
Actor ImpExecute1
{
Health 150
Radius 38
Height 4
Mass 99999
Painchance 256
Species "Marines"
+SHOOTABLE
+FORCEXYBILLBOARD
DamageFactor "Fall", 0.0 DamageFactor "Trample", 0.0
Damagefactor "kick", 50.0
Damagefactor "Fatality", 50.0
damagefactor "use", 0.0 damagefactor "stealth", 0.0
	States
	{
		Spawn:
		13EI A 35
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		NULL A 0 A_SpawnItem ("StompedImp")
		Stop
		
		Pain:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("imp/pain")
		TNT1 A 0 A_SpawnItem("Blood", 0, 1)
		13EI B 3
		13EI C 30
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		NULL A 0 A_SpawnItem ("StompedImp")
		Stop
		
		Death:
		
		13EI C 1
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_SpawnItem("ImpHeadExplode")
		TNT1 A 0 A_SpawnItemEx("SplatteredSmall", 0, 15)
		TNT1 A 0 A_GiveInventory("BootsSmearedWithRedBlood", 6)
		13EI B 8
		13EI D 15
		TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus", 0, 0, 0, random(-5,5), random(-5,5), 5)
		NULL A 0 A_SpawnItem ("StompedImp")
		Stop
		
	Death.Fatality:
		13EI C 1
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 AAAA 0 A_SpawnItem("Blood", 0, 1)
		13EI C 1 A_FaceTarget
		TNT1 A 0 A_Recoil(13)
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		TNT1 A 0 A_Scream
		TNT1 A 0 A_CustomMissile ("MuchBlood2", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
        TR06 ABCDE 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TR06 FGHIJK 4 A_JumpIf((MomY == 0), "DSFStop")
		TNT1 A 0 A_SpawnItemEx("ArmorBonus", 0, 0, 0, random(-5,5), random(-5,5), 25)
		Goto DSFStop+1
		
	DSFStop:
		//TNT1 A 0 A_SpawnItem("Ploft3")
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 2, 0, random (170, 190), 2, random (0, 0))
		TNT1 A 0 A_SpawnItem("DeadImpTR06K")
		Stop
		}
}



Actor ImpExecute2: ImpExecute1
{
	Height 32
	Health 5
	Species "Imps"
	States
	{
		Spawn:
		TNT1 A 0
		TNT1 A 0 A_SetANgle(angle+180)
		TNT1 A 0 A_Recoil(10)
		BR94 A 20
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		NULL A 0 A_SpawnItem ("StompedImp")
		Stop
		
		Pain:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("imp/pain")
		TNT1 A 0 A_SpawnItem("Blood", 0, 1)
		BR94 A 3
		BR94 A 30
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		NULL A 0 A_SpawnItem ("StompedImp")
		Stop
		
		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("ImpHeadExplode", 0, 0, 22)
		TNT1 A 0 A_SpawnItem("DeadImp_Slumped_NoHead")
		Stop
		}
}





Actor ZombiemanExecute1: ImpExecute1
{
	States
	{
		Spawn:
		13EZ A 35
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		NULL A 0 A_SpawnItem ("StompedZombieman")
		Stop
		
		Pain:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("grunt/pain")
		TNT1 A 0 A_SpawnItem("Blood", 0, 1)
		13EZ B 3
		13EZ C 30
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		NULL A 0 A_SpawnItem ("StompedZombieman")
		Stop
		
		Death:
		
		13EZ C 1
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode")
		TNT1 A 0 A_SpawnItemEx("SplatteredSmall", 0, 15)
		TNT1 A 0 A_GiveInventory("BootsSmearedWithRedBlood", 6)
		13EZ B 8
		13EZ D 15
		NULL A 0 A_SpawnItem ("StompedZombieman")
		TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus", 0, 0, 0, random(-5,5), random(-5,5), 5)
		Stop
		
	Death.Fatality:
		13EZ C 1
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 AAAA 0 A_SpawnItem("Blood", 0, 1)
		13EZ C 1 A_FaceTarget
		TNT1 A 0 A_Recoil(13)
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		TNT1 A 0 A_Scream
		TNT1 A 0 A_CustomMissile ("MuchBlood2", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (0, 160))
        POS4 KLMN 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		POS4 OPQRST 4 A_JumpIf((MomY == 0), "DSFStop2")
		Goto DSFStop2+1
		
	DSFStop2:
		TNT1 A 0 A_SpawnItem("Ploft3")
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 2, 0, random (170, 190), 2, random (0, 0))
		POS4 T 0
		TNT1 A 0 A_SpawnItem("DeadZombiemanShotguntotheFace2")
		Stop
		}
}







Actor ShotgunguyExecute1: ZombiemanExecute1
{
	States
	{
		Spawn:
		14EZ A 35
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		NULL A 0 A_SpawnItem ("StompedSergeant")
		Stop
		
		Pain:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("grunt/pain")
		TNT1 A 0 A_SpawnItem("Blood", 0, 1)
		14EZ B 3
		14EZ C 30
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		NULL A 0 A_SpawnItem ("StompedSergeant")
		Stop
		
		Death:
		14EZ C 1
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode")
		TNT1 A 0 A_SpawnItemEx("SplatteredSmall", 0, 15)
		TNT1 A 0 A_GiveInventory("BootsSmearedWithRedBlood", 6)
		14EZ B 8
		14EZ D 15
		NULL A 0 A_SpawnItem ("StompedSergeant")
		TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus", 0, 0, 0, random(-5,5), random(-5,5), 5)
		Stop
		
	Death.Fatality:
		14EZ C 1
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 AAAA 0 A_SpawnItem("Blood", 0, 1)
		14EZ C 1 A_FaceTarget
		TNT1 A 0 A_Recoil(13)
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		TNT1 A 0 A_Scream
		TNT1 A 0 A_CustomMissile ("MuchBlood2", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("Teeth", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (0, 160))
        POS4 KLMN 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		POS4 OPQRST 4 A_JumpIf((MomY == 0), "DSFStop2")
		Goto DSFStop2+1
		
	DSFStop2:
		TNT1 A 0 A_SpawnItem("Ploft3")
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 2, 0, random (170, 190), 2, random (0, 0))
		POS4 T 0
		TNT1 A 0 A_SpawnItem("DeadZombiemanShotguntotheFace2")
		Stop
		}
}