ACTOR ChaingunGuy1: ChaingunGuy Replaces ChaingunGuy
{
	Health 80
	Radius 20
	Height 49
	Mass 100
	Speed 5
	FastSpeed 8
	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 "Glass", 0.0	DamageFactor "SSG", 5.0
	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 "TeleportRemover", 0.0	Damagefactor "Use", 0.0	DamageFactor "TankWeakSpot", 0.0
	Damagefactor "ExtremePunches", 5.0	Damagefactor "Fatality", 5.0	Damagefactor "HelperMarineFatallity", 5.0

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

	Damagetype "Melee"
	Monster
	MaxStepHeight 24
	MaxDropOffHeight 32
	+FLOORCLIP
    +MISSILEMORE
    +MISSILEEVENMORE
	+RANDOMIZE
	+DOHARMSPECIES
	DeathHeight 4
	BurnHeight 0
	Species "Zombies"
    BloodType "Brutal_Blood", "SawBlood", "SawBlood"
	SeeSound "grunt/sight"
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	ActiveSound "grunt/active"
	AttackSound "weapons/minigunfire"
	DropItem "DropedChaingunSpawner"
	Obituary "%o has been mowed down by a Zombie Commando."
	Tag "Minigun Zombie"
	States
	{
    Spawn:
		MPOS A 0
		MPOS A 0 ACS_NamedExecuteAlways("BDCHeckClassicMonsters", 0, 0, 0, 0)//Check if Vanilla Mode is activated
		MPOS A 2
		TNT1 A 0 A_RadiusGive("SlaughterToken", 128, RGF_GIVESELF | RGF_MONSTERS |RGF_CUBE | RGF_NOSIGHT, 1)
		MPOS A 2
		TNT1 A 0 A_JumpIfInventory("SlaughterToken",15,"ReplaceVanilla")
		MPOS A 0 A_GiveInventory("SKChaingunGuy", 1)
		MPOS A 0 A_JumpIfInTargetInventory("ChainguyguyContinue", 1, "MissileContinue")
		Goto Stand

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

	Idle:
	STAND:
		MPOS A 0
        MPOS A 0 A_SpawnItem ("HeadshotTarget20", 0, 41,0)
		MPOS BB 9 A_Look
		Loop

	See:
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	TNT1 A 0 A_TakeInventory("SKChaingunGuy", 1)
	Goto SeeContinue

	SeeContinue:
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("IsFiring", 1)

		MPOS A 0 A_SpawnItem("HeadshotTarget6", 0, 41,0)
		MPOS AAA 2 A_Chase
		MPOS A 0 A_SpawnItem("HeadshotTarget6", 0, 41,0)
		MPOS BBB 2 A_Chase
		MPOS A 0 A_SpawnItem("HeadshotTarget6", 0, 41,0)
		MPOS CCC 2 A_Chase
		MPOS A 0 A_SpawnItem("HeadshotTarget6", 0, 41,0)
		MPOS DDD 2 A_Chase
		Loop

	Missile:
		TNT1 A 0 A_TakeInventory("SKChaingunGuy", 1)
		TNT1 A 0 A_PlaySound("CHAINSTA")
		TNT1 A 0 A_GiveInventory("IsFiring", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 41,0)
		MPOS E 8 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 41,0)
		MPOS E 8 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 41,0)
		MPOS E 8 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 41,0)
		MPOS E 8 A_FaceTarget

    MissileContinue:
        MPOS F 1 BRIGHT A_CustomMissile("MonsterMinigunTracer", 34, 6, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
        TNT1 A 0 A_CustomMissile("EnemyMinigunBrass", 34, 0, -60, 2, random(20, 55))
		TNT1 A 0 A_CustomMissile("Alerter",25)

		MPOS E 1 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget2", 0, 41,0)
		TNT1 A 0 A_CustomMissile("DistantFireSoundMachinegun", 32, 0, 0, 1, 0)
		TNT1 A 0 A_PlaySound("CHGNSHOT")

        MPOS H 1 BRIGHT A_CustomMissile("Tracer", 34, 6, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
        TNT1 A 0 A_CustomMissile("EnemyMinigunBrass", 34, 0, -60, 2, random(20, 55))
		MPOS E 1 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget2", 0, 41,0)
		TNT1 A 0 A_CustomMissile("DistantFireSoundMachinegun", 32, 0, 0, 1, 0)
		TNT1 A 0 A_PlaySound("CHGNSHOT")

		MPOS F 1 BRIGHT A_CustomMissile("MonsterMinigunTracer", 34, 6, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
        TNT1 A 0 A_CustomMissile("EnemyMinigunBrass", 34, 0, -60, 2, random(20, 55))
		TNT1 A 0 A_CustomMissile("Alerter",25)
		MPOS E 1 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget2", 0, 41,0)
		TNT1 A 0 A_CustomMissile("DistantFireSoundMachinegun", 32, 0, 0, 1, 0)
		TNT1 A 0 A_PlaySound("CHGNSHOT")

        MPOS H 1 BRIGHT A_CustomMissile("Tracer", 34, 6, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
        TNT1 A 0 A_CustomMissile("EnemyMinigunBrass", 34, 0, -60, 2, random(20, 55))
		MPOS E 1 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget2", 0, 41,0)
		TNT1 A 0 A_CustomMissile("DistantFireSoundMachinegun", 32, 0, 0, 1, 0)
		TNT1 A 0 A_PlaySound("CHGNSHOT")

		TNT1 A 0 A_JumpIfInTargetInventory("ChainguyguyContinue", 1, "MissileContinue")
		TNT1 A 0 A_CposRefire
		Goto MissileContinue

	   Pain.Melee:
		MPOS G 4
		TNT1 A 0 A_JumpIfInventory ("SKChaingunGuy", 1, "GotoStealthKill")
 		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 41,0)
        MPOS G 4 A_Pain
		TNT1 A 0 A_TakeInventory("IsFiring", 1)
        Goto See

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

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

     Pain:
	 Pain.Cut:
	 Pain.Saw:
		TNT1 A 0
		TNT1 A 0 A_Stop
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("IsFiring", 1, "Pain.IsFiring")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 41,0)
		TNT1 A 0 A_TakeInventory("SKChaingunGuy", 1)
		MPOS G 2
 		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 41,0)
        MPOS G 2 A_Pain
		TNT1 A 0 A_TakeInventory("IsFiring", 1)
        Goto SeeContinue

	Pain.IsFiring:
	CPDR A 2 A_FaceTarget
	TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 41,0)
	TNT1 A 0 A_CustomMissile("DistantFireSoundMachinegun", 32, 0, 0, 1, 0)
	TNT1 A 0 A_PlaySound("CHGNSHOT")
	CPDR B 2 A_CustomMissile("MonsterMinigunTracer", 30, 13, random(-9, 9), CMF_OFFSETPITCH, random(-6, 6))
	TNT1 A 0 A_CustomMissile("EnemyMinigunBrass", 30, 0, -60, 2, random(20, 55))
	TNT1 A 0 A_CustomMissile("Alerter",25)
	CPDR A 2 A_FaceTarget
	TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 41,0)
	TNT1 A 0 A_CustomMissile("DistantFireSoundMachinegun", 32, 0, 0, 1, 0)
	TNT1 A 0 A_PlaySound("CHGNSHOT")
	Goto MissileContinue

	Pain.Slide:
	Pain.HeavyImpact:
		MPOS G 1 A_Pain
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		MPOS G 6 ThrustThing(angle*256/360+128, 5, 0, 0)
		Goto Pain

	Pain.Kick:
	Pain.LowKick:
		TNT1 A 0 A_Pain
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		TNT1 A 0 A_TakeInventory("IsFiring", 1)
		TNT1 A 0 A_TakeInventory("SKChaingunGuy", 1)
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,15,0,1)
		TNT1 A 0 A_FaceTarget
		MPOS G 2 A_Recoil(5)
		CPBK ABC 2
		MPOS A 0 A_SpawnItem("HeadshotTarget8", 0, 41,0)
		CPBK C 8 A_Pain
		MPOS A 0 A_SpawnItem("HeadshotTarget8", 0, 41,0)
		CPBK D 8 A_SpawnItem("HeadshotTarget8", 0, 41,0)
		MPOS A 0 A_SpawnItem("HeadshotTarget8", 0, 41,0)
		CPBK C 8 A_Pain
		CPBK D 8 A_SpawnItem("HeadshotTarget8", 0, 41,0)
		MPOS A 0 A_SpawnItem("HeadshotTarget8", 0, 41,0)
		CPBK C 8 A_Pain
		CPBK D 8 A_SpawnItem("HeadshotTarget8", 0, 41,0)
		MPOS A 0 A_SpawnItem("HeadshotTarget8", 0, 41,0)
		CPBK C 8 A_Pain
		CPBK D 8 A_SpawnItem("HeadshotTarget8", 0, 41,0)
		MPOS A 0 A_SpawnItem("HeadshotTarget8", 0, 41,0)
		CPBK BA 4
		MPOS G 4
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		Goto See



	Death.MonsterShotgunBullet:
	Death.Shotgun:
	Death.HKFT:
		CPHM AB 1 A_FaceTarget
		TNT1 A 0 A_Scream
		TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 42, 0, random (170, 190), 2, random (0, 20))
		TNT1 A 0 A_JumpIfCloser(50, "Death.SSG")
		TNT1 A 0 A_Jump(24,"Death.Arm")
		TNT1 A 0 A_JumpIfInventory("IsFiring", 1, "Death.Rare")
		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)
		CPHM CCDD 4 A_JumpIf(((VelY == 0)&&(VelX == 0)), "TakeASit")
		CPHM EF 4 A_Stop
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("DeadChaingunGuy_KilledByMinorHead", 3)
		TNT1 A -1 A_NoBlocking
		Stop

	Death:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("IsFiring", 1, "Death.Rare")
		TNT1 AAA 0 A_SpawnItem("Blood", 0, 40)
		TNT1 A 0 A_Jump(96,"Death.Rare")
		TNT1 A 0 A_Jump(64,"Death.Arm")
        CPOD A 8 A_Scream
        CPOD B 6
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
        CPOD CDEFG 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadChaingunGuy1", 3)
		TNT1 A -1 A_NoBlocking
        Stop

	Death.Rare:
	TNT1 A 0
	TNT1 A 0 A_Scream
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	TNT1 A 0 A_ChangeFLag("SLIDESONWALLS", 0)
	CPDR A 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("DistantFireSoundMachinegun", 32, 0, 0, 1, 0)
	TNT1 A 0 A_PlaySound("CHGNSHOT")

	CPDR B 2 A_CustomMissile("MonsterMinigunTracer", 34, 6, random(-9, 9), CMF_OFFSETPITCH, random(-6, 6))
	TNT1 A 0 A_CustomMissile("EnemyMinigunBrass", 34, 0, -60, 2, random(20, 55))
	TNT1 A 0 A_CustomMissile("Alerter",25)

	CPDR A 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("DistantFireSoundMachinegun", 32, 0, 0, 1, 0)
	TNT1 A 0 A_PlaySound("CHGNSHOT")

	CPDR B 2 A_CustomMissile ("Tracer", 34, 6, random(-9, 9), CMF_OFFSETPITCH, random(-6, 6))
	TNT1 A 0 A_CustomMissile("EnemyMinigunBrass", 34, 0, -60, 2, random(20, 55))
	TNT1 A 0 A_CustomMissile("Alerter",25)

	CPDR C 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("DistantFireSoundMachinegun", 32, 0, 0, 1, 0)
	TNT1 A 0 A_PlaySound("CHGNSHOT")

	CPDR D 2 A_CustomMissile ("MonsterMinigunTracer", 24, 15, -20, 2, -20)
	TNT1 A 0 A_CustomMissile("EnemyMinigunBrass", 24, 0, -60, 2, random(20, 55))
	TNT1 A 0 A_CustomMissile("Alerter",25)

	CPDR C 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("DistantFireSoundMachinegun", 32, 0, 0, 1, 0)
	TNT1 A 0 A_PlaySound("CHGNSHOT")

	CPDR D 2 A_CustomMissile ("Tracer", 24, 15, -20, 2, -20)
	TNT1 A 0 A_CustomMissile("EnemyMinigunBrass", 24, 0, -60, 2, random(20, 55))
	TNT1 A 0 A_CustomMissile("Alerter",25)

	TNT1 A 0 A_Recoil(1)
	CPDR E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("DistantFireSoundMachinegun", 32, 0, 0, 1, 0)
	TNT1 A 0 A_PlaySound("CHGNSHOT")

	TNT1 A 0 A_Recoil(1)
	CPDR F 2 A_CustomMissile ("MonsterMinigunTracer", 24, 15, -20, 2, 20)
	TNT1 A 0 A_CustomMissile("EnemyMinigunBrass", 24, 0, -60, 2, random(20, 55))
	TNT1 A 0 A_CustomMissile("Alerter",25)
	TNT1 A 0 A_JumpIf(((VelY == 0)&&(VelX == 0)), "TakeASit")

	TNT1 A 0 A_Recoil(1)
	CPDR G 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("DistantFireSoundMachinegun", 32, 0, 0, 1, 0)
	TNT1 A 0 A_PlaySound("CHGNSHOT")

	TNT1 A 0 A_Recoil(1)
	CPDR H 2 A_CustomMissile ("Tracer", 24, 15, -10, 2, 40)
	TNT1 A 0 A_CustomMissile("EnemyMinigunBrass", 24, 0, -60, 2, random(20, 55))
	TNT1 A 0 A_CustomMissile("Alerter",25)
	TNT1 A 0 A_JumpIf(((VelY == 0)&&(VelX == 0)), "TakeASit")

	TNT1 A 0 A_Recoil(1)
	CPDR I 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("DistantFireSoundMachinegun", 32, 0, 0, 1, 0)
	TNT1 A 0 A_PlaySound("CHGNSHOT")

	TNT1 A 0 A_Recoil(1)
	CPDR J 2 A_CustomMissile ("MonsterMinigunTracer", 24, 15, -10, 2, 40)
	TNT1 A 0 A_CustomMissile("EnemyMinigunBrass", 24, 0, -60, 2, random(20, 55))
	TNT1 A 0 A_CustomMissile("Alerter",25)
	TNT1 A 0 A_JumpIf(((VelY == 0)&&(VelX == 0)), "TakeASit")

	TNT1 A 0 A_Stop
	CPDR K 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("DistantFireSoundMachinegun", 32, 0, 0, 1, 0)
	TNT1 A 0 A_PlaySound("CHGNSHOT")

	CPDR L 2 A_CustomMissile ("Tracer", 12, 15, -10, 2, 40)
	TNT1 A 0 A_CustomMissile("EnemyMinigunBrass", 12, 0, -60, 2, random(20, 55))
	TNT1 A 0 A_CustomMissile("Alerter",25)
	TNT1 A 0 A_SpawnItem ("GrowingBloodPool")

	CPDR M 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("DistantFireSoundMachinegun", 32, 0, 0, 1, 0)
	TNT1 A 0 A_PlaySound("CHGNSHOT")

	CPDR N 2 A_CustomMissile ("MonsterMinigunTracer", 12, 15, -10, 2, 20)
	TNT1 A 0 A_CustomMissile("EnemyMinigunBrass", 12, 0, -60, 2, random(20, 55))
	TNT1 A 0 A_CustomMissile("Alerter",25)

	CPDR M 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("DistantFireSoundMachinegun", 32, 0, 0, 1, 0)
	TNT1 A 0 A_PlaySound("CHGNSHOT")

	CPDR N 2 A_CustomMissile ("Tracer", 12, 15, -10, 2, 20)
	TNT1 A 0 A_CustomMissile("EnemyMinigunBrass", 12, 0, -60, 2, random(20, 55))
	TNT1 A 0 A_CustomMissile("Alerter",25)

	TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
	TNT1 A 0 A_SpawnItem("DeadChaingunguyCPDRO")
	TNT1 A -1 A_NoBlocking
	Stop

	TakeASit:
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 6, 0, random (170, 190), 2, random (0, 40))
		BR95 A 4 A_Stop
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItemEx("DeadChaingunguy_Slumped")
		TNT1 A -1 A_NoBlocking
		Stop

	Death.OriginalGibz:
		TNT1 A 0
		TNT1 A 0 A_CustomMissile ("MuchBlood2", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathChainArm", 35, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (60, 120))
		TNT1 AA 0 A_CustomMissile ("XDeath2", 35, 0, random (0, 360), 2, random (60, 120))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPiece", 35, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		CPSC ABCDEFGH 4
		CPSC H 1
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("DeadChaingunGuy_Half", 3)
		TNT1 A -1 A_NoBlocking
		Stop

	Death.DropedChaingunSpawner:
	Death.Minigun:
	Death.Arm:
		TNT1 A 0
		TNT1 AA 0 A_CustomMissile ("BloodMist", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_CustomMissile ("XDeathChainArm", 45, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", 45, 0, random (0, 360), 2, random (0, 160))
		CPOD H 10 A_Scream
		CPOD I 6
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_SpawnItem ("BrutalizedCommando1")
		TNT1 A -1 A_NoBlocking
		Stop

    XDeath:
        TNT1 A 0
		TNT1 A 0 A_XScream
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_CustomMissile ("ChainXDeath", 0, 0, random (0, 360), 2, random (0, 160))
		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_JumpIfInTargetInventory("MinigunSelected", 1, "Death.headExplode")
		TNT1 A 0 A_JumpIfHealthLower(-30, "Death.HeadExplode")
		TNT1 A 0 A_JumpIfInTargetInventory("RandomHeadExploder", 1, "HeadExploder")
	Death.HeadMinor:
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AA 0 A_CustomMissile ("BloodMist", 60, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		CPHM I 6
		CPHM J 6 A_Scream
		CPHM C 6
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		CPHM DEF 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("DeadChaingunGuy_KilledByMinorHead", 3)
		TNT1 A -1 A_NoBlocking
		Stop

	Death.Melee:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SKChaingunGuy", 1, "StealthKill")
		Death.Kick:
		Death.HeavyImpact:
		CPHM A 9 A_FaceTarget
		TNT1 A 0 A_Recoil(5)
		CPHM B 9 A_Scream
		CPHM C 8 A_GiveToTarget("SoulAmmo", 10)
		CPHM DEF 8
		TNT1 A 0 A_SpawnItem ("DeadChaingunGuy_KilledByMinorHead", 3)
		TNT1 A -1 A_NoBlocking
		Stop

	Death.headExplode:
        TNT1 A 0
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem("ChaingunguyHeadExplode", 0, 50)
		CPHS AAA 2 A_CustomMissile ("Brutal_LiquidBlood2", 50, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_SpawnItem("BrutalizedCommandoLostHead")
		TNT1 A -1 A_NoBlocking
		Stop

	Death.decaptate:
		TNT1 A 0
		TNT1 A 0 A_CustomMissile ("MuchBlood3", 50, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_XScream
        TNT1 A 0 A_SpawnItemEx ("XDeathChaingunguyHeadBeheaded", 50, 0, random (0, 360), 2, random (40, 90))
		CPHS AAA 2 A_CustomMissile ("Brutal_LiquidBlood2", 50, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_SpawnItem("BrutalizedCommandoLostHead2")
		TNT1 A -1 A_NoBlocking
		Stop

	Death.cut:
	Death.Saw:
		TNT1 O 0 A_Jump(220, 2)
		Goto Death
		TNT1 A 0 A_CustomMissile ("MuchBlood2", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathChainArm", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathChainLeg", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_CustomMissile ("XDeathGuts", 0, 0, random (0, 360), 2, random (0, 160))
		CPSC ABCDEFGH 8
		CPSC H 1 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("DeadChaingunGuy_Half", 3)
		TNT1 A -1 A_NoBlocking
		Stop

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

	Death.ExplosiveImpact:
	Death.Explosive:
	Death.Landmine:
	Death.LandMine2:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,40,0,1)
		TNT1 A 0 A_SpawnItemEx("MuchBlood2", 0, 0, 40)
		TNT1 AA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAAAA 0 A_CustomMissile ("BloodMistLarge", 40, 0, random (0, 360), 2, random (20, 90))
		TNT1 A 0 A_CustomMissile ("XDeathChainArm", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathChainLeg", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("BloodMistLarge", 40, 0, random (0, 360), 2, random (20, 90))
		TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))

		CPDE A 2 A_Scream
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		CPDE A 2 A_CheckFloor ("Dead.Landmine")
		CPDE BCDEFGH 2 A_CheckFloor ("Dead.Landmine")
		CPDE A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_Spawnitem("DeadChaingunguyCPDEI")
		TNT1 A -1 A_NoBlocking
		Stop

	Dead.Landmine:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem ("Ploft")
		TNT1 AAAA 0 A_SpawnItem ("Blood")
		CPDE I 1 A_SpawnItem("DeadChaingunguyCPDEI")
		TNT1 A -1 A_NoBlocking
		Stop

    Death.Plasma: Death.Plasma2:
	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 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
		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))
		PBR1 H -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.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.fire:
    Death.burn:
    Death.flames:
        TNT1 A 0 A_Scream
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
        TNT1 A 0 A_SpawnItem("BurningcHAINGUNGUY", 0, 10)
		TNT1 A -1 A_NoBlocking
		Stop

	Death.Throwable:
		Goto Death

	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 4
		TGIB Q -1 A_NoBlocking
		Stop

    Death.Fatality:
	    TNT1 A 0 A_Pain
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_FaceTarget
		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("IsPlayer", 1, 1)
		Goto Death.ExplosiveImpact
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_Jump(130,5)
        TNT1 A 0 A_GiveToTarget("ComandoFatality", 1)
        Stop
        TNT1 AAAAAAA 0
        TNT1 A 0 A_GiveToTarget("ComandoFatality2", 1)
		TNT1 A -1 A_NoBlocking
		Stop

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

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

	Raise:
		TNT1 A 0 A_SpawnItem("PentagramSpawner")
		CPOS N 5
		CPOS MLKJIH 5
		Goto SeeContinue

	 Death.Stomp:
	    TNT1 A 0 A_Scream
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		CPHM CDE 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

    Pain.KillMe:
    Pain.Taunt:
        TNT1 A 0
		TNT1 A 0 HealThing(2)
        Goto Missile
    Death.KillMe:
    Death.Taunt:
	Death.Stealth:
	    Goto Death

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

	Death.SSG:
	Death.Railgun:
	    MPSD A 1 A_Pain
		MPSD A 1 A_FaceTarget
		TNT1 A 0 A_SpawnItem("Muchblood2", 0, 40)
	    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 (0, 360), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (40, 90))
		TNT1 AAA 0 A_CustomMissile ("BloodMist", 40, 0, random (0, 360), 2, random (40, 90))
		TNT1 A 0 A_CustomMissile ("XDeathChainArm", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathChaingunguyHeadOnXDeath", 62, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
        TNT1 A 0 A_SpawnItem("BrutalizedCommandoBlasted")
		TNT1 A -1 A_NoBlocking
        Stop

	GotoStealthKill:
		TNT1 A 2 A_Explode(100, 1, 1)
		Goto See

	StealthKill:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetInventory("IsPlayer", 1, 1)
		Goto Death
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 A 0 A_GiveToTarget("GoSpecial", 1)
		TNT1 A 0 A_GiveToTarget("SKChaingunGuy", 1)
		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
	TNT1 A 0 A_SpawnItem("FrozenChaingunguy")
	TNT1 A -1 A_NoBlocking
	Stop

	Death.Massacre:
	Goto Death

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

ACTOR BrutalizedCommando1
{
	Game Doom
	Radius 16
	Height 45
	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 "Glass", 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"
	Mass 999999
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	+DONTSPLASH
	-COUNTKILL
	Scale 1.0
	States
	{
	Spawn:
	CPOD JJJ 10 A_SpawnItem ("DripingBlood", 0, 23)
	CPOD K 5
	TNT1 A 0 A_DIE("Fall")

	Death.Fall:
	TNT1 A 0 A_NOBLOCKING
	TNT1 A 0 A_SpawnItem ("BrutalizedDeadCommando1")
	Stop

	Pain:
    CPOD J 5 A_Pain
	Goto Spawn

	Death:
	TNT1 A 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathChainArm", 45, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath1", 45, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
    TNT1 A 0 A_PlaySound("chainguy/death")
	TNT1 A 0 A_NOBLOCKING
	TNT1 A 0 A_SpawnItem ("BrutalizedCommando2")
	Stop
	}
}

ACTOR BrutalizedCommando2: BrutalizedCommando1
{
	States
	{
	Spawn:
	CPOD M 10 A_SpawnItem ("DripingBlood", 0, 23)
	CPOD N 10 A_SpawnItem ("DripingBlood", 0, 23)
	CPOD M 10 A_SpawnItem ("DripingBlood", 0, 23)
	CPOD O 5
	TNT1 A 0 A_DIE("Fall")

	Death.Fall:
	TNT1 A 0 A_NOBLOCKING
	TNT1 A 0 A_SpawnItem ("BrutalizedDeadChaingunGuy")
	Stop

	Pain:
    CPOD M 5 A_Pain
	Goto Spawn

	Death:
	TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("Brains6", 50, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("Brains7", 50, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
	TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
	TNT1 AA 0 A_CustomMissile ("XDeath1", 45, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
	TNT1 A 0 A_NOBLOCKING
	TNT1 A 0 A_SpawnItem ("BrutalizedCommando3")
	Stop
	}
}

ACTOR BrutalizedCommando3: BrutalizedCommando1
{
	States
	{
	Spawn:
	CPOD P 10 A_SpawnItem ("Blood", 0, 43)
	CPOD Q 10 A_SpawnItem ("Blood", 0, 43)
	CPOD P 10 A_SpawnItem ("Blood", 0, 43)
	CPOD R 5
	TNT1 A 0 A_DIE("Fall")

	Death.Fall:
	TNT1 A 0 A_NOBLOCKING
	TNT1 A 0 A_SpawnItem ("SuperBrutalizedDeadChaingunGuy")
	Stop

	Pain:
    CPOD P 5 A_Pain
	Goto Spawn

	Death:
	TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
	TNT1 AA 0 A_CustomMissile ("XDeath1", 45, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath2", 45, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath3", 45, 0, random (0, 360), 2, random (0, 160))
	CPOD S 1 A_NOBLOCKING
	TNT1 A 0 A_SpawnItem ("BrutalizedCommandoLegs")
	Stop
	}
}

ACTOR BrutalizedCommandoBlasted: BrutalizedCommando3
{
	+NOPAIN
	States
	{
	Spawn:
		MPSD AAAA 6 A_CustomMissile ("Brutal_LiquidBlood2", 64, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		MPSD BBBBCCCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 34, 0, random (0, 60), 2, random (30, 60))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		MPSD DDDDDDDDDDDDDDDDDDDDD 6 A_CustomMissile ("Brutal_LiquidBlood2", 16, 0, random (0, 60), 2, random (30, 60))
		TNT1 A 0 A_DIE

	Death:
		TNT1 A 0 A_Noblocking
		TNT1 A 0 A_SpawnItem("DeadChaingunguyMPSDD")
        Stop
	}
}

ACTOR BrutalizedCommandoLostHead: BrutalizedCommando1
{
	+NOPAIN
	States
	{
	Spawn:
		CPHS BBB 2 A_CustomMissile ("Brutal_LiquidBlood2", 50, 0, random (0, 360), 2, random (60, 120))
		CPHS CCCCCCCCCCCCCCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, random (0, 360), 2, random (60, 120))
		CPHS DDDEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		CPHS FFFFFFFFFFFFFFF 2 A_CustomMissile ("Brutal_LiquidBlood2", 5, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_DIE("Fall")

	Death.Fall:
		TNT1 A 0 A_NOBLOCKING
		TNT1 A 0 A_SpawnItem ("DeadChaingunGuy_NoHeadExploded")
        Stop

	Death:
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 90))
		TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (0, 360), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (0, 360), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (0, 360), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_CustomMissile ("XDeathChainArm", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_NOBLOCKING
        TNT1 A 0 A_SpawnItem("BrutalizedCommandoBlasted")
        Stop
	}
}

ACTOR BrutalizedCommandoLostHead2: BrutalizedCommandoLostHead
{
	+NOPAIN
	States
	{
	Spawn:
		CPHD BBB 2 A_CustomMissile ("Brutal_LiquidBlood2", 50, 0, random (0, 360), 2, random (60, 120))
		CPHD CCCCCCCCCCCCCCCCCCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, random (0, 360), 2, random (60, 120))
		CPHD DDDEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		CPHD FFFFFFFFFFFFFFF 2 A_CustomMissile ("Brutal_LiquidBlood2", 5, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_DIE("Fall")

	Death.Fall:
		TNT1 A 0 A_NOBLOCKING
		TNT1 A 0 A_SpawnItem ("DeadChaingunGuy_NoHead")
        Stop
	}
}

Actor DeadChaingunGuy1: CurbstompedMarine
{
    Radius 12
    Height 12
    +SHOOTABLE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CORPSE
	+FLOORCLIP
	-SOLID
	+THRUACTORS

    Mass 1000
    Health 100
    damagefactor "Blood", 0.0
    damagefactor "Trample", 0.0
States
    {
    Spawn:
        CPOD G -1
        Stop
   }}

actor BrutalizedCommandoLegs: DeadChaingunguy1
{
    States
    {
    Spawn:
CPOD S -1
Stop
Death:
TNT1 AA 0 A_CustomMissile ("XDeath1", 45, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath2", 45, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath3", 45, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeathChainLeg", 5, 0, random (0, 360), 2, random (0, 160))
       Stop    }}

Actor BrutalizedDeadChaingunGuy: DeadChaingunGuy1
{Health 200 States{Spawn:
        CFTB C -1
        Stop}}

actor BrutalizedDeadCommando1: DeadChaingunguy1
{
    States
    {
    Spawn:
CPOD L -1
       Stop    }}

Actor DeadChaingunGuy_Half: DeadChaingunGuy1
{Health 200 States{Spawn:
        CPSC H -1
        Stop}}

Actor DeadChaingunGuy_KilledByMinorHead: DeadChaingunGuy1
{Health 200 States{Spawn:
        CPHM F -1
        Stop}}

Actor DeadChaingunGuy_NoHead: DeadChaingunGuy1
{Health 200 States{Spawn:
		CPHD F -1
        Stop}}

		Actor DeadChaingunGuy_NoHeadEXPLODED: DeadChaingunGuy1
{Health 200 States{Spawn:
		CPHS F -1
        Stop}}

Actor DeadChaingunguy_Slumped: ZombiemanTorso
{
+NOPAIN
Health 200
DamageFactor "Head", 15.0
+NOBLOCKMONST
-SLIDESONWALLS
Height 22
Radius 10
Scale 1.0
States
{
	Spawn:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Recoil(2)
		BR95 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)
		BR95 A 4
        Loop
	LayDown:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DeadChaingunguy1")
		TNT1 A 0 Thing_Remove(0)
		Stop
	XDeath:
	Death.Explosive:
	Death.ExplosiveImpact:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("ChainXDeath")
		Stop

	Death.Head:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("ChaingunguyHeadExplode", 0, 0, 22)
		TNT1 A 0 A_SpawnItem("DeadChaingunguy_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 ("XDeathChainArm", 40, 0, random (0, 360), 2, random (30, 90))
		//TNT1 A 0 A_SpawnItem("DeadChaingunguyJustLegsAreLeft")
		Stop
	}
}

Actor DeadChaingunguy_Slumped_NoHead: ZombiemanTorso
{
+NOPAIN
Height 22
Scale 1.0
States
{
	Spawn:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Recoil(2)
		BR95 B 12
		TNT1 A 0 A_JumpIf(velx > 0 || velx < 0, "LayDown")
		TNT1 A 0 A_JumpIf(vely > 0 || vely < 0, "LayDown")
		BR95 B 4
        Loop
	LayDown:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DeadChaingunguy_NoHead")
		TNT1 A 0 Thing_Remove(0)
		Stop
	XDeath:
	death.explosive:
	Death.ExplosiveImpact:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("ChainXDeath")
		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 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 AA 0 A_CustomMissile ("XDeathChainArm", 40, 0, random (0, 360), 2, random (30, 90))
		//TNT1 A 0 A_SpawnItem("DeadChaingunguyJustLegsAreLeft")
		Stop
	}
}

actor DeadChaingunguyCPDEI: DeadChaingunguy1
{
    States
    {
    Spawn:
CPDE I -1
       Stop    }}

Actor DeadChaingunGuyCPDRO: DeadChaingunGuy1
{Health 200 States{Spawn:
        CPDR O -1
        Stop}}

actor DeadChaingunguyMPSDD: DeadChaingunguy1
{
    States
    {
    Spawn:
MPSD D -1
       Stop    }}

ACTOR DyingComando
{
	Game Doom
	Radius 21
	Height 15
	Health 20
	PainSound "grunt/pain"
	PainChance 255
	Mass 999999
	+FORCEXYBILLBOARD
	-SOLID
	+SHOOTABLE
	+DONTSPLASH
	Scale 1.0
	damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0  damagefactor "Avoid", 0.0  damagefactor "Taunt", 0.0
	States
	{
	Spawn:
		CFTB AB 10
		Goto Suffer

	Suffer:
        TNT1 A 0 A_CustomMissile ("Brutal_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Pain
	    CFTB AB 10
        TNT1 A 0 A_CustomMissile ("Brutal_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Pain
	    CFTB AB 10
        TNT1 A 0 A_CustomMissile ("Brutal_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Pain
	    CFTB AB 10
        TNT1 A 0 A_CustomMissile ("Brutal_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Pain
	    CFTB AB 10
        TNT1 A 0 A_CustomMissile ("Brutal_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Pain
	    CFTB AB 10
		TNT1 A 0 A_CustomMissile ("Brutal_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Playsound("grunt/death")
		TNT1 A 0 A_DIE("Fall")

	Death.Fall:
		CFTB C 1 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("BrutalizedDeadChaingunGuy", 3)
		Stop

	Death:
		CFTB D 1 A_NoBlocking
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("Xdeath1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 1 A_SpawnItem ("SuperBrutalizedDeadChaingunGuy", 3)
		Stop
	}
}

Actor SuperBrutalizedDeadChaingunGuy: DeadChaingunGuy1
{Health 200 States{Spawn:
        CFTB D -1
        Stop}}