ACTOR RifleZombie Replaces ZombieMan
{
	Game Doom
	Health 40
	Radius 20
	Height 44
    Speed 5
	Mass 300
	FastSpeed 8
	PainChance 255
	DeathHeight 4
	BurnHeight 4

	Damagefactor "Avoid", 1.0	Damagefactor "BHFTOnBarrel", 0.0	Damagefactor "Blood", 0.0
	Damagefactor "CancelTeleportFog", 0.0	Damagefactor "CauseWaterSplash", 0.0
	Damagefactor "GibRemoving", 0.0	Damagefactor "HangingHook", 0.0
	Damagefactor "Head", 1.25	Damagefactor "PussyGrab", 100.0	Damagefactor "Repair", 0.0
	Damagefactor "RevenantHitStomach", 0.0	Damagefactor "SpawnMarine", 0.0	DamageFactor "TankWeakSpot", 0.0
	Damagefactor "TeleportRemover", 0.0	Damagefactor "Use", 0.0	Damagefactor "SSG", 5.0
	Damagefactor "ExtremePunches", 5.0	Damagefactor "Fatality", 5.0	Damagefactor "HelperMarineFatallity", 5.0

	PainChance "Avoid", 64	PainChance "Head", 255	PainChance "PussyGrab", 255
	PainChance "Slide", 255	PainChance "Stealth", 255	PainChance "Taunt", 255

	Damagetype "Melee"
	Monster
	+FLOORCLIP
	+SLIDESONWALLS
	+MISSILEMORE
	+CANPASS
	+DOHARMSPECIES
	Species "Zombies"
    Scale 0.98
	MaxStepHeight 24
	MaxDropOffHeight 32
    BloodType "Brutal_Blood", "SawBlood", "SawBlood"
	SeeSound "grunt/sight"
	AttackSound "weapons/rifle"
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	ActiveSound "grunt/active"
	DropItem "RifleDrop"
	DropItem "GrenadeAmmo" 4
	Obituary "%o has been gunned down by a Zombie Soldier."
	+RANDOMIZE
	+THRUGHOST
	Tag "Rifle Zombie"
	States
	{
	 Spawn:
		PSSS B 0
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckStuff")//Check if new monsters are disabled
		TNT1 A 0 ACS_NamedExecuteAlways("BDCHeckClassicMonsters", 0, 0, 0, 0)//Check if Vanilla Mode is activated
		PSSS B 2
		TNT1 A 0 A_RadiusGive("SlaughterToken", 128, RGF_GIVESELF | RGF_MONSTERS |RGF_CUBE | RGF_NOSIGHT, 1)
		PSSS B 2
		TNT1 A 0 A_GiveInventory("SKZombieman", 1)
		TNT1 A 0 A_JumpIfInventory("nonewenemies", 1, "Stand")
		TNT1 A 0 A_JumpIfInventory("SlaughterToken",15,"ReplaceVanilla")
		TNT1 A 0 A_Jump(168, "ReplacePistol")
		TNT1 A 0 A_Jump(4, "ReplaceAxeman")
		Goto Stand

	ReplaceVanilla:
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
		TNT1 A 0 A_SpawnItemEx ("VanillaZombieman",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0, tid)
		TNT1 A 2 Thing_Remove(0)
		Stop

	ReplacePistol:
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
		TNT1 A 0 A_SpawnItemEx ("PistolZombie",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS ,0, tid)
		TNT1 A 2 Thing_Remove(0)
		Stop

	ReplaceAxeman:
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
		TNT1 A 0 A_SpawnItemEx ("Labguy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS ,0, tid)
		TNT1 A 2 Thing_Remove(0)
		Stop

	Idle:
	Stand:
		PSSS B 0
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 36,0)
		PSSS AB 10 A_Look
		Loop

	FallBack:
		TNT1 A 0 A_CheckSight("Advance")
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		POSR D 2 A_FaceTarget
		POSR D 2 A_Recoil(4)
		TNT1 A 0 A_jump(64, "Missile")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		POSR C 2 A_FaceTarget
		POSR C 2 A_Recoil(4)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		POSR B 2 A_FaceTarget
		POSR B 2 A_Recoil(3)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		POSR A 2 A_FaceTarget
		POSR A 2 A_Recoil(3)
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		GOto Missile

	See:
		POSR A 0
		PSSS B 0 A_ChangeFLag("NODROPOFF", 0)
		PSSS B 0 A_TakeInventory("SKZombieman", 1)
		PSSS B 0 A_CheckSight("SeeNeverSeen")
		PSSS B 0 A_TakeInventory("SKZombieman", 1)
		Goto SeeContinue

	SeeContinue:
		TNT1 A 0 A_JumpIfCloser(200, "FallBack")
		Advance:
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)

		TNT1 A 0 A_SpawnItem ("HeadshotTarget6", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget6")
		POSR AAA 2 A_Chase

		TNT1 A 0 A_SpawnItem ("HeadshotTarget6", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget6")
		POSR BBB 2 A_Chase

		TNT1 A 0 A_SpawnItem ("HeadshotTarget6", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget6")
		POSR CCC 2 A_Chase

		TNT1 A 0 A_SpawnItem ("HeadshotTarget6", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget6")
		POSR DDD 2 A_Chase
		Loop

	SeeNeverSeen:
	Advance:
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)

		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		POSR AA 2 A_Chase

		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		POSR BB 2 A_Chase

		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		POSR CC 2 A_Chase

		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		POSR DD 2 A_Chase
		TNT1 A 0 A_CheckSIght("SeeNeverSeen")
		Goto SeeContinue

	Pain.Taunt:
	Pain.KillMe:
		TNT1 A 0
		TNT1 A 0 HealThing(2)
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, "Missile")
		POSR B 0 A_Pain
		TNT1 A 0 A_ChangeFlag("FASTER", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
		TNT1 A 0 A_PlaySound("grunt/sight")
		POSR B 1 A_FaceTarget
		POSR B 10

		TNT1 A 0 A_GiveInventory("Enraged", 1)
		TNT1 A 0 A_PlaySound("grunt/sight", 1)
		Goto Missile

	Missile:
	    TNT1 A 0 A_Stop

		TNT1 A 0 A_ChangeFlag("GHOST", 0)
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		TNT1 A 0 A_TakeInventory("SKZombieman", 1)

		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget20")

		POSR E 10 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 36,0)
		POSR E 8 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 36,0)
		TNT1 A 0 A_GiveInventory("ZombieManAmmo", 5)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
		POSR F 2 BRIGHT A_CustomMissile("ZombieManTracer", 32, 0, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		POSR E 3 A_FaceTarget

        TNT1 A 0 A_PlaySound("weapons/rifle")
		TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
		POSR F 2 BRIGHT A_CustomMissile("ZombieManTracer", 32, 0, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		POSR E 3 A_FaceTarget

		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget20")

        TNT1 A 0 A_PlaySound("weapons/rifle")
		TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
		POSR F 2 BRIGHT A_CustomMissile("ZombieManTracer", 32, 0, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		POSR E 3 A_FaceTarget

        TNT1 A 0 A_PlaySound("weapons/rifle")
		TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
		POSR F 2 BRIGHT A_CustomMissile("ZombieManTracer", 32, 0, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		POSR E 3 A_FaceTarget

        TNT1 A 0 A_PlaySound("weapons/rifle")
		TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
		POSR F 2 BRIGHT A_CustomMissile("ZombieManTracer", 32, 0, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		POSR E 3 A_FaceTarget

		POSR E 6 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")
        Goto SeeContinue

  Reload:
		TNT1 A 0 A_TakeInventory("ZombieManAmmo", 20)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12")
        POSR E 3
		POSR E 1 A_CustomMissile("EmptyClipSpawn", 38, 0, random(-11, 11), 0)
        TNT1 A 0 A_PlaySound("Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12")
        ID12 A 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12")
        ID12 A 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12")
        ID12 B 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12")
        ID12 C 10
        TNT1 A 0 A_PlaySound("CLIPIN")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12")
        ID12 D 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12")
        POSR A 10
        Goto SeeContinue

   //Currently unused. Used to make the enemy rolls left or right when hit by a rocket alert actor.
   Pain.Avoid:
	    TNT1 A 0
	    TNT1 A 0 A_Jump(256, "AvoidLeft", "AvoidRight")
        Goto AvoidLeft

   AvoidLeft:
	    POSR A 1 A_FaceTarget
	    TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)
        ZRO2 ABCDEFGH 3 A_FaceTarget
        Goto Missile
	AvoidRight:
	    POSR A 1 A_FaceTarget
	    TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)
        ZRO1 ABCDEFGH 3 A_FaceTarget
        Goto Missile

   //If the monster is hit by the "Killme" damage (which is "exploded" by the captured marine), automatically start firing at the target.
    Pain.KillMe:
		TNT1 A 0
        TNT1 A 0 HealThing(2)
        Goto Missile
	//Emergency manuever in case the monster gets killed by an "alerter" actor
    Death.KillMe:
    Death.Taunt:
    Death.Avoid:
	Death.Stealth:
		Goto Death

	Pain.Cut:
	Pain.Saw:
		TNT1 A 0
		TNT1 A 0 A_Stop
	Pain:
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 8)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		POSR G 3
		TNT1 A 0 A_TakeInventory("SKZombieman", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		POSR G 3 A_Pain
		TNT1 A 0 A_Jump(196, "Missile")
	    Goto SeeContinue
        TNT1 AAAA 0
        TNT1 A 0 A_Pain
        ID11 F 8
        Goto GetUp+2

	Pain.Shrapnel:
	Pain.Head:
		TNT1 A 0 A_TakeInventory("SKZombieman", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		POSH I 5 A_Pain
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 36,0)
		POSH J 20
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 36,0)
		POSH J 20
		Goto SeeContinue

	Pain.LowKick:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("IsDown", 1, "Death.LowKick")
		Goto Pain

	Death.LowKick:
		TNT1 A 0
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_GiveToTarget("IsCurbstompingZombieman", 1)
		TNT1 A -1 A_NoBlocking
        Stop

	Pain.Stealth:
		TNT1 A 0 HealThing(2)
		TNT1 A 0 A_JumpIfInventory ("SKZombieman", 1, "GotoStealthKill")
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "GroundExecution")
		Goto See

	GroundExecution:
		TNT1 A 0 A_GiveToTarget("ExecuteDownedZombieman", 1)
		TNT1 A 0 A_GiveToTarget("GoSpecial", 1)
		TNT1 A 0 A_Die("Vanish")
		Stop

	Death.Vanish:
		TNT1 A 0
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
		Stop

    Pain.Melee:
	Pain.Fatality:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SKZombieman", 1, "GotoStealthKill")
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 8)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
	    POSR G 4
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		POSR G 4 A_Pain
		Goto SeeContinue
        TNT1 AAAA 0
        TNT1 A 0 A_Pain
        ID11 FRRRQ 10
		TNT1 A 0 A_TakeInventory("SKZombieman", 1)
        TNT1 A 0 A_TakeInventory("IsDown", 1)
        Goto SeeContinue

		BecomeMeatShield:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
        TNT1 A 0 A_GiveToTarget("HasZManShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop

	GotoStealthKill:
		TNT1 A 1
		//TNT1 A 0 A_JumpIfInTargetInventory("PowerStrength", 1, "BecomeMeatShield")
		TNT1 A 0 A_Explode(100, 1, 1)
		TNT1 A 1
		Goto SeeContinue

	Pain.ExtremePunches:
	Pain.ExplosiveImpact:
	Pain.Explosive:

	     TNT1 A 0
		 TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		 TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	     TNT1 A 0 A_Pain
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		 TNT1 A 0 A_TakeInventory("SKZombieman", 1)
         TNT1 A 0 A_GiveInventory("IsDown", 1)
         TNT1 A 0 ThrustThingZ(0,40,0,1)
         POS4 UVWXY 5
		 Goto FallingAfterImpact

	Pain.Slide:
         TNT1 A 0
		 TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		 TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		 TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		 TNT1 A 0 A_ChangeFlag("GHOST", 1)
		 TNT1 A 0 A_ChangeFlag("THRUGHOST", 1)
         POS4 U 0 A_Pain

		 TNT1 A 0 A_ChangeFlag("FORCEXYBILLBOARD", 1)
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		 TNT1 A 0 A_TakeInventory("SKZombieman", 1)
		 POS4 U 1 A_facetarget
         TNT1 A 0 ThrustThingZ(0,50,0,1)
		 TNT1 A 0 A_FaceTarget
         POS4 U 3
		 TNT1 A 0 A_Recoil(8)
		 TNT1 A 0 A_GiveInventory("IsDown", 1)
         POS4 UVWXY 3
		 TNT1 A 0 A_ChangeFlag("GHOST", 0)
		 TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
		 TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		 Goto FallingAfterImpact

	Pain.Kick:
	Pain.Stomp:
	Pain.HeavyImpact:
         TNT1 A 0
		 TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		 TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		 TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		 TNT1 A 0 A_ChangeFlag("USESPECIAL", 1)
         POS4 U 0 A_Pain
		 TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		 TNT1 A 0 A_ChangeFlag("FORCEXYBILLBOARD", 1)
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		 TNT1 A 0 A_TakeInventory("SKZombieman", 1)
		 POS4 U 1 A_facetarget
         TNT1 A 0 ThrustThingZ(0,20,0,1)
		 TNT1 A 0 A_FaceTarget
         POS4 U 3 ThrustThing(angle*256/360+128, 10, 0, 0)
		 TNT1 A 0 A_GiveInventory("IsDown", 1)

         POS4 UVWXY 3
		 Goto FallingAfterImpact

	FallingAfterImpact:
		ID11 F 1 A_GiveInventory ("FallingHeight", 1)
		ID11 F 1 A_CheckFloor ("GetUp")
		NULL A 0 A_JumpIf (momz == 0, "GetUp")
		Loop

	GetUp:
		TNT1 A 0
		MARN A 0 A_SpawnItem("bdbodythud")
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 5, "FallingDie")
		TNT1 A 0 A_ChangeFlag("GHOST", 1)
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 1)
		ID11 R 1
		TNT1 A 0 A_TakeInventory("FallingHeight", 100)
		TNT1 A 0 A_Stop

		ID11 RRRRRRRRRR 5 A_JumpIf(momz < 0, "FallingAfterImpact")
        TNT1 A 0 A_TakeInventory("IsDown", 1)
		TNT1 A 0 A_ChangeFlag("GHOST", 0)
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
		ID11 Q 10
		TNT1 A 0 A_ChangeFlag("FORCEXYBILLBOARD", 0)
        Goto SeeContinue

	Active:
		TNT1 A 0

		TNT1 A 0 A_GiveToTarget("ExecuteDownedZombieman", 1)
		TNT1 A 0 A_GiveToTarget("GoSpecial", 1)
		IZD4 M 0
		ID11 RRRRRR 2 A_JumpIfInTargetInventory("IsExecutingOnAir", 1, "FinishActive")
		TNT1 A 0 A_JumpIfInTargetInventory("ExecuteBashWall", 1, "FinishActive")
		TNT1 M 1
		TNT1 A 0 A_JumpIfInTargetInventory("ExecuteStompWall", 1, "GetUp")
	  FinishActive:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		Stop

	FallingDie:
	TNT1 A 0
	TNT1 A 0 A_Stop
	TNT1 A 0 A_CustomMissile("BodyCrash1", 10)
	Goto Getup+8

	Death.Fall:
		TNT1 A 0
		TNT1 A 0 A_Scream
		MARN A 0 A_SpawnItem("bdbodythud")
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (50, 130))
		ID11 EF 2
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		POSR L 0
		TNT1 A 0 A_SpawnItem ("DeadZombieman1")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
		Stop

	 Death.Melee:
	    TNT1 A 0
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
		TNT1 A 0 A_JumpIfInventory ("SKZombieMan", 1, "StealthKill")
		Goto Death.Kick

	Death.Kick:
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		TNT1 A 0 A_ChangeFLag("SLIDESONWALLS", 1)
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_Scream
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (10)
        POS4 UUVWXY 5
		POSR L 0
		TNT1 A 0 A_SpawnItem("DeadZombieman1")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
        Stop

	StealthKill:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, 1)
		Goto Death
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 A 0 A_GiveToTarget("GoSpecial", 1)
		TNT1 A 0 A_GiveToTarget("SKZombieMan", 1)
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Die("Stealthy")
		Stop
	Death.Stealthy:
		TNT1 A -1 A_NoBlocking
		Stop

   Death.Trample:
   Death.Down:
		POSR I 0 A_Scream
		TNT1 A 0 A_Stop
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 2, 0, random (0, 360), 2, random (0, 40))
		ID11 F 12
		POSR K 3
		POSR L 0
        TNT1 A 0 A_SpawnItem("DeadZombieman1")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
        Stop

	Death.MonsterShotgunBullet:
	Death.Shotgun:
		POSR J 1 A_FaceTarget
		TNT1 A 0 A_SpawnItem("MuchBlood", 0, 40)
		TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 42, 0, random (170, 190), 2, random (0, 20))
	    TNT1 A 0 A_Jump(42, "Death.Shotgunontheface")
		TNT1 A 0 A_JumpIfCloser(100, "Death.bLAST3")
		TNT1 A 0 A_JumpIfCloser(320, "Death.Shotgunontheface")
		Goto Death

	Death.Shotgunontheface:
	Death.HeavyImpact:
	    TNT1 A 0
		TNT1 A 0 A_Jump(24, "Death.ARm")
		TNT1 A 0 A_ChangeFlag("SLIDESONWALLS", 0)
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0 A_Jump(160, "DeathShotgunFly")
	Death.Pierced:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Stop
		TNT1 A 0 A_Pain
		POSR H 1 A_FaceTarget
		TNT1 A 0 A_Recoil(13)
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		TNT1 A 0 A_Jump(96, "Death.Blast")
		TNT1 A 0 A_Jump(128, "DeathShotgunontheface2")
		TNT1 A 0 A_Scream
		TNT1 AA 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (0, 160))
		POS4 ABCD 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		POS4 EFGHIJ 4 A_JumpIf(((VelY == 0)||(VelX == 0)), "DSFStop")
		Goto DSFStop+1

	DSFStop:
		TNT1 A 0 A_SpawnItem("Ploft3")
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 2, 0, random (170, 190), 2, random (0, 0))
		POS4 J 0
		TNT1 A 0 A_SpawnItem("DeadZombiemanShotguntotheFace1")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
		Stop

	DeathShotgunontheface2:
		TNT1 AA 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (0, 160))
        POS4 KLMN 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		POS4 OPQRST 4 A_JumpIf(((VelY == 0)||(VelX == 0)), "DSFStop2")
		Goto DSFStop2+1

	DSFStop2:
		TNT1 A 0 A_SpawnItem("Ploft3")
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 2, 0, random (170, 190), 2, random (0, 0))
		POS4 T 0
		TNT1 A 0 A_SpawnItem("DeadZombiemanShotguntotheFace2")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
		Stop

	DeathShotgunFly:
		POS4 Z 1 A_FaceTarget
		TNT1 A 0 A_Scream
		TNT1 A 0 A_CustomMissile("BloodMist", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		TNT1 A 0 A_ChangeFLag("SLIDESONWALLS", 0)
		TNT1 A 0 ThrustThingZ(0,30,0,1)
        TNT1 A 0 A_Recoil(10)
        POS4 Z 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_JumpIf(((VelY == 0)&&(VelX == 0)), "TakeASit")
		POS4 [ 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_JumpIf(((VelY == 0)&&(VelX == 0)), "TakeASit")
		POS4 V 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_JumpIf(((VelY == 0)&&(VelX == 0)), "TakeASit")
		POS4 W 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_JumpIf(((VelY == 0)&&(VelX == 0)), "TakeASit")
		POS4 X 4 A_Stop
		POS4 Y 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadZombieman1")
		TNT1 A -1 A_NoBlocking
        Stop
	TakeASit:
	    TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 6, 0, random (170, 190), 2, random (0, 40))
	    BR92 A 4 A_Stop
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
	    TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItemEx("DeadZombieman_Slumped")
		TNT1 A -1 A_NoBlocking
		Stop

	Death.Shrapnel:
		TNT1 A 0
		TNT1 A 0 A_JumpIfHealthLower(-50, 4)
		TNT1 A 0 A_SpawnItem("MuchBlood", 0, 32)
		TNT1 A 0 ThrustThingZ(0, 30, 0, 0)
		TNT1 A 0 A_Jump(128, "DeathMinorhead4", "DeathMinorHead1")
		Goto Death
		TNT1 AA 0
		TNT1 A 0 A_Jump(255, "Death.ExplosiveImpact", "Death.Leg")
		Goto Death

	Death:
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
        TNT1 A 0
		TNT1 AA 0 A_CustomMissile ("Brutal_FlyingBlood", 7, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Jump(32, "Death.Arm")
	Death.MinorLeg:
		POSR Q 8
		POSR I 5 A_Scream
		POSR J 5
		POSR K 5
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        POSR L 0
		TNT1 A 0 A_SpawnItem("DeadZombieman1")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
		Stop

	Death.Minor:
		TNT1 A 0
		TNT1 A 0 A_JumP(180, "DeathMirror")
		Goto Death.Rare
	Death.Rare:
	    TNT1 A 0
		TNT1 A 0 A_FaceTarget
		12DG A 5 A_Scream
		TNT1 A 0 A_PlaySound("weapons/rifle")
		TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile ("ZombieManTracer", 24, 5, -20, 2, -20)
		12DG BCD 5
		TNT1 A 0 A_PlaySound("weapons/rifle")
		TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile ("ZombieManTracer", 24, -5, 20, 2, 30)
		12DG E 5
		12DG FGHI 5
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		12DG I 0
		TNT1 A 0 A_SpawnItem("DeadZombiemanLikeInActionMovie")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
		Stop

	DeathMirror:
	    POSR R 8
	    POSR M 5
		POSR N 5 A_Scream
		POSR O 5
		POSR P 5
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        POSR P 0
		TNT1 A 0 A_SpawnItem("DeadZombieman1F")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
		Stop

	Death.EnvAcidShower:
	    POSR R 3
	    POSR M 3
		POSR N 3 A_PlaySound("ZOMSCREA")
		POSR O 3
		POSR P 3
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadZombieman1F")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
		Stop

     Death.Arm:
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("BloodMist", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_Changeflag("NOBLOCKMONST", 1)
		ZZD1 I 10 A_Scream
		TNT1 A 0 A_SpawnItemEx ("DyingZombiemanNoArm",0,0 , 0, velx, vely, velz,0,SXF_NOCHECKPOSITION | SXF_ABSOLUTEVELOCITY,0)
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
        Stop

	Death.ArmFly:
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("BloodMist", 40, 0, random (0, 360), 2, random (30, 90))
		ZZD2 A 15 A_Scream
		TNT1 A 0 A_SpawnItemEx ("DyingZombiemanNoArm",0,0 , 0, velx, vely, velz,0,SXF_NOCHECKPOSITION | SXF_ABSOLUTEVELOCITY,0)
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
        Stop

     Death.Leg:
		TNT1 A 0
		TNT1 A 0 A_JumpIfHealthLower(-300,"DoubleLegRemove")
		TNT1 A 0 A_JumpIfHealthLower(-25, "LegRemove")
		TNT1 A 0 A_Scream
		POSL MO 6
		POSR K 6
		TNT1 A 0 A_SpawnItem("DeadZombieman1")
		POSR L 0
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
		Stop

	DoubleLegRemove:
		TNT1 A 0 A_Scream
		TNT1 AA 0 A_CustomMissile ("XDeathZombieLeg", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("Blood", 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 AAA 0 A_CustomMissile ("XDeath2b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ThrustThingZ(0,10,0,1)
		POS8 ABC 3
		POS8 D 10
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		POS8 D 0
		TNT1 A 0 A_SpawnItem ("DeadZombieMan_NoLegBoth")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
		Stop

	LegRemove:
		TNT1 A 0 A_CustomMissile ("Muchblood2", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Jump(64, "LegRemoveRare")
		TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_Scream
		POS7 A 6
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_Jump(64, "LegRemoveRare")
		TNT1 A 0 A_SpawnItemEx ("ZombiemanGotHisLegBlowed",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A -1 A_NoBlocking
        Stop

	LegRemoveRare:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("ZombiemanSacilol",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A -1 A_NoBlocking
        Stop

    Death.Saw:
	    TNT1 A 0
		TNT1 A 0 A_Jump(96, "Death.arm")
		Goto Death.Tear

	Death.cut:
	Death.HKFT:
        TNT1 A 0
		TNT1 A 0 A_Scream
		POSR Q 8
		TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("RipZombieMan", 0, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAA 0 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random (0, 360), 2, random (0, 40))
		POSX AABCDE 9 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_SpawnItem("DeadZombiemanJustLegsAreLeft")
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		POSX EEEEEEEEEEEEEEEEEEEEEE 1 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 90))
		POSX E 0
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
		Stop

	 Death.Minigun:
        TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Scream
        TNT1 A 0 A_SpawnItem ("BrutalizedZombieMan1")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
		Stop

     Death.LegMassacre:
		TNT1 A 0
        TNT1 A 0 A_CustomMissile ("MuchBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("ZombieLegOnFoot")
		POS7 B 1 A_Scream
        TNT1 A 0 A_SpawnItem ("BrutalizedZombieManLeg")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
        Stop

    Death.Tear:
		TNT1 A 0 A_XScream
	    PP2X AA 8 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random (0, 360), 2, random (0, 40))
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("RipZombieman2", 0, 0, random (0, 360), 2, random (0, 160))
        PP2X BBCD 8 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        PP2X EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_CustomMissile ("Brutal_LiquidBlood2", 15, 0, random (0, 360), 2, random (0, 90))
		PP2X E 0
		TNT1 A 0 A_SpawnItem("DeadZombieman_TearedInHalf")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
		Stop

    Death.Eat:
	    TNT1 A 0
	    TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("ZombieManFatality",1)
		TNT1 A -1 A_NoBlocking
        Stop

    Death.Fatality:
	    TNT1 A 0
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("Clip", 0, 0, 40, 0, 0, 0, 0, 0, 128)
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 22, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_Pain
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_JumpIfIntargetInventory("IsPlayer", 1, 1)
		Goto Death.Hammered
		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:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("ZombieManFatality", 1)
		TNT1 A -1 A_NoBlocking
        Stop
	Death.Fatality2:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("ZombieManFatality2", 1)
		TNT1 A -1 A_NoBlocking
        Stop
	Death.Fatality3:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("ZombieManFatality3", 1)
		TNT1 A -1 A_NoBlocking
        Stop
	Death.Fatality4:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("ZombieManFatality4", 1)
		TNT1 A -1 A_NoBlocking
        Stop
	Death.Fatality5:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("ZombieManFatality5", 1)
		TNT1 A -1 A_NoBlocking
        Stop

	Death.PussyGrab:
	    TNT1 A 0
		TNT1 A 0 A_Pain
		TNT1 A 0 A_GiveToTarget("GrabbedAZombieman", 1)
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
        Stop

	Death.HelperMarineFatallity:
	    TNT1 A 0
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("ZombieManFatality", 1)
		TNT1 A -1 A_NoBlocking
        Stop

    Death.BHFT:
	Death.RVFT:
	    TNT1 A 0
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("ZombieManFatality", 1)
		TNT1 A -1 A_NoBlocking
		Stop

	Death.Head:
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
	    TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_JumpIfInTargetInventory("FistsSelected",1, "DeathMinorhead2")
		TNT1 A 0 A_JumpIfHealthLower(-600, "Death.SSG")
		TNT1 A 0 A_JumpIfHealthLower(-400, "HeavyHead")
		TNT1 A 0 A_JumpIfHealthLower(-50, "Death.HeadExplode")
		TNT1 A 0 A_JumpIfInTargetInventory("RandomHeadExploder", 1, "Death.HeadExplode")
	Death.HeadMinor:
	    TNT1 A 0 A_Jump (32, "DeathMinorhead2")
		TNT1 A 0 A_Jump (110, "DeathMinorhead4")
	DeathMinorHead1:
	    TNT1 A 0 A_Scream
		TNT1 A 0 A_FaceTarget
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 A 0 A_CustomMissile ("BloodMist", 50, 0, random (0, 360), 2, random (30, 90))
		POSH UUU 2 A_CustomMissile ("Brutal_LiquidBlood2", 45, 0, 90, 2, random (0, 60))
		POSH VVV 2 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, 120, 2, random (0, 60))
		TNT1 A 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		POSH WW 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, 140, 2, random (0, 60))
		POSH XY 5
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("DeadZombieManMinorHead")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_CustomMissile ("ArterialBloodSPray", 10, -10, 45, 2, random (0, 60))
		TNT1 A -1 A_NoBlocking
		Stop

   DeathMinorHead2:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetInventory("PowerStrength",1, "HeavyHead")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_SpawnItemEx("DyingZombiemanLostTeeth",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A -1 A_NoBlocking
		Stop

	DeathMinorHead4:
	    TNT1 A 0
	    TNT1 A 0 A_Pain
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("Brains4GreenHair", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 A 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood3", 50, 0, random (175, 185), 2, random (30, 40))
		12DG J 6
		TNT1 AA 0 A_CustomMissile ("BloodMist", 50, 0, random (0, 360), 2, random (30, 90))
		12DG KKKK 2 A_CustomMissile ("Brutal_LiquidBlood2", 50, 0, 45, 2, random (40, 60))
		12DG LLL 2 A_CustomMissile ("Brutal_LiquidBlood2", 50, -5, 45, 2, random (40, 60))

		12DG M 6 A_Scream

		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadZombieManFacingFrontMinorHead")
		TNT1 A 0 A_CustomMissile ("ArterialBloodSPray", 10, -10, 45, 2, random (0, 60))
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_FaceTarget
		TNT1 A -1 A_NoBlocking
		Stop

	Death.HeadExplode:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_JumpIfInTargetInventory("HeavyStrikeUpward", 1, "HeavyHead")
		TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode", 0, 40)
  	    ZMAD B 0 A_XScream

		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)

		TNT1 A 0 A_SpawnItemEx ("Zombiemanfallingbeheaded",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A -1 A_NoBlocking
		Stop

	Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_JumpIfInTargetInventory("HeavyStrikeUpward", 1, "HeavyHead")
		TNT1 A 0 A_CustomMissile ("XDeathZombieManHeadBeheaded", 50, 0, random (0, 360), 2, random (50, 90))
  	    ZMAD B 0 A_XScream

		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 50, 0, random (0, 360), 2, random (30, 90))
		ZZD6 A 6
		TNT1 A 0 A_SpawnItemEx ("Zombiemanfallingbeheaded",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A -1 A_NoBlocking
		Stop

	HeavyHead:
		POSL G 1 A_Pain
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_FaceTarget
		TNT1 AAAAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 A 0 A_CustomMissile ("XDeath2", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 A 0 A_CustomMissile ("XDeath3", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 A 0 A_Recoil(10)
		TNT1 A 0 ThrustThingZ(0,35,0,1)
		TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode", 0, 40)
  	    ZMAD B 0 A_XScream

		POSL GHIJK 6
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_CustomMissile ("ArterialBloodSPray", 10, -10, 45, 2, random (0, 60))
		TNT1 A 0 A_SpawnItem("DeadZombiemanPOSLL")
		TNT1 A -1 A_NoBlocking
		Stop

    Death.fire:
	Death.Flames:
	Death.Burn:
	Death.FallInLava:
        TNT1 A 0 A_Scream
		TNT1 A 0 A_SpawnItem("BurningZombieMan", 0, 7)
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
        Stop

	Death.Desintegrate:
		TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_SpawnItem("DesintegratedHuman")
		TNT1 A 0 A_Stop
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TGIB ABCDEFGHIJKLMNOPQ 3
		TGIB Q -1 A_NoBlocking
        Stop

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

	Death.SuperPlasma:
        TNT1 A 0
        TNT1 A 0 A_XScream
		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 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
        Stop

	Death.GreenFire:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))

	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))

		EXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("GreenFlameTrails", 50, 0, random (0, 360), 2, random (0, 360))
		XBRN AAAA 2 BRIGHT A_SpawnItem("GreenFlare",0,43)
        TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
		Stop

	  Death.ExtremePunches:
		TNT1 A 0 A_XScream
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("ExtremePunchedZMan", 8, 0, random (175, 185), 2, random (10, 20))
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
		Stop

	Death.Blast:
	Death.Railgun:
	    TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Jump(12, "Death.Arm")
		TNT1 A 0 A_Jump(128, "Death.Blast2")
		TNT1 A 0 A_Scream
		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		ZXZ1 A 6 A_Stop
		TNT1 A 0 A_SpawnItem("ZombiemanFallingHoleOnStomach")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
	    Stop
	Death.Blast3:
	Death.Blast2:
	    TNT1 A 0 A_XScream
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 42, 0, random (0, 360), 2, random (0, 40))
	    TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("Xdeath2", 16, 0, random (130, 210), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		ZXZ2 A 6 A_Stop
		TNT1 A 0 A_SpawnItem("ZombiemanFallingSplattered")
		TNT1 A -1 A_NoBlocking
	    Stop

	Death.SSG:
	Death.Railgun:
		TNT1 A 0
		TNT1 A 0 A_Stop
	    ZZD1 E 1 A_Pain
		ZZD1 E 1 A_FaceTarget
		TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_SpawnItem("Muchblood2", 0, 40)

		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AA 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
        ZZD1 EEFFGH 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		ZZD1 H 0
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_SpawnItem("DeadZombiemanJustLegsAreLeft2")
		TNT1 A -1 A_NoBlocking
        Stop

	Death.SSGHead:
	    ZZD1 E 1 A_Pain
		ZZD1 E 1 A_FaceTarget
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))

	    TNT1 AAA 0 bright A_CustomMissile ("SuperGoreSpawner", 35, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode", 0, 10)
		TNT1 AA 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (0, 40))
        TNT1 A 0 A_XScream
        ZZD1 EEFFGH 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		ZZD1 H 0
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_SpawnItem("DeadZombiemanJustLegsAreLeft2")
		TNT1 A -1 A_NoBlocking
        Stop

	XDeath:
		TNT1 A 0
  	    TNT1 A 0 A_XScream
		TNT1 A 0 A_FaceTarget
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 42, 0, random (0, 290), 2, random (10, 60))
		TNT1 AAA 0 A_CustomMissile ("XDeath3", 42, 0, random (0, 290), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath2", 42, 0, random (0, 190), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath4", 42, 0, random (0, 190), 2, random (10, 60))
        TNT1 A 0 A_CustomMissile ("ZombieXDeath", 2, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
		Stop

	 Death.Stomp:
		TNT1 A 0 A_Scream
		POSR IJK 2
		TNT1 AA 0 A_SpawnItem("MeatDeathSmall")
		TNT1 AAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("XDeath2b", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("XDeath3b", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("CrushedRemains")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
		Stop

	Death.Hammered:
		TNT1 A 0
	    TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
	    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 ("Brains4GreenHair", 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 A 0 A_CustomMissile ("XDeathArm1", 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 ("XDeathZombieLeg", 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 AAA 0 A_CustomMissile ("BloodMistLarge", 40, 0, random (0, 360), 2, random (20, 90))
		TNT1 A 0 ThrustThingZ(0,30,0,1)
	    ID13 AB 5
		ID13 CDEF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		ID13 FFFFFFFFFF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		Goto Dead.ExplosiveImpact

	Death.ExplosiveImpact:
	Death.Explosive:
		TNT1 A 0
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		TNT1 A 0
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 ThrustThingZ(0,10,0,1)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("MuchBlood2", 0, 0, 40)
		TNT1 A 1
		TNT1 A 0 A_JumpIf(angle < 180, "IsFacingNorth")
		TNT1 A 0 A_JumpIf(velx < 0, "BlownAwayRight")
		TNT1 A 0 A_JumpIf(velx > 0, "BlownAwayLeft")
		Goto XDeath
		IsFacingNorth:
		TNT1 A 0 A_JumpIf(velx > 0, "BlownAwayRight")
		TNT1 A 0 A_JumpIf(velx < 0, "BlownAwayLeft")
		Goto XDeath

	BlownAwayLeft:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,15,0,1)
		TNT1 A 0 A_JumpIfHealthLower(-10, 2)
		TNT1 A 0 A_Jump(255, "LegRemove", "DoubleLegRemove")
		TNT1 AA 0
		TNT1 A 0 A_Jump(96, "Death.Landmine")
	    TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
	    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 ("Brains4GreenHair", 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 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ThrustThingZ(0,10,0,1)
		TNT1 A 0 A_Xscream
	    PXSX GHIJKLM 3
		TNT1 A 0 A_CheckFloor("Land8473")
		PXSX GHIJKLMGHIJKLM 5 A_CheckFloor("Land8473")

		Land8473:
		PXSX N 0
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadZombiemanPXSXO")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
		Stop

	BlownAwayRight:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,15,0,1)
		TNT1 A 0 A_JumpIfHealthLower(-10, 2)
		Goto Death.ArmFly
		TNT1 A 0 A_Jump(96, "Death.Hammered")
		TNT1 AAA 0
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
	    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 ("Brains4GreenHair", 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 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ThrustThingZ(0,10,0,1)
		TNT1 A 0 A_XScream
	    PXS2 GHIJKLM 3
		TNT1 A 0 A_CheckFloor("Land8472")
		PXS2 GHIJKLMGHIJKLM 5 A_CheckFloor("Land8472")

		Land8472:
		PXS2 N 0
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadZombiemanPXS2O")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
		Stop

	Death.LandMine:
		TNT1 A 0
		TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("GibHand", 42, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ThrustThingZ(0,25,0,1)
		ID13 A 1 A_Scream
	    ID15 A 9
		ID15 BCD 9 A_CheckFloor("Dead.Landmine")
		ID15 DDDDD 9 A_CheckFloor("Dead.Landmine")
		TNT1 A 0 A_SpawnItem("DeadZombieman_NoLeg")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
		Stop

	Dead.ExplosiveImpact:
		TNT1 AAAA 0 A_SpawnItem ("Blood")
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("Ploft")
		TNT1 A 0 A_SpawnItem("DeadZombiemanID13G")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
		Stop

	Dead.Landmine:
		TNT1 AAAA 0 A_SpawnItem ("Blood")
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("Ploft")
		TNT1 A 0 A_SpawnItem("DeadZombiemanID15E")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
		Stop

	Death.Ice:
	Death.Freeze:
	Death.Frost:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("FrozenZombieman")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A -1 A_NoBlocking
		Stop

	Death.Massacre:
	Goto Death

	Raise:
	TNT1 A 0 A_SpawnItem("PentagramSpawner")
    POSS K 5
    POSS JIH 5
    Goto See
	}
}

ACTOR PistolZombie: RifleZombie
{
DropItem "PistolSpawner"
DropItem "GrenadeAmmo" 4
Tag "Pistol Zombie"
	States
	{
	Spawn:
		PSSS B 0
		TNT1 A 0 A_TakeInventory("ZombiemanAmmo", 20)
		TNT1 A 0 A_GiveInventory("SKZombieMan", 1)
		TNT1 A 0 A_GiveInventory("ZombieManAmmo", random(1,10))
		PSPO A 1
	Goto Stand

	Idle:
	Stand:
		PSSS B 0
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 36,0)
		PSPO AA 10 A_Look
		Loop

	FallBack:
		TNT1 A 0 A_CheckSight("Advance")
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		PSPO D 2 A_FaceTarget
		PSPO D 2 A_Recoil(4)
		TNT1 A 0 A_jump(64, "Missile")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		PSPO C 2 A_FaceTarget
		PSPO C 2 A_Recoil(4)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		PSPO B 2 A_FaceTarget
		PSPO B 2 A_Recoil(3)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		PSPO A 2 A_FaceTarget
		PSPO A 2 A_Recoil(3)
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		GOto Missile

	See:
		PSPO A 0
		PSPO A 0 A_ChangeFLag("NODROPOFF", 0)
		PSPO A 0 A_TakeInventory("SKZombieman", 1)
		PSPO A 0 A_CheckSight("SeeNeverSeen")
		PSPO A 0 A_TakeInventory("SKZombieman", 1)
		Goto SeeContinue

	SeeContinue:
		TNT1 A 0 A_JumpIfCloser(200, "FallBack")
		Advance:
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)

		TNT1 A 0 A_SpawnItem ("HeadshotTarget6", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget6")
		PSPO AAA 2 A_Chase

		TNT1 A 0 A_SpawnItem ("HeadshotTarget6", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget6")
		PSPO BBB 2 A_Chase

		TNT1 A 0 A_SpawnItem ("HeadshotTarget6", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget6")
		PSPO CCC 2 A_Chase

		TNT1 A 0 A_SpawnItem ("HeadshotTarget6", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget6")
		PSPO DDD 2 A_Chase
		Loop

	SeeNeverSeen:
	Advance:
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)

		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		PSPO AA 2 A_Chase

		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		PSPO BB 2 A_Chase

		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		PSPO CC 2 A_Chase

		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		PSPO DD 2 A_Chase
		TNT1 A 0 A_CheckSIght("SeeNeverSeen")
		Goto SeeContinue

	Pain.Taunt:
		TNT1 A 0 HealThing(2)
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, "Missile")
		PSPO B 0 A_Pain
		TNT1 A 0 A_ChangeFlag("FASTER", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
		TNT1 A 0 A_PlaySound("grunt/sight")
		PSPO B 1 A_FaceTarget
		PSPO B 10
		TNT1 A 0 A_GiveInventory("Enraged", 1)
		TNT1 A 0 A_PlaySound("grunt/sight", 1)
		Goto Missile

	Pain.Head:
		TNT1 A 0 A_TakeInventory("SKZombieman", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		POSH G 5 A_Pain
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 36,0)
		POSH H 20
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 36,0)
		POSH H 20
		Goto SeeContinue

	Missile:
	    TNT1 A 0 A_Stop

		TNT1 A 0 A_ChangeFlag("GHOST", 0)
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		TNT1 A 0 A_TakeInventory("SKZombieman", 1)

		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget20")
		PSPO E 14 A_FaceTarget

		FireGun:
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 36,0)
		TNT1 A 0 A_GiveInventory("ZombieManAmmo", 1)
        TNT1 A 0 A_PlaySound("pfire")
		TNT1 A 0 A_CustomMissile("DistantFireSoundPistol", 32, 0, 0, 1, 0)
		PSPO F 2 BRIGHT A_CustomMissile("MonsterTracer", 48, 0, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		PSPO E 12 A_FaceTarget
		TNT1 A 0 A_Jump(96, "FireGun")

        TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 15, "Reload")
        Goto SeeContinue

  Reload:
		TNT1 A 0 A_TakeInventory("ZombieManAmmo", 20)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget20")
        PSPR A 1
		PSPR A 1 A_CustomMissile("EmptyPistolClipSpawn", 38, 0, random(-11, 11), 0)
        TNT1 A 0 A_PlaySound("Reload")
        PSPR ABACDED 3
        Goto SeeContinue

   Pain.Avoid:
	    TNT1 A 0
	    TNT1 A 0 A_Jump(256, "AvoidLeft", "AvoidRight")
        Goto AvoidLeft

   AvoidLeft:
	    PSPO A 1 A_FaceTarget
	    TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)
        ZRO2 ABCDEFGH 3 A_FaceTarget
        Goto Missile
	AvoidRight:
	    PSPO A 1 A_FaceTarget
	    TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)
        ZRO1 ABCDEFGH 3 A_FaceTarget
        Goto Missile

   //If the monster is hit by the "Killme" damage (which is "exploded" by the captured marine), automatically start firing at the target.
    Pain.KillMe:
        TNT1 A 0 HealThing(2)
        Goto Missile
	//Emergency manuever in case the monster gets killed by an "alerter" actor
    Death.KillMe:
    Death.Taunt:
    Death.Avoid:
	Death.Stealth:
	    TNT1 A 0
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
        TNT1 A 0 A_SpawnItem("PistolZombie")
        Stop

	Pain.Cut:
	Pain.Saw:
		TNT1 A 0
		TNT1 A 0 A_Stop
	Pain:
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 8)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		PSPO G 2
		TNT1 A 0 A_TakeInventory("SKZombieman", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		PSPO G 2 A_Pain
		TNT1 A 0 A_Jump(196, "Missile")
	    Goto SeeContinue
        TNT1 AAAA 0
        TNT1 A 0 A_Pain
        ID11 F 6
        Goto GetUp

	Pain.LowKick:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("IsDown", 1, "Death.LowKick")
		Goto Pain

	Death.LowKick:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_GiveToTarget("IsCurbstompingZombieman", 1)
        Stop

    Pain.Melee:
	Pain.Fatality:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SKZombieman", 1, "GotoStealthKill")
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 8)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
	    PSPO G 4
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		PSPO G 4 A_Pain
		Goto SeeContinue
        TNT1 AAAA 0
        TNT1 A 0 A_Pain
        ID11 FUUUV 10
		TNT1 A 0 A_TakeInventory("SKZombieman", 1)
        TNT1 A 0 A_TakeInventory("IsDown", 1)
        Goto SeeContinue

		BecomeMeatShield:
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasZManShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop

	Pain.ExtremePunches:
	Pain.ExplosiveImpact:
	Pain.Explosive:
	     TNT1 A 0
		 TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		 TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	     TNT1 A 0 A_Pain
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		 TNT1 A 0 A_TakeInventory("SKZombieman", 1)
         TNT1 A 0 A_GiveInventory("IsDown", 1)
         TNT1 A 0 ThrustThingZ(0,40,0,1)
         POS4 UVWXY 5
		 Goto FallingAfterImpact

	Pain.Slide:
         TNT1 A 0
		 TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		 TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		 TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		 TNT1 A 0 A_ChangeFlag("GHOST", 1)
		 TNT1 A 0 A_ChangeFlag("THRUGHOST", 1)
		 TNT1 A 0 A_ChangeFlag("USESPECIAL", 1)
         POS4 U 0 A_Pain
		 TNT1 A 0 A_ChangeFlag("FORCEXYBILLBOARD", 1)
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		 TNT1 A 0 A_TakeInventory("SKZombieman", 1)
		 POS4 U 1 A_facetarget
         TNT1 A 0 ThrustThingZ(0,50,0,1)
		 TNT1 A 0 A_FaceTarget
         POS4 U 3
		 TNT1 A 0 A_Recoil(8)
		 TNT1 A 0 A_GiveInventory("IsDown", 1)
		 TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		 TNT1 A 0 A_ChangeFlag("GHOST", 0)
		 TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
         POS4 UVWXY 3
		 Goto FallingAfterImpact

    Pain.Kick:
	Pain.HeavyImpact:
         TNT1 A 0
		 TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		 TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		 TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		 TNT1 A 0 A_ChangeFlag("USESPECIAL", 1)
         POS4 U 0 A_Pain
		 TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		 TNT1 A 0 A_ChangeFlag("FORCEXYBILLBOARD", 1)
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		 TNT1 A 0 A_TakeInventory("SKZombieman", 1)
		 POS4 U 1 A_facetarget
         TNT1 A 0 ThrustThingZ(0,20,0,1)
		 TNT1 A 0 A_FaceTarget
         POS4 U 3 ThrustThing(angle*256/360+128, 10, 0, 0)
		 TNT1 A 0 A_GiveInventory("IsDown", 1)

         POS4 UVWXY 3
		 Goto FallingAfterImpact

	FallingAfterImpact:
		ID11 F 1 A_GiveInventory ("FallingHeight", 1)
		ID11 F 1 A_CheckFloor ("GetUp")
		NULL A 0 A_JumpIf (momz == 0, "GetUp")
		Loop

	GetUp:
		TNT1 A 0
		MARN A 0 A_SpawnItem("bdbodythud")
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 5, "FallingDie")
		TNT1 A 0 A_TakeInventory("FallingHeight", 100)
		TNT1 A 0 A_Stop
		ID11 UUUUUUUUUUUUUU 5 A_JumpIf(momz < 0, "FallingAfterImpact")

        TNT1 A 0 A_TakeInventory("IsDown", 1)
		ID11 V 10
		TNT1 A 0 A_ChangeFlag("FORCEXYBILLBOARD", 0)
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
        Goto SeeContinue

	Active:
		TNT1 A 0

		TNT1 A 0 A_GiveToTarget("ExecuteDownedZombieman", 1)
		TNT1 A 0 A_GiveToTarget("GoSpecial", 1)
		IZD4 M 0
		ID11 UUUUUU 2 A_JumpIfInTargetInventory("IsExecutingOnAir", 1, "FinishActive")
		TNT1 A 0 A_JumpIfInTargetInventory("ExecuteBashWall", 1, "FinishActive")
		TNT1 M 1
		TNT1 A 0 A_JumpIfInTargetInventory("ExecuteStompWall", 1, "GetUp")
	  FinishActive:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		Stop

	Death.Minor:
		Goto DeathMirror

	Raise:
	TNT1 A 0 A_SpawnItem("PentagramSpawner")
    POSS K 5
    POSS JIH 5
    Goto See
	}
}

ACTOR BrutalizedZombieMan1
{
	Game Doom
	Radius 16
	Height 50
	Health 20
	bloodtype "DeadBlood"
	Damagefactor "Avoid", 0.0	Damagefactor "BHFTOnBarrel", 0.0	Damagefactor "Blood", 0.0
	Damagefactor "CancelTeleportFog", 0.0	Damagefactor "CauseWaterSplash", 0.0
	Damagefactor "GibRemoving", 0.0	Damagefactor "HangingHook", 0.0
	Damagefactor "Head", 1.25	Damagefactor "PussyGrab", 0.0	Damagefactor "Repair", 0.0
	Damagefactor "RevenantHitStomach", 0.0	Damagefactor "SpawnMarine", 0.0	Damagefactor "Stealth", 0.0
	Damagefactor "TeleportRemover", 0.0	Damagefactor "Use", 0.0
	PainSound "grunt/pain"
	PainChance 255
	Mass 999999
	+FLOORCLIP
	+DONTSPLASH
	-SOLID
	+SHOOTABLE
	+THRUGHOST
	-COUNTKILL
	Scale 0.98
	Mass 500
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Recoil(2)
	TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))

	Pain:
	ZZD1 A 30
	TNT1 A 0 A_Die("Fall")

	Death.Fall:
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItem ("BrutalizedZombieManStop")
	Stop

	Death:
	TNT1 A 0 A_NoBlocking
	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_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
	TNT1 A 0 A_Recoil(4)
	ZZD1 B 4
	TNT1 A 0 A_SpawnItem ("BrutalizedZombieMan2")
	Stop

	Death.SSG:
	XDeath:
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 AAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-15, 15))
		TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("XDeathHalfZombiemanNoArmNoHead", 48, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("SuperGoreSpawner", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 AAAA 0 A_CustomMissile ("XDeath2b", 15, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAAA 0 A_CustomMissile ("XDeath3b", 15, 0, random (0, 360), 2, random (10, 90))
		TNT1 AA 0 A_CustomMissile ("XDeathSkinPiece2", 15, 0, random (0, 360), 2, random (10, 90))
		TNT1 AA 0 A_CustomMissile ("XDeathSkinPiece1", 15, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 24, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 24, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAAAAAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 2, random (60, 90))
		TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("GibZombieBoot", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("XDeathZombiemanHeadOnXDeath", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		TNT1 AAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		Stop

	Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
		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))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		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))
        Stop
	}
}

ACTOR BrutalizedZombieMan2: BrutalizedZombieMan1
{
	States
	{
	Spawn:
	Pain:
    ZZD1 B 30
	TNT1 A 0 A_Die("Fall")

	Death.Fall:
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItem ("BrutalizedZombieManStop2")
	Stop

	Death:
		TNT1 A 0
		TNT1 A 0 A_Recoil(2)
	    TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_Recoil(4)
	    ZZD1 C 6
		TNT1 A 0 A_SpawnItem ("BrutalizedZombieMan3")
		Stop

	Death.SSG:
	XDeath:
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 AAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-15, 15))
		TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("XDeathHalfZombiemanNoArmNoHead", 48, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("SuperGoreSpawner", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 AAAA 0 A_CustomMissile ("XDeath2b", 15, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAAA 0 A_CustomMissile ("XDeath3b", 15, 0, random (0, 360), 2, random (10, 90))
		TNT1 AA 0 A_CustomMissile ("XDeathSkinPiece2", 15, 0, random (0, 360), 2, random (10, 90))
		TNT1 AA 0 A_CustomMissile ("XDeathSkinPiece1", 15, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 24, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 24, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAAAAAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 2, random (60, 90))
		TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("GibZombieBoot", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		TNT1 AAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		Stop
	}
}

ACTOR BrutalizedZombieMan3: BrutalizedZombieMan1
{
	States
	{
	Spawn:
	Pain:
	TNT1 A 0
	TNT1 A 0 A_Jump(96, 2)
    ZZD1 C 30
	TNT1 A 0 A_Die("Fall")

	Death.Fall:
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItem ("BrutalizedZombieManStop3")
	Stop

	Death:
		TNT1 A 0
		TNT1 A 0 A_Recoil(2)
		TNT1 A 0 A_SpawnItem("MeatDeath")
		TNT1 A 0 A_SpawnItem("RipGuts")
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		ZZD1 EFG 6
		TNT1 A 0 A_SpawnItem("BigBloodspot")
		TNT1 A 0 A_SpawnItem("DeadZombiemanJustLegsAreLeft2")
		Stop

	Death.SSG:
	XDeath:
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 AAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-15, 15))
		TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("SuperGoreSpawner", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 AAAA 0 A_CustomMissile ("XDeath2b", 15, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAAA 0 A_CustomMissile ("XDeath3b", 15, 0, random (0, 360), 2, random (10, 90))
		TNT1 AA 0 A_CustomMissile ("XDeathSkinPiece2", 15, 0, random (0, 360), 2, random (10, 90))
		TNT1 AA 0 A_CustomMissile ("XDeathSkinPiece1", 15, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 24, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 24, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAAAAAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 2, random (60, 90))
		TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("GibZombieBoot", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		TNT1 AAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		Stop

	Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("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))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		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))
        Stop
	}
}

ACTOR BrutalizedZombieManLeg: BrutalizedZombieMan1
{
	States
	{
	Spawn:
	Pain:
    POS7 A 5
	TNT1 A 0 A_Die("Fall")

	Death.Fall:
	POS7 BCD 5 A_NoBlocking
	TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg")
	Stop

	Death:
		TNT1 A 0
		TNT1 A 0 A_Recoil(4)
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		//TNT1 AAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		ID13 ABCDEF 5
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedZombiemanLeg")
		Stop
	}
}

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

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

actor BrutalizedZombieManStop3: CurbstompedMarine
{
    States
    {
		Spawn:
		ZZD4 AB 6 A_SpawnItem("Brutal_FlyingBlood",0,5,0,1)
		TNT1 A 0 A_SpawnItem("DeadZombieman_NoHeadNoArms")
		Stop
	}
}

Actor DeadZombieman1: CurbstompedMarine Replaces DeadZombieman
{
	Scale 0.98
States
    {
    Spawn:
        POSR L -1
        Stop

	Death:
		TNT1 A 0
		TNT1 A 0 A_Jump(256, "Death1", "Death2")
	Death1:
	    TNT1 A 0 A_NoBlocking
		TNT1 AA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 15, 0, random (0, 360), 2, random (0, 60))
        TNT1 A 0 A_SpawnItem ("DeadZombieMan_NoArm")
		Stop
	Death2:
	    TNT1 A 0 A_NoBlocking
		TNT1 AA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 15, 0, random (0, 360), 2, random (0, 60))
        TNT1 A 0 A_SpawnItem ("DeadZombieMan_NoLeg")
		Stop

    }
}

Actor DeadZombieman1F: DeadZombieman1
{
	States
    {
	Spawn:
        POSR P -1
        Stop
	}
}

Actor DeadZombieMan_NoHead: DeadZombieMan1F
{Health 300 States{
	Spawn:
        POSH F -1
        Stop
	Death:
		TNT1 A 0
		TNT1 A 0 A_Jump(256, "Death1", "Death2")
	Death1:
	    TNT1 A 0 A_NoBlocking
		TNT1 AA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 15, 0, random (0, 360), 2, random (0, 60))
        TNT1 A 0 A_SpawnItem ("DeadZombieMan_NoHeadNoArm")
		Stop
	Death2:
	    TNT1 A 0 A_NoBlocking
		TNT1 AA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 15, 0, random (0, 360), 2, random (0, 60))
        TNT1 A 0 A_SpawnItem ("DeadZombieMan_NoLegNoHead")
		Stop
    }
}

Actor DeadZombiemanLikeInActionMovie: DeadZombieman1
{States{Spawn:
		12DG I -1
        Stop
		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("RipZombieman")
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_SpawnItem("DeadZombiemanJustLegsAreLeft2")
		Stop }}

Actor DeadZombiemanShotguntotheFace1: DeadZombieman1
{
States{Spawn:
		POS4 J -1
        Stop
		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("RipZombieman")
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_SpawnItem("DeadZombiemanJustLegsAreLeft2")
		Stop
}}

Actor DeadZombiemanShotguntotheFace2: DeadZombieman1
{
States{Spawn:
		POS4 T -1
        Stop
		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("RipZombieman")
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_SpawnItem("DeadZombiemanJustLegsAreLeft2")
		Stop
}}

Actor DeadZombieManMinorHead: DeadZombiemanShotguntotheFace1
{Health 300 States{Spawn:
        POSH Z -1
        Stop   }}

ACTOR DyingZombieman
{
    Radius 12
    Height 30
    Speed 9
	Health 20
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	Damagefactor "Avoid", 0.0	Damagefactor "BHFTOnBarrel", 0.0	Damagefactor "Blood", 0.0
	Damagefactor "CancelTeleportFog", 0.0	Damagefactor "CauseWaterSplash", 0.0
	Damagefactor "GibRemoving", 0.0	Damagefactor "HangingHook", 0.0
	Damagefactor "Head", 1.25	Damagefactor "PussyGrab", 0.0	Damagefactor "Repair", 0.0
	Damagefactor "RevenantHitStomach", 0.0	Damagefactor "SpawnMarine", 0.0	Damagefactor "Stealth", 0.0
	Damagefactor "TeleportRemover", 0.0	Damagefactor "Use", 0.0
	BloodType "Brutal_Blood", "BloodSPlatterReplacer", "SawBlood"
    +FLOORCLIP
	+FRIGHTENED
	-SOLID
	+SHOOTABLE
	+DONTSPLASH
	-COUNTKILL
	+THRUGHOST
	Mass 500
	DeathHeight 4
	BurnHeight 0
    States
    {
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_GiveInventory("IsCrawling", 1)
			TNT1 A 0 A_JumpIfInventory("DeathTimer", 12, "Fall")
			ZMAM ABAB 10 A_Chase
			ZMAM A 9 A_Pain
			TNT1 A 0 A_Jump(16, "LastStand")
			TNT1 A 0 A_SpawnItemEx("Brutal_FlyingBlood", 0, 0, 10, 0, 0)
			TNT1 A 0 A_GiveInventory("DeathTimer", 1)
			Loop

		Fall:
			TNT1 A 0 A_Die
			Goto Death

		LastStand:
			TNT1 A 0 A_Die("LastStand")
		Death.LastStand:
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_Pain
			TNT1 A 0 A_SpawnItem ("ZombiemanLastStand1")
			Stop

		Pain.Kick:
			TNT1 A 0 A_CustomMissile ("Teeth", 30, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("Blood", 30, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("TeethNoBounce", 30, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_Pain
			TNT1 A 0 A_FaceTarget
			ZMAK ABA 4
			ZMAM A 20
			Goto Spawn

		Death:
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_Pain
			TNT1 A 0 A_SpawnItem ("DeadZombieMan_NoLeg")
			Stop

		Death.Fire:
		Death.Flames:
		Death.Burn:
			TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 8, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
			TNT1 A 0 A_SpawnItem ("DyingZombiemanInFlames")
			Stop

		Death.Kick:
		Death.KickDowned:
		Death.Extremepunches:
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_GiveToTarget("GoFatality", 1)
			TNT1 A 0 A_GiveToTarget("GoSpecial", 1)
			TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 8, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
			TNT1 A 0 A_GiveToTarget("IsCurbstompingZombieman", 1)
			Stop

		Death.Shotgun:
			TNT1 A 0 A_PlaySound("misc/xdeath4")
			TNT1 A 0 A_CustomMissile ("MuchBlood2", 20, 0, random (0, 360), 2, random (0, 160))
			TNT1 AAAA 0 A_CustomMissile ("Brains1", 20, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("Brains2", 20, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("Brains3", 20, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("Brains4", 20, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("Brains5", 20, 0, random (0, 360), 2, random (0, 160))
			TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
			TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 20, 0, random (0, 360), 2, random (0, 160))
			ZMAD B 0 A_XScream
			TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 8, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
			ZMAD C 0 A_NoBlocking
			TNT1 A 0 A_SpawnItem("DeadZombieman_NoLegNoHead")
			Stop

		Death.Stomp:
			TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail8", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
			TNT1 AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
			TNT1 AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
			TNT1 AA 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180))
			TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
			TNT1 A 0 A_SpawnItem ("CrushedRemains")
			TNT1 A 1 A_XScream
			TNT1 A 1 A_NoBlocking
			TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 8, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
			Stop

		Death.Trample:
			TNT1 A 0 A_CustomMissile ("MuchBlood2", 10, 0, random (0, 360), 2, random (0, 160))
			TNT1 AAAA 0 A_CustomMissile ("Brains1", 10, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("Brains2", 10, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("Brains3", 10, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("Brains4", 10, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_CustomMissile ("Brains5", 10, 0, random (0, 360), 2, random (0, 160))
			TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
			TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 10, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_SpawnItem ("StompedZombieman")
			TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 8, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
			Stop

		Death.SSG:
		XDeath:
			TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
			TNT1 AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
			TNT1 AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
			TNT1 AA 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180))
			TNT1 A 0 A_SpawnItem ("CrushedRemains")
			TNT1 A 1
			TNT1 A 1 A_XScream
			TNT1 A 1 A_NoBlocking
			TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 8, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
			Stop
	}
}

ACTOR DyingZombiemanLostTeeth: RifleZombie
{
    Radius 12
    Height 35
    Speed 0
	Health 20
	-COUNTKILL
	+THRUGHOST
	+NOPAIN
	-COUNTKILL
	-SOLID
	+DONTSPLASH
	Damagefactor "Avoid", 0.0	Damagefactor "BHFTOnBarrel", 0.0	Damagefactor "Blood", 0.0
	Damagefactor "CancelTeleportFog", 0.0	Damagefactor "CauseWaterSplash", 0.0
	Damagefactor "GibRemoving", 0.0	Damagefactor "HangingHook", 0.0
	Damagefactor "Head", 1.25	Damagefactor "PussyGrab", 0.0	Damagefactor "Repair", 0.0
	Damagefactor "RevenantHitStomach", 0.0	Damagefactor "SpawnMarine", 0.0	Damagefactor "Stealth", 0.0
	Damagefactor "TeleportRemover", 0.0	Damagefactor "Use", 0.0
	DropItem "none"
    States
    {
	Spawn:
	Pain.Head:
	SEE:
		TNT1 A 0 A_Pain
		TNT1 A 0 A_CustomMissile ("Brains7", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Teeth", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("TeethNoBounce", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 2, 32,0)
		ZZD5 A 6 A_CustomMissile ("MuchBlood", 40, 0, random (0, 360), 2, random (0, 160))
		ZZD5 CB 8
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 2, 32,0)
		ZZD5 CB 12 A_Pain
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 2, 32,0)
		ZZD5 CB 12 A_Pain
		TNT1 A 0 A_Die

		Death:
		TNT1 A 0 A_Scream
		ZZD5 D 6 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadZombieManFacingFront")
		FPZ2 J 0
		Stop

	Death.Head:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 16, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
	    TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_JumpIfHealthLower(-600, "XDeath")
		TNT1 A 0 A_JumpIfHealthLower(-250, "Death.SSGHead")
		Goto Death.HeadExplode

	Death.Shotgun:
		Goto DeathShotgunFly
	Death.Minigun:
		Goto Death.Saw
	}
}

ACTOR DyingZombiemanNoArm: DyingZombieman
{
	+FLOORCLIP
	+DONTSPLASH
	States
	{
		Death.fire:
		Death.Flames:
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("BurningZombie")
		Stop

		Spawn:
		ZZD2 A 3 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_PlaySound ("BURNZOM",4)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		ZZD2 BBBBB 2 A_CustomMissile ("Brutal_LiquidBlood", 40, 0, 90, 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		ZZD2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 40, 0, 90, 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		ZZD2 BBBBB 2 A_CustomMissile ("Brutal_LiquidBlood", 40, 0, 90, 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		ZZD2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 40, 0, 90, 2, random (0, 45))
		Goto Suffer

		Suffer:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		ZZD2 BBBBB 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, 90, 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		ZZD2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
		TNT1 A 0 A_Jump(4, "LastStand")
		TNT1 A 0 A_Jump(16, "Death")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		ZZD2 BBBBB 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, 90, 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		ZZD2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
		TNT1 A 0 A_Jump(4, "LastStand")
		TNT1 A 0 A_Jump(16, "Death")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		ZZD2 BBBBB 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, 90, 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		ZZD2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
		TNT1 A 0 A_Jump(4, "LastStand")
		TNT1 A 0 A_Jump(16, "Death")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		ZZD2 BBBBB 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, 90, 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		ZZD2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
		TNT1 A 0 A_Jump(4, "LastStand")
		TNT1 A 0 A_Die

		Death.Cut:
		Death.Minigun:
		Death:
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_NoBlocking
		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_SpawnItem ("DeadZombieman_NoArmFront")
		Stop

		Death.Head:
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		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
		ZZD3 FFF 2 A_CustomMissile ("Brutal_LiquidBlood", 35, 0, random (0, 360), 2, random (0, 90))
		ZZD3 GGG 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_SpawnItem("ArterialBloodSpray")
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_SpawnItem("DeadZombieman_NoHeadNoArm")
		Stop

		Death.Decaptate:
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_CustomMissile ("XDeathZombiemanHead", 35, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_NoBlocking
		ZZD3 FFF 2 A_CustomMissile ("Brutal_LiquidBlood", 35, 0, random (0, 360), 2, random (0, 90))
		ZZD3 GGG 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_SpawnItem("ArterialBloodSpray")
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_SpawnItem("DeadZombieman_NoHeadNoArm")
		Stop

		Death.Plasma: Death.Plasma2:
		TNT1 A 0 A_StopSound(4)
		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))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0
		Stop

		Death.Kick:
		Death.Extremepunches:
		Death.Melee:
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
		ID11 EF 15
		TNT1 A 0 A_SpawnItem ("DeadZombieman_NoArm")
		Stop

		Xdeath:
		Death.SuperPunch:
		Death.Explosive:
		Death.SSG:
		Death.Shotgun:
		TNT1 A 0 A_StopSound(4)
		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))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		Stop

		LastStand:
		TNT1 A 0 A_Die("LastStand")
		Death.LastStand:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Pain
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_SpawnItem ("ZombiemanLastStand2")
		Stop
	}
}

ACTOR DyingZManFatality5: DyingZombiemanNoArm
{
    Radius 12
    Height 30
    Speed 0
	Health 20
	-COUNTKILL
	+THRUGHOST
	+NOPAIN
    States
    {
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("BURNZOM", 4)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 22,0)
		FRAA FGHG 5 A_CustomMissile("Brutal_LiquidBlood2", 32 , 0, random (0, 360), 2, random (40, 90))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 22,0)
		FRAA FGHG 5 A_CustomMissile("Brutal_LiquidBlood2", 32 , 0, random (0, 360), 2, random (40, 90))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 22,0)
		FRAA FGHG 5 A_CustomMissile("Brutal_LiquidBlood2", 32 , 0, random (0, 360), 2, random (40, 90))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 22,0)
		FRAA FGHG 5 A_CustomMissile("Brutal_LiquidBlood2", 32 , 0, random (0, 360), 2, random (40, 90))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 22,0)
		FRAA FGHG 5 A_CustomMissile("Brutal_LiquidBlood2", 32 , 0, random (0, 360), 2, random (40, 90))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 22,0)
		FRAA FGHG 5 A_CustomMissile("Brutal_LiquidBlood2", 32 , 0, random (0, 360), 2, random (40, 90))
		TNT1 A 0 A_Die

	Death:
		TNT1 A 0 A_StopSound(4)
		FRAA I 6 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DeadZombieManFatality5")
		FRAA J 0
		Stop

	Death.Head:
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
	    TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode", 0, 40)
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 16, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
  	    ZMAD B 0 A_XScream
		ZMAD C 0 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx ("Zombiemanfallingbeheaded",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A -1
		ZMAD E 0
		Stop

	Death.Shotgun:
		Goto Death.SSG

	Death.Minigun:
		Goto Death.SSG
	}
}

ACTOR StompedZombieman: DeadZombieman_NoHead
{Health 300 States{
	Pain:
		TNT1 AAAA 0 A_CustomMissile ("Brutal_LiquidBlood2", 15, 0, random (0, 360), 2, random (0, 180))
		Goto Spawn
	Spawn:
        01CB F -1
        Stop
	Death:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 AA 0 A_CustomMissile ("XDeath2", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 AA 0 A_CustomMissile ("XDeathArm1", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 15, 0, random (0, 360), 2, random (0, 60))
        Stop
	}
}

ACTOR VeryFuckedUpBrutalizedZombiemanLeg: CurbstompedMarine
{
	Health 200
	DamageFactor "ExplosiveImpact", 10.0
	States
	{
		Spawn:
		ID13 G -1
		Stop
	}
}

ACTOR VeryFuckedUpBrutalizedZombiemanLeg2: VeryFuckedUpBrutalizedZombiemanLeg
{
	Health 300
	States
	{
		Pain:
		TNT1 AAAA 0 A_CustomMissile ("Brutal_LiquidBlood2", 15, 0, random (0, 360), 2, random (0, 180))
		Goto Spawn
		Spawn:
		ID15 E -1
		Stop
	}
}

actor ZombieLegOnFoot: CurbstompedMarine
{
	Scale 0.98
	-SHOOTABLE
	-SOLID
    States
    {
	Spawn:
	TNT1 A 0 A_PlaySound("misc/xdeath2")
	LEG1 IJK 8
	TNT1 A 0 A_SpawnItem("Gib_ZombieLeg1")
	Stop
	}
}

ACTOR ZombieManDyingAfterFatality: DyingZombiemanNoArm
{
	-CANPASS
	-SOLID
	States
	{
		Death.cut:
		Death.saw:
		TNT1 A 0
		TNT1 A 0 A_StopSound(4)
		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_SpawnItem("DeadZombiemanJustLegsAreLeft")
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		POSX EEEEEEEEEEEEEEEEEEEEEE 1 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		Stop

		Death.fire:
		Death.Flames:
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("BurningZombie")
		Stop

		Spawn:
		ZZD5 E 3
		TNT1 A 0 A_PlaySound ("BURNZOM",4)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		ZZD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		Goto Suffer

		Suffer:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		ZZD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		ZZD5 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		ZZD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		ZZD5 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		ZZD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		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, 22,0)
		ZZD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		ZZD5 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		ZZD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		ZZD5 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		ZZD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		ZZD5 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		ZZD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		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, 22,0)
		ZZD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		TNT1 A 0 A_Die

		Death.Head:
		Death.Minorhead:
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		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
		ZZD5 HHHHIIII 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		PP2X H 0 A_SpawnItem ("DeadZombieman_NoHeadFront")
		Stop

		Death.Decaptate:
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_CustomMissile ("XDeathZombiemanHead", 35, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_NoBlocking
		ZZD5 HHH 2 A_CustomMissile ("Brutal_LiquidBlood", 35, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		PP2X H 0 A_SpawnItem ("DeadZombieman_NoHeadFront")
		Stop

		Death.Shotgun:
		Death.Kick:
		Death.Extremepunches:
		Death.Melee:
		TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
		ID11 EF 15
		TNT1 A 0 A_SpawnItem ("DeadZombieman1")
		Stop

		Death.Fatality:
		Goto XDeath
	}
}

ACTOR ZombiemanFallingBeheaded
{
    Radius 12
    Height 50
	Health 20
	Damagefactor "Avoid", 0.0	Damagefactor "BHFTOnBarrel", 0.0	Damagefactor "Blood", 0.0
	Damagefactor "CancelTeleportFog", 0.0	Damagefactor "CauseWaterSplash", 0.0
	Damagefactor "GibRemoving", 0.0	Damagefactor "HangingHook", 0.0
	Damagefactor "Head", 1.25	Damagefactor "PussyGrab", 0.0	Damagefactor "Repair", 0.0
	Damagefactor "RevenantHitStomach", 0.0	Damagefactor "SpawnMarine", 0.0	Damagefactor "Stealth", 0.0
	Damagefactor "TeleportRemover", 0.0	Damagefactor "Use", 0.0
	BloodType "Brutal_Blood", "BloodSPlatterReplacer", "SawBlood"
	+FLOORCLIP
	-SOLID
	+SHOOTABLE
	+DONTSPLASH
	+THRUGHOST
	-COUNTKILL
	Mass 500
    States
    {
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(196, "Instant")
		TNT1 A 0 A_Jump(128, "Long")
		ZZD6 AABBCCDD 4 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, 120, 2, random (0, 60))
		ZZD6 EE 3 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, 120, 2, random (0, 60))
		ZZD6 FFGG 2 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, 120, 2, random (0, 60))
		TNT1 A 0 A_Die("Fall")
	Death.Fall:
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoHeadFront")
		TNT1 A 0 A_CustomMissile ("ArterialBloodSPray", 10, -10, 45, 2, random (0, 60))
		Stop

	Long:
		ZZD6 AABBCCDD 3 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, 120, 2, random (0, 60))
		ZZD6 AABBCCDD 3 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, 120, 2, random (0, 60))
		ZZD6 AABBCCDD 3 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, 120, 2, random (0, 60))
		ZZD6 EE 3 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, 120, 2, random (0, 60))
		ZZD6 FFGG 2 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, 120, 2, random (0, 60))
		TNT1 A 0 A_Die("Fall")
		Stop

	Instant:
		ZZD6 I 8
		ZZD6 EEEEE 3 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, 120, 2, random (0, 60))
		TNT1 A 0 A_Die
	Death:
		ZZD6 FFGG 2 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, 120, 2, random (0, 60))
		TNT1 A 0 A_Noblocking
		TNT1 A 0 A_Scream
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoHeadFront")
		TNT1 A 0 A_CustomMissile ("ArterialBloodSPray", 10, -10, 45, 2, random (0, 60))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 20, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		Stop

	Death.Kick:
		TNT1 A 0 A_Noblocking
		TNT1 A 0 A_Scream
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 20, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_Recoil(10)
		TNT1 A 0 ThrustThingZ(0,35,0,1)
		POSL GHIJK 6
		TNT1 A 0 A_CustomMissile ("ArterialBloodSPray", 10, -10, 45, 2, random (0, 60))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("DeadZombiemanPOSLL")
		Stop

	Death.SSG:
	XDeath:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Recoil(2)
	    //TNT1 AAA 0 bright A_CustomMissile ("SuperGoreSpawner", 35, 0, random (0, 360), 2, random (30, 180))
		TNT1 AAAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath3b", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath4", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2b", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 20, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 AA 0 A_CustomMissile ("XDeathArm1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeathZombieLeg", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("BigBloodspot")
		Stop

	Death.Shotgun:
	Death.SSG:
	Death.Minigun:
	Death.Cutless:
	Death.Cut:
		TNT1 A 0 A_Noblocking
		TNT1 A 0 A_Scream
		TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 50, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 20, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_SpawnItem ("BrutalizedZombieMan2")
		Stop
	}
}

ACTOR ZombiemanFallingHoleOnStomach
{
    Radius 12
    Height 50
	Health 20
	Damagefactor "Avoid", 0.0	Damagefactor "BHFTOnBarrel", 0.0	Damagefactor "Blood", 0.0
	Damagefactor "CancelTeleportFog", 0.0	Damagefactor "CauseWaterSplash", 0.0
	Damagefactor "GibRemoving", 0.0	Damagefactor "HangingHook", 0.0
	Damagefactor "Head", 1.25	Damagefactor "PussyGrab", 0.0	Damagefactor "Repair", 0.0
	Damagefactor "RevenantHitStomach", 0.0	Damagefactor "SpawnMarine", 0.0	Damagefactor "Stealth", 0.0
	Damagefactor "TeleportRemover", 0.0	Damagefactor "Use", 0.0
	BloodType "Brutal_Blood", "BloodSPlatterReplacer", "SawBlood"
	+FLOORCLIP
	-SOLID
	+SHOOTABLE
	+DONTSPLASH
	+THRUGHOST
	-COUNTKILL
	Mass 500
    States
    {
	Spawn:
		ZXZ1 A 1 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		ZXZ1 BBBBBBBBBBBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_Die("Fall")
	Death.Fall:
		TNT1 A 0 A_NoBlocking
		ZXZ1 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		ZXZ1 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_SpawnItem("DeadZombieMan_StomachExploded")
	    Stop

	Death:
		TNT1 A 0
		TNT1 A 0 A_XScream
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 42, 0, random (0, 360), 2, random (0, 40))
	    TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("Xdeath2", 16, 0, random (130, 210), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 20, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		ZXZ2 A 6 A_Stop
		TNT1 A 0 A_SpawnItem("ZombiemanFallingSplattered")
	    Stop

	Death.Desintegrate:
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DesintegratedHuman")
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 20, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_Stop
		TGIB ABCDEFGHIJKLMNOPQ 3
		TGIB Q -1
        Stop

	XDeath:
  	    TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 42, 0, random (0, 290), 2, random (10, 60))
		TNT1 AAA 0 A_CustomMissile ("XDeath3", 42, 0, random (0, 290), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath2", 42, 0, random (0, 190), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath4", 42, 0, random (0, 190), 2, random (10, 60))
        TNT1 A 0 A_CustomMissile ("ZombieXDeath", 2, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 20, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		Stop

    Death.Plasma: Death.Plasma2:
		TNT1 A 0
		TNT1 A 0 A_Stop
		PBR1 A 6 A_XScream
		TNT1 AAAA 0 A_CustomMissile ("BluePlasmaFireNonStatic", 42, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAA 0 A_CustomMissile ("Blood", 32, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreMistSmall", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 20, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		PBR1 B 6 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItem("BarrelExplosionSmokeColumn")
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece", random (-15, 15), random (-15, 15))
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece2", random (-35, 35), random (-35, 35))
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece3", random (-45, 45), random (-45, 35))
		PBR1 CCDD 3 A_CustomMissile ("BluePlasmaFireNonStatic", 32, 0, random (0, 360), 2, random (0, 180))
		PBR1 EEFF 3
		PBR1 GG 3
		PBR1 H -1
		Stop
	}
}

ACTOR ZombiemanFallingSplattered
{
    Radius 12
    Height 50
	Health 20
	Damagefactor "Avoid", 0.0	Damagefactor "BHFTOnBarrel", 0.0	Damagefactor "Blood", 0.0
	Damagefactor "CancelTeleportFog", 0.0	Damagefactor "CauseWaterSplash", 0.0
	Damagefactor "GibRemoving", 0.0	Damagefactor "HangingHook", 0.0
	Damagefactor "Head", 1.25	Damagefactor "PussyGrab", 0.0	Damagefactor "Repair", 0.0
	Damagefactor "RevenantHitStomach", 0.0	Damagefactor "SpawnMarine", 0.0	Damagefactor "Stealth", 0.0
	Damagefactor "TeleportRemover", 0.0	Damagefactor "Use", 0.0
	BloodType "Brutal_Blood", "BloodSPlatterReplacer", "SawBlood"
	+FLOORCLIP
	-SOLID
	+SHOOTABLE
	+DONTSPLASH
	+THRUGHOST
	-COUNTKILL
	Mass 500
    States
    {
	Spawn:
		ZXZ2 A 1 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		ZXZ2 BBBBBBBBBBBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_Die("Fall")
	Death.Fall:
		TNT1 A 0 A_NoBlocking
		ZXZ2 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 10, -45, 2, random (0, 60))
		ZXZ2 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 12, 10, -45, 2, random (0, 60))
		TNT1 A 0 A_CustomMissile ("ArterialBloodSPray", 10, 10, -45, 2, random (0, 60))
		TNT1 A 0 A_SpawnItem("DeadZombieMan_Blasted")
	    Stop

	Death:
	Death.Shotgun:
	Death.SSG:
		TNT1 A 0
		TNT1 A 0 A_Stop
		ZZD1 E 1 A_Pain
		ZZD1 E 1 A_FaceTarget
		TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_SpawnItem("Muchblood2", 0, 40)
		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathZombieManHead", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 20, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		ZZD1 EEFFGH 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		ZZD1 H 0
		TNT1 A 0 A_SpawnItem("DeadZombiemanJustLegsAreLeft2")
		Stop

	Death.Desintegrate:
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DesintegratedHuman")
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 20, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_Stop
		TGIB ABCDEFGHIJKLMNOPQ 3
		TGIB Q -1
        Stop

	XDeath:
  	    TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 42, 0, random (0, 290), 2, random (10, 60))
		TNT1 AAA 0 A_CustomMissile ("XDeath3", 42, 0, random (0, 290), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath2", 42, 0, random (0, 190), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath4", 42, 0, random (0, 190), 2, random (10, 60))
        TNT1 A 0 A_CustomMissile ("ZombieXDeathSplattered", 2, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 20, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		Stop

    Death.Plasma: Death.Plasma2:
		TNT1 A 0
		TNT1 A 0 A_Stop
		PBR1 A 6 A_XScream
		TNT1 AAAA 0 A_CustomMissile ("BluePlasmaFireNonStatic", 42, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAA 0 A_CustomMissile ("Blood", 32, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreMistSmall", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 20, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		PBR1 B 6 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItem("BarrelExplosionSmokeColumn")
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece", random (-15, 15), random (-15, 15))
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece2", random (-35, 35), random (-35, 35))
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece3", random (-45, 45), random (-45, 35))
		PBR1 CCDD 3 A_CustomMissile ("BluePlasmaFireNonStatic", 32, 0, random (0, 360), 2, random (0, 180))
		PBR1 EEFF 3
		PBR1 GG 3
		PBR1 H -1
		Stop
	}
}

ACTOR ZombiemanGotHisLegBlowed: DyingZombiemanNoArm
{
	States
	{
		Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound ("BURNZOM",4)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		POS7 AAAAA 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random (0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		POS7 BBBBB 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random (0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		POS7 CCCCC 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random (0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		POS7 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")

		Suffer:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("DeathTimer", 4, "Fall")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		POS7 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		POS7 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
		TNT1 A 0 A_Jump(4, "LastStand")
		TNT1 A 0 A_Jump(16, "LeaveCrawling")
		TNT1 A 0 A_GiveInventory("DeathTimer", 1)
		Loop

		Fall:
		TNT1 A 0 A_Die

		Death.Cut:
		Death.Minigun:
		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg")
		Stop

		LeaveCrawling:
		TNT1 A 0 A_Die("LeaveCrawling")
		Death.LeaveCrawling:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_SpawnItem ("DyingZombieMan")
		Stop

		LastStand:
		TNT1 A 0 A_Die("LastStand")
		Death.LastStand:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_SpawnItem ("ZombiemanLastStand1")
		Stop

		Death.Head:
		TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode", 0, 30)
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_NoBlocking
		POS7 GHI 6
		TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLegNoHead", 1)
		Stop

		Death.Decaptate:
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AA 0 A_CustomMissile ("SmallBrainPiece", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathZombieManHead", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_NoBlocking
		POS7 GHI 6
		TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLegNoHead", 1)
		Stop

		Death.Shotgun:
		Death.Kick:
		Death.Extremepunches:
		Death.Melee:
		TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		ID11 KL 15
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg")
		Stop

		Death.Fire:
		Death.Flames:
		Death.Burn:
			TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 8, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
			TNT1 A 0 A_StopSound(4)
			TNT1 A 0 A_SpawnItem ("DyingZombiemanInFlames")
			Stop
	}
}

ACTOR ZombiemanSaciLol: ZombiemanGotHisLegBlowed
{
	+THRUGHOST
	-COUNTKILL
	Speed 4
	Height 45
	States
	{
		Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound ("BURNZOM",4)
		Goto Suffer

		Suffer:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 37,0)
		ZL1E ABC 3
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL1E DDDD 1 A_Wander
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 37,0)
		ZL1E ABC 3
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL1E DDDD 1 A_Wander
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 37,0)
		ZL1E ABC 3
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL1E DDDD 1 A_Wander
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 37,0)
		ZL1E ABC 3
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL1E DDDD 1 A_Wander
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 37,0)
		ZL1E ABC 3
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL1E DDDD 1 A_Wander
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 37,0)
		ZL1E ABC 3
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL1E DDDD 1 A_Wander
		TNT1 A 0 A_Die("Fall")
		Death.Fall:
		ZMAD C 0 A_NoBlocking
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_SpawnItem ("ZombiemanGotHisLegBlowed")
		Stop

		Death.Head:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode", 0, 30)
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 24, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_StopSound(4)
		ZMAD B 0 A_PlaySound("misc/xdeath")
		ZMAD C 0 A_NoBlocking
		Goto FallHead

		FallHead:
		ZL1E EFG 6
		TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLegNoHead")
		Stop

		Death:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("grunt/death")
		ZL1E H 6 A_NoBlocking
		ZL1E I 6 A_StopSound(4)
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 24, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg")
		Stop
	}
}

ACTOR ZombiemanTorso: CurbstompedMarine
{
    Radius 12
    Height 12
    Scale 0.98
	MaxStepHeight 12
    damagefactor "Blood", 0.0
    damagefactor "Trample", 0.0
    States
    {
     Spawn:
		TNT1 A 0
        BLUD C 0 A_Recoil(3)
		BLUD C 0 ThrustThing (random(0,255),random(1,5))
		BLUD C 0 ThrustThingZ (0,random(0,50),random(0,1),0)
		TNT1 A 0 A_SetInvulnerable
		GORX A 10
		TNT1 A 0 A_UnSetInvulnerable
		Goto Dead

    Dead:
        GORX A 10
        Loop
    Crush:
        TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail8", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        POSC A 5
        POSC A -1
        Stop

	Pain.Trample:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("floorslimy")
		TNT1 A 0 ThrustThingZ(0,25,1,1)
		TNT1 A 0 A_Jump(256, "Spawn")
		Goto Death

    }
}

Actor DeadZombieMan_NoArm: ZombiemanTorso
{Health 300 States{
	Spawn:
        POS3 E -1
        Stop

		Death:
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_SpawnItem("RipGuts", 0, 10)
			TNT1 A 0 A_CustomMissile ("XDeathZombiemanHead", 15, 0, random (0, 360), 2, random (0, 180))
			TNT1 A 0 A_SpawnItem("MeatDeathSmall", 0, 10)
			TNT1 AA 0 A_CustomMissile ("XDeathZombieLeg", 6, 0, random (0, 360), 2, random (0, 90))
			TNT1 A 0 A_SpawnItem("DeadZombiemanPXSXO")
			Stop
		}}

Actor DeadZombieMan_NoArmFront: DeadZombieMan_NoArm
{States{
		Spawn:
        ZZD3 D -1
        Stop

		Death:
	    TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode", 0, 10)
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoHeadNoArm")
		Stop
		}}

Actor DeadZombieMan_NoHeadFront: DeadZombieMan_NoArm
{Health 300 States{

	Spawn:
        ZMAD E -1
        Stop

	Death:
	    TNT1 A 0 A_NoBlocking
		TNT1 AA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 15, 0, random (0, 360), 2, random (0, 60))
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoHeadNoArm")
		Stop
	}
}

Actor DeadZombieMan_Blasted: ZombiemanTorso
{States{
		Spawn:
        ZXZ2 E -1
        Stop

		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 AA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 15, 0, random (0, 360), 2, random (0, 60))
        	TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode")
		TNT1 A 0 A_SpawnItem ("DeadZombieman_NoHeadNoArms")
		Stop
		}}

ACTOR DeadZombieman_NoHeadNoArm: ZombiemanTorso
{Health 200 States{Spawn:
        ZZD3 H -1
		Stop

		Death:
	    TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 2, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_SpawnItem ("DeadZombieman_NoHeadNoArms")
		Stop
		}}

ACTOR DeadZombieman_NoHeadNoArms: ZombiemanTorso
{Health 200 States{Spawn:
        ZZD4 C -1
		Stop

		Death:
	    TNT1 A 0 A_NoBlocking
		TNT1 AA 0 A_SpawnItem("MeatDeath")
		TNT1 AA 0 A_CustomMissile ("XDeathZombieLeg", 2, 0, random (0, 360), 2, random (0, 90))
        TNT1 A 0 A_SpawnItem ("RipGuts")
		Stop
		}}

Actor DeadZombieMan_NoLeg: DeadZombieMan_NoArm
{Health 300 States{
	Spawn:
        POS7 D -1
		Stop
		Death:
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_SpawnItem("DeadZombieMan_NoLegBoth", 0, 10)
			TNT1 A 0 A_SpawnItem("MuchBlood", 0, 10)
			TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 15, 0, random (0, 360), 2, random (0, 180))
			Stop
    }}

Actor DeadZombieMan_NoLegBoth: DeadZombieMan_NoArm
{Health 300 States{
	Spawn:
        POS8 D -1
		Stop

	Death:
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_SpawnItem("RipZombieman", 0, 10)
			TNT1 A 0 A_SpawnItem("MeatDeathSmall", 0, 10)
			Stop
    }}

Actor DeadZombieMan_NoLegNoHead: DeadZombieMan_NoArm
{Health 300 States{
	Spawn:
        POS7 D -1
		Stop
	Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MuchBlood", 0, 10)
		TNT1 A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 32, 0, random (0, 360), 2, random (0, 160))
		Stop
    }
}

Actor DeadZombieman_Slumped: ZombiemanTorso
{
Health 200
DamageFactor "Head", 15.0
Height 22
Radius 10
+NOPAIN
+NOBLOCKMONST
-SLIDESONWALLS
States
{
	Spawn:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Recoil(2)
		BR92 A 12
		TNT1 A 0 A_JumpIf(velx > 0 || velx < 0, "LayDown")
		TNT1 A 0 A_JumpIf(vely > 0 || vely < 0, "LayDown")
		TNT1 A 0 A_SpawnItemEx("HeadshotTargetSlumped", 3, 0, 22)
		BR92 A 4
        Loop
	LayDown:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DeadZombieman1")
		TNT1 A 0 Thing_Remove(0)
		Stop
	XDeath:
	Death.Explosive:
	Death.ExplosiveImpact:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("ZombieXDeath")
		Stop

	Death.Head:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("ZombiemanHeadExplode", 0, 0, 22)
		TNT1 A 0 A_SpawnItem("DeadZombieman_Slumped_NoHead")
		Stop

	Death:
	    TNT1 A 0 A_NoBlocking
		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 AA 0 A_CustomMissile ("XDeathArm1", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_SpawnItemEx("ZombiemanHeadExplode", 0, 0, 22)
		TNT1 A 0 A_SpawnItem("DeadZombiemanJustLegsAreLeft")
		Stop
		}}

Actor DeadZombieman_Slumped_NoHead: ZombiemanTorso
{
+NOBLOCKMONST
Height 22
States
{
	Spawn:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Recoil(2)
		BR92 B 12
		TNT1 A 0 A_JumpIf(velx > 0 || velx < 0, "LayDown")
		TNT1 A 0 A_JumpIf(vely > 0 || vely < 0, "LayDown")
		BR92 B 4
        Loop
	LayDown:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DeadZombieman_NoHead")
		TNT1 A 0 Thing_Remove(0)
		Stop
	XDeath:
	Death.Explosive:
	Death.ExplosiveImpact:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("ZombieXDeath")
		Stop
	Death:
	dEATH.hEAD:
	    TNT1 A 0 A_NoBlocking
		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 AA 0 A_CustomMissile ("XDeathArm1", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_SpawnItem("DeadZombiemanJustLegsAreLeft")
		Stop
		}}

Actor DeadZombieMan_StomachExploded: DeadZombieman_NoHeadFront
{States{
		Spawn:
        ZXZ1 E -1
        Stop

		Death:
	    TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode", 0, 10)
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoHeadFront")
		Stop
		}}

Actor DeadZombieman_TearedInHalf: ZombiemanTorso
{
States{Spawn:
		PP2X E -1
        Stop   }}

Actor DeadZombieManFacingFront: DeadZombieMan_NoArmFront
{States{Spawn:
        FPZ2 J -1
        Stop

		Death:
		TNT1 A 0
		TNT1 A 0 A_Jump(256, "Death1", "Death2")
	Death1:
	    TNT1 A 0 A_NoBlocking
		TNT1 AA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 15, 0, random (0, 360), 2, random (0, 60))
        TNT1 A 0 A_SpawnItem ("DeadZombieMan_NoArmFront")
		Stop
	Death2:
	    TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode", 0, 10)
        TNT1 A 0 A_SpawnItem ("DeadZombieMan_NoHeadFront")
		Stop
		}}

Actor DeadZombieManFacingFrontMinorHead: DeadZombieManFacingFront
{States{Spawn:
        12DG N -1
        Stop
	Death:
	    TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode", 0, 10)
        TNT1 A 0 A_SpawnItem ("DeadZombieMan_NoHeadFront")
		Stop
		}}

Actor DeadZombieManFatality3: ZombiemanTorso
{States{Spawn:
		FPZ3 S -1
        Stop   }}

Actor DeadZombieManFatality5: DeadZombieManFacingFrontMinorHead
{States{Spawn:
        FRAA J -1
        Stop
		}}

Actor DeadZombiemanID13G: ZombiemanTorso
{
States{Spawn:
		ID13 G -1
        Stop
}}

Actor DeadZombiemanID15E: ZombiemanTorso
{
States{Spawn:
		ID15 E -1
        Stop
}}

Actor DeadZombiemanJustLegsAreLeft: ZombiemanTorso
{
States
	{
		Spawn:
		POSX E -1
		Stop

		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 AA 0 A_CustomMissile ("XDeathZombieLeg", 2, 0, random (0, 360), 2, random (0, 90))
		Stop
	}
}

Actor DeadZombiemanJustLegsAreLeft2: DeadZombiemanJustLegsAreLeft
{
States{Spawn:
		ZZD1 H -1
        Stop   }}

Actor DeadZombieManPOSLL: DeadZombieMan_NoArm
{Health 300 States{

	Spawn:
        POSL L -1
        Stop

	Death:
	    TNT1 A 0 A_NoBlocking
		TNT1 AA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 15, 0, random (0, 360), 2, random (0, 60))
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoHeadNoArm")
		Stop
	}
}

Actor DeadZombiemanPXS2O: ZombiemanTorso
{
States{Spawn:
		PXS2 O -1
        Stop

		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 1 A_SpawnItem("GibsZ")
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode")
		Stop
}}

Actor DeadZombiemanPXSXO: ZombiemanTorso
{
States{Spawn:
		PXSX O -1
        Stop

		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeath5", 12, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("XDeath6", 12, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_SpawnItem("MeatDeath")
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 15, 0, random (0, 360), 2, random (0, 180))
		Stop
}}
