actor BigGibBase
{   Radius 10
    Height 10
	+CLIENTSIDEONLY
    +NOTELEPORT
    +MOVEWITHSECTOR
	+DONTSPLASH
	+NOBLOCKMONST
	-NOBLOCKMAP
	+GHOST
	+THRUACTORS
	+FLOORCLIP
	+SLIDESONWALLS
	+FORCEXYBILLBOARD
	+NOTAUTOAIMED
	DamageFactor "CauseObjectsToSplash", 0.0
	DamageFactor "GibRemoving", 0.5
	//+SOLID
	-SOLID
	+SHOOTABLE
	damagefactor "Crush", 50.0
	damagefactor "Shrapnel", 100.0
    damagefactor "Plasma", 20.0
	 damagefactor "TeleportRemover", 1000.0
	 painchance "Flames", 0
	 painchance "Fire", 0
	 painchance "Burn", 0
	 painchance "KillMe", 0
	 damagefactor "Kick", 3.0
	damagefactor "SuperKick", 3.0
	damagefactor "ExtremePunches", 2.0
    Mass 1000
    Health 100
    damagefactor "Blood", 0.0    damagefactor "Green_BLood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0  damagefactor "Avoid", 0.0  damagefactor "Taunt", 0.0
    damagefactor "Trample", 5000.0
	damagefactor "Saw", 40.0
	damagefactor "Cut", 40.0
	damagefactor "Water", 0.0
	painchance 255
States    {
    Spawn:
TNT1 A 1900 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
       Loop 
	 
	 NoColision:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		Goto Rest
		
	Rest:
		TNT1 A 1
		TNT1 A -1
		Stop
	   
    Death:
  	    TNT1 AAA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeathSkinPiece2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeathSkinPiece1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("SmallSuperGore", 10, 0, random (0, 360), 2, random (10, 170))
		 TNT1 AA 0 A_CustomMissile ("XBloodmistBig", 10, 0, random (0, 360), 2, random (30, 90))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath3b", 10, 0, random (0, 360), 2, random (50, 90))
		TNT1 AAA 0 A_CustomMissile ("XDeath2b", 10, 0, random (0, 360), 2, random (50, 90))
		Stop
    Death.plasma:
	Death.Burn:
	Death.Fire:
	Death.Flames:
        TNT1 A 0
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece2", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_Jump(128, "DeathFire2")
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 2, 0, random (0, 360), 2, 270)
        TNT1 A 0
        Stop
	
	DeathFire2:
		TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 2, 0, random (0, 360), 2, 270)
        TNT1 A 0
        Stop
    Death.Trample:
		TNT1 A 0 A_GiveToTarget("BootsSmearedWithRedBlood", 6)
	Death.Crush:
	Death.Stomp:
	Death.SuperPunch:
	Death.ExtremePunches:
  	     TNT1 AAA 0 A_CustomMissile ("XDeath1", 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.TeleportRemover:
	    TNT1 A 0
		TNT1 A 0 A_ChangeFlag("NOCLIP", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 1)
		TNT1 A 0 A_NoBlocking
		Stop	 
	Death.GibRemoving:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("NOCLIP", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 1)
		TNT1 A 0 A_NoBlocking
		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 A 0 A_CustomMissile ("XBloodmistSmall", 7, 0, random (0, 360), 2, random (30, 60))
		 Stop
		 }}

actor LimbBase: BigGibBase
{   Radius 6
    Height 10
    Mass 1000
    Painchance 256
    Health 35
    +FORCEXYBILLBOARD
	+DONTSPLASH
	+SHOOTABLE
	-CLIENTSIDEONLY
	+NOBLOCKMONST
	//+SOLID
	+THRUACTORS
	+FLOORCLIP
	damagefactor "Crush", 50.0
    DeathSound "misc/xdeath4"
    damagefactor "Blood", 0.0    damagefactor "Green_BLood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0  damagefactor "Avoid", 0.0  damagefactor "Taunt", 0.0
    //damagefactor "Plasma", 99000.0
    damagefactor "Trample", 2.0
	damagefactor "Kick", 9.0
	damagefactor "Explosive", 0.1
	damagefactor "ExplosiveImpact", 9.1
	damagefactor "Shrapnel", 100.0
	damagefactor "Melee", 9.0
	damagefactor "SuperPunch", 9.0
	damagefactor "Plasma", 20.0
painchance 255
States    {
    Spawn:
TNT1 A 1900 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
       Loop 
    }}
		
		
actor GreenLimbBase: LimbBase
{		
		BloodType "Green_Blood", "GreenSawBlood", "GreenSawBlood"
		BloodColor "DarkGreen"
		States
		{
		Death:
  	    TNT1 AAAAAAA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 180), 2, random (0, 180))
		TNT1 A 1 A_CustomMissile ("XDeath1Green", 5, 5, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath2bGreen", 5, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_SpawnItem ("Green_BloodSpot", 0, 1)
        XDT3 BCDEFGH 3
	Death.Crush:	Death.Stomp:	Death.SuperPunch:	Death.ExtremePunches:  Death.Trample:
  	     TNT1 A 1 A_CustomMissile ("XDeath1Green", 5, 5, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath2bGreen", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath3bGreen", 5, -5, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_SpawnItemEx("Green_BloodSpot", 0, 0, 0, 0, 0, 0, random (0, 360))
		 CRSB C 9009
		 Stop  
		Stop
		
	Donothing:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Fall
		Stop
		}
}

ACTOR TinyGib
{
    Radius 2
    Height 8
	Speed 6
	Mass 1
    gravity 0.5
    Scale 0.8
	Decal BrutalBloodSplat
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
    +MISSILE
    +FORCEXYBILLBOARD
	+DONTSPLASH
	+NOBLOCKMONST
    seesound "bloood"
    deathsound "bloood"
    States
    {
    Spawn:
        TNT1 A 1
		Loop
    }
}



actor BloodTrails
{
Decal BrutalBloodSplat
 game Doom
	Alpha 0.4
+FORCEXYBILLBOARD
+GHOST
+NOBLOCKMAP
Gravity 0.05
+NOCLIP
  +DontSplash
-EXPLODEONWATER
-ALLOWPARTICLES 
+CLIENTSIDEONLY
-NOGRAVITY
Scale 1.2
 states
 {
  Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        //BLER GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_FadeOut(0.01)
        TNT1 AAAAAA 0 A_CustomMissile ("BloodTr255G", 0, 0, random (0, 360), 2, random (0, 180))
        //BLOD A 0 A_SpawnItem ("Big_Blood", 0, 10)
        stop
 }
}


// Blood trails spawned by FlyingBlood
actor Brutal_FlyingXBloodTrail8
{
 game Doom
 scale 0.70
 mass 1
   Decal BrutalBloodSplat
 +LOWGRAVITY
 +NOTELEPORT
 +NOBLOCKMAP
+NOCLIP
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
-DONTSPLASH
+MISSILE
-NOGRAVITY
Speed 3
 states
 {
  Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
  BTRL A 8
  BTRL B 8
  BTRL C 8
  BTRL D 8
  stop

	Splash:
        BLOD A 0
        stop

 }
}


ACTOR XDeath1
{
    Radius 1
    Height 1
    Speed 10
    Scale 1.2
	Mass 1
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +BLOODLESSIMPACT 
	-DONTSPLASH
	+THRUGHOST
	+THRUACTORS
	+FLOORCLIP
	damagetype Blood
    SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath1"
	Decal BrutalBloodSuper
	Mass 1
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Underwater")
        BLOD A 4 A_CustomMissile ("XDeath1Trail", 0, 0, random (0, 360), 2, random (0, 360))
        Loop
    Death:
        TNT1 A 0 A_SpawnItemEx ("Brutal_BloodSpot", 0, 0, 1)
		TNT1 A 0 ACS_EXecuteAlways(373, 0, 0, 0, 0)
		XDT1 EF 3
		TNT1 A 0 A_JumpIfInventory("IsOverWater", 1, "IsOverLiquid")
		TNT1 A 0 A_JumpIfInventory("IsOverSlime", 1, "IsOverLiquid")
        XDT1 GHIJKL 3
        Stop
        TNT1 A 1
     Underwater:
	 Splash:
	    BLUD C 0 ThrustThingZ (0,35,1,0)
        XDT1 AB 3 A_CustomMissile ("Brutal_FlyingXBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		BLUD C 0 ThrustThingZ (0,35,1,0)
		XDT1 CD 3 A_CustomMissile ("Brutal_FlyingXBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        Loop
		
	IsOverLiquid:
		TNT1 A 1
		TNT1 A 0 A_CheckFloor("SpawnOnWater")
		
	SpawnOnWater:
		TNT1 A 1
		TNT1 A 0 A_SpawnItem ("BD_WaterBloodSpot", 5)
		Stop
    }
}

ACTOR XDeath2: XDeath1
{
    +CLIENTSIDEONLY
	+DONTSPLASH
    Speed 10
	Radius 2
	Height 2
	Gravity 0.4
    DeathSound "misc/xdeath2"
	Decal BrutalBloodSuper
    Scale 1.1
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        XME1 ABCD 3 A_CustomMissile ("Brutal_FlyingXBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        Loop
    Death:
        TNT1 AAAAAAA 0 A_CustomMissile ("Brutal_FlyingXBloodTrail5", 0, 0, random (0, 180), 2, random (0, 180))
        
		
	    TNT1 A 0 A_CheckFloor("SpawnFloor")
		TNT1 A 0 A_SpawnItemEx ("DetectCeilBloodSimplerLarge",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("DetectCeilXDeath2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Stop
		
	SpawnFloor:
	    XME1 E 1
		TNT1 A 0 A_QueueCorpse
		XME1 E -1
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		TNT1 A 0 
		XME1 E 3
		TNT1 A 0 A_SpawnItemEx ("Brutal_BloodSpot", 0, 0, 1)
    Living:
	    XME1 E -1

		XME1 E 600
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish")
		Loop
	Vanish:
	    TNT1 A 5
		Stop
    }
}


ACTOR XDeath2b: XDeath2
{
Speed 4
}

ACTOR XDeath3: XDeath2
{
    SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath3"
	Decal BrutalBloodSuper
	Scale 1.1
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        XME2 ABCD 3 A_CustomMissile ("Brutal_FlyingXBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        Loop
    Death:
        TNT1 AAAAAAA 0 A_CustomMissile ("Brutal_FlyingXBloodTrail5", 0, 0, random (0, 180), 2, random (0, 180))
	    TNT1 A 0 A_CheckFloor("SpawnFloor")
		TNT1 A 0 A_SpawnItemEx ("DetectCeilBloodSimplerLarge",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("DetectCeilXDeath3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Stop
		
	SpawnFloor:
	    XME2 E 1
		TNT1 A 0 A_QueueCorpse
		XME2 E -1
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		TNT1 A 0 
		XME2 E 3
		TNT1 A 0 A_SpawnItemEx ("Brutal_BloodSpot", 0, 0, 1)
        Living:
	    XME2 E 600
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish")
		Loop
	Vanish:
	    TNT1 A 5
		Stop	
    }
}

ACTOR XDeath3b: XDeath3
{
Speed 4
}

ACTOR XDeath4: XDeath2
{
    SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath3"
	Scale 1.0
	+DOOMBOUNCE
	BounceFactor 0.01
	Gravity 1.0
	wallbouncefactor 0.2
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        GIB4 AAAAAA 3 A_CustomMissile ("Brutal_FlyingXBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        Loop
    Death:
		GIB4 B 1
		TNT1 A 0 A_QueueCorpse
		GIB4 B -1
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		TNT1 A 0 
	    GIB4 B 1
		TNT1 A 0 A_SpawnItemEx ("Brutal_BloodSpot", 0, 0, 1)
	Living1:	
		GIB4 B 600//duration
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish")
        Loop
	Vanish:
	   TNT1 A 1
	   Stop
    }
}


ACTOR XDeath5: XDeath2
{
    SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath3"
	Scale 1.1
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        XME5 ABCD 3 A_CustomMissile ("Brutal_FlyingXBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        Loop
    Death:
        TNT1 AAAAAAA 0 A_CustomMissile ("Brutal_FlyingXBloodTrail5", 0, 0, random (0, 180), 2, random (0, 180))
        TNT1 A 0 A_SpawnItemEx ("Brutal_BloodSpot", 0, 0, 1)
		XME5 E 1
		TNT1 A 0 A_QueueCorpse
		XME5 E -1
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        XME5 E 3
    Living:	
		XME5 E 800//duration
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish")
        Loop
	Vanish:
	    TNT1 A 1
	    Stop
		
    }
}


ACTOR XDeathOrgan1: XDeath2
{
    SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath3"
	Scale 0.9
	Speed 4
    States
    {
    Spawn:
	    XME8 A 4 A_CustomMissile ("Brutal_FlyingXBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        Loop
    Death:
        XME8 A 1
		TNT1 A 0 A_QueueCorpse
		XME8 A -1
        Stop
    }
}

ACTOR XDeathOrgan1b: XDeathOrgan1
{
	XScale -0.7
	YScale 0.5
}

ACTOR XDeathOrgan2: XDeathOrgan1
{
States
{
    Spawn:
	    XME8 B 4 A_CustomMissile ("Brutal_FlyingXBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        Loop
    Death:
        XME8 B 1
		TNT1 A 0 A_QueueCorpse
		XME8 B -1
        Stop
    }
}

ACTOR XDeathGuts: XDeath2
{
    Scale 1.1
    SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath3"
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        XME4 AAAABBBBCCCCDDDD 2
        Loop
    Death:
        TNT1 AAAAAAA 0 A_CustomMissile ("Brutal_FlyingXBloodTrail5", 0, 0, random (0, 180), 2, random (0, 180))
        TNT1 A 0 A_QueueCorpse
		XME4 E 9009
        Stop
    }
}



ACTOR WaterBloodCHecker: XDeath1
{
    Speed 4
    Scale 1.2
	Radius 1
	+DOOMBOUNCE
	BounceFactor 0.01
	+EXPLODEONWATER
	Height 1
    SeeSound "none"
    DeathSound "none"
	Decal none
	States
    {
    Spawn:
	    TNT1 A 5
        Loop
    Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
		TNT1 A 0 ACS_EXecuteAlways(373, 0, 0, 0, 0)
		TNT1 A 5
		TNT1 A 0 A_JumpIfInventory("IsOverWater", 1, "IsOverLiquid")
		TNT1 A 0 A_JumpIfInventory("IsOverSlime", 1, "IsOverLiquid")
        TNT1 A 10
        Stop
        
	IsOverLiquid:
		TNT1 A 1
		TNT1 A 0 A_CheckFloor("SpawnOnWater")
		
	SpawnOnWater:
		TNT1 A 1
		TNT1 A 0 A_SpawnItem ("BD_WaterBloodSpot", 5)
		Stop
    }
}

ACTOR GoreSound: XDeath2
{
    SeeSound "misc/xdeath4"
    DeathSound "none"
    Decal "None"
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        TNT1 A 2
        Loop
    Death:
        TNT1 BCDE 1
        Stop
        Splash:
        TNT1 A 1
        Stop
    }
}


ACTOR ShakeShakeShake: XDeath2
{
    SeeSound "none"
    DeathSound "none"
    Decal "None"
    Gravity 1.0
    Speed 1
    States
    {
    Spawn:
        TNT1 A 5
        Goto Death
    Death:
        TNT1 A 1
	    EXPL A 0 Radius_Quake (4, 24, 0, 15, 0)
        TNT1 A 20
        Stop
    }
}

//ACTOR XDeathMarineHead
//{
//    Radius 8
 //   Height 8
 //   Speed 16
	//Mass 6
	//BounceFactor 0.4
//	+DOOMBOUNCE
  //  +NOBLOCKMAP
//	+MISSILE
 //   +NOTELEPORT
 //   +DONTSPLASH
 //   +MOVEWITHSECTOR
  //  DeathSound "misc/xdeath1"
//	Decal BrutalBloodSplat
  //  States
  //  {
  //  Spawn:
	//    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
   //     MHEA A 15 A_CustomMissile("Brutal_FlyingXBloodTrail",0,0,180,2)
    //    Loop
   // Death:
   //     MHEA A 9009
    //    Stop
 //   }
//}












/////////////////
//ARMS
/////////////////


ACTOR XDeathArm1
{
    Radius 8
    Height 8
    Scale 1.1
	Speed 8
	Mass 1
    gravity 0.5
	Decal BrutalBloodSplat
	BounceFactor 0.2
	wallbouncefactor 0.2
	BounceCount 3
	+DOOMBOUNCE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
    +MISSILE
	+EXPLODEONWATER
	+SKYEXPLODE
	-DONTSPLASH
    seesound "bloood"
    deathsound "bloood"
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		XARM AEBCFDG 5 A_CustomMissile ("Brutal_FlyingXBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    XDT5 I 1
        XDT5 I 0 A_SpawnItem("Gib_Arm")
        Stop
    }
}

actor Gib_Arm: LimbBase
{
    Scale 1.1
    States
    {
    Spawn:
		TNT1 A 0
		TNT1 A 0 A_QueueCorpse
		XDT5 I 1 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
		XDT5 I -1
		Stop
    Death.plasma: Death.Burn: Death.Flames:	   
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece2", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 2, 0, random (0, 360), 2, 270)     
		Stop
    Death:    
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingXBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile ("GibHand", 0, 0, random (0, 180), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("GibArmPart", 0, 0, random (0, 180), 2, random (0, 180))
		Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    XDT5 I 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
	Pain:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	XARM ABCD 3
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	XARM A 6
	XARM ABCDABCDABCD 6 A_CheckFloor("Landz")
	Goto Landz
	Landz:
	XDT5 I 0 A_SpawnItem("Gib_Arm")
	Stop
}}

ACTOR XDeathArm1Kicked: XDeathArm1
{
+ACTIVATEMCROSS
+ACTIVATEIMPACT
+CANUSEWALLS
    States
    {
    Spawn:
	    TNT1 A 0 A_ChangeFlag("NOCLIP", 1)
	    XARM A 2
		TNT1 A 0 A_ChangeFlag("NOCLIP", 0)
		TNT1 A 0
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		XARM ABCD 6 A_CustomMissile ("Brutal_FlyingXBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		Goto Spawn+3
	}
}

actor GibArmPart: TinyGib
{
    Scale 1.0
    States
    {
Spawn:
XDT5 Z 1
TNT1 A 0
	TNT1 A 0 A_QueueCorpse
      XDT5 Z -1
	  Stop
    Death:
XDT5 Z 1
       Loop
}}

actor GibHand: TinyGib
{
    Scale 1.0
    States
    {
Spawn:
		XDT5 Y 1
		TNT1 A 0 A_QueueCorpse
		XDT5 Y -1
       Stop
    Death:
		XDT5 Y 1
       Loop
}}


ACTOR XDeathArm2: XDeathArm1
{
	Speed 10
}


ACTOR XDeathBullArm1: XDeathArm1
{
    Scale 1.0
    Speed 10
	Gravity 0.4
	BounceFactor 0.4
	wallbouncefactor 0.2
	+SKYEXPLODE
	Species "Marines"
	+THRUSPECIES
	BounceCount 5
	Radius 10
    States
    {
    Spawn:
        TNT1 A 0
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		HND8 ABCDEFGH 3 A_CustomMissile ("Brutal_FlyingXBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
    Death.plasma: Death.Burn: Death.Flames:		   
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece2", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_CustomMissile ("XDeathBurnedDemonArm", 2, 0, random (0, 360), 2, 270)        Stop
	Death:
        HND8 I 1
        HND8 A 0 A_SpawnItem("Gib_DemonArm",0,0,0,1)
        Stop	
    }
}


ACTOR XDeathDemonArm: XDeathBullArm1
{
    Scale 1.0
}

actor Gib_DemonArm: LimbBase
{
    Scale 1.0
    States
    {
    Spawn:
		HND8 GH 2
		TNT1 A 0 A_QueueCorpse
		Goto Spawn1
	
	Spawn1:
		HND8 I 1
		HND8 I -1
		Loop
    Death:    
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingXBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile ("GibDemonHand", 0, 0, random (0, 180), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("GibDemonArmPart", 0, 0, random (0, 180), 2, random (0, 180))
		Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    HND8 AA 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathBullArm1Kicked", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
		
	Pain:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		HND8 ABCDEFGH 2
		Goto Spawn1
	
	Death.ExplosiveImpact:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		HND8 A 5
		HND8 ABCDEFGHABCDEFGHABCDEFGH 5 A_CheckFloor("Landz")
		Goto Landz
		Landz:
	
		XDT5 I 0 A_SpawnItem("Gib_DemonArm")
		Stop	
}}


ACTOR XDeathBullArm1Kicked: XDeathBullArm1
{
+ACTIVATEMCROSS
+ACTIVATEIMPACT
+CANUSEWALLS
}

actor GibDemonArmPart: TinyGib
{
    Scale 1.0
    States
    {
	Spawn:
		HND8 Z 1
		TNT1 A 0 A_QueueCorpse
		HND8 Z -1
		Stop
    Death:
		HND8 Z 1
		HND8 Z -1
		Stop
}}

actor GibDemonHand: TinyGib
{
    Scale 0.9
    States
    {
	Spawn:
		HND8 Y 1
		TNT1 A 0 A_QueueCorpse
		HND8 Y -1
		Stop
    Death:
		HND8 Y 1
		TNT1 A 0 A_QueueCorpse
		HND8 Y -1
		Stop
}}






ACTOR XDeathImpArm: XDeathArm1
{
    Scale 1.1
    Speed 8
	Gravity 0.4
    States
    {
    Spawn:
        TNT1 A 0
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		HND4 ABCDEFGH 4 A_CustomMissile ("Brutal_FlyingXBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
    Death.plasma:	    		   
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece2", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_CustomMissile ("XDeathBurnedImpArm", 2, 0, random (0, 360), 2, 270)        Stop
	Death:
        HND4 X 1
        HND4 X 0 A_SpawnItem("Gib_ImpArm",0,0,0,1)
        Stop
    }
}

actor Gib_ImpArm: LimbBase
{
    Scale 1.1
    States
    {
    Spawn:
        HND4 X 1
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 ACS_EXecuteAlways(794, 0, 0, 0, 0)
		HND4 X -1
        Stop
		
	NoCOlision:
		HND4 X 1
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		HND4 X -1
        Stop
		
Death.plasma: Death.Burn: Death.Flames:	    		   
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece2", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_CustomMissile ("XDeathBurnedImpArm", 2, 0, random (0, 360), 2, 270)        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingXBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("GibImpHand", 0, 0, random (0, 180), 2, random (0, 180))
    TNT1 A 0 A_CustomMissile ("GibImpArmPart", 0, 0, random (0, 180), 2, random (0, 180))
Stop
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    HND4 AA 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathImpArm", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
	
	Pain:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	HND4 ABCDEFGH 3
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	HND4 X 5
	HND4 ABCDEFGHABCDEFGHABCDEFGH 5 A_CheckFloor("Landz")
	Goto Landz
	Landz:
	XDT5 I 0 A_SpawnItem("Gib_ImpArm")
	Stop	
}}

actor GibImpArmPart: TinyGib
{
    Scale 1.1
    States
    {
Spawn:
        HND4 Z 1
		TNT1 A 0 A_QueueCorpse
		HND4 Z -1
       Stop
    Death:
        HND4 Z 1
		TNT1 A 0 A_QueueCorpse
		HND4 Z -1
       Stop
}}

actor GibImpHand: TinyGib
{
    Scale 0.8
    States
    {
Spawn:
        HND4 Y 1
		TNT1 A 0 A_QueueCorpse
		HND4 Y -1
       Stop
    Death:
        HND4 Y 1
		TNT1 A 0 A_QueueCorpse
		HND4 Y -1
       Stop
}}


ACTOR XDeathHalfImpUpperPart32
{
    Radius 2
    Height 2
    Scale 1.1
	Speed 6
	Gravity 0.3
	Mass 4
	Decal BrutalBloodSplat
	BounceFactor 0.2
	wallbouncefactor 0.2
	+MISSILE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
    States
    {
    Spawn:
        //TNT1 A 0 A_SpawnItem("Brutal_LiquidBlood",0,0,0,1)
		HND4 IJKLMNOPQ 3 A_CustomMissile("Brutal_LiquidBlood",0,0,0,1)
		Loop
    Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
		TNT1 AAA 0 A_spawnItem("Blood", 0, 10)
        HND4 Q 1 A_SpawnItem("Gib_HalfImpUpperPart32",0,0,0,1)
        TNT1 A 0
        Stop
    }
}

actor Gib_HalfImpUpperPart32: BigGibBase
{
	damagefactor "ExplosiveImpact", 5.0
	damagefactor "Kick", 5.0
    States
    {
    Spawn:
			HND4 Q 1
			TNT1 A 0 A_QueueCorpse
			HND4 Q -1
		   Stop    
	   
	Death.ExplosiveImpact:
	Death.Explosive:
	Death.Kick:
	Death.SuperPunches:
	    TNT1 A 0
	    TNT1 A 0 ThrustThingZ(0,30,0,1)
		Goto Fly
	Fly:	
		HND4 IJKLMNOPQ 3 A_CheckFloor("Land")
		Loop
	Land:	
		HND4 Q 1 A_SpawnItem("Gib_HalfImpUpperPart32",0,0,0,1)
		Stop 
	
	Death:
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_CustomMissile ("XDeathImpArm", 32, 0, random (0, 360), 2, random (0, 160))
		Stop
	
		}}	 




/////////////////////
//LEGS
/////////////////////

ACTOR XDeathZombieLeg: XDeathArm1
{
    Scale 1.1
    Speed 8
	Gravity 0.4
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		LEG1 ABCDEFGH 5 A_CustomMissile ("Brutal_FlyingXBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
        LEG1 E 1
		LEG1 E 0 A_SpawnItem("Gib_ZombieLeg1")
        Stop
    }
}


actor Gib_ZombieLeg1: LimbBase
{
    Scale 1.1
    States
    {
    Spawn:
	LEG1 E 1
	TNT1 A 0 A_QueueCorpse
	LEG1 E 1 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	LEG1 E -1
       Stop
    Death.plasma:	   		   
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece2", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		 TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 2, 0, random (0, 360), 2, 270)        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingXBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("GibZombieLegPart", 0, 0, random (0, 180), 2, random (0, 180))
    TNT1 A 0 A_CustomMissile ("GibZombieBoot", 0, 0, random (0, 180), 2, random (0, 180))
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    LEG1 EE 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
	
	Pain:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	LEG1 ABCDEFGH 2
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	LEG1 A 5
	LEG1 ABCDEFGHABCDEFGHABCDEFGH 5 A_CheckFloor("Landz")
	Goto Landz
	Landz:
	XDT5 I 0 A_SpawnItem("Gib_ZombieLeg2")
	Stop
			
}}

actor GibZombieLegPart: TinyGib
{
    Scale 1.1
    States
    {
	Spawn:
		LEG1 Z 1
		TNT1 A 0 A_QueueCorpse
		LEG1 Z -1
			   Stop
    Death:
		LEG1 Z 1
		TNT1 A 0 A_QueueCorpse
		LEG1 Z -1
		Stop}}

actor GibZombieBoot: TinyGib
{
    Scale 1.1
    States
    {
	Spawn:
		LEG1 Y 1
		TNT1 A 0 A_QueueCorpse
		LEG1 Y -1
			   Stop
    Death:
		LEG1 Y 1
		TNT1 A 0 A_QueueCorpse
		LEG1 Y -1
		Stop}}


ACTOR XDeathZombieLeg2: XDeathZombieLeg
{
    Speed 8
	Gravity 0.4
	BounceFactor 0.4
	wallbouncefactor 0.2
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		LEG1 ABCDEFGH 5 A_CustomMissile ("Brutal_FlyingXBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    LEG1 A 1
	    TNT1 A 0 A_SpawnItem("Gib_ZombieLeg2")
        Stop
    }
}


actor Gib_ZombieLeg2: LimbBase
{
    States
    {
    Spawn:
	LEG1 A 1
	TNT1 A 0 A_QueueCorpse
	LEG1 A 1 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	LEG1 A -1
       Stop
    Death.plasma:	    		   
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece2", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 2, 0, random (0, 360), 2, random (270, 280))        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingXBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("GibZombieLegPart", 0, 0, random (0, 180), 2, random (0, 180))
    TNT1 A 0 A_CustomMissile ("GibZombieBoot", 0, 0, random (0, 180), 2, random (0, 180))
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    LEG1 AA 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathZombieLegKicked", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
		
	Pain:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	LEG1 ABCDEFGH 2
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	LEG1 A 5
	LEG1 ABCDEFGHABCDEFGHABCDEFGH 5 A_CheckFloor("Landz")
	Goto Landz
	Landz:
	XDT5 I 0 A_SpawnItem("Gib_ZombieLeg1")
	Stop	
}}

ACTOR XDeathZombieLegKicked: XDeathZombieLeg
{
+ACTIVATEMCROSS
+ACTIVATEIMPACT
}




ACTOR XDeathImpLeg: XDeathArm1
{
    Scale 1.1
    Speed 8
	Gravity 0.4
	BounceFactor 0.4
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		LEG4 ABCDEFGH 5 A_CustomMissile ("Brutal_FlyingXBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
        LEG4 I 1
        LEG4 I 0 A_SpawnItem("Gib_ImpLeg")
        Stop
		
    }
}

actor Gib_ImpLeg: LimbBase
{
    Scale 1.1
    States
    {
	  Spawn:
        LEG4 I 1
		TNT1 A 0 ACS_EXecuteAlways(794, 0, 0, 0, 0)
		TNT1 A 0 A_QueueCorpse
		LEG4 I -1
        Stop
		
	NoCOlision:
		LEG4 I 1
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		LEG4 I -1
        Stop
	   
Death.plasma: Death.Burn: Death.Flames:	    		   
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece2", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_CustomMissile ("XDeathBurnedImpLeg", 2, 0, random (0, 360), 2, 270)        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingXBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("GibImpLegPart", 0, 0, random (0, 180), 2, random (0, 180))
    TNT1 A 0 A_CustomMissile ("GibImpPaw", 0, 0, random (0, 180), 2, random (0, 180))
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    LEG4 A 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathImpLeg", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
		
	Pain:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	LEG4 ABCDEFGH 2
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	LEG4 A 5
	LEG4 ABCDEFGHABCDEFGHABCDEFGH 5 A_CheckFloor("Landz")
	Goto Landz
	Landz:
	XDT5 I 0 A_SpawnItem("Gib_ImpLeg")
	Stop		
}}

actor GibImpLegPart: TinyGib
{
    Scale 1.1
    States
    {
	Spawn:
		LEG4 Z 1
		TNT1 A 0 A_QueueCorpse
		LEG4 Z -1
       Stop
    Death:
		LEG4 Z 1
		TNT1 A 0 A_QueueCorpse
		LEG4 Z -1
       Stop
}}

actor GibImpPaw: TinyGib
{
    Scale 1.1
    States
    {
	Spawn:
		LEG4 Y 1
		TNT1 A 0 A_QueueCorpse
		LEG4 Y -1
       Stop
    Death:
		LEG4 Y 1
		TNT1 A 0 A_QueueCorpse
		LEG4 Y -1
       Stop
}}

ACTOR XDeathBullLeg12: XDeathArm1
{
    Scale 1.1
    Speed 8
	Gravity 0.4
	BounceFactor 0.4
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
		LEG8 ABCDEFGH 4 A_CustomMissile ("Brutal_FlyingXBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    LEG8 I 1
	    LEG8 I 0 A_SpawnItem("Gib_DemonLeg")
        Stop
    }
}

actor Gib_DemonLeg: LimbBase
{
    Scale 1.1
    States
    {
    Spawn:
		LEG8 GH 2
		TNT1 A 0 A_QueueCorpse
		Goto Spawn1
	  Spawn1:
		LEG8 I 1 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
		LEG8 I -1
        Stop
	   
	   
    Death.plasma:	   
	Death.Burn:
	Death.Fire:
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece2", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_CustomMissile ("XDeathBurnedDemonLeg", 2, 0, random (0, 360), 2, 270)        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingXBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("GibDemonLegPart", 0, 0, random (0, 180), 2, random (0, 180))
    TNT1 A 0 A_CustomMissile ("GibDemonPaw", 0, 0, random (0, 180), 2, random (0, 180))
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    LEG8 A 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathBullLeg12", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
		
	Pain:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	LEG8 ABCDEFGH 2
	Goto Spawn1
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	LEG8 A 5
	LEG8 ABCDEFGH 5
	XDT5 I 0 A_SpawnItem("Gib_DemonLeg")
	Stop}}

actor GibDemonLegPart: TinyGib
{
    Scale 1.1
    States
    {
Spawn:
LEG8 Z 1
       Loop
    Death:
LEG8 Z 1
       Loop
}}

actor GibDemonPaw: TinyGib
{
    Scale 1.1
    States
    {
Spawn:
LEG8 Y 1
       Loop
    Death:
LEG8 Y 1
       Loop
}}







ACTOR XDeathSargeLeg1: XDeathArm1
{
    Scale 1.1
    Speed 8
	Gravity 0.4
	BounceFactor 0.4
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		LEGX ABCDEFGH 5 A_CustomMissile ("Brutal_FlyingXBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
        LEGX A 1
	    LEGX A 0 A_SpawnItem("Gib_SargeLeg")
        Stop
    }
}

actor Gib_SargeLeg: LimbBase
{
    Scale 1.1
    States
    {
    Spawn:
		LEGX A 1
		TNT1 A 0 A_QueueCorpse
	    LEGX A 1 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
		LEGX A -1
		Stop
    Death.plasma:	
	Dath.Burn:
	Death.Fire:
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece2", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		 TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 2, 0, random (0, 360), 2, 270)        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingXBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("GibSargeLegPart", 0, 0, random (0, 180), 2, random (0, 180))
    TNT1 A 0 A_CustomMissile ("GibSargeBoot", 0, 0, random (0, 180), 2, random (0, 180))
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    LEGX A 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathSargeLeg1", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
		
			Pain:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	LEGX ABCDEFGH 2
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	LEGX ABCDEFGH 5
	XDT5 I 0 A_SpawnItem("Gib_SargeLeg")
	Stop	
		
		}}

actor GibSargeLegPart: TinyGib
{
    Scale 1.1
    States
    {
Spawn:
	    LEGX Z 1
       Loop
    Death:
	    LEGX Z 1
       Loop
}}

actor GibSargeBoot: TinyGib
{
    Scale 1.1
    States
    {
Spawn:
	    LEGX Y 1
       Loop
    Death:
	    LEGX Y 1
       Loop
}}



ACTOR XDeathSargeLeg2: XDeathArm1
{
    Scale 1.1
    Speed 8
	Gravity 0.4
	BounceFactor 0.4
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		LEGX ABCDEFGH 5 A_CustomMissile ("Brutal_FlyingXBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    LEGX E 1
	    LEGX E 1 A_SpawnItem("Gib_SargeLeg2")
        Stop
    }
}

actor Gib_SargeLeg2: Gib_SargeLeg
{
    Scale 1.1
    States
    {
    Spawn:
		LEGX E 1
		TNT1 A 0 A_QueueCorpse
	    LEGX E 1 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
		LEGX E -1
		Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingXBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("GibSargeLegPart", 0, 0, random (0, 180), 2, random (0, 180))
    TNT1 A 0 A_CustomMissile ("GibSargeBoot", 0, 0, random (0, 180), 2, random (0, 180))
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    LEGX A 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathSargeLeg1", 5, 0, random (170, 190), 2, random (20, 40))
		Stop}}






ACTOR XDeathChainLeg: XDeathArm1
{
    Speed 8
	Gravity 0.4
	BounceFactor 0.4
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		LEG3 ABCDEFGH 5
		Loop
	Death:
	    LEG3 A 1
	    LEG3 A 0 A_SpawnItem("Gib_ChainLeg")
        Stop
    }
}

actor Gib_ChainLeg: LimbBase
{
    States
    {
    Spawn:
		LEG3 I 1
		TNT1 A 0 A_QueueCorpse
	    LEG3 I 1 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
		LEG3 I -1
        Stop
    Death.plasma:	 
	Death.Burn:
	Death.Fire:
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece2", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 2, 0, random (0, 360), 2, 260)        Stop
    Death:    
    TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingXBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    LEG3 A 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathChainLeg", 5, 0, random (170, 190), 2, random (20, 40))
		Stop}}



ACTOR XDeathChainArm: XDeathArm1
{
    Speed 8
	Gravity 0.4
	BounceFactor 0.4
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		HND3 ABCDEFGH 5
		Loop
	Death:
	    HND3 A 1
	    HND3 A 0 A_SpawnItem("Gib_ChainArm")
        Stop
    }
}

actor Gib_ChainARm: Gib_Arm
{
    States
    {
    Spawn:
	    TNT1 A 0
		TNT1 A 0 A_QueueCorpse
	    HND3 E 1 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
		TNT1 A 0 A_Jump (128, "Spawn2")
		HND3 E -1
        Stop
	Spawn2:
		HND3 A 1
		HND3 A -1
       Stop
    Death:    
    TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingXBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    HND3 A 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathChainArm", 5, 0, random (170, 190), 2, random (20, 40))
		Stop}}




//////////////
//GUTS
//////////////


ACTOR XDeathStomach: XDeathArm1
{
-DOOMBOUNCE
BounceFactor 0.0
Speed 2
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
		XSTO A 24 A_CustomMissile ("Brutal_FlyingXBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
    Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
        XSTO EEEEEEEEE 0 A_CustomMissile ("Brutal_FlyingXBloodTrail5", 0, 0, random (0, 180), 2, random (0, 180))
        XSTO E 1
		TNT1 A 0 A_QueueCorpse
		XSTO E -1
        Stop
    }
}


ACTOR XDeathDemonHead
{
    Radius 8
    Height 8
    Scale 0.9
	Speed 10
	Mass 1
    gravity 0.5
	Decal BrutalBloodSplat
	BounceFactor 0.4
	BounceCount 5
	+DOOMBOUNCE
	+MISSILE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
		DEMH ABCDEF 7 A_CustomMissile ("Brutal_FlyingXBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    TNT1 A 0 A_SpawnItem("Gib_DemonHead")
        Stop
    }
}


actor Gib_DemonHead: LimbBase
{
Scale 0.9
    States
    {
    Spawn:
	    TNT1 A 0
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 A_Jump (128, "Spawn2")
	    DEMH I 9
		DEMH I -1
        Stop
	Spawn2:
		DEMH J 9
		DEMH J -1
       Stop
    Death:    
    TNT1 A 0 A_SpawnItem("MeatDeathSmall")
	TNT1 AA 0 A_CustomMissile ("SmallBrainPiece", 10, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath3", 10, random (5, -5), random (160, 200), 2, random (-10, 10))
		 TNT1 AA 0 A_CustomMissile ("XDeath2", 10, random (5, -5), random (160, 200), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("XBloodmistBig", 10, 0, random (0, 360), 2, random (30, 90))
		TNT1 AA 0 A_CustomMissile ("PinkyHeadPiece", 12, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("PinkyJaw", 12, 0, random (0, 360), 2, random (0, 160))
		 
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    HND3 A 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathChainArm", 5, 0, random (170, 190), 2, random (20, 40))
		Stop}}

ACTOR XDeathHalfMarine
{
    Radius 8
    Height 8
    Speed 4
	Mass 8
	BounceFactor 0.2
	BounceCount 3
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    DeathSound "misc/xdeath1"
	Decal BrutalBloodSplat
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        HPLA A 12 A_CustomMissile("Brutal_FlyingXBloodTrail",0,0,180,2)
        Loop
    Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
        HPLA A 0 A_SpawnItem("HalfMarineGib",0,0,0,1)
        Stop
    }
}

actor HalfMarineGib: BigGibBase
{
    States
    {
    Spawn:
	HPLA A 1
	TNT1 A 0 A_QueueCorpse
	HPLA A 1 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	HPLA A -1
    Stop    }}


ACTOR XDeathHalfImp
{
    Radius 8
    Height 8
    Speed 7
	Mass 8
	BounceFactor 0.2
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    DeathSound "misc/xdeath1"
	Decal BrutalBloodSplat
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        TROG K 12 A_CustomMissile("Brutal_FlyingXBloodTrail",0,0,180,2)
        Loop
    Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
        TROG K 0 A_SpawnItem("HalfImpGib",0,0,0,1)
        Stop
    }
}


actor HalfImpGib: BigGibBase
{
    States
    {
    Spawn:
	   TROG K 1
	   TNT1 A 0 A_QueueCorpse
	   TROG K 1 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	   TROG K -1
       Stop    
	  
	Death:  
	   TNT1 A 0 A_CustomMissile ("XDeathImpHead", 12, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathImpArm", 12, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathHalfImpUpperPart32", 12, 0, random (0, 360), 2, random (10, 60))
		 TNT1 A 0 A_SpawnItem("MeatDeathSmall", 0, 10)
		 Stop
	   }}


ACTOR XDeathHalfZombieman
{
    Radius 8
    Height 8
    Scale 1.0
	Speed 6
	Mass 4
	Decal BrutalBloodSplat
	BounceFactor 0.2
	+DOOMBOUNCE
	+MISSILE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
		POSX F 12
		Loop
    Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
        POSX F 1 A_SpawnItem("Gib_HalfZombieman",0,0,0,1)
        TNT1 A 0
        Stop
    }
}

actor Gib_HalfZombieMan: BigGibBase
{
    States
    {
    Spawn:
	POSX F 1
	TNT1 A 0 A_QueueCorpse
	POSX F 1 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	POSX F -1
    Stop  
	   
	   Death:
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_CustomMissile ("XDeathZombiemanHead", 15, 0, random (0, 360), 2, random (0, 180))
			TNT1 A 0 A_SpawnItem("MeatDeathSmall", 0, 10)
			TNT1 AA 0 A_CustomMissile ("XDeathArm1", 6, 0, random (0, 360), 2, random (0, 90))
			Stop
	   }}
	   

ACTOR XDeathHalfZombiemanNoArmNoHead
{
    Radius 8
    Height 8
    
	Speed 10
	Gravity 0.7
	Mass 4
	Decal BrutalBloodSplat
	BounceFactor 0.01
	+DOOMBOUNCE
	+MISSILE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
	Scale 1.3
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
		POSX GHIJKLMN 4
		Loop
    Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
        TNT1 AAA 0 A_SpawnItem("Blood", 0, 5)
		TNT1 A 0 A_SpawnItem("Gib_HalfZombiemanNoArmNoHead",0,0,0,1)
        Stop
    }
}

actor Gib_HalfZombieManNoArmNoHead: BigGibBase
{
Scale 1.3
    States
    {
    Spawn:
	POSX O 1
	TNT1 A 0 A_QueueCorpse
	POSX O -1
       Stop  
	   
	  Death:
	  TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (0, 160))
	  TNT1 A 0 A_SpawnItem("MeatDeathSmall")
	  Stop
	   }}	 
	   




ACTOR XDeathHalfShotgunguyNoArmNoHead
{
    Radius 8
    Height 8
    
	Speed 10
	Gravity 0.7
	Mass 4
	Decal BrutalBloodSplat
	BounceFactor 0.01
	+DOOMBOUNCE
	+MISSILE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
	Scale 1.3
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
		SPSX GHIJKLMN 4
		Loop
    Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
        TNT1 AAA 0 A_SpawnItem("Blood", 0, 5)
		TNT1 A 0 A_SpawnItem("Gib_HalfShotgunguyNoArmNoHead",0,0,0,1)
        Stop
    }
}

actor Gib_HalfShotgunguyNoArmNoHead: BigGibBase
{
Scale 1.3
    States
    {
    Spawn:
		SPSX O 1
		TNT1 A 0 A_QueueCorpse
		SPSX O -1
		Stop    
	   
	   Death:
	  TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (0, 160))
	  TNT1 A 0 A_SpawnItem("MeatDeathSmall")
	  Stop
	   }}	


ACTOR XDeathHalfZombiemanDown
{
    Radius 8
    Height 8
    Scale 1.1
	Speed 6
	Mass 4
	Decal BrutalBloodSplat
	BounceFactor 0.2
	+DOOMBOUNCE
	+MISSILE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
		POSX D 12
		Loop
    Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
        POSX E 0 A_SpawnItem("GibHalfZombiemanDown",0,0,0,1)
        Stop
    }
}

actor GibHalfZombiemanDown: BigGibBase
{
    States
    {
    Spawn:
		POSX E 1
		POSX E 1 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
		TNT1 A 0 A_QueueCorpse
		POSX E -1
       Loop    }}



ACTOR XDeathHalfSergeant
{
    Radius 8
    Height 8
    Speed 7
	Mass 8
	BounceFactor 0.2
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    DeathSound "misc/xdeath1"
	Decal BrutalBloodSplat
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        SP2X F 12 A_CustomMissile("BloodTrails",0,0,180,2)
        Loop
    Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
        SP2X G 0 A_SpawnItem("GibHalfSergeant",0,0,0,1)
        Stop
    }
}



ACTOR XDeathHalfZombieman2
{
    Radius 8
    Height 8
    Speed 7
	Mass 8
	BounceFactor 0.2
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    DeathSound "misc/xdeath1"
	Decal BrutalBloodSplat
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        PP2X F 12 A_CustomMissile("BloodTrails",0,0,180,2)
        Loop
    Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
        PP2X G -1
        Stop
    }
}

actor GibHalfSergeant: BigGibBase
{
    States
    {
    Spawn:
		TNT1 A 0
		SP2X G 1 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
		TNT1 A 0 A_QueueCorpse
		SP2X G -1
       Loop    
	   
	 Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathSergeantHead", 32, 0, random (0, 360), 2, random (0, 160))
		Stop
	   }}

ACTOR RipUndeadMarine
{
    Radius 8
    Height 8
    Speed 4
	Mass 8
	BounceFactor 0.2
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    DeathSound "misc/xdeath1"
	Decal BrutalBloodSplat
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        UDM3 E 4 A_CustomMissile("Brutal_FlyingXBloodTrail",0,0,180,2)
        Loop
    Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
        UDM3 E 9009
        Stop
    }
}

ACTOR XDeathHalfSkeleton
{
    Radius 8
    Height 8
    Speed 9
	Mass 8
	BounceFactor 0.4
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    DeathSound "misc/xdeath1"
	Decal BrutalBloodSplat
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        SKEX F 12 A_CustomMissile("Brutal_FlyingXBloodTrail",0,0,180,2)
        Loop
    Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
        SKEX F 0 A_SpawnItem("GibHalfSkeleton",0,0,0,1)
        Stop
    }
}

actor GibHalfSkeleton: BigGibBase
{
Radius 8
	damagefactor "Kick", 12.0
	damagefactor "ExtremePunches", 12.0
	damagefactor "Melee", 12.0
	damagefactor "Fatality", 12.0
    States
    {
    Spawn:
		TNT1 A 0
		SKEX F 1 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
		TNT1 A 0 A_QueueCorpse
		SKEX F -1
		   Stop    
	   Death.Trample:
	       Death:
		   TNT1 A 0 A_NoBlocking
			TNT1 AAA 0 A_CustomMissile ("RevenantDust", 5, 0, random (0, 360), 2, random (0, 360))
			TNT1 AAAA 0 A_CustomMissile ("RevenantDust2", 5, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_CustomMissile ("XDeathRevenantHead", 5, 0, random (0, 360), 2, random (0, 160))
			TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 150))
			TNT1 A 0 A_CustomMissile ("RevenantBonesFast", 5, 0, random (0, 360), 2, random (30, 150))
			TNT1 AA 0 A_CustomMissile ("RevenantArm", 5, 0, random (0, 360), 2, random (30, 150))
			TNT1 AA 0 A_CustomMissile ("MetalShard1", 5, 0, random (0, 360), 2, random (30, 160))
			TNT1 AA 0 A_CustomMissile ("MetalShard2", 5, 0, random (0, 360), 2, random (30, 160))
			TNT1 AA 0 A_CustomMissile ("MetalShard3", 5, 0, random (0, 360), 2, random (30, 160))
			TNT1 AAA 0 A_CustomMissile ("RevenantBones", 5, 0, random (0, 360), 2, random (30, 150))
			TNT1 AAA 0 A_CustomMissile ("RevenantPiece", 5, 0, random (0, 360), 2, random (30, 150))
			TNT1 A 0 A_SpawnItem("HellishMissileLauncher")
		Stop
		}}


ACTOR XDeathArchVile
{
    Radius 8
    Height 8
	Speed 12
	Mass 1
	BounceFactor 0.4
	+DOOMBOUNCE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
	+MISSILE
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		VILP A 4 A_CustomMissile("BloodTrails",0,0,180,2)
		Loop
	Death:
        VILP B 0
	    VILP B 0 A_SpawnItem("GibArchVile",0,0,0,1)
		Stop
    }
}

actor GibArchVile: BigGibBase
{
    States
    {
    Spawn:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
		TNT1 A 0 A_QueueCorpse
		VILP B -1
        Stop    
		
		
	Death:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		TNT1 AA 0 A_SpawnItem("MuchBlood", 0, 32)
		TNT1 A 0 A_CustomMissile ("XDeathArchvileArm", 12, 0, random (0, 360), 2, random (60, 120))
	    TNT1 A 0 A_CustomMissile ("XDeathArchvileHead", 12, 0, random (0, 360), 2, random (60, 120))
	    TNT1 AAAA 0 A_CustomMissile ("XDeath1", 12, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAA 0 A_CustomMissile ("XDeath2b", 12, 0, random (0, 360), 2, random (60, 120))
	    TNT1 AAA 0 A_CustomMissile ("XDeath3b", 12, 0, random (0, 360), 2, random (60, 120))
		Stop
		}}


ACTOR XDeathArchvileLeg: XDeathArm1
{
    Scale 1.1
    Speed 6
	Gravity 0.4
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		DIAG IJKLMNOP 4 A_CustomMissile ("Brutal_FlyingXBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
        DIAG J 1
		DIAG E 0 A_SpawnItem("Gib_ArchvileLeg")
        Stop
    }
}


actor Gib_ArchvileLeg: LimbBase
{
    Scale 1.1
    States
    {
    Spawn:
	DIAG Q 1
	TNT1 A 0 A_QueueCorpse
	DIAG Q 1 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	DIAG Q -1
       Stop
    
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    DIAG JJ 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathArchvileLeg", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
	
	Pain:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	DIAG IJKLMNOP 2
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	DIAG J 2
	DIAG KLMNOPIJKLMNOPIJKLMNOP 5 A_CheckFloor("Landz")
	Goto Landz
	Landz:
	DIAG J 0 A_SpawnItem("Gib_ArchvileLeg")
	Stop
			
}}



ACTOR XDeathArchvileArm: XDeathArm1
{
    Scale 1.1
    Speed 6
	Gravity 0.4
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		DIAG ABCDEFGH 4 A_CustomMissile ("Brutal_FlyingXBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
        DIAG GF 2
		DIAG E 0 A_SpawnItem("Gib_ArchvileArm")
        Stop
    }
}


actor Gib_ArchvileArm: LimbBase
{
    Scale 1.1
    States
    {
    Spawn:
	DIAG R 1
	TNT1 A 0 A_QueueCorpse
	DIAG R 1 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	DIAG R -1
       Stop
    
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    DIAG FG 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathArchvileArm", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
	
	Pain:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	DIAG ABCDEFGHFG 2
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	DIAG FG 2
	DIAG ABCDEFGHABCDEFGHFG 5 A_CheckFloor("Landz")
	Goto Landz
	Landz:
	DIAG J 0 A_SpawnItem("Gib_ArchvileArm")
	Stop
			
}}


ACTOR SpiderLeg
{
    Radius 8
    Height 8
	Speed 12
	Mass 1
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
	+DOOMBOUNCE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
	SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath3"
	BounceFactor 0.3
	BounceCount 3
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		XDSL ABCDEFGH 2
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_QueueCorpse
	    XDSL I -1
		Stop
    }
}

ACTOR Instestin
{
    Radius 8
    Height 12
    Speed 6
	Mass 1
	BounceFactor 0.4
	Renderstyle Translucent
	Alpha 0.9
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +FORCEXYBILLBOARD
	-EXPLODEONWATER
    DeathSound "misc/xdeath1"
	Decal BrutalBloodSplat
	Scale 1.1
    States
    {
    Spawn:
        GUTS ABCD 8
        Loop
    Death:
	   
        GUTS E 1
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Water")
        TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
	    Goto Rest
		
		
	Rest:
		TNT1 A 0
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 A_Jump(255, "Rest1", "Rest2")
	Rest1:
        GUTS E 800
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
        GUTS E -1
		Stop
		
	Rest2:
		GUTS F 800
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
        GUTS F -1
		Stop
		
	DoNothing:
	TNT1 A 0
	Stop
	
	Water:
	TNT1 A 0
	TNT1 A 0 A_Jump(128, "Water2")
	Goto Water1
	
	Water1:
	GUTS GH 10
	//TNT1 A 0 A_JumpIf(waterlevel == 0, "Death")
	Loop
	
	Water2:
	GUTS IJ 10
	//TNT1 A 0 A_JumpIf(waterlevel == 0, "Death")
	Loop
    }
}

ACTOR Instestin2: Instestin
{
    Speed 3
}

ACTOR DyingDemon
{
    Radius 8
    Height 8
    Speed 0
	Mass 6
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +DONTSPLASH
    +CLIENTSIDEONLY
    +FORCEXYBILLBOARD
    States
    {
    Spawn:
		SARH AAA 4 A_SpawnItem ("Big_Blood", 0, 50)
		SARH BBB 4 A_SpawnItem ("Big_Blood", 0, 40)
		SARH CCC 4 A_SpawnItem ("Big_Blood", 0, 30)
		SARH DDDDDDDDDDDDDDD 4 A_SpawnItem ("Big_Blood", 0, 20)
        TNT1 A 0 A_SpawnItem ("DeadDemonNoHead", 1)
        Stop
    }
}










ACTOR GenericHKGib1: XDeathArm1
{
    Scale 0.9
    Speed 5
	BounceFactor 0.4
	BounceCount 3
	+CLIENTSIDEONLY
	Gravity 0.8
    States
    {
    Spawn:
        GG71 A 4 A_CustomMissile ("Green_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_QueueCorpse
	    GG71 A -1
        Stop
    }
}

ACTOR GenericHKGib2: GenericHKGib1
{
	Scale 1.2
    States
    {
    Spawn:
        GG71 B 4 A_CustomMissile ("Green_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_QueueCorpse
	    GG71 B -1
        Stop
    }
}

ACTOR GenericHKGib3: GenericHKGib1
{
	Scale 0.8
    States
    {
    Spawn:
        GG71 C 4 A_CustomMissile ("Green_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_QueueCorpse
	    GG71 C -1
        Stop
    }
}

ACTOR GenericHKGib4: GenericHKGib1
{
	Scale 0.7
    States
    {
    Spawn:
        GG71 D 4 A_CustomMissile ("Green_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_QueueCorpse
	    GG71 D -1
        Stop
    }
}


ACTOR GenericBaronGib1: GenericHKGib1
{
	Scale 1.0
    States
    {
    Spawn:
        GG71 E 4 A_CustomMissile ("Green_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_QueueCorpse
	    GG71 E -1
        Stop
    }
}

ACTOR GenericBaronGib1b: GenericBaronGib1
{
	YScale 0.8
	XScale -1.0
}


ACTOR GenericBaronGib2: GenericHKGib1
{
	Scale 1.0
    States
    {
    Spawn:
        GG71 F 4 A_CustomMissile ("Green_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_QueueCorpse
	    GG71 F -1
        Stop
    }
}


ACTOR GenericBaronGib2b: GenericBaronGib2
{
	YScale 1.1
	XScale -1.0
}



ACTOR XDeathHellKnightArm: XDeathArm1
{
    Scale 1.0
    Speed 5
	BounceFactor 0.4
	BounceCount 3
    States
    {
    Spawn:
        TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		GHKA ABCDEFGH 3 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("Gib_HellKnightArm")
		TNT1 A 0 A_SpawnItem ("Green_BloodSpot", 0, 1)
        Stop
    }
}

actor Gib_HellKnightArm: GreenLimbBase
{
    Scale 1.1
	Health 50
    States
    {
    Spawn:
        GHKA I 1
		TNT1 A 0 A_QueueCorpse
		GHKA I 1900
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
		GHKA I -1
       Stop
	   
	  Death:   
	  TNT1 A 0 A_NoBlocking
		TNT1 AA 0 A_CustomMissile ("Green_BLood", 2, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("Xdeath1Green", 2, 0, random (0, 360), 2, random (10, 90))
		TNT1 AA 0 A_CustomMissile ("GenericHKGib4", 2, 0, random (0, 360), 2, random (10, 90))
		Stop
	
	Pain:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	GHKA ABCDEFGH 2
	Goto Spawn
	
	Death.ExplosiveImpact:
	Death.Kick: Death.SuperPunches: Death.Melee:
	TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	GHKA A 5
	GHKA ABCDEFGHABCDEFGH 5 A_CheckFloor("Landz")
	Goto Landz
	Landz:
	XDT5 I 0 A_SpawnItem("Gib_HellKnightArm")
	Stop	
		
		
		} }



ACTOR XDeathHellKnightLeg: XDeathArm1
{
    Scale 1.1
    Speed 6
	BounceFactor 0.4
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem ("Green_BloodSpot", 0, 1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		GHKL ABCDEFG 3 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("Gib_HellKnightLeg")
		TNT1 A 0 A_SpawnItem ("Green_BloodSpot", 0, 1)
		Stop
    }
}

actor Gib_HellKnightLeg: GreenLimbBase
{
    Scale 1.1
	Health 80
    States
    {
		Spawn:
		GHKL I 1
		TNT1 A 0 A_QueueCorpse
		GHKL A 1900
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
		GHKL A -1
       Stop
	   
	  Death:   
	    TNT1 A 0 A_NoBlocking
		TNT1 AA 0 A_CustomMissile ("Green_BLood", 2, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("Xdeath1Green", 2, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("GenericHKGib1", 2, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("GenericHKGib2", 2, 0, random (0, 360), 2, random (10, 90))
		Stop
	
	Pain:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	GHKL ABCDEFGH 2
	Goto Spawn
	
	Death.ExplosiveImpact:
	Death.Kick: Death.SuperPunches: Death.Melee:
	TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,40,0,1)
	GHKL A 5
	GHKL ABCDEFGHABCDEFGH 5 A_CheckFloor("Landz")
	Goto Landz
	Landz:
	XDT5 I 0 A_SpawnItem("Gib_HellKnightLeg")
	Stop	}}





ACTOR XDeathHellKnightTorso: XDeathArm1
{
    Scale 1.0
    Speed 6
	BounceFactor 0.4
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		GHKT ABCDEFGH 3 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
        TNT1 A 0
		TNT1 A 0 A_SpawnItem("Green_BLood")
	    GHKT G 1
        HNDC A 0 A_SpawnItem("Gib_HellKnightTorso",0,0,0,1)
        Stop
    }
}

actor Gib_HellKnightTorso: GreenLimbBase
{
    Scale 1.0
	Health 100
    States
    {
    Spawn:
	    GHKT I 1
		TNT1 A 0 A_QueueCorpse
		GHKT I 1900
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
		GHKT I -1
        Stop 
	Death:    
		TNT1 A 0 A_NoBlocking
		TNT1 AAA 0 A_CustomMissile ("XDeath1bGreen", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("MuchBloodGreen", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath2bGreen", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath3bGreen", 5, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("XDeathOrgan1Green", 5, 0, random (0, 360), 2, random (10, 80))
		TNT1 A 0 A_CustomMissile ("XDeathOrgan2Green", 5, 0, random (0, 360), 2, random (10, 80))
		TNT1 A 0 A_CustomMissile ("GenericHKGib3", 5, 0, random (0, 360), 2, random (10, 80))
	    TNT1 A 0 A_CustomMissile ("XDeathHellKnightArm", 5, 0, random (0, 360), 2, random (10, 80))
Stop}}



ACTOR XDeathBaronofHellTorso: XDeathArm1
{
    Scale 1.3
    Speed 6
	BounceFactor 0.4
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		GORD ABCD 4 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
        TNT1 A 0 A_SpawnItem ("Green_BloodSpot", 0, 1)
	    GORD E 1
        HNDC A 0 A_SpawnItem("Gib_BaronofHellTorso",0,0,0,1)
        Stop
    }
}

actor Gib_BaronofHellTorso: GreenLimbBase
{
    Scale 1.3
	Health 120
    States
    {
    Spawn:
        GORD E 1900 A_SpawnItem ("Green_BloodSpot", 0, 1)
       Loop
Death:    
		TNT1 A 0 A_NoBlocking
		TNT1 AAA 0 A_CustomMissile ("XDeath1bGreen", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("MuchBloodGreen", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath2bGreen", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath3bGreen", 5, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("XDeathOrgan1Green", 5, 0, random (0, 360), 2, random (10, 80))
		TNT1 A 0 A_CustomMissile ("XDeathOrgan2Green", 5, 0, random (0, 360), 2, random (10, 80))
		TNT1 AA 0 A_CustomMissile ("GenericBaronGib1", 5, 0, random (0, 360), 2, random (10, 80))
		TNT1 A 0 A_CustomMissile ("GenericBaronGib2", 5, 0, random (0, 360), 2, random (10, 80))
Stop}}








ACTOR XDeathMancubusArm: XDeathArm1
{
    +SKYEXPLODE
	-CLIENTSIDEONLY
    Scale 1.1
    Speed 6
	Gravity 0.4
	BounceFactor 0.4
    States
    {
    Spawn:
        TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		MANA ABCDEFG 3
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    HND8 A 0
        HND8 A 0 A_SpawnItem("FlameCannon",0,0,0,1)
        Stop
    }
}



ACTOR XDeathZombieManHead: XDeathBullArm1
{
-CLIENTSIDEONLY
SeeSound "HEDBON"
DeathSound "HEDBON"
PainSound "HEDBON"
Radius 6
    Scale 1.0
    States
    {
	Spawn:
	Spawn1:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		XHE2 AB 3// A_CustomMissile("ShortWallRedBlood", 0, 0, 0, 2)//
		TNT1 A 0 A_ChangeFlag("THRUSPECIES", 0)
		XHE2 CDEFGH 3// A_CustomMissile("ShortWallRedBlood", 0, 0, 0, 2)//
		Loop
   	Death:
	    XHE2 E 1
        XHE2 E 1 A_SpawnItem("ZombieManHead",0,0,0,1)
        Stop
}
}


Actor XDeathZombiemanHeadBeheaded: XDeathZombieManHead
{
Speed 5
Gravity 0.5
}


Actor XDeathZombiemanHeadOnXDeath: XDeathZombieManHead
{
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_jump(96, "ExplodeOnAir")
Goto Spawn1
ExplodeOnAir:
TNT1 A 0
TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode")
Stop
}}

actor ZombiemanHead: LimbBase
{
damagefactor "Kick", 99.0
damagefactor "Melee", 99.0
damagefactor "SuperPunch", 99.0
-CLIENTSIDEONLY
+SHOOTABLE
+THRUACTORS
damagefactor "Crush", 50.0
    Radius 10
    
	Mass 60
	Health 40
    Scale 1.1
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_QueueCorpse
	TNT1 A 0 A_Jump(256, "Spawn1", "Spawn2", "Spawn3")
	Spawn1:
	XHE2 C 1
	XHE2 C -1
	Stop
	Spawn2:
	XHE2 G 1
	XHE2 G -1
	Stop
	Spawn3:
	XHE2 H 1
	XHE2 H -1
	Stop
	
	Death.Trample:
	Death.Stomp:
	TNT1 A 0 A_GiveToTarget("BootsSmearedWithRedBlood", 6)
	Goto Death
	
    Death:
        TNT1 A 0
		TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode")
        Stop
	Crush:
        TNT1 AAAAAAAA 0 A_CustomMissile ("Brutal_FlyingXBloodTrail5", 0, 0, random (0, 360), 2, random (60, 140))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        CRS1 B 5
        CRS1 B 9009
        Stop
    Death.plasma:
        TNT1 A 0
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 2, 0, random (0, 360), 2, 270)
		EXPL A 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop
	Death.Melee:
	Death.SuperPunch:
	Death.Kick:
	    XHE2 EE 1 A_FaceTarget
		TNT1 AAAA 0 A_SpawnItemEx("Blood", 0, 0, 10)
		TNT1 A 0 A_CustomMissile ("XDeathZombieManHeadKicked", 5, 0, random (170, 190), 2, random (20, 30))
		TNT1 A 0 A_PlaySound("misc/xdeath4", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 3)
		TNT1 A 20
		Stop
	
	Pain:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	XHE2 ABCDEFGH 2
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
	TNT1 A 0 ThrustThingZ(0,50,0,1)
	XHE2 ABCD 6
	XDT5 I 0 A_SpawnItem("ZombiemanHead")
	Stop

}}


ACTOR XDeathZombieManHeadKicked: XDeathZombieManHead
{
-BOUNCEONACTORS
Damage 4
Speed 13
}



ACTOR XDeathSergeantHead: XDeathZombieManHead
{
    States
    {
	Spawn:
	Spawn1:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		XHE1 AB 3// A_CustomMissile("ShortWallRedBlood", 0, 0, 0, 2)//
		TNT1 A 0 A_ChangeFlag("THRUSPECIES", 0)
		XHE1 CDEFGH 3// A_CustomMissile("ShortWallRedBlood", 0, 0, 0, 2)//
		Loop
   	Death:
	    XHE1 E 1
        XHE1 E 1 A_SpawnItem("SergeantHead",0,0,0,1)
        Stop
		
}
}


Actor XDeathSergeantHeadBeheaded: XDeathSergeantHead
{
Speed 5
Gravity 0.5
}

Actor XDeathSergeantHeadOnXDeath: XDeathSergeantHead
{
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_jump(96, "ExplodeOnAir")
Goto Spawn1
ExplodeOnAir:
TNT1 A 0
TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode")
Stop
}}

actor SergeantHead: ZombieManHead
{
    States
    {
Spawn:
	TNT1 A 0
	TNT1 A 0 A_QueueCorpse
	TNT1 A 0 A_SpawnItem("Brutal_BloodSpot")
    TNT1 A 0 A_Jump(256, "Spawn1", "Spawn2", "Spawn3")
	Spawn1:
	XHE1 C 1
	XHE1 C -1
	Stop
	Spawn2:
	XHE1 G 1
	XHE1 G -1
	Stop
	Spawn3:
	XHE1 H 1
	XHE1 H -1
	Stop
    Death:
        TNT1 A 0
		TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode")
        Stop
	Death.Melee:
	Death.SuperPunch:
	Death.Kick:
	    XHE2 EE 1 A_FaceTarget
		TNT1 AAAA 0 A_SpawnItemEx("Blood", 0, 0, 10)
		TNT1 A 0 A_CustomMissile ("XDeathSergeantHead", 5, 0, random (170, 190), 2, random (20, 40))
		TNT1 A 0 A_PlaySound("misc/xdeath4", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 3)
		TNT1 A 20
		Stop
	Pain:	
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	XHE1 ABCDEFGH 2
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
	TNT1 A 0 ThrustThingZ(0,50,0,1)
	XHE1 ABCDEFGH 3
	XDT5 I 0 A_SpawnItem("SergeantHead")
	Stop	

}}


actor SergeantHeadThrown: XDeathSergeantHead
{
+BOUNCEONACTORS
Damage (random (30, 40))
DamageType "Kick"
-CLIENTSIDEONLY
Speed 20
Gravity 0.4
wallbouncefactor 0.2
}


ACTOR XDeathChaingunguyHead: XDeathBullArm1
{
-CLIENTSIDEONLY
BounceCount 3
SeeSound "HEDBON"
DeathSound "HEDBON"
PainSound "HEDBON"
Radius 6
    Scale 1.0
    States
    {
	Spawn:
	Spawn1:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		CHHE AB 3// A_CustomMissile("ShortWallRedBlood", 0, 0, 0, 2)//
		TNT1 A 0 A_ChangeFlag("THRUSPECIES", 0)
		CHHE CDEFGH 3// A_CustomMissile("ShortWallRedBlood", 0, 0, 0, 2)//
		Loop
   	Death:
	    XHE2 E 0
        XHE2 E 0 A_SpawnItem("ChaingunguyHead",0,0,0,1)
        Stop
}
}



Actor XDeathChaingunguyHeadBeheaded: XDeathChaingunguyHead
{
Speed 5
Gravity 0.5
}


Actor XDeathChaingunguyHeadOnXDeath: XDeathChaingunguyHead
{
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_jump(96, "ExplodeOnAir")
Goto Spawn1
ExplodeOnAir:
TNT1 A 0
TNT1 A 0 A_SpawnItem("ChaingunguyHeadExplode")
Stop
}}

actor ChaingunguyHead: LimbBase
{
damagefactor "Kick", 9.0
damagefactor "Melee", 9.0
damagefactor "SuperPunch", 9.0
-CLIENTSIDEONLY
+SHOOTABLE
+SOLID
+THRUACTORS
damagefactor "Crush", 50.0
    Radius 10
    
	Mass 60
	Health 40
    Scale 1.1
    States
    {
    Spawn:
		TNT1 A 0
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
		TNT1 A 0 A_Jump(256, "Spawn1", "SPawn2")
	Spawn1:
	   CHHE A -1
       Stop
	Spawn2:  
	   CHHE E -1
       Stop
    Death:
        TNT1 A 0
		TNT1 A 0 A_SpawnItem("ChaingunguyHeadExplode")
		Stop
    Death.Trample:
	Crush:
	    TNT1 A 0 A_GiveToTarget("BootsSmearedWithRedBlood", 6)
        TNT1 AAAAAAAA 0 A_CustomMissile ("Brutal_FlyingXBloodTrail5", 0, 0, random (0, 360), 2, random (60, 140))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        CRS1 B 5
        CRS1 B 9009
        Stop
    Death.plasma:
        TNT1 A 0
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
		EXPL A 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop
	Death.Melee:
	Death.SuperPunch:
	Death.Kick:
	    CHHE EE 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathChaingunguyHeadKicked", 5, 0, random (170, 190), 2, random (20, 40))
		TNT1 A 0 A_PlaySound("misc/xdeath4", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 3)
		TNT1 A 20
		Stop
	
	Pain:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	CHHE ABCDEFGH 2
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
	TNT1 A 0 ThrustThingZ(0,50,0,1)
	CHHE ABCDEFGH 3
	XDT5 I 0 A_SpawnItem("ChaingunguyHead")
	Stop

}}


ACTOR XDeathChaingunguyHeadKicked: XDeathChaingunguyHead
{
-BOUNCEONACTORS
Damage 4
Speed 13
}




ACTOR XDeathImpHead: XDeathChaingunguyHead
{

    States
    {
	Spawn:
	Spawn1:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		XHE4 AB 3// A_CustomMissile("ShortWallRedBlood", 0, 0, 0, 2)//
		TNT1 A 0 A_ChangeFlag("THRUSPECIES", 0)
		XHE4 CDEFGH 3// A_CustomMissile("ShortWallRedBlood", 0, 0, 0, 2)//
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    XHE4 E 1
        XHE4 E 1 A_SpawnItem("GibImpHead",0,0,0,1)
        Stop
}
}


Actor XDeathImpHeadBeheaded: XDeathImpHead
{
Speed 5
Gravity 0.5
}

Actor XDeathImpHeadOnXDeath: XDeathImpHead
{
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_jump(96, "ExplodeOnAir")
Goto Spawn1
ExplodeOnAir:
TNT1 A 0
TNT1 A 0 A_SpawnItem("ImpHeadExplode")
Stop
}}

Actor GibImphead: ZombieManHead
{
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_QueueCorpse
	TNT1 A 0 A_SpawnItem("Brutal_BloodSpot")
    TNT1 A 0 A_Jump(256, "Spawn1", "Spawn2", "Spawn3")
	Spawn1:
	XHE4 C 1
	XHE4 C -1
	Stop
	Spawn2:
	XHE4 G 1
	XHE4 G -1
	Stop
	Spawn3:
	XHE4 H 1
	XHE4 H -1
	Stop
    Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("ImpHeadExplode")
		Stop
	Death.Melee:
	Death.SuperPunch:
	Death.Kick:
	    XHE4 EE 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathImpHead", 5, 0, random (170, 190), 2, random (20, 40))
		TNT1 A 0 A_PlaySound("misc/xdeath4", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 3)
		TNT1 A 20
		Stop
		
	Pain:	
			TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	XHE4 ABCDEFGH 2
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
	TNT1 A 0 ThrustThingZ(0,50,0,1)
	XHE4 ABCDEFGH 3
	XDT5 I 0 A_SpawnItem("GibImpHead")
	Stop	

}}




/////////////



ACTOR XDeathArchvileHead: XDeathChaingunguyHead
{
Speed 5

    States
    {
	Spawn:
	Spawn1:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		VILP CD 3// A_CustomMissile("ShortWallRedBlood", 0, 0, 0, 2)//
		TNT1 A 0 A_ChangeFlag("THRUSPECIES", 0)
		VILP EFGHIJ 3// A_CustomMissile("ShortWallRedBlood", 0, 0, 0, 2)//
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    VILP I 2
        VILP J 2 A_SpawnItem("ArchvileHead",0,0,0,1)
        Stop
}
}


Actor XDeathArchvileHeadBeheaded: XDeathArchvileHead
{
Speed 5
Gravity 0.5
}

actor ArchvileHead: ZombieManHead
{
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_QueueCorpse
	TNT1 A 0 A_SpawnItem("Brutal_BloodSpot")
	VILP J 1
	VILP J -1
	Stop
	
	Stop
    Death:
		TNT1 A 0
		TNT1 A 0 A_Stop
		TNT1 A 0 A_NoBlocking
		TNT1 AAAAA 0 A_CustomMissile ("XBloodmistBig", 10, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 10, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_CustomMissile ("Brains2", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPieceFast", random (5, 15), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAAA 0 A_CustomMissile ("SmallBrainPiece", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("Teeth", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath3b", 10, 0, random (0, 360), 2, random (50, 90))
		TNT1 A 0 A_CustomMissile ("XDeath3b", 10, 0, random (0, 360), 2, random (50, 90))
		VILP K -1
		Stop
	Death.Melee:
	Death.SuperPunch:
	Death.Kick:
	    VILP JJ 1 A_FaceTarget
		
		TNT1 A 0 A_CustomMissile ("XDeathArchvileHead", 5, 0, random (170, 190), 2, random (20, 40))
		TNT1 A 0 A_PlaySound("misc/xdeath4", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 3)
		TNT1 A 20
		Stop
		
	Pain:	
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	VILP CDEFGHIJ 2
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
	TNT1 A 0 ThrustThingZ(0,50,0,1)
	VILP CDEFGHIJ 3
	VILP I 0 A_SpawnItem("ArchvileHead")
	Stop	

}}



ACTOR BurningFlyingMeatPiece
{
    Radius 8
    Height 8
    Speed 16
    Scale 0.8
	Mass 1
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    
    +BLOODLESSIMPACT 
    BounceFactor 0.4
damagetype Blood
    SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath1"
	Decal BloodSuper
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		XME1 ABCD 2 A_CustomMissile ("SmallFlameTrails", 2, 0, random (0, 360), 2, random (70, 110))
        TNT1 A 0 A_CustomMissile("BloodTrails",0,0,180,2)
        Loop
    Death:
        XME1 E 1 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
		TNT1 AAAAAAA 0 A_CustomMissile ("Brutal_FlyingXBloodTrail5", 0, 0, random (0, 180), 2, random (0, 180))
        XME1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 7 A_CustomMissile ("FlameTrails", 10, 0, random (0, 360), 2, random (70, 110))
        TNT1 A 0 A_QueueCorpse
		XME1 E 9009
        TNT1 A 1
		Stop
     Splash:
        TNT1 A 0
        Stop
    }
}





ACTOR Teeth
{
   Height 2
   Radius 2
   Speed 6
   Scale 0.15
   +DOOMBOUNCE
   - NOGRAVITY
   +WINDTHRUST
   +CLIENTSIDEONLY
   +MOVEWITHSECTOR
   +MISSILE
   +NOBLOCKMAP
   -DROPOFF
   +NOTELEPORT
   +FORCEXYBILLBOARD
   +NOTDMATCH
   +THRUACTORS
   +GHOST
   States
   {
   Spawn:
      XTET ABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGH 3
      Stop

   Death:
	  TNT1 A 0
	  TNT1 A 0 A_QueueCorpse
      LCPJ A 0 A_Jump(256,"Rest1","Rest2")
      Goto Rest1
    Rest1:
      XTET C 250
      TNT1 A 0 A_CheckSight("Vanish")
	Rest2:
      XTET G 250
      TNT1 A 0 A_CheckSight("Vanish")
    Loop
  
     Vanish:
     TNT1 A 0
     Stop
   }
}


ACTOR TeethNoBounce: Teeth
{
-DOOMBOUNCE
}


ACTOR XDeathHellKnightHead: XDeathBullArm1
{
-CLIENTSIDEONLY
    Scale 1.0
    States
    {
	Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		HKHE ABCDEFGH 3
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem ("Green_BloodSpot", 0, 1)
	    HKHE E 1
        HKHE E 1 A_SpawnItem("HellKnightHead",0,0,0,1)
        Stop
}
}




actor HellKnightHead: GreenLimbBase
{
damagefactor "Kick", 9.0
damagefactor "Melee", 9.0
damagefactor "SuperPunch", 9.0
-CLIENTSIDEONLY
+SHOOTABLE
-NOBLOCKMAP
+SOLID
+THRUACTORS
damagefactor "Crush", 50.0
    Radius 10
	Mass 60
	Health 60
    Scale 1.0
    States
    {
    Spawn:
		HKHE G 1
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 ACS_EXecuteAlways(794, 0, 0, 0, 0)
		HKHE G 1900
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish")
		HKHE G -1
		Stop
    Death:
        TNT1 A 0 A_SpawnItem("HellKnightHeadExplode", 0, 10)
        Stop
   
	Death.Melee:
	Death.SuperPunch:
	Death.Kick:
	    HKHE DD 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathHellKnightHeadKicked", 5, 0, random (170, 190), 2, random (20, 40))
		TNT1 A 0 A_PlaySound("misc/xdeath4", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 3)
		TNT1 A 20
		Stop
	
	Pain:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	HKHE ABCDEFGH 2
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0
    TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
	TNT1 A 0 ThrustThingZ(0,50,0,1)
	HKHE ABCDEFGH 3
	HKHE H 0 A_SpawnItem("HellKnightHead")
	Stop

}}


ACTOR XDeathHellKnightHeadKicked: XDeathHellKnightHead
{
-BOUNCEONACTORS
Damage 4
Speed 13
BounceFactor 0.4
}






ACTOR XDeathPinkyDemonHead: XDeathBullArm1
{
-CLIENTSIDEONLY
Speed 10
    Scale 1.3
    States
    {
	Spawn:
        TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		DEMH AB 3// A_CustomMissile("ShortWallRedBlood", 0, 0, 0, 2)//
		TNT1 A 0 A_ChangeFlag("THRUSPECIES", 0)
		DEMH CDEFGH 3// A_CustomMissile("ShortWallRedBlood", 0, 0, 0, 2)//
		Loop
   	Death:
	    DEMH I 1
        DEMH I 1 A_SpawnItem("PinkyDemonHead",0,0,0,1)
        Stop
}
}





actor PinkyDemonHead: LimbBase
{
damagefactor "Kick", 9.0
damagefactor "Melee", 9.0
damagefactor "SuperPunch", 9.0
-CLIENTSIDEONLY
    Radius 10
    
	Mass 60
	Health 60
    Scale 1.5
    States
    {
    Spawn:
		TNT1 A 0
		TNT1 A 0 A_QueueCorpse
		DEMH I 1 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
		DEMH I -1
		Loop

    Death:
        TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingXBloodTrail5", 0, 0, random (0, 360), 2, random (60, 140))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 5, 0, random (0, 360), 2, random (60, 140))
		TNT1 A 0 A_CustomMissile ("Brains2", 5, 0, random (0, 360), 2, random (60, 140))
		TNT1 A 0 A_CustomMissile ("Brains3", 5, 0, random (0, 360), 2, random (60, 140))
		TNT1 A 0 A_CustomMissile ("Brains4", 5, 0, random (0, 360), 2, random (60, 140))
		TNT1 A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (60, 140))
		TNT1 AAAAAA 0 A_CustomMissile ("SmallBrainPiece", 5, 0, random (0, 360), 2, random (60, 140))
        Stop
    Death.Trample:
	Crush:
	    TNT1 A 0 A_GiveToTarget("BootsSmearedWithRedBlood", 6)
        TNT1 AAAAAAAA 0 A_CustomMissile ("Brutal_FlyingXBloodTrail5", 0, 0, random (0, 360), 2, random (60, 140))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        DEMH I 5
        DEMH I 9009
        Stop
    Death.plasma:
        TNT1 A 0
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
		EXPL A 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop
	Death.Melee:
	Death.SuperPunch:
	Death.Kick:
	   DEMH A 1 A_Pain
	    DEMH A 1 A_FaceTarget
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeathPinkyDemonHeadKicked", 5, 0, random (170, 190), 2, random (20, 40))
		TNT1 A 0 A_PlaySound("misc/xdeath4", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 3)
		TNT1 A 20
		Stop
	
	Pain:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	DEMH ACEGI 3
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	DEMH ABCDEFGH 3
	DEMH I 0 A_SpawnItem("PinkyDemonHead")
	Stop

}}



ACTOR XDeathPinkyDemonHeadKicked: XDeathPinkyDemonHead
{
-BOUNCEONACTORS
Damage 4
Speed 13
Scale 1.3
BounceFactor 0.4
}





ACTOR XDeathBaronHead5: XDeathBullArm1
{
-CLIENTSIDEONLY
    Scale 1.2
    States
    {
	Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		XHE5 ABCDEFGH 3
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem ("Green_BloodSpot", 0, 1)
	    XHE5 A 1
        XHE5 A 1 A_SpawnItem("Baron_Head",0,0,0,1)
        Stop
}
}



actor Baron_Head: GreenLimbBase
{
damagefactor "Kick", 9.0
damagefactor "Melee", 9.0
damagefactor "SuperPunch", 9.0
-CLIENTSIDEONLY
    Radius 10
    
	Mass 60
	Health 60
    Scale 1.2
    States
    {
    Spawn:
	XHE5 A 1
	TNT1 A 0 A_QueueCorpse
	XHE5 A 1 A_SpawnItem ("Green_BloodSpot", 0, 1)
	XHE5 A -1
    Loop

    Death:
		TNT1 A 0
        TNT1 A 0 A_SpawnItem("BaronOfHellHeadExplode", 0, 5)
        Stop
    
    Death.plasma:
        TNT1 A 0
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
		EXPL A 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop
	Death.Melee:
	Death.SuperPunch:
	Death.Kick:
	    XHE5 A 1 A_Pain
	    XHE5 A 1 A_FaceTarget
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeathBaronHeadKicked", 5, 0, random (170, 190), 2, random (20, 40))
		TNT1 A 0 A_PlaySound("misc/xdeath4", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 3)
		TNT1 A 20
		Stop
	
	Pain:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	XHE5 ABCDEFGH 2
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 ThrustThingZ(0,50,0,1)
	XHE5 ABCDEFGH 3
	XHE5 I 0 A_SpawnItem("XDeathBaronHead5")
	Stop

}}


ACTOR XDeathBaronHeadKicked: XDeathBaronHead5
{
-BOUNCEONACTORS
Damage 4
Speed 13
BounceFactor 0.4
}








ACTOR XDeathRevenantHead: XDeathBullArm1
{
-CLIENTSIDEONLY
    Scale 1.0
    States
    {
	Spawn:
        TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		XHE6 ABCD 6
		Loop
   	Death:
        XHE6 A 1
        XHE6 A 1 A_SpawnItem("RevenantHead",0,0,0,1)
        Stop
}
}




actor RevenantHead: LimbBase
{
damagefactor "Kick", 9.0
damagefactor "Melee", 9.0
damagefactor "SuperPunch", 9.0
BloodType "RevenantBlood"
-CLIENTSIDEONLY
    Radius 10
    
	Mass 60
	Health 60
    Scale 1.0
    States
    {
    Spawn:
	XHE6 B 1
	TNT1 A 0 A_QueueCorpse
	XHE6 B -1
    Stop

    Death.Trample:
	Crush:
        TNT1 AAAAAAAA 0 A_CustomMissile ("Brutal_FlyingXBloodTrail5", 0, 0, random (0, 360), 2, random (60, 140))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        CRS1 B 5
        CRS1 B 9009
        Stop
    Death.plasma:
        TNT1 A 0
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
		EXPL A 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop
	Death.Melee:
	Death.SuperPunch:
	Death.Kick:
	    XHE6 A 1 A_Pain
	    XHE6 A 1 A_FaceTarget
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeathRevenantHeadKicked", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
		
	Death:	
		TNT1 A 0 A_NoBlocking
		TNT1 AAA 0 A_CustomMissile ("LSpart1", 2, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("LSpart3", 2, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("LSpart2", 2, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingXBloodTrail5", 0, 0, random (0, 360), 2, random (60, 140))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 5, 0, random (0, 360), 2, random (60, 140))
		TNT1 AAAAAA 0 A_CustomMissile ("SmallBrainPiece", 5, 0, random (0, 360), 2, random (60, 140))
	    Stop
	
	Pain:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	XHE6 ABCD 3
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 ThrustThingZ(0,50,0,1)
	Goto Fly293
	Fly293:
	XHE6 ABCD 6
	TNT1 A 0 A_JumpIf(momz == 0, "Land293")
	
	Land293:
	XHE6 I 0 A_SpawnItem("XDeathRevenantHead")
	Stop

}}


ACTOR XDeathRevenantHeadKicked: XDeathRevenantHead
{
-BOUNCEONACTORS
Damage 4
Speed 13
BounceFactor 0.4
}

ACTOR XDeathRevenantHeadKicked2: XDeathRevenantHead
{
+BOUNCEONACTORS
+NOEXTREMEDEATH
Damage 15
Speed 24
BounceFactor 0.2
}








ACTOR XDeathMancubusHead: XDeathBullArm1
{
-CLIENTSIDEONLY
    Scale 0.9
    States
    {
	Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		XHE7 ABCDEFGH 3
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    XHE5 A 1
        XHE5 A 1 A_SpawnItem("MancubusHead",0,0,0,1)
        Stop
}
}



actor MancubusHead: LimbBase
{
damagefactor "Kick", 9.0
damagefactor "Melee", 9.0
damagefactor "SuperPunch", 9.0
-CLIENTSIDEONLY
    Radius 10
    
	Mass 120
	Health 60
    Scale 0.9
    States
    {
    Spawn:
	TNT1 A 0	
	TNT1 A 0 A_QueueCorpse
	TNT1 A 0 A_SpawnItem("Brutal_BloodSpot")
	TNT1 A 0 A_JUmp(128, "Spawn2")
	
	Spawn1:
	XHE7 B -1
    Stop
	   
	 Spawn2:
	XHE7 G -1
    Stop

    Death:
        TNT1 A 0
		TNT1 A 0 A_SpawnItem("MancubusHeadExplode", 0, 10)
        Stop
    Death.Trample:
	Crush:
	    TNT1 A 0 A_GiveToTarget("BootsSmearedWithRedBlood", 6)
        TNT1 AAAAAAAA 0 A_CustomMissile ("Brutal_FlyingXBloodTrail5", 0, 0, random (0, 360), 2, random (60, 140))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        CRS1 B 5
        CRS1 B 9009
        Stop
    Death.plasma:
        TNT1 A 0
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
		EXPL A 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop
	Death.Melee:
	Death.SuperPunch:
	Death.Kick:
	    XHE7 A 1 A_Pain
	    XHE7 A 1 A_FaceTarget
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeathMancubusHeadKicked", 5, 0, random (170, 190), 2, random (20, 40))
		TNT1 A 0 A_PlaySound("misc/xdeath4", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 3)
		TNT1 A 20
		Stop
	
	Pain:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	XHE7 ABCDEFGH 2
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 ThrustThingZ(0,50,0,1)
	XHE7 ABCDEFGH 3
	XHE7 I 0 A_SpawnItem("MancubusHead")
	Stop

}}



ACTOR XDeathMancubusHeadKicked: XDeathMancubusHead
{
-BOUNCEONACTORS
Damage 4
Speed 13
BounceFactor 0.4
}


ACTOR XDeathMancubusLeg: XDeathBullArm1
{
-CLIENTSIDEONLY
    Scale 1.2
	Speed 8
    States
    {
	Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		MAN4 ABCDEFGH 3
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    MAN4 B 1
        MAN4 B 1 A_SpawnItem("GibMancubusLeg",0,0,0,1)
        Stop
}
}



actor GibMancubusLeg: LimbBase
{
damagefactor "Kick", 9.0
damagefactor "Melee", 9.0
damagefactor "SuperPunch", 9.0
-CLIENTSIDEONLY
	
    Radius 10
    
	Mass 120
	Health 60
    Scale 1.2
    States
    {
    Spawn:
	TNT1 A 0	
	TNT1 A 0 A_QueueCorpse
	TNT1 A 0 A_SpawnItem("Brutal_BloodSpot")
	TNT1 A 0 A_JUmp(128, "Spawn2")
	
	Spawn1:
	MAN4 I 1
	MAN4 I -1
    Stop
	   
	 Spawn2:
	MAN4 G 1
	MAN4 G -1
    Stop


	Death.Melee:
	Death.SuperPunch:
	Death.Kick:
	    MAN4 A 1 A_Pain
	    MAN4 A 1 A_FaceTarget
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeathMancubusleg", 5, 0, random (170, 190), 2, random (20, 40))
		TNT1 A 0 A_PlaySound("misc/xdeath4", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 3)
		TNT1 A 20
		Stop
	
	Pain:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	MAN4 ABCDEFGH 2
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 ThrustThingZ(0,50,0,1)
	MAN4 ABCDEFGH 3
	MAN4 I 0 A_SpawnItem("GibMancubusLeg")
	Stop

}}





ACTOR XDeathMancubusTOrso: XDeathBullArm1
{
-CLIENTSIDEONLY
    Scale 1.2
	Speed 8
    States
    {
	Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		MANA IJKLMNO 3
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    MANA B 0
        MANA B 0 A_SpawnItem("GibMancubusTorso",0,0,0,1)
        Stop
}
}



actor GibMancubusTorso: BigGibBase
{
-CLIENTSIDEONLY
    Radius 10
    
	Mass 120
	Health 120
    Scale 1.2
    States
    {
    Spawn:
	TNT1 A 0	
	TNT1 A 0 A_QueueCorpse
	TNT1 A 0 A_SpawnItem("Brutal_BloodSpot")
	MANA QRSTQRSTQRSTQRSTQRSTQRSTQRST 1
	MANA T -1
    Stop
}}





ACTOR XDeathCyberdemonHead: XDeathBullArm1
{
-CLIENTSIDEONLY
+SKYEXPLODE
-DOOMBOUNCE
    Scale 1.2
    States
    {
	Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		XHE8 ABCDEFGH 3 A_CustomMissile ("Brutal_FlyingXBlood", 1, 0, random (0, 360), 2, random (20, 40))
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    XHE8 B 1
        XHE8 B 1 A_SpawnItem("CyberdemonHead",0,0,0,1)
        Stop
}
}


actor CyberdemonHead: LimbBase
{
-CLIENTSIDEONLY
    Radius 20
	Mass 220
	Health 100
    Scale 1.2
    States
    {
    Spawn:
		TNT1 A 0
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
		XHE8 C 1
		XHE8 C -1
		Stop
		
	Death:
	Death.Trample:
		TNT1 A 0 A_GiveToTarget("BootsSmearedWithRedBlood", 6)
	Crush:
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		
	    TNT1 AAAAAAAAA 0 A_CustomMissile ("XBloodmistBig", 0, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 0, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAA 0 A_CustomMissile ("Brains6Big", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("Brains7Big", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("XDeath3b", 10, 0, random (0, 360), 2, random (50, 90))
		TNT1 AAAAA 0 A_CustomMissile ("XDeath2b", 10, 0, random (0, 360), 2, random (50, 90))
		TNT1 A 0 A_Stop
		XHE8 I 10
		XHE8 I -1
        Stop
	
	Death.ExplosiveImpact:
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	XHE8 ABCDEFGH 3
	XHE8 B 0 A_SpawnItem("CyberdemonHead")
	Stop
}}



ACTOR XDeathCyberdemonTorso: XDeathBullArm1
{
-CLIENTSIDEONLY
+SKYEXPLODE
-DOOMBOUNCE
    Scale 1.4
    States
    {
	Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		CYGT ABCDEFGH 3 A_CustomMissile ("Brutal_FlyingXBlood", 1, 0, random (0, 360), 2, random (20, 40))
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    CYGT B 1
        CYGT B 1 A_SpawnItem("CyberdemonTorso",0,0,0,1)
        Stop
}
}


actor CyberdemonTorso: LimbBase
{
-CLIENTSIDEONLY
    Radius 20
	Mass 220
	Health 100
    Scale 1.4
    States
    {
    Spawn:
		TNT1 A 0
		CYGT B 1
		TNT1 A 0 A_QueueCorpse
		CYGT B -1
		Stop
		
	Death:
	Death.Trample:
		TNT1 A 0 A_GiveToTarget("BootsSmearedWithRedBlood", 6)
	Crush:
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		
	    TNT1 AAAAAAAAA 0 A_CustomMissile ("XBloodmistBig", 0, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 0, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("XDeath3b", 10, 0, random (0, 360), 2, random (50, 90))
		TNT1 AAAAA 0 A_CustomMissile ("XDeath2b", 10, 0, random (0, 360), 2, random (50, 90))
		TNT1 A 0 A_Stop
		TNT1 I 10
		TNT1 I -1
        Stop
	
	Death.ExplosiveImpact:
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	CYGT ABCDEFGH 3
	XHE8 B 0 A_SpawnItem("CyberdemonTorso")
	Stop
}}


ACTOR XDeathCyberdemonPiece: XDeathBullArm1
{
-CLIENTSIDEONLY
+SKYEXPLODE
-DOOMBOUNCE
    Scale 1.2
    States
    {
	Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		CYGP ABCDEFGH 3 A_CustomMissile ("Brutal_FlyingXBlood", 1, 0, random (0, 360), 2, random (20, 40))
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    CYGP B 1
        CYGP B 1 A_SpawnItem("CyberdemonPiece",0,0,0,1)
        Stop
}
}


actor CyberdemonPiece: LimbBase
{
-CLIENTSIDEONLY
    Radius 20
	Mass 220
	Health 100
    Scale 1.2
    States
    {
    Spawn:
		TNT1 A 0
		CYGP E 1
		TNT1 A 0 A_QueueCorpse
		CYGP E -1
		Stop
		
	Death:
	Death.Trample:
		TNT1 A 0 A_GiveToTarget("BootsSmearedWithRedBlood", 6)
	Crush:
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		
	    TNT1 AAAAAAAAA 0 A_CustomMissile ("XBloodmistBig", 0, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 0, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("XDeath3b", 10, 0, random (0, 360), 2, random (50, 90))
		TNT1 AAAAA 0 A_CustomMissile ("XDeath2b", 10, 0, random (0, 360), 2, random (50, 90))
		TNT1 A 0 A_Stop
		TNT1 I 10
		TNT1 I -1
        Stop
	
	Death.ExplosiveImpact:
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	CYGP ABCDEFGH 3
	CYGP B 0 A_SpawnItem("CyberdemonPiece")
	Stop
}}




ACTOR XDeathCyberdemonARm: XDeathBullArm1
{
-CLIENTSIDEONLY
+SKYEXPLODE
-DOOMBOUNCE
    Scale 1.2
    States
    {
	Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		CYGA ABCDEFGH 3 A_CustomMissile ("Brutal_FlyingXBlood", 1, 0, random (0, 360), 2, random (20, 40))
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    CYGA B 1
        CYGA B 1 A_SpawnItem("CyberdemonArm",0,0,0,1)
        Stop
}
}


actor CyberdemonArm: LimbBase
{
-CLIENTSIDEONLY
    Radius 20
	Mass 220
	Health 100
    Scale 1.2
    States
    {
    Spawn:
		TNT1 A 0
		CYGA C 1
		TNT1 A 0 A_QueueCorpse
		CYGA C -1
		Stop
		
	Death:
	Death.Trample:
		TNT1 A 0 A_GiveToTarget("BootsSmearedWithRedBlood", 6)
	Crush:
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		
	    TNT1 AAAAAAAAA 0 A_CustomMissile ("XBloodmistBig", 0, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 0, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("XDeath3b", 10, 0, random (0, 360), 2, random (50, 90))
		TNT1 AAAAA 0 A_CustomMissile ("XDeath2b", 10, 0, random (0, 360), 2, random (50, 90))
		TNT1 A 0 A_Stop
		TNT1 I 10
		TNT1 I -1
        Stop
	
	Death.ExplosiveImpact:
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	CYGA ABCDEFGH 3
	CYGA B 0 A_SpawnItem("CyberdemonArm")
	Stop
}}



ACTOR XDeathCyberdemonGun: XDeathBullArm1
{
-CLIENTSIDEONLY
+SKYEXPLODE
-DOOMBOUNCE
    Scale 1.2
    States
    {
	Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		CYGG ABCDEFGH 3
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
	    CYGG B 1
        CYGG B 1 A_SpawnItem("CyberdemonGun",0,0,0,1)
        Stop
}
}


actor CyberdemonGun: LimbBase
{
-CLIENTSIDEONLY
    Radius 20
	Mass 220
	Health 100
    Scale 1.2
    States
    {
    Spawn:
		TNT1 A 0
		CYGG E 1
		TNT1 A 0 A_QueueCorpse
		CYGG E -1
		Stop
		
	Death:
	Death.Trample:
		TNT1 A 0 A_GiveToTarget("BootsSmearedWithRedBlood", 6)
	Crush:
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		
	    TNT1 AAAAAAAAA 0 A_CustomMissile ("XBloodmistBig", 0, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 0, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("XDeath3b", 10, 0, random (0, 360), 2, random (50, 90))
		TNT1 AAAAA 0 A_CustomMissile ("XDeath2b", 10, 0, random (0, 360), 2, random (50, 90))
		TNT1 A 0 A_Stop
		TNT1 I 10
		TNT1 I -1
        Stop
	
	Death.ExplosiveImpact:
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	CYGG ABCDEFGH 3
	CYGG B 0 A_SpawnItem("CyberdemonGun")
	Stop
}}






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


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

ACTOR XDeathArachnotronHead: XDeath1
{
    Speed 12
	Gravity 0.9
	+DONTSPLASH
    DeathSound "none"
	SeeSound "none"
	+SKYEXPLODE
	Decal none
    Scale 1.0
    States
    {
    Spawn:
	    NAHA ABCDEFGH 4
        Loop
    Death:
	TNT1 A 0
	//TNT1 A 0 A_Jump(128, "CleanDeath")
	TNT1 A 0 A_SpawnItem("CrawlingDyingSpider")
	Stop
	CleanDeath:
	TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("SmallBrainPiece", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 10, 0, random (0, 360), 2, random (0, 160))
		NAHC IJKLMN 5
		NAHC N -5
	Stop
		Stop
    }
}









ACTOR BasicGib
{
	Radius 6
	Height 6
	+NOBLOCKMAP
	+CLIENTSIDEONLY
	Mass 50
	States
	{
	Spawn:
	TNT1 A 1
	Stop
	}
}




ACTOR BasicMarineGib1: BasicGib
{
	States
	{
	Spawn:
	TNT1 A 1
	TNT1 A 0 A_PlaySound("misc/xdeath4")
	TNT1 A 0 ThrustThingZ(0,40,0,1)
	TNT1 A 0 A_SetAngle(random(0, 359))
	TNT1 A 0 A_Recoil(3)
	XDMG A -1
	Stop
	}
}


ACTOR BasicMarineGib2: BasicGib
{
	States
	{
	Spawn:
	TNT1 A 1
	TNT1 A 0 A_PlaySound("misc/xdeath4")
	TNT1 A 0 ThrustThingZ(0,40,0,1)
	TNT1 A 0 A_SetAngle(random(0, 359))
	TNT1 A 0 A_Recoil(3)
	XDMG B -1
	Stop
	}
}


ACTOR BasicMarineGib3: BasicGib
{
	States
	{
	Spawn:
	TNT1 A 1
	TNT1 A 0 A_PlaySound("misc/xdeath4")
	TNT1 A 0 ThrustThingZ(0,40,0,1)
	TNT1 A 0 A_SetAngle(random(0, 359))
	TNT1 A 0 A_Recoil(3)
	XDMG C -1
	Stop
	}
}


ACTOR BasicMarineGib4: BasicGib
{
	States
	{
	Spawn:
	TNT1 A 1
	TNT1 A 0 A_PlaySound("misc/xdeath4")
	TNT1 A 0 ThrustThingZ(0,40,0,1)
	TNT1 A 0 A_SetAngle(random(0, 359))
	TNT1 A 0 A_Recoil(3)
	XDMG D -1
	Stop
	}
}


ACTOR XDeathHalfDemon
{
    Radius 8
    Height 8
    Scale 1.0
	Speed 6
	Mass 4
	Decal BrutalBloodSplat
	BounceFactor 0.2
	+DOOMBOUNCE
	+MISSILE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
		SARC E 12
		Loop
    Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
        SARC F 1 A_SpawnItem("Gib_HalfDemon",0,0,0,1)
        TNT1 A 0
        Stop
    }
}

actor Gib_HalfDemon: BigGibBase
{
    States
    {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_QueueCorpse
		SARC F 1 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
		SARC F -1
       Stop   
	   
	   
	   Death: Death.Trample:
  	     TNT1 AAA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeathSkinPiece2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeathSkinPiece1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AaaA 0 A_CustomMissile ("XBloodmistBig", 10, 0, random (0, 360), 2, random (30, 90))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath3b", 10, 0, random (0, 360), 2, random (50, 90))
		TNT1 AAA 0 A_CustomMissile ("XDeath2b", 10, 0, random (0, 360), 2, random (50, 90))
		TNT1 AA 0 A_CustomMissile ("XDeathDemonArm", 2, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathPinkyDemonHead", 2, 0, random (0, 360), 2, random (0, 160))
		Stop
	   }}
	   
	   
ACTOR XDeathSkinPiece1: Xdeath1
{
    Radius 2
    Height 2
    Speed 10
    Scale 1.0
	Mass 1
    SeeSound "none"
    DeathSound "none"
	Mass 1
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Underwater")
        XSKI A 4
        Loop
    Death:
        XSKI B 1
		TNT1 A 0 A_QueueCorpse
        XSKI B -1
        Stop
        TNT1 A 1
     Underwater:
	 Splash:
	    Goto Death
    }
}	


ACTOR XDeathSkinPiece2: Xdeath1
{
    Radius 2
    Height 2
    Speed 10
    Scale 1.0
	Mass 1
    SeeSound "none"
    DeathSound "none"
	Mass 1
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Underwater")
        XSKI C 4
        Loop
    Death:
        XSKI D 1
		TNT1 A 0 A_QueueCorpse
        XSKI D -1
        Stop
        TNT1 A 1
     Underwater:
	 Splash:
	    Goto Death
    }
}	   











ACTOR XDeathPainElementalNew1: XDeath1
{
    Speed 12
	Gravity 0.4
    Decal BrutalBloodSplat
	SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath4"
	Translation "64:72=133:142", "73:75=13:15", "76:79=236:239"
    Scale 1.1
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        CAGI ABCDEFGH 2 A_CustomMissile ("Brutal_FlyingXBloodTrail", 5, 0, random (0, 360), 2, random (0, 360))
        Loop
    Death:
	    
		TNT1 A 0
        TNT1 AAA 0 A_SpawnItem("Blood", 0, 5)
	    TNT1 A 0 A_CheckFloor("SpawnFloor")
		TNT1 A 0 A_SpawnItemEx ("DetectCeilBloodSimpler",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("DetectCeilXDeath2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_QueueCorpse
		//TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
        CAGI Q 9009
		TNT1 A 2
        Stop
	SpawnFloor:
	    CAGI Q 9009
		TNT1 A 2
		Stop
    }
}



ACTOR XDeathPainElementalNew2: XDeathPainElementalNew1
{
    Speed 12
	Gravity 0.6
    Decal BrutalBloodSplat
    Scale 1.1
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        CAGI IJKLMNOP 2 A_CustomMissile ("Brutal_FlyingXBloodTrail", 5, 0, random (0, 360), 2, random (0, 360))
        Loop
    Death:
	    
		TNT1 A 0
        TNT1 AAA 0 A_SpawnItem("Blood", 0, 5)
	    TNT1 A 0 A_CheckFloor("SpawnFloor")
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 A_SpawnItemEx ("DetectCeilBloodSimpler",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("DetectCeilXDeath2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		
		//TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
        CAGI R 9009
		TNT1 A 2
        Stop
	SpawnFloor:
	    CAGI R 9009
		TNT1 A 2
		Stop
    }
}



ACTOR XDeathSpiderNew1: XDeathPainElementalNew1
{
    Scale 0.8
	Speed 7
}

ACTOR XDeathSpiderNew2: XDeathPainElementalNew2
{
    Scale 0.7
	Speed 7
}


ACTOR MancubusEyeballs //Eyeballs
{
    Radius 2
    Height 2
	Speed 6
	Mass 1
    Decal BrutalBloodSplat
    +CLIENTSIDEONLY
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
	+FLOORCLIP
	Scale 1.2
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		MANE Y 4 //A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    MANE Y 1
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
	    Goto Rest
		
		
	Rest:
		MANE Y 800
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
        Loop
		
	DoNothing:
	TNT1 A 0
	Stop	
    }
}





ACTOR SmallBrainPiece
{
    Radius 2
    Height 2
	Speed 10
	Mass 1
	Scale 0.5
	Decal BrutalBloodSmearSmall
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
	+THRUGHOST
	+THRUACTORS
	+CLIENTSIDEONLY
    +DONTSPLASH
    +MOVEWITHSECTOR
	-DONTSPLASH
	+FORCEXYBILLBOARD
	+FLOORCLIP
    States
    {
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(32, "DoNothing")
	TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
	Goto See
    See:
		XDB5 ABCDEFGH 3
		Loop
	Death:
	TNT1 A 0
	TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
	TNT1 A 0 A_CheckFloor("Rest")
	TNT1 A 0 A_CheckCeiling("OnCeil")
	TNT1 A 0 A_SpawnItem("DetectCeilBrain")
	TNT1 A 2
	Stop
	
	Onceil:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("CeilBrain")
		TNT1 A 0 A_SpawnItem("CeilBloodSpot")
		Stop
	
	Rest:
	TNT1 A 0
	TNT1 A 0 A_QueueCorpse
	TNT1 A 0 A_Jump(255, "Rest1", "Rest2")
	Rest1:
        XDT5 B 800
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
        Loop
		
	Rest2:
		XDT5 O 800
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
        Loop
	DoNothing:
	TNT1 A 0
	Stop
    }
}






Actor SmallBrainPieceFast: SmallBrainPiece
{
Speed 20
}

Actor SmallBrainPieceJustFall: SmallBrainPiece
{
Speed 0
}



ACTOR Brains1 : BigGibBase //Random bloody piece
{
    Radius 2
    Height 2
	Speed 6
	Mass 1
	BounceFactor 0.4
	Scale 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
	+CLIENTSIDEONLY
    +DONTSPLASH
    +MOVEWITHSECTOR
	+FLOORCLIP
    States
    {
    Spawn:
		TNT1 A 0
		Stop
	Death:
	    XDT5 C 1
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
	    Goto Rest
		
		
	Rest:
		TNT1 A 0
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 A_Jump(255, "Rest1", "Rest2")
	Rest1:
        XDT5 C 800
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
		XDT5 C -1
        Stop
		
	Rest2:
		XDT5 C 800
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
        XDT5 C -1
        Stop
	DoNothing:
	TNT1 A 0
	Stop	
    }
}

ACTOR Brains2 : Brains1 //Teeth
{
    Radius 2
    Height 2
	Speed 6
	Mass 1
    Decal BrutalBloodSplat
    +CLIENTSIDEONLY
	BounceFactor 0.4
	Scale 0.9
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
	+FLOORCLIP
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		BRIB ABCD 4 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    BRIB A 1
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
	    Goto Rest
		
		
	Rest:
		TNT1 A 0
		TNT1 A 0 A_Jump(255, "Rest1", "Rest2")
	Rest1:
        BRIB A 800
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
        BRIB A -1
        Stop
		
	Rest2:
		BRIB C 800
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
        BRIB C -1
        Stop
	DoNothing:
	TNT1 A 0
	Stop	
    }
}

ACTOR Brains3 : Brains1 //Eyeballs
{
    Radius 2
    Height 2
	Speed 6
	Mass 1
    Decal BrutalBloodSplat
    +CLIENTSIDEONLY
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
	+FLOORCLIP
	Scale 0.8
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		BRIB EFGH 4 //A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    BRIB E 1
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
	    Goto Rest
		
		
	Rest:
		TNT1 A 0
		TNT1 A 0 A_Jump(255, "Rest1", "Rest2", "Rest3", "Rest4")
	Rest1:
        BRIB E 800
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
        Loop
		
	Rest2:
		BRIB F 800
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
        Loop
	Rest3:
        BRIB G 800
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
        Loop
		
	Rest4:
		BRIB H 800
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
        Loop
	DoNothing:
	TNT1 A 0
	Stop	
    }
}

ACTOR Brains4 : Brains1 //White skinned piece 1
{
    Radius 2
    Height 2
	Speed 6
	Mass 1
	Scale 0.9
    Decal BrutalBloodSplat
    +CLIENTSIDEONLY
	BounceFactor 0.4
	+DOOMBOUNCE
    +NOBLOCKMAP
    +MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
	+FLOORCLIP
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		BRIB IJKL 4 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    BRIN D 1
		TNT1 A 0 A_QueueCorpse
        TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
	    Goto Rest
		
	Rest:
        BRIN D 800
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
        Loop
	DoNothing:
	TNT1 A 0
	Stop		
    }
}

ACTOR Brains5 : Brains1 //White skinned piece 2
{
    Radius 2
    Height 2
	Speed 6
	Scale 0.9
	Mass 1
    Decal BrutalBloodSplat
    +CLIENTSIDEONLY
	BounceFactor 0.4
	+DOOMBOUNCE
    +NOBLOCKMAP
    +MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
	+FLOORCLIP
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		BRIB IJKL 4 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    BRIN E 1
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
	    Goto Rest
		
	Rest:
        BRIN E 800
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
        Loop
	DoNothing:
	TNT1 A 0
	Stop		
    }
}


ACTOR Brains6 : Brains1 //Brown skinned piece
{
    Radius 2
    Height 2
	Speed 6
	Mass 1
	Scale 0.9
    Decal BrutalBloodSplat
    +CLIENTSIDEONLY
	BounceFactor 0.4
	+DOOMBOUNCE
    +NOBLOCKMAP
    +MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
	+FLOORCLIP
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		BRIB MNOP 4 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    BRIN F 1
		TNT1 A 0 A_QueueCorpse
        TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
	    Goto Rest
		
	Rest:
        BRIN F 800
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
        Loop
	DoNothing:
	TNT1 A 0
	Stop	
    }
}



ACTOR Brains6Big: Brains6 //White skinned piece 1
{
Scale 1.8
}


ACTOR Brains7 : Brains1 //Brown skinned teeth
{
    Radius 2
    Height 2
	Speed 6
	Mass 1
	Scale 0.9
    Decal BrutalBloodSplat
    +CLIENTSIDEONLY
	BounceFactor 0.4
	+DOOMBOUNCE
    +NOBLOCKMAP
    +MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
	+FLOORCLIP
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		BRIB QRST 4 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    BRIN G 1
		TNT1 A 0 A_QueueCorpse
        TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
	    Goto Rest
		
	Rest:
        BRIN G 800
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
        Loop
	DoNothing:
	TNT1 A 0
	Stop	
    }
}

ACTOR Brains7Big: Brains7 //White skinned piece 1
{
Scale 1.3
}


ACTOR Brains4GreenHair: Brains4 //White skinned piece 1
{
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		BR7B IJKL 4 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    BR7N D 1
		TNT1 A 0 A_QueueCorpse
        TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
	    Goto Rest
		
	Rest:
        BR7N D 800
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
        Loop
	DoNothing:
	TNT1 A 0
	Stop	
    }
}


ACTOR Brains4GreenHairBig: Brains4 //White skinned piece 1
{
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		BR7B ABCD 4 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    BR7B A 1
		TNT1 A 0 A_QueueCorpse
        TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
	    Goto Rest
		
	Rest:
        BR7B A 800
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
        Loop
	DoNothing:
	TNT1 A 0
	Stop	
    }
}





ACTOR Brains4Blonde: Brains4 //White skinned piece 1
{
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		BR8B IJKL 4 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    BR8B I 1
		TNT1 A 0 A_QueueCorpse
        TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
	    Goto Rest
		
	Rest:
        BR8B I 800
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
        Loop
	DoNothing:
	TNT1 A 0
	Stop	
    }
}


ACTOR Brains4BlondeBig: Brains4 //White skinned piece 1
{
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		BR8B ABCD 4 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    BR8B A 1
		TNT1 A 0 A_QueueCorpse
        TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
	    Goto Rest
		
	Rest:
        BR8B A 800
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
        Loop
	DoNothing:
	TNT1 A 0
	Stop	
    }
}


ACTOR BrainsSergeantHeadPiece: Brains4 //White skinned piece 1
{
Speed 2
-DOOMBOUNCE
Scale 1.0
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		BR7B EFGH 4 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    BR7B E 1
		TNT1 A 0 A_QueueCorpse
        TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
	    Goto Rest
		
	Rest:
        BR7B E 800
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
        Loop
	DoNothing:
	TNT1 A 0
	Stop	
    }
}


ACTOR BrainsImpHeadPiece: Brains4 //White skinned piece 1
{
Speed 2
-DOOMBOUNCE
Scale 1.0
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		BR7N E 4 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    BR7N E 1
		TNT1 A 0 A_QueueCorpse
        TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
	    Goto Rest
		
	Rest:
        BR7N E 800
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
        Loop
	DoNothing:
	TNT1 A 0
	Stop	
    }
}

ACTOR BaronHeadPiece
{
    Radius 2
    Height 2
	Speed 6
	Mass 1
    Decal BrutalBloodSplat
    +CLIENTSIDEONLY
	BounceFactor 0.4
	+DOOMBOUNCE
    +NOBLOCKMAP
    +MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
	+FLOORCLIP
	Scale 1.2
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		XHE5 IJKL 4 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    XHE5 I 1
		TNT1 A 0 A_QueueCorpse
        TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
	    Goto Rest
		
	Rest:
        XHE5 I 800
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
        Loop
	DoNothing:
	TNT1 A 0
	Stop	
    }
}


ACTOR PinkyJaw: BaronHeadPiece
{
	Scale 1.2
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		PDG1 ABCDEFGH 4 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    PDG1 H 2
		TNT1 A 0 A_QueueCorpse
	    TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
	    Goto Rest
		
	Rest:
        PDG1 i 800
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
        Loop
	DoNothing:
	TNT1 A 0
	Stop	
    }
}

ACTOR PinkyHeadPiece: BaronHeadPiece
{
 Translation "112:127=176:191"
}

ACTOR HellKnightHeadPiece: BaronHeadPiece
{
	Scale 1.0
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		HKHE IJKL 4 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    HKHE I 2
		TNT1 A 0 A_QueueCorpse
	    TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
	    Goto Rest
		
	Rest:
        HKHE I 800
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DoNothing")
        Loop
	DoNothing:
	TNT1 A 0
	Stop	
    }
}

ACTOR HellKnightHeadPiece2: HellKnightHeadPiece
{
	XScale -1.0
}