, -3, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", 5, 1, 1, -10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", -5, 1, 1, 10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", -5, 1, -1, -10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", -3, 1, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", 0, 1, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", 3, 1, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", 5, 1, -1, 10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", -7, 1, 3, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", 7, 1, -3, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", 5, 1, 1, -10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", -5, 1, 1, 10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UltPlasma_Ball\", -5, 1, -1, -10)\n\t\tTNT1 A 0 A_SetPitch(Pitch - 1.15)\n\t\tTNT1 A 0 ACS_Execute(375, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaAmmo\",14)\n\t\tTNT1 A 0 A_TakeInventory(\"DoublePlasmagunAmmo\", 14)\n\n        PLSG J 1 A_ZoomFactor(0.90)\n\n\t\tPLSG K 1 A_ZoomFactor(0.95)\n\n\t\tPLSG L 1 A_ZoomFactor(0.975)\n\n\t\tPLSG K 1 A_ZoomFactor(0.99)\n\n\t\tPLSG J 1 A_ZoomFactor(1.0)\n\n        PLSU BCDE 1\n\t\tPLSU FFFFFFFFFFFF 3 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tPLSG DCB 1\n        TNT1 A 0 A_JumpIfInventory(\"PlasmaAmmo\",1,2)\n        Goto Reload\n        TNT1 AAAA 0\n        TNT1 A 0 A_PlaySound(\"BEPBEP\")\n\t\tGoto Ready+6\n\tFlash:\n\t\tTNT1 A 4\n        Goto LightDone\n\tSpawn:\n\t\tPLAS A -1\n\t\tStop\n\tDeCharge:\n\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_StopSound(7)\n\t\tTNT1 A 0 A_PlaySound(\"PLSDEARG\")\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"BlueFlareSpawn\",0,0,0,0)\n\t\tPLHE I 2 BRIGHT\n\t\tPLHE H 1 BRIGHT\n\t\tPLHE G 2 BRIGHT\n\t\tPLHE F 1 BRIGHT\n\t\tPLHE E 2 BRIGHT\n\t\tPLHE D 1 BRIGHT\n\t\tPLHE C 2 BRIGHT\n\t\tPLHE B 1 BRIGHT\n\t\tPLHE A 2 BRIGHT\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_PlaySound(\"BEPBEP\", 5, 1.2)\n\t\tTNT1 A 0 A_ClearReFire\n\t\tGoto Ready+6\n\n    Reload:\n\t    PLSR A 1 A_WeaponReady\n\n        TNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PlasmaAmmo\",50,\"DontNeedToReload\")\n        TNT1 A 0 A_PlaySound(\"BEEEP\")\n        TNT1 A 0 A_JumpIfInventory(\"Cell\",1,3)\n        Goto Ready+6\n        TNT1 AAAA 0\n\n        PLSR A 1\n\t\tPLSR B 2 A_PlaySound(\"CELLPKUP\", 20)\n\t\tPLSR C 1\n\t\tPLSR D 2\n\t\tPLSR E 1\n\t\tPLSR F 2 A_StopSound(6)\n\t\tPLSR G 1 A_PlaySound(\"PLSOFF\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 4)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaCaseSpawn\",-5,0,8,-4)\n\t\tPLSR HHHHHHHHIJK 2\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n        PLSR L 1 A_PlaySound(\"PLREADY\", 20)\n\t\tPLSR L 1 A_PlaySound(\"PLSRD\", 21)\n\t\tPLSR LLMNO 2\n\t\tPLSR C 1\n\t\tPLSR B 2\n\t\tTNT1 A 0 A_PlaySound(\"PLSCLICK\")\n\t\tPLSR A 2\n\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"PlasmaAmmo\",50,15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\",1,3)\n\t\tGoto Ready+6\n        TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"PlasmaAmmo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"DoublePlasmagunAmmo\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Cell\",1)\n\t\tGoto Reload+42\n\t\tTNT1 AAAAAAAA 0\n\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n        Goto Ready+6\n\n\t\t////////////////////////////////////////Unloading\n\n\tAlreadyUnloaded:\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto Ready+6\n\n\tUnload:\n\t\tPLSR A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"AlreadyUnloaded\")\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n        TNT1 A 0 A_JumpIfInventory(\"PlasmaAmmo\",1,3)\n        Goto GunEmpty\n        TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\n\t\tPLSR A 1\n\t\tPLSR B 2 A_PlaySound(\"CELLPKUP\")\n\t\tPLSR MMLKJIH 2\n\n\t\tPLSR G 1\n\t\tPLSR F 2\n\t\tPLSR E 1\n\t\tPLSR D 2\n\t\tPLSR C 1\n\t\tPLSR B 2\n\t\tPLSR A 1\n\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"PlasmaAmmo\",1,3)\n\t\tGoto FinishUnload\n        TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"DoublePlasmagunAmmo\", 1)\n\t\tTNT1 A 0 A_Giveinventory(\"Cell\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tTNT1 A 0 A_GiveInventory(\"HasUnloaded\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto GunEmpty+6\n\n//////////////////////////////////////////Unloading\n\n\tUseHealthBackPack:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoHealBackpack\", 1)\n\t\tSYRI ABCDEFGHIJ 1\n\t\tSYRI A 0 A_PlaySound(\"blodr1\", 3)\n\t\tSYRI KLL 1\n\t\tSYRI A 0 A_PlaySound(\"misc/N_HP_pickup\", 2)\n\t\tSYRI MMMM 1\n\t\tSYRI LKJIHGFEDCBA 1\n\t\tGoto Ready\n\n\tThrowSwarmPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoSwarmPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Swarmers\", 1, 1)\n\t\tGoto NoSwarmPod\n\t\tTNT1 A 0 A_TakeInventory(\"Swarmers\", 1)\n\t\tXHFA LKJIHG 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF G 2\n\t\tXHFF IJKL 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"SwarmerPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoSwarmPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Swarmers left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowElecPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoElecPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ElecPod\", 1, 1)\n\t\tGoto NoElecPod\n\t\tTNT1 A 0 A_TakeInventory(\"ElecPod\", 1)\n\t\tXHFA ABCDEF 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF B 2\n\t\tXHFF CDEF 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"ElectricPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoElecPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Electropods left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tMinePurist:\n\t\tTNT1 A 0 A_Print(\"Land Mines disabled in Classic Mode!\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tGoto Ready+12\n\n\tThrowMine:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"MinePurist\")\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\", 1, 1)\n\t\tGoto NoMine\n\t\tMIN2 ABCDEFGH 1\n\t\tNULL A 5\n\t\tMIN3 ABCDE 1\n\t\tNULL A 0 A_PlayWeaponSound(\"MINE002\")\n\t\tMIN3 FG 1\n\t\tMIN3 H 2 A_FireCustomMissile(\"Mine2\",0,0,0,8)\n\t\tMIN3 IJKL 1\n\t\tNULL A 4\n\t\tMINE BCDEFG 1\n\t\tMINE A 3 //A_ReFire\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\", 1)\n\t\tGoto Ready\n\n\tNoMine:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Land Mines left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowGrenade:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tHNDF ABCDEFGH 1\n\t\tHNDF I 2 A_PlaySound(\"OPNGRN\", 1)\n\t\tHNDF JKLMNOPQR 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Refire\n\t\tHND1 I 2 A_PlaySound(\"THRGRN\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\", 1)\n\t\tHND1 J 1 A_FireCustomMissile(\"ThrownGrenade30\")\n\t\tHND1 KLMNOPQ 2\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tGoto Ready\n\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n    FlashKicking:\n\t\tPLSG W 1\n\t\tPLSG X 1\n\t\tPLSG Y 1\n\t\tPLSG Y 3\n\t\tPLSG Z 3\n\t\tPLSG Y 3\n\t\tPLSG X 1\n\t\tPLSG W 1\n\t\tPLSG A 1\n\t\tPLSG AAA 1\n\t\tStop\n\n\tFlashAirKicking:\n\t\tPLSG W 1\n\t\tPLSG X 1\n\t\tPLSG Y 1\n\t\tPLSG Y 3\n\t\tPLSG Z 3\n\t\tPLSG Y 3\n\t\tPLSG X 1\n\t\tPLSG W 1\n\t\tPLSG A 1\n\t\tPLSG AAAA 1\n\t\tStop\n\n\tFlashSlideKicking:\n\t\tPLSU BC 2\n\t\tPLSU DDDDDDEEEFF 2\n\t\tStop\n\n\tFlashSlideKickingStop:\n\t\t//TNT1 A 0\n\t\tPLSU FEDCB 1\n\t\tPLSG A 1\n\t\tStop\n\n\tFlashPunching:\n\t\tPLSG W 1\n\t\tPLSG X 1\n\t\tPLSG Y 1\n\t\tPLSG Y 3\n\t\tPLSG Z 3\n\t\tPLSG Y 3\n\t\tPLSG X 1\n\t\tPLSG W 1\n\t\tPLSG A 1\n\t\tPLSG AAA 1\n\t\tStop\n\n\t////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n\t\tQuickPunchPurist:\n\t\tTNT1 A 0 A_Print(\"Knife Combos Not Allowed In Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"DoPunch\",1)\n\t\tGoto Ready+12\n\n\tQuickPunch:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"QuickPunchPurist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"SuperQuickPunch\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\n\tSuperQuickPunch:\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\n\tKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 25, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, -25, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AAAA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n    DoKick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf(Height < 54, \"SlideKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n\n        KICK H 3\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSlideKick:\n\t\tTNT1 A 0 A_GiveInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Jumpifinventory(\"PowerStrength\",1,\"SuperSlideKick\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-13)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_ZoomFactor(0.960)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\t LowerKick:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"KickHasHitAnObject\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/End\", 1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKickingStop\")\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperSlideKick:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-15)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n    BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n\n        KICK H 3 A_ZoomFactor(0.950)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tAirKick:\n\t    TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashAirKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n        TNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n    Taunt:\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\", 1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n        TNT1 A 5\n\t\tFUCK A 2\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n        FUCK B 2 A_PlaySound(\"FUCK\", 1)\n        FUCK C 2 A_AlertMonsters\n\t\tFUCK D 15 A_TakeInventory(\"Taunting\",1)\n        FUCK CBA 5\n\t\tTNT1 A 5\n\t\tGoto Ready\n\tSalute:\n\t    TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\t}\n}\n\nACTOR PlasmaGauntlet\n{\n\tGame Doom\n\tProjectile\n\tHeight 12\n\tRadius 40\n\tSpeed 6\n\tDamage (random(1,2))\n\tDamageType Plasma\n\t+NOEXTREMEDEATH\n\t-EXTREMEDEATH\n\tObituary \"%o became an electrical conductor for %k\"\n\tStates\n\t{\n    Spawn:\n        TNT1 A 1\n        Stop\n\t}\n}\n\nACTOR Plasma_Ball: FastProjectile Replaces PlasmaBall\n{\n\tRadius 10\n\tHeight 2\n\tSpeed 60\n\tDamage 8\n    DamageType Plasma\n\tDecal \"SmallerScorch\"\n\tProjectile\n\t+RANDOMIZE\n\n\t//+SHOOTABLE\n\t-NOBLOCKMAP\n\t+NOBLOOD\n\t+NORADIUSDMG\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n\tSpecies \"Marines\"\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0 damagefactor \"Shrapnel\", 0.0\n\tHealth 5\n\tScale 1.0\n\nrenderstyle ADD\nalpha 0.90\nScale 0.10\n\tDeathSound \"weapons/plasmax\"\n\t//SeeSound \"PLSM9\"\n    SeeSound \"None\"\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tStates\n\t{\n\tDM:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"THRUSPECIES\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"MTHRUSPECIES\", 0)\n\t\tGoto Spawn1\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(719, 0, 0, 0, 0)//Check if Coop\n\n\tSpawn1:\n        PBAL C 1 BRIGHT A_SpawnItem(\"PlasmaFlare\",0,0)\n\t\tLoop\n\nXdeath:\n    //TNT1 A 0 A_SpawnItem (\"PlasmaPuff\", 0)\n    //TNT1 A 0 A_SpawnItem (\"RailPuff\", 0)\n\tTNT1 A 0 A_CustomMissile (\"BluePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\t//TNT1 A 0 A_SpawnItem(\"BluePlasmaRife\")\n\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n    TNT1 B 1 A_Explode(6,50,0)\n\tTNT1 B 4\n\tTNT2 AAA 9 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\tStop\n\n\tDeath:\n    //TNT1 A 0 A_SpawnItem (\"PlasmaPuff\", 0)\n    //TNT1 A 0 A_SpawnItem (\"RailPuff\", 0)\n\tTNT1 B 1 A_Explode(6,50,1)\n\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_CustomMissile (\"BluePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 B 4\n    TNT2 AAAAAAAAA 9 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t}\n}\n\nACTOR UltPlasma_Ball: Plasma_Ball\n{\n\tRadius 10\n\tHeight 2\n\tSpeed 60\n\tDamage 8\n    DamageType Plasma\n\tDecal \"SmallerScorch\"\n\tProjectile\n\t+RANDOMIZE\n\n\t//+SHOOTABLE\n\t-NOBLOCKMAP\n\t+NOBLOOD\n\t+NORADIUSDMG\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n\tSpecies \"Marines\"\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0 damagefactor \"Shrapnel\", 0.0\n\tHealth 5\n\tScale 1.0\n\nrenderstyle ADD\nalpha 0.90\nScale 0.10\n\tDeathSound \"weapons/plasmax\"\n\t//SeeSound \"PLSM9\"\n    SeeSound \"None\"\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tStates\n\t{\n\tDM:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"THRUSPECIES\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"MTHRUSPECIES\", 0)\n\t\tGoto Spawn1\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(719, 0, 0, 0, 0)//Check if Coop\n\n\tSpawn1:\n        PBAL C 1 BRIGHT A_SpawnItem(\"PlasmaFlare\",0,0)\n\t\tLoop\n\nXdeath:\n    //TNT1 A 0 A_SpawnItem (\"PlasmaPuff\", 0)\n    //TNT1 A 0 A_SpawnItem (\"RailPuff\", 0)\n\tTNT1 A 0 A_CustomMissile (\"BluePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\t//TNT1 A 0 A_SpawnItem(\"BluePlasmaRife\")\n\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n    TNT1 B 1 A_Explode(6,50,0)\n\tTNT1 B 4\n\tTNT2 AAA 9 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\tStop\n\n\tDeath:\n    //TNT1 A 0 A_SpawnItem (\"PlasmaPuff\", 0)\n    //TNT1 A 0 A_SpawnItem (\"RailPuff\", 0)\n\tTNT1 B 1 A_Explode(6,50,1)\n\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_CustomMissile (\"BluePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 B 4\n    TNT2 AAAAAAAAA 9 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t}\n}\n\nACTOR PlasmaBall75: Plasma_Ball\n{\n\n\tSeeSound \"PLSM9\"\n}\n\nACTOR PlasmaBall76: Plasma_Ball\n{\n    SeeSound \"PLSULT\"\n\tSeeSound \"PLSULT\"\n}\nACTOR PlasmaBall65: Plasma_Ball\n{\n\n\tSeeSound \"PLSM4\"\n}"
      },
      {
        "source": "pk3",
        "name": "DUALPLASMA.txt",
        "contents": "//Plasma RIFLES (c) 2014 SGT MARK IV tm\n\nACTOR DualPlasmaRifles: DoomWeapon\n{\n\tWeapon.BobRangeX 0.3\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n\tWeapon.AmmoUse1 0\n\tWeapon.SelectionOrder 100\n\tWeapon.AmmoGive1 0 //How much ammo can be gathered with this weapon\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Cell\" //Reserve ammo type\n\tWeapon.AmmoType2 \"DoublePlasmagunAmmo\" //Magazine ammo type\n\tObituary \"%o was fried by %k's Double Plasmaguns.\" //Kill message\n    AttackSound \"None\" //You better leave this clear\n\tInventory.Pickupmessage \"\" //Pickup message\n    +WEAPON.NOAUTOAIM //Makes this weapon never autoaim, so recoil can work better\n    Scale 0.6 //Weapon's pickup sprite size\n\t+WEAPON.NOAUTOFIRE\n\tStates\n\t{\n\n\tSpawn:\n\tTNT1 A 100//Pickup sprite\n\tLoop\n\n\tReady:\n\t\tDPRS ABCDE 1\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\n\tFire:\n\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\tDPR2 A 1 A_WeaponReady(WRF_NOFIRE)\n\tGoto ReadyToFire\n\n\tReadyToFire:\n\t\tDPR2 A 1 A_WeaponReady(WRF_NOFIRE)// Weapon is ready to fire\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\t//TNT1 A 0 A_JumpIfInventory(\"IsFiringSecondary\", 1, 1)\n\t\t//TNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\") //Check if player wants to reload\n\t\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload2\") //Check if player wants to reload\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")//DoMine\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"NoDualWield\")\n\t\tLoop\n\n\tNoDualWield:\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tTNT1 A 0 A_SelectWeapon(\"Plasma_Gun\")\n\t\tGoto Select\n\n\tDeselect:\n\t\tTNT1 A 0 A_PlaySound(\"IronSights\", 0)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 AAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower //Makes player switch weapons faster\n\t\tWait\n\tSelect:\n\t\tTNT1 A 0 A_PlaySound(\"IronSights\", 0)\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tTNT1 A 0 A_Raise //Makes the weapon always be selected fast\n\t\tWait\n\n\tDryFire:\n\t    DPR2 D 1 A_PlaySound(\"DRYFIRE\", 1)\n\t\tDPR2 A 5\n\t\tGoto ReadyToFire\n\n\tFireLeftGun:\n\t    P2W2 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoublePlasmagunAmmo\", 1, 1)//First of all, checks if there is ammo inside the gun\n\t\tGoto Reload//Couldn't find any ammo. Reload\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"LeftPlasmagunAmmo\", 1, 1)//Checks if there is ammo inside the left Plasmagun\n\t\tGoto DryFire//Couldn't find any ammo. Don't fire.\n\n\t\tTNT1 A 0 A_TakeInventory(\"DoublePlasmagunAmmo\", 1)//Removes 1 ammo from magazine\n\t\tTNT1 A 0 A_AlertMonsters\n\t    DPR2 B 1 BRIGHT A_FireCustomMissile(\"Plasma_Ball\", random(-3,3), 0, -6, -4, 0, random(-2,2))//Horizontal Spread, Vertical Spread, Numbers of Projectiles (Leave as -1 if its a single one), Damage Factor\n\t\tTNT1 A 0 A_FireCustomMissile(\"Shakeyourassminor\", 0, 0, 0, 0)//Shakes the camera to simulate recoil.\n\t\tTNT1 A 0 A_PlaySound(\"PLSM9\", 1)//Play gun fire sound\n\t\tTNT1 A 0 A_SetPitch(+0.6 + pitch)//Vertical recoil up\n\t\tDPR2 C 1 BRIGHT //A_FireCustomMissile(\"PlasmaCaseSpawn\",0,0,6,4) //Ejetts empty brass\n\t\tDPR2 C 0 A_SetPitch(-0.6 + pitch)//Vertical recoil down\n\t\tDPR2 D 1 A_TakeInventory(\"LeftPlasmagunAmmo\", 1)//Remove the fake ammo\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoublePlasmagunAmmo\", 1, 1)//Checks if there is ammo inside the gun\n\t\tGoto Reload//Couldn't find any ammo. Reload.\n\t\tP2W2 A 0\n\t\tGoto ReadyToFire//No need to reload. Get back to Ready state.\n\n\tFlash:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tDPR1 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\", 1, \"FireRightGun\")\n\t\t//P2W1 A 1\n\t\tLoop\n\n\tDontFlash:\n\t    TNT1 A 1\n\t\tGoto Flash\n\n\tFireRightGun:\n\t    P2W1 A 0\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tTNT1 A 0 A_GiveInventory(\"IsFiringSecondary\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoublePlasmagunAmmo\", 1, 2)//First of all, checks if there is ammo inside the gun\n\t\tTNT1 A 0 A_GiveInventory(\"IsReloading\", 1)//Couldn't find any ammo. Reload\n\t\tGoto Flash//Couldn't find any ammo. Reload\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"PlasmaAmmo\", 1, 1)//Checks if there is ammo inside the left Plasmagun\n\t\tGoto DryFire2//Couldn't find any ammo. Don't fire.\n\n\t\tTNT1 A 0 A_AlertMonsters\n\t    DPR1 B 1 BRIGHT A_FireCustomMissile(\"Plasma_Ball\", random(-3,3), 0, 6, -4, 0, random(-2,2))//Horizontal Spread, Vertical Spread, Numbers of Projectiles (Leave as -1 if its a single one), Damage Factor\n\t\tTNT1 A 0 A_PlaySound(\"PLSM9\", 3)//Play gun fire sound\n\t\tTNT1 A 0 A_FireCustomMissile(\"Shakeyourassminor\", 0, 0, 0, 0)//Shakes the camera to simulate recoil.\n\t\tTNT1 A 0 A_SetPitch(+0.6 + pitch)//Vertical recoil up\n\t\tDPR1 C 1 BRIGHT //A_FireCustomMissile(\"PlasmaCaseSpawn\",0,0,6,4) //Ejetts empty brass\n\t\tP2W1 C 0 A_SetPitch(-0.6 + pitch)//Vertical recoil down\n\t\tDPR1 D 1 A_TakeInventory(\"PlasmaAmmo\", 1)//Remove the fake ammo\n\t\tTNT1 A 0 A_TakeInventory(\"DoublePlasmagunAmmo\", 1)//Removes 1 ammo from magazine\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoublePlasmagunAmmo\", 1, 1)//Checks if there is ammo inside the gun\n\t\tTNT1 A 0 A_GiveInventory(\"IsReloading\", 1)//Couldn't find any ammo. Reload\n\n\t\tGoto Flash\n\n\tDryFIre2:\n\t    DPR1 D 1 A_PlaySound(\"DRYFIRE\", 1)\n\t\tDPR1 AAAAA 1 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tGoto Flash\n\n\tReload:\n\tReload2:\n\n\t    DPRS E 0 //Always leave one free line before the reload animation to prevent bugs\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\")//Always put this to make sure that the game understand that you already are reloading your weapon, and calling this state again is not necessary\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoublePlasmagunAmmo\", 100, \"ReadytoFire\")//Checks if the weapon is not fully reloaded, if yes, cancel reload.\n\t\tTNT1 A 0 A_PlaySound(\"DRYFIRE\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\", 1, 1)//Checks if you have spare ammo\n\t\tGoto ReadyToFire//Identified that you have no spare ammo. Get back to Ready animation\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\n\tRefill:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\", 1, 1)//Check if you have spare ammo again. This line is necessary in case you don't have enough ammo to fill an entire Cell.\n\t\tGoto FinishReload//Gun is fully loaded. Go to finish animation\n\t    TNT1 A 0 A_TakeInventorY(\"Cell\", 1)//Removes one spare bullet\n\t\tTNT1 A 0 A_GiveInventory(\"DoublePlasmagunAmmo\", 1)//Puts one bullet inside the Cell\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoublePlasmagunAmmo\", 100, \"FinishReload\")//Checks if weapons is full\n\t\tLoop\n\n\t FinishReload:\t//Weapon is fully loaded. Time to play the reloading animation.\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"LeftPlasmagunAmmo\", 50, \"FinishReloadRightOnly\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PlasmaAmmo\", 50, \"FinishReloadLeftOnly\")\n\t\tTNT1 A 0 A_GiveInventory(\"LeftPlasmagunAmmo\", 50)\n\t\tTNT1 A 0 A_GiveInventory(\"PlasmaAmmo\", 50)\n\t\tDPRS EDCBA 1\n\n\t\tTNT1 A 5\n\t\tPLSR A 1\n\t\tPLSR B 2 A_PlaySound(\"CELLPKUP\", 20)\n\t\tPLSR C 1\n\t\tPLSR D 2\n\t\tPLSR E 1\n\t\tPLSR F 2\n\t\tPLSR G 1\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_PlaySound(\"PLSOFF\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaCaseSpawn\",-5,0,8,-4)\n\t\tPLSR HHHHHHHHIJK 2\n        PLSR L 1 A_PlaySound(\"PLREADY\", 20)\n\t\tPLSR L 1 A_PlaySound(\"PLSRD\", 21)\n\t\tPLSR LLMNO 2\n\t\tPLSR C 1\n\t\tPLSR B 2\n\t\tTNT1 A 0 A_PlaySound(\"PLSCLICK\")\n\t\tPLSR A 2\n\n\t\tP2SR A 1\n\t\tP2SR B 2 A_PlaySound(\"CELLPKUP\", 20)\n\t\tP2SR C 1\n\t\tP2SR D 2\n\t\tP2SR E 1\n\t\tP2SR F 2\n\t\tP2SR G 1\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_PlaySound(\"PLSOFF\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaCaseSpawn\",-5,0,8,-4)\n\t\tP2SR HHHHHHHHIJK 2\n        P2SR L 1 A_PlaySound(\"PLREADY\", 20)\n\t\tP2SR L 1 A_PlaySound(\"PLSRD\", 21)\n\t\tP2SR LLMNO 2\n\t\tP2SR C 1\n\t\tP2SR B 2\n\t\tTNT1 A 0 A_PlaySound(\"PLSCLICK\")\n\t\tP2SR A 2\n\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\", 1)\n\t\tTNT1 A 5\n\t\tDPRS ABCDE 1\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\n\tFinishReloadLeftOnly:\t//Weapon is fully loaded. Time to play the reloading animation.\n\t\tTNT1 A 0 A_GiveInventory(\"LeftPlasmagunAmmo\", 50)\n\t\tTNT1 A 0 A_GiveInventory(\"PlasmaAmmo\", 50)\n\t\tDPRS EDCBA 1\n\t\tTNT1 A 5\n\n\t\tP2SR A 1\n\t\tP2SR B 2 A_PlaySound(\"CELLPKUP\", 20)\n\t\tP2SR C 1\n\t\tP2SR D 2\n\t\tP2SR E 1\n\t\tP2SR F 2\n\t\tP2SR G 1\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_PlaySound(\"PLSOFF\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaCaseSpawn\",-5,0,8,-4)\n\t\tP2SR HHHHHHHHIJK 2\n        P2SR L 1 A_PlaySound(\"PLREADY\", 20)\n\t\tP2SR L 1 A_PlaySound(\"PLSRD\", 21)\n\t\tP2SR LLMNO 2\n\t\tP2SR C 1\n\t\tP2SR B 2\n\t\tTNT1 A 0 A_PlaySound(\"PLSCLICK\")\n\t\tP2SR A 2\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\", 1)\n\n\t\tDPRS ABCDE 1\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\n\tFinishReloadRightOnly:\t//Weapon is fully loaded. Time to play the reloading animation.\n\t\tTNT1 A 0 A_GiveInventory(\"LeftPlasmagunAmmo\", 50)\n\t\tTNT1 A 0 A_GiveInventory(\"PlasmaAmmo\", 50)\n\t\tPLSR A 1\n\t\tPLSR B 2 A_PlaySound(\"CELLPKUP\", 20)\n\t\tPLSR C 1\n\t\tPLSR D 2\n\t\tPLSR E 1\n\t\tPLSR F 2\n\t\tPLSR G 1\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_PlaySound(\"PLSOFF\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaCaseSpawn\",-5,0,8,-4)\n\t\tPLSR HHHHHHHHIJK 2\n        PLSR L 1 A_PlaySound(\"PLREADY\", 20)\n\t\tPLSR L 1 A_PlaySound(\"PLSRD\", 21)\n\t\tPLSR LLMNO 2\n\t\tPLSR C 1\n\t\tPLSR B 2\n\t\tTNT1 A 0 A_PlaySound(\"PLSCLICK\")\n\t\tPLSR A 2\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\", 1)\n\t\tTNT1 A 5\n\n\t\tDPRS ABCDE 1\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\n\tUseHealthBackPack:\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoHealBackpack\", 1)\n\t\tSYRI ABCDEFGHIJ 1\n\t\tSYRI A 0 A_PlaySound(\"blodr1\", 3)\n\t\tSYRI KLL 1\n\t\tSYRI A 0 A_PlaySound(\"misc/N_HP_pickup\", 2)\n\t\tSYRI MMMM 1\n\t\tSYRI LKJIHGFEDCBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tGoto Ready\n\n\t ThrowMine:\n\t ThrowGrenade:\n\t ThrowElecPod:\n\t ThrowSwarmPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoSwarmPod\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoElecPod\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"You can't throw right now!\")\n\t\tGoto ReadyToFire\n\n\tFlashKicking:\n\t\tDPRS E 1\n\t\tDPRS D 1\n\t\tDPRS C 1\n\t\tDPRS B 3\n\t\tDPRS A 3\n\t\tDPRS B 3\n\t\tDPRS C 1\n\t\tDPRS D 1\n\t\tDPRS E 1\n\t\tDPRS EEE 1\n\t\tGoto Flash\n\n\tFlashAirKicking:\n\t\tDPRS E 1\n\t\tDPRS D 1\n\t\tDPRS C 1\n\t\tDPRS B 3\n\t\tDPRS A 3\n\t\tDPRS B 3\n\t\tDPRS C 1\n\t\tDPRS D 1\n\t\tDPRS E 1\n\t\tDPRS EEEE 1\n\t\tGoto Flash\n\n\tFlashSlideKicking:\n\t\tDPRS EE 2\n\t\tDPRS DDCCCBBBAAA 2\n\t\tGoto Flash\n\n\tFlashSlideKickingStop:\n\t\t//TNT1 A 0\n\t\tDPRS ABCDE 1\n\t\tDPRS EE 1\n\t\tGoto Flash\n\n    DoKick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf(Height < 54, \"SlideKick\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n\n        KICK H 3\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\n\tSlideKick:\n\t\tTNT1 A 0 A_GiveInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Jumpifinventory(\"PowerStrength\",1,\"SuperSlideKick\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-13)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_ZoomFactor(0.960)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Readytofire\n\n\t LowerKick:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"KickHasHitAnObject\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/End\", 1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKickingStop\")\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Readytofire\n\n\tSuperSlideKick:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-15)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Readytofire\n\n    BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n\n        KICK H 3 A_ZoomFactor(0.950)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\n\tAirKick:\n\t    TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashAirKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n        TNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\n\tTaunt:\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\", 1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n        TNT1 A 5\n\t\tFUCK F 2\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n        FUCK G 2 A_PlaySound(\"FUCK\", 1)\n        FUCK HI 2 A_AlertMonsters\n\t\tFUCK J 15 A_TakeInventory(\"Taunting\",1)\n        FUCK IHGF 5\n\t\tTNT1 A 5\n\t\tGoto ReadyToFire\n\tSalute:\n\t    TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto ReadyToFire\n\tSteady:\n\tTNT1 A 1\n\tGoto ReadyToFire\n\n\t}\n}\n\nACTOR DoublePlasmagunAmmo : Ammo //Your weapon's magazine ammo.\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 100 //Your weapon's magazine ammo limit. Always leave one more bullet, so you can do the 12+1 effect.\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 100\n   Inventory.Icon SMGPA0\n}\n\nACTOR LeftPlasmagunAmmo : Ammo //Your weapon's magazine ammo.\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 50 //Your weapon's magazine ammo limit. Always leave one more bullet, so you can do the 12+1 effect.\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 50\n   Inventory.Icon SMGPA0\n}\n\nACTOR RightPlasmagunAmmo : Ammo //Your weapon's magazine ammo.\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 50 //Your weapon's magazine ammo limit. Always leave one more bullet, so you can do the 12+1 effect.\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 50\n   Inventory.Icon SMGPA0\n}"
      },
      {
        "source": "pk3",
        "name": "oldBFG.txt",
        "contents": "// --------------------------------------------------------------------------\n//\n// BFG 9000\n//\n// --------------------------------------------------------------------------\n\nACTOR BIG_FUCKING_GUN : BFG9000 Replaces BFG9000\n{\n\tGame Doom\n\tHeight 20\n\tSpawnID 31\n\tWeapon.SelectionOrder 2800\n\tWeapon.AmmoUse 40\n\tWeapon.AmmoGive 40\n\tWeapon.AmmoType \"Cell\"\n    Inventory.PickupSound \"BFGREADY\"\n\t//DamageType Desintegrate\n\t+FORCEXYBILLBOARD\n    Inventory.PickupMessage \"You got the BFG-9000! FUCK YEAH!\"\n\tStates\n\t{\n\n\tFlash:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"FlashlightAction\", 1, \"CheckFlashlight\")\n\tTNT1 A 1\n\tTNT1 A 0 A_JumpIfInventory(\"IsFlashlightOn\", 1, \"FlashOn\")\n\tGoto Flash\n\tFlashOn:\n\tTNT1 A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\tTNT1 A 0 A_FireCustomMissile(\"FlashlightSource\", 0, 0, 0, 0, 0, 0)\n\tGoto Flash\n\tCheckFlashLight:\n\tTNT1 A 1\n\tTNT1 A 0 A_TakeInventory(\"FlashlightAction\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsFlashlightOn\", 1, \"TurnOffFlashlight\")\n\tTNT1 A 0 A_GiveInventory(\"IsFlashlightOn\", 1)\n\tGoto Flash\n\tTurnOffFlashlight:\n\tTNT1 A 0 A_TakeInventory(\"IsFlashlightOn\", 1)\n\tGoto Flash\n\n\tSteady:\n\tTNT1 A 1\n\tGoto Ready\n\tReady:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_GunFlash\n        TNT1 A 0 A_PlaySound(\"BFGREADY\")\n        TNT1 AAA 0\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tBFGG A 4 A_WeaponReady\n\t\tGoto Ready+5\n\tDeselect:\n\t    TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tBFGG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n    TNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\tTNT1 A 0 A_Giveinventory(\"BFGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\n\t\tBFGG A 1 A_Raise\n\t\twait\n\tFire:\n        TNT1 A 0 A_PlaySound(\"BFGCHARGE\")\n\t\tBFGC ABABABABABABABAB 2 BRIGHT A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n        BFGF A 2 BRIGHT A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_PlaySound(\"BFGFIRE\")\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_Recoil(8)\n        //TNT1 A 0 A_ZoomFactor(1.3)\n        TNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 A_FireBFG\n\t\tBFGF B 2 BRIGHT// A_FireCustomMissile(\"SuperBFGBall\", 0, 1, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n        BFGF CDEF 2 BRIGHT A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n        //TNT1 A 0 A_ZoomFactor(1.0)\n        BFGG A 1 BRIGHT\n        TNT1 A 0  A_Refire\n\t\tGoto Ready+5\n\n    DoKick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (pitch > 32, \"LowKickChecker1\")\n\tInitializeNormalKick:\n        TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tSTMP ABCDEF 1\n\t\t//TNT1 A 0 A_Custompunch(4,0,1,\"KickPuff\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n        STMP G 4\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tSTMP HIJK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tNULL A 0 A_TakeInventory(\"KickHasHit\",1)\n\t\tGoto Ready+6\n\tLowKickChecker1:\n\t    TNT1 A 1\n\t    NULL A 0 A_JumpIf (pitch > 90, \"InitializeNormalKick\")\n\t\tGoto LowKick\n\n\tLowKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItemEx (\"PLOFT5\",15,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tKICK UVW 1 A_SetPitch(-8.0 + pitch)\n\t\tKICK X 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackLow\", 0, 0, 0, 0)\n\t\tKICK Y 1\n        KICK Z 4\n\t\tKICK YX 1\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK WVU 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tNULL A 0 A_TakeInventory(\"KickHasHit\",1)\n\t\tGoto Ready+6\n\n    BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK ABCDEFG 1\n        RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n        KICK H 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK IGFEDCBA 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tNULL A 0 A_TakeInventory(\"KickHasHit\",1)\n\t\tGoto Ready+6\n\n\tAirKick:\n\t    TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK JKLMNO 1\n        RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -8)\n        KICK P 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK QRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tNULL A 0 A_TakeInventory(\"KickHasHit\",1)\n\t\tGoto Ready+6\n\n\tSuperAirKick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK JKLMNO 1\n        RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -8)\n        KICK P 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK QRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tNULL A 0 A_TakeInventory(\"KickHasHit\",1)\n\t\tGoto Ready+6\n\n\tTaunt:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Taunting\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RealismMode\", 1, \"CheckGrab\")\n        TNT1 A 10\n\t\tFUCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n        FUCK B 1 A_PlaySound(\"FUCK\", 2)\n        FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n        FUCK DCBA 1\n        TNT1 A 10\n\t\tGoto Ready\n\tSalute:\n\t    TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\n\tCheckGrab:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"CheckDistanceGrab\")\n\t\tGoto Ready+6\n\tCheckDistanceGrab:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(100, \"Grab\")\n\t\tGoto Ready+6\n\tCheckIfCanGrab:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"CanGrab\", 1, \"Grab\")\n\t\tGoto Ready+6\n\tGrab:\n\t    PKUP ABC 2\n\t\tTNT1 A 0 A_CustomMissile(\"PickupProjectile\")\n\t\tPKUP DEF 2\n\t\tGoto Ready\n\t}\n}\n\nActor SuperBFGBall : BFGBall replaces BFGBall\n{\n    +EXTREMEDEATH\n\tDamage 100\n  Decal BFGLightning\n\tDeathSound \"BFGEXPLO\"\n    //DamageType Desintegrate\n\tScale 0.7\n  States\n  {\n  Spawn:\n    TNT1 A 0 A_SpawnItemEx(\"BFGFOG\", 0, 0)\n    BFS1 A 1 BRIGHT A_SpawnItem(\"GreenFlareMedium\",0,0)\n    BFS1 A 1 BRIGHT A_SpawnItemEx(\"BFGTrailParticle\", Random(-13, 13), Random(-13, 13), Random(0, 18), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)\n    TNT1 A 0 A_SpawnItemEx(\"BFGFOG\", 0, 0)\n    BFS1 B 1 BRIGHT A_SpawnItem(\"GreenFlareMedium\",0,0)\n    BFS1 B 1 BRIGHT A_SpawnItemEx(\"BFGTrailParticle\", Random(-13, 13), Random(-13, 13), Random(0, 18), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)\n    Loop\n\n Death:\n    TNT1 A 0\n    //TNT1 A 0 Radius_Quake(4,34,0,12,0)\n\n\tTNT1 A 0 Bright A_SpawnItem(\"GreenShockWave\",0,0,0)\n    BFE1 A 0 A_SpawnItemEx(\"BFGDeathParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n    BFE1 A 0 A_SpawnItemEx(\"BFGSuperParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGBIGFOG\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGBIGFOG\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGSuperParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n    TNT1 A 0 A_SpawnItem(\"MegaGibRemoving\")\n\tBFGB AABBCCDDEE 1 Bright A_SpawnItem(\"GreenFlare\",0,0)\n\tTNT1 A 0 A_Explode(80,300,0)\n    BFE1 F 1 Bright A_BFGSpray\n\tTNT1 A 0 A_SPawnItem(\"SuperBFGExtraGiant\")\n    BFE1 GGHHIIJJKK 1 Bright A_SpawnItem(\"GreenFlare\",0,0)\n    Stop\n  }\n}\n\nActor BFGTrailParticle\n{\n  Height 0\n  Radius 0\n  Mass 0\n  Speed 3\n  +Missile\n  +NoBlockMap\n  +NoGravity\n  +DontSplash\n  RenderStyle Add\n  Scale 0.05\n  States\n  {\n  Spawn:\n    SPKG A 2 Bright A_FadeOut(0.02)\n    Loop\n  }\n}\n\nActor BFGDeathParticle\n{\n  Height 0\n  Radius 0\n  Mass 0\n  +Missile\n  +NoBlockMap\n  -NoGravity\n  +LowGravity\n  +DontSplash\n  +DoomBounce\n  BounceFactor 0.5\n  RenderStyle Add\n  Scale 0.04\n  States\n  {\n  Spawn:\n  Death:\n    SPKG A 2 Bright A_FadeOut(0.02)\n    Loop\n  }\n}\n\nActor SuperBFGExtra : BFGExtra Replaces BFGExtra\n{\n  +NoBlockMap\n  +NoGravity\n  RenderStyle Add\n  +FORCERADIUSDMG\n  +EXTREMEDEATH\n  Alpha 0.75\n  Damage 0\n  Scale 0.6\n  States\n  {\n  Spawn:\n    BFE2 A 0\n    TNT1 AAAAA 0 A_SpawnItemEx(\"BFGExtraParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"BFGExtraParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"BFGExtraParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n\tBFGB ABCDEFGHIJK 2 Bright A_SpawnItem(\"GreenFlareMedium\",0,0)\n    stop\n  }\n}\n\nActor SuperBFGExtraGiant : SuperBFGExtra\n{\n  Scale 2.9\n  States\n  {\n  Spawn:\n    BFE2 A 0\n    TNT1 AAAAA 0 A_SpawnItemEx(\"BFGExtraParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"BFGExtraParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"BFGExtraParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n\tBFGB ABCDEFGHIJK 3 Bright A_SpawnItem(\"GreenFlareMedium\",0,0)\n\tStop\n}}\n\nActor BFGExtraParticle\n{\n  Height 0\n  Radius 0\n  Mass 0\n  +Missile\n  +NoBlockMap\n  +DontSplash\n  +NoInteraction\n  RenderStyle Add\n  Scale 0.035\n  States\n  {\n  Spawn:\n  Death:\n    SPKG A 2 Bright A_FadeOut(0.1)\n    Loop\n  }\n}\n\nACTOR GreenShockWave\n{\n   Speed 0\n   Height 64\n   Radius 32\n   Scale 2.25\n   RenderStyle add\n   Alpha 0.9\n   +DROPOFF\n   +NOBLOCKMAP\n   +NOGRAVITY\n   States\n   {\n   Spawn:\n      SHOK A 1 BRIGHT\n      Goto Death\n   Death:\n      SHOK BCDEFFGGHHIIIJJJKKKLLMMNNOPQR 1 BRIGHT A_FadeOut(0.03)\n      Stop\n   }\n}\n\nACTOR BFGFOG\n{\n    Radius 1\n    Height 1\n\tAlpha 0.7\n\tRenderStyle Add\n\tScale 0.4\n\tSpeed 8\n\tGravity 0\n    +NOBLOCKMAP\n    +NOTELEPORT\n    +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n    +CLIENTSIDEONLY\n    States\n    {\n    Spawn:\n        BFOG ABCDEF 6 BRIGHT A_SpawnItem(\"GreenFlareMedium\",0,0)\n        Goto Death\n\tDeath:\n\t    BFOG G 3 BRIGHT A_SpawnItem(\"GreenFlareMedium\",0,0)\n\t\tStop\n    }\n}\n\nACTOR BFGBIGFOG: BFGFOG\n{\n\tScale 0.8\n}\n\nACTOR SmallGreenFog: BFGFOG\n{\n\tSpeed 3\n\tScale 0.5\n}\n\nActor BFGDeathParticleSpawner\n{\n  +NoClip\n  +NoBlockMap\n  +NoGravity\n  +Missile\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 AAAAA 0 A_SpawnItemEx(\"BFGDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"BFGDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"BFGDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"BFGDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 A 1\n    Stop\n  }\n}\n\nActor BFGSuperParticleSpawner\n{\n  +NoClip\n  +NoBlockMap\n  +NoGravity\n  +Missile\n  +FORCEXYBILLBOARD\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"BFGSuperParticle\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n    TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"BFGSuperParticle\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n    TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BFGSuperParticle\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n    TNT1 A 1\n    Stop\n  }\n}\n\nActor BFGSuperParticle\n{\n  Height 0\n  Radius 0\n  Mass 0\n  +Missile\n  +NoBlockMap\n  +NOGRAVITY\n  +DontSplash\n  +FORCEXYBILLBOARD\n  RenderStyle Add\n  Scale 0.04\n  Speed 24\n  States\n  {\n  Spawn:\n  Death:\n    SPKG A 2 Bright A_FadeOut(0.02)\n    Loop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "BFG.txt",
        "contents": "// --------------------------------------------------------------------------\n\n// BFG9000 (Big Fucking Gun) PB\n\n// --------------------------------------------------------------------------\n\nACTOR BIG_FUCKING_GUN : BFG9000 //Replaces BFG9000\n{\n\tWeapon.BobRangeX 0.3\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n\tGame Doom\n\tHeight 20\n\tSpawnID 31\n\tWeapon.AmmoUse 50\n\tWeapon.AmmoGive 50\n\tWeapon.AmmoType \"Cell\"\n    Inventory.PickupSound \"BFGPICK\"\n\tDamageType Desintegrate\n    +WEAPON.NOAUTOAIM\n\t+WEAPON.BFG\n    +WEAPON.NOALERT\n\tInventory.PickupMessage \"You got the BFG9000! FUCK YEAH! (Slot 7)\"\n\tStates\n\t{\n\tSteady:\n\tTNT1 A 1\n\tGoto Ready\n\n\tReady:\n\t    TNT1 A 0\n\n\t    TNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n        TNT1 A 0 A_PlaySound(\"GENREADY\")\n        TNT1 AAA 0\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tBFGG A 4 A_WeaponReady\n\t\tGoto Ready+5\n\n\tWeaponSpecialPurist:\n\tWeaponSpecial:\n\t\tTNT1 A 0 A_Print(\"\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tGoto Ready+5\n\n\tAltFirePurist:\n\t\tTNT1 A 0\n\t\t//TNT1 A 0 A_Print(\"Secondary Fire Not Available in Classic Mode!\")\n\t\tGoto Ready+5\n\n\tDeselect:\n\t\tBFGG A 1 A_Lower\n\t\tGoto Deselect+1\n\tSelect:\n\t\tTNT1 A 0 A_TakeInventory(\"RifleSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SledgeSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"DualHandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevolverSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ASGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"QSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"NewChaingunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SGLSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"M2Selected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FreezerSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGBeamSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BHCSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HellRifleSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LandMineSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"UACSMGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBurningBarrel\",1)\n\t\t//TNT1 A 0 A_JumpIfInventory(\"IsPlayingAsProjectBrutality\", 1, 4)\n\t\tTNT1 A 0 A_GiveInventory(\"BFGSelected\",1)\n\n\t\tBFGG A 1 A_Raise\n\t\twait\n\n\tFire:\n\t\tTNT1 A 0 A_AlertMonsters\n        TNT1 A 0 A_PlaySound(\"BFGCHARGE\")\n\t\tBFGC A 2 BRIGHT A_FireCustomMissile(\"GreenFlareSpawnEvenSmaller\",0,0,0,0)\n\t\tBFGC B 2 BRIGHT A_FireCustomMissile(\"GreenFlareSpawnJustSmaller\",0,0,0,0)\n\t\tBFGC C 2 BRIGHT A_FireCustomMissile(\"GreenFlareSpawnSmallClose\",0,0,0,0)\n\t\tBFGC DEFEFEFEFEFEF 2 BRIGHT A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n        BFGF A 2 BRIGHT A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_PlaySound(\"BFG_FIRE\", 1)\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n        TNT1 A 0 A_Recoil(8)\n        TNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 A_FireBFG\n\t\tBFGF B 2 BRIGHT\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n        BFGF CDEF 2 BRIGHT A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n        BFGG A 1 BRIGHT\n        TNT1 A 0 A_ReFire\n\t\tGoto Ready+5\n\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"AltFirePurist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\", 5, 3)\n\t    BFGG A 0 A_PlaySound(\"Seeker\", 1)\n\t\tGoto Ready+5\n\t    BFGG A 1\n\t\tTNT1 A 0 A_PlaySound(\"mbfgsh\", 3, 1.0)\n\t    BFGF B 1 BRIGHT A_PlaySound(\"BFGFIRE\", CHAN_WEAPON, 1.2)\n\t\tTNT1 A 0 A_Takeinventory(\"Cell\",5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n\t    BFGF C 1 BRIGHT A_FireCustomMissile(\"BFGSmallSphere\", 0, 1, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n\t\tTNT1 A 0 A_Recoil(1)\n\t    BFGF B 1 BRIGHT\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n\t    BFGC F 1 BRIGHT\n\t    BFGF F 1 Offset(0,34)\n\t    BFGF F 1 Offset(0,42)\n\t    BFGF F 2 Offset(0,32)\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready\n\n\tUseHealthBackPack:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoHealBackpack\", 1)\n\t\tSYRI ABCDEFGHIJ 1\n\t\tSYRI A 0 A_PlaySound(\"blodr1\", 3)\n\t\tSYRI KLL 1\n\t\tSYRI A 0 A_PlaySound(\"misc/N_HP_pickup\", 2)\n\t\tSYRI MMMM 1\n\t\tSYRI LKJIHGFEDCBA 1\n\t\tGoto Ready\n\n\tThrowSwarmPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoSwarmPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Swarmers\", 1, 1)\n\t\tGoto NoSwarmPod\n\t\tTNT1 A 0 A_TakeInventory(\"Swarmers\", 1)\n\t\tXHFA LKJIHG 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF G 2\n\t\tXHFF IJKL 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"SwarmerPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoSwarmPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Swarmers left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowElecPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoElecPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ElecPod\", 1, 1)\n\t\tGoto NoElecPod\n\t\tTNT1 A 0 A_TakeInventory(\"ElecPod\", 1)\n\t\tXHFA ABCDEF 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF B 2\n\t\tXHFF CDEF 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"ElectricPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoElecPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Electropods left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tMinePurist:\n\t\tTNT1 A 0 A_Print(\"Land Mines disabled in Classic Mode!\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tGoto Ready+12\n\n\tThrowMine:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"MinePurist\")\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\", 1, 1)\n\t\tGoto NoMine\n\t\tMIN2 ABCDEFGH 1\n\t\tNULL A 5\n\t\tMIN3 ABCDE 1\n\t\tNULL A 0 A_PlayWeaponSound(\"MINE002\")\n\t\tMIN3 FG 1\n\t\tMIN3 H 2 A_FireCustomMissile(\"Mine2\",0,0,0,8)\n\t\tMIN3 IJKL 1\n\t\tNULL A 4\n\t\tMINE BCDEFG 1\n\t\tMINE A 3 //A_ReFire\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\", 1)\n\t\tGoto Ready\n\n\tNoMine:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Land Mines left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowGrenade:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tHNDF ABCDEFGH 1\n\t\tHNDF I 2 A_PlaySound(\"OPNGRN\", 1)\n\t\tHNDF JKLMNOPQR 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Refire\n\t\tHND1 I 2 A_PlaySound(\"THRGRN\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\", 1)\n\t\tHND1 J 1 A_FireCustomMissile(\"ThrownGrenade30\")\n\t\tHND1 KLMNOPQ 2\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tGoto Ready\n\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n   FlashKicking:\n\t\tBFGG A 1\n\t\tBFGG B 1\n\t\tBFGG B 1\n\t\tBFGG C 3\n\t\tBFGG D 3\n\t\tBFGG C 3\n\t\tBFGG B 1\n\t\tBFGG B 1\n\t\tBFGG A 1\n\t\tBFGG AAA 1\n\t\tStop\n\n\tFlashAirKicking:\n\t\tBFGG A 1\n\t\tBFGG B 1\n\t\tBFGG B 1\n\t\tBFGG C 3\n\t\tBFGG D 3\n\t\tBFGG C 3\n\t\tBFGG B 1\n\t\tBFGG B 1\n\t\tBFGG A 1\n\t\tBFGG AAAA 1\n\t\tStop\n\n\tFlashSlideKicking:\n\t\tBFGG AB 2\n\t\tBFGG CCDDDEEDDCC 2\n\t\tStop\n\n\tFlashSlideKickingStop:\n\t\t//TNT1 A 0\n\t\tBFGG CCBBA 1\n\t\tBFGG A 1\n\t\tStop\n\n\tFlashPunching:\n\t\tBFGG A 1\n\t\tBFGG B 1\n\t\tBFGG B 1\n\t\tBFGG C 3\n\t\tBFGG D 3\n\t\tBFGG C 3\n\t\tBFGG B 1\n\t\tBFGG B 1\n\t\tBFGG A 1\n\t\tBFGG AAA 1\n\t\tStop\n\n\t\tQuickPunchPurist:\n\t\tTNT1 A 0 A_Print(\"Knife Combos Not Allowed In Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"DoPunch\",1)\n\t\tGoto Ready+12\n\n\tQuickPunch:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"QuickPunchPurist\")\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 AAA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AAA 1\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tPUNC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        PUNC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        PUNC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tPUNG AAAA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        PUNC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tPUNR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tGoto Ready+6\n\n    DoKick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf(Height < 54, \"SlideKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n\n        KICK H 3\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+9\n\n\tSlideKick:\n\t\tTNT1 A 0 A_GiveInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Jumpifinventory(\"PowerStrength\",1,\"SuperSlideKick\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-13)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_ZoomFactor(0.960)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+9\n\n\t LowerKick:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"KickHasHitAnObject\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/End\", 1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKickingStop\")\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+9\n\n\tSuperSlideKick:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-15)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+9\n\n    BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n\n        KICK H 3 A_ZoomFactor(0.950)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+9\n\n\tAirKick:\n\t    TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashAirKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+9\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n        TNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+9\n\n    Taunt:\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\", 1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n        TNT1 A 5\n\t\tFUCK A 2\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n        FUCK B 2 A_PlaySound(\"FUCK\", 1)\n        FUCK C 2 A_AlertMonsters\n\t\tFUCK D 15 A_TakeInventory(\"Taunting\",1)\n        FUCK CBA 5\n\t\tTNT1 A 5\n\t\tGoto Ready\n\tSalute:\n\t    TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\t}\n}\n\nActor SuperBFGBall : BFGBall replaces BFGBall\n{\n    +EXTREMEDEATH\n\t+DEHEXPLOSION\n\tDamage 100\n    Decal \"BFGLightning\"\n\tDecal \"BigScorch\"\n\tDeathSound \"BFGEXPLO\"\n    DamageType Desintegrate\n\tScale 1.0\n  States\n  {\n  Spawn:\n    TNT1 A 0 A_SpawnItemEx(\"BFGFOG\", 0, 0)\n    BFS1 A 1 BRIGHT A_SpawnItem(\"GreenFlareMedium\",0,0)\n    BFS1 A 1 BRIGHT A_SpawnItemEx(\"BFGTrailParticle\", Random(-13, 13), Random(-13, 13), Random(0, 18), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)\n    TNT1 A 0 A_SpawnItemEx(\"BFGFOG\", 0, 0)\n    BFS1 B 1 BRIGHT A_SpawnItem(\"GreenFlareMedium\",0,0)\n    BFS1 B 1 BRIGHT A_SpawnItemEx(\"BFGTrailParticle\", Random(-13, 13), Random(-13, 13), Random(0, 18), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)\n    Loop\n\n Death:\n    TNT1 A 0\n    //TNT1 A 0 Radius_Quake(4,34,0,12,0)\n\n\tTNT1 A 0 Bright A_SpawnItem(\"GreenShockWave\",0,0,0)\n    BFE1 A 0 A_SpawnItemEx(\"BFGDeathParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n    BFE1 A 0 A_SpawnItemEx(\"BFGSuperParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGBIGFOG\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGBIGFOG\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGSuperParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n    TNT1 A 0 A_SpawnItem(\"MegaGibRemoving\")\n\tBFGB AABBCCDDEE 1 Bright A_SpawnItem(\"GreenFlare\",0,0)\n\tTNT1 A 0 A_Explode(80,300,0)\n    BFE1 F 1 Bright A_BFGSpray\n\tTNT1 A 0 A_SPawnItem(\"SuperBFGExtra\")\n    BFE1 GGHHIIJJKK 1 Bright A_SpawnItem(\"GreenFlare\",0,0)\n    Stop\n  }\n}\n\nActor BFGTrailParticle\n{\n  Height 0\n  Radius 0\n  Mass 0\n  Speed 3\n  +Missile\n  +NoBlockMap\n  +NoGravity\n  +DontSplash\n  RenderStyle Add\n  Scale 0.05\n  States\n  {\n  Spawn:\n    SPKG A 2 Bright A_FadeOut(0.02)\n    Loop\n  }\n}\n\nActor BFGDeathParticle\n{\n  Height 0\n  Radius 0\n  Mass 0\n  +Missile\n  +NoBlockMap\n  -NoGravity\n  +LowGravity\n  +DontSplash\n  BounceType \"Doom\"\n  BounceFactor 0.5\n  RenderStyle Add\n  Scale 0.04\n  States\n  {\n  Spawn:\n  Death:\n    SPKG A 2 Bright A_FadeOut(0.02)\n    Loop\n  }\n}\n\nActor SuperBFGExtra : BFGExtra Replaces BFGExtra\n{\n     DamageType Greenfire\n  +NoBlockMap\n  +NoGravity\n  RenderStyle Add\n  +FORCERadiusDMG\n  Alpha 0.75\n  Damage 0\n  Scale 0.4\n  States\n  {\n  Spawn:\n    BFE2 A 0\n    TNT1 AAAAAA 0 A_SpawnItemEx(\"BFGExtraParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAAA 0 A_SpawnItemEx(\"BFGExtraParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAAA 0 A_SpawnItemEx(\"BFGExtraParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n\tBFE2 AAAABBBBCCCCDDDD 2 Bright A_SpawnItem(\"GreenFlareMedium\",0,0)\n    stop\n  }\n}\n\nActor BFGExtraParticle\n{\n  Height 0\n  Radius 0\n  Mass 0\n  +Missile\n  +NoBlockMap\n  +DontSplash\n  +NoInteraction\n  RenderStyle Add\n  Scale 0.035\n  States\n  {\n  Spawn:\n  Death:\n    SPKG A 2 Bright A_FadeOut(0.1)\n    Loop\n  }\n}\n\nACTOR GreenShockWave\n{\n   Speed 0\n   Height 64\n   Radius 32\n   Scale 2.25\n   RenderStyle add\n   Alpha 0.9\n   +DROPOFF\n   +NOBLOCKMAP\n   +NOGRAVITY\n   States\n   {\n   Spawn:\n      SHOK A 1 BRIGHT\n      Goto Death\n   Death:\n      SHOK BCDEFFGGHHIIIJJJKKKLLMMNNOPQR 1 BRIGHT A_FadeOut(0.03)\n      Stop\n   }\n}\n\nACTOR BFGFOG\n{\n    Radius 1\n    Height 1\n\tAlpha 0.7\n\tRenderStyle Add\n\tScale 0.4\n\tSpeed 8\n\tGravity 0\n    +NOBLOCKMAP\n    +NOTELEPORT\n    +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n    +CLIENTSIDEONLY\n    States\n    {\n    Spawn:\n        BFOG ABCDEF 3 BRIGHT A_SpawnItem(\"GreenFlareMedium\",0,0)\n        Goto Death\n\tDeath:\n\t    BFOG G 3 BRIGHT A_SpawnItem(\"GreenFlareMedium\",0,0)\n\t\tStop\n    }\n}\n\nACTOR BFGBIGFOG: BFGFOG\n{\n\tScale 0.8\n}\n\nACTOR SmallGreenFog: BFGFOG\n{\n\tSpeed 3\n\tScale 1.0\n}\n\nActor BFGDeathParticleSpawner\n{\n  +NoClip\n  +NoBlockMap\n  +NoGravity\n  +Missile\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 AAAAA 0 A_SpawnItemEx(\"BFGDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"BFGDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"BFGDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"BFGDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 A 1\n    Stop\n  }\n}\n\nActor BFGSuperParticleSpawner\n{\n  +NoClip\n  +NoBlockMap\n  +NoGravity\n  +Missile\n  +FORCEXYBILLBOARD\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"BFGSuperParticle\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n    TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"BFGSuperParticle\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n    TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BFGSuperParticle\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n    TNT1 A 1\n    Stop\n  }\n}\n\nActor BFGSuperParticle\n{\n  Height 0\n  Radius 0\n  Mass 0\n  +Missile\n  +NoBlockMap\n  +NOGRAVITY\n  +DontSplash\n  +FORCEXYBILLBOARD\n  RenderStyle Add\n  Scale 0.04\n  Speed 24\n  States\n  {\n  Spawn:\n  Death:\n    SPKG A 2 Bright A_FadeOut(0.02)\n    Loop\n  }\n}\n\nACTOR BFGSmallSphere : BaronBall\n{\n\tRadius 10\n\tHeight 8\n\tSpeed 45\n\tDamageType GreenFire\n\tProjectile\n\t+RANDOMIZE\n\t+FORCEXYBILLBOARD\n\t-THRUGHOST\n    Damage 30\n\tRenderStyle Add\n\tAlpha 1\n\tScale 1.45\n\tDeathSound \"9KEXPL\"\n\tSeeSound \"None\"\n\tDecal \"Scorch\"\n\tStates\n\t{\n\tSpawn:\n\t   TNT1 A 0 A_PlaySound(\"weapons/plasmaloop\",6,1,1)\n\t   TNT1 A 0 A_SpawnItemEx(\"SmallGreenFlameTrails\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t   FRPG J 1 BRIGHT A_SpawnItem(\"GreenFlareSmall\",0,0)\n\t   TNT1 A 0 A_SpawnItemEx(\"SmallGreenFlameTrails\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t   TNT1 A 0 A_SpawnItemEx(\"BFGAltTrail\", Random(-13, 13), Random(-13, 13), Random(0, 18), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)\n\t   FRPG K 1 BRIGHT A_SpawnItem(\"GreenFlareSmall\",0,0)\n\t   Loop\n\tDeath:\n\t\tTNT1 A 0 A_StopSound(6)\n\t   TNT1 AAA 0 A_SpawnItemEx(\"PlasmaParticleSpawner\", 0, 0, 0, 6, 6, 6, 0, 128)\n\t   TNT1 A 0 A_SpawnItemEx (\"BFGAltExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t   TNT1 A 0 A_SpawnItem(\"BFGAltShockWave\",0,0)\n\t   EXPG ABCDEFG 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,0)\n\t   TNT1 AAAAA 19 A_CustomMissile(\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t   Stop\n\tXDeath:\n\t\tTNT1 A 0 A_StopSound(6)\n\t   TNT1 AAA 0 A_SpawnItemEx(\"PlasmaParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t   TNT1 A 0 A_SpawnItemEx (\"BFGAltExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t   TNT1 A 0 A_SpawnItem(\"BFGAltShockWave\",0,0)\n\t   EXPG ABCDEFG 2 A_SpawnItem(\"GreenFlare\",0,0)\n\t   Stop\n\tCrash:\n\t\tTNT1 A 0 A_StopSound(6)\n\t   TNT1 AAA 0 A_SpawnItemEx(\"PlasmaParticleSpawner\", 0, 0, 0, 6, 6, 6, 0, 128)\n\t   TNT1 A 0 A_SpawnItemEx (\"BFGAltExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t   TNT1 A 0 A_SpawnItem(\"BFGAltShockWave\",0,0)\n\t   FRPG ABCDEFGH 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,0)\n\t   TNT1 AAAAA 19 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t   Stop\n\t}\n}\n\nACTOR BFGAltShockWave : GreenShockWave\n{\n   Height 1\n   Radius 1\n   +FORCEXYBILLBOARD\n   Scale 1.0\n   States\n   {\n   Spawn:\n      SHOK A 1 BRIGHT\n      Goto Death\n   Death:\n      SHOK CEGIKMOQS 1 BRIGHT A_FadeOut(0.11)\n      Stop\n   }\n}\n\nACTOR BFGAltTrail : BFGTrailParticle\n{\n  Height 0\n  Radius 0\n  Mass 0\n  Speed 3\n  +MISSILE\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +DONTSPLASH\n  RenderStyle Add\n  Scale 0.025\n  States\n  {\n  Spawn:\n    SPKG A 1 BRIGHT A_FadeOut(0.04)\n    Loop\n  }\n}\n\nACTOR BFGAltExplosion\n{\n\t+NOBLOCKMAP\n\t+MISSILE\n\tDamagetype ExplosiveImpact\n\tStates\n\t{\n    Spawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Explode(87,115)\n        Stop\n\t}\n}\n\nACTOR GreenExplosionFire\n{\n\tGame Doom\n\tRadius 1\n\tHeight 1\n\tSpeed 3\n\tDamage 0\n    +NOBLOCKMAP\n    +NOTELEPORT\n    +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n    +CLIENTSIDEONLY\n    +NOINTERACTION\n\t+NOCLIP\n\tRenderStyle Add\n    DamageType Flames\n\tSeeSound \"9KEXPL\"\n    Scale 2.0\n\tAlpha 1\n\tGravity 0\n\tStates\n\t{\n    Spawn:\n       TNT1 A 0\n        EXPG ABCDEFG 3 BRIGHT\n        Stop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "oldSAW.txt",
        "contents": "Actor SawSelected: Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasCutingWeapon: Inventory\n{\ninventory.maxamount 1\n}\n\nActor Chain_saw : Chainsaw replaces Chainsaw\n{\nweapon.selectionorder 220\ninventory.pickupsound \"weapons/chainsaw/draw\"\n//inventory.pickupsound \"none\"\n\tWeapon.UpSound \"none\"\nweapon.readysound \"weapons/chainsaw/idle\"\n    +WEAPON.NOAUTOAIM\n\t+WEAPON.AXEBLOOD\n\t+FORCEXYBILLBOARD\n\t//Weapon.AmmoType \"Gas\"\n\t//Weapon.AmmoGive 400\nstates\n\t{\n\tSelect:\n\t    \tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\tTNT1 A 0 A_Giveinventory(\"SawSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n    TNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tDeselect:\n\t    TNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Lower\n\t\tSAWN A 1 A_Lower\n\t\tgoto deselect+1\n\n    Steady:\n\tTNT1 A 1\n\tGoto Ready\n\n\tReady:\n\t    SAWS A 12\n        SAWS AB 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n        TNT1 A 0 A_PlaySound(\"DSSAWZIP\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\", 2)\n        SAWS BCDEFEDCB 1\n\t\tSAWS A 1\n\t\tSAWS A 6 A_playsound(\"weapons/chainsaw/draw\", 1)\n\t\tSAWS A 2 A_PlaySound(\"DSSAWUP\", 2)\n\t\tSAWS AGAGAGAG 2\n\n        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0\n\n        TNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Ready.Blood\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Ready.BlueBlood\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Ready.GreenBlood\")\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\t//TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Takeinventory(\"HasCutingWeapon\",1)\n\t\tSAWG ABAB 2 A_weaponready\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tSAWG ABAB 2 A_weaponready\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tSAWG ABAB 2 A_weaponready\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tSAWG ABAB 2 A_weaponready\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tSAWG ABAB 2 A_weaponready\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\t//TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\n\t\tTNT1 A 0 A_Jump(9, \"Die\")\n\t\tgoto ready+35\n\tDie:\n\tTNT1 A 0\n\tTNT1 A 0 A_playsound(\"DSSAWDIE\", 1)\n\tTNT1 A 0 A_playsound(\"CSAWSTOP\", 2)\n\tSAWG ABAABBBAAAAABBBBBBBBBB 2\n\tTNT1 A 0 A_JumpIfInventory(\"Gas\", 0, 1)\n\tGoto StayDead\n\tGoto Ready\n\n\tStayDead:\n\tSAWG A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n    TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\tLoop\n\n\tFire:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_Giveinventory(\"HasCutingWeapon\",1)\n        TNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Fire.Blood\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Fire.BlueBlood\")\n         TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Fire.GreenBlood\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/start\")\n\n\t\tSAWG ABCD 1\n\tHold:\n\t//TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\nTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Hold.Blood\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Hold.BlueBlood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Hold.GreenBlood\")\n        //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\t//SAWF A 1 A_CustomPunch(5,1,1,\"SSawPuff\")\n\t\tSAWF A 1 A_Saw(\"weapons/chainsaw/loop\", \"CSAWCUT\", 5, \"SSawPuff2\")\n\t\tSAWF B 1\n\t\t//SAWF C 1 A_custompunch(5,1,1,\"SSawPuff\")\n\t\tSAWF C 1 A_Saw(\"\", \"\", 5, \"SSawPuff2\")\n\t\tSAWF D 1\n\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")\n\t\tSAWG DC 1\n\t\tgoto ready+35\n\n\tReady.Blood:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t//TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tTNT1 A 0 A_Takeinventory(\"HasCutingWeapon\",1)\n\t\tSAW2 ABAB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tSAW2 ABAB 2 A_weaponready\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tSAW2 ABAB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tSAW2 ABAB 2 A_weaponready\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n        SSW2 CDCD 2 A_weaponready\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n        SSW2 CDCD 2 A_weaponready\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\n\t\tSSW2 EFEF 2 A_weaponready\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n        SSW2 GHIJ 2 A_weaponready\n\t\tGoto Ready+35\n\tFire.Blood:\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/start\")\n\t\tSAW2 ABCD 1\n\tHold.Blood:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(100, \"RareAttack\")\n\t\t//TNT1 A 0 A_Jump(255, 1)\n\t\t//TNT1 A 0 A_JumpIfTargetInLOS(\"RareAttack\")\n        //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tKICK A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\t\t//TNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\tSAW2 G 1 A_Saw(\"weapons/chainsaw/loop\", \"CSAWCUT\", 5, \"SSawPuff2\")\n\t\tSAW2 F 1\n\t\tSAW2 G 1 A_Saw(\"\", \"\", 5, \"SSawPuff2\")\n\t\tSAW2 H 1\n\n        TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Hold.BlueBlood\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Hold.GreenBlood\")\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")\n\t\tSAW2 DC 1\n\t\tgoto ready.blood\n\n\tReady.BlueBlood:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tSAW3 A 2 A_weaponready\n        SAW3 B 2 A_weaponready\n\t\tGoto Ready+35\n\tFire.BlueBlood:\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/start\")\n\t\tSAW3 CD 1\n\tHold.BlueBlood:\n        //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tKICK A 0 A_Takeinventory(\"PowerBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\t\tTNT1 A 0 A_playsoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\tSAW3 E 1 A_custompunch(5,1,1,\"SSawPuff2\")\n\t\tSAW3 F 1\n\t\tSAW3 G 1 A_custompunch(5,1,1,\"SSawPuff\")\n\t\tSAW3 H 1\n        TNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Hold.Blood\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Hold.GreenBlood\")\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")\n\t\tSAW3 DC 1\n\n\t\tgoto ready+35\n\n\tReady.GreenBlood:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tSAW4 A 2 A_weaponready\n        SAW4 B 2 A_weaponready\n\t\tGoto Ready+35\n\tFire.GreenBlood:\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/start\")\n\t\tSAW4 CD 1\n\tHold.GreenBlood:\n        //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tKICK A 0 A_Takeinventory(\"PowerBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tTNT1 A 0 A_playsoundEx(\"weapons/chainsaw/loop\",\"Weapon\",1)\n\t\tSAW4 E 1 A_custompunch(5,1,1,\"SSawPuff2\")\n\t\tSAW4 F 1\n\t\tSAW4 G 1 A_custompunch(5,1,1,\"SSawPuff2\")\n\t\tSAW4 H 1\n        TNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Hold.Blood\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Hold.BlueBlood\")\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")\n\t\tSAW4 DC 1\n\t\tgoto ready+35\n\n    RareAttack:\n\t\tKICK A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\t\tTNT1 A 0 A_Jump(128, \"RareAttack2\")\n\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\n\t\tSAW5 MO 1\n\t\tSAW5 ML 1\n\t\tSAW5 F 0 A_JumpIfCloser(90, \"RareAttackContinue\")\n\t\tGoto RareAttackEnd\n\n\tRareAttackContinue:\n\t\t//SAW5 D 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 5, \"SSawPuff2\")\n\t\t//SAW5 C 1\n\t\t//SAW5 B 1 A_Saw(\"\", \"\", 4, \"SSawPuff2\")\n\n\t\tSAW5 A 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 4, \"SSawPuff2\")\n\t\tSAW5 B 1\n\t\tSAW5 C 1 A_Saw(\"\", \"\", 4, \"SSawPuff2\")\n\t\tSAW5 D 1\n\n\t\tSAW5 F 0 A_JumpIfCloser(90, \"RareAttackContinue\")\n\t\t//TNT1 A 0 A_Jump(128, 13)\n\tRareAttackEnd:\n\t\tSAW5 FGHIJKJIHFG 1\n\t\t//TNT1 A 0 A_Jump(255, 11)\n\t\t//SAW5 LMNOPQPONML 1\n\n        TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Hold.BlueBlood\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Hold.GreenBlood\")\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")\n\t\t//SAW2 DC 1\n\t\tgoto ready.blood\n\n\tRareAttack2:\n\t\tKICK A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\t\t//TNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tSAW6 A 1\n\t\tSAW6 CE 1\n\n\t\tSAW6 G 1 //A_Saw(\"\", \"\", 6, \"SSawPuff\")\n\t\tSAW6 H 1\n\t\tSAW6 I 1 //A_Saw(\"\", \"\", 6, \"SSawPuff\")\n\t\tSAW6 JK 1\n\t\tSAW5 F 0 A_JumpIfCloser(90, \"RareAttack2Continue\")\n\t\tGoto RareAttack2End\n\n\tRareAttack2Continue:\n\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tSAW6 U 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 5, \"SSawPuff\")\n\t\tSAW6 V 1\n\t\tSAW6 W 1 A_Saw(\"\", \"\", 4, \"SSawPuff\")\n\t\tSAW6 X 1\n\n\t\tSAW5 F 0 A_JumpIfCloser(90, \"RareAttack2Continue\")\n\n\tRareAttack2End:\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tSAW6 K 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 5, \"SSawPuff\")\n\t\tSAW6 L 1\n\t\tSAW6 M 1 //A_Saw(\"\", \"\", 6, \"SSawPuff\")\n\t\tSAW6 N 1\n\n\t\tSAW6 O 1 //A_Saw(\"\", \"\", 6, \"SSawPuff\")\n\t\tSAW6 P 1\n\t\tSAW6 Q 1 //A_Saw(\"\", \"\", 6, \"SSawPuff\")\n\t\tSAW6 R 1\n\n\t\tSAW6 ST 1\n\n\t\tgoto ready.blood\n\n    DoKick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (pitch > 32, \"LowKickChecker1\")\n\tInitializeNormalKick:\n        TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tSTMP ABCDEF 1\n\t\t//TNT1 A 0 A_Custompunch(4,0,1,\"KickPuff\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n        STMP G 4\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tSTMP HIJK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tNULL A 0 A_TakeInventory(\"KickHasHit\",1)\n\t\tGoto Ready+6\n\tLowKickChecker1:\n\t    TNT1 A 1\n\t    NULL A 0 A_JumpIf (pitch > 90, \"InitializeNormalKick\")\n\t\tGoto LowKick\n\n\tLowKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItemEx (\"PLOFT5\",15,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tKICK UVW 1 A_SetPitch(-8.0 + pitch)\n\t\tKICK X 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackLow\", 0, 0, 0, 0)\n\t\tKICK Y 1\n        KICK Z 4\n\t\tKICK YX 1\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK WVU 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tNULL A 0 A_TakeInventory(\"KickHasHit\",1)\n\t\tGoto Ready+6\n\n    BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK ABCDEFG 1\n        RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n        KICK H 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK IGFEDCBA 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tNULL A 0 A_TakeInventory(\"KickHasHit\",1)\n\t\tGoto Ready+6\n\n\tAirKick:\n\t    TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK JKLMNO 1\n        RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -8)\n        KICK P 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK QRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tNULL A 0 A_TakeInventory(\"KickHasHit\",1)\n\t\tGoto Ready+6\n\n\tSuperAirKick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK JKLMNO 1\n        RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -8)\n        KICK P 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK QRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tNULL A 0 A_TakeInventory(\"KickHasHit\",1)\n\t\tGoto Ready+6\n\n\tTaunt:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Taunting\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RealismMode\", 1, \"CheckGrab\")\n        TNT1 A 10\n\t\tFUCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n        FUCK B 1 A_PlaySound(\"FUCK\", 2)\n        FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n        FUCK DCBA 1\n        TNT1 A 10\n\t\tGoto Ready\n\tSalute:\n\t    TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\n\tCheckGrab:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"CheckDistanceGrab\")\n\t\tGoto Ready+6\n\tCheckDistanceGrab:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(100, \"Grab\")\n\t\tGoto Ready+6\n\tCheckIfCanGrab:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"CanGrab\", 1, \"Grab\")\n\t\tGoto Ready+6\n\tGrab:\n\t    PKUP ABC 2\n\t\tTNT1 A 0 A_CustomMissile(\"PickupProjectile\")\n\t\tPKUP DEF 2\n\t\tGoto Ready\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "SAW.txt",
        "contents": "Actor HasCutingWeapon: Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR ComboSeq : Inventory\n{\nInventory.MaxAmount 2\n}\n\nACTOR FiredGun : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor Chain_saw : Chainsaw replaces Chainsaw 13205\n{\nWeapon.BobRangeX 0.3\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\nweapon.selectionorder 220\nInventory.PickUpSound \"IGOTSAW\"\n\tWeapon.UpSound \"none\"\n\tweapon.readysound \"weapons/chainsaw/idle\"\n\tInventory.PickupMessage \"You found the Chainsaw, find some meat!!! (Slot 1)\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.AXEBLOOD\n\t+WEAPON.NOALERT\nstates\n\t{\n\tSelect:\n\t\tTNT1 A 0\n\tTNT1 A 0 A_TakeInventory(\"RifleSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"FistsSelected\",1)\n\tTNT1 A 0 A_GiveInventory(\"SawSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"SledgeSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandgunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"DualHandgunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"RevolverSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"SSGSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"ASGSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"QSGSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"NewChaingunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\",1)\n    TNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"SGLSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"M2Selected\",1)\n\tTNT1 A 0 A_TakeInventory(\"FreezerSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"BFGSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"BFGBeamSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"BHCSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"HellRifleSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"LandMineSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"UACSMGSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"LostSoulSelected\",1)\n\tTNT1 A 0 A_TakeInventory(\"HasBarrel\",1)\n\tTNT1 A 0 A_TakeInventory(\"HasBurningBarrel\",1)\n\tKICK A 0 A_Takeinventory(\"PowerBloodOnVisor\",1)\n\tKICK A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\tKICK A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\tTNT1 A 0 A_Raise\n\tWait\n\tDeselect:\n\t\tTNT1 A 0 A_Takeinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_Stopsound(1)\n\t\tTNT1 A 0 A_Lower\n\t\tSAWS A 1 A_Lower\n\t\tWait\n\nSteady:\n\tTNT1 A 1\n\tGoto Ready\n\n    Ready:\n\t    SAWS A 6\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n        SAWS AB 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n        TNT1 A 0 A_PlaySound(\"DSSAWZIP\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\", 2)\n        SAWS BCDEFEDCB 1\n\t\tSAWS A 1\n\t\tSAWS A 6 A_playsound(\"weapons/chainsaw/draw\", 1)\n\t\tSAWS A 2 A_PlaySound(\"DSSAWUP\", 2)\n\t\tTNT1 A 0 A_Takeinventory(\"HasCutingWeapon\",1)\n\t\tSAWS AGAGAGAG 1\n\n        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Ready.BlueBlood\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Ready.Blood\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Ready.GreenBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n        //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\t//TNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\t//TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tSAWG ABAB 2 A_weaponready\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tSAWG ABAB 2 A_weaponready\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tSAWG ABAB 2 A_weaponready\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tSAWG ABAB 2 A_weaponready\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tSAWG ABAB 2 A_weaponready\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tgoto ready+35\n\n\tWeaponSpecialPurist:\n\t\tTNT1 A 0 A_Print(\"Weapon Special Not Available in Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tGoto Ready+35\n\n\tWeaponSpecial:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"WeaponSpecialPurist\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DualSSGChecker\", 1, 4)\n\t\tTNT1 A 0 A_Print(\"You need a sawed-off shotgun!\")\n\t\tGoto Ready+35\n\t\tTNT1 AAAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\", 2, 4)\n\t\tTNT1 A 0 A_Print(\"You need shotgun shells!\")\n\t\tGoto Ready+35\n\t\tTNT1 AAAAA 0\n\t\tTNT1 A 0 A_GunFlash(\"SSGFlash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"WeaponSpecialBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"WeaponSpecialBlueBlood\")\n\t\tSAWG A 1 //Offset(20,40)\n\t\tSAWG B 1 //Offset(40,43)\n\t\tSAWG E 1 //Offset(60,46)\n\t\tSAWG F 1 //Offset(80,46)\n\t\tSAWG G 1\n\t\tSAWG G 40\n\t\tSAWG FEBA 1\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tGoto Ready+35\n\n\tWeaponSpecialBlood:\n\t\tSAWG H 1 //Offset(20,40)\n\t\tSAWG I 1 //Offset(40,43)\n\t\tSAWG J 1 //Offset(60,46)\n\t\tSAWG K 1 //Offset(80,46)\n\t\tSAWG L 1\n\t\tSAWG L 40\n\t\tSAWG KJIH 1\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tGoto Ready+35\n\n\tWeaponSpecialBlueBlood:\n\t\tS4WG H 1 //Offset(20,40)\n\t\tS4WG I 1 //Offset(40,43)\n\t\tS4WG J 1 //Offset(60,46)\n\t\tS4WG K 1 //Offset(80,46)\n\t\tS4WG L 1\n\t\tS4WG L 40\n\t\tS4WG KJIH 1\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tGoto Ready+35\n\n\tSSGFlash:\n\t\tS6AS AB 2\n\t\tTNT1 A 0 A_PlaySound(\"insertshell\", 5)\n\t\tS6AS CDD 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ssg/close\", 7)\n\t\tP6W1 A 4\n\n\t\tTNT1 A 0 A_TakeInventory(\"NewShell\", 2)\n\t\tTNT1 A 0 A_AlertMonsters\n\t    P6W1 B 1 BRIGHT A_FireBullets(0, 0, 1, 20, \"shotpuff\", 1, 120)//Horizontal Spread, Vertical Spread, Numbers of Projectiles (Leave as -1 if its a single one), Damage Factor\n\t\tTNT1 A 0  A_PlaySound(\"SSHFIRE\", 1)//Play gun fire sound\n\t\tTNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"Tracer\", Random(-7, 7), 0, -1, Random(-7, 7))\n\t\tTNT1 A 0 A_FireBullets(15, 9, 22, 7, \"ShotgunPuff\")\n\t\tTNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\", 15, 0, 0, 0)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\", -15, 0, 0, 0)\n\t\tTNT1 A 0 A_SetPitch(-1.55 + pitch)//Vertical recoil down\n\t\tTNT1 A 0 ACS_Execute(282, 0, 0, 0, 0)\n\t\tP6W1 C 2 //A_FireCustomMissile(\"RifleCaseSpawn\",0,0,6,4) //Ejetts empty brass\n\n\t\tP6W1 DEFGHIJKLMN 1 //A_Refire\n\t\tTNT1 A 0 A_PlaySound(\"insertshell\", 5)\n\t\tS6AS DC 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ssg/close\", 7)\n\t\tS6AS BA 2\n\t\tStop\n\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Giveinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ComboSeq\", 1, \"QuickShot\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Fire.Blood\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Fire.BlueBlood\")\n         TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Fire.GreenBlood\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/start\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tSAWG ABCD 1\n\tHold:\n\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\nTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Hold.Blood\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Hold.BlueBlood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Hold.GreenBlood\")\n        TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\tSAWF A 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 6, \"SSawPuff3\")\n\t\tSAWF B 1\n\t\tSAWF C 1 A_Saw(\"\", \"BladeRip\", 6, \"SSawPuff4\")\n\t\tSAWF D 1\n\t\tTNT1 A 0 A_TakeInventory(\"Gas\", 1)\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\", 9)\n\t\tTNT1 A 0 ACS_Execute(282, 0, 0, 0, 0)\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\t//TNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")\n\t\tSAWG DC 1\n\t\tgoto ready+35\n\n\tReady.Blood:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t//TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tTNT1 A 0 A_Takeinventory(\"HasCutingWeapon\",1)\n\t\tSAW2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tSAW2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\n\t\tSAW2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tSAW2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tSAW2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tSAW2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tSAW2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tSAW2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n        SSW2 CD 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tSSW2 CD 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n        SSW2 CD 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tSSW2 CD 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tSSW2 EF 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tSSW2 EF 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n        SSW2 GHIJ 2 A_weaponready\n\t\tGoto Ready+35\n\tFire.Blood:\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/start\")\n\t\tSAW2 ABCD 1\n\tHold.Blood:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(100, \"RareAttack\")\n\t\t//TNT1 A 0 A_Jump(255, 1)\n\t\t//TNT1 A 0 A_JumpIfTargetInLOS(\"RareAttack\")\n        TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tKICK A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\t//TNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\tSAW2 G 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", random(4,6), \"SSawPuff3\")\n\t\tSAW2 F 1\n\t\tSAW2 G 1 A_Saw(\"\", \"BladeRip\", random(4,6), \"SSawPuff4\")\n\t\tSAW2 H 1\n\t//\tTNT1 A 0 A_TakeInventory(\"Gas\", 1)\n        TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Hold.BlueBlood\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Hold.GreenBlood\")\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\", 9)\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 ACS_Execute(282, 0, 0, 0, 0)\n\t\t//TNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")\n\t\tSAW2 DC 1\n\t\tgoto ready.blood\n\n\tReady.BlueBlood:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t//TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tTNT1 A 0 A_Takeinventory(\"HasCutingWeapon\",1)\n\t\tS4W2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tS4W2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\n\t\tS4W2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tS4W2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tS4W2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tS4W2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tS4W2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tS4W2 AB 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n        SSW3 CD 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tSSW3 CD 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n        SSW3 CD 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tSSW3 CD 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tSSW3 EF 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tSSW3 EF 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n        SSW3 GHIJ 2 A_weaponready\n\t\tGoto Ready+35\n\n\tFire.BlueBlood:\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/start\")\n\t\tS4W2 ABCD 1\n\tHold.BlueBlood:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(100, \"BlueRareAttack\")\n\t\t//TNT1 A 0 A_Jump(255, 1)\n\t\t//TNT1 A 0 A_JumpIfTargetInLOS(\"RareAttack\")\n        //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tKICK A 0 A_Takeinventory(\"PowerBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\t\t//TNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\tS4W2 G 1 A_Saw(\"weapons/chainsaw/loop\", \"CSAWCUT\", 5, \"SSawPuff2\")\n\t\tS4W2 F 1\n\t\tS4W2 G 1 A_Saw(\"\", \"\", 5, \"SSawPuff2\")\n\t\tS4W2 H 1\n\n        TNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Hold.Blood\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Hold.GreenBlood\")\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")\n\t\tS4W2 DC 1\n\t\tgoto ready.BlueBlood\n\n\tBlueRareAttack:\n\t\tKICK A 0 A_Takeinventory(\"PowerBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\t\tTNT1 A 0 A_Jump(128, \"BlueRareAttack2\")\n\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\n\t\tS4W5 MO 1\n\t\tS4W5 ML 1\n\t\tS4W5 F 0 A_JumpIfCloser(110, \"BlueRareAttackContinue\")\n\t\tGoto BlueRareAttackEnd\n\n\tBlueRareAttackContinue:\n\t\tTNT1 A 0 A_Playsound(\"DSSAWHIT\", 3)\n\t\tS4W5 D 1 A_Saw(\"weapons/chainsaw/loop\", \"Machete/Yum\", random(4,6), \"SSawPuff\")\n\t\tS4W5 C 1 A_Saw(\"\", \"\", random(2,3), \"SSawPuff2\")\n\t\tS4W5 B 1 A_Saw(\"\", \"BladeRip\", random(2,3), \"SSawPuff\")\n\n\t\tS4W5 A 1 A_Saw(\"weapons/chainsaw/loop\", \"Machete/Yum\", random(4,6), \"SSawPuff\")\n\t\tS4W5 B 1 A_Saw(\"\", \"\", random(2,3), \"SSawPuff2\")\n\t\tS4W5 C 1 A_Saw(\"\", \"\", random(2,3), \"SSawPuff\")\n\t\tS4W5 D 1 A_Saw(\"\", \"BladeRip\", random(2,3), \"SSawPuff\")\n\n\t\tS4W5 F 0 A_JumpIfCloser(110, \"BlueRareAttackContinue2\")\n\t\t//TNT1 A 0 A_Jump(128, 13)\n\t\tGoto BlueRareAttackEnd\n\n\tBlueRareAttackContinue2:\n\t\tS4W2 G 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", random(4,6), \"SSawPuff3\")\n\t\tS4W2 F 1 A_Saw(\"\", \"BladeRip\", random(2,4), \"SSawPuff3\")\n\t\tS4W2 G 1 A_Saw(\"\", \"BladeRip\", random(4,6), \"SSawPuff3\")\n\t\tS4W2 H 1 A_Saw(\"\", \"BladeRip\", random(2,4), \"SSawPuff3\")\n\t\tS4W2 F 0 A_JumpIfCloser(90, \"BlueRareAttackContinue2\")\n\tBlueRareAttackEnd:\n\t\tTNT1 A 0 A_Playsound(\"Machete/Yum\", 6)\n\t\tS4W5 FGHIJKJIHFG 1\n\t\t//TNT1 A 0 A_Jump(255, 11)\n\t\t//SAW5 LMNOPQPONML 1\n\n        TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Hold.BlueBlood\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Hold.GreenBlood\")\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 ACS_Execute(282, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\", 9)\n\t\t//TNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")CSAWSTAT\n\t\t//SAW2 DC 1\n\t\tgoto ready.Blueblood\n\n\tBlueRareAttack2:\n\t\tKICK A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\t\t//TNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tS4W6 A 1\n\t\tS4W6 CE 1\n\n\t\tS4W6 G 1 //A_Saw(\"\", \"\", 6, \"SSawPuff\")\n\t\tS4W6 H 1\n\t\tS4W6 I 1 //A_Saw(\"\", \"\", 6, \"SSawPuff\")\n\t\tS4W6 JK 1\n\t\tS4W6 F 0 A_JumpIfCloser(90, \"BlueRareAttack2Continue\")\n\t\tGoto BlueRareAttack2End\n\n\tBlueRareAttack2Continue:\n\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tS4W6 U 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 5, \"SSawPuff\")\n\t\tS4W6 V 1\n\t\tS4W6 W 1 A_Saw(\"\", \"\", 4, \"SSawPuff\")\n\t\tS4W6 X 1\n\n\t\tS4W5 F 0 A_JumpIfCloser(90, \"BlueRareAttack2Continue\")\n\n\tBlueRareAttack2End:\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tS4W6 K 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", 5, \"SSawPuff\")\n\t\tS4W6 L 1\n\t\tS4W6 M 1 //A_Saw(\"\", \"\", 6, \"SSawPuff\")\n\t\tS4W6 N 1\n\n\t\tS4W6 O 1 //A_Saw(\"\", \"\", 6, \"SSawPuff\")\n\t\tS4W6 P 1\n\t\tS4W6 Q 1 //A_Saw(\"\", \"\", 6, \"SSawPuff\")\n\t\tS4W6 R 1\n\n\t\tS4W6 ST 1\n\t\tgoto ready.blueblood\n\n\tReady.GreenBlood:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\")\n\t\tSAW4 A 2 A_weaponready\n        SAW4 B 2 A_weaponready\n\t\tGoto Ready+35\n\tFire.GreenBlood:\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/start\")\n\t\tSAW4 CD 1\n\tHold.GreenBlood:\n        //TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tKICK A 0 A_Takeinventory(\"PowerBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tTNT1 A 0 A_playsoundEx(\"weapons/chainsaw/loop\",\"Weapon\",1)\n\t\tSAW4 E 1 A_custompunch(random(4,6),1,1,\"SSawPuff3\")\n\t\tSAW4 F 1\n\t\tSAW4 G 1 A_custompunch(random(4,6),1,1,\"SSawPuff4\")\n\t\tSAW4 H 1\n        TNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Hold.Blood\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Hold.BlueBlood\")\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")\n\t\tSAW4 DC 1\n\t\tgoto ready+35\n\n    RareAttack:\n\t\tKICK A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\t\tTNT1 A 0 A_Jump(128, \"RareAttack2\", \"RareAttack3\")\n\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\n\t\tSAW5 MO 1\n\t\tSAW5 QPONML 1\n\t\t//SAW5 F 0 A_JumpIfCloser(300, \"RareAttackContinue\")\n\t\tGoto RareAttackContinue\n\n\tRareAttackContinue:\n\t\tTNT1 A 0 A_Playsound(\"DSSAWHIT\", 3)\n\t\tSAW5 D 1 A_Saw(\"weapons/chainsaw/loop\", \"Machete/Yum\", random(4,6), \"SSawPuff\")\n\t\tSAW5 C 1 A_Saw(\"\", \"\", random(2,3), \"SSawPuff2\")\n\t\tSAW5 B 1 A_Saw(\"\", \"BladeRip\", random(2,3), \"SSawPuff\")\n\n\t\tSAW5 A 1 A_Saw(\"weapons/chainsaw/loop\", \"Machete/Yum\", random(4,6), \"SSawPuff\")\n\t\tSAW5 B 1 A_Saw(\"\", \"\", random(2,3), \"SSawPuff2\")\n\t\tSAW5 C 1 A_Saw(\"\", \"\", random(2,3), \"SSawPuff\")\n\t\tSAW5 D 1 A_Saw(\"\", \"BladeRip\", random(2,3), \"SSawPuff\")\n\n\t\tSAW5 F 0 A_JumpIfCloser(90, \"RareAttackContinue2\")\n\t\t//TNT1 A 0 A_Jump(128, 13)\n\t\tGoto RareAttackEnd\n\n\tRareAttackContinue2:\n\t\tSAW2 G 1 A_Saw(\"weapons/chainsaw/loop\", \"DSSAWHIT\", random(4,6), \"SSawPuff3\")\n\t\tSAW2 F 1 A_Saw(\"\", \"BladeRip\", random(2,4), \"SSawPuff3\")\n\t\tSAW2 G 1 A_Saw(\"\", \"BladeRip\", random(4,6), \"SSawPuff3\")\n\t\tSAW2 H 1 A_Saw(\"\", \"BladeRip\", random(2,4), \"SSawPuff3\")\n\t\tSAW5 F 0 A_JumpIfCloser(90, \"RareAttackContinue2\")\n\tRareAttackEnd:\n\t\tTNT1 A 0 A_Playsound(\"Machete/Yum\", 6)\n\t\tSAW5 FGHIJKJIHFG 1\n\t\t//TNT1 A 0 A_Jump(255, 11)\n\t\t//SAW5 LMNOPQPONML 1\n\n        TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Hold.BlueBlood\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Hold.GreenBlood\")\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 ACS_Execute(282, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\", 9)\n\t\t//TNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")CSAWSTAT\n\t\t//SAW2 DC 1\n\t\tgoto ready.blood\n\n\tRareAttack2:\n\t\tKICK A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\t\t//TNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tSAW6 A 1\n\t\tSAW6 BCDEF 1\n\n\t\tSAW6 G 1 //A_Saw(\"\", \"\", 6, \"SSawPuff\")\n\t\tSAW6 H 1\n\t\tSAW6 I 1 //A_Saw(\"\", \"\", 6, \"SSawPuff\")\n\t\tSAW6 JK 1\n\t\tSAW5 F 0 A_JumpIfCloser(90, \"RareAttack2Continue\")\n\t\tGoto RareAttack2End\n\n\tRareAttack2Continue:\n\tTNT1 A 0 A_Playsound(\"DSSAWHIT\", 3)\n\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tSAW6 U 1 A_Saw(\"weapons/chainsaw/loop\", \"weapons/sawhit\", random(4,6), \"SSawPuff3\")\n\t\tSAW6 V 1 //A_Saw(\"\", \"\", random(4,6), \"SSawPuff\")\n\t\tSAW6 W 1 //A_Saw(\"\", \"\", random(4,6), \"SSawPuff\")\n\t\tSAW6 X 1 A_Saw(\"\", \"BladeRip\", random(4,6), \"SSawPuff3\")\n\n\t\tSAW5 F 0 A_JumpIfCloser(90, \"RareAttack2Continue\")\n\n\tRareAttack2End:\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tSAW6 K 1 A_Saw(\"weapons/chainsaw/loop\", \"Machete/Yum\", 5, \"SSawPuff3\")\n\t\tSAW6 L 1\n\t\tSAW6 M 1 //A_Saw(\"\", \"\", 6, \"SSawPuff\")\n\t\tSAW6 N 1\n\n\t\tSAW6 O 1 //A_Saw(\"\", \"\", 6, \"SSawPuff\")\n\t\tSAW6 P 1\n\t\tSAW6 Q 1 //A_Saw(\"\", \"\", 6, \"SSawPuff\")\n\t\tSAW6 R 1\n\n\t\tSAW6 ST 1\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 ACS_Execute(282, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\", 9)\n\t\tgoto ready.blood\n\n\tRareAttack3:\n\t\tKICK A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\t\t//TNT1 A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tSAW7 A 1\n\t\tSAW7 BCDE 1\n\n\t\tSAW7 F 0 A_JumpIfCloser(90, \"RareAttack3Continue\")\n\t\tGoto RareAttack3End\n\n\tRareAttack3Continue:\n\tTNT1 A 0 A_Playsound(\"DSSAWHIT\", 3)\n\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tSAW7 E 1 A_Saw(\"weapons/chainsaw/loop\", \"weapons/sawhit\", random(4,6), \"SSawPuff\")\n\t\tSAW7 F 1 //A_Saw(\"\", \"\", random(4,6), \"SSawPuff\")\n\t\tSAW7 E 1 //A_Saw(\"\", \"\", random(4,6), \"SSawPuff\")\n\t\tSAW7 D 1 A_Saw(\"\", \"BladeRip\", random(4,6), \"SSawPuff\")\n\t\tSAW5 F 0 A_JumpIfCloser(90, \"RareAttack3Continue\")\n\tRareAttack3End:\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tSAW7 G 1 A_Saw(\"weapons/chainsaw/loop\", \"Machete/Yum\", 5, \"SSawPuff\")\n\t\tSAW7 H 1\n\t\tSAW7 I 1 //A_Saw(\"\", \"\", 6, \"SSawPuff\")\n\t\tSAW7 J 1\n\n\t\tSAW7 K 1 //A_Saw(\"\", \"\", 6, \"SSawPuff\")\n\t\tSAW7 L 1\n\t\tSAW7 M 1 //A_Saw(\"\", \"\", 6, \"SSawPuff\")\n\t\tSAW7 N 1\n\n\t\tSAW7 O 1\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 ACS_Execute(282, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Playsound(\"CSAWSTAT\", 9)\n\t\tgoto ready.blood\n\n\tUseHealthBackPack:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoHealBackpack\", 1)\n\t\tSYRI ABCDEFGHIJ 1\n\t\tSYRI A 0 A_PlaySound(\"blodr1\", 3)\n\t\tSYRI KLL 1\n\t\tSYRI A 0 A_PlaySound(\"misc/N_HP_pickup\", 2)\n\t\tSYRI MMMM 1\n\t\tSYRI LKJIHGFEDCBA 1\n\t\tGoto Ready\n\n\tThrowSwarmPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoSwarmPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Swarmers\", 1, 1)\n\t\tGoto NoSwarmPod\n\t\tTNT1 A 0 A_TakeInventory(\"Swarmers\", 1)\n\t\tXHFA LKJIHG 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF G 2\n\t\tXHFF IJKL 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"SwarmerPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoSwarmPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Swarmers left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowElecPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoElecPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ElecPod\", 1, 1)\n\t\tGoto NoElecPod\n\t\tTNT1 A 0 A_TakeInventory(\"ElecPod\", 1)\n\t\tXHFA ABCDEF 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF B 2\n\t\tXHFF CDEF 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"ElectricPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoElecPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Electropods left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowGrenade:\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tHNDF ABCDEFGH 1\n\t\tHNDF I 2 A_PlaySound(\"OPNGRN\", 1)\n\t\tHNDF JKLMNOPQR 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Refire\n\t\tHND1 I 2 A_PlaySound(\"THRGRN\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\", 1)\n\t\tHND1 J 1 A_FireCustomMissile(\"ThrownGrenade30\")\n\t\tHND1 KLMNOPQ 2\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tGoto Ready\n\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+35\n\n\tMinePurist:\n\t\tTNT1 A 0 A_Print(\"Land Mines disabled in Classic Mode!\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tGoto Ready+35\n\n\tThrowMine:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"MinePurist\")\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\", 1, 1)\n\t\tGoto NoMine\n\t\tMIN2 ABCDEFGH 1\n\t\tNULL A 5\n\t\tMIN3 ABCDE 1\n\t\tNULL A 0 A_PlayWeaponSound(\"MINE002\")\n\t\tMIN3 FG 1\n\t\tMIN3 H 2 A_FireCustomMissile(\"Mine2\",0,0,0,8)\n\t\tMIN3 IJKL 1\n\t\tNULL A 4\n\t\tMINE BCDEFG 1\n\t\tMINE A 3 //A_ReFire\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\", 1)\n\t\tGoto Ready\n\n\tNoMine:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Land Mines left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+35\n\n    FlashKicking:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"FlashKickingBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"FlashKickingBlueBlood\")\n\t\tSAWG A 1 //Offset(20,40)\n\t\tSAWG B 1 //Offset(40,43)\n\t\tSAWG E 1 //Offset(60,46)\n\t\tSAWG F 1 //Offset(80,46)\n\t\tSAWG G 1 //Offset(100,46)\n\t\tSAWG G 1 //Offset(80,46)\n\t\tSAWG F 1 //Offset(60,46)\n\t\tSAWG E 1 //Offset(40,43)\n\t\tSAWG B 1 //Offset(20,40)\n\t\tSAWG A 1 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tSAWG BABABA 1\n\t\tStop\n\n\tFlashKickingBlood:\n\t\tSAWG H 1 //Offset(20,40)\n\t\tSAWG I 1 //Offset(40,43)\n\t\tSAWG J 1 //Offset(60,46)\n\t\tSAWG K 1 //Offset(80,46)\n\t\tSAWG L 1 //Offset(100,46)\n\t\tSAWG L 1 //Offset(80,46)\n\t\tSAWG K 1 //Offset(60,46)\n\t\tSAWG J 1 //Offset(40,43)\n\t\tSAWG I 1 //Offset(20,40)\n\t\tSAWG H 1 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tSAWG IHIHIH 1\n\t\tStop\n\n\tFlashKickingBlueBlood:\n\t\tS4WG H 1 //Offset(20,40)\n\t\tS4WG I 1 //Offset(40,43)\n\t\tS4WG J 1 //Offset(60,46)\n\t\tS4WG K 1 //Offset(80,46)\n\t\tS4WG L 1 //Offset(100,46)\n\t\tS4WG L 1 //Offset(80,46)\n\t\tS4WG K 1 //Offset(60,46)\n\t\tS4WG J 1 //Offset(40,43)\n\t\tS4WG I 1 //Offset(20,40)\n\t\tS4WG H 1 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tS4WG IHIHIH 1\n\t\tStop\n\n\tFlashAirKicking:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"FlashAirKickingBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"FlashAirKickingBlueBlood\")\n\t\tSAWG A 1 //Offset(20,40)\n\t\tSAWG B 1// Offset(40,43)\n\t\tSAWG E 1 //Offset(60,46)\n\t\tSAWG F 1 //Offset(80,46)\n\t\tSAWG G 1 //Offset(100,46)\n\t\tSAWG G 1 //Offset(80,46)\n\t\tSAWG F 1 //Offset(60,46)\n\t\tSAWG E 1 //Offset(40,43)\n\t\tSAWG B 1 //Offset(20,40)\n\t\tSAWG A 1 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tSAWG BABABABA 1\n\t\tStop\n\n\tFlashAirKickingBlood:\n\t\tSAWG H 1 //Offset(20,40)\n\t\tSAWG I 1 //Offset(40,43)\n\t\tSAWG J 1 //Offset(60,46)\n\t\tSAWG K 1 //Offset(80,46)\n\t\tSAWG L 1 //Offset(100,46)\n\t\tSAWG L 1 //Offset(80,46)\n\t\tSAWG K 1 //Offset(60,46)\n\t\tSAWG J 1 //Offset(40,43)\n\t\tSAWG I 1 //Offset(20,40)\n\t\tSAWG H 1 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tSAWG IHIHIHIH 1\n\t\tStop\n\n\tFlashAirKickingBlueBlood:\n\t\tS4WG H 1 //Offset(20,40)\n\t\tS4WG I 1 //Offset(40,43)\n\t\tS4WG J 1 //Offset(60,46)\n\t\tS4WG K 1 //Offset(80,46)\n\t\tS4WG L 1 //Offset(100,46)\n\t\tS4WG L 1 //Offset(80,46)\n\t\tS4WG K 1 //Offset(60,46)\n\t\tS4WG J 1 //Offset(40,43)\n\t\tS4WG I 1 //Offset(20,40)\n\t\tS4WG H 1 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tS4WG IHIHIHIH 1\n\t\tStop\n\n\tFlashSlideKicking:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"FlashSlideKickingBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"FlashSlideKickingBlueBlood\")\n\t\tSAWG A 2 Offset(20,40)\n\t\tSAWG A 2 Offset(40,43)\n\t\tSAWG B 2 Offset(60,46)\n\t\tSAWG B 2 Offset(80,46)\n\t\tSAWG E 2 Offset(100,46)\n\t\tSAWG E 2 Offset(120,46)\n\t\tSAWG F 2 Offset(120,46)\n\t\tSAWG F 2 Offset(120,46)\n\t\tSAWG G 2 Offset(120,46)\n\t\tSAWG GGGG 1 Offset(120,46)\n\t\tStop\n\n\tFlashSlideKickingBlood:\n\t\tSAWG H 2 Offset(20,40)\n\t\tSAWG H 2 Offset(40,43)\n\t\tSAWG I 2 Offset(60,46)\n\t\tSAWG I 2 Offset(80,46)\n\t\tSAWG J 2 Offset(100,46)\n\t\tSAWG J 2 Offset(120,46)\n\t\tSAWG K 2 Offset(120,46)\n\t\tSAWG K 2 Offset(120,46)\n\t\tSAWG L 2 Offset(120,46)\n\t\tSAWG LLLL 1 Offset(120,46)\n\t\tStop\n\n\tFlashSlideKickingBlueBlood:\n\t\tS4WG H 2 Offset(20,40)\n\t\tS4WG H 2 Offset(40,43)\n\t\tS4WG I 2 Offset(60,46)\n\t\tS4WG I 2 Offset(80,46)\n\t\tS4WG J 2 Offset(100,46)\n\t\tS4WG J 2 Offset(120,46)\n\t\tS4WG K 2 Offset(120,46)\n\t\tS4WG K 2 Offset(120,46)\n\t\tS4WG L 2 Offset(120,46)\n\t\tS4WG LLLL 1 Offset(120,46)\n\t\tStop\n\n\tFlashSlideKickingStop:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"FlashSlideKickingStopBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"FlashSlideKickingStopBlueBlood\")\n\t\tSAWG F 1 Offset(80,46)\n\t\tSAWG E 1 Offset(60,46)\n\t\tSAWG B 1 Offset(40,43)\n\t\tSAWG A 1 Offset(20,40)\n\t\tSAWG BABA 1\n\t\tStop\n\n\tFlashSlideKickingStopBlood:\n\t\tSAWG K 1 Offset(80,46)\n\t\tSAWG J 1 Offset(60,46)\n\t\tSAWG I 1 Offset(40,43)\n\t\tSAWG H 1 Offset(20,40)\n\t\tSAWG IHIH 1\n\t\tStop\n\n\tFlashSlideKickingStopBlueBlood:\n\t\tS4WG K 1 Offset(80,46)\n\t\tS4WG J 1 Offset(60,46)\n\t\tS4WG I 1 Offset(40,43)\n\t\tS4WG H 1 Offset(20,40)\n\t\tS4WG IHIH 1\n\t\tStop\n\n\tFlashPunching:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"FlashPunchingBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"FlashPunchingBlueBlood\")\n\t\tSAWG A 1 //Offset(20,40)\n\t\tSAWG B 1 //Offset(40,43)\n\t\tSAWG E 1 //Offset(60,46)\n\t\tSAWG F 1 //Offset(80,46)\n\t\tSAWG GGGGG 1 //Offset(100,46)\n\t\tSAWG G 1 //Offset(80,46)\n\t\tSAWG F 1 //Offset(60,46)\n\t\tSAWG E 1 //Offset(40,43)\n\t\tSAWG B 1 //Offset(20,40)\n\t\tSAWG A 1 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tSAWG BABABA 1\n\t\tStop\n\n\tFlashPunchingBlood:\n\t\tSAWG H 1 //Offset(20,40)\n\t\tSAWG I 1 //Offset(40,43)\n\t\tSAWG J 1 //Offset(60,46)\n\t\tSAWG K 1 //Offset(80,46)\n\t\tSAWG L 1 //Offset(100,46)\n\t\tSAWG L 1 //Offset(80,46)\n\t\tSAWG K 1 //Offset(60,46)\n\t\tSAWG J 1 //Offset(40,43)\n\t\tSAWG I 1 //Offset(20,40)\n\t\tSAWG H 1 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tSAWG IHIHIH 1\n\t\tStop\n\n\tFlashPunchingBlueBlood:\n\t\tS4WG H 1 //Offset(20,40)\n\t\tS4WG I 1 //Offset(40,43)\n\t\tS4WG J 1 //Offset(60,46)\n\t\tS4WG K 1 //Offset(80,46)\n\t\tS4WG L 1 //Offset(100,46)\n\t\tS4WG L 1 //Offset(80,46)\n\t\tS4WG K 1 //Offset(60,46)\n\t\tS4WG J 1 //Offset(40,43)\n\t\tS4WG I 1 //Offset(20,40)\n\t\tS4WG H 1 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tS4WG IHIHIH 1\n\t\tStop\n\n\t////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n\t\tQuickPunchPurist:\n\t\tTNT1 A 0 A_Print(\"Knife Combos Not Allowed In Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"DoPunch\",1)\n\t\tGoto Ready+35\n\n\tQuickPunch:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"QuickPunchPurist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"SuperQuickPunch\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+35\n\n\tSuperQuickPunch:\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+35\n\n\tKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 25, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, -25, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AAAA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n    DoKick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf(Height < 54, \"SlideKick\")\n        TNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n\n        KICK H 3\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+35\n\n\tSlideKick:\n\t\tTNT1 A 0 A_GiveInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Jumpifinventory(\"PowerStrength\",1,\"SuperSlideKick\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-13)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_ZoomFactor(0.960)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+35\n\n\t LowerKick:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"KickHasHitAnObject\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/End\", 1)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+35\n\n\tSuperSlideKick:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-15)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+35\n\n    BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n\n        KICK H 3 A_ZoomFactor(0.950)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+35\n\n\tAirKick:\n\t    TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashAirKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+35\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n        TNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+35\n    Taunt:\n        TNT1 A 5\n\t\tFUCK A 2\n\t\tFUCK B 2 A_PlaySound(\"FUCK\", 1)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tFUCK C 2 A_AlertMonsters\n\t\tFUCK D 15 A_Takeinventory(\"Taunting\",1)\n\t\tFUCK CBA 5\n        TNT1 A 5\n\t\tgoto ready+35\n\tSalute:\n\t    TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\n// New Secondary Attack and Combo-----------------------------------------------------------------------------------------------------------\n\n\tAltFirePurist:\n\t\tTNT1 A 0 A_Print(\"Secondary Fire Not Available in Classic Mode!\")\n\t\tGoto Ready+35\n\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"AltFirePurist\")\n\t\tTNT1 A 0 A_Giveinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"AltFire.Red\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"AltFire.Blue\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredGun\", 1, \"SlashDown\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ComboSeq\", 2, \"Thrust\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ComboSeq\", 1, \"SlashUp\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tSAWG A 1 Offset(20,40)\n\t\tSAWG B 1 Offset(40,43)\n\t\tSAWG B 1 Offset(60,46)\n\t\tSAWG A 1 Offset(80,46)\n\t\tSAWG A 1 Offset(100,46)\n\t\tSAWG B 1 Offset(120,43)\n\t\tSAWG B 1 Offset(140,32)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto AltHold\n\n\tAltFire.Red:\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredGun\", 1, \"SlashDown.Red\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ComboSeq\", 2, \"Thrust.Red\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ComboSeq\", 1, \"SlashUp.Red\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tSAW2 A 1 Offset(20,40)\n\t\tSAW2 B 1 Offset(40,43)\n\t\tSAW2 B 1 Offset(60,46)\n\t\tSAW2 A 1 Offset(80,46)\n\t\tSAW2 A 1 Offset(100,46)\n\t\tSAW2 B 1 Offset(120,43)\n\t\tSAW2 B 1 Offset(140,32)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto AltHold.Red\n\n\tAltFire.Blue:\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredGun\", 1, \"SlashDown.Blue\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ComboSeq\", 2, \"Thrust.Blue\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ComboSeq\", 1, \"SlashUp.Blue\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tS4W2 A 1 Offset(20,40)\n\t\tS4W2 B 1 Offset(40,43)\n\t\tS4W2 B 1 Offset(60,46)\n\t\tS4W2 A 1 Offset(80,46)\n\t\tS4W2 A 1 Offset(100,46)\n\t\tS4W2 B 1 Offset(120,43)\n\t\tS4W2 B 1 Offset(140,32)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto AltHold.Blue\n\n\tAltHold:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"AltFirePurist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"AltHold.Red\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"AltHold.Blue\")\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ComboSeq\", 2, \"ThrustHold\")\n\t\tSAWZ A 2 Offset(5, 33)\n\t\tSAWZ J 2 Offset(5, 32)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto SlashLeft\n\n\tAltHold.Red:\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ComboSeq\", 2, \"ThrustHold.Red\")\n\t\tSAWX A 2 Offset(5, 33)\n\t\tSAWX J 2 Offset(5, 32)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto SlashLeft.Red\n\n\tAltHold.Blue:\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ComboSeq\", 2, \"ThrustHold.Blue\")\n\t\tSAWY A 2 Offset(5, 33)\n\t\tSAWY J 2 Offset(5, 32)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto SlashLeft.Blue\n\n\tSlashLeft:\n\t\tTNT1 A 0 A_JumpIf (momZ > 0, \"SlashDown\")\n\t\tTNT1 A 0 A_JumpIf (momZ < 0, \"SlashDown\")\n\n\t\tTNT1 A 0 Offset(1,1)\n\t\tTNT1 A 0 Offset(0,35)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"sawswing\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 0, 0.8)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 16)\n\t\tSAWZ A 2\n\t\tSAWZ B 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -30, 0, 0, 9)\n\t\tSAWZ C 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -15, 0, 0, 5)\n\t\tSAWZ D 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\tSAWZ E 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 15, 0, 0, -1)\n\t\tSAWZ F 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 30, 0, 0, -5)\n\t\tSAWZ G 1\n\t\tSAWZ H 2\n\t\tSAWZ I 2\n\n\t\tTNT1 A 0 A_Jump(256, 17)\n\t\tTNT1 AA 0\n\n\t\tSAWZ A 2\n\t\tSAWZ B 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", -30, 0, 0, 9)\n\t\tSAWZ C 1 A_FireCustomMissile(\"SawSwing\", -30, 0, 0, 9)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", -15, 0, 0, 5)\n\t\tSAWZ D 1 A_FireCustomMissile(\"SawSwing\", -15, 0, 0, 5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", 0, 0, 0, 2)\n\t\tSAWZ E 1 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", 15, 0, 0, -1)\n\t\tSAWZ F 1 A_FireCustomMissile(\"SawSwing\", 15, 0, 0, -1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", 30, 0, 0, -5)\n\t\tSAWZ G 1 A_FireCustomMissile(\"SawSwing\", 30, 0, 0, -5)\n\t\tSAWZ H 2\n\t\tSAWZ I 2\n\n\t\tTNT1 AA 0\n\n\t\tSAWG A 1 Offset(-80,76) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tSAWG B 1 Offset(-60,76) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tSAWG A 1 Offset(-40,66) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tSAWG A 1 Offset(-30,56)\n\t\tSAWG B 1 Offset(-20,46)\n\t\tSAWG B 1 Offset(-15,38)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tGoto Ready+35\n\n\tSlashLeft.Red:\n\t\tTNT1 A 0 A_JumpIf (momZ > 0, \"SlashDown.Red\")\n\t\tTNT1 A 0 A_JumpIf (momZ < 0, \"SlashDown.Red\")\n\n\t\tTNT1 A 0 Offset(1,1)\n\t\tTNT1 A 0 Offset(0,35)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"sawswing\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 0, 0.8)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 16)\n\t\tSAWX A 2\n\t\tSAWX B 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -30, 0, 0, 9)\n\t\tSAWX C 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -15, 0, 0, 5)\n\t\tSAWX D 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\tSAWX E 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 15, 0, 0, -1)\n\t\tSAWX F 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 30, 0, 0, -5)\n\t\tSAWX G 1\n\t\tSAWX H 2\n\t\tSAWX I 2\n\n\t\tTNT1 A 0 A_Jump(256, 17)\n\t\tTNT1 AA 0\n\n\t\tSAWX A 2\n\t\tSAWX B 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", -30, 0, 0, 9)\n\t\tSAWX C 1 A_FireCustomMissile(\"SawSwing\", -30, 0, 0, 9)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", -15, 0, 0, 5)\n\t\tSAWX D 1 A_FireCustomMissile(\"SawSwing\", -15, 0, 0, 5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", 0, 0, 0, 2)\n\t\tSAWX E 1 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", 15, 0, 0, -1)\n\t\tSAWX F 1 A_FireCustomMissile(\"SawSwing\", 15, 0, 0, -1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", 30, 0, 0, -5)\n\t\tSAWX G 1 A_FireCustomMissile(\"SawSwing\", 30, 0, 0, -5)\n\t\tSAWX H 2\n\t\tSAWX I 2\n\n\t\tTNT1 AA 0\n\n\t\tSAW2 A 1 Offset(-80,76) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tSAW2 B 1 Offset(-60,76) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tSAW2 A 1 Offset(-40,66) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tSAW2 A 1 Offset(-30,56)\n\t\tSAW2 B 1 Offset(-20,46)\n\t\tSAW2 B 1 Offset(-15,38)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tGoto Ready+35\n\n\tSlashLeft.Blue:\n\t\tTNT1 A 0 A_JumpIf (momZ > 0, \"SlashDown.Blue\")\n\t\tTNT1 A 0 A_JumpIf (momZ < 0, \"SlashDown.Blue\")\n\n\t\tTNT1 A 0 Offset(1,1)\n\t\tTNT1 A 0 Offset(0,35)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"sawswing\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 0, 0.8)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 16)\n\t\tSAWY A 2\n\t\tSAWY B 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -30, 0, 0, 9)\n\t\tSAWY C 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -15, 0, 0, 5)\n\t\tSAWY D 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\tSAWY E 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 15, 0, 0, -1)\n\t\tSAWY F 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 30, 0, 0, -5)\n\t\tSAWY G 1\n\t\tSAWY H 2\n\t\tSAWY I 2\n\n\t\tTNT1 A 0 A_Jump(256, 17)\n\t\tTNT1 AA 0\n\n\t\tSAWY A 2\n\t\tSAWY B 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", -30, 0, 0, 9)\n\t\tSAWY C 1 A_FireCustomMissile(\"SawSwing\", -30, 0, 0, 9)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", -15, 0, 0, 5)\n\t\tSAWY D 1 A_FireCustomMissile(\"SawSwing\", -15, 0, 0, 5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", 0, 0, 0, 2)\n\t\tSAWY E 1 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", 15, 0, 0, -1)\n\t\tSAWY F 1 A_FireCustomMissile(\"SawSwing\", 15, 0, 0, -1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ZerkSwing\", 30, 0, 0, -5)\n\t\tSAWY G 1 A_FireCustomMissile(\"SawSwing\", 30, 0, 0, -5)\n\t\tSAWY H 2\n\t\tSAWY I 2\n\n\t\tTNT1 AA 0\n\n\t\tS4W2 A 1 Offset(-80,76) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tS4W2 B 1 Offset(-60,76) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tS4W2 A 1 Offset(-40,66) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tS4W2 A 1 Offset(-30,56)\n\t\tS4W2 B 1 Offset(-20,46)\n\t\tS4W2 B 1 Offset(-15,38)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tGoto Ready+35\n\n\tKickRight:\n\t\tTNT1 A 0 A_Recoil(-5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"ComboSeq\", 1)\n\t\t\tKIK2 ABC 1\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 0)\n\t\t\tKIK2 D 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, 0)\n\t\t\tKIK2 DEC 2\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\t\tKIK2 BA 2 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH|WRF_NOPRIMARY)\n\t\tGoto Ready+35\n\n\tSlashUp:\n\t\tTNT1 A 0 A_PlaySound(\"sawswing\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 0, 0.8)\n\t\tTNT1 A 0 A_Recoil(-10)\n\t\tTNT1 A 0 A_AlertMonsters\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 14)\n\t\t\tSAWZ K 2 Offset(-80,80)\n\t\t\tSAWZ K 1 Offset(-71,70)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 15, 0, 0, -12)\n\t\t\tSAWZ K 1 Offset(-38,57)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 8, 0, 0, -6)\n\t\t\tSAWZ K 1 Offset(-7,93)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\t\tSAWZ K 1 Offset(-1,32)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -5, 0, 0, 7)\n\t\t\tSAWZ K 1 Offset(85,-27)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -10, 0, 0, 14)\n\t\t\tSAWZ K 1 Offset(110,-51)\n\n\t\tTNT1 A 0 A_Jump(256, 15)\n\t\tTNT1 AA 0\n\n\t\t\tSAWZ K 2 Offset(-80,80)\n\t\t\tSAWZ K 1 Offset(-71,70)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 15, 0, 0, -12)\n\t\t\tSAWZ K 1 Offset(-38,57) A_FireCustomMissile(\"ZerkSwing\", 15, 0, 0, -12)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 8, 0, 0, -6)\n\t\t\tSAWZ K 1 Offset(-7,93) A_FireCustomMissile(\"ZerkSwing\", 8, 0, 0, -6)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\t\tSAWZ K 1 Offset(-1,32) A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -5, 0, 0, 7)\n\t\t\tSAWZ K 1 Offset(85,-27) A_FireCustomMissile(\"ZerkSwing\", -5, 0, 0, 7)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -10, 0, 0, 14)\n\t\t\tSAWZ K 1 Offset(110,-51) A_FireCustomMissile(\"ZerkSwing\", -10, 0, 0, 14)\n\n\t\tTNT1 AA 0\n\n\t\t\tSAWZ K 2 Offset(132,-67)\n\t\t\tSAWZ K 2 Offset(140,-78)\n\t\t\tSAWZ K 1 Offset(145,-76)\n\t\t\tSAWZ K 1 Offset(147,-74)\n\t\t\tSAWZ K 1 Offset(150,-24)\n\t\t\tSAWZ K 1 Offset(155,34)\n\t\t\tSAWZ K 1 Offset(160,84)\n\t\t\tSAWZ K 1 Offset(100,94)\n\t\t\tSAWZ K 1 Offset(50,99) A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\t\tSAWZ K 1 Offset(32,105) A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)\n\t\tGoto Ready+35\n\n\tSlashUp.Red:\n\t\tTNT1 A 0 A_PlaySound(\"sawswing\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 0, 0.8)\n\t\tTNT1 A 0 A_Recoil(-10)\n\t\tTNT1 A 0 A_AlertMonsters\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 14)\n\t\t\tSAWX K 2 Offset(-80,80)\n\t\t\tSAWX K 1 Offset(-71,70)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 15, 0, 0, -12)\n\t\t\tSAWX K 1 Offset(-38,57)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 8, 0, 0, -6)\n\t\t\tSAWX K 1 Offset(-7,93)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\t\tSAWX K 1 Offset(-1,32)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -5, 0, 0, 7)\n\t\t\tSAWX K 1 Offset(85,-27)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -10, 0, 0, 14)\n\t\t\tSAWX K 1 Offset(110,-51)\n\n\t\tTNT1 A 0 A_Jump(256, 15)\n\t\tTNT1 AA 0\n\n\t\t\tSAWZ X 2 Offset(-80,80)\n\t\t\tSAWZ X 1 Offset(-71,70)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 15, 0, 0, -12)\n\t\t\tSAWX K 1 Offset(-38,57) A_FireCustomMissile(\"ZerkSwing\", 15, 0, 0, -12)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 8, 0, 0, -6)\n\t\t\tSAWX K 1 Offset(-7,93) A_FireCustomMissile(\"ZerkSwing\", 8, 0, 0, -6)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\t\tSAWX K 1 Offset(-1,32) A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -5, 0, 0, 7)\n\t\t\tSAWX K 1 Offset(85,-27) A_FireCustomMissile(\"ZerkSwing\", -5, 0, 0, 7)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -10, 0, 0, 14)\n\t\t\tSAWX K 1 Offset(110,-51) A_FireCustomMissile(\"ZerkSwing\", -10, 0, 0, 14)\n\n\t\tTNT1 AA 0\n\n\t\t\tSAWX K 2 Offset(132,-67)\n\t\t\tSAWX K 2 Offset(140,-78)\n\t\t\tSAWX K 1 Offset(145,-76)\n\t\t\tSAWX K 1 Offset(147,-74)\n\t\t\tSAWX K 1 Offset(150,-24)\n\t\t\tSAWX K 1 Offset(155,34)\n\t\t\tSAWX K 1 Offset(160,84)\n\t\t\tSAWX K 1 Offset(100,94)\n\t\t\tSAWX K 1 Offset(50,99) A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\t\tSAWX K 1 Offset(32,105) A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)\n\t\tGoto Ready+35\n\n\tSlashUp.Blue:\n\t\tTNT1 A 0 A_PlaySound(\"sawswing\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 0, 0.8)\n\t\tTNT1 A 0 A_Recoil(-10)\n\t\tTNT1 A 0 A_AlertMonsters\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 14)\n\t\t\tSAWY K 2 Offset(-80,80)\n\t\t\tSAWY K 1 Offset(-71,70)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 15, 0, 0, -12)\n\t\t\tSAWY K 1 Offset(-38,57)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 8, 0, 0, -6)\n\t\t\tSAWY K 1 Offset(-7,93)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\t\tSAWY K 1 Offset(-1,32)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -5, 0, 0, 7)\n\t\t\tSAWY K 1 Offset(85,-27)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -10, 0, 0, 14)\n\t\t\tSAWY K 1 Offset(110,-51)\n\n\t\tTNT1 A 0 A_Jump(256, 15)\n\t\tTNT1 AA 0\n\n\t\t\tSAWY K 2 Offset(-80,80)\n\t\t\tSAWY K 1 Offset(-71,70)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 15, 0, 0, -12)\n\t\t\tSAWY K 1 Offset(-38,57) A_FireCustomMissile(\"ZerkSwing\", 15, 0, 0, -12)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 8, 0, 0, -6)\n\t\t\tSAWY K 1 Offset(-7,93) A_FireCustomMissile(\"ZerkSwing\", 8, 0, 0, -6)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\t\tSAWY K 1 Offset(-1,32) A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 2)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -5, 0, 0, 7)\n\t\t\tSAWY K 1 Offset(85,-27) A_FireCustomMissile(\"ZerkSwing\", -5, 0, 0, 7)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -10, 0, 0, 14)\n\t\t\tSAWY K 1 Offset(110,-51) A_FireCustomMissile(\"ZerkSwing\", -10, 0, 0, 14)\n\n\t\tTNT1 AA 0\n\n\t\t\tSAWY K 2 Offset(132,-67)\n\t\t\tSAWY K 2 Offset(140,-78)\n\t\t\tSAWY K 1 Offset(145,-76)\n\t\t\tSAWY K 1 Offset(147,-74) A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\t\tSAWY K 1 Offset(150,-24)\n\t\t\tSAWY K 1 Offset(155,34)\n\t\t\tSAWY K 1 Offset(160,84)\n\t\t\tSAWY K 1 Offset(100,94)\n\t\t\tSAWY K 1 Offset(50,99) A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\t\tSAWY K 1 Offset(32,105) A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)\n\t\tGoto Ready+35\n\n\tKickLeft:\n\t\tTNT1 A 0 A_Recoil(-5)\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/idle\", 5)\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"ComboSeq\", 1)\n\t\t\tKIK1 ABC 1\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 0)\n\t\t\tKIK1 D 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, 0)\n\t\t\tKIK1 DEC 2\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\t\tKIK1 BA 2 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH|WRF_NOPRIMARY)\n\t\tGoto Ready+35\n\n\tThrust:\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/start\")\n\t\tSAWZ E 2 Offset(70, 140)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 0, 0.8)\n\t\tSAWZ E 2 Offset(60, 100)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ThrustKnockdown\",0,0,0,0)\n\t\tSAWZ E 1 Offset(45, 70) A_Recoil(-10)\n\t\tSAWZ E 1 Offset(25, 50)\n\t\tSAWZ E 1 Offset(15, 40)\n\t\tSAWZ E 1 Offset(10, 32)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto ThrustHold\n\n\tThrust.Red:\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/start\")\n\t\tSAWX E 2 Offset(70, 140)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 0, 0.8)\n\t\tSAWX E 2 Offset(60, 100)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ThrustKnockdown\",0,0,0,0)\n\t\tSAWX E 1 Offset(45, 70) A_Recoil(-10)\n\t\tSAWX E 1 Offset(25, 50)\n\t\tSAWX E 1 Offset(15, 40)\n\t\tSAWX E 1 Offset(10, 32)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto ThrustHold.Red\n\n\tThrust.Blue:\n\t\tTNT1 A 0 A_playsound(\"weapons/chainsaw/start\")\n\t\tSAWY E 2 Offset(70, 140)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 0, 0.8)\n\t\tSAWY E 2 Offset(60, 100)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ThrustKnockdown\",0,0,0,0)\n\t\tSAWY E 1 Offset(45, 70) A_Recoil(-10)\n\t\tSAWY E 1 Offset(25, 50)\n\t\tSAWY E 1 Offset(15, 40)\n\t\tSAWY E 1 Offset(10, 32)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto ThrustHold.Blue\n\n\tThrustHold:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/loop\",1)\n\t\tSAWZ A 1 Offset(-170,72) A_Saw(\"\", \"\", 5, \"SSawPuff3\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tSAWZ J 1 Offset(-170, 70)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tSAWZ A 1 Offset(-170,72) A_Saw(\"\", \"\", 5, \"SSawPuff4\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tSAWZ J 1 Offset(-170,70)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_Refire\n\n\t\tSAWZ J 1 Offset(-170,70)\n\t\tSAWZ A 1 Offset(-170,80)\n\t\tSAWZ A 1 Offset(-170,100)\n\t\tTNT1 A 0 A_Stopsound(1)\n\t\tTNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tSAWG DC 1\n\t\tgoto ready+35\n\n\tThrustHold.Red:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/loop\",1)\n\t\tSAWX A 1 Offset(-170,72) A_Saw(\"\", \"\", random(4,6), \"SSawPuff3\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tSAWX J 1 Offset(-170, 70)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tSAWX A 1 Offset(-170,72) A_Saw(\"\", \"\", random(4,6), \"SSawPuff2\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tSAWX J 1 Offset(-170,70)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_Refire\n\n\t\tSAWX J 1 Offset(-170,70)\n\t\tSAWX A 1 Offset(-170,80)\n\t\tSAWX A 1 Offset(-170,100)\n\t\tTNT1 A 0 A_Stopsound(1)\n\t\tTNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tSAW2 DC 1\n\t\tgoto ready+35\n\n\tThrustHold.Blue:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/loop\",1)\n\t\tSAWY A 1 Offset(-170,72) A_Saw(\"\", \"\", random(4,6), \"SSawPuff2\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tSAWY J 1 Offset(-170, 70)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tSAWY A 1 Offset(-170,72) A_Saw(\"\", \"\", random(4,6), \"SSawPuff2\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tSAWY J 1 Offset(-170,70)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_Refire\n\n\t\tSAWY J 1 Offset(-170,70)\n\t\tSAWY A 1 Offset(-170,80)\n\t\tSAWY A 1 Offset(-170,100)\n\t\tTNT1 A 0 A_Stopsound(1)\n\t\tTNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tS4W2 DC 1\n\t\tgoto ready+35\n\n\tSlashDown:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"sawswing\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 0, 0.8)\n\t\tTNT1 A 0 A_Recoil(-5)\n\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 17)\n\t\t\tSAWZ L 2\n\t\t\tSAWZ M 2\n\t\t\tTNT1 A 0 A_AlertMonsters\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -5, 0, 0, 14)\n\t\t\tSAWZ N 2\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 7)\n\t\t\tSAWZ O 1\n\t\t\tTNT1 AAA 0 A_FireCustomMissile(\"SawNoPush\", 5, 0, 0, 2)\n\t\t\tSAWZ P 1\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawNoPush\", 13, 0, 0, -6)\n\t\t\tSAWZ Q 1\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawNoPush\", 20, 0, 0, -12)\n\t\t\tSAWZ R 2\n\n\t\tTNT1 A 0 A_Jump(256, 18)\n\t\tTNT1 AA 0\n\n\t\t\tSAWZ L 2\n\t\t\tSAWZ M 2\n\t\t\tTNT1 A 0 A_AlertMonsters\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -5, 0, 0, 14)\n\t\t\tSAWZ N 2 A_FireCustomMissile(\"ZerkSwing\", -5, 0, 0, 14)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 7)\n\t\t\tSAWZ O 1 A_FireCustomMissile(\"ZerkSwing\", 0, 0, 0, 7)\n\t\t\tTNT1 AAA 0 A_FireCustomMissile(\"SawNoPush\", 5, 0, 0, 2)\n\t\t\tSAWZ P 1 A_FireCustomMissile(\"ZerkSwing\", 5, 0, 0, 2)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawNoPush\", 13, 0, 0, -6)\n\t\t\tSAWZ Q 1 A_FireCustomMissile(\"ZerkSwing\", 13, 0, 0, -6)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawNoPush\", 20, 0, 0, -12)\n\t\t\tSAWZ R 2 A_FireCustomMissile(\"ZerkSwing\", 20, 0, 0, -12)\n\n\t\tTNT1 AA 0\n\n\t\t\tSAWZ S 2\n\t\t\tSAWF A 1 Offset(-50,52) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\t\tSAWF A 1 Offset(-40,42) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\t\tSAWF A 2 Offset(-35, 37) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\t\tSAWF A 2 Offset(-30,35)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tGoto Ready+35\n\n\tSlashDown.Red:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"sawswing\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 0, 0.8)\n\t\tTNT1 A 0 A_Recoil(-5)\n\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 17)\n\t\t\tSAWX L 2\n\t\t\tSAWX M 2\n\t\t\tTNT1 A 0 A_AlertMonsters\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -5, 0, 0, 14)\n\t\t\tSAWX N 2\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 7)\n\t\t\tSAWX O 1\n\t\t\tTNT1 AAA 0 A_FireCustomMissile(\"SawNoPush\", 5, 0, 0, 2)\n\t\t\tSAWX P 1\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawNoPush\", 13, 0, 0, -6)\n\t\t\tSAWX Q 1\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawNoPush\", 20, 0, 0, -12)\n\t\t\tSAWX R 2\n\n\t\tTNT1 A 0 A_Jump(256, 18)\n\t\tTNT1 AA 0\n\n\t\t\tSAWX L 2\n\t\t\tSAWX M 2\n\t\t\tTNT1 A 0 A_AlertMonsters\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -5, 0, 0, 14)\n\t\t\tSAWX N 2 A_FireCustomMissile(\"ZerkSwing\", -5, 0, 0, 14)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 7)\n\t\t\tSAWX O 1 A_FireCustomMissile(\"ZerkSwing\", 0, 0, 0, 7)\n\t\t\tTNT1 AAA 0 A_FireCustomMissile(\"SawNoPush\", 5, 0, 0, 2)\n\t\t\tSAWX P 1 A_FireCustomMissile(\"ZerkSwing\", 5, 0, 0, 2)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawNoPush\", 13, 0, 0, -6)\n\t\t\tSAWX Q 1 A_FireCustomMissile(\"ZerkSwing\", 13, 0, 0, -6)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawNoPush\", 20, 0, 0, -12)\n\t\t\tSAWX R 2 A_FireCustomMissile(\"ZerkSwing\", 20, 0, 0, -12)\n\n\t\tTNT1 AA 0\n\n\t\t\tSAWX S 2\n\t\t\tSAW2 G 1 Offset(-50,52) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\t\tSAW2 G 1 Offset(-40,42) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\t\tSAW2 G 2 Offset(-35, 37) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\t\tSAW2 G 2 Offset(-30,35)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tGoto Ready+35\n\n\tSlashDown.Blue:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_TakeInventory(\"ComboSeq\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGun\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"sawswing\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 0, 0.8)\n\t\tTNT1 A 0 A_Recoil(-5)\n\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 17)\n\t\t\tSAWY L 2\n\t\t\tSAWY M 2\n\t\t\tTNT1 A 0 A_AlertMonsters\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -5, 0, 0, 14)\n\t\t\tSAWY N 2\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 7)\n\t\t\tSAWY O 1\n\t\t\tTNT1 AAA 0 A_FireCustomMissile(\"SawNoPush\", 5, 0, 0, 2)\n\t\t\tSAWY P 1\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawNoPush\", 13, 0, 0, -6)\n\t\t\tSAWY Q 1\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawNoPush\", 20, 0, 0, -12)\n\t\t\tSAWY R 2\n\n\t\tTNT1 A 0 A_Jump(256, 18)\n\t\tTNT1 AA 0\n\n\t\t\tSAWY L 2\n\t\t\tSAWY M 2\n\t\t\tTNT1 A 0 A_AlertMonsters\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", -5, 0, 0, 14)\n\t\t\tSAWY N 2 A_FireCustomMissile(\"ZerkSwing\", -5, 0, 0, 14)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawSwing\", 0, 0, 0, 7)\n\t\t\tSAWY O 1 A_FireCustomMissile(\"ZerkSwing\", 0, 0, 0, 7)\n\t\t\tTNT1 AAA 0 A_FireCustomMissile(\"SawNoPush\", 5, 0, 0, 2)\n\t\t\tSAWY P 1 A_FireCustomMissile(\"ZerkSwing\", 5, 0, 0, 2)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawNoPush\", 13, 0, 0, -6)\n\t\t\tSAWY Q 1 A_FireCustomMissile(\"ZerkSwing\", 13, 0, 0, -6)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"SawNoPush\", 20, 0, 0, -12)\n\t\t\tSAWY R 2 A_FireCustomMissile(\"ZerkSwing\", 20, 0, 0, -12)\n\n\t\tTNT1 AA 0\n\t\t\tSAWY S 2\n\t\t\tS4W2 E 1 Offset(-50,52) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\t\tS4W2 E 1 Offset(-40,42) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\t\tS4W2 E 2 Offset(-35, 37) A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\t\tS4W2 E 2 Offset(-30,35)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tGoto Ready+35\n\n\tQuickShot:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\", 2, 2)\n\t\tGoto Ready+35\n\t\tTNT1 AA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSG\", 1, 2)\n\t\tGoto Ready+35\n\t\tTNT1 AA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredGun\", 1, 2)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_Jump(256, \"Steady\")\n\t\tTNT1 AA 0\n\n\t\tTNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tSHO9 E 1 Offset(-100,52)\n\t\tSHO9 E 1 Offset(-80,47)\n\t\tSHO9 F 1 Offset(-80,42)\n\t\tSHO9 F 1 Offset(-40,38)\n\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tQWKS A 2\n\tTNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-16,16), 0, -1, random(-9,9))\n\tTNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\",15,0,0,0)\n\tTNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\tTNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\",-15,0,0,0)\n\tTNT1 AAA 0 A_FireCustomMissile(\"SmokeSpawner\",15,0,0,-5)\n\tTNT1 AAA 0 A_FireCustomMissile(\"SmokeSpawner\",-15,0,0,-5)\n\tTNT1 A 0 A_TakeInventory(\"NewShell\", 2)\n\tTNT1 A 0 A_playsound(\"SSHFIRE\", 0)\n\tTNT1 A 0 A_FireBullets (0,0,1,35,\"Shotpuff\",1,120)\n\t\tQWKS B 1 BRIGHT A_FireBullets (7, 4, 18, 6, \"Shotpuff\")\n\t\tTNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\",-15,0,0,0)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\",15,0,0,0)\n\t\tQWKS C 1 BRIGHT A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGun\", 1)\n\t\tQWKS A 1 Offset(15,38)\n\t\tQWKS A 1 Offset(30,48)\n\n\t\tSHO9 G 1 Offset(40,53)\n\t\tSHO9 G 1 Offset(50,58)\n\t\tSHO9 F 1 Offset(60,63) A_SetPitch(pitch - 12.0)\n\t\tSHO9 F 1 Offset(80,68)\n\t\tSHO9 F 1 Offset(120,73)\n\t\tSHO9 F 1 Offset(140,78)\n\t\tTNT1 A 2 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH)\n\t\tTNT1 A 2 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH)\n\t\tGoto Ready+35\n\t}\n}\n\nACTOR SawSwing : FastProjectile\n{\n\tRadius 6\n\tHeight 6\n\tDamageType Cut\n\tProjectile\n\t+FORCEXYBILLBOARD\n\t+NOEXTREMEDEATH\n\t+BLOODSPLATTER\n\tDamage 10\n\tSpeed 40\n\tProjectileKickBack 300\n\tObituary \"%o was sliced-n-diced by %k\"\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"BloodHit\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_PlaySound(\"Machete/Yum\", 3)\n\t\tTNT1 A 1\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"SSawPuff3\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tStop\n\tCrash:\n\t\tTNT1 A 0 A_SpawnItemEx(\"SSawPuff3\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR SawNoPush : SawSwing\n{\n\tDamage 14\n\tProjectileKickBack 0\n}\n\nACTOR ZerkSwing : SawSwing\n{\n\tRadius 1\n\tHeight 1\n\tDamage 2\n\tSpeed 40\n\tProjectileKickBack 100\n\t+RIPPER\n\t+NOBOSSRIP\n\t-BLOODSPLATTER\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BloodHit\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_PlaySound(\"Machete/Yum\", 3)\n\t\tTNT1 A 1\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tStop\n\tCrash:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR ThrustKnockdown\n{\n+NOBLOCKMAP\n+MISSILE\nRadius 2\nHeight 2\nDamagetype ExtremePunches\nStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 1\n\tGoto Death\n\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(2,150,0)\n\tTNT1 A 1\n\tTNT1 A 0 A_Explode(2,150,0)\n\tTNT1 A 1\n\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "EXTRA.txt",
        "contents": "// --------------------------------------------------------------------------\n//\n// MP40\n//\n// --------------------------------------------------------------------------\nACTOR SecretWeapon_MP40 : Weapon\n{\n\tWeapon.BobRangeX 0.3\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoGive 10\n\tWeapon.AmmoType \"NewClip\"\n\tWeapon.AmmoType2 \"MP40Ammo\"\n\tObituary \"%o was shot down by %k's MP40\"\n    AttackSound \"None\"\n    Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"You got the MP40 (Slot 0)!\"\n    +WEAPON.NOAUTOAIM\n    +WEAPON.NOALERT\n\t+WEAPON.NOAUTOFIRE\n    Scale 0.99\n\tStates\n\t{\n\tSteady:\n\tTNT1 A 1\n\tGoto Ready\n\n\tNoAmmo:\n\t\tMP40 A 1\n\t\tTNT1 A 0 A_PlaySound(\"DRYFIRE\")\n\t\tGoto StandBy\n\n\t\tStandBy:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t    TNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n\t\tMP40 A 1 A_WeaponReady\n\t\tGoto StandBy\n\n\tReady:\n\n        TNT1 A 1\n        TNT1 A 0 A_PlaySound(\"CLIPIN\", 2)\n        MP4S AB 1\n        TNT1 AAAAAAAA 0\n        TNT1 A 0 A_JumpIfInventory(\"MP40Ammo\",1,2)\n        Goto Reload\n        TNT1 AAAA 0\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t    TNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n\t    MP40 A 1 A_WeaponReady\n\t    Goto Ready+6\n\n\t    Ready2:\n\n        TNT1 A 0 A_JumpIfInventory(\"MP40Ammo\",1,2)\n        Goto Reload\n        TNT1 AAAA 0\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t    TNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t    TNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n\t    MP41 A 3 A_WeaponReady\n\t    Loop\n\n\tDeselect:\n\t    TNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t    TNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t    TNT1 A 0 A_PlaySound(\"weapons/changing\", 1)\n        MP4S BA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tSelect:\n\t\tTNT1 A 0 A_TakeInventory(\"RifleSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SledgeSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"DualHandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevolverSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ASGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"QSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"NewChaingunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SGLSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"M2Selected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FreezerSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGBeamSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BHCSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HellRifleSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LandMineSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"UACSMGSelected\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBurningBarrel\",1)\n\t    TNT1 A 0 A_Raise\n\t    Wait\n\n       Fire:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n        TNT1 A 0 A_JumpIfInventory(\"MP40Ammo\",1,2)\n        Goto Reload\n        TNT1 AAAA 0\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_Takeinventory(\"MP40Ammo\",1)\n        TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",-5,0,0,0)\n\t\tMP40 B 1 BRIGHT A_AlertMonsters\n\t\tMP40 C 1 A_FireBullets (4, 3, -1, 12, \"HitPuff\")\n\t\tTNT1 A 0 A_SetPitch(-1.2 + pitch)\n        //TNT1 A 0 ACS_Execute(278, 0, 0, 0, 0)\n\t\tMP40 D 1 A_FireCustomMissile(\"RifleCaseSpawn\",-5,0,8,-4)\n\t\tTNT1 A 0 A_SetPitch(+0.5 + pitch)\n        MP40 E 1\n\t\tTNT1 A 0 A_SetPitch(+0.5 + pitch)\n        TNT1 A 0 A_Refire\n\t\tGoto Ready+6\n\n\tFire2:\n        TNT1 A 0 A_JumpIfInventory(\"MP40Ammo\",1,2)\n        Goto Reload\n        TNT1 AAAA 0\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_Takeinventory(\"MP40Ammo\",1)\n        TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",-5,0,0,0)\n\t\tMP41 F 1 BRIGHT A_AlertMonsters\n\t\tTNT1 A 0 A_FireBullets (1.5, 1.5, -1, 12, \"HitPuff\")\n\t\tMP41 C 1 A_SetPitch(-1.2 + pitch)\n        //TNT1 A 0 ACS_Execute(278, 0, 0, 0, 0)\n\t\tMP41 G 1 A_FireCustomMissile(\"RifleCaseSpawn\",-5,0,8,-4)\n\t\tTNT1 A 0 A_SetPitch(+0.5 + pitch)\n        MP41 H 1\n\t\tTNT1 A 0 A_SetPitch(+0.5 + pitch)\n        TNT1 A 0 A_Refire\n\t\tGoto Ready2\n\n\tAltFire:\n        TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,8)\n\t\tTNT1 A 0 A_Giveinventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.3)\n\t\tTNT1 A 0 A_Giveinventory(\"ADSmode\",1)\n        MP4D CB 1\n        Goto Ready2\n        TNT1 AAAAAA 0\n        MP4D AB 1\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n        Goto Ready+6\n\n\tReload:\n\t\tMP40 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MP40Ammo\",33,64)\n        TNT1 A 0 A_JumpIfInventory(\"NewClip\",1,3)\n        Goto NoAmmo\n        TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n        TNT1 A 0 A_PlaySound(\"Reload\")\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0\n\n\t\tMP4R ABCDEF 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n        MP4R GGGGGGGGGGGGGGGFEDDDCCBA 1\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MP40Ammo\",1,\"InsertBullets2\")//30+1 effect\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"MP40Ammo\",32,15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewClip\",1,3)\n\t\tGoto Ready+6\n        TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"MP40Ammo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"NewClip\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n        Goto Ready+6\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n        Goto Ready+6\n\n\tInsertBullets2:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"MP40Ammo\",33,15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewClip\",1,3)\n\t\tGoto Ready+6\n        TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"MP40Ammo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"NewClip\",1)\n\t\tGoto InsertBullets2\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n        Goto Ready+6\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n        Goto Ready+6\n\n\tUnload:\n\t\tMP40 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n        TNT1 A 0 A_JumpIfInventory(\"MP40Ammo\",1,3)\n        Goto NoAmmo\n        TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_PlaySound(\"Reload\")\n\t\tMP4R ABCDEEFFFGGGG 1\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"MP40Ammo\",1,3)\n\t\tGoto FinishUnload\n        TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"MP40Ammo\",1)\n\t//\tTNT1 A 0 A_Takeinventory(\"DoubleMP40Ammo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"NewClip\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tMP4U ABC 2\n\t\tTNT1 A 0 A_PlaySound(\"DryFire\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasUnloaded\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto Ready+6\n\n \tSpawn:\n\t\tMP40 I -1\n\t\tStop\n\n\t////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n\t\tQuickPunchPurist:\n\t\tTNT1 A 0 A_Print(\"Knife Combos Not Allowed In Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"DoPunch\",1)\n\t\tGoto Ready+12\n\n\tQuickPunch:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"QuickPunchPurist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"SuperQuickPunch\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t//\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\n\tSuperQuickPunch:\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t//\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\n\tKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 25, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, -25, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AAAA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n\tUseHealthBackPack:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoHealBackpack\", 1)\n\t\tSYRI ABCDEFGHIJ 1\n\t\tSYRI A 0 A_PlaySound(\"blodr1\", 3)\n\t\tSYRI KLL 1\n\t\tSYRI A 0 A_PlaySound(\"misc/N_HP_pickup\", 2)\n\t\tSYRI MMMM 1\n\t\tSYRI LKJIHGFEDCBA 1\n\t\tGoto Ready\n\n\tThrowSwarmPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoSwarmPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Swarmers\", 1, 1)\n\t\tGoto NoSwarmPod\n\t\tTNT1 A 0 A_TakeInventory(\"Swarmers\", 1)\n\t\tXHFA LKJIHG 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF G 2\n\t\tXHFF IJKL 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"SwarmerPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoSwarmPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Swarmers left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowElecPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoElecPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ElecPod\", 1, 1)\n\t\tGoto NoElecPod\n\t\tTNT1 A 0 A_TakeInventory(\"ElecPod\", 1)\n\t\tXHFA ABCDEF 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF B 2\n\t\tXHFF CDEF 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"ElectricPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoElecPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Electropods left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tMinePurist:\n\t\tTNT1 A 0 A_Print(\"Land Mines disabled in Classic Mode!\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tGoto Ready+12\n\n\tThrowMine:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"MinePurist\")\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\", 1, 1)\n\t\tGoto NoMine\n\t\tMIN2 ABCDEFGH 1\n\t\tNULL A 5\n\t\tMIN3 ABCDE 1\n\t\tNULL A 0 A_PlayWeaponSound(\"MINE002\")\n\t\tMIN3 FG 1\n\t\tMIN3 H 2 A_FireCustomMissile(\"Mine2\",0,0,0,8)\n\t\tMIN3 IJKL 1\n\t\tNULL A 4\n\t\tMINE BCDEFG 1\n\t\tMINE A 3 //A_ReFire\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\", 1)\n\t\tGoto Ready\n\n\tNoMine:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Land Mines left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowGrenade:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tHNDF ABCDEFGH 1\n\t\tHNDF I 2 A_PlaySound(\"OPNGRN\", 1)\n\t\tHNDF JKLMNOPQR 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Refire\n\t\tHND1 I 2 A_PlaySound(\"THRGRN\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\", 1)\n\t\tHND1 J 1 A_FireCustomMissile(\"ThrownGrenade30\")\n\t\tHND1 KLMNOPQ 2\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tGoto Ready\n\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n    DoKick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf(Height < 54, \"SlideKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t//\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n\n        KICK H 3\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSlideKick:\n\t\tTNT1 A 0 A_GiveInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Jumpifinventory(\"PowerStrength\",1,\"SuperSlideKick\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-13)\n\t//\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_ZoomFactor(0.960)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\t LowerKick:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"KickHasHitAnObject\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/End\", 1)\n\t\t//TNT1 A 0 A_GunFlash(\"FlashSlideKickingStop\")\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperSlideKick:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-15)\n\t\t//TNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n    BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t//\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n\n        KICK H 3 A_ZoomFactor(0.950)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tAirKick:\n\t    TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t//\tTNT1 A 0 A_GunFlash(\"FlashAirKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\t//TNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n        TNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n    Taunt:\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\", 1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n        TNT1 A 5\n\t\tFUCK A 2\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n        FUCK B 2 A_PlaySound(\"FUCK\", 1)\n        FUCK C 2 A_AlertMonsters\n\t\tFUCK D 15 A_TakeInventory(\"Taunting\",1)\n        FUCK CBA 5\n\t\tTNT1 A 5\n\t\tGoto Ready\n\tSalute:\n\t    TNT1 A 0 SetPlayerProperty(0,1,0)\n\t    TNT1 A 0 A_ALertMonsters\n\t    SALU ABCDEDCDEDCDEDCBA 4\n\t    TNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t    TNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t    TNT1 A 0 SetPlayerProperty(0,0,0)\n\t    Goto Ready\n\t}\n}\n\nACTOR MP40Ammo : Ammo\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 33\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 33\n   Inventory.Icon \"MP40I0\"\n}\n\nActor DaedabusSlimeSelected: Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor DaedabusWithGravity: DaedFire\n{\n\tScale 1.95\n\tGravity 0.4\n\t-NOGRAVITY\n\tSpeed 20\n\tDamage 32\n\tStates\n\t{\n\tSpawn:\n\t   TNT1 A 0 A_PlaySound(\"redburn\",6,1,1)\n\t   TNT1 A 0 A_SpawnItemEx(\"SmallGreenFlameTrails\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t   FRPG J 1 BRIGHT A_SpawnItem(\"GreenFlareSmall\",0,0)\n\t   TNT1 A 0 A_SpawnItemEx(\"SmallGreenFlameTrails\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t   TNT1 A 0 A_SpawnItemEx(\"BFGAltTrail\", Random(-13, 13), Random(-13, 13), Random(0, 18), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)\n\t   FRPG K 1 BRIGHT A_SpawnItem(\"GreenFlareSmall\",0,0)\n\t   Loop\n\tDeath:\n\t\tTNT1 A 0 A_StopSound(6)\n\t    TNT1 A 0 A_PlaySound(\"misc/xdeath4f\", 7)\n\t   TNT1 AAA 0 A_SpawnItemEx(\"PlasmaParticleSpawner\", 0, 0, 0, 6, 6, 6, 0, 128)\n\t   TNT1 A 0 A_SpawnItemEx(\"AcidSpot\", 0, 20, 0, 0, 0, 0, 0, 128)\n\t   TNT1 A 0 A_SpawnItemEx(\"AcidSpot\", 20, 0, 0, 0, 0, 0, 0, 128)\n\t   TNT1 A 0 A_SpawnItemEx(\"AcidSpot\", 0, -20, 0, 0, 0, 0, 0, 128)\n\t   TNT1 A 0 A_SpawnItemEx(\"AcidSpot\", -20, 0, 0, 0, 0, 0, 0, 128)\n\t   TNT1 A 0 A_SpawnItem(\"BFGAltShockWave\",0,0)\n\t   TNT1 A 0 A_CustomMissile( \"GreenCloudSmall\", 12, 0, random( 0, 359 ), 2 )\n\t\tTNT1 A 0 A_CustomMissile( \"GreenCloudSmall\", 12, 0, random( 0, 359 ), 2 )\n\t\tTNT1 A 0 A_CustomMissile( \"GreenCloudSmall\", 12, 0, random( 0, 359 ), 2 )\n\t\tTNT1 A 0 A_CustomMissile( \"GreenCloudSmall\", 12, 0, random( 0, 359 ), 2 )\n\t   EXPG ABCDEFG 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,0)\n\t   TNT1 AAAAA 19 A_CustomMissile(\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t   Stop\n\tXDeath:\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4f\", 7)\n\t   TNT1 AAA 0 A_SpawnItemEx(\"PlasmaParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t   TNT1 A 0 A_SpawnItemEx(\"AcidSpot\", 0, 5, 0, 0, 0, 0, 0, 128)\n\t   TNT1 A 0 A_SpawnItemEx(\"AcidSpot\", 5, 0, 0, 0, 0, 0, 0, 128)\n\t   TNT1 A 0 A_SpawnItemEx(\"AcidSpot\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t   TNT1 A 0 A_CustomMissile( \"GreenCloudMedium\", 12, 0, random( 0, 359 ), 2 )\n\t\tTNT1 A 0 A_CustomMissile( \"GreenCloudSmall\", 12, 0, random( 0, 359 ), 2 )\n\t\tTNT1 A 0 A_CustomMissile( \"GreenCloudSmall\", 12, 0, random( 0, 359 ), 2 )\n\t   EXPG ABCDEFG 2 A_SpawnItem(\"GreenFlare\",0,0)\n\t   Stop\n\tCrash:\n\t\tTNT1 A 0 A_StopSound(6)\n\t   TNT1 AAA 0 A_SpawnItemEx(\"PlasmaParticleSpawner\", 0, 0, 0, 6, 6, 6, 0, 128)\n\t    TNT1 A 0 A_SpawnItemEx(\"AcidSpot\", 0, 5, 0, 0, 0, 0, 0, 128)\n\t   TNT1 A 0 A_SpawnItemEx(\"AcidSpot\", 5, 0, 0, 0, 0, 0, 0, 128)\n\t   TNT1 A 0 A_SpawnItemEx(\"AcidSpot\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t   FRPG ABCDEFGH 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,0)\n\t   TNT1 AAAAA 19 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t   Stop\n\t}\n}\n\nACTOR FlameCannon : Weapon\n{\n\tHeight 20\n\tWeapon.SelectionOrder 5550\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoGive 50\n\tWeapon.AmmoType \"Gas\"\n    Inventory.PickupSound \"BFGREADY\"\n     +WEAPON.NOAUTOAIM\n\tInventory.PickupMessage \"You got the Mancubus Flame Cannon! (Slot 9)\"\n\tStates\n\t{\n\tSteady:\n\tTNT1 A 1\n\tGoto Ready\n\tReady:\n\t    TNT1 A 0\n        TNT1 A 0 A_PlaySound(\"FLMDRAW\")\n        TNT1 AAAAAAAA 0\n\t    TNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t    TNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t    TNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t    FLMG A 4 A_WeaponReady\n\t    Goto Ready+6\n\n\tReady2:\n        TNT1 AAA 0\n\t    TNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t    TNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t    TNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t    FLMG A 1 A_WeaponReady\n\t    Goto Ready2\n\n\tWeaponSpecialPurist:\n\t\tTNT1 A 0 A_Print(\"Weapon Special Not Available in Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tGoto Ready+6\n\n\tWeaponSpecial:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"WeaponSpecialPurist\")\n\t\tTNT1 A 0 A_TakeInventory(\"GoWeaponSpecialAbility\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DaedabusSlimeSelected\", 1, \"DeselectSlime\")\n\t\tTNT1 A 0 A_GiveInventory(\"DaedabusSlimeSelected\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"HRSteam\")//FLMDRAW\n\t\tTNT1 A 0 A_Print(\"Firemode: Daedabus Slime\")\n\t\tFLMF JKL 5\n\t\tGoto Ready+6\n\n\tDeselectSlime:\n\t\tTNT1 A 0 A_TakeInventory(\"DaedabusSlimeSelected\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"FLMDRAW\")\n\t\tTNT1 A 0 A_Print(\"Firemode: Mancubus Flame\")\n\t\tGoto Ready+6\n\n\tDryFire:\n\t    FLMG A 10 A_PlaySound(\"weapons/empty\")\n\t\tGoto Ready+6\n\n\tNoAmmo:\n\tTNT1 A 0 A_StopSound(3)\n\tTNT1 A 0 A_StopSound(2)\n\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n    TNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\tFLMG A 1 A_WeaponReady\n\tGoto Ready2\n\n\tDeselect:\n\t    TNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\tFLMG A 1 A_Lower\n\t\tLoop\n\n\tSelect:\n\t\tTNT1 A 0 A_TakeInventory(\"RifleSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SledgeSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"DualHandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevolverSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ASGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"QSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"NewChaingunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SGLSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"M2Selected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FreezerSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGBeamSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BHCSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HellRifleSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LandMineSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"UACSMGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBurningBarrel\",1)\n\t    FLMG A 1 A_Raise\n\t    wait\n\n    Spawn:\n        MANA H 1\n        Loop\n\n\tAltFire:\n\t    FLMG A 0\n        TNT1 A 0 A_JumpIfInventory(\"Gas\", 15, \"Fireball\")\n\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\tGoto DryFire\n\n\tFireball:\n        FLMF A 1 BRIGHT A_FireCustomMissile(\"BigFireBallWithGravity\", 0, 1, 0, 0)\n\t\tTNT1 A 0 A_SetPitch(-4.0 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"Gas\", 15)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n        FLMF BC 1 BRIGHT\n        FLMF CD 1 A_SetPitch(+2.0 + pitch)\n\t\tFLMG A 10\n\t\tGoto Ready+2\n\n\t////////////////////////////////////////////////////////\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"DaedabusSlimeSelected\", 1, \"FireSlime\")\n        TNT1 A 0 A_JumpIfInventory(\"Gas\",15,4)\n\t\tGoto NoAmmo\n        TNT1 AAAA 0\n        TNT1 A 0 A_TakeInventory(\"Gas\",15)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n        FLMF A 2 BRIGHT A_FireCustomMissile(\"BigFireBallWithGravity\", 0, 1, 0, 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t    TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(281, 0, 0, 0, 0)\n        FLMF BC 2 BRIGHT\n        FLMF CDEF 2\n\t    FLMG AAA 2\n\t    Goto Ready+2\n\n\tFireSlime:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Gas\",10,4)\n\t\tGoto NoAmmo\n        TNT1 AAAA 0\n        TNT1 A 0 A_TakeInventory(\"Gas\",10)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"BIOSHOOT\", CHAN_WEAPON)\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n        FLMF G 2 BRIGHT A_FireCustomMissile(\"DaedabusWithGravity\", 0, 1, 0, 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t    TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_Execute(281, 0, 0, 0, 0)\n        FLMF HI 2 BRIGHT\n        FLMF JKL 2\n\t    FLMG AAA 1\n\t    Goto Ready+2\n    AltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"DaedabusSlimeSelected\", 1, \"AltFireSlime\")\n        TNT1 A 0 A_JumpIfInventory(\"Gas\",4,2)\n\t\tGoto NoAmmo\n        TNT1 AAAA 0\n        TNT1 A 0 A_TakeInventory(\"Gas\",4)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"flamersh\", 2, 1, 1)\n\t\tTNT1 A 0 A_ZoomFactor(0.925)\n\t\tFLMF X 1 BRIGHT\n\t\tFLMF Y 1 BRIGHT A_FireCustomMissile(\"FlamethrowerMissile\", 0, 1, 0, 1)\n\t\tTNT1 A 0 ACS_Execute(281, 0, 0, 0, 0)\n        FLMF X 1 BRIGHT\n\n   Hold:\n        TNT1 A 0 A_JumpIfInventory(\"Gas\",4,2)\n\t\tGoto StopFlamer\n        TNT1 AAAA 0\n        TNT1 A 0 A_TakeInventory(\"Gas\",4)\n\t\tTNT1 A 0 A_AlertMonsters\n        FLMF Y 1 BRIGHT A_SetAngle(random(1, -1) + angle)\n\t\tTNT1 A 0 A_FireCustomMissile(\"FlamethrowerMissile\", 0, 1, 0, 1)\n        FLMF X 1 BRIGHT A_SetPitch(random(1, -1) + pitch)\n\t\tTNT1 A 0 A_ReFire(\"Hold\")\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n        Goto StopFlamer\n\n\tAltFireSlime:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Gas\",5,4)\n\t\tGoto NoAmmo\n        TNT1 AAAA 0\n        TNT1 A 0 A_TakeInventory(\"Gas\",5)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tTNT1 A 0 A_PlaySound(\"acid/spew\", 3, 1, 1)\n\t\tTNT1 A 0 A_ZoomFactor(0.925)\n\t\tFLMF G 1 BRIGHT\n\t\tFLMF H 1 BRIGHT A_FireCustomMissile(\"LiquidAcid\", 0, 1, 0, 5)\n\t\tTNT1 A 0 ACS_Execute(281, 0, 0, 0, 0)\n        FLMF G 1 BRIGHT\n   SlimeHold:\n        TNT1 A 0 A_JumpIfInventory(\"Gas\",5,2)\n\t\tGoto StopFlamer\n        TNT1 AAAA 0\n        TNT1 A 0 A_TakeInventory(\"Gas\",5)\n\t\tTNT1 A 0 A_AlertMonsters\n        FLMF H 1 BRIGHT A_SetAngle(random(1, -1) + angle)\n\t\tTNT1 A 0 A_FireCustomMissile(\"LiquidAcid\", random(2, -2), 1, 0, 0)\n        FLMF G 1 BRIGHT A_SetPitch(random(1, -1) + pitch)\n\t\tTNT1 A 0 A_ReFire(\"SlimeHold\")\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n        Goto StopAcid\n\n\tStopAcid:\n\t\tTNT1 A 0 A_StopSound(3)\n\t\tTNT1 A 0 A_PlaySound(\"acid/spewstop \", 2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Gas\",5,2)\n\t\tGoto NoAmmo\n\n\t\tFLMF H 1 BRIGHT A_FireCustomMissile(\"LiquidAcid\", 0, 1, 0, 5)\n\t\tFLMF G 1 BRIGHT A_FireCustomMissile(\"LiquidAcid\", 0, 1, 0, 5)\n\t\tGoto Ready+2\n\n\tStopFlamer:\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tTNT1 A 0 A_PlaySound(\"flameren\", CHAN_WEAPON)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Gas\",4,2)\n\t\tGoto NoAmmo\n\t\tTNT1 A 0 A_PlaySound(\"flameren\", CHAN_WEAPON)\n\n\t\tFLMF B 1 BRIGHT A_FireCustomMissile(\"FlamethrowerMissile\", 0, 1, 0, 1)\n\t\tFLMF B 1 BRIGHT A_FireCustomMissile(\"FlamethrowerMissile\", 0, 1, 0, 0)\n\t\tGoto Ready+2\n\n\tUseHealthBackPack:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoHealBackpack\", 1)\n\t\tSYRI ABCDEFGHIJ 1\n\t\tSYRI A 0 A_PlaySound(\"blodr1\", 3)\n\t\tSYRI KLL 1\n\t\tSYRI A 0 A_PlaySound(\"misc/N_HP_pickup\", 2)\n\t\tSYRI MMMM 1\n\t\tSYRI LKJIHGFEDCBA 1\n\t\tGoto Ready\n\n\tThrowSwarmPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoSwarmPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Swarmers\", 1, 1)\n\t\tGoto NoSwarmPod\n\t\tTNT1 A 0 A_TakeInventory(\"Swarmers\", 1)\n\t\tXHFA LKJIHG 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF G 2\n\t\tXHFF IJKL 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"SwarmerPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoSwarmPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Swarmers left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowElecPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoElecPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ElecPod\", 1, 1)\n\t\tGoto NoElecPod\n\t\tTNT1 A 0 A_TakeInventory(\"ElecPod\", 1)\n\t\tXHFA ABCDEF 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF B 2\n\t\tXHFF CDEF 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"ElectricPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoElecPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Electropods left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\t\tMinePurist:\n\t\tTNT1 A 0 A_Print(\"Land Mines disabled in Classic Mode!\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tGoto Ready+12\n\n\tThrowMine:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"MinePurist\")\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\", 1, 1)\n\t\tGoto NoMine\n\t\tMIN2 ABCDEFGH 1\n\t\tNULL A 5\n\t\tMIN3 ABCDE 1\n\t\tNULL A 0 A_PlayWeaponSound(\"MINE002\")\n\t\tMIN3 FG 1\n\t\tMIN3 H 2 A_FireCustomMissile(\"Mine2\",0,0,0,8)\n\t\tMIN3 IJKL 1\n\t\tNULL A 4\n\t\tMINE BCDEFG 1\n\t\tMINE A 3 //A_ReFire\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\", 1)\n\t\tGoto Ready\n\n\tNoMine:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Land Mines left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowGrenade:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tHNDF ABCDEFGH 1\n\t\tHNDF I 2 A_PlaySound(\"OPNGRN\", 1)\n\t\tHNDF JKLMNOPQR 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Refire\n\t\tHND1 I 2 A_PlaySound(\"THRGRN\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\", 1)\n\t\tHND1 J 1 A_FireCustomMissile(\"ThrownGrenade30\")\n\t\tHND1 KLMNOPQ 2\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tGoto Ready\n\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n    FlashKicking:\n\t\tFLMG A 1\n\t\tFLMG B 1\n\t\tFLMG B 1\n\t\tFLMG C 3\n\t\tFLMG D 3\n\t\tFLMG C 3\n\t\tFLMG B 1\n\t\tFLMG B 1\n\t\tFLMG A 1\n\t\tFLMG AAA 1\n\t\tStop\n\n\tFlashAirKicking:\n\t\tFLMG A 1\n\t\tFLMG B 1\n\t\tFLMG B 1\n\t\tFLMG C 3\n\t\tFLMG D 3\n\t\tFLMG C 3\n\t\tFLMG B 1\n\t\tFLMG B 1\n\t\tFLMG A 1\n\t\tFLMG AAAA 1\n\t\tStop\n\n\tFlashSlideKicking:\n\t\tFLMG AB 2\n\t\tFLMG BBCCDDDEEDD 2\n\t\tStop\n\n\tFlashSlideKickingStop:\n\t\t//TNT1 A 0\n\t\tFLMG DDCBBA 1\n\t\tFLMG A 1\n\t\tStop\n\n\tFlashPunching:\n\t\tFLMG A 1\n\t\tFLMG B 1\n\t\tFLMG B 1\n\t\tFLMG C 3\n\t\tFLMG D 3\n\t\tFLMG C 3\n\t\tFLMG B 1\n\t\tFLMG B 1\n\t\tFLMG A 1\n\t\tFLMG AAA 1\n\t\tStop\n\n\t////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n\tQuickPunchPurist:\n\t\tTNT1 A 0 A_Print(\"Knife Combos Not Allowed In Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"DoPunch\",1)\n\t\tGoto Ready+12\n\n\tQuickPunch:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"QuickPunchPurist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"SuperQuickPunch\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\n\tSuperQuickPunch:\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\n\tKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 25, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, -25, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AAAA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n   DoKick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf(Height < 54, \"SlideKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n\n        KICK H 3\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSlideKick:\n\t\tTNT1 A 0 A_GiveInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Jumpifinventory(\"PowerStrength\",1,\"SuperSlideKick\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-13)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_ZoomFactor(0.960)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\t LowerKick:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"KickHasHitAnObject\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/End\", 1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKickingStop\")\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperSlideKick:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-15)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n    BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n\n        KICK H 3 A_ZoomFactor(0.950)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tAirKick:\n\t    TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashAirKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n        TNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n    Taunt:\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\", 1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n        TNT1 A 5\n\t\tFUCK A 2\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n        FUCK B 2 A_PlaySound(\"FUCK\", 1)\n        FUCK C 2 A_AlertMonsters\n\t\tFUCK D 15 A_TakeInventory(\"Taunting\",1)\n        FUCK CBA 5\n\t\tTNT1 A 5\n\t\tGoto Ready\n\tSalute:\n\t    TNT1 A 0 SetPlayerProperty(0,1,0)\n\t    TNT1 A 0 A_ALertMonsters\n\t    SALU ABCDEDCDEDCDEDCBA 4\n\t    TNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t    TNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t    TNT1 A 0 SetPlayerProperty(0,0,0)\n\t    Goto Ready\n\t////////////////////////////////////////////////////////\n\t}\n}\n\nACTOR BigFireBallWithGravity: BigFireBall\n{\nDamage 14\nGravity 0.2\n+NOGRAVITY\n+NOBLOOD\n+BLOODLESSIMPACT\nSpeed 30\nStates\n{\n\tDeath:\n\tTNT1 A 0\n    TNT1 A 0 A_Explode (90, 150)\n\tGoto ExplosionEffect\n}\n}\n\nACTOR Gas : Ammo\n{\n   Inventory.Amount 500\n   Inventory.MaxAmount 999\n   Ammo.BackpackAmount 500\n   Ammo.BackpackMaxAmount 999\n   Inventory.Icon \"GSLNA0\"\n   Inventory.PickupMessage \"You got Gasoline.\"\n}\n\nACTOR Flames\n{\n\tRadius 6\n\tHeight 8\n\tSpeed 30\n\tDamage 1\n\tProjectile\n\t+RANDOMIZE\n\t+FORCEXYBILLBOARD\n    +RIPPER\n    +BLOODLESSIMPACT\n\tRenderStyle Add\n    DamageType Flames\n    Scale 2.0\n\tAlpha 1\n\tSeeSound \"fatso/attack\"\n\tDeathSound \"fatso/shotx\"\n    Decal \"BigScorch\"\n\tStates\n\t{\n    Spawn:\n        TNT1 C 6\n        Goto See\n\tSee:\n        TNT1 A 0 A_Explode (15, 40)\n        FRFX C 2 BRIGHT A_SpawnItem(\"RedFlareMedium\",0,0)\n        TNT1 A 0 A_Explode (15, 40)\n        FRFX C 2 BRIGHT A_SpawnItem(\"RedFlareMedium\",0,0)\n        TNT1 A 0 A_Explode (15, 40)\n\t    EXPL AA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0 A_Explode (15, 40)\n        FRFX FGHIJKLMNOPG 2 BRIGHT A_SpawnItem(\"RedFlareMedium\",0,0)\n\t\tGoto Death\n\tDeath:\n\t    EXPL AA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n\t    TNT1 A 0 A_SpawnItem(\"RedFlareMedium\",0,0)\n\t\tStop\n\t}\n}\n\nActor HasRailgun: Inventory\n{\nInventory.MaxAmount 1\n}\n\nACTOR HellishMissileLauncher : Weapon\n{\nWeapon.BobRangeX 0.3\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n\tHeight 20\n\t//Weapon.SelectionOrder 2800\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoGive 8\n\tWeapon.AmmoType1 \"MiniHellRocketAmmo\"\n\tWeapon.AmmoType2 \"MiniHellRocketAmmo\"\n    Inventory.PickupSound \"BFGREADY\"\n    -WEAPON.NOAUTOFIRE\n\t+WEAPON.NOALERT\n    +WEAPON.MELEEWEAPON\n\t+WEAPON.DONTBOB\n\tInventory.PickupMessage \"You got the Revenant's Hellish Missile Launcher! (Slot 9)\"\n\tStates\n\t{\n\tSteady:\n\tTNT1 A 1\n\tGoto Ready\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasRailgun\",1,\"Ready2\")\n\t    TNT1 A 0\n\n\t    TNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n        TNT1 A 0 A_PlaySound(\"BFGREADY\")\n        TNT1 AAA 0\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t    TNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t    TNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t    RVCG A 4 A_WeaponReady\n\t    Goto Ready+6\n\n\tReady2:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n        TNT1 AAA 0\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoPunch\",1,\"QuickPunch\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t    TNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t    TNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t    TNT1 A 0 A_JumpIfInventory(\"DoGrenade\", 1, \"ThrowGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoMine\", 1, \"ThrowMine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoElecPod\", 1, \"ThrowElecPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoSwarmPod\", 1, \"ThrowSwarmPod\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DoHealBackpack\", 1, \"UseHealthBackPack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoWeaponSpecialAbility\", 1, \"WeaponSpecial\")\n\t//\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t    RVCG D 4 A_WeaponReady\n\t    Goto Ready2\n\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasRailgun\",1,\"Deselect2\")\n\t    RVCG A 1 A_Lower\n\t    Loop\n\n\tDeselect2:\n\t\tRVCG D 1 A_Lower\n\t\tloop\n\n\tSelect:\n\tTNT1 A 0 A_Playsound(\"revup\", 1)\n\tTNT1 A 0 A_JumpIfInventory(\"HasRailgun\",1,\"Select2\")\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RifleSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SledgeSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"DualHandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevolverSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ASGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"QSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"NewChaingunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SGLSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"M2Selected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FreezerSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGBeamSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BHCSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HellRifleSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LandMineSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"UACSMGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBurningBarrel\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"RevenantLauncherSelected\",1)\n\t\tRVCG A 1 A_Raise\n\t    Wait\n\n\tSelect2:\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SledgeSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"DualHandgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevolverSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ASGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"QSGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"NewChaingunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SGLSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"M2Selected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FreezerSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGBeamSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"BHCSelected\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HellRifleSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LandMineSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"UACSMGSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBurningBarrel\",1)\n\t\tRVCG D 1 A_Raise\n\t    Wait\n    Spawn:\n        FATB D 1\n        Loop\n//hellishmissle/fire\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasRailgun\",1,\"RailShot\")\n\t    TNT1 A 0\n\t    TNT1 A 0 A_JumpIfTargetInLOS(\"OpenFire\")\n\n\t    RVCG B 1\n\t    Goto Ready+6\n\n\tRailShot:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_Playsound(\"weapons/revrailgf\", 2)\n\t\tTNT1 AAA 0 BRIGHT A_FireCustomMissile(\"DoomerRevBeam\", random(1,-1), 1, 8, 0)\n\t\tTNT1 A 0 A_ZoomFactor(0.97)\n\t\tRVCF D 3 BRIGHT A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAss\", 0, 0, 0, 0)\n\t\tRVCG D 20\n\t\tTNT1 A 0 A_FireCustomMissile(\"RedFlare\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantRocketFire1823\", 2)\n\t\tGoto Ready2\n\n\tAltRailShot:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"weapons/revrailgf\", 1)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"DoomerRevBeam\", random(4,-4), 1, 8, 0)\n\t\tRVCF D 2 BRIGHT A_ZoomFactor(0.99)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/revrailgf\", 1)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"DoomerRevBeam\", random(6,-6), 1, 8, 0)\n\t\tRVCF D 2 BRIGHT A_ZoomFactor(0.98)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/revrailgf\", 1)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"DoomerRevBeam\", random(8,-8), 1, 8, 0)\n\t\tRVCF D 2 BRIGHT A_ZoomFactor(0.97)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/revrailgf\", 1)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"DoomerRevBeam\", random(10,-10), 1, 8, 0)\n\t\tRVCF D 2 BRIGHT A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAss\", 0, 0, 0, 0)\n\t\tRVCG D 22\n\t\tTNT1 A 0 A_FireCustomMissile(\"RedFlare\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantRocketFire1823\", 4)\n\t\tGoto Ready2\n\n\tOpenFire:\n\t    TNT1 A 0 A_PlaySound(\"hellishmissle/fire\", 1)\n        TNT1 A 0 A_AlertMonsters\n\t    TNT1 A 0 A_JumpIfInventory(\"RevenantRocketFire1823\", 1, \"OpenFire2\")\n\t    TNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 A_ZoomFactor(0.98)\n\n        RVCF A 3 BRIGHT A_FireCustomMissile(\"DoomerRevenantSeeker3\", random(4,-4), 1, -8, 0)\n\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n\t    TNT1 A 0 A_FireCustomMissile(\"ShakeYourAss\", 0, 0, 0, 0)\n\t    RVCG A 6 A_ZoomFactor(1.0)\n\t    TNT1 A 0 A_GiveInventory(\"RevenantRocketFire1823\", 1)\n\t    Goto Ready+6\n\n\tOpenFire2:\n\t\tTNT1 A 0 A_PlaySound(\"hellishmissle/fire\", 2)\n\t\tTNT1 A 0 A_ZoomFactor(0.98)\n\n\t    RVCF B 3 BRIGHT A_FireCustomMissile(\"DoomerRevenantSeeker2\", random(4,-4), 1, 8, 0)\n\n\t    TNT1 A 0 A_FireCustomMissile(\"ShakeYourAss\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n\t    RVCG A 6 A_ZoomFactor(1.0)\n\t    TNT1 A 0 A_TakeInventory(\"RevenantRocketFire1823\", 1)\n\t    Goto Ready+6\n\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasRailgun\",1,\"AltRailShot\")\n\t\tTNT1 A 0 A_PlaySound(\"hellishmissle/fire\", 1)\n        TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(0.98)\n\n        RVCF A 3 BRIGHT A_FireCustomMissile(\"DoomerRevenantMissile2\", random(4,-4), 1, -8, 0)\n\n\t    TNT1 A 0 A_FireCustomMissile(\"ShakeYourAss\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n\t    RVCG A 6 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_ZoomFactor(0.98)\n\t\tTNT1 A 0 A_PlaySound(\"hellishmissle/fire\", 2)\n        RVCF B 3 BRIGHT A_FireCustomMissile(\"DoomerRevenantMissile3\", random(4,-4), 1, 8, 0)\n\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n\t    TNT1 A 0 A_FireCustomMissile(\"ShakeYourAss\", 0, 0, 0, 0)\n\t    RVCG A 6 A_ZoomFactor(1.0)\n\t    Goto Ready+6\n\n\t\tWeaponSpecialPurist:\n\t\tTNT1 A 0 A_Print(\"Weapon Special Not Available in Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t\tGoto Ready+6\n\n\tWeaponSpecial:\n\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"WeaponSpecialPurist\")\n\tTNT1 A 0 A_StopSound\n     TNT1 A 0 A_JumpIfInventory(\"HasRailgun\",1,\"TakeRailgun\")\n     TNT1 A 0 A_GiveInventory (\"HasRailgun\",1)\n\t TNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n     TNT1 A 0 A_PlaySound(\"DSBOWREL\")\n\t TNT1 A 0 A_Print(\"Firemode: Rail\")\n     RVCG D 5\n\t TNT1 A 0 A_Takeinventory(\"Reloading\",1)\n     TNT1 A 0\n     Goto Ready2\n\n\t TakeRailgun:\n\t TNT1 A 0 A_Takeinventory(\"GoWeaponSpecialAbility\",1)\n\t TNT1 A 0 A_TakeInventory (\"HasRailgun\",1)\n     TNT1 A 0 A_PlaySound(\"DSBOWREL\")\n\t TNT1 A 0 A_Print(\"Firemode: Seeker Missile\")\n\t RVCG A 4\n\t TNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t TNT1 A 0\n\t Goto Ready+6\n\n\t UseHealthBackPack:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoHealBackpack\", 1)\n\t\tSYRI ABCDEFGHIJ 1\n\t\tSYRI A 0 A_PlaySound(\"blodr1\", 3)\n\t\tSYRI KLL 1\n\t\tSYRI A 0 A_PlaySound(\"misc/N_HP_pickup\", 2)\n\t\tSYRI MMMM 1\n\t\tSYRI LKJIHGFEDCBA 1\n\t\tGoto Ready\n\n\tThrowSwarmPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoSwarmPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Swarmers\", 1, 1)\n\t\tGoto NoSwarmPod\n\t\tTNT1 A 0 A_TakeInventory(\"Swarmers\", 1)\n\t\tXHFA LKJIHG 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF G 2\n\t\tXHFF IJKL 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"SwarmerPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoSwarmPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Swarmers left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowElecPod:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoElecPod\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ElecPod\", 1, 1)\n\t\tGoto NoElecPod\n\t\tTNT1 A 0 A_TakeInventory(\"ElecPod\", 1)\n\t\tXHFA ABCDEF 1\n\t\tXHFF A 1\n\t\tNULL A 0 A_PlaySound(\"weapons/pbarm\", 2)\n\t\tXHFF B 2\n\t\tXHFF CDEF 1\n\t\tXHFF A 0 A_PlaySound(\"MINE002\", 3)\n\t\tELPD A 0 A_ThrowGrenade(\"ElectricPodSet\",4,16,3,0)\n\t\tXHFF MNOPQRSTUVWXYZ 1\n\t\tGoto Ready\n\n\tNoElecPod:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Electropods left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\t\tMinePurist:\n\t\tTNT1 A 0 A_Print(\"Land Mines disabled in Classic Mode!\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tGoto Ready+12\n\n\tThrowMine:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"MinePurist\")\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoMine\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\", 1, 1)\n\t\tGoto NoMine\n\t\tMIN2 ABCDEFGH 1\n\t\tNULL A 5\n\t\tMIN3 ABCDE 1\n\t\tNULL A 0 A_PlayWeaponSound(\"MINE002\")\n\t\tMIN3 FG 1\n\t\tMIN3 H 2 A_FireCustomMissile(\"Mine2\",0,0,0,8)\n\t\tMIN3 IJKL 1\n\t\tNULL A 4\n\t\tMINE BCDEFG 1\n\t\tMINE A 3 //A_ReFire\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\", 1)\n\t\tGoto Ready\n\n\tNoMine:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Land Mines left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\n\tThrowGrenade:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tHNDF ABCDEFGH 1\n\t\tHNDF I 2 A_PlaySound(\"OPNGRN\", 1)\n\t\tHNDF JKLMNOPQR 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Refire\n\t\tHND1 I 2 A_PlaySound(\"THRGRN\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\", 1)\n\t\tHND1 J 1 A_FireCustomMissile(\"ThrownGrenade30\")\n\t\tHND1 KLMNOPQ 2\n\t\tTNT1 A 0 A_TakeInventory(\"DoGrenade\", 1)\n\t\tGoto Ready\n\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades left\")\n\t\tTNT1 A 0\n\t\tGoto Ready+12\n\tFlash:\n\t\tTNT1 A 0\n\t\tRVCG A 15\n\t\tStop\n\tAltFlash:\n\t\tTNT1 A 0\n\t\tRVCG A 19\n\t\tStop\n\tTauntFlash:\n\t\tTNT1 A 0\n\t\tRVCG A 47\n\t\tStop\n\tSaluteFlash:\n\t\tTNT1 A 0\n\t\tRVCG A 69\n\t\tStop\n\n    FlashKicking:\n\t\tRVCG A 1\n\t\tRVCG A 1\n\t\tRVCG A 1\n\t\tRVCG A 3\n\t\tRVCG A 3\n\t\tRVCG A 3\n\t\tRVCG A 1\n\t\tRVCG A 1\n\t\tRVCG A 1\n\t\tRVCG AAA 1\n\t\tStop\n\n\tFlashAirKicking:\n\t\tRVCG A 1\n\t\tRVCG A 1\n\t\tRVCG A 1\n\t\tRVCG A 3\n\t\tRVCG A 3\n\t\tRVCG A 3\n\t\tRVCG A 1\n\t\tRVCG A 1\n\t\tRVCG A 1\n\t\tRVCG AAA 1\n\t\tStop\n\n\tFlashSlideKicking:\n\t\tRVCG AA 2\n\t\tRVCG AAAAAAAAAAA 2\n\t\tStop\n\n\tFlashSlideKickingStop:\n\t\t//TNT1 A 0\n\t\tRVCG AAAAAA 1\n\t\tRVCG A 1\n\t\tStop\n\n\tFlashPunching:\n\t\tRVCG A 1\n\t\tRVCG A 1\n\t\tRVCG A 1\n\t\tRVCG A 3\n\t\tRVCG A 3\n\t\tRVCG A 3\n\t\tRVCG A 1\n\t\tRVCG A 1\n\t\tRVCG A 1\n\t\tRVCG AAA 1\n\t\tStop\n\n\t////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n\t\tQuickPunchPurist:\n\t\tTNT1 A 0 A_Print(\"Knife Combos Not Allowed In Classic Mode!\")\n\t\tTNT1 A 0 A_Takeinventory(\"DoPunch\",1)\n\t\tGoto Ready+12\n\n\tQuickPunch:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"QuickPunchPurist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"SuperQuickPunch\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\n\tSuperQuickPunch:\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashPunching\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasCutingWeapon\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tTNT1 AA 1\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC3S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC3S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC3S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC3S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\n\tKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 25, 5)\n\t\tRIfF A 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, -25, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo1:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tPUN3 ABCDE 1\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\",1)\n\t\tPUN3 F 1\n\t\tRIfF AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 5)\n\t\tPUN3 GHI 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tPUN3 JKL 1 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo2:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC1S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC1S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC1S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC1S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo3\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AAAA 0 A_FireCustomMissile(\"MeleeStrike1\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo3:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ultrwhoosh\")\n\t\tP0NC AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tP0NG AA 0 A_FireCustomMissile(\"MeleeStrikeSuperHook\", 0, 0, 0, 0)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        P0NC E 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tP0NR BCD 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickLeft\")\n\t\tTNT1 AAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo4\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"KnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tSuperKnifeCombo4:\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 1 A_JumpIfInventory(\"DoPunch\",1, 10)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\t\tTNT1 AAAAAAAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"KNIFUP\", 0)\n\t\tTNT1 A 0 A_ZoomFactor(1.015)\n\t\tMC6S AB 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"KNIFSWNG\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.03)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S C 1 A_SetPitch(+2 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.045)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n        MC6S D 1 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.055)\n\t\tTNT1 A 0 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKnifeSwing\", 0, 0, 0, 0)\n        MC6S EF 1 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.025)\n\t\tMC6S GHIJ 1 //A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KnifeHasHit\",1,\"SuperKnifeCombo1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"SuperKickRight\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready//+6\n\n\tKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK1 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"KnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n\tSuperKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\", 5)\n\t\tTNT1 A 0 //A_GiveInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(-6 + pitch)\n\t\tKIK2 D 1\n\t\tRIfF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 5, 5)\n\t\tKIK2 DD 1\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tKIK2 ECBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\",1)\n        TNT1 AAAAA 1 A_JumpIfInventory(\"DoPunch\",1,\"SuperKnifeCombo2\")\n\t\tTNT1 A 0 A_TakeInventory(\"DoPunch\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"KnifeHasHit\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCutingWeapon\", 1)\n\t\tGoto Ready\n\n////////////////////////////////////////////////KNIFE COMBO//////////////////////////////////////////////////////////////\n\n    DoKick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf(Height < 54, \"SlideKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n\t\tRIfF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n\n        KICK H 3\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSlideKick:\n\t\tTNT1 A 0 A_GiveInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Jumpifinventory(\"PowerStrength\",1,\"SuperSlideKick\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-13)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_ZoomFactor(0.960)\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\t LowerKick:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"KickHasHitAnObject\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsSlideKicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/End\", 1)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKickingStop\")\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperSlideKick:\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 ACS_Execute(5922, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKick/Start\", 1)\n\t\tTNT1 A 0 A_Recoil (-15)\n\t\tTNT1 A 0 A_GunFlash(\"FlashSlideKicking\")\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tSLDK A 1 A_ZoomFactor(0.90)\n\t\tSLDK B 1 A_ZoomFactor(0.85)\n\t\tSLDK C 1 A_ZoomFactor(0.80)\n\t\tSLDK D 1 A_ZoomFactor(0.75)\n        RIFF AA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK E 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK G 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-3)\n\t\tSLDK F 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -31)\n\t\tNULL A 0 A_JumpIf(Height > 54, \"LowerKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHitAnObject\", 1, \"LowerKick\")\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"IsSlideKicking\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tSLDK HK 2\n\t\tTNT1 A 0 ACS_Execute(5923, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n    BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 1 A_SetPitch(+0.5 + pitch)\n\t\tKICK B 1 A_SetPitch(+0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(-0.5 + angle)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetPitch(+1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n\n        KICK H 3 A_ZoomFactor(0.950)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tTNT1 A 0 A_ZoomFactor(0.955)\n\t\tTNT1 A 0 A_SetAngle(+1 + angle)\n\t\tKICK G 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.970)\n\t\tKICK F 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK E 1 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_SetAngle(+0.5 + angle)\n\t\tKICK D 1 A_SetAngle(+0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.998)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tKICK C 1 A_SetAngle(-0.5 + angle)\n\t\tTNT1 A 0 A_ZoomFactor(0.999)\n\t\tKICK B 1 A_SetPitch(-1.25 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tKICK A 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tAirKick:\n\t    TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashAirKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n\t\tTNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\", 1)\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_GunFlash(\"FlashKicking\")\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n        TNT1 A 0 A_ZoomFactor(0.975)\n        KICK O 3\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tKICK A 0 A_TakeInventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n    Taunt:\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\", 1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_GunFlash(\"TauntFlash\")\n        TNT1 A 5\n\t\tFUCK A 2\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n        FUCK B 2 A_PlaySound(\"FUCK\", 1)\n        FUCK C 2 A_AlertMonsters\n\t\tFUCK D 15 A_TakeInventory(\"Taunting\",1)\n        FUCK CBA 5\n\t\tTNT1 A 5\n\t\tGoto Ready\n\tSalute:\n\t    TNT1 A 0 SetPlayerProperty(0,1,0)\n\t    TNT1 A 0 A_ALertMonsters\n\t\tTNT1 A 0 A_GunFlash(\"SaluteFlash\")\n\t    SALU ABCDEDCDEDCDEDCBA 4\n\t    TNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t    TNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t    TNT1 A 0 SetPlayerProperty(0,0,0)\n\t    Goto Ready\n\t}\n}\n\nACTOR RevenantBalls66: RevenantBalls\n{\n\tDamage 10\n\tSpeed 20\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,random(20, 0),0,1)\n\tGoto Spawn1\n\t}\n}\n\nACTOR RevenantMissileFriendAttackSummon\n{\n    Radius 1\n    Height 1\n    Speed 0\n\tMass 999999999999999999\n    Health 1\n    gravity 0.5\n\tDecal BloodSuper\n\t+NOCLIP\n\tMONSTER\n\t+FRIENDLY\n\t+LOOKALLAROUND\n\t-SHOOTABLE\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_Look\n\t    TNT1 AAA 0 A_Chase\n\t    TNT1 AAAAAA 1 A_Chase\n\t\tStop\n\tMissile:\n\t\tTNT1 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"RevenantBalls66\")\n        Stop\n    }\n}\n\nACTOR MiniHellRocketAmmo : Ammo\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 50\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 100\n}\n\nActor RevenantRocketFire1823 : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR DoomerRevenantSeeker2 : RevenantSeeker\n{\n\tDamage 26\n\tSeeSound \"HMLF1\"\n\tSpeed 35\n\tStates\n\t{\n\tDeath:\n\t    EXPL A 0 Radius_Quake (2, 54, 0, 15, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tBFE1 A 0 Bright A_Explode(18, 120, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 A 0 A_SpawnItemEx(\"ExplosionParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tEXPL A 0\n        TNT1 AAAAA 0 A_CustomMissile (\"SmallExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\nACTOR DoomerRevenantSeeker3 : RevenantSeeker\n{\n\tDamage 27\n\tSpeed 35\n\tSeeSound \"HMLF2\"\n\tStates\n\t{\n\tDeath:\n\t    EXPL A 0 Radius_Quake (2, 54, 0, 15, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tBFE1 A 0 Bright A_Explode(18, 120, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 A 0 A_SpawnItemEx(\"ExplosionParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tEXPL A 0\n        TNT1 AAAAA 0 A_CustomMissile (\"SmallExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\nACTOR DoomerRevenantMissile2 : RevenantMissile\n{\n\tDamage 27\n\tSpeed 35\n\tSeeSound \"HMLF1\"\n\tDamagetype explosiveimpact\n\tStates\n\t{\n\tDeath:\n\t    EXPL A 0 Radius_Quake (2, 54, 0, 15, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tBFE1 A 0 Bright A_Explode(16, 120, 1)\n        TNT1 A 0 A_SpawnItemEx(\"ExplosionParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\n\t\tEXPL A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 AAAA 0 A_CustomMissile (\"SmallExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\nACTOR DoomerRevenantMissile3 : RevenantMissile\n{\n\tDamage 27\n\tSpeed 35\n\tSeeSound \"HMLF2\"\n\tDamagetype explosiveimpact\n\tStates\n\t{\n\tDeath:\n\t    EXPL A 0 Radius_Quake (2, 54, 0, 15, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tBFE1 A 0 Bright A_Explode(16, 120, 1)\n        TNT1 A 0 A_SpawnItemEx(\"ExplosionParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\n\t\tEXPL A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 AAAA 0 A_CustomMissile (\"SmallExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\nACTOR MiniMissile1 : RevenantMissile\n{\n\tDamage (random(32,34))\n\tDamageType ExplosiveImpact\n\tSpeed 38\n\tScale 1.15\n\tSeeSound \"weapons/RLL\"\n\tStates\n\t{\n\tDeath:\n\t    EXPL A 0 Radius_Quake (2, 54, 0, 15, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tBFE1 A 0 Bright A_Explode(55, 125, 1)\n        TNT1 A 0 A_SpawnItemEx(\"ExplosionParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\n\t\tEXPL A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 AAAA 0 A_CustomMissile (\"SmallExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\nACTOR DoomerRevBeam : FastProjectile\n{\n  Speed 225\n  Radius 4\n  Height 4\n  Damage 12\n  Renderstyle Add\n  DamageType Blast\n // +RIPPER\n  -CANNOTPUSH\n  +NODAMAGETHRUST\n  -EXTREMEDEATH\n // +FORCERADIUSDMG\n  DeathSound \"weapons/StachanovHit\"\n  MissileType \"DoomerRevBeamTrail\"\n  MissileHeight 10\n  Decal \"BFGLightning\"\n  Decal \"BigScorch\"\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 1 A_PlaySound(\"Weapons/StachanovFly\",5,1.0,1)\n    Loop\n  Death:\n    TNT1 A 0 A_PlaySound(\"Weapons/YamatoExp\",5)\n    TNT1 A 0 A_Explode(random(18,22),8,0,0)\n    TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"ObeliskTrailSpark\", random(19,-19), random(19,-19), random(19,-19), 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_SpawnItemEx(\"ObeliskExplode\",0,0,0,0,0,0,0,128,0)\n    TNT1 BCD 4\n    stop\n  }\n}"
      }
    ]
  },
  "maps": [
    {
      "map": "E2M8",
      "title": "E2M8",
      "format": "doom",
      "stats": {
        "things": 70,
        "linedefs": 544,
        "sidedefs": 920,
        "vertices": 525,
        "sectors": 82,
        "segs": 1015,
        "ssectors": 335,
        "nodes": 334,
        "textures": {
          "DOORTRAK": 8,
          "FLAT23": 1,
          "MARBFACE": 16,
          "METAL": 16,
          "STEP6": 76,
          "MARBFAC3": 32,
          "SW1EXIT": 4,
          "DEM1_6": 65,
          "MARBFAC2": 28,
          "MARBLE2": 264,
          "SP_DUDE6": 4,
          "SUPPORT3": 16,
          "DEM1_5": 38,
          "MFLR8_4": 2,
          "F_SKY1": 58,
          "MARBLE1": 4,
          "GSTONE1": 284
        }
      },
      "monsters": {
        "total": 20,
        "by_type": {
          "lost_soul": 20
        },
        "by_category": {
          "boss": 0,
          "hitscanner": 0,
          "melee": 0,
          "projectile": 20
        }
      },
      "items": {
        "total": 34,
        "by_type": {
          "blue_armor": 1,
          "rocket_box": 30,
          "rocket_launcher": 1,
          "soulsphere": 2
        },
        "ammo_by_category": {
          "bullets": 0,
          "cells": 0,
          "rockets": 30,
          "shells": 0
        },
        "weapons_present": [
          "rocket_launcher"
        ]
      },
      "mechanics": {
        "teleports": false,
        "keys": [],
        "secret_exit": false
      },
      "difficulty": {
        "uv_monsters": 20,
        "hmp_monsters": 4,
        "htr_monsters": 0,
        "uv_items": 34,
        "hmp_items": 34,
        "htr_items": 34
      },
      "compatibility": "vanilla_or_boom",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
      }
    },
    {
      "map": "E3M8",
      "title": "E3M8",
      "format": "doom",
      "stats": {
        "things": 71,
        "linedefs": 483,
        "sidedefs": 645,
        "vertices": 385,
        "sectors": 31,
        "segs": 689,
        "ssectors": 255,
        "nodes": 254,
        "textures": {
          "MIDGRATE": 4,
          "SUPPORT3": 20,
          "GSTONE1": 149,
          "F_SKY1": 5,
          "DOORTRAK": 8,
          "BIGDOOR6": 6,
          "FLAT1_1": 1,
          "FLAT1_2": 5,
          "SKINTEK2": 12,
          "DEM1_5": 4,
          "MARBLE1": 112,
          "STEP6": 4,
          "TEKWALL4": 8,
          "FLOOR7_2": 47,
          "MARBFAC2": 4,
          "MARBFAC3": 4,
          "MARBLE2": 197
        }
      },
      "monsters": {
        "total": 24,
        "by_type": {
          "baron": 6,
          "cacodemon": 6,
          "imp": 6,
          "lost_soul": 6
        },
        "by_category": {
          "boss": 0,
          "hitscanner": 0,
          "melee": 0,
          "projectile": 24
        }
      },
      "items": {
        "total": 34,
        "by_type": {
          "ammo_box": 6,
          "blue_armor": 1,
          "cell_pack": 6,
          "chaingun": 1,
          "medikit": 3,
          "plasma_rifle": 1,
          "rocket_box": 6,
          "rocket_launcher": 1,
          "shell_box": 6,
          "shotgun": 1,
          "soulsphere": 2
        },
        "ammo_by_category": {
          "bullets": 6,
          "cells": 6,
          "rockets": 6,
          "shells": 6
        },
        "weapons_present": [
          "chaingun",
          "plasma_rifle",
          "rocket_launcher",
          "shotgun"
        ]
      },
      "mechanics": {
        "teleports": false,
        "keys": [],
        "secret_exit": false
      },
      "difficulty": {
        "uv_monsters": 24,
        "hmp_monsters": 22,
        "htr_monsters": 20,
        "uv_items": 34,
        "hmp_items": 34,
        "htr_items": 34
      },
      "compatibility": "vanilla_or_boom",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
      }
    }
  ]
}

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