// Here is where all the shit started.
// Not every gib pieces are included here. Some of them are inserted in their
// specific monster lumps. I was about to create a GORE4 lump, but that would
// just mess the things even more.

//Gib pieces.

actor BigGibBase
{   Radius 12
    Height 10
    +SHOOTABLE
	-CLIENTSIDEONLY
    -SOLID
    +NOTELEPORT
    +MOVEWITHSECTOR
	+DONTSPLASH
	+NOBLOCKMONST
    damagefactor "Plasma", 99000.0
    Mass 1000
    Health 100
    damagefactor "Blood", 0.0
    damagefactor "Trample", 2.0
States    {
    Spawn:
TNT1 A 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop 
    Death:
  	    TNT1 AAAA 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 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.plasma:
        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
    Death.Trample:
	Crush:
        TNT1 AAAAAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        CRS1 A 5
        CRS1 A -1
        Stop}}

actor LimbBase: BigGibBase
{   Radius 6
    Height 4
    Mass 100
    Health 20
    +FORCEXYBILLBOARD
	+DONTSPLASH
	+SHOOTABLE
	-CLIENTSIDEONLY
	+NOBLOCKMONST
    DeathSound "misc/xdeath4"
    damagefactor "Blood", 0.0
    //damagefactor "Plasma", 99000.0
    damagefactor "Trample", 2.0
	damagefactor "Kick", 9.0
	damagefactor "Explosive", 0.1
damagefactor "Melee", 9.0
damagefactor "SuperPunch", 9.0
States    {
    Spawn:
TNT1 A 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop 
    Death:
  	    TNT1 AAAAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 180), 2, random (0, 180))
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        XDT3 BCDEFGH 3		
        Stop}}

ACTOR TinyGib
{
    Radius 8
    Height 8
	Speed 6
	Mass 1
    gravity 0.5
    Scale 0.8
	Decal BrutalBloodSuper
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
    +MISSILE
    +FORCEXYBILLBOARD
	+DONTSPLASH
	+NOBLOCKMONST
    seesound "bloood"
    deathsound "bloood"
    States
    {
    Spawn:
        TNT1 A 1
		Loop
    }
}



actor BloodTrails
{
Decal BrutalBloodSplat
 game Doom
	Alpha 0.4
+FORCEXYBILLBOARD
+GHOST
+NOBLOCKMAP
Gravity 0.05
+NOCLIP
  +DontSplash
-EXPLODEONWATER
-ALLOWPARTICLES 
+CLIENTSIDEONLY
-NOGRAVITY
Scale 1.2
 states
 {
  Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        //BLER GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_FadeOut(0.01)
        TNT1 AAAAAA 0 A_CustomMissile ("BloodTr255G", 0, 0, random (0, 360), 2, random (0, 180))
        //BLOD A 0 A_SpawnItem ("Big_Blood", 0, 10)
        stop
 }
}


// Blood trails spawned by FlyingBlood
actor NashGore_FlyingBloodTrail8
{
 game Doom
 scale 0.70
 mass 1
   Decal BrutalBloodSuper
 +LOWGRAVITY
 +NOTELEPORT
 +NOBLOCKMAP
+NOCLIP
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
-DONTSPLASH
+MISSILE
-NOGRAVITY
Speed 3
 states
 {
  Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
  BTRL A 8
  BTRL B 8
  BTRL C 8
  BTRL D 8
  stop

	Splash:
        BLOD A 0
        stop

 }
}

Actor GreenBloodTrail
{
-NOGRAVITY
+NOCLIP
radius 16
height 16
gravity 0.5
Scale 1.5
 translation "168:191=112:127","16:47=120:127"
+FORCEXYBILLBOARD
 +NOBLOCKMAP
states
	{
	Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		TNT1 A 0
		TNT1 A 0 Thing_ChangeTid(0,386)
		TNT1 A 0 A_customMissile("GreenFlyingBlood",random(0,8),0,random(-160,200),2,random(5,80))
		BLOD ABCD 2
		stop
    Splash:
        TNT1 A 0
        Stop
	}
}


Actor BlueBloodTrail
{
-NOGRAVITY
+NOCLIP
radius 16
height 16
gravity 0.5
Scale 1.5
translation "168:191=192:207","16:47=240:247"
decal CacoBloodSplat
+FORCEXYBILLBOARD
states
	{
	Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		TNT1 A 0
		TNT1 A 0 Thing_ChangeTid(0,386)
		BLOD ABCD 2
		stop
    Splash:
        TNT1 A 0
        Stop
	}
}



ACTOR XDeath1
{
    Radius 8
    Height 8
    Speed 10
    Scale 1.2
	Mass 1
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +RIPPER
    +BLOODLESSIMPACT 
	+DONTSPLASH
damagetype Blood
    SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath1"
	Decal BrutalBloodSplat
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        XDT1 ABCD 3 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        Loop
    Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        XDT1 EFGHIJKL 5
        Stop
        TNT1 A 1
     Splash:
        TNT1 A 0
        Stop
    }
}

ACTOR XDeath2: XDeath1
{
    +CLIENTSIDEONLY
    Speed 10
	Gravity 0.4
    DeathSound "misc/xdeath2"
	Decal BrutalBloodSuper
    Scale 0.7
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        XME1 ABCD 3 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        Loop
    Death:
        TNT1 AAAAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 180), 2, random (0, 180))
        //TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        XME1 E -1
        Stop
    Splash:
        TNT1 A 1
		XME1 E -1
        Stop
    }
}


ACTOR XDeath2b: XDeath2
{
Speed 4
}

ACTOR XDeath3: XDeath2
{
    SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath3"
	Decal BrutalBloodSuper
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        XME2 ABCD 3 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        Loop
    Death:
        TNT1 AAAAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 180), 2, random (0, 180))
        //TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        XME2 E -1
        Stop
    Splash:
        TNT1 A 1
		XME2 E -1
        Stop
    }
}

ACTOR XDeath3b: XDeath3
{
Speed 4
}

ACTOR XDeath4: XDeath2
{
    SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath3"
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        XME3 ABCD 3 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        Loop
    Death:
        TNT1 AAAAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 180), 2, random (0, 180))
        //TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        XME3 E -1
        Stop
    Splash:
        TNT1 A 1
		XME3 E -1
        Stop
    }
}


ACTOR XDeath5: XDeath2
{
    SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath3"
	Scale 1.1
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        XME5 ABCD 3 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        Loop
    Death:
        TNT1 AAAAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 180), 2, random (0, 180))
        //TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        XME5 E -1
        Stop
    Splash:
        TNT1 A 1
		XME5 E -1
        Stop
    }
}

ACTOR XDeathGuts: XDeath2
{
    Scale 1.1
    SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath3"
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        XME4 AAAABBBBCCCCDDDD 2
        Loop
    Death:
        TNT1 AAAAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 180), 2, random (0, 180))
        //TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        XME4 E -1
        Stop
    Splash:
        TNT1 A 1
		XME4 E -1
        Stop
    }
}


ACTOR GoreSound: XDeath2
{
    SeeSound "misc/xdeath4"
    DeathSound "none"
    Decal "None"
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        TNT1 A 2
        Loop
    Death:
        TNT1 BCDE 1
        Stop
        Splash:
        TNT1 A 1
        Stop
    }
}


ACTOR ShakeShakeShake: XDeath2
{
    SeeSound "none"
    DeathSound "none"
    Decal "None"
    Gravity 1.0
    Speed 1
    States
    {
    Spawn:
        TNT1 A 5
        Goto Death
    Death:
        TNT1 A 1
	    EXPL A 0 Radius_Quake (4, 24, 0, 15, 0)
        TNT1 A 20
        Stop
    }
}

//ACTOR XDeathMarineHead
//{
//    Radius 8
 //   Height 8
 //   Speed 16
	//Mass 6
	//BounceFactor 0.5
//	+DOOMBOUNCE
  //  +NOBLOCKMAP
//	+MISSILE
 //   +NOTELEPORT
 //   +DONTSPLASH
 //   +MOVEWITHSECTOR
  //  DeathSound "misc/xdeath1"
//	Decal BrutalBloodSuper
  //  States
  //  {
  //  Spawn:
	//    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
   //     MHEA A 15 A_CustomMissile("BloodTrail",0,0,180,2)
    //    Loop
   // Death:
   //     MHEA A -1
    //    Stop
 //   }
//}












/////////////////
//ARMS
/////////////////


ACTOR XDeathArm1
{
    Radius 8
    Height 8
    Scale 0.8
	Speed 8
	Mass 1
    gravity 0.5
	Decal BrutalBloodSuper
	BounceFactor 0.4
	+DOOMBOUNCE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
    +MISSILE
    seesound "bloood"
    deathsound "bloood"
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		XARM ABCD 6 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    XDT5 I 1
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        XDT5 I 1 A_SpawnItem("Gib_Arm",0,0,0,1)
        Stop
    }
}

actor Gib_Arm: LimbBase
{
    Scale 0.8
    States
    {
    Spawn:
XDT5 I 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop
    Death.plasma: Death.Burn: Death.Flames:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("GibHand", 0, 0, random (0, 180), 2, random (0, 180))
    TNT1 A 0 A_CustomMissile ("GibArmPart", 0, 0, random (0, 180), 2, random (0, 180))
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    XDT5 II 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathArm1Kicked", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
}}

ACTOR XDeathArm1Kicked: XDeathArm1
{
+ACTIVATEMCROSS
+ACTIVATEIMPACT
+CANUSEWALLS
}

actor GibArmPart: TinyGib
{
    Scale 0.8
    States
    {
Spawn:
XDT5 Z 1
       Loop
    Death:
XDT5 Z 1
       Loop
}}

actor GibHand: TinyGib
{
    Scale 0.8
    States
    {
Spawn:
XDT5 Y 1
       Loop
    Death:
XDT5 Y 1
       Loop
}}


ACTOR XDeathArm2: XDeathArm1
{
	Speed 10
}


ACTOR XDeathBullArm1: XDeathArm1
{
    Scale 1.1
    Speed 9
	Gravity 0.4
	BounceFactor 0.6
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		HND8 ABCDEFGH 5 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
    Death.plasma: Death.Burn: Death.Flames:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedDemonArm", 32, 0, random (0, 360), 2, random (0, 160))        Stop
	Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    HND8 A 0
        HND8 A 0 A_SpawnItem("Gib_DemonArm",0,0,0,1)
        Stop
    }
}


ACTOR XDeathDemonArm: XDeathBullArm1
{
    Scale 1.1
}

actor Gib_DemonArm: LimbBase
{
    Scale 1.1
    States
    {
    Spawn:
HND8 A 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("GibDemonHand", 0, 0, random (0, 180), 2, random (0, 180))
    TNT1 A 0 A_CustomMissile ("GibDemonArmPart", 0, 0, random (0, 180), 2, random (0, 180))
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    HND8 AA 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathBullArm1Kicked", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
}}


ACTOR XDeathBullArm1Kicked: XDeathBullArm1
{
+ACTIVATEMCROSS
+ACTIVATEIMPACT
+CANUSEWALLS
}

actor GibDemonArmPart: TinyGib
{
    Scale 1.1
    States
    {
Spawn:
HND8 Z 1
       Loop
    Death:
HND8 Z 1
       Loop
}}

actor GibDemonHand: TinyGib
{
    Scale 0.8
    States
    {
Spawn:
HND8 Y 1
       Loop
    Death:
HND8 Y 1
       Loop
}}






ACTOR XDeathImpArm: XDeathArm1
{
    Scale 1.1
    Speed 8
	Gravity 0.4
	BounceFactor 0.6
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		HND4 ABCDEFGH 5 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
    Death.plasma:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedImpArm", 32, 0, random (0, 360), 2, random (0, 160))        Stop
	Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    HND4 A 1
        HND4 A 0 A_SpawnItem("Gib_ImpArm",0,0,0,1)
        Stop
    }
}

actor Gib_ImpArm: LimbBase
{
    Scale 1.1
    States
    {
    Spawn:
        HND4 A 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop
Death.plasma: Death.Burn: Death.Flames:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedImpArm", 32, 0, random (0, 360), 2, random (0, 160))        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("GibImpHand", 0, 0, random (0, 180), 2, random (0, 180))
    TNT1 A 0 A_CustomMissile ("GibImpArmPart", 0, 0, random (0, 180), 2, random (0, 180))
Stop
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    HND4 AA 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathImpArm", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
}}

actor GibImpArmPart: TinyGib
{
    Scale 1.1
    States
    {
Spawn:
        HND4 Z 1
       Loop
    Death:
        HND4 Z 1
       Loop
}}

actor GibImpHand: TinyGib
{
    Scale 0.8
    States
    {
Spawn:
        HND4 Y 1
       Loop
    Death:
        HND4 Y 1
       Loop
}}





/////////////////////
//LEGS
/////////////////////

ACTOR XDeathZombieLeg: XDeathArm1
{
    Scale 1.1
    Speed 8
	Gravity 0.4
	BounceFactor 0.6
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		LEG1 ABCDEFGH 5 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    LEG1 E 1 A_SpawnItem("Gib_ZombieLeg1",0,0,0,1)
        Stop
    }
}


actor Gib_ZombieLeg1: LimbBase
{
    Scale 1.1
    States
    {
    Spawn:
LEG1 E 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop
    Death.plasma:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("GibZombieLegPart", 0, 0, random (0, 180), 2, random (0, 180))
    TNT1 A 0 A_CustomMissile ("GibZombieBoot", 0, 0, random (0, 180), 2, random (0, 180))
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    LEG1 EE 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
}}

actor GibZombieLegPart: TinyGib
{
    Scale 1.1
    States
    {
Spawn:
LEG1 Z 1
       Loop
    Death:
LEG1 Z 1
       Loop
}}

actor GibZombieBoot: TinyGib
{
    Scale 1.1
    States
    {
Spawn:
LEG1 Y 1
       Loop
    Death:
LEG1 Y 1
       Loop
}}


ACTOR XDeathZombieLeg2: XDeathZombieLeg
{
    Speed 8
	Gravity 0.4
	BounceFactor 0.6
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		LEG1 ABCDEFGH 5 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    LEG1 A 1
	    LEG1 A 1 A_SpawnItem("Gib_ZombieLeg2",0,0,0,1)
        Stop
    }
}


actor Gib_ZombieLeg2: LimbBase
{
    States
    {
    Spawn:
LEG1 A 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop
    Death.plasma:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("GibZombieLegPart", 0, 0, random (0, 180), 2, random (0, 180))
    TNT1 A 0 A_CustomMissile ("GibZombieBoot", 0, 0, random (0, 180), 2, random (0, 180))
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    LEG1 AA 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathZombieLegKicked", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
}}

ACTOR XDeathZombieLegKicked: XDeathZombieLeg
{
+ACTIVATEMCROSS
+ACTIVATEIMPACT
}




ACTOR XDeathImpLeg: XDeathArm1
{
    Scale 1.1
    Speed 8
	Gravity 0.4
	BounceFactor 0.6
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		LEG4 ABCDEFGH 5 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    LEG4 A 1
        LEG4 A 0 A_SpawnItem("Gib_ImpLeg",0,0,0,1)
        Stop
    }
}

actor Gib_ImpLeg: LimbBase
{
    Scale 1.1
    States
    {
    Spawn:
LEG4 A 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop
Death.plasma: Death.Burn: Death.Flames:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedImpLeg", 32, 0, random (0, 360), 2, random (0, 160))        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("GibImpLegPart", 0, 0, random (0, 180), 2, random (0, 180))
    TNT1 A 0 A_CustomMissile ("GibImpPaw", 0, 0, random (0, 180), 2, random (0, 180))
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    LEG4 A 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathImpLeg", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
}}

actor GibImpLegPart: TinyGib
{
    Scale 1.1
    States
    {
Spawn:
LEG4 Z 1
       Loop
    Death:
LEG4 Z 1
       Loop
}}

actor GibImpPaw: TinyGib
{
    Scale 1.1
    States
    {
Spawn:
LEG4 Y 1
       Loop
    Death:
LEG4 Y 1
       Loop
}}

ACTOR XDeathBullLeg12: XDeathArm1
{
    Scale 1.1
    Speed 8
	Gravity 0.4
	BounceFactor 0.6
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
		LEG8 ABCDEFGH 5 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    LEG8 A 1
	    LEG8 A 0 A_SpawnItem("Gib_DemonLeg",0,0,0,1)
        Stop
    }
}

actor Gib_DemonLeg: LimbBase
{
    Scale 1.1
    States
    {
    Spawn:
LEG8 A 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop
    Death.plasma:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedDemonLeg", 32, 0, random (0, 360), 2, random (0, 160))        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("GibDemonLegPart", 0, 0, random (0, 180), 2, random (0, 180))
    TNT1 A 0 A_CustomMissile ("GibDemonPaw", 0, 0, random (0, 180), 2, random (0, 180))
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    LEG8 A 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathBullLeg12", 5, 0, random (170, 190), 2, random (20, 40))
		Stop}}

actor GibDemonLegPart: TinyGib
{
    Scale 1.1
    States
    {
Spawn:
LEG8 Z 1
       Loop
    Death:
LEG8 Z 1
       Loop
}}

actor GibDemonPaw: TinyGib
{
    Scale 1.1
    States
    {
Spawn:
LEG8 Y 1
       Loop
    Death:
LEG8 Y 1
       Loop
}}







ACTOR XDeathSargeLeg1: XDeathArm1
{
    Scale 1.1
    Speed 8
	Gravity 0.4
	BounceFactor 0.6
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		LEG2 ABCDEFGH 5 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    LEG2 A 1
	    LEG2 A 0 A_SpawnItem("Gib_SargeLeg",0,0,0,1)
        Stop
    }
}

actor Gib_SargeLeg: LimbBase
{
    Scale 1.1
    States
    {
    Spawn:
	    LEG2 A 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop
    Death.plasma:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("GibSargeLegPart", 0, 0, random (0, 180), 2, random (0, 180))
    TNT1 A 0 A_CustomMissile ("GibSargeBoot", 0, 0, random (0, 180), 2, random (0, 180))
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    LEG2 A 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathSargeLeg1", 5, 0, random (170, 190), 2, random (20, 40))
		Stop}}

actor GibSargeLegPart: TinyGib
{
    Scale 1.1
    States
    {
Spawn:
	    LEG2 Z 1
       Loop
    Death:
	    LEG2 Z 1
       Loop
}}

actor GibSargeBoot: TinyGib
{
    Scale 1.1
    States
    {
Spawn:
	    LEG2 Y 1
       Loop
    Death:
	    LEG2 Y 1
       Loop
}}



ACTOR XDeathSargeLeg2: XDeathArm1
{
    Scale 1.1
    Speed 8
	Gravity 0.4
	BounceFactor 0.6
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		LEG2 ABCDEFGH 5 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    LEG2 E 1
	    LEG2 A 0 A_SpawnItem("Gib_SargeLeg2",0,0,0,1)
        Stop
    }
}

actor Gib_SargeLeg2: LimbBase
{
    Scale 1.1
    States
    {
    Spawn:
	    LEG2 E 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop
    Death.plasma:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("GibSargeLegPart", 0, 0, random (0, 180), 2, random (0, 180))
    TNT1 A 0 A_CustomMissile ("GibSargeBoot", 0, 0, random (0, 180), 2, random (0, 180))
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    LEG2 A 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathSargeLeg1", 5, 0, random (170, 190), 2, random (20, 40))
		Stop}}






ACTOR XDeathChainLeg: XDeathArm1
{
    Speed 8
	Gravity 0.4
	BounceFactor 0.6
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		LEG3 ABCDEFGH 5
		Loop
	Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    LEG3 A 1
	    LEG3 A 0 A_SpawnItem("Gib_ChainLeg",0,0,0,1)
        Stop
    }
}

actor Gib_ChainLeg: LimbBase
{
    States
    {
    Spawn:
	    LEG3 I 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop
    Death.plasma:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))        Stop
    Death:    
    TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    LEG3 A 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathChainLeg", 5, 0, random (170, 190), 2, random (20, 40))
		Stop}}



ACTOR XDeathChainArm: XDeathArm1
{
    Speed 8
	Gravity 0.4
	BounceFactor 0.6
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		HND3 ABCDEFGH 5
		Loop
	Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    HND3 A 1
	    LEG3 A 0 A_SpawnItem("Gib_ChainARm",0,0,0,1)
        Stop
    }
}

actor Gib_ChainARm: LimbBase
{
    States
    {
    Spawn:
	    TNT1 A 0
		TNT1 A 0 A_Jump (128, "Spawn2")
	    HND3 E 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
		HND3 E -1
       Loop
	Spawn2:
	HND3 A 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop
    Death.plasma:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))        Stop
    Death:    
    TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    HND3 A 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathChainArm", 5, 0, random (170, 190), 2, random (20, 40))
		Stop}}




//////////////
//GUTS
//////////////


ACTOR XDeathStomach: XDeathArm1
{
-DOOMBOUNCE
BounceFactor 0.0
Speed 2
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
		XSTO A 24 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
    Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        XSTO EEEEEEEEE 0 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 180), 2, random (0, 180))
        XSTO E -1
        Stop
    }
}


ACTOR XDeathDemonHead
{
    Radius 8
    Height 8
    Scale 0.8
	Speed 10
	Mass 1
    gravity 0.5
	Decal BrutalBloodSuper
	BounceFactor 0.6
	+DOOMBOUNCE
	+MISSILE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
		DEMH ABCDEF 7 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    DEMH D 1
        DEMH D -1
        Stop
    }
}

ACTOR XDeathHalfMarine
{
    Radius 8
    Height 8
    Speed 4
	Mass 8
	BounceFactor 0.2
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    DeathSound "misc/xdeath1"
	Decal BrutalBloodSuper
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        HPLA A 12 A_CustomMissile("BloodTrail",0,0,180,2)
        Loop
    Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        HPLA A 0 A_SpawnItem("HalfMarineGib",0,0,0,1)
        Stop
    }
}

actor HalfMarineGib: BigGibBase
{
    States
    {
    Spawn:
HPLA A 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop    }}


ACTOR XDeathHalfImp
{
    Radius 8
    Height 8
    Speed 7
	Mass 8
	BounceFactor 0.2
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    DeathSound "misc/xdeath1"
	Decal BrutalBloodSuper
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        TROG K 12 A_CustomMissile("BloodTrail",0,0,180,2)
        Loop
    Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        TROG K 0 A_SpawnItem("HalfImpGib",0,0,0,1)
        Stop
    }
}


actor HalfImpGib: BigGibBase
{
    States
    {
    Spawn:
TROG K 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop    }}


ACTOR XDeathHalfZombieman
{
    Radius 8
    Height 8
    Scale 1.0
	Speed 6
	Mass 4
	Decal BrutalBloodSuper
	BounceFactor 0.7
	+DOOMBOUNCE
	+MISSILE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
		POSX F 12
		Loop
    Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        POSX F 1 A_SpawnItem("Gib_HalfZombieman",0,0,0,1)
        TNT1 A 0
        Stop
    }
}

actor Gib_HalfZombieMan: BigGibBase
{
    States
    {
    Spawn:
POSX F 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop    }}



ACTOR XDeathHalfZombiemanDown
{
    Radius 8
    Height 8
    Scale 1.1
	Speed 6
	Mass 4
	Decal BrutalBloodSuper
	BounceFactor 0.2
	+DOOMBOUNCE
	+MISSILE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
		POSX D 12
		Loop
    Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        POSX E 0 A_SpawnItem("GibHalfZombiemanDown",0,0,0,1)
        Stop
    }
}

actor GibHalfZombiemanDown: BigGibBase
{
    States
    {
    Spawn:
POSX E 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop    }}



ACTOR XDeathHalfSergeant
{
    Radius 8
    Height 8
    Speed 7
	Mass 8
	BounceFactor 0.2
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    DeathSound "misc/xdeath1"
	Decal BrutalBloodSuper
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        SP2X F 12 A_CustomMissile("BloodTrails",0,0,180,2)
        Loop
    Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        SP2X G 0 A_SpawnItem("GibHalfSergeant",0,0,0,1)
        Stop
    }
}

actor GibHalfSergeant: BigGibBase
{
    States
    {
    Spawn:
SP2X G 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop    }}

ACTOR RipUndeadMarine
{
    Radius 8
    Height 8
    Speed 4
	Mass 8
	BounceFactor 0.2
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    DeathSound "misc/xdeath1"
	Decal BrutalBloodSuper
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        UDM3 E 4 A_CustomMissile("BloodTrail",0,0,180,2)
        Loop
    Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        UDM3 E -1
        Stop
    }
}

ACTOR XDeathHalfSkeleton
{
    Radius 8
    Height 8
    Speed 9
	Mass 8
	BounceFactor 0.4
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    DeathSound "misc/xdeath1"
	Decal BrutalBloodSuper
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        SKEX F 12 A_CustomMissile("BloodTrail",0,0,180,2)
        Loop
    Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
        SKEX F 0 A_SpawnItem("GibHalfSkeleton",0,0,0,1)
        Stop
    }
}

actor GibHalfSkeleton: BigGibBase
{
    States
    {
    Spawn:
SKEX F 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop    
	   
	       Death:
  	    TNT1 AAAA 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("HellishMissileLauncher")
		 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 AA 0 A_CustomMissile ("XDeath4", 5, 0, random (0, 360), 2, random (0, 160))
		Stop
		}}

ACTOR XDeathMeat2
{
    Radius 8
    Height 8
    Scale 0.8
	Speed 11
	Mass 1
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		XDT5 D 2
		Goto Death
	Death:
	    XDT5 D -1
		Stop
    }
}

ACTOR XDeathBrain1
{
    Radius 8
    Height 8
    Scale 0.8
	Speed 13
	Mass 1
	BounceFactor 0.3
	+DOOMBOUNCE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
	+MISSILE
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		XDB5 ABCD 6
		Loop
	Death:
	    XDT5 B -1
		Stop
    }
}

ACTOR XDeathBrain2
{
    Radius 8
    Height 8
    Scale 0.8
	Speed 12
	Mass 1
	BounceFactor 0.3
	+DOOMBOUNCE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
	+MISSILE
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		XDB5 EFGH 6
	Loop
	Death:
	    XDT5 C 1
	    XDT5 C -1
		Stop
    }
}

ACTOR XDeathSmashedBrain
{
    Radius 8
    Height 8
    Scale 0.8
	Speed 10
	Mass 1
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		BRS1 A 4
		Goto Death
	Death:
	    BRS1 A 1
	    BRS1 A -1
		Stop
    }
}

ACTOR XDeathStomachHeavy
{
    Radius 8
    Height 8
    Scale 0.8
	Speed 2
	Mass 4
	Decal BrutalBloodSuper
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    States
    {
    Spawn:
		XDT5 F 1
		Loop
    Death:
        XDT5 F 1
        XDT5 F -1
        Stop
    }
}

ACTOR XDeathTripe
{
    Radius 8
    Height 8
    Scale 0.8
	Speed 13
	Mass 4
	Decal BrutalBloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    States
    {
    Spawn:
        XDT5 H 1
		Loop
    Death:
        XDT5 H 1
        XDT5 H -1
		Stop
    }
}

ACTOR XDeathTripeHeavy
{
    Radius 8
    Height 8
    Scale 0.8
	Speed 2
	Mass 4
	Decal BrutalBloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
    States
    {
    Spawn:
		XDT5 H 1
		Loop
    Death:
        XDT5 H 1
        XDT5 H -1
        Stop
    }
}


ACTOR XDeathArchVile
{
    Radius 8
    Height 8
	Speed 13
	Mass 1
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		VILP A 4 A_CustomMissile("BloodTrails",0,0,180,2)
		Goto Death
	Death:
        VILP B 0
	    VILP B 0 A_SpawnItem("GibArchVile",0,0,0,1)
		Stop
    }
}

actor GibArchVile: BigGibBase
{
    States
    {
    Spawn:
VILP B 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop    }}

ACTOR XDeathArchVileLeg
{
    Radius 8
    Height 8
	Speed 13
	Mass 1
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		VILP C 4 A_CustomMissile("BloodTrails",0,0,180,2)
		Goto Death
	Death:
        VILP C 1
	    VILP C -1
		Stop
    }
}


ACTOR XDeathGreen
{
    Radius 8
    Height 8
	Speed 18
	Mass 1
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
	+DOOMBOUNCE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
	SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath3"
	Decal GreenBloodSuper
	BounceFactor 0.5
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 4 A_CustomMissile("GreenBloodTrail",0,0,180,2)
		Loop
	Death:
	    TNT1 A -1
		Stop
    }
}

ACTOR XDeathBlue1
{
    Radius 8
    Height 8
	Speed 12
	Mass 1
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
	+DOOMBOUNCE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
	SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath3"
	Decal BlueBloodSplat
	BounceFactor 0.5
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		XDT6 A 6 A_CustomMissile("Blue_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		Loop
	Death:
	    XDT6 A -1
		Stop
    }
}

ACTOR XDeathBlue2
{
    Radius 8
    Height 8
	Speed 12
	Mass 1
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
	+DOOMBOUNCE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
	SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath3"
	Decal BlueBloodSplat
	BounceFactor 0.5
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		XDT6 B 6 A_CustomMissile("Blue_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		Loop
	Death:
	    XDT6 B -1
		Stop
    }
}

ACTOR XDeathBlue3
{
    Radius 8
    Height 8
	Speed 12
	Mass 1
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
	SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath3"
	Decal BlueBloodSuper
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		XDT6 C 6 A_CustomMissile("Blue_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		Loop
	Death:
	    XDT6 C -1
		Stop
    }
}

ACTOR XDeathBlue4
{
    Radius 8
    Height 8
	Speed 12
	Mass 1
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
	SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath3"
	Decal BlueBloodSuper
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		XDT6 D 6 A_CustomMissile("Blue_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		Loop
	Death:
	    XDT6 D -1
		Stop
    }
}

ACTOR XDeathBlue5
{
    Radius 8
    Height 8
	Speed 12
	Mass 1
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
	SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath3"
	Decal BlueBloodSuper
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		XDT6 E 6 A_CustomMissile("Blue_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		Loop
	Death:
	    XDT6 E -1
		Stop
    }
}

ACTOR SpiderLeg
{
    Radius 8
    Height 8
	Speed 12
	Mass 1
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
	+DOOMBOUNCE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
	SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath3"
	BounceFactor 0.3
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		XDSL ABCDEFGH 2
		Loop
	Death:
	    XDSL I -1
		Stop
    }
}

ACTOR Instestin
{
    Radius 8
    Height 8
    Speed 7
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +DONTSPLASH
    +CLIENTSIDEONLY
    +FORCEXYBILLBOARD
    DeathSound "misc/xdeath1"
	Decal BrutalBloodSuper
	Scale 1.1
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        GUTS ABCD 8
        Loop
    Death:
        TNT1 A 0 A_Jump(128, 5)
        GUTS E 8
        GUTS E -1
        Stop
        TNT1 AAAAAA 0
        GUTS F 8
        GUTS F -1
        Stop
    }
}

ACTOR Instestin2: Instestin
{
    Speed 3
}

ACTOR DyingDemon
{
    Radius 8
    Height 8
    Speed 0
	Mass 6
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +DONTSPLASH
    +CLIENTSIDEONLY
    +FORCEXYBILLBOARD
    States
    {
    Spawn:
		SARH AAA 4 A_SpawnItem ("Big_Blood", 0, 50)
		SARH BBB 4 A_SpawnItem ("Big_Blood", 0, 40)
		SARH CCC 4 A_SpawnItem ("Big_Blood", 0, 30)
		SARH DDDDDDDDDDDDDDD 4 A_SpawnItem ("Big_Blood", 0, 20)
        TNT1 A 0 A_SpawnItem ("DeadDemonNoHead", 1)
        Stop
    }
}












ACTOR XDeathHellKnightArm: XDeathArm1
{
    Scale 1.1
    Speed 12
	BounceFactor 0.6
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		GORB ABCD 4 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    GORB E 1
        HND4 A 0 A_SpawnItem("Gib_HellKnightArm",0,0,0,1)
        Stop
    }
}

actor Gib_HellKnightArm: LimbBase
{
    Scale 1.1
    States
    {
    Spawn:
        GORB E 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop
Death.plasma: Death.Burn: Death.Flames:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 AAAAAAA 0 A_CustomMissile ("BloodTr", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("Xdeath1", 0, 0, random (0, 360), 2, random (0, 360))
Stop}}



ACTOR XDeathHellKnightLeg: XDeathArm1
{
    Scale 1.1
    Speed 12
	BounceFactor 0.6
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		GORA ABCD 4 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    GORA E 1
        HND4 A 0 A_SpawnItem("Gib_HellKnightLeg",0,0,0,1)
        Stop
    }
}

actor Gib_HellKnightLeg: LimbBase
{
    Scale 1.1
    States
    {
    Spawn:
        GORA A 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop
Death.plasma: Death.Burn: Death.Flames:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 AAAAAAA 0 A_CustomMissile ("BloodTr", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("Xdeath1", 0, 0, random (0, 360), 2, random (0, 360))
Stop}}





ACTOR XDeathHellKnightTorso: XDeathArm1
{
    Scale 1.1
    Speed 12
	BounceFactor 0.6
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		GORC ABCD 4 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    GORA E 1
        HNDC A 0 A_SpawnItem("Gib_HellKnightTorso",0,0,0,1)
        Stop
    }
}

actor Gib_HellKnightTorso: LimbBase
{
    Scale 1.1
    States
    {
    Spawn:
        GORC E 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop
Death.plasma: Death.Burn: Death.Flames:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 AAAAAAA 0 A_CustomMissile ("BloodTr", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("Xdeath1", 0, 0, random (0, 360), 2, random (0, 360))
Stop}}



ACTOR XDeathBaronofHellTorso: XDeathArm1
{
    Scale 1.3
    Speed 12
	BounceFactor 0.6
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		GORD ABCD 4 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    GORD E 1
        HNDC A 0 A_SpawnItem("Gib_BaronofHellTorso",0,0,0,1)
        Stop
    }
}

actor Gib_BaronofHellTorso: LimbBase
{
    Scale 1.3
    States
    {
    Spawn:
        GORD E 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop
Death.plasma: Death.Burn: Death.Flames:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 AAAAAAA 0 A_CustomMissile ("BloodTr", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("Xdeath1", 0, 0, random (0, 360), 2, random (0, 360))
Stop}}








ACTOR XDeathMancubusArm: XDeathArm1
{
    +SKYEXPLODE
	-CLIENTSIDEONLY
    Scale 1.1
    Speed 9
	Gravity 0.4
	BounceFactor 0.6
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		MANA ABCD 6
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    HND8 A 0
        HND8 A 0 A_SpawnItem("FlameCannon",0,0,0,1)
        Stop
    }
}



ACTOR XDeathZombieManHead: XDeathBullArm1
{
-CLIENTSIDEONLY
    Scale 1.0
    States
    {
	Spawn:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		XHE2 ABCD 6
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    XHE2 E 1
        XHE2 E 1 A_SpawnItem("ZombieManHead",0,0,0,1)
        Stop
}
}

actor ZombiemanHead: LimbBase
{
damagefactor "Kick", 9.0
damagefactor "Melee", 9.0
damagefactor "SuperPunch", 9.0
-CLIENTSIDEONLY
+SOLID
+SHOOTABLE
-NOBLOCKMAP
    Radius 10
    Height 5
	Mass 12
	Health 20
    Scale 1.1
    States
    {
    Spawn:
XHE2 E 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("GibDemonHand", 0, 0, random (0, 180), 2, random (0, 180))
    TNT1 A 0 A_CustomMissile ("GibDemonArmPart", 0, 0, random (0, 180), 2, random (0, 180))
Stop
    Death:
        TNT1 AAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (60, 140))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 5, 0, random (0, 360), 2, random (60, 140))
		TNT1 A 0 A_CustomMissile ("Brains2", 5, 0, random (0, 360), 2, random (60, 140))
		TNT1 A 0 A_CustomMissile ("Brains3", 5, 0, random (0, 360), 2, random (60, 140))
		TNT1 A 0 A_CustomMissile ("Brains4", 5, 0, random (0, 360), 2, random (60, 140))
		TNT1 A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (60, 140))
		TNT1 AAAAAA 0 A_CustomMissile ("SmallBrainPiece", 5, 0, random (0, 360), 2, random (60, 140))
        Stop
    Death.Trample:
	Crush:
        TNT1 AAAAAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (60, 140))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        CRS1 B 5
        CRS1 B -1
        Stop
    Death.plasma:
        TNT1 A 0
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
		EXPL A 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop
	Death.Melee:
	Death.SuperPunch:
	Death.Kick:
	    XHE2 EE 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathZombieManHead", 5, 0, random (170, 190), 2, random (20, 40))
		Stop

}}




ACTOR XDeathSergeantHead: XDeathZombieManHead
{
    States
    {
	Spawn:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		XHE1 ABCD 6
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    XHE1 E 1
        XHE1 E 1 A_SpawnItem("SergeantHead",0,0,0,1)
        Stop
}
}

actor SergeantHead: ZombieManHead
{
    States
    {
    Spawn:
XHE1 E 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop
    Death:
        TNT1 AAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (60, 140))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 5, 0, random (0, 360), 2, random (60, 140))
		TNT1 A 0 A_CustomMissile ("Brains2", 5, 0, random (0, 360), 2, random (60, 140))
		TNT1 A 0 A_CustomMissile ("Brains3", 5, 0, random (0, 360), 2, random (60, 140))
		TNT1 A 0 A_CustomMissile ("Brains4", 5, 0, random (0, 360), 2, random (60, 140))
		TNT1 A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (60, 140))
		TNT1 AAAAAA 0 A_CustomMissile ("SmallBrainPiece", 5, 0, random (0, 360), 2, random (60, 140))
        Stop
	Death.Melee:
	Death.SuperPunch:
	Death.Kick:
	    XHE2 EE 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathSergeantHead", 5, 0, random (170, 190), 2, random (20, 40))
		Stop

}}



ACTOR XDeathImpHead: XDeathZombieManHead
{
    States
    {
	Spawn:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		XHE4 ABCD 6
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
	    XHE4 E 1
        XHE4 E 1 A_SpawnItem("ImpHead",0,0,0,1)
        Stop
}
}

actor ImpHead: ZombieManHead
{
    States
    {
    Spawn:
XHE4 E 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop
    Death:
        TNT1 AAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (60, 140))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains6", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains7", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("SmallBrainPiece", 1, 0, random (0, 360), 2, random (0, 160))
        Stop
	Death.Melee:
	Death.SuperPunch:
	Death.Kick:
	    XHE4 EE 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathImpHead", 5, 0, random (170, 190), 2, random (20, 40))
		Stop

}}



ACTOR BurningFlyingMeatPiece
{
    Radius 8
    Height 8
    Speed 16
    Scale 0.8
	Mass 1
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +RIPPER
    +BLOODLESSIMPACT 
    BounceFactor 0.5
damagetype Blood
    SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath1"
	Decal BloodSuper
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		XME1 ABCD 2 A_CustomMissile ("SmallFlameTrails", 2, 0, random (0, 360), 2, random (70, 110))
        TNT1 A 0 A_CustomMissile("BloodTrails",0,0,180,2)
        Loop
    Death:
        XME1 E 1 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
		TNT1 AAAAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 180), 2, random (0, 180))
        XME1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 7 A_CustomMissile ("FlameTrails", 10, 0, random (0, 360), 2, random (70, 110))
        XME1 E -1
        TNT1 A 1
		Stop
     Splash:
        TNT1 A 0
        Stop
    }
}