actor VeryDeadMarine: DeadMarine Replaces DeadMarine
{
	Game Doom
	States
	{
    Spawn:
	    TNT1 A 0
	    TNT1 A 0 A_SpawnItem("GiantBloodSpot",1,8)
	    TNT1 A 0 A_CheckSight("Spawn2")
		TNT1 A 0
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("CurbstompedMarine",1,8)
		Goto Death
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("AteMarine",1,8)
		Goto Death
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("DeadRippedOffMarine",1,8)
		Goto Death
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("FuckedMarine",1,8)
		Goto Death
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("ADoomedSpaceMarine2",1,8)
		Goto Death
		TNT1 A 1 A_SpawnItem("ADoomedSpaceMarine",1,8)
		Stop
		
    Spawn2:
		TNT1 A 0
		TNT1 AAAAAAA 0 A_SpawnItem("Nashgore_Blood",1,1,25)
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("CurbstompedMarine",1,8)
		Goto Death
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("AteMarine",1,8)
		Goto Death
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("DeadRippedOffMarine",1,8)
		Goto Death
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("FuckedMarine",1,8)
		Goto Death
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("ADoomedSpaceMarine2",1,8)
		Goto Death
		TNT1 A 1 A_SpawnItem("ADoomedSpaceMarine",1,8)
		Stop
	}
}

actor VeryVeryDeadMarine: GibbedMarine Replaces GibbedMarine
{
	Game Doom
	States
	{
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem("GiantBloodSpot",1,8)
			    TNT1 A 0 A_CheckSight("Spawn2")
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("GibsZ",1,8)
		Goto Death
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("GibsZ",1,8)
		Goto Death
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("VeryDeadCivilian",1,8)
		Goto Death
		TNT1 A 1 A_SpawnItem("GutsPile",1,8)
		Stop
		
	Spawn2:
			TNT1 A 0
		TNT1 AAAAAAA 0 A_SpawnItem("Nashgore_Blood",1,1,25)
		TNT1 A 0
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("GibsZ",1,8)
		Goto Death
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("GibsZ",1,8)
		Goto Death
		TNT1 A 0 A_Jump(160,2)
		TNT1 A 1 A_SpawnItem("VeryDeadCivilian",1,8)
		Goto Death
		TNT1 A 1 A_SpawnItem("GutsPile",1,8)
		Stop
	}
}

actor VeryVeryDeadMarine2 : VeryVeryDeadMarine Replaces GibbedMarineExtra
{
	Game Doom
}



actor CurbstompedMarine
{   Radius 12
    Height 10
    +SHOOTABLE
    -SOLID
    +NOTELEPORT
    +MOVEWITHSECTOR
    Mass 1000
    Health 100
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0
States    {
    Spawn:
PLDH A 100 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}}

actor RappedMarine: CurbstompedMarine
{
    States
    {
    Spawn:
XPL4 F 9100 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop    }}

actor AteMarine: CurbstompedMarine
{
    States
    {
    Spawn:
XPL1 E 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop    }}


actor FuckedMarine: CurbstompedMarine
{
    States
    {
    Spawn:
XPL3 F 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop    }}


actor DeadRippedOffMarine: CurbstompedMarine
{
    States
    {
    Spawn:
XPL2 F 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop    }}


actor VeryDeadCivilian: CurbstompedMarine
{
    States
    {
    Spawn:
DCIV A 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop    }}


actor MarineGotOwnedByImp: CurbstompedMarine
{
    States
    {
    Spawn:
IPFP M 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop    }}
	   
actor ADoomedSpaceMarine: CurbstompedMarine
{
    States
    {
    Spawn:
PLAY N 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop    }}
	   
actor ADoomedSpaceMarine2: CurbstompedMarine
{
    States
    {
    Spawn:
PLA9 N 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop    }}

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

actor GutsPile
{
    Radius 1
    Height 1
    States
    {
    Spawn:
Goto Death
Death:
TNT1 A 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
GUTS P 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop    }}



actor GibsZ
{
    Radius 1
    Height 1
    States
    {
    Spawn:
Goto Death
Death:
GIBS Z 0 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
GIBS Z 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop    }}
// Dead on a stick ---------------

ACTOR DeadDeadStick: DeadStick Replaces DeadStick
{
	Health 200
	Mass 99999999
	Radius 16
	Height 64
	+SOLID
	+SHOOTABLE
	DropItem "HealthPlus" 25
	DropItem "HealthPlus" 25
	DropItem "ArmorShard" 25
	DropItem "ArmorShard" 25
	DropItem "Stimpack" 25
	DropItem "Clips" 25
	DropItem "Shells" 25
    bloodtype "DeadBlood"
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0
    GibHealth 10
	States
	{
		Spawn:
		    TNT1 A 0
	    TNT1 A 0 A_SpawnItem("GiantBloodSpot",0,0)
		Goto Stand
	Stand:
		POL1 A 60
        TNT1 A 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, 0, 15, 0, 0)
		Loop
    Death:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_Scream
        TNT1 A 0 A_CustomMissile ("ZombieXDeath", 0, 0, random (0, 360), 2, random (0, 160))
        CAPT N -1
		Stop
	}
}

// Still alive on a stick --------------------------------------------------

ACTOR DeadLiveStick: LiveStick Replaces LiveStick
{
	Health 200
	Mass 99999999
	Radius 16
	Height 64
    GibHealth 10
	+SOLID
	+SHOOTABLE
	DropItem "HealthPlus" 25
	DropItem "HealthPlus" 25
	DropItem "ArmorShard" 25
	DropItem "ArmorShard" 25
	DropItem "Stimpack" 25
	DropItem "Clips" 25
	DropItem "Shells" 25
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0
    bloodtype "DeadBlood"
	States
	{
	Spawn:
		    TNT1 A 0
	    TNT1 A 0 A_SpawnItem("GiantBloodSpot",0,0)
		Goto Stand
	Stand:
		POL6 A 6
		POL6 B 8
		POL6 A 6
		POL6 B 8
		POL6 A 6
		POL6 B 8
		POL6 A 6
		POL6 B 8
        TNT1 A 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, 0, 15, 0, 0)
		Loop
    Death:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_Scream
        TNT1 A 0 A_CustomMissile ("ZombieXDeath", 0, 0, random (0, 360), 2, random (0, 160))
        CAPT N -1
		Stop
	}
}

ACTOR DeadBloodyTwitch: BloodyTwitch Replaces BloodyTwitch
{
	Radius 16
	Height 68
	Health 100
	Mass 99999999
	-SOLID
	+NOGRAVITY
	+SPAWNCEILING
	+SHOOTABLE
    GibHealth 10
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0
    bloodtype "DeadBlood"
	DropItem "HealthPlus" 25
	DropItem "HealthPlus" 25
	DropItem "ArmorShard" 25
	DropItem "ArmorShard" 25
	States
	{
    Spawn:
		GOR1 A 1
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool", 0, 0, 15, 0, 0)
        Goto Stand
	Stand:
		GOR1 A 10
		GOR1 B 15
		GOR1 C 8
		GOR1 B 6
		GOR1 A 10
		GOR1 B 15
		GOR1 C 8
		GOR1 B 6
        TNT1 A 0 A_SpawnItemEx("DripingBlood", 0, 0, 15, 0, 0)
        loop
    Death:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_Scream
        TNT1 A 0 A_SpawnItem ("DeadBloodyTwitchB")
		TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}

ACTOR DeadBloodyTwitchB: DeadBloodyTwitch
{
	DropItem "HealthPlus" 0
	DropItem "HealthPlus" 0
	DropItem "ArmorShard" 0
	DropItem "ArmorShard" 0
    Health 100
    States
	{
	Spawn:
		GOR1 D 1
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool", 0, 0, 15, 0, 0)
		GOR1 D 15
        Goto Stand
	Stand:
		GOR1 D 100
        TNT1 A 0 A_SpawnItemEx("DripingBlood", 0, 0, 15, 0, 0)
        loop
    Death:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_Scream
        TNT1 A 0 A_SpawnItem ("DeadBloodyTwitchC")
		TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}

ACTOR DeadBloodyTwitchC: DeadBloodyTwitchB
{
	-SHOOTABLE
    States
	{
	Spawn:
		GOR1 E 10
        loop
	}
}

// Meat 2 ------------------------------------------------------------------

ACTOR HangingBody: Meat2 Replaces Meat2
{
	Radius 16
	Height 84
	Health 100
	Mass 99999999
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	+SHOOTABLE
    GibHealth 10
	DropItem "HealthPlus" 25
	DropItem "HealthPlus" 25
	DropItem "ArmorShard" 25
	DropItem "ArmorShard" 25
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0
    bloodtype "DeadBlood"
	States
	{
		Spawn:
		    TNT1 A 0
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool", 0, 0, 15, 0, 0)
		GOR2 A 50
        Goto Stand
	Stand:
		GOR2 A 100
        TNT1 A 0 A_SpawnItemEx("DripingBlood", 0, 0, 15, 0, 0)
        loop
    Death:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_Scream
        TNT1 A 0 A_SpawnItem ("HangingPairOfLegs")
		TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
    Stop
	}
}

ACTOR HangingPairOfLegs: DeadBloodyTwitchB Replaces Meat4
{
    Health 100
    States
	{
		Spawn:
		    TNT1 A 0
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool", 0, 0, 15, 0, 0)
		GOR2 B 25
        Goto Stand
	Stand:
		GOR2 B 100
        TNT1 A 0 A_SpawnItemEx("DripingBlood", 0, 0, 15, 0, 0)
        loop
    Death:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_Scream
        TNT1 A 0 A_SpawnItem ("Meat2C")
		TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}

ACTOR NSHangingBody : HangingBody Replaces NonsolidMeat2
{
	Game Doom

}

ACTOR NSHangingPairOfLegs : HangingPairOfLegs Replaces NonsolidMeat4
{
	Game Doom

}

ACTOR Meat2C: DeadBloodyTwitchB
{
	-SHOOTABLE
    States
	{
	Spawn:
		GOR2 C 10
        loop
	}
}

// Meat 3 ------------------------------------------------------------------

ACTOR HangingDeadGuyNoLeg: Meat3 Replaces Meat3
{
	Radius 16
	Height 84
	Health 100
	Mass 99999999
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	+SHOOTABLE
    GibHealth 10
	DropItem "HealthPlus" 25
	DropItem "HealthPlus" 25
	DropItem "ArmorShard" 25
	DropItem "ArmorShard" 25
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0
    bloodtype "DeadBlood"
	States
	{
	
	Spawn:
	    TNT1 A 0
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool", 0, 0, 15, 0, 0)
		GOR3 A 36
        Goto Stand
	Stand:
		GOR3 A 100
        TNT1 A 0 A_SpawnItemEx("DripingBlood", 0, 0, 15, 0, 0)
        loop

    Death:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_Scream
        TNT1 A 0 A_SpawnItem ("HangingLeg")
		TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
    Stop
	}
}
ACTOR HangingLeg: DeadBloodyTwitchB Replaces Meat5
{
	Radius 16
	Height 84
	Health 100
    States
	{
	Spawn:
	    TNT1 A 0
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool", 0, 0, 15, 0, 0)
		GOR3 B 15
        Goto Stand
	Stand:
		GOR3 B 100
        TNT1 A 0 A_SpawnItemEx("DripingBlood", 0, 0, 15, 0, 0)
        loop
		
    Death:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_Scream
        TNT1 A 0 A_SpawnItem ("Meat3C")
		TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}

ACTOR Meat3C: DeadBloodyTwitchB
{
	Radius 16
	Height 84
	-SHOOTABLE
    States
	{
	Spawn:
		GOR3 C 10
        loop
	}
}

ACTOR NSHangingDeadGuyNoLeg : HangingDeadGuyNoLeg Replaces NonsolidMeat3
{
	Game Doom

}

ACTOR NSHangingLeg : HangingLeg Replaces NonsolidMeat5
{
	Game Doom

}

// Nonsolid bloody twitch --------------------------------------------------

ACTOR DeadNonsolidTwitch : DeadBloodyTwitch Replaces NonsolidTwitch
{
	Game Doom

}

// Hanging with no guts ----------------------------------------------------

ACTOR DeadHangNoGuts: HangNoGuts Replaces HangNoGuts
{
	Radius 20
	Height 90
	Health 100
	Mass 999999
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	+SHOOTABLE
    GibHealth 30
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0
    bloodtype "DeadBlood"
	States
	{
    Spawn:
	TNT1 A 0
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool", 0, 0, 15, 0, 0)
		HDB1 A 15
        Goto Stand
	Stand:
		HDB1 A 90
        TNT1 A 0 A_SpawnItemEx("DripingBlood", 0, 0, 15, 0, 0)
        loop
    Death:
        TNT1 A 0 A_SpawnItem ("DeadHangNoGuts")
        Stop
	XDeath:
		TNT1 A 0 A_CustomMissile ("MuchMeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
     Stop
	}
}

// Hanging from bottom with no brain ---------------------------------------

ACTOR DeadHangBNoBrain: HangBNoBrain Replaces HangBNoBrain
{
	Radius 16
	Height 88
	Health 100
	Mass 999999
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	+SHOOTABLE
    GibHealth 30
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0
    bloodtype "DeadBlood"
	States
	{
	
	 Spawn:
	    TNT1 A 0
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool", 0, 0, 15, 0, 0)
		HDB1 B 30
        Goto Stand
	Stand:
		HDB1 B 90
        TNT1 A 0 A_SpawnItemEx("DripingBlood", 0, 0, 15, 0, 0)
        loop

    Death:
        TNT1 A 0 A_SpawnItem ("DeadHangBNoBrain")
        Stop
	XDeath:
		TNT1 A 0 A_CustomMissile ("HalfManDeath", 0, 0, random (0, 360), 2, random (0, 160))
     Stop
	}
}

// Hanging from top, looking down ------------------------------------------

ACTOR DeadHangTLookingDown: HangTLookingDown Replaces HangTLookingDown
{
	Radius 16
	Height 64
	Health 50
	Mass 999999
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	+SHOOTABLE
    GibHealth 30
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0
    bloodtype "DeadBlood"
	States
	{
	Spawn:
	    TNT1 A 0
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool", 0, 0, 15, 0, 0)
		HDB3 A 20
        Goto Stand
	Stand:
		HDB3 A 90
        TNT1 A 0 A_SpawnItemEx("DripingBlood", 0, 0, 15, 0, 0)
        loop
    Death:
        TNT1 A 0 A_SpawnItem ("DeadHangTLookingDown")
        Stop
	XDeath:
		TNT1 A 0 A_CustomMissile ("HalfManDeath", 0, 0, random (0, 360), 2, random (0, 160))
     Stop
	 }
}

// Hanging from top, looking up --------------------------------------------

ACTOR DeadHangTLookingUp: HangTLookingUp Replaces HangTLookingUp
{
	Radius 16
	Height 64
	Health 50
	Mass 999999
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	+SHOOTABLE
    GibHealth 30
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0
    bloodtype "DeadBlood"
	States
	{
	Spawn:
	    TNT1 A 0
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool", 0, 0, 15, 0, 0)
		HDB5 A 20
        Goto Stand
	Stand:
		HDB5 A 90
        TNT1 A 0 A_SpawnItemEx("DripingBlood", 0, 0, 15, 0, 0)
        loop
    Death:
        TNT1 A 0 A_SpawnItem ("DeadHangTLookingUp")
        Stop
	XDeath:
		TNT1 A 0 A_CustomMissile ("HalfManDeath", 0, 0, random (0, 360), 2, random (0, 160))
     Stop
	}
}

// Hanging from top, skully ------------------------------------------------

ACTOR DeadHangTSkull: HangTSkull replaces HangTSkull
{
	Radius 16
	Height 64
	Health 30
	Mass 999999
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	+SHOOTABLE
    GibHealth 30
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0
    bloodtype "DeadBlood"
	States
	{
	Spawn:
	    TNT1 A 0
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool", 0, 0, 15, 0, 0)
		HDB4 A 20
        Goto Stand
	Stand:
		HDB4 A 90
        TNT1 A 0 A_SpawnItemEx("DripingBlood", 0, 0, 15, 0, 0)
        loop
    Death:
        TNT1 A 0 A_SpawnItem ("DeadHangTSkull")
        Stop
	XDeath:
		TNT1 A 0 A_CustomMissile ("HalfManDeath", 0, 0, random (0, 360), 2, random (0, 160))
     Stop
	}
}

// Hanging from top without a brain ----------------------------------------

ACTOR DeadHangTNoBrain: HangTNoBrain Replaces HangTNoBrain
{
	Radius 16
	Height 64
	Health 50
	Mass 999999
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	+SHOOTABLE
    GibHealth 30
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0
    bloodtype "DeadBlood"
	States
	{
	Spawn:
	    TNT1 A 0
        TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool", 0, 0, 15, 0, 0)
		HDB6 A 50
        Goto Stand
	Stand:
		HDB6 A 90
        TNT1 A 0 A_SpawnItemEx("DripingBlood", 0, 0, 15, 0, 0)
        loop
    Death:
        TNT1 A 0 A_SpawnItem ("DeadHangTNoBrain")
        Stop
	XDeath:
TNT1 A 0 A_CustomMissile ("HalfManDeath", 0, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}


ACTOR DyingComando
{
	Game Doom
	Radius 21
	Height 15
	Health 40
		PainSound "grunt/pain"
		PainChance 255
		Mass 999999
    +FORCEXYBILLBOARD
	-SOLID
	+SHOOTABLE
	Scale 1.0
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0
	States
	{
	Spawn:
    CFTB AB 10
	Goto Suffer
	Suffer:
        TNT1 A 0 A_CustomMissile ("NashGore_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 12
        TNT1 A 0 A_CustomMissile ("NashGore_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 12
        TNT1 A 0 A_CustomMissile ("NashGore_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 12
        TNT1 A 0 A_CustomMissile ("NashGore_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 12
        TNT1 A 0 A_CustomMissile ("NashGore_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 12
        TNT1 A 0 A_CustomMissile ("NashGore_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 11
        TNT1 A 0 A_CustomMissile ("NashGore_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 11
        TNT1 A 0 A_CustomMissile ("NashGore_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 11
        TNT1 A 0 A_CustomMissile ("NashGore_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 11
        TNT1 A 0 A_CustomMissile ("NashGore_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 11
        TNT1 A 0 A_CustomMissile ("NashGore_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Pain
	    CFTB AB 11
		Goto Dead
	Dead:
	    CFTB C 1
         TNT1 A 1 A_SpawnItem ("BrutalizedDeadChaingunGuy", 3)
		Stop
	Death:
	    CFTB D 1
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
TNT1 AAAAAAAAAA 0 A_CustomMissile ("NashGore_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
TNT1 AAA 0 A_CustomMissile ("Xdeath1", 15, 0, random (0, 360), 2, random (0, 160))
         TNT1 A 1 A_SpawnItem ("SuperBrutalizedDeadChaingunGuy", 3)
		Stop
	XDeath:
         TNT1 A 0 A_SpawnItemEx ("XDeathChainHead", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("ChainXDeath", 0, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("MuchBlood2", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
	Stop
	}
}


ACTOR DyingRevenant
{
	Game Doom
	Radius 16
	Height 60
	Health 40
		Mass 999999
	-SOLID
	+SHOOTABLE
	Scale 1.0
    damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0
	States
	{
	Spawn:
    FRVX A 1
	Goto Suffer
	Suffer:
        FRVX AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 4 A_SpawnItem ("Big_Blood", 0, 40)
		Goto Death
	Death:
	    FRVX B 8
		FRVX C -1
		Stop
	XDeath:
         TNT1 A 0 A_CustomMissile ("SkeletonXDeath", 0, 0, random (0, 360), 2, random (0, 160))
	Stop
	}
}










ACTOR ColonGibs2 Replaces ColonGibs
{
	Game Doom
	SpawnID 147
	Radius 20
	Height 4
	+NOBLOCKMAP
	+MOVEWITHSECTOR
	States
	{
	Spawn:
	    TNT1 A 0
	    TNT1 A 0 A_SpawnItem("GiantBloodSpot",0,0)
		POB1 A -1
		Stop
	}
}



ACTOR SmallBloodPool2 Replaces SmallBloodPool
{
	Game Doom
	SpawnID 148
	Radius 20
	Height 1
	+NOBLOCKMAP
	+MOVEWITHSECTOR
	States
	{
	Spawn:
	    TNT1 A 0
	    TNT1 A 0 A_SpawnItem("GiantBloodSpot",0,0)
		POB1 A -1
		Stop
	}
}

// brain stem lying on the ground ------------------------------------------

ACTOR BrainStem2 Replaces BrainStem
{
	Game Doom
	SpawnID 150
	Radius 20
	Height 4
	+NOBLOCKMAP
	+MOVEWITHSECTOR
	States
	{
	Spawn:
	    TNT1 A 0
	    TNT1 A 0 A_SpawnItem("GiantBloodSpot",0,0)
		BRS1 A -1
		Stop
	}
}


ACTOR RealGibs2 Replaces RealGibs
{
  +DROPOFF
  +CORPSE
  +NOTELEPORT
  +DONTGIB
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_SpawnItem("GiantBloodSpot",0,0)
    POL5 A -1
    Stop
  }
}

ACTOR Gibs2 : RealGibs2 Replaces Gibs
{
   Game Doom
   SpawnID 146
   ClearFlags
}











actor VeryFuckedUpRevenant: CurbstompedMarine
{
    States
    {
    Spawn:
REVH L 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop    }}
	   
actor MarineFatalizedByRevenant: CurbstompedMarine
{
    States
    {
    Spawn:
REFP K 1900 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
       Loop    }}
	   
	   
actor CrushedRemains: CurbstompedMarine
{
-SHOOTABLE
+CLIENTSIDEONLY
    States
    {
    Spawn:
CRS1 A 1 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
CRS1 A -1 A_SpawnItem("LargeBloodSpot")
       Stop    }}
	   
	   
actor PlayerJustGotCutInHalf: CurbstompedMarine
{
    States
    {
    Spawn:
XPL2 GHIJKL 5
XPL2 L -1 A_SpawnItem("LargeBloodSpot")
       Stop    }}