Actor IsCrawling : Inventory
{
Inventory.MaxAmount 1
}

		
ACTOR DyingZombieman
{
    Radius 12
    Height 26
    Speed 5
	Health 50
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	damagefactor "Melee", 6.0
	PainChance "Melee", 255
	damagefactor "trample", 2.0
	DamageFactor "CauseObjectsToSplash", 0.0
	damagefactor "Avoid", 0.0
	damagefactor "Death.KickDowned", 100.0
	damagefactor "Death.KickDownedAny", 100.0
	+SHOOTABLE
    +FLOORCLIP
    +LOOKALLAROUND
	+FRIGHTENED
	-SOLID
	+DONTSPLASH
	-ISMONSTER
	+FRIENDLY
	-COUNTKILL
	+GHOST
	+THRUGHOST
	Mass 500
    States
    {
	Pain.Kick:
	Pain.Melee:
	//TNT1 A 0 A_GiveToTarget("CrueltyBonus1health")
	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_Pain
	TNT1 A 0 A_FaceTarget
	ZMAK ABA 4
	ZMAM A 20
	Goto See
	
	Death.Melee:
    Death.Fatality:
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,"Death")
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 A 0 A_Scream
		ZMAM A 5 A_GiveToTarget("IsCurbstompingZombieman", 1)
		TNT1 AAAAA 0 A_GiveToTarget("ArmorShard")
		TNT1 A 0 A_GiveToTarget("NewClip",30)
		TNT1 A 0 A_GiveToTarget("GrenadeAmmo", 1)
        Stop
	
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_GiveInventory("IsCrawling", 1)
	ZMAM A 2 A_Chase
	Goto See //Loop

    See:
		ZMAM ABABAB 12 A_Chase
        ZMAM A 12 A_Pain
		TNT1 A 0 A_Jump(12, "LastStand")
		TNT1 A 0 A_SpawnItemEx("Brutal_FlyingBlood",0,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 4, "GotoDeath")
		Goto See
		
	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_SpawnItemEx("DeadZombieManMinorHead",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
		
	LastStand:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Pain
		TNT1 A 0 A_CHangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_SpawnItemEx("ZombiemanLastStand1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	
	Death.Fire:
	Death.Flames:
	Death.Burn:
	TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Armor")
	TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
	TNT1 A 0 A_SpawnItemEx("DyingZombiemanInFlames",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	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_SpawnItemEx("StompedZombieman",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Armor")
		Stop
	
	Death.SSG: Death.PerkSSG:
	XDeath:
	//TNT1 A 0 A_GiveToTarget("CrueltyBonus5Health")
	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_SpawnItemEx("CrushedRemains",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_XScream
    TNT1 A 0 A_NoBlocking
	Stop
	
	Death.SuperPunch:
	Death.Kick:
	Death.Extremepunches:
	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_GiveToTarget ("CrueltyBonus5Health")
		ZMAD C 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("DeadZombieman_Noheadfront",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
		
	 Crush:
	 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_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("CrushedRemains",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		Stop	
	}
}

ACTOR BrutalizedZombieMan1
{
	Game Doom
	Radius 16
	Height 50
	Health 20
	bloodtype "DeadBlood"
	PainSound "grunt/pain"
	PainChance 255
	+SHOOTABLE
	+NORADIUSDMG
	+FLOORCLIP
	+DONTSPLASH
	+FRIENDLY
	+GHOST
	-SOLID
	+THRUGHOST
	-ISMONSTER
	Scale 1.0
	Mass 500
	States
	{
			
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Recoil(1)
	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:
	TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
    ZZD1 A 40
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("BrutalizedZombieManStop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	Stop

    Death.Fatality:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 AAAAA 0 A_GiveToTarget("ArmorShard")
		TNT1 A 0 A_GiveToTarget("NewClip",30)
		TNT1 A 0 A_GiveToTarget("GrenadeAmmo", 1)
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_Jump(256,"Death.Fatality1", "Death.Fatality2", "Death.Fatality3", "Death.Fatality4", "Death.Fatality5")
		Goto Death.Fatality1
	
	Death.Fatality1:
		ZZD1 A 5 A_GiveToTarget("ZombieManFatality", 1)
        Stop
	Death.Fatality2:
		ZZD1 A 5 A_GiveToTarget("ZombieManFatality2", 1)
        Stop
	Death.Fatality3:
		ZZD1 A 5 A_GiveToTarget("ZombieManFatality3", 1)
        Stop
	Death.Fatality4:
		ZZD1 A 5 A_GiveToTarget("ZombieManFatality4", 1)
        Stop
	Death.Fatality5:
		ZZD1 A 5 A_GiveToTarget("ZombieManFatality5", 1)
        Stop
	
	Death.Melee:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,2)
		TNT1 A 0 A_Jump(65,"Death.Fatality")
	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 16
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("BrutalizedZombieMan2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop

	Death.SuperPunch:
	Death.Kick:
	Death.Extremepunches:
	Death.Shotgun:
	Death.SSG: Death.PerkSSG:
	XDeath:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		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 ABCD 5 A_SpawnItem("Brutal_FlyingBlood",0,5,0,1)
ZZD3 D 0
TNT1 A 0 A_SpawnItemEx("DeadZombieMan_NoArmFront",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
       Stop    }}

ACTOR BrutalizedZombieMan2: BrutalizedZombieMan1
{
	States
	{
	Spawn:
	Pain:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		ZZD1 B 40
		Goto DieNow
	
    DieNow:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("BrutalizedZombieManStop2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	
	Death.Melee:
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,2)
		TNT1 A 0 A_Jump(65,"Death.Fatality")
		TNT1 A 0
	Death:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_Recoil(1)
		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_Recoil(2)
	    ZZD1 C 16
		TNT1 A 0 A_SpawnItemEx ("BrutalizedZombieMan3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
}}

actor BrutalizedZombieManStop2: CurbstompedMarine
{
    States
    {
    Spawn:
ZZD4 AB 6 A_SpawnItem("Brutal_FlyingBlood",0,5,0,1)
TNT1 A 0 A_SpawnItemEx("DeadZombieman_NoHeadNoArm",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
       Stop    }}

ACTOR BrutalizedZombieMan3: BrutalizedZombieMan1
{
	States
	{
	Spawn:
	Pain:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		ZZD1 C 40
		Goto DieNow
	
    DieNow:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("BrutalizedZombieManStop3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	
	Death.Melee:
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,2)
		TNT1 A 0 A_Jump(65,"Death.Fatality")
		TNT1 A 0
	Death:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_Recoil(1)
		TNT1 A 0 A_SpawnItemEx("BloodSplasher2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 AAA 0 A_CustomMissile ("Instestin", 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 AAAAAA 0 A_CustomMissile ("Brutal_LiquidBlood", 44, 0, random (0, 360), 2, random (0, 50))
		//TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
		ZZD1 EFG 6
		TNT1 A 0 A_SpawnItemEx("DeadZombiemanJustLegsAreLeft2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
}}


actor BrutalizedZombieManStop3: CurbstompedMarine
{
    States
    {
    Spawn:
ZZD5 J 6 A_SpawnItem("Brutal_FlyingBlood",0,5,0,1)
TNT1 A 0 A_SpawnItemEx("DeadZombieman_NoHeadNoArm",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
       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_SpawnItemEx("Gib_ZombieLeg1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
       Stop    }}

ACTOR BrutalizedZombieManLeg: BrutalizedZombieMan1
{
	States
	{
	Spawn:
	Pain:
		POS7 A 5 
		Goto DieNow
	
    DieNow:
		POS7 BCD 5
		TNT1 A 0 A_SpawnItemEx ("DeadZombieman_NoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	
	Death:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		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 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(0,20,0,1)
	    ID13 ABCDEF 5
		TNT1 A 0 A_SpawnItemEx ("VeryFuckedUpBrutalizedZombiemanLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
}}

ACTOR DyingSergeant
{
	Game Doom
	Radius 16
	Height 28
	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 "Melee", 6.0	
	Mass 500
	+SHOOTABLE
	+FLOORCLIP
	+DONTSPLASH
	-ISMONSTER
	+FRIENDLY
	-COUNTKILL
	+GHOST
	+THRUGHOST
	-SOLID
	States
	{
		
	Death.Fatality:
		TNT1 A 0 A_Pain
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,"Death")
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 AAAAA 0 A_GiveToTarget("ArmorShard")
		TNT1 A 0 A_GiveToTarget("NewShell",12)
		TNT1 A 0 A_GiveToTarget("GrenadeAmmo", 1)
		TNT1 A 0 A_Jump(256, "Death.Fatality1", "Death.Fatality2", "Death.Fatality3", "Death.Fatality4", "Death.Fatality5")
		Goto Death.Fatality1
		
	Death.Fatality1:	
		SZD1 A 5 A_GiveToTarget("SergeantFatality", 1)
        Stop
    Death.Fatality2:    
		SZD1 A 5 A_GiveToTarget("SergeantFatality2", 1)
        Stop
	Death.Fatality3:    
		SZD1 A 5 A_GiveToTarget("SergeantFatality3", 1)
        Stop
    Death.Fatality4:    
		SZD1 A 5 A_GiveToTarget("SergeantFatality4", 1)
        Stop
	Death.Fatality5:    
		SZD1 A 5 A_GiveToTarget("SergeantFatality5", 1)
        Stop
		
	Death.MinorHeadCheck:
		TNT1 A 0 A_Jump(160,"Death.MinorHead")
		TNT1 A 0 A_Pain
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_Jump(256, "Death.Fatality1", "Death.Fatality2", "Death.Fatality3", "Death.Fatality4", "Death.Fatality5")
		Goto Death.Fatality1
		
	Death.fire:
	Death.Flames:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_GiveToTarget("CrueltyBonus5Health")
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItemEx("BurningZombie",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
		
	Spawn:
		TNT1 A 0
		SPO5 A 1 A_Chase
		TNT1 A 0 A_Pain
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_PlaySound("BURNZOM",0,0.25)
		SPO5 AAAAA 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
		Goto Suffer
	Suffer:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		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
		
	AttemptFatality:
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,2)
		TNT1 A 0 A_Jump(59,"Death.Fatality")
		TNT1 A 0
		Goto Death.Cut+5	
		
	Death.Cut:
	    TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon",1,3)
		TNT1 A 0 A_JumpIfInTargetInventory("HasKnife",1,"AttemptFatality")
		TNT1 AA 0
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
	    TNT1 AAA 0
	   
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		//TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
	    SPO5 D 8
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItemEx ("DeadShotgunGuy_NoArm",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	
	Death.Cutless:
	Death:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	    SPO5 D 8
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItemEx ("DeadShotgunGuy_NoArm",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
		
    Death.Head:
	    TNT1 A 0 A_JumpIfInTargetInventory ("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_JumpIfInTargetInventory ("ExtremePunchHashit", 1, "Death.Fatality")
		TNT1 A 0 A_JumpIfInTargetInventory ("Kickhashit", 1, "Death.MinorHeadCheck")
		TNT1 A 0 A_JumpIfInTargetInventory ("Fisthit", 1, "Death.MinorHeadCheck")
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	    TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode", 0, 30)
		TNT1 A 0 A_XScream
		//TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
        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_SpawnItemEx("DeadShotgunguySZD4B",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	
	Death.Decaptate:
		TNT1 A 0 A_JumpifInventory("HasSaw", 0, 2)
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
	    TNT1 AAA 0
		
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItemEx("BloodSplasher2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 AAAAAAAA 0 A_CustomMissile ("SmallSuperGore", 32, 0, random (0, 360), 2, random (10, 170))
		TNT1 A 0 A_CustomMissile ("XDeathSergeantHead", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		//TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
        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_SpawnItemEx("DeadShotgunguySZD4B",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	
	Death.Plasma: Death.Plasma2:
        //TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Armor")
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
        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.Melee:
	Death.SuperPunch:
	Death.Kick:
	Death.ExtremePunches:
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,2)
		TNT1 A 0 A_Jump(65,"Death.Fatality")
    Xdeath:
	Death.Blast:
	Death.SSG: Death.PerkSSG:
	Death.Shotgun:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		//TNT1 A 0 A_GiveToTarget ("CrueltyBonus10Armor")
		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 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_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 AAA 0 A_SpawnItem ("Brutal_Blood", 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 ("XDeathSergeantHead", 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_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("DeadShotgunguySZD1H",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
        Stop	
		
		LastStand:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Pain
		TNT1 A 0 A_CHangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_SpawnItemEx ("SergeantLastStand2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop

	}
}



ACTOR DyingSergeantNoLeg
{
    Radius 12
    Height 16
    Speed 9
	Health 50
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	+SHOOTABLE
	+DONTSPLASH
    +FLOORCLIP
    +LOOKALLAROUND
	+FRIGHTENED
	+FRIENDLY
	+GHOST
	+THRUGHOST
	-SOLID
	-ISMONSTER
	damagefactor "Melee", 6.0
	damagefactor "trample", 2.0
	PainChance "Melee", 255
	damagefactor "Leg", 0.0
	damagefactor "Death.KickDowned", 100.0
    States
    {
	Pain.Melee:
	Pain.Kick:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		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_GiveToTarget("CrueltyBonus1health")
		TNT1 A 0 A_Pain
		TNT1 A 0 A_FaceTarget
		SMAK ABA 6
		SMAM A 15
		Goto See
	
    Death.Fatality:
		TNT1 A 0 A_Pain
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,"Death")
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		SMAM A 5 A_GiveToTarget("IsCurbstompingSergeant", 1)
		TNT1 AAAAA 0 A_GiveToTarget("ArmorShard")
		TNT1 A 0 A_GiveToTarget("NewShell",12)
		TNT1 A 0 A_GiveToTarget("GrenadeAmmo", 1)
        Stop
	
    Spawn:
	SMAM A 1 A_Look
	Loop

    See:
		SMAM ABABAB 10 A_Wander
        SMAM A 10 A_Pain
		TNT1 A 0 A_SpawnItemEx("Brutal_FlyingBlood",0,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	    TNT1 A 0 A_Jump(12, "LastStand")
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 5, "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_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("DeadShotgunGuy_NoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
    Crush:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        CRS2 A 5
        CRS2 A -1
        Stop
	
	Death.Plasma: Death.Plasma2:
        //TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Armor")
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
        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.Fire:
	Death.Flames:
	Death.Burn:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Armor")
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
		TNT1 A 0 A_SpawnItemEx ("DyingSergeantNoLegInFlames",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	
	Death.Kick:
	Death.Extremepunches:
	Death.Melee:
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,2)
		TNT1 A 0 A_Jump(65,"Death.Fatality")
	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_SpawnItemEx ("StompedSergeant",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Armor")
		Stop
		
	LastStand:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Pain
		TNT1 A 0 A_CHangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_SpawnItemEx ("SergeantLastStand1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop	
	
	}
}



ACTOR DyingSergeantLegBlewedOff: DyingSergeantNoLeg
{
	Game Doom
	Radius 16
	Height 28
	Health 50
	PainSound "grunt/pain"
	PainChance 255
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 0.0
    damagefactor "Melee", 6.0	
	Mass 500
	-SOLID
	+SHOOTABLE
	+GHOST
	+THRUGHOST
	-ISMONSTER
	States
	{
    Death.Fatality:
		TNT1 A 0 A_Pain
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,"Death")
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 AAAAA 0 A_GiveToTarget("ArmorShard")
		TNT1 A 0 A_GiveToTarget("NewShell",12)
		TNT1 A 0 A_GiveToTarget("GrenadeAmmo", 1)
		TNT1 A 0 A_Jump(256, "Death.Fatality1", "Death.Fatality2", "Death.Fatality3", "Death.Fatality4", "Death.Fatality5")
		Goto Death.Fatality1
		
	Death.Fatality1:	
		SPO3 D 5 A_GiveToTarget("SergeantFatality", 1)
        Stop
    Death.Fatality2:    
		SPO3 D 5 A_GiveToTarget("SergeantFatality2", 1)
        Stop
	Death.Fatality3:    
		SPO3 D 5 A_GiveToTarget("SergeantFatality3", 1)
        Stop
    Death.Fatality4:    
		SPO3 D 5 A_GiveToTarget("SergeantFatality4", 1)
        Stop
	Death.Fatality5:    
		SPO3 D 5 A_GiveToTarget("SergeantFatality5", 1)
        Stop
	Death.MinorHeadCheck:
		TNT1 A 0 A_Jump(160,"Death.MinorHead")
		TNT1 A 0 A_Pain
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_Jump(256, "Death.Fatality1", "Death.Fatality2", "Death.Fatality3", "Death.Fatality4", "Death.Fatality5")
		Goto Death.Fatality1	
		
		
	Spawn:
    TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_PlaySound("BURNZOM",0,0.25)
	SPO3 CCCCC 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random(0, 180), 2, random (0, 35))
	Goto Suffer
	
	Suffer:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		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", 6, "GotoDeath")
		Loop
		
	GotoDeath:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 1)
		TNT1 A 0
		Goto Death
		
	Death.Cut:
	    TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon",1,3)
		TNT1 A 0 A_JumpIfInTargetInventory("HasKnife",1,"AttemptFatality")
		TNT1 AA 0
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
	
	
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		//TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
	    SPO3 GH 6
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItemEx ("DeadShotgunGuy_NoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
		
	Death.Cutless:
	Death:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	    SPO3 GH 6
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItemEx ("DeadShotgunGuy_NoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop

    Death.Head:
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_JumpIfInTargetInventory("ExtremePunchHasHit", 1, "Death.Fatality")
		TNT1 A 0 A_JumpIfInTargetInventory("FistHit", 1, "Death.MinorHeadCheck")
		TNT1 A 0 A_JumpIfInTargetInventory("KickHasHit", 1, "Death.MinorHeadCheck")
    Death.Decaptate:
		TNT1 A 0 A_JumpifInventory("HasSaw", 0, 2)
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
	    TNT1 AAA 0
	
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
        TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode", 0, 30)
		TNT1 A 0 A_XScream
		//TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
		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_SpawnItemEx ("DeadShotgunguy_NoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop

	Death.Shotgun:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		TNT1 A 0 A_NoBlocking
        ID11 MN 15
        TNT1 A 0 A_SpawnItemEx ("DeadShotgunguy_NoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
		 
 Death.Plasma: Death.Plasma2:
        //TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Armor")
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
        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.Melee:
	Death.Kick:
	Death.ExtremePunches:
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,2)
		TNT1 A 0 A_Jump(65,"Death.Fatality")
    Xdeath:
    Death.SuperPunch:
	Death.Blast:
	Death.SSG: Death.PerkSSG:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		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
        ZZD1 EFGH 6
		TNT1 A 0 A_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("DeadShotgunguySZD1H",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
        Stop		 
	}
}

ACTOR BrutalizedSergeant1
{
	Game Doom
	Radius 16
	Height 50
	Health 20
	PainSound "grunt/pain"
	PainChance 255
	Mass 500
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	+DONTSPLASH
	+GHOST
	+THRUGHOST
	-ISMONSTER
	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:
	TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
    SZD1 A 50
	Goto DieNow
	
	Death.Fatality:
		TNT1 A 0 A_Pain
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 AAAAA 0 A_GiveToTarget("ArmorShard")
		TNT1 A 0 A_GiveToTarget("NewShell",12)
		TNT1 A 0 A_GiveToTarget("GrenadeAmmo", 1)
		TNT1 A 0 A_Jump(256, "Death.Fatality1", "Death.Fatality2", "Death.Fatality3", "Death.Fatality4", "Death.Fatality5")
		Goto Death.Fatality1
		
	Death.Fatality1:	
		SZD1 A 5 A_GiveToTarget("SergeantFatality", 1)
        Stop
    Death.Fatality2:    
		SZD1 A 5 A_GiveToTarget("SergeantFatality2", 1)
        Stop
	Death.Fatality3:    
		SZD1 A 5 A_GiveToTarget("SergeantFatality3", 1)
        Stop
    Death.Fatality4:    
		SZD1 A 5 A_GiveToTarget("SergeantFatality4", 1)
        Stop
	Death.Fatality5:    
		SZD1 A 5 A_GiveToTarget("SergeantFatality5", 1)
        Stop
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx ("BrutalizedSergeantStop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	Stop
	
	Death.Melee:
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,2)
		TNT1 A 0 A_Jump(65,"Death.Fatality")
	Death:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		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 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 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 A_Recoil(2)
	    SZD1 B 16
	    TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("BrutalizedSergeant2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
		
	Death.SSG: Death.PerkSSG:
	XDeath:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		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 A_GiveToTarget ("CrueltyBonus5Armor")
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
        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
}}

actor BrutalizedSergeantStop: CurbstompedMarine
{
    States
    {
    Spawn:
SZD2 ABCD 5 A_SpawnItem("Brutal_FlyingBlood",0,5,0,1)
TNT1 A 0 A_SpawnItem("DeadShotgunGuy_NoArm")
       Stop    }}

ACTOR BrutalizedSergeant2: BrutalizedSergeant1
{
	States
	{
	Spawn:
	Pain:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		SZD1 B 30
		Goto DieNow
	
    DieNow:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("BrutalizedSergeantStop2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	
	Death.Melee:
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,2)
		TNT1 A 0 A_Jump(65,"Death.Fatality")
	Death:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_Recoil(2)
		SZD1 C 12
		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_SpawnItemEx ("BrutalizedSergeant3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
}}

actor BrutalizedSergeantStop2: CurbstompedMarine
{
    States
    {
    Spawn:
SZD4 AB 6 A_SpawnItem("Brutal_FlyingBlood",0,5,0,1)
TNT1 A 0 A_SpawnItemEx("DeadShotgunguySZD4B",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
       Stop    }}

ACTOR BrutalizedSergeant3: BrutalizedSergeant1
{
	States
	{
	Spawn:
	Pain:
		SZD1 C 25
		Goto DieNow
	
    DieNow:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("BrutalizedSergeantStop3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	
	Death.Melee:
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,2)
		TNT1 A 0 A_Jump(65,"Death.Fatality")
	Death:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_Recoil(2)
		TNT1 A 0 A_SpawnItemEx("BloodSplasher2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	    TNT1 AAA 0 A_CustomMissile ("Instestin", 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 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 AAAAAA 0 A_CustomMissile ("Brutal_LiquidBlood", 44, 0, random (0, 360), 2, random (0, 50))
		//TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
		SZD1 EFGH 6
		TNT1 A 0 A_SpawnItemEx("DeadShotgunguySZD1H",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
}}


actor BrutalizedSergeantStop3: CurbstompedMarine
{
    States
    {
    Spawn:
SZD3 ABC 6 A_SpawnItem("Brutal_FlyingBlood",0,5,0,1)
TNT1 A 0 A_SpawnItemEx("DeadShotgunguySZD3C",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
TNT1 A 0 A_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
       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 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 ("Instestin", 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 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 ("Instestin", 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 20
	Goto DieNow
	
    DieNow:
	SPO3 BCD 5
	TNT1 A 0 A_SpawnItemEx("DeadShotgunguy_NoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	Stop

	Death.Melee:
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,2)
		TNT1 A 0 A_Jump(65,"Death.Fatality")
	Death:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_Recoil(1)
		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 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(0,20,0,1)
	    ID14 ABCDEF 5
		TNT1 A 0 A_SpawnItemEx ("VeryFuckedUpBrutalizedSergeantLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
}}

ACTOR DyingZombiemanNoArm: DyingSergeant
{
+FLOORCLIP
+DONTSPLASH
	States
	{
    Death.Fatality:
		 
		TNT1 A 0 A_Pain
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 AAAAA 0 A_GiveToTarget("ArmorShard")
		TNT1 A 0 A_GiveToTarget("NewClip",30)
		TNT1 A 0 A_GiveToTarget("GrenadeAmmo",1)
        TNT1 A 0 A_Jump(256,"Death.Fatality1", "Death.Fatality2", "Death.Fatality3", "Death.Fatality4", "Death.Fatality5","Death.Fatality6")
		Goto Death.Fatality1
	
	Death.Fatality1:
		TNT1 A 0 A_Scream
		ZZD2 B 5 A_GiveToTarget("ZombieManFatality", 1)
        Stop
	Death.Fatality2:
		TNT1 A 0 A_Scream
		ZZD2 B 5 A_GiveToTarget("ZombieManFatality2", 1)
        Stop
	Death.Fatality3:
		TNT1 A 0 A_Scream
		ZZD2 B 5 A_GiveToTarget("ZombieManFatality3", 1)
        Stop
	Death.Fatality4:
		TNT1 A 0 A_Scream
		ZZD2 B 5 A_GiveToTarget("ZombieManFatality4", 1)
        Stop
	Death.Fatality5:
		TNT1 A 0 A_Scream
		ZZD2 B 5 A_GiveToTarget("ZombieManFatality5", 1)
        Stop
	Death.Fatality6:
		TNT1 A 0 A_Scream
		ZZD2 B 5 A_GiveToTarget("IsCurbstompingZombieman", 1)
        Stop
		
	Death.MinorHeadCheck:
		TNT1 A 0 A_Jump(160,"Death.MinorHead")
		TNT1 A 0 A_Pain
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_Jump(256, "Death.Fatality1", "Death.Fatality2", "Death.Fatality3", "Death.Fatality4", "Death.Fatality5", "Death.Fatality6")
		Goto Death.Fatality1	
	
	Death.fire:
	Death.Flames:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItemEx("BurningZombie",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
      Stop
	
	Spawn:
    ZZD1 A 1 A_Chase
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_PlaySound("BURNZOM",0,0.25)
	ZZD1 IIIIAAAAA 2 A_CustomMissile ("Brutal_LiquidBlood", 40, 0, 90, 2, random (0, 45))
	ZZD1 A 1 A_Chase
	Goto Suffer
	Suffer:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		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(60, "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:
	    TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon",1,3)
		TNT1 A 0 A_JumpIfInTargetInventory("HasKnife",1,"AttemptFatality")
		TNT1 AA 0
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
	
	    TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		//TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
	    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
		ZZD3 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 2 A_CustomMissile ("Brutal_LiquidBlood2", 1, 0, 90, 2, random (10, 45))
		TNT1 A 0 A_SpawnItemEx ("DeadZombieman_NoArmFront",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	
	
	Death.Cutless:
	Death:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	    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
		ZZD3 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 2 A_CustomMissile ("Brutal_LiquidBlood2", 1, 0, 90, 2, random (10, 45))
		TNT1 A 0 A_SpawnItemEx ("DeadZombieman_NoArmFront",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop

	Death.Head:
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_JumpIfInTargetInventory("ExtremePunchHasHit", 1, "Death.Fatality")
		TNT1 A 0 A_JumpIfInTargetInventory("FistHit", 1, "Death.MinorHeadCheck")
		TNT1 A 0 A_JumpIfInTargetInventory("KickHasHit", 1, "Death.MinorHeadCheck")
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		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_GiveToTarget ("CrueltyBonus5Health")
        ZZD3 GGGG 2 A_CustomMissile ("Brutal_LiquidBlood", 35, 0, random (0, 360), 2, random (0, 90))
		ZZD3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_CustomMissile ("Brutal_LiquidBlood", 10, 0, random (0, 360), 2, random (0, 90))
        TNT1 A 0 A_SpawnItemEx("DeadZombieman_NoHeadNoArm",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop

    Death.Decaptate:
	    TNT1 A 0 A_JumpifInventory("HasSaw", 0, 2)
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
	    TNT1 AAA 0
	
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItemEx("BloodSplasher2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		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_GiveToTarget ("CrueltyBonus5Health")
        ZZD3 GGGG 2 A_CustomMissile ("Brutal_LiquidBlood", 35, 0, random (0, 360), 2, random (0, 90))
		ZZD3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_CustomMissile ("Brutal_LiquidBlood", 10, 0, random (0, 360), 2, random (0, 90))
        TNT1 A 0 A_SpawnItemEx("DeadZombieman_NoHeadNoArm",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop

	Death.Plasma: Death.Plasma2:
       //TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Armor")
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
        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.Kick:
	Death.Extremepunches:
	Death.Melee:
	Death.SuperPunch:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,2)
		TNT1 A 0 A_Jump(65,"Death.Fatality")
		TNT1 A 0
		TNT1 A 0 A_Jump(129,"Xdeath")
        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(0,20,0,1)
		TNT1 A 0 A_NoBlocking
        ID11 EF 15
        TNT1 A 0 A_SpawnItemEx ("DeadZombieman_NoArm",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	    Stop
		 
	Xdeath:
	Death.Blast:
	Death.SSG: Death.PerkSSG:
	Death.Shotgun:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
        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_SpawnItemEx ("ZombiemanLastStand2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	}
}




ACTOR ZombieManDyingAfterFatality: DyingZombiemanNoArm
{
-CANPASS
-SOLID
	States
	{
	Death.cut:
	Death.saw:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
        TNT1 AA 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
  	    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_SpawnItemEx ("DeadZombieman_Half",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		POSX EEEEEEEEEEEEEEEEEEEEEE 1 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_SpawnItemEx("DeadZombiemanJustLegsAreLeft",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop

	Death.fire:
	Death.Flames:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 AA 0 A_GiveToTarget("CrueltyBonus5Health")
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItemEx("BurningZombie",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	
	Spawn:
		ZZD5 E 1
		TNT1 A 0 A_PlaySound ("BURNZOM",0,0.25)
		TNT1 A 0 A_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	Goto Suffer
	Suffer:
		TNT1 A 0 A_GiveToTarget("JPoints",5) 
		TNT1 A 0 A_GiveToTarget("JScore",5)
		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 ("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 ("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:
	    TNT1 A 0 A_JumpIfInTargetInventory ("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_JumpIfInTargetInventory ("ExtremePunchHashit", 1, "Death.Fatality")
		TNT1 A 0 A_JumpIfInTargetInventory ("Kickhashit", 1, "Death.MinorHeadCheck")
		TNT1 A 0 A_JumpIfInTargetInventory ("Fisthit", 1, "Death.MinorHeadCheck")
	Death.Minorhead:
	TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	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_GiveToTarget ("CrueltyBonus5Health")
    ZZD5 HHHHIIII 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random (0, 360), 2, random (0, 90))
	PP2X HHHHHHHHHHHHHHHHH 2 A_CustomMissile ("Brutal_LiquidBlood", 10, 0, random (0, 360), 2, random (0, 90))
    TNT1 A 0 A_SpawnItemEx("DeadZombieman_NoHeadFront",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	Stop

	Death.Decaptate:
	    TNT1 A 0 A_JumpifInventory("HasSaw", 0, 2)
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
	    TNT1 AAA 0
	
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItemEx("BloodSplasher2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		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_GiveToTarget ("CrueltyBonus5Health")
        ZZD5 HHH 2 A_CustomMissile ("Brutal_LiquidBlood", 35, 0, random (0, 360), 2, random (0, 90))
		ZZD5 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_CustomMissile ("Brutal_LiquidBlood", 10, 0, random (0, 360), 2, random (0, 90))
        TNT1 A 0 A_SpawnItemEx("DeadZombieman_NoHeadFront",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop

Death.Shotgun:
Death.Kick:
Death.Extremepunches:
Death.Melee:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		TNT1 A 0 A_NoBlocking
        ID11 EF 15
        TNT1 A 0 A_SpawnItemEx ("DeadZombieman1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
		 
		Death.Fatality:
		TNT1 A 0
		Goto XDeath
	}
}

ACTOR ZombiemanGotHisLegBlowed: DyingZombiemanNoArm
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound ("BURNZOM",0,0.25)
		POS7 AAAAABBCC 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random (0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	Goto Suffer
	Suffer:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		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(50, "LeaveCrawling")
	    TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 5, "GotoDeath")
		Goto Suffer

	GotoDeath:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 1)
		TNT1 A 0
		Goto Death
		
	
	Death.Cutless:
	Death:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
	    TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItemEx ("DeadZombieman_NoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
		
	Death.Cut:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
	    TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItemEx ("DeadZombieman_NoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
		
	
	LeaveCrawling:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItemEx ("DyingZombieMan",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	
	LastStand:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Pain
		TNT1 A 0 A_CHangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_SpawnItemEx ("ZombiemanLastStand1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop

    Death.Head:
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_JumpIfInTargetInventory("ExtremePunchHasHit", 1, "Death.Fatality")
		TNT1 A 0 A_JumpIfInTargetInventory("FistHit", 1, "Death.MinorHeadCheck")
		TNT1 A 0 A_JumpIfInTargetInventory("KickHasHit", 1, "Death.MinorHeadCheck")
		//TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		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_SpawnItemEx ("DeadZombieman_NoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
		
	Death.Decaptate:
	    TNT1 A 0 A_JumpifInventory("HasSaw", 0, 2)
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
	    TNT1 AAA 0
	
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		//TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
        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_SpawnItemEx ("DeadZombieman_NoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop	
		
    Death.Fatality:
		 
		TNT1 A 0 A_Pain
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 AAAAA 0 A_GiveToTarget("ArmorShard")
		TNT1 A 0 A_GiveToTarget("NewClip",30)
		TNT1 A 0 A_GiveToTarget("GrenadeAmmo",1)
        TNT1 A 0 A_Jump(256,"Death.Fatality1", "Death.Fatality2", "Death.Fatality3", "Death.Fatality4", "Death.Fatality5","Death.Fatality6")
		Goto Death.Fatality1
	
	Death.Fatality1:
		TNT1 A 0 A_Scream
		POS7 E 5 A_GiveToTarget("ZombieManFatality", 1)
        Stop
	Death.Fatality2:
		TNT1 A 0 A_Scream
		POS7 E 5 A_GiveToTarget("ZombieManFatality2", 1)
        Stop
	Death.Fatality3:
		TNT1 A 0 A_Scream
		POS7 E 5 A_GiveToTarget("ZombieManFatality3", 1)
        Stop
	Death.Fatality4:
		TNT1 A 0 A_Scream
		POS7 E 5 A_GiveToTarget("ZombieManFatality4", 1)
        Stop
	Death.Fatality5:
		TNT1 A 0 A_Scream
		POS7 E 5 A_GiveToTarget("ZombieManFatality5", 1)
        Stop
	Death.Fatality6:
		TNT1 A 0 A_Scream
		POS7 E 5 A_GiveToTarget("IsCurbstompingZombieman", 1)
        Stop
		
	Death.MinorHeadCheck:
		TNT1 A 0 A_Jump(160,"Death.MinorHead")
		TNT1 A 0 A_Pain
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_Jump(256, "Death.Fatality1", "Death.Fatality2", "Death.Fatality3", "Death.Fatality4", "Death.Fatality5", "Death.Fatality6")
		Goto Death.Fatality1	

Death.SuperPunch:
Death.Kick:
Death.Extremepunches:
Death.Melee:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,2)
		TNT1 A 0 A_Jump(65,"Death.Fatality")
Death.Shotgun:
		TNT1 A 0 A_GiveToTarget("JPoints",20) 
		TNT1 A 0 A_GiveToTarget("JScore",20)
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		TNT1 A 0 A_NoBlocking
        ID11 KL 15
        TNT1 A 0 A_SpawnItemEx ("DeadZombieman_NoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	}
}

ACTOR DyingZombiemanLostTeeth: Trooper
{
    Radius 12
    Height 32
    Speed 0
	Health 40
	-COUNTKILL
	+GHOST
	+THRUGHOST
	+NOPAIN
	+FRIENDLY
	-ISMONSTER
	DropItem "" 255
    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 ("MuchBlood2", 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_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("DeadZombieManFacingFront",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
		
	Death.Melee:
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,2)
		TNT1 A 0 A_Jump(65,"Death.Fatality")
		TNT1 A 0
		Goto Death
	
	Death.Head:
		TNT1 A 0
		//TNT1 A 0 A_GiveToTarget("CrueltyBonus1Health")
	    TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_JumpIfInTargetInventory("ExtremePunchHasHit", 1, "Death.Fatality")
		TNT1 A 0 A_JumpIfInTargetInventory("FistHit", 1, "Death.MinorHeadCheck")
		TNT1 A 0 A_JumpIfInTargetInventory("KickHasHit", 1, "Death.MinorHeadCheck")
		TNT1 A 0 A_JumpIfHealthLower(-200, "XDeath")
		TNT1 A 0 A_JumpIfHealthLower(-100, "Death.SSGHead")
		Goto Death.HeadExplode
	
	Death.Shotgun:
		TNT1 A 0
		Goto DeathShotgunFly
	Death.Cutless:
		TNT1 A 0
		Goto Death.Cut
		
	Death.cut:
	    TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon",1,3)
		TNT1 A 0 A_JumpIfInTargetInventory("HasKnife",1,"AttemptFatality")
		
		TNT1 AAA 0
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
		
	
	Death.HKFT:
        TNT1 AAAA 0
        TNT1 AA 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
  	    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_SpawnItemex("DeadZombieman_Half",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemex("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		POSX EEEEEEEEEEEEEEEEEEEEEE 1 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 90))
		POSX E -1
		Stop	
	
	}
}	

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

ACTOR SergeantGotHisLegBlowed: DyingZombiemanNoArm
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("BURNZOM",0,0.25)
		SPO3 D 1
		TNT1 A 0 A_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Goto Suffer
	Suffer:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)	    
		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)
		Goto Death
		
	Death.Cut:
	    TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
		SPO3 GH 5
	    TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItemEx ("DeadShotgunguy_NoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	
	Death.Cutless:
	Death:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		SPO3 GH 5
	    TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItemEx ("DeadShotgunguy_NoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	
	LeaveCrawling:
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItemEx ("DyingSergeantNoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop

    Death.Head:
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_JumpIfInTargetInventory("ExtremePunchHasHit", 1, "Death.Fatality")
		TNT1 A 0 A_JumpIfInTargetInventory("FistHit", 1, "Death.MinorHeadCheck")
		TNT1 A 0 A_JumpIfInTargetInventory("KickHasHit", 1, "Death.MinorHeadCheck")
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode", 0, 30)
		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_GiveToTarget ("CrueltyBonus5Health")
		SPO3 IJ 5
        TNT1 A 0 A_SpawnItemEx ("DeadShotgunguy_NoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop	

    Death.Decaptate:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
        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_GiveToTarget ("CrueltyBonus5Health")
		TNT1 A 0 A_JumpifInventory("HasSaw", 0, 2)
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
	    TNT1 AAA 0  
		
		SPO3 IJ 5
        TNT1 A 0 A_SpawnItemEx ("DeadShotgunguy_NoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop		

	Death.Kick:
	Death.Extremepunches:
	Death.Melee:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,2)
		TNT1 A 0 A_Jump(65,"Death.Fatality")
	Death.Shotgun:
		TNT1 A 0 A_GiveToTarget("JPoints",20) 
		TNT1 A 0 A_GiveToTarget("JScore",20)
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		TNT1 A 0 A_NoBlocking
        ID11 GH 10
        TNT1 A 0 A_SpawnItemEx ("DeadShotgunguy_NoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
		 
    Death.Fatality:
		 
		TNT1 A 0 A_Pain
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 AAAAA 0 A_GiveToTarget("ArmorShard")
		TNT1 A 0 A_GiveToTarget("NewShell",12)
		TNT1 A 0 A_GiveToTarget("GrenadeAmmo", 1)
		TNT1 A 0 A_Jump(256, "Death.Fatality1", "Death.Fatality2", "Death.Fatality3", "Death.Fatality4", "Death.Fatality5")
		Goto Death.Fatality1
		
	Death.Fatality1:	
		SPO3 D 5 A_GiveToTarget("SergeantFatality", 1)
        Stop
    Death.Fatality2:    
		SPO3 D 5 A_GiveToTarget("SergeantFatality2", 1)
        Stop
	Death.Fatality3:    
		SPO3 D 5 A_GiveToTarget("SergeantFatality3", 1)
        Stop
    Death.Fatality4:    
		SPO3 D 5 A_GiveToTarget("SergeantFatality4", 1)
        Stop
	Death.Fatality5:    
		SPO3 D 5 A_GiveToTarget("SergeantFatality5", 1)
        Stop
		
	LastStand:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Pain
		TNT1 A 0 A_CHangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_SpawnItemEx("SergeantLastStand1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop

     XDeath:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		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
	+THRUGHOST
	damagetype Blood
    SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath1"
	Decal BrutalBloodSplat
	Mass 1
    States
    {
    Spawn:
		TNT1 A 0
	    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_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
        TNT1 A 0 A_SpawnItemEx("DeadShotgunguy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 1
        Stop
        TNT1 A 1
     Splash:
        TNT1 A 0
        Stop
    }
}

ACTOR DyingImp
{
	Game Doom
	Radius 16
	Height 36
	Health 50
	PainSound "imp/pain"
	PainChance 255
	Mass 999999
	+SHOOTABLE
	-SOLID
	-ISMONSTER
	+FLOORCLIP
	damagefactor "Crush", 50.0
	Scale 1.0
	States
	{
	Spawn:
    TRO2 D 1
	Goto Suffer
	Suffer:
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 DDDDDDD 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 EEEEEEE 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 DDDDDDD 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 EEEEEEE 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 DDDDDDD 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 EEEEEEE 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 DDDDDDD 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 EEEEEEE 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:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	    TRO2 FG 8
		TNT1 A 0 A_SpawnItemEx ("DeadImp_NoStomach",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop

    Death.Head:
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_JumpIfInTargetInventory("ExtremePunchHasHit", 1, "Death.Fatality")
		TNT1 A 0 A_JumpIfInTargetInventory("FistHit", 1, "Death.MinorHeadCheck")
		TNT1 A 0 A_JumpIfInTargetInventory("KickHasHit", 1, "Death.MinorHeadCheck")
    Death.Decaptate:
	    TNT1 A 0 A_JumpifInventory("HasSaw", 0, 2)
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
	    TNT1 AAA 0  
	
    Death.MINORHead:
		//TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
        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
        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))
		IMPC LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 2 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItemEx("DeadImp_NoStomachNoHead",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop

    Death.Plasma: Death.Plasma2:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
        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 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
		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:
	    TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
		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 ("Big_Blood", 0, 30)
	    TROG BCDEFGH 8
        TNT1 A 0 A_SpawnItemEx ("DeadImp_Half",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
		
	Death.cutless:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		//TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
		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 ("Big_Blood", 0, 30)
	    TROG BCDEFGH 8
        TNT1 A 0 A_SpawnItemEx ("DeadImp_Half",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop

	Death.SSG:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		//TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
		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_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
        Stop
		
		Death.Fatality:
			TNT1 A 0 A_Pain
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_GiveToTarget("GoFatality",1)
			TNT1 A 0 A_GiveToTarget("GrenadeAmmo",1)
			TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_GiveToTarget("HealthPlus")
			TNT1 AAAAAAAAAA 0 A_GiveToTarget("ArmorShard")
			TNT1 A 0 A_Jump(256, "Death.Fatality1", "Death.Fatality2", "Death.Fatality3", "Death.Fatality4", "Death.Fatality5")
			Goto Death.Fatality1

        Death.Fatality1:
			TRO2 D 5 A_GiveToTarget("ImpFatality",1)
			Stop
		Death.Fatality2:
			TRO2 D 5 A_GiveToTarget("ImpFatality2",1)
			Stop
		Death.Fatality3:
			TRO2 D 5 A_GiveToTarget("ImpFatality3",1)
			Stop
		Death.Fatality4:
			TRO2 D 5 A_GiveToTarget("ImpFatality4",1)
			Stop
		Death.Fatality5:
			TRO2 D 5 A_GiveToTarget("ImpFatality5",1)
			Stop
    Death.MinorHeadCheck:
		TNT1 A 0 A_Jump(160,"Death.MinorHead")
		TNT1 A 0 A_Pain
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_Jump(256, "Death.Fatality1", "Death.Fatality2", "Death.Fatality3", "Death.Fatality4", "Death.Fatality5")
		Goto Death.Fatality1

	Death.SuperPunch:
	Death.ExtremePunches:
	Death.Melee:
	Death.Kick:
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,2)
		TNT1 A 0 A_Jump(65,"Death.Fatality")
	Death.Shotgun:
	Death.Blast:
	Death.Railgun:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	    TNT1 A 0 A_XScream
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
		TNT1 AAA 0 A_CustomMissile ("Instestin", 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_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		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))
		TRO3 E -1
	    Stop
	}
}

ACTOR BrutalizedImp1
{
	Game Doom
	Radius 16
	Height 50
	Health 20
	PainSound "grunt/pain"
	PainChance 255
	Mass 999999
	-SOLID
	+SHOOTABLE
	+NORADIUSDMG
	-ISMONSTER
	Scale 1.0
	States
	{
	Death.SuperPunch:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
        TNT1 A 0 A_NoBlocking
        Stop
		
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Recoil(1)
		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_SpawnItemEx ("BrutalizedImpStop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	
	Death.Melee:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,2)
		TNT1 A 0 A_Jump(65,"Death.Fatality")
	Death:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		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 ("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 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 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 A_Recoil(1)
	    IZD1 B 16
		TNT1 A 0 A_SpawnItemEx ("BrutalizedImp2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
		
		Death.Fatality:
			 
			TNT1 A 0 A_Pain
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_GiveToTarget("GoFatality",1)
			TNT1 A 0 A_GiveToTarget("GrenadeAmmo",1)
			TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_GiveToTarget("HealthPlus")
			TNT1 AAAAAAAAAA 0 A_GiveToTarget("ArmorShard")
			TNT1 A 0 A_Jump(256, "Death.Fatality1", "Death.Fatality2", "Death.Fatality3", "Death.Fatality4", "Death.Fatality5")
			Goto Death.Fatality1

        Death.Fatality1:
			IZD1 A 5 A_GiveToTarget("ImpFatality",1)
			Stop
		Death.Fatality2:
			IZD1 A 5 A_GiveToTarget("ImpFatality2",1)
			Stop
		Death.Fatality3:
			IZD1 A 5 A_GiveToTarget("ImpFatality3",1)
			Stop
		Death.Fatality4:
			IZD1 A 5 A_GiveToTarget("ImpFatality4",1)
			Stop
		Death.Fatality5:
			IZD1 A 5 A_GiveToTarget("ImpFatality5",1)
			Stop
		
	Death.SSG: Death.PerkSSG:
	XDeath:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		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 "Melee", 10.0
    States
    {
    Spawn:
IZD2 ABC 5 A_SpawnItem("Brutal_FlyingBlood",0,5,0,1)
TNT1 A 0 A_SpawnItemEx("DeadImpIZD3D",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
       Stop    
	   
	Death.Fatality:
    Death.Melee:
	Death.Kick:
	Death.Extremepunches:
         TNT1 A 0
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,30,0,1)
         TNT1 A 1 A_SpawnItemEx("BrutalizedImpStop",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		 Stop
	   
	   }}

ACTOR BrutalizedImp2: BrutalizedSergeant1
{
	States
	{
	Spawn:
	Pain:
		IZD1 B 30
		Goto DieNow
	
    DieNow:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("BrutalizedImpStop2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
		
	Death.Melee:
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,2)
		TNT1 A 0 A_Jump(65,"Death.Fatality")
	Death:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_Recoil(1)
		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 16
		TNT1 A 0 A_SpawnItemEx ("BrutalizedImp3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	
		Death.Fatality:
			 
			TNT1 A 0 A_Pain
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_GiveToTarget("GoFatality",1)
			TNT1 A 0 A_GiveToTarget("GrenadeAmmo",1)
			TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_GiveToTarget("HealthPlus")
			TNT1 AAAAAAAAAA 0 A_GiveToTarget("ArmorShard")
			TNT1 A 0 A_Jump(256, "Death.Fatality1", "Death.Fatality2", "Death.Fatality3", "Death.Fatality4", "Death.Fatality5")
			Goto Death.Fatality1

        Death.Fatality1:
			IZD1 A 5 A_GiveToTarget("ImpFatality",1)
			Stop
		Death.Fatality2:
			IZD1 A 5 A_GiveToTarget("ImpFatality2",1)
			Stop
		Death.Fatality3:
			IZD1 A 5 A_GiveToTarget("ImpFatality3",1)
			Stop
		Death.Fatality4:
			IZD1 A 5 A_GiveToTarget("ImpFatality4",1)
			Stop
		Death.Fatality5:
			IZD1 A 5 A_GiveToTarget("ImpFatality5",1)
			Stop
}}

actor BrutalizedImpStop2: BrutalizedImpStop
{
    States
    {
    Spawn:
IZD4 AB 6
TNT1 A 0 A_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
TNT1 A 0 A_SpawnItemEx("DeadImpIZD3D",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
       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_SpawnItemEx("BrutalizedImpStop2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		 Stop
	   }}

ACTOR BrutalizedImp3: BrutalizedImp1
{
	States
	{
	Spawn:
	Pain:
		IZD1 C 25
		Goto DieNow
	
    DieNow:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("BrutalizedImpStop3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	
	Death:
		//TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_Recoil(1)
		TNT1 A 0 A_SpawnItemEx("BloodSplasher2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	    TNT1 AA 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 AAAAAA 0 A_CustomMissile ("Brutal_LiquidBlood", 44, 0, random (0, 360), 2, random (0, 50))
		IZD1 EFGH 6
		TNT1 A 0 A_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("DeadImpIZD1H",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop

		Death.Fatality:
			 
			TNT1 A 0 A_Pain
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_GiveToTarget("GoFatality",1)
			TNT1 A 0 A_GiveToTarget("GrenadeAmmo",1)
			TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_GiveToTarget("HealthPlus")
			TNT1 AAAAAAAAAA 0 A_GiveToTarget("ArmorShard")
			TNT1 A 0 A_Jump(256, "Death.Fatality1", "Death.Fatality2", "Death.Fatality3", "Death.Fatality4", "Death.Fatality5")
			Goto Death.Fatality1

        Death.Fatality1:
			IZD1 C 5 A_GiveToTarget("ImpFatality",1)
			Stop
		Death.Fatality2:
			IZD1 C 5 A_GiveToTarget("ImpFatality2",1)
			Stop
		Death.Fatality3:
			IZD1 C 5 A_GiveToTarget("ImpFatality3",1)
			Stop
		Death.Fatality4:
			IZD1 C 5 A_GiveToTarget("ImpFatality4",1)
			Stop
		Death.Fatality5:
			IZD1 C 5 A_GiveToTarget("ImpFatality5",1)
			Stop
}}


actor BrutalizedImpStop3: BrutalizedImpStop
{
    States
    {
    Spawn:
IZD3 AB 6
TNT1 A 0 A_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("DeadImpIZD1H",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
       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_SpawnItemEx("BrutalizedImpStop3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		 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
	-ISMONSTER
	Scale 1.0
	States
	{
		
	Spawn:
	TR09 A 40
	Goto DieNow
	
    DieNow:
	TR09 BC 8
    TR09 DE 8
	TNT1 A 0 A_SpawnItemEx ("DeadImp_NoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	Stop
	
	Death.Melee:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,2)
		TNT1 A 0 A_Jump(65,"Death.Fatality")
	Death:
		//TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Armor")
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		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(0,20,0,1)
	    ID17 ABCDEF 5
		TNT1 A 0 A_SpawnItemEx ("ThisImpGotFuckedHard",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
		
		Death.Fatality:
			 
			TNT1 A 0 A_Pain
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_GiveToTarget("GoFatality",1)
			TNT1 A 0 A_GiveToTarget("GrenadeAmmo",1)
			TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_GiveToTarget("HealthPlus")
			TNT1 AAAAAAAAAA 0 A_GiveToTarget("ArmorShard")
			TNT1 A 0 A_Jump(256, "Death.Fatality1", "Death.Fatality2", "Death.Fatality3", "Death.Fatality4")
			Goto Death.Fatality1

        Death.Fatality1:
			TR09 A 5 A_GiveToTarget("ImpFatality",1)
			Stop
		Death.Fatality2:
			TR09 A 5 A_GiveToTarget("ImpFatality2",1)
			Stop
		Death.Fatality3:
			TR09 A 5 A_GiveToTarget("ImpFatality3",1)
			Stop
		Death.Fatality4:
			TR09 A 5 A_GiveToTarget("ImpFatality4",1)
			Stop
}}

ACTOR DyingImpNoArm
{
	Game Doom
	Radius 16
	Height 32
	Health 50
	PainSound "imp/pain"
	PainChance 255
	Mass 999999
	-SOLID
	+SHOOTABLE
	+GHOST
	+THRUGHOST
	-ISMONSTER
	Scale 1.0
	States
	{
	Spawn:
    TR08 B 5
	Goto Suffer
	Suffer:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
        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 BB 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 CC 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 BB 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 CC 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 BB 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 CC 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 BB 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 CC 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 BB 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 CC 5 A_Pain
		Goto Death
	Death:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	    TR08 D 8
		TNT1 A 0 A_SpawnItemEx ("DeadImp_NoArm",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop

    Death.Head:
	    TNT1 A 0 A_JumpIfInTargetInventory ("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_JumpIfInTargetInventory ("ExtremePunchHashit", 1, "Death.Fatality")
		TNT1 A 0 A_JumpIfInTargetInventory ("Kickhashit", 1, "Death.MinorHeadCheck")
		TNT1 A 0 A_JumpIfInTargetInventory ("Fisthit", 1, "Death.MinorHeadCheck")
    Death.Decaptate:
	    TNT1 A 0 A_JumpifInventory("HasSaw", 0, 2)
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
	    TNT1 AAA 0  
	
    Death.MINORHead:
		//TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
        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_SpawnItemEx ("DeadImp_NoArmNoHead",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
		
	Death.MinorHeadCheck:
		TNT1 A 0 A_Jump(160,"Death.MinorHead")
		TNT1 A 0 A_Pain
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_Jump(256, "Death.Fatality1", "Death.Fatality2", "Death.Fatality3", "Death.Fatality4")
		Goto Death.Fatality1	

       XDeath:
	   Death.Explosives:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		//TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
		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 ("ImpXDeath", 0, 0, random (0, 360), 2, random (0, 160))
		Stop
		
		Death.Fatality:
			 
			TNT1 A 0 A_Pain
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_GiveToTarget("GoFatality",1)
			TNT1 A 0 A_GiveToTarget("GrenadeAmmo",1)
			TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_GiveToTarget("HealthPlus")
			TNT1 AAAAAAAAAA 0 A_GiveToTarget("ArmorShard")
			TNT1 A 0 A_Jump(256, "Death.Fatality1", "Death.Fatality2", "Death.Fatality3", "Death.Fatality4")
			Goto Death.Fatality1

        Death.Fatality1:
			TR08 B 5 A_GiveToTarget("ImpFatality",1)
			Stop
		Death.Fatality2:
			TR08 B 5 A_GiveToTarget("ImpFatality2",1)
			Stop
		Death.Fatality3:
			TR08 B 5 A_GiveToTarget("ImpFatality3",1)
			Stop
		Death.Fatality4:
			TR08 B 5 A_GiveToTarget("ImpFatality4",1)
			Stop
	
	
	Death.Melee:
	Death.Kick:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,2)
		TNT1 A 0 A_Jump(65,"Death.Fatality")
	Death.SSG: Death.PerkSSG:
	Death.Shotgun:
	Death.Blast:
	Death.Railgun:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	    TNT1 A 0 A_XScream
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
		TNT1 AAA 0 A_CustomMissile ("Instestin", 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_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		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_SpawnItemEx("DeadImp_Half",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	    Stop
}
}



ACTOR DyingImpNoLeg
{
	Game Doom
	Radius 16
	Height 32
	Health 50
	PainSound "imp/pain"
	PainChance 255
	Mass 999999
	-SOLID
	+SHOOTABLE
	-ISMONSTER
	Scale 1.0
	States
	{
	Spawn:
    IMPC E 1
	TNT1 A 0
	Goto Suffer
	Suffer:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		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 DD 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 FF 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 DD 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 FF 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 DD 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 FF 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 DD 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 FF 5 A_Pain
		Goto Colapse

	Death.Melee:
	Death.Kick:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,2)
		TNT1 A 0 A_Jump(65,"Death.Fatality")
	Death:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	    TNT1 A 0 A_PlaySound("imp/death")
	    TR09 G 8
		TNT1 A 0 A_SpawnItemEx ("DeadImp_NoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
		
	Colapse:
	    TR09 H 8
		TNT1 A 0 A_SpawnItemEx ("DeadImp_NoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
		
		Death.Fatality:
			 
			TNT1 A 0 A_Pain
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_GiveToTarget("GoFatality",1)
			TNT1 A 0 A_GiveToTarget("GrenadeAmmo",1)
			TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_GiveToTarget("HealthPlus")
			TNT1 AAAAAAAAAA 0 A_GiveToTarget("ArmorShard")
			TNT1 A 0 A_Jump(256, "Death.Fatality1", "Death.Fatality2", "Death.Fatality3", "Death.Fatality4")
			Goto Death.Fatality1

        Death.Fatality1:
			TR09 F 5 A_GiveToTarget("ImpFatality",1)
			Stop
		Death.Fatality2:
			TR09 F 5 A_GiveToTarget("ImpFatality2",1)
			Stop
		Death.Fatality3:
			TR09 F 5 A_GiveToTarget("ImpFatality3",1)
			Stop
		Death.Fatality4:
			TR09 F 5 A_GiveToTarget("ImpFatality4",1)
			Stop

    Death.Head:
	    TNT1 A 0 A_JumpIfInTargetInventory ("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_JumpIfInTargetInventory ("ExtremePunchHashit", 1, "Death.Fatality")
		TNT1 A 0 A_JumpIfInTargetInventory ("Kickhashit", 1, "Death.MinorHeadCheck")
		TNT1 A 0 A_JumpIfInTargetInventory ("Fisthit", 1, "Death.MinorHeadCheck")
    Death.Decaptate:
	    TNT1 A 0 A_JumpifInventory("HasSaw", 0, 2)
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
	    TNT1 AAA 0  
	
    Death.MINORHead:
		//TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
        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_SpawnItemEx ("DeadImp_Noleg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
		
		Death.MinorHeadCheck:
		TNT1 A 0 A_Jump(160,"Death.MinorHead")
		TNT1 A 0 A_Pain
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_Jump(256, "Death.Fatality1", "Death.Fatality2", "Death.Fatality3", "Death.Fatality4")
		Goto Death.Fatality1
}
}


ACTOR ImpDyingOfBloodLoss: Imp
{
	Radius 16
	Height 28
	Health 10
	+NOPAIN
	-COUNTKILL
	+SHOOTABLE
	-ISMONSTER
	-SOLID
	States
	{
	Spawn:
	    TROD E 1
        TROD EFEFEFEFEFEFEFEFEFEFEFEFEFEFEFEF 10 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		Goto Colapse
	Death:
	    TNT1 A 0
		Goto DeathNoGuts

		Death.Fatality:
			TNT1 A 0 A_Pain
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_GiveToTarget("GoFatality",1)
			TNT1 A 0 A_GiveToTarget("GrenadeAmmo",1)
			TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_GiveToTarget("HealthPlus")
			TNT1 AAAAAAAAAA 0 A_GiveToTarget("ArmorShard")
			TNT1 A 0 A_Jump(256, "Death.Fatality1", "Death.Fatality2", "Death.Fatality3", "Death.Fatality4")
			Goto Death.Fatality1

        Death.Fatality1:
			TROD E 5 A_GiveToTarget("ImpFatality",1)
			Stop
		Death.Fatality2:
			TROD E 5 A_GiveToTarget("ImpFatality2",1)
			Stop
		Death.Fatality3:
			TROD E 5 A_GiveToTarget("ImpFatality3",1)
			Stop
		Death.Fatality4:
			TROD E 5 A_GiveToTarget("ImpFatality4",1)
			Stop
	
	Death.Melee:
	Death.Kick:
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,2)
		TNT1 A 0 A_Jump(65,"Death.Fatality")
	Death.Shotgun:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_JumpIfCloser(150, "Death.Shotgunontheface")
	Goto DeathNoGuts
		
	Colapse:
	    TNT1 A 0
		TNT1 A 0 A_NoBlocking
	    TROD GHIJ 5
		TNT1 A 0 A_SpawnItemEx("DeadImpBloodLoss",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
}
}





ACTOR PoorPinkyLostHisArm: Demon
{
	Health 50
	+NOPAIN
	-COUNTKILL
	+SHOOTABLE
	-ISMONSTER
	-SOLID
	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.Melee:
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,2)
		TNT1 A 0 A_Jump(65,"Death.Fatality")
	Death.Shotgun:
	Death.Cutless:
	Death:
		//TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("BloodSplasher2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		 TNT1 AA 0 A_CustomMissile ("XDeathBrain1", 60, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeathBrain2", 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 ("BaronHeadPiece", 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 
		SAAR HHHHHHHHH 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		SAAR IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItemEx("DeadDemonSAARI",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
        Stop
	
	Colapse:
	    TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
	    SAAR BCDEF 5
		TNT1 A 0 A_SpawnItemEx ("DeadDemonNoArm",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
}
}

ACTOR BrutalizedCommando1
{
	Game Doom
	Radius 16
	Height 50
	Health 30
	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
	-ISMONSTER
	Scale 1.0
	States
	{
	Spawn:
	CPOD JJJJJJJJJJ 10 A_SpawnItem ("DripingBlood", 0, 23)
	CPOD K 6
	TNT1 A 0 A_SpawnItemEx ("Mini_Gun",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx ("BrutalizedDeadCommando1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	Stop
	
	Pain:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
    CPOD J 1 A_Pain
	Goto Spawn

	Death:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	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_SpawnItemEx ("BrutalizedCommando2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		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_SpawnItemEx ("BrutalizedDeadChaingunGuy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx ("Mini_Gun",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	
	Pain:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		CPOD M 5 A_Pain
		Goto Spawn

	Death:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		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_SpawnItemEx ("BrutalizedCommando3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx ("Mini_Gun",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
}}


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

	Death:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	//TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
	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_SpawnItemEx ("BrutalizedCommandoLegs",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
}}


ACTOR ZombiemanSaciLol: ZombiemanGotHisLegBlowed
{
	-ISMONSTER
+GHOST
	+THRUGHOST
-COUNTKILL
-SOLID
Speed 4
Height 48
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("BURNZOM",0,0.25)
	Goto Suffer
	
	Suffer:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	    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
		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_SpawnItemEx ("ZombiemanGotHisLegBlowed",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	Death.Head:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	    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_SpawnItemEx ("DeadZombieman_NoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	Stop
	
	Death:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	TNT1 A 0 A_PlaySound("grunt/death")
	ZL1E HI 6
	TNT1 A 0 A_SpawnItemEx("DeadZombieman_NoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	Stop
	}
}



ACTOR ImpSaciLol: DyingImpNoLeg
{
	-ISMONSTER
+GHOST
	+THRUGHOST
-COUNTKILL
-SOLID
Speed 4
Height 48
	States
	{

	Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySound ("imp/pain")
	Goto Suffer
	
	Suffer:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		ZL3E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL3E DDDD 1
		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_SpawnItemEx ("DyingImpNoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	Death.Head:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		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_SpawnItemEx ("DeadImp_NoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	Stop
	
	Death:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	TNT1 A 0 A_PlaySound("imp/death")
	ZL3E HIJ 7
	TNT1 A 0 A_SpawnItemEx ("DeadImp_NoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	Stop
	}
}

ACTOR DyingHellKnight1
{
	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
	damagefactor "Cutless", 0.6
	Mass 999999
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	+NOPAIN
	+DONTSPLASH
	-ISMONSTER
	Scale 1.1
	States
	{
	Spawn:
	TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 50,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 50,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 50,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 50,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 50,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 50,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 50,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 50,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 50,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	Goto Death
	
	Death.Fatality:
		 
	    TNT1 A 0 A_Pain
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_BossDeath
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_GiveToTarget("ArmorShard")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_GiveToTarget("HealthPlus")
		TNT1 A 0 A_GiveToTarget("GrenadeAmmo",1)
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 A 0 A_Jump(256, "Death.Fatality1","Death.Fatality3")
	Death.Fatality1:
		BOS2 H 5 A_GiveToTarget("HKFatality", 1)
		Stop	
	Death.Fatality3:
		BOS2 H 5 A_GiveToTarget("HKFatality3", 1)
		Stop
		
	Death.Melee:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon",1,"XDeath")
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,2)
		TNT1 A 0 A_Jump(65,"Death.Fatality")
	Death:
	TNT1 A 0 A_GiveToTarget("MultiKills",1)
	TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_Fall
	TNT1 A 0 A_PlaySound("knight/death")
	BTN3 ABCD 6
	TNT1 A 0 A_SpawnItemEx("DeadHellKnightNoArm",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	Stop
	
	Death.Head:
	TNT1 A 0 A_GiveToTarget("MultiKills",1)
	//TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
	TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_Fall
	TNT1 AAAAA 0 A_CustomMissile ("SmallSuperGore", 50, 0, random (0, 360), 2, random (10, 170))
	TNT1 AAAA 0 A_CustomMissile ("Xdeath1", 62, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAA 0 A_CustomMissile ("Brains1", 62, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("Brains2", 62, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAA 0 A_CustomMissile ("Brains3", 62, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAA 0 A_CustomMissile ("Brains6", 62, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("Brains7", 62, 0, random (0, 360), 2, random (0, 160))
	BTN4 ABCD 6
	TNT1 A 0 A_SpawnItemEx("DeadHellKnightNoArmNoHead",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	Stop
	
	Death.SSG: Death.PerkSSG:
	XDeath:
	Death.ExplosiveImpact:
		TNT1 A 0 A_GiveToTarget("MultiKills",1)
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	    TNT1 A 0 A_XScream
		//TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
		TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_CustomMissile ("KnightXDeath", 0, 0, random (0, 360), 2, random (0, 160))
	    Stop
		
	Death.Cutless:
		TNT1 A 0 A_GiveToTarget("MultiKills",1)
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)	
	   TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 AAAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathHellKnightArm", 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 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathHellKnightHead", 32, 0, random (0, 360), 2, random (0, 160))
		BBO1 AABCD 8
		TNT1 A 0 A_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
        TNT1 A 0 A_SpawnItemEx ("DeadKnightHalfDown",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop	
}}

ACTOR DyingHellKnight : DyingHellKnight1
{}

ACTOR BrutalizedCacodemon1
{
	Game Doom
	Radius 20
	Height 68
	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
	damagefactor "Cutless", 0.6
	bloodtype "Blue_Blood"
    bloodcolor darkblue
	Mass 999999
	-SOLID
	+NOBLOODDECALS
	+SHOOTABLE
	+FLOORCLIP
	+DONTSPLASH
	+NOPAIN
	-ISMONSTER
	Scale 1.0
	States
	{
	Spawn:
	TNT1 A 0
	//TNT1 A 0 A_Jump(96, "NoSuffer")
	//TNT1 A 0 A_Jump(64, "Fall")
	CCD1 AAEEAAEEAAAAEEAAEEAA 8 A_CustomMissile ("BlueBloodTrails", 40, 0, random (0, 360), 2, random (0, 160))
/*	Fall:
	TNT1 AAAAA 0 A_NoBlocking
	TNT1 A 0 A_Fall
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("SOLID", 0)
	CCD1 ABC 6
	CCD1 C -1
	Stop */
	Goto LoopingSit

	LoopingSit:
	CCD1 E -1
	Stop
	
	Death:
	TNT1 A 0 A_GiveToTarget("MultiKills",1)
	TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	//TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
	TNT1 AAAAA 0 A_CustomMissile ("Blue_FlyingBlood", 47, 0, random (0, 360), 2, random (30, 150))
	TNT1 A 0 A_CustomMissile ("CacoXDeath3", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("CacoXDeath4", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("CacoXDeath6", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAA 0 A_CustomMissile ("CacoXDeath7", 40, 0, random (0, 360), 2, random (0, 160))
	CCD2 A 10
	TNT1 A 0 A_SpawnItemEx("BrutalizedCacodemon2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	Stop
	
	NoSuffer:
	TNT1 AAAAA 0 A_CustomMissile ("Blue_FlyingBlood", 47, 0, random (0, 360), 2, random (30, 150))
	TNT1 A 0 A_CustomMissile ("CacoXDeath3", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("CacoXDeath4", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("CacoXDeath6", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAA 0 A_CustomMissile ("CacoXDeath7", 40, 0, random (0, 360), 2, random (0, 160))
	CCD2 B 6
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("SOLID", 0)
	CCD2 B -1
	Stop	
}}

ACTOR BrutalizedCacodemon2
{
	Game Doom
	Radius 20
	Height 68
	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
	damagefactor "Cutless", 0.6
	bloodtype "Blue_Blood"
    bloodcolor darkblue
	Mass 999999
	-SOLID
	+NOBLOODDECALS
	+SHOOTABLE
	+FLOORCLIP
	+DONTSPLASH
	+NOPAIN
	-ISMONSTER
	Scale 1.0
	States
	{
	Spawn:
	//CCD2 AEAEAEAEAEAEAEAEAE 11 A_CustomMissile ("BlueBloodTrails", 40, 0, random (0, 360), 2, random (0, 160))
	//TNT1 A 0 A_NoBlocking
	//TNT1 A 0 A_Fall
	//CCD2 B 6
	//TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	//TNT1 A 0 A_ChangeFlag("SOLID", 0)
	//CCD2 B 1
	//Goto LoopingSit

	//LoopingSit:
	CCD2 A -1
	Stop
	
	Death:
	TNT1 A 0 A_GiveToTarget("MultiKills",1)
	TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	TNT1 AAAAA 0 A_CustomMissile ("Blue_FlyingBlood", 47, 0, random (0, 360), 2, random (30, 150))
	TNT1 AAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 180))
    TNT1 AA 0 A_CustomMissile ("CacoXDeath6", 30, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAA 0 A_CustomMissile ("CacoXDeath7", 30, 0, random (0, 360), 2, random (0, 160))
	//TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
	CCD3 A 10
	CCD3 B -1
	Stop	
}}
	


ACTOR DyingBaron1
{
	Game Doom
	Radius 24
	Height 76
	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
	damagefactor "Cutless", 0.6
	Mass 999999
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	+DONTSPLASH
	+NOPAIN
	-ISMONSTER
	Scale 1.2
	States
	{
	Spawn:
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem("BloodDying", 0, 30)
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	Goto Death
	
	   Death.Fatality:
		TNT1 A 0 A_Pain
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_BossDeath
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_GiveToTarget("HealthPlus")
		TNT1 A 0 A_GiveToTarget("GrenadeAmmo",3)
		TNT1 A 0 A_GiveToTarget("GoFatality",1)
		TNT1 A 0 A_Jump(256,"Death.Fatality1","Death.Fatality2")
	Death.Fatality1:
		BOSS H 5 A_GiveToTarget("BaronFatality",1)
		Stop
	Death.Fatality2:
		BOSS H 5 A_GiveToTarget("BaronFatality2",1)
		Stop
	
	Death.Melee:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon",1,"XDeath")
		TNT1 A 0 A_JumpIfInTargetInventory("NoFatality",1,2)
		TNT1 A 0 A_Jump(100,"Death.Fatality")
	Death:
		TNT1 A 0 A_GiveToTarget("MultiKills",1)
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Fall
		TNT1 A 0 A_PlaySound("baron/death")
		KSA8 DEFG 6
		TNT1 A 0 A_SpawnItemEx("DeadBaronClassic",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	
	Death.head:
		TNT1 A 0 A_GiveToTarget("MultiKills",1)
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	    TNT1 AAAAA 0 A_CustomMissile ("SmallSuperGore", 50, 0, random (0, 360), 2, random (10, 170))
		TNT1 AAAAAA 0 A_CustomMissile ("Xdeath1", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Brains2", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Brains3", 62, 0, random (0, 360), 2, random (0, 160))
        //TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
		TNT1 AA 0 A_CustomMissile ("BaronHeadPiece", 62, 0, random (0, 360), 2, random (0, 160))
		BADH A 9
        BADH B 9
        BADH C 9 A_BossDeath
		BADH D  9 A_NoBlocking
        TNT1 A 0 A_SpawnItemEx ("DeadBaronNoHead",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	    Stop
	
	Death.SSG: Death.PerkSSG:
	XDeath:
	Death.ExplosiveImpact:
		TNT1 A 0 A_GiveToTarget("MultiKills",1)
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	    TNT1 A 0 A_XScream
		//TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
		TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_CustomMissile ("BaronXDeath", 0, 0, random (0, 360), 2, random (0, 160))
	    Stop
	
	Death.Shotgun:
		TNT1 A 0 A_GiveToTarget("MultiKills",1)
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	TNT1 A 0 A_JumpIfCloser(120, "Death.Cutless")
	Goto Death
	
	Death.Cut:
		TNT1 A 0 A_GiveToTarget("MultiKills",1)	
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	    TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 AAAAAA 0 A_CustomMissile ("Xdeath1", 40, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathHalfBOH", 24, 0, random (0, 360), 2, random (0, 160))
        
		TNT1 A 0 A_JumpIfInTargetInventory("HasSaw",0,3)
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
	    TNT1 AAA 0
	   //TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
		
		BBO2 AABCD 10
        TNT1 A 0 A_SpawnItemEx ("DeadBaronHalfDown",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop	

	Death.Cutless:
		TNT1 A 0 A_GiveToTarget("MultiKills",1)	
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
	    TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 AAAAAA 0 A_CustomMissile ("Xdeath1", 40, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathHalfBOH", 24, 0, random (0, 360), 2, random (0, 160))
        //TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
		BBO2 AABCD 10
        TNT1 A 0 A_SpawnItemEx ("DeadBaronHalfDown",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop	
}}	

ACTOR PlayerChaingunguyVictim
{
	Game Doom
	Radius 16
	Height 50
	Health 50
	bloodtype "DeadBlood"
		PainSound "grunt/pain"
		PainChance 255
		Mass 999999
	-SOLID
	+SHOOTABLE
	+NORADIUSDMG
	+FLOORCLIP
	+DONTSPLASH
	-ISMONSTER
	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 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_Jump(129, "Pain2")
		XPL8 B 2
		Goto Spawn
	
	Pain2:
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		XPL8 C 3
		Goto Spawn
	
	Death:
		TNT1 A 0 A_GiveToTarget("MultiKills",1)
		TNT1 A 0 A_GiveToTarget("JPoints",15) 
		TNT1 A 0 A_GiveToTarget("JScore",15)
		TNT1 A 0 A_CustomMissile ("RipGuts", 50, 0, random (0, 360), 2, random (0, 160))
        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 ("Big_Blood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 B 20 A_NoBlocking
        TNT1 AA 0 A_CustomMissile ("Big_Blood", 50, 0, random (0, 360), 2, random (0, 160))
        XPL2 C 10 A_CustomMissile ("Big_Blood", 40, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("Big_Blood", 30, 0, random (0, 360), 2, random (0, 160))
        XPL2 DE 10 A_CustomMissile ("Big_Blood", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
        XPL2 E -1
		Stop
}}

		
ACTOR DyingShotgunguyHitInEye: Sergeant
{
    Radius 12
    Height 32
    Speed 0
	Health 50
	-COUNTKILL
	+GHOST
	+THRUGHOST
	+NOPAIN
	-ISMONSTER
	-SOLID
	DropItem "" 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_SpawnItemEx("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("DeadShotgunguySPOSZ",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Stop
	
	Death.Head:
		TNT1 A 0
		//TNT1 A 0 A_GiveToTarget("CrueltyBonus1Health")
	    TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_JumpIfHealthLower(-200, "XDeath")
		TNT1 A 0 A_JumpIfHealthLower(-100, "Death.SSGHead")
		Goto Death.HeadExplode
	
	Death.Shotgun:
		TNT1 A 0
		Goto DeathShotgunFly
	Death.Cutless:
		TNT1 A 0
		Goto Death.Cut
		
	Death.cut:
	    TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon",1,3)
		TNT1 A 0 A_JumpIfInTargetInventory("HasKnife",1,"AttemptFatality")
		TNT1 AA 0
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
		

		Death.HKFT:
        TNT1 AAA 0
        TNT1 A 0 A_Jump(96, "Death.Arm")
        Goto Death.Tear	
		
		
	Death.decaptate:
	    TNT1 A 0 A_JumpifInventory("HasSaw", 0, 2)
		TNT1 A 0 A_GiveToTarget ("CrueltyBonus5Health")
	    TNT1 AAA 0  
	
        TNT1 AAAAAAA 0 A_CustomMissile ("Blood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        TNT1 A 0 A_CustomMissile ("XDeathSergeantHeadBeheaded", 50, 0, random (0, 360), 2, random (40, 90))
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		//TNT1 A 0 A_NoBlocking
        SPDH AAAAABBBBBBBBBBCCCCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (60, 120))
		SPDH DDDDDDEEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 10, 0, random (0, 360), 2, random (60, 120))
		SPDH EEEEEEEEEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 5, 0, random (0, 360), 2, random (10, 40))
		SPDH E 1 A_SpawnItemex("GrowingBloodPool",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		tnt1 a 0 a_noblocking
        SPDH E -1
		Stop	
		
	}
}

ACTOR DyingComando
{
	Game Doom
	Radius 21
	Height 26
	Health 50
		PainSound "grunt/pain"
		PainChance 255
		Mass 999999
    +FORCEXYBILLBOARD
	-SOLID
	+SHOOTABLE
	-ISMONSTER
	Scale 1.0
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0  damagefactor "Avoid", 0.0
	States
	{
	Spawn:
    CFTB AB 10
	Goto Suffer
	Suffer:
        TNT1 A 0 A_CustomMissile ("Brutal_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 11
        TNT1 A 0 A_CustomMissile ("Brutal_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 11
        TNT1 A 0 A_CustomMissile ("Brutal_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 11
        TNT1 A 0 A_CustomMissile ("Brutal_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 11
        TNT1 A 0 A_CustomMissile ("Brutal_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 11
        TNT1 A 0 A_CustomMissile ("Brutal_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 11
		Goto Dead
	Dead:
	    CFTB C 1
         TNT1 A 1 A_SpawnItem ("BrutalizedDeadChaingunGuy", 3)
		Stop
	Death:
		TNT1 A 0 A_GiveToTarget("MultiKills",1)
	    CFTB D 1
		//TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
TNT1 AAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
TNT1 AAA 0 A_CustomMissile ("Xdeath1", 15, 0, random (0, 360), 2, random (0, 160))
         TNT1 A 1 A_SpawnItem ("SuperBrutalizedDeadChaingunGuy", 3)
		Stop
	XDeath:
		TNT1 A 0 A_GiveToTarget("MultiKills",1)
        TNT1 A 0 A_CustomMissile ("ChainXDeath", 0, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("MuchBlood2", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
	Stop
	}
}


ACTOR DyingRevenant
{
	Game Doom
	Radius 16
	Height 64
	Health 40
	Mass 999999
	-SOLID
	+SHOOTABLE
	-ISMONSTER
	Scale 1.0
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0  damagefactor "Avoid", 0.0  damagefactor "Taunt", 0.0
	States
	{
	Spawn:
    FRVX A 1
	Goto Suffer
	Suffer:
        FRVX AAAAAAAAAAA 4 A_SpawnItem ("Big_Blood", 0, 40)
		Goto Death
	Death:
	    FRVX B 8
		FRVX C -1
		Stop
	XDeath:
         TNT1 A 0 A_CustomMissile ("SkeletonXDeath", 0, 0, random (0, 360), 2, random (0, 160))
	Stop
	}
}
