Actor ZombiemanAmmo : Inventory
{
inventory.maxamount 20
}

Actor TypeZombieman : Inventory
{
inventory.maxamount 1
}


ACTOR Zombie_Man: ZombieMan Replaces ZombieMan
{
	Game Doom
	Health 30
	Radius 16
	Height 44
    Speed 8
	PainChance 200
	PainChance "Avoid", 255
	PainChance "Kick", 255
	PainChance "Melee", 255
	PainChance "ExplosiveImpact", 255
	Monster
	+FLOORCLIP
    +MISSILEMORE
    Scale 0.98
	MaxStepHeight 24
	MaxDropOffHeight 32
    BloodType "NashGore_Blood"
	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 "Avoid", 0.2
    damagefactor "Kick", 0.3
    damagefactor "Shrapnel", 0.4
	damagefactor "ExplosiveImpact", 0.6
	DropItem "Rifle"
	Obituary "%o has been gunned down by a Zombie Soldier."
	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:
		POSS A 0 A_CheckSight("Stand2")
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 15, 40,0)
		POSS B 10 A_Look
		POSS A 0 A_CheckSight("Stand2")
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 15, 40,0)
		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", 15, 40,0)
		POSS AA 2 A_Chase
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 15, 40,0)
		POSS AA 2 A_Chase
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 15, 40,0)
		POSS BB 2 A_Chase
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 15, 40,0)
		POSS BB 2 A_Chase
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 15, 40,0)
		POSS CC 2 A_Chase
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 15, 40,0)
		POSS CC 2 A_Chase
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 15, 40,0)
		POSS DD 2 A_Chase
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 15, 40,0)
		POSS DD 2 A_Chase
		
		
		Loop
		
	Missile:
		TNT1 A 0 A_TakeInventory("SKZombieman", 1)
        TNT1 A 0 A_Jump(96,"SpecialAttack")

        TNT1 A 0 A_GiveInventory("ZombieManAmmo", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		POSS E 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		POSS E 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
        TNT1 A 0 A_CustomMissile("FireFightFlare", 34, 10, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0)
		//POSS F 5 BRIGHT A_CustomBulletAttack(9, 4, 1, 4, "HitPuff")
        TNT1 A 0 A_PlaySound("weapons/rifle")
		POSS F 6 BRIGHT A_CustomMissile("ZombieManTracer", 32, 0, random(-8, 8), 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		POSS E 6 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")
        Goto See

    SpecialAttack:
	TNT1 A 0 A_GiveInventory("ZombieManAmmo", 5)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		POSS E 8 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		POSS E 8 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
        TNT1 A 0 A_CustomMissile("FireFightFlare", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		POSS F 8 BRIGHT A_CustomMissile("ZombieManTracer", 38, 0, random(-8, 8), 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		POSS E 8 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
        TNT1 A 0 A_CustomMissile("FireFightFlare", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		POSS F 8 BRIGHT A_CustomMissile("ZombieManTracer", 38, 0, random(-9, 9), 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		POSS E 8 A_FaceTarget
        TNT1 A 0 A_CustomMissile("FireFightFlare", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		POSS F 8 BRIGHT A_CustomMissile("ZombieManTracer", 38, 0, random(-10, 10), 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		POSS E 8 A_FaceTarget
        TNT1 A 0 A_CustomMissile("FireFightFlare", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		POSS F 8 BRIGHT A_CustomMissile("ZombieManTracer", 38, 0, random(-9, 9), 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		POSS E 8 A_FaceTarget
        TNT1 A 0 A_CustomMissile("FireFightFlare", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		POSS F 8 BRIGHT A_CustomMissile("ZombieManTracer", 38, 0, random(-9, 9), 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		POSS E 8
        TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")
        Goto See

  Reload:
  TNT1 A 0 A_TakeInventory("ZombieManAmmo", 20)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 15, 40,0)
        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", 15, 40,0)
        ID12 A 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 15, 40,0)
        ID12 A 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 15, 40,0)
        ID12 B 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 15, 40,0)
        ID12 C 10
        TNT1 A 0 A_PlaySound("CLIPIN")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 15, 40,0)
        ID12 D 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 15, 40,0)
        POSS A 10
        Goto See

   Pain.Avoid:
        POSS AABBCC 3 A_FastChase
        Goto Missile

    Pain.KillMe:
    Pain.Taunt:
        TNT1 A 0
        Goto Missile
    Death.KillMe:
    Death.Taunt:
    Death.Avoid:
        TNT1 A 0 A_SpawnItem("Zombie_Man")
        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.Kick:
	Pain.ExplosiveImpact:
	Pain.Explosive:
         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)
	Goto KnockedOut
	
	KnockedOut:
        TNT1 A 0 ThrustThingZ(0,40,0,1)
        ID11 E 1 A_FaceTarget
       // TNT1 A 0 A_Recoil (8)
         ID11 EF 8
		ID11 R 35
         TNT1 A 0 A_TakeInventory("IsDown", 1)
		ID11 Q 10
         Goto See

    Death.Melee:
	Death.Kick:
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
		TNT1 A 0 A_JumpIfInventory ("SKZombieMan", 1, "StealthKill")
         TNT1 A 0 A_Scream
         TNT1 A 0 A_NoBlocking
        TNT1 A 0 ThrustThingZ(0,30,0,1)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (8)
         ID11 EF 8
         TNT1 A 1 A_SpawnItem ("DeadZombieMan1", 5)
         Stop
		 
	StealthKill:
	TNT1 A 1
	TNT1 A 0 A_GiveToTarget("SKZombieMan", 1)
	TNT1 A 0 A_NoBlocking
	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(200, "Death.Shotgunontheface")
		Goto Death
		
	Death.Shotgunontheface:	
	    
		TNT1 A 0
		TNT1 A 0 A_Jump(80, "Death.Arm", "Death.Leg")
	    TNT1 A 0 ThrustThingZ(0,40,0,1)
		TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
         ID11 EF 15
         TNT1 A 0 A_SpawnItem ("DeadZombieMan1")
		 Stop
 

	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(48, "Death.Arm", "Death.Leg")
		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

     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_PLaysound ("BurnZom")
        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_SpawnItem ("ZombieLegOnFoot")
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("ZombiemanGotHisLegBlowed")
        Stop

   

	Death.cut:
        TNT1 A 0
        TNT1 A 0 A_Jump(32, "Death.Arm", "Death.Leg", "Death")
        Goto Death.Tear

	    Death.cutless:
        TNT1 A 0
       TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
        TNT1 A 0 A_Jump(32, "Death")
		TNT1 A 0 A_Jump(100, "Death.LegMassacre")
        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 AAA 0 A_CustomMissile ("SuperBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		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 A_NoBlocking
        TNT1 A 0 A_Jump(128,5)
        TNT1 A 0 A_GiveToTarget("ZombieManFatality2", 1)
        Stop
        TNT1 AAAAAAA 0
        TNT1 A 0 A_GiveToTarget("ZombieManFatality", 1)
        TNT1 A 1
        TNT1 A 0
		Stop
		
    Death.HKFT:
        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 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 ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		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

	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 ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		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 AA 0 A_CustomMissile ("SuperBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		ZMAD B 0 A_XScream
		ZMAD C 0 A_NoBlocking
		
		TNT1 A 0 A_Jump(100, "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:
        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:
        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:
        //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 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 EFGH 6
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		ZZD1 H -1
        Stop
		
	XDeath:
  	    TNT1 AAAA 0 A_CustomMissile ("SuperBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		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 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 1 A_XScream
    TNT1 A 1 A_NoBlocking
	Stop
	
	Death.ExplosiveImpact:
	    TNT1 A 0 A_Jump(130,"Death.LandMine")
		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 ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		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 ABCDEF 5
		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 ABCD 9
		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
	}
}
ACTOR SmallBloodSplasher
{
	Game Doom
    damagefactor "Trample", 0.0
	DamageType Blood
	Health 1
	Radius 1
	Height 1
    Mass 1
	+NOCLIP
	+NOGRAVITY
	+ACTIVATEMCROSS
    +WINDTHRUST
	DeathSound "None"
	States
	{
	Spawn:
     BTRL A 1
      TNT1 A 0 A_Explode(1,120)
      Stop
	}
}

ACTOR ZombiemanTorso
{
    Radius 12
    Height 16
    Scale 0.98
	Mass 20
    Health 30
    +SHOOTABLE
    -SOLID
    +NOTELEPORT
    +MOVEWITHSECTOR
    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 AAA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 180), 2, random (0, 180))
        TNT1 AAA 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: ZombiemanTorso
{
    Radius 12
    Height 12
    +SHOOTABLE
    -SOLID
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CORPSE
    +USESPECIAL
    Mass 2000
    Health 100
    damagefactor "Blood", 0.0
    damagefactor "Trample", 0.0
    damagefactor "Melee", 10.0
    damagefactor "Fatality", 10.0
    damagefactor "Kick", 10.0
	damagefactor "ExplosiveImpact", 10.0
States
    {
    Spawn:
        POSS L -1
        Stop
	Raise:
		POSS K 1
		POSS JIH 1
        TNT1 A 0 A_SpawnItem ("Zombie_Man", 3)
		Stop
    Death:
         TNT1 A 0 A_Jump (128, "Death2")
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 5, 0, random (0, 360), 2, random (0, 160))
		POS3 A 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
         TNT1 A 1 A_SpawnItem ("DeadZombieman_NoArm", 5)
        Stop
    Death2:
		TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 5, 0, random (0, 360), 2, random (0, 160))
		POS3 A 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
         TNT1 A 1 A_SpawnItem ("DeadZombieman_NoLeg", 5)
        Stop
    Death.CutLess:
    Death.Cut:
         TNT1 A 1 A_SpawnItem ("DeadZombieman_Half", 5)
		TNT1 A 0 A_CustomMissile ("RipZombieMan", 0, 0, random (0, 360), 2, random (0, 160))
        Stop
	XDeath:
  	    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.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 EF 8
         TNT1 A 1 A_SpawnItem ("DeadZombieMan1", 5)
         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
	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}}
		
Actor DeadZombieManMinorHead: DeadZombieman1
{Health 200 States{Spawn:
        POSH Z -1
        Stop   
	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}}

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
        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
        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
        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 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.Cut:
        Death.Cutless:
        Goto Death}}
		
		
ACTOR DyingZombieman
{
    Radius 12
    Height 30
    Speed 9
	Health 20
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	damagefactor "Kick", 10.3
	+SHOOTABLE
    +FLOORCLIP
	//+NOBLOCKMAP
    +LOOKALLAROUND
	+FRIGHTENED
	-SOLID
    States
    {
	
			Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasZmanShield", 1)
        Stop
		
		Death.Kick:
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("IsCurbstompingZombieman", 1)
        Stop
	
    Spawn:
	ZMAM A 1 A_Look
	Loop
    See:
		ZMAM ABAB 10 A_Chase
        ZMAM A 9 A_Pain
		TNT1 A 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, 0, 10, 0, 0)
	    
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 12, "GotoDeath")
		Loop
		
	GotoDeath:
	TNT1 A 0
	Goto Death
		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Pain
		TNT1 A 0 A_SpawnItem ("DeadZombiemanMinorHead")
		Stop
	Death.Fire:
	Death.Flames:
	Death.Burn:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	TNT1 A 0 A_SpawnItem ("DyingZombiemanInFlames")
	Stop
	Death.Trample:	
	            TNT1 A 0 A_CustomMissile ("MuchBlood2", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("StompedZombieman")
		TNT1 A 0 A_SpawnItem ("CrueltyBonus15Armor")
		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 1 A_XScream
    TNT1 A 1 A_NoBlocking
	TNT1 A -1
	TNT1 AAA 0 A_SpawnItem ("CrueltyBonus5Health")
	Stop
	}
}




ACTOR BrutalizedZombieMan1
{
	Game Doom
	Radius 16
	Height 50
	Health 50
		PainSound "grunt/pain"
		PainChance 255
		Mass 999999
	-SOLID
	+SHOOTABLE
	+NORADIUSDMG
	Scale 1.0
	States
	{
				Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasZManShield", 1)
        Stop
			
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Recoil(2)
	TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	Pain:
    ZZD1 A 15
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedZombieManStop")
	Stop
	
	Death:
	    TNT1 A 0
		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 ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		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 AAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Recoil(2)
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedZombieMan2")
		Stop
		
	Death.SSG:
	XDeath:
		TNT1 A 0 A_XScream
  	    TNT1 AAA 0 A_CustomMissile ("SuperBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("SargeXDeath", 0, 0, random (0, 360), 2, random (0, 160))
        Stop
}}

actor BrutalizedZombieManStop: CurbstompedMarine
{
    States
    {
    Spawn:
ZZD2 ABCD 5 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
ZZD3 D -1
       Stop    }}

ACTOR BrutalizedZombieMan2: BrutalizedZombieMan1
{
	States
	{
	Spawn:
	Pain:
    ZZD1 B 15
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedZombieManStop2")
	Stop
	
	Death:
		TNT1 A 0
		TNT1 A 0 A_Recoil(2)
	TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
    TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedZombieMan3")
		Stop
}}

actor BrutalizedZombieManStop2: CurbstompedMarine
{
    States
    {
    Spawn:
ZZD4 AB 6 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
ZZD4 B -1
       Stop    }}

ACTOR BrutalizedZombieMan3: BrutalizedZombieMan1
{
	States
	{
	Spawn:
	Pain:
    ZZD1 C 15
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedZombieManStop3")
	Stop
	
	Death:
	    TNT1 A 0
		TNT1 A 0 A_Recoil(2)
		TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath2", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		ZZD1 EFGH 6
		ZZD1 H -1
		Stop
}}


actor BrutalizedZombieManStop3: CurbstompedMarine
{
    States
    {
    Spawn:
ZZD3 ABC 6 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
ZZD3 C -1
       Stop    }}
	   
actor ZombieLegOnFoot: CurbstompedMarine
{
Scale 1.0
-SHOOTABLE
-SOLID
    States
    {
    Spawn:
TNT1 A 0 A_PlaySound("misc/xdeath2")
LEG1 IJK 8
TNT1 A 0 A_SpawnItem("Gib_ZombieLeg1")
       Stop    }}

ACTOR BrutalizedZombieManLeg: BrutalizedZombieMan1
{
	States
	{
	Spawn:
	Pain:
    POS7 A 15
	Goto DieNow
	
    DieNow:
	POS7 BCD 5
	TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg")
	Stop
	
	Death:
		TNT1 A 0
		TNT1 A 0 A_Recoil(4)
		
				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 ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		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 AAAAAAAA 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 AAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	    ID13 ABCDEF 5
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedZombiemanLeg")
		Stop
}}


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