Actor HeadshotHitBoxBASE
{

Health 2300
Radius 9
Height 19
Mass 999999
DamageType BoomHeadShot
PainChance 255
DamageFactor "KnightHit", 0.0
PainChance "KnightHit", 0
PainChance "BoomHeadShot", 0
DamageFactor "BoomHeadShot", 0.0
DamageFactor "REV", 10.0
DamageFactor "AK", 3.0
DamageFactor "ENF", 10.3
DamageFactor "SCOT", 10.3
DamageFactor "MP", 1.2
DamageFactor "PIS", 1.3

-COUNTKILL
+THRUSPECIES
+NOTELEPORT
+FORCERADIUSDMG
+NOTARGET
+SHOOTABLE
+NODAMAGETHRUST
-SOLID
+NOGRAVITY
+NORADIUSDMG
-COUNTKILL
+NOTAUTOAIMED
+THRUGHOST

SPecies "Projectile"
States
{
Spawn:
xxxx A 3
xxxx A 1 A_NoBlocking
Stop

EndP:
tnt1 aA 0 A_ChangeFlag(SHOOTABLE,0)
tnt1 aA 0 A_ChangeFlag(NOCLIP,1)
tnt1 a 0 a_setscale(frandom(0.35,0.50))
TNT1 A 0 A_Jump(128,"BLOOD1")
Goto Blood2
Blood1:
		DB11 ABCDEFG 1
		DB11 HIJKLMNOPQRSTUVWX 1 A_FadeOut(0.05)
	Stop
Blood2:
		DB12 ABCDEFG 1
		DB12 HIJKLMNOPQRSTUVWX 1 A_FadeOut(0.05)
	Stop

Pain:
TNT1 AAA 0 A_CustomMissile("Blud", 2, 0, random (0, 360), 2, random (0, 360))
TNT1 A 0 A_Explode(5,15, 0, 0, 15)
TNT1 A 0
TNT1 A 0 A_Stop
TNT1 A 1
TNT1 A 0 A_playsound("HEADSHOOTGORE",1.0)
TNT1 A 0 A_JumpIfHealthLower(1800, "Pain1200")
TNT1 A 0 A_JumpIfHealthLower(2000, "Pain600")
TNT1 A 0 A_JumpIfHealthLower(2025, "Pain550")
TNT1 A 0 A_JumpIfHealthLower(2050, "Pain500")
TNT1 A 0 A_JumpIfHealthLower(2075, "Pain450")
TNT1 A 0 A_JumpIfHealthLower(2100, "Pain400")
TNT1 A 0 A_JumpIfHealthLower(2125, "Pain350")
TNT1 A 0 A_JumpIfHealthLower(2151, "Pain300")
TNT1 A 0 A_JumpIfHealthLower(2176, "Pain250")
TNT1 A 0 A_JumpIfHealthLower(2184, "Pain234")
TNT1 A 0 A_JumpIfHealthLower(2201, "Pain200")
TNT1 A 0 A_JumpIfHealthLower(2226, "Pain150")
TNT1 A 0 A_JumpIfHealthLower(2251, "Pain100")
TNT1 A 0 A_JumpIfHealthLower(2276, "Pain50")
TNT1 A 0 A_JumpIfHealthLower(2281, "Pain40")
TNT1 A 0 A_JumpIfHealthLower(2285, "Pain32")
TNT1 A 0 A_JumpIfHealthLower(2286, "Pain30")
TNT1 A 0 A_JumpIfHealthLower(2287, "Pain28")
TNT1 A 0 A_JumpIfHealthLower(2288, "Pain26")
TNT1 A 0 A_JumpIfHealthLower(2290, "Pain22")
TNT1 A 0 A_JumpIfHealthLower(2291, "Pain20")
TNT1 A 0 A_JumpIfHealthLower(2296, "Pain10")
XDT3 A 0 A_Explode(16,15, 0, 0, 15)
PLAY A 0 A_NoBlocking
Goto EndP

Pain.MP:
			TNT1 A 0 A_Explode(5,15, 0, 0, 15)
Pain.Shotgun:
			TNT1 AAA 0 A_CustomMissile("Blud", 2, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_Explode(5,15, 0, 0, 15)
			TNT1 A 0
			TNT1 A 0 A_Stop
			TNT1 A 1
			TNT1 A 0 A_playsound("HEADSHOOTGORE",1.0)
Pain10:
			TNT1 A 0
			XDT3 A 0 A_Explode(30,15, 0, 0, 15)
			TNT1 A 1
			TNT1 A 0 A_NoBlocking
			MP5I  A 0
	Goto EndP

Pain20:
			TNT1 A 0
			XDT3 A 0 A_Explode(40,15, 0, 0, 15)
			TNT1 AA 1
			TNT1 A 0 A_NoBlocking
			PIST  A 0
	Goto EndP

Pain22:
			TNT1 A 0
			XDT3 A 0 A_Explode(61,15, 0, 0, 15)
			TNT1 AA 1
			TNT1 A 0 A_NoBlocking
	Goto EndP


	Pain26:
TNT1 A 0
XDT3 A 0 A_Explode(78,15, 0, 0, 15)
TNT1 AA 1
TNT1 A 0 A_NoBlocking
Goto EndP

Pain.PIS:
			TNT1 AAA 0 A_CustomMissile("Blud", 2, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_Explode(5,15, 0, 0, 15)
			TNT1 A 0
			TNT1 A 0 A_Stop
			TNT1 A 1
			TNT1 A 0 A_playsound("HEADSHOOTGORE",1.0)
Pain28:
			TNT1 A 0
			XDT3 A 0 A_Explode(84,15, 0, 0, 15)
			TNT1 AA 1
			TNT1 A 0 A_NoBlocking
	Goto EndP


Pain30:
			TNT1 A 0
			XDT3 A 0 A_Explode(90,15, 0, 0, 15)
			TNT1 AA 1
			TNT1 A 0 A_NoBlocking
	Goto EndP

Pain32:
			TNT1 A 0
			XDT3 A 0 A_Explode(96,15, 0, 0, 15)
			TNT1 AA 1
			TNT1 A 0 A_NoBlocking
	Goto EndP

Pain.AK:
			TNT1 AAA 0 A_CustomMissile("Blud", 2, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_Explode(5,15, 0, 0, 15)
			TNT1 A 0
			TNT1 A 0 A_Stop
			TNT1 A 1
			TNT1 A 0 A_playsound("HEADSHOOTGORE",1.0)
Pain40:
			TNT1 A 0
			XDT3 A 0 A_Explode(120,15, 0, 0, 15)
			TNT1 AA 1
			TNT1 A 0 A_NoBlocking
			AK47  A 0
	Goto EndP

	Pain50:
TNT1 A 0
XDT3 A 0 A_Explode(150,15, 0, 0, 15)
TNT1 AA 1
TNT1 A 0 A_NoBlocking
Goto EndP

Pain.REV:
			TNT1 AAA 0 A_CustomMissile("Blud", 2, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_Explode(5,15, 0, 0, 15)
			TNT1 A 0
			TNT1 A 0 A_Stop
			TNT1 A 1
			TNT1 A 0 A_playsound("HEADSHOOTGORE",1.0)
Pain100:
			TNT1 A 0
			XDT3 A 0 A_Explode(300,15, 0, 0, 15)
			TNT1 AA 1
			TNT1 A 0 A_NoBlocking
			RVIC  A 0
	Goto EndP


Pain150:
			TNT1 A 0
			XDT3 A 0 A_Explode(450,15, 0, 0, 15)
			TNT1 A 1
			TNT1 A 0 A_NoBlocking
	Goto EndP

Pain.SCOT:
			TNT1 AAA 0 A_CustomMissile("Blud", 2, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_Explode(5,15, 0, 0, 15)
			TNT1 A 0
			TNT1 A 0 A_Stop
			TNT1 A 1
			TNT1 A 0 A_playsound("HEADSHOOTGORE",1.0)
Pain200:
			TNT1 A 0
			XDT3 A 0 A_Explode(600,15, 0, 0, 15)
			TNT1 AA 1
			TNT1 A 0 A_NoBlocking
			561I  A 0
	Goto EndP

Pain.ENF:
			TNT1 AAA 0 A_CustomMissile("Blud", 2, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_Explode(5,15, 0, 0, 15)
			TNT1 A 0
			TNT1 A 0 A_Stop
			TNT1 A 1
			TNT1 A 0 A_playsound("HEADSHOOTGORE",1.0)
Pain234:
			TNT1 A 0
			XDT3 A 0 A_Explode(634,15, 0, 0, 15)
			TNT1 AA 1
			TNT1 A 0 A_NoBlocking
			ENFI  A 0
	Goto EndP

	Pain250:
TNT1 A 0
XDT3 A 0 A_Explode(790,15, 0, 0, 15)
TNT1 AA 1
TNT1 AA 0 A_NoBlocking
Goto EndP

	Pain300:
TNT1 A 0
XDT3 A 0 A_Explode(900,15, 0, 0, 15)
TNT1 AA 1
TNT1 A 0 A_NoBlocking
Goto EndP

	Pain350:
TNT1 A 0
XDT3 A 0 A_Explode(850,15, 0, 0, 15)
TNT1 AA 1
TNT1 A 0 A_NoBlocking
Goto EndP

	Pain400:
TNT1 A 0
XDT3 A 0 A_Explode(1200,15, 0, 0, 15)
TNT1 AA 1
TNT1 A 0 A_NoBlocking
Goto EndP

	Pain450:
TNT1 A 0
XDT3 A 0 A_Explode(1250,15, 0, 0, 15)
TNT1 AA 1
TNT1 A 0 A_NoBlocking
Goto EndP

	Pain500:
TNT1 A 0
XDT3 A 0 A_Explode(1500,15, 0, 0, 15)
TNT1 AA 1
TNT1 A 0 A_NoBlocking
Goto EndP

	Pain550:
TNT1 A 0
XDT3 A 0 A_Explode(1550,15, 0, 0, 15)
TNT1 AA 1
TNT1 A 0 A_NoBlocking
Goto EndP

	Pain600:
TNT1 A 0
XDT3 A 0 A_Explode(1600,15, 0, 0, 15)
TNT1 AA 1
TNT1 A 0 A_NoBlocking
Goto EndP




	Pain1200:
TNT1 A 0
XDT3 A 0 A_Explode(1200,15, 0, 0, 15)
TNT1 AA 1
TNT1 A 0 A_NoBlocking
Goto EndP
 }
}





actor HeadShotBox2: HeadshotHitBoxBASE
{
States
 {
Spawn:
XXXX A 4
XXXX A 1
XXXX A 0 A_NoBlocking
Stop
 }
}


actor HeadShotBox5: HeadshotHitBoxBASE
{
States
 {
Spawn:
XXXX A 7
XXXX A 1
XXXX A 0 A_NoBlocking
Stop
 }
}


actor HeadShotBox10: HeadshotHitBoxBASE
{
States
 {
Spawn:
XXXX A 12
XXXX A 1
XXXX A 0 A_NoBlocking
Stop
 }
}

actor HeadShotBox15: HeadshotHitBoxBASE
{
States
 {
Spawn:
XXXX A 17
XXXX A 1
XXXX A 0 A_NoBlocking
Stop
 }
}

actor HeadShotBox20: HeadshotHitBoxBASE
{
States
 {
Spawn:
XXXX A 22
XXXX A 1
XXXX A 0 A_NoBlocking
Stop
 }
}

actor HeadShotBox30: HeadshotHitBoxBASE
{
States
 {
Spawn:
xxxx A 32
XXXX A 1
XXXX A 0 A_NoBlocking
Stop
 }
}

actor HeadShotBox40: HeadshotHitBoxBASE
{
States
 {
Spawn:
XXXX A 42
XXXX A 1
XXXX A 0 A_NoBlocking
Stop
 }
}

actor HeadShotBox50: HeadshotHitBoxBASE
{
States
 {
Spawn:
xxxx A 52
XXXX A 1
XXXX A 0 A_NoBlocking
Stop
 }
}


actor HeadShotTEST: HeadshotHitBoxBASE
{
States
 {
Spawn:
XXXX A 1
LOOP

Pain:
xxxx b 3
TNT1 A 0 A_playsound("HEADSHOOTGORE",1.0)
TNT1 AAA 0 A_CustomMissile ("Blud", 2, 0, random (0, 360), 2, random (0, 360))

 }
}



Actor Blud : Blood
{
 +RIPPER
 +NOBLOCKMAP
 +FORCEXYBILLBOARD
}



actor BigBox30: HeadShotBox30
{
Radius 14
Height 36
 }

actor BigBox10: HeadShotBox10
{
Radius 14
Height 36
 }
