ACTOR ZombieXDeath
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
	     TNT1 A 0
		 TNT1 A 0 A_Pain
		 TNT1 A 0 A_FaceTarget
	     TNT1 A 0 A_SpawnItem("BloodSplasher3")
		 
	     TNT1 AAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-15, 15))
	     TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (10, 90))
		  TNT1 A 0 A_CustomMissile ("XDeathHalfZombiemanNoArmNoHead", 48, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 A 0 A_CustomMissile ("XDeath5", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath2b", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath3b", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeathSkinPiece2", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeathSkinPiece1", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 24, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 24, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAAAAA 0 A_CustomMissile ("Instestin", 24, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("GibZombieBoot", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathZombiemanHeadOnXDeath", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		 
		 TNT1 A 1
		 TNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density
		 TNT1 A 2
		 TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("XBloodmistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
		 Stop
		 
	LowBlood:
	    TNT1 A 2
		Stop
	LotsOfBlood:
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("XBloodmistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
		Stop
	AbsurdBlood:
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("XBloodmistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("SuperGoreMist", 24, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
		Stop
	}
}

ACTOR SargeXDeath
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
	    TNT1 A 0 A_SpawnItem("BloodSplasher3")
	    TNT1 AAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-15, 15))
         TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 AA 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 A 0 A_CustomMissile ("XDeath5", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath2b", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath3b", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeathSkinPiece2", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeathSkinPiece1", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 24, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 24, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathHalfShotgunguyNoArmNoHead", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAAAAA 0 A_CustomMissile ("Instestin", 24, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathSargeLeg2", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("GibSargeBoot", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathSergeantHeadOnXDeath", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		 
		 TNT1 A 1
		 TNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density
		 TNT1 A 2
		 TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("XBloodmistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
		 Stop
		 
	LowBlood:
	    TNT1 A 2
		Stop
	LotsOfBlood:
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("XBloodmistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
		Stop
	AbsurdBlood:
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("XBloodmistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("SuperGoreMist", 24, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
		Stop
    }
}




ACTOR ImpXDeath
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
	TNT1 A 0 A_SpawnItem("BloodSplasher3")
	TNT1 AAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-15, 15))
          TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 TNT1 A 0 A_CustomMissile ("XDeathImpArm", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathHalfImpUpperPart32", 32, 0, random (0, 360), 2, random (10, 60))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 24, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 24, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 AA 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 A 0 A_CustomMissile ("XDeath5", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath2b", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath3b", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeathSkinPiece2", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeathSkinPiece1", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAAAAA 0 A_CustomMissile ("Instestin", 24, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathImpLeg", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathImpHeadOnXDeath", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		 TNT1 A 1
		 TNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density
		 TNT1 A 2
		 TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("XBloodmistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
		 Stop
		 
	LowBlood:
	    TNT1 A 2
		Stop
	LotsOfBlood:
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("XBloodmistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
		Stop
	AbsurdBlood:
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("XBloodmistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("SuperGoreMist", 24, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
		Stop
    }
}

ACTOR KnightXDeath
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
	     //TNT1 A 0 A_SpawnItem("BloodSplasher3")
	     TNT1 A 0 A_CustomMissile ("XDeathHellKnightArm", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathHellKnightTorso", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeathHellKnightLeg", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan1Green", 24, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan2Green", 24, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeath1Green", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath2Green", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath3Green", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath4Green", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath2bGreen", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath3bGreen", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathHellKnightHead", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_SpawnItem ("GreenBigBloodSpot")
		 
		 TNT1 A 1
		 TNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density
		 TNT1 A 2
		 TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("GreenXBloodmistBig", 30, 0, random (0, 360), 2, random (20, 90))
		 Stop
    }
}

ACTOR BaronXDeath: KnightXDeath
{
    States
    {
    Spawn:
	     TNT1 A 0
	     TNT1 A 0 A_CustomMissile ("XDeathBaronOfHellTorso", 52, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeathHellKnightLeg", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan1Green", 44, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan2Green", 44, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeath1Green", 42, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath2Green", 42, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath3Green", 42, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath4Green", 42, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath2bGreen", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath3bGreen", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("GenericBaronGib1b", 45, 0, random (0, 360), 2, random (10, 80))
		 TNT1 A 0 A_CustomMissile ("GenericBaronGib2b", 45, 0, random (0, 360), 2, random (10, 80))
		 TNT1 A 0 A_SpawnItem ("GreenBigBloodSpot")
		
		 TNT1 A 1
		 TNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density
		 TNT1 A 2
		 TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("GreenXBloodmistBig", 30, 0, random (0, 360), 2, random (20, 90))
		Stop
    }
}

ACTOR CyberXDeath
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
	     TNT1 A 0 A_SpawnItem("BloodSplasher3")
	     TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("XBloodmistXXBig", 30, 0, random (0, 360), 2, random (70, 90))
		 TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("XBloodmistXXBig", 100, 0, random (0, 360), 2, random (20, 90))
         TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 TNT1 AAAAA 0 A_CustomMissile ("SmallBrainPiece", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAAAAA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAAAAAAAA 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (10, 90))
        TNT1 AAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 10, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 0, 0, random (0, 180), 2, random (0, 180))
        TNT1 AAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 25, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 35, 0, random (0, 180), 2, random (0, 180))
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("SuperGoreMist", 54, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_SpawnItem ("GiantBloodSpot")
	Death:
	    TNT1 A 0
        Stop
    }
}

ACTOR BullXDeath
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
	     TNT1 A 0 A_SpawnItem("BloodSplasher3")
	     TNT1 AAAA 0 A_CustomMissile ("XBloodmistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
         TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		 TNT1 AAAA 0 A_CustomMissile ("XDeath2b", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath3b", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeathSkinPiece2", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeathSkinPiece1", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathStomach", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeathBullLeg12", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeathDemonArm", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeath2b", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeath3b", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathPinkyDemonHead", 42, 0, random (0, 360), 2, random (10, 90))
		 
		 TNT1 A 1
		 TNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density
		 TNT1 A 2
		 TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("XBloodmistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
		 Stop
		 
	LowBlood:
	    TNT1 A 2
		Stop
	LotsOfBlood:
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("XBloodmistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
		Stop
	AbsurdBlood:
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("XBloodmistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("SuperGoreMist", 24, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
		Stop
    }
}

ACTOR ChainXDeath
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
	     TNT1 A 0 A_SpawnItem("BloodSplasher3")
	     TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 35, 0, random (0, 360), 2, random (10, 90))
	     TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
         TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 TNT1 AA 0 A_CustomMissile ("XDeathChainArm", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathChaingunguyHeadOnXDeath", 42, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath2b", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath3b", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeathSkinPiece2", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeathSkinPiece1", 15, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 A 0 A_CustomMissile ("XDeath5", 32, 0, random (0, 360), 2, random (10, 90))
		 
		 TNT1 A 1
		 TNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density
		 TNT1 A 2
		 TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("XBloodmistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
		 Stop
		 
	LowBlood:
	    TNT1 A 2
		Stop
	LotsOfBlood:
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("XBloodmistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
		Stop
	AbsurdBlood:
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("XBloodmistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("SuperGoreMist", 24, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
		Stop
    }
}

ACTOR MarineXDeath
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
	     TNT1 A 0 A_SpawnItem("BloodSplasher3")
	     TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 35, 0, random (0, 360), 2, random (10, 90))
	     TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
         TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathArm2", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath2b", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath3b", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeathSkinPiece2", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeathSkinPiece1", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		 
		 TNT1 A 1
		 TNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density
		 TNT1 A 2
		 TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("XBloodmistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
		 Stop
		 
	LowBlood:
	    TNT1 A 2
		Stop
	LotsOfBlood:
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("XBloodmistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
		Stop
	AbsurdBlood:
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("XBloodmistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("SuperGoreMist", 24, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
		Stop
    }
}

ACTOR SpiderDeath
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
	     TNT1 A 0 A_SpawnItem("BloodSplasher3")
	     TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 35, 0, random (0, 360), 2, random (10, 90))
         TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 TNT1 AAAAAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("SmallBrainPiece", 32, 0, random (0, 360), 2, random (10, 90))
		 
         TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		 
		 TNT1 A 1
		 TNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density
		 TNT1 A 2
		 TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("XBloodmistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
		 Stop
		 
	LowBlood:
	    TNT1 A 2
		Stop
	LotsOfBlood:
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("XBloodmistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
		Stop
	AbsurdBlood:
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("XBloodmistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("SuperGoreMist", 24, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
		Stop
    }
}

ACTOR SkeletonXDeath
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
	     TNT1 A 0 A_SpawnItem("BloodSplasher3")
	     TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 35, 0, random (0, 360), 2, random (10, 90))
         TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathHalfSkeleton", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_SpawnItem ("BigBloodSpot")
	Death:
	    TNT1 A 0
        Stop
    }
}

ACTOR SkeletonXDeathRare
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
			 TNT1 A 0 A_CustomMissile ("XDeathHalfSkeleton", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("RoamingLegs", 5, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_SpawnItem ("BigBloodSpot")
	Death:
	    TNT1 A 0
        Stop
    }
}

ACTOR HalfManDeath
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
	     TNT1 A 0 A_SpawnItem("BloodSplasher3")
	     TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 35, 0, random (0, 360), 2, random (10, 90))
         TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathArm2", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAAAAAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("XBloodmistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
	Death:
	    TNT1 A 0
        Stop
    }
}

ACTOR MeatDeath
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
         TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAAAAAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("XBloodmistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
	Death:
	    TNT1 A 0
        Stop
    }
}


ACTOR SmalllMeatDeath: MeatDeath
{
    States
    {
    Spawn:
         TNT1 AAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
        TNT1 AAAAAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 15, 0, random (0, 360), 2, random (10, 90))
	Death:
	    TNT1 A 0
        Stop
    }
}



ACTOR BlueMeatDeath: MeatDeath
{
    States
    {
    Spawn:
        TNT1 AAAAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeath1Blue", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath2Blue", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeath3Blue", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAA 0 A_CustomMissile ("Blue_FlyingBlood", 15, 0, random (0, 360), 2, random (10, 90))
	Death:
	    TNT1 A 0
        Stop
    }
}

ACTOR MuchMeatDeath
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
         TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAAAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAAAA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAA 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAAAAAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("XBloodmistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
	Death:
	    TNT1 A 0
        Stop
    }
}




ACTOR RipGuts
{
    Radius 2
    Height 2
    Scale 0.8
	Speed 1
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
	+CLIENTSIDEONLY
	+THRUACTORS
    States
    {
    Spawn:
		TNT1 A 1
		 TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 40, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 24, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 24, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAAA 0 A_CustomMissile ("XBloodmistBig", 24, 0, random (0, 360), 2, random (30, 90))
		Stop
    }
}

ACTOR RipZombieMan
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
 TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 40, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathHalfZombieMan", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 24, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 24, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (10, 90))
	Death:
	    TNT1 A 0
        Stop
    }
}


ACTOR FatalityZombieMan
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
         TNT1 A 0 A_SpawnItem("BloodSplasher2")
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAA 0 A_CustomMissile ("XDeath2", 0, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAA 0 A_CustomMissile ("XDeath3", 0, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 0, 0, random (0, 360), 2, random (10, 90))
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 15, 0, random (0, 360), 2, random (10, 90))
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAAAAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (10, 90))

	Death:
	    TNT1 A 0
        Stop
    }
}

ACTOR RipSergeant
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
	    TNT1 A 0 A_SpawnItem("BloodSplasher2")
        TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 40, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 24, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 24, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathHalfSergeant", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAAA 0 A_CustomMissile ("XBloodmistBig", 24, 0, random (0, 360), 2, random (30, 90))
	Death:
	    TNT1 A 0
        Stop
    }
}


ACTOR RipZombieman2
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
	    TNT1 A 0 A_SpawnItem("BloodSplasher2")
        TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 40, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAAAAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathHalfZombieman2", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAAA 0 A_CustomMissile ("XBloodmistBig", 24, 0, random (0, 360), 2, random (30, 90))
	Death:
	    TNT1 A 0
        Stop
    }
}

ACTOR RipImp
{

    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
        TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 24, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 24, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathHalfImp", 40, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAAA 0 A_CustomMissile ("XBloodmistBig", 24, 0, random (0, 360), 2, random (30, 90))
	Death:
	    TNT1 A 0
        Stop
    }
}

ACTOR CacoXDeath
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
        TNT1 AAAAA 0 A_CustomMissile ("BlueSuperGoreSpawner", 10, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAAAAAA 0 A_CustomMissile ("BlueSuperGoreSpawner", 0, 0, random (0, 180), 2, random (0, 180))
		 TNT1 A 0 A_CustomMissile ("CacoXDeath1", 0, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("CacoXDeath2", 0, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("CacoXDeath3", 0, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("CacoXDeath4", 0, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("CacoXDeath5", 0, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAA 0 A_CustomMissile ("CacoXDeath6", 0, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAAAAAAAA 0 A_CustomMissile ("CacoXDeath7", 0, 0, random (0, 360), 2, random (10, 90))
	Death:
	    TNT1 A 0
        Stop
    }
}


ACTOR RipCaco
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
         TNT1 A 0
		 TNT1 A 0 A_CustomMissile ("HalfCacoDemon", 0, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAA 0 A_CustomMissile ("CacoXDeath6", 0, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAA 0 A_CustomMissile ("CacoXDeath7", 0, 0, random (0, 360), 2, random (10, 90))
	Death:
	    TNT1 A 0
        Stop
    }
}

ACTOR BeheadZombieMan
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
         TNT1 A 1
         TNT1 A 0 A_SpawnItemEx ("XDeathZombieManHead", 50, 0, random (0, 360), 2, random (10, 90))
TNT1 A 0
Goto Death
	Death:
	    TNT1 A 0
        Stop
    }
}





ACTOR ZombiemanHeadExplode: ZombieXDeath
{
    States
    {
    Spawn:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("BloodSplasher2")
		TNT1 A 0 A_PlaySound("misc/xdeath4")
	    TNT1 AAAAA 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 A 0 A_CustomMissile ("Brains2", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("Brains3", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("Brains4GreenHair", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("Brains4GreenHairBig", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPieceFast", 0, 0, random (0, 360), 2, random (10, 20))
		TNT1 AAAAA 0 A_CustomMissile ("SmallBrainPiece", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("Teeth", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("XDeath3b", 10, 0, random (0, 360), 2, random (50, 90))
		TNT1 A 10
	     Stop
	}
}


ACTOR NaziHeadExplode: ZombieXDeath
{
    States
    {
    Spawn:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("BloodSplasher2")
		TNT1 A 0 A_PlaySound("misc/xdeath4")
	    TNT1 AAAAA 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 A 0 A_CustomMissile ("Brains2", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("Brains3", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("Brains4Blonde", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("Brains4BlondeBig", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPieceFast", 0, 0, random (0, 360), 2, random (10, 20))
		TNT1 AAAAA 0 A_CustomMissile ("SmallBrainPiece", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("Teeth", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("XDeath3b", 10, 0, random (0, 360), 2, random (50, 90))
		TNT1 A 10
	     Stop
	}
}



ACTOR ShotgunguyHeadExplode: ZombieXDeath
{
    States
    {
    Spawn:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("BloodSplasher2")
		TNT1 A 0 A_PlaySound("misc/xdeath4")
	    TNT1 AAAAA 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 A 0 A_CustomMissile ("Brains2", 10, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("Brains3", 10, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("BrainsSergeantHeadPiece", 10, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("Brains5", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPieceFast", 0, 0, random (0, 360), 2, random (10, 20))
		TNT1 AAAAA 0 A_CustomMissile ("SmallBrainPiece", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("Teeth", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("XDeath3b", 0, 0, random (0, 360), 2, random (50, 90))
		TNT1 A 10
	     Stop
	}
}


ACTOR ChaingunguyHeadExplode: ZombieXDeath
{
    States
    {
    Spawn:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("BloodSplasher2")
		TNT1 A 0 A_PlaySound("misc/xdeath4")
	    TNT1 AAAAA 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 A 0 A_CustomMissile ("Brains3", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("Brains6", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("Brains7", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("BrainsImpHeadPiece", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPieceFast", 0, 0, random (0, 360), 2, random (10, 20))
		TNT1 AAAAA 0 A_CustomMissile ("SmallBrainPiece", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("Teeth", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("XDeath3b", 10, 0, random (0, 360), 2, random (50, 90))
		TNT1 A 10
	     Stop
	}
}


ACTOR ImpHeadExplode: ZombieXDeath
{
    States
    {
    Spawn:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("BloodSplasher2")
		TNT1 A 0 A_PlaySound("misc/xdeath4")
	    TNT1 AAAAA 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 A 0 A_CustomMissile ("Brains3", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("Brains6", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("Brains7", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("BrainsImpHeadPiece", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPieceFast", 0, 0, random (0, 360), 2, random (10, 20))
		TNT1 AAAAA 0 A_CustomMissile ("SmallBrainPiece", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("Teeth", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("XDeath3b", 10, 0, random (0, 360), 2, random (50, 90))
		TNT1 A 10
	     Stop
	}
}








ACTOR HellKnightHeadExplode: ZombieXDeath
{
    States
    {
    Spawn:
	    TNT1 A 0
		
		TNT1 A 0 A_PlaySound("misc/xdeath4")
	    TNT1 AAAAA 0 A_CustomMissile ("GreenXBloodmistBig", 0, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAAAA 0 A_CustomMissile ("Green_FlyingBlood", 0, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_CustomMissile ("GreenBrainPiece", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("GreenBrainPiece", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("HellKnightHeadPiece", 0, 0, random (0, 360), 2, random (50, 80))
		TNT1 A 0 A_CustomMissile ("HellKnightHeadPiece2", 0, 0, random (0, 360), 2, random (50, 80))
		TNT1 AAA 0 A_CustomMissile ("GreenBrainPiece", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAAAA 0 A_CustomMissile ("GreenBrainPiece", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AA 0 A_CustomMissile ("SuperWallGreenBlood", 6, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Teeth", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("XDeath1Green", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("XDeath3bGreen", 10, 0, random (0, 360), 2, random (50, 80))
		TNT1 A 10
	     Stop
	}
}




ACTOR HellKnightHeadExplodeHalf: ZombieXDeath
{
    States
    {
    Spawn:
	    TNT1 A 0
		TNT1 A 0 A_PlaySound("misc/xdeath4")
	    TNT1 AAAA 0 A_CustomMissile ("GreenXBloodmistBig", 0, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAAA 0 A_CustomMissile ("Green_FlyingBlood", 0, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_CustomMissile ("HellKnightHeadPiece2", 0, 0, random (0, 360), 2, random (50, 80))
		TNT1 AAA 0 A_CustomMissile ("GreenBrainPiece", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAAAA 0 A_CustomMissile ("Teeth", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AA 0 A_CustomMissile ("XDeath1Green", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("XDeath3bGreen", 10, 0, random (0, 360), 2, random (50, 80))
		TNT1 A 10
	     Stop
	}
}



ACTOR BaronOfHellHeadExplode: ZombieXDeath
{
    States
    {
    Spawn:
	    TNT1 A 0
		TNT1 A 0 A_PlaySound("misc/xdeath4")
	    TNT1 AAAAA 0 A_CustomMissile ("GreenXBloodmistBig", 0, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAAAA 0 A_CustomMissile ("Green_FlyingBlood", 0, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_CustomMissile ("GreenBrainPiece", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("GreenBrainPiece", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AA 0 A_CustomMissile ("BaronHeadPiece", 62, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("GreenBrainPiece", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAAAA 0 A_CustomMissile ("Teeth", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("XDeath1Green", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("XDeath3bGreen", 10, 0, random (0, 360), 2, random (50, 80))
		TNT1 A 10
	     Stop
	}
}



ACTOR MancubusHeadExplode: ZombieXDeath
{
    States
    {
    Spawn:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("BloodSplasher2")
		TNT1 A 0 A_PlaySound("misc/xdeath4")
	    TNT1 AAAAA 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 AA 0 A_CustomMissile ("MancubusEyeballs", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AA 0 A_CustomMissile ("Brains6Big", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AA 0 A_CustomMissile ("Brains7Big", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPieceFast", 0, 0, random (0, 360), 2, random (10, 20))
		TNT1 AAAAA 0 A_CustomMissile ("SmallBrainPiece", 0, 0, random (0, 360), 2, random (10, 90))
		
		TNT1 AAA 0 A_CustomMissile ("Teeth", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (10, 90))
		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 A 10
	     Stop
	}
}





ACTOR MeatDeathSmall: ImpXDeath
{
    States
    {
    Spawn:
		TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath2b", 5, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeath3b", 5, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 10, 0, random (0, 360), 2, random (40, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathSkinPiece2", 5, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathSkinPiece1", 5, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 AAAAAAAA 0 A_CustomMissile ("SmallSuperGore", 10, 0, random (0, 360), 2, random (10, 170))
		 TNT1 AA 0 A_CustomMissile ("XBloodmistBig", 0, 0, random (0, 360), 2, random (30, 90))
		Stop
    }
}















actor MuchBlood : Blood
{
 states
 {
  Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingXBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAAAAA 0 A_CustomMissile("Brutal_FlyingXBloodTrail", 0, 0, 180)
		TNT1 AAA 0 A_CustomMissile("XBloodmistSmall", 0, 0, random (0, 360), 2, random (30, 90))
  	    TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 0, 0, random (0, 360), 2, random (10, 90))
	    TNT1 AAA 0 A_CustomMissile ("CeilBloodLauncher", 0, 0, random (0, 360), 2, random (50, 130))
        BLXD BCD 0
        stop
	Splash:
        BLXD A 0
        stop
 }
}


actor MuchBlood2 : Blood
{
 states
 {
  Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		TNT1 A 0 A_PlaySound("misc/xdeath4")
        TNT1 AAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingXBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAA 0 A_CustomMissile("Brutal_FlyingXBloodTrail", 0, 0, 180)
  	    TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAAA 0 A_CustomMissile ("XBloodmistBig", 0, 0, random (0, 360), 2, random (0, 70))
		TNT1 AAAA 0 A_CustomMissile ("XBloodmistLarge2", 0, 0, random (0, 360), 2, random (0, 90))
		TNT1 AAA 0 A_CustomMissile ("CeilBloodLauncher", 0, 0, random (0, 360), 2, random (50, 130))
		BLXD BCD 0
		TNT1 A 10
        stop
	Splash:
        BLXD A 0
        stop
 }
}

actor MuchBlood3 : Blood
{
 states
 {
  Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		TNT1 A 0 A_PlaySound("misc/xdeath4")
        TNT1 AAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingXBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAA 0 A_CustomMissile("Brutal_FlyingXBloodTrail", 0, 0, 180)
  	    TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingXBlood", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAAAA 0 A_CustomMissile ("XBloodmistBig", 0, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAA 0 A_CustomMissile ("CeilBloodLauncher", 0, 0, random (0, 360), 2, random (50, 130))
        BLXD BCD 0
        stop
	Splash:
        BLXD A 0
        stop
 }
}




