//===========================================================================
//
// Imp
//
//===========================================================================
ACTOR Imp: DoomImp Replaces DoomImp
//ACTOR Imp Replaces DoomImp
{
	Game Doom
    Scale 1.04
	SpawnID 5
	Health 60
	Radius 18
	Height 48
	Mass 100
    GibHealth 35
	PainChance 200
    PainChance "Taunt", 255
    PainChance "Kick", 255
    PainChance "Avoid", 255
	PainChance "ExplosiveImpact", 255
	Monster
	damagefactor "Avoid", 0.0
damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    BloodType "NashGore_Blood"
    damagefactor "Shrapnel", 0.3
	+FLOORCLIP
	SeeSound "imp/sight"
	PainSound "imp/pain"
	DeathSound "imp/death"
	ActiveSound "imp/active"
    damagefactor "Kick", 0.5
	damagefactor "MinorHead", 0.8
	damagefactor "Fatality", 0.5
	damagefactor "SuperPunch", 0.5
	damagefactor "Melee", 0.6
	damagefactor "Head", 2.5
    damagefactor "SSG", 5.0
	DropItem "DemonStrengthRune" 1
	damagefactor "explosiveimpact", 2.0
	MaxStepHeight 24
	MaxDropOffHeight 32
	+MISSILEMORE
	+DONTHURTSPECIES
    Speed 8
	States
	{
	Spawn:
	TNT1 A 0 A_GiveInventory("SKImp", 1)
        TNT1 A 0 A_JumpIfInventory("Fatality_Marine", 1, "FatalityMarine")
		TROO A 0 A_CheckSight("Spawn2")
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
		TROO B 10 A_Look
		TROO A 0 A_CheckSight("Spawn2")
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
		TROS B 10 A_Look
		Loop
    Spawn2:
		TROO B 1 A_Look
		Goto Spawn
	See:
        TNT1 A 0 A_JumpIfInventory("Fatality_Marine", 1, "FatalityMarine")
		TNT1 A 0 A_TakeInventory("SKImp", 1)
        TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 10, 0, 0)

		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 48,0)
		TROO AA 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 48,0)
		TROO AA 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 48,0)
		TROO BB 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 48,0)
		TROO BB 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 48,0)
		TROO CC 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 48,0)
		TROO CC 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 48,0)
		TROO DD 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 48,0)
		TROO DD 2 A_Chase
		Loop

	Melee:
	TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 48,0)
        TROO E 4 A_FaceTarget
		TNT1 A 0 A_JumpIfCloser(60, "Melee2")
		TNT1 A 0 A_TakeInventory("SKImp", 1)
        TNT1 A 0 ThrustThingZ(0,30,0,1)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (-10)
		TNT1 D 0 A_SpawnItem("HeadshotTarget23", 0, 48,0)
		TROO N 6
        TNT1 A 0 A_GiveInventory ("IsJumping")
        TNT1 A 0 A_FaceTarget
        TROO O 6 A_CustomMissile("ImpAttack2",10,0,0,0)
        TNT1 A 0 A_TakeInventory ("IsJumping")
        TNT1 A 0 A_JumpIfInventory("Fatality_Marine", 1, "FatalityMarine")
		TROO G 6 A_CustomMissile("ImpAttack2",10,0,0,0)
        TNT1 A 0 A_JumpIfInventory("Fatality_Marine", 1, "FatalityMarine")
		Goto See
	
	Melee2:
	    TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 48,0)
        TROO EF 4 A_FaceTarget
		TNT1 A 0 A_TakeInventory("SKImp", 1)
		TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 48,0)
        TROO G 4 A_CustomMissile("ImpAttack",10,0,0,0)
		TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 48,0)
        TROO FE 4
		Goto See

	Missile:
        TNT1 A 0 A_JumpIfCloser(150, "Melee")
		TNT1 A 0 A_TakeInventory("SKImp", 1)
		TNT1 D 0 A_SpawnItem("HeadshotTarget23", 0, 48,0)
		TROO E 4 A_FaceTarget
        TNT1 A 0 A_JumpIfCloser(170, "Melee")
		TNT1 A 0 A_Playsound ("IMPCHARG")
        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 35, 30, random (0, 40), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("ImBallGettingReady", 35, 30, random (0, 140), 2, random (0, 160))
		TROO E 2 A_FaceTarget
		
		        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 35, 30, random (0, 40), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("ImBallGettingReady", 35, 30, random (0, 140), 2, random (0, 160))
		TROO E 2 A_FaceTarget
		
		        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 35, 30, random (0, 40), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("ImBallGettingReady", 35, 30, random (0, 140), 2, random (0, 160))
		TROO E 2 A_FaceTarget
		
		TNT1 D 0 A_SpawnItem("HeadshotTarget23", 0, 48,0)
		        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 35, 30, random (0, 40), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("ImBallGettingReady", 35, 30, random (0, 140), 2, random (0, 160))
		TROO E 2 A_FaceTarget
		
		        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 35, 30, random (0, 40), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("ImBallGettingReady", 35, 30, random (0, 140), 2, random (0, 160))
		TROO E 2 A_FaceTarget
		
		        TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 35, 30, random (0, 40), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("ImBallGettingReady", 35, 30, random (0, 140), 2, random (0, 160))
		TROO F 2 A_FaceTarget
		TNT1 D 0 A_SpawnItem("HeadshotTarget10", 0, 48,0)
		TROO G 6 A_CustomMissile("FireBall_", 34, 0, 0, 0) 
		TROO F 4
		Goto See

		Death.Eat:
	    TNT1 A 0
		TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("ImpFatality",1)
		TNT1 A 0
        Stop	
		
		
		Death.Fatality:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_Jump(138,5)
        TNT1 A 0 A_GiveToTarget("ImpFatality2", 1)
        Stop
        TNT1 AAAAAAA 0
        TNT1 A 0 A_GiveToTarget("ImpFatality", 1)
        TNT1 A 1
        TNT1 A 0
		Stop
		
	Pain.Melee:
		TNT1 D 0
		TROO A 2
		TNT1 A 0 A_JumpIfInventory ("SKImp", 1, "StealthKill")
		TROO A 2 A_Pain
		Goto See


	Pain:
		TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 48,0)
		TNT1 A 0 A_TakeInventory("SKImp", 1)
		TROO A 2
		TROO A 2 A_Pain
		Goto See

    Pain.KillMe:
    Pain.Taunt:
        TNT1 A 0
        Goto Missile
    Death.KillMe:
    Death.Taunt:
    Death.Avoid:
        TNT1 A 0 A_SpawnItem("Imp")
        Stop

	Pain.minorhead:
		TNT1 D 0 A_SpawnItem("HeadshotTarget10", 0, 48,0)
		TNT1 A 0 A_TakeInventory("SKImp", 1)
		TROO H 5
		TROO H 5 A_Pain
		Goto See

Pain.ExplosiveImpact:
	Pain.Explosive:
	         TNT1 A 0
	         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)
        TNT1 A 0 ThrustThingZ(0,40,0,1)
         IZD4 KL 8
		Goto FallingAfterImpact
		

    Pain.Kick:
         TNT1 A 0
         IZD4 K 1 A_Pain
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		  TNT1 A 0 A_TakeInventory("SKZombieman", 1)
         TNT1 A 0 A_GiveInventory("IsDown", 1)
        TNT1 A 0 ThrustThingZ(0,30,0,1)
		//ID11 E 1 A_Chase ("","")
		IZD4 K 1 A_facetarget
        IZD4 K 6 ThrustThing(angle*256/360+128, 10, 0, 0)
         IZD4 L 8
		Goto FallingAfterImpact
		
		FallingAfterImpact:
		IZD4 L 1 A_GiveInventory ("FallingHeight", 1)
		IZD4 L 1 A_CheckFloor ("GetUp")
		Loop
		
		GetUp:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 20, "Death.Stomp")
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 14, "FallingSuperDeath")
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 7, "FallingDeath")
		IZD4 MMM 5 A_JumpIf(momz < 0, "FallingAfterImpact")
		TNT1 A 0 A_TakeInventory("FallingHeight, 100")
         TNT1 A 0 A_TakeInventory("IsDown", 1)
		IZD4 NO 7
         Goto See
		 
		
	FallingDeath:
	TNT1 A 0
	TNT1 A 0 A_Scream
	TNT1 A 0 A_NoBLocking
	TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (50, 130))
	TNT1 A 0 A_SpawnItem ("BigBloodSpot")
	TNT1 A 0 A_SpawnItem ("DeadImp1")
	Stop
	
	FallingSuperDeath:
	TNT1 A 0
	TNT1 A 0 A_XScream
	TNT1 A 0 A_NoBLocking
	TNT1 A 0 A_SpawnItem ("BigBloodSpot")
	Goto Death.ExplosiveImpact+1
	

	PainHurt:
	
		TNT1 A 0 A_TakeInventory("SKImp", 1)
		TNT1 D 0 A_SpawnItem("HeadshotTarget4", 0, 48,0)
		TROO H 1
		TROO H 1 A_Pain
		Goto See
		

	Death.Shotgun:
		TNT1 A 0 A_JumpIfCloser(200, "Death.Shotgunontheface")
		Goto Death
		
	Death.Shotgunontheface:	
	TNT1 A 0
	TNT1 A 0 A_Jump(10,"DeathNoGuts")
	TNT1 A 0 A_Jump(24, "Death.Arm", "Death.Leg")
	TNT1 A 0 ThrustThingZ(0,40,0,1)
	TNT1 A 0 A_Scream
	TNT1 A 0 A_NoBlocking
	ID11 ABC 7
	TNT1 A 0 A_SpawnItem ("DeadImp1", 5)
	Stop

	Death:
        TNT1 A 0
        TNT1 A 0 A_JumpIfInventory("IsJumping", 1, "DeathJump")
        TNT1 A 0 A_Jump(24, "Death.Arm", "Death.Leg")
        TNT1 A 0 A_Jump(10,"DeathNoGuts")
		TNT1 A 0 A_Jump(128, "DeathMirror")
		TROO I 8 
		TROO J 8 A_Scream
		TROO K 6
		TROO L 6 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
         TNT1 A 0 A_SpawnItem ("DeadImp1", 5)
		Stop
		
		Death.Fire:
        TNT1 A 0
		TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("BurningImp")
        Stop
   


     Death.Arm:
		TNT1 A 0 A_CustomMissile ("XDeathImpArm", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TR08 A 8 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("DyingImpNoArm", 2)
		Stop

      Death.Leg:
		TNT1 A 0 A_CustomMissile ("XDeathImpLeg", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TR09 AA 4 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TR09 B 8 A_Scream
		TR09 C 8 A_NoBlocking
         TNT1 A 0 A_SpawnItem ("DyingImpNoLeg", 5)
		Stop

	

    DeathJump:
         TNT1 A 0 A_Scream
         TNT1 A 0 A_NoBlocking
        TNT1 A 0 ThrustThingZ(0,40,0,1)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (20)
         ID11 ABCD 8
		 TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
         TNT1 A 0 A_SpawnItem ("DeadImp1", 5)
         Stop


    Death.Melee:
			TNT1 A 0 A_JumpIfInventory ("SKImp", 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 ABCD 8
         TNT1 A 1 A_SpawnItem ("DeadImp1", 5)
         Stop

	
		 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.head:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 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 ("Brains6", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains7", 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))
		
		TROH A 9 A_NoBlocking
		TROH B 9 A_XScream
		TNT1 A 0 A_Jump(32, "Deathchickenhead")
		TROH C 8
		TROH DE 8 
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
         TNT1 A 1 A_SpawnItem ("DeadImp_NoHead", 5)
		//		TROH D -1
		Stop
		
		
		Death.minorhead:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AA 0 A_CustomMissile ("Brains1", 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 ("Brains6", 50, 0, random (0, 360), 2, random (0, 160))
		//TNT1 A 0 A_CustomMissile ("Brains7", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 AA 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))
        TNT1 AAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		
		TROH K 9 A_NoBlocking
		TROH L 9 A_Scream
		TROH M 8
		TROH N 8 
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
         TNT1 A 1 A_SpawnItem ("DeadImp_MinorHeadDeadFront", 5)
		//		TROH D -1
		Stop
		
	Deathchickenhead:
	
        TNT1 A 0 A_PlaySound("misc/xdeath2c")
		TROH FGHI 5 A_SpawnItem ("Blood", 0, 40)
		
		        TNT1 A 0 A_PlaySound("misc/xdeath2c")
		TROH FGHI 5 A_SpawnItem ("Blood", 0, 40)
		
		        TNT1 A 0 A_PlaySound("misc/xdeath2c")
		TROH FGHI 5 A_SpawnItem ("Blood", 0, 40)
		
		        TNT1 A 0 A_PlaySound("misc/xdeath2c")
		TROH FGHI 5 A_SpawnItem ("Blood", 0, 40)
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		
				        TNT1 A 0 A_PlaySound("misc/xdeath2c")
		TROH FGHI 5 A_SpawnItem ("Blood", 0, 40)
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		
				        TNT1 A 0 A_PlaySound("misc/xdeath2c")
		TROH FGHI 5 A_SpawnItem ("Blood", 0, 40)
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		
				
		
		
		TROH DE 8 
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
         TNT1 A 1 A_SpawnItem ("DeadImp_NoHead", 5)
		//		TROH D -1
		Stop
		
		
		
		DeathMirror:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 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 ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TROO V 9
		TROO W 9 A_Scream
		TROO X 8 A_NoBlocking
		TROO Y 8 
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
         TNT1 A 0 A_SpawnItem ("DeadImpMinorHeadShot", 5)
		//		TROH D -1
		Stop

	Death.decaptate:
        TNT1 AAAAAAAAA 0 A_CustomMissile ("Blood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
       TNT1 A 0 A_SpawnItemEx ("XDeathImpHead", 50, 0, random (0, 360), 2, random (0, 160))
		TROH A 9
  	    TNT1 AA 0 A_CustomMissile ("SuperBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		TROH B 9 A_XScream
		TROH C 8 A_NoBlocking
		TROH DE 8 
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
         TNT1 A 1 A_SpawnItem ("DeadImp_NoHead", 5)
		//		TROH D -1
		Stop

	Death.cut:
        TNT1 A 0
        TNT1 A 0 A_Jump(32, "Death.Arm", "Death.Leg", "Death")
        TNT1 A 0 A_Jump(16,"DeathNoGuts")
        Goto Death.Tear
		
	
		
	    Death.cutless:
        TNT1 A 0
       TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
        TNT1 A 0 A_Jump(128, "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 ("BrutalizedImp1", 1)
		Stop
		
		Death.LegMassacre:
		TNT1 A 0 A_CustomMissile ("XDeathImpLeg", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TR09 A 8 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TR09 B 8 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("ImpBrutalizedWithNoLeg")
		Stop
		
	Death.Desintegrate:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DesintegratedHuman")
      Stop

	Death.Tear:
		TNT1 A 0 A_XScream
		TNT1 O 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TROG A 2 A_CustomMissile ("RipImp", 0, 0, random (0, 360), 2, random (0, 160))
        TROG AAA 4 A_SpawnItem ("Big_Blood", 0, 30)
	    TROG BCDEFGH 8
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 1 A_SpawnItem ("DeadImp_Half", 5)
		Stop

DeathNoGuts:
        TNT1 AAAAA 0
		IMPC C 8 
		TNT1 A 0 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 30, 0, random (0, 360), 2, random (0, 160))
        IMPC D 8 A_Scream
        IMPC E 8 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItem ("DyingImp", 2)
		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 ("XDeathBurnedImpArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedImpLeg", 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 ("XDeathBurnedImpLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AA 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 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.Blast:
	Death.SSG:
	Death.Railgun:
	Death.SuperPunch:
	    IZD1 E 1 A_Pain
		IZD1 E 1 A_FaceTarget
        //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 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 ("XDeathImpArm", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathImpHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		IZD1 EEFFGH 6
		IZD1 H -1
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        Stop
		
	XDeath:
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
  	    TNT1 AAAA 0 A_CustomMissile ("SuperBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 1 A_CustomMissile ("ImpXDeath", 0, 0, random (0, 360), 2, random (0, 160))
		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 ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains6", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains7", 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 AAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathImpArm", 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 ("XDeathImpLeg", 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 A 0 ThrustThingZ(0,40,0,1)
	    ID17 AB 5
	    ID17 CDEF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		ID17 EEEEEEEEEE 5 A_CheckFloor ("Dead.ExplosiveImpact")
		TNT1 A 0 A_SpawnItem ("ThisImpGotFuckedHard")
		Stop
		
		Dead.ExplosiveImpact:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem ("ThisImpGotFuckedHard")
		TNT1 AAAA 0 A_SpawnItem ("Blood")
		Stop
		
		
		Death.Landmine:
		Death.LandMine2:
	
	TNT1 AA 0 A_CustomMissile ("XDeath1", 40, 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 ("XDeathImpLeg", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathImpArm", 62, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 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
	    ID17 HI 4
		ID17 JKLMN 4 A_CheckFloor ("Dead.Landmine")
		ID17 NNNNNNNN 4 A_CheckFloor ("Dead.Landmine")
		TNT1 A 0 A_SpawnItem ("DeadImp_NoLeg")
		Stop
		
		
		Dead.Landmine:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem ("DeadImp_NoLeg")
		TNT1 AAAA 0 A_SpawnItem ("Blood")
		Stop
	
			
		
	Raise:
		TROO MLKJI 8
		Goto See
    Crush:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        CRS1 A 5
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        CRS1 A -1
        Stop

   FatalityMarine:
        TNT1 A 0 A_SetInvulnerable
       IPFP ABCD 4
       TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
       IPFP EE 8
	   TNT1 A 0 A_PlaySound("DSFDTHE")
       IPFP FF 8
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 25, 0, random (0, 360), 2, random (0, 160))
       IPFP G 8

       IPFP F 8
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 25, 0, random (0, 360), 2, random (0, 160))
       IPFP G 8

       IPFP F 8
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 25, 0, random (0, 360), 2, random (0, 160))
       IPFP G 8

       IPFP H 8
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 25, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 1, 0, random (0, 360), 2, random (0, 160))
       IPFP I 8
	   TNT1 A 0 A_PlaySound("misc/xdeath1")

       IPFP J 8
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 25, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 1, 0, random (0, 360), 2, random (0, 160))
       IPFP K 8

       IPFP L 8
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 25, 0, random (0, 360), 2, random (0, 160))
       IPFP K 8

       IPFP L 8
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 25, 0, random (0, 360), 2, random (0, 160))
       IPFP K 8

        TNT1 A 0 A_TakeInventory("Fatality_Marine",1)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_UnSetInvulnerable
TNT1 A 0 A_SpawnItem ("MarineGotOwnedByImp", 1)
Goto See 
		 
		 	StealthKill:
	TNT1 A 0
	TNT1 A 0 A_GiveToTarget("SKImp", 1)
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_Fall
	TNT1 A 1
	Stop
	
        Stop
	}
}

ACTOR ImpAttack: BaronBall
{
	Radius 10
	Height 18
	DamageType Rip
	Projectile 
	+RANDOMIZE
    Damage 2
	+FORCEXYBILLBOARD
    +THRUGHOST
    +BLOODSPLATTER 
	RenderStyle Add
	Alpha 0.6
	HitObituary "$OB_IMPHIT"
    Obituary "$OB_IMPHIT"
	+DONTHURTSPECIES

	SeeSound "None"
	DeathSound "none"
	Decal "none"
    Speed 20
	States
	{
	Spawn:
		TNT1 A 4 BRIGHT
		Stop
	Death:
        TNT1 A 0 A_PlaySound("imp/melee")
		TNT1 A 0 BRIGHT
		Stop
	}
}

ACTOR ImpAttack2: ImpAttack
{
    +THRUGHOST
	DamageType ImpFatalityMarine
    Damage 1
}

ACTOR FireBall_ Replaces DoomImpBall
{
	Game Doom
	DamageType Burn
	Radius 8
	Height 8
	Speed 16
	FastSpeed 20
	Damage 3
	PROJECTILE
    +THRUGHOST
	RenderStyle Add
	Alpha 1
	SeeSound "imp/attack"
	DeathSound "imp/shotx"
	Decal "Scorch"
	Scale 1.6
	States
	{
	Spawn:
		//TNT1 A 0 A_SpawnItem ("CoolAndNewFlameTrails")
		TNT1 A 0 A_SpawnItem ("CoolAndNewFlameTrails", 0, random( -2, 2))
		FRFX A 1 BRIGHT A_SpawnItem("FireballFlare",0,0)
		TNT1 A 0 A_SpawnItem ("CoolAndNewFlameTrails")
		//TNT1 A 0 A_CustomMissile ("CoolAndNewFlameTrails", 0, 0, random (70, 110), 2, random (0, 360))
		FRFX B 1 BRIGHT A_SpawnItem("FireballFlare",0,0)
		Loop
		
	Death:
		EXPL A 0 A_SpawnItem("ExplosionParticleSpawner")
	    EXPL AAAAAA 0 A_CustomMissile ("FireBallExplosionFlames", 1, 0, random (0, 360), 2, random (0, 360))
		//FRFX CDEFGHIJKLMNOP 1 BRIGHT A_SpawnItem("RedFlare",0,0)
		TNT1 AAAA 19 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
		Stop
	XDeath:
		EXPL A 0 A_SpawnItem("ExplosionParticleSpawner")
	    EXPL AAAAAA 0 A_CustomMissile ("FireBallExplosionFlames", 1, 0, random (0, 360), 2, random (0, 360))
		EXPL AAA 0 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 360))
		//FRFX CDEFGHIJKLMNOP 1 BRIGHT A_SpawnItem("RedFlare",0,0)
		Stop
	}
}

ACTOR FireBallWeapon: FireBall_
{
	-THRUGHOST
}


ACTOR ImpTorso
{
    Radius 12
    Height 16
    Scale 1.1
	Mass 20
    Health 50
    +SHOOTABLE
    -SOLID
    +NOTELEPORT
    +MOVEWITHSECTOR
    damagefactor "Blood", 0.0
    damagefactor "Trample", 0.0
    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 B 10
TNT1 A 0 A_UnSetInvulnerable
    Goto Dead
    
   Dead:
        GORX B 10
        Loop
    Death:
        TNT1 AA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 180), 2, random (0, 180))
        TNT1 A 0 A_CustomMissile ("XDeath2", 0, 0, random (0, 180), 2, random (0, 180))
        TNT1 A 0
        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 ("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 AAA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop
		
    }
}










Actor DeadImp1 Replaces DeadDoomImp
{
    Radius 12
    Height 12
    +SHOOTABLE
    -SOLID
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CORPSE
    Mass 1000
    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:
        TROO M -1
        Stop
	Raise:
		TROO K 5
		TROO JIH 5
        TNT1 A 0 A_SpawnItem ("Imp", 3)
		Stop
    Death:
         TNT1 A 0 A_Jump (128, "Death2")
		TNT1 A 0 A_CustomMissile ("XDeathImpArm", 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 ("DeadImp_NoArm", 5)
        Stop
    Death2:
		TNT1 A 0 A_CustomMissile ("XDeathImpLeg", 5, 0, random (0, 360), 2, random (0, 160))
		SPOS A 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
         TNT1 A 1 A_SpawnItem ("DeadImp_NoLeg", 5)
        Stop
    Death.CutLess:
    Death.Cut:
         TNT1 A 1 A_SpawnItem ("DeadImp_Half", 5)
        TNT1 A 0 A_CustomMissile ("RipImp", 0, 0, random (0, 360), 2, random (0, 160))
        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 ("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 AAA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop
	XDeath:
	    TNT1 A 0 A_SpawnItem("GibsZ")
		TNT1 AAAA 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 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
         ID11 ABC 6
         TNT1 A 1 A_SpawnItem ("DeadImp1", 5)
         Stop}}

Actor DeadImp_NoArm: DeadImp1
{Health 200 States{Spawn:
        TR08 E -1
        Stop    
       Death.Cut:        Death.Cutless:	        Death:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		TNT1 AAAA 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 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
         IZD2 B 7
         TNT1 A 1 A_SpawnItem ("BrutalizedImpStop", 5)
		 }}

Actor DeadImp_NoArmNoHead: DeadImp_NoArm
{Health 200 States{Spawn:
        TR08 G -1
        Stop    
       Death.Cut:        Death.Cutless:	        Death:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		TNT1 AAAA 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		Stop}}

Actor DeadImp_NoLeg: DeadImp1
{Health 200 States{Spawn:
        TR09 E -1
        Stop
       Death.Cut:        Death.Cutless:	        Death:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		TNT1 AAAA 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 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
         ID11 ABC 6
         TNT1 A 1 A_SpawnItem ("DeadImp_NoLeg", 5)
		Stop
		}}


Actor DeadImp_NoHead: DeadImp1
{Health 200 States{Spawn:
        TROH E -1
        Stop	     	
        Death:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		TNT1 AAAA 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
         Stop}}

Actor DeadImp_MinorHeadDeadFront: DeadImp1
{Health 200 States{Spawn:
        TROH O -1
        Stop}}
		 
Actor DeadImpMinorHeadShot: DeadImp1
{Health 200 States{Spawn:
        TROO Y -1
        Stop	     	
        Death:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		TNT1 AAAA 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
         Stop}}

Actor DeadImp_Half: DeadImp1
{Health 200 States{Spawn:
        TROG H -1
        Stop
        Death.Cut:
        Death.Cutless:	
        Death:
    Death.Fatality:
    Death.Melee:
    Death.Kick:
	Death.ExplosiveImpact:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		TNT1 AAAA 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
          Stop}}


ACTOR StompedImp: DeadImp_NoHead
{Health 200 States{Spawn:
        FTYI Z -1
        Stop	Death:
TNT1 A 0 A_SpawnItem("GibsZ")
TNT1 AAAA 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
          Stop}}
		  







ACTOR DyingImp
{
	Game Doom
	Radius 16
	Height 32
	Health 50
		PainSound "imp/pain"
		PainChance 255
		Mass 999999
	-SOLID
	+SHOOTABLE
	Scale 1.0
	States
	{
	Spawn:
    IMPC E 1
	Goto Suffer
	Suffer:
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC EE 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC E 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC FF 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC F 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC GG 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC G 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC FF 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC F 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC EE 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC E 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC FF 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC F 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC GG 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC G 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC FF 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC F 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC EE 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC E 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC FF 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC F 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC GG 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC G 5 A_Pain
		
		
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC EE 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC E 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC FF 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC F 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC GG 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC G 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC FF 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC F 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC EE 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC E 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC FF 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC F 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC GG 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC G 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC FF 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC F 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC EE 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC E 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC FF 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC F 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC GG 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        IMPC G 5 A_Pain
       
		Goto Death
	Death:
	    IMPC HI 8
		TNT1 A 1 A_SpawnItem ("DeadImp_NoStomach", 5)
		Stop

    Death.Head:
    Death.Decaptate:
    Death.MINORHead:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 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 ("Brains6", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains7", 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", 36, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        IMPC JKL 8
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
        TNT1 A 0 A_SpawnItem ("DeadImp_NoStomachNoHead", 1)
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 ("XDeathBurnedImpArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedImpLeg", 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)
		XBRN DEF 4 BRIGHT
        TNT1 A 0
        Stop
		
	Death.Fire:
        TNT1 A 0
		TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		TROO JJJJ 2 A_CustomMissile ("FlameTrails", 45, 0, random (0, 360), 2, random (50, 130))
		TROO KKKK 2 A_CustomMissile ("FlameTrails", 30, 0, random (0, 360), 2, random (50, 130))
		TROO LLLL 2 A_CustomMissile ("FlameTrails", 25, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_Playsound("props/redfire")
		BOSB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 2 A_CustomMissile ("FlameTrails", 15, 0, random (0, 360), 2, random (50, 130))
        BOSB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 10 A_CustomMissile ("SmallSmoke", 15, 0, random (0, 360), 2, random (70, 110))
        BOSB E -1
        Stop

	Death.cut:
	Death.cutless:
		TNT1 O 0 A_Jump(230, 2)
		Goto Death
		TNT1 A 0 A_XScream
		TNT1 O 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TROG A 2 A_CustomMissile ("RipImp", 0, 0, random (0, 360), 2, random (0, 160))
        TROG AAAAAAAAAAAAAAAAAAAAAAAAAA 4 A_SpawnItem ("Big_Blood", 0, 30)
	    TROG BCDEFGH 8
         TNT1 A 1 A_SpawnItem ("DeadImp_Half", 5)
		//TROG H -1
		Stop


	Death.Blast:
	Death.SSG:
        //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 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 ("XDeathImpArm", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathImpHead", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperGoreSpawner", 22, 0, random (170, 190), 2, random (0, 15))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		IZD1 EFGH 6
		IZD1 H -1
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        Stop
		
		Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasImpShield", 1)
        Stop
	}
}


Actor DeadImp_NoStomach: DeadImp1
{Health 200 States{Spawn:
	    IMPC I -1
        Stop    
       Death.Cut:        Death.Cutless:	        Death:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		TNT1 AAAA 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		Stop}}


Actor DeadImp_NoStomachNoHead: DeadImp1
{Health 200 States{Spawn:
	    IMPC L -1
        Stop    
       Death.Cut:        Death.Cutless:	        Death:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		TNT1 AAAA 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		Stop}}


Actor ImpMessyCorpse: DeadMarine
{Health 200 States{Spawn:
	    FTBI H -1
        Stop    
       Death.Cut:        Death.Cutless:	        Death:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		TNT1 AAAA 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		Stop}}
		
		
		
		
		
		
		
		
		
ACTOR BrutalizedImp1
{
	Game Doom
	Radius 16
	Height 50
	Health 36
		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("HasImpShield", 1)
        Stop
		
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Recoil(2)
	TNT1 A 0 A_CustomMissile ("XDeathImpArm", 35, 0, random (0, 360), 2, random (0, 160))
    TNT1 AA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	Pain:
    IZD1 A 25
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedImpStop")
	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 ("Brains6", 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 AA 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 ("BrutalizedImp2")
		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 ("ImpXDeath", 0, 0, random (0, 360), 2, random (0, 160))
        Stop
}}

actor BrutalizedImpStop: CurbstompedMarine
{
    damagefactor "Blood", 0.0
    damagefactor "Trample", 0.0
    damagefactor "Melee", 10.0
    damagefactor "Fatality", 10.0
	damagefactor "Kick", 10.0
    States
    {
    Spawn:
IZD2 ABC 5 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
IZD3 D -1
       Stop    
	   
	Death.Fatality:
    Death.Melee:
	Death.Kick:
         TNT1 A 0
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,30,0,1)
         //IZD2 B 7
         TNT1 A 1 A_SpawnItem ("BrutalizedImpStop", 5)
		 Stop
	   
	   }}

ACTOR BrutalizedImp2: BrutalizedSergeant1
{
	States
	{
	Spawn:
	Pain:
    IZD1 B 25
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedImpStop2")
	Stop
	
	Death:
		TNT1 A 0
		TNT1 A 0 A_Recoil(2)
	TNT1 A 0 A_CustomMissile ("XDeathImpArm", 35, 0, random (0, 360), 2, random (0, 160))
    TNT1 AA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedImp3")
		Stop
	
		Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasImpShield", 1)
		Stop
		

}}

actor BrutalizedImpStop2: BrutalizedImpStop
{
    States
    {
    Spawn:
IZD4 AB 6 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
IZD4 B -1
       Stop
	   	
	Death.Fatality:
    Death.Melee:
	Death.Kick:
         TNT1 A 0
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,30,0,1)
         IZD4 A 7
         TNT1 A 1 A_SpawnItem ("BrutalizedImpStop2", 5)
		 Stop
	   }}

ACTOR BrutalizedImp3: BrutalizedImp1
{
	States
	{
	Spawn:
	Pain:
    IZD1 C 25
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedImpStop3")
	Stop
	
	Death:
	    TNT1 A 0
		TNT1 A 0 A_Recoil(2)
        TNT1 AA 0 A_CustomMissile ("XDeath1", 40, 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 ("XDeath2", 40, 0, random (0, 360), 2, random (0, 160))
		IZD1 EFGH 6
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		IZD1 H -1
		Stop
}}


actor BrutalizedImpStop3: BrutalizedImpStop
{
    States
    {
    Spawn:
IZD3 ABC 6 A_SpawnItem("NashGore_BloodSpot",0,0,0,1)
IZD3 C -1
       Stop    
	   
	 Death.Fatality:
    Death.Melee:
	Death.Kick:
         TNT1 A 0
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,15,0,1)
        TNT1 A 0 A_FaceTarget
         IZD3 B 7
         TNT1 A 1 A_SpawnItem ("BrutalizedImpStop3", 5)
		 Stop}}
	   
		
ACTOR ThisImpGotFuckedHard: CurbstompedMarine
{Health 200 
DamageFactor "ExplosiveImpact", 10.0
States{Spawn:
        ID17 G -1
        Stop
		
		Death.ExplosiveImpact:
	TNT1 A 0 ThrustThingZ(0,40,0,1)
	    ID17 ABCDEF 5
		TNT1 A 0 A_SpawnItem ("ThisImpGotFuckedHard")
		Stop
		}}
		
	
	
ACTOR ImpBrutalizedWithNoLeg
{
	Game Doom
	Radius 16
	Height 50
	Health 25
		PainSound "grunt/pain"
		PainChance 255
		Mass 999999
	-SOLID
	+SHOOTABLE
	Scale 1.0
	States
	{
		
	Spawn:
	TR09 A 25
	Goto DieNow
	
    DieNow:
	TR09 BC 8
        TR09 DE 8
	TNT1 A 0 A_SpawnItem ("DeadImp_NoLeg")
	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 ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains6", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains7", 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 AAAAAAA 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 ("XDeathImpLeg", 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 A 0 ThrustThingZ(0,30,0,1)
	    ID17 ABCDEF 5
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		TNT1 A 0 A_SpawnItem ("ThisImpGotFuckedHard")
		Stop
}}









ACTOR DyingImpNoArm
{
	Game Doom
	Radius 16
	Height 32
	Health 50
		PainSound "imp/pain"
		PainChance 255
		Mass 999999
	-SOLID
	+SHOOTABLE
	Scale 1.0
	States
	{
	Spawn:
    IMPC E 1
	Goto Suffer
	Suffer:
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 BB 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 B 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 CC 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 C 5 A_Pain

                TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 BB 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 B 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 CC 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 C 5 A_Pain

               TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 BB 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 B 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 CC 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 C 5 A_Pain

                TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 BB 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 B 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 CC 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 C 5 A_Pain

                TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 BB 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 B 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 CC 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 C 5 A_Pain

                TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 BB 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 B 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 CC 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 C 5 A_Pain
		
		
                TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 BB 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 B 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 CC 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 C 5 A_Pain

                TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 BB 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 B 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 CC 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 C 5 A_Pain

                TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 BB 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 B 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 CC 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 C 5 A_Pain
		Goto Death
	Death:
	    TR08 D 8
		TNT1 A 0 A_SpawnItem ("DeadImp_NoArm", 5)
		Stop

    Death.Head:
    Death.Decaptate:
    Death.MINORHead:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 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 ("Brains6", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains7", 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", 36, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        TR08 F 8
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
        TNT1 A 0 A_SpawnItem ("DeadImp_NoArmNoHead", 1)
Stop
}
}



ACTOR DyingImpNoLeg
{
	Game Doom
	Radius 16
	Height 32
	Health 50
		PainSound "imp/pain"
		PainChance 255
		Mass 999999
	-SOLID
	+SHOOTABLE
	Scale 1.0
	States
	{
	Spawn:
    IMPC E 1
	Goto Suffer
	Suffer:
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 DD 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 D 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 FF 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 FF 5 A_Pain

                TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 DD 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 D 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 FF 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 FF 5 A_Pain
		
		        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 DD 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 D 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 FF 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 FF 5 A_Pain
		
		        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 DD 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 D 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 FF 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 FF 5 A_Pain
		
		        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 DD 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 D 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 FF 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 FF 5 A_Pain
		
		        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 DD 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 D 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 FF 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 FF 5 A_Pain
		
		        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 DD 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 D 5 A_Pain

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 FF 4 A_SpawnItem ("NashGore_FlyingBlood", 0, 10)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 FF 5 A_Pain
		Goto Colapse
	Death:
	    TNT1 A 0 A_PlaySound("imp/death")
	    TR09 G 8
		TNT1 A 0 A_SpawnItem ("DeadImp_NoLeg", 5)
		Stop
		
	Colapse:
	    TR09 H 8
		TNT1 A 0 A_SpawnItem ("DeadImp_NoLeg", 5)
		Stop

    Death.Head:
    Death.Decaptate:
    Death.MINORHead:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 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 ("Brains6", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains7", 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", 36, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        TR09 I 8
        TNT1 A 0 A_SpawnItem ("DeadImp_Noleg", 1)
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
Stop
}
}