


//*** these are required for monstersonly but the ***shield files contain references to weapons
//  and cannot be included

ACTOR FBD_ThrowedZman
{
	Radius 16
	Height 16
	Speed 30
	Damage (random(120, 120))
	+MISSILE
    Scale 1.0
	+FORCEXYBILLBOARD
	-NOGRAVITY
	+NOEXTREMEDEATH
	+SKYEXPLODE
	+SHOOTABLE
	+NOEXTREMEDEATH
	+THRUGHOST
	+THRUSPECIES
	Species "Marines"
	Health 30
	Gravity 1.0
	DamageType Kick
	DamageFactor "Cut", 2.00 DamageFactor "Saw", 2.00 damagefactor "PussyGrab", 10.0
	Decal BrutalBloodSuper
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Playsound("BURNZOM", 1)
	Flying:
        X721 H 2
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
		X721 GFEDCBA 2
		Loop
		
    Death:
	XDeath:
		TNT1 A 0
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CheckCeiling("HitCeil")
		TNT1 A 0 A_JumpIfHealthLower(-40, "Death.Gibs")
		TNT1 A 0 A_JumpIfHealthLower(1, "Death.Shotgun")
		X721 H 2
		NULL AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_SpawnItem("MuchBlood2")
		NULL A 0 A_CustomMissile ("FBD_ThrowedZombieManRicochet", 0, 0, 0, 2, 38)
		Stop
	
	HitCeil:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("MuchBlood2")
		NULL A 0 A_CustomMissile ("FBD_ThrowedZombieManRicochet", 0, 0, 0, 2, -5)
		Stop
		
	Crashing:
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MuchBlood2")
		NULL AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("FBD_DeadZombieMan1")
		TNT1 A 3
		Stop
		
	Death.Melee:
	Death.Fatality:
	Death.ExtremePunches:
	Death.Kick:
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 A_NoBlocking
		NULL A 0 A_CustomMissile ("FBD_ThrowedZombieManRicochet", 0, 0, 180, 2, 32)
		Stop
	
	Death.Gibs:
	Death.Explosives:
	Death.Shotgun:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("ZombieXDeath")
		Stop
	}
}



ACTOR FBD_ThrowedZombieManRicochet: FBD_ThrowedZman
{
    +BOUNCEONWALLS
	+THRUGHOST
	+BOUNCEONACTORS
	Radius 12
	Height 14
	WallBounceFactor 0.6
	Speed 10
	States
	{
	Spawn:
        X721 H 2
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
		X721 GFEDCBA 2
		Loop
    Death:
	XDeath:
		TNT1 A 0
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_JumpIfHealthLower(-40, "Death.Gibs")
		TNT1 A 0 A_JumpIfHealthLower(1, "Death.Shotgun")
	Goto Crashing
	}
}

ACTOR FBD_ThrowedZombieMan2: FBD_ThrowedZman
{
    +NOGRAVITY
	Damage 20
	
	//***Che: returning damage on player for  zombies/sargeants/imps thrown by monsters.
	// for that, the only thing we need is a custom ricochet
	Species "None"
	-THRUSPECIES
	Obituary "$O_THROWN_Z" // see language.chebfix
	States {
		Death.Melee:
		Death.Fatality:
		Death.ExtremePunches:
		Death.Kick:
			TNT1 A 0
			TNT1 A 0 A_StopSound(1)
			TNT1 A 0 A_NoBlocking
			NULL A 0 A_CustomMissile ("FBD_ThrowedZombieManRicochet", 0, 0, 180, 2, 32)
			Stop	
	}
	
}

//***Che
ACTOR FBD_ThrowedZombieManRicochet2: FBD_ThrowedZombieManRicochet {
	Species "None"
	-THRUSPECIES
	Obituary "$O_THROWN_Z" // see language.chebfix	
}

ACTOR FBD_FBD_ThrowedSergeantPiece: FBD_ThrowedZombieMan2
{
	Damage 10
	States
	{
	Spawn:
        SP2X HIJK 5
		Loop
		
    Death:
	    TNT1 A 0 A_SpawnItem("MeatDeath")
		TNT1 A 5
		Stop
	}
}



ACTOR FBD_ExtremePunchedZMan: FBD_ThrowedZman
{
	Radius 10
	Height 14
	Speed 30
	+THRUGHOST
	States
	{
	Spawn:
        POS4 ZZ 2 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
		Loop
    Death:
		TNT1 A 0
		TNT1 A 0 A_CheckFloor("Floor")
		TNT1 A 0 A_CheckCeiling("Floor")
		TNT1 A 0 A_SetAngle(angle-180)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_ChangeFlag("LOWGRAVITY", 1)
		TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 0))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 0))
		TNT1 A 0 A_SpawnItem("Muchblood2", 0, 40)
		
	    TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("ZombiemanHeadExplode", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        ZZD1 EEEEEFF 6
		TNT1 A 0 A_ChangeFlag("LOWGRAVITY", 0)
		ZZD1 GH 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		ZZD1 H 0
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 1)
		TNT1 A 0 A_SpawnItem("FBD_DeadZombieManJustLegsAreLeft2")
		TNT1 A -1
        Stop
		
	Floor:	
		TNT1 AA 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Recoil(-30)
		POS4 ABCD 3 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		POS4 EFGHIJ 3 A_JumpIf((MomY == 0), "DSFStop")
		Goto DSFStop+1
		
	DSFStop:
		TNT1 A 0 A_SpawnItem("Ploft3")
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 2, 0, random (170, 190), 2, random (0, 0))
		POS4 J 0
		TNT1 A 0 A_SpawnItem("FBD_DeadZombieManShotguntotheFace1")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 1)
		TNT1 A -1
		Stop
	}
}













ACTOR FBD_ThrowedImp: FBD_ThrowedZman
{
	States
	{
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_Playsound("imp/death", 1)
		Flying:
			X723 H 2
			TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
			X723 GFEDCBA 2
			Loop
			
		Death:
		Xdeath:
			TNT1 A 0
			TNT1 A 0 A_StopSound(1)
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_CheckCeiling("HitCeil")
			TNT1 A 0 A_JumpIfHealthLower(-40, "Death.Gibs")
			TNT1 A 0 A_JumpIfHealthLower(1, "Death.Shotgun")
			X723 H 2
			NULL AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_SpawnItem("MuchBlood")
			NULL A 0 A_CustomMissile ("FBD_ThrowedImpRicochet", 0, 0, 0, 2, 38)
			Stop
		
		HitCeil:
			TNT1 A 0
			TNT1 A 0 A_SpawnItem("MuchBlood")
			NULL A 0 A_CustomMissile ("FBD_ThrowedImpRicochet", 0, 0, 0, 2, -5)
			Stop
			
		Crashing:
			TNT1 A 0 A_StopSound(1)
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_SpawnItem("MuchBlood")
			NULL AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_SpawnItem("FBD_DeadImp")
			TNT1 A 3
			Stop
			
		Death.Melee:
		Death.Fatality:
		Death.ExtremePunches:
		Death.Kick:
			TNT1 A 0 A_StopSound(1)
			TNT1 A 0 A_NoBlocking
			NULL A 0 A_CustomMissile ("FBD_ThrowedImpRicochet", 0, 0, 180, 2, 32)
			Stop
		
		Death.Gibs:
		Death.Explosives:
		Death.Shotgun:
			TNT1 A 0
			TNT1 A 0 A_SpawnItem("ImpXDeath")
			Stop
	}
}



ACTOR FBD_ThrowedImpRicochet: FBD_ThrowedImp
{
    +BOUNCEONWALLS
	+THRUGHOST
	+BOUNCEONACTORS
	Radius 12
	Height 14
	WallBounceFactor 0.6
	Speed 10
	States
	{
	Spawn:
        X723 H 2
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
		X723 GFEDCBA 2
		Loop
    Death:
	Xdeath:
		TNT1 A 0
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_JumpIfHealthLower(-40, "Death.Gibs")
		TNT1 A 0 A_JumpIfHealthLower(1, "Death.Shotgun")
	Goto Crashing
	}
}

ACTOR FBD_ThrowedImp2: FBD_ThrowedImp
{
    +NOGRAVITY
	Damage 20
	Obituary "$O_THROWN_I" // see language.chebfix
	
	//***Che: returning damage on player for  zombies/sargeants/imps thrown by monsters.
	// for that, the only thing we need is a custom ricochet
	Species "None"
	-THRUSPECIES
	States {
		Death.Melee:
		Death.Fatality:
		Death.ExtremePunches:
		Death.Kick:
			TNT1 A 0 A_StopSound(1)
			TNT1 A 0 A_NoBlocking
			NULL A 0 A_CustomMissile ("FBD_ThrowedImpRicochet2", 0, 0, 180, 2, 32)
			Stop	
	}
}

ACTOR FBD_ThrowedImpRicochet2: FBD_ThrowedImpRicochet {
	Species "None"
	-THRUSPECIES
	Obituary "$O_THROWN_I"
}


ACTOR FBD_ThrowedImpDead: FBD_ThrowedImp
{
	States
	{
	Spawn:
		TNT1 A 0
        X723 H 2
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
		X723 GFEDCBA 2 A_CustomMissile("FBD_FlyingBlood", 0, 0, random(0,360), 2, random(0,360))
		Loop
		
	}
}




ACTOR ExtremePunchedImp: FBD_ThrowedImp
{
	Radius 10
	Height 14
	Speed 30
	+THRUGHOST
	States
	{
	Spawn:
        ID11 AA 2 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
		Loop
    Death:
		TNT1 A 0
		TNT1 A 0 A_CheckFloor("Floor")
		TNT1 A 0 A_CheckCeiling("Floor")
		TNT1 A 0 A_SetAngle(angle-180)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_ChangeFlag("LOWGRAVITY", 1)
		TNT1 AA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAA 0 A_CustomMissile ("FBD_Bloodmist", 40, 0, random (0, 360), 2, random (30, 90))
		
	    TNT1 AAA 0 bright A_CustomMissile ("SuperGoreSpawner", 35, 0, random (170, 190), 2, random (0, 40))
        TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeathImpArm", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("ImpHeadExplode", 60, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        IZD1 EEEEEFF 6
		TNT1 A 0 A_ChangeFlag("LOWGRAVITY", 1)
		IZD1 G 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("FBD_DeadImpIZD1H")
		TNT1 A -1
        Stop
		
	Floor:	
		TNT1 AA 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Recoil(-30)
		TR06 ABCDE 3 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TR06 FGHIJK 3 A_JumpIf((MomY == 0), "DSFStop")
		Goto DSFStop+1
		
		
	DSFStop:
		TNT1 A 0 A_SpawnItem("Ploft3")
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 2, 0, random (170, 190), 2, random (0, 0))
		TNT1 A 0 A_SpawnItem("FBD_DeadImpTR06K")
		TNT1 A -1
		Stop
	}
}













ACTOR FBD_ThrowedShotgunguy: FBD_ThrowedZman
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Playsound("Shotgunguy/death", 1)
	Flying:
        X722 H 2
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
		X722 GFEDCBA 2
		Loop
		
    Death:
		TNT1 A 0
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CheckCeiling("HitCeil")
		TNT1 A 0 A_JumpIfHealthLower(-40, "Death.Gibs")
		TNT1 A 0 A_JumpIfHealthLower(1, "Death.Shotgun")
		X722 H 2
		NULL AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_SpawnItem("MuchBlood2")
		NULL A 0 A_CustomMissile ("FBD_ThrowedShotgunguyRicochet", 0, 0, 0, 2, 38)
		Stop
	
	HitCeil:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("MuchBlood2")
		NULL A 0 A_CustomMissile ("FBD_ThrowedShotgunguyRicochet", 0, 0, 0, 2, -5)
		Stop
		
	Crashing:
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MuchBlood2")
		NULL AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("DeadShotgunguy")
		TNT1 A 3
		Stop
		
	Death.Melee:
	Death.Fatality:
	Death.ExtremePunches:
	Death.Kick:
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 A_NoBlocking
		NULL A 0 A_CustomMissile ("FBD_ThrowedShotgunguyRicochet", 0, 0, 180, 2, 32)
		Stop
	
	Death.Gibs:
	Death.Explosives:
	Death.Shotgun:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("SargeXDeath")
		Stop
	}
}



ACTOR FBD_ThrowedShotgunguyRicochet: FBD_ThrowedShotgunguy
{
    +BOUNCEONWALLS
	+THRUGHOST
	+BOUNCEONACTORS
	Radius 12
	Height 14
	WallBounceFactor 0.6
	Speed 10
	States
	{
		Spawn:
			X722 H 2
			TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
			X722 GFEDCBA 2
			Loop
		Death:
			TNT1 A 0
			TNT1 A 0 A_StopSound(1)
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_JumpIfHealthLower(-40, "Death.Gibs")
			TNT1 A 0 A_JumpIfHealthLower(1, "Death.Shotgun")
			Goto Crashing
	}
}


ACTOR FBD_FBD_ThrowedSergeant2: FBD_ThrowedShotgunguy
{
    +NOGRAVITY
	Damage 20
	
	//***Che: returning damage on player for  zombies/sargeants/imps thrown by monsters.
	// for that, the only thing we need is a custom ricochet
	Species "None"
	-THRUSPECIES
	Obituary "$O_THROWN_S" // see language.chebfix
	States {
		Death.Melee:
		Death.Fatality:
		Death.ExtremePunches:
		Death.Kick:
			TNT1 A 0
			TNT1 A 0 A_StopSound(1)
			TNT1 A 0 A_NoBlocking
			NULL A 0 A_CustomMissile ("FBD_ThrowedShotgunguyRicochet2", 0, 0, 180, 2, 32)
			Stop	
	}
}

ACTOR FBD_ThrowedShotgunguyRicochet2: FBD_ThrowedShotgunguyRicochet {
	Species "None"
	-THRUSPECIES
	Obituary "$O_THROWN_S" // see language.chebfix
}




ACTOR ExtremePunchedShotgunguy: FBD_ThrowedShotgunguy
{
	Radius 10
	Height 14
	Speed 30
	+THRUGHOST
	States
	{
	Spawn:
        SPO4 ZZ 2 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
		Loop
    Death:
		TNT1 A 0
		TNT1 A 0 A_CheckFloor("Floor")
		TNT1 A 0 A_CheckCeiling("Floor")
		TNT1 A 0 A_SetAngle(angle-180)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_ChangeFlag("LOWGRAVITY", 1)
		TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 0))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 0))
		TNT1 A 0 A_SpawnItem("Muchblood2", 0, 40)
		
	    TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("ShotgunguyHeadExplode", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        SZD1 EEEEEFF 6
		TNT1 A 0 A_ChangeFlag("LOWGRAVITY", 0)
		SZD1 GH 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD1H")
		TNT1 A -1
        Stop
		
	Floor:	
		TNT1 AA 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Recoil(-30)
		SPO4 ABCD 4
		SPO4 EFGHIJ 4 A_JumpIf((MomY == 0), "DSFStop")
		Goto DSFStop+1
		
	DSFStop:
		TNT1 A 0 A_SpawnItem("Ploft3")
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 2, 0, random (170, 190), 2, random (0, 0))
		TNT1 A 0 A_SpawnItem("DeadShotgunguySPO4J")
		TNT1 A -1
		Stop
	}
}










ACTOR FBD_ThrowedChaingunguy: FBD_ThrowedZman
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Playsound("BURNZOM", 1)
	Flying:
        X724 H 3
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
		X724 GFEDCBA 3
		Loop
		
    Death:
	XDeath:
		TNT1 A 0
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CheckCeiling("HitCeil")
		TNT1 A 0 A_JumpIfHealthLower(-40, "Death.Gibs")
		TNT1 A 0 A_JumpIfHealthLower(1, "Death.Chaingun")
		X724 H 2
		NULL AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_SpawnItem("MuchBlood2")
		NULL A 0 A_CustomMissile ("FBD_ThrowedChaingunguyRicochet", 0, 0, 0, 2, 38)
		Stop
	
	HitCeil:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("MuchBlood2")
		NULL A 0 A_CustomMissile ("FBD_ThrowedChaingunguyRicochet", 0, 0, 0, 2, -5)
		Stop
		
	Crashing:
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MuchBlood2")
		NULL AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("FBD_DeadChaingunGuy1")
		TNT1 A 3
		Stop
		
	Death.Melee:
	Death.Fatality:
	Death.ExtremePunches:
	Death.Kick:
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 A_NoBlocking
		NULL A 0 A_CustomMissile ("FBD_ThrowedChaingunguyRicochet", 0, 0, 180, 2, 32)
		Stop
	
	Death.Gibs:
	Death.Explosives:
	Death.Chaingun:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("SargeXDeath")
		Stop
	}
}



ACTOR FBD_ThrowedChaingunguyRicochet: FBD_ThrowedChaingunguy
{
    +BOUNCEONWALLS
	+THRUGHOST
	+BOUNCEONACTORS
	Radius 12
	Height 14
	WallBounceFactor 0.6
	Speed 10
	States
	{
	Spawn:
        X724 H 2
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
		X724 GFEDCBA 2
		Loop
    Death:
	XDeath:
		TNT1 A 0
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_JumpIfHealthLower(-40, "Death.Gibs")
		TNT1 A 0 A_JumpIfHealthLower(1, "Death.Chaingun")
	Goto Crashing
	}
}




ACTOR ExtremePunchedChaingunguy: FBD_ThrowedChaingunguy
{
	Radius 10
	Height 14
	Speed 30
	+THRUGHOST
	States
	{
	Spawn:
        CPDR EE 2 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
		Loop
    Death:
		TNT1 A 0
		TNT1 A 0 A_CheckFloor("Floor")
		TNT1 A 0 A_CheckCeiling("Floor")
		TNT1 A 0 A_SetAngle(angle-180)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem("Muchblood2", 0, 40)
		
		TNT1 A 0 A_ChangeFlag("LOWGRAVITY", 1)
	    TNT1 AAA 0 bright A_CustomMissile ("SuperGoreSpawner", 35, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (40, 90))
		TNT1 AAA 0 A_CustomMissile ("FBD_Bloodmist", 40, 0, random (0, 360), 2, random (40, 90))
		TNT1 A 0 A_CustomMissile ("XDeathChainArm", 42, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("ChaingunguyHeadExplode", 42, 0, random (0, 360), 2, random (0, 160))
        MPSD AAAA 6 A_CustomMissile ("Brutal_LiquidBlood2", 64, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_ChangeFlag("LOWGRAVITY", 0)
		MPSD BBBBCCCC 1
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadChaingunguyMPSDD")
        Stop
		
	Floor:	
		TNT1 AA 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Recoil(-30)
		CPDR IK 4
		TNT1 A 0 A_SpawnItem("DeadChaingunguyCPDRO")
		Stop
		
	}
}




ACTOR FBD_ThrowedNazi: FBD_ThrowedZman
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Playsound("dspdiehi", 1)
	Flying:
        X726 H 2
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
		X726 GFEDCBA 2
		Loop
		
    Death:
		TNT1 A 0
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CheckCeiling("HitCeil")
		TNT1 A 0 A_JumpIfHealthLower(-40, "Death.Gibs")
		TNT1 A 0 A_JumpIfHealthLower(1, "Death.Chaingun")
		X726 H 2
		NULL AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_SpawnItem("MuchBlood2")
		NULL A 0 A_CustomMissile ("FBD_ThrowedNaziRicochet", 0, 0, 0, 2, 38)
		Stop
	
	HitCeil:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("MuchBlood2")
		NULL A 0 A_CustomMissile ("FBD_ThrowedNaziRicochet", 0, 0, 0, 2, -5)
		Stop
		
	Crashing:
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MuchBlood2")
		NULL AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("DeadNazi")
		TNT1 A 3
		Stop
		
	Death.Melee:
	Death.Fatality:
	Death.ExtremePunches:
	Death.Kick:
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 A_NoBlocking
		NULL A 0 A_CustomMissile ("FBD_ThrowedNaziRicochet", 0, 0, 180, 2, 32)
		Stop
	
	Death.Gibs:
	Death.Explosives:
	Death.Chaingun:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("SargeXDeath")
		Stop
	}
}



ACTOR FBD_ThrowedNaziRicochet: FBD_ThrowedNazi
{
    +BOUNCEONWALLS
	+THRUGHOST
	+BOUNCEONACTORS
	Radius 12
	Height 14
	WallBounceFactor 0.6
	Speed 10
	States
	{
	Spawn:
        X726 H 2
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
		X726 GFEDCBA 2
		Loop
    Death:
		TNT1 A 0
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_JumpIfHealthLower(-40, "Death.Gibs")
		TNT1 A 0 A_JumpIfHealthLower(1, "Death.Chaingun")
	Goto Crashing
	}
}





ACTOR ExtremePunchedNazi: FBD_ThrowedNazi
{
	Radius 10
	Height 14
	Speed 30
	+THRUGHOST
	States
	{
	Spawn:
        NAZI II 2 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
		Loop
    Death:
		TNT1 A 0
		TNT1 A 0 A_CheckFloor("Floor")
		TNT1 A 0 A_CheckCeiling("Floor")
		TNT1 A 0 A_SetAngle(angle-180)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_ChangeFlag("LOWGRAVITY", 1)
		TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 0))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 0))
		TNT1 A 0 A_SpawnItem("Muchblood2", 0, 40)
		
	    TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("ShotgunguyHeadExplode", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        SZD1 EEEEEFF 6
		TNT1 A 0 A_ChangeFlag("LOWGRAVITY", 0)
		SZD1 GH 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD1H")
		TNT1 A -1
        Stop
		
	Floor:	
		TNT1 AA 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Recoil(-30)
		POS4 ABCD 3 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		POS4 EFGHIJ 3 A_JumpIf((MomY == 0), "DSFStop")
		Goto DSFStop+1
		
	DSFStop:
		TNT1 A 0 A_SpawnItem("Ploft3")
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 2, 0, random (170, 190), 2, random (0, 0))
		POS4 J 0
		TNT1 A 0 A_SpawnItem("FBD_DeadZombieManShotguntotheFace1")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 1)
		TNT1 A -1
		Stop
	}
}









ACTOR FBD_ThrowedEvilMarine: FBD_ThrowedZman
{
//Translation "112:127=[64,64,64]:[0,0,0]"
// red with a red helmet
	Translation "112:124=26:47", "125:125=1:1", "126:126=2:2", "127:127=8:8", "156:159=236:239", "152:155=37:42", "9:12=5:8", "128:143=20:42"
	Species "None"
	-THRUSPECIES
	-MTHRUSPECIES
	States
	{
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_Playsound("BIGSCRE", 1)
		Flying:
			X725 H 3
			TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
			X725 GFEDCBA 3
			Loop
			
		Death:
			TNT1 A 0
			TNT1 A 0 A_StopSound(1)
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_CheckCeiling("HitCeil")
			TNT1 A 0 A_JumpIfHealthLower(-40, "Death.Gibs")
			TNT1 A 0 A_JumpIfHealthLower(1, "Death.Chaingun")
			X725 A 2
			NULL AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_SpawnItem("MuchBlood2")
			NULL A 0 A_CustomMissile ("FBD_ThrowedEvilMarineRicochet", 0, 0, 0, 2, 38)
			Stop
		
		HitCeil:
			TNT1 A 0
			TNT1 A 0 A_SpawnItem("MuchBlood2")
			NULL A 0 A_CustomMissile ("FBD_ThrowedEvilMarineRicochet", 0, 0, 0, 2, -5)
			Stop
			
		Crashing:
			TNT1 A 0 A_StopSound(1)
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_SpawnItem("MuchBlood2")
			NULL AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_SpawnItemEx("ADoomedSpaceMarine", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
			TNT1 A 3
			Stop
			
		Death.Melee:
		Death.Fatality:
		Death.ExtremePunches:
		Death.Kick:
			TNT1 A 0 A_StopSound(1)
			TNT1 A 0 A_NoBlocking
			NULL A 0 A_CustomMissile ("FBD_ThrowedEvilMarineRicochet", 0, 0, 180, 2, 32)
			Stop
		
		Death.Gibs:
		Death.Explosives:
		Death.Chaingun:
			TNT1 A 0
			TNT1 A 0 A_SpawnItem("SargeXDeath")
			Stop
	}
}



ACTOR FBD_ThrowedEvilMarineRicochet: FBD_ThrowedEvilMarine
{
    +BOUNCEONWALLS
	+THRUGHOST
	+BOUNCEONACTORS
	Radius 12
	Height 14
	WallBounceFactor 0.6
	Speed 10
	States
	{
	Spawn:
        X725 H 2
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
		X725 GFEDCBA 2
		Loop
    Death:
		TNT1 A 0
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_JumpIfHealthLower(-40, "Death.Gibs")
		TNT1 A 0 A_JumpIfHealthLower(1, "Death.Chaingun")
	Goto Crashing
	}
}




ACTOR ExtremePunchedEvilMarine: FBD_ThrowedEvilMarine
{
	Radius 12
	Height 14
	Speed 30
	+THRUGHOST
	States
	{
	Spawn:
        PLAY HH 2 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
		Loop
    Death:
		TNT1 A 0
		TNT1 A 0 A_CheckFloor("Floor")
		TNT1 A 0 A_CheckCeiling("Floor")
		TNT1 A 0 A_SetAngle(angle-180)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_ChangeFlag("LOWGRAVITY", 1)
		TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 0))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 0))
		TNT1 A 0 A_SpawnItem("Muchblood2", 0, 40)
		
	    TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathZombieManHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        ZZD1 EEEEEFF 6
		TNT1 A 0 A_ChangeFlag("LOWGRAVITY", 0)
		ZZD1 GH 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		ZZD1 H 0
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 1)
		TNT1 A 0 A_SpawnItem("FBD_DeadZombieManJustLegsAreLeft2")
		TNT1 A -1
        Stop
		
	Floor:	
		TNT1 AA 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Recoil(-30)
		POS4 ABCD 3 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		POS4 EFGHIJ 3 A_JumpIf((MomY == 0), "DSFStop")
		Goto DSFStop+1
		
	DSFStop:
		TNT1 A 0 A_SpawnItem("Ploft3")
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 2, 0, random (170, 190), 2, random (0, 0))
		POS4 J 0
		TNT1 A 0 A_SpawnItem("FBD_DeadZombieManShotguntotheFace1")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 1)
		TNT1 A -1
		Stop
	}
}





ACTOR FBD_ThrowedZombieCivilian: FBD_ThrowedZman
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Playsound("BURNZOM", 1)
	Flying:
        X727 H 2
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
		X727 GFEDCBA 2
		Loop
		
    Death:
		TNT1 A 0
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CheckCeiling("HitCeil")
		TNT1 A 0 A_JumpIfHealthLower(-40, "Death.Gibs")
		TNT1 A 0 A_JumpIfHealthLower(1, "Death.Chaingun")
		X727 H 2
		NULL AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_SpawnItem("MuchBlood2")
		NULL A 0 A_CustomMissile ("FBD_ThrowedZombieCivilianRicochet", 0, 0, 0, 2, 38)
		Stop
	
	HitCeil:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("MuchBlood2")
		NULL A 0 A_CustomMissile ("FBD_ThrowedZombieCivilianRicochet", 0, 0, 0, 2, -5)
		Stop
		
	Crashing:
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MuchBlood2")
		NULL AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("DeadFormerScientist")
		TNT1 A 3
		Stop
		
	Death.Melee:
	Death.Fatality:
	Death.ExtremePunches:
	Death.Kick:
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 A_NoBlocking
		NULL A 0 A_CustomMissile ("FBD_ThrowedZombieCivilianRicochet", 0, 0, 180, 2, 32)
		Stop
	
	Death.Gibs:
	Death.Explosives:
	Death.Chaingun:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("SargeXDeath")
		Stop
	}
}



ACTOR FBD_ThrowedZombieCivilianRicochet: FBD_ThrowedZombieCivilian
{
    +BOUNCEONWALLS
	+THRUGHOST
	+BOUNCEONACTORS
	Radius 12
	Height 14
	WallBounceFactor 0.6
	Speed 10
	States
	{
	Spawn:
        X727 H 2
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
		X727 GFEDCBA 2
		Loop
    Death:
		TNT1 A 0
		TNT1 A 0 A_StopSound(1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_JumpIfHealthLower(-40, "Death.Gibs")
		TNT1 A 0 A_JumpIfHealthLower(1, "Death.Chaingun")
	Goto Crashing
	}
}




ACTOR ExtremePunchedZombieCivilian: FBD_ThrowedZombieCivilian
{
	Radius 10
	Height 14
	Speed 30
	+THRUGHOST
	States
	{
	Spawn:
        FSMS II 2 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
		Loop
    Death:
		TNT1 A 0
		TNT1 A 0 A_CheckFloor("Floor")
		TNT1 A 0 A_CheckCeiling("Floor")
		TNT1 A 0 A_SetAngle(angle-180)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_ChangeFlag("LOWGRAVITY", 1)
		TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 0))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 0))
		TNT1 A 0 A_SpawnItem("Muchblood2", 0, 40)
		
	    TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("ShotgunguyHeadExplode", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        SZD1 EEEEEFF 6
		TNT1 A 0 A_ChangeFlag("LOWGRAVITY", 0)
		SZD1 GH 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD1H")
		TNT1 A -1
        Stop
		
	Floor:	
		TNT1 AA 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Recoil(-30)
		POS4 ABCD 3 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		POS4 EFGHIJ 3 A_JumpIf((MomY == 0), "DSFStop")
		Goto DSFStop+1
		
	DSFStop:
		TNT1 A 0 A_SpawnItem("Ploft3")
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 2, 0, random (170, 190), 2, random (0, 0))
		POS4 J 0
		TNT1 A 0 A_SpawnItem("FBD_DeadZombieManShotguntotheFace1")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 1)
		TNT1 A -1
		Stop
	}
}



//***Che
ACTOR ExtremePunchedWalker: FBD_ExtremePunchedZMan
{
	States
	{
	Spawn:
        ZKEL NN 2 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
		Loop
    Death:
		TNT1 A 0
		TNT1 A 0 A_CheckFloor("Floor")
		TNT1 A 0 A_CheckCeiling("Floor")
		TNT1 A 0 A_SetAngle(angle-180)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_ChangeFlag("LOWGRAVITY", 1)
		TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 0))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 0))
		TNT1 A 0 A_SpawnItem("Muchblood2", 0, 40)
		
	    TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeath3b", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("WalkerHeadExplode", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("LOWGRAVITY", 0)
        TNT1 A 70
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 1)
		TNT1 A 0 A_SpawnItem("FBD_WalkerCorpseIntangible")
		TNT1 A 30
        Stop
		
	Floor:	
		TNT1 AA 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Recoil(-30)
		ZKEL PONO 3 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		ZKEL OPPPPP 3 A_JumpIf((MomY == 0), "DSFStop")
		Goto DSFStop+1
		
	DSFStop:
		TNT1 A 0 A_SpawnItem("Ploft3")
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 2, 0, random (170, 190), 2, random (0, 0))
		ZKEL Q 0
		TNT1 A 0 A_SpawnItem("FBD_WalkerCorpse")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 1)
		TNT1 A 30
		Stop
	}
}

ACTOR FBD_ExtremePunchedCaclet: FBD_ExtremePunchedZMan
{
	Scale 0.8
	Decal BlueBloodSuper
	States
	{
		Spawn:
			KYCA PP 2 A_CustomMissile ("Blue_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 90))
			TNT1 A 0 A_ChangeFlag("THRUGHOST", 0)
			Loop
		Death: // hit map geometry
		Crash: // hit an actor incapable of bleeding
			TNT1 A 0
			TNT1 A 0 A_CheckFloor("Floor")
			TNT1 A 0 A_CheckCeiling("Floor")
			TNT1 A 0 A_SetAngle(angle-180)
			TNT1 A 0 A_Stop
			TNT1 A 0 A_ChangeFlag("LOWGRAVITY", 1)
			TNT1 AA 0 A_CustomMissile ("XDeath1Blue", 16, 0, random (170, 190), 2, random (0, 0))
			TNT1 AA 0 A_CustomMissile ("XDeath2Blue", 16, 0, random (170, 190), 2, random (0, 0))
			TNT1 AA 0 A_CustomMissile ("XDeath3Blue", 16, 0, random (170, 190), 2, random (0, 0))
			TNT1 A 0 A_SpawnItem("MuchBlood2Blue", 0, 20)
			TNT1 AAA 0 A_CustomMissile ("BlueGuts", 16, 0, random (150, 210), 2, random (0, 40))
			TNT1 A 0 A_XScream
			TNT1 A 0 A_NoBlocking
			KYCA QQRRSS 6 // donut!
			TNT1 A 0 A_SpawnItemEx("FBD_DeadCaclet5",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
			TNT1 A -1
			Stop
			
		XDeath:	// hit an actor capable of bleeding
			TNT1 A 0
			TNT1 A 0 A_SetAngle(angle-180)
			TNT1 A 0 A_Stop
			TNT1 AA 0 A_CustomMissile ("XDeath1Blue", 16, 0, random (170, 190), 2, random (0, 0))
			TNT1 AA 0 A_CustomMissile ("XDeath2Blue", 16, 0, random (170, 190), 2, random (0, 0))
			TNT1 AA 0 A_CustomMissile ("XDeath3Blue", 16, 0, random (170, 190), 2, random (0, 0))
			TNT1 A 0 A_SpawnItem("MuchBlood2Blue", 0, 20)
			TNT1 AAA 0 A_CustomMissile ("BlueGuts", 16, 0, random (150, 210), 2, random (0, 40))
			TNT1 A 0 A_XScream
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_Recoil(-3) // bounce
			KYCA QQRRSS 6 // donut!
			TNT1 A 0 A_SpawnItemEx("FBD_DeadCaclet5",0,0,0, 6,0,0, 0,SXF_NOCHECKPOSITION)
			TNT1 A -1		
		
			
		Floor:	
			TNT1 AA 0 A_CustomMissile ("XDeath1Blue", 35, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_Recoil(-30)
			KYCA UUUU 3 A_CustomMissile ("Blue_LiquidBloodTrail", 15, 0, random (0, 360), 2, random (0, 40))
			KYCA UUUUUUU 3 A_JumpIf((MomY == 0), "DSFStop")
			Goto DSFStop+1
			
		DSFStop:
			TNT1 A 0 A_SpawnItem("Ploft3")
			TNT1 A 0 A_Stop
			TNT1 A 0 A_SpawnItem ("BlueGrowingBloodPool", 1)
			TNT1 A 0 A_CustomMissile ("SuperWallBlueBlood", 2, 0, random (170, 190), 2, random (0, 0))
			KYCA V 0
			TNT1 A 0 A_SpawnItem("FBD_DeadCaclet4") // no donut
			TNT1 A -1
			Stop
	}
}
