ACTOR TehArchvile: Archvile Replaces Archvile
{
	Game Doom
	SpawnID 111
	Radius 20
	Height 60
    damagefactor "Crush", 10.0
	damagefactor "Head", 1.2
	Mass 500
	Speed 15
	Health 700
	GibHealth 30
	PainChance 10
	PainChance "Kick", 90
	damagefactor "Avoid", 0.0 PainChance "HangingHook", 0
	damagefactor "GibRemoving", 0.0
	DamageFactor "CauseSplash", 0.0 DamageFactor "CauseObjectsToSplashSlime", 0.0 DamageFactor "CauseObjectsToSplashNukage", 0.0
	DamageFactor "CauseObjectsToSplashBlood", 0.0 DamageFactor "CauseObjectsToSplashLava", 0.0
	BloodType "Brutal_Blood", "SawBlood", "SawBlood"
	Monster
	MaxTargetRange 896
	+QUICKTORETALIATE 
	+FLOORCLIP 
	+NOTARGET
    DamageType Burn
	DropItem "DemonRuneMix", 5
	SeeSound "vile/sight"
	PainSound "vile/pain"
	DeathSound "vile/death"
	ActiveSound "vile/active"
	MeleeSound "vile/stop"
	damagefactor "TeleportRemover", 0.0
	Obituary "%o was exploded by an Arch-Vile."
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
	DeathHeight 4
	BurnHeight 0
	Tag "Archvile"
	States
	{
	ReplaceVanilla:
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_SpawnItemEx ("VanillaArchvile",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
    Spawn:
		DIAB B 0
		TNT1 A 0 A_GiveInventory("EnemyIsArchvile")
		MARN A 0 ACS_ExecuteAlways(177, 0, 0, 0, 0)//Check if you are playing on an Wolfenstein level
		TNT1 A 0 ACS_NamedExecuteAlways("BDCHeckClassicMonsters", 0, 0, 0, 0)//Check if Vanilla Mode is activated
		
	Spawn2:	
		DIAB B 20 A_Look
		TNT1 A 0 A_SpawnItem("HeadshotTarget20", 12, 56,0)
		Loop
	See:
		DIAB AA 2 A_VileChase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 12, 56,0)
		DIAB BB 2 A_VileChase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 12, 56,0)
		DIAB CC 2 A_VileChase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 12, 56,0)
		DIAB DD 2 A_VileChase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 12, 56,0)
		TNT1 A 0 A_GiveInventory("EnemyIsArchvile")
		Loop
	Missile:
		DIAB E 0 BRIGHT A_VileStart
		TNT1 A 0 A_SpawnItem("HeadshotTarget20", -12, 56,0)
		DIAB E 10 A_FaceTarget 
		DIAB E 1 A_VileTarget 
		TNT1 A 0 A_SpawnItem("HeadshotTarget20", -12, 56,0)
		DIAB E 7 A_VileTarget

        
		DIAB E 1 A_VileTarget 
        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, 35, random (0, 40), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, -35, random (0, 40), 2, random (0, 160))
        DIAB E 3 A_FaceTarget
        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, 35, random (0, 40), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, -35, random (0, 40), 2, random (0, 160))
        DIAB F 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget20", -12, 56,0)
		DIAB F 3 BRIGHT A_FaceTarget
		DIAB E 1 A_VileTarget 
        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, 35, random (0, 40), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, -35, random (0, 40), 2, random (0, 160))
        DIAB F 3 A_FaceTarget 
        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, 35, random (0, 40), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, -35, random (0, 40), 2, random (0, 160))
        DIAB F 3 BRIGHT A_FaceTarget
		DIAB E 1 A_VileTarget 
		TNT1 A 0 A_SpawnItem("HeadshotTarget20", -12, 56,0)
        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, 35, random (0, 40), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, -35, random (0, 40), 2, random (0, 160))
        DIAB F 3 A_FaceTarget
        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, 35, random (0, 40), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, -35, random (0, 40), 2, random (0, 160))
        DIAB F 3 BRIGHT A_FaceTarget
		DIAB E 1 A_VileTarget 
		TNT1 A 0 A_SpawnItem("HeadshotTarget20", -12, 56,0)
        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, 35, random (0, 40), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, -35, random (0, 40), 2, random (0, 160))
        DIAB E 3 A_FaceTarget
        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, 35, random (0, 40), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, -35, random (0, 40), 2, random (0, 160))
        DIAB F 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget20", 12, 56,0)
		DIAB JKLMN 3 BRIGHT A_FaceTarget 
		DIAB O 3 BRIGHT A_VileAttack
		DIAB P 3 BRIGHT
		Goto See
		
	Heal:
        TNT1 A 0 
		TNT1 A 0 A_SpawnItem("PentagramSpawner")
		DIBR X 10 BRIGHT
		Goto See
	Pain:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 16, 56,0)
		DIAB Q 5   
		DIAB Q 5 A_Pain
		Goto See

	Pain.Kick:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 16, 56,0)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil(8)
		DIAB Q 10 A_Pain  
		DIAB Q 10
		Goto See


	Death.Head:
		TNT1 A 0 A_PlaySound("misc/xdeath4")
	    TNT1 AAAAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_CustomMissile ("Brains2", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAAA 0 A_CustomMissile ("SmallBrainPiece", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("Teeth", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 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 (50, 90))
		TNT1 A 0 A_CustomMissile ("XDeath3b", 40, 0, random (0, 360), 2, random (50, 90))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		VID2 ABCDE 4
		TNT1 A 0 A_SpawnItem("DeadArchvileVID2G")
		TNT1 A -1
		Stop

	Death:
		TNT1 A 0
		TNT1 A 0 A_Jump(64, "Death.ARm")
		
	Death.Simple:	
		TNT1 A 0 A_Scream 
		TNT1 A 0 A_NoBlocking
		DIAB RSTUVWX 5 A_SpawnItem ("MuchBlood", 40)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadArchvile")
		TNT1 A -1
		Stop
		
	
	Death.Arm:
	Death.Minigun:
		TNT1 A 0 A_Scream 
		TNT1 A 0 A_NoBlocking
		TNT1 AA 0 A_CustomMissile ("XDeath1", 52, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathArchvileArm", 52, 0, random (0, 360), 2, random (40, 120))
		TNT1 AAA 0 A_SpawnItem ("MuchBlood", 50)
		VID2 HHIJ 5
		TNT1 A 0 A_SpawnItem("DyingArchvileNoArm")
		TNT1 A -1
		Stop
		
	Death.Shotgun:
	Death.SSG:
	TNT1 A 0
	
	TNT1 A 0 A_Jump(96, "Death.ARm")
	TNT1 A 0 A_Jump(96, "Death.Cut")
	TNT1 A 0 A_JumpIfInTargetInventory("SSGSelected", 1, "BrutalDeath")
	TNT1 A 0 A_Jump(96, "BrutalDeath")
	TNT1 A 0
	Goto Death
	
	Death.Desintegrate:
		TNT1 A 0
		TNT1 A 0 A_Scream
		TNT1 A 0 A_SpawnItem("BarrelExplosionSmokeColumn")
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece", random (-15, 15), random (-15, 15))
		TNT1 AAA 0 A_SpawnItemEx("TinyBurningPiece2", random (-35, 35), random (-35, 35))
		Goto RippedOpen
		
	Death.Cut:
		TNT1 A 0
		TNT1 A 0 A_Scream
		TNT1 A 0 A_CustomMissile ("XDeathArchvileArm", 52, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_CustomMissile ("XDeathArchvile", 42, 0, random (0, 360), 2, random (60, 120))
		Goto RippedOpen	
		
	Death.Deletus:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_NoBlocking
		Stop	
		
	BrutalDeath:
	Death.Saw:
	Death.Blast:
	
	TNT1 A 0
	TNT1 A 0 A_SpawnItem("SplatteredLarge")
	TNT1 A 0 A_Scream
	TNT1 AA 0 A_CustomMissile ("XDeathArchvileArm", 52, 0, random (0, 360), 2, random (60, 120))
	TNT1 A 0 A_CustomMissile ("XDeathArchvileHead", 52, 0, random (0, 360), 2, random (60, 120))
	RippedOpen:
	TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeath2b", 52, 0, random (0, 360), 2, random (60, 120))
	TNT1 AA 0 A_CustomMissile ("XDeath3b", 52, 0, random (0, 360), 2, random (60, 120))
	TNT1 A 0 A_CustomMissile ("XDeath2", 52, 0, random (0, 360), 2, random (30, 120))
	TNT1 A 0 A_CustomMissile ("XDeath3", 52, 0, random (0, 360), 2, random (30, 120))
	TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 24, 0, random (0, 360), 2, random (0, 160))
    TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 24, 0, random (0, 360), 2, random (0, 160))
	
    TNT1 A 0 A_SpawnItem("MuchBlood2", 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 AAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 2, random (60, 120))
	TNT1 A 0 A_NoBlocking
	VID3 A 3
	VID3 AAAAAAAAAAAAAAAAAAAAA 2 A_CustomMissile ("Brutal_LiquidBlood", 46, 0, random (0, 360), 2, random (0, 45))
	VID3 BCDEFGHIJK 3
	TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	TNT1 A 0 A_SpawnItem("DeadArchvileVID3L")
	TNT1 A -1
	Stop


	XDeath:
    Death.ExplosiveImpact:
	Death.Explosives:
		
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("SplatteredLarge")
		TNT1 A 0 A_XScream
		TNT1 A 0 A_Jump(96, "Death.Saw")
		TNT1 A 0 A_CustomMissile ("XDeathArchvile", 52, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_CustomMissile ("XDeathArchvileArm", 52, 0, random (0, 360), 2, random (40, 120))
		TNT1 AA 0 A_CustomMissile ("XDeathArchvileLeg", 32, 0, random (0, 360), 2, random (40, 120))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath2b", 52, 0, random (0, 360), 2, random (60, 120))
		TNT1 AA 0 A_CustomMissile ("XDeath3b", 52, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_CustomMissile ("XDeath2", 52, 0, random (0, 360), 2, random (30, 120))
		TNT1 A 0 A_CustomMissile ("XDeath3", 52, 0, random (0, 360), 2, random (30, 120))
		TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("MuchBlood2", 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 AAAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		TNT1 A 0
		Stop
	
		
	Death.SuperPlasma:
    Death.Plasma: Death.Plasma2:
        TNT1 A 0
		TNT1 A 0 A_SpawnItem("BarrelExplosionSmokeColumn")
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece", random (-15, 15), random (-15, 15))
		TNT1 AAA 0 A_SpawnItemEx("TinyBurningPiece2", random (-35, 35), random (-35, 35))
		TNT1 AAAA 0 A_CustomMissile ("BluePlasmaFireNonStatic", 42, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_Stop
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece3", random (-45, 45), random (-45, 35))
		TNT1 A 0
		TNT1 A 0 A_Scream
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath2b", 52, 0, random (0, 360), 2, random (60, 120))
		TNT1 AA 0 A_CustomMissile ("XDeathBurnedMeat", 52, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("MuchBlood2", 0, 40)
		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_NoBlocking
		XVIP ABCDEFGHIJKLMNOPQ 2 
		XVIP Q -1
		Stop
		
	    Death.Fire:
        TNT1 A 0
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Playsound("props/redfire")
        TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 50, 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_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
		CARB MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 2 A_CustomMissile ("FlameTrails", 15, 0, random (0, 360), 2, random (70, 130))
        CARB MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 10 A_CustomMissile ("SmallSmoke", 15, 0, random (0, 360), 2, random (70, 130))
        CARB M -1
        Stop

    Death.Fatality:
	    TNT1 A 0 A_Pain
	    TNT1 A 0 A_JumpIfIntargetInventory("FistsSelected", 1, 1)
		Goto BrutalDeath
		TNT1 A 0 A_FaceTarget
		TNT1 AAAA 0 A_SpawnItemEx("HealthPlusFatalityBonus", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 AAAA 0 A_SpawnItemEx("ArmorShardFatalityBonus", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
	    TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Jump(128, "Death.Fatality2")
        TNT1 A 0 A_GiveToTarget("ArchvileFatality", 1)
        Stop
		
	
	Death.Fatality2:
        TNT1 A 0 A_GiveToTarget("ArchvileFatality2", 1)
        Stop
		
		

    Crush:
		TNT1 A 0
		TNT1 AAAA 0 A_SpawnItemEx ("BodyRemovalThing",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 1 A_XScream
		Stop

    Pain.KillMe:
    Pain.Taunt:
        TNT1 A 0 HealThing(1)
        Goto Missile
    Death.KillMe:
    Death.Taunt:
	    TNT1 A 0 A_ChangeFlag("SOLID", 0)
        TNT1 A 0 A_SpawnItem("ArchVile")
        Stop
	
	Death.Ice:
	Death.Freeze:
	Death.Frost:
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("SOLID", 0)
	TNT1 A 0 A_SpawnItem("FrozenArchvile")
	Stop
	}
}

ACTOR ArchvileFire2 Replaces ArchvileFire
{
	Game Doom
    Scale 1.0
	+NOBLOCKMAP +NOGRAVITY
	RenderStyle Add
	
	Alpha 0.8
	States
	{
	Spawn:
		TNT1 A 1 bright A_StartFire
		INFE ABCDEF 1 bright A_Fire
		INFE G 1 bright A_FireCrackle
		INFE HIJKLM 1 bright A_Fire
		INFE N 1 bright A_FireCrackle
		INFE OPQRS 1 bright A_Fire
		INFE T 1 bright A_FireCrackle
		TNT1 A 2
		Stop
		
	}
}

actor DeadArchvile: CurbstompedMarine
{
    States
    {
    Spawn:
DIAB X -1
       Stop    }}
	   
	   
actor DeadArchvileVID2G: DeadArchvile
{
    States
    {
    Spawn:
VID2 G -1
       Stop    }}
	   
	   
actor DeadArchvileXVILQ: DeadArchvile
{
    States
    {
    Spawn:
XVIL Q -1
       Stop    }}	 
	   
	   
	   actor DeadArchvileVIGIJ: DeadArchvile
{
    States
    {
    Spawn:
VIGI J -1
       Stop    }}	 
	   




actor FatalizedArchVile1: CurbstompedMarine
{
    States
    {
    Spawn:
AVF1 Z -1
       Stop    }}
	   
	   
	   
actor ArchvileStabbedTheFuckOut: CurbstompedMarine
{
    States
    {
    Spawn:
	AVF2 T 1 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	AVF2 T -1
       Stop    }}
	   	   
		   
		   
		   
actor DeadArchvileVID3Q: DeadArchvile
{
    States
    {
    Spawn:
VID3 Q -1
       Stop    }}
	   
	   
	   
	   
actor DeadArchvileVID2O: DeadArchvile
{
    States
    {
    Spawn:
VID2 O -1
       Stop    }}		   
	   
	   
actor DeadArchvileVID3L: DeadArchvile
{
    States
    {
    Spawn:
VID3 L -1
       Stop    }}	   

ACTOR DyingArchvileNoArm: TehArchvile
{
    Radius 12
    Height 52
    Speed 9
	Health 50
	-COUNTKILL
	+GHOST
	+THRUGHOST
	Mass 500
	DeathHeight 4
	BurnHeight 0
    States
    {
	
		Spawn:
		 TNT1 A 0
		 TNT1 A 0 A_FaceTarget
		 VID2 KKKLLL 2 A_CustomMissile ("Brutal_LiquidBlood", 24, 0, random (0, 360), 2, random (0, 45))
		 TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 52,0)
		 VID2 KKKLLL 2 A_CustomMissile ("Brutal_LiquidBlood", 24, 0, random (0, 360), 2, random (0, 45))
		 TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 52,0)
		 VID2 KKKLLL 2 A_CustomMissile ("Brutal_LiquidBlood", 24, 0, random (0, 360), 2, random (0, 45))
		 TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 52,0)
		 VID2 KKKLLL 2 A_CustomMissile ("Brutal_LiquidBlood", 24, 0, random (0, 360), 2, random (0, 45))
		 TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 52,0)
		 VID2 KKKLLL 2 A_CustomMissile ("Brutal_LiquidBlood", 24, 0, random (0, 360), 2, random (0, 45))
		 TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 52,0)
		Death: 
		 VID2 A 0 A_Scream
		 TNT1 A 0 A_NoBlocking
		 VID2 MN 6
		 TNT1 A 0 A_SpawnItem("DeadArchvileVID2O")
		 Stop
		 
	Death.Desintegrate:
		TNT1 A 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))
	
	
	Death.Head:
		TNT1 A 0 A_PlaySound("misc/xdeath4")
	    TNT1 AAAAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_CustomMissile ("Brains2", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAAA 0 A_CustomMissile ("SmallBrainPiece", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("Teeth", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 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 (50, 90))
		TNT1 A 0 A_CustomMissile ("XDeath3b", 40, 0, random (0, 360), 2, random (50, 90))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		VID3 MNOP 4
		TNT1 A 0 A_SpawnItem("DeadArchvileVID3Q")
		TNT1 A -1
		Stop
	
	BrutalDeath:
	Death.Saw:
	Death.Minigun:
	Death.Shotgun:
	Death.SSG:
	Death.Blast:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("SplatteredLarge")
		TNT1 A 0 A_XScream
		TNT1 A 0 A_CustomMissile ("XDeathArchvile", 52, 0, random (0, 360), 2, random (60, 120))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath2b", 52, 0, random (0, 360), 2, random (60, 120))
		TNT1 AA 0 A_CustomMissile ("XDeath3b", 52, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_CustomMissile ("XDeath2", 52, 0, random (0, 360), 2, random (30, 120))
		TNT1 A 0 A_CustomMissile ("XDeath3", 52, 0, random (0, 360), 2, random (30, 120))
		TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("MuchBlood2", 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 AAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_NoBlocking
		VID3 A 3
		VID3 AAAAAAAAAAAAAAAAAAAAA 2 A_CustomMissile ("Brutal_LiquidBlood", 46, 0, random (0, 360), 2, random (0, 45))
		VID3 BCDEFGHIJK 3
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadArchvileVID3L")
		TNT1 A -1
		Stop
	
	}
}		   