actor VeryDeadMarine: DeadMarine Replaces DeadMarine
{
damagefactor "Avoid", 0.0
damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0
damagefactor "Shrapnel", 100.0
damagefactor "GibRemoving", 990.0
+NOTAUTOAIMED
+CLIENTSIDEONLY
+FLOORCLIP
Radius 0
	Game Doom
	States
	{
    Spawn:
	    TNT1 A 0
		TNT1 AAAAA 0 A_CustomMissile ("SuperWallRedBlood", 10, 0, random (0, 360), 2, random (5, 40))
		TNT1 AAAAAA 0 A_SpawnItemEx("Brutal_BloodSpot",random(64, -64),random(64, -64))
		TNT1 A 0 A_SpawnItem("MediumBloodSpot")
	    TNT1 A 0 A_CheckSight("Spawn2")
		TNT1 A 0
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("CurbstompedMarine")
		Goto Death
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("AteMarine")
		Goto Death
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("DeadRippedOffMarine")
		Goto Death
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("FuckedMarine")
		Goto Death
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("ADoomedSpaceMarine2")
		Goto Death
		TNT1 A 1 A_SpawnItem("ADoomedSpaceMarine")
		Stop
		
    Spawn2:
		TNT1 A 0
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("CurbstompedMarine")
		Goto Death
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("AteMarine")
		Goto Death
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("DeadRippedOffMarine")
		Goto Death
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("FuckedMarine")
		Goto Death
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("ADoomedSpaceMarine2")
		Goto Death
		TNT1 A 1 A_SpawnItem("ADoomedSpaceMarine")
		Stop
	Death:
		TNT1 A 0
		Stop
	}
}

actor VeryVeryDeadMarine: GibbedMarine Replaces GibbedMarine
{
+CLIENTSIDEONLY
damagefactor "Avoid", 0.0
	Game Doom
	States
	{
    Spawn:
	TNT1 A 0
	TNT1 AAAAA 0 A_CustomMissile ("SuperWallRedBlood", 10, 0, random (0, 360), 2, random (5, 40))
	TNT1 AAAAAAA 0 A_SpawnItemEx("Brutal_BloodSpot",random(64, -64),random(64, -64))
	TNT1 A 0 A_SpawnItem("MediumBloodSpot")
		TNT1 A 0 A_CheckSight("Spawn2")
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("GibsZ")
		Goto Death
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("GibsZ")
		Goto Death
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("VeryDeadCivilian")
		Goto Death
		TNT1 A 1 A_SpawnItem("GutsPile")
		Stop
		
	Spawn2:
		TNT1 A 0
		
		TNT1 A 0
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("GibsZ")
		Goto Death
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("GibsZ")
		Goto Death
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("VeryDeadCivilian")
		Goto Death
		TNT1 A 1 A_SpawnItem("GutsPile")
		Stop
	Death:
		TNT1 A 0
		Stop	
	}
}

actor VeryVeryDeadMarine2 : VeryVeryDeadMarine Replaces GibbedMarineExtra
{
	Game Doom
}



actor CurbstompedMarine
{   Radius 10
    Height 6
    +NOTELEPORT
	damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0
    +MOVEWITHSECTOR
	+FLOORCLIP
	+FORCEXYBILLBOARD
	+SHOOTABLE
	+GHOST
	+CLIENTSIDEONLY
	+NOTAUTOAIMED
	+CORPSE
	DeathSound "*gibbed"
	damagefactor "Crusher", 50.0
    Mass 1000
    Health 300
	PainChance 255
	damagefactor "TeleportRemover", 1000.0
	damagefactor "GibRemoving", 0.5
	damagefactor "Normal", 2.0
	damagefactor "Desintegrate", 990.0
	damagefactor "BFG", 990.0
	damagefactor "CrushedBodies", 9999.00
	Mass 3000
	damagefactor "Kick", 3.0
	damagefactor "SuperKick", 3.0
	damagefactor "ExtremePunches", 2.0
	damagefactor "SuperPunch", 2.0
	BloodType "DeadBlood", "SawBlood", "SawBlood"
	damagefactor "Saw", 40.0
	damagefactor "Cut", 40.0
    States    {
    Spawn:
PLDH A 3000 
       Loop 
	   
	 Death.Burn:
	 Death.Fire:
	 Death.Flames:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("GoryAshes")
		Stop
		
	Pain.Kick:
	Pain.ExplosiveImpact:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,25,0,1)
		TNT1 A 0 A_Jump(256, "Spawn")
		Goto Death
		
	Pain.Trample:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("floorslimy")
		TNT1 A 0 ThrustThingZ(0,25,1,1)
		TNT1 A 0 A_Jump(256, "Spawn")
		Goto Death	
		
    Death:
  	     TNT1 A 0 A_SpawnItem("GibsZ")
	     TNT1 A 0 A_NoBlocking
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath2b", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath3b", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 10, 0, random (0, 360), 2, random (40, 90))
		 TNT1 AAAAAAA 0 A_CustomMissile ("XDeathSkinPiece2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_CustomMissile ("XDeathSkinPiece1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAA 0 A_CustomMissile ("SmallSuperGore", 10, 0, random (0, 360), 2, random (10, 170))
		 TNT1 AAAA 0 A_CustomMissile ("XBloodMistSmall", 35, 0, random (0, 360), 2, random (40, 90))
		 TNT1 AA 0 A_CustomMissile ("XBloodMistBig", 15, 0, random (0, 360), 2, random (0, 60))
		 TNT1 AA 0 A_SpawnItem("MuchBlood2", 0, 10)
		 Stop
      
	  Death.plasma:
        TNT1 A 0
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 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 ("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
	Death.TeleportRemover:
	Death.GibRemoving:
	    TNT1 A 0
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("NOCLIP", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 1)
		Stop
		

  	     TNT1 AAAAA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 30))
		 TNT1 AA 0 A_CustomMissile ("XDeath2b", 5, 0, random (0, 360), 2, random (0, 30))
		 TNT1 AAAA 0 A_CustomMissile ("XBloodMist", 5, 0, random (0, 360), 2, random (0, 30))
		 TNT1 AAAAAAA 0 A_CustomMissile ("XDeathSkinPiece2", 5, 0, random (0, 360), 2, random (10, 30))
		 TNT1 AAAA 0 A_CustomMissile ("XDeathSkinPiece1", 5, 0, random (0, 360), 2, random (10, 130))
		 TNT1 AAAA 0 A_CustomMissile ("SmallSuperGore", 10, 0, random (0, 360), 2, random (10, 30))
		 TNT1 A 0 A_SpawnItem("SplatteredSmall")
		 XME2 L 1
		 XME2 L -1
		 Stop
		 
	Death.Desintegrate:
		 TNT1 A 0
		 TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingXBloodFake", 0, 0, random (0, 360), 2, random (0, 90))
         TNT1 A 0 A_CustomMissile ("Brutal_FlyingXBlood", 7, 0, random (0, 360), 2, random (30, 60))
		 TNT1 AA 0 A_CustomMissile ("XBloodMistSmall", 7, 0, random (0, 360), 2, random (30, 60))
		 TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		 Stop	
		 
		 
	Death.CrushedBodies:
		TNT1 A 0 A_NoBlocking
		TNT1 AA 0 A_SpawnItem("MeatDeathSmall")
		
		TNT1 A 0 A_SetAngle(0)
		TNT1 A 0 bright A_CustomMissile ("SuperGoreSpawner2", 1, -40, random (0, 360), 2, random (25, 45))
		TNT1 A 0 bright A_CustomMissile ("SuperGoreSpawner2", 1, 40, random (0, 360), 2, random (25, 45))
		 TNT1 A 0 A_CustomMissile ("XDeath1", 1, random (-30, 30), random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2b", 1, random (-30, 30), random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3b", 1, random (-30, 30), random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XBloodMistBig", 1, -40, random (0, 360), 2, random (30, 90))
		 TNT1 AA 0 A_CustomMissile ("XBloodMistBig", 1, 40, random (0, 360), 2, random (30, 90))
		 TNT1 A 0 A_SetAngle(90)
		 TNT1 A 0 bright A_CustomMissile ("SuperGoreSpawner2", 1, -40, random (0, 360), 2, random (25, 45))
		 TNT1 A 0 bright A_CustomMissile ("SuperGoreSpawner2", 1, 40, random (0, 360), 2, random (25, 45))
		 TNT1 A 0 A_CustomMissile ("XDeath1", 1, random (-30, 30), random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2b", 1, random (-30, 30), random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3b", 1, random (-30, 30), random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XBloodMistBig", 1, -40, random (0, 360), 2, random (30, 90))
		 TNT1 AA 0 A_CustomMissile ("XBloodMistBig", 1, 40, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_SpawnItem ("CrushedRemains")
		TNT1 A 1
		TNT1 A 1 A_XScream
		Stop 
		}}

actor RappedMarine: CurbstompedMarine
{
    States
    {
    Spawn:
XPL4 F 9100 
       Loop    }}

actor AteMarine: CurbstompedMarine
{
    States
	
    {
    Spawn:
XPL1 E 1900 
       Loop    
	   
	   	Death:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_SpawnItem("RipGuts")
		PPOD A 0 A_SpawnItemEx("BasicMarineGib3", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib4", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItem("DeadRippedOffMarine")
		Stop}}


actor FuckedMarine: CurbstompedMarine
{
    States
    {
    Spawn:
XPL3 F 1900 
       Loop   
	   
	   Death:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_SpawnItem("RipGuts")
		PPOD A 0 A_SpawnItemEx("BasicMarineGib3", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib4", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItem("DeadRippedOffMarineRight")
		Stop
	   }}
	   
	   
	   


actor DeadRippedOffMarine: CurbstompedMarine
{
    States
    {
    Spawn:
XPL2 F 1900 
       Loop   
	   
	   Death:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		PPOD A 0 A_SpawnItemEx("BasicMarineGib1", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib2", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItem("GibsZ")
		Stop
		
	   }}


actor DeadRippedOffMarineRight: DeadRippedOffMarine
{
    States
    {
    Spawn:
XPL2 L 1900 
       Loop   
	   
	   }}

actor VeryDeadCivilian: CurbstompedMarine
{
    States
    {
    Spawn:
DCIV A 1900 
       Loop    }}


actor MarineGotOwnedByImp: CurbstompedMarine
{
    States
    {
    Spawn:
IPFP P 1900 
       Loop    
	   
	   Death:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		PPOD A 0 A_SpawnItemEx("BasicMarineGib3", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib4", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItem("DeadRippedOffMarine")
		Stop }}
	   
actor ADoomedSpaceMarine: CurbstompedMarine
{
    States
    {
    Spawn:
PLAY N 1900 
       Loop    
	   
	  	Death:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_SpawnItem("AteMarine")
		Stop }}
	   
actor ADoomedSpaceMarine2: CurbstompedMarine
{
    States
    {
    Spawn:
PLA9 N 1900 
       Loop 
	 
	
	Death:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_SpawnItem("AteMarine")
		Stop
	   
	   }}

actor DeadHalfMarine: CurbstompedMarine
{
    States
    {
    Spawn:
HPLA A 1900 
       Loop    }}

actor GutsPile
{
    Radius 1
    Height 1
    States
    {
    Spawn:
Goto Death
Death:
GUTS P 1
GUTS P -1
       Stop    }}


actor GoryAshes
{
    Radius 1
    Height 1
    States
    {
    Spawn:
Goto Death
Death:
TNT1 A 0 

GIBD SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS 6 A_CustomMissile ("BurnParticles", 8, 0, random (0, 180), 2, random (0, 180))
GIBD SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS 8 A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
GIBD S -1 
       Loop    }}


actor GibsZ
{
    Radius 1
    Height 1
    States
    {
    Spawn:
TNT1 A 1
TNT1 A 0 A_Jump(255, "Death1", "Death2", "Death3", "Death4")

Death1:
GIBS Z 1
GIBS Z -1
Stop

Death2:
GIBD A 1
GIBD A -1
Stop

Death3:
GIBD B 1
GIBD B -1
Stop

Death4:
GIBD C 1
GIBD C -1
Stop    }}
// Dead on a stick ---------------

ACTOR DeadDeadStick: DeadStick Replaces DeadStick
{
	Health 200
	Mass 99999999
	Radius 16
	Height 64
	+SOLID
	+SHOOTABLE
	DeathSound "*gibbed"
	DropItem "HealthPlus" 128
	DropItem "HealthPlus" 128
	DropItem "ArmorShard" 128
	DropItem "ArmorShard" 128
	DropItem "Stimpack" 128
	DropItem "Clips" 128
	DropItem "CLIP1Drop" 128
	DropItem "Shells" 128
    bloodtype "DeadBlood"
	damagefactor "Fire", 0.0
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0  damagefactor "Avoid", 0.0  damagefactor "Taunt", 0.0
    GibHealth 10
	States
	{
		Spawn:
		    TNT1 A 0
	    TNT1 A 0 A_SpawnItem("MediumBloodSpot",0,0)
		Goto Stand
	Stand:
		POL1 A 60
        TNT1 A 0 A_SpawnItemEx ("DripingBlood", random (-5, 5), random (-5, 5), 15)
		Loop
    Death:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_Scream
        TNT1 A 0 A_CustomMissile ("ZombieXDeath", 0, 0, random (0, 360), 2, random (0, 160))
        CAPT N -1
		Stop
	}
}

// Still alive on a stick --------------------------------------------------

ACTOR DeadLiveStick: LiveStick Replaces LiveStick
{
	Health 200
	Mass 99999999
	Radius 16
	Height 64
    GibHealth 10
	+SOLID
	+SHOOTABLE
	DeathSound "*gibbed"
	DropItem "CLIP1Drop" 128
	DropItem "HealthPlus" 128
	DropItem "HealthPlus" 128
	DropItem "ArmorShard" 128
	DropItem "ArmorShard" 128
	DropItem "Stimpack" 128
	DropItem "Clips" 128
	DropItem "Shells" 128
	damagefactor "Fire", 0.0
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0  damagefactor "Avoid", 0.0  damagefactor "Taunt", 0.0
    bloodtype "DeadBlood"
	States
	{
	Spawn:
		    TNT1 A 0
			
			TNT1 A 0 A_CHangeFlag("THRUACTORS", 1)
			TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 1)
			TNT1 A 0 A_Jump(255, "Spawn1", "Spawn1", "Spawn2", "Spawn2", "Spawn3", "Spawn3", "Spawn4", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8", "Spawn9", "Spawn10")
			Goto Spawn1
			
			
	Spawn1:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("ImpaledMarineAlive1",0,0)
		Stop
		
	Spawn2:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("ImpaledMarineAlive2",0,0)
		Stop	
		
	Spawn3:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("ImpaledMarineAlive1a",0,0)
		Stop
		
	Spawn4:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("ImpaledMarineAlive2a",0,0)
		Stop
		
	Spawn5:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("ImpaledMarineAlive1b",0,0)
		Stop
		
	Spawn6:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("ImpaledMarineAlive1c",0,0)
		Stop
		
	Spawn7:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("ImpaledMarineAlive1d",0,0)
		Stop
		
	
	Spawn8:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("ImpaledMarineAlive2b",0,0)
		Stop
		
		
	Spawn9:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("ImpaledMarineAlive2c",0,0)
		Stop
		
		
	Spawn10:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("ImpaledMarineAlive2d",0,0)
		Stop	
		
	    TNT1 A 0 A_SpawnItem("MediumBloodSpot",0,0)
		Goto Stand
	Stand:
		POL6 A 6
		POL6 B 8
		POL6 A 6
		POL6 B 8
		POL6 A 6
		POL6 B 8
		POL6 A 6
		POL6 B 8
        TNT1 A 0 A_SpawnItemEx ("DripingBlood", random (-5, 5), random (-5, 5), 20)
		Loop
    Death:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_Scream
        TNT1 A 0 A_CustomMissile ("ZombieXDeath", 0, 0, random (0, 360), 2, random (0, 160))
        CAPT N -1
		Stop
	}
}




ACTOR ImpaledMarineAlive1: DeadLiveStick
{
Health 20
Painchance 255
damagefactor "Fire", 2.0
height 60
deathheight 60 DamageFactor "Use", 0 DamageFactor "SSG", 9999.0
Damagefactor "Melee", 0.1 DamageFactor "Kick", 0.1
	Health 50
	States
	{
	Spawn:
		TNT1 A 0
	    TNT1 A 0 A_SpawnItem("MediumBloodSpot",0,0)
		Goto Stand
	Stand:
		POLF A 56
		TNT1 A 0 A_Jump(128, "Moan")
		Loop
		
	Moan:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("TorturedMarineBD", 1)
		POLF ABABAB 5
		POLF A 10
		Goto Stand
    Death:
        TNT1 A 0 A_FAll
        TNT1 A 0 A_Scream
		TNT1 A 0 A_PlaySound("TorturedMarineDieBD", 1)
        POLF C 4
		POLF C -1
		Stop
		
		
	Pain:
		TNT1 A 0
        TNT1 A 0 A_PlaySound("TorturedMarinePain", 1)
        POLF ABAB 2
		POLF ABABAB 5
		POLF A 16
		Goto Stand
		
	Death.Fire: Death.Flames:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("BIGSCRE")
		POLF DEDEDEDEDEDE 3 A_SpawnItem("BurnParticles", 0, 20)
		POLF DEDEDEDEDEDEDEDEDE 3 A_SpawnItem("BurnParticles", 0, 20)
		TNT1 A 0 A_SpawnItem("BarrelExplosionSmokeColumn")
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece", random (-15, 15), random (-15, 15))
		TNT1 AAA 0 A_SpawnItemEx("TinyBurningPiece2", random (-35, 35), random (-35, 35))
		POLF FFFFFFFFF 4 A_SpawnItem("BurnParticles", 0, 20)
		TNT1 AAA 0 A_SpawnItemEx("TinyBurningPiece", random (-15, 15), random (-15, 15))
		TNT1 AAAA 0 A_SpawnItemEx("TinyBurningPiece2", random (-35, 35), random (-35, 35))
		POLF FFFFFFFFF 4 A_SpawnItem("BurnParticles", 0, 20)
		TNT1 A 0 A_SpawnItem("BarrelExplosionSmokeColumn")
		TNT1 AAA 0 A_SpawnItemEx("TinyBurningPiece", random (-15, 15), random (-15, 15))
		TNT1 AAAA 0 A_SpawnItemEx("TinyBurningPiece2", random (-35, 35), random (-35, 35))
		POLF F -1
		Stop
		
	 Death.Explosives: Death.ExplosiveIMpact:
	 XDeath: Death.SSG:
        NULL A 0 A_Takeinventory("Kicking",1)
		MARN A 0 A_GiveInventory("PlayerIsDead", 1)
		NULL A 0 ThrustThingZ(0,60,0,1)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib1", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib2", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib3", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		PPOD A 0 A_SpawnItemEx("BasicMarineGib4", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		NULL A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
        MHEA B 0 A_ChangeFlag("THRUACTORS", 1)
        MHEA CD 0
        //MHEA E -1
		NULL A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (0, 90))
		NULL A 0 A_SpawnItem ("BigBloodSpot")
		NULL AAAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		XDMG E 1
		NULL AAAAAAAAAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
	    NULL AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		XDMG E -1
		Stop	
	}
}



ACTOR ImpaledMarineAlive2: ImpaledMarineAlive1
{
	States
	{
	Spawn:
		TNT1 A 0
	    TNT1 A 0 A_SpawnItem("MediumBloodSpot",0,0)
		Goto Stand
	Stand:
		POLF G 64
		TNT1 A 0 A_Jump(128, "Moan")
		Loop
		
	Moan:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("TorturedMarineBD", 1)
		POLF GHGHGH 5
		POLF G 10
		Goto Stand
		
		
	Pain:
		TNT1 A 0
        TNT1 A 0 A_PlaySound("TorturedMarinePain", 1)
        POLF GHGH 2
		POLF GHGHGH 5
		POLF G 16
		Goto Stand
		
    Death:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_Scream
		TNT1 A 0 A_PlaySound("TorturedMarineDieBD", 1)
        POLF I 4
		POLF J -1
		Stop
		
	Death.Fire: Death.Flames:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("BIGSCRE")
		POLF KLKLKLKLKLKL 3 A_SpawnItem("BurnParticles", 0, 10)
		POLF KLKLKLKLKLKLKLKLKL 3 A_SpawnItem("BurnParticles", 0, 10)
		TNT1 A 0 A_SpawnItem("BarrelExplosionSmokeColumn")
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece", random (-15, 15), random (-15, 15))
		TNT1 AAA 0 A_SpawnItemEx("TinyBurningPiece2", random (-35, 35), random (-35, 35))
		POLF MMMMMMMMM 4 A_SpawnItem("BurnParticles", 0, 10)
		TNT1 AAA 0 A_SpawnItemEx("TinyBurningPiece", random (-15, 15), random (-15, 15))
		TNT1 AAAA 0 A_SpawnItemEx("TinyBurningPiece2", random (-35, 35), random (-35, 35))
		POLF MMMMMMMMM 4 A_SpawnItem("BurnParticles", 0, 10)
		TNT1 A 0 A_SpawnItem("BarrelExplosionSmokeColumn")
		TNT1 AAA 0 A_SpawnItemEx("TinyBurningPiece", random (-15, 15), random (-15, 15))
		TNT1 AAAA 0 A_SpawnItemEx("TinyBurningPiece2", random (-35, 35), random (-35, 35))
		POLF M -1
		Stop	
	}
}


Actor ImpaledMarineAlive2A: ImpaledMarineAlive2
{ XScale -1.0 YScale 1.0}
Actor ImpaledMarineAlive2b: ImpaledMarineAlive2
{Translation  "112:127=32:47", "48:79=64:79" }
Actor ImpaledMarineAlive2c: ImpaledMarineAlive2
{Translation "112:127=96:111" }
Actor ImpaledMarineAlive2d: ImpaledMarineAlive2
{translation "112:127=[0,128,192]:[0,0,0]" }


Actor ImpaledMarineAlive1A: ImpaledMarineAlive1
{ XScale -1.0 YScale 1.0}
Actor ImpaledMarineAlive1b: ImpaledMarineAlive1
{Translation  "112:127=32:47", "48:79=64:79" }
Actor ImpaledMarineAlive1c: ImpaledMarineAlive1
{Translation "112:127=96:111" }
Actor ImpaledMarineAlive1d: ImpaledMarineAlive1
{translation "112:127=[0,128,192]:[0,0,0]" }


ACTOR DeadBloodyTwitch: BloodyTwitch Replaces BloodyTwitch
{
	Radius 16
	Height 68
	Health 100
	Mass 99999999
	-SOLID
	+NOGRAVITY
	+SPAWNCEILING
	+SHOOTABLE
    GibHealth 10
	DeathSound "*gibbed"
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0  damagefactor "Avoid", 0.0  damagefactor "Taunt", 0.0
    bloodtype "DeadBlood"
	DropItem "CLIP1Drop" 128
	DropItem "HealthPlus" 128
	DropItem "HealthPlus" 128
	DropItem "ArmorShard" 128
	DropItem "ArmorShard" 128
	damagefactor "Fire", 0.0
	States
	{
    Spawn:
		GOR1 A 1
		TNT1 A 0 Thing_ChangeTID(0,728)
		MARN A 0 ACS_ExecuteAlways(177, 0, 0, 0, 0)//Check if you are playing on an TVR!
        Goto Stand
	Stand:
		GOR1 A 10
		TNT1 A 0 A_JumpIfInventory("TVRRainVerification", 10, "Replacerain")	
		TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool", 0, 0, 15, 0, 0)
	Stand2:
		GOR1 B 15
		GOR1 C 8
		GOR1 B 6
		GOR1 A 10
		GOR1 B 15
		GOR1 C 8
		GOR1 B 6
        TNT1 A 0 A_SpawnItemEx ("DripingBlood", random (-5, 5), random (-5, 5), 15)
        loop
    Death:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_Scream
        TNT1 A 0 A_SpawnItem ("DeadBloodyTwitchB")
		TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		Stop
	ReplaceRain:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_SpawnItem("TVRRainSpawner")
		Stop
		
	}
}

ACTOR DeadBloodyTwitchB: DeadBloodyTwitch
{
	DropItem "HealthPlus" 0
	DropItem "HealthPlus" 0
	DropItem "ArmorShard" 0
	DropItem "ArmorShard" 0
	damagefactor "Fire", 0.0
	DropItem "CLIP1Drop" 128
    Health 100
    States
	{
	Spawn:
		GOR1 D 1
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool", 0, 0, 15, 0, 0)
		GOR1 D 15
        Goto Stand
	Stand:
		GOR1 D 100
        TNT1 A 0 A_SpawnItemEx ("DripingBlood", random (-5, 5), random (-5, 5), 15)
        loop
    Death:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_Scream
        TNT1 A 0 A_SpawnItem ("DeadBloodyTwitchC")
		TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}

ACTOR DeadBloodyTwitchC: DeadBloodyTwitchB
{
	-SHOOTABLE
	damagefactor "Fire", 0.0
    States
	{
	Spawn:
		GOR1 E 10
        loop
	}
}

// Meat 2 ------------------------------------------------------------------

ACTOR HangingBody: Meat2 Replaces Meat2
{
	Radius 16
	Height 84
	Health 100
	Mass 99999999
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	+SHOOTABLE
    GibHealth 10
	DeathSound "*gibbed"
	damagefactor "Fire", 0.0
	DropItem "CLIP1Drop" 128
	DropItem "HealthPlus" 128
	DropItem "HealthPlus" 128
	DropItem "HealthPlus" 128
	DropItem "ArmorShard" 128
	DropItem "ArmorShard" 128
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0  damagefactor "Avoid", 0.0  damagefactor "Taunt", 0.0
    bloodtype "DeadBlood"
	States
	{
		Spawn:
		    TNT1 A 0
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool", 0, 0, 15, 0, 0)
		GOR2 A 50
        Goto Stand
	Stand:
		GOR2 A 100
        TNT1 A 0 A_SpawnItemEx("DripingBlood", 0, 0, 15, 0, 0)
        loop
    Death:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_Scream
        TNT1 A 0 A_SpawnItem ("HangingPairOfLegs")
		TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
    Stop
	}
}

ACTOR HangingPairOfLegs: DeadBloodyTwitchB Replaces Meat4
{
    Health 100
	damagefactor "Fire", 0.0
    States
	{
		Spawn:
		    TNT1 A 0
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool", 0, 0, 15, 0, 0)
		GOR2 B 25
        Goto Stand
	Stand:
		GOR2 B 83
        TNT1 A 0 A_SpawnItemEx("DripingBlood", 0, 0, 15, 0, 0)
        loop
    Death:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_Scream
        TNT1 A 0 A_SpawnItem ("Meat2C")
		TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}

ACTOR NSHangingBody : HangingBody Replaces NonsolidMeat2
{
	Game Doom

}

ACTOR NSHangingPairOfLegs : HangingPairOfLegs Replaces NonsolidMeat4
{
	Game Doom

}

ACTOR Meat2C: DeadBloodyTwitchB
{
	-SHOOTABLE
	damagefactor "Fire", 0.0
    States
	{
	Spawn:
		GOR2 C 10
        loop
	}
}

// Meat 3 ------------------------------------------------------------------

ACTOR HangingDeadGuyNoLeg: Meat3 Replaces Meat3
{
	Radius 16
	Height 84
	Health 100
	Mass 99999999
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	+SHOOTABLE
    GibHealth 10
	DeathSound "*gibbed"
	damagefactor "Fire", 0.0
	DropItem "HealthPlus" 128
	DropItem "HealthPlus" 128
	DropItem "ArmorShard" 128
	DropItem "ArmorShard" 128
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0  damagefactor "Avoid", 0.0  damagefactor "Taunt", 0.0
    bloodtype "DeadBlood"
	States
	{
	
	Spawn:
	    TNT1 A 0
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool", 0, 0, 15, 0, 0)
		GOR3 A 36
        Goto Stand
	Stand:
		GOR3 A 100
        TNT1 A 0 A_SpawnItemEx("DripingBlood", 0, 0, 15, 0, 0)
        loop

    Death:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_Scream
        TNT1 A 0 A_SpawnItem ("HangingLeg")
		TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
    Stop
	}
}
ACTOR HangingLeg: DeadBloodyTwitchB Replaces Meat5
{
	Radius 16
	Height 84
	Health 100
	damagefactor "Fire", 0.0
    States
	{
	Spawn:
	    TNT1 A 0
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool", 0, 0, 15, 0, 0)
		GOR3 B 15
        Goto Stand
	Stand:
		GOR3 B 100
        TNT1 A 0 A_SpawnItemEx("DripingBlood", 0, 0, 15, 0, 0)
        loop
		
    Death:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_Scream
        TNT1 A 0 A_SpawnItem ("Meat3C")
		TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}

ACTOR Meat3C: DeadBloodyTwitchB
{
	Radius 16
	Height 84
	-SHOOTABLE
	damagefactor "Fire", 0.0
    States
	{
	Spawn:
		GOR3 C 10
        loop
	}
}

ACTOR NSHangingDeadGuyNoLeg : HangingDeadGuyNoLeg Replaces NonsolidMeat3
{
	Game Doom

}

ACTOR NSHangingLeg : HangingLeg Replaces NonsolidMeat5
{
	Game Doom

}

// Nonsolid bloody twitch --------------------------------------------------

ACTOR DeadNonsolidTwitch : DeadBloodyTwitch Replaces NonsolidTwitch
{
	Game Doom

}

// Hanging with no guts ----------------------------------------------------

ACTOR DeadHangNoGuts: HangNoGuts Replaces HangNoGuts
{
	Radius 20
	Height 90
	Health 100
	Mass 999999
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	+SHOOTABLE
    GibHealth 30
	DeathSound "*gibbed"
	damagefactor "Fire", 0.0
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0  damagefactor "Avoid", 0.0  damagefactor "Taunt", 0.0
    bloodtype "DeadBlood"
	States
	{
    Spawn:
	TNT1 A 0
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool", 0, 0, 15, 0, 0)
		HDB1 A 15
        Goto Stand
	Stand:
		HDB1 A 90
        TNT1 A 0 A_SpawnItemEx("DripingBlood", 0, 0, 15, 0, 0)
        loop
    Death:
        TNT1 A 0 A_SpawnItem ("DeadHangNoGuts")
        Stop
	XDeath:
		TNT1 A 0 A_CustomMissile ("MuchMeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
     Stop
	}
}

// Hanging from bottom with no brain ---------------------------------------

ACTOR DeadHangBNoBrain: HangBNoBrain Replaces HangBNoBrain
{
	Radius 16
	Height 88
	Health 100
	Mass 999999
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	+SHOOTABLE
    GibHealth 30
	DeathSound "*gibbed"
	damagefactor "Fire", 0.0
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0  damagefactor "Avoid", 0.0  damagefactor "Taunt", 0.0
    bloodtype "DeadBlood"
	States
	{
	
	 Spawn:
	    TNT1 A 0
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool", 0, 0, 15, 0, 0)
		HDB2 A 30
        Goto Stand
	Stand:
		HDB2 A 90
        TNT1 A 0 A_SpawnItemEx("DripingBlood", 0, 0, 15, 0, 0)
        loop

    Death:
        TNT1 A 0 A_SpawnItem ("DeadHangBNoBrain")
        Stop
	XDeath:
		TNT1 A 0 A_CustomMissile ("HalfManDeath", 0, 0, random (0, 360), 2, random (0, 160))
     Stop
	}
}

// Hanging from top, looking down ------------------------------------------

ACTOR DeadHangTLookingDown: HangTLookingDown Replaces HangTLookingDown
{
	Radius 16
	Height 64
	Health 50
	Mass 999999
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	+SHOOTABLE
    GibHealth 30
	DeathSound "*gibbed"
	damagefactor "Fire", 0.0
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0  damagefactor "Avoid", 0.0  damagefactor "Taunt", 0.0
    bloodtype "DeadBlood"
	States
	{
	Spawn:
	    TNT1 A 0
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool", 0, 0, 15, 0, 0)
		HDB3 A 20
        Goto Stand
	Stand:
		HDB3 A 90
        TNT1 A 0 A_SpawnItemEx("DripingBlood", 0, 0, 15, 0, 0)
        loop
    Death:
        TNT1 A 0 A_SpawnItem ("DeadHangTLookingDown")
        Stop
	XDeath:
		TNT1 A 0 A_CustomMissile ("HalfManDeath", 0, 0, random (0, 360), 2, random (0, 160))
     Stop
	 }
}

// Hanging from top, looking up --------------------------------------------

ACTOR DeadHangTLookingUp: HangTLookingUp Replaces HangTLookingUp
{
	Radius 16
	Height 64
	Health 50
	Mass 999999
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	+SHOOTABLE
    GibHealth 30
	DeathSound "*gibbed"
	damagefactor "Fire", 0.0
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0  damagefactor "Avoid", 0.0  damagefactor "Taunt", 0.0
    bloodtype "DeadBlood"
	States
	{
	Spawn:
	    TNT1 A 0
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool", 0, 0, 15, 0, 0)
		HDB5 A 20
        Goto Stand
	Stand:
		HDB5 A 90
        TNT1 A 0 A_SpawnItemEx("DripingBlood", 0, 0, 15, 0, 0)
        loop
    Death:
        TNT1 A 0 A_SpawnItem ("DeadHangTLookingUp")
        Stop
	XDeath:
		TNT1 A 0 A_CustomMissile ("HalfManDeath", 0, 0, random (0, 360), 2, random (0, 160))
     Stop
	}
}

// Hanging from top, skully ------------------------------------------------

ACTOR DeadHangTSkull: HangTSkull replaces HangTSkull
{
	Radius 16
	Height 64
	Health 30
	Mass 999999
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	+SHOOTABLE
    GibHealth 30
	DeathSound "*gibbed"
	damagefactor "Fire", 0.0
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0  damagefactor "Avoid", 0.0  damagefactor "Taunt", 0.0
    bloodtype "DeadBlood"
	States
	{
	Spawn:
	    TNT1 A 0
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool", 0, 0, 15, 0, 0)
		HDB4 A 20
        Goto Stand
	Stand:
		HDB4 A 90
        TNT1 A 0 A_SpawnItemEx("DripingBlood", 0, 0, 15, 0, 0)
        loop
    Death:
        TNT1 A 0 A_SpawnItem ("DeadHangTSkull")
        Stop
	XDeath:
		TNT1 A 0 A_CustomMissile ("HalfManDeath", 0, 0, random (0, 360), 2, random (0, 160))
     Stop
	}
}

// Hanging from top without a brain ----------------------------------------

ACTOR DeadHangTNoBrain: HangTNoBrain Replaces HangTNoBrain
{
	Radius 16
	Height 64
	Health 50
	Mass 999999
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	+SHOOTABLE
    GibHealth 30
	DeathSound "*gibbed"
	damagefactor "Fire", 0.0
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0  damagefactor "Avoid", 0.0  damagefactor "Taunt", 0.0
    bloodtype "DeadBlood"
	States
	{
	Spawn:
	    TNT1 A 0
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool", 0, 0, 15, 0, 0)
		HDB6 A 50
        Goto Stand
	Stand:
		HDB6 A 90
        TNT1 A 0 A_SpawnItemEx("DripingBlood", 0, 0, 15, 0, 0)
        loop
    Death:
        TNT1 A 0 A_SpawnItem ("DeadHangTNoBrain")
        Stop
	XDeath:
TNT1 A 0 A_CustomMissile ("HalfManDeath", 0, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}


ACTOR DyingComando
{
	Game Doom
	Radius 21
	Height 15
	Health 40
		PainSound "grunt/pain"
		PainChance 255
		Mass 999999
    +FORCEXYBILLBOARD
	-SOLID
	+SHOOTABLE
	Scale 1.0
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0  damagefactor "Avoid", 0.0  damagefactor "Taunt", 0.0
	States
	{
	Spawn:
    CFTB AB 10
	Goto Suffer
	Suffer:
        TNT1 A 0 A_CustomMissile ("Brutal_FlyingXBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 12
        TNT1 A 0 A_CustomMissile ("Brutal_FlyingXBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 12
        TNT1 A 0 A_CustomMissile ("Brutal_FlyingXBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 12
        TNT1 A 0 A_CustomMissile ("Brutal_FlyingXBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 12
        TNT1 A 0 A_CustomMissile ("Brutal_FlyingXBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 12
        TNT1 A 0 A_CustomMissile ("Brutal_FlyingXBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 11
        TNT1 A 0 A_CustomMissile ("Brutal_FlyingXBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 11
        TNT1 A 0 A_CustomMissile ("Brutal_FlyingXBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 11
        TNT1 A 0 A_CustomMissile ("Brutal_FlyingXBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 11
        TNT1 A 0 A_CustomMissile ("Brutal_FlyingXBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 11
        TNT1 A 0 A_CustomMissile ("Brutal_FlyingXBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 11
		Goto Dead
	Dead:
	    CFTB C 1
         TNT1 A 1 A_SpawnItem ("BrutalizedDeadChaingunGuy", 3)
		Stop
	Death:
	    CFTB D 1
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
TNT1 AAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 15, 0, random (0, 360), 2, random (0, 160))
TNT1 AAA 0 A_CustomMissile ("Xdeath1", 15, 0, random (0, 360), 2, random (0, 160))
         TNT1 A 1 A_SpawnItem ("SuperBrutalizedDeadChaingunGuy", 3)
		Stop
	XDeath:
         //TNT1 A 0 A_SpawnItemEx ("XDeathChainHead", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("ChainXDeath", 0, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("MuchBlood2", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
	Stop
	}
}


ACTOR DyingRevenant
{
	Game Doom
	Radius 16
	Height 60
	Health 40
		Mass 999999
	-SOLID
	+SHOOTABLE
	Scale 1.0
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0  damagefactor "Avoid", 0.0  damagefactor "Taunt", 0.0
	States
	{
	Spawn:
    FRVX A 1
	Goto Suffer
	Suffer:
        FRVX AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 4 A_SpawnItem ("Big_Blood", 0, 40)
		Goto Death
	Death:
	    FRVX B 8
		FRVX C -1
		Stop
	XDeath:
         TNT1 A 0 A_CustomMissile ("SkeletonXDeath", 0, 0, random (0, 360), 2, random (0, 160))
	Stop
	}
}










ACTOR ColonGibs2 Replaces ColonGibs
{
	Game Doom
	SpawnID 147
	Radius 20
	Height 4
	+NOBLOCKMAP
	+MOVEWITHSECTOR
	States
	{
	Vanilla:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("VanillaColonGibs")
		Stop
		
	Spawn:
		TTRB A 0
		MARN A 0 ACS_ExecuteAlways(795, 0, 0, 0, 0)//Check if advanced decorations are disabled.
		TNT1 A 1
		
	Stay:
	    POB1 A 8
	    TNT1 A 0 A_SpawnItem("MediumBloodSpot",0,0)
		POB1 A -1
		Stop
	}
}



ACTOR SmallBloodPool2 Replaces SmallBloodPool
{
	Game Doom
	SpawnID 148
	Radius 20
	Height 1
	+NOBLOCKMAP
	+MOVEWITHSECTOR
	States
	{
	Vanilla:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("VanillaSmallBloodPool")
		Stop
		
	Spawn:
		TTRB A 0
		MARN A 0 ACS_ExecuteAlways(795, 0, 0, 0, 0)//Check if advanced decorations are disabled.
		TNT1 A 1
		
	Stay:
	    POB2 A 6
	    TNT1 A 0 A_SpawnItem("MediumBloodSpot",0,0)
		TNT1 A -1
		Stop
	}
}


ACTOR VanillaSmallBloodPool: SmallBloodPool
{
	States
	{
	Spawn:
	    POB2 A 1
		POB2 A -1
		Stop
	}
}

ACTOR VanillaColonGibs: SmallBloodPool
{
	States
	{
	Spawn:
	    POB1 A 1
		POB1 A -1
		Stop
	}
}

// brain stem lying on the ground ------------------------------------------

ACTOR BrainStem2 Replaces BrainStem
{
	Game Doom
	SpawnID 150
	Radius 20
	Height 4
	+NOBLOCKMAP
	+MOVEWITHSECTOR
	States
	{
	Spawn:
	    TNT1 A 0
	    TNT1 A 0 A_SpawnItem("MediumBloodSpot",0,0)
		BRS1 A -1
		Stop
	}
}


ACTOR RealGibs2 Replaces RealGibs
{
  +DROPOFF
  +CORPSE
  +NOTELEPORT
  +DONTGIB
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_SpawnItem("MediumBloodSpot",0,0)
    POL5 A -1
    Stop
  }
}

ACTOR Gibs2 : RealGibs2 Replaces Gibs
{
   Game Doom
   SpawnID 146
   ClearFlags
}











actor VeryFuckedUpRevenant: CurbstompedMarine
{
    States
    {
    Spawn:
REVH L 1900 
       Loop    }}
	   
actor MarineFatalizedByRevenant: CurbstompedMarine
{
    States
    {
    Spawn:
REFP K 1900 
       Loop    }}
	   
	   
actor CrushedRemains: CurbstompedMarine
{
-SHOOTABLE
+CLIENTSIDEONLY
    States
    {
    Spawn:
CRS1 A 1 
TNT1 A 0 A_SpawnItem("SplatteredLarge")
CRS1 A -1 
       Stop    }}
	   
	   
actor PlayerJustGotCutInHalf: CurbstompedMarine
{
    States
    {
    Spawn:
XPL2 GHIJKL 5
XPL2 L -1 A_SpawnItem("MediumBloodSpot")
       Stop    }}
	   
	   
actor DeadNazi: CurbstompedMarine
{
States
{
Spawn:
NAZI L -1
Stop
}
}