ACTOR Imp Replaces DoomImp
{
	Game Doom
    Scale 1.04
	SpawnID 5
	Health 80
	Radius 20
	Height 45
	Mass 100
    GibHealth 35
	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", 100.0	Damagefactor "Repair", 0.0
	Damagefactor "RevenantHitStomach", 0.0	Damagefactor "SpawnMarine", 0.0	Damagefactor "SSG", 5.0
	Damagefactor "TeleportRemover", 0.0	Damagefactor "Use", 0.0	Damagefactor "Burn", 0.5
	Damagefactor "Fire", 0.5	Damagefactor "Flames", 0.5	Damagefactor "GreenFire", 0.5
	Damagefactor "HumanBBQ", 0.5	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
	PainChance "Burn", 16	PainChance "Fire", 16	PainChance "Flames", 16
	PainChance "GreenFire", 16	PainChance "HumanBBQ", 16

	Damagetype "Melee"
	DropItem "HealthPlusNoCount", 16
	Species "Imps"
	DeathHeight 4
	BurnHeight 0
    BloodType "Brutal_Blood", "SawBlood", "SawBlood"
	SeeSound "imp/sight"
	PainSound "imp/pain"
	DeathSound "imp/death"
	ActiveSound "imp/active"
	HitObituary "$OB_IMPHIT"
    Obituary "$OB_IMP"
	MaxStepHeight 24
	MaxDropOffHeight 32
	Monster
	+FLOORCLIP
	+MISSILEMORE
	+SLIDESONWALLS
	+RANDOMIZE
    Speed 6
	FastSpeed 12
	Tag "Imp"
	States
	{
	Raise:
	TNT1 A 0 A_SpawnItem("PentagramSpawner")
		TROO ML 8
		TROO KJI 6
		Goto See
    Spawn:
		TROS A 0
		TNT1 A 0 ACS_NamedExecuteAlways("BDCHeckClassicMonsters", 0, 0, 0, 0)//Check if Vanilla Mode is activated
		TROS A 2
		TNT1 A 0 A_RadiusGive("SlaughterToken", 128, RGF_GIVESELF | RGF_MONSTERS |RGF_CUBE | RGF_NOSIGHT, 1)
		TROS A 2
		TNT1 A 0 A_JumpIfInventory("SlaughterToken",15,"ReplaceVanilla")
		TNT1 A 0 A_GiveInventory("SKImp", 1)
        TNT1 A 0 A_JumpIfInventory("Fatality_Marine", 1, "FatalityMarine")
		Goto Stand

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

	Idle:
	Stand:
        TROO A 0
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 39)
		TROS AB 6 A_Look
		Loop

	See:
		TROO A 0
        TNT1 A 0 A_JumpIfInventory("Fatality_Marine", 1, "FatalityMarine")
		TNT1 A 0 A_TakeInventory("SKImp", 1)

		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 39)
		TNT1 A 0 A_SpawnItem("LegTarget6")
		TROO AAA 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 39)
		TNT1 A 0 A_SpawnItem("LegTarget6")
		TROO BBB 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 39)
		TNT1 A 0 A_SpawnItem("LegTarget6")
		TROO CCC 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 39)
		TNT1 A 0 A_SpawnItem("LegTarget6")
		TROO DDD 2 A_Chase
		Loop

	LeapAttack:
		TROO I 1 A_FaceTarget
        TNT1 A 0 A_JumpIfInTargetInventory("IsInATank", 1, "LeapBack")
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget6")
		TROT CD 3 A_FaceTarget
		TNT1 A 0 A_TakeInventory("SKImp", 1)
        TNT1 A 0 ThrustThingZ(0,25,0,1)
        TNT1 A 0 A_Recoil (-10)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		TROT EF 2 A_FaceTarget
        TNT1 A 0 A_GiveInventory ("IsJumping")
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget6")
        TROT F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		TROT G 4 A_CustomMissile("ImpAttack2",28,0,0,0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		TROT H 4 A_JumpIfInventory("Fatality_Marine", 1, "FatalityMarine")
		TNT1 A 0 A_TakeInventory ("IsJumping")
		TNT1 A 0 A_Stop
		Goto See

	Melee:
	    TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
        TROO E 4 A_FaceTarget
		TNT1 A 0 A_Recoil(-5)
		TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		TROO F 4 A_FaceTarget
		TNT1 A 0 A_TakeInventory("SKImp", 1)
		TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
        TROO G 4 A_CustomMissile("ImpAttack",28,0,0,0)
		TROO A 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
        TROO F 4 A_FaceTarget
		TROO A 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		TROO E 4 A_FaceTarget
		Goto See

	Missile:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetInventory("IsInATank", 1, "LeapBack")
        TNT1 A 0 A_JumpIfCloser(150, "LeapAttack")
		TNT1 A 0 A_TakeInventory("SKImp", 1)
		TROO A 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		TROO E 3 A_FaceTarget

		FireballAttack:
		TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		TROO E 2 A_FaceTarget
        TNT1 A 0 A_JumpIfCloser(150, "LeapAttack")
		TNT1 A 0 A_Playsound ("IMPCHARG")
        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 35, 30, random (0, 40), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("ImpBallGettingReady", 35, 30, random (0, 140), 2, random (0, 160))
		TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		TROO E 2 A_FaceTarget

		TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 35, 30, random (0, 40), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("ImpBallGettingReady", 35, 30, random (0, 140), 2, random (0, 160))
		TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		TROO E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 35, 30, random (0, 40), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("ImpBallGettingReady", 35, 30, random (0, 140), 2, random (0, 160))
		TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		TROO E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 35, 30, random (0, 40), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("ImpBallGettingReady", 35, 30, random (0, 140), 2, random (0, 160))
		TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		TROO E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 35, 30, random (0, 40), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("ImpBallGettingReady", 35, 30, random (0, 140), 2, random (0, 160))
		TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		TROO E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 35, 30, random (0, 40), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("ImpBallGettingReady", 35, 30, random (0, 140), 2, random (0, 160))
		TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")

		TROO F 2 A_FaceTarget
		TNT1 D 0 A_SpawnItem("HeadshotTarget6", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget6")
		TROO G 6 A_CustomMissile("FireBall_", 34, 0, 0, 0)
		TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		TROO G 4
		TNT1 A 0 A_JumpIfCloser(150, "LeapAttack")
		Goto See

	LeapBack:
		TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		TROT G 4
		TNT1 A 0 A_TakeInventory("SKImp", 1)
        TNT1 A 0 ThrustThingZ(0,25,0,1)

        TNT1 A 0 A_Recoil (10)
		TNT1 D 0 A_SpawnItem("HeadshotTarget6", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget6")
		TROT H 6
		Goto SpecialAttack+5
	SpecialAttack:
		TROO F 2 A_FaceTarget
		TNT1 D 0 A_SpawnItem("HeadshotTarget6", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget6")
		TROO G 6 A_CustomMissile("FireBall_", 34, 0, 0, 0)
		TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		TROO F 4
		TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		TROO I 2 A_FaceTarget
		TNT1 D 0 A_SpawnItem("HeadshotTarget6", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget6")
		TROA H 6 A_CustomMissile("FireBall_", 34, 0, 0, 0)
		TROO I 4
		Goto See

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

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

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

	Death.Fatality:
		TNT1 A 0 A_Pain
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 24, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 A 0 A_Jump(256, "Death.Fatality1", "Death.Fatality4", "Death.Fatality2", "Death.Fatality3")
		Goto Death.Fatality1

        Death.Fatality1:
        TNT1 A 0 A_GiveToTarget("ImpFatality", 1)
		TNT1 A -1 A_NoBlocking
        Stop
		Death.Fatality2:
        TNT1 A 0 A_GiveToTarget("ImpFatality2", 1)
		TNT1 A -1 A_NoBlocking
		Stop
		Death.Fatality3:
        TNT1 A 0 A_GiveToTarget("ImpFatality3", 1)
		TNT1 A -1 A_NoBlocking
		Stop
		Death.Fatality4:
        TNT1 A 0 A_GiveToTarget("ImpFatality4", 1)
		TNT1 A -1 A_NoBlocking
		Stop

	Pain.Melee:
		TNT1 D 0

		TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		TROO A 4
		TNT1 A 0 A_JumpIfInventory ("SKImp", 1, "GotoStealthKill")

		TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		TROO A 4 A_Pain
		Goto See

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

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

	Death.Vanish:
		TNT1 A -1 A_NoBlocking
		Stop

	Pain.Cut:
	Pain.Saw:
		TNT1 A 0
		TNT1 A 0 A_Stop
	Pain:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("IsDown", 1, "Pain.IsDown")
		TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		TNT1 A 0 A_TakeInventory("SKImp", 1)
		TROO H 3
		TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		TROO H 3 A_Pain
		Goto See

	Pain.IsDown:
	    ID11 B 1
	    ID11 B 5 A_Pain
		Goto GetUp

    Pain.KillMe:
    Pain.Taunt:
        TNT1 A 0
		TNT1 A 0 HealThing(2)
        Goto See

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

    Pain.Head:
	Pain.Shrapnel:
		TNT1 A 0 A_TakeInventory("SKImp", 1)
		TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		TROH Q 3 A_Pain
		TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		TROH R 3 A_FaceTarget
		TNT1 D 0 A_SpawnItem("HeadshotTarget20", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget20")
		TROH S 20
		TNT1 D 0 A_SpawnItem("HeadshotTarget20", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget20")
		TROH S 20
		Goto See

	Pain.ExplosiveImpact:
	Pain.Explosive:
	Pain.ExtremePunches:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0 A_Pain
		TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		TNT1 A 0 A_TakeInventory("SKImp", 1)
		TNT1 A 0 A_GiveInventory("IsDown", 1)
		TNT1 A 0 ThrustThingZ(0,40,0,1)
		IZD4 KL 8
		Goto FallingAfterImpact

	 Pain.Slide:
        TNT1 A 0
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		TNT1 A 0 A_ChangeFlag("GHOST", 1)
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 1)
        IZD4 K 1 A_Pain
		TNT1 A 0 A_GiveInventory("IsDown", 1)
        TNT1 A 0 ThrustThingZ(0,50,0,1)
		IZD4 K 1 A_facetarget
        IZD4 K 3
		IZD4 K 3 A_Recoil(5)
        IZD4 L 8
		Goto FallingAfterImpact

    Pain.Kick:
	Pain.HeavyImpact:
	Pain.Stomp:
        TNT1 A 0
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		TNT1 A 0 A_ChangeFlag("GHOST", 1)
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 1)
        IZD4 K 1 A_Pain
		TNT1 A 0 A_TakeInventory("SKImp", 1)
        TNT1 A 0 A_GiveInventory("IsDown", 1)
        TNT1 A 0 ThrustThingZ(0,20,0,1)
		IZD4 K 1 A_facetarget
        IZD4 K 6 ThrustThing(angle*256/360+128, 5, 0, 0)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		TNT1 A 0 A_ChangeFlag("GHOST", 0)
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
        IZD4 L 8
		Goto FallingAfterImpact

	FallingAfterImpact:
		IZD4 L 1 A_GiveInventory ("FallingHeight", 1)
		IZD4 L 1 A_CheckFloor ("GetUp")
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		NULL A 0 A_JumpIf (momz == 0, "GetUp")
		Loop

	GetUp:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 7, "FallingDie")
		MARN A 0 A_SpawnItem("bdbodythud")
		IZD4 M 1
		TNT1 A 0 A_ChangeFlag("GHOST", 1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		TNT1 A 0 A_ChangeFlag("GHOST", 0)
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
		TNT1 A 0 A_ChangeFlag("FORCEXYBILLBOARD", 1)
		TNT1 A 0 A_GiveInventory("ISDOWN", 1)
		IZD4 MMMMMMMM 5 A_JumpIf(momz < 0, "FallingAfterImpact")
		TNT1 A 0 A_TakeInventory("ISDOWN", 1)
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_ChangeFlag("FORCEXYBILLBOARD", 0)
		TNT1 A 0 A_TakeInventory("FallingHeight", 100)

        TNT1 A 0 A_TakeInventory("IsDown", 1)
		IZD4 NO 7
        Goto See

	FallingDie:
		TNT1 A 0
		TNT1 A 0 A_Stop
		TNT1 A 0 A_CustomMissile("BodyCrash1", 10)
		IZD4 M 10
		Goto Getup+17

	Death.Fall:
		TROO M 1 A_Scream
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TROO M -1 A_NoBlocking
		Stop

	PainHurt:
		TNT1 A 0 A_TakeInventory("SKImp", 1)
		TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 39)
		TNT1 A 0 A_SpawnItem ("LegTarget4")
		TROO H 1
		TROO H 1 A_Pain
		Goto See

	Death.MonsterShotgunBullet:
	Death.Shotgun:
		TNT1 A 0
		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_ChangeFlag("SLIDESONWALLS", 0)
		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:
	    TNT1 A 0
		TNT1 AA 0 A_CustomMissile ("BloodMist", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_Jump(128, "DeathJump")
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0 A_Jump(32, "Death.ARm")
		TNT1 A 0 A_Jump(64, "DeathNoGuts")
		TNT1 A 0 A_Jump(64, "Death.Blast")
		TNT1 A 0 A_Jump(128, "DeathShotgunontheface2")
		TNT1 A 0 A_Stop
		TNT1 A 0 A_Pain
		TROO 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))
        TR06 ABCDE 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TR06 FGHIJK 4 A_JumpIf(((VelY == 0)||(VelX == 0)), "DSFStop")
		Goto DSFStop+1

	DSFStop:
		TNT1 A 0 A_SpawnItem("Ploft3")
		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_SpawnItem("DeadImpTR06K")
		TNT1 A -1 A_NoBlocking
		Stop

	DeathShotgunontheface2:
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_Pain
		TROO 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 ("BloodMist", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (0, 160))
        TR06 LMNO 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TR06 QRSTU 4 A_JumpIf(((VelY == 0)||(VelX == 0)), "DSFStop2")
		Goto DSFStop2+1

	DSFStop2:
		TNT1 A 0 A_SpawnItem("Ploft3")
		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_SpawnItem("DeadImpTR06V")
		TNT1 A -1 A_NoBlocking
		Stop

	Death:
        TNT1 A 0
        TNT1 A 0 A_Jump(32, "Death.Arm")
        TNT1 A 0 A_Jump(24,"DeathNoGuts")
		TNT1 A 0 A_Jump(24,"Death20alt")
	Death.Minor:
		TNT1 A 0
		TNT1 A 0 A_Jump(128, "DeathMirror")
		TR97 A 8
		TR97 B 8 A_Scream
		TR97 C 6
		TR97 D 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem("DeadImp")
		TNT1 A -1 A_NoBlocking
		Stop

	Death.Down:
	Death.Trample:
	    TNT1 A 0 A_Scream
		TNT1 A 0 A_Stop
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 2, 0, random (0, 360), 2, random (0, 40))
		ID11 DC 6
		TNT1 A 0 A_SpawnItem("DeadImp")
		TNT1 A -1 A_NoBlocking
		Stop

		Death.Fire:
		Death.FallInLava:
        TNT1 A 0
		TNT1 A 0 A_Scream
		TNT1 A 0 A_SpawnItem("BurningImpRunning", 0, 10)
		TNT1 A -1 A_NoBlocking
        Stop

		Death20alt:
        TNT1 A 0
		TNT1 A 0 A_Scream
		TROD ABCD 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItemEx ("ImpDyingOfBloodLoss", 0,0,7,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A -1 A_NoBlocking
        Stop

     Death.Arm:
		TNT1 A 0 A_CustomMissile ("XDeathImpArm", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 AA 0 A_CustomMissile ("BloodMist", 40, 0, random (0, 360), 2, random (30, 90))
		TR08 A 4 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx ("DyingImpNoArm",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A -1 A_NoBlocking
		Stop

      Death.Leg:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetInventory("HeavyAutomaticWeapon", 1, "Death.LegMassacre")
		TNT1 A 0 A_Jump(64, "DeathLeg2")
		TNT1 A 0 A_CustomMissile ("XDeathImpLeg", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("BloodMist", 10, 0, random (0, 360), 2, random (30, 90))
		TR09 A 4
		TR09 A 3 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TR09 B 3 A_Scream
		TR09 C 3
        TNT1 A 0 A_SpawnItemEx ("DyingImpNoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A -1 A_NoBlocking
		Stop

	DeathLeg2:
		TNT1 A 0
		TNT1 A 0 A_Fall
		TNT1 A 0 A_CustomMissile ("XDeathImpLeg", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("BloodMistBig", 10, 0, random (0, 360), 2, random (30, 90))
		TNT1 AA 0 A_CustomMissile ("BloodMist", 10, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_SpawnItem("ImpSaciLol")
		TNT1 A -1 A_NoBlocking
	Stop

    DeathJump:
		TROO H 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)
		ID11 A 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_JumpIf(((VelY == 0)&&(VelX == 0)), "TakeASit")
		ID11 A 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_JumpIf(((VelY == 0)&&(VelX == 0)), "TakeASit")
		ID11 B 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_JumpIf(((VelY == 0)&&(VelX == 0)), "TakeASit")
		ID11 B 4 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_JumpIf(((VelY == 0)&&(VelX == 0)), "TakeASit")
		ID11 CD 4 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadImp")
		TNT1 A -1 A_NoBlocking
		Stop

	TakeASit:
	    TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 6, 0, random (170, 190), 2, random (0, 40))
	    BR94 A 4 A_Stop
	    TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItemEx("DeadImp_Slumped")
		TNT1 A -1 A_NoBlocking
		Stop

	Death.Melee:
		TNT1 A 0 A_JumpIfInventory ("SKImp", 1, "StealthKill")
	Death.Kick:
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_Recoil (8)
		ID11 ABCD 8
		TNT1 A 0 A_SpawnItem("DeadImp")
		TNT1 A -1 A_NoBlocking
		Stop

	Death.head:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
	    TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_JumpIfHealthLower(-60, "Death.HeadExplode")
		TNT1 A 0 A_JumpIfInTargetInventory("RandomHeadExploder", 1, "Death.HeadExplode")
		TNT1 A 0 A_JumpIfInTargetInventory("HeavyAutomaticWeapon", 1, "DeathHeadMinor2")
		TNT1 A 0 A_Jump(16, "DeathHeadminor2")

	Death.HeadMinor:
		TNT1 A 0
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_CustomMissile ("BloodMistBig", 50, 0, random (0, 360), 2, random (30, 90))
		TNT1 AA 0 A_CustomMissile ("BloodMist", 50, 0, random (0, 360), 2, random (30, 90))
		TNT1 AA 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 AA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AA 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))

		TROH K 5
		TROH L 5 A_Scream
		TROH M 5
		TROH N 5
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem("DeadImp_MinorHeadDeadFront")
		TNT1 A -1 A_NoBlocking
		Stop

	DeathHeadminor2:
	    TNT1 A 0
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AA 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 AA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AA 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 AAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("Teeth", 50, 0, random (0, 360), 2, random (0, 160))

		TNT1 A 0 A_Scream
		TNT1 A 0 A_SpawnItem("DyingImpHalfFace")
		TNT1 A -1 A_NoBlocking
		Stop

	Death.HeadExplode:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("ImpHeadExplode", 0, 50)
		TROH AAAA 2 A_CustomMissile ("Brutal_LiquidBlood2", 50, 0, random (0, 360), 2, random (60, 120))
		TROH BBBB 2 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_Jump(32, "Deathchickenhead")
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem("DyingImpNoHeadClean")
		TNT1 A -1 A_NoBlocking
		Stop

	Death.StompWall:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("ImpHeadExplode", 0, 30)
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadImp_Slumped_NoHead")
		TNT1 A -1 A_NoBlocking
		Stop

	Deathchickenhead:
		TNT1 A 0
		TROH AAAA 2 A_CustomMissile ("Brutal_LiquidBlood2", 50, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_SpawnItem("DyingImpNoHeadLikeChicken")
		TNT1 A -1 A_NoBlocking
		Stop

	DeathMirror:
        TROO V 9
		TROO W 9 A_Scream
		TROO X 8
		TROO Y 8
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem("DeadImpMinorHeadShot")
		TNT1 A -1 A_NoBlocking
		Stop

	Death.decaptate:
		TNT1 A 0 A_CustomMissile ("BloodMistBig", 50, 0, random (0, 360), 2, random (30, 90))
		TNT1 AA 0 A_CustomMissile ("BloodMist", 50, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_CustomMissile ("XDeathImpHeadBeheaded", 50, 0, random (0, 360), 2, random (40, 90))
		TNT1 A 0 A_Jump(32, "Deathchickenhead")
		TNT1 A 0 A_SpawnItem("DyingImpNoHeadClean")
		TNT1 A -1 A_NoBlocking
		Stop

	Death.Minigun:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("BrutalizedImp1")
		TNT1 A -1 A_NoBlocking
		Stop

	Death.LegMassacre:
		TNT1 A 0 A_CustomMissile ("XDeathImpLeg", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("MuchBlood", 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_Scream
        TNT1 A 0 A_SpawnItem ("ImpBrutalizedWithNoLeg")
		TNT1 A -1 A_NoBlocking
		Stop

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

	Death.cut:
		TNT1 A 0 A_XScream
        TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TROG A 2 A_CustomMissile ("RipImp", 0, 0, random (0, 360), 2, random (0, 160))
        TROG AAA 4 A_SpawnItem ("MuchBlood", 0, 30)
	    TROG BCDEFGH 8
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadImp_Half", 5)
		TNT1 A -1 A_NoBlocking
		Stop

	Death.HKFT:
	Death.Saw:
	    TNT1 A 0
		TNT1 A 0 A_Jump(32, "Death.Arm")
		TNT1 A 0 A_XScream
		TNT1 AA 0 A_CustomMissile ("Guts", 32, 0, random (0, -210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, -210), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathHalfImpUpperPart32", 32, 0, random (0, -210), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathImpHead", 32, 0, random (0, -210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (0, -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 AAA 0 A_CustomMissile ("BloodMist", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TRO3 A 6 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TRO3 BBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		TRO3 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		TRO3 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_SpawnItem("DeadImpTRO3E")
		TNT1 A -1 A_NoBlocking
	    Stop

DeathNoGuts:
        TNT1 AAAAA 0
		TNT1 AA 0 A_CustomMissile ("Guts", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 AA 0 A_CustomMissile ("BloodMist", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 30, 0, random (0, 360), 2, random (0, 160))
		IMPC A 6 A_Scream
        IMPC B 1
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DyingImp", 2)
		TNT1 A -1 A_NoBlocking
		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 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_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
		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 ("XDeathBurnedImpArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedImpLeg", 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 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))

	    TNT1 A 0 A_CustomMissile ("XDeathBurnedImpLeg", 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 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.Blast:
	    TNT1 A 0
		TNT1 A 0 A_Jump(12, "Death.Arm")
		TNT1 A 0 A_Jump(128, "Death.Blast2")
		TNT1 A 0 A_XScream
		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 A 0 A_CustomMissile ("XDeathImpArm", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathImpHead", 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))
		TRO3 A 6 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TRO3 BBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		TRO3 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		TRO3 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_SpawnItem("DeadImpTRO3E")
		TNT1 A -1 A_NoBlocking
	    Stop

	Death.Blast2:
		TNT1 A 0 A_XScream
		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 A 0 A_CustomMissile ("XDeathImpArm", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathImpHead", 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))
		TRO4 A 6 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TRO4 BBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		TRO4 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		TRO4 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_SpawnItem("DeadImpTRO4E")
		TNT1 A -1 A_NoBlocking
	    Stop

	Death.SSG:
	Death.Railgun:
		TNT1 A 0
		TNT1 A 0 A_Stop
	    IZD1 E 1 A_Pain
		IZD1 E 1 A_FaceTarget
		TNT1 AA 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 (30, 90))

	    TNT1 AAA 0 bright A_CustomMissile ("SuperGoreSpawner", 35, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 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 ("XDeathImpArm", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathImpHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		IZD1 EEFFG 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadImpIZD1H")
		TNT1 A -1 A_NoBlocking
        Stop

	XDeath:
		TNT1 A 0
		TNT1 A 0 A_XScream
		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 1 A_CustomMissile ("ImpXDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A -1 A_NoBlocking
		Stop

	 Death.ExtremePunches:
		TNT1 A 0
		TNT1 A 0 A_XScream
		TNT1 A 0 A_CustomMissile ("ExtremePunchedImp", 8, 0, random (175, 185), 2, random (10, 20))
		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:
		TNT1 A 0
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItemEx("MuchBlood2", 0, 0, 40)
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0 ThrustThingZ(0,25,0,1)
		TNT1 A 0 A_JumpIfHealthLower(-10, 2)
		TNT1 A 0 A_Jump(255, "Death.Leg", "Death.ARm")
	    TNT1 A 0 A_Jump(32,"Death.LandMine")

		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 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 ("XDeathImpArm", 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 ("XDeathImpLeg", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ThrustThingZ(0,15,0,1)
	    ID17 AB 5
	    ID17 CDEF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		ID17 EEEEEEEEEE 5 A_CheckFloor ("Dead.ExplosiveImpact")
		TNT1 A 0 A_SpawnItem("DeadImpID17G")
		TNT1 A -1 A_NoBlocking
		Stop

		Dead.ExplosiveImpact:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("ThisImpGotFuckedHard")
		TNT1 A 0 A_SpawnItem ("Ploft")
		TNT1 AAAA 0 A_SpawnItem ("Blood")
		TNT1 A -1 A_NoBlocking
		Stop

		Death.Landmine:
		Death.LandMine2:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,15,0,1)
		Death.LegInTheAir:
		TNT1 A 0 ThrustThingZ(0,35,0,1)
		TNT1 A 0 A_CustomMissile ("XDeathImpLeg", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))

		ID13 A 1 A_Scream
	    ID17 HI 4
		ID17 JKLMN 4 A_CheckFloor ("Dead.Landmine")
		ID17 NNNNNNNN 4 A_CheckFloor ("Dead.Landmine")
		TNT1 A 0 A_SpawnItem("DeadImp_NoLeg")
		TNT1 A -1 A_NoBlocking
		Stop

	Dead.Landmine:
		TR09 E 0
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("Ploft")
		TNT1 AAAA 0 A_SpawnItem ("Blood")
		TNT1 A 0 A_SpawnItem("DeadImp_NoLeg")
		TNT1 A -1 A_NoBlocking
		Stop

	 Death.Stomp:
		TNT1 A 0 A_Scream
		TROO KL 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

   FatalityMarine:
       IPFP ABCD 4
	   TNT1 A 0 A_SpawnItem ("MarineGotOwnedByImp", 1)
       TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
       IPFP E 4

       IPFP F 8

	   IPFP G 4
	   TNT1 A 0 A_CustomMissile ("MuchBlood", 5, 0, random (0, 360), 2, random (0, 160))
       IPFP H 4

       IPFP I 4
	   TNT1 A 0 A_CustomMissile ("MuchBlood", 5, 0, random (0, 360), 2, random (0, 160))
       IPFP J 4

       IPFP K 4
	   TNT1 A 0 A_CustomMissile ("MuchBlood", 5, 0, random (0, 360), 2, random (0, 160))
       IPFP H 4

       IPFP I 4
	   TNT1 A 0 A_CustomMissile ("MuchBlood", 5, 0, random (0, 360), 2, random (0, 160))
       IPFP J 4

       IPFP K 4
	   TNT1 A 0 A_CustomMissile ("MuchBlood", 5, 0, random (0, 360), 2, random (0, 160))
       IPFP H 4

       IPFP I 4
		TNT1 A 0 A_CustomMissile ("MuchBlood", 5, 0, random (0, 360), 2, random (0, 160))
       IPFP J 4

	   IPFP L 4
	   TNT1 A 0 A_CustomMissile ("MuchBlood2", 5, 0, random (0, 360), 2, random (0, 160))
       IPFP M 4
	   TNT1 A 0 A_CustomMissile ("Guts", 12, 0, random (0, 360), 2, random (0, 40))

       IPFP N 4
		TNT1 A 0 A_CustomMissile ("MuchBlood2", 5, 0, random (0, 360), 2, random (0, 160))
       IPFP O 4
	   TNT1 A 0 A_CustomMissile ("Guts", 12, 0, random (0, 360), 2, random (0, 40))

	   IPFP L 4
		TNT1 A 0 A_CustomMissile ("MuchBlood2", 5, 0, random (0, 360), 2, random (0, 160))
       IPFP M 4
	   TNT1 AA 0 A_CustomMissile ("Guts", 12, 0, random (0, 360), 2, random (0, 40))

       IPFP N 4
	   TNT1 A 0 A_CustomMissile ("MuchBlood2", 5, 0, random (0, 360), 2, random (0, 160))
       IPFP O 4
	   TNT1 AAA 0 A_CustomMissile ("Guts", 12, 0, random (0, 360), 2, random (0, 40))

        TNT1 A 0 A_TakeInventory("Fatality_Marine",1)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")

	Goto See

	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("SKImp", 1)
		TNT1 A 0 A_Fall
		TNT1 A 1
		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("FrozenImp")
		TNT1 A -1 A_NoBlocking
		Stop

	Death.Massacre:
	Goto Death
	}
}

ACTOR BrutalizedImp1
{
	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 "imp/pain"
	PainChance 255
	Mass 999999
	-SOLID
	+SHOOTABLE
	+NORADIUSDMG
	-COUNTKILL
	+DONTSPLASH
	Scale 1.04
	States
	{

	Spawn:
	IZD1 A 10
	TNT1 A 0 A_CustomMissile ("XDeathImpArm", 35, 0, random (0, 360), 2, random (0, 160))
    TNT1 AA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))

	Pain:
    IZD1 AA 10 A_PAIN
	TNT1 A 0 A_Die("Fall")

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

	Death:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("ImpHeadExplode", 0, 50)
		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)
	    IZD1 B 4
		TNT1 A 0 A_SpawnItem ("BrutalizedImp2")
		Stop

	Death.SSG:
	XDeath:
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 AAA 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 AAA 0 A_CustomMissile ("SuperGoreSpawner", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_CustomMissile ("XDeathHalfImpUpperPart32", 32, 0, random (0, 360), 2, random (10, 60))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 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 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 AAAAAAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 2, random (60, 90))
		TNT1 A 0 A_CustomMissile ("XDeathImpLeg", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("XDeathImpHeadOnXDeath", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		TNT1 A 1
		TNT1 AAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
		Stop
	}
}

ACTOR BrutalizedImp2: BrutalizedImp1
{
	States
	{
	Spawn:
	IZD1 B 10

	Pain:
    IZD1 BB 10
	TNT1 A 0 A_Die("Fall")

    Death.Fall:
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItem ("BrutalizedImpStop2")
	Stop

	Death:
		TNT1 A 0
		TNT1 A 0 A_Recoil(2)
		TNT1 A 0 A_CustomMissile ("XDeathImpArm", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 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)
		IZD1 C 4
		TNT1 A 0 A_SpawnItem ("BrutalizedImp3")
		Stop

	Death.SSG:
	XDeath:
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 AAA 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 AAA 0 A_CustomMissile ("SuperGoreSpawner", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_CustomMissile ("XDeathHalfImpUpperPart32", 32, 0, random (0, 360), 2, random (10, 60))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 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 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 AAAAAAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 2, random (60, 90))
		TNT1 A 0 A_CustomMissile ("XDeathImpLeg", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		TNT1 A 1
		TNT1 AAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
		Stop
	}
}

ACTOR BrutalizedImp3: BrutalizedImp1
{
	States
	{
	Spawn:
	IZD1 C 10

	Pain:
    IZD1 CC 10
	TNT1 A 0 A_Die("Fall")

    Death.Fall:
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItem ("BrutalizedImpStop3")
	Stop

	Death:
	    TNT1 A 0
	    TNT1 A 0 A_SpawnItem("MeatDeath")
		TNT1 A 0 A_SpawnItem("RipGuts")
		IZD1 EFGH 6
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadImpIZD1H")
		Stop

	Death.SSG:
	XDeath:
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 AAA 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 AAA 0 A_CustomMissile ("SuperGoreSpawner", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 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 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 AAAAAAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 2, random (60, 90))
		TNT1 A 0 A_CustomMissile ("XDeathImpLeg", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		TNT1 A 1
		TNT1 AAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
		Stop
	}
}

actor BrutalizedImpStop: CurbstompedMarine
{
    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
    {
	Spawn:
		IZD2 BC 5 A_SpawnItem("Brutal_FlyingBlood",0,5,0,1)
		TNT1 A 0 A_SpawnItem("DeadImpIZD3D")
		Stop

	Death.Fatality:
	Death.Melee:
	Death.Kick:
	Death.Extremepunches:
		TNT1 A 0
		IZD2 B 7 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_SpawnItem ("DeadImpIZD3D")
		Stop
	}
}

actor BrutalizedImpStop2: BrutalizedImpStop
{
    States
    {
	Spawn:
		IZD4 AB 6
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadImpIZD4B")
		Stop

	Death.Fatality:
	Death.Melee:
	Death.Kick:
	Death.Extremepunches:
		TNT1 A 0
		IZD4 A 7 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_SpawnItem ("DeadImpIZD4B")
		Stop
	}
}

actor BrutalizedImpStop3: BrutalizedImpStop
{
    States
    {
	Spawn:
		IZD3 AB 6
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadImpIZD3C")
		Stop

	Death.Fatality:
	Death.Melee:
	Death.Kick:
	Death.Extremepunches:
		TNT1 A 0
		IZD3 B 7 ThrustThingZ(0,15,0,1)
		TNT1 A 0 A_SpawnItem ("DeadImpIZD3C")
		Stop
	}
}

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

    Mass 1000
    Health 100
    damagefactor "Blood", 0.0
    damagefactor "Trample", 0.0
    damagefactor "Melee", 10.0
    damagefactor "Fatality", 10.0
	damagefactor "Kick", 10.0
	damagefactor "ExplosiveImpact", 10.0
States
    {
    Spawn:
        TROO M -1
        Stop
    Death:
		TNT1 A 0 A_CustomMissile ("XDeathImpLeg", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("DeadImp_NoLeg", 5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall", 0, 10)
		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 DeadImp_BaronFatality: DeadImp
{
-SHOOTABLE
Health 200 States{Spawn:
	    3HF2 K -1
        Stop }}

Actor DeadImp_Half: DeadImp
{Health 200 States{Spawn:
        TROG H -1
        Stop
        Death:
		TNT1 AA 0 A_CustomMissile ("XDeathImpLeg", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_SpawnItem("MeatDeathSmall", 0, 10)
		TNT1 A 0 A_NoBlocking
		Stop
		}}

Actor DeadImp_MinorHeadDeadFront: DeadImp
{Health 200 States{Spawn:
        TROH O -1
        Stop

		Death:
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_SpawnItem("ImpHeadExplode", 0, 10)
			TNT1 A 0 A_SpawnItem("DeadImp_NoHead")
			Stop
		}}

Actor DeadImp_NoArm: DeadImp
{Health 200 States{Spawn:
        TR08 E -1
        Stop

		Death:
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_SpawnItem("ImpHeadExplode", 0, 10)
			TNT1 A 0 A_SpawnItem("DeadImp_NoArmNoHead")
			Stop
		 }}

Actor DeadImp_NoArmNoHead: DeadImp_NoArm
{Health 200 States{Spawn:
        TR08 G -1
        Stop

       Death:
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_SpawnItem("RipGuts", 0, 10)
			TNT1 AA 0 A_SpawnItem("MeatDeathSmall", 0, 10)
			TNT1 A 0 A_CustomMissile ("XDeathImpArm", 5, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_SpawnItem("DeadImp_Half")
			Stop
			}}

Actor DeadImp_NoLeg: DeadImp
{Health 200 States{Spawn:
        TR09 E -1
        Stop
      Death:
		TNT1 A 0 A_CustomMissile ("XDeathImpLeg", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("RipImp", 5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall", 0, 10)
		Stop
		}}

Actor DeadImp_NoHead: DeadImp
{Health 200 States{Spawn:
        TROH E -1
        Stop
        Death:
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_SpawnItem("MeatDeathSmall", 0, 10)
			TNT1 A 0 A_CustomMissile ("XDeathImpArm", 5, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_SpawnItem("DeadImp_NoArmNoHead")
			Stop}}

Actor DeadImp_NoHeadNoLeg: DeadImp
{Health 200 States{Spawn:
        TR09 J -1
        Stop
      Death:
		TNT1 A 0 A_CustomMissile ("XDeathImpLeg", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("RipImpNoHead", 5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall", 0, 10)
		Stop
		}}

Actor DeadImp_NoStomach: DeadImp
{Health 200 States{Spawn:
	    IMPC I -1
        Stop
       Death:
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_SpawnItem("ImpHeadExplode", 0, 10)
			TNT1 A 0 A_SpawnItem("DeadImp_NoHead")
			Stop}}

Actor DeadImp_NoStomachNoHead: DeadImp
{Health 200 States{Spawn:
	    IMPC L -1
        Stop
       Death:
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_SpawnItem("DeadImp_NoHead")
			Stop}}

Actor DeadImp_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)
		BR94 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", 4, 0, 22)
		BR94 A 4
        Loop
	LayDown:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DeadImp")
		TNT1 A 0 Thing_Remove(0)
		Stop
	XDeath:
	Death.Explosive:
	Death.ExplosiveImpact:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("ImpXDeath")
		Stop

	Death.Head:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("ImpHeadExplode", 0, 0, 22)
		TNT1 A 0 A_SpawnItem("DeadImp_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 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 ("XDeathImpArm", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_SpawnItemEx("ImpHeadExplode", 0, 0, 22)
		//TNT1 A 0 A_SpawnItem("DeadImpJustLegsAreLeft")
		Stop
	}
}

Actor DeadImp_Slumped_NoHead: ZombiemanTorso
{
+NOPAIN
+NOBLOCKMONST
Height 22
States
{
	Spawn:
		BR94 B 0
		TNT1 A 0 A_Recoil(2)
		BR94 B 12
		TNT1 A 0 A_JumpIf(velx > 0 || velx < 0, "LayDown")
		TNT1 A 0 A_JumpIf(vely > 0 || vely < 0, "LayDown")
		BR94 B 4
        Loop
	LayDown:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DeadImp_NoHead")
		TNT1 A 0 Thing_Remove(0)
		Stop
	XDeath:
	Death.explosive:
	Death.ExplosiveImpact:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("ImpXDeath")
		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 ("XDeathImpArm", 40, 0, random (0, 360), 2, random (30, 90))
		//TNT1 A 0 A_SpawnItem("DeadImpJustLegsAreLeft")
		Stop
	}
}

Actor DeadImpBloodLoss: CurbstompedMarine
{Health 200 States{Spawn:
	    TROD J -1
        Stop
       Death:
		TNT1 A 0 A_SpawnItem("RipImp", 0, 10)
		TNT1 A 0 A_SpawnItem("MeatDeathSmall", 0, 10)
		TNT1 A 0 A_SpawnItem("DeadImp_Half")
		TNT1 A 0 A_NoBlocking
		Stop
		}}

Actor DeadImpID17G: DeadImp
{States{Spawn:
	    ID17 G -1
        Stop

		Death:
		TNT1 A 0 A_CustomMissile ("XDeathHalfImpUpperPart32", 32, 0, random (0, 360), 2, random (10, 60))
		TNT1 A 0 A_SpawnItem("MeatDeathSmall", 0, 10)
		TNT1 A 0 A_CustomMissile ("XDeathImpLeg", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("RipGuts", 0, 10)
		TNT1 A 0 A_NoBlocking
		Stop}}

Actor DeadImpIZD1H: DeadImp_Half
{States{Spawn:
	    IZD1 H -1
        Stop }}

Actor DeadImpIZD3C: DeadImp
{States{Spawn:
	    IZD3 C -1
        Stop

		Death:
		TNT1 A 0 A_CustomMissile ("XDeathHalfImpUpperPart32", 32, 0, random (0, 360), 2, random (10, 60))
		TNT1 A 0 A_SpawnItem("MeatDeathSmall", 0, 10)
		TNT1 AA 0 A_CustomMissile ("XDeathImpLeg", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("RipGuts", 0, 10)
		TNT1 A 0 A_NoBlocking
		Stop}}

Actor DeadImpIZD3D: DeadImp
{States{Spawn:
	    IZD3 D -1
        Stop

		Death:
		TNT1 A 0 A_CustomMissile ("XDeathHalfImpUpperPart32", 32, 0, random (0, 360), 2, random (10, 60))
		TNT1 A 0 A_SpawnItem("MeatDeathSmall", 0, 10)
		TNT1 AA 0 A_CustomMissile ("XDeathImpLeg", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("RipGuts", 0, 10)
		TNT1 A 0 A_NoBlocking
		Stop}}

Actor DeadImpIZD4B: DeadImp
{States{Spawn:
	    IZD4 B -1
        Stop

		Death:
		TNT1 A 0 A_CustomMissile ("XDeathHalfImpUpperPart32", 32, 0, random (0, 360), 2, random (10, 60))
		TNT1 A 0 A_SpawnItem("MeatDeathSmall", 0, 10)
		TNT1 AA 0 A_CustomMissile ("XDeathImpLeg", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("RipGuts", 0, 10)
		TNT1 A 0 A_NoBlocking
		Stop}}

Actor DeadImpMinorHeadShot: DeadImp
{Health 200 States{Spawn:
        TROO Y -1
        Stop
        }}

Actor DeadImpNoFace: DeadImp
{Health 200 States{Spawn:
        T6SW G -1
        Stop
        }}

Actor DeadImpTRO3E: DeadImp
{States{Spawn:
	    TRO3 E -1
        Stop

		Death:
		TNT1 A 0 A_CustomMissile ("XDeathHalfImpUpperPart32", 32, 0, random (0, 360), 2, random (10, 60))
		TNT1 A 0 A_SpawnItem("MeatDeathSmall", 0, 10)
		TNT1 A 0 A_SpawnItem("DeadImp_Half")
		TNT1 A 0 A_NoBlocking
		Stop
		}}

Actor DeadImpTRO4E: DeadImp
{States{Spawn:
	    TRO4 E -1
        Stop

		Death:
		TNT1 A 0 A_CustomMissile ("XDeathHalfImpUpperPart32", 32, 0, random (0, 360), 2, random (10, 60))
		TNT1 A 0 A_SpawnItem("MeatDeathSmall", 0, 10)
		TNT1 A 0 A_SpawnItem("DeadImp_Half")
		TNT1 A 0 A_NoBlocking
		Stop}}

Actor DeadImpTR06K: DeadImp
{States{Spawn:
	    TR06 K -1
        Stop

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

Actor DeadImpTR06V: DeadImp
{States{Spawn:
	    TR06 V -1
        Stop

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

ACTOR DyingImp
{
	Game Doom
	Radius 16
	Height 30
	Health 20
	PainSound "imp/pain"
	PainChance 255
	Mass 999999
	-SOLID
	+SHOOTABLE
	+THRUACTORS
	-COUNTKILL
	+FLOORCLIP
	+DONTSPLASH
	Damagefactor "Avoid", 0.0	Damagefactor "BHFTOnBarrel", 0.0	Damagefactor "Blood", 0.0
	Damagefactor "CancelTeleportFog", 0.0	Damagefactor "CauseWaterSplash", 0.0
	Damagefactor "GibRemoving", 0.0	Damagefactor "HangingHook", 0.0
	Damagefactor "Head", 1.25	Damagefactor "PussyGrab", 0.0	Damagefactor "Repair", 0.0
	Damagefactor "RevenantHitStomach", 0.0	Damagefactor "SpawnMarine", 0.0	Damagefactor "Stealth", 0.0
	Damagefactor "TeleportRemover", 0.0	Damagefactor "Use", 0.0
	Scale 1.04
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
    IMPC BC 6
	Goto Suffer

	Suffer:
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
        TRO2 DDDDD 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
        TRO2 D 2

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
        TRO2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
        TRO2 E 2 A_Pain

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
        TRO2 DDDDD 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
        TRO2 D 2

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
        TRO2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
        TRO2 E 2 A_Pain

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
        TRO2 DDDDD 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
        TRO2 D 2

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
        TRO2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
        TRO2 E 2 A_Pain

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
        TRO2 DDDDD 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
        TRO2 D 2

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
        TRO2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
        TRO2 E 2 A_Pain
		TNT1 A 0 A_Die

	Death:
	    TRO2 FG 8 A_Noblocking
		TNT1 A 1 A_SpawnItem ("DeadImp_NoStomach")
		Stop

    Death.Head:
    Death.Decaptate:
    Death.MINORHead:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItem("ImpHeadExplode", 0, 30)
		TNT1 A 0 A_XScream
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
        IMPC J 2
		TNT1 A 0 A_SpawnItem("DyingImpNoHeadContinue")
		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 ("XDeathBurnedImpArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedImpLeg", 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)
		XBRN DEF 4 BRIGHT
        TNT1 A 0
        Stop

	Death.Fire:
        TNT1 A 0
		TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TROO JJJJ 2 A_CustomMissile ("FlameTrails", 45, 0, random (0, 360), 2, random (50, 130))
		TROO KKKK 2 A_CustomMissile ("FlameTrails", 30, 0, random (0, 360), 2, random (50, 130))
		TROO LLLL 2 A_CustomMissile ("FlameTrails", 25, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_Playsound("props/redfire")
		BOSB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 2 A_CustomMissile ("FlameTrails", 15, 0, random (0, 360), 2, random (50, 130))
        BOSB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 10 A_CustomMissile ("SmallSmoke", 15, 0, random (0, 360), 2, random (70, 110))
        BOSB E -1
        Stop

	Death.cut:
	Death.Minigun:
		TNT1 O 0 A_Jump(230, 2)
		Goto Death
		TNT1 A 0 A_XScream
		TNT1 O 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TROG A 2 A_CustomMissile ("RipImp", 0, 0, random (0, 360), 2, random (0, 160))
        TROG AAA 4 A_SpawnItem ("MuchBlood", 0, 30)
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
	    TROG BCDEFGH 8
         TNT1 A 1 A_SpawnItem ("DeadImp_Half")
		Stop

	Death.SSG:
        //TNT1 A 0 A_CustomMissile ("MeatDeath", 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)
		TNT1 AA 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 AA 0 A_CustomMissile ("XDeathImpArm", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathImpHead", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperGoreSpawner", 22, 0, random (170, 190), 2, random (0, 15))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		IZD1 EFGH 6
		IZD1 H -1
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        Stop

	Death.Shotgun:
	Death.Explosive:
	Death.Railgun:
	    TNT1 A 0 A_XScream
		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 A 0 A_CustomMissile ("XDeathImpArm", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathImpHead", 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 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TRO3 A 6 A_Stop
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("DyingImpNoHeadNoArmContinue")
	    Stop
	}
}

ACTOR DyingImpHalfFace: DyingImp
{
	States
	{
    Spawn:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 48,0)
		T6SW AAAA 2 A_CustomMissile ("Brutal_LiquidBlood2", 50, 0, random (0, 360), 2, random (60, 120))
		T6SW BBBB 2 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 28,0)
        T6SW CCCC 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random (0, 360), 2, random (60, 120))
		T6SW DDDDDD 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, random (0, 360), 2, random (60, 120))

		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 28,0)
		T6SW EEE 3 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_PlaySound("imp/pain")
		T6SW DDD 3 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, random (0, 360), 2, random (60, 120))

		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 28,0)
		T6SW EEE 3 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_PlaySound("imp/pain")
		T6SW DDD 3 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, random (0, 360), 2, random (60, 120))

		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 28,0)
		T6SW EEE 3 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_PlaySound("imp/pain")
		T6SW DDD 3 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_Die

	Death:
		TNT1 A 0 A_NoBlocking
		T6SW FF 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, random (0, 360), 2, random (60, 120))
		T6SW GGGG 2 A_CustomMissile ("Brutal_LiquidBlood2", 10, 0, random (0, 360), 2, random (15, 40))
        TNT1 A 0 A_SpawnItem("DeadImpNoFace")
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		Stop

	Death.SSG:
	Death.Explosive:
	Death.Railgun:
	Death.Minigun:
	Death.Shotgun:
		TNT1 A 0 A_XScream
		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 A 0 A_CustomMissile ("XDeathImpArm", 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 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TRO3 A 6 A_Stop
		TRO3 B 1 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DyingImpNoHeadNoArmContinue")
		Stop
	}
}

ACTOR DyingImpNoArm
{
	Game Doom
	Radius 16
	Height 21
	Health 20
	PainSound "imp/pain"
	PainChance 255
	Mass 999999
	-SOLID
	+SHOOTABLE
	-COUNTKILL
	+THRUGHOST
	+DONTSPLASH
	Scale 1.04
	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
	{
	Spawn:
    TR08 B 1
	Goto Suffer

	Suffer:
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 21,0)
        TR08 BB 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 21,0)
        TR08 B 5
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 21,0)
        TR08 CC 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 21,0)
        TR08 C 5 A_Pain

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 21,0)
        TR08 BB 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 21,0)
        TR08 B 5
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 21,0)
        TR08 CC 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 21,0)
        TR08 C 5 A_Pain

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 21,0)
        TR08 BB 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 21,0)
        TR08 B 5
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 21,0)
        TR08 CC 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 21,0)
        TR08 C 5 A_Pain

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 21,0)
        TR08 BB 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 21,0)
        TR08 B 5
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 21,0)
        TR08 CC 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 21,0)
        TR08 C 5 A_Pain

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 21,0)
        TR08 BB 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 21,0)
        TR08 B 5
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 21,0)
        TR08 CC 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 21,0)
        TR08 C 5 A_Pain
		TNT1 A 0 A_Die

	Death:
	    TR08 D 8 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("DeadImp_NoArm")
		Stop

    Death.Head:
    Death.Decaptate:
    Death.MINORHead:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItem("ImpHeadExplode", 0, 30)
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        TR08 F 8
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 16, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
        TNT1 A 0 A_SpawnItem ("DeadImp_NoArmNoHead", 1)
		Stop

       XDeath:
	   death.Explosive:
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 16, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		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 1 A_CustomMissile ("ImpXDeath", 0, 0, random (0, 360), 2, random (0, 160))
		Stop

	Death.SSG:
	Death.Shotgun:
	Death.Explosive:
	Death.Railgun:
	    TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 16, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		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 A 0 A_CustomMissile ("XDeathImpHead", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathImpArm", 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))
		TROG A 6 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TROG BBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		TROG CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		TROG DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_SpawnItem("DeadImp_Half")
	    Stop
	}
}

ACTOR DyingImpNoHeadClean: DyingImp
{
DamageFactor "Head", 0.0
	States
	{
    Spawn:
        TROH CCCCCCCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (60, 120))
		TROH DDD 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TROH EEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 15, 0, random (0, 360), 2, random (15, 40))
		TNT1 A 0 A_Die

	Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DeadImp_NoHead")
		Stop

	Death.SSG:
	Death.Explosive:
	Death.Railgun:
	Death.Minigun:
	Death.Shotgun:
		TNT1 A 0 A_XScream
		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 A 0 A_CustomMissile ("XDeathImpArm", 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 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TRO3 A 6 A_Stop
		TRO3 B 1 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DyingImpNoHeadNoArmContinue")
		Stop
	}
}

ACTOR DyingImpNoHeadContinue: DyingImp
{
Damagefactor "Head", 0.0
	States
	{
    Spawn:
	    TNT1 A 0
		TNT1 A 0 A_XScream
        IMPC JJJJJJJJJJJJJJJJJJJ 2 A_CustomMissile ("Brutal_LiquidBlood", 32, 0, random (0, 360), 2, random (0, 45))
		IMPC KKKK 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
		IMPC LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 2 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
		TNT1 A 0 A_Die("Fall")

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

	Death.cut:
	Death.Minigun:
		TNT1 O 0 A_Jump(230, 2)
		Goto Death
		TNT1 A 0 A_XScream
		TNT1 O 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TROG A 2 A_CustomMissile ("RipImpNoHead", 0, 0, random (0, 360), 2, random (0, 160))
        TROG AAA 4 A_SpawnItem ("MuchBlood", 0, 30)
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
	    TROG BCDEFGH 8
         TNT1 A 1 A_SpawnItem ("DeadImp_Half")
		Stop

	Death.SSG:
	Death.Explosive:
	Death.Railgun:
        TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 AA 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 AA 0 A_CustomMissile ("XDeathImpArm", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperGoreSpawner", 22, 0, random (170, 190), 2, random (0, 15))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		IZD1 E 1
		IZD1 FGH 6
		TNT1 A 0 A_SpawnItem("DeadImpIZD1H")
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        Stop

	Death:
	Death.Shotgun:
	    TNT1 A 0 A_XScream
		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 A 0 A_CustomMissile ("XDeathImpArm", 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 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TRO3 A 6 A_Stop
		TRO3 B 1 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DyingImpNoHeadNoArmContinue")
		Stop
	}
}

ACTOR DyingImpNoHeadLikeChicken: DyingImp
{
Damagefactor "Head", 0.0
	States
	{
    Spawn:
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		TROH FFFGGGHHHIII 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (10, 90))

		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		TROH FFFGGGHHHIII 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (10, 90))

		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		TROH FFFGGGHHHIII 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (10, 90))

		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		TROH FFFGGGHHHIII 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (10, 90))

		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		TROH FFFGGGHHHIII 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (10, 90))

		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		TROH FFFGGGHHHIII 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_Die("Fall")

	Death.Fall:
		TROH CCCCCCCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (60, 120))
		TROH DDD 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, random (0, 360), 2, random (60, 120))
		TROH EEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 15, 0, random (0, 360), 2, random (15, 40))
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem("DeadImp_NoHead")
		Stop

	Death:
	Death.SSG:
	Death.Shotgun:
	Death.Explosive:
	Death.Railgun:
	Death.Minigun:
		TNT1 A 0 A_XScream
		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 A 0 A_CustomMissile ("XDeathImpArm", 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 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TRO3 A 6 A_Stop
		TRO3 B 1 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DyingImpNoHeadNoArmContinue")
		Stop
	}
}

ACTOR DyingImpNoHeadNoArmContinue: DyingImp
{
Damagefactor "Head", 0.0
	States
	{
		Spawn:
		TRO3 BBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		TRO3 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		TRO3 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_Die("Fall")

	Death.Fall:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DeadImpTRO3E")
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		Stop

		Death:
		Death.cut:
		Death.SSG:
		Death.Shotgun:
		Death.Explosive:
		Death.Railgun:
		Death.Minigun:
		Death.Fatality:
		Death.SuperPunch:
		Death.ExtremePunches:
		TNT1 A 0
		TNT1 A 0 A_FaceTarget
		//TNT1 A 0 A_CustomMissile ("MeatDeath", 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)
		TNT1 AA 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 ("XDeathImpArm", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperGoreSpawner", 22, 0, random (170, 190), 2, random (0, 15))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		IZD1 E 1
		IZD1 FGH 6
		TNT1 A 0 A_SpawnItem("DeadImpIZD1H")
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		Stop
	}
}

ACTOR DyingImpNoLeg
{
	Game Doom
	Radius 16
	Height 28
	Health 20
	PainSound "imp/pain"
	PainChance 255
	Mass 999999
	-SOLID
	+SHOOTABLE
	-COUNTKILL
	+DONTSPLASH
	Scale 1.04
	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
	{
	Spawn:
    IMPC E 1 A_Pain
	Goto Suffer

	Suffer:
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 27,0)
        TR09 DD 4 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 27,0)
        TR09 D 5 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 27,0)
        TR09 FF 4 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 27,0)
        TR09 F 5 A_Pain

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 27,0)
        TR09 DD 4 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 27,0)
        TR09 D 5 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 27,0)
        TR09 FF 4 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 27,0)
        TR09 F 5 A_Pain

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 27,0)
        TR09 DD 4 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 27,0)
        TR09 D 5 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 27,0)
        TR09 FF 4 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 27,0)
        TR09 F 5 A_Pain

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 27,0)
        TR09 DD 4 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 27,0)
        TR09 D 5 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 27,0)
        TR09 FF 4 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 27,0)
        TR09 F 5 A_Pain
		TNT1 A 0 A_Die("Fall")

	Death.Fall:
		TNT1 A 0 A_NoBlocking
	    TR09 H 8
		TNT1 A 0 A_SpawnItem ("DeadImp_NoLeg")
		Stop

	Death:
	    TNT1 A 0 A_PlaySound("imp/death")
	    TR09 G 8
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 16, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_SpawnItem ("DeadImp_NoLeg", 5)
		Stop

    Death.Head:
    Death.Decaptate:
    Death.MINORHead:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItem("ImpHeadExplode", 0, 30)
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        TR09 I 8
        TNT1 A 0 A_SpawnItem ("DeadImp_NoHeadNoleg", 1)
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 16, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		Stop
	}
}

ACTOR FireBall_ Replaces DoomImpBall
{
	Game Doom
	DamageType Burn
	Radius 4
	Height 10
	Speed 15
	FastSpeed 30
	Damage (random(16,16))
	PROJECTILE
    +THRUGHOST
	+FORCEXYBILLBOARD
	RenderStyle Add
	Alpha 1
	SeeSound "imp/attack"
	DeathSound "imp/shotx"
	Decal "Scorch"
	Species "Imps"
	Scale 0.3
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor", 0, 0, 0, 0)//Check Effects
		BLHD AB 4 BRIGHT
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "SpawnCheap")
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "SpawnUnderwater")

	Spawn1:
		BLHD A 4 BRIGHT A_SpawnItem ("CoolAndNewFlameTrails", 0, random( -2, 2))
		TNT1 A 0 A_CustomMissile ("OldschoolRocketSmokeTrailDarker", 2, 0, random (160, 210), 2, random (-30, 30))
		BLHD B 4 BRIGHT A_SpawnItem ("CoolAndNewFlameTrails", 0, random( -2, 2))
		TNT1 A 0 A_CustomMissile ("OldschoolRocketSmokeTrailDarker", 2, 0, random (160, 210), 2, random (-30, 30))
		Loop

	SpawnCheap:
		BLHD AB 4 BRIGHT
		Loop

	SpawnUnderwater:
		FR7X A 4 BRIGHT A_SpawnItem("FireballFlare",0,0)
		TNT1 A 0 A_CustomMissile ("BUBULZ", 0, 0, random (0, 360), 2, random (0, 180))
		FR7X B 4 BRIGHT A_SpawnItem("FireballFlare",0,0)
		TNT1 A 0 A_CustomMissile ("BUBULZ", 0, 0, random (0, 360), 2, random (0, 180))
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "SpawnUnderwater")
		Goto Spawn1

	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("SmallUnderwaterExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    EXPL A 0 A_CustomMissile ("FireBallExplosionFlames", 1, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-5, 5), random (-5, 5))
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("DetectCeilCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CustomMissile ("BDExplosionparticlesSmall", 10, 0, random (0, 180), 2, random (40, 90))
		TNT1 A 0 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
		Stop
	XDeath:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItemEx ("SmallUnderwaterExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_CustomMissile ("BDExplosionparticlesSmall", 10, 0, random (0, 180), 2, random (40, 90))
	    EXPL A 0 A_CustomMissile ("FireBallExplosionFlames", 1, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}

ACTOR FireBallWeapon: FireBall_
{
	-THRUGHOST
}

ACTOR ImpAttack: BaronBall
{
	Radius 20
	Height 20
	DamageType Rip
	Projectile
    Damage (random(16,16))
    +THRUGHOST
    +BLOODSPLATTER
	RenderStyle Add
	Alpha 0.6

	SeeSound "None"
	DeathSound "none"
	Decal "none"
    Speed 20
	States
	{
	Spawn:
		TNT1 A 4
		Stop
	Death:
		TNT1 A 4 A_PlaySound("imp/melee")
		Stop
	}
}

ACTOR ImpAttack2: ImpAttack
{
	DamageType ImpFatalityMarine
    Damage (random(16,16))
}

ACTOR ImpBrutalizedWithNoLeg
{
	Game Doom
	Radius 16
	Height 55
	Health 20
	PainSound "imp/pain"
	PainChance 255
	Mass 999999
	-SOLID
	+SHOOTABLE
	-COUNTKILL
	+DONTSPLASH
	Scale 1.04
	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
	{

	Spawn:
		TR09 A 8 A_PAIN
		TR09 BC 8
		TR09 A 0 A_PAIN
		TR09 DE 8
		TR09 A 0 A_PAIN
		TNT1 A 0 A_Die("Fall")

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

	Death:
		TNT1 A 0
		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 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 AAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathImpArm", 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 ("XDeathImpLeg", 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 A 0 ThrustThingZ(0,30,0,1)
		ID17 ABCDEF 5
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 25, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_SpawnItem ("ThisImpGotFuckedHard")
		Stop
	}
}

ACTOR ImpDyingOfBloodLoss : Imp
{
	Radius 16
	Height 35
	Health 20
	+NOPAIN
	-COUNTKILL
	-COUNTKILL
	-SOLID
	+SHOOTABLE
	+DONTSPLASH
	Damagefactor "Avoid", 0.0	Damagefactor "BHFTOnBarrel", 0.0	Damagefactor "Blood", 0.0
	Damagefactor "CancelTeleportFog", 0.0	Damagefactor "CauseWaterSplash", 0.0
	Damagefactor "GibRemoving", 0.0	Damagefactor "HangingHook", 0.0
	Damagefactor "Head", 1.25	Damagefactor "PussyGrab", 0.0	Damagefactor "Repair", 0.0
	Damagefactor "RevenantHitStomach", 0.0	Damagefactor "SpawnMarine", 0.0	Damagefactor "Stealth", 0.0
	Damagefactor "TeleportRemover", 0.0	Damagefactor "Use", 0.0
	PainSound "imp/pain"
	States
	{
	Spawn:
	    TROD E 1
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 1)
        TROD EF 10 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		TNT1 A 0 A_PlaySound ("imp/pain")
		TROD EF 10 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		TNT1 A 0 A_PlaySound ("imp/pain")
		TROD EF 10 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		TNT1 A 0 A_PlaySound ("imp/pain")
		TROD EF 10 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		TNT1 A 0 A_PlaySound ("imp/pain")
		TROD EF 10 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		TNT1 A 0 A_PlaySound ("imp/pain")
		TROD EF 10 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		TNT1 A 0 A_PlaySound ("imp/pain")
		TROD EF 10 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		TNT1 A 0 A_PlaySound ("imp/pain")
		TROD EF 10 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		TNT1 A 0 A_PlaySound ("imp/pain")
		TROD EF 10 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		TNT1 A 0 A_PlaySound ("imp/pain")
		TROD EF 10 A_SpawnItem ("HeadshotTarget10", 0, 22,0)
		TNT1 A 0 A_PlaySound ("imp/pain")
		TNT1 A 0 A_Die

	Death.Shotgun:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 14, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
	TNT1 A 0 A_JumpIfCloser(150, "Death.Shotgunontheface")
	Goto Death

	Death:
	    TNT1 A 0
		TNT1 A 0 A_ChangeFLag("USESPECIAL", 0)
		TNT1 A 0 A_NoBlocking
	    TROD GHIJ 5
		TNT1 A 0 A_SpawnItem ("DeadImpBloodLoss", 5)
		Stop
	}
}

Actor impfacesorapedomgthisiscruel: DeadImp_Half
{Health 200 States{Spawn:
        FTCI K -1
        Stop

		Death:
		TNT1 A 0 A_SpawnItem("RipGuts", 0, 10)
		TNT1 A 0 A_CustomMissile ("XDeathImpArm", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathHalfImpUpperPart32", 32, 0, random (0, 360), 2, random (10, 60))
		TNT1 A 0 A_SpawnItem("MeatDeathSmall", 0, 10)
		TNT1 A 0 A_SpawnItem("DeadImp_Half")
		TNT1 A 0 A_NoBlocking
		Stop
  }}

Actor ImpMessyCorpse: CurbstompedMarine
{Health 200 States{Spawn:
	    FTBI H -1
        Stop
       Death:
			TNT1 A 0 A_NoBlocking
			TNT1 AA 0 A_CustomMissile ("XDeathImpArm", 5, 0, random (0, 360), 2, random (0, 160))
			TNT1 AA 0 A_CustomMissile ("XDeathImpLeg", 5, 0, random (0, 360), 2, random (0, 160))
			TNT1 AA 0 A_SpawnItem("MeatDeathSmall", 0, 10)
			TNT1 A 0 A_SpawnItem("DeadImp_NoHead")
			Stop}}

ACTOR ImpSaciLol: DyingImpNoLeg
{
	+THRUGHOST
	-COUNTKILL
	Speed 4
	Height 42
	States
	{

	Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySound ("imp/pain")
	Goto Suffer

	Suffer:
	    TNT1 A 0
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
		ZL3E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL3E DDDD 1 A_Wander
		TNT1 A 0 A_PlaySound ("imp/pain")

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
		ZL3E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL3E DDDD 1 A_Wander
		TNT1 A 0 A_PlaySound ("imp/pain")

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
		ZL3E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL3E DDDD 1 A_Wander
		TNT1 A 0 A_PlaySound ("imp/pain")

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
		ZL3E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL3E DDDD 1 A_Wander
		TNT1 A 0 A_PlaySound ("imp/pain")

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
		ZL3E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL3E DDDD 1 A_Wander
		TNT1 A 0 A_PlaySound ("imp/pain")

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
		ZL3E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL3E D 1 A_Wander
		TNT1 A 0 A_PlaySound ("imp/pain")

		TR09 A 6
		TR09 ABC 3
		TNT1 A 0 A_Die("Fall")

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

	Death.Head:
		TNT1 A 0 A_PlaySound("misc/xdeath")
		TNT1 A 0 A_SpawnItem("ImpHeadExplode", 0, 50)
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 24, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		Goto FallHead

	FallHead:
	ZL3E EFG 7 A_NoBlocking
	TNT1 A 0 A_SpawnItem ("DeadImp_NoHeadNoLeg")
	Stop

	Death:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("imp/death")
	ZL3E HIJ 7 A_NoBlocking
	TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 24, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
	TNT1 A 0 A_SpawnItem ("DeadImp_NoLeg")
	Stop
	}
}

ACTOR ImpTorso
{
    Radius 0
    Height 16
    Scale 1.04
	Mass 20
    Health 50
    +SHOOTABLE
    -SOLID
    +NOTELEPORT
	+FLOORCLIP
    +MOVEWITHSECTOR
    damagefactor "Blood", 0.0
    damagefactor "Trample", 0.0
    States
    {
    Spawn:
    BLUD C 0 A_Recoil (3)
    BLUD C 0 ThrustThing (random(0,255),random(1,5))
    BLUD C 0 ThrustThingZ (0,random(0,50),random(0,1),0)
TNT1 A 0 A_SetInvulnerable
GORX B 10
TNT1 A 0 A_UnSetInvulnerable
    Goto Dead

   Dead:
        GORX B 10
        Loop
    Death:
        TNT1 AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 180), 2, random (0, 180))
        TNT1 A 0 A_CustomMissile ("XDeath2", 0, 0, random (0, 180), 2, random (0, 180))
        TNT1 A 0
        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 StompedImp: impfacesorapedomgthisiscruel
{Health 200 States{Spawn:
        FTYI Z -1
        Stop}}

ACTOR ThisImpGotFuckedHard: DeadImpID17G
{Health 200
}
