actor LegTargetBase
{
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 "Taunt", 0.0
Damagefactor "HangingHook", 0.0	Damagefactor "PussyGrab", 0.0	Damagefactor "Fire", 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
Damagefactor "KillMe", 0.0	DamageFactor "SSG", 5.0	DamageFactor "Head", 0.0
Damagefactor "Leg", 0.0	Damagefactor "ExtremePunches", 5.0	Damagefactor "Fatality", 5.0
Damagefactor "HelperMarineFatality", 5.0
Health 1280
Radius 20
Height 24
DamageType leg
BloodType "Brutal_Blood", "SawBlood", "SawBlood"
PainChance 255
-COUNTKILL +NOTARGET +DONTRIP +NORADIUSDMG
+NOGRAVITY +SHOOTABLE +NOTELEPORT +FORCERADIUSDMG -SOLID +NODAMAGETHRUST
+THRUGHOST +GHOST +SERVERSIDEONLY +NOTAUTOAIMED +NOEXTREMEDEATH
States
{
Spawn:
XXXX A 3
XXXX A 1 A_Die
Stop

Pain:
TNT1 A 0
TNT1 A 0 A_ChangeFlag("NOPAIN",1)
TNT1 A 3
TNT1 A 0 A_JumpIfHealthLower(881, "Pain800")//400 BFG10K, Railgun
TNT1 A 0 A_JumpIfHealthLower(981, "Pain600")//300 Rockets
TNT1 A 0 A_JumpIfHealthLower(1081, "Pain400")//200 Slugs
TNT1 A 0 A_JumpIfHealthLower(1131, "Pain300")//150 ShortGrenade
TNT1 A 0 A_JumpIfHealthLower(1181, "Pain200")//100 Revolver, Flamecannon
TNT1 A 0 A_JumpIfHealthLower(1231, "Pain100")//50 HML, Unmaker
TNT1 A 0 A_JumpIfHealthLower(1241, "Pain80")//40 Plasmaball
TNT1 A 0 A_JumpIfHealthLower(1257, "Pain48")//24 Buzzsaw
TNT1 A 0 A_JumpIfHealthLower(1261, "Pain40")//20 Machinegun
TNT1 A 0 A_JumpIfHealthLower(1263, "Pain36")//18 Rifle
TNT1 A 0 A_JumpIfHealthLower(1265, "Pain32")//16 Minigun
TNT1 A 0 A_JumpIfHealthLower(1267, "Pain28")//14 Shotgun Pellet
TNT1 A 0 A_JumpIfHealthLower(1269, "Pain24")//12 SMG
XDT3 A 0 A_Explode(12,15, 0, 0, 15)//ls
TNT1 A 3
TNT1 A 0 A_Die
Stop

Pain24:
TNT1 A 0
XDT3 A 0 A_Explode(24,15,0,0,15)//ls
TNT1 A 1 A_Die
Stop

Pain28:
TNT1 A 0
XDT3 A 0 A_Explode(28,15,0,0,15)//ls
TNT1 A 1 A_Die
Stop

Pain32:
TNT1 A 0
XDT3 A 0 A_Explode(32,15,0,0,15)//ls
TNT1 A 1 A_Die
Stop

Pain36:
TNT1 A 0
XDT3 A 0 A_Explode(36,15,0,0,15)//ls
TNT1 A 1 A_Die
Stop

Pain40:
TNT1 A 0
XDT3 A 0 A_Explode(40,15,0,0,15)//ls
TNT1 A 1 A_Die
Stop

Pain48:
TNT1 A 0
XDT3 A 0 A_Explode(48,15,0,0,15)//ls
TNT1 A 1 A_Die
Stop

Pain80:
TNT1 A 0
XDT3 A 0 A_Explode(80,15,0,0,15)//ls
TNT1 A 1 A_Die
Stop

Pain100:
TNT1 A 0
XDT3 A 0 A_Explode(100,15,0,0,15)//ls
TNT1 A 1 A_Die
Stop

Pain200:
TNT1 A 0
XDT3 A 0 A_Explode(200,15,0,0,15)//ls
TNT1 A 1 A_Die
Stop

Pain300:
TNT1 A 0
XDT3 A 0 A_Explode(300,15,0,0,15)//ls
TNT1 A 1 A_Die
Stop

Pain400:
TNT1 A 0
XDT3 A 0 A_Explode(400,15,0,0,15)//ls
TNT1 A 1 A_Die
Stop

Pain600:
TNT1 A 0
XDT3 A 0 A_Explode(600,15,0,0,15)//ls
TNT1 A 1 A_Die
Stop

Pain800:
TNT1 A 0
XDT3 A 0 A_Explode(800,15,0,0,15)//ls
TNT1 A 1 A_Die
Stop

Death:
TNT1 A 0
TNT1 A 0 A_NoBlocking
Stop

XDeath:
TNT1 A 0
XDT3 A 0 A_Explode(1280,15,0,0,15)//ls
TNT1 A 1 A_NoBlocking
Stop
 }
}

actor LegTarget4: LegTargetBase
{
States
 {
Spawn:
XXXX A 4
XXXX A 1 A_Die
Stop
 }
}

actor LegTarget6: LegTargetBase
{
States
 {
Spawn:
XXXX A 6
XXXX A 1 A_Die
Stop
 }
}

actor LegTarget8: LegTargetBase
{
States
 {
Spawn:
XXXX A 8
XXXX A 1 A_Die
Stop
 }
}

actor LegTarget10: LegTargetBase
{
States
 {
Spawn:
XXXX A 10
XXXX A 1 A_Die
Stop
 }
}

actor LegTarget20: LegTargetBase
{
States
 {
Spawn:
XXXX A 20
XXXX A 1 A_Die
Stop
 }
}

actor LegTarget30: LegTargetBase
{
States
 {
Spawn:
XXXX A 30
XXXX A 1 A_Die
Stop
 }
}

actor LegTarget60: LegTargetBase
{
States
 {
Spawn:
XXXX A 60
XXXX A 1 A_Die
Stop
 }
}

actor LegTarget100: LegTargetBase
{
States
 {
Spawn:
XXXX A 100
XXXX A 1 A_Die
Stop
 }
}

actor LegTarget12: LegTargetBase
{
States
 {
Spawn:
XXXX A 12
XXXX A 1 A_Die
Stop
 }
}

actor LegshotMinorHit
{
+NOTARGET
Radius 10
Height 10
DamageType MinorLeg
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
PROJECTILE
+FORCERADIUSDMG
+DEHEXPLOSION
+ACTIVATEMCROSS
+NOEXTREMEDEATH
States
{
Spawn:
TNT1 A 0
XDT3 A 0 A_Explode(10,10)
TNT1 ABC 3
TNT1 A 0 A_NoBlocking
Stop
 }
}

actor LegshotHit
{
+NOTARGET
Radius 10
Height 10
DamageType Leg
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
PROJECTILE
+FORCERADIUSDMG
+DEHEXPLOSION
+ACTIVATEMCROSS
+NOEXTREMEDEATH
States
{
Spawn:
TNT1 A 0
XDT3 A 0 A_Explode(60,10)
TNT1 ABC 3
TNT1 A 0 A_NoBlocking
Stop
 }
}

actor LegshotTinyHit
{
+NOTARGET
Radius 10
Height 10
DamageType MinorLeg
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
PROJECTILE
+FORCERADIUSDMG
+DEHEXPLOSION
+ACTIVATEMCROSS
+NOEXTREMEDEATH
States
{
Spawn:
TNT1 A 0
XDT3 A 0 A_Explode(5,10)
TNT1 ABC 3
TNT1 A 0 A_NoBlocking
Stop
 }
}

actor LegshotSaw
{
+NOTARGET
Radius 10
Height 10
DamageType Leg
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
PROJECTILE
+FORCERADIUSDMG
+DEHEXPLOSION
+ACTIVATEMCROSS
+NOEXTREMEDEATH
States
{
Spawn:
TNT1 A 0
XDT3 A 0 A_Explode(4,10)
TNT1 ABC 3
Stop
 }
}

actor LegshotDual
{
+NOTARGET
Radius 10
Height 10
DamageType LegDual
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
PROJECTILE
+FORCERADIUSDMG
+DEHEXPLOSION
+ACTIVATEMCROSS
+NOEXTREMEDEATH
States
{
Spawn:
TNT1 A 0
XDT3 A 0 A_Explode(100,10)
TNT1 ABC 3
Stop
 }
}

actor LegshotExplode
{
+NOTARGET
Radius 10
Height 10
//DamageType LandMine
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
PROJECTILE
+FORCERADIUSDMG
+DEHEXPLOSION
+ACTIVATEMCROSS
+EXTREMEDEATH
States
{
Spawn:
TNT1 A 0
XDT3 A 0 A_Explode(200,10)
TNT1 ABC 3
Stop
 }
}