actor GenericBurningGuy
{
	Radius 1
	Height 1
	+CORPSE
	+NOTELEPORT
	+MOVEWITHSECTOR
	+ALWAYSTELEFRAG
	-SOLID
	-SHOOTABLE
	Mass 1000
	Health 100
	Damagefactor "Fire", 0.0	Damagefactor "Burn", 0.0
	States
	{
	Spawn:
		BUR2 A 1 BRIGHT
		BUR2 AABBCCDDEE 3 BRIGHT A_CustomMissile ("BurnParticles", 36, 0, random (0, 180), 2, random (0, 180))
		BURN FFGGHH 3 BRIGHT A_CustomMissile ("BurnParticles", 36, 0, random (0, 180), 2, random (0, 180))
		BURN IIJJKKLL 3 BRIGHT A_CustomMissile ("BurnParticles", 28, 0, random (0, 180), 2, random (0, 180))
		BURN MMN 3 BRIGHT A_CustomMissile ("BurnParticles", 32, 0, random (0, 180), 2, random (0, 180))
		BURN NOOPP 3 BRIGHT A_CustomMissile ("BurnParticles", 22, 0, random (0, 180), 2, random (0, 180))
		BURN QQ 3 BRIGHT A_CustomMissile ("BurnParticles", 18, 0, random (0, 180), 2, random (0, 180))
		//TNT1 A 0 A_PlaySound("DSFDTHE")
		BURN RRSSTTSSRRSSTTSSRRSSTTRRSSTTSSRRSSTTSSRRSSTTSSTT 3 BRIGHT A_CustomMissile ("SmallBurnParticles", 12, 0, random (0, 180), 2, random (0, 180))
		BURN UU 3 BRIGHT A_CustomMissile ("BurnParticles", 12, 0, random (0, 180), 2, random (0, 180))
		BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 9 A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 360), 2, random (90, 110))

	Death:
		BURN V -1 A_NoBlocking
		Stop
	}
}

ACTOR BurnParticles
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    Speed 0
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    +NODAMAGETHRUST
    +NOCLIP
    DamageType Fire
	+NOBLOOD
	+NOBLOODDECALS
	+BLOODLESSIMPACT
	-BLOODSPLATTER
    States
    {
	Spawn:
		TNT1 A 0
        XDT3 A 0 A_Explode(3,30)
		TNT1 A 0 A_SpawnItem("RedFlare", 0, 5)
		TTRB A 0 bright A_CustomMissile ("PlasmaSmoke", 20, 0, random (0, 360), 2, random (60, 130))
		TTRB A 0 bright A_CustomMissile ("SmallFireTrail324", 0, 0, random (0, 360), 2, random (0, 130))
		TNT1 A 3
		stop
    }
}

ACTOR SmallBurnParticles: BurnParticles
{
	DamageType Burn
    States
    {
	Spawn:
		TNT1 A 0
        XDT3 A 0 A_Explode(2,30)
		TNT1 A 0 A_SpawnItem("RedFlare", 0, 5)
		TTRB A 0 bright A_CustomMissile ("PlasmaSmoke", 20, 0, random (0, 360), 2, random (60, 130))
		TTRB A 0 bright A_CustomMissile ("SmallFlameTrails", 0, 0, random (0, 360), 2, random (60, 130))
		stop
    }
}

ACTOR BurnParticlesNoDamage: BurnParticles
{
    States
    {
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("RedFlare", 0, 5)
		TTRB A 0 bright A_CustomMissile ("PlasmaSmoke", 20, 0, random (0, 360), 2, random (60, 130))
		TTRB A 0 bright A_CustomMissile ("FlameTrails", 0, 0, random (0, 360), 2, random (60, 130))
		stop
    }
}

ACTOR BurnDamageSmall: BurnParticles
{
+NODAMAGETHRUST
    States
    {
	Spawn:
		TNT1 A 0
		XDT3 A 0 A_Explode(5,60)
		stop
    }
}

ACTOR BurnDamageLarge: BurnParticles
{
+NODAMAGETHRUST
    States
    {
	Spawn:
		TNT1 A 0
		XDT3 A 0 A_Explode(12,120)
		stop
    }
}

actor DesintegratedHuman
{
	Radius 1
    Height 1
	+CORPSE
	+NOTELEPORT
	+MOVEWITHSECTOR
	+ALWAYSTELEFRAG
	-SOLID
	-SHOOTABLE
    Mass 1000
    Health 100
	Scale 0.7
	States
	{
	Spawn:
		TNT1 AAAAA 0 A_CustomMissile ("Guts", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_CustomMissile ("BloodSplinter", 0, 0, random (0, 360), 2, random (0, 35))
		TNT1 AA 0 A_CustomMissile ("XDeath2", 0, 0, random (0, 360), 2, random (60, 90))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 0, 0, random (0, 360), 2, random (60, 90))
		TNT1 A 0 A_SpawnItem("SplatteredLarge")
		TNT1 A 0 A_SetAngle(random (0, 360))
		TNT1 A 0 A_SpawnItemEx("SplatteredLarge", 32, 32)
		TNT1 A 0 A_SpawnItemEx("SplatteredLarge", -32, -32)
		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_CustomMissile ("BloodmistBig", 56, 0, random (0, 360), 2, random (60, 90))
		TNT1 AAAAA 0 A_CustomMissile ("BloodmistExtraBig", 56, 0, random (0, 360), 2, random (40, 90))
		ID50 ABCDEF 7

	Death:
		ID50 G -1 A_NoBlocking
		Stop
	}
}

actor BurningImp
{
	Radius 1
	Height 1
	+NOTELEPORT
	+MOVEWITHSECTOR
	Mass 1000
	Health 100
	Damagefactor "Fire", 0.0	Damagefactor "Burn", 0.0
	States
	{
	Spawn:
		IZD4 CCC 2 BRIGHT A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		IZD4 DDD 2 BRIGHT A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 CCC 2 BRIGHT A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		IZD4 DDD 2 BRIGHT A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 CCC 2 BRIGHT A_CustomMissile ("FlameTrails", 25, 0, random (0, 360), 2, random (50, 130))
		IZD4 DDD 2 BRIGHT A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		TNT1 A 0 A_Playsound("props/redfire")
		TNT1 A 0 A_Die

	Death:
		TNT1 A 0 A_SpawnItem("BurningImpCorpse")
		TNT1 A -1 A_Noblocking
		Stop
	}
}

ACTOR BurningImpCorpse : BurningImp
{
	+CORPSE
	+NOTELEPORT
	+MOVEWITHSECTOR
	+ALWAYSTELEFRAG
	-SOLID
	-SHOOTABLE
	States
	{
	Spawn:
		BOSB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 2 BRIGHT A_CustomMissile ("FlameTrails", 15, 0, random (0, 360), 2, random (50, 130))
		BOSB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 20 A_CustomMissile ("SmallSmoke", 25, 0, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_Die

	Death:
		BOSB F -1 A_Noblocking
		Stop
	}
}

Actor BurnedDemon
{
	Radius 1
	Height 1
	Damagefactor "Fire", 0.0	Damagefactor "Burn", 0.0
	States
	{
	Spawn:
		CRB7 K 2 BRIGHT A_playsound ("demon/death")
		CRB7 KKKK 2 BRIGHT A_CustomMissile ("FlameTrails", 45, 0, random (0, 360), 2, random (50, 130))
		CRB7 LLLL 2 BRIGHT A_CustomMissile ("FlameTrails", 30, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Playsound("props/redfire")
		TNT1 A 0 A_Die

	Death:
		CARB JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 2 BRIGHT A_CustomMissile ("FlameTrails", 25, 0, random (0, 360), 2, random (50, 130))
		CARB JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 20 A_CustomMissile ("SmallSmoke", 35, 0, random (0, 360), 2, random (70, 110))
		CARB J -1 A_Noblocking
		Stop
	}
}

ACTOR DyingZombiemanInFlames
{
    MONSTER
    Radius 12
    Height 30
    Speed 3
	Health 20
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	Damagefactor "Fire", 0.0	Damagefactor "Burn", 0.0
	+SHOOTABLE
    +FLOORCLIP
    +LOOKALLAROUND
	+NOICEDEATH
	+FRIGHTENED
    States
    {
		Spawn:
		TNT1 A 0
		TNT1 A 0 A_Playsound("BURNZOM",4)
		Goto Suffer

		Suffer:
		ZMAB AAAAA 1 BRIGHT A_Wander
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		ZMAB BBBBB 1 BRIGHT A_Wander
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		ZMAB AAAAA 1 BRIGHT A_Wander
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		ZMAB BBBBB 1 BRIGHT A_Wander
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_GiveInventory("DeathTimer", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer", 5, "Expire")
		Loop

		Pain:
		ZMAB B 5 BRIGHT A_PAIN
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		Goto Expire

		Expire:
		ZMAB B 3 BRIGHT A_PAIN
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		ZMAB B 2 BRIGHT A_DIE

		Death:
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_Spawnitem("DyingZombiemanInFlamesCorpse")
		TNT1 A -1 A_NoBlocking
		Stop

		Crush:
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_NoBlocking
		CRS2 A 5
		CRS2 A -1
		Stop

		Death.Stomp:
		Death.SSG:
		XDeath:
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_NoBlocking
		TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2",0,0,15,frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_SpawnItem ("CrushedRemains")
		Stop
	}
}

ACTOR DyingZombiemanInFlamesCorpse : DyingZombiemanInFlames
{
	+CORPSE
	+NOTELEPORT
	+MOVEWITHSECTOR
	+ALWAYSTELEFRAG
	-SOLID
	-SHOOTABLE
	States
	{
	Spawn:
		BRZ3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 3 BRIGHT A_CustomMissile("BurnParticles", 5, 0, random (0, 360), 2, random (50, 130))
		BRZ3 HHHHHHHHHHHHHHHHHHHHHHHH 10 A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Die

	Death:
		BRZ3 H -1 A_Noblocking
		Stop
	}
}

ACTOR DyingSergeantNoLegInFlames
{
    MONSTER
    Radius 12
    Height 30
    Speed 3
	Health 20
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	Damagefactor "Fire", 0.0	Damagefactor "Burn", 0.0
	+SHOOTABLE
    +FLOORCLIP
    +LOOKALLAROUND
	+NOICEDEATH
	+FRIGHTENED
    States
    {
		Spawn:
		TNT1 A 0
		TNT1 A 0 A_Playsound("BURNZOM",4)
		Goto See

		See:
		SMBM AAAAA 1 BRIGHT A_Wander
		TNT1 A 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		SMBM BBBBB 1 BRIGHT A_Wander
		TNT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		SMBM AAAAA 1 BRIGHT A_Wander
		TNT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		SMBM BBBBB 1 BRIGHT A_Wander
		TNT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("DeathTimer", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer", 5, "Expire")
		Loop

		Pain:
		SMBM A 5 BRIGHT A_PAIN
		TNT1 A 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		Goto Expire

		Expire:
		SMBM A 3 BRIGHT A_PAIN
		TNT1 A 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		SMBM A 2 BRIGHT A_DIE

		Death:
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_Spawnitem("DyingSergeantNoLegInFlamesCorpse")
		TNT1 A -1 A_NoBlocking
		Stop

		Crush:
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_NoBlocking
		CRS2 A 5
		CRS2 A -1
		Stop

		Death.Stomp:
		Death.SSG:
		XDeath:
		TNT1 A 0 A_StopSound(4)
		TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 A 0 A_SpawnItem ("CrushedRemains")
		TNT1 A 1 A_SpawnItemEx("HealthCrueltyBonus2",0,0,15,frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 1 A_XScream
		TNT1 A 1 A_NoBlocking
		TNT1 A -1
		Stop
	}
}

ACTOR DyingSergeantNoLegInFlamesCorpse : DyingSergeantNoLegInFlames
{
	+CORPSE
	+NOTELEPORT
	+MOVEWITHSECTOR
	+ALWAYSTELEFRAG
	-SOLID
	-SHOOTABLE
	States
	{
	Spawn:
		BRZ3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 3 BRIGHT A_CustomMissile("BurnParticles", 5, 0, random (0, 360), 2, random (50, 130))
		BRZ3 HHHHHHHHHHHHHHHHHHHHHHHH 10 A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Die

	Death:
		BRZ3 H -1 A_Noblocking
		Stop
	}
}

ACTOR BurningZombie
{
    Radius 12
    Height 56
    Speed 3
    Scale 0.98
	Health 100
	GibHealth 25
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	Damagefactor "Fire", 0.0	Damagefactor "Burn", 0.0
	+SHOOTABLE
    +FLOORCLIP
    +LOOKALLAROUND
	+NOICEDEATH
	+FRIGHTENED
    Obituary "%o was near someone in flames."
    States
    {
		Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("BURNZOM",4)
		Goto Suffer

		Suffer:
		BDT1 AAAAA 1 Bright A_Wander
		BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 BBBBB 1 Bright A_Wander
		BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCCCC 1 Bright A_Wander
		BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 DDDDD 1 Bright A_Wander
		BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIfInventory("PoorGuyBurningLife", 5, "Expire")
		Loop

		Pain:
		BDT1 A 3 BRIGHT A_PAIN
		BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		Goto Expire

		Death.ExplosiveImpact:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,60,0,1)
		TNT1 A 0
		Goto Looping

		Looping:
		BDT3 AAAA 1 Bright A_JumpIf(momz == 0, "fallDeath")
		BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT3 BBBB 1 Bright A_JumpIf(momz == 0, "fallDeath")
		BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT3 CCCC 1 Bright A_JumpIf(momz == 0, "fallDeath")
		BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT3 DDDD 1 Bright A_JumpIf(momz == 0, "fallDeath")
		BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		Loop

		FallDeath:
		TNT1 AAAAAAAAAA 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("ExplosionParticleHeavy", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 AAAA 0 A_CustomMissile("XDeath1", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 A 0 A_PlaySound("misc/xdeath")
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2",0,0,28,frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_Explode(100, 128)
		Goto Death

		Expire:
		BDT1 A 3 BRIGHT A_PAIN
		BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 3 BRIGHT A_DIE

		Death:
		TNT1 A 0
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_Spawnitem("BurningZombieCorpse")
		TNT1 A -1 A_Noblocking
		Stop

		XDEATH:
		DEATH.SSG:
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_PlaySound("misc/xdeath")
		TNT1 AA 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 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 ("MuchMeatDeath", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("BurningFlyingMeatPiece", 64, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2",0,0,28,frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		Stop
    }
}

ACTOR BurningZombieCorpse : BurningZombie
{
	Scale 1.0
	+CORPSE
	+NOTELEPORT
	+MOVEWITHSECTOR
	+ALWAYSTELEFRAG
	-SOLID
	-SHOOTABLE
	States
	{
	Spawn:
		BDT1 EEFFGGHHiijjkkLLmm 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Jump(128, "Spawn2")
		BURN VVVVVVVVVVVVVVVVVV 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		BURN VVVVVVVVVVVVVVVVVV 10 A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Die

	Death:
		BURN V -1 A_NoBlocking
		Stop
	}
}

ACTOR BurningCacodemon
{
    Radius 12
    Height 56
    Speed 3
    Scale 0.9
	Health 100
	GibHealth 25
	PainSound "caco/pain"
	DeathSound "caco/death"
	Damagefactor "Fire", 0.0	Damagefactor "Burn", 0.0
	bloodtype "Blue_Blood", "BlueSawBlood", "BlueSawBlood"
	bloodcolor "Blue"
	+SHOOTABLE
    +FLOORCLIP
    +LOOKALLAROUND
	+NOICEDEATH
	+FRIGHTENED
    Obituary "%o was near some thing in flames."
    States
    {
    Spawn:
        HEAD NNNNN 1 Bright A_Wander
        BDT1 B 0 A_CustomMissile("FireballExplosionFlamesBig", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		HEAD OOOOO 1 Bright A_Wander
		HEAD N 0 A_Pain
        BDT1 B 0 A_CustomMissile("FireballExplosionFlamesBig", 40, 0, random (0, 360), 2, random (50, 130))
		HEAD B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		HEAD NNNNN 1 Bright A_Wander
        BDT1 B 0 A_CustomMissile("FireballExplosionFlamesBig", 40, 0, random (0, 360), 2, random (50, 130))
		HEAD B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		HEAD OOOOO 1 Bright A_Wander
		HEAD N 0 A_Pain
        BDT1 B 0 A_CustomMissile("FireballExplosionFlamesBig", 40, 0, random (0, 360), 2, random (50, 130))
		HEAD B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIfInventory("PoorGuyBurningLife", 5, "Expire")
		Loop

	Pain:
		HEAD N 4 BRIGHT A_PAIN
        BDT1 B 0 A_CustomMissile("FireballExplosionFlamesBig", 40, 0, random (0, 360), 2, random (50, 130))
		HEAD B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		Goto Expire

	Expire:
		HEAD N 4 BRIGHT A_PAIN
        BDT1 B 0 A_CustomMissile("FireballExplosionFlamesBig", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		HEAD O 4 BRIGHT A_DIE

    Death:
		TNT1 A 0 A_SpawnItem("BurningCacodemonCorpse")
		TNT1 A -1 A_NoBlocking
		Stop
    }
}

ACTOR BurningCacodemonCorpse : BurningCacodemon
{
	+CORPSE
	+NOTELEPORT
	+MOVEWITHSECTOR
	+ALWAYSTELEFRAG
	-SOLID
	-SHOOTABLE
	States
	{
	Spawn:
		TNT1 A 0 A_Playsound("props/redfire")
		HEAD PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 6 BRIGHT A_CustomMissile("FireballExplosionFlamesBig", 15, 0, random (0, 360), 2, random (50, 130))
		HEAD PPPPPPPPPPPPPPPPPPPPPPPP 12 A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Die

	Death:
		HEAD P -1 A_NoBlocking
        Stop
	}
}

ACTOR BurningZombieMan
{
    Radius 8
    Height 48
    Speed 3
	Health 30
	GibHealth 25
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	Damagefactor "Fire", 0.0	Damagefactor "Burn", 0.0
	+SHOOTABLE
    +FLOORCLIP
    +LOOKALLAROUND
	+NOICEDEATH
	+FRIGHTENED
    Obituary "%o was near someone in flames."
    States
    {
    Spawn:
		TNT1 A 0
        TNT1 A 0 A_PlaySound("BURNZOM",4)
		Goto Suffer

	Suffer:
		BRZ3 AAAAA 1 BRIGHT A_Wander
		BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BRZ3 BBBBB 1 BRIGHT A_Wander
		BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BRZ3 CCCCC 1 BRIGHT A_Wander
		BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BRZ3 BBBBB 1 BRIGHT A_Wander
		BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIfInventory("PoorGuyBurningLife", 5, "Expire")
		Loop

	Pain:
		BRZ3 A 3 BRIGHT A_PAIN
		BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		Goto Expire

	Expire:
		BRZ3 A 3 BRIGHT A_PAIN
		BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BRZ3 B 3 BRIGHT A_DIE

    Death:
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_Spawnitem("BurningZombieManCorpse")
		TNT1 A -1 A_NoBlocking
		Stop

	XDEATH:
	DEATH.SSG:
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_PlaySound("misc/xdeath")
		TNT1 AA 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 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 ("MuchMeatDeath", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("BurningFlyingMeatPiece", 64, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2",0,0,24,frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_NoBlocking
		Stop

	Death.ExplosiveImpact:
		TNT1 A 0
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 ThrustThingZ(0,60,0,1)
		TNT1 A 0
		Goto Looping

	Looping:
	    BDT3 AAAA 1 Bright A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        BDT3 BBBB 1 Bright A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT3 CCCC 1 Bright A_JumpIf(momz == 0, "fallDeath")
		BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        BDT3 DDDD 1 Bright A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		Loop

	FallDeath:
	    TNT1 AAAAAAAAAA 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("ExplosionParticleHeavy", 10, 0, random (0, 360), 2, random (20, 150))
	    TNT1 AAAA 0 A_CustomMissile("XDeath1", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 A 0 A_PlaySound("misc/xdeath")
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2",0,0,24,frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_Explode(100, 128)
		Goto Death
    }
}

ACTOR BurningZombieManCorpse : BurningZombieCorpse
{
	+CORPSE
	+NOTELEPORT
	+MOVEWITHSECTOR
	+ALWAYSTELEFRAG
	-SOLID
	-SHOOTABLE
	States
	{
	Spawn:
		BRZ3 DD 3 BRIGHT A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		BRZ3 EE 3 BRIGHT A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_Die

	Death:
		BRZ3 G 1 A_Jump(128,2)//H or I deathframe
		BRZ3 H -1 A_NoBlocking
		Stop
		BRZ3 I -1 A_NoBlocking
		Stop
	}
}

ACTOR BurningShotgunguy: BurningZombieMan
{
    States
    {
	Spawn:
        BRZ1 B 0
        TNT1 A 0 A_PlaySound("BURNZOM",4)
		Goto Suffer

	Suffer:
        BRZ3 AAAAA 1 BRIGHT A_Wander
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BRZ3 BBBBB 1 BRIGHT A_Wander
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BRZ3 CCCCC 1 BRIGHT A_Wander
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BRZ3 BBBBB 1 BRIGHT A_Wander
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIfInventory("PoorGuyBurningLife", 5, "Expire")
		Loop

	Pain:
		BRZ3 A 3 BRIGHT A_PAIN
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		Goto Expire

	Expire:
		BRZ3 A 3 BRIGHT A_PAIN
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BRZ3 B 3 BRIGHT A_DIE

	Death:
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_SpawnItem("BurningShotgunguyCorpse")
		TNT1 A -1 A_NoBlocking
		Stop
    }
}

ACTOR BurningShotgunguyCorpse : BurningZombieCorpse
{
	States
	{
	Spawn:
		BRZ3 D 1 BRIGHT A_PlaySound("BURNZOM",4)
		TNT1 A 0 A_Jump(256, "Spawn1", "Spawn2", "Spawn3")
		Goto Spawn1

	Spawn1:
		BRZ3 DD 3 Bright A_Wander
		TNT1 A 0 A_CustomMissile("BurnParticles", 30, 0, random (0, 360), 2, random (50, 130))
		BRZ3 EE 3 Bright A_Wander
		TNT1 A 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BRZ3 FF 3 Bright A_Wander
		TNT1 A 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		BRZ3 GG 3 Bright A_Wander
		TNT1 A 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		BRZ3 FF 3 Bright A_Wander
		TNT1 A 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		BRZ3 GG 3 Bright A_Wander
		TNT1 A 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Die

	Death:
		TNT1 A 0 A_StopSound(4)
        BRZ3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 3 Bright A_CustomMissile("BurnParticles", 5, 0, random (0, 360), 2, random (50, 130))
		BRZ3 HHHHHHHHHHHHHHHHHHHHHHHH 10 A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		BRZ3 H -1 A_NoBlocking
        Stop

	Spawn2:
		BRZ3 DD 3 Bright A_Wander
		TNT1 A 0 A_CustomMissile("BurnParticles", 30, 0, random (0, 360), 2, random (50, 130))
		BRZ3 EE 3 Bright A_Wander
		TNT1 A 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BRZ3 FF 3 Bright A_Wander
		TNT1 A 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		BRZ3 GG 3 Bright A_Wander
		TNT1 A 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		BRZ3 FF 3 Bright A_Wander
		TNT1 A 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		BRZ3 GG 3 Bright A_Wander
		TNT1 A 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Die("Alt")

	Death.Alt:
		TNT1 A 0 A_StopSound(4)
        BRZ3 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 3 Bright A_CustomMissile("BurnParticles", 5, 0, random (0, 360), 2, random (50, 130))
		BRZ3 IIIIIIIIIIIIIIIII 10 A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		BRZ3 I -1 A_NoBlocking
        Stop

	Spawn3:
		BRZ3 DD 3 Bright A_Wander
		TNT1 A 0 A_CustomMissile("BurnParticles", 30, 0, random (0, 360), 2, random (50, 130))
		BRZ3 EE 3 Bright A_Wander
		TNT1 A 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BRZ3 FF 3 Bright A_Wander
		TNT1 A 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		BRZ3 GG 3 Bright A_Wander
		TNT1 A 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		BRZ3 FF 3 Bright A_Wander
		TNT1 A 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		BRZ3 GG 3 Bright A_Wander
		TNT1 A 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Die("Alt2")

	Death.Alt2:
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_SpawnItem("DyingSergeantNoLegInFlames")
		TNT1 A -1 A_NoBlocking
        Stop
	}
}

ACTOR BurningChaingunGuy: BurningZombieMan
{
    States
    {
	Spawn:
        TNT1 A 0
        TNT1 A 0 A_PlaySound("BURNZOM",4)
		Goto Suffer

	Suffer:
        CPBR AAAAA 1 BRIGHT A_Wander
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        CPBR BBBBB 1 BRIGHT A_Wander
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		CPBR CCCCC 1 BRIGHT A_Wander
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        CPBR BBBBB 1 BRIGHT A_Wander
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIfInventory("PoorGuyBurningLife", 5, "Expire")
		Loop

	Pain:
		CPBR A 3 BRIGHT A_PAIN
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		Goto Expire

	Expire:
		CPBR A 3 BRIGHT A_PAIN
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		CPBR B 3 BRIGHT A_DIE

	Death:
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_Spawnitem("BurningChaingunGuyCorpse")
		TNT1 A -1 A_NoBlocking
		Stop
    }
}

ACTOR BurningChaingunGuyCorpse : BurningZombieCorpse
{
	States
	{
	Spawn:
	    BRZ3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 3 BRIGHT A_CustomMissile("BurnParticles", 5, 0, random (0, 360), 2, random (50, 130))
		BRZ3 HHHHHHHHHHHHHHHHHHHHHHHH 10 A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Die

	Death:
		TNT1 A 0 A_StopSound(4)
		BRZ3 H -1 A_NoBlocking
        Stop
	}
}

ACTOR BurningImpRunning: BurningZombieMan
{
	PainSound "imp/pain"
	DeathSound "imp/death"
    States
    {
	Spawn:
        TNT1 A 0 A_PlaySound("imp/pain")
		Goto Suffer

	Suffer:
        TRBR AAAAA 1 BRIGHT A_Wander
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TRBR BBBBB 1 BRIGHT A_Wander
        TNT1 A 0 A_PlaySound("imp/pain")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TRBR CCCCC 1 BRIGHT A_Wander
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TRBR DDDDD 1 BRIGHT A_Wander
        TNT1 A 0 A_PlaySound("imp/pain")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIfInventory("PoorGuyBurningLife", 5, "Expire")
		Loop

	Pain:
		TRBR A 3 BRIGHT A_PAIN
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		Goto Expire

	Expire:
		TRBR A 3 BRIGHT A_PAIN
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TRBR B 3 BRIGHT A_DIE

	Death:
	Death.ExplosiveImpact:
	    TNT1 A 0
        TNT1 A 0 A_SpawnItem("BurningImp")
		TNT1 A -1 A_NoBlocking
		Stop
    }
}

ACTOR BurningDemon: BurningZombieMan
{
	Speed 5
	PainSound "demon/pain"
	DeathSound "demon/death"
    States
    {
	Spawn:
        TNT1 A 0 A_PlaySound("demon/pain")
		Goto Suffer

	Suffer:
        SBRG AAAAA 1 BRIGHT A_Wander
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SBRG BBBBB 1 BRIGHT A_Wander
		TNT1 A 0 A_playsound ("demon/pain")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		SBRG CCCCC 1 BRIGHT A_Wander
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SBRG DDDDD 1 BRIGHT A_Wander
		TNT1 A 0 A_playsound ("demon/pain")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIfInventory("PoorGuyBurningLife", 5, "Expire")
		Loop

	Pain:
		SBRG A 3 BRIGHT A_PAIN
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		Goto Expire

	Expire:
		SBRG A 3 BRIGHT A_PAIN
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		SBRG B 3 BRIGHT A_DIE

	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BurnedDemon")
		TNT1 A -1 A_NoBlocking
		Stop

	XDeath:
	Death.SSG:
	Death.Explosive:
	Death.ExplosiveImpact:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 A_CustomMissile ("XDeathBurnedDemonArm", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeathBurnedDemonLeg", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("MuchMeatDeath", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("BurningFlyingMeatPiece", 64, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2",0,0,24,frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		Stop
    }
}

ACTOR XDeathBurnedLeg
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        CARB E 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
        Loop
    Death:
        CARB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 14 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        CARB E -1
        Stop
    }
}

ACTOR XDeathBurnedImpLeg
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        CARB F 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
        Loop
    Death:
        CARB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 14 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        CARB F -1
        Stop
    }
}

ACTOR XDeathBurnedSkull
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        BURN B 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
        Loop
    Death:
        BURN B 1
        BURN B -1
        Stop
    }
}

ACTOR XDeathBurnedArm
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        CARB D 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
        Loop
    Death:
        CARB DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 14 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        CARB D -1
        Stop
    }
}

ACTOR XDeathBurnedImpArm
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        CARB G 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
        Loop
    Death:
        CARB GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 14 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        CARB G -1
        Stop
    }
}

ACTOR XDeathBurnedDemonArm
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        CARB H 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
        Loop
    Death:
        CARB HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 14 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        CARB H -1
        Stop
    }
}

ACTOR XDeathBurnedDemonLeg
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        CARB I 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
        Loop
    Death:
        CARB IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 14 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        CARB I -1
        Stop
    }
}

ACTOR XDeathBurnedMeat
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        CARB A 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
        Loop
    Death:
        CARB AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 14 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        CARB A -1
        Stop
    }
}

ACTOR XDeathBurnedMeat2
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        CARB B 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
        Loop
    Death:
        CARB BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 14 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        CARB B -1
        Stop
    }
}

ACTOR XDeathBurnedMeat3
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        CARB C 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
        Loop
    Death:
        CARB CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 14 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        CARB C -1
        Stop
    }
}

ACTOR XDeathBurnedBlueMeat1
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        CACB P 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
        Loop
    Death:
        CACB PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 15 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        BURN D -1
        Stop
    }
}

ACTOR XDeathBurnedBlueMeat2
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        CACB Q 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
        Loop
    Death:
        CACB QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ 15 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        BURN D -1
        Stop
    }
}

ACTOR Ashes1: XDeath1
{
    Speed 5
	Gravity 0.2
    DeathSound "none"
	SeeSound "none"
	+DOOMBOUNCE
	+DONTSPLASH
	BounceFactor 0.01
	Decal none
    Scale 1.0
    States
    {
    Spawn:
	    ASHZ ABCB 3
        Loop
    Death:
        ASHZ B 400
        Stop
    Splash:
        TNT1 A 0
		TNT1 A 0
        Stop
    }
}

ACTOR Ashes2: XDeath1
{
    Speed 5
	Gravity 0.2
	+DONTSPLASH
    DeathSound "none"
	SeeSound "none"
	Decal none
    Scale 1.0
    States
    {
    Spawn:
	    ASHY ABCB 3
        Loop
    Death:
        ASHY B 400
        Stop
    Splash:
        TNT1 A 0
		TNT1 A 0
        Stop
    }
}