
ACTOR DyingZombieman
{
    Radius 12
    Height 26
    Speed 9
	Health 50
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	damagefactor "Kick", 6.0
	PainChance "Kick", 255
	damagefactor "trample", 2.0
	DamageFactor "CauseSplash", 0.0 DamageFactor "CauseObjectsToSplashSlime", 0.0 DamageFactor "CauseObjectsToSplashNukage", 0.0
	DamageFactor "CauseObjectsToSplashBlood", 0.0 DamageFactor "CauseObjectsToSplashLava", 0.0
	damagefactor "Avoid", 0.0	damagefactor "Death.KickDowned", 100.0	damagefactor "Death.KickDownedAny", 100.0
	BloodType "Brutal_Blood", "BloodSPlatterReplacer", "SawBlood"
	+SHOOTABLE
    +FLOORCLIP
	//+NOBLOCKMAP
    +LOOKALLAROUND
	+FRIGHTENED
	-SOLID
	+DONTSPLASH
	MONSTER
	+FRIENDLY//
	-COUNTKILL
	+GHOST
	+THRUGHOST
	Mass 500
	DeathHeight 4
	BurnHeight 0
    States
    {
	
	Pain.Kick:
	TNT1 A 0 A_CustomMissile ("Teeth", 30, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("Blood", 30, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("TeethNoBounce", 30, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
	TNT1 A 0 A_Pain
	TNT1 A 0 A_FaceTarget
	ZMAK ABA 4
	ZMAM A 20
	Goto See
	
	
		
		Death.Kick:
		Death.KickDowned:
		Death.Extremepunches:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 A 0 A_GiveToTarget("GoSpecial", 1)
		TNT1 AA 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 AA 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
        TNT1 A 0 A_GiveToTarget("IsCurbstompingZombieman", 1)
        Stop
	
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_GiveInventory("IsCrawling", 1)
	ZMAM A 1 A_Look
	Loop
    See:
		ZMAM ABAB 10 A_Chase
        ZMAM A 9 A_Pain
		TNT1 A 0 A_Jump(12, "LastStand")
		TNT1 A 0 A_SpawnItemEx("Brutal_FlyingBlood", 0, 0, 10, 0, 0)
	    
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 12, "GotoDeath")
		Loop
		
	GotoDeath:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("FRIENDLY", 1)
	
	Goto Death
		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Pain
		TNT1 A 0 A_SpawnItem ("DeadZombieManMinorHead")
		Stop
		
	LastStand:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Pain
		TNT1 A 0 A_CHangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_SpawnItem ("ZombiemanLastStand1")
		Stop
	
	Death.Fire:
	Death.Flames:
	Death.Burn:
	TNT1 AA 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
	TNT1 AA 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
	TNT1 A 0 A_SpawnItem ("DyingZombiemanInFlames")
	Stop
	Death.Trample:	
	            TNT1 A 0 A_CustomMissile ("MuchBlood2", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("StompedZombieman")
	    TNT1 AA 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		Stop
	
	Death.SSG:
	XDeath:
	TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
	TNT1 AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
	TNT1 AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
	TNT1 AA 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180))
	TNT1 A 0 A_SpawnItem ("CrushedRemains")
	TNT1 A 1
	TNT1 A 1 A_XScream
    TNT1 A 1 A_NoBlocking
	TNT1 A 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
	TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
	Stop
	
	Death.Shotgun:
	TNT1 A 0 A_PlaySound("misc/xdeath4")
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 20, 0, random (0, 360), 2, random (0, 160))
		
		ZMAD B 0 A_XScream
		TNT1 A 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
	    TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		ZMAD C 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DeadZombieman_Noheadfront")
		Stop
		

	 Death.Stomp:
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail8", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("CrushedRemains")
		TNT1 A 1
		TNT1 A 1 A_XScream
		TNT1 A 1 A_NoBlocking
		Stop
		
	Crush:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 0 A_SpawnItem("BodyRemovalThing")
		TNT1 A 1 A_XScream
		Stop	
	}
}



ACTOR ZombiemanFallingBeheaded
{
    Radius 12
    Height 50
	Health 50
	damagefactor "trample", 0.0 	DamageFactor "CauseSplash", 0.0 DamageFactor "CauseObjectsToSplashSlime", 0.0 DamageFactor "CauseObjectsToSplashNukage", 0.0
	DamageFactor "CauseObjectsToSplashBlood", 0.0 DamageFactor "CauseObjectsToSplashLava", 0.0
	damagefactor "Avoid", 0.0 damagefactor "KillMe", 0.0 damagefactor "Head", 0.0
	BloodType "Brutal_Blood", "BloodSPlatterReplacer", "SawBlood"
	DamageFactor "SSG", 55.0
	+SHOOTABLE    +FLOORCLIP	-SOLID	+DONTSPLASH	MONSTER
	+FRIENDLY	+GHOST	+THRUGHOST -COUNTKILL
	Mass 500
    States
    {
	
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(196, "Instant")
		TNT1 A 0 A_Jump(128, "Long")
		ZZD6 AABBCCDD 4 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, 120, 2, random (0, 60))
		ZZD6 EE 3 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, 120, 2, random (0, 60))
		TNT1 A 0 A_Noblocking
		TNT1 A 0 A_Scream
		ZZD6 FFGG 2 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, 120, 2, random (0, 60))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoHeadFront")
		TNT1 A 5 A_CustomMissile ("ArterialBloodSPray", 10, -10, 45, 2, random (0, 60))
		Stop
		
	Long:
		ZZD6 AABBCCDD 3 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, 120, 2, random (0, 60))
		ZZD6 AABBCCDD 3 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, 120, 2, random (0, 60))
		ZZD6 AABBCCDD 3 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, 120, 2, random (0, 60))
		ZZD6 EE 3 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, 120, 2, random (0, 60))
		TNT1 A 0 A_Noblocking
		TNT1 A 0 A_Scream
		ZZD6 FFGG 2 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, 120, 2, random (0, 60))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoHeadFront")
		TNT1 A 5 A_CustomMissile ("ArterialBloodSPray", 10, -10, 45, 2, random (0, 60))
		Stop
		
			
	Instant:
		ZZD6 I 8
		ZZD6 EEEEE 3 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, 120, 2, random (0, 60))
	Death:	
		TNT1 A 0 A_Noblocking
		TNT1 A 0 A_Scream
		ZZD6 FFGG 2 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, 120, 2, random (0, 60))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoHeadFront")
		TNT1 A 5 A_CustomMissile ("ArterialBloodSPray", 10, -10, 45, 2, random (0, 60))
		Stop	
		
	Death.SSG:
	XDeath:
	    TNT1 A 0
		TNT1 A 0 A_Recoil(2)
	    //TNT1 AAA 0 bright A_CustomMissile ("SuperGoreSpawner", 35, 0, random (0, 360), 2, random (30, 180))
		TNT1 AAAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath3b", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath4", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2b", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 AA 0 A_CustomMissile ("XDeathArm1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeathZombieLeg", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 A 0 A_SpawnItem("BigBloodspot")
		Stop
		
	Death.Shotgun:	
	Death.SSG:
	Death.Minigun:
	Death.Cutless:
	Death.Cut:
		TNT1 A 0 A_Noblocking
		TNT1 A 0 A_Scream
		TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 50, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_SpawnItem ("BrutalizedZombieMan2")
		Stop

    
	}
}



ACTOR ZombiemanFallingSplattered
{
    Radius 12
    Height 50
	Health 10
	damagefactor "trample", 0.0 	DamageFactor "CauseSplash", 0.0 DamageFactor "CauseObjectsToSplashSlime", 0.0 DamageFactor "CauseObjectsToSplashNukage", 0.0
	DamageFactor "CauseObjectsToSplashBlood", 0.0 DamageFactor "CauseObjectsToSplashLava", 0.0
	damagefactor "Avoid", 0.0 damagefactor "KillMe", 0.0 damagefactor "Head", 0.0
	BloodType "Brutal_Blood", "BloodSPlatterReplacer", "SawBlood"
	DamageFactor "SSG", 55.0
	+SHOOTABLE    +FLOORCLIP	-SOLID	+DONTSPLASH	MONSTER
	+FRIENDLY	+GHOST	+THRUGHOST
	-COUNTKILL
	Mass 500
    States
    {
	
	Spawn:
		ZXZ2 A 1 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		ZXZ2 BBBBBBBBBBBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_NoBlocking
		ZXZ2 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 10, -45, 2, random (0, 60))
		ZXZ2 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 12, 10, -45, 2, random (0, 60))
		TNT1 A 0 A_CustomMissile ("ArterialBloodSPray", 10, 10, -45, 2, random (0, 60))
		ZXZ1 E 0
		TNT1 A 0 A_SpawnItem("DeadZombieMan_Blasted")
	    Stop
	
	Death:	
	Death.Shotgun:	
	Death.SSG:
	XDeath:
	   Death.SSG:
		TNT1 A 0
		TNT1 A 0 A_Stop
	    ZZD1 E 1 A_Pain
		ZZD1 E 1 A_FaceTarget
       TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_SpawnItem("Muchblood2", 0, 40)
	    TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathZombieManHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        ZZD1 EEFFGH 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		ZZD1 H 0
		TNT1 A 0 A_SpawnItem("DeadZombiemanJustLegsAreLeft2")
        Stop
		
		
	Death.Desintegrate:
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DesintegratedHuman")
		TNT1 A 0 A_Stop
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TGIB ABCDEFGHIJKLMNOPQ 3
		TGIB Q -1
        Stop
		
	XDeath:
  	    TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 42, 0, random (0, 290), 2, random (10, 60))
		TNT1 AAA 0 A_CustomMissile ("XDeath3", 42, 0, random (0, 290), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath2", 42, 0, random (0, 190), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath4", 42, 0, random (0, 190), 2, random (10, 60))
        TNT1 A 0 A_CustomMissile ("ZombieXDeath", 2, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		Stop

    Death.Plasma: Death.Plasma2:
		TNT1 A 0
		TNT1 A 0 A_Stop
		PBR1 A 6 A_XScream
		TNT1 AAAA 0 A_CustomMissile ("BluePlasmaFireNonStatic", 42, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAA 0 A_CustomMissile ("Blood", 32, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreMistSmall", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (0, 360), 2, random (0, 180))
		PBR1 B 6 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItem("BarrelExplosionSmokeColumn")
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece", random (-15, 15), random (-15, 15))
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece2", random (-35, 35), random (-35, 35))
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece3", random (-45, 45), random (-45, 35))
		PBR1 CCDD 3 A_CustomMissile ("BluePlasmaFireNonStatic", 32, 0, random (0, 360), 2, random (0, 180))
		PBR1 EEFF 3
		PBR1 GG 3
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		PBR1 H -1
		Stop	
    
	}
}





ACTOR ZombiemanFallingHoleOnStomach
{
    Radius 12
    Height 50
	Health 10
	damagefactor "trample", 0.0 	DamageFactor "CauseSplash", 0.0 DamageFactor "CauseObjectsToSplashSlime", 0.0 DamageFactor "CauseObjectsToSplashNukage", 0.0
	DamageFactor "CauseObjectsToSplashBlood", 0.0 DamageFactor "CauseObjectsToSplashLava", 0.0
	damagefactor "Avoid", 0.0 damagefactor "KillMe", 0.0 damagefactor "Head", 0.0
	BloodType "Brutal_Blood", "BloodSPlatterReplacer", "SawBlood"
	DamageFactor "SSG", 55.0
	+SHOOTABLE    +FLOORCLIP	-SOLID	+DONTSPLASH	MONSTER
	+FRIENDLY	+GHOST	+THRUGHOST
	-COUNTKILL
	Mass 500
    States
    {
	
	Spawn:
		ZXZ1 A 1 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		ZXZ1 BBBBBBBBBBBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_NoBlocking
		ZXZ1 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		ZXZ1 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		ZXZ1 E 0
		TNT1 A 0 A_SpawnItem("DeadZombieMan_StomachExploded")
	    Stop
	
	Death:
		TNT1 A 0
		 TNT1 A 0 A_XScream
		 TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 42, 0, random (0, 360), 2, random (0, 40))
	    TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("Xdeath2", 16, 0, random (130, 210), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_NoBlocking
		ZXZ2 A 6 A_Stop
		TNT1 A 0 A_SpawnItem("ZombiemanFallingSplattered")
	    Stop
		
		
	Death.Desintegrate:
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DesintegratedHuman")
		TNT1 A 0 A_Stop
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TGIB ABCDEFGHIJKLMNOPQ 3
		TGIB Q -1
        Stop
		
	XDeath:
  	    TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 42, 0, random (0, 290), 2, random (10, 60))
		TNT1 AAA 0 A_CustomMissile ("XDeath3", 42, 0, random (0, 290), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath2", 42, 0, random (0, 190), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath4", 42, 0, random (0, 190), 2, random (10, 60))
        TNT1 A 0 A_CustomMissile ("ZombieXDeath", 2, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		Stop

    Death.Plasma: Death.Plasma2:
		TNT1 A 0
		TNT1 A 0 A_Stop
		PBR1 A 6 A_XScream
		TNT1 AAAA 0 A_CustomMissile ("BluePlasmaFireNonStatic", 42, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAA 0 A_CustomMissile ("Blood", 32, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreMistSmall", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (0, 360), 2, random (0, 180))
		PBR1 B 6 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItem("BarrelExplosionSmokeColumn")
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece", random (-15, 15), random (-15, 15))
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece2", random (-35, 35), random (-35, 35))
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece3", random (-45, 45), random (-45, 35))
		PBR1 CCDD 3 A_CustomMissile ("BluePlasmaFireNonStatic", 32, 0, random (0, 360), 2, random (0, 180))
		PBR1 EEFF 3
		PBR1 GG 3
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		PBR1 H -1
		Stop	
    
	}
}







ACTOR SergeantFallingSplattered
{
    Radius 12
    Height 50
	Health 10
	damagefactor "trample", 0.0 	DamageFactor "CauseSplash", 0.0 DamageFactor "CauseObjectsToSplashSlime", 0.0 DamageFactor "CauseObjectsToSplashNukage", 0.0
	DamageFactor "CauseObjectsToSplashBlood", 0.0 DamageFactor "CauseObjectsToSplashLava", 0.0
	damagefactor "Avoid", 0.0 damagefactor "KillMe", 0.0 damagefactor "Head", 0.0
	BloodType "Brutal_Blood", "BloodSPlatterReplacer", "SawBlood"
	DamageFactor "SSG", 55.0
	+SHOOTABLE    +FLOORCLIP	-SOLID	+DONTSPLASH	MONSTER
	+FRIENDLY	+GHOST	+THRUGHOST
	-COUNTKILL
	Mass 500
    States
    {
	
	Spawn:
		ZXZ6 A 1 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		ZXZ6 BBBBBBBBBBBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_NoBlocking
		ZXZ6 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 10, -45, 2, random (0, 60))
		ZXZ6 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 12, 10, -45, 2, random (0, 60))
		TNT1 A 0 A_CustomMissile ("ArterialBloodSPray", 10, 10, -45, 2, random (0, 60))
		ZXZ6 E 0
		TNT1 A 0 A_SpawnItem("DeadShotgunguyZXZ6E")
	    Stop
	
	Death:	
	Death.Shotgun:	
	Death.SSG:
	XDeath:
	   Death.SSG:
		TNT1 A 0
		TNT1 A 0 A_Stop
	    ZZD1 E 1 A_Pain
		ZZD1 E 1 A_FaceTarget
       TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_SpawnItem("Muchblood2", 0, 40)
	    TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathSergeantHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        SZD1 CDEFG 5
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		ZZD1 H 0
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD1H")
        Stop
		
		
	Death.Desintegrate:
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DesintegratedHuman")
		TNT1 A 0 A_Stop
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TGIB ABCDEFGHIJKLMNOPQ 3
		TGIB Q -1
        Stop
		
	XDeath:
  	    TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 42, 0, random (0, 290), 2, random (10, 60))
		TNT1 AAA 0 A_CustomMissile ("XDeath3", 42, 0, random (0, 290), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath2", 42, 0, random (0, 190), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath4", 42, 0, random (0, 190), 2, random (10, 60))
        TNT1 A 0 A_CustomMissile ("SargeXDeath", 2, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		Stop

    Death.Plasma: Death.Plasma2:
		TNT1 A 0
		TNT1 A 0 A_Stop
		PBR1 A 6 A_XScream
		TNT1 AAAA 0 A_CustomMissile ("BluePlasmaFireNonStatic", 42, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAA 0 A_CustomMissile ("Blood", 32, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreMistSmall", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (0, 360), 2, random (0, 180))
		PBR1 B 6 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItem("BarrelExplosionSmokeColumn")
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece", random (-15, 15), random (-15, 15))
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece2", random (-35, 35), random (-35, 35))
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece3", random (-45, 45), random (-45, 35))
		PBR1 CCDD 3 A_CustomMissile ("BluePlasmaFireNonStatic", 32, 0, random (0, 360), 2, random (0, 180))
		PBR1 EEFF 3
		PBR1 GG 3
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		PBR1 H -1
		Stop	
    
	}
}





ACTOR SergeantFallingHoleOnStomach
{
    Radius 12
    Height 50
	Health 10
	damagefactor "trample", 0.0 	DamageFactor "CauseSplash", 0.0 DamageFactor "CauseObjectsToSplashSlime", 0.0 DamageFactor "CauseObjectsToSplashNukage", 0.0
	DamageFactor "CauseObjectsToSplashBlood", 0.0 DamageFactor "CauseObjectsToSplashLava", 0.0
	damagefactor "Avoid", 0.0 damagefactor "KillMe", 0.0 damagefactor "Head", 0.0
	BloodType "Brutal_Blood", "BloodSPlatterReplacer", "SawBlood"
	DamageFactor "SSG", 55.0
	+SHOOTABLE    +FLOORCLIP	-SOLID	+DONTSPLASH	MONSTER
	+FRIENDLY	+GHOST	+THRUGHOST
	-COUNTKILL
	Mass 500
    States
    {
	
	Spawn:
		ZXZ7 A 1 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		ZXZ7 BBBBBBBBBBBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_NoBlocking
		ZXZ7 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		ZXZ7 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		ZXZ7 E 0
		TNT1 A 0 A_SpawnItem("DeadShotgunguyZXZ7E")
	    Stop
	
	Death:
		TNT1 A 0
		 TNT1 A 0 A_XScream
		 TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 42, 0, random (0, 360), 2, random (0, 40))
	    TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("Xdeath2", 16, 0, random (130, 210), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_NoBlocking
		ZXZ2 A 6 A_Stop
		TNT1 A 0 A_SpawnItem("SergeantFallingSplattered")
	    Stop
		
		
	Death.Desintegrate:
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DesintegratedHuman")
		TNT1 A 0 A_Stop
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TGIB ABCDEFGHIJKLMNOPQ 3
		TGIB Q -1
        Stop
		
	XDeath:
  	    TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 42, 0, random (0, 290), 2, random (10, 60))
		TNT1 AAA 0 A_CustomMissile ("XDeath3", 42, 0, random (0, 290), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath2", 42, 0, random (0, 190), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath4", 42, 0, random (0, 190), 2, random (10, 60))
        TNT1 A 0 A_CustomMissile ("SargeXDeath", 2, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		Stop

    Death.Plasma: Death.Plasma2:
		TNT1 A 0
		TNT1 A 0 A_Stop
		PBR1 A 6 A_XScream
		TNT1 AAAA 0 A_CustomMissile ("BluePlasmaFireNonStatic", 42, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAA 0 A_CustomMissile ("Blood", 32, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreMistSmall", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (0, 360), 2, random (0, 180))
		PBR1 B 6 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItem("BarrelExplosionSmokeColumn")
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece", random (-15, 15), random (-15, 15))
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece2", random (-35, 35), random (-35, 35))
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece3", random (-45, 45), random (-45, 35))
		PBR1 CCDD 3 A_CustomMissile ("BluePlasmaFireNonStatic", 32, 0, random (0, 360), 2, random (0, 180))
		PBR1 EEFF 3
		PBR1 GG 3
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		PBR1 H -1
		Stop	
    
	}
}


ACTOR BrutalizedZombieMan1
{
	Game Doom
	Radius 16
	Height 50
	Health 20
	bloodtype "DeadBlood"
	damagefactor "Head", 0.0 damagefactor "Leg", 0.0
		PainSound "grunt/pain"
		PainChance 255
		Mass 999999

	+SHOOTABLE
	+NORADIUSDMG
	+FLOORCLIP
	+DONTSPLASH
	+FRIENDLY//
	+GHOST
	-SOLID
	+THRUGHOST
	-COUNTKILL
	Scale 1.0
	Mass 500
	States
	{
			
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Recoil(2)
	TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	Pain:
    ZZD1 A 30
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedZombieManStop")
	Stop
	
	Death:
	    TNT1 A 0
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Recoil(4)
	    ZZD1 B 4
		TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedZombieMan2")
		Stop
		
	Death.SSG:
	XDeath:
		TNT1 A 0 A_XScream
  	    
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("ZombieXDeath", 0, 0, random (0, 360), 2, random (0, 160))
        Stop
}}

actor BrutalizedZombieManStop: CurbstompedMarine
{
    States
    {
    Spawn:
	ZZD2 ABEC 5 A_SpawnItem("Brutal_FlyingBlood",0,5,0,1)
	ZZD3 D 0
	TNT1 A 0 A_SpawnItem("DeadZombieMan_NoArmFront")
       Stop    }}

ACTOR BrutalizedZombieMan2: BrutalizedZombieMan1
{
	States
	{
	Spawn:
	Pain:
    ZZD1 B 30
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedZombieManStop2")
	Stop
	
	Death:
		TNT1 A 0
		TNT1 A 0 A_Recoil(2)
	    TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
	    TNT1 A 0
		TNT1 A 0 A_Recoil(4)
		
	    ZZD1 C 6
		TNT1 A 0 A_SpawnItem ("BrutalizedZombieMan3")
		Stop
}}

actor BrutalizedZombieManStop2: CurbstompedMarine
{
    States
    {
    Spawn:
ZZD3 FG 6 A_SpawnItem("Brutal_FlyingBlood",0,5,0,1)
TNT1 A 0 A_SpawnItem("DeadZombieman_NoHeadNoArm")
       Stop    }}

ACTOR BrutalizedZombieMan3: BrutalizedZombieMan1
{
	States
	{
	Spawn:
	Pain:
	TNT1 A 0
	TNT1 A 0 A_Jump(96, "DieNow")
    ZZD1 C 30
	
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedZombieManStop3")
	Stop
	
	Death:
	    TNT1 A 0
		TNT1 A 0 A_Recoil(2)
	    //TNT1 AAA 0 bright A_CustomMissile ("SuperGoreSpawner", 35, 0, random (0, 360), 2, random (30, 180))
		TNT1 A 0 A_SpawnItem("MeatDeath")
		TNT1 A 0 A_SpawnItem("RipGuts")
		TNT1 A 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		
		ZZD1 EFG 6
		TNT1 A 0 A_SpawnItem("BigBloodspot")
		TNT1 A 0 A_SpawnItem("DeadZombiemanJustLegsAreLeft2")
		Stop
}}


actor BrutalizedZombieManStop3: CurbstompedMarine
{
    States
    {
    Spawn:
ZZD4 AB 6 A_SpawnItem("Brutal_FlyingBlood",0,5,0,1)
TNT1 A 0 A_SpawnItem("DeadZombieman_NoHeadNoArms")
       Stop    }}
	   
actor ZombieLegOnFoot: CurbstompedMarine
{
Scale 1.0
-SHOOTABLE
-SOLID
    States
    {
    Spawn:
TNT1 A 0 A_PlaySound("misc/xdeath2")
LEG1 IJK 8
TNT1 A 0 A_SpawnItem("Gib_ZombieLeg1")
       Stop    }}

ACTOR BrutalizedZombieManLeg: BrutalizedZombieMan1
{
	States
	{
	Spawn:
	Pain:
    POS7 A 5 
	Goto DieNow
	
    DieNow:
	POS7 BCD 5
	TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg")
	Stop
	
	Death:
		TNT1 A 0
		TNT1 A 0 A_Recoil(4)
		
				TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        //TNT1 AAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	    ID13 ABCDEF 5
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedZombiemanLeg")
		Stop
}}




ACTOR DyingSergeant
{
	Game Doom
	Radius 16
	Height 38
	Health 50
	PainSound "grunt/pain"
	PainChance 255
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 0.0
	damagefactor "Leg", 0.0
    damagefactor "Kick", 6.0	
	Mass 500
	+SHOOTABLE
	+FLOORCLIP
	+DONTSPLASH
	MONSTER
	+FRIENDLY//
	-COUNTKILL
	+GHOST
	+THRUGHOST
	-SOLID
	-COUNTKILL
	States
	{
	
		
	Death.fire:
	Death.Flames:
		TNT1 A 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("BurningZombie")
		Stop
		
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Pain
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_PlaySound ("BURNZOM")
		SPO5 AAAAA 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
		TNT1 A 0 A_Jump(42, "Death")
		Goto Suffer
	Suffer:

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        SPO5 BBBBB 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        SPO5 CCCCC 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_Jump(12, "LastStand")  
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 4, "GotoDeath")
		Loop
	GotoDeath:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		Goto Death
		
	Death.Cut:
	Death.Minigun:
	Death:
	    SPO5 D 8
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItem ("DeadShotgunGuy_NoArm")
		Stop

    Death.Head:
		TNT1 A 0
	    TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode", 0, 30)
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		SZD4 AAAAA 2 A_CustomMissile ("Brutal_LiquidBlood", 25, 0, random (0, 360), 2, random (30, 110))
		SZD4 BBBBBBBBBBBBBBBBBBBBBBBBB 1 A_CustomMissile ("Brutal_LiquidBlood", 10, 0, random (0, 360), 2, random (30, 110))
        TNT1 A 0 A_SpawnItem("DeadShotgunguySZD4D")
		Stop
	
	Death.Decaptate:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_CustomMissile ("XDeathSergeantHead", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
        SZD4 AAAAA 2 A_CustomMissile ("Brutal_LiquidBlood", 25, 0, random (0, 360), 2, random (30, 110))
		SZD4 BBBBBBBBBBBBBBBBBBBBBBBBB 1 A_CustomMissile ("Brutal_LiquidBlood", 10, 0, random (0, 360), 2, random (30, 110))
        TNT1 A 0 A_SpawnItem("DeadShotgunguySZD4D")
		Stop
	
	Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop		 
		 
    Xdeath:
    Death.SuperPunch:
	Death.Blast:
	Death.SSG:
	Death.Shotgun:
		TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 30, 0, random (0, 360), 2, random (30, 90))
		TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("BloodMist", 32, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathSergeantHeadOnXDeath", 32, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_SpawnItem("RipGuts")
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        SZD1 EFGH 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD1H")
        Stop	
		
	LastStand:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Pain
		TNT1 A 0 A_CHangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_SpawnItem ("SergeantLastStand2")
		Stop

	}
}


ACTOR DeadShotgunguyNoHeadContinue: DyingSergeant
{
	Radius 16
	Height 38
	PainChance 0
	damagefactor "Head", 0.0
	
	States
	{
		Spawn:
		SPDH BBBBBBBBBBBBBBBBBBCCCCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (60, 120))
		
	Death:
		TNT1 A 0
		TNT1 A 0 A_ChangeFLag("SHOOTABLE", 0)
		TNT1 A 0 A_NoBlocking
		SPDH DDDD 2 A_CustomMissile ("Brutal_LiquidBlood2", 15, -10, 45, 2, random (60, 120))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_CustomMissile ("ArterialBloodSPray", 10, 10, -45, 2, random (0, 60))
        TNT1 A 0 A_SpawnItem("DeadShotgunguySPDHE")
		Stop
	
	Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop		 
		 
    Xdeath:
    Death.SuperPunch:
	Death.Blast:
	Death.SSG:
	Death.Cut:
	Death.Shotgun:
	Death.Minigun:
		TNT1 A 0 A_SpawnItem("MeatDeath")
		TNT1 AA 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_SpawnItem("RipGuts")
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        SZD1 EFGH 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD1H")
        Stop	
		
	}
}



ACTOR DyingSergeantNoLeg
{
    Radius 12
    Height 26
    Speed 9
	Health 50
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	+SHOOTABLE
	+DONTSPLASH
    +FLOORCLIP
	//+NOBLOCKMAP
    +LOOKALLAROUND
	+FRIGHTENED
	+FRIENDLY//
	+GHOST
	+THRUGHOST
	-COUNTKILL
	-SOLID
	damagefactor "Kick", 6.0
	damagefactor "trample", 2.0
	PainChance "Kick", 255
	damagefactor "Leg", 0.0
	damagefactor "Death.KickDowned", 100.0
    States
    {
	
	Pain.Kick:
	TNT1 A 0 A_CustomMissile ("Teeth", 30, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("Blood", 30, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("TeethNoBounce", 30, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
	TNT1 A 0 A_Pain
	TNT1 A 0 A_FaceTarget
	SMAK ABA 6
	SMAM A 15
	Goto See
	
			Death.Kick:
			Death.Extremepunches:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 A 0 A_GiveToTarget("GoSpecial", 1)
		TNT1 AA 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 AA 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
        TNT1 A 0 A_GiveToTarget("IsCurbstompingSergeant", 1)
        Stop
		
	
    Spawn:
	SMAM A 1 A_Look
	Loop
    See:
		SMAM ABAB 10 A_Wander
        SMAM A 9 A_Pain
		TNT1 A 0 A_SpawnItemEx("Brutal_FlyingBlood", 0, 0, 10, 0, 0)
	    TNT1 A 0 A_Jump(12, "LastStand")
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 4, "GotoDeath")
		Loop
		
	GotoDeath:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("FRIENDLY", 1)
	Goto Death
	
		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DeadShotgunGuy_NoLeg")
		Stop
    
	Crush:
		TNT1 A 0
		TNT1 A 1
		TNT1 A 0 A_SpawnItem("BodyRemovalThing")
		TNT1 A 1 A_XScream
		Stop
	
	
	Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop		 
	
	Death.Fire:
	Death.Flames:
	Death.Burn:
	TNT1 A 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
	TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
	TNT1 A 0 A_SpawnItem ("DyingSergeantNoLegInFlames")
	Stop
	
	Death.Trample:	
	    TNT1 A 0 A_CustomMissile ("MuchBlood2", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("StompedSergeant")
		TNT1 A 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		Stop
		
	LastStand:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Pain
		TNT1 A 0 A_CHangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_SpawnItem ("SergeantLastStand1")
		Stop	
	
	}
}



ACTOR DyingSergeantLegBlewedOff: DyingSergeantNoLeg
{
	Game Doom
	Radius 16
	Height 38
	Health 50
		PainSound "grunt/pain"
		PainChance 255
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 0.0
    damagefactor "Kick", 6.0	
		Mass 500
	-SOLID
	+SHOOTABLE
	+GHOST
	+THRUGHOST
	-COUNTKILL
	States
	{

		
	Spawn:
    TNT1 A 0
	TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	TNT1 A 0 A_PlaySound ("BURNZOM")
	SPO3 CCCCC 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random(0, 180), 2, random (0, 35))
	TNT1 A 0 A_Jump(32, "Death")
	Goto Suffer
	
	Suffer:
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        SPO3 DDDDD 2 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random(0, 180), 2, random (0, 35))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        SPO3 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random(0, 180), 2, random (0, 35))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		TNT1 A 0 A_Jump(12, "LastStand")
		
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 4, "GotoDeath")
		Loop
		
	GotoDeath:
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("FRIENDLY", 1)
	
	TNT1 A 0
	Goto Death
		
	Death.Cut:
	Death.Minigun:
	Death:
	    SPO3 GH 6
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItem ("DeadShotgunGuy_NoLeg")
		Stop

    Death.Head:
    Death.Decaptate:
	    TNT1 A 0
	    TNT1 A 0 A_PlaySound("misc/xdeath4")
        TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode", 0, 30)
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
        SPO3 IJ 6
        TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg", 1)
Stop

Death.Shotgun:
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
         ID11 MN 15
         TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg")
		 Stop
		 
		 
 Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop		 
		 
   Xdeath:
   Death.SuperPunch:
	Death.Blast:
	Death.SSG:
        //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
				TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
						TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathZombieManHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        SZD1 EFGH 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD1H")
        Stop		 

	}
}






ACTOR BrutalizedSergeant1
{
	Game Doom
	Radius 16
	Height 50
	Health 20
	damagefactor "Head", 0.0 damagefactor "Leg", 0.0
		PainSound "grunt/pain"
		PainChance 255
		Mass 999999
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	+DONTSPLASH
	+GHOST
	+THRUGHOST
	-COUNTKILL
	Scale 1.0
	States
	{

		
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Recoil(2)
	TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	Pain:
    SZD1 A 30
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_NOBlocking
	TNT1 A 0 A_SpawnItem ("BrutalizedSergeantStop")
	Stop
	
	Death:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode", 0, 30)
		TNT1 A 0 A_Recoil(2)
	    SZD1 B 4
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedSergeant2")
		Stop
		
	Death.SSG:
	XDeath:
		TNT1 A 0 A_XScream
  	    
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("SargeXDeath", 0, 0, random (0, 360), 2, random (0, 160))
        Stop
	
	Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop
}}

actor BrutalizedSergeantStop: CurbstompedMarine
{
    States
    {
    Spawn:
	SPO5 ABCD 5 A_SpawnItem("Brutal_FlyingBlood",0,5,0,1)
	TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	TNT1 A 0 A_NOBlocking
	TNT1 A 0 A_SpawnItem("DeadShotgunGuy_NoArm")
    Stop    }}

ACTOR BrutalizedSergeant2: BrutalizedSergeant1
{
	States
	{
	Spawn:
	Pain:
    SZD1 B 30
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_NOBlocking
	TNT1 A 0 A_SpawnItem ("BrutalizedSergeantStop2")
	Stop
	
	Death:
		TNT1 A 0
		TNT1 A 0 A_Recoil(2)
		SZD1 C 12
		TNT1 A 0 A_NOBlocking
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedSergeant3")
		Stop
}}

actor BrutalizedSergeantStop2: CurbstompedMarine
{
    States
    {
    Spawn:
		SZD4 ABC 6 A_SpawnItem("Brutal_FlyingBlood",0,5,0,1)
		TNT1 A 0 A_NOBlocking
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD4D")
       Stop    }}

ACTOR BrutalizedSergeant3: BrutalizedSergeant1
{
	States
	{
	Spawn:
	Pain:
	TNT1 A 0
	TNT1 A 0 A_Jump(96, "DieNow")
    SZD1 C 25
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedSergeantStop3")
	Stop
	
	Death:
	    TNT1 A 0
		TNT1 A 0 A_Recoil(2)
	    TNT1 A 0 A_SpawnItem("MeatDeath")
		TNT1 A 0 A_SpawnItem("RipGuts")
		TNT1 A 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		SZD1 EFGH 6
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD1H")
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		Stop
}}


actor BrutalizedSergeantStop3: CurbstompedMarine
{
    States
    {
    Spawn:
SZD3 ABC 6 A_SpawnItem("Brutal_FlyingBlood",0,5,0,1)
TNT1 A 0 A_SpawnItem("DeadShotgunguySZD3C")
TNT1 A 0 A_SpawnItem("GrowingBloodPool")
       Stop    }}
	   
	   
ACTOR StompedSergeant: CurbstompedMarine
{Health 200 States{Spawn:
        02CB F -1
        Stop	Death:
		 TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		 //TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		 //TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
		 //TNT1 AA 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		 //TNT1 A 0 A_CustomMissile ("XDeath5", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath2b", 15, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath3b", 15, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 24, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_SpawnItem("MeatDeathSmall", 0, 10)
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 24, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathHalfShotgunguyNoArmNoHead", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAA 0 A_CustomMissile ("Guts", 24, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathSargeLeg2", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("GibSargeBoot", 32, 0, random (0, 360), 2, random (0, 160))
          Stop}}
		  
		  
	ACTOR VeryFuckedUpBrutalizedSergeantLeg: CurbstompedMarine
{Health 200 States{Spawn:
        ID14 G -1
        Stop	Death:
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		 //TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		 //TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
		 //TNT1 AA 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		 //TNT1 A 0 A_CustomMissile ("XDeath5", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath2b", 15, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath3b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 24, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_SpawnItem("MeatDeathSmall", 0, 10)
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 24, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathHalfShotgunguyNoArmNoHead", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAA 0 A_CustomMissile ("Guts", 24, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathSargeLeg2", 32, 0, random (0, 360), 2, random (0, 160))
		 Stop}}


ACTOR BrutalizedSergeantLeg: BrutalizedSergeant1
{
	States
	{
	Spawn:
	Pain:
    SPO3 A 15
	Goto DieNow
	
    DieNow:
	SPO3 BCD 5
	TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg")
	Stop
	
	Death:
		TNT1 A 0
		TNT1 A 0 A_Recoil(4)
		
	TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode", 0, 30)
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	    ID14 ABCDEF 5
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedSergeantLeg")
		Stop
}}




ACTOR DyingZombiemanNoArm: DyingSergeant
{
+FLOORCLIP
+DONTSPLASH
	States
	{

	
	    Death.fire:
	Death.Flames:
		TNT1 A 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("BurningZombie")
      Stop
	
	Spawn:
    ZZD2 A 1
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	TNT1 A 0 A_PlaySound ("BURNZOM")
	ZZD2 AA 2 A_CustomMissile ("Brutal_LiquidBlood", 40, 0, 90, 2, random (0, 45))
	ZZD2 A 1
	TNT1 A 0 A_Jump(32, "Death")
	Goto Suffer
	Suffer:
	    TNT1 A 0
	    
        
		        
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		TNT1 A 0 A_FaceTarget
		
		ZZD2 AAAAAAAA 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, 90, 2, random (0, 45))
		
		ZZD2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_FaceTarget
		ZZD2 BBBBB 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		
		TNT1 A 0 A_Jump(128, "Death")
		
		  
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_FaceTarget
		ZZD2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_FaceTarget
		ZZD2 BBBBB 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		       
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_FaceTarget
		ZZD2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_FaceTarget
		ZZD2 BBBBB 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		  
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_FaceTarget
		ZZD2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_FaceTarget
		ZZD2 BBBBB 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		
        TNT1 A 0 A_Jump(32, "LastStand")		    
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_FaceTarget
		ZZD2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_FaceTarget
		ZZD2 BBBBB 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		  
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_FaceTarget
		ZZD2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_FaceTarget
		ZZD2 BBBBB 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		
		TNT1 A 0 A_Jump(32, "LastStand")


		Goto Death
		
	Death.Cut:
	Death.Minigun:
	Death:
	    TNT1 A 0 A_FaceTarget
	    ZZD2 CCCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 15, 0, 90, 2, random (0, 45))
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("DeadZombieman_NoArmFront")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_CustomMissile ("Brutal_LiquidBlood2", 1, 0, 90, 2, random (10, 45))
		Stop

    Death.Head:
        TNT1 A 0
	    TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode", 0, 30)
		TNT1 A 0 A_XScream
		TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
        ZZD3 FFF 2 A_CustomMissile ("Brutal_LiquidBlood", 35, 0, random (0, 360), 2, random (0, 90))
		ZZD3 GGG 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_SpawnItem("ArterialBloodSpray")
        TNT1 A 0 A_SpawnItem("DeadZombieman_NoHeadNoArm")
		Stop


    Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_CustomMissile ("XDeathZombiemanHead", 35, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
        ZZD3 FFF 2 A_CustomMissile ("Brutal_LiquidBlood", 35, 0, random (0, 360), 2, random (0, 90))
		ZZD3 GGG 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_SpawnItem("ArterialBloodSpray")
        TNT1 A 0 A_SpawnItem("DeadZombieman_NoHeadNoArm")
		Stop

Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop

Death.Kick:
Death.Extremepunches:
Death.Melee:
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
         ID11 EF 15
         TNT1 A 0 A_SpawnItem ("DeadZombieman_NoArm")
		 Stop

		 
		 
   Xdeath:
   Death.SuperPunch:
	Death.Blast:
	Death.SSG:
	Death.Shotgun:
        TNT1 A 0 A_XScream
		TNT1 A 0 A_PlaySound ("misc/xdeath4")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 30, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAA 0 A_CustomMissile ("XDeath3", 42, 0, random (170, 190), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath2", 42, 0, random (170, 190), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath4", 42, 0, random (170, 190), 2, random (10, 60))
        TNT1 A 0 A_CustomMissile ("ZombieXDeath", 2, 0, random (0, 360), 2, random (0, 160))
        Stop	

LastStand:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Pain
		TNT1 A 0 A_CHangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_SpawnItem ("ZombiemanLastStand2")
		Stop
	}
}




ACTOR ZombieManDyingAfterFatality: DyingZombiemanNoArm
{
//-IS//MONSTER
-CANPASS
-SOLID
	States
	{
	
Death.cut:
	Death.saw:
        TNT1 A 0
        TNT1 AA 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
  	    TNT1 O 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("RipZombieMan", 0, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAA 0 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random (0, 360), 2, random (0, 40))
		POSX AABCDE 9 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random (0, 360), 2, random (0, 40))
        TNT1 A 0 A_SpawnItem ("DeadZombieman_Half")
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		POSX EEEEEEEEEEEEEEEEEEEEEE 1 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_SpawnItem("DeadZombiemanJustLegsAreLeft")
		Stop

		
	    Death.fire:
	Death.Flames:
	    TNT1 A 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
	 TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("BurningZombie")
      Stop
	
	Spawn:
    ZZD5 E 1
	TNT1 A 0 A_PlaySound ("BURNZOM")
		    TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	Goto Suffer
	Suffer:
	    TNT1 A 0
        
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)


        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
				TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
				TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
				TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
				TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		
				TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		Goto Death

	Death.Head:
	Death.Minorhead:
	TNT1 A 0
	    TNT1 A 0 A_PlaySound("misc/xdeath4")
	TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
	TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode", 0, 30)
		TNT1 A 0 A_XScream
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
        ZZD5 HHHHIIII 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random (0, 360), 2, random (0, 90))
        PP2X H 0 A_SpawnItem ("DeadZombieman_NoHeadFront")
Stop


Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_CustomMissile ("XDeathZombiemanHead", 35, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("ArmorShardFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus2", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
        ZZD5 HHH 2 A_CustomMissile ("Brutal_LiquidBlood", 35, 0, random (0, 360), 2, random (0, 90))
		PP2X H 0 A_SpawnItem ("DeadZombieman_NoHeadFront")
Stop

Death.Shotgun:
Death.Kick:
Death.Extremepunches:
Death.Melee:
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
         ID11 EF 15
         TNT1 A 0 A_SpawnItem ("DeadZombieman1")
		 Stop
		 
		 Death.Fatality:
		Goto XDeath

	}
}


ACTOR ZombiemanGotHisLegBlowed: DyingZombiemanNoArm
{
	States
	{

	Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySound ("BURNZOM")
    POS7 AAAAABBCC 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random (0, 360), 2, random (0, 45))
	TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	TNT1 A 0 A_Jump(16, "GotoDeath")
	
	
	Goto Suffer
	Suffer:
	    TNT1 A 0
	    
        
		        
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        POS7 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		
	    POS7 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		
		TNT1 A 0 A_Jump(12, "LastStand")
		TNT1 A 0 A_Jump(24, "LeaveCrawling")
		
	    TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 4, "GotoDeath")
		Loop

	GotoDeath:
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("FRIENDLY", 1)
	
	TNT1 A 0
	Goto Death
		
	Death.Cut:
	Death.Minigun:
	Death:
	    TNT1 A 0
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
	    TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg")
		Stop
	
	LEaveCrawling:
	TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
	TNT1 A 0 A_PlaySound ("grunt/death")
	TNT1 A 0 A_SpawnItem ("DyingZombieMan")
	Stop
	
	LastStand:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Pain
		TNT1 A 0 A_CHangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_SpawnItem ("ZombiemanLastStand1")
		Stop

    Death.Head:
        TNT1 A 0
		TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode", 0, 30)
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		POS7 GHI 6
		TNT1 A 0 A_SpawnItem ("HealthPlusFatalityBonus")
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg", 1)
		Stop
		
	 Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AA 0 A_CustomMissile ("SmallBrainPiece", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathZombieManHead", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		POS7 GHI 6
		TNT1 A 0 A_SpawnItem ("HealthPlusFatalityBonus")
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg", 1)
		Stop	
		
		

Death.Shotgun:
Death.Kick:
Death.Extremepunches:
Death.Melee:
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
         ID11 KL 15
         TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg")
		 Stop


	}
}
	







	ACTOR SergeantFatalizedByBaron: TeleportFog
{
Renderstyle Translucent
Alpha 1.0
	States
	{
	Spawn:
	SP2X BCD 8
	TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
    TNT1 A 0 A_SpawnItem ("DeadShotgunguy_Half", 1)
	Stop
}
}








ACTOR SergeantGotHisLegBlowed: DyingZombiemanNoArm
{
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySound ("BURNZOM")
    SPO3 D 1
	TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	TNT1 A 0 A_Jump(160, "GotoDeath")
	Goto Suffer
	Suffer:
	    TNT1 A 0
	    
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        SPO3 DDDDD 2 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		
	    SPO3 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		
		TNT1 A 0 A_Jump(32, "LeaveCrawling")
		TNT1 A 0 A_Jump(16, "LastStand")
		
	    TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 12, "GotoDeath")
		Loop

	GotoDeath:
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("FRIENDLY", 1)
	
	TNT1 A 0
	Goto Death
		
	Death.Cut:
	Death.Minigun:
	Death:
	    TNT1 A 0
		SPO3 GH 5
	    TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg")
		Stop
	
	LEaveCrawling:
	TNT1 A 0 A_PlaySound ("grunt/death")
	TNT1 A 0 A_SpawnItem ("DyingSergeantNoLeg")
	Stop

    Death.Head:
        TNT1 A 0
		TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode", 0, 30)
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("HealthPlusFatalityBonus")
		SPO3 IJ 5
		
        TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg", 1)
Stop	
    Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_CustomMissile ("XDeathSergeantHead", 32, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_Scream
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("HealthPlusFatalityBonus")
		SPO3 IJ 5
		
        TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg", 1)
Stop		

Death.Shotgun:
Death.Kick:
Death.Extremepunches:
Death.Melee:
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
        ID11 GH 10
         TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg")
		 Stop
		 
		
		
	LastStand:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Pain
		TNT1 A 0 A_CHangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_SpawnItem ("SergeantLastStand1")
		Stop

     XDeath:
		TNT1 A 0 A_XScream
  	    TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 42, 0, random (170, 190), 2, random (10, 60))
		TNT1 AAA 0 A_CustomMissile ("XDeath3", 42, 0, random (170, 190), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath2", 42, 0, random (170, 190), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath4", 42, 0, random (170, 190), 2, random (10, 60))
        TNT1 A 0 A_CustomMissile ("SargeXDeath", 0, 0, random (0, 360), 2, random (0, 160))
        Stop
	}
}





ACTOR FlyingImpaledSergeant
{
    Radius 8
    Height 8
    Speed 10
    Scale 1.2
	Mass 1
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +RIPPER
    +BLOODLESSIMPACT 
	-DONTSPLASH
	-COUNTKILL
	+THRUGHOST
damagetype Blood
    SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath1"
	Decal BrutalBloodSplat
	Mass 1
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        ID18 AA 3 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		ID11 GG 3 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        Goto Fall
	Fall:	
	    ID11 H 3 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
    Death:
        TNT1 A 0 A_SpawnItem("GrowingBloodPool",0,0,0,1)
        TNT1 A 0 A_SpawnItem("DeadShotgunguy")
		TNT1 A 1
        Stop
        TNT1 A 1
     Splash:
        TNT1 A 0
        Stop
    }
}





ACTOR DyingImp
{
	Game Doom
	Radius 16
	Height 38
	Health 50
		PainSound "imp/pain"
		PainChance 255
		Mass 999999
	+SHOOTABLE
	-SOLID
	+THRUACTORS
	-COUNTKILL
	+FLOORCLIP
	damagefactor "Crush", 50.0
	Scale 1.0
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 38,0)
    IMPC BC 6
	//TNT1 A 0 A_Jump(160, "Death")
	Goto Suffer
	Suffer:
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 DDDDD 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 D 2

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 E 2 A_Pain
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 DDDDD 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 D 2

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 E 2 A_Pain
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 DDDDD 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 D 2

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 E 2 A_Pain
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 DDDDD 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 D 2

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 E 2 A_Pain
		Goto Death
	Death:
	    TRO2 FG 8 A_Noblocking
		TNT1 A 1 A_SpawnItem ("DeadImp_NoStomach", 5)
		Stop

    Death.Head:
    Death.Decaptate:
    Death.MINORHead:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItem("ImpHeadExplode", 0, 30)
		TNT1 A 0 A_XScream
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_NoBlocking
        IMPC J 2
		TNT1 A 0 A_SpawnItem("DyingImpNoHeadContinue")
Stop

    Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedImpArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedImpLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))

		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		XBRN DEF 4 BRIGHT
        TNT1 A 0
        Stop
		
	Death.Fire:
        TNT1 A 0
		TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("HealthPlusFatalityBonus")
		TROO JJJJ 2 A_CustomMissile ("FlameTrails", 45, 0, random (0, 360), 2, random (50, 130))
		TROO KKKK 2 A_CustomMissile ("FlameTrails", 30, 0, random (0, 360), 2, random (50, 130))
		TROO LLLL 2 A_CustomMissile ("FlameTrails", 25, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_Playsound("props/redfire")
		BOSB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 2 A_CustomMissile ("FlameTrails", 15, 0, random (0, 360), 2, random (50, 130))
        BOSB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 10 A_CustomMissile ("SmallSmoke", 15, 0, random (0, 360), 2, random (70, 110))
        BOSB E -1
        Stop

	Death.cut:
	Death.Minigun:
		TNT1 O 0 A_Jump(230, 2)
		Goto Death
		TNT1 A 0 A_XScream
		TNT1 O 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TROG A 2 A_CustomMissile ("RipImp", 0, 0, random (0, 360), 2, random (0, 160))
        TROG AAA 4 A_SpawnItem ("MuchBlood", 0, 30)
		TNT1 A 0 A_SpawnItem ("HealthPlusFatalityBonus")
	    TROG BCDEFGH 8
         TNT1 A 1 A_SpawnItem ("DeadImp_Half", 5)
		//TROG H -1
		Stop


	Death.SSG:
        //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("HealthPlusFatalityBonus")
		TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
				TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
						TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeathImpArm", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathImpHead", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperGoreSpawner", 22, 0, random (170, 190), 2, random (0, 15))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		IZD1 EFGH 6
		IZD1 H -1
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        Stop
		

		
	Death.Shotgun:
	Death.Blast:
	Death.Railgun:
	    TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("HealthPlusFatalityBonus")
		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathImpArm", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathImpHead", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TRO3 A 6 A_Stop
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("DyingImpNoHeadNoArmContinue")
	    Stop
	}
}


ACTOR DyingImpNoHeadContinue: DyingImp
{
Damagefactor "Head", 0.0
	States
	{
    Spawn:
	    TNT1 A 0
		TNT1 A 0 A_XScream
        IMPC JJJJJJJJJJJJJJJJJJJ 2 A_CustomMissile ("Brutal_LiquidBlood", 32, 0, random (0, 360), 2, random (0, 45))
		IMPC KKKK 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HealthPlusFatalityBonus")
		IMPC LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 2 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem("DeadImp_NoStomachNoHead")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	Stop

	Death.cut:
		TNT1 O 0 A_Jump(230, 2)
		Goto Death
		TNT1 A 0 A_XScream
		TNT1 O 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TROG A 2 A_CustomMissile ("RipImp", 0, 0, random (0, 360), 2, random (0, 160))
        TROG AAA 4 A_SpawnItem ("MuchBlood", 0, 30)
		TNT1 A 0 A_SpawnItem ("HealthPlusFatalityBonus")
	    TROG BCDEFGH 8
         TNT1 A 1 A_SpawnItem ("DeadImp_Half", 5)
		//TROG H -1
		Stop


	Death.SSG:
	Death.Shotgun:
	Death.Blast:
	Death.Railgun:
        //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_SpawnItem ("HealthPlusFatalityBonus")
		TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
				TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
						TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeathImpArm", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperGoreSpawner", 22, 0, random (170, 190), 2, random (0, 15))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		IZD1 E 1
		IZD1 FGH 6
		TNT1 A 0 A_SpawnItem("DeadImpIZD1H")
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        Stop
		
	
		
	Death:
	Death.Minigun:
	Death.Shotgun:
	    TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("HealthPlusFatalityBonus")
		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathImpArm", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TRO3 A 6 A_Stop

		TRO3 B 1 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DyingImpNoHeadNoArmContinue")
		Stop
		TRO3 BBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		TRO3 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		TRO3 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_SpawnItem("DeadImpTRO3E")
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	    Stop
	}
}




ACTOR DyingImpNoHeadClean: DyingImp
{
DamageFactor "Head", 0.0
	States
	{
    Spawn:
	    TNT1 A 0
		TNT1 A 0 A_XScream
        TROH CCCCCCCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (60, 120))
		TROH DDD 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, random (0, 360), 2, random (60, 120)) 
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TROH EEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 15, 0, random (0, 360), 2, random (15, 40))
        TNT1 A 0 A_SpawnItem("DeadImp_NoHead")
		Stop
	Death.Minigun:
		TNT1 A 0
		GOto Death.Shotgun
	}
}



ACTOR DyingImpHalfFace: DyingImp
{
	States
	{
    Spawn:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 48,0)
		T6SW AAAA 2 A_CustomMissile ("Brutal_LiquidBlood2", 50, 0, random (0, 360), 2, random (60, 120))
		T6SW BBBB 2 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 28,0)
        T6SW CCCC 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random (0, 360), 2, random (60, 120))
		T6SW DDDDDD 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, random (0, 360), 2, random (60, 120)) 
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 28,0)
		T6SW EEE 3 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, random (0, 360), 2, random (60, 120)) 
		TNT1 A 0 A_PlaySound("imp/pain")
		T6SW DDD 3 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, random (0, 360), 2, random (60, 120)) 
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 28,0)
		T6SW EEE 3 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, random (0, 360), 2, random (60, 120)) 
		TNT1 A 0 A_PlaySound("imp/pain")
		T6SW DDD 3 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, random (0, 360), 2, random (60, 120)) 
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 28,0)
		T6SW EEE 3 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, random (0, 360), 2, random (60, 120)) 
		TNT1 A 0 A_PlaySound("imp/pain")
		T6SW DDD 3 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, random (0, 360), 2, random (60, 120)) 
	Death:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		T6SW FF 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, random (0, 360), 2, random (60, 120)) 
		T6SW GGGG 2 A_CustomMissile ("Brutal_LiquidBlood2", 10, 0, random (0, 360), 2, random (15, 40))
        TNT1 A 0 A_SpawnItem("DeadImpNoFace")
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		Stop
	Death.Minigun:
		TNT1 A 0
		GOto Death.Shotgun	
	}
}


ACTOR DyingImpNoHeadLikeChicken: DyingImp
{
	States
	{
    Spawn:
	   TNT1 A 0 A_PlaySound("misc/xdeath2c")
		TROH FFFGGGHHHIII 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (10, 90))
		
		        TNT1 A 0 A_PlaySound("misc/xdeath2c")
		TROH FFFGGGHHHIII 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (10, 90))
		
		        TNT1 A 0 A_PlaySound("misc/xdeath2c")
		TROH FFFGGGHHHIII 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (10, 90))
		
		        TNT1 A 0 A_PlaySound("misc/xdeath2c")
		TROH FFFGGGHHHIII 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (10, 90))
		
				        TNT1 A 0 A_PlaySound("misc/xdeath2c")
		TROH FFFGGGHHHIII 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (10, 90))
		
				        TNT1 A 0 A_PlaySound("misc/xdeath2c")
		TROH FFFGGGHHHIII 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (10, 90))
		
		TNT1 A 0 A_NoBlocking
		TROH CCCCCCCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (60, 120))
		TROH DDD 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, random (0, 360), 2, random (60, 120)) 
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TROH EEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 15, 0, random (0, 360), 2, random (15, 40))
        TNT1 A 0 A_SpawnItem("DeadImp_NoHead")
		Stop
		
		Death:
		Death.Minigun:
		Death.Shotgun:
		TROH A 1
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem("RipGuts")
		TNT1 A 0 A_SpawnItem("DyingImpNoHeadContinue")
Stop
	}
}


ACTOR DyingImpNoHeadNoArmContinue: DyingImp
{
	States
	{
    Spawn:
	    TRO3 BBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		TRO3 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		TRO3 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_SpawnItem("DeadImpTRO3E")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	Stop

	Death.cut:
	Death.SSG:
	Death.Shotgun:
	Death.Blast:
	Death.Railgun:
	Death.Minigun:
	Death:
		Death.Fatality:
		Death.SuperPunch:
		Death.ExtremePunches:
		TNT1 A 0
		TNT1 A 0 A_FaceTarget
        //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_SpawnItem ("HealthPlusFatalityBonus")
		TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
				TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
						TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathImpArm", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperGoreSpawner", 22, 0, random (170, 190), 2, random (0, 15))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		IZD1 E 1
		IZD1 FGH 6
		TNT1 A 0 A_SpawnItem("DeadImpIZD1H")
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        Stop
	}
}

ACTOR BrutalizedImp1
{
	Game Doom
	Radius 16
	Height 50
	Health 20
	damagefactor "Head", 0.0 damagefactor "Leg", 0.0
		PainSound "grunt/pain"
		PainChance 255
		Mass 999999
	-SOLID
	+SHOOTABLE
	+NORADIUSDMG
	-COUNTKILL
	Scale 1.0
	States
	{
	
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Recoil(2)
	TNT1 A 0 A_CustomMissile ("XDeathImpArm", 35, 0, random (0, 360), 2, random (0, 160))
    TNT1 AA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	Pain:
    IZD1 A 30
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedImpStop")
	Stop
	
	Death:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("ImpHeadExplode", 0, 50)
		TNT1 A 0 A_Recoil(2)
	    IZD1 B 4
		TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedImp2")
		Stop
		
	Death.SSG:
	XDeath:
		TNT1 A 0 A_XScream
  	    
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("ImpXDeath", 0, 0, random (0, 360), 2, random (0, 160))
        Stop
}}

actor BrutalizedImpStop: CurbstompedMarine
{
    damagefactor "Blood", 0.0
    damagefactor "Trample", 0.0
    damagefactor "Melee", 10.0
    damagefactor "Fatality", 10.0
	damagefactor "Kick", 10.0
    States
    {
    Spawn:
IZD2 ABC 5 A_SpawnItem("Brutal_FlyingBlood",0,5,0,1)
TNT1 A 0 A_SpawnItem("DeadImpIZD3D")
       Stop    
	   
	Death.Fatality:
    Death.Melee:
	Death.Kick:
	Death.Extremepunches:
         TNT1 A 0
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,30,0,1)
         //IZD2 B 7
         TNT1 A 1 A_SpawnItem ("BrutalizedImpStop", 5)
		 Stop
	   
	   }}

ACTOR BrutalizedImp2: BrutalizedSergeant1
{
	States
	{
	Spawn:
	Pain:
    IZD1 B 30
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedImpStop2")
	Stop
	
	Death:
		TNT1 A 0
		TNT1 A 0 A_Recoil(2)
	TNT1 A 0 A_CustomMissile ("XDeathImpArm", 35, 0, random (0, 360), 2, random (0, 160))
    TNT1 AA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0
		IZD1 C 4
		TNT1 A 0 A_SpawnItem ("BrutalizedImp3")
		Stop
	
	

}}

actor BrutalizedImpStop2: BrutalizedImpStop
{
    States
    {
    Spawn:
IZD4 AB 6
TNT1 A 0 A_SpawnItem("GrowingBloodPool")
TNT1 A 0 A_SpawnItem("DeadImpIZD3D")
       Stop
	   	
	Death.Fatality:
    Death.Melee:
	Death.Kick:
	Death.Extremepunches:
         TNT1 A 0
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,30,0,1)
         IZD4 A 7
         TNT1 A 1 A_SpawnItem ("BrutalizedImpStop2", 5)
		 Stop
	   }}

ACTOR BrutalizedImp3: BrutalizedImp1
{
	States
	{
	Spawn:
	Pain:
    IZD1 C 25
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedImpStop3")
	Stop
	
	Death:
	    TNT1 A 0
		TNT1 A 0 A_Recoil(2)
	    TNT1 A 0 A_SpawnItem("MeatDeath")
		TNT1 A 0 A_SpawnItem("RipGuts")
		IZD1 EFGH 6
		TNT1 A 0 A_SpawnItem ("HealthPlusFatalityBonus")
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadImpIZD1H")
		Stop
}}


actor BrutalizedImpStop3: BrutalizedImpStop
{
    States
    {
    Spawn:
IZD3 AB 6
TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadImpIZD1H")
       Stop    
	   
	 Death.Fatality:
    Death.Melee:
	Death.Kick:
	Death.Extremepunches:
         TNT1 A 0
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,15,0,1)
        TNT1 A 0 A_FaceTarget
         IZD3 B 7
         TNT1 A 1 A_SpawnItem ("BrutalizedImpStop3", 5)
		 Stop}}
	   
		
ACTOR ThisImpGotFuckedHard: DeadImpID17G
{Health 200 
}
		
	
	
ACTOR ImpBrutalizedWithNoLeg
{
	Game Doom
	Radius 16
	Height 50
	Health 20
		PainSound "grunt/pain"
		PainChance 255
		Mass 999999
	-SOLID
	+SHOOTABLE
	-COUNTKILL
	Scale 1.0
	States
	{
		
	Spawn:
	TR09 A 30
	Goto DieNow
	
    DieNow:
	TR09 BC 8
        TR09 DE 8
	TNT1 A 0 A_SpawnItem ("DeadImp_NoLeg")
	Stop


	
	Death:
TNT1 A 0
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains6", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains7", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathImpArm", 35, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathImpLeg", 32, 0, random (0, 360), 2, random (0, 160))
    TNT1 AA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	    ID17 ABCDEF 5
		TNT1 A 0 A_SpawnItem ("ArmorShardFatalityBonus")
		TNT1 A 0 A_SpawnItem ("ThisImpGotFuckedHard")
		Stop
}}









ACTOR DyingImpNoArm
{
	Game Doom
	Radius 16
	Height 42
	Health 50
		PainSound "imp/pain"
		PainChance 255
		Mass 999999
	-SOLID
	+SHOOTABLE
	//MONSTER
	+GHOST
	-COUNTKILL
	+THRUGHOST
	Scale 1.0
	States
	{
	Spawn:
    TR08 B 1
	//TNT1 A 0 A_Jump(128, "Death")
	Goto Suffer
	Suffer:
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 BB 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 B 5
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 CC 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 C 5 A_Pain
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 BB 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 B 5
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 CC 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 C 5 A_Pain
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 BB 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 B 5
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 CC 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 C 5 A_Pain
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 BB 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 B 5
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 CC 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 C 5 A_Pain
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 BB 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 B 5
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 CC 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 C 5 A_Pain
		
		

		Goto Death
	Death:
	    TR08 D 8
		TNT1 A 0 A_SpawnItem ("DeadImp_NoArm", 5)
		Stop

    Death.Head:
    Death.Decaptate:
    Death.MINORHead:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItem("ImpHeadExplode", 0, 30)
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        TR08 F 8
		TNT1 A 0 A_SpawnItem ("HealthPlusFatalityBonus")
        TNT1 A 0 A_SpawnItem ("DeadImp_NoArmNoHead", 1)
Stop

       XDeath:
	   Death.Explosives:
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HealthPlusFatalityBonus")
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 42, 0, random (170, 190), 2, random (10, 60))
		TNT1 AAA 0 A_CustomMissile ("XDeath3", 42, 0, random (170, 190), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath2", 42, 0, random (170, 190), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath4", 42, 0, random (170, 190), 2, random (10, 60))
  	    TNT1 A 1 A_CustomMissile ("ImpXDeath", 0, 0, random (0, 360), 2, random (0, 160))
		Stop
		
	Death.SSG:
	Death.Shotgun:
	Death.Blast:
	Death.Railgun:
	    TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("HealthPlusFatalityBonus")
		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathImpHead", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathImpArm", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TROG A 6 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TROG BBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		TROG CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		TROG DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_SpawnItem("DeadImp_Half")
	    Stop
}
}



ACTOR DyingImpNoLeg
{
	Game Doom
	Radius 16
	Height 42
	Health 50
		PainSound "imp/pain"
		PainChance 255
		Mass 999999
	-SOLID
	-COUNTKILL
	+SHOOTABLE
	Scale 1.0
	States
	{
	Spawn:
    IMPC E 1
	TNT1 A 0
	TNT1 A 0 A_Jump(32, "Colapse")
	Goto Suffer
	Suffer:
        
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 DD 4 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 D 5 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 FF 4 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 F 5 A_Pain
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 DD 4 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 D 5 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 FF 4 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 F 5 A_Pain
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 DD 4 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 D 5 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 FF 4 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 F 5 A_Pain
		
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 DD 4 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 D 5 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 FF 4 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 F 5 A_Pain
		
		Goto Colapse
	Death:
	    TNT1 A 0 A_PlaySound("imp/death")
	    TR09 G 8
		TNT1 A 0 A_SpawnItem ("DeadImp_NoLeg", 5)
		Stop
		
	Colapse:
	    TR09 H 8
		TNT1 A 0 A_SpawnItem ("DeadImp_NoLeg", 5)
		Stop

    Death.Head:
    Death.Decaptate:
    Death.MINORHead:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItem("ImpHeadExplode", 0, 30)
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        TR09 I 8
        TNT1 A 0 A_SpawnItem ("DeadImp_Noleg", 1)
		TNT1 A 0 A_SpawnItem ("HealthPlusFatalityBonus")
Stop
}
}





ACTOR ImpDyingOfBloodLoss : Imp
{
	Radius 16
	Height 38
	Health 10
	+NOPAIN
	-COUNTKILL
	+SHOOTABLE
	-COUNTKILL
	Damagefactor "Stealth", 0.0
	States
	{
	Spawn:
	    TROD E 1
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 1)
        TROD EFEFEFEFEFEFEFEFEFEFEFEF 10 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		Goto Colapse
	Death:
	    TNT1 A 0
		Goto DeathNoGuts
		
	Death.Shotgun:
	TNT1 A 0
	TNT1 A 0 A_JumpIfCloser(150, "Death.Shotgunontheface")
	Goto DeathNoGuts
		
	Colapse:
	    TNT1 A 0
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_NoBlocking
	    TROD GHIJ 5
		TNT1 A 0 A_SpawnItem ("DeadImpBloodLoss", 5)
		Stop
}
}





ACTOR PoorPinkyLostHisArm: Demon
{
	Health 50
	+NOPAIN
	-COUNTKILL
	+SHOOTABLE
	Scale 1.1
	States
	{
	PutAFight:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx ("ArmlessDemon",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0
		Stop
	Spawn:
	    SAAR J 1
		TNT1 A 0 A_Pain
		TNT1 A 0 A_Jump(32, "Colapse")
		SAAR JJJJ 4 A_CustomMissile ("Brutal_LiquidBlood", 42, 0, random (0, 360), 2, random (0, 45))
		TNT1 A 0 A_Jump(128, "PutAFight")
		SAAR JJJJ 4 A_CustomMissile ("Brutal_LiquidBlood", 42, 0, random (0, 360), 2, random (0, 45))
		TNT1 A 0 A_Pain
		SAAR JJJJJJJJ 4 A_CustomMissile ("Brutal_LiquidBlood", 42, 0, random (0, 360), 2, random (0, 45))
		TNT1 A 0 A_Pain
		SAAR JJJ 4 A_CustomMissile ("Brutal_LiquidBlood", 42, 0, random (0, 360), 2, random (0, 45))
		Goto Colapse
		
	Death.Shotgun:
	Death.Minigun:
	Death:
	Death.Fatality:
	TNT1 A 0
		TNT1 A 0 A_FaceTarget
		
		 TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 60, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath3", random (45, 55), random (5, -5), random (160, 200), 2, random (-10, 10))
		 TNT1 AA 0 A_CustomMissile ("XDeath2", random (45, 55), random (5, -5), random (160, 200), 2, random (-10, 10))
        TNT1 A 0 A_CustomMissile ("MuchBlood", 60, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("pinkyheadpiece", 52, 0, random (0, 360), 2, random (0, 160))
		//TNT1 A 0 A_CustomMissile ("PinkyJaw", 52, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 50, 0, random (0, 360), 2, random (30, 90))
		SAAR GGGGGGG 2 A_CustomMissile ("Brutal_LiquidBlood", 40, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream 
		TNT1 A 0 A_SpawnItem ("HealthPlusFatalityBonus")
		SAAR HHHHHHHHH 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		SAAR IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItem("DeadDemonSAARI")
        Stop
		
	
	Colapse:
	    TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
	    SAAR BCDEF 5
		TNT1 A 0 A_SpawnItem ("DeadDemonNoArm", 5)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		Stop
}
}





ACTOR BrutalizedCommando1
{
	Game Doom
	Radius 16
	Height 50
	Health 50
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 0.0
	damagefactor "Shrapnel", 0.0
	damagefactor "KillMe", 0.0
		PainSound "grunt/pain"
		Mass 999999
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	+DONTSPLASH
	-COUNTKILL
	Scale 1.0
	States
	{
	Spawn:
	CPOD JJJJJJJJJJ 10 A_SpawnItem ("DripingBlood", 0, 23)
	CPOD K 6
	
	TNT1 A 0 A_SpawnItem ("BrutalizedDeadCommando1")
	Stop
	
	Pain:
    CPOD J 1 A_Pain
	Goto Spawn

	Death:
	TNT1 A 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathChainArm", 45, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath1", 45, 0, random (0, 360), 2, random (0, 160))
    TNT1 A 0 A_PlaySound("chainguy/death")
	TNT1 A 0 A_SpawnItem ("BrutalizedCommando2")
		Stop
}}

ACTOR BrutalizedCommando2: BrutalizedCommando1
{
	States
	{
	Spawn:
	CPOD MMM 10 A_SpawnItem ("DripingBlood", 0, 23)
	CPOD NNNNN 10 A_SpawnItem ("DripingBlood", 0, 23)
	CPOD O 5
	TNT1 A 0 A_SpawnItem ("BrutalizedDeadChaingunGuy")
	
	Stop
	
	Pain:
    CPOD M 5 A_Pain
	Goto Spawn

	Death:
	TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains6", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains7", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
	TNT1 AA 0 A_CustomMissile ("XDeath1", 45, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItem ("BrutalizedCommando3")
	
		Stop
}}


ACTOR BrutalizedCommando3: BrutalizedCommando1
{
	States
	{
	Spawn:
	CPOD P 5
	CPOD QQQQQQQQQQ 10 A_SpawnItem ("Blood", 0, 43)
	CPOD R 5
	TNT1 A 0 A_SpawnItem ("SuperBrutalizedDeadChaingunGuy")
	Stop
	
	Pain:
    CPOD P 5 A_Pain
	Goto Spawn

	Death:
	TNT1 A 0 A_SpawnItem ("HealthPlusFatalityBonus")
	TNT1 AA 0 A_CustomMissile ("XDeath1", 45, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath2", 45, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath3", 45, 0, random (0, 360), 2, random (0, 160))
	CPOD S 1
	TNT1 A 0 A_SpawnItem ("BrutalizedCommandoLegs")
		Stop
}}


ACTOR BrutalizedCommandoBlasted: BrutalizedCommando3
{
+NOPAIN
	States
	{
	Spawn:
		MPSD AAAA 6 A_CustomMissile ("Brutal_LiquidBlood2", 64, 0, random (0, 360), 2, random (30, 60))
		MPSD BBBBCCCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 34, 0, random (0, 60), 2, random (30, 60))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		MPSD DDDDDDDDDDDDDDDDDDDDD 6 A_CustomMissile ("Brutal_LiquidBlood2", 16, 0, random (0, 60), 2, random (30, 60))
        TNT1 A 0 A_SpawnItem("DeadChaingunguyMPSDD")
		TNT1 A 0 A_Noblocking
		TNT1 A -1
        Stop
}}


ACTOR BrutalizedCommandoLostHead: BrutalizedCommando1
{
+NOPAIN
hEALTH 100
	States
	{
	Spawn:
		CPHS BBB 2 A_CustomMissile ("Brutal_LiquidBlood2", 50, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_XScream
		CPHS CCCCCCCCCCCCCCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_NoBlocking
		CPHS DDDEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (60, 120))
        
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		CPHS FFFFFFFFFFFFFFF 2 A_CustomMissile ("Brutal_LiquidBlood2", 5, 0, random (0, 360), 2, random (10, 40))
        
		TNT1 A 1 A_SpawnItem ("DeadChaingunGuy_NoHeadExploded", 3)
        Stop
	Death:
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 90))
		TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (0, 360), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (0, 360), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (0, 360), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_CustomMissile ("XDeathChainArm", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("BrutalizedCommandoBlasted")
		TNT1 A -1
        Stop
		
}}




ACTOR BrutalizedCommandoLostHead2: BrutalizedCommandoLostHead
{
+NOPAIN
hEALTH 100
	States
	{
	Spawn:
		CPHD BBB 2 A_CustomMissile ("Brutal_LiquidBlood2", 50, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_XScream
		CPHD CCCCCCCCCCCCCCCCCCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_NoBlocking
		CPHD DDDEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (60, 120))
        
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		CPHD FFFFFFFFFFFFFFF 2 A_CustomMissile ("Brutal_LiquidBlood2", 5, 0, random (0, 360), 2, random (10, 40))
        
		TNT1 A 1 A_SpawnItem ("DeadChaingunGuy_NoHead", 3)
        Stop
}}





ACTOR ZombiemanSaciLol: ZombiemanGotHisLegBlowed
{
//MONSTER
+GHOST
	+THRUGHOST
-COUNTKILL
Speed 4
Height 48
	States
	{

	Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySound ("BURNZOM")
	Goto Suffer
	
	Suffer:
	    TNT1 A 0
	    
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		ZL1E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL1E DDDD 1 A_Wander
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		ZL1E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL1E DDDD 1 A_Wander
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		ZL1E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL1E DDDD 1 A_Wander
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		ZL1E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL1E DDDD 1 A_Wander
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		ZL1E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL1E DDDD 1 A_Wander
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		ZL1E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL1E D 1 A_Wander
		
        TNT1 A 0
	    TNT1 A 0 A_PlaySound ("none")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("ZombiemanGotHisLegBlowed")
		Stop
	Death.Head:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode", 0, 30)
		ZMAD B 0 A_PlaySound("misc/xdeath")
		ZMAD C 0 A_NoBlocking
	Goto FallHead
	FallHead:
	ZL1E EFG 6
	TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg")
	Stop
	
	Death:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("grunt/death")
	ZL1E HI 6
	TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg")
	Stop
	}
}



ACTOR ImpSaciLol: DyingImpNoLeg
{
//MONSTER
+GHOST
	+THRUGHOST
-COUNTKILL
Speed 4
Height 48
	States
	{

	Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySound ("imp/pain")
	Goto Suffer
	
	Suffer:
	    TNT1 A 0
	    
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		ZL3E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL3E DDDD 1 A_Wander
		TNT1 A 0 A_PlaySound ("imp/pain")
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		ZL3E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL3E DDDD 1 A_Wander
		TNT1 A 0 A_PlaySound ("imp/pain")
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		ZL3E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL3E DDDD 1 A_Wander
		TNT1 A 0 A_PlaySound ("imp/pain")
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		ZL3E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL3E DDDD 1 A_Wander
		TNT1 A 0 A_PlaySound ("imp/pain")
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		ZL3E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL3E DDDD 1 A_Wander
		TNT1 A 0 A_PlaySound ("imp/pain")
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		ZL3E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL3E D 1 A_Wander
		TNT1 A 0 A_PlaySound ("imp/pain")
		
        TNT1 A 0
	    TNT1 A 0 A_PlaySound ("none")
		TR09 A 6
		TR09 A 3 
		TR09 B 3 
		TR09 C 3 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("DyingImpNoLeg")
		Stop
	Death.Head:
		TNT1 A 0 A_PlaySound("misc/xdeath")
		TNT1 A 0 A_SpawnItem("ImpHeadExplode", 0, 50)
	Goto FallHead
	FallHead:
	ZL3E EFG 7
	TNT1 A 0 A_SpawnItem ("DeadImp_NoLeg")
	Stop
	
	Death:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("imp/death")
	ZL3E HIJ 7
	TNT1 A 0 A_SpawnItem ("DeadImp_NoLeg")
	Stop
	}
}















ACTOR PlayerChaingunguyVictim
{
	Game Doom
	Radius 16
	Height 50
	Health 70
	bloodtype "DeadBlood", "SawBlood"
		PainSound "grunt/pain"
		PainChance 255
		Mass 999999
	+SHOOTABLE
	+NORADIUSDMG
	+FLOORCLIP
	+DONTSPLASH
	-COUNTKILL
	Scale 1.0
	States
	{
	Spawn:
	TNT1 A 0
	XPL8 A 50
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	PLAY JKL 5
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_Fall
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	PLAY L -1
	Stop
	
	Pain:
	TNT1 A 0
	TNT1 A 0 A_Jump(129, "Pain2")
	XPL8 B 2
	Goto Spawn
	
	Pain2:
	XPL8 C 3
	Goto Spawn
	
	Death:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("RipGuts")
        TNT1 A 0 A_CustomMissile ("XDeathHalfMarine", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		XPL2 A 10 A_XScream
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 B 20 A_NoBlocking
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 C 10 A_CustomMissile ("MuchBlood", 40, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
        XPL2 DE 10 A_CustomMissile ("MuchBlood", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        XPL2 E -1
		Stop
}}




















		
ACTOR DyingZombiemanLostTeeth: RifleZombie
{
    Radius 12
    Height 32
    Speed 0
	Health 40
	-COUNTKILL
	+GHOST
	+THRUGHOST
	+NOPAIN
	+FRIENDLY
	-COUNTKILL
	DropItem "None" 255
	Damagefactor "Stealth", 0.0
    States
    {
	Spawn:
	Pain.Head:
	SEE:
		TNT1 A 0 A_Pain
		TNT1 A 0 A_CustomMissile ("Brains7", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Teeth", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("TeethNoBounce", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 2, 32,0)
		ZZD5 A 6 A_CustomMissile ("MuchBlood", 40, 0, random (0, 360), 2, random (0, 160))
		ZZD5 CB 8
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 2, 32,0)
		ZZD5 CB 12 A_Pain
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 2, 32,0)
		ZZD5 CB 12 A_Pain
		
		Death:
		TNT1 A 0 A_Scream
		ZZD5 D 6 A_NoBlocking
		
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadZombieManFacingFront")
		FPZ2 J 0
		Stop
	
	Death.Head:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("ArmorShardFatalityBonus2")
	    TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_JumpIfHealthLower(-600, "XDeath")
		TNT1 A 0 A_JumpIfHealthLower(-250, "Death.SSGHead")
		Goto Death.HeadExplode
	
	Death.Shotgun:
		Goto DeathShotgunFly
	Death.Minigun:
		Goto Death.Saw
		
	}
}

		
ACTOR DyingShotgunguyHitInEye: Shotgunguy1
{
    Radius 12
    Height 32
    Speed 0
	Health 40
	-COUNTKILL
	+GHOST
	+THRUGHOST
	+NOPAIN
	+DONTSPLASH
	-COUNTKILL
	Damagefactor "Stealth", 0.0
	DropItem "None" 255
    States
    {
	Spawn:
		TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail8", 50, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget50", 2, 32,0)
		SPOS U 6 A_Scream
		SPOS V 6 
		TNT1 A 0 A_SpawnItem ("HeadshotTarget50", 2, 32,0)
		SPOS VWVW 18 A_Pain
		TNT1 A 0 A_SpawnItem ("HeadshotTarget50", 2, 32,0)
		SPOS VW 18 A_Pain 
		TNT1 A 0 A_NoBlocking
		Death:
		SPOS XY 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySPOSZ")
		Stop
	
	Death.Head:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("ArmorShardFatalityBonus2")
	    TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_JumpIfHealthLower(-600, "XDeath")
		TNT1 A 0 A_JumpIfHealthLower(-250, "Death.SSGHead")
		Goto Death.HeadExplode
	
	Death.Shotgun:
		Goto DeathShotgunFly
	Death.Minigun:
		Goto Death.Saw
	}
}




ACTOR ZombieScientistDyingGuts: DyingZombiemanNoArm
{
	States
	{
	    Death.fire:
	Death.Flames:
        TNT1 A 0 A_PlaySound("BLANKSND")
	TNT1 AA 0 A_SpawnItem ("HealthPlusFatalityBonus")
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("BurningZombie")
      Stop
	  
	 
	  

	Spawn:
    FSD5 E 1
	TNT1 A 0 A_PlaySound ("BURNZOM")
	Goto Suffer
	Suffer:
	    TNT1 A 0
	    TNT1 A 0 A_SpawnItem ("GrowingBloodPool")

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        FSD5 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        FSD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        FSD5 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        FSD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        FSD5 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        FSD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        FSD5 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        FSD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        FSD5 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        FSD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        FSD5 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        FSD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        FSD5 E 10
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        FSD5 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        FSD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		Goto Death

	Death.Saw:
	Death.Cutless:
	Death:
        TNT1 A 0 A_PlaySound("BLANKSND")
	    TNT1 A 0 A_PlaySound("grunt/death")
	    FSD5 G 8 A_NoBlocking
		SCZA L -1
		Stop

    Death.Head:
	Death.Minorhead:
    Death.Decaptate:
        TNT1 A 0 A_PlaySound("BLANKSND")
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_PlaySound("headex", 0)
		TNT1 A 0 A_CustomMissile ("ShotgunguyHeadExplode", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("HealthPlusFatalityBonus")
        FSD5 HI 10
        FSAD E -1
		Stop

Death.Shotgun:
Death.Kick:
Death.SuperKick:
Death.Extremepunches:
Death.Melee:
        TNT1 A 0 A_PlaySound("BLANKSND")
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
         FS11 GH 15
         TNT1 A 0 A_SpawnItem ("DeadFormerScientist")
		 Stop

		 Death.Fatality:
		Goto XDeath
	}
}
		
		
		



ACTOR DyingZManFatality5: DyingZombiemanNoArm
{
    Radius 12
    Height 32
    Speed 0
	Health 50
	-COUNTKILL
	+GHOST
	+THRUGHOST
	+NOPAIN
	+FRIENDLY
	Species "Marines"
	DropItem "None" 255
    States
    {
	Spawn:
		FRAA A 0
		TNT1 A 0 A_PlaySound("BURNZOM", 2)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 32,0)
		FRAA FGHG 5 A_CustomMissile("Brutal_LiquidBlood2", 32 , 0, random (0, 360), 2, random (40, 90))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 32,0)
		FRAA FGHG 5 A_CustomMissile("Brutal_LiquidBlood2", 32 , 0, random (0, 360), 2, random (40, 90))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 32,0)
		FRAA FGHG 5 A_CustomMissile("Brutal_LiquidBlood2", 32 , 0, random (0, 360), 2, random (40, 90))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 32,0)
		FRAA FGHG 5 A_CustomMissile("Brutal_LiquidBlood2", 32 , 0, random (0, 360), 2, random (40, 90))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 32,0)
		FRAA FGHG 5 A_CustomMissile("Brutal_LiquidBlood2", 32 , 0, random (0, 360), 2, random (40, 90))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 32,0)
		FRAA FGHG 5 A_CustomMissile("Brutal_LiquidBlood2", 32 , 0, random (0, 360), 2, random (40, 90))
		
		
		Death:
		TNT1 A 0 A_Scream
		FRAA I 6 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DeadZombieManFatality5")
		FRAA J 0
		Stop
	
	Death.Head:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("ArmorShardFatalityBonus2")
	    TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode", 0, 40)
  	    ZMAD B 0 A_XScream
		ZMAD C 0 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		
		TNT1 A 0 A_SpawnItemEx ("Zombiemanfallingbeheaded",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A -1
		ZMAD E 0
		Stop
	
	Death.Shotgun:
		Goto Death.SSG
	Death.Minigun:
		Goto Death.SSG
		
	}
}



Actor FatalizedSGGuy6: DeadShotgunGuy1
{
	Health 200 
	States{Spawn:
        FRSA HI 6 A_SpawnItem ("Blood", 0, 56)
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FRSA HI 6 A_SpawnItem ("Blood", 0, 56)
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FRSA HI 6 A_SpawnItem ("Blood", 0, 56)
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FRSA HI 6 A_SpawnItem ("Blood", 0, 56)
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FRSA HI 6 A_SpawnItem ("Blood", 0, 56)
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FRSA HI 6 A_SpawnItem ("Blood", 0, 56)
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FRSA HI 6 A_SpawnItem ("Blood", 0, 56)
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FRSA HI 6 A_SpawnItem ("Blood", 0, 56)
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FRSA HJKL 5 A_SpawnItem ("Blood", 0, 50)
		TNT1 A 0 A_NoBlocking
		FRSA L -1
        Stop	
        Death:
		Death.Saw:
        Death.Cutless:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AAA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("xdeath3", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("xdeath4", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 50, 0, random (0, 360), 2, random (0, 160))
		 SGF8 N 1
		 SGF8 N -1
         Stop
		 }
}