ACTOR Labguy: RifleZombie
{
	Game Doom
	Health 50
	Radius 16
	Height 54
    Speed 12
	FastSpeed 14
	PainChance 190
	MaxTargetRange 100
	+NOBLOCKMONST
	+DROPOFF
	Obituary "%o has been cut down by a zombie labworker."
	damagefactor "Taunt", 1.0
	DropItem "none"
	AttackSound "none"
	Tag "Civilian Zombie"
	DamageFactor "ExtremePunches", 2.0
	States
	{
	Possession:
		TNT1 A 0 A_SetInvulnerable
		SCZA G 3
		SCZA G 3 A_Pain
		"####" "#" 35 ACS_NamedExecuteAlways("Pos - Flicker effect")
		TNT1 A 0 A_UnSetInvulnerable
		Goto See
	
    Spawn:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("SKLabGuy", 1)
		TNT1 A 0 A_GiveInventory("TypeZombieMan", 1)
		TNT1 A 0 A_TakeInventory("ZombiemanAmmo", 20)
		TNT1 A 0 A_GiveInventory("ZombieManAmmo", random(1,10))
		
		SCZA B 1
	Goto Stand
	
	Stand:
		//TNT1 A 0 A_SpawnItem ("LegTarget100", 10)
		TNT1 A 0 A_CheckSight("Stand2")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget200", 5, 44,0)
		SCZA ABABABABAB 10 A_Look
		SCZA ABABABAB 10 A_Look
		Loop
		
	Stand2:
		SCZA AB 14 A_Look
		Goto Stand
		
	WalkAround:
		TNT1 A 0 A_TakeInventory("SKLabGuy", 1)

        TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 10, 0, 0)

		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)

		SCZA A 2 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SCZA A 2 A_Wander
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		TNT1 A 0 A_Recoil(-1)

		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SCZA B 2 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SCZA B 2 A_Wander
	    TNT1 A 0 A_PlaySound("humans/step",3)

		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SCZA D 2 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SCZA D 2 A_Wander
	    TNT1 A 0 A_PlaySound("humans/step",4)

		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SCZA C 2 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SCZA C 2 A_Wander

		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SCZA D 2 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SCZA D 2 A_Wander
	    TNT1 A 0 A_PlaySound("humans/step",4)

		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SCZA B 2 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SCZA B 2 A_Wander
	    TNT1 A 0 A_PlaySound("humans/step",4)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		TNT1 A 0 A_Jump(32, "Stand")
		Loop
		
	
	SearchForPlayer:
	Idle:
		TNT1 A 0 A_JumpIfHealthLower(1, "Death")
	    TNT1 A 0 A_ClearTarget
	    TNT1 A 0 A_TakeInventory("EnemyMemory", 30)
		TNT1 A 0 A_GiveInventory("SKLabGuy", 1)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SCZA A 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SCZA B 10 A_Look
		TNT1 A 0 A_SetAngle(angle - 40)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SCZA A 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SCZA C 10 A_Look
		TNT1 A 0 A_SetAngle(angle + 40)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SCZA A 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SCZA D 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		TNT1 A 0 A_SetAngle(angle + 40)
		SCZA A 10 A_Look
		
		SCZA A 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		SCZA B 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		SCZA C 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		SCZA D 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		
		TNT1 A 0 A_Jump(128, "Idle")
		SCZA A 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		SCZA B 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		SCZA C 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		SCZA D 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		Loop
				
	FallBack:
	TNT1 A 0 A_CheckSight("Advance")
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	SCZA D 2 A_FaceTarget
	SCZA D 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	SCZA C 2 A_FaceTarget
	SCZA C 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	SCZA B 2 A_FaceTarget
	SCZA B 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	SCZA A 2 A_FaceTarget
	SCZA A 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	SCZA D 2 A_FaceTarget
	SCZA D 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	SCZA C 2 A_FaceTarget
	SCZA C 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	SCZA B 2 A_FaceTarget
	SCZA B 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	SCZA A 2 A_FaceTarget
	SCZA A 2 A_Recoil(2)
	GOto SeeContinue
	
	See:
	TNT1 A 0 A_JumpIfHealthLower(1, "Death")
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	TNT1 A 0 A_TakeInventory("SKLabGuy", 1)
	TNT1 A 0 A_TakeInventory("EnemyMemory", 15)
	TNT1 A 0 A_CheckSight("SeeNeverSeen")
	Goto SeeContinue
	
	SeeContinue:
	TNT1 A 0 A_JumpIfHealthLower(1, "Death")
		//TNT1 A 0 A_JumpIfCloser(200, "FallBack")
		Advance:
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
        TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 10, 0, 0)
		TNT1 A 0 A_JumpIfInventory("EnemyMemory", 15, "SearchForPlayer")
		TNT1 A 0 A_GiveInventory("EnemyMemory", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		
		SCZA AA 2 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_TakeInventory("SKLabGuy", 1)
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SCZA BB 2 A_Chase
		TNT1 A 0 A_PlaySound("humans/step",3)
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SCZA CC 2 A_Chase
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SCZA DD 2 A_Chase
		TNT1 A 0 A_PlaySound("humans/step",3)
		Loop
		
	SeeNeverSeen:
		//TNT1 A 0 A_JumpIfCloser(200, "FallBack")
		Advance:
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
        TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 10, 0, 0)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SCZA AA 2 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_TakeInventory("SKLabGuy", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SCZA BB 2 A_Chase
		TNT1 A 0 A_PlaySound("humans/step",3)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SCZA CC 2 A_Chase
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SCZA DD 2 A_Chase
		TNT1 A 0 A_PlaySound("humans/step",3)
		Loop
		
		Pain.Taunt:
		TNT1 A 0
		POSS B 0 A_Pain
		TNT1 A 0 A_ChangeFlag("FASTER", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
		TNT1 A 0 A_PlaySound("grunt/sight")
		SCZA A 1 A_FaceTarget
		SCZA A 1
		TNT1 A 0 A_GiveInventory("Enraged", 1)
		TNT1 A 0 A_PlaySound("grunt/sight", 1)
		Goto SeeContinue
		
	Melee:
	Missile:
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 47,0)
		TNT1 A 0 A_SpawnItem ("LegTarget10", 2)
		SCZA E 1 A_FaceTarget
		TNT1 A 0 A_Recoil(-5)
		SCZA E 6 A_FaceTarget
		TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_CustomMissile("ZombieAxeAttack",10,0,0,0)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 47,0)
		TNT1 A 0 A_SpawnItem ("LegTarget10", 2)
		SCZA F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 47,0)
		TNT1 A 0 A_SpawnItem ("LegTarget10", 2)
		SCZA E 6
        Goto See

    
	Pain.Taunt:
    Pain.KillMe:
        TNT1 A 0
		TNT1 A 0 HealThing(1)
        Goto See
		
    Death.KillMe:
    Death.Taunt:
    Death.Avoid:
	    TNT1 A 0
		//TNT1 A 0 A_ChangeFlag("SOLID", 0)
        TNT1 A 0 A_SpawnItem("Labguy")
		TNT1 A 0
        Stop

	Pain:
	Pain.Cut:
	Pain.Head:
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 7)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		TNT1 A 0 A_CustomMissile ("brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
	    SCZA G 3
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		SCZA G 3 A_Pain
		Goto See
        TNT1 AAAA 0
		FSD1 G 4
        TNT1 A 0 A_Pain
        FS11 SSST 10
        TNT1 A 0 A_TakeInventory("IsDown", 1)
        Goto See

        Pain.Melee:
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 7)
		TNT1 A 0 A_JumpIfInventory ("SKLabguy", 1, "StealthKill")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		TNT1 A 0 A_CustomMissile ("brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
	    SCZA G 3
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		SCZA G 3 A_Pain
		Goto See
        TNT1 AAAA 0
		FSD1 G 4
        TNT1 A 0 A_Pain
        FS11 SSST 10
        TNT1 A 0 A_TakeInventory("IsDown", 1)
        Goto See
		
	Pain.Stealth:
		TNT1 A 0
		TNT1 A 0 A_Pain
		TNT1 A 0 A_JumpIfInventory ("SKLabguy", 1, "StealthKill")
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "GroundExecution")
		Goto See
		
	GroundExecution:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("ExecuteDownedZombieman", 1)
		TNT1 A 0 A_GiveToTarget("GoSpecial", 1)
		Stop	

		
	Pain.ExplosiveImpact:
	Pain.Explosive:
	         TNT1 A 0
	         TNT1 A 0 A_Pain
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		 		    TNT1 A 0 A_TakeInventory("SKLabguy", 1)
         TNT1 A 0 A_GiveInventory("IsDown", 1)
        TNT1 A 0 ThrustThingZ(0,40,0,1)
         FS11 GH 8
		Goto FallingAfterImpact
		
    Pain.Kick:
	Pain.Stomp:
	Pain.ExtremePunches:
	Pain.BlackHole:
         TNT1 A 0
         FS11 G 1 A_Pain
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		  TNT1 A 0 A_TakeInventory("SKLabguy", 1)
         TNT1 A 0 A_GiveInventory("IsDown", 1)
        TNT1 A 0 ThrustThingZ(0,30,0,1)
		//ID11 E 1 A_Chase ("","")
		FS11 G 1 A_facetarget
        FS11 G 6 ThrustThing(angle*256/360+128, 10, 0, 0)
        FS11 H 8
		Goto FallingAfterImpact
		
		FallingAfterImpact:
		FS11 H 1 A_GiveInventory ("Fallingheight", 1)
		FS11 H 1 A_CheckFloor ("GetUp")
		NULL A 0 A_JumpIf (momz == 0, "GetUp")
		Loop
		
		GetUp:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 5, "FallingDie")
		TNT1 A 0 A_PlaySound("BODYF",6)
		FS11 SSSSSSS 5 A_JumpIf(momz < 0, "FallingAfterImpact")
		TNT1 A 0 A_TakeInventory("Fallingheight", 100)
        TNT1 A 0 A_TakeInventory("IsDown", 1)
		FS11 T 10
         Goto See
		 
	FallingDie:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_SpawnItem("SplatteredSmall")
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 15, "Death.Stomp")
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 10, "FallingSuperDeath")
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 5, "FallingDeath")
	FallingDeath:
	TNT1 A 0
	TNT1 A 0 A_Explode(200, 2, 1)
	TNT1 A 0 A_Scream
	TNT1 A 0 A_NoBLocking
	TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (50, 130))
	FS11 GH 2
	TNT1 A 0 A_PlaySound("BODYF",6)
	TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	TNT1 A 0 A_Custommissile("BloodyAxe", 32, 0, random (0, 360), 2, random (50, 130))
	TNT1 A 0 A_SpawnItem ("DeadFormerScientist")
	Stop
	
	FallingSuperDeath:
	TNT1 A 0
	TNT1 A 0 A_Explode(200, 2, 1)
	TNT1 A 0 A_XScream
	TNT1 A 0 A_NoBLocking
	TNT1 A 0 A_SpawnItem ("BigBloodSpot")
	Goto Death.ExplosiveImpact+1
	

	    Death.Melee:
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
		TNT1 A 0 A_JumpIfInventory ("SKLabguy", 1, "StealthKill")
        Death.Kick:
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (8)
         FS11 GH 8
		 TNT1 A 0 A_Custommissile("BloodyAxe", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadFormerScientist")
		Stop

		 

   Death.Down:
		POSS I 0 A_Scream
		POSS J 0 A_NoBlocking
		FSMS L 1
		TNT1 A 0 A_Custommissile("BloodyAxe", 32, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_SpawnItem ("DeadFormerScientist")
        Stop


Death.Shotgun:
		TNT1 A 0 A_JumpIfCloser(90, "Death.Blast")
		TNT1 A 0 A_JumpIfCloser(200, "Death.Shotgunontheface")
		Goto Death
		
	Death.Shotgunontheface:	
	    
		TNT1 A 0
		TNT1 A 0 A_Jump(128, "Death.Arm", "Death.Leg")
	    TNT1 A 0 ThrustThingZ(0,40,0,1)
		TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
         FS11 GH 8
		TNT1 A 0 A_PlaySound("BODYF",6)
		 TNT1 A 0 A_Custommissile("BloodyAxe", 32, 0, random (0, 360), 2, random (50, 130))
         TNT1 A 0 A_SpawnItem ("DeadFormerScientist")
		 Stop
		 
	Death.Blast:
	    TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Jump(12, "Death.Arm")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_XScream
		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 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 AA 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))
		SCZ4 A 6 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_Custommissile("BloodyAxe", 32, 0, random (0, 360), 2, random (50, 130))
		SCZ4 BBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		SCZ4 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		SCZ4 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_PlaySound("BODYF",7)
		TNT1 A 0 A_SpawnItem ("DeadLabguySCZ4E")
	    Stop
		 
		 
		 
 	StealthKill:
	TNT1 A 1
	TNT1 A 0 A_GiveToTarget("GoFatality", 1)
	TNT1 A 0 A_GiveToTarget("GoSpecial", 1)
	TNT1 A 0 A_GiveToTarget("SKLabguy", 1)
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_Die("Stealthy")
	TNT1 A 0 A_Fall
	TNT1 A 1
	Stop
	
	Death.Stealthy:
	TNT1 A 0
	Stop

	Death:
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
        TNT1 A 0
		TNT1 AA 0 A_CustomMissile ("brutal_FlyingBlood", 7, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Jump(96, "Death.Arm", "DeathNoGuts")
		TNT1 A 0 A_Jump(128, "DeathMirror")
		FSMS H 5
		FSMS I 5 A_Scream
		FSMS J 5 A_NoBlocking
		FSMS K 5
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_Custommissile("BloodyAxe", 32, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_SpawnItem ("DeadFormerScientist")
		Stop
	
	DeathMirror:
	    FSMS M 5
		FSMS N 5 A_Scream
		FSMS O 5 A_NoBlocking
		FSMS P 5
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_Custommissile("BloodyAxe", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadLabguyFSMSP")
		Stop
		
	 DeathNoGuts:
			TNT1 A 0 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("Guts", 28, 0, random (150, 210), 2, random (0, 40))
			SCZA H 5 A_Scream
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_Custommissile("BloodyAxe", 32, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_SpawnItem ("ZombieScientistDyingGuts", 2)
		Stop
		
     Death.Arm:
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Custommissile("BloodyAxe", 32, 0, random (0, 360), 2, random (50, 130))
		FSD2 A 10 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("DyingFormerScientistNoArm")
        Stop



       Death.Leg:
		TNT1 A 0
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 15, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_Custommissile("BloodyAxe", 32, 0, random (0, 360), 2, random (50, 130))
		//TNT1 A 0 A_SpawnItem ("Labguy_NoLeg")
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("DyingFormerScientistNoLeg")
        Stop

   

	Death.cut:
        TNT1 A 0
        TNT1 A 0 A_Jump(32, "Death.Arm", "Death.Leg", "Death")
        Goto Death.Tear

	    Death.Minigun:
        TNT1 A 0
       TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
        TNT1 A 0 A_Jump(32, "Death")
		TNT1 A 0 A_Jump(32, "Death.Arm")
        Goto Death.Massacre
		
	        Death.Massacre:
        TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Scream
		TNT1 A 0 A_Custommissile("BloodyAxe", 32, 0, random (0, 360), 2, random (50, 130))//
		TNT1 O 0 A_NoBlocking
		
        TNT1 A 0 A_SpawnItem ("BrutalizedFormerScientist1", 1)
		Stop
		
		Death.LegMassacre:
		TNT1 A 0
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Custommissile("BloodyAxe", 32, 0, random (0, 360), 2, random (50, 130))//
		//TNT1 A 0 A_SpawnItem ("Labguy_Noleg")
		FSS7 B 1 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("BrutalizedFormerScientistLeg")
        Stop

    Death.Tear:
	Death.Saw:
		TNT1 A 0
		TNT1 A 0 A_Jump(128, "Death.Arm")
        TNT1 AA 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Custommissile("BloodyAxe", 32, 0, random (0, 360), 2, random (50, 130))//
		TNT1 A 0 A_XScream
  	  	TNT1 O 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("RipLabguy", 0, 0, random (0, 360), 2, random (0, 160))
	    FSD1 FG 9
      //  TNT1 A 0 A_SpawnItem ("DeadLabguy_Half")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("DeadLabguyFSD1H")
		Stop


         

    Death.Fatality:
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 A 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_Jump(256,"Death.Fatality1", "Death.Fatality2", "Death.Fatality3")
		Goto Death.Fatality1
	
	Death.Fatality1:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("LabGuyToken1", 1)
        Stop
		
	Death.Fatality2:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("LabGuyToken2", 1)
        Stop
		
	Death.Fatality3:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("LabGuyToken3", 1)
        Stop
	
		
	Death.HelperMarineFatallity:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("LabGuyToken3", 1)
        Stop	
		
	HeadExploder:
		TNT1 A 0 A_Jump(72, "Death.HeadExplode")
		Goto Death.HeadMinor
		
	Death.Head:
	    TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_JumpIfHealthLower(-50, "Death.HeadExplode")
		TNT1 A 0 A_JumpIfInTargetInventory("RandomHeadExploder", 1, "HeadExploder")
	Death.MinorHead:
	Death.HeadMinor:
	    TNT1 A 0
		TNT1 A 0 A_Playsound("MinorHeadshot", 0)
	    TNT1 A 0 A_Jump (128, "DeathMinorhead2")
	    TNT1 A 0 A_Scream
		TNT1 A 0 A_Custommissile("BloodyAxe", 32, 0, random (0, 360), 2, random (50, 130))
		FSSH U 5 A_CustomMissile ("MuchBlood", 40, 0, random (0, 360), 2, random (0, 160))
		FSSH V 5
		TNT1 AA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		FSSH W 5 A_NoBlocking
		FSSH XY 5
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("FacelessLabguy")
		Stop
		
	  DeathMinorHead2:
	    TNT1 A 0
	    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_Custommissile("BloodyAxe", 32, 0, random (0, 360), 2, random (50, 130))
		FSD5 A 6 A_CustomMissile ("MuchBlood", 40, 0, random (0, 360), 2, random (0, 160))
		FSD5 CB 8
		
		TNT1 A 0 A_Scream
		FSD5 D 6 A_NoBlocking
		
		TNT1 A 0 A_PlaySound("BODYF",6)
        TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadLabguySCZAL")
		Stop
		

	Death.HeadExplode:
        TNT1 A 0 A_PlaySound("misc/xdeath4", 1)
        TNT1 A 0 A_PlaySound("gore/headshot", 2)
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 50, 0, random (0, 360), 2, random (0, 160))
		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 ("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))
		
  		ZMAD B 0 A_XScream
		ZMAD C 0 A_NoBlocking
		
		TNT1 A 0 A_Jump(32, "Deathchickenhead")
		TNT1 A 0 A_Custommissile("BloodyAxe", 32, 0, random (0, 360), 2, random (50, 130))
		FSAD ABBC 10 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
		FSAD DE 6
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("DeadLabguyFSADE")
		Stop
		
		DeathChickenHead:
		
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FSAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FSAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FSAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FSAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FSAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
						TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FSAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
						TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FSAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
		
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		TNT1 A 0 A_Custommissile("BloodyAxe", 32, 0, random (0, 360), 2, random (50, 130))
		FSAD ABBC 10 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
		FSAD DE 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadLabguyFSADE")
		Stop

	Death.decaptate:
        TNT1 A 0
        TNT1 A 0 A_CustomMissile ("LabguyHead", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Custommissile("BloodyAxe", 32, 0, random (0, 360), 2, random (50, 130))
		FSAD A 15 A_CustomMissile ("MuchBlood", 40, 0, random (0, 360), 2, random (0, 160))
		FSAD B 9 A_XScream
		FSAD C 9 A_NoBlocking
		FSAD DE 5
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadLabguyFSADE")
		Stop

    Death.fire:
	Death.Flames:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Custommissile("BloodyAxe", 32, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_SpawnItem("BurningZombie")
      Stop
	  
	  Death.Desintegrate:
		TNT1 A 0 A_Jump(112, "AcidGuy")
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DesintegratedHuman")
      Stop
	  
	 

    Death.Plasma: Death.Plasma2:
	PBR1 A 6 A_Scream
	TNT1 A 0 A_Custommissile("BloodyAxe", 32, 0, random (0, 360), 2, random (50, 130))
	TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes1", 32, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes2", 32, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAA 0 A_CustomMissile ("BluePlasmaFireNonStatic", 32, 0, random (0, 360), 2, random (0, 180))
	PBR1 B 6 A_NoBlocking
	PBR1 CDEFGH 6 A_CustomMissile ("Blood", 10, 0, random (0, 360), 2, random (0, 160))
	PBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160))
	PBR1 H -1
	Stop
	
	Death.SuperPlasma:
        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))

		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.GreenFire:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        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))
		
		EXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("GreenFlameTrails", 50, 0, random (0, 360), 2, random (0, 360))
		XBRN AAAA 2 BRIGHT A_SpawnItem("GreenFlare",0,43)
        Stop

     Death.ExtremePunches:
		 TNT1 A 0
		 //TNT1 A 0 A_JumpIfInTargetInventory("HeavyStrikeRight", 1, "HeavyPunchRight")
		 //TNT1 A 0 A_JumpIfInTargetInventory("HeavyStrikeLeft", 1, "HeavyPunchLeft") 
		 //TNT1 A 0 A_JumpIfInTargetInventory("HeavyStrikeUpper", 1, "HeavyPunchUpper")
		 TNT1 A 0 A_Scream
		 TNT1 A 0 A_NoBlocking
		 TNT1 A 0 A_FaceTarget
		 TNT1 A 0 A_CustomMissile ("ExtremePunchedZombieCivilian", 8, 0, random (175, 185), 2, random (10, 20))
		 Stop
		 
	Death.SSG:
	Death.Railgun:
	    FSD1 D 1 A_Pain
		FSD1 D 1 A_FaceTarget
        //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		//TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 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 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 AA 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("LabguyHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        FSD1 DEEFFGH 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadLabguyFSD1H")
        Stop
		
		
	XDeath:
	Death.QuadBlast:
		TNT1 A 0 A_JumpIfInTargetInventory("SSGSelected", 1, "Death.SSG")
  		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("SargeXDeath", 2, 0, random (0, 360), 2, random (0, 160))
		Stop
			TNT1 A 0
		TNT1 A 0 A_Recoil(4)
	
	 Death.Stomp:
	 TNT1 A 0 A_Explode(200, 2, 1)
	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 A 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
	TNT1 AAA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 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
	Stop
	
	Death.Shrapnel:
		TNT1 A 0
		TNT1 A 0 A_JumpIfHealthLower(-50, 4)
		TNT1 A 0 A_SpawnItem("MuchBlood", 0, 32)
		TNT1 A 0 ThrustThingZ(0, 30, 0, 0)
		TNT1 A 0 A_Jump(128, "Death.Head")
		Goto Death
		TNT1 AA 0
		TNT1 A 0 A_Jump(255, "Death.ExplosiveImpact", "Death.Leg")
		Goto Death
	
	Death.ExplosiveImpact:
	    TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
	    TNT1 A 0 A_Jump(130,"Death.LandMine")
		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 ("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 AAAAAAAAAAA 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 AAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAA 0 A_CustomMissile ("XDeath4", 32, 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 ("XDeathSargeLeg1", 32, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	TNT1 A 0 A_Custommissile("BloodyAxe", 32, 0, random (0, 360), 2, random (50, 130))
	    FS14 AB 5
		FS14 CDEF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		FS14 FFFFFFFFFF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadLabguyFS14G")
		Stop
		
		Death.LandMine:
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
	//TNT1 A 0 A_CustomMissile ("Labguy_NoLeg", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("GibHand", 42, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 ThrustThingZ(0,50,0,1)
	FS14 A 1 A_Scream
	    FS16 A 9
		FS16 BCD 9 A_CheckFloor("Dead.Landmine")
		FS16 DDDDD 9 A_CheckFloor("Dead.Landmine")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadLabguyFS14G")
		Stop
		
		Dead.ExplosiveImpact:
		TNT1 AAAA 0 A_SpawnItem ("Blood")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadLabguyFS14G")
		Stop
		
		Dead.Landmine:
		TNT1 AAAA 0 A_SpawnItem ("Blood")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadLabguyFS14G")
		Stop
	

		
	Raise:
		POSS K 5
		POSS JIH 5
		Goto See
		
	Death.PussyGrab:
	    TNT1 A 0
		TNT1 A 0 A_Pain
		TNT1 A 0 A_Chase("","")
		TNT1 A 0 A_Pain
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GrabbedAZombieCivilian", 1)
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
        Stop	
	}
}

ACTOR ZombieAxeAttack
{
	Radius 10
	Height 18
	Projectile 
	+RANDOMIZE
	DamageType Rip
    Damage 4
	+FORCEXYBILLBOARD
    +THRUGHOST
    +BLOODSPLATTER 
	RenderStyle Add
	Alpha 0.6
	HitObituary "$OB_IMPHIT"
    Obituary "$OB_IMPHIT"
	+DONTHURTSPECIES

	SeeSound "None"
	DeathSound "none"
	Decal "none"
    Speed 20
	States
	{
	Spawn:
		TNT1 A 4 BRIGHT
		Stop
	Death:
        TNT1 A 0 A_PlaySound("AxeHit")
		TNT1 A 0 BRIGHT
		Stop
	}
}





/////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////







Actor DeadFormerScientist : DeadShotgunguy1
{
States
    {
    Spawn:
        FSMS L -1
        Stop
    }
}

Actor DyingFormerScientistNoArm: DeadFormerScientist
{
    Radius 12
    Height 32
    Health 50
    damagefactor "Head", 10.0
States
    {
    Spawn:
	    TNT1 A 0
		
		TNT1 A 0 A_PlaySound("BURNZOM")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 32,0)
        FSD2 BEBEBEBEBEBE 10 A_SpawnItem ("HeadshotTarget10", 5, 32,0)
		FSD2 C 6
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_NoBlocking
		FSD3 D -1
        Stop
	Death:
	FSD2 C 6 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_PlaySound("grunt/death")
	TNT1 A 0 A_NoBlocking
	FSD3 D -1
    Stop
	
	Death.Head:
	Death.MinorHead:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	TNT1 A 0 A_CustomMissile ("MuchBlood2", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 30, 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))
		FSD2 B 2
	TNT1 A 0 A_PlaySound("misc/gibbed")
    FSD3 G 7
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_NoBlocking
	FSD3 H -1
    Stop
	
	Stop
	XDeath:
	Crush:
	    TNT1 A 0 A_SpawnItem("GibsZ")
  	    TNT1 A 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath3", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath4", 5, 0, random (0, 360), 2, random (0, 160))
		Stop
    }
}


Actor DyingFormerScientistNoLeg: DeadFormerScientist
{
    Radius 12
    Height 32
    Health 50
    damagefactor "Head", 10.0
States
    {
    Spawn:
	    TNT1 A 0
		
		TNT1 A 0 A_PlaySound("BURNZOM")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 32,0)
		FSS7 ABC 5
        FSS7 DEDEDEDEDEDE 10 A_SpawnItem ("HeadshotTarget10", 5, 32,0)
		FSS7 GH 5
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_NoBlocking
		FSS7 F -1
        Stop
	Death:
	TNT1 A 0 A_PlaySound("grunt/death")
	FSS7 GH 5
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_NoBlocking
	FSS7 F -1
    Stop
	
	Death.Head:
	Death.MinorHead:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	TNT1 A 0 A_CustomMissile ("MuchBlood2", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 30, 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 A 0 A_PlaySound("misc/gibbed")
	FSS7 IJ 5
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_NoBlocking
		FSS7 F -1
        Stop
    Stop
	
	Stop
    }
}


ACTOR BrutalizedFormerScientist1
{
	Game Doom
	Radius 16
	Height 50
	Health 70
	bloodtype "DeadBlood"
		PainSound "grunt/pain"
		PainChance 255
		Mass 999999
	-SOLID
	+SHOOTABLE
	+NORADIUSDMG
	+FLOORCLIP
	Scale 1.0
	States
	{
				Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasZManShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop
			
	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:
    FSD1 A 15
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedFormerScientistStop")
	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 ("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 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(2)
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedFormerScientist2")
		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
}}

actor BrutalizedFormerScientistStop: DeadFormerScientist
{
    States
    {
    Spawn:
FSD2 ABCD 5 A_SpawnItem("brutal_FlyingBlood",0,5,0,1)
FSD3 D -1
       Stop    }}

ACTOR BrutalizedFormerScientist2: BrutalizedFormerScientist1
{
	States
	{
	Spawn:
	Pain:
    FSD1 B 15
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedFormerScientistStop2")
	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 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedFormerScientist3")
		Stop
}}

actor BrutalizedFormerScientistStop2: DeadFormerScientist
{
    States
    {
    Spawn:
FSD4 AB 6 A_SpawnItem("brutal_FlyingBlood",0,5,0,1)
FSD4 B -1
       Stop    }}

ACTOR BrutalizedFormerScientist3: BrutalizedFormerScientist1
{
	States
	{
	Spawn:
	Pain:
    FSD1 C 15
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedFormerScientistStop3")
	Stop
	
	Death:
	    TNT1 A 0
		TNT1 A 0 A_Recoil(2)
		TNT1 AAA 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 A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		FSD1 EFGH 6
		TNT1 A 0 A_SpawnItem ("DeadLabguyFSD1H")
		Stop
}}


actor BrutalizedFormerScientistStop3: DeadFormerScientist
{
    States
    {
    Spawn:
FSD3 ABC 6 A_SpawnItem("brutal_FlyingBlood",0,5,0,1)
FSD3 C -1
       Stop    }}
	
actor LabguyBeatenDown: DeadFormerScientist
{
    States
    {
    Spawn:
FSF1 L 1
FSF1 L -1
       Stop    }}	
	
ACTOR BrutalizedFormerScientistLeg: BrutalizedFormerScientist1
{
	States
	{
	Spawn:
	Pain:
    FSS7 A 15
	Goto DieNow
	
    DieNow:
	FSS7 BCD 5
	FSS7 F -1
	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 ("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 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 ("VeryFuckedUpBrutalizedFormerScientistLeg")
		Stop
}}

//FS14 G -1
actor DeadLabguyFS14G: DeadFormerScientist
{
    States
    {
    Spawn:
		FS14 G -1
        Stop    }}

actor DeadLabguyFSADE: DeadFormerScientist
{
    States
    {
    Spawn:
		FSAD E -1
        Stop    }}
		
actor DeadLabguySCZAL: DeadFormerScientist
{
    States
    {
    Spawn:
		SCZA L -1
        Stop    }}

actor DeadLabguyFSD1H: DeadFormerScientist
{
    States
    {
    Spawn:
		FSD1 H -1
        Stop    }}


actor DeadLabguySCZ4E: DeadFormerScientist
{
    States
    {
    Spawn:
		SCZ4 E -1
        Stop    }}

actor DeadLabguyFSMSP: DeadFormerScientist
{
    States
    {
    Spawn:
		FSMS P -1
        Stop    }}	


ACTOR VeryFuckedUpBrutalizedFormerScientistLeg: DeadFormerScientist
{Health 200 
DamageFactor "ExplosiveImpact", 10.0
States{Spawn:
        ID13 G -1
        Stop
	Death.ExplosiveImpact:	
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	    ID13 ABCDEF 5
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedFormerScientistLeg")
		Stop
		  
		  Stop}}
		  
ACTOR VeryFuckedUpBrutalizedFormerScientistLeg2: VeryFuckedUpBrutalizedFormerScientistLeg
{Health 200 States{Spawn:
        ID15 E -1
        Stop}}
		
ACTOR AxeSplitLabGuy: DeadFormerScientist
{
  States
    {
    Spawn:
F1CR A 6 A_SpawnItem("brutal_FlyingBlood",0,5,0,1)
F1CR A -1
       Stop    }}
	   
	   
Actor FacelessLabguy: DeadFormerScientist
{
  States
    {
    Spawn:
FSSH Z 6 A_SpawnItem("brutal_FlyingBlood",0,5,0,1)
FSSH Z -1
       Stop    }}

Actor LabGuyHead
{
bouncefactor 0.25
speed 7
seesound ""
	+DOOMBOUNCE
	+MISSILE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
	+THRUACTORS

states
	{
	Spawn:
	TNT1 A 0
	FSHD BC 4
	loop
	Death:
      FSDH A 1
	  FSHD A-1
      stop
	}}
	
Actor BloodyAxe
{
bouncefactor 0.1
speed 5
seesound ""
	+DOOMBOUNCE
	+MISSILE
    +MOVEWITHSECTOR
    +NOBLOCKMAP
    +NOTELEPORT
	+THRUACTORS
	-SOLID
states
	{
	Spawn:
	AXE1 A 6
	loop
	Death:
	 AXE1 A 1
	 //TNT1 A 0 //A_SpawnItem("BrutalAxe")
	 TNT1 A 0 A_SpawnItemEx("BrutalAxe", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
     stop
	}}
	
ACTOR RipLabguy
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
 TNT1 AAA 0 A_CustomMissile ("brutal_FlyingBlood", 40, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathHalfLabguy", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("Guts2", 32, 0, random (0, 360), 2, random (0, 160))
	Death:
	    TNT1 A 0
        Stop
    }
}

ACTOR XDeathHalfLabguy
{
    Radius 8
    Height 8
    Scale 1.0
	Speed 6
	Mass 4
	Decal BrutalBloodSplat
	BounceFactor 0.4
	+DOOMBOUNCE
	+MISSILE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
		SCZ4 F 12
		Loop
    Death:
        TNT1 A 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
        SCZ4 F 1 A_SpawnItem("Gib_HalfLabGuy",0,0,0,1)
        TNT1 A 0
        Stop
    }}
actor Gib_HalfLabGuy: BigGibBase
{
    States
    {
    Spawn:
SCZ4 F 1900 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
       Loop    }}
	
Actor DeadLabguy_Half
{Mass 300 Health 200 States{Spawn:
        FSD1 H -1
        Stop	
        Death:
		TNT1 A 0 A_SpawnItem("GibsZ")
  	    
		 TNT1 AAA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath4", 5, 0, random (0, 360), 2, random (0, 160))
		Stop
        Death.Cut:
        Death.Cutless:
        Goto Death}}
		
Actor Labguy_NoLeg: DeadShotgunGuy_NoLeg
{
Alpha 1.0
Mass 300 Health 200 States{Spawn:
        FSS7 F -1
        Stop	
        Death:
		TNT1 A 0 A_SpawnItem("GibsZ")
  	    
		 TNT1 AAA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath4", 5, 0, random (0, 360), 2, random (0, 160))
		Stop
        Death.Cut:
        Death.Cutless:
        Goto Death}

}
