ACTOR ZombiemanLastStand1: ZombiemanGotHisLegBlowed

// inherited from DyingZombiemanNoArm inherited from DyingSergeant who already has headbox support built in

{
	Speed 0
	Height 25 //***Che not 28
	MONSTER
	+MISSILEMORE
	+MISSILEEVENMORE
	+LOOKALLAROUND
	+GHOST
	+THRUGHOST
	-SOLID
	+LOOKALLAROUND
	-COUNTKILL
	-FRIENDLY
	Tag "Zombie"
	BloodType "FBD_Blood", "BloodSPlatterReplacer", "FBD_SawBlood"
	var int user_angle;
	States
	{
		Spawn:
			ZBLS A 0 NODELAY ACS_NamedExecuteWithResult("FBD_RunMonster", 12) // dying guy headbox	
			TNT1 A 0 ACS_NamedExecuteWithResult("AdjustHeadboxMkII", 2, 1, 24, 1) // force create
			Goto See
		Idle:	
		See:
			//ZBLS AAAAA 1 A_Chase("Missile", "Missile", CHF_DONTMOVE)
			ZBLS A 0
			"----" A 0 A_SetUserVar("user_angle", angle * 100.0) // CHF_DONTMOVE fucks the angle up
			"----" A 0 A_Chase("Missile", "Missile", CHF_DONTMOVE)
			"----" A 1 A_SetAngle("user_angle", angle * 0.01)
			"----" A 0 A_SetUserVar("user_angle", angle * 100.0) // CHF_DONTMOVE fucks the angle up
			"----" A 0 A_Chase("Missile", "Missile", CHF_DONTMOVE)
			"----" A 1 A_SetAngle("user_angle", angle * 0.01)
			"----" A 0 A_SetUserVar("user_angle", angle * 100.0) // CHF_DONTMOVE fucks the angle up
			"----" A 0 A_Chase("Missile", "Missile", CHF_DONTMOVE)
			"----" A 1 A_SetAngle("user_angle", angle * 0.01)
			"----" A 0 A_SetUserVar("user_angle", angle * 100.0) // CHF_DONTMOVE fucks the angle up
			"----" A 0 A_Chase("Missile", "Missile", CHF_DONTMOVE)
			"----" A 1 A_SetAngle("user_angle", angle * 0.01)
			Loop
			
		Missile:
			TNT1 A 0
			
			
			ZBLS A 10 A_FaceTarget
			
			ZBLS A 10 A_FaceTarget
			
			ZBLS A 10 A_FaceTarget
			
			ZBLS A 10 A_FaceTarget
			
			TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
			TNT1 A 0 A_PlaySound("weapons/rifle")
			ZBLS B 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
			TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
			
			
			
			ZBLS A 10 A_FaceTarget
			
			ZBLS A 10 A_FaceTarget
			
			ZBLS A 10 A_FaceTarget
			
			TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
			TNT1 A 0 A_PlaySound("weapons/rifle")
			ZBLS B 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
			TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
			
			
			
			ZBLS A 10 A_FaceTarget
			
			ZBLS A 10 A_FaceTarget
			
			ZBLS A 10 A_FaceTarget
			
			TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
			TNT1 A 0 A_PlaySound("weapons/rifle")
			ZBLS B 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
			TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
			
			
			ZBLS A 10 A_FaceTarget
			
			ZBLS A 10 A_FaceTarget
			
			TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
			TNT1 A 0 A_PlaySound("weapons/rifle")
			ZBLS B 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
			TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
			
			
			ZBLS A 10 A_FaceTarget
			
			ZBLS A 10 A_FaceTarget
			
			ZBLS A 10 A_FaceTarget
			
			ZBLS A 10 A_FaceTarget
			
			ZBLS A 10 A_FaceTarget
			
			TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
			TNT1 A 0 A_PlaySound("weapons/rifle")
			ZBLS B 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
			TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
			
			
			
			ZBLS A 10 A_FaceTarget
			
			ZBLS A 10 A_FaceTarget
			
			ZBLS A 10 A_FaceTarget
			
			TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
			TNT1 A 0 A_PlaySound("weapons/rifle")
			ZBLS B 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
			TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
			
			
			ZBLS A 10 A_FaceTarget
			
			ZBLS A 10 A_FaceTarget
			
			ZBLS A 10 A_FaceTarget
			
			ZBLS A 10 A_FaceTarget
			TNT1 A 0 A_CHangeFlag("FRIENDLY", 1)
			TNT1 A 0 A_CHangeFlag("SHOOTABLE", 0)
			Goto GotoDeath
		
		
		Death.MinorHead:
			TNT1 A 0 A_PlaySound("misc/xdeath4")
			TNT1 A 0 ACS_NamedExecuteWithResult("DeleteHeadboxMkII")
			TNT1 AA 0 A_CustomMissile ("SmallBrainPiece", 32, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_Scream
			TNT1 AAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_NoBlocking
			POS7 GHI 6
			//***Che
			//TNT1 A 0 A_SpawnItem ("FBD_DeadZombieMan_NoLeg", 1)
			TNT1 A 0 A_SpawnItemEx ("FBD_DeadZombieMan_NoLeg",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,0)
			TNT1 A 30 A_ChangeFlag("CORPSE", 0) // without such huge margin ACS scripts run ownerless -- as if they could feel this actor expiring back in time
			Stop
	}
}	








ACTOR ZombiemanLastStand2: DyingZombiemanNoArm
{

// inherited from DyingSergeant who already has headbox support built in

	Speed 0
	MONSTER
	+MISSILEMORE
	+MISSILEEVENMORE
	+LOOKALLAROUND
	+GHOST
	+THRUGHOST
	-SOLID
	+LOOKALLAROUND
	-COUNTKILL
	-FRIENDLY
	States
	{
		Spawn:
			ZBLS C 0 NODELAY ACS_NamedExecuteWithResult("FBD_RunMonster", 12) // dying guy headbox	
			TNT1 A 0 ACS_NamedExecuteWithResult("AdjustHeadboxMkII", 2, 1, 28, 1) // force create
			Goto See
			
		See:
			
			ZBLS CCCCC 1 A_Chase
			Loop
			
		Missile:
			TNT1 A 0
			
			
			ZBLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZBLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZBLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZBLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
			TNT1 A 0 A_PlaySound("weapons/rifle")
			ZBLS D 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
			TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			
			
			ZBLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZBLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZBLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
			TNT1 A 0 A_PlaySound("weapons/rifle")
			ZBLS D 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
			TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
			
			
			
			ZBLS C 10 A_FaceTarget
			
			ZBLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZBLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
			TNT1 A 0 A_PlaySound("weapons/rifle")
			ZBLS D 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
			TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
			
			
			ZBLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZBLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
			TNT1 A 0 A_PlaySound("weapons/rifle")
			ZBLS D 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
			TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
			
			
			ZBLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZBLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZBLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZBLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZBLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
			TNT1 A 0 A_PlaySound("weapons/rifle")
			ZBLS D 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
			TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
			
			
			
			ZBLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZBLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZBLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
			TNT1 A 0 A_PlaySound("weapons/rifle")
			ZBLS D 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
			TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
			
			
			ZBLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZBLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZBLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZBLS C 10 A_FaceTarget
			TNT1 A 0 A_CHangeFlag("FRIENDLY", 1)
			TNT1 A 0 A_CHangeFlag("SHOOTABLE", 0)
			Goto Death
		
	
		Death.MinorHead:
			TNT1 A 0
			Goto Death.Head
	}
}	
















ACTOR SergeantLastStand1: DyingSergeantNoLeg
//***Che: Cheb yer idiot. That ancestral classes' deaths states had NO support for headbox removal!
// Copy-paste to the resqe. Clone-clone-clone!
{
	Speed 0
	MONSTER
	+MISSILEMORE
	+MISSILEEVENMORE
	+LOOKALLAROUND
	+GHOST
	+THRUGHOST
	-SOLID
	+LOOKALLAROUND
	-COUNTKILL
	-FRIENDLY
	
	///***Che headbox support
	var int user_head_tid;
	var int user_head_type;
	var int user_head_rel;
	var int user_head_scale;
	var int user_head_xyzf;	
	var int user_sleeping;
	var int user_item_no; 
	var int user_serverside_sfchk;

	Height 26
	
	States
	{
		Spawn:
			ZSLS A 0 NODELAY ACS_NamedExecuteWithResult("FBD_RunMonster", 12) // dying guy headbox	
			TNT1 A 0 ACS_NamedExecuteWithResult("AdjustHeadboxMkII", 2, 1, 24, 1) // force create
			Goto See
		
		See:
			
			ZSLS AAAAA 1 A_Chase
			Loop
		
		Missile:
			TNT1 A 0
			
			
			ZSLS A 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 6, 0, random(0, 180), 2, random (0, 35))
			
			ZSLS A 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 6, 0, random(0, 180), 2, random (0, 35))
			
			ZSLS A 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 6, 0, random(0, 180), 2, random (0, 35))
			
			ZSLS A 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 6, 0, random(0, 180), 2, random (0, 35))
			
			TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
			TNT1 A 0 A_PlaySound("weapons/rifle")
			ZSLS B 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
			TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
			
			
			
			ZSLS A 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 6, 0, random(0, 180), 2, random (0, 35))
			
			ZSLS A 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 6, 0, random(0, 180), 2, random (0, 35))
			
			ZSLS A 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 6, 0, random(0, 180), 2, random (0, 35))
			
			TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
			TNT1 A 0 A_PlaySound("weapons/rifle")
			ZSLS B 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
			TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
			
			
			
			ZSLS A 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 6, 0, random(0, 180), 2, random (0, 35))
			
			ZSLS A 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 6, 0, random(0, 180), 2, random (0, 35))
			
			ZSLS A 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 6, 0, random(0, 180), 2, random (0, 35))
			
			TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
			TNT1 A 0 A_PlaySound("weapons/rifle")
			ZSLS B 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
			TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
			
			
			ZSLS A 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 6, 0, random(0, 180), 2, random (0, 35))
			
			ZSLS A 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 6, 0, random(0, 180), 2, random (0, 35))
			
			TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
			TNT1 A 0 A_PlaySound("weapons/rifle")
			ZSLS B 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
			TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
			
			
			ZSLS A 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 6, 0, random(0, 180), 2, random (0, 35))
			
			ZSLS A 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 6, 0, random(0, 180), 2, random (0, 35))
			
			ZSLS A 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 6, 0, random(0, 180), 2, random (0, 35))
			
			ZSLS A 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 6, 0, random(0, 180), 2, random (0, 35))
			
			ZSLS A 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 6, 0, random(0, 180), 2, random (0, 35))
			
			TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
			TNT1 A 0 A_PlaySound("weapons/rifle")
			ZSLS B 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
			TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
			
			
			
			ZSLS A 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 6, 0, random(0, 180), 2, random (0, 35))
			
			ZSLS A 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 6, 0, random(0, 180), 2, random (0, 35))
			
			ZSLS A 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 6, 0, random(0, 180), 2, random (0, 35))
			
			TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
			TNT1 A 0 A_PlaySound("weapons/rifle")
			ZSLS B 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
			TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
			
			
			ZSLS A 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 6, 0, random(0, 180), 2, random (0, 35))
			
			ZSLS A 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 6, 0, random(0, 180), 2, random (0, 35))
			
			ZSLS A 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 6, 0, random(0, 180), 2, random (0, 35))
			
			ZSLS A 10 A_FaceTarget
			TNT1 A 0 A_CHangeFlag("FRIENDLY", 1)
			TNT1 A 0 A_CHangeFlag("SHOOTABLE", 0)
			Goto GotoDeath
	
	
		Death.MinorHead:
			TNT1 A 0 A_PlaySound("misc/xdeath4")
			TNT1 A 0 ACS_NamedExecuteWithResult("DeleteHeadboxMkII")
			TNT1 AA 0 A_CustomMissile ("SmallBrainPiece", 32, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_Scream
			TNT1 AAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
			TNT1 A 0 A_NoBlocking
			POS7 GHI 6
			TNT1 A 0 A_SpawnItemEx ("DeadShotgunguy_NoLeg",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,0)
			Stop
	}
}	








ACTOR SergeantLastStand2: DyingSergeant // already has headbox support
{
	Speed 0
	MONSTER
	+MISSILEMORE
	+MISSILEEVENMORE
	+LOOKALLAROUND
	+GHOST
	+THRUGHOST
	+LOOKALLAROUND
	-COUNTKILL
	-FRIENDLY
	States
	{
		Spawn:
			ZSLS C 1 NODELAY ACS_NamedExecuteWithResult("FBD_RunMonster", 12) // dying guy headbox	
			TNT1 A 0 ACS_NamedExecuteWithResult("AdjustHeadboxMkII", 2, 1, 28, 1) // force create
			Goto See
		
		See:
			
			ZSLS CCCCC 1 A_Chase
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			Loop
		
		Missile:
			TNT1 A 0
			
			
			ZSLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZSLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZSLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZSLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
			TNT1 A 0 A_PlaySound("weapons/rifle")
			ZSLS D 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
			TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
			
			
			
			ZSLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZSLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZSLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
			TNT1 A 0 A_PlaySound("weapons/rifle")
			ZSLS D 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
			
			
			
			ZSLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZSLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZSLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
			TNT1 A 0 A_PlaySound("weapons/rifle")
			ZSLS D 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
			
			
			ZSLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZSLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
			TNT1 A 0 A_PlaySound("weapons/rifle")
			ZSLS D 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
			TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
			
			
			ZSLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZSLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZSLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZSLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZSLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
			TNT1 A 0 A_PlaySound("weapons/rifle")
			ZSLS D 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
			TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
			
			
			
			ZSLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZSLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZSLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
			TNT1 A 0 A_PlaySound("weapons/rifle")
			ZSLS D 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
			TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
			
			
			ZSLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZSLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZSLS C 10 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
			
			ZSLS C 10 A_FaceTarget
			TNT1 A 0 A_CHangeFlag("FRIENDLY", 1)
			TNT1 A 0 A_CHangeFlag("SHOOTABLE", 0)
			Goto GotoDeath
			
		
		Death.MinorHead:
			TNT1 A 0
			Goto Death.Head
	}
}	