// *** MODIFIED BY CHEBMASTER
// I mark most important places modified by me with //***Che -- unless I forget to.





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 AAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "LowBlood")
			

			TNT1 AAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))

			TNT1 AAAAAA 0 A_CustomMissile ("WaterBloodCHecker", 24, 0, random (0, 360), 2, random (30, 60))
			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 AAA 0 A_CustomMissile ("SuperGoreSpawner", 30, 0, random (0, 360), 2, random (30, 60))
			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 ("Guts", 32, 0, random (0, 360), 2, random (60, 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 AAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 A 1
			TNT1 A 0 ACS_NamedExecuteAlways("BD_CheckBloodIntensity", 0, 0, 0, 0)//Check Blood density
			TNT1 A 2
			Stop
			 
		LowBlood:
			TNT1 A 2
			Stop
		LotsOfBlood:
			TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
			Stop
		AbsurdBlood:
			TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 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
		SfestGibs:
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TGIB CDEFGHIJKLMNOP 2
			TGIB Q -1
			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 AAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs")

			TNT1 AAAAAA 0 A_CustomMissile ("WaterBloodCHecker", 24, 0, random (0, 360), 2, random (30, 60))
			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 AAA 0 A_CustomMissile ("SuperGoreSpawner", 30, 0, random (0, 360), 2, random (30, 60))
			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 ("Guts", 32, 0, random (0, 360), 2, random (60, 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_NamedExecuteAlways("BD_CheckBloodIntensity", 0, 0, 0, 0)//Check Blood density
			TNT1 A 2
			Stop
		 
		LowBlood:
			TNT1 A 2
			Stop
		LotsOfBlood:
			TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
			Stop
		AbsurdBlood:
			TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 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
		SfestGibs:
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TGIB CDEFGHIJKLMNOP 2
			TGIB Q -1
			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 AAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "LowBlood")

			TNT1 AAAAAA 0 A_CustomMissile ("WaterBloodCHecker", 32, 0, random (0, 360), 2, random (45, 90))
			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 AAA 0 A_CustomMissile ("SuperGoreSpawner", 30, 0, random (0, 360), 2, random (30, 60))
			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 ("Guts", 32, 0, random (0, 360), 2, random (60, 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_NamedExecuteAlways("BD_CheckBloodIntensity", 0, 0, 0, 0)//Check Blood density
			TNT1 A 2
			Stop
			 
		LowBlood:
			TNT1 A 2
			Stop
		LotsOfBlood:
			TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
			Stop
		AbsurdBlood:
			TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 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
		SfestGibs:
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TGIB DEFGHIJKLMNOP 2
			TGIB Q -1
			Stop
    }
}

ACTOR KnightXDeath
{
    Radius 1
    Height 1
    
	
    Scale 1.3
	Translation "168:191=112:127", "16:47=112:127", "208:223=144:151" // for TGIB

	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
		Spawn:
			TNT1 A 0
			TNT1 AAAAAAA 0 A_CustomMissile ("GreenBloodMistBig", 50, 0, random (0, 360), 2, random (20, 90))
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs")

			//
			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 ("SplatteredGreenLarge")

			TNT1 A 1
			
			TNT1 A 0 ACS_NamedExecuteAlways("BD_CheckBloodIntensity", 0, 0, 0, 0)//Check Blood density

			TNT1 A 2
			Stop
		LowBlood:
			TNT1 A 2
			Stop
		LotsOfBlood:
			TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("GreenBloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 AAAAAA 0 A_CustomMissile ("GreenSuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
			Stop
		AbsurdBlood:
			TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("GreenBloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("GreenSuperGoreMist", 24, 0, random (0, 360), 2, random (30, 90))
			TNT1 AAAAAAAA 0 A_CustomMissile ("GreenSuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
			Stop
		SfestGibs:
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TNT1 AAAA 0 A_CustomMissile ("GreenBloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
			TGIB FGHIJKLMNOP 2
			TGIB Q -1		
    }
}

ACTOR BaronXDeath: KnightXDeath
{
	States
    {
		Spawn:
			TNT1 A 0
			TNT1 AAAAAAA 0 A_CustomMissile ("GreenBloodMistBig", 50, 0, random (0, 360), 2, random (20, 90))
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs")
			
			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 ("SplatteredGreenLarge")

			TNT1 A 1
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "LowBlood")
			TNT1 A 0 ACS_NamedExecuteAlways("BD_CheckBloodIntensity", 0, 0, 0, 0)//Check Blood density
			TNT1 AAAAAAAAA 0 A_CustomMissile ("GreenBloodMistBig", 50, 0, random (0, 360), 2, random (20, 90))
			TNT1 A 2
			 
			Stop
		LowBlood:
			TNT1 A 2
			Stop
		LotsOfBlood:
			TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("GreenBloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 AAAAAA 0 A_CustomMissile ("GreenSuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
			Stop
		AbsurdBlood:
			TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("GreenBloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("GreenSuperGoreMist", 24, 0, random (0, 360), 2, random (30, 90))
			TNT1 AAAAAAAA 0 A_CustomMissile ("GreenSuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
			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 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistXXBig", 80, 0, random (0, 360), 2, random (20, 90))
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs")
			TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
			TNT1 AAAAA 0 A_CustomMissile ("SmallBrainPiece", 62, 0, random (0, 360), 2, random (10, 90))
			TNT1 AA 0 A_CustomMissile ("XDeath1", 62, 0, random (0, 360), 2, random (10, 90))
			TNT1 AAAAA 0 A_CustomMissile ("XDeath2", 62, 0, random (0, 360), 2, random (10, 90))
			TNT1 AAAAAAA 0 A_CustomMissile ("XDeath3", 62, 0, random (0, 360), 2, random (10, 90))
			TNT1 AAAAAAAAAA 0 A_CustomMissile ("XDeath4", 62, 0, random (0, 360), 2, random (10, 90))
			TNT1 A 10
			TNT1 AAAAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner3", random (40, 90), 0, random (0, 360), 2, random (40, 70))
			TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("SuperGoreMist", 80, 0, random (0, 360), 2, random (40, 90))
			TNT1 A 0 A_SpawnItem ("GiantBloodSpot")
		Death:
			TNT1 A 0
			Stop
		SfestGibs:
			TNT1 AAAAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner3", random (40, 90), 0, random (0, 360), 2, random (40, 70))
			TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("SuperGoreMist", 80, 0, random (0, 360), 2, random (40, 90))
			Stop
    }
}

ACTOR BullXDeath
{
    Radius 1
    Height 1
    Xscale 1.2 //***Che: for TGIB //Scale 0.8
	YScale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
		Spawn:
	     
			TNT1 AAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
			
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs")
			
			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 AAA 0 A_CustomMissile ("SuperGoreSpawner", 30, 0, random (0, 360), 2, random (30, 60))
			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_NamedExecuteAlways("BD_CheckBloodIntensity", 0, 0, 0, 0)//Check Blood density
			TNT1 AAAAAAAAAaaAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 A 2
			Stop
		 
		LowBlood:
			TNT1 A 2
			Stop
		LotsOfBlood:
			TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
			Stop
		AbsurdBlood:
			TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 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
		SfestGibs:
			TNT1 AAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TGIB FGHIJKLMNOP 2
			TGIB Q -1
    }
}

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 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs")
			
			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 AAA 0 A_CustomMissile ("SuperGoreSpawner", 30, 0, random (0, 360), 2, random (30, 60))
			//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 0 A_SpawnItem("BigBloodSpot")
			TNT1 AAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 A 1
			TNT1 A 0 ACS_NamedExecuteAlways("BD_CheckBloodIntensity", 0, 0, 0, 0)//Check Blood density
			TNT1 A 2

			Stop
		 
		LowBlood:
			TNT1 A 2
			Stop
		LotsOfBlood:
			TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
			Stop
		AbsurdBlood:
			TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 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
		SfestGibs:
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TGIB FGHIJKLMNOP 2
			TGIB Q -1		
    }
}

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 AAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90)) 
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs") 
			
			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 AAA 0 A_CustomMissile ("SuperGoreSpawner", 30, 0, random (0, 360), 2, random (30, 60))
			TNT1 A 0 A_SpawnItem ("BigBloodSpot")

			TNT1 A 1
			TNT1 A 0 ACS_NamedExecuteAlways("BD_CheckBloodIntensity", 0, 0, 0, 0)//Check Blood density

			TNT1 A 2
			Stop
			 
		LowBlood:
			TNT1 A 2
			Stop
		LotsOfBlood:
			TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
			Stop
		AbsurdBlood:
			TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 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
		SfestGibs:
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TGIB FGHIJKLMNOP 2
			TGIB Q -1		
    }
}

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
			TNT1 AAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 50, 0, random (0, 360), 2, random (40, 90))
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs")
			
			
			TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
			TNT1 AAAAAAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 2, random (70, 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_NamedExecuteAlways("BD_CheckBloodIntensity", 0, 0, 0, 0)//Check Blood density

			TNT1 A 2
			Stop
			 
		LowBlood:
			TNT1 A 2
			Stop
		LotsOfBlood:
			TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
			Stop
		AbsurdBlood:
			TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 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
		SfestGibs:
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TGIB FGHIJKLMNOP 2
			TGIB Q -1	
    }
}

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 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("FBD_FlyingBlood", 35, 0, random (0, 360), 2, random (10, 90))
			TNT1 A 0 A_CustomMissile ("XDeathHalfSkeleton", 32, 0, random (0, 360), 2, random (10, 90))
			
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs") 

			TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
			TNT1 AAAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 2, random (70, 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
		SfestGibs:
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TGIB FGHIJKLMNOP 2
			TGIB Q -1		
    }
}

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 SkeletonMeatsplosion
{
    Radius 1
    Height 1
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
	States
	{
		Spawn:
			TNT1 A 0 NODELAY A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "Mainanim") // no more than 100 such things per 10 seconds
			
			TNT1 AAAAA 0 A_CustomMissile ("RevenantDust", 30, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 360))
			TNT1 AAAAAA 0 A_CustomMissile ("RevenantDust2", 30, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 360))
			TNT1 A 0 A_CustomMissile ("XDeathRevenantHead", 22, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 160))
			TNT1 AAA 0 A_CustomMissile ("XDeath1", 37, 0, random (0, 360), CMF_AIMDIRECTION, random (30, 150))
			TNT1 AA 0 A_CustomMissile ("RevenantArm", 27, 0, random (0, 360), CMF_AIMDIRECTION, random (30, 150))
			TNT1 AA 0 A_CustomMissile ("MetalShard1", 20, 0, random (0, 360), CMF_AIMDIRECTION, random (30, 160))
			TNT1 AA 0 A_CustomMissile ("MetalShard2", 20, 0, random (0, 360), CMF_AIMDIRECTION, random (30, 160))
			TNT1 AA 0 A_CustomMissile ("MetalShard3", 20, 0, random (0, 360), CMF_AIMDIRECTION, random (30, 160))
			TNT1 AAA 0 A_CustomMissile ("XDeath1", 30, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 360))
			TNT1 AAA 0 A_CustomMissile ("XDeath2b", 30, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 360))
			TNT1 AAA 0 A_CustomMissile ("XDeath3b", 30, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 360))
			TNT1 AAAAA 0 A_CustomMissile ("RevenantBonesFast", 27, 0, random (0, 360), CMF_AIMDIRECTION, random (30, 150))
			TNT1 AAAAA 0 A_CustomMissile ("RevenantPiece", 27, 0, random (0, 360), CMF_AIMDIRECTION, random (30, 150))		
		Mainanim:
			
			//***Che please note this ChebMaster *modified* the REDX frames moving most of them noticeably lower
			// the reason was to allow grounded asplosions of elemenant corpses
			
			TNT1 A 0 A_SpawnItem("MuchBlood2", 0, 20)
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			REDX ABCDEFGH 3
		Fall:	
			REDX H 3 A_CheckFloor("Land")
		Land:	
			TNT1 A 0 A_SpawnItem("GrowingBloodPool")
			REDX IJK 3
			REDX K -1
	}
}


ACTOR NoxinantMeatsplosion: SkeletonMeatsplosion
{
	Translation "80:111=112:127", "128:143=112:127", "16:24=87:95", "25:41=152:159", "42:47=9:12", "48:56=80:88", "57:72=89:111", "73:79=9:12", "160:167=152:159", "144:151=98:111", "208:223=112:127", "248:248=251:251", "232:235=155:159", "168:191=112:127"
	States
	{
		Spawn:
			TNT1 A 0 NODELAY A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "Mainanim") // no more than 100 such things per 10 seconds
			
			TNT1 AAAAA 0 A_CustomMissile ("NoxinantDust", 30, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 360))
			TNT1 AAAAAA 0 A_CustomMissile ("NoxinantDust2", 30, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 360))
			TNT1 AAAAAA 0 A_CustomMissile ("XDeath1Green", 37, 0, random (0, 360), CMF_AIMDIRECTION, random (30, 150))
			TNT1 AA 0 A_CustomMissile ("MetalShard1", 20, 0, random (0, 360), CMF_AIMDIRECTION, random (30, 160))
			TNT1 AA 0 A_CustomMissile ("MetalShard2", 20, 0, random (0, 360), CMF_AIMDIRECTION, random (30, 160))
			TNT1 AA 0 A_CustomMissile ("MetalShard3", 20, 0, random (0, 360), CMF_AIMDIRECTION, random (30, 160))
			TNT1 AAA 0 A_CustomMissile ("XDeath2bGreen", 30, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 360))
			TNT1 AAA 0 A_CustomMissile ("XDeath3bGreen", 30, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 360))
			TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("NoxinantPiece", 27, 0, random (0, 360), CMF_AIMDIRECTION, random (30, 150))		
		Mainanim:
			TNT1 A 0 A_SpawnItem("MuchBlood2Green", 0, 20)
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			REDX ABCDEFGH 3
		Fall:	
			REDX H 3 A_CheckFloor("Land")
		Land:	
			TNT1 A 0 A_SpawnItem("GreenGrowingBloodPool")
			REDX IJK 3
			REDX K -1
	}
}


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 AAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs") 
		
			TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("FBD_FlyingBlood", 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))

		Death:
			TNT1 A 0
			Stop
		SfestGibs:
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TGIB CDEFGHIJKLMNOP 2
			TGIB Q -1
			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 A 0 NODELAY A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs") 
			TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
			TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("FBD_FlyingBlood", 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 ("FBD_Bloodmist", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 AAA 0 A_CustomMissile ("BloodMistSpray", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 AA 0 A_CustomMissile ("BloodMistBig", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 A 0 A_CustomMissile ("XDeath5", 32, 0, random (0, 360), 2, random (10, 90))
			TNT1 A 0 A_CustomMissile ("XDeath6", 32, 0, random (0, 360), 2, random (10, 90))
		Death:
			TNT1 A 0
			Stop
		SfestGibs:
			TNT1 AA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TGIB CDEFGHIJKLMNOP 2
			TGIB Q -1
			Stop	
    }
}


ACTOR SmalllMeatDeath: MeatDeath
{
    States
    {
		Spawn:
			TNT1 A 0 NODELAY A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs") 
			TNT1 AAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
			TNT1 AAAAAA 0 A_CustomMissile ("FBD_FlyingBlood", 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 ("XDeath2b", 32, 0, random (0, 360), 2, random (10, 90))
			TNT1 A 0 A_CustomMissile ("XDeath3b", 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 ("BloodMistSpraySmall", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 AAA 0 A_CustomMissile ("FBD_FlyingBlood", 15, 0, random (0, 360), 2, random (10, 90))
		Death:
			TNT1 A 0
			Stop
		SfestGibs:
			TNT1 A 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TGIB CDEFGHIJKLMNOP 2
			TGIB Q -1
			Stop		
    }
}


ACTOR GibsZ: MeatDeath
{
    States
    {
		Spawn:
			TNT1 A 0 NODELAY A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs")
			TNT1 A 0 A_CustomMissile ("XDeath5", 12, 0, random (0, 360), 2, random (10, 90))
			TNT1 A 0 A_CustomMissile ("XDeath6", 12, 0, random (0, 360), 2, random (10, 90))
			Stop
		SfestGibs:
			TNT1 A 3 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
			Stop			
    }
}

/* //***Che: double declaration
ACTOR GibZ: MeatDeath
{
    States
    {
		Spawn:
			TNT1 A 0 A_CustomMissile ("XDeath5", 12, 0, random (0, 360), 2, random (10, 90))
			TNT1 A 0 A_CustomMissile ("XDeath6", 12, 0, random (0, 360), 2, random (10, 90))
			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 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs")
			
			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 AA 0 A_CustomMissile ("XDeath5", 32, 0, random (0, 360), 2, random (10, 90))
			TNT1 AA 0 A_CustomMissile ("XDeath6", 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 AAAA 0 A_CustomMissile ("FBD_FlyingBlood", 15, 0, random (0, 360), 2, random (10, 90))
			
		Death:
			TNT1 A 0
			Stop
			
		SfestGibs:
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TGIB EFGHIJKLMNOP 2
			TGIB Q -1
			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 AAAA 0 A_CustomMissile ("Guts2", 32, 0, random (0, 360), 2, random (60, 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 AAA 0 A_CustomMissile ("FBD_Bloodmist", 24, 0, random (0, 360), 2, random (30, 90))
			TNT1 AAA 0 A_CustomMissile ("BloodMistSpraySmall", 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 A 1
			 TNT1 A 0 A_CustomMissile ("XDeathHalfZombieMan", 32, 0, random (0, 360), 2, random (60, 70))
			 TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 32, 0, random (0, 360), 2, 70)
			 TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 32, 0, random (0, 360), 2, 70)
			 TNT1 AAAAA 0 A_CustomMissile ("Guts2", 32, 0, random (0, 360), 2, 70)
		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 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 ("FBD_FlyingBlood", 15, 0, random (0, 360), 2, random (10, 90))
			TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("FBD_FlyingBlood", 15, 0, random (0, 360), 2, random (10, 90))
			 TNT1 AAAAAAA 0 A_CustomMissile ("Guts2", 32, 0, random (0, 360), 2, random (60, 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 AAA 0 A_CustomMissile ("FBD_FlyingBlood", 40, 0, random (0, 360), 2, random (10, 90))
			TNT1 AAAA 0 A_CustomMissile ("Guts2", 32, 0, random (0, 360), 2, random (60, 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 (60, 70))
			 TNT1 AAAAA 0 A_CustomMissile ("BloodMistBig", 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 AAAAAA 0 A_CustomMissile ("Guts2", 32, 0, random (0, 360), 2, random (60, 70))
			TNT1 A 0 A_CustomMissile ("XDeathHalfZombieman2", 32, 0, random (0, 360), 60, 70)
		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 ("FBD_FlyingBlood", 15, 0, random (0, 360), 2, random (10, 90))
			TNT1 AAA 0 A_CustomMissile ("Guts2", 32, 0, random (0, 360), 2, random (60, 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 (60, 70))
			TNT1 AAAAA 0 A_CustomMissile ("BloodMistBig", 24, 0, random (0, 360), 2, random (30, 90))
		Death:
			TNT1 A 0
			Stop
    }
}

ACTOR CacoXDeath
{
    Radius 1
    Height 1
    //Scale 0.8
	Scale 1.2
	Translation "168:188=192:207", "189:191=240:244", "16:44=192:207", "45:47=240:243", "208:223=180:184"
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
		Spawn:
			TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BlueBloodMistBig", 60, 0, random (0, 360), 2, random (30, 70))
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs")
			
			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))
			TNT1 A 3 A_SpawnItem ("BlueBigBloodSpot")
			Stop
		Death:
			TNT1 A 0
			Stop
		SfestGibs:
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TGIB EFGHIJKLMNOP 2
			TGIB Q -1
			Stop				
			
    }
}

ACTOR CacoLordXDeath
{
    Radius 1
    Height 1
	Translation "168:188=192:207", "189:191=240:244", "16:44=192:207", "45:47=240:243", "208:223=180:184"
	Speed 0
	Mass 1
	Decal BlueBloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
		Spawn:
			TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BlueBloodMistBig", 60, 0, random (0, 360), 2, random (30, 70))
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs")
			
			TNT1 AAAAA 0 A_CustomMissile ("XDeath1Blue", 0, 0, random (0, 360), 2, random (10, 90))
			TNT1 AAAAA 0 A_CustomMissile ("XDeath2Blue", 0, 0, random (0, 360), 2, random (10, 90))
			TNT1 AAAAA 0 A_CustomMissile ("XDeath2bBlue", 0, 0, random (0, 360), 2, random (10, 90))
			TNT1 AAAAA 0 A_CustomMissile ("XDeath3Blue", 0, 0, random (0, 360), 2, random (10, 90))
			TNT1 AAAAA 0 A_CustomMissile ("XDeath4Blue", 0, 0, random (0, 360), 2, random (10, 90))
			TNT1 AAAAA 0 A_CustomMissile ("XDeath5Blue", 0, 0, random (0, 360), 2, random (10, 90))
			TNT1 AAAAA 0 A_CustomMissile ("XDeath6Blue", 0, 0, random (0, 360), 2, random (10, 90))
			TNT1 AAAAA 0 A_CustomMissile ("BlueXDeathOrgan2", 0, 0, random (0, 360), 2, random (10, 90))
			TNT1 AAAAA 0 A_CustomMissile ("BlueXDeathOrgan1", 0, 0, random (0, 360), 2, random (10, 90))
			TNT1 AAAAA 0 A_CustomMissile ("XDeath5BlueBig", 0, 0, random (0, 360), 2, random (10, 90))
			TNT1 AAAAA 0 A_CustomMissile ("XDeath6BlueBig", 0, 0, random (0, 360), 2, random (10, 90))
			
			TNT1 A 3 A_SpawnItem ("BlueBigBloodSpot")
			Stop
		Death:
			TNT1 A 0
			Stop
		SfestGibs:
			// does NOT leave a corpse - the death animatopn is an explosion into nothingness anyway!
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TNT1 AAAAAAAAAAAAAAAAAA 1 A_CustomMissile ("BlueBloodMistBig", 60, 0, random (0, 360), 2, random (30, 70))
			Stop				
			
    }
}


ACTOR RipCaco
{
    Radius 1
    Height 1
    //Scale 0.8
	Scale 1.2
	Translation "168:188=192:207", "189:191=240:244", "16:44=192:207", "45:47=240:243", "208:223=180:184"
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
		Spawn:
			TNT1 A 0
			TNT1 AAAAAAA 0 A_CustomMissile ("BlueBloodMistBig", 60, 0, random (0, 360), 2, random (30, 70))
			TNT1 A 0 A_CustomMissile ("HalfCacoDemon", 0, 0, random (0, 360), 2, random (60, 70))
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs")
			
			
			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))
			
			TNT1 A 0 A_SpawnItem ("BlueBigBloodSpot")
		Death:
			TNT1 A 0
			Stop
		SfestGibs:
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TGIB EFGHIJKLMNOP 2
			TGIB Q -1
			Stop				
    }
}

ACTOR RipCaclet: RipCaco
{
	Scale 0.6
	States
	{
		Spawn:
			TNT1 A 0
			TNT1 AAAAAAA 0 A_CustomMissile ("BlueBloodMist", 30, 0, random (0, 360), 2, random (30, 70))
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs")
			
			TNT1 AAAA 0 A_CustomMissile ("XDeath1Blue", 0, 0, random (0, 360), 2, random (10, 90))
			TNT1 AAAA 0 A_CustomMissile ("XDeath2bBlue", 0, 0, random (0, 360), 2, random (10, 90))
			TNT1 AA 0 A_CustomMissile ("BlueGuts", 0, 0, random (0, 360), 2, random (10, 90))
			
			TNT1 A 0 A_SpawnItem ("BlueMediumBloodSpot")
		Death:
			TNT1 A 0
			Stop
		SfestGibs:
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TGIB EFGHIJKLMNOP 2
			TGIB Q -1
			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
{
    Scale 0.3
	States
    {
		Spawn:
			TNT1 A 0
			
			TNT1 A 0 A_PlaySound("misc/xdeath4")
			TNT1 AAAAA 0 A_CustomMissile ("BloodmistSpraySmall", 0, 0, random (0, 360), 2, random (30, 90))
			TNT1 AA 0 A_CustomMissile ("FBD_Bloodmist", 0, 0, random (0, 360), 2, random (60, 90))
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs")
			
			
			TNT1 AAAAA 0 A_CustomMissile ("FBD_FlyingBlood", 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 ("SmallBrainPieceSlow", 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 AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (10, 90))
			TNT1 AA 0 A_CustomMissile ("XDeath3b", 10, 0, random (0, 360), 2, random (50, 90))
			TNT1 A 10
			Stop
		SfestGibs:
			TGIB CDEFG 1
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TGIB HIJKLMNOP 1 A_FadeOut(0.1)
			Stop		
			
	}
}




ACTOR PinkyHeadExplode: ZombieXDeath
{
    Scale 0.5
	States
    {
		Spawn:
			TNT1 A 0
			
			TNT1 A 0 A_PlaySound("misc/xdeath4")
			TNT1 AAA 0 A_CustomMissile ("FBD_Bloodmist", 0, 0, random (0, 360), 2, random (60, 90))
			TNT1 AAAAA 0 A_CustomMissile ("BloodmistSpraySmall", 0, 0, random (0, 360), 2, random (30, 90))
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs")
			
			TNT1 AA 0 A_CustomMissile ("pinkyheadPiece", 52, 0, random (0, 360), 2, random (0, 160))
			
			TNT1 AA 0 A_CustomMissile ("FBD_FlyingBlood", 0, 0, random (0, 360), 2, random (30, 90))
			TNT1 AAA 0 A_CustomMissile ("SuperGore", 0, 0, random (0, 360), 2, random (30, 90))
			TNT1 AAA 0 A_CustomMissile ("SmallBrainPieceFast", 0, 0, random (0, 360), 2, random (10, 20))
			TNT1 AAAAA 0 A_CustomMissile ("SmallBrainPieceSlow", 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 AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (10, 90))
			TNT1 AA 0 A_CustomMissile ("XDeath3b", 10, 0, random (0, 360), 2, random (50, 90))
			TNT1 AA 0 A_CustomMissile ("XDeath2b", 10, 0, random (0, 360), 2, random (50, 90))
			TNT1 A 10
			Stop
		SfestGibs:
			TGIB CDEFG 1
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TGIB HIJKLMNOP 1 A_FadeOut(0.1)
			Stop				
	}
}


ACTOR NaziHeadExplode: ZombieXDeath
{
    Scale 0.3
	States
    {
		Spawn:
			TNT1 A 0
			
			TNT1 A 0 A_PlaySound("misc/xdeath4")
			TNT1 AA 0 A_CustomMissile ("FBD_Bloodmist", 0, 0, random (0, 360), 2, random (60, 90))
			TNT1 AAAAA 0 A_CustomMissile ("BloodmistSpraySmall", 0, 0, random (0, 360), 2, random (30, 90))
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs")
			
			TNT1 AAA 0 A_CustomMissile ("Blood", 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
		SfestGibs:
			TGIB CDEFG 1
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TGIB HIJKLMNOP 1 A_FadeOut(0.1)
			Stop				
	}
}



ACTOR ShotgunguyHeadExplode: ZombieXDeath
{
    Scale 0.3
	States
    {
		Spawn:
			TNT1 A 0
			
			TNT1 A 0 A_PlaySound("misc/xdeath4")
			TNT1 AA 0 A_CustomMissile ("FBD_Bloodmist", 0, 0, random (0, 360), 2, random (60, 90))
			TNT1 AAAA 0 A_CustomMissile ("BloodmistSpraySmall", 0, 0, random (0, 360), 2, random (30, 90))
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs")
			
			TNT1 AAAAA 0 A_CustomMissile ("FBD_FlyingBlood", 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
		SfestGibs:
			TGIB CDEFG 1
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TGIB HIJKLMNOP 1 A_FadeOut(0.1)
			Stop				 
	}
}


ACTOR ChaingunguyHeadExplode: ZombieXDeath
{
    Scale 0.3
	States
    {
		Spawn:
			TNT1 A 0
			
			TNT1 A 0 A_PlaySound("misc/xdeath4")
			TNT1 AA 0 A_CustomMissile ("FBD_Bloodmist", 0, 0, random (0, 360), 2, random (60, 90))
			TNT1 AAAA 0 A_CustomMissile ("BloodmistSpraySmall", 0, 0, random (0, 360), 2, random (30, 90))
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs")
			
			TNT1 AAAAA 0 A_CustomMissile ("FBD_FlyingBlood", 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
		SfestGibs:
			TGIB CDEFG 1
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TGIB HIJKLMNOP 1 A_FadeOut(0.1)
			Stop				 
	}
}


ACTOR ImpHeadExplode: ZombieXDeath
{
    Scale 0.3
	States
    {
		Spawn:
			TNT1 A 0
			
			TNT1 A 0 A_PlaySound("misc/xdeath4")
			TNT1 AA 0 A_CustomMissile ("FBD_Bloodmist", 0, 0, random (0, 360), 2, random (60, 90))
			TNT1 AAAA 0 A_CustomMissile ("BloodmistSpraySmall", 0, 0, random (0, 360), 2, random (30, 90))
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs")
			
			TNT1 AAAAA 0 A_CustomMissile ("FBD_FlyingBlood", 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
		SfestGibs:
			TGIB CDEFG 1
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TGIB HIJKLMNOP 1 A_FadeOut(0.1)
			Stop				 
	}
}








ACTOR HellKnightHeadExplode: ZombieXDeath
{
    Scale 0.5
	Translation "168:191=112:127", "16:47=112:127", "208:223=144:151" // for TGIB
	States
    {
		Spawn:
			TNT1 A 0
			
			TNT1 A 0 A_PlaySound("misc/xdeath4")
			TNT1 AAA 0 A_CustomMissile ("GreenBloodMist", 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_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs")
			
			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
		SfestGibs:
			TGIB CDEFG 1
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TGIB HIJKLMNOP 1 A_FadeOut(0.1)
			Stop				 
	}
}




ACTOR HellKnightHeadExplodeHalf: HellKnightHeadExplode //ZombieXDeath
{
	States
    {
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_PlaySound("misc/xdeath4")
			TNT1 AAA 0 A_CustomMissile ("Green_FlyingBlood", 0, 0, random (0, 360), 2, random (30, 90))
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs")
			
			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
		SfestGibs:
			TGIB CDEFG 1
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TGIB HIJKLMNOP 1 A_FadeOut(0.1)
			Stop				 
	}
}



ACTOR BaronOfHellHeadExplode: HellKnightHeadExplode //ZombieXDeath
{
	States
    {
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_PlaySound("misc/xdeath4")
			TNT1 AAA 0 A_CustomMissile ("GreenBloodMistBig", 0, 0, random (0, 360), 2, random (30, 90))
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs")
			
			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
		SfestGibs:
			TGIB CDEFG 1
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TGIB HIJKLMNOP 1 A_FadeOut(0.1)
			Stop				

			
	}
}


ACTOR BaronOfHellHeadExplodePlasma: BaronOfHellHeadExplode {
	Scale 0.4
    States
    {
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_PlaySound("misc/xdeath4")
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "LowBlood")
			
			TNT1 AAA 0 A_CustomMissile ("Blood", 32, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 180))
			TNT1 A 0 A_SpawnItemEx("TinyBurningPiece", random (-15, 15), random (-15, 15))
			TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece2", random (-35, 35), random (-35, 35))
			TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece3", random (-45, 45), random (-45, 35))
			TNT1 A 0 A_CustomMissile ("BaronHeadPiece", 62, 0, random (0, 360), 2, random (10, 90))
			TNT1 AA 0 A_CustomMissile ("GreenBrainPiece", 0, 0, random (0, 360), 2, random (10, 90))
			TNT1 AA 0 A_CustomMissile ("Teeth", 0, 0, random (0, 360), 2, random (10, 90))
			
			XBRN ABCDEF 3 A_CustomMissile ("SmallSmoke", 0, 0, random (0, 360), CMF_AIMDIRECTION, random (70, 110))
			Stop
		LowBlood:
			XBRN ABCDEF 3
			Stop
	}
}	


ACTOR MancubusHeadExplode: ZombieXDeath
{
    Scale 0.5
	States
    {
		Spawn:
			TNT1 A 0
			
			TNT1 A 0 A_PlaySound("misc/xdeath4")
			TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 0, 0, random (0, 360), 2, random (30, 90))
			TNT1 AAA 0 A_CustomMissile ("FBD_Bloodmist", 0, 0, random (0, 360), 2, random (30, 90))
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs")
			
			TNT1 AAA 0 A_CustomMissile ("SuperGoreMist", 0, 0, random (0, 360), 2, random (30, 90))
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "LowBlood")
			
			TNT1 AAAAA 0 A_CustomMissile ("FBD_FlyingBlood", 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
		SfestGibs:
			TGIB CDEFG 1
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TGIB HIJKLMNOP 1 A_FadeOut(0.1)
			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 ("FBD_FlyingBlood", 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 ("BloodMistBig", 0, 0, random (0, 360), 2, random (30, 90))
			TNT1 AAAAA 0 A_CustomMissile ("BloodmistSpraySmall", 0, 0, random (0, 360), 2, random (30, 90))
			Stop
    }
}















actor MuchBlood : Blood

//***Che: the native class "Blood" does already have +NOBLOCKMAP set

{
	states
	{
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "LowBlood")
			
			TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 AA 0 A_CustomMissile("BloodMistSmall", 0, 0, random (0, 360), 2, random (30, 90))
			TNT1 AA 0 A_CustomMissile("BloodMistSpraySmall", 0, 0, random (0, 360), 2, random (30, 90))
			TNT1 AAA 0 A_CustomMissile ("CeilBloodLauncher", 0, 0, random (0, 360), 2, random (50, 130))
			TNT1 AAA 0 A_CustomMissile ("SuperWallRedBlood", 0, 0, random (0, 360), 2, random (-15, 15))
			TNT1 AA 0 A_CustomMissile ("Blood", 0, 0, random (0, 360), 2, random (10, 90))
			BLOD BCD 0
			stop
		LowBlood:
			
		Splash:
			BLOD A 0
			stop
	}
}


actor MuchBlood2 : Blood
{
	states
	{
		Spawn:
			TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
			TNT1 A 0 A_PlaySound("misc/xdeath4")
			TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 AAA 0 A_CustomMissile ("Blood", 0, 0, random (0, 360), 2, random (10, 90))
			TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 0, 0, random (0, 360), 2, random (0, 70))
			TNT1 AAA 0 A_CustomMissile("BloodMistSpraySmall", 0, 0, random (0, 360), 2, random (30, 90))
			TNT1 AAAAA 0 A_CustomMissile ("BloodmistLarge", 0, 0, random (0, 360), 2, random (0, 90))
			TNT1 AAA 0 A_CustomMissile ("CeilBloodLauncher", 0, 0, random (0, 360), 2, random (50, 130))
			TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 0, 0, random (0, 360), 2, random (-15, 15))
			BLOD BCD 0
			TNT1 A 10
			stop
		Splash:
			BLOD A 0
			stop
	}
}

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


actor MoreBloodSprays : Blood
{
	states
	{
		Spawn:
			TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
			TNT1 A 0 ACS_NamedExecuteAlways("BD_CheckBloodExtra1")
			TNT1 A 2
			stop
		Splash:
			BLOD A 0
			stop
		AbsurdBlood:
			TNT1 A 0
			TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (60, 90))
			Stop
	}
}



Actor FBD_CorpseSmoke //***Che detaching smoke emitting from burned corpses
	// because archvile would otherwise only rez the corpse after it stopped smoking
{
    +CLIENTSIDEONLY
	+NOBLOCKMAP
    +MOVEWITHSECTOR
    -NOGRAVITY
    +NOCLIP
    +DONTSPLASH
	States
	{
		Spawn:
			TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 10 A_CustomMissile ("SmallSmoke", 15, 0, random (0, 360), 2, random (70, 110))
			TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 20 A_CustomMissile ("SmallSmoke", 15, 0, random (0, 360), 2, random (70, 110))
			Stop
	}
}

//***Che the same as zombie minus green haired chunks
ACTOR WalkerHeadExplode: ZombieXDeath
{
    Scale 0.3
	States
    {
		Spawn:
			TNT1 A 0
			
			TNT1 A 0 A_PlaySound("misc/xdeath4")
			TNT1 AAAAA 0 A_CustomMissile ("BloodmistSpraySmall", 0, 0, random (0, 360), 2, random (30, 90))
			TNT1 AA 0 A_CustomMissile ("FBD_Bloodmist", 0, 0, random (0, 360), 2, random (60, 90))
			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs")
			
			
			TNT1 AAAAA 0 A_CustomMissile ("FBD_FlyingBlood", 0, 0, random (0, 360), 2, random (30, 90))
			TNT1 AA 0 A_CustomMissile ("Brains2", 0, 0, random (0, 360), 2, random (10, 90))
			TNT1 AA 0 A_CustomMissile ("Brains3", 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 ("SmallBrainPieceSlow", 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 AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (10, 90))
			TNT1 AA 0 A_CustomMissile ("XDeath3b", 10, 0, random (0, 360), 2, random (50, 90))
			TNT1 A 10
			Stop
		SfestGibs:
			TGIB CDEFG 1
			TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
			TGIB HIJKLMNOP 1 A_FadeOut(0.1)
			Stop		
			
	}
}	

ACTOR LostSoulExplode: ZombieXDeath
{
//    Scale 0.5
	States
    {
		Spawn:
			TNT1 A 0

			TNT1 A 0 A_JumpIf(!CallAcs("FBD_RequestExpensiveSfx", 350), "SfestGibs")
			
			TNT1 AA 0 A_CustomMissile ("SmallLSPart1", 0, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 360))
			TNT1 AA 0 A_CustomMissile ("SmallLSPart3", 0, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 360))
			TNT1 AAA 0 A_CustomMissile ("CoolAndNewFlameTrailsLong", 12, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 160))
			//LSOL G 0 BRIGHT A_Scream
			EXPL AA 0 A_SpawnItem("ExplosionParticleSpawner")
			TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION,0)

			TNT1 A 0 A_CustomMissile ("PlasmaSmoke", 32, 0, random (0, 360), 2, random (0, 360))
			
			TNT1 AA 0 A_CustomMissile ("SmallLSPart1", 0, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 360))
			TNT1 AA 0 A_CustomMissile ("SmallLSPart3", 0, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 360))
			TNT1 AAA 0 A_CustomMissile ("PlasmaSmoke", 32, 0, random (0, 360), 2, random (0, 360))
			
			TNT1 AAA 0 A_CustomMissile ("LSpart1", 42, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 160))
			TNT1 A 0 A_CustomMissile ("LSpart3", 42, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 160))
			TNT1 AA 0 A_CustomMissile ("LSpart2", 42, 0, random (0, 360), CMF_AIMDIRECTION, random (0, 160))
			TNT1 A 10
			Stop
		SfestGibs:
			TNT1 A 1
			Stop				
	}
}

