actor HeadshotTargetBase
{
	+NOTARGET
damagefactor "Cut", 5.0
damagefactor "SSG", 9.0
damagefactor "Melee", 0.3
damagefactor "Cutless", 1.0
damagefactor "Plasma", 5.9
damagefactor "Plasma2", 0.0
damagefactor "Blast", 3.0
damagefactor "Taunt", 0.0
damagefactor "Blood", 0.0
damagefactor "BlueBlood", 0.0
damagefactor "Head", 0.0
damagefactor "MinorHead", 0.0
damagefactor "KillMe", 0.0
damagefactor "Explosive", 2.0
damagefactor "Kick", 2.0
damagefactor "Fire", 5.0
damagefactor "Burn", 5.0
damagefactor "Flames", 5.0
damagefactor "Control", 0.0
damagefactor "Shotgun", 0.7
Health 35
Radius 7
Height 18
DamageType head
BloodType "NashGore_Blood"
PainChance 255
+NOGRAVITY
+SHOOTABLE
+NOTELEPORT
-SOLID
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+GHOST
	+SERVERSIDEONLY
	damagefactor "Trample", 0
States
{
Spawn:
XXXX A 5
XXXX A 1
Stop
Pain:
TNT1 A 4
TNT1 A 1 A_SpawnItem ("HeadshotMinorHit", 0, 0)
TNT1 A 1
Stop
Pain.CutLess:
TNT1 A 4
TNT1 A 1 A_SpawnItem ("HeadshotMinorHitChaingun", 0, 0)
TNT1 A 1
Stop

Pain.AK:
TNT1 A 4
TNT1 A 0 A_Jump(128,"PainAK2")
TNT1 A 1 A_SpawnItem ("HeadshotMinorHit", 0, 0)
TNT1 A 1
Stop
PainAK2:
TNT1 A 1 A_SpawnItem ("HeadshotHit", 0, 0)
TNT1 A 1
Stop

Death:
TNT1 A 1 A_SpawnItem ("HeadshotHit", 0, 0)
TNT1 A 1
Stop
Death.Plasma:
TNT1 A 1 A_SpawnItem ("HeadshotHitPlasma", 0, 0)
TNT1 A 1
Stop

Death.Flames:
Death.Fire:
Death.Burn:
TNT1 A 1 A_SpawnItem ("HeadshotHitFire", 0, 0)
TNT1 A 1
Stop

Death.Cut:
TNT1 A 1 A_SpawnItem ("HeadshotHitSaw", 0, 0)
TNT1 A 1
Stop
Death.Explosive:
TNT1 A 1 A_SpawnItem ("HeadshotX", 0, 0)
TNT1 A 1
Stop
Pain.SSG:
Death.SSG:
TNT1 A 1 A_SpawnItem ("HeadshotSSG", 0, 0)
TNT1 A 1
Stop
Death.Taunt:
TNT1 A 1 A_SpawnItem ("HeadshotHitTaunt", 0, 0)
TNT1 A 1
Stop
 }
}



actor HeadshotTarget4: HeadshotTargetBase
{
States
 {
Spawn:
XXXX A 6
XXXX A 1
Stop
 }
}

actor HeadshotTarget2: HeadshotTargetBase
{
States
 {
Spawn:
XXXX A 5
XXXX A 1
Stop
 }
}

actor HeadshotTarget8: HeadshotTargetBase
{
States
 {
Spawn:
XXXX A 11
XXXX A 1
Stop
 }
}

//Hell Knight and Baron of Hell Heads
//They have higher armor, and have bonus resistence against Minigun damage.
actor HeadshotTarget4b: HeadshotTarget4
{
Radius 12
Height 22
Health 50
damagefactor "Cutless", 0.6
States
 {
Pain.CutLess:
TNT1 A 4
TNT1 A 1 A_SpawnItem ("HeadshotMinorHit", 0, 0)
TNT1 A 1
Stop
}
}

actor HeadshotTarget8b: HeadshotTarget8
{
Radius 12
Height 22
Health 50
damagefactor "Cutless", 0.6
States
 {
Spawn:
XXXX A 12
XXXX A 1
Stop
Pain.CutLess:
TNT1 A 4
TNT1 A 1 A_SpawnItem ("HeadshotMinorHit", 0, 0)
TNT1 A 1
Stop
}
}actor HeadshotTarget10: HeadshotTargetBase
{
States
 {
Spawn:
XXXX A 12
XXXX A 1
Stop
 }
}

actor HeadshotTarget20: HeadshotTargetBase
{
Height 15
States
 {
Spawn:
XXXX A 22
XXXX A 1
Stop
 }
}

actor HeadshotTarget23: HeadshotTargetBase
{
Height 15
States
 {
Spawn:
XXXX A 25
XXXX A 1
Stop
 }
}

actor HeadshotTarget30: HeadshotTargetBase
{
Height 15
States
 {
Spawn:
XXXX A 33
XXXX A 1
Stop
 }
}



// This actor is spawned after you headshoot somebody. It deals the damage, then vanishes.


actor HeadshotHitPlasma
{
	+NOTARGET
Radius 10
Height 10
DamageType Plasma2
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
PROJECTILE
+FORCERADIUSDMG
	+DEHEXPLOSION
	+ACTIVATEMCROSS
States
{
Spawn:
TNT1 A 0
XDT3 A 0 A_Explode(100,20)
TNT1 ABC 1
Stop
 }
}



actor HeadshotHitFire
{
	+NOTARGET
Radius 10
Height 10
DamageType Fire
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
PROJECTILE
+FORCERADIUSDMG
	+DEHEXPLOSION
	+ACTIVATEMCROSS
States
{
Spawn:
TNT1 A 0
XDT3 A 0 A_Explode(60,20)
TNT1 ABC 1
Stop
 }
}


actor HeadshotHitSaw
{
	+NOTARGET
Radius 10
Height 10
DamageType Decaptate
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
PROJECTILE
+FORCERADIUSDMG
	+DEHEXPLOSION
	+ACTIVATEMCROSS
States
{
Spawn:
XDT3 A 0 A_Explode(150,20)
XDT3 A 0 A_Explode(150,20)
TNT1 ABC 1
Stop
 }
}

actor HeadshotHitTaunt
{
	+NOTARGET
Radius 10
Height 10
DamageType Decaptate
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
+FORCERADIUSDMG
PROJECTILE
	+DEHEXPLOSION
	+ACTIVATEMCROSS
States
{
Spawn:
XDT3 A 0 A_Explode(1,20)
XDT3 A 0 A_Explode(1,20)
TNT1 ABC 1
Stop
 }
}


actor HeadshotHit
{
	+NOTARGET
+FORCERADIUSDMG
Radius 10
Height 10
DamageType head
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
+FORCERADIUSDMG
	+DEHEXPLOSION
	+ACTIVATEMCROSS
PROJECTILE
States
{
Spawn:
XDT3 A 0 A_Explode(150,20)
XDT3 A 0 A_Explode(150,20)
TNT1 ABC 1
Stop
 }
}


actor HeadshotHitKick
{
	+NOTARGET
+FORCERADIUSDMG
Radius 10
Height 10
DamageType Kick
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
+FORCERADIUSDMG
	+DEHEXPLOSION
	+ACTIVATEMCROSS
PROJECTILE
States
{
Spawn:
XDT3 A 0 A_Explode(10,20)
XDT3 A 0 A_Explode(10,20)
TNT1 ABC 1
Stop
 }
} 

actor HeadshotX
{
	+NOTARGET
+FORCERADIUSDMG
Radius 10
Height 10
//DamageType head
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+FORCERADIUSDMG
	+DEHEXPLOSION
	+ACTIVATEMCROSS
PROJECTILE
+EXTREMEDEATH
States
{
Spawn:
XDT3 A 0 A_Explode(250,20)
XDT3 A 0 A_Explode(250,20)
TNT1 ABC 1
Stop
 }
}

actor HeadshotXX: HeadshotX
{
States
{
Spawn:
XDT3 A 0 A_Explode(400,20)
XDT3 A 0 A_Explode(400,20)
TNT1 ABC 1
Stop
 }
}

actor HeadshotXCyber: HeadshotX
{
States
{
Spawn:
XDT3 A 0 A_Explode(250,20)
XDT3 A 0 A_Explode(250,20)
TNT1 ABC 1
Stop
 }
}

actor HeadshotSSG
{
	+NOTARGET
Radius 10
Height 10
DamageType head
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+FORCERADIUSDMG
+NOEXTREMEDEATH
States
{
Spawn:
TNT1 A 0 A_Explode(1000,20)
TNT1 A 0 A_Explode(1000,20)
TNT1 ABC 1
Stop
 }
}

actor HeadshotMinorHit
{
	+NOTARGET
Radius 10
Height 10
DamageType minorhead
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
PROJECTILE
+FORCERADIUSDMG
	+DEHEXPLOSION
	+ACTIVATEMCROSS
+NOEXTREMEDEATH
States
{
Spawn:
XDT3 A 0 A_Explode(70,20)
XDT3 A 0 A_Explode(70,20)
TNT1 ABC 3
Stop
 }
}

actor HeadshotMinorHitChaingun
{
	+NOTARGET
Radius 10
Height 10
DamageType head
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
PROJECTILE
+FORCERADIUSDMG
	+DEHEXPLOSION
	+ACTIVATEMCROSS
+NOEXTREMEDEATH
ExplosionRadius 25
ExplosionDamage 45
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(128, "Minorhit")
XDT3 A 0 A_Explode(70,20)
XDT3 A 0 A_Explode(70,20)
TNT1 ABC 3
Stop

Minorhit:
TNT1 A 0
TNT1 A 0 A_SpawnItem ("HeadshotMinorHit", 0, 0)
TNT1 A 0
Stop
 }
}


actor HeadshotTinyHitChaingun: HeadshotMinorHitChaingun
{
States
{
Spawn:
XDT3 A 0 A_Explode(35,20)
XDT3 A 0 A_Explode(35,20)
TNT1 ABC 1
Stop
 }
}

actor Behead
{
	+NOTARGET
Radius 10
Height 10
DamageType headcut
+NOGRAVITY
+NOTELEPORT
+FORCERADIUSDMG
	+DEHEXPLOSION
	+ACTIVATEMCROSS
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
PROJECTILE
ExplosionRadius 25
ExplosionDamage 300
States
{
Spawn:
XDT3 A 0 A_Explode(300,20)
XDT3 A 0 A_Explode(300,20)
TNT1 ABC 3
Stop
 }
}














ACTOR XDeathBullHead
{
    Radius 10
    Height 15
    Speed 4
	Mass 12
    Health 30
	BounceFactor 0.6
	+DOOMBOUNCE
    -NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +SHOOTABLE
    +WINDTHRUST
    -SOLID
    +NORADIUSDMG
    damagefactor "Trample", 100.0
    DeathSound "misc/xdeath1"
        DeathSound "misc/xdeath1"
	Decal BloodSuper
    States
    {
    Spawn:
        HED8 B 8
        Loop
    Death:
        TNT1 AAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        TNT1 AAA 0 A_CustomMissile ("Brains1", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 11, 0, random (0, 360), 2, random (0, 160))
        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 XDeathKnightHead
{
    Radius 10
    Height 15
    Speed 6
	Mass 12
    Health 30
  bloodtype "GreenBlood"
  bloodcolor darkgreen
	BounceFactor 0.6
	+DOOMBOUNCE
    -NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +SHOOTABLE
    +WINDTHRUST
    +SOLID
    +NORADIUSDMG
    damagefactor "Trample", 100.0
    DeathSound "misc/xdeath1"
	Decal BloodSuper
    States
    {
    Spawn:
        GORA C 8
        Loop
    Death:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        Stop
    Death.Trample:
	Crush:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        CRS1 A 5
        CRS1 A -1
        Stop
    }
}

ACTOR XDeathBaronHead
{
    Radius 10
    Height 15
    Speed 6
	Mass 12
    Health 30
  bloodtype "GreenBlood"
  bloodcolor darkgreen
    gravity 0.5
	Decal BloodSuper
	BounceFactor 0.4
	+DOOMBOUNCE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +SHOOTABLE
    +WINDTHRUST
    +SOLID
    +NORADIUSDMG
    damagefactor "Trample", 100.0
    DeathSound "misc/xdeath1"
	Decal BloodSuper
    States
    {
    Spawn:
        GORB B 8
        Loop
    Death:
        TNT1 AAAAAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        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 B 5
        CRS1 B -1
        Stop
    }
}















actor Nashgore_BloodForHeads : Nashgore_Blood
{
Decal BloodSplat
States
{
  Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        TNT1 AAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail", 15, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAAAAAAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 180), 2, random (0, 180))
        TNT1 A 0 A_CustomMissile ("CeilBloodLauncher", 0, 0, random (0, 360), 2, random (50, 130))
  	    TNT1 AA 0 A_CustomMissile ("Nashgore_FlyingBlood", 0, 0, random (0, 360), 2, random (0, 160))
  	    TNT1 A 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
        BLOD BCD 0
        stop
}
}




actor MeatShield: HeadshotTargetBase
{
Speed 9
	+NOTARGET
damagefactor "Cut", 1.0
damagefactor "SSG", 1.0
damagefactor "Melee", 1.0
damagefactor "Cutless", 1.0
damagefactor "Plasma", 1.0
damagefactor "Blast", 1.0
damagefactor "Taunt", 1.0
damagefactor "Blood", 1.0
damagefactor "BlueBlood", 1.0
damagefactor "Head", 0.0
damagefactor "MinorHead", 0.0
damagefactor "KillMe", 0.0
damagefactor "Explosive", 1.0
damagefactor "DestroyShield", 0.0
Health 99999
Radius 18
Height 42
BloodType "NashGore_Blood"
PainChance 255
+NOGRAVITY
+SHOOTABLE
+NOTELEPORT
-SOLID
+NODAMAGETHRUST
-THRUGHOST
+NORADIUSDMG
-GHOST
States
{
Spawn:
XXXX A 3
Stop

Pain:
Pain.Cutless:
TNT1 A 0 A_PlaySound ("imp/pain")
Goto Spawn

Pain.SSG:
Pain.Cut:
Pain.Flames:
Pain.Fire:
Pain.Burn:
Pain.Plasma:
Pain.Eat:
Pain.Blast:
Pain.Rip:
Pain.ImpFatalityMarine:
Pain.HKF:
Pain.Melee:
TNT1 A 0 A_PlaySound ("imp/pain")
TNT1 A 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAAAAAA 1 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
Goto Spawn
 }
}