/*
Franken Brutal Doom 21.5's actor classes tree (wip)

<class name> (<num places where it is spawned>) <class>.<state>@<file>/../<class>.<state>@<file>

Note: I write <state> as {<state>,..,<state>} when several states share the same code block - i.e. it is in fact a single spawning reference

FBD_Blood replaces Blood // hit puff actor, assignable to actor's BloodType property to be used by the engine when that actor is hit
	FBD_SawBlood replaces AxeBlood
		BlueFBD_SawBlood
		GreenFBD_SawBlood
		ArachnotronBlood // smart puff, behaves differently depending on height and broadcasts <ArachnotronChasisHits> and <ArachnotronChasisLastHit> into surrounding monsters' inventories. ***TODO: redo this to account for stairs
		MastermindBlood // smart puff, behaves differently depending on height and broadcasts <ArachnotronChasisHits> and <ArachnotronChasisLastHit> into surrounding monsters' inventories. ***TODO: redo this to account for stairs
		Bone_DustFBD
		RevenantBloodz // smart puff, produces 3 different effects based on height  AND APPLIES EXTRA SPECIFIC DAMAGE TO THE PARENT REVENANT IF HIT IN THE GUTS! ***TODO: redo this to account for stairs 
	BloodSPlatterReplacer replaces BloodSplatter
	BrainBlood
	Blue_Blood
	BlueBloodDying
	Green_Blood
		GreenBloodDying
		MuchBloodGreen // blood spammer
		MuchBlood2Green // blood spammer
		MuchBlood3Green // blood spammer
	Cyberdemon_Blood
	Cyberdemon_FBD_SawBlood
	Player_Blood
	Player_BloodSaw
	FieryBlood (added by ChebMaster) - for various beings of magma and fire, like the hellhounds
FBD_FlyingBlood //+CLIENTSIDEONLY //Base flying blood actor. Leaves bloodspots on the floor
	Brutal_FlyingBloodMuchFaster
	FBD_Bloodmist // a single sprite of liquid blood flying, 48 tics 
		BloodmistSmall
			BlueBloodMistSmall
			GreenBloodMistSmall
		BloodmistBig
			BloodMistLarge
			BlueBloodMistBig
			GreenBloodMistBig
		BloodmistExtraBig
			BlueBloodMistExtraBig
			GreenBloodMistExtraBig
		BloodmistXXXBig
		BloodmistXXBig
		BloodmistSpray  // a different sprite, 26 tics
			BloodmistSpraySmall
			BlueBloodMistSpray
			GreenBloodMistSpray
		BloodmistChainsaw
			BlueBloodMistChainsaw
			GreenBloodMistChainsaw
		BlueBloodMist
		GreenBloodMist
	Brutal_LiquidBlood // invisible, spawns a <Brutal_LiquidBloodTrail> every tic for 27 tics
		Brutal_LiquidBlood2
			Brutal_LiquidBloodFast
		Blue_LiquidBlood
			Blue_LiquidBlood2
				Blue_LiquidBloodFast
		Green_LiquidBlood	
	Brutal_LiquidBlood3
	Brutal_LiquidBloodTrail
		Brutal_LiquidBloodTrailNoDecal
		Blue_LiquidBloodTrail // there is no "nodecal" version of this one
		Green_LiquidBloodTrail
			Green_LiquidBloodTrailNoDecal
	CeilBloodLauncher // spawns <CeilBloodSpot> if hits ceiling. Speed 15, lifetime 3 tics 
		CeilBloodLauncherLong // lifetime 12 tics 
		BlueCeilBloodLauncher
			BlueCeilBloodLauncherLong
		GreenCeilBloodLauncher
			GreenCeilBloodLauncherLong
	CeilBloodTinyBloodSpawner
		BlueCeilBloodTinyBloodSpawner
		GreenCeilBloodTinyBloodSpawner
	CeilBloodLargeBloodSpawner
		BlueCeilBloodLargeBloodSpawner
		GreenCeilBloodLargeBloodSpawner
	BloodDripingFromCeiling
		DripingBlood
		BloodDripingFromCeilingBig
		DripingBloodLeavesPool
			DripingBloodLeavesSmallPool
				DripingBlueBloodLeavesSmallPool
				DripingGreenBloodLeavesSmallPool
			DripingBlueBloodLeavesPool
			DripingGreenBloodLeavesPool
		BlueBloodDripingFromCeiling
		BlueBloodDripingFromCeilingBig
		GreenBloodDripingFromCeiling
		GreenBloodDripingFromCeilingBig
	Blue_FlyingBlood
		Blue_LiquidBlood3
	GenericCacoSplosion (0)
	CharredMeatsplosion
		CharredMeatsplosionBlue
			CharredMeatsplosionBlueSmall
		CharredMeatsplosionGreen
	CharredMeatsplosionIntoGoryAshes
	Green_FlyingBlood
Brutal_FlyingBloodTrail //+CLIENTSIDEONLY
	Brutal_FlyingBloodTrailNoDecal
	Brutal_FlyingBloodFaster
	Brutal_FlyingBloodFake
		Brutal_FlyingBloodFakeNoDecal
		Blue_FlyingBloodFake (0)
			Blue_FlyingBloodFakeNoDecal (1)
		Green_FlyingBloodFake (0)
			Green_FlyingBloodFakeNoDecal (1)
	Brutal_FlyingBloodTrail5
	Brutal_FlyingBloodTrail8
	BloodTrails
	BloodTr255
	Blue_FlyingBloodTrail
	Blue_BloodTrails
	Green_FlyingBloodTrail
ArterialBloodSpray (18) //a spawner that keeps spawning <Brutal_LiquidBlood2> at increasing intervals. <BlueArterialBloodSpray> and <GreenArterialBloodSpray> were never used anywhere so I commented them out
BloodDying //a spawner of <Brutal_LiquidBlood2>, 4 tics
Brutal_BloodSpot //base bloodspot actor
	GiantBloodSpot
		BigBloodSpot
		MediumBloodSpot
		MediumBloodSpot2
		BlueGiantBloodSpot
			BlueBigBloodSpot
			BlueMediumBloodSpot
			BlueMediumBloodSpot2
		GreenGiantBloodSpot
			GreenBigBloodSpot
			GreenMediumBloodSpot
			GreenMediumBloodSpot2
	MinuscleBloodSpot //Scale 0.25
	SplatteredSmall //big version spawned by XDeath animations
	SplatteredLarge //big version spawned by XDeath animations of bigger enemies
	GrowingBloodPool //A blood pool spawned by regular enemy deaths
		RedBloodFootPrintLeft
			BlueBloodFootPrintLeft
			GreenBloodFootPrintLeft
		RedBloodFootPrintRight
			BlueBloodFootPrintRight
			GreenBloodFootPrintRight
		BlueGrowingBloodPool
		GreenGrowingBloodPool
	Blue_BloodSpot
		BlueMinuscleBloodSpot
		SplatteredBlueSmall
		SplatteredBlueLarge
	Green_BloodSpot
		GreenMinuscleBloodSpot
		SplatteredGreenSmall
		SplatteredGreenLarge
	CeilXDeath2 //piece of meat that got stuck in the ceiling
		CeilXDeath2Blue
		CeilXDeath2Green
		CeilXDeath3
			CeilXDeath3Blue
			CeilXDeath3Green
		SmallBrainPieceCeil
			SmallGreenBrainPieceCeil
			SmallBlueBrainPieceCeil
CeilBloodSpot // never sleeps, keeps trying to accelerate upwards
	CeilBloodSpotLarge // bigger version of a ceil blood spot, usually left by sticky gibs
	BlueCeilBloodSpot
		BlueCeilBloodSpotLarge
	GreenCeilBloodSpot
		GreenCeilBloodSpotLarge
WaterBloodCHecker //a special flying blood actor that spawns muddy water pools over liquids	
	BlueWaterBloodCHecker
	GreenWaterBloodCHecker	
WaterBloodSpot //muddy water bloodspot actor
	BlueWaterBloodSpot
	GreenWaterBloodSpot
WallRedBlood //an invisible projectile only used to spawn bloodsplats on the walls, usually spawned by extreme deaths
	SuperWallRedBlood
	GiantWallRedBlood // this one spawns a ridiculously bigger decal, used by BFG extreme deaths
	ChainsawWallRedBlood
	ShortWallRedBlood
	WallBlueBlood
		GiantWallBlueBlood
		ShortWallBlueBlood //Spawned by BD's kicked heads  to spawn blood decals and make the head bounce sound.
	SuperWallBlueBlood
	WallGreenBlood
	SuperWallGreenBlood
		GiantWallGreenBlood (8)
		ShortWallGreenBlood //Spawned by BD's kicked heads  to spawn blood decals and make the head bounce sound.
BloodSplinter (2) // spawns giant blood decals all around the area, used in Brutal Doom's BFG deaths . NOTE: <BlueBloodSplinter> and <GreenBloodSplinter> were not being used anywhere so I commented them out
Underblood1 (2) // blood actors spawned underwater
	Underblood2
	Underblood3 // bigger version that moves, used for gibbing
	BlueUnderblood1
	BlueUnderblood2
	BlueUnderblood3
	GreenUnderblood1
	GreenUnderblood2
	GreenUnderblood3
DeadBlood // used by dead body actors as their blood puff	
SuperGore // big blood mist, one non-animated sprite fading out. 58 tics.
	SuperGoreMist // scale 1.5
		BlueSuperGoreMist
		GreenSuperGoreMist
	SuperGoreMistSmall // scale 1.0, a clone of ancestor
	SmallSuperGore // scale 1.0, a clone of ancestor
	SuperGoreMistTiny // scale 0.4
		BlueSuperGoreMistTiny
		GreenSuperGoreMistTiny
	BigSuperGore // scale 2.0
		BigBlueSuperGore
		BigGreenSuperGore
	GiantSuperGore // scale 4.0
		GiantBlueSuperGore
		GiantGreenSuperGore
	BlueSuperGore	
	GreenSuperGore
	UltraGore // scale 4.0, fades in 180 tics (5.14 seconds). There are no blue nor green analogues
SuperGoreSpawner // spawns 3 <SuperGore> in randomized directions, interval 2 tics
	SuperGoreSpawner2 // 6 <SuperGore>, interval 2 tics
	SuperGoreSpawner3 // 17 <SuperGore>, interval 2 tics
	UltraGoreSpawner (18) // 10 <UltraGore>, interval 3 tics. Used by mancubi, cyberdemons and masterminds.
	BlueSuperGoreSpawner
	GreenSuperGoreSpawner
	GreenSuperGoreSpawner2
BootSmearerRed	// an invisible monster with lifetime of 848 tics (24 seconds), attacks players at range < 60 by adding <BootsSmearedWithRedBlood> to their inventory. One-shot, vanishes after attack.
	BootSmearerBlue
	BootSmearerGreen
XDeath1 // chunk of meat
	XDeath1Blue
	XDeath1Green (70)
	XDeathArachnotronHead
	XDeathSkinPiece1
		XDeathSkinPiece2
	XDeathPainElementalNew1	
		XDeathPainElementalNew2
			XDeathSpiderNew2
		XDeathSpiderNew1
	Ashes1
	Ashes2
	XJunk1
		XJunk2
		XJunk3
		XJunk4
		XJunk5
	XDeathArachnotronHead2
	XDeath2 // a flying piece of meat
		XDeath2b // low-range version
			XDeath2NoStick
				XDeath2BlueNoStick
				XDeath2GreenNoStick
				XDeath3NoStick
					XDeath3BlueNoStick
					XDeath3GreenNoStick
		XDeath2Blue
			XDeath2bBlue
			XDeath2Green
				XDeath2bGreen
		XDeath3
			XDeath3b
			XDeath3Blue
				XDeath3bBlue
			XDeath3Green
				XDeath3bGreen
		XDeath4 // big piece of ribcage
			XDeath4Blue
			XDeath4Green
		XDeath5 // big piece of ribcage 2
			XDeath5Big
			XDeath5Blue
				XDeath5BlueBig
			XDeath5Green
				XDeath5GreenBig
		XDeath6 // big piece of ribcage 3
			XDeath6Big
			XDeath6Blue
				XDeath6BlueBig
			XDeath6Green
				XDeath6GreenBig
		XDeathOrgan1		
			XDeathOrgan1b
				BlueXDeathOrgan1b
				XDeathOrgan1bGreen
					XDeathOrgan2Green
			XDeathOrgan2
			BlueXDeathOrgan1
				BlueXDeathOrgan2
			XDeathOrgan1Green
		GoreSound // invisible	
		SmallBrainPiece	
			SmallBrainPieceFast
			SmallBrainPieceSlow
			SmallBlueBrainPiece
				SmallBlueBrainPieceFast
			SmallGreenBrainPiece
				SmallGreenBrainPieceFast
				GreenBrainPiece
			SmallBrainPieceFalling
				SmallBlueBrainPieceFalling
				SmallGreenBrainPieceFalling
		XDeathGuts (2)
		CameraShake // invisible actor, applies Radius_Quake
			CameraShakeMinor
XDeathArm1
	XDeathArm1Kicked
	XDeathArm2 (3) // differs in speed
	XDeathBullArm1
		XDeathDemonArm // no difference from ancestor
		XDeathBullArm1Kicked
		XDeathZombieManHead
			XDeathZombieManHeadKicked
				XDeathZombieManHeadKicked2
			XDeathSergeantHead
				XDeathSergeantHeadBeheaded
				XDeathSergeantHeadOnXDeath
				XDeathSergeantHead2
				SergeantHeadThrown
		XDeathChaingunguyHead		
			XDeathChaingunguyHeadBeheaded
			XDeathChaingunguyHeadOnXDeath
			XDeathChaingunguyHeadKicked
				XDeathChaingunguyHeadKicked2
			XDeathImpHead
				XDeathImpHeadBeheaded
					XDeathImpHeadOnXDeath
				XDeathImpHead2
			XDeathArchvileHead
				XDeathArchvileHeadBeheaded
				XDeathArchvileHead2
		XDeathHellKnightHead
			XDeathHellKnightHeadKicked
				XDeathHellKnightHeadKicked2
		XDeathPinkyDemonHead
			XDeathPinkyDemonHeadKicked
				XDeathPinkyDemonHeadKicked2
		XDeathBaronHead5
			XDeathBaronHeadKicked
				XDeathBaronHeadKicked2
		XDeathRevenantHead		
			XDeathRevenantHeadKicked
			XDeathRevenantHeadKicked2
			XDeathRevenantHeadKicked3
		XDeathMancubusHead
			XDeathMancubusHeadKicked
				XDeathMancubusHeadKicked2
		XDeathMancubusLeg
		XDeathMancubusTOrso
		XDeathCyberdemonHead
		XDeathCyberdemonTorso
		XDeathCyberdemonPiece
		XDeathCyberdemonARm
		XDeathCyberdemonGun
		MarineHead
	XDeathImpArm
	XDeathZombieLeg
		XDeathZombieLeg2
		XDeathZombieLegKicked
	XDeathImpLeg
	XDeathBullLeg12
	XDeathSargeLeg1
	XDeathSargeLeg2
	XDeathChainLeg
	XDeathChainArm
	XDeathStomach // guts
	XDeathArchvileLeg // missile, spawns <Gib_ArchvileLeg> on death
	XDeathArchvileArm
	GenericHKGib1
		GenericHKGib2
		GenericHKGib3
		GenericHKGib4
		GenericBaronGib1
			GenericBaronGib1b
		GenericBaronGib2
			GenericBaronGib2b
	XDeathHellKnightArm
	XDeathHellKnightLeg // missile, spawns <Gib_HellKnightLeg> on death
		XDeathDukeOfHellLeg // missile, spawns <Gib_DukeOfHellLeg> on death
	XDeathHellKnightTorso // missile, spawns <Gib_HellKnightTorso> on death
	XDeathBaronofHellTorso // missile, spawns <Gib_BaronofHellTorso> on death
	XDeathMancubusArm // missile, spawns <FlameCannon> on death -- THUS RESPONSIBLE FOR ITEM DROPS!
	XDeathVolcabusArm
XDeathHalfImpUpperPart32 // missile, spawns <Gib_HalfImpUpperPart32> on death
XDeathHalfMarine // missile, spawns <HalfMarineGib> on death
XDeathHalfImp // missile, spawns <HalfImpGib> on death
XDeathHalfZombieman // missile, spawns <Gib_HalfZombieMan> on death
	XDeathHalfSergeant2 // missile, spawns <Gib_HalfSergeant2> on death
XDeathHalfZombiemanNoArmNoHead // missile, spawns <Gib_HalfZombieManNoArmNoHead> on death
XDeathHalfShotgunguyNoArmNoHead // missile, spawns <Gib_HalfShotgunguyNoArmNoHead> on death
XDeathHalfZombiemanDown // missile, spawns <GibHalfZombiemanDown> on death
XDeathHalfSergeant // missile, spawns <GibHalfSergeant> on death
XDeathHalfZombieman2  // missile, leaves an indestructible body part
RipUndeadMarine // missile, leaves an indestructible body part
XDeathHalfSkeleton // missile, spawns <GibHalfSkeleton> on death
XDeathArchVile // missile, spawns <GibArchVile> on death
SpiderLeg
DyingDemon // indestructible, leaves <DeadDemonNoHead> after 96 tics of spamming <MuchBlood>
BasicGib
	BasicMarineGib1
	BasicMarineGib2
	BasicMarineGib3
	BasicMarineGib4
XDeathHalfDemon // missile, spawns <Gib_HalfDemon> on death
MancubusEyeballs
CacodemonEyeball
	ThrownCacodemonEyeBall
SmearingXDeath2 // a piece of meat that has hit the wall, and is slowly smearing
	SmearingXDeath2Blue
	SmearingXDeath2Green
	SmearingXDeath3
		SmearingXDeath3Blue
		SmearingXDeath3Green
Guts // speed 6		
	Guts2 // speed 3
	GreenGuts
		GreenGuts2
	BlueGuts
		BlueGuts2
SmearingBrain	
	SmearingBlueBrain
	SmearingGreenBrain
GibEyeball	
BurningFlyingMeatPiece (4) //  this one relied on sprites XME1 A..E, which were last seen in BDv18a, removed since --  I brought them back, for better or worse. Used in explosive deaths of burning monsters
Teeth
	TeethNoBounce
BigGibBase
	FBD_LimbBase
		GreenFBD_LimbBase	
			Gib_HellKnightArm
			Gib_HellKnightLeg
				Gib_DukeOfHellLeg
			Gib_HellKnightTorso
			Gib_BaronofHellTorso		
			HellKnightHead
				BaronHead
		Gib_Arm
			Gib_ChainARm
		Gib_DemonArm
		Gib_ImpArm
		Gib_ZombieLeg1
			Gib_ZombieLeg2
		Gib_ImpLeg
		Gib_DemonLeg
		Gib_SargeLeg
			Gib_SargeLeg2
		Gib_ChainLeg
		Gib_ArchvileLeg
		Gib_ArchvileArm
		ZombieManHead
			SergeantHead
			ChaingunguyHead
			GibImphead
			ArchvileHead
			PinkyDemonHead
			MancubusHead
		RevenantHead
		GibMancubusLeg
		CyberdemonHead
		CyberdemonTorso
		CyberdemonPiece
		CyberdemonArm
		CyberdemonGun
	Gib_HalfImpUpperPart32
	HalfMarineGib
	HalfImpGib
	Gib_HalfZombieMan
	Gib_HalfSergeant2
	Gib_HalfZombieManNoArmNoHead
	Gib_HalfShotgunguyNoArmNoHead
	GibHalfZombiemanDown
	GibHalfSergeant
	GibHalfSkeleton
	GibArchVile
	GibMancubusTorso
	Gib_HalfDemon
	Brains1 // random bloody piece
		Brains2 // teeth
		Brains3 // eyeballs
		Brains4 // white skinned piece 1
			Brains4GreenHair
			Brains4GreenHairBig
			Brains4Blonde
			Brains4BlondeBig
			BrainsSergeantHeadPiece
			BrainsImpHeadPiece
		Brains5 //White skinned piece 2
		Brains6 //Brown skinned piece
			Brains6Big
		Brains7 //Brown skinned teeth
			Brains7Big
FBD_TinyGib
	GibArmPart
	GibHand
	GibDemonArmPart
	GibDemonHand
	GibImpArmPart
	GibImpHand
	GibZombieLegPart
	GibZombieBoot
	GibImpLegPart
	GibImpPaw
	GibDemonLegPart
	GibDemonPaw
	GibSargeLegPart
	GibSargeBoot
	CarbonChunkLandingOnLava // added by ChebMaster
BaronHeadPiece	
	PinkyJaw
	PinkyHeadPiece
	HellKnightHeadPiece
		HellKnightHeadPiece2
CacoXdeath1
	CacoXdeath1b
	CacoXdeath2
		CacoXdeath2b
	CacoXdeath3
		CacoXdeath3b
	CacoXdeath4
		CacoXdeath4b
	CacoXdeath5
		CacoXdeath5b
	CacoXdeath6
		CacoXdeath6b
	CacoXdeath7
		CacoXdeath7b
ZombieXDeath // gore spammer: produces 70 gib actors (SEVENTY, CARL!) -- unless the load balancer (max 100 such effects in 10 seconds) says no, in which case uses supercheap imitation of only a single sprite.
	PinkyHeadExplode // gore spammer
	NaziHeadExplode // gore spammer
	ShotgunguyHeadExplode // gore spammer
	ChaingunguyHeadExplode // gore spammer
	ImpHeadExplode // gore spammer
	HellKnightHeadExplode // gore spammer
		HellKnightHeadExplodeHalf // gore spammer
		BaronOfHellHeadExplode // gore spammer
			BaronOfHellHeadExplodePlasma // added by ChebMaster
	MancubusHeadExplode // gore spammer
	MarineHeadExplode // gore spammer
	WalkerHeadExplode (added by ChebMaster)
	LostSoulExplode (added by ChebMaster)
SargeXDeath // gore spammer
ImpXDeath // gore spammer 
	MeatDeathSmall
KnightXDeath // gore spammer  
	BaronXDeath
CyberXDeath // gore spammer	
BullXDeath // gore spammer	
ChainXDeath // gore spammer	
MarineXDeath // gore spammer	
SpiderDeath // gore spammer	
SkeletonXDeath // gore spammer	
SkeletonXDeathRare // gore spammer, spawns roaming legs
SkeletonMeatsplosion // gore spammer added by ChebMaster
	NoxinantMeatsplosion
HalfManDeath (0) // gore spammer	
MeatDeath // gore spammer	
	SmalllMeatDeath // gore spammer	
	GibsZ // spawns very little gibs
	BlueMeatDeath // gore spammer
MuchMeatDeath // gore spammer
RipGuts // produces intestines and organs
RipZombieMan // produces intestines, organs and <XDeathHalfZombieMan>
FatalityZombieMan // gore spammer, lots of intestines and decaliters of blood
RipSergeant // produces intestines and organs
RipZombieman2 // produces intestines and <XDeathHalfZombieman2>
RipImp // produces intestines and organs
CacoXDeath // a gore spammer -- don't mistake it for <CacoXdeath1>, which is a single gib!
CacoLordXDeath // a gore spammer - uses XDeath<x>Blue instead of caco parts
RipCaco //  blue gore and <HalfCacoDemon>
	RipCaclet // blue gore only
BeheadZombieMan // launches a <XDeathZombieManHead> missile in a random direction
ZombiemanHeadExplode // lots of blood, brains and green-haired head pieces
Blood (native) // hit puff actor, assignable to actor's BloodType property to be used by the engine when that actor is hit
	MuchBlood // blood spammer
	MuchBlood2 // blood spammer
	MuchBlood3 // blood spammer
	MoreBloodSprays // spams <BloodMistExtraBig>
	MuchBloodBlue // blood spammer
	MuchBlood2Blue // blood spammer
	MuchBlood3Blue // blood spammer
FlameTrails // a sfx family
	GreenFlameTrails
		SmallGreenFlameTrails
	GreenFlameTrailsbIG
		PalletteShiftableFlameTrails (added by ChebMaster)
			GoldFlameTrailsbIG (added by ChebMaster) 
	BlueFlameTrails
		SmallBlueFlameTrails
	SmallFlameTrails
	FireBallExplosion
	ExplosionFlames
		GoldenExplosionFlameTrail
		ExplosionFlamesBig2
		ExplosionFlamesBig
		ExplosionFlamesGiant
		SmallExplosionFlames
		MediumExplosionFlames
		NuclearFlames
		NuclearFlamesBig
		NuclearFlamesImpact -- this is an AOE damager, not a mere sfx!
		GreenExplosionFlameTrail
	TankExplosionFlames
	ImBallGettingReady // no collision
		BallGettingReadyGreen
		TorchBall
		TorchBallBlue
		TorchBallGreen
		RealisticFireSparks1
			RealisticFireSparksLoop
				RealisticFireSparksLoopBig
		RealisticFireSparks1Green
		RealisticFireSparks1Blue
	CoolandNewFlameTrails
	CoolandNewFlameTrailsLong
		CoolandNewFlameTrailsLongAlpha
	FireballExplosionFlames
	FireballExplosionFlamesSmall
		FireAndSmokeSmall
	FireballExplosionFlamesBig
	FireballExplosionFlamesMedium
	SmallFireTrail
		SmallFireTrail324
	RailgunFlameTrails
	RailgunFlameTrailsBlue
	HighExplosiveFlames // spawns 2x ExplosionSmokeHDLarge
	HighExplosiveFlames2 // plays "FAREXPL", spawns "BigBlackSmokeLarger"
	HighExplosiveFlamesSmall
		HighExplosiveFlamesBig
		HighExplosiveFlamesHuge
	BackblastFlames1	
		BackblastFlames2
		BackblastFlames3
		BackblastFlames4
RealFlameTrailsSmall // total noclip	
	RealFlameTrailsMedium
?
	BarrelExplosionSmokeColumn
		12SmallFireFocusSpawnerz
		100SmallFireFocusSpawnerz
		SmallFireFocus24
		TinyBurningPiece
			TinyBurningPiece2
				TinyBurningPiece3
			LavaMistSmall (added by ChebMaster)	
		TinyBurningPieceInfinite		
FlyingBurningFuel
	FlyingBurningFuel2 // speed 8
		FlyingBurningFuel3 // speed 15
	FlyingLava
		FlyingLava2
	FlyingLava1b
		FlyingLava2b
		FlyingLava1c
			FlyingLava2c
			FlyingLava1d
FlamethrowerBurningStuff
	FlamethrowerBurningStuffNoSelfHarm  (added by ChebMaster)
FlamethrowerFireParticles // cliendside + no collision	
FlamethrowerFireTrail // noblockmap
BurningGroundLowDamage // cliendside + no collision	, does not inflict any damage
FlamethrowerMissile // spams AOE Fire on the fly, spams "FlamethrowerFireParticles"
	FlamethrowerMissileNoLight
	FlamethrowerMissileProper // speed 40 + does not bounce on map geometry
	FlamethrowerMissile2 // +ripper
	FlamethrowerMissile3 //+ripper + Decal "BigScorch"
	FlamethrowerMissileFatso 
RandomTinyBurningPiece (added by ChebMaster) // cliendside + no collision
PentagramSpawner
	BurningPentagram
	PentagramOff
HugeBackblastFlames1
	HugeBackblastFlames2
	HugeBackblastFlames3
	HugeBackblastFlames4
HDFlamesGFX1 // cliendside + no collision, used in Death.Fire states of various trees and shrubbery	
	HDFlamesGFX1Slim
	HDFlamesGFX1Big
Flare_General // cliendside + no collision + notonautomap, in original BD sources not touched in FBD
	ExplosionFlareEffect
	RedFlare
		RedFlareMedium
		RedFlareBig
		RedFlareLarge1X
		RedFlareSmall
		RedFlareVerySmall
		RedFlareSmall2
	RedFlare3
		RedFlare3Flat
	BlueFlare
		BlueFlareMedium
		BlueFlareMedium2
		BlueFlareMedium3
		BlueFlareSmall
		BlueFlareSmallItem
	BlueFlare3
	GreenFlare
		GreenFlareSmall
		GreenFlareMedium
		GreenFlareSmall2
	GreenFlare3
	YellowFlare
		YellowFlareSmall
		YellowFlareMedium
		YellowFlareLarge1X
		YellowFlareSmallB
	PlasmaFlare
	FireballFlare
	RocketFlare
	NukeFlare
	BFGBigFlare
	LensFlare
	WhiteFlareSmall
	FireFightFlare
RedFlareSpawn
PLasmaFlareSpawn
YellowFlareSpawn
PlayerMuzzle1
PlayerMuzzle2
	PlayerMuzzle3
AutocannonMuzzle2
MarineMuzzle1 // spawns (not plays, it's an actor!) "DistantRifleFireSound"
MarineMuzzle2 // spawns "DistantMinigunFireSound"
BlueFlareSpawn
GreenFlareSpawn
? 
	CyberBalls
		GoldenCyberBall (added by ChebMaster)
GoldenIgniter (added by ChebMaster) - grizzly supercyberdemon's DOT spam, GoldenCyberBall spawns three of these on hit
GoldenExplosionFire (added by ChebMaster)		
	
AbstractCorpse (0) (added by ChebMaster)
	FBD_CurbstompedMarine (1) HellKnight2.CurbstompMarine@Knight.txt
		FBD_CurbstompedMarineRaiseable (0) // todo: use for evil marines
		FBD_DeadArchvile (1) TehArchvile.Death.Simple@ArchVile.txt
			
			FBD_DeadArchvileXVILQ (0)
			FBD_DeadArchvileVIGIJ (0)
			FBD_DeadArchvileVID3Q (1) DyingArchvileNoArm.{Death.Head,Death.HeadStun,Death.HeadPlasma,Death.Decaptate}@ArchVile.txt
				FBD_DeadArchvileVID2G (1) TehArchvile.{Death.Head,Death.HeadStun}@ArchVile.txt
				FBD_DeadArchvileVYD2G (1) TehArchvile.Death.Decaptate@ArchVile.txt
			FBD_DeadArchvileVID2O (1) DyingArchvileNoArm.Death@ArchVile.txt
			FBD_DeadArchvileVID3L (1) DyingArchvileNoArm.{BrutalDeath,Death.Saw,Death.Minigun,Death.Shotgun,Death.SSG,Death.Blast}@ArchVile.txt 
			FatalizedArchVile1 (1) AbstractFBDoomer.FatalityArchVile@Player.txt
			ArchvileStabbedTheFuckOut (1) AbstractFBDoomer.FatalityArchVile2@Player.txt
		FBD_DeadBaron (1) BaronofHell2.Death2@Baron.txt
			FBD_DeadBaronHalfDown (2) BaronofHell2.Death.Cut/DyingBaron1.Death.Minigun@Baron.txt
			FBD_DeadBaronHalfUp(4) BaronofHell2.Death.Cut/FBD_DeadBaron.Death/XDeathHalfBOH.Death/DyingBaron1.Death.Minigun@Baron.txt
				DeadDukeHalfUp (1) DukeOfHell.{Death/XDeath/Death.Shotgun/Death.SSG/Death.Cut/Death.SSG/Death.Railgun/Death.Minigun}@DECORATE.fbd_duke
			FBD_DeadBaronNoHead (4) AbstractFBDoomer.FatalityBaron@Player.txt/BaronofHell2.{Death.head,Death.HeadStun}/BaronofHell2.Death.decaptate/DyingBaron1.{Death.head,Death.HeadStun,Death.HeadPlasma}@Baron.txt 
			FBD_DeadBaronBOH3D (1) BaronofHell2.Land1@Baron.txt
				FBD_DeadBaronBOH3H (1) BaronofHell2.Land2@Baron.txt
			FBD_DeadBaronBDSSV (1) BaronofHell2.{Death.Desintegrate,Death.Saw}@Baron.txt
			FBD_DeadBaronClassic (2) BaronofHell2.Death/DyingBaron1.Death@Baron.txt 
				DeadMegaBaronClassic
			XDeathHalfBOH (0) -- NOTE, I replaced this on a suspicion it wasn't working (was (3) BaronofHell2.Death.Cut/FBD_DeadBaron.Death/DyingBaron1.Death.Minigun)
			DeadBelphegor (2) FBD_Belphegor.Death/FBD_Belphegor.Death.Eat@Belphegor.txt
				DeadBelphegorNoHead (1) FBD_Belphegor.{Death.head,Death.HeadStun,Death.HeadPlasma}@Belphegor.txt
					FBD_DeadBelphegorNoHead (0, abstract class)
						DeadBossBelphegorNoHead (1) FBD_BossBelphegor.{Death.head,Death.HeadStun,Death.HeadPlasma}@DECORATE.fbd_chebskies
				FBD_DeadBelphegor (0, abstract class)
					DeadBossBelphegor (2) FBD_BossBelphegor.Death/FBD_BossBelphegor.Death.Eat@DECORATE.fbd_chebskies
				DeadBelphegorXDeath (2) FBD_Belphegor.{Death.SSG,XDeath,Death.Railgun}/DeadBelphegor.Death@Belphegor.txt
					FBD_DeadBelphegorXDeath (0, abstract class)
						DeadBossBelphegorXDeath (2) FBD_BossBelphegor.{Death.SSG,XDeath}/DeadBossBelphegor.Death@DECORATE.fbd_chebskies
		DeadDuke
			DeadDukeAbstractBurnDeath
				DeadDukeNoHead
					DeadDukeAfterFatality
				DeadDukeBDSSV
		FBD_DeadCacoDemon1 (2) Cacodemon_.Death/Cacodemon_.Deathlulz@Cacodemo.txt -- NOTE, the "Deathlulz" state is never used
			DeadHalfCacoDemon (7)  Cacodemon_.{Death.cut,Death.ExplosiveImpact}/Cacodemon_.Death.Minigun/Cacodemon_.{Death.SSG,Death.ExtremePunches}/FBD_DeadCacoDemon1.Death/FBD_DeadCacoDemon1.{Death.cut,Death.ExplosiveImpact}/FBD_BrutalizedCacodemon2.Death@Cacodemo.txt/AbstractFBDoomer.FatalityCacoDemon@Player.txt
			DeadCacoDemon2 (2) FBD_BrutalizedCacodemon1.NoSuffer/FBD_BrutalizedCacodemon2.Spawn@Cacodemo.txt
			DeadCacoDemon3 (1) FBD_BrutalizedCacodemon1.Fall@Cacodemo.txt
			SawedCacoDemon (1) Cacodemon_.Death.saw@Cacodemo.txt
			FBD_BrutalizedCacodemon1 (1) Cacodemon_.{Death.Brutal,Death.Blast,Death.Railgun}@Cacodemo.txt
				FBD_BrutalizedCacodemon2 (1) FBD_BrutalizedCacodemon1.Death@Cacodemo.txt
		FBD_DeadChaingunGuy1 2
			DeadChaingunGuy_NoHead 1
			DeadChaingunGuy_NoHeadEXPLODED 1
			DeadChaingunGuy_Half 3
			DeadChaingunGuyCPDRO 1
			BrutalizedDeadChaingunGuy 2
			SuperBrutalizedDeadChaingunGuy 2
			DeadChaingunGuy_KilledByMinorHead 4
			BrutalizedDeadCommando1 1
			BrutalizedCommandoLegs 1
			DeadChaingunguyMPSDD 1
			DeadChaingunguyCPDEI 2
		RappedMarine 2
		AteMarine 4
		FuckedMarine 2
		FBD_DeadRippedOffMarine 4
			FBD_DeadRippedOffMarineRight 1
		VeryDeadCivilian 2
		MarineGotOwnedByImp 1
		ADoomedSpaceMarine 2
		ADoomedSpaceMarine2 2
		DeadHalfMarine (0)
		VeryFuckedUpRevenant
		MarineFatalizedByRevenant
		CrushedRemains
		PlayerJustGotCutInHalf
		DeadNazi
		DeadDemon1
			DeadDemonHalf
			DeadDemonHalf23
			DeadDemonNoArm
				DeadDemonStomped
			DeadDemonSAARK
			DeadDemonNoHead
			DeadDemon1Left
			DeadDemonSRRDJ
			DeadDemonSRRDE
			DeadDemonSAARI
		AbstractZombiemanCorpse (0)	
			BrutalizedZombieManStop
			BrutalizedZombieManStop2
			BrutalizedZombieManStop3
			ZombieLegOnFoot
		AbstractSergeantCorpse (0)	
			BrutalizedSergeantStop
			BrutalizedSergeantStop2
			BrutalizedSergeantStop3
			StompedSergeant
			VeryFuckedUpBrutalizedSergeantLeg
		AbstractImpCorpse (0)
			BrutalizedImpStop
				BrutalizedImpStop2
				BrutalizedImpStop3
		FBD_DeadImp
			FBD_DeadImp_NoArm
				FBD_DeadImp_NoArmNoHead
			FBD_DeadImp_NoLeg
			FBD_DeadImp_NoHead
			FBD_DeadImp_MinorHeadDeadFront
			FBD_DeadImpMinorHeadShot
			FBD_DeadImpNoFace
			FBD_DeadImp_Half
				impfacesorapedomgthisiscruel
					StompedImp
				FBD_DeadImpIZD1H	
			FBD_DeadImp_NoStomach
			FBD_DeadImp_NoStomachNoHead
			FBD_DeadImp_BaronFatality	
			FBD_DeadImpTR06K
			FBD_DeadImpTR06V
			FBD_DeadImpTRO3E
			FBD_DeadImpTRO4E
			FBD_DeadImpID17G
				ThisImpGotFuckedHard
			FBD_DeadImpIZD3D
			DesintegratingImp (added by ChebMaster)
				MeltingImp
		ImpMessyCorpse
		FBD_DeadImpBloodLoss
		FBD_DeadKnight
			FBD_DeadKnightBTN5F
				FBD_DeadKnightNoHead
			FBD_DeadKnightHalfDown
				NoArmNoHeadFatalizedHK
			FBD_DeadKnightHalfUp
				OmgSoDeadHK
			RapedHK
			FBD_DeadKnightExplosiveImpact2
				FBD_DeadKnightExplosiveImpact1
			DeadHellKnightNoArm
			DeadHellKnightNoArmNoHead
		FBD_NoGutsFatso
			DeadMancubusBugFixBase (0) (my handiwork, to fix an unkillable mutilated mancubus caught in an infinite loop)
				CharredMancubus
					CharredVolcabus
				FatalizedMancubusCorpse
				AbstractDeadVolcabus (0)
					FatalizedVolcabus2
					DyingVolcabus
			FBD_NoGutsFatso2
			DeadFat
				DeadFAT3F
				DeadFatNoHead
					DeadFatNoHead_RemovedWeapon
				XDeadFat
				FuckedFatso1
				FuckedFatso2
				DeadFatLegStumps
				DeadFatsoNoArm
			FatalizedFatso
			DyingFatso01
				DyingFatso02
					DyingFatso03
		MarineEattenByDemon
		FBD_DeadSkeleton
			NotFBD_DeadSkeleton (0)
			FBD_DeadSkeletonNoHead
				FatalizedSkeletonFRVXC(1) (added by ChebMaster) DyingRevenent.Death@DEAD.txt
			XFBD_DeadSkeleton
				XFBD_DeadSkeleton22
					XFBD_DeadSkeleton22Still (1) (added by ChebMaster)
			BlastedFBD_DeadSkeleton
			DeadHalfSkeleton (1) (added by ChebMaster)
			MummyCorpse
				MummyCorpseNoSkull
		FBD_DeadShotgunGuy1
			DeadShotgunGuy_NoArm
			DeadShotgunGuy_NoLeg
				Labguy_NoLeg
			DeadShotgunGuy_NoLegBoth
			DeadShotgunGuy_NoBrain
				DeadShotgunguySPOSZ
				FBD_DeadShotgunGuy13DGN
				FatalizedSGGuy4
			DeadShotgunGuy_NoHead
				BeheadedSergeantZombie
				DeadShotgunguySPDHE
			DeadShotgunGuy_NoHeadNoArm
			DeadShotgunGuy_Half
				DeadShotgunguySP2XE
			DeadSergeantSXSXO
			DeadSergeantSXS2O
			DeadShotgunguySPO4J
				DeadShotgunguySPO4T
			DeadShotgunguyZXZ7E
			DeadShotgunguyZXZ6E
			DeadShotgunguySZD3C
			DeadShotgunguySZD1H
				DeadShotgunguySZD1HNonRaiseable
			DeadShotgunguySZD4D
			FatalizedSGGuy6
			DesintegratingShotgunGuy (added by ChebMaster)
				MeltingShotgunGuy
			DeadFormerScientist
				AbstractDyingLabguyWithHeadbox (0)
					DyingFormerScientistNoArm (*!)
					DyingFormerScientistNoLeg (*!)
				BrutalizedFormerScientistStop
				BrutalizedFormerScientistStop2
				BrutalizedFormerScientistStop3
				LabguyBeatenDown
				DeadLabguyFS14G
				DeadLabguyFSADE
				DeadLabguySCZAL
				DeadLabguyFSD1H
				DeadLabguySCZ4E
				DeadLabguyFSMSP
				VeryFuckedUpBrutalizedFormerScientistLeg
					VeryFuckedUpBrutalizedFormerScientistLeg2
				AxeSplitLabGuy
				FacelessLabguy
				BrutalizedFormerScientist1 (transient)
					BrutalizedFormerScientist2
					BrutalizedFormerScientist3
					BrutalizedFormerScientistLeg
		FBD_DeadSpider
			XFBD_DeadSpider
			RapedArachnotron
			NoLegsSpider
			DeadCrawlingSpider
				SplatCrawlingSpider
		FBD_DeadSpiderDark (ancient arachnotron)
			FBD_DeadSpiderDark2
			FBD_DeadSpiderDark3
			FBD_DeadSpiderDark4
			XFBD_DeadSpider2
			NoLegsSpider2 (not rezzable)
				ArachnoTurretFrame2
			RapedArachnotron2
			SplatCrawlingSpider2
		FBD_ZombiemanTorso
			AbstractSlumpedBodyWithHeadbox (0)
				DeadChaingunguy_Slumped (*!)
				FBD_DeadImp_Slumped (*!)
				DeadShotgunguy_Slumped (*!)
				FBD_DeadZombieMan_Slumped (*!)
			DeadChaingunguy_Slumped_NoHead
			FBD_DeadImp_Slumped_NoHead
			DeadShotgunguy_Slumped_NoHead
			FBD_DeadZombieMan_NoArm
				FBD_DeadZombieMan_NoLeg
				FBD_DeadZombieMan_NoLegBoth
				FBD_DeadZombieMan_NoHeadFront
					FBD_DeadZombieMan_StomachExploded
					FBD_DeadZombieMan_Blasted
				FBD_DeadZombieMan_NoArmFront
					FBD_DeadZombieManFacingFront
						FBD_DeadZombieManFacingFrontMinorHead
							FBD_DeadZombieManFatality5
			FBD_DeadZombieMan_Half
			FBD_DeadZombieMan_NoHeadNoArm
			FBD_DeadZombieMan_NoHeadNoArms
			FBD_DeadZombieManFatality3
			FBD_DeadZombieManJustLegsAreLeft
				FBD_DeadZombieManJustLegsAreLeft2
			FBD_DeadZombieMan_TearedInHalf
			FBD_DeadZombieMan_Slumped_NoHead
			FBD_DeadZombieManPXSXO
			FBD_DeadZombieManPXS2O
			FBD_DeadZombieManID15E
			FBD_DeadZombieManID13G
		FBD_DeadZombieMan1
			FBD_DeadZombieMan1F
				FBD_DeadZombieMan_NoHead
					StompedZombieman
			FBD_DeadZombieManShotguntotheFace1
				FBD_DeadZombieManMinorHead
			FBD_DeadZombieManShotguntotheFace2
			FBD_DeadZombieManLikeInActionMovie
			DesintegratingZombieman (added by ChebMaster)
				MeltingZombieman
		VeryFuckedUpBrutalizedZombiemanLeg
			VeryFuckedUpBrutalizedZombiemanLeg2
	DyingComando
	DyingRevenant
	ImpTorso (0)
	SergeantFallingSplattered (2)
	SergeantFallingHoleOnStomach (1)	
	AbstractBurningShmuck	
		BurningZombieOld (0)
		BurningImp
	BurningDemon2 (0)
	BurnedDemon
		BurnedDemonDeadChe
	DyingZombiemanInFlames
	DyingSergeantNoLegInFlames
	BurningZombie
	BurningCacodemon
		BurningCaclet
	BurningZombieMan
		BurningShotgunguy
		BurningcHAINGUNGUY
		BurningImpRunning
		BurningDemon
		BurningLabguy (added by ChebMaster)
	FrozenZombieman
		PermafrostZombieman	
		FrozenShotgunguy
			PermafrostShotgunGuy
		FrozenChaingunguy
			PermafrostChaingunguy
		FrozenImp
			PermafrostImpd
		FrozenDemon
			PermafrostDemon
		FrozenHellKnight
			PermafrostHellKnight
			FrozenBaronOfHell	
				FrozenDukeOfHell
				PermafrostBaronOfHell
					PermafrostDukeOfHell
			FrozenMancubus
				FrozenVolcabus
				PermafrostMancubus
					PermafrostVolcabus
			FrozenRevenant
				PermafrostRevenant
		FrozenCacodemon
			PermafrostCacodemon
		FrozenPainElemental
			PermafrostPainElemental
		Frozenarchvile
			PermafrostArchvile
		FrozenArachnotron
			FrozenAncientArachnotron
			PermafrostArachnotron
				PermafrostArachnotronAncient
		FrozenMarineFake
			PermafrostMarineFake
			FrozenMarineFake2
				PermafrostMarineFake2
	FBD_RevenantU (half revenant)
		AbstractElemenantU
			ImmolantU
			FriginantU
			NoxinantU
			//ShockinantU
GenericBurningGuy (not raiseable, not a monster -- used in player death only!)		
HalfCacodemon (1) - top part of the skull, NOT raiseable!
AbstractDyingGuy
	DyingHellKnight1
		DyingHellKnight2
	CrawlingDyingSpider
		CrawlingDyingSpider2 (added by chebmaster, the art was there but the code wasn't)
	DyingSergeant	
		DeadShotgunguyNoHeadContinue
		DyingZombiemanNoArm
			ZombieManDyingAfterFatality
			ZombiemanGotHisLegBlowed
				ZombiemanLastStand1
			SergeantGotHisLegBlowed
			ZombieScientistDyingGuts
			DyingZManFatality5
			ZombiemanLastStand2
		SergeantLastStand2	
	DyingSergeantNoLeg
		DyingSergeantLegBlewedOff
		SergeantLastStand1
	DyingZombieman
	ZombiemanFallingBeheaded (4)
	ZombiemanFallingSplattered (2)
	ZombiemanFallingHoleOnStomach (1)
	BrutalizedZombieMan1 (1)	
		BrutalizedZombieMan2
		BrutalizedZombieMan3
		BrutalizedZombieManLeg
ZandronumArchvile (a wholesome rip of DECORATE code from zandronum.pk3)
	Fbd_ArchVile
		TehArchvile (replaces Archvile)
		FBD_StealthArchvile
			BrutalStealthArchvile (replaces StealthArchvile)
		VileRaisedByVile
		VileRaisedByScript
		DyingArchvileNoArm
		RaiseableArchvile
		VileSoulReaver
			ArchTrickster
				ArchDevil
					Andarivile_UV (the boss of secret map 46 "Mock Town" (between 13 and 14)
						Andarivile_HMP
						Andarivile_ITYT
						Andarivile_COOP
		Map26iVile
		FunArchvileMap29
			FunArchvileMap29Hordes
ZandronumBaronOfHell (a wholesome rip of DECORATE code from zandronum.pk3)
	FBD_Baron (0, abstract class)
		BaronofHell2 (replaces BaronofHell)
		FBD_StealthBaron
			BrutalStealthBaron (replaces StealthBaron)
		DukeOfHell (added by ChebMaster)
	ZandronumHellKnight
		FBD_Knight
			HellKnight2 (replaces HellKnight)
			KnightRaisedByVile
			HellKnight2_PP
			FBD_StealthKnight
				BrutalStealthHellKnight (replaces StealthHellKnight)
FBD_Belphegor		
	FBD_BossBelphegor
BossBrainReplacer (replaces BossBrain)
ZandronumCacodemon (a wholesome rip of DECORATE code from zandronum.pk3)
	FBD_Cacodemon
		Cacodemon_ (replaces Cacodemon)
		CacodemonRaisedByVile
FBD_Caclet
FBD_Cacolord
	ElderCacolord
		Eday48Boss_2
			Eday48Boss_1
			Eday48Boss_3
				Eday48Boss_4
ZandronumChaingunGuy  (a wholesome rip of DECORATE code from zandronum.pk3)
	FBD_ChaingunGuy
		ChaingunGuy1 (replaces ChaingunGuy)
		FBD_StealthChaingunGuy
			BrutalStealthChaingunGuy (replaces StealthChaingunGuy)
ZandronumCyberdemon (a wholesome rip of DECORATE code from zandronum.pk3)
	AbstractCyberdemon
		FBD_Tyrant
		FBD_Cyberdemon // doomed 17620, the regular one, 5000 health 
			TheCyberdemon (replaces Cyberdemon)
			CyberdemonChad // the red one
				CyberDevastator // the annihilator (two-handed, two-legged) anti-tank variety whose hits litters the floor with anti-tank DOT flames, 8500 health
					CyberdemonE2M8Boss //E2M8 boss, 20k health, 2x size.
					GreatCyberdemon //I am absolutely unsure what this was about, but BD21 had it. 10K health.
					Duriel_2 // the boss of EDAY271
						Duriel_1
						Duriel_3
						Duriel_4
					Map313GrizzlyITYTD
						Map313Grizzly
ZandronumDemon (a wholesome rip of DECORATE code from zandronum.pk3)
	FBD_BullDemon
		BullDemon (replaces Demon)
		FBD_Spectro
			Spectro (replaces Spectre)
		ArmlessDemon
			PoorPinkyLostHisArm (transient actor)
		FBD_StealthDemon
			BrutalStealthDemon
		CutscenePinky	
EvilMarine (replaces WolfensteinSS) (is a pure spawner replacing self with Nazi/EvilMarineRifle/EvilMarinePlasma/MOtherdemon/Epic2Alien/EasyMarineRifleAlive/MrX )
	EvilMarineRaisedByVile (plays gory desintegrating animation backwards, then replaces self with EvilMarineRifle/EvilMarinePlasma/EasyMarineRifleAlive )
EvilMarineRifle
	FormerMarinePlaceable (a rudiment to support Cheb's older EDAY code)
	EasyMarineRifleAlive
	EvilMarineChainsaw
	EvilMarinePlasma
		MrX (wtf is this? A support for some megawad I am unfamiliar with)
		EvilMarinePlasmaPlaceable  (a rudiment to support Cheb's older EDAY code)
		EvilMarineBerserk
			EvilMarineFist
		EvilMarineAbstractSynth
			EvilMarineSSG
Epic2Alien (uses sounds and sprites of the original Doom2 blue nazi, obviously replaced by the 2010 Cacowards-winning megawad, https://doomwiki.org/wiki/Epic_2 )

FBD_Imp	
	Imp (replaces DoomImp)
	Imp_PP
	ImpRaisedByVile
	FBD_StealthImp
		BrutalStealthDoomImp (replaces StealthDoomImp)
	CutsceneImp	
		SniggeringImpMap26i
	ImpCurbstompingMarine // map 01
Marine_AbstractFat // fatalities for both the evil marines and the NPC marines
	Marine_AbstractDeath // all the death states for both the evil marines and the NPC marines
		Marine_AbstractSynth // the synthetic state machine common for both the evil marines and the NPC marines	
			ChaosMarineAbstract // implements methods common for all evil marines and maradeurs
				ChaosMarineWeak
					WeakFistsTraitor
						EvmFist
					WeakChainsawTraitor
						ChainsawSatanist
					WeakAxeTraitor
						AxeMurderSatanist
					WeakRifleTraitor
						EvmRifle
						ChaosMarineRifleClone
						EasyMarineRifleAlive
					WeakShotgunTraitor
						EvmShotgun
					WeakMinigunTraitor
						EvmMinigun
					WeakPlasmaTraitor	
				ChaosMarineBerserk
					EvmBerserk
				ChaosMarineChainsaw	
					EvmChainsaw
				ChaosMarineAxe
					ChaosMarineAxeClone	
				ChaosMarineRifle
				ChaosMarineSSG
					EvMarineSSG
				ChaosMarineRocketLauncher
					EvmRocket
				ChaosMarinePlasma
					EvmPlasma
					ChaosMarinePlasmaClone
					MrX
					Eday45Boss_1
						Eday45Boss_2
						Eday45Boss_3
						Eday45Boss_4
				ChaosMarineRailgun
					EvmRail
				ChaosMarineBFG
					EvmBFG
				ChaosMarine10K
					ChaosMarine10KClone
				ChaosMarineUnmaker
					ChaosMarineUnmakerClone
				FBD_Maradeur
					FBD_Maradeur_Lite
						ToxicNutjob_3
							ToxicNutjob_1
							ToxicNutjob_2
							ToxicNutjob_4
					FBD_MaradeurElite
			MarineNPCAbstract
				Marine_Chainsaw
					Marine_Chainsaw_Guarding
				Marine_Rifle
					Marine_Rifle_Guarding
					MarineOnEvacSite
				Marine_AfroGuy
					Marine_AfroGuy_Guarding
				Marine_Athena
					Marine_Athena_Guarding
				Marine_Shotgun
					Marine_Shotgun_Guarding
				Marine_SSG
					Marine_SSG_Guarding
				Marine_Minigun
					Marine_Minigun_Guarding
				Marine_Rocket
					Marine_Rocket_Guarding
				Marine_PlasmaGun
					Marine_PlasmaGun_Guarding
				Marine_Railgun
					Marine_Railgun_Guarding
				Marine_BFG	
					Marine_BFG_Guarding
MarineHeavyMG
	TitlemapMarineHeavyMG
FBD_CapturedMarine
	CapturedMarine (replaces Blursphere)
SwitchableDecoration (native)	
	GhostMarine
		AscendingMarine
			Map313GhostMarine	
ZandronumLostSoul (a wholesome rip of DECORATE code from zandronum.pk3)
	FBD_LostSoul
		TehLostSoul (replaces LostSoul)
		InstaAggroMinionLostSoul
		CutsceneLostSoul
ZandronumFatso (a wholesome rip of DECORATE code from zandronum.pk3)
	FBD_Mancubus
		Mancubus (replaces Fatso)
		FBD_Volcabus
	FBD_Juggernaut
		Juggernaut
FBD_JuggernautBody1
	FBD_JuggernautBody2
FBD_Mastermind		
	TheSpiderMastermind (replaces SpiderMastermind)
	MightyMastermind
		SupremeMastermind
			E3M8Mastermind
			Map313StrategistITYTD
				Map313Strategist
ZandronumWolfensteinSS (a wholesome rip of DECORATE code from zandronum.pk3)
	Nazi
FBD_PainElemental
	PainElemental1 (replaces PainElemental)
	AgonyElemental
PlayerPawn (native)
	AbstractFBDoomer (replaces DoomPlayer)
ZandronumRevenant (a wholesome rip of DECORATE code from zandronum.pk3)
	FBD_Revenant
		Revenant1 (replaces Revenant)
		RevenantRaisedByVile
			FBD_WoundedNotDeadSkeleton
		BrutalStealthRevenant (replaces StealthRevenant)
		AbstractElemenant
			Immolant
				Vassanant (vassago stand-in)
			Friginant
			Noxinant
			//Shockinant -- TODO: implement
		Map59DancingRevenant	
RevenantUSpawner
	ImmolantUSpawner
	FriginantUSpawner
	NoxinantUSpawner
ZandronumShotgunGuy (a wholesome rip of DECORATE code from zandronum.pk3)
	FBD_ShotgunGuy
		ShotgunGuy1 (replaces ShotgunGuy)
		ShotgunGuy1_PP
		ShotgunGuyRaisedByVile
		FBD_SMGGuy
			FBD_StealthShotgunGuy
				BrutalStealthShotgunGuy (replaces StealthShotgunGuy)
ZandronumArachnotron (a wholesome rip of DECORATE code from zandronum.pk3)
	FBD_Arachnotron1
		Arachnotron1 (replaces Arachnotron)
		FBD_Arachnotron2 (this is the ancient arachnotron)
FBD_RifleZombie 
	RifleZombie (replaces ZombieMan)
	ZombiemanRaisedByVile
	FBD_Labguy
	//commented out, re-implement! FBD_HeadlessZombie (i think this one is commented out due to being buggy as hell)
	FBD_PistolZombie
	DyingZombiemanLostTeeth
	FBD_StealthZombieMan
		BrutalStealthZombieMan (replaces StealthZombieMan)
EnemyMBTTurret
	ZombieMainBattleTankBody1 // clones for backward compatibility with BD21/22 // this is the *turret*, not body
	EnemySPAAGTurret
		ZombieArtilleryTankBody1
	Pz_Kpfw_V_Turret	
FBD_EnemyMBT
	ZombieMainBattleTank
	FBD_EnemySPAAG
		ZombieArtilleryTank
	Panzerkampfwagen_V_Panther	
TurretAggroSyncer	
TankEngineExplosionSFX
TankEngineFlame
TankEngineBlood
	MecCockpitBlood
DarkGlassParticle	
ZombieHelicopter
HeliTargetAttitudeChecker
HeliCheckerRight
	HeliCheckerLef
ZombieMech	
DeadMechCockpitSmashed
AbstractSynthMonster (created by ChebMaster)
	FBD_UberZoldat
		FBD_UberSniper
MotherdemonBase
	FBD_Motherdemon (regular boss)
		Motherdemon (E4M8 boss who ends the map)
	Beastmaster_2
		Beastmaster_1
		Beastmaster_3
			Beastmaster_4
				Beastmaster_Coop
PlayerPawn (native)
	AbstractFBDoomer (replaces DoomPlayer) // this is the base player class, all player-on-monster fatalities are defined as its states. 4000+ lines of code.
DoomPlayer (native)	
	BaronPlayer
	RevenantPlayer
AracnorbCS
	ArachnorbChe
		AracnorbRaisedByVile
BD21Mummy
	FBD_Mummy
		MummyRaisedByVile
InfernoDemon
	Map43Boss
		Map43BossWimp
		Map43BossUV
	InfernoDemonWimp
	InfernoDemonUV
	InfernoDemonMP
CheeseLordUpgraded
CyberdemonLordMod
	CyberdemonLordModUV
		CyberdemonLordModUVMP
		CyberdemonLordModUVSecondWind
			CyberdemonLordModUVMPSecondWind
		CyberdemonLordTitlemapShowcase	
Glacier
IconOfSinBossChe
	IconOfSin25K
	IconOfSin50K
		IconOfSinCoop
IosStage2_3
	IosStage2_2
	IosStage2_1
	IosStage2_4
FastProjectile (native)
	TankCheckLeft
		TankCheckRight
	EvilSawDamageVertical	
Inventory (native)
	FootPrintAlternate // max 1
	TankIsDead // max 1
	
	
?
	HeavyMachinegunProjectileEnemy
		HMGEnemyBulletSimplePuff
		HeavyMachinegunProjectileEnemyKS // kinslayer variation, -mthruspecies
?
	EnemYTankShell
		EnemYTankShellKS // kinslayer variation, -mthruspecies
?
	AutoCannonProjectileEnemy
		AutoCannonProjectileEnemyKS  // kinslayer variation, -mthruspecies
		
FBD_ThrowedZman // species "Marines", a bugfix by ChebMaster to restore throwed damage still preventing the player from killing themselves with a throwed imp
	FBD_ThrowedZombieManRicochet
		FBD_ThrowedZombieManRicochet2 // Species "None"
	FBD_ThrowedZombieMan2 // Species "None"
		FBD_FBD_ThrowedSergeantPiece
	FBD_ExtremePunchedZMan
		ExtremePunchedWalker (added by ChebMaster)
	FBD_ThrowedImp
		FBD_ThrowedImpRicochet
			FBD_ThrowedImpRicochet2 // Species "None"
		FBD_ThrowedImp2 // Species "None"
		FBD_ThrowedImpDead
		ExtremePunchedImp
	FBD_ThrowedShotgunguy
		FBD_ThrowedShotgunguyRicochet
			FBD_ThrowedShotgunguyRicochet2 // Species "None"
		FBD_FBD_ThrowedSergeant2 // Species "None"
		ExtremePunchedShotgunguy
	FBD_ThrowedChaingunguy
		FBD_ThrowedChaingunguyRicochet
		ExtremePunchedChaingunguy
	FBD_ThrowedNazi
		FBD_ThrowedNaziRicochet
		ExtremePunchedNazi
	FBD_ThrowedEvilMarine // Species "None" 	
		FBD_ThrowedEvilMarineRicochet
		ExtremePunchedEvilMarine
	FBD_ThrowedZombieCivilian
		FBD_ThrowedZombieCivilianRicochet
		ExtremePunchedZombieCivilian
	FBD_ExtremePunchedCaclet (added by ChebMaster)	
	
	
//----------------------------
(inherit from FBD_CurbstompedMarine)		
	DeadUbersoldat1 (the Uberzoldat, as far as I know, is unfinished unusable WIP in BD21 - a clone of chaingun guy planned to be re-colored to a black nazi uniform... which cannot be done via palette swap because blood is also red -- and the sprites are still missing)
		DeadUbersoldat_NoHead
		DeadUbersoldat_NoHeadEXPLODED
		DeadUbersoldat_Half
		DeadUbersoldatCPDRO
		BrutalizedDeadUbersoldat
		SuperBrutalizedDeadUbersoldat
		DeadUbersoldat_KilledByMinorHead
		BrutalizedUbersoldatLegs
		DeadUbersoldatMPSDD
		DeadUbersoldatCPDEI	
	(these two inherit from FBD_ZombiemanTorso)
		DeadUbersoldat_Slumped
		DeadUbersoldat_Slumped_NoHead	

+: done, tested; 
?: code created but not yet tested;
-: nothing is done yet
!: need reworking

algo: advanced algorithms
sfest: slaughtermap optimizations
head: headshot hitbox
leg: legshot hitbox
dying: various mutilated dying variations
fatal: fatality (I only mark new ones I add)
repl: fixing alt spawn replacements losing the original's TID and special (thus breaking maps that relied on their on death events) 
aim2: improved close-by walls detection and firing missiles at diffirent height using A_CheckLOF
pain2: reworked pain state management for horizontal axe and chainsaw hits at the head
zblood: reworked z-height dependent blood that bleeds differently and may inflict additional damage to monster depending on what part of the monster is hit (existing BD21 implementation may fail for monsters on stairs and on edges because it only checks floor height under the blood puff itself).
eye: adding an eye hitbox to the cacodemon -- very dependent on angles and visibility of the player he is targeting
Aracnorb (algo+, sfest?, avoid+, fatal?)
Arachnotron (algo+, sfest?, fatal-, aim2-, zblood-) 
Archvile(sfest?, head+, dying+, pain2+, <new raising animation>+, duck+)
Vile Soul Reaver (<rail dodge>+, <fireball attack>+)
ArchDevil (<mass raising>+)
Ghost Soul (+)
GhostPain (+)
Ancient Arachnotron (algo?, sfest?, dying+, fatal+, zblood-)
Baron (algo+, sfest+, head+, dying+, repl+, pain2+, aim2-)
Belphegor (algo?, sfest?, head+, pain2+, fatal+)
Lord Belphegor (algo+, sfest?, head+, pain2+, fatal+, <stampede attack>-)
Boss brain -- assessing the necessity
Cacodemon (algo?, sfest?, avoid+)
Chaingunner (algo+, sfest?, head+, pain2?)
Cyberdemon (algo+, sfest?, head+, repl+, pain2+)
Chad Cyberdemon (algo+, sfest?)
Grizzly Cyberdemon (algo+, sfest?)
Cyberdemon Lord of Deimos (algo+, sfest?) (a healthier clone of Grizzly Cyberdemon)
Duke (algo+, sfest-, head+, fatal+, pain2-, <raising>-)
Imp (algo+, sfest+, head+, leg-, dying?, pain2?, duck+, aim2-)
Knight (algo+, sfest+, head?, dying?, pain2?, duck?, aim2-)
Labguy(algo?, sfest?, head?, leg-, pain2?)
Lost soul (algo?, sfest?, head?)
Mancubus (algo+, sfest+, head+, pain2?, aim2-) 
Motherdemon -- assessing the necessity
Nazi (sfest?, head?, pain2?)
Mastermind (algo?, sfest?, zblood-)
Unmaker Mastermind (algo+, sfest?)
Annihilator Mastermind (algo+, sfest?)
Great Mastermind Invasion Leader (algo+) (a healthier clone of Annihilator Mastermind)
Mummy (algo?, sfest?, head?, pain2?, fatal-) 
Pain elemental (sfest?, avoid?, duck?)
Pinky (algo?, sfest?, dying?)
Revenant (algo+, sfest+, head?, pain2?, duck?, aim2-, zblood-)
Shotgunner (algo+, repl+, dying?, sfest?, head?, pain2?, leg-, aim2-)
SMG sergeant (algo+, sfest?, head?, pain2?, dying?, leg-, aim2-)
Spectre (sfest?)
Volcabus (algo?, sfest?, head?, pain2?) 
Zombieman (algo+, sfest?, head?, leg-, dying?, repl+, aim2-, pain2-)
Pistol zombie (algo-, sfest?, head?, leg-, pain2-)
Evil marine/nazi spawner (repl?)
Evil marine rifle (algo?, sfest?, head-, fatal?, pain2-, avoid-, duck-)
Evil marine easy (algo?, sfest?, head-, pain2-, avoid-, duck-)
Evil marine plasma (algo?, sfest?, head-, fatal?, pain2-)
Evil marine shotgun -- not yet created
Evil marine super shotgun -- not yet created
Evil marine minigun -- not yet created
Evil marine berserk punch -- not yet created
Evil marine chainsaw -- not yet created
Evil marine rocket launcher -- not yet created
Evil marine bfg -- not yet created




































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