Actor Doomguy : PlayerPawn
{
	Mass 700
	Player.DisplayName "Doomguy"
	Player.StartItem "OldChainsaw"
	Player.StartItem "OldSuperShotgun"
	Player.StartItem "OldChaingun"
	Player.StartItem "OldRocketLauncher"
	Player.StartItem "OldBFG"
	Player.WeaponSlot 1, OldChainsaw
    Player.WeaponSlot 2, OldSuperShotgun
	Player.WeaponSlot 3, OldChaingun
	Player.WeaponSlot 4, OldRocketLauncher
	Player.WeaponSlot 5, OldBFG
	Player.StartItem "Clip1", 200
	Player.StartItem "Shell", 40
	Player.StartItem "Cell", 50
	Player.StartItem "RocketAmmo", 15
	Player.StartItem "IsHuman", 1
	Player.StartItem "Screamer", 0
	Player.ScoreIcon "MARINEST"
	Player.ColorRange 112, 127
	Player.Maxhealth 100
	DamageFactor "GhostTrap", 0.0
	Damagefactor "normal", 1.0
	Damagefactor "Grenade", 1.5
	Damagefactor "AntiAirbolt", 0.0
	Damagefactor "Sentinel", 0.0
	Damagefactor "MechPewPews", 0.0
	Damagefactor "MacheteSlicerino", 0.0
    Damagefactor "GasterSmokeHurt", 0.0
	Damagefactor "StrifeSuit", 0.0
	SpawnID 150
	LimitedToTeam 0
	PainChance 256
	+NOSKIN
	+NOICEDEATH
	+GHOST
	+QUICKTORETALIATE
	States
	{
	Spawn:
		DGUY A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		DGUY A -1 SetPlayerproperty(0,0,0)
		Loop
	See:
		DGUY A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		DGUY A 0 A_JumpIfHealthlower(50,"INeedHealingSee")
		DGUY AB 5
		DGUY A 0 A_SpawnItemEx ("MarineStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		DGUY CD 5
		DGUY A 0 A_SpawnItemEx ("MarineStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		Goto Spawn
	INeedHealingSee:
		DGUY A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		DGUY A 0 A_SpawnItemEx("INeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		DGUY AB 5
		DGUY A 0 A_SpawnItemEx ("MarineStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		DGUY CD 5
		DGUY A 0 A_SpawnItemEx ("MarineStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		Goto Spawn
	Missile:
		DGUY A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		DGUY E 12 
	Goto Spawn
	Melee:
		DGUY A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		DGUY F 6 bright
	Goto Missile
	Pain.Justicar:
	TNT1 A 0 A_custommissile("Justicarattack",14,0,random(0,360))
	TNT1 A 0 A_GiveToTarget("Health",1)
	TNT1 A 0 A_GiveToTarget("JusticarSecondaryAmmo",1)
	Goto pain
	Pain.TeleOtherPlant:
	TNT1 A 0 A_GiveInventory("TeleOtherPlanted",1)
	Goto Pain
	Pain.TeleOtherActivateDamage:
	TNT1 A 0 A_JumpIfInventory("TeleOtherPlanted",1,"TeleOtherSend")
	Goto Pain
	TeleOtherSend:
	TNT1 A 0 A_TakeInventory("TeleOtherPlanted",1)
	TNT1 A 0 A_PlaySound("TeleOther/activate",CHAN_7,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	TNT1 A 0 ACS_ExecuteAlways(466,0,2)
	DGUY G 1 A_PlaySound("TeleOther/activate",CHAN_6,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	Goto Pain
	Death.TeleOtherActivateDamage:
	TNT1 A 0 A_JumpIfInventory("TeleOtherPlanted",1,"TeleOtherSplode")
	TNT1 A 0 A_TakeInventory("TeleOtherPlanted",1)
	TNT1 A 0 A_PlaySound("TeleOther/activate",CHAN_7,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	TNT1 A 0 A_GiveToTarget("KilledMe",1)
	DGUY G 1 A_PlaySound("Gibbage/XSplat")
	NULL A 0 A_PlaySound("gibbage/playergib") 
	NULL A 0 A_NoBlocking 
	NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, 33, 160, 0)
	NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, -33, 160, 0)
	NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)
	NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)
	NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
	NULL A -1
	Stop
	TeleOtherSplode:
	TNT1 A 0 A_TakeInventory("TeleOtherPlanted",1)
	TNT1 A 0 A_PlaySound("TeleOther/activate",CHAN_7,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	TNT1 A 0 ACS_ExecuteAlways(466,0,2)
	TNT1 A 0 A_GiveToTarget("KilledMe",1)
	DGUY G 1 A_PlaySound("Gibbage/XSplat")
	TNT1 A 0 A_PlaySound("TeleOther/activate",CHAN_6,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	NULL A 0 A_PlaySound("gibbage/playergib") 
	NULL A 0 A_NoBlocking 
	NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, 33, 160, 0)
	NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, -33, 160, 0)
	NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)
	NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)
	NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
	NULL A -1
	Stop
	Pain.Choke:
		TNT1 A 0 A_GiveToTarget("Health",2)
		TNT1 A 0 A_GiveToTarget("ChokeCharging",1)
		Goto Pain
	Pain.JusticarSpike:
		TNT1 A 0 ACS_NamedExecuteAlways("ChangeActivator",0)
		TNT1 A 0 A_GiveToTarget("Health",2)
	Pain:
		DGUY G 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		DGUY G 4 
		DGUY G 4 A_Pain
		Goto Spawn
	Pain.LoonaClawing:
	TNT1 A 0 A_GiveToTarget("Health",6)
	DGUY G 20 Setplayerproperty(0,1,0)
	DGUY G 2 Setplayerproperty(0,0,0)
	Goto Spawn
	Pain.LoonaClawingLightSFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitLight",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",5)
	DGUY G 20 Setplayerproperty(0,1,0)
	DGUY G 2 Setplayerproperty(0,0,0)
	Goto Spawn
	Pain.LoonaClawingHeavySFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",8)
	DGUY G 20 Setplayerproperty(0,1,0)
	DGUY G 2 Setplayerproperty(0,0,0)
	Goto Spawn
	Death.LoonaClawing:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",50)
	Goto Death.Jitter
	Death.LoonaClawingLightSFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitLight",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",50)
	Goto Death.Jitter
	Death.LoonaClawingHeavySFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",50)
	Goto Death.Jitter
	Pain.GloomWatcherLure:
	TNT1 A 0 ACS_ExecuteAlways(134)
	TNT1 A 0 A_Playsound("GloomWatcher/FeintAttack",CHAN_7)
	Goto pain
	Death.GloomWatcherlure:
	TNT1 A 0 ACS_ExecuteAlways(134)
	TNT1 A 0 A_Playsound("GloomWatcher/FeintAttack",CHAN_7)
	Goto Death.Jitter
	GloomDeath:
	TNT1 A 1 Damagething(99999,18)
	Goto Death
	Death.Fleshbent:
	TNT1 A 0 A_GiveToTarget("TentacleAmmo",2)
	TNT1 A 0 A_GiveToTarget("Soulscepter1",15)
	TNT1 A 0 A_GiveToTarget("Soulscepter2",50)
	Goto Death.Jitter
	Pain.BastetClawing:
		TNT1 A 0 A_GiveToTarget("Health",4)
		Goto Pain
	Pain.BastetClawingLightSFX:
		TNT1 A 0 A_PlaySound("Bastet/ClawHitLight",CHAN_5)
		TNT1 A 0 A_GiveToTarget("Health",3)
		Goto Pain
	Pain.BastetClawingHeavySFX:
		TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_5)
		TNT1 A 0 A_GiveToTarget("Health",6)
		Goto Pain
	Pain.Sickle:
		TNT1 A 0 ACS_NamedExecuteAlways("ChangeActivator",0)
	Pain.Wendigo:
		TNT1 A 0 A_PlaySound("RAVEN1",CHAN_5)
		TNT1 A 0 A_SpawnItemEx ("GIB4", 0, 0, random(0,42), 0, 0, random(2,4), random(0,360), 128)
		TNT1 A 0 A_SpawnItemEx ("GIB4", 0, 0, random(0,42), 0, 0, random(2,4), random(0,360), 128)
		Goto Pain
	Pain.Creepstun:
    DGUY G 0 A_Pain
	DGUY G 0 A_GiveToTarget("health",5)
	DGUY G 40 Setplayerproperty(0,1,0)
	DGUY G 2 Setplayerproperty(0,0,0)
		Goto Spawn
	Death.Creeper:
		DGUY A 0 A_PlaySoundEx("creeperattack", "Body")
		DGUY A 0 A_SpawnItemEx("CreeperPopUp",0,0,10)
		TNT1 A 0 A_GiveToTarget("GhoulAmmo",1)
		DGUY A 0 A_GiveToTarget("Creeperheal",1)
		DGUY A 0 ACS_ExecuteAlways(997,0,1)
		Goto DeathAnimAlt
	Death.Creepstun:
		DGUY A 0 A_GiveToTarget("Unlock13",1)
		DGUY A 0 A_GiveToTarget("CreepGotya",1)
		Goto DeathAnimAlt
	Death.SjasScream:
	Death.FrostbiteWind:
	Death.EmtalicSaw:
	Death.LichFire:
		DGUY A 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnim
	Death:
	DeathAnim:
		DGUY A 0 A_GiveToTarget("KillBeep",1)
		DGUY A 0 A_GiveInventory("ItemDeath",1)
		DGUY A 0 A_TakeInventory("KilledCount",999)
		DGUY A 0 A_GiveToTarget("KilledMe",1)
		DGUY A 0 A_GiveToTarget("KilledDoomguy",1)
		DGUY H 10
		DGUY I 10 A_PlayerScream
		DGUY J 10 A_NoBlocking
		DGUY KLM 10
		DGUY N -1
		Stop
	DeathAnimAlt:
		DGUY A 0 A_GiveToTarget("KillIndicator",1)
		DGUY A 0 A_GiveInventory("ItemDeath",1)
		DGUY A 0 A_TakeInventory("KilledCount",999)
		DGUY A 0 A_GiveToTarget("KilledMe",1)
		DGUY A 0 A_GiveToTarget("KilledDoomguy",1)
		DGUY H 10
		DGUY I 10 A_PlayerScream
		DGUY J 10 A_NoBlocking
		DGUY KLM 10
		DGUY N -1
		Stop
	Death.GhoulChainSaw:
	TNT1 A 0 A_GiveToTarget("Health",50)
	TNT1 A 0 A_GiveToTarget("BearTarpsAmmo",1)
	TNT1 A 0 A_GiveToTarget("SawyerRageammo",10)
	TNT1 A 0 A_GiveToTarget("DUMMY_SawyerBloodyChainsaw", 1)
	Goto Death.Jitter
	Death.BastetClawing:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",30)
	Goto Death.Jitter
	Death.BastetClawingLightSFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitLight",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",30)
	Goto Death.Jitter
	Death.BastetClawingHeavySFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",30)
	Goto Death.Jitter
	Death.Choke:
		TNT1 A 0 A_GiveToTarget("Health",25)
		TNT1 A 0 A_GiveToTarget("ChokeCharging",40)
	Goto Death.Jitter
	Death.JusticarSpike:
		TNT1 A 0 A_GiveToTarget("Health",15)
	Goto Death.Jitter
	Death.Sinistar:
		TNT1 A 0 A_GiveToTarget("SiniPrimary",1)
	Goto Death.Jitter
	Death.MapGibber:
		TNT1 A 0 A_PlaySound("car/hit",chan_auto)
	Death.MapGibber2:
	Death.Jitter:
		DGUY A 0 A_GiveToTarget("KillBeep",1)
		DGUY A 0 A_GiveInventory("ItemDeath",1)
		DGUY A 0 A_GiveToTarget("KilledMe",1)
		DGUY A 0 A_GiveToTarget("KilledDoomguy",1)
		DGUY A 0 A_GiveToTarget("Crunched",1)
		DGUY G 1 A_PlaySound("gibbage/xsplat")
		NULL A 0 A_SpawnItemEx("Custom_BloodySkull", 0, 0, 48, 0.5, 0, 10, random(0,360), SXF_ABSOLUTEVELOCITY)
		NULL A 0 A_PlaySound("gibbage/playergib") 
		NULL A 0 A_NoBlocking 
		NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, 33, 160, 0)
		NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, -33, 160, 0)
		NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)
		NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)
		NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		NULL A -1
		Stop
	Death.JitterAlt:
		DGUY A 0 A_GiveToTarget("KillIndicator",1)
		DGUY A 0 A_GiveInventory("ItemDeath",1)
		DGUY A 0 A_GiveToTarget("KilledMe",1)
		DGUY A 0 A_GiveToTarget("KilledDoomguy",1)
		DGUY A 0 A_GiveToTarget("Crunched",1)
		DGUY G 1 A_PlaySound("gibbage/xsplat")
		NULL A 0 A_SpawnItemEx("Custom_BloodySkull", 0, 0, 48, 0.5, 0, 10, random(0,360), SXF_ABSOLUTEVELOCITY)
		NULL A 0 A_PlaySound("gibbage/playergib") 
		NULL A 0 A_NoBlocking 
		NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, 33, 160, 0)
		NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, -33, 160, 0)
		NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)
		NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)
		NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		NULL A -1
		Stop
	Death.Harvester:
		TNT1 A 0 A_GiveToTarget("SoulHarvesterFragment",1)
		TNT1 A 0 A_GiveToTarget("KilledJ",1)
		Goto Death.Jitter
	Death.HarvesterRock:
		TNT1 A 0 ACS_NamedExecute("SilverFieldsBell",55)
		Goto DeathAnim
	Death.HarvesterAlt:
		TNT1 A 0 A_GiveToTarget("Crunched2",1)
		TNT1 A 0 ACS_NamedExecute("SilverFieldsBell",55)
		Goto Death.Jitter
	Death.Ravager:
		DGUY A 0 A_GiveToTarget("KilledR",1)
		DGUY A 0 A_GiveToTarget("Health",100)
		DGUY A 0 ACS_ExecuteAlways(997,0,2)
		DGUY A 0 A_PlaySoundEx("RavagerAttack","Body")
		DGUY A 0 A_SpawnItemEx("RavagerHit",0,0,32)
		Goto DeathAnimAlt
	Death.RavagerBall:
		DGUY A 0 A_GiveToTarget("RavagerGotYa",1)
		DGUY A 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnimAlt
	Death.Yurei:
		DGUY A 0 A_GiveToTarget("KilledY",1)
		DGUY A 0 A_PlaySoundEx("YureiKill1","Body",0,1)
		DGUY A 0 ACS_ExecuteAlways(997,0,3)
		Goto DeathAnimAlt
	Death.YureiBall:
		DGUY A 0 A_GiveToTarget("Health",10)
		DGUY A 0 A_SpawnItemEx("BallFire")
		Goto Death.SjasScream
	Death.UboaRawrScream:
		Goto DeathAnimAlt
	Death.Misty:
	Death.Whiteface:
		DGUY A 0 A_GiveToTarget("KillBeep",1)
		DGUY A 0 A_GiveInventory("ItemDeath",1)
		DGUY A 0 A_GiveToTarget("KilledMe",1)
		DGUY A 0 A_GiveToTarget("KilledM",1)
		DGUY HHHHHHHHHH 1 A_FadeOut(0.05)
		DGUY A 0 A_PlayerScream
		DGUY IIIIIIIIII 2 A_FadeOut(0.05)
		DGUY A 0 A_NoBlocking
		NULL A -1
		Stop
	Death.Clowny:
		DGUY A 0 ACS_ExecuteAlways(997,0,4)
		DGUY A 0 A_GiveToTarget("KilledC",1)
		DGUY A 0 A_GiveToTarget("ClownyAmmo",5)
		Goto DeathAnim
	Death.Mohoph:
		DGUY A 0 A_GiveToTarget("TransDoomguy",1)
		TNT1 A 0 A_GiveToTarget("MorphAmmo", 1)
		DGUY A 0 A_PlaySoundEx("MohophKill","Body")
		DGUY A 0 ACS_ExecuteAlways(997,0,5)
		Goto DeathAnim
	Death.EmtalicWeak:
		DGUY A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto DeathAnim
	Death.Emtalic:
		DGUY A 0  A_PlaySoundEx("RamSuccess","Body")
		Goto Death.Jitter
	Death.I1:
		DGUY A 0 A_SpawnItemEx("Heart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		DGUY A 0 A_GiveToTarget("KilledI1",1)
		Goto DeathAnim
	Death.I2:
		DGUY A 0 A_GiveToTarget("KillBeep",1)
		DGUY A 0 A_GiveInventory("ItemDeath",1)
		DGUY A 0 A_GiveToTarget("KilledMe",1)
		DGUY A 0 A_GiveToTarget("KilledI2",1)
		DGUY A 0 A_GiveToTarget("Clip",1)
		DGUY G 0 SetPlayerProperty(0,1,4)
		DGUY G 0 A_Stop
		DGUY GGGGGGGGGGGGGG 5 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		NULL A 0 A_PlayerScream
		NULL A 0 ACS_ExecuteAlways(997,0,6)
		NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, 33, 160, 0)
		NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, -33, 160, 0)
		NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)
		NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		NULL A 1 A_SpawnItemEx("SkullGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL A 1 A_SpawnItemEx("ChestGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL AA 1 A_SpawnItemEx("ArmGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL AA 1 A_SpawnItemEx("HandGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL A 1 A_SpawnItemEx("CoccyxGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL AA 1 A_SpawnItemEx("LegGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL AAAAAA 1 A_SpawnItemEx("BoneGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL A -1 A_NoBlocking
		Stop
	Death.I3:
		DGUY A 0 A_GiveToTarget("KillBeep",1)
		DGUY A 0 A_GiveInventory("ItemDeath",1)
		DGUY A 0 A_GiveToTarget("KilledMe",1)
		DGUY A 0 A_GiveToTarget("KilledI3",1)
		DGUY HHHHHHHHHH 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		DGUY I 0 A_PlayerScream
		DGUY IIIIIIIIII 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		DGUY J 0 A_NoBlocking
		DGUY JJJJJJJJJJKKKKKKKKKKLLLLLLLLLLMMMMMMMMMM 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		DGUY NNNNNNN 3 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		DGUY N -1
		Stop
	Death.I4:
		DGUY A 0 A_GiveToTarget("KilledI4",1)
		Goto DeathAnim
	Death.I5:
		DGUY A 0 A_GiveToTarget("KilledI5",1)
		Goto DeathAnim
	Pain.RavagerBall:
		DGUY A 0 ACS_ExecuteAlways(920,0)
		Goto Pain
	Pain.YureiBall:
		DGUY A 0 A_GiveToTarget("Health",10)
		DGUY A 0 A_SpawnItemEx("BallFire")
		Goto Pain
	Pain.Emtalic:
		DGUY A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto Pain
	Pain.EmtalicWeak:
		DGUY A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto Pain
	Death.Tenebra:
		TNT1 A 0 A_GiveToTarget("Health",20)
		Goto DeathAnim
	Death.TenebraRail:
	Death.Telefrag:
	Death.Grenade:
	Death.Termissiles:
	Death.ChaosExpl12:
	Death.KarenExplo:
	Death.IlluNukeKABUUM:
	Death.CalebDynamite:
	Death.Wendigo:
	Death.MorphRipperGib:
	Death.DarkVortex:
	Death.ImpostorJitter:
	Death.PuppetStrings:
	Death.LichIce:
	Death.LichLightning:
	Death.AsylumCannonBall:
		Goto Death.Jitter
	Death.TrueDivine:
		TNT1 A 0 A_PlaySoundEx("SoulSnatchStinger",CHAN_AUTO,0,1)
		TNT1 A 0 A_SpawnItemEx("SoulSnatch")
		Goto Death.JitterAlt
	Death.Judgement:
		TNT1 A 0 A_SpawnItemEx("StellarisThunderFX")
		Goto Death.JitterAlt
	Death.VoltMelee:
	Death.AmperRail:
		TNT1 A 0 A_GiveToTarget("VoltRingAmmo",2)
		TNT1 A 0 A_GiveToTarget("AmperSpeedTokenCheck",1)
		Goto Death.Jitter
	Pain.FrostbiteWind:
	Pain.Ravager:
	Pain.Juglava:
	Pain.HarvesterRock:
	Pain.EmtalicSaw:
	Pain.MorphRipper:
	Pain.MorphRipperGib:
	Pain.I1:
	Pain.I3:
	Pain.ZombiePoison:
	Pain.Asylum:
	Pain.AsylumCannonBall:
	Pain.FleshlingMissile:
	Pain.DarkVortex:
	Pain.ImpostorJitter:
	Pain.BlueFire:
	Pain.PuppetStrings:
	Pain.LichFire:
	Pain.LichIce:
	Pain.LichLightning:
	Pain.Whiteface:
		TNT1 A 0 ACS_NamedExecuteAlways("ChangeActivator",0)
		Goto Pain
	}
}


actor OldChainsaw : Weapon
{
    Decal BulletChip
	Inventory.Icon "TNT1A0"
    Weapon.ReadySound "olddoomguy/sawidle"
    +INVENTORY.UNDROPPABLE
    Obituary "%k rip and teared through %o."
    States
    {
      Ready:
        DSAW CD 4 A_WeaponReady
        loop
      Deselect:
        DSAW C 1 A_Lower
        loop
      Select:
		DSAW C 0 A_Playsound("olddoomguy/sawup",CHAN_ITEM)
        DSAW C 1 A_Raise
        loop
      Fire:
        DSAW AB 4 A_Saw("olddoomguy/sawfull", "olddoomguy/sawhit", 5, "DoomChainPuff",0,80) 
        DSAW B 0 A_ReFire
        goto Ready
      Spawn:
        WSAW A -1
        stop
    }
}

ACTOR DoomChainPuff
{ 
   Obituary "%k rip and teared through %o."
   DamageType "DoomChainSaw"
   +NOGRAVITY
   +NOEXTREMEDEATH
   +PUFFONACTORS
   +PUFFGETSOWNER
   +CLIENTSIDEONLY
   Decal "none"
   States
   {
   Spawn:
   		TNT1 A 0
    	TNT1 A 1
    	stop
  	Melee:
	  	TNT1 A 0
	  	TNT1 A 1
	  	stop
	XDeath:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 1
		stop
   }
}

actor OldSuperShotgun : Weapon
{
    Weapon.AmmoType "Shell"
	Weapon.AmmoUse 2
    Weapon.AmmoGive 20
	Inventory.Icon "TNT1A0"
	+NOAUTOAIM
    Decal BulletChip
    +INVENTORY.UNDROPPABLE
    Obituary "%o got splattered by %k's Super Shotgun."
    States
    {
      Ready:
        DSSG A 1 A_WeaponReady
        Loop
      Deselect:
        DSSG A 1 A_Lower
        Loop
      Select:
        DSSG A 1 A_Raise
        Loop
      Fire:
        DSSG A 3
        TNT1 A 0 A_PlayWeaponSound ("olddoomguy/sshotf")
        TNT1 A 0 A_GunFlash
        TNT1 A 0 A_FireBullets (11.2, 9.1, 20, 3, "BulletPuff2")
        goto FireEnd
      FireEnd:
        DSSG A 7 bright
        DSG2 B 7
        DSG2 C 7 A_CheckReload
        DSG2 D 7 A_PlayWeaponSound("olddoomguy/sshoto")
        DSG2 E 7
        DSG2 F 7 A_PlayWeaponSound("olddoomguy/sshotl")
        DSG2 G 6
        TNT1 A 0 A_PlayWeaponSound("olddoomguy/sshotc")
        DSG2 H 6 A_ReFire
        Goto Ready
      Flash:
        DSSF A 3 bright A_Light1
        DSSF B 3 bright A_Light2
        Goto LightDone
      Spawn:
        WSSG A -1
        Stop
    }
}

actor OldChaingun : Weapon
{
    Weapon.AmmoUse 1
    Weapon.AmmoGive 20
	Inventory.Icon "TNT1A0"
    Weapon.AmmoType "Clip1"
    Decal BulletChip
    Inventory.PickupMessage "You got the Chaingun!"
    +THRUGHOST
    +INVENTORY.UNDROPPABLE
    Obituary "%o was mowed down by %k's Chaingun."
    States
    {
      Ready:
        DCHG N 1 A_WeaponReady
        Loop
      Deselect:
        DCHG N 1 A_Lower
        Loop
      Select:
        DCHG N 1 A_Raise
        Loop
      Fire:
	    TNT1 A 0 A_GunFlash
		TNT1 A 0 A_PlayWeaponSound("olddoomguy/pistol")
        DCHG E 4 BRIGHT A_FireBullets (5.6, 0, 1, 4, "BulletPuff2")
		TNT1 A 0 A_PlayWeaponSound("olddoomguy/pistol")
		DCHG F 4 BRIGHT A_FireBullets (5.6, 0, 1, 4, "BulletPuff2")
        DCHG N 1 A_ReFire
        Goto Ready
      Hold:
	    TNT1 A 0 A_GunFlash
		TNT1 A 0 A_PlayWeaponSound("olddoomguy/pistol")
        DCHG E 4 BRIGHT A_FireBullets (5.6, 0, 1, 4, "BulletPuff2")
		TNT1 A 0 A_PlayWeaponSound("olddoomguy/pistol")
		DCHG F 4 BRIGHT A_FireBullets (5.6, 0, 1, 4, "BulletPuff2")
        DCHG N 1 A_ReFire
        Goto Ready
      Flash:
        TNT1 A 5 BRIGHT A_Light1
		TNT1 A 4 A_Light0
        Goto LightDone
      Spawn:
        WCGN A -1
        Stop
    }
}

actor OldRocketlauncher : weapon
{
	Weapon.Ammotype "RocketAmmo"
	Weapon.Ammouse 1
	Inventory.Icon "TNT1A0"
	Obituary "%o rode %k's rocket."
	+WEAPON.NOAUTOAIM
	+INVENTORY.UNDROPPABLE
    States
    {
      Ready:
        DMIS A 1 A_WeaponReady
        Loop
      Deselect:
        DMIS A 1 A_Lower
        Loop
      Select:
        DMIS A 1 A_Raise
        Loop
      Fire:
        DRKL A 3 bright A_Light1
        DRKL B 4 bright
        DRKL C 1 bright A_Light2
        goto FireMid
      FireMid:
        TNT1 A 0 A_FireCustomMissile("OldDoomRocket")
        goto FireEnd 
      FireEnd:
        DRKL C 3 bright
        DRKL D 4 bright
        DMIS B 5 A_Light0
        DMIS B 0 A_ReFire // 20 frames total
        Goto Ready
      Flash:
        DMSF A 3 bright A_Light1
        DMSF B 2 bright
        DMSF C 2 bright A_Light2
        DMSF DE 3 bright
        Goto LightDone
      Spawn:
        WDRL A -1
        Stop
    }
}

actor OldDoomRocket
{
    Decal Scorch
    SeeSound "olddoomguy/rocklf"
    DeathSound "olddoomguy/rocklx"
    Damagetype "Grenade"
	Speed 30
	Damage (50)
	Height 3
	Radius 3
	Obituary "%o rode %k's rocket."
	ExplosionDamage 40
	ExplosionRadius 164
	Projectile
	+SEEKERMISSILE
    States
    {
      Spawn:
        DMSL A 1 bright
	    Loop
	  XDeath: 
	    TNT1 A 0 A_GiveToTarget("HitBeep",1)
	    TNT1 A 0 A_Jump(256,"DeathCont")
	  Goto DeathCont
	  Death:
	  	TNT1 A 0 A_ChangeFlag("NOINTERACTION",1)
	    TNT1 A 0 A_Stop
        TNT1 A 0 A_SeekerMissile(0,0,SMF_LOOK|SMF_CURSPEED,256)
	    TNT1 A 0 A_JumpIfTargetInLOS("SplashBeep",360,JLOSF_PROJECTILE,231)
	    TNT1 A 0 A_Jump(256,"DeathCont")
	    Goto DeathCont
      SplashBeep:
	    TNT1 A 0 A_GiveToTarget("HitBeep",1)
	    TNT1 A 0 A_Jump(256,"DeathCont")
	    Goto DeathCont
      DeathCont:
        DMSL B 8 bright A_Explode
        DMSL C 6 bright
        DMSL D 4 bright
        Stop
    }
}

Actor OldBFG : BFG9000
{
    //Weapon.SlotNumber 7
    DamageType "BFG"
	Weapon.Ammotype "Cell"
	Weapon.Ammouse 50
    Obituary "%o got splintered by %k's BFG 9000!"
    +INVENTORY.UNDROPPABLE
    States
    {
      Ready:
        DBFG A 1 A_WeaponReady
        loop
      Deselect:
        DBFG A 1 A_Lower
        loop
      Select:
        DBFG A 1 A_Raise
        loop
      Fire:
        DBFG A 0 A_PlayWeaponSound("olddoomguy/bfgf")
        DBFG A 20
        DBFG B 10 bright
        goto FireMid
      FireMid:
        DBFG B 0 A_GunFlash
        TNT1 A 0 A_FireCustomMissile("DoomBFGBall")
        goto FireEnd
      FireEnd:
        DBFG B 10 bright
        DBFG B 20
        goto Ready
      Flash:
        DBFF A 10 bright A_Light1
        DBFF B 6 bright A_Light2
        Goto LightDone
      Spawn:
        WBFG A -1
        stop
    }
}

actor DoomBFGBall : BFGBall
{
    DamageType "BFG"
	Damage (230)
    Decal BFGLightning
    +BRIGHT
	Speed 30
    DeathSound "olddoomguy/bfgx"
    Obituary "%o got splintered by %k's BFG 9000!"
    States
    {
      Spawn:
        DBFS AB 4 bright
        loop
	  XDeath:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
        Goto Death
      Death:
        DBFE AB 8 bright
        DBFE C 8 bright A_BFGSpray("DoomBFGSplash",20,10)
        DBFE DEF 8 bright
        stop
    }
}


actor DoomBFGSplash
{
    +NOBLOCKMAP
    +CLIENTSIDEONLY
    +NOGRAVITY
	+PUFFGETSOWNER
    RenderStyle Add
    Alpha 0.75
    States
    {
      Spawn:
	    TNT1 A 0
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
        DBFP ABCD 8 bright
        stop
    }
}