//Kill it with fire

actor GenericBurningGuy
{   Radius 1
    Height 1
    +NOTELEPORT
    +MOVEWITHSECTOR
    Mass 1000
    Health 100
States    {
    Spawn:
       TNT1 A 0 BRIGHT
       TNT1 A 0 A_Jump(128, "Spawn2")
       TNT1 A 0 A_PlaySound("DSFDTHE")
       BUR2 A 1 BRIGHT
       BUR2 AABBCCDDEE 3 BRIGHT A_CustomMissile ("BurnParticles", 36, 0, random (0, 180), 2, random (0, 180))
       BURN FFGGHH 3 BRIGHT A_CustomMissile ("BurnParticles", 36, 0, random (0, 180), 2, random (0, 180))
       BURN IIJJKKLL 3 BRIGHT A_CustomMissile ("BurnParticles", 28, 0, random (0, 180), 2, random (0, 180))
       BURN MMN 3 BRIGHT A_CustomMissile ("BurnParticles", 32, 0, random (0, 180), 2, random (0, 180))
       BURN NOOPP 3 BRIGHT A_CustomMissile ("BurnParticles", 22, 0, random (0, 180), 2, random (0, 180))
       BURN QQ 3 BRIGHT A_CustomMissile ("BurnParticles", 18, 0, random (0, 180), 2, random (0, 180))
       TNT1 A 0 A_PlaySound("DSFDTHE")
       BURN RRSSTTSSRRSSTTSSRRSSTTRRSSTTSSRRSSTTSSRRSSTTSSTT 3 BRIGHT A_CustomMissile ("SmallBurnParticles", 12, 0, random (0, 180), 2, random (0, 180))
       BURN UU 3 BRIGHT A_CustomMissile ("BurnParticles", 12, 0, random (0, 180), 2, random (0, 180))
       BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 9 A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 360), 2, random (90, 110))
       BURN V -1


    Spawn2:
       TNT1 A 0 BRIGHT
       TNT1 A 0 A_PlaySound("DSFDTHG")
       TNT1 A 0 BRIGHT
       BUR2 A 1 BRIGHT
       BUR2 AABBCCDDEE 3 BRIGHT A_CustomMissile ("BurnParticles", 36, 0, random (0, 180), 2, random (0, 180))
       BURN FFGGHH 3 BRIGHT A_CustomMissile ("BurnParticles", 36, 0, random (0, 180), 2, random (0, 180))
       BURN IIJJKKLL 3 BRIGHT A_CustomMissile ("BurnParticles", 28, 0, random (0, 180), 2, random (0, 180))
       BURN MMN 3 BRIGHT A_CustomMissile ("BurnParticles", 32, 0, random (0, 180), 2, random (0, 180))
       BURN NOOPP 3 BRIGHT A_CustomMissile ("BurnParticles", 22, 0, random (0, 180), 2, random (0, 180))
       BURN QQ 3 BRIGHT A_CustomMissile ("BurnParticles", 18, 0, random (0, 180), 2, random (0, 180))
       TNT1 A 0 A_PlaySound("DSFDTHG")
       BURN RRSSTTSSRRSSTTSSRRSSTTRRSSTTSSRRSSTTSSRRSSTTSSTT 3 BRIGHT A_CustomMissile ("SmallBurnParticles", 12, 0, random (0, 180), 2, random (0, 180))
       BURN UU 3 BRIGHT A_CustomMissile ("BurnParticles", 12, 0, random (0, 180), 2, random (0, 180))
       BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 9 A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 360), 2, random (90, 110))
       BURN V -1
       Stop}}


ACTOR BurnParticles
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    Speed 0
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    +NODAMAGETHRUST
    +NOCLIP
    DamageType Burn
    States
    {
	Spawn:
		TNT1 A 0
        XDT3 A 0 A_Explode(5,30)
		TTRB A 0 bright A_CustomMissile ("PlasmaSmoke", 0, 0, random (0, 360), 2, random (60, 130))
		TTRB A 0 bright A_CustomMissile ("FlameTrails", 0, 0, random (0, 360), 2, random (60, 130))
		stop
    }
}

ACTOR SmallBurnParticles: BurnParticles
{
	DamageType Burn
    States
    {
	Spawn:
		TNT1 A 0
        XDT3 A 0 A_Explode(2,30)
		TTRB A 0 bright A_CustomMissile ("PlasmaSmoke", 0, 0, random (0, 360), 2, random (60, 130))
		TTRB A 0 bright A_CustomMissile ("SmallFlameTrails", 0, 0, random (0, 360), 2, random (60, 130))
		stop
    }
}




actor BurningZombie
{   Radius 1
    Height 1
    +NOTELEPORT
    +MOVEWITHSECTOR
    Mass 1000
    Health 100
States    {
    Spawn:
       TNT1 A 0 BRIGHT
       TNT1 A 0 A_PlaySound("BURNZOM")
       BUR2 A 1 BRIGHT
       BUR2 AABBCCDDEE 3 BRIGHT A_CustomMissile ("BurnParticles", 36, 0, random (0, 180), 2, random (0, 180))
       BURN FFGGHH 3 BRIGHT A_CustomMissile ("BurnParticles", 36, 0, random (0, 180), 2, random (0, 180))
       BURN IIJJKKLL 3 BRIGHT A_CustomMissile ("BurnParticles", 28, 0, random (0, 180), 2, random (0, 180))
       BURN MMN 3 BRIGHT A_CustomMissile ("BurnParticles", 32, 0, random (0, 180), 2, random (0, 180))
       BURN NOOPP 3 BRIGHT A_CustomMissile ("BurnParticles", 22, 0, random (0, 180), 2, random (0, 180))
       BURN QQ 3 BRIGHT A_CustomMissile ("BurnParticles", 18, 0, random (0, 180), 2, random (0, 180))
       TNT1 A 0 A_PlaySound("BURNZOM")
       BURN RRSSTTSSRRSSTTSSRRSSTTRRSSTTSSRRSSTTSSRRSSTTSSTT 3 BRIGHT A_CustomMissile ("SmallBurnParticles", 12, 0, random (0, 180), 2, random (0, 180))
       BURN UU 3 BRIGHT A_CustomMissile ("BurnParticles", 12, 0, random (0, 180), 2, random (0, 180))
       BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 9 A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 360), 2, random (90, 110))
       BURN V -1
       Stop}}
	   
	   
	   
	   
	   
	   









actor DesintegratedHuman
{   Radius 1
    Height 1
    +NOTELEPORT
    +MOVEWITHSECTOR
    Mass 1000
    Health 100
	Scale 0.7
States    {
    Spawn:
	   TNT1 AAAAAAA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
	   TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
       ID50 ABCDEF 7
       ID50 GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 13 A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 360), 2, random (90, 110))
       ID50 G -1
       Stop
	  }}
	  
	  
	  
	  
	  
	  
	  
	  
	  
	  
	  
	  
	  
	  
actor BurningImp
{   Radius 1
    Height 1
    +NOTELEPORT
    +MOVEWITHSECTOR
    Mass 1000
    Health 100
States    {
    Spawn:
		IZD4 CCC 2 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 DDD 2 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 CCC 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 DDD 2 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 CCC 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 DDD 2 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 CCC 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 DDD 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 CCC 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 DDD 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 CCC 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 DDD 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
				IZD4 CCC 2 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 DDD 2 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 CCC 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 DDD 2 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 CCC 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 DDD 2 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 CCC 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 DDD 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 CCC 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 DDD 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 CCC 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 DDD 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		
		TROO LLLL 2 A_CustomMissile ("FlameTrails", 25, 0, random (0, 360), 2, random (50, 130))
		
        
		TNT1 A 0 A_Playsound("props/redfire")
		BOSB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 2 A_CustomMissile ("FlameTrails", 15, 0, random (0, 360), 2, random (50, 130))
        BOSB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 20 A_CustomMissile ("SmallSmoke", 25, 0, random (0, 360), 2, random (70, 110))
        BOSB F -1
		
    Stop
	}
}




actor BurningDemon
{   Radius 22
    Height 52
    +NOTELEPORT
	+SHOOTABLE
    +MOVEWITHSECTOR
	+SOLID
	PainChance 0
	Speed 15
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Shrapnel", 0.3
	damagefactor "Fire", 0.0
	damagefactor "Flames", 0.0
	damagefactor "Burn", 0.0
	damagefactor "SSG", 5.0
	damagefactor "Explosive", 5.0
	damagefactor "ExplosiveImpact", 2.0
    Mass 1000
    Health 100
States    {
    Spawn:
		CRB7 M 3 A_Wander
		TNT1 A 0 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		CRB7 N 3 A_Wander
		TNT1 A 0 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		CRB7 O 3 A_Wander
		TNT1 A 0 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		CRB7 P 3 A_Wander
		TNT1 A 0 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		
		TNT1 A 0 A_playsound ("demon/pain")
		
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 30, "GotoDeath")
		Loop
		
	GotoDeath:
	TNT1 A 0
	Goto Death
		
		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
		TNT1 A 0 A_playsound ("demon/death")
        CRB7 QQQQ 2 A_CustomMissile ("FlameTrails", 45, 0, random (0, 360), 2, random (50, 130))
		CRB7 RRRR 2 A_CustomMissile ("FlameTrails", 30, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_Playsound("props/redfire")
		CARB JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 2 A_CustomMissile ("FlameTrails", 25, 0, random (0, 360), 2, random (50, 130))
        CARB JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 20 A_CustomMissile ("SmallSmoke", 35, 0, random (0, 360), 2, random (70, 110))
        CARB J -1
        Stop
	XDeath:
	Death.SSG:
	Death.Explosive:
	TNT1 A 0 A_NOBlocking
	TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
	TNT1 AA 0 A_CustomMissile ("XDeathBurnedDemonArm", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeathBurnedDemonLeg", 32, 0, random (0, 360), 2, random (0, 160))
    TNT1 AA 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("MuchMeatDeath", 35, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAA 0 A_CustomMissile ("BurningFlyingMeatPiece", 64, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
    Stop
	}
}














ACTOR DyingZombiemanInFlames
{
    Radius 12
    Height 30
    Speed 5
	Health 20
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	+SHOOTABLE
    +FLOORCLIP
	//+NOBLOCKMAP
    +LOOKALLAROUND
	+FRIGHTENED
	-SOLID
	damagefactor "Burn", 0.0
	damagefactor "Fire", 0.0
	damagefactor "Flames", 0.0
    States
    {

    Spawn:
	TNT1 A 0
	TNT1 A 0 A_Playsound("BurnZom")
	ZMAB A 1 A_Look
	Loop
    See:
		ZMAB A 5 A_Chase
		TNT1 A 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        ZMAB A 5 A_Chase
		TNT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		
		ZMAB B 5 A_Chase
		TNT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        ZMAB B 5 A_Chase
		TNT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))

	    TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 15, "GotoDeath")
		Loop
		
	GotoDeath:
	TNT1 A 0
	Goto Death
		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
		TNT1 A 0 A_Pain
		TNT1 A 0 A_SpawnItem ("DeadZombiemanMinorHead")
		Stop
    Crush:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        CRS2 A 5
        CRS2 A -1
        Stop
	
	Death.Stomp:
	Death.SSG:
	XDeath:
	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 AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
	TNT1 AA 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 0 ACS_Execute(477, 0, 0, 0, 0)
	TNT1 A 1 A_XScream
    TNT1 A 1 A_NoBlocking
	TNT1 A -1
	Stop
	}
}



ACTOR DyingSergeantNoLegInFlames
{
    Radius 12
    Height 30
    Speed 5
	Health 20
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	+SHOOTABLE
    +FLOORCLIP
	//+NOBLOCKMAP
    +LOOKALLAROUND
	+FRIGHTENED
	-SOLID
	damagefactor "Burn", 0.0
	damagefactor "Fire", 0.0
	damagefactor "Flames", 0.0
    States
    {

    Spawn:
	TNT1 A 0
	TNT1 A 0 A_Playsound("BurnZom")
	ZMAB A 1 A_Look
	Loop
    See:
		SMAM A 5 A_Chase
		TNT1 A 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        SMAM A 5 A_Chase
		TNT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		
		SMAM B 5 A_Chase
		TNT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        SMAM B 5 A_Chase
		TNT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))

	    TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 15, "GotoDeath")
		Loop
		
	GotoDeath:
	TNT1 A 0
	Goto Death
		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
		TNT1 A 0 A_Pain
		TNT1 A 0 A_SpawnItem ("DeadZombiemanMinorHead")
		Stop
    Crush:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        CRS2 A 5
        CRS2 A -1
        Stop
	
	Death.Stomp:
	Death.SSG:
	XDeath:
	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 AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
	TNT1 AA 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 0 ACS_Execute(477, 0, 0, 0, 0)
	TNT1 A 1 A_XScream
    TNT1 A 1 A_NoBlocking
	TNT1 A -1
	Stop
	}
}