ACTOR ShotgunGuy1: ShotgunGuy Replaces ShotgunGuy
{
	Game Doom
	Health 40
	SpawnID 1
	Radius 20
	Height 41
	Mass 300
	Speed 5
	FastSpeed 8
    Scale 0.98
	PainChance 255

	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"
	DropItem "GrenadeAmmo", 4
	DropItem "ShotgunSpawnerDroped"
	Monster
	+FLOORCLIP
	+SLIDESONWALLS
	+RANDOMIZE
	+MISSILEMORE
	+DOHARMSPECIES
	DeathHeight 4
	BurnHeight 0
	Species "Zombies"
    BloodType "Brutal_Blood", "SawBlood", "SawBlood"
	SeeSound "grunt/sight"
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	ActiveSound "grunt/active"
	Obituary "%o got %p face splattered on the wall by a Zombie Shotgunner."
	MaxStepHeight 24
	MaxDropOffHeight 32
	Tag "Shotgun Zombie"
	States
	{

	Pain.Avoid:
	  TNT1 A 0
	  TNT1 A 0 A_Jump(255, "AvoidLeft", "AvoidRight")
	  Goto AvoidLeft

	  AvoidLeft:
	    SPOS A 1 A_FaceTarget
	    TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)
        ZRO4 ABCDEFGH 2 A_FaceTarget
        Goto Missile
	AvoidRight:
	    SPOS A 1 A_FaceTarget
	    TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)
        ZRO3 ABCDEFGH 2 A_FaceTarget
        Goto Missile
    Spawn:
		SHID A 0
		TNT1 A 0 A_GiveInventory("SKShotgunGuy", 1)
		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
		SHID A 2
		TNT1 A 0 A_RadiusGive("SlaughterToken", 128, RGF_GIVESELF | RGF_MONSTERS |RGF_CUBE | RGF_NOSIGHT, 1)
		SHID A 2
		TNT1 A 0 A_JumpIfInventory("SlaughterToken",15,"ReplaceVanilla")
		TNT1 A 0 A_JumpIfInventory("nonewenemies", 1, "Stand")
		TNT1 A 0 A_Jump(64, "ReplaceSMG")
		Goto Stand

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

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

	Idle:
	Stand:
		TNT1 A 0
		TNT1 AA 0 A_SpawnItem("HeadshotTarget20", 0, 33)
		SHID AB 11 A_Look
		Loop

	FallBack:
	TNT1 A 0 A_CheckSight("Advance")
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
	TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 33)
	TNT1 A 0 A_SpawnItem("LegTarget4")
	SPOS D 2 A_FaceTarget
	SPOS D 2 A_Recoil(2)
	TNT1 A 0 A_jump(64, "Missile")
	TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 33)
	TNT1 A 0 A_SpawnItem("LegTarget4")
	SPOS C 2 A_FaceTarget
	SPOS C 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 33)
	TNT1 A 0 A_SpawnItem("LegTarget4")
	SPOS B 2 A_FaceTarget
	SPOS B 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 33)
	TNT1 A 0 A_SpawnItem("LegTarget4")
	SPOS A 2 A_FaceTarget
	SPOS A 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 33)
	TNT1 A 0 A_SpawnItem("LegTarget4")
	SPOS D 2 A_FaceTarget
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	GOto Missile

	See:
	SPOS A 0
	SHID A 0 A_ChangeFLag("NODROPOFF", 0)
	SHID A 0 A_TakeInventory("SKShotgunGuy", 1)
	SHID A 0 A_CheckSight("SeeNeverSeen")
	Goto SeeContinue

	SeeContinue:
	    TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	    TNT1 A 0 A_JumpIfCloser(200, "FallBack")
		//Advance:
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)

		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		SPOS AAA 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		SPOS BBB 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		SPOS CCC 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		SPOS DDD 2 A_Chase
		Loop

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

		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		SPOS AAA 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		SPOS BBB 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		SPOS CCC 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		SPOS DDD 2 A_Chase
		Loop

	Missile:
	    TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 33)
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)

		SPOS D 3 A_FaceTarget

		TNT1 A 0 A_SpawnItem("LegTargetBase")
		TNT1 A 0 A_GiveInventory("SergeantAmmo", 1)

		SPOS D 3 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		SPOS E 10 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 33)
		SPOS E 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 33)
		SPOS E 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 33)
		SPOS E 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 33)

        TNT1 AAAAA 0 A_CustomMissile("ShotgunguyTracer", 30, 0, random(-7, 7), CMF_OFFSETPITCH, random(-4, 4))
		TNT1 A 0 A_CustomMissile("DistantFireSoundShotgun", 30, 0, 0, 1, 0)
		TNT1 AAAAAAAA 0 A_CustomMissile("ShotgunParticles", 30, 0, random(-9, 9), CMF_OFFSETPITCH, random(-9, 9))
		TNT1 A 0 A_PlaySound("weapons/sg")
		SPOS F 5 BRIGHT
		TNT1 A 0 A_Recoil(1)
		SPSR C 6
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		SPOS E 7 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		SPSR A 7
        TNT1 A 0 A_PlaySound("weapons/sgpump")
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		SPSR B 7 A_SpawnItem("ShotCaseSpawn", 0, 30,0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		SPSR A 7
        TNT1 A 0 A_JumpIfInventory("SergeantAmmo", 6, "Reload")
		Goto SeeContinue

  Reload:
        TNT1 A 0
		TNT1 A 0 A_SpawnItem("HeadshotTarget20", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTarget20")
        SPSR A 15
		TNT1 A 0 A_SpawnItem("HeadshotTarget20", 0, 33)
		TNT1 A 0 A_SpawnItem("HeadshotTarget20", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTarget20")
        ID12 EFG 5
        TNT1 A 0 A_PlaySound("insertshell")
		TNT1 A 0 A_TakeInventory("SergeantAmmo", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget20", 0, 33)
        ID12 EFG 5
        TNT1 A 0 A_PlaySound("insertshell")
		TNT1 A 0 A_TakeInventory("SergeantAmmo", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget20", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTarget20")
        ID12 EFG 5
        TNT1 A 0 A_PlaySound("insertshell")
		TNT1 A 0 A_TakeInventory("SergeantAmmo", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget20", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTarget20")
        ID12 EFG 5
        TNT1 A 0 A_PlaySound("insertshell")
		TNT1 A 0 A_TakeInventory("SergeantAmmo", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget20", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTarget20")
		ID12 EFG 5
        TNT1 A 0 A_PlaySound("insertshell")
		TNT1 A 0 A_TakeInventory("SergeantAmmo", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget20", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTarget20")
		ID12 EFG 5
        TNT1 A 0 A_PlaySound("insertshell")
		TNT1 A 0 A_TakeInventory("SergeantAmmo", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget20", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTarget20")
		SPSR A 10
        TNT1 A 0 A_PlaySound("weapons/sgpump")
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTarget20")
		SPSR B 10
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 33)
		SPSR A 10
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 33)
        Goto SeeContinue

	Pain.Cut:
	Pain.Saw:
		TNT1 A 0
		TNT1 A 0 A_Stop
	Pain:
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 9)
		TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		SPOS G 3
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		SPOS G 3 A_Pain
		TNT1 A 0 A_Jump(196, "Missile")
		Goto SeeContinue
        TNT1 AAAAA 0
        TNT1 A 0 A_Pain
        ID11 H 6
        Goto GetUp

	Pain.Head:
	Pain.Shrapnel:
		TNT1 A 0 A_TakeInventory("SKShotgunguy", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 33)
		POSH K 5 A_Pain
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget20", 0, 33)
		POSH L 20
		TNT1 A 0 A_SpawnItem("HeadshotTarget20", 0, 33)
		POSH L 20
		Goto SeeContinue

	Pain.Melee:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 33)
		SPOS G 4
		TNT1 A 0 A_JumpIfInventory ("SKShotgunGuy", 1, "GotoStealthKill")
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 3)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 33)
		SPOS G 4 A_Pain
		Goto SeeContinue
        TNT1 AAAAA 0
        TNT1 A 0 A_Pain
        ID11 H 8
		ID11 S 35
        TNT1 A 0 A_TakeInventory("IsDown", 1)
		ID11 T 10
        Goto SeeContinue

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

	GroundExecution:
		TNT1 A 0
		TNT1 A 0 A_GiveToTarget("ExecuteDownedShotgunguy", 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.ExplosiveImpact:
	Pain.ExtremePunches:
	Pain.Explosive:
		TNT1 A 0
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0
		TNT1 A 0 A_Pain
		TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)
		TNT1 A 0 A_GiveInventory("IsDown", 1)
		TNT1 A 0 ThrustThingZ(0,40,0,1)
		SPO4 UUVWXY 4
		Goto FallingAfterImpact

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

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

	Pain.Slide:
         TNT1 A 0
		 TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		 TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		  TNT1 A 0 A_ChangeFlag("GHOST", 1)
		 TNT1 A 0 A_ChangeFlag("THRUGHOST", 1)
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
         ID11 G 1 A_Pain
		 TNT1 A 0 A_GiveInventory("IsDown", 1)
		 TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)
        TNT1 A 0 ThrustThingZ(0,50,0,1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		//ID11 E 1 A_Chase ("","")
		SPO4 U 1 A_facetarget
        SPO4 U 3
		TNT1 A 0 A_Recoil(5)
        SPO4 UVWXY 3
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		TNT1 A 0 A_ChangeFlag("GHOST", 0)
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
		Goto FallingAfterImpact

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

	Pain.KillMe:
        TNT1 A 0
		TNT1 A 0 HealThing(2)
        Goto Missile
	Pain.Taunt:
		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")
		SPO4 B 1 A_FaceTarget
		SPO4 B 10
		TNT1 A 0 A_GiveInventory("Enraged", 1)
		TNT1 A 0 A_PlaySound("grunt/sight", 1)
		Goto Missile

    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_JumpIfInventory ("IsDown", 1, "Pain")
         ID11 G 1 A_Pain
		 TNT1 A 0 A_GiveInventory("IsDown", 1)
		 TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)
        TNT1 A 0 ThrustThingZ(0,20,0,1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		//ID11 E 1 A_Chase ("","")
		SPO4 U 1 A_facetarget
        SPO4 U 3 ThrustThing(angle*256/360+128, 10, 0, 0)
        SPO4 UVWXY 3
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		Goto FallingAfterImpact

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

	GetUp:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("IsDown", 1)
		MARN A 0 A_SpawnItem("bdbodythud")
		TNT1 A 0 A_ChangeFlag("FORCEXYBILLBOARD", 1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		TNT1 A 0 A_ChangeFLag("GHOST", 1)
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 5, "FallingDie")
		ID11 S 1
		ID11 SSSSSSSSS 5 A_JumpIf(momz < 0, "FallingAfterImpact")
		TNT1 A 0 A_TakeInventory("FallingHeight", 100)

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

	FallingDie:
		TNT1 A 0
		TNT1 A 0 A_Stop
		TNT1 A 0 A_CustomMissile("BodyCrash1", 10)
		Goto Getup+9

	Death.Fall:
		TNT1 A 0
		TNT1 A 0 A_Scream
		TNT1 A 0 A_Stop
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		ID11 EF 2
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguy")
		ID11 F 2
		MARN AAA 0 A_SpawnItem("bdbodythud")
		TNT1 A -1 A_NoBLocking
		Stop

    Death.KillMe:
    Death.Taunt:
	Death.Avoid:
	Death.Stealth:
	    Goto Death

	Death.MonsterShotgunBullet:
	Death.Shotgun:
		SPOS 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.bLAST")
		TNT1 A 0 A_JumpIfCloser(320, "Death.Shotgunontheface")
		Goto Death

	Death.Shotgunontheface:
	Death.HeavyImpact:
	    TNT1 A 0
		TNT1 A 0 A_ChangeFlag("SLIDESONWALLS", 0)
		TNT1 A 0 A_Jump(24, "Death.ARm")
		TNT1 A 0 A_Jump(128, "DeathShotgunFly")
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0 A_Jump(96, "Death.Blast")
		TNT1 A 0 A_Jump(128, "DeathShotgunontheface2")
		TNT1 A 0 A_Stop
		TNT1 A 0 A_Pain
		SPOS H 1 A_FaceTarget
		TNT1 A 0 A_Recoil(13)
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		TNT1 A 0 A_Scream
		TNT1 AA 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (0, 160))
        SPO4 ABCD 4
		SPO4 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))
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_SpawnItem("DeadShotgunguySPO4J")
		TNT1 A -1 A_NoBLocking
		Stop

	DeathShotgunontheface2:
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_Pain
		SPOS H 1 A_FaceTarget
		TNT1 A 0 A_Recoil(13)
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		TNT1 AA 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (0, 160))
        SPO4 KLMN 4
		SPO4 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))
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_SpawnItem("DeadShotgunguySPO4T")
		TNT1 A -1 A_NoBLocking
		Stop

	DeathShotgunFly:
		SPO4 Z 1 A_FaceTarget
		TNT1 A 0 A_Scream
		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)
        SPO4 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")
        SPO4 [ 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_JumpIf(((VelY == 0)&&(VelX == 0)), "TakeASit")
        SPO4 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")
        SPO4 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")
		SPO4 X 4 A_Stop
		SPO4 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("DeadShotgunguy1")
		TNT1 A -1 A_NoBLocking
        Stop
	TakeASit:
	    TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 6, 0, random (170, 190), 2, random (0, 40))
	    BR93 A 4 A_Stop
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
	    TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItemEx("DeadShotgunguy_Slumped")
		TNT1 A -1 A_NoBLocking
		Stop

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

	Death.ShotgunonthefaceArm:
		TNT1 A 0
		TNT1 A 0 A_Jump(128, "Death.Arm")
		TNT1 A 0 ThrustThingZ(0,40,0,1)
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("MuchBlood", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_Scream
		ID11 OP 15
		TNT1 A 0 A_SpawnItem("DeadShotgunGuy_NoArm")
		TNT1 A -1 A_NoBLocking
		Stop

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

	GotoStealthKill:
		TNT1 A 1 A_Explode(100, 1, 1)
		Goto SeeContinue

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

    Death.Melee:
		TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
		TNT1 A 0 A_JumpIfInventory ("SKShotgunGuy", 1, "StealthKill")
	Death.Kick:
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		TNT1 A 0 A_Scream
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Recoil (8)
		SPO4 UUVWXY 4
		TNT1 A 0 A_SpawnItem("DeadShotgunguy")
		TNT1 A -1 A_NoBLocking
		Stop

	Death:
		TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
		TNT1 A 0 A_Jump(96, "Death.Arm")
	Death.MinorLeg:
	    TNT1 A 0 A_Jump(48, "Death.Leg")
	Death.Minor:
		TNT1 A 0
		SPOS H 5 A_Scream
		SPOS I 5
		SPOS J 5
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		SPOS K 5
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem("DeadShotgunguy")
		TNT1 A -1 A_NoBLocking
		Stop

	Death.Down:
	Death.Trample:
        TNT1 A 0
        TNT1 A 0 A_Scream
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 2, 0, random (0, 360), 2, random (0, 40))
		ID11 H 12
        TNT1 A 0 A_SpawnItem("DeadShotgunguy")
		TNT1 A -1 A_NoBLocking
		Stop

     Death.Leg:
	 LegRemove:
		TNT1 A 0 A_CustomMissile ("XDeathSargeLeg1", 35, 0, random (0, 360), 2, random (0, 160))
        SPO3 A 9 A_CustomMissile ("MuchBlood", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Playsound ("grunt/death")
		SPO3 BC 3
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_SpawnItemEx ("SergeantGotHisLegBlowed",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A -1 A_NoBLocking
        Stop

    Death.Arm:
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
        TNT1 A 0 A_Scream
		TNT1 A 0 A_CustomMissile ("XDeathArm2", 35, 0, random (0, 360), 2, random (0, 160))
        SPO5 A 9 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItemEx ("DyingSergeant",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A -1 A_NoBLocking
        Stop

    HeadExploder:
		TNT1 A 0 A_Jump(72, "Death.HeadExplode")
		Goto Death.HeadMinor

	Death.Head:
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
	    TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_JumpIfHealthLower(-400, "HeavyHead")
		TNT1 A 0 A_JumpIfHealthLower(-50, "Death.HeadExplode")
		TNT1 A 0 A_JumpIfInTargetInventory("RandomHeadExploder", 1, "HeadExploder")
		TNT1 A 0 A_JumpIfInTargetInventory("HeavyAutomaticWeapon", 1, "Death.MinorHeadLong")
	Death.HeadMinor:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_Jump(96, "Death.MinorHeadLong")
        TNT1 A 0 A_CustomMissile ("BloodMist", 50, 0, random (0, 360), 2, random (30, 90))
		TNT1 AA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (100, 130), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (90, 110), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (100, 130), 2, random (0, 160))
		TNT1 A 0 A_Scream
		SPDH GGGGHH 2 A_CustomMissile ("Brutal_LiquidBlood", 40, 0, 120, 2, random (0, 60))
		SPDH III 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, 120, 2, random (60, 120))
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		SPDH JJJKKK 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_CustomMissile ("ArterialBloodSPray", 10, 10, -45, 2, random (0, 60))
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySPDHM")
		TNT1 A -1 A_NoBLocking
		Stop

	Death.MinorHeadLong:
		TNT1 A 0
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_Scream
		TNT1 A 0 A_SpawnItemEx("DyingShotgunguyHitInEye",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 ("Brains4", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AA 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 ("BloodMist", 50, 0, random (0, 360), 2, random (30, 90))
		13DG J 6
		13DG KL 8
		13DG M 6 A_Scream
		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("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguy13DGN")
		TNT1 A -1 A_NoBLocking
		Stop

	Death.headExplode:
        TNT1 A 0
		TNT1 A 0 A_XScream
		TNT1 A 0 A_JumpIfInTargetInventory("HeavyStrikeUpward", 1, "HeavyHead")
		TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode", 0, 50)
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
        SPDH AAAAA 2 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("DeadShotgunguyNoHeadContinue",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A -1 A_NoBLocking
		Stop

    HeavyHead:
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Recoil(10)
		TNT1 A 0 ThrustThingZ(0,35,0,1)
		TNT1 A 0 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("BrainsSergeantHeadPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAAA 0 A_CustomMissile ("SmallBrainPiece", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
  	    ZMAD B 0 A_XScream
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		SOSL GHIJK 6
		TNT1 A 0 A_CustomMissile ("ArterialBloodSPray", 10, 10, -45, 2, random (0, 60))
		TNT1 A 0 A_SpawnItem("DeadShotgunguySOSLL")
		TNT1 A -1 A_NoBLocking
		Stop

	Death.decaptate:
        TNT1 AAAAAAA 0 A_CustomMissile ("Blood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        TNT1 A 0 A_CustomMissile ("XDeathSergeantHeadBeheaded", 50, 0, random (0, 360), 2, random (40, 90))
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
        SPDH AAAAABBBBBBBBBBCCCCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (60, 120))
		SPDH DDDDDDEEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 10, 0, random (0, 360), 2, random (60, 120))
		SPDH EEEEEEEEEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 5, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySPDHE")
		TNT1 A -1 A_NoBLocking
		Stop

	Death.HKFT:
        TNT1 A 0
        TNT1 A 0 A_Jump(64, "Death.Arm")
        Goto Death.Tear

	 Death.Minigun:
        TNT1 A 0
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
        TNT1 A 0 A_Jump(16, "Death")
		TNT1 A 0 A_Jump(32, "Death.Cut")
		TNT1 A 0 A_Jump(9, "Death.LegMassacre")
		TNT1 A 0 A_Jump(64, "Death")
        Goto Death.Minigun

	Death.Saw:
    Death.Tear:
		TNT1 A 0
		TNT1 A 0 A_Jump(32, "Death.ARm")
        TNT1 A 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
	    SP2X AA 8
        TNT1 A 0 A_CustomMissile ("XDeath4", 40, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("RipSergeant", 0, 0, random (0, 360), 2, random (0, 160))
        SP2X BBCD 8
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySP2XE")
		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_GiveToTarget("SoulAmmo", 10)
        TNT1 A 0 A_SpawnItem("BrutalizedSergeant1", 1)
		TNT1 A -1 A_NoBLocking
		Stop

        Death.LegMassacre:
        TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Scream
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
        TNT1 A 0 A_SpawnItem("BrutalizedSergeantLeg", 1)
		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_GiveToTarget("SoulAmmo", 10)
		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))
		TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		ZXZ7 A 6 A_Stop
		TNT1 A 0 A_SpawnItem("SergeantFallingHoleOnStomach")
		TNT1 A -1 A_NoBLocking
	    Stop

	Death.Blast2:
	    TNT1 A 0 A_XScream
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		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 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAA 0 A_CustomMissile ("BloodMist", 40, 0, random (0, 360), 2, random (40, 90))
		ZXZ6 A 6 A_Stop
		TNT1 A 0 A_SpawnItem("SergeantFallingSplattered")
		TNT1 A -1 A_NoBLocking
	    Stop

	Death.SSG:
	Death.Railgun:
		TNT1 A 0
		TNT1 A 0 A_Stop
	    SZD1 E 1 A_Pain
		TNT1 A 0 A_SpawnItem("Muchblood2", 0, 40)
		SZD1 E 1 A_FaceTarget
	    TNT1 AAA 0 bright A_CustomMissile ("SuperGoreSpawner", 35, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 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 ("XDeathSergeantHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
        SZD1 EEFFGH 6
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD1H")
		TNT1 A -1 A_NoBLocking
        Stop

	Death.Cut:
		TNT1 A 0
		TNT1 A 0 A_Stop
	    SZD1 E 1 A_Pain
		TNT1 A 0 A_SpawnItem("Muchblood2", 0, 40)
		SZD1 E 1 A_FaceTarget
	    TNT1 A 0 A_CustomMissile ("RipGuts", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathHalfSergeant2", 32, 0, random (0, 360), 2, random (60, 70))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
        SZD1 EEFFGH 6
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD1H")
		TNT1 A -1 A_NoBLocking
        Stop

    	Death.GreenFire:
        TNT1 A 0
        TNT1 A 0 A_XScream
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
        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 -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 AAA 0 A_CustomMissile ("BloodMistSmall", 32, 0, random (0, 360), 2, random (0, 180))
		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_GiveToTarget("SoulAmmo", 10)
		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 A_CustomMissile ("BluePlasmaFireNonStatic", 24, 0, random (0, 360), 2, random (0, 180))
		PBR1 GG 3 A_CustomMissile ("BluePlasmaFireNonStatic", 22, 0, random (0, 360), 2, random (0, 180))
		TNT1 A -1 A_NoBLocking
		Stop

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

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

    Death.Fatality:
		TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("Shell", 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_JumpIfIntargetInventory("IsPlayer", 1, 2)
		Goto Death.ExplosiveImpact
		TNT1 A 0
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_Jump(255, "Death.Fatality1", "Death.Fatality4", "Death.Fatality2", "Death.Fatality3")

	Death.Fatality1:
        TNT1 A 0 A_GiveToTarget("SergeantFatality", 1)
		TNT1 A -1 A_NoBLocking
        Stop
    Death.Fatality2:
		TNT1 A 0 A_GiveToTarget("SergeantFatality2", 1)
		TNT1 A -1 A_NoBLocking
        Stop
	Death.Fatality3:
		TNT1 A 0 A_GiveToTarget("SergeantFatality3", 1)
		TNT1 A -1 A_NoBLocking
        Stop

	Death.Fatality4:
		TNT1 A 0 A_GiveToTarget("SergeantFatality4", 1)
		TNT1 A -1 A_NoBLocking
        Stop

	Death.Fatality5:
		TNT1 A 0 A_GiveToTarget("SergeantFatality5", 1)
		TNT1 A -1 A_NoBLocking
        Stop

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

	Death.HelperMarineFatallity:
	Death.BHFT:
	Death.RVFT:
		TNT1 A 0
	    TNT1 A 1 A_Pain
		TNT1 A 0 A_Scream
		TNT1 A 0 A_GiveToTarget("SergeantFatality", 1)
		TNT1 A -1 A_NoBLocking
		Stop

    Death.fire:
    Death.burn:
	Death.FallInLava:
    Death.flames:
        TNT1 A 0 A_Scream
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_SpawnItem("BurningZombieMan", 0, 7)
		TNT1 A -1 A_NoBLocking
		Stop

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

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

	Death.Stomp:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		SPOS 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 -1 A_NoBLocking
		Stop

	Death.ExplosiveImpact:
	Death.Explosive:
		TNT1 A 0
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		TNT1 A 0 A_SpawnItemEx("MuchBlood2", 0, 0, 40)
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_FaceTarget
		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(-15, 1)
		Goto LegRemove
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_Jump(96, "Death.LandMine")
		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 ("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 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
	    SXSX GHIJKLM 3
		TNT1 A 0 A_CheckFloor("Land8473")
		SXSX GHIJKLMGHIJKLM 5 A_CheckFloor("Land8473")
	Land8473:
		SXSX N 0
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadSergeantSXSXO")
		TNT1 A -1 A_NoBLocking
		Stop

	BlownAwayRight:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,15,0,1)
		TNT1 A 0 A_JumpIfHealthLower(-15, 1)
		Goto Death.Arm
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_Jump(96, "Death.Hammered")
		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 ("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 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(0,15,0,1)
		TNT1 A 0 A_XScream
	    SXS2 GHIJKLM 3
		TNT1 A 0 A_CheckFloor("Land8472")
		SXS2 GHIJKLMGHIJKLM 5 A_CheckFloor("Land8472")
	Land8472:
		SXS2 N 0
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadSergeantSXS2O")
		TNT1 A -1 A_NoBLocking
		Stop

	Death.Hammered:
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		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
		TNT1 A 0 A_Jump(96,"Death.LandMine")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("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 ("XDeathSargeLeg2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		ID14 AB 5
		ID14 CDEF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		ID14 FFFFFF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		TNT1 A 0 A_SpawnItem("VeryFuckedUpBrutalizedSergeantLeg")
		TNT1 A -1 A_NoBLocking
		Stop

	Dead.ExplosiveImpact:
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("VeryFuckedUpBrutalizedSergeantLeg")
		TNT1 A 0 A_SpawnItem("Ploft")
		TNT1 A 0 A_SpawnItem("MuchBlood")
		TNT1 A -1 A_NoBLocking
		Stop

	Death.LandMine:
		TNT1 A 0 A_CustomMissile ("XDeathSargeLeg1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ThrustThingZ(0,25,0,1)
		ID16 A 1 A_Scream
	    ID16 A 9
		ID16 BCD 9 A_CheckFloor ("Dead.Landmine")
		ID16 DDDD 9 A_CheckFloor ("Dead.Landmine")
		TNT1 A 0 A_SpawnItem("DeadShotgunguy_NoLeg", 1)
		TNT1 A -1 A_NoBLocking
		Stop

	Dead.Landmine:
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguy_NoLeg", 1)
		TNT1 A 0 A_SpawnItem("Ploft")
		TNT1 A 0 A_SpawnItem("MuchBlood")
		TNT1 A -1 A_NoBLocking
		Stop

	Raise:
		TNT1 A 0 A_SpawnItem("PentagramSpawner")
		SPOS L 5
		SPOS KJIH 5
		Goto See

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

	Death.Ice:
	Death.Freeze:
	Death.Frost:
		TNT1 A 0 A_SpawnItem("FrozenShotgunguy")
		TNT1 A -1 A_NoBLocking
		Stop

	Death.Massacre:
	Goto Death
	}
}

ACTOR SMGGuy: ShotgunGuy1
{
	DropItem "SMGSpawner"
	Tag "SMG Zombie"
	Obituary "%o got punctured by a SMG Zombie."
	States
	{
	Pain.Avoid:
	  TNT1 A 0
	  TNT1 A 0 A_Jump(255, "AvoidLeft", "AvoidRight")
	  Goto AvoidLeft

	  AvoidLeft:
	    PSS3 A 1 A_FaceTarget
	    TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)
        ZRO4 ABCDEFGH 2 A_FaceTarget
        Goto Missile
	AvoidRight:
	    PSS3 A 1 A_FaceTarget
	    TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)
        ZRO3 ABCDEFGH 2 A_FaceTarget
        Goto Missile
    Spawn:
		PSS3 A 1
		TNT1 A 0 ACS_NamedExecuteAlways("BDCHeckClassicMonsters", 0, 0, 0, 0)//Check if Vanilla Mode is activated
		  TNT1 A 0
		  TNT1 A 0 A_GiveInventory("SKShotgunGuy", 1)
		  TNT1 A 0 A_TakeInventory("SergeantAmmo", 6)
		  TNT1 A 0 A_GiveInventory("SergeantAmmo", random(0,5))
		  PSS3 B 1
		  Goto Stand

	Idle:
	Stand:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 33)
		PSS3 A 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, 33)
	TNT1 A 0 A_SpawnItem("LegTarget4")
	PSS3 D 2 A_FaceTarget
	PSS3 D 2 A_Recoil(2)
	TNT1 A 0 A_jump(64, "Missile")
	TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 33)
	TNT1 A 0 A_SpawnItem("LegTarget4")
	PSS3 C 2 A_FaceTarget
	PSS3 C 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 33)
	TNT1 A 0 A_SpawnItem("LegTarget4")
	PSS3 B 2 A_FaceTarget
	PSS3 B 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 33)
	TNT1 A 0 A_SpawnItem("LegTarget4")
	PSS3 A 2 A_FaceTarget
	PSS3 A 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 33)
	TNT1 A 0 A_SpawnItem("LegTarget4")
	PSS3 D 2 A_FaceTarget
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	GOto Missile

	See:
	PSS3 A 0
	PSS3 A 0 A_ChangeFLag("NODROPOFF", 0)
	PSS3 A 0 A_TakeInventory("SKShotgunGuy", 1)
	PSS3 A 0 A_CheckSight("SeeNeverSeen")
	Goto SeeContinue

	SeeContinue:
	    TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	    TNT1 A 0 A_JumpIfCloser(200, "FallBack")
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)

		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		PSS3 AAA 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		PSS3 BBB 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		PSS3 CCC 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		PSS3 DDD 2 A_Chase
		Loop

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

		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		PSS3 AAA 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		PSS3 BBB 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		PSS3 CCC 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		PSS3 DDD 2 A_Chase
		Loop

	Missile:
	    TNT1 A 0 A_Stop
		TNT1 A 0 A_JumpIfHealthLower(1, "Death")
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 33)
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)
		PSS3 D 3 A_FaceTarget

		TNT1 A 0 A_SpawnItem("LegTargetBase")
		TNT1 A 0 A_GiveInventory("SergeantAmmo", 1)

		PSS3 D 3 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		PSS3 E 10 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 33)
		PSS3 E 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget20", 0, 33)

		TNT1 A 0 A_CustomMissile("MonsterTracer", 28, 11, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("DistantFireSoundPistol", 28, 0, 0, 1, 0)
		TNT1 A 0 A_SpawnItem("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_PlaySound("SMGFIRE", 1)
		TNT1 A 0 A_GiveInventory("BDSMGAmmo",1)
		PSS3 F 1 BRIGHT
		PSS3 E 2 A_FaceTarget

		TNT1 A 0 A_CustomMissile("MonsterTracer", 28, 11, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("DistantFireSoundPistol", 28, 0, 0, 1, 0)
		TNT1 A 0 A_SpawnItem("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_PlaySound("SMGFIRE", 1)
		TNT1 A 0 A_GiveInventory("BDSMGAmmo",1)
		PSS3 F 1 BRIGHT
		PSS3 E 2 A_FaceTarget

		TNT1 A 0 A_CustomMissile("MonsterTracer", 28, 11, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("DistantFireSoundPistol", 28, 0, 0, 1, 0)
		TNT1 A 0 A_SpawnItem("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_PlaySound("SMGFIRE", 1)
		TNT1 A 0 A_GiveInventory("BDSMGAmmo",1)
		PSS3 F 1 BRIGHT
		PSS3 E 2 A_FaceTarget

		TNT1 A 0 A_CustomMissile("MonsterTracer", 28, 11, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("DistantFireSoundPistol", 28, 0, 0, 1, 0)
		TNT1 A 0 A_SpawnItem("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_PlaySound("SMGFIRE", 1)
		TNT1 A 0 A_GiveInventory("BDSMGAmmo",1)
		PSS3 F 1 BRIGHT
		PSS3 E 2 A_FaceTarget

		TNT1 A 0 A_CustomMissile("MonsterTracer", 28, 11, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("DistantFireSoundPistol", 28, 0, 0, 1, 0)
		TNT1 A 0 A_SpawnItem("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_PlaySound("SMGFIRE", 1)
		TNT1 A 0 A_GiveInventory("BDSMGAmmo",1)
		PSS3 F 1 BRIGHT
		PSS3 E 2 A_FaceTarget

		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		PSS3 E 10 A_FaceTarget
		TNT1 A 0 A_JumpIfInventory("BDSMGAmmo", 40, "Reload")
		Goto SeeContinue

	Reload:
		TNT1 A 0 A_TakeInventory("BDSMGAmmo", 40)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 31,0)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
        PSS3 C 3
		PSS3 C 1 A_CustomMissile("EmptyPistolClipSpawn", 38, 0, random(-11, 11), 0)
        TNT1 A 0 A_PlaySound("Reload")
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
        ID12 H 10
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
        ID12 I 10
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
        ID12 J 10
		TNT1 A 0 A_PlaySound("CLIPIN")
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
        ID12 K 10
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
        PSS3 C 10
        Goto SeeContinue

	Pain.Cut:
	Pain.Saw:
		TNT1 A 0
		TNT1 A 0 A_Stop
	Pain:
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 9)
		TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		PSS3 G 2
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 33)
		TNT1 A 0 A_SpawnItem("LegTargetBase")
		PSS3 G 2 A_Pain
		TNT1 A 0 A_Jump(196, "Missile")
		Goto SeeContinue
        TNT1 AAAAA 0
        TNT1 A 0 A_Pain
        ID11 H 6
        Goto GetUp

	Pain.Melee:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SKShotgunGuy", 1, "GotoStealthKill")
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 6)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 33)
		PSS3 G 4
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 33)
		PSS3 G 4 A_Pain
		Goto SeeContinue
        TNT1 AAAAA 0
        TNT1 A 0 A_Pain
        ID11 H 8
		ID11 W 35
        TNT1 A 0 A_TakeInventory("IsDown", 1)
		ID11 X 10
        Goto SeeContinue

	Pain.ExplosiveImpact:
	Pain.ExtremePunches:
	Pain.Explosive:
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
	         TNT1 A 0
	         TNT1 A 0 A_Pain
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		 		    TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)
         TNT1 A 0 A_GiveInventory("IsDown", 1)
        TNT1 A 0 ThrustThingZ(0,40,0,1)
         SPO4 UUVWXY 4
		Goto FallingAfterImpact

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

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

	Pain.Slide:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		TNT1 A 0 A_ChangeFlag("GHOST", 1)
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 1)
		TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		ID11 G 1 A_Pain
		TNT1 A 0 A_GiveInventory("IsDown", 1)
		TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		SPO4 U 1 A_facetarget
		SPO4 U 3
		TNT1 A 0 A_Recoil(5)
		SPO4 UVWXY 3
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		TNT1 A 0 A_ChangeFlag("GHOST", 0)
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
		Goto FallingAfterImpact

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

    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_JumpIfInventory ("IsDown", 1, "Pain")
		ID11 G 1 A_Pain
		TNT1 A 0 A_GiveInventory("IsDown", 1)
		TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		SPO4 U 1 A_facetarget
		SPO4 U 3 ThrustThing(angle*256/360+128, 10, 0, 0)
		SPO4 UVWXY 3
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		Goto FallingAfterImpact

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

	GetUp:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("IsDown", 1)
		MARN A 0 A_SpawnItem("bdbodythud")
		TNT1 A 0 A_ChangeFlag("FORCEXYBILLBOARD", 1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		TNT1 A 0 A_ChangeFLag("GHOST", 1)
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 5, "FallingDie")
		ID11 W 1
		ID11 WWWWWWWWW 5 A_JumpIf(momz < 0, "FallingAfterImpact")
		TNT1 A 0 A_TakeInventory("FallingHeight", 100)

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

	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
		TNT1 A 0 A_Stop
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (50, 130))
		ID11 EF 2
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguy")
		ID11 F 2
		MARN AAA 0 A_SpawnItem("bdbodythud")
		TNT1 A -1 A_NoBLocking
		Stop

	Death.Shotgunontheface:
	Death.HeavyImpact:
	    TNT1 A 0
		TNT1 A 0 A_ChangeFlag("SLIDESONWALLS", 0)
		TNT1 A 0 A_Jump(24, "Death.ARm")
		TNT1 A 0 A_Jump(128, "DeathShotgunFly")
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0 A_Jump(96, "Death.Blast")
		TNT1 A 0 A_Jump(128, "DeathShotgunontheface2")
		TNT1 A 0 A_Stop
		TNT1 A 0 A_Pain
		PSS3 H 1 A_FaceTarget
		TNT1 A 0 A_Recoil(13)
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		TNT1 A 0 A_Scream
		TNT1 AA 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (0, 160))
        SPO4 ABCD 4
		SPO4 EFGHIJ 4 A_JumpIf(((VelY == 0)||(VelX == 0)), "DSFStop")
		Goto DSFStop+1

	DeathShotgunontheface2:
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_Pain
		PSS3 H 1 A_FaceTarget
		TNT1 A 0 A_Scream
		TNT1 A 0 A_Recoil(13)
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		TNT1 AA 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (0, 160))
        SPO4 KLMN 4
		SPO4 OPQRST 4 A_JumpIf(((VelY == 0)||(VelX == 0)), "DSFStop2")
		Goto DSFStop2+1

	Death.KillMe:
    Death.Taunt:
	Death.Avoid:
	Death.Stealth:
		Goto Death

	Death.Minor:
		TNT1 A 0
		PSS3 H 5 A_Scream
		PSS3 I 5
		PSS3 J 5 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		PSS3 K 5
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem("DeadShotgunguy")
		TNT1 A -1 A_NoBLocking
		Stop

	Raise:
	TNT1 A 0 A_SpawnItem("PentagramSpawner")
		PSS3 L 5
		PSS3 KJIH 5
		Goto See
	}
}

ACTOR BrutalizedSergeant1
{
	Game Doom
	Radius 16
	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
	PainSound "grunt/pain"
	PainChance 255
	Mass 999999
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	+DONTSPLASH
	+THRUGHOST
	-COUNTKILL
	Scale 0.98
	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:
		SZD1 A 30
		TNT1 A 0 A_Die("Fall")

	Death.Fall:
		TNT1 A 0 A_NOBlocking
		TNT1 A 0 A_SpawnItem ("BrutalizedSergeantStop")
		Stop

	Death:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode", 0, 30)
		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(2)
	    SZD1 B 4 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("BrutalizedSergeant2")
		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 A 0 A_CustomMissile ("XDeathHalfShotgunguyNoArmNoHead", 32, 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 ("XDeathSargeLeg2", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("GibSargeBoot", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("XDeathSergeantHeadOnXDeath", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		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))
        TNT1 A 0
        Stop
	}
}

ACTOR BrutalizedSergeant2: BrutalizedSergeant1
{
	States
	{
	Spawn:
	Pain:
		SZD1 B 30
		TNT1 A 0 A_Die("Fall")

	Death.Fall:
		TNT1 A 0 A_NOBlocking
		TNT1 A 0 A_SpawnItem ("BrutalizedSergeantStop2")
		Stop

	Death:
		TNT1 A 0
		TNT1 A 0 A_Recoil(2)
		SZD1 C 12
		TNT1 A 0 A_NOBlocking
		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
		TNT1 A 0 A_SpawnItem ("BrutalizedSergeant3")
		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 A 0 A_CustomMissile ("XDeathHalfShotgunguyNoArmNoHead", 32, 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 ("XDeathSargeLeg2", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("GibSargeBoot", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
        Stop
	}
}

ACTOR BrutalizedSergeant3: BrutalizedSergeant1
{
	States
	{
	Spawn:
	Pain:
		TNT1 A 0
		TNT1 A 0 A_Jump(96, 2)
		SZD1 C 25
		TNT1 A 0 A_Die("Fall")

	Death.Fall:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("BrutalizedSergeantStop3")
		Stop

	Death:
	    TNT1 A 0 A_NoBlocking
		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)
		SZD1 EFGH 6
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD1H")
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		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 ("XDeathSargeLeg2", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("GibSargeBoot", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		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))
        TNT1 A 0
        Stop
	}
}

ACTOR BrutalizedSergeantLeg: BrutalizedSergeant1
{
	States
	{
	Spawn:
	Pain:
		SPO3 A 15
		TNT1 A 0 A_Die("Fall")

	Death.Fall:
		TNT1 A 0 A_NoBlocking
		SPO3 BCD 5
		TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg")
		Stop

	Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Recoil(4)
		TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode", 0, 30)
		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)
		ID14 ABCDEF 5
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedSergeantLeg")
		Stop
	}
}

actor BrutalizedSergeantStop: CurbstompedMarine
{
    States
    {
    Spawn:
	SPO5 ABCD 5 A_SpawnItem("Brutal_FlyingBlood",0,5,0,1)
	TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	TNT1 A 0 A_NOBlocking
	TNT1 A 0 A_SpawnItem("DeadShotgunGuy_NoArm")
    Stop
	}
}

actor BrutalizedSergeantStop2: CurbstompedMarine
{
    States
    {
    Spawn:
		SZD4 ABC 6 A_SpawnItem("Brutal_FlyingBlood",0,5,0,1)
		TNT1 A 0 A_NOBlocking
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD4D")
       Stop
	}
}

actor BrutalizedSergeantStop3: CurbstompedMarine
{
    States
    {
    Spawn:
		SZD3 ABC 6 A_SpawnItem("Brutal_FlyingBlood",0,5,0,1)
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD3C")
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		Stop
	}
}

Actor DeadShotgunGuy1: CurbstompedMarine Replaces DeadShotgunguy
{
    Radius 12
    Height 12
    +SHOOTABLE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CORPSE
	+FLOORCLIP
	-SOLID
	+THRUACTORS

    Mass 6000
    Health 300
    damagefactor "Blood", 0.0
    PainChance "Melee", 255
    damagefactor "Trample", 0.0
	damagefactor "ExplosiveImpact", 10.0
States
    {
    Spawn:
        SPOS L -1
        Stop
    Death:
		TNT1 A 0 A_CustomMissile ("XDeathSargeLeg1", 5, 0, random (0, 360), 2, random (0, 160))
		SPOS A 0 A_CustomMissile ("MeatDeathSmall", 5, 0, random (0, 360), 2, random (0, 160))
         TNT1 A 1 A_SpawnItem("DeadShotgunGuy_NoLeg", 5)
        Stop

    Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 50, 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 AAA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop

    }
}

Actor DeadSergeantSXS2O: DeadShotgunGuy1
{
States{Spawn:
		SXS2 O -1
        Stop

		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_SpawnItem("RipGuts")
		 TNT1 A 0 A_CustomMissile ("XDeathSargeLeg2", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathaRM1", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("ShotgunguyHeadExplode", 32, 0, random (0, 360), 2, random (0, 160))
		Stop
}}

Actor DeadSergeantSXSXO: DeadShotgunGuy1
{
States{Spawn:
		SXSX O -1
        Stop

		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_SpawnItem("RipGuts")
		 TNT1 A 0 A_CustomMissile ("XDeathSargeLeg2", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathaRM1", 32, 0, random (0, 360), 2, random (0, 160))
		Stop
}}

Actor DeadShotgunGuy_Half: DeadShotgunGuy1
{Health 300 States{Spawn:
        SP2X E -1
        Stop

		Death:
		TNT1 A 0 A_NoBlocking
		SPOS A 0 A_CustomMissile ("MeatDeathSmall", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD1H")
        Stop
	}
}

Actor DeadShotgunGuy_NoArm: DeadShotgunGuy1
{Health 300 States{
	Spawn:
        SPO5 E -1
        Stop
	Death:
		TNT1 A 0 A_NoBlocking
		SPOS A 0 A_CustomMissile ("MeatDeathSmall", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("ShotgunguyHeadExplode")
		TNT1 AA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (100, 130), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (90, 110), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (100, 130), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("DeadShotgunGuy_NoHeadNoArm")
		Stop
	}
}

Actor DeadShotgunGuy_NoBrain: DeadShotgunGuy1
{Health 300 States{Spawn:
        SPDH M -1
        Stop	Death:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode")
        TNT1 A 0 A_SpawnItem("DeadShotgunguy_NoHead", 1)
		Stop
    }
}

Actor DeadShotgunGuy_NoHead: DeadShotgunGuy1
{Health 300 States{Spawn:
        SPDH E -1
        Stop

	Death:
		TNT1 A 0 A_NoBlocking
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("BloodMistBig", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("MeatDeathSmall", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("DeadShotgunGuy_NoHeadNoArm")
        Stop
	}
}

ACTOR BeheadedSergeantZombie: DeadShotgunGuy_NoHead
{
	Mass 6
}

Actor DeadShotgunGuy_NoHeadNoArm: DeadShotgunGuy1
{Health 300 States{Spawn:
        SZD4 D -1
        Stop
    Death:
		TNT1 A 0 A_NoBlocking
		SPOS A 0 A_CustomMissile ("MeatDeathSmall", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD3C")
        Stop
	}
}

Actor DeadShotgunGuy_NoLeg: DeadShotgunGuy1
{Health 300 States{Spawn:
        SPO3 F -1
        Stop

	Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeathSargeLeg1", 5, 0, random (0, 360), 2, random (0, 160))
		SPOS A 0 A_CustomMissile ("MeatDeathSmall", 5, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 1 A_SpawnItem("DeadShotgunGuy_NoLegBoth", 5)
        Stop
	}
}

Actor DeadShotgunGuy_NoLegBoth: DeadShotgunGuy1
{Health 300 States{Spawn:
        SPO3 K -1
        Stop

	Death:
		TNT1 A 0 A_NoBlocking
		SPOS A 0 A_CustomMissile ("MeatDeathSmall", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("RipSergeant")
        Stop
	}
}

Actor DeadShotgunGuy_NoLegNoHead: DeadShotgunGuy1
{Health 300 States{Spawn:
        SPO3 L -1
        Stop

	Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath2b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath3b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_SpawnItem("MeatDeathSmall", 0, 10)
		TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathHalfShotgunguyNoArmNoHead", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAA 0 A_CustomMissile ("Guts", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathSargeLeg2", 32, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}

Actor DeadShotgunguy_Slumped: ZombiemanTorso
{
	+NOPAIN
	+NOBLOCKMONST
	-SLIDESONWALLS
	Health 200
	DamageFactor "Head", 15.0
	Height 22
	Radius 10
	States
	{
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_Recoil(2)
			BR93 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)
			BR93 A 4
			Loop

		LayDown:
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_SpawnItem("DeadShotgunguy1")
			TNT1 A 0 Thing_Remove(0)
			Stop

		XDeath:
		Death.Explosive:
		Death.ExplosiveImpact:
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_SpawnItem("SargeXDeath")
			Stop

		Death.Head:
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_SpawnItemEx("ShotgunguyHeadExplode", 0, 0, 22)
			TNT1 A 0 A_SpawnItem("DeadShotgunguy_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("ShotgunguyHeadExplode", 0, 0, 22)
			//TNT1 A 0 A_SpawnItem("DeadShotgunguyJustLegsAreLeft")
			Stop
	}
}

Actor DeadShotgunguy_Slumped_NoHead: ZombiemanTorso
{
+NOPAIN
+NOBLOCKMONST
Height 22
States
{
	Spawn:
		BR93 B 0
		TNT1 A 0 A_Recoil(2)
		BR93 B 12
		TNT1 A 0 A_JumpIf(velx > 0 || velx < 0, "LayDown")
		TNT1 A 0 A_JumpIf(vely > 0 || vely < 0, "LayDown")
		BR93 B 4
		Loop

	LayDown:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DeadShotgunguy_NoHead")
		TNT1 A 0 Thing_Remove(0)
		Stop
	XDeath:
	Death.Explosive:
	Death.ExplosiveImpact:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("SargeXDeath")
		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_SpawnItem("DeadShotgunguyJustLegsAreLeft")
		Stop
		}}

Actor DeadShotgunguy13DGN: DeadShotgunGuy_NoBrain
{
States{Spawn:
		13DG N -1
        Stop
}}

Actor DeadShotgunGuySOSLL: DeadShotgunGuy1
{Health 300 States{Spawn:
        SOSL L -1
        Stop

	Death:
		TNT1 A 0 A_NoBlocking
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("BloodMistBig", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("MeatDeathSmall", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("DeadShotgunGuy_NoHeadNoArm")
        Stop
	}
}

Actor DeadShotgunguySP2XE: DeadShotgunGuy_Half
{
States{Spawn:
		SP2X E -1
        Stop
}}

Actor DeadShotgunguySPDHE: DeadShotgunGuy_NoHead
{
States{Spawn:
		SPDH E -1
        Stop
}}

Actor DeadShotgunguySPO4J: DeadShotgunGuy1
{
States{Spawn:
		SPO4 J -1
        Stop

		Death:
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_SpawnItem("RipSergeant")
		TNT1 A 0 A_SpawnItem("DeadShotgunguy_Half")
        Stop
}}

Actor DeadShotgunguySPO4T: DeadShotgunguySPO4J
{
States{Spawn:
		SPO4 J -1
        Stop
}}

Actor DeadShotgunguySPDHM: DeadShotgunGuy_NoBrain
{
States{Spawn:
		SPDH M -1
        Stop
}}

Actor DeadShotgunguySZD1H: DeadShotgunGuy1
{
States{Spawn:
		SZD1 H -1
        Stop

		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		 TNT1 A 0 A_CustomMissile ("XDeathSargeLeg2", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("GibSargeBoot", 32, 0, random (0, 360), 2, random (0, 160))
		Stop
}}

Actor DeadShotgunguySZD3C: DeadShotgunGuy1
{
States{Spawn:
		SZD3 C -1
        Stop

		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_SpawnItem("RipGuts")
		 TNT1 AA 0 A_CustomMissile ("XDeathSargeLeg2", 32, 0, random (0, 360), 2, random (0, 160))
		Stop
}}

Actor DeadShotgunguySZD3F: DeadShotgunguySZD3C
{
States{Spawn:
		SZD3 F -1
        Stop
}}

Actor DeadShotgunguySZD4D: DeadShotgunGuy1
{
States{Spawn:
		SZD4 D -1
        Stop

		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_SpawnItem("RipGuts")
		 TNT1 AA 0 A_CustomMissile ("XDeathSargeLeg2", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathaRM1", 32, 0, random (0, 360), 2, random (0, 160))
		Stop
}}

Actor DeadShotgunguyZXZ6E: DeadShotgunGuy1
{
States{Spawn:
		ZXZ6 E -1
        Stop

		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD3F")
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode")
		Stop
}}

Actor DeadShotgunguyZXZ7E: DeadShotgunGuy1
{
States{Spawn:
		ZXZ7 E -1
        Stop

		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD3C")
		TNT1 AA 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode")
		Stop
}}

ACTOR DyingSergeant
{
	Game Doom
	Radius 16
	Height 32
	Health 20
	PainSound "grunt/pain"
	PainChance 255
	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
	Mass 500
	+FLOORCLIP
	+DONTSPLASH
	-COUNTKILL
	+THRUGHOST
	-SOLID
	+SHOOTABLE
	-COUNTKILL
	States
	{
	Death.fire:
	Death.Flames:
		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:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_PlaySound ("BURNZOM",4)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		SPO5 AAAAA 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		SPO5 BBBBB 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		SPO5 CCCCC 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		SPO5 BBBBB 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
		Goto Suffer

	Suffer:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("DeathTimer", 4, "Fall")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
        SPO5 CCCCC 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
        SPO5 BBBBB 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, 2)
		TNT1 A 0 A_GiveInventory("DeathTimer", 1)
		Loop
		TNT1 A 0 A_Die
		Goto Death

	Fall:
		TNT1 A 0 A_Die

	Death.Cut:
	Death.Minigun:
	Death:
	    SPO5 D 8 A_StopSound(4)
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItem ("DeadShotgunGuy_NoArm")
		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("ShotgunguyHeadExplode", 0, 30)
		TNT1 A 0 A_XScream
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		SZD4 AAAAA 2 A_CustomMissile ("Brutal_LiquidBlood", 25, 0, random (0, 360), 2, random (30, 110))
		SZD4 BBBBBBBBBBBBBBBBBBBBBBBBB 1 A_CustomMissile ("Brutal_LiquidBlood", 10, 0, random (0, 360), 2, random (30, 110))
        TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD4D")
		Stop

	Death.Decaptate:
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_CustomMissile ("XDeathSergeantHead", 32, 0, random (0, 360), 2, random (0, 160))
		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
        SZD4 AAAAA 2 A_CustomMissile ("Brutal_LiquidBlood", 25, 0, random (0, 360), 2, random (30, 110))
		SZD4 BBBBBBBBBBBBBBBBBBBBBBBBB 1 A_CustomMissile ("Brutal_LiquidBlood", 10, 0, random (0, 360), 2, random (30, 110))
        TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD4D")
		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

    Xdeath:
    Death.SuperPunch:
	Death.Explosive:
	Death.SSG:
	Death.Shotgun:
		TNT1 A 0 A_StopSound(4)
		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 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("BloodMist", 32, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathSergeantHeadOnXDeath", 32, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_SpawnItem("RipGuts")
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        SZD1 EFGH 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD1H")
        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 ("SergeantLastStand2")
		Stop
	}
}

ACTOR DeadShotgunguyNoHeadContinue: DyingSergeant
{
	Radius 16
	Height 40
	PainChance 0
	damagefactor "Head", 0.0

	States
	{
	Spawn:
		SPDH BBBBBBBBBBBBBBBBBBCCCCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_Die

	Death:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		SPDH DDDD 2 A_CustomMissile ("Brutal_LiquidBlood2", 15, -10, 45, 2, random (60, 120))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_CustomMissile ("ArterialBloodSPray", 10, 10, -45, 2, random (0, 60))
        TNT1 A 0 A_SpawnItem("DeadShotgunguySPDHE")
		Stop

	Death.Kick:
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Recoil(10)
		TNT1 A 0 ThrustThingZ(0,35,0,1)
		ZMAD B 0 A_Scream
		ZMAD C 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 20, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		SOSL 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("DeadShotgunguySOSLL")
		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, 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

    Xdeath:
    Death.SuperPunch:
	Death.Explosive:
	Death.SSG:
	Death.Cut:
	Death.Shotgun:
	Death.Minigun:
		TNT1 A 0 A_SpawnItem("MeatDeath")
		TNT1 AA 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_SpawnItem("RipGuts")
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        SZD1 EFGH 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD1H")
        Stop
	}
}

ACTOR DyingSergeantNoLeg
{
    Radius 12
    Height 30
    Speed 9
	Health 20
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	+DONTSPLASH
    +FLOORCLIP
	+FRIGHTENED
	+THRUGHOST
	-COUNTKILL
	-SOLID
	+SHOOTABLE
	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
    States
    {
		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
		SMAK ABA 6
		SMAM A 15
		Goto Spawn

		Death.Kick:
		Death.Extremepunches:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_StopSound(4)
		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("GoFatality", 1)
		TNT1 A 0 A_GiveToTarget("GoSpecial", 1)
		TNT1 A 0 A_GiveToTarget("IsCurbstompingSergeant", 1)
		Stop

		Spawn:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("IsCrawling", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer", 4, "Fall")
		SMAM ABAB 10 A_Wander
		SMAM A 9 A_Pain
		TNT1 A 0 A_SpawnItemEx("Brutal_FlyingBlood", 0, 0, 10, 0, 0)
		TNT1 A 0 A_Jump(16, "LastStand")
		TNT1 A 0 A_GiveInventory("DeathTimer", 1)
		Loop

		Fall:
		TNT1 A 0 A_Die

		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_SpawnItem("DeadShotgunGuy_NoLeg")
		Stop

		Death.Plasma: Death.Plasma2:
		TNT1 A 0
		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, 8, 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.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 ("DyingSergeantNoLegInFlames")
		TNT1 A 0 A_StopSound(4)
		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 ("SmallBrainPieceFast", 10, 0, random (0, 360), 2, random (0, 160))
		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 ("StompedSergeant")
		TNT1 A 0 A_StopSound(4)
		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_Pain
		TNT1 A 0 A_CHangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_SpawnItem ("SergeantLastStand1")
		Stop
	}
}

ACTOR DyingSergeantLegBlewedOff: DyingSergeantNoLeg
{
	Game Doom
	Radius 16
	Height 22
	Health 20
	PainSound "grunt/pain"
	PainChance 255
	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
	Mass 500
	-SOLID
	+THRUGHOST
	-COUNTKILL
	States
	{
		Spawn:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_PlaySound ("BURNZOM",4)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		SPO3 DDDDD 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random(0, 180), 2, random (0, 35))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		SPO3 DDDDD 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random(0, 180), 2, random (0, 35))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		SPO3 DDDDD 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random(0, 180), 2, random (0, 35))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		SPO3 DDDDD 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random(0, 180), 2, random (0, 35))
		Goto Suffer

		Suffer:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("DeathTimer", 4, "Fall")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		SPO3 DDDDD 2 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random(0, 180), 2, random (0, 35))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		SPO3 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random(0, 180), 2, random (0, 35))
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		TNT1 A 0 A_Jump(4, "LastStand")
		TNT1 A 0 A_Jump(16, "2")
		TNT1 A 0 A_GiveInventory("DeathTimer", 1)
		Loop
		TNT1 A 0 A_Die
		Goto Death

		Fall:
		TNT1 A 0 A_Die

		Death:
		SPO3 GH 6 A_StopSound(4)
		TNT1 A 0 A_Noblocking
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItem ("DeadShotgunGuy_NoLeg")
		Stop

		Death.Head:
		Death.Decaptate:
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode", 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_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_NoBlocking
		SPO3 IJ 6
		TNT1 A 0 A_SpawnItem ("DeadShotgunGuy_NoLegNoHead", 1)
		Stop

		Death.Cut:
		Death.Minigun:
		Death.Shotgun:
		SPO3 GH 6 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_NoBlocking
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg")
		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

		Xdeath:
		Death.SuperPunch:
		Death.Explosive:
		Death.SSG:
		TNT1 A 0 A_StopSound(4)
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathSergeantHead", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		SPO3 IJ 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunGuy_NoLegNoHead")
		Stop
	}
}

ACTOR DyingShotgunguyHitInEye: Shotgunguy1
{
    Radius 12
    Height 30
    Speed 0
	Health 20
	+THRUGHOST
	+NOPAIN
	+DONTSPLASH
	-COUNTKILL
	-SOLID
	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:
		TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail8", 50, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget50", 2, 22,0)
		SPDH H 6 A_Scream
		SPDH I 6
		TNT1 A 0 A_SpawnItem ("HeadshotTarget50", 2, 22,0)
		SPDH IJIJ 18 A_Pain
		TNT1 A 0 A_SpawnItem ("HeadshotTarget50", 2, 22,0)
		SPDH IJ 18 A_Pain
		TNT1 A 0 A_Die

		Death:
		SPDH KL 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySPDHM")
		Stop

	Death.Head:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 22, 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 FatalizedSGGuy4: deadshotgunguy_half
{
	Health 200
	States
	{
		Spawn:
		SGF8 N -1
		Stop

		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_CustomMissile ("XDeathSargeLeg2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("GibSargeBoot", 32, 0, random (0, 360), 2, random (0, 160))
        Stop
	}
}

Actor FatalizedSGGuy6: DeadShotgunGuy1
{
	Health 200
	States{Spawn:
        FRSA HI 6 A_SpawnItem ("Blood", 0, 56)
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FRSA HI 6 A_SpawnItem ("Blood", 0, 56)
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FRSA HI 6 A_SpawnItem ("Blood", 0, 56)
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FRSA HI 6 A_SpawnItem ("Blood", 0, 56)
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FRSA HI 6 A_SpawnItem ("Blood", 0, 56)
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FRSA HI 6 A_SpawnItem ("Blood", 0, 56)
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FRSA HI 6 A_SpawnItem ("Blood", 0, 56)
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FRSA HI 6 A_SpawnItem ("Blood", 0, 56)
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FRSA HJKL 5 A_SpawnItem ("Blood", 0, 50)
		TNT1 A 0 A_NoBlocking
		FRSA L -1
        Stop
        Death:
		Death.Saw:
        Death.Cutless:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AAA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("xdeath3", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("xdeath4", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 50, 0, random (0, 360), 2, random (0, 160))
		 SGF8 N 1
		 SGF8 N -1
         Stop
		 }
}

ACTOR FlyingImpaledSergeant
{
    Radius 8
    Height 60
    Speed 10
    Scale 0.98
	Mass 1
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +RIPPER
    +BLOODLESSIMPACT
	-DONTSPLASH
	-COUNTKILL
	+THRUGHOST
	damagetype Blood
    SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath1"
	Decal BrutalBloodSplat
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        ID18 AA 3 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		ID11 GG 3 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        Goto Fall

	Fall:
	    ID11 H 3 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		Loop

    Death:
        TNT1 A 0 A_SpawnItem("GrowingBloodPool",0,0,0,1)
        TNT1 A 0 A_SpawnItem("DeadShotgunguy")
		TNT1 A 1
        Stop

     Splash:
        TNT1 A 0
        Stop
    }
}

ACTOR SergeantFallingHoleOnStomach
{
    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:
		ZXZ7 A 1 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		ZXZ7 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
		ZXZ7 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		ZXZ7 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_SpawnItem("DeadShotgunguyZXZ7E")
	    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_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 20, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_NoBlocking
		ZXZ2 A 6 A_Stop
		TNT1 A 0 A_SpawnItem("SergeantFallingSplattered")
		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 ("SargeXDeath", 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 SergeantFallingSplattered
{
    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:
		ZXZ6 A 1 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		ZXZ6 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
		ZXZ6 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 10, -45, 2, random (0, 60))
		ZXZ6 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("DeadShotgunguyZXZ6E")
	    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 ("XDeathSergeantHead", 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
		SZD1 CDEFG 5
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		ZZD1 H 0
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD1H")
		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 ("SargeXDeathSplattered", 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 SergeantFatalizedByBaron: TeleportFog
{
	Renderstyle Translucent
	Alpha 1.0
	States
	{
		Spawn:
		SP2X BCD 8
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("DeadShotgunguy_Half", 1)
		Stop
	}
}

ACTOR SergeantGotHisLegBlowed: DyingSergeantLegBlewedOff
{
	States
	{
	Spawn:
		SPO3 D 3
		TNT1 A 0 A_PlaySound ("BURNZOM",4)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
        SPO3 DDDDD 2 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
	    SPO3 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
        SPO3 DDDDD 2 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
	    SPO3 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
		Goto Suffer

	Suffer:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("DeathTimer", 4, "Fall")
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
	    SPO3 DDDDD 2 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
        SPO3 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:
		SPO3 GH 5 A_StopSound(4)
		TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItem ("DeadShotgunguy_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 ("DyingSergeantNoLeg")
		Stop

    Death.Head:
		TNT1 A 0
        TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode", 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_NoBlocking
		SPO3 IJ 5
        TNT1 A 0 A_SpawnItem ("DeadShotgunGuy_NoLegNoHead", 1)
		Stop

    Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_CustomMissile ("XDeathSergeantHead", 32, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_StopSound(4)
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 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_NoBlocking
		SPO3 IJ 5
        TNT1 A 0 A_SpawnItem ("DeadShotgunGuy_NoLegNoHead", 1)
		Stop

	Death.Shotgun:
	Death.Kick:
	Death.Extremepunches:
	Death.Cut:
	Death.Minigun:
	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 A_NoBlocking
		SPO3 GH 5
	    TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg")
		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_CHangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_SpawnItem ("SergeantLastStand1")
		Stop

     XDeath:
		TNT1 A 0
		TNT1 A 0 A_StopSound(4)
  	    TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 42, 0, random (170, 190), 2, random (10, 60))
		TNT1 AAA 0 A_CustomMissile ("XDeath3", 42, 0, random (170, 190), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath2", 42, 0, random (170, 190), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath4", 42, 0, random (170, 190), 2, random (10, 60))
        TNT1 A 0 A_CustomMissile ("SargeXDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
        Stop
	}
}

ACTOR StompedSergeant: CurbstompedMarine
{
	Health 200
	States
	{
		Spawn:
		02CB F -1
		Stop

		Death:
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath2b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath3b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_SpawnItem("MeatDeathSmall", 0, 10)
		TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathHalfShotgunguyNoArmNoHead", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAA 0 A_CustomMissile ("Guts", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathSargeLeg2", 32, 0, random (0, 360), 2, random (0, 160))
		//TNT1 A 0 A_CustomMissile ("GibSargeBoot", 32, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}

ACTOR VeryFuckedUpBrutalizedSergeantLeg: CurbstompedMarine
{
	Health 200
	States
	{
		Spawn:
		ID14 G -1
		Stop

		Death:
		TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath2b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath3b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_SpawnItem("MeatDeathSmall", 0, 10)
		TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathHalfShotgunguyNoArmNoHead", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAA 0 A_CustomMissile ("Guts", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathSargeLeg2", 32, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}