Actor ZombiemanAmmo : Inventory
{
inventory.maxamount 20
}

Actor TypeZombieman : Inventory
{
inventory.maxamount 1
}

ACTOR AlertAfterDeath
{
Radius 1
Height 1
+NOCLIP
States
{
TNT1 A 5
TNT1 A 1 A_AlertMonsters
TNT1 A 1
Stop
}}


ACTOR Zombie_Man: ZombieMan Replaces ZombieMan
{
	Game Doom
	Health 30
	Radius 16
	Height 44
    Speed 6
	FastSpeed 10
	PainChance 200
	PainChance "Kick", 255
	PainChance "Melee", 255
	PainChance "Taunt", 255
	PainChance "MonsterKnocked", 255
	damagefactor "Fatality", 0.5
	damagefactor "HelperMarineFatallity", 3.0
	damagefactor "SuperPunch", 0.5
	damagefactor "Saw", 0.15
	damagefactor "Avoid", 0.0
	PainChance "ExplosiveImpact", 255
	Monster
	+FLOORCLIP
    +MISSILEMORE
	
    Scale 0.98
	MaxStepHeight 24
	MaxDropOffHeight 32
    BloodType "NashGore_Blood", "BloodSPlatterReplacer", "SawBlood"
	SeeSound "grunt/sight"
	AttackSound "weapons/rifle"
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	ActiveSound "grunt/active"
    damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Kick", 0.3
    damagefactor "MinorHead", 2.0
	damagefactor "Head", 2.0
	damagefactor "Shrapnel", 0.4
	damagefactor "ExplosiveImpact", 0.6
	DropItem "Rifle"
	Obituary "%o has been gunned down by a Zombie Soldier."
	damagefactor "Taunt", 1.0
	States
	{
    Spawn:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("SKZombieman", 1)
		TNT1 A 0 A_GiveInventory("TypeZombieMan", 1)
		TNT1 A 0 A_TakeInventory("ZombiemanAmmo", 20)
		TNT1 A 0 A_GiveInventory("ZombieManAmmo", random(1,10))
		POSS B 1
	Goto Stand
	
	Stand:
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		POSS B 10 A_Look
		POSS A 0 A_CheckSight("Stand2")
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		POSS Z 10 A_Look
		
		Loop
	Stand2:
		POSS B 1 A_Look
		Goto Spawn
	See:
		TNT1 A 0 A_TakeInventory("SKZombieman", 1)
		
        TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 10, 0, 0)
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		
		POSS AA 2 A_Chase
		TNT1 A 0 A_Recoil(-1)
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		POSS BB 2 A_Chase
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		POSS DD 2 A_Chase
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		POSS CC 2 A_Chase
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		POSS DD 2 A_Chase
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		POSS BB 2 A_Chase
		Loop
		
	Pain.Taunt:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, "SpecialAttack")
		POSS B 0 A_Pain
		TNT1 A 0 A_ChangeFlag("FASTER", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
		TNT1 A 0 A_PlaySound("grunt/sight")
		POSS B 1 A_FaceTarget
		POSS B 10
		TNT1 A 0 A_GiveInventory("Enraged", 1)
		TNT1 A 0 A_PlaySound("grunt/sight", 1)
		Goto SpecialAttack
		
	Missile:
		TNT1 A 0 A_TakeInventory("SKZombieman", 1)
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, "SpecialAttack")
        TNT1 A 0 A_Jump(48,"SpecialAttack") //48 out of 255 chance to do a special attack

        TNT1 A 0 A_GiveInventory("ZombieManAmmo", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		POSS E 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		POSS E 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		POSS F 6 BRIGHT A_CustomMissile("ZombieManTracer", 32, 0, random(-8, 8), 0, random(-3, 3))
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		POSS E 6 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")
        Goto See

    //Three shoot attack
    SpecialAttack:
		TNT1 A 0 A_GiveInventory("ZombieManAmmo", 5)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		POSS E 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		POSS E 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		POSS F 6 BRIGHT A_CustomMissile("ZombieManTracer", 38, 0, random(-8, 8), 0, random(-3, 3))
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		POSS E 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		POSS F 6 BRIGHT A_CustomMissile("ZombieManTracer", random(30, 42), 0, random(-9, 9), 0, random(-4, 6))
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		POSS E 6 A_FaceTarget
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		POSS F 6 BRIGHT A_CustomMissile("ZombieManTracer", 38, 0, random(-10, 10), 0, random(-3, 3))
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		POSS E 6 A_FaceTarget
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		POSS F 6 BRIGHT A_CustomMissile("ZombieManTracer", random(30, 42), 0, random(-9, 9), 0, random(-4, 6))
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		POSS E 6 A_FaceTarget
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		POSS F 6 BRIGHT A_CustomMissile("ZombieManTracer", random(30, 42), 0, random(-9, 9), 0, random(-4, 6))
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		POSS E 6
        TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")
        Goto See
  Reload:
		TNT1 A 0 A_TakeInventory("ZombieManAmmo", 20)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        POSS E 3
		POSS E 1 A_CustomMissile("EmptyClipSpawn", 38, 0, random(-11, 11), 0)
        TNT1 A 0 A_PlaySound("Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        ID12 A 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        ID12 A 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        ID12 B 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        ID12 C 10
        TNT1 A 0 A_PlaySound("CLIPIN")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        ID12 D 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        POSS A 10
        Goto See

   //Currently unused. Used to make the enemy rolls left or right when hit by a rocket alert actor.
   Pain.Avoid:
	    TNT1 A 0
	    TNT1 A 0 A_Jump(255, "AvoidLeft", "AvoidRight")
        Goto AvoidLeft
	  
   AvoidLeft:
	    POSS A 1 A_FaceTarget
	    TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)
        ZRO2 ABCDEFGH 2 A_FaceTarget
        Goto Missile
	AvoidRight:
	    POSS A 1 A_FaceTarget
	    TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)
        ZRO1 ABCDEFGH 2 A_FaceTarget
        Goto Missile

   //If the monster is hit by the "Killme" damage (which is "exploded" by the captured marine), automatically start firing at the target.
    Pain.KillMe:
        TNT1 A 0
        Goto Missile
	//Emergency manuever in case the monster gets killed by an "alerter" actor	
    Death.KillMe:
    Death.Taunt:
    Death.Avoid:
	    TNT1 A 0
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
        TNT1 A 0 A_SpawnItem("Zombie_Man")
		TNT1 A 0
        Stop

	Pain:
	    TNT1 A 0 A_TakeInventory("SKZombieman", 1)
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 6)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		TNT1 A 0 A_CustomMissile ("Nashgore_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
	    POSS G 3
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		POSS G 3 A_Pain
	    Goto See
        TNT1 AAAA 0
        TNT1 A 0 A_Pain
        ID11 FRRRQ 10
        TNT1 A 0 A_TakeInventory("IsDown", 1)
        Goto See

        Pain.Melee:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SKZombieMan", 1, "StealthKill")
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 6)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
	    POSS G 3
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		POSS G 3 A_Pain
		Goto See
        TNT1 AAAA 0
        TNT1 A 0 A_Pain
        ID11 FRRRQ 10
		TNT1 A 0 A_TakeInventory("SKZombieman", 1)
        TNT1 A 0 A_TakeInventory("IsDown", 1)
        Goto See
	
	Pain.ExtremePunches:
	Pain.ExplosiveImpact:
	Pain.Explosive:
	     TNT1 A 0
	     TNT1 A 0 A_Pain
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		 TNT1 A 0 A_TakeInventory("SKZombieman", 1)
         TNT1 A 0 A_GiveInventory("IsDown", 1)
         TNT1 A 0 ThrustThingZ(0,40,0,1)
         ID11 EF 8
		 Goto FallingAfterImpact
			
    Pain.Kick:
         TNT1 A 0
         ID11 E 1 A_Pain
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		 TNT1 A 0 A_TakeInventory("SKZombieman", 1)
         TNT1 A 0 A_GiveInventory("IsDown", 1)
         TNT1 A 0 ThrustThingZ(0,30,0,1)
		 ID11 E 1 A_facetarget
         ID11 E 6 ThrustThing(angle*256/360+128, 10, 0, 0)
         ID11 F 8
		 Goto FallingAfterImpact
		
	FallingAfterImpact:
		ID11 F 1 A_GiveInventory ("FallingHeight", 1)
		ID11 F 1 A_CheckFloor ("GetUp")
		NULL A 0 A_JumpIf (momz == 0, "GetUp")
		Loop
		
	GetUp:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 20, "Death.Stomp")
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 14, "FallingSuperDeath")
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 7, "FallingDeath")
		TNT1 A 0 A_TakeInventory("FallingHeight", 100)
		ID11 RRRRRRR 5 A_JumpIf(momz < 0, "FallingAfterImpact")
        TNT1 A 0 A_TakeInventory("IsDown", 1)
		ID11 Q 10
        Goto See
		 
		
	FallingDeath:
		TNT1 A 0
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBLocking
		TNT1 A 0 A_SpawnItem ("Ploft")
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (50, 130))
		ID11 EF 2
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		TNT1 A 0 A_SpawnItem ("DeadZombieman1")
		Stop
	
	FallingSuperDeath:
		TNT1 A 0
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBLocking
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		TNT1 AAA 0 A_SpawnItem ("Ploft")
		Goto Death.ExplosiveImpact+1
	

	 Death.Melee:
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
		TNT1 A 0 A_JumpIfInventory ("SKZombieMan", 1, "StealthKill")
        Death.Kick:
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (8)
        ID11 E 8
		ID11 F 8
		TNT1 A 0 A_SpawnItem("DeadZombieman1")
		Stop

		 
	StealthKill:
		TNT1 A 1
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 A 0 A_GiveToTarget("SKZombieMan", 1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Die("Stealthy")
		TNT1 A 0 A_Fall
		TNT1 A 1
		Stop
	Death.Stealthy:
		TNT1 A 0
		Stop
	
   Death.Down:
		POSS I 0 A_Scream
		POSS J 0 A_NoBlocking
		POSS K 0
        TNT1 A 0 A_SpawnItem ("DeadZombieman1")
        Stop


	Death.Shotgun:
		TNT1 A 0 A_JumpIfCloser(300, "Death.Shotgunontheface")
		Goto Death
		
	Death.Shotgunontheface:	
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_Pain
		POSS H 1 A_FaceTarget
		TNT1 A 0 A_Recoil(12)
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (0, 160))
        Goto Death
 

	Death:
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
        TNT1 A 0
		TNT1 AA 0 A_CustomMissile ("Nashgore_FlyingBlood", 7, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Jump(96, "Death.Arm")
	Death.MinorLeg:
		TNT1 A 0 A_Jump(128, "DeathMirror")
		POSS H 5
		POSS I 5 A_Scream
		POSS J 5 A_NoBlocking
		POSS K 5
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadZombieman1")
		Stop
	
	
	DeathMirror:
	    POSS M 5
		POSS N 5 A_Scream
		POSS O 5 A_NoBlocking
		POSS P 5
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadZombieman1f")
		Stop

     Death.Arm:
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		ZZD2 A 10 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("DyingZombiemanNoArm")
        Stop


        
     Death.Leg:
		TNT1 A 0
		TNT1 A 0 A_Jump(64, "DeathLeg2")
	 Death.Crush:
		TNT1 A 0
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("ZombiemanGotHisLegBlowed")
        Stop
		
	DeathLeg2:	
        TNT1 A 0
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("ZombiemanSacilol")
        Stop
   


    Death.Saw:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 AAAAAA 0 A_CustomMissile ("Instestin", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 42, 0, random (0, 360), 2, random (0, 160))
		ZBLD ABCDE 5
		ZBLD F -1
		Stop
	
	Death.cut:
	Death.HKFT:
        TNT1 A 0
        TNT1 A 0 A_Jump(48, "Death.Arm", "Death")
        Goto Death.Tear

	 Death.cutless:
        TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
        TNT1 A 0 A_Jump(16, "Death")
		TNT1 A 0 A_Jump(16, "Death.Cut")
		Goto Death.Massacre
		
	 Death.Massacre:
        TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Scream
		TNT1 O 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("BrutalizedZombieMan1", 1)
		Stop
		
     Death.LegMassacre:
		TNT1 A 0
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("ZombieLegOnFoot")
		POS7 B 1 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("BrutalizedZombieManLeg")
        Stop

    Death.Tear:
        TNT1 AA 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
  	    TNT1 O 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("RipZombieMan", 0, 0, random (0, 360), 2, random (0, 160))
	    POSX AABCDE 9
        TNT1 A 0 A_SpawnItem ("DeadZombieman_Half")
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		//POSX E -1
		Stop


         
    Death.Eat:
	    TNT1 A 0
		TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("ZombieManFatality",1)
        Stop
		
    Death.Fatality:
	    TNT1 A 0
		TNT1 A 0 A_Pain
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_JumpIfIntargetInventory("FistsSelected", 1, 1)
		Goto Death.ExplosiveImpact
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_Jump(256,"Death.Fatality1", "Death.Fatality1", "Death.Fatality2", "Death.Fatality2", "Death.Fatality3", "Death.Fatality4")
		Goto Death.Fatality1
	
	Death.Fatality1:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("ZombieManFatality", 1)
        Stop
	Death.Fatality2:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("ZombieManFatality2", 1)
        Stop
	Death.Fatality3:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("ZombieManFatality3", 1)
        Stop
	Death.Fatality4:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("ZombieManFatality4", 1)
        Stop	
		
	Death.HelperMarineFatallity:
	    TNT1 A 0
	    TNT1 A 1 A_Pain
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("ZombieManFatality3", 1)
        Stop		
		
    Death.BHFT:
	Death.RVFT:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_Pain
        TNT1 A 0 A_GiveToTarget("ZombieManFatality", 1)
        TNT1 A 0
		Stop

	Death.MinorHead:
	    TNT1 A 0
	    TNT1 A 0 A_Jump (128, "DeathMinorhead2")
	    TNT1 A 0 A_Scream
		POSH U 5 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		POSH V 5
		TNT1 AA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 A 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		POSH W 5 A_NoBlocking
		POSH XY 5
        TNT1 A 0 A_SpawnItem ("DeadZombiemanMinorHead")
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		//POSS L -1
		Stop
		
   DeathMinorHead2:
	    TNT1 A 0
		TNT1 A 0 A_Jump (32, "DeathMinorhead3")
	    TNT1 A 0 A_Pain
		TNT1 A 0 A_CustomMissile ("Brains7", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Teeth", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("TeethNoBounce", 50, 0, random (0, 360), 2, random (0, 160))
		ZZD5 A 6 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		ZZD5 CB 8
		
		TNT1 A 0 A_Scream
		ZZD5 D 6 A_NoBlocking
		
        TNT1 A 0 A_SpawnItem ("DeadZombieManFacingFront")
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		//POSS L -1
		Stop
		
		
	DeathMinorHead3:
	    TNT1 A 0
	    TNT1 A 0 A_Pain
		TNT1 A 0 A_CustomMissile ("Brains7", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Teeth", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("TeethNoBounce", 50, 0, random (0, 360), 2, random (0, 160))
		ZZD5 A 6 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		ZZD5 CB 8
		ZZD5 CBCBCB 12 A_Pain
		DeathMinorHead3Stop:
		TNT1 A 0 A_Scream
		ZZD5 D 6 A_NoBlocking
		
        TNT1 A 0 A_SpawnItem ("DeadZombieManFacingFront")
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		//POSS L -1
		Stop

	Death.head:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
  	    ZMAD B 0 A_XScream
		ZMAD C 0 A_NoBlocking
		
		TNT1 A 0 A_Jump(32, "Deathchickenhead")
		
		ZMAD ABBC 10 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
		ZMAD DE 6
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoHeadFront")
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		//POSH F -1
		Stop
		
 DeathChickenHead:
		
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
						TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
						TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
		
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD ABBC 10 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
		ZMAD DE 6
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoHeadFront")
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		//POSH F -1
		Stop

	Death.decaptate:
        TNT1 A 0
        TNT1 A 0 A_CustomMissile ("XDeathZombieManHead", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		POSH AAA 15 A_CustomMissile ("MuchBlood", 40, 0, random (0, 360), 2, random (0, 160))
		POSH B 9 A_XScream
		POSH C 9 A_NoBlocking
		POSH DE 5
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoHead")
		//POSH F -1
		Stop

    Death.fire:
	Death.Flames:
	Death.Burn:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("BurningZombie")
        Stop
	  
	Death.Desintegrate:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DesintegratedHuman")
		Stop

    Death.Plasma: Death.Plasma2:
		PBR1 A 6 A_Scream
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes1", 32, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes2", 32, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAA 0 A_CustomMissile ("BluePlasmaFireNonStatic", 32, 0, random (0, 360), 2, random (0, 180))
		PBR1 B 6 A_NoBlocking
		PBR1 CDEFGH 6 A_CustomMissile ("Blood", 10, 0, random (0, 360), 2, random (0, 160))
		PBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160))
		PBR1 H -1
		Stop
	
	Death.SuperPlasma:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 AAAA 0 A_CustomMissile ("Nashgore_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))

		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Nashgore_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop
		
		
	Death.GreenFire:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 AAAA 0 A_CustomMissile ("Nashgore_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
		
		EXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("GreenFlameTrails", 50, 0, random (0, 360), 2, random (0, 360))
		XBRN AAAA 2 BRIGHT A_SpawnItem("GreenFlare",0,43)
        Stop

    Death.SuperPunch:
	Death.Blast:
	Death.SSG:
	Death.Railgun:
	    ZZD1 E 1 A_Pain
		ZZD1 E 1 A_FaceTarget
        //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathZombieManHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        ZZD1 EEFFGH 6
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		ZZD1 H -1
        Stop
		
	XDeath:
  	    TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("ZombieXDeath", 2, 0, random (0, 360), 2, random (0, 160))
		Stop
			TNT1 A 0
		TNT1 A 0 A_Recoil(4)
	
	 Death.Stomp:
		TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 A 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 A 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 A 0 A_SpawnItem ("CrushedRemains")
		TNT1 A 1
		TNT1 A 1 A_XScream
		TNT1 A 1 A_NoBlocking
		Stop
	
	Death.ExplosiveImpact:
		TNT1 A 0
		TNT1 A 0 A_Jump(96,"Death.LandMine")
		TNT1 A 0
	Death.ExtremePunches:
	    TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
	    TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ThrustThingZ(0,30,0,1)
	    ID13 AB 5
		ID13 CDEF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		ID13 FFFFFFFFFF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedZombiemanLeg")
		Stop
		
	Death.LandMine:
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("GibHand", 42, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ThrustThingZ(0,50,0,1)
		ID13 A 1 A_Scream
	    ID15 A 9
		ID15 BCD 9 A_CheckFloor("Dead.Landmine")
		ID15 DDDDD 9 A_CheckFloor("Dead.Landmine")
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedZombiemanLeg2")
		Stop
		
	Dead.ExplosiveImpact:
		TNT1 AAAA 0 A_SpawnItem ("Blood")
		TNT1 A 0 A_SpawnItem ("Ploft")
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedZombiemanLeg")
		Stop
		
	Dead.Landmine:
		TNT1 AAAA 0 A_SpawnItem ("Blood")
		TNT1 A 0 A_SpawnItem ("Ploft")
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedZombiemanLeg2")
		Stop
		
		
		
	Raise:
		POSS K 5
		POSS JIH 5
		Goto See
    Crush:
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail8", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
        POSC A 5
        POSC A -1
        Stop
	
	Death.Ice:
	Death.Freeze:
	Death.Frost:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_SpawnItem("FrozenZombieman")
		Stop
	}
}


ACTOR ZombiemanTorso: CurbstompedMarine
{
    Radius 0
    Height 16
    Scale 0.98
	Mass 20
    Health 30
    +SHOOTABLE
    +NOTELEPORT
    +MOVEWITHSECTOR
	-SOLID
	+THRUACTORS
	damagefactor "Crush", 50.0
    damagefactor "Blood", 0.0
    damagefactor "Trample", 0.0
    //+NORADIUSDMG
    States
    {
     Spawn:
        BLUD C 0 A_Recoil (3)
		BLUD C 0 ThrustThing (random(0,255),random(1,5))
		BLUD C 0 ThrustThingZ (0,random(0,50),random(0,1),0)
		TNT1 A 0 A_SetInvulnerable
		GORX A 10
		TNT1 A 0 A_UnSetInvulnerable
		Goto Dead
    
    Dead:
        GORX A 10
        Loop
    Death:
        TNT1 A 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 180), 2, random (0, 180))
        TNT1 A 0 A_CustomMissile ("XDeath2", 0, 0, random (0, 180), 2, random (0, 180))
        TNT1 A 0
        Stop
    Crush:
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail8", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        POSC A 5
        POSC A -1
        Stop
    Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 AAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
		EXPL AAA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop

    }
}

Actor DeadZombieman1: CurbstompedMarine Replaces DeadZombieman
{
    Radius 0
    Height 12
    +SHOOTABLE
    -SOLID
    +MOVEWITHSECTOR
    +CORPSE
    +USESPECIAL
	+FLOORCLIP
	-DONTGIB
	//+DROPPED
	//+SOLID
	+THRUACTORS
	damagefactor "Crusher", 50.0
    Mass 200
    Health 200
    damagefactor "Blood", 0.0
    damagefactor "Trample", 0.0
    damagefactor "Melee", 10.0
    damagefactor "Fatality", 10.0
    damagefactor "Kick", 10.0
	damagefactor "ExplosiveImpact", 10.0
	damagefactor "Crush", 10.0
	damagefactor "BFGSplash", 100.0
	
States
    {
    Spawn:
        POSS L -1
        Stop
	Raise:
		POSS K 1
		POSS JIH 1
        TNT1 A 0 A_SpawnItem ("Zombie_Man", 3)
		Stop
    Death:
	XDeath:
	Crush:
	Death.Crush:
	     TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath3", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 5, 0, random (0, 360), 2, random (0, 160))
		 Stop
    Death.Fatality:
    Death.Melee:
    Death.Kick:
	Death.ExplosiveImpact:
	Death.ExtremePunches:
         TNT1 A 0
         TNT1 A 0 A_Pain
		 TNT1 A 0 A_NoBlocking
         TNT1 A 0 ThrustThingZ(0,15,0,1)
         ID11 EF 6
         TNT1 A 1 A_SpawnItem ("DeadZombieMan1", 5)
         Stop
    }
}

Actor DeadZombieman1F: DeadZombieman1
{
States
    {
    Spawn:
        POSS P -1
        Stop
}
}

Actor DeadZombieMan_NoArm: DeadZombieman1
{Health 200 States{Spawn:
        POS3 E -1
        Stop   
    Death.Fatality:
    Death.Melee:
    Death.Kick:
	Death.ExplosiveImpact:
        TNT1 A 0
        TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,15,0,1)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (1)
        ID11 IJ 8
        TNT1 A 1 A_SpawnItem ("DeadZombieMan_NoArm", 5)
        Stop}}
		
Actor DeadZombieManMinorHead: DeadZombieman1
{Health 200 States{Spawn:
        POSH Z -1
        Stop   
	Death:
		TNT1 A 0 A_SpawnItem("GibsZ")
		TNT1 A 0 A_NoBlocking
  	     TNT1 A 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 5, 0, random (0, 360), 2, random (0, 160))
		 Stop}}

Actor DeadZombieMan_NoLeg: DeadZombieMan_NoArm
{Health 200 States{Spawn:
        POS7 D -1
		Stop    
    Death.Fatality:
    Death.Melee:
    Death.Kick:
	Death.ExplosiveImpact:
         TNT1 A 0
		 TNT1 A 0 A_NoBlocking
         TNT1 A 0
         TNT1 A 0 ThrustThingZ(0,15,0,1)
         TNT1 A 0 A_FaceTarget
         TNT1 A 0 A_Recoil (1)
         ID11 KL 8
         TNT1 A 1 A_SpawnItem ("DeadZombieMan_NoLeg", 5)
         Stop}}






Actor DeadZombieMan_NoHead: DeadZombieMan_NoArm
{Health 200 States{Spawn:
        POSH F -1
        Stop
    Death.Fatality:
    Death.Melee:
    Death.Kick:
	Death.ExplosiveImpact:
         TNT1 A 0
		 TNT1 A 0 A_NoBlocking
         TNT1 A 0
         TNT1 A 0 ThrustThingZ(0,15,0,1)
         TNT1 A 0 A_FaceTarget
         TNT1 A 0 A_Recoil (1)
         ID11 EF 8
         TNT1 A 1 A_SpawnItem ("DeadZombieMan1", 5)
         Stop}}

Actor DeadZombieMan_NoHeadFront: DeadZombieMan_NoArm
{Health 200 States{Spawn:
        ZMAD E -1
        Stop
    Death.Fatality:
    Death.Melee:
    Death.Kick:
	Death.ExplosiveImpact:
         TNT1 A 0
		 TNT1 A 0 A_NoBlocking
         TNT1 A 0
         TNT1 A 0 ThrustThingZ(0,15,0,1)
         TNT1 A 0 A_FaceTarget
         TNT1 A 0 A_Recoil (1)
         ID11 EF 8
         TNT1 A 1 A_SpawnItem ("DeadZombieMan1", 5)
         Stop}}

Actor DeadZombieMan_Half: ZombieManTorso
{Mass 300 Health 200 States{Spawn:
        POSX E -1
        Stop	
      Death:
		 TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AAA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath4", 5, 0, random (0, 360), 2, random (0, 160))
		 Stop
        Death.Cut:
        Death.Cutless:
        Goto Death}}
		



ACTOR VeryFuckedUpBrutalizedZombiemanLeg: CurbstompedMarine
{Health 200 
DamageFactor "ExplosiveImpact", 10.0
States{Spawn:
        ID13 G -1
        Stop
	Death.ExplosiveImpact:	
		TNT1 A 0 ThrustThingZ(0,30,0,1)
	    ID13 ABCDEF 5
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedZombiemanLeg")
		Stop
		  
		  Stop}}
		  
ACTOR VeryFuckedUpBrutalizedZombiemanLeg2: VeryFuckedUpBrutalizedZombiemanLeg
{Health 200 States{Spawn:
        ID15 E -1
        Stop}}

	   
ACTOR StompedZombieman: DeadZombieman_NoHead
{Health 200 States{Spawn:
        01CB F -1
        Stop	Death:
		 TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AAA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 5, 0, random (0, 360), 2, random (0, 160))
          Stop}}
		  



Actor DeadZombieMan_NoArmFront: DeadZombieMan_NoArm
{States{Spawn:
        ZZD3 D -1
        Stop   }}	
		
		
Actor DeadZombieManFacingFront: DeadZombieMan1
{States{Spawn:
        FPZ2 J -1
        Stop   }}
		
Actor DeadZombieManFatality3: DeadZombieMan1
{States{Spawn:
        FPZ3 S -1
        Stop   }}		
		
		
		