//===========================================================================
//
// Chaingunner
//
//===========================================================================
ACTOR ChaingunGuy1: ChaingunGuy Replaces ChaingunGuy
{
	Health 100
	Radius 20
	Height 44
	Mass 100
	Speed 5
	PainChance 200
	PainChance "Kick", 255
	PainChance "Melee", 255
	Monster
	MaxStepHeight 24
	MaxDropOffHeight 32
	+FLOORCLIP
    +MISSILEMORE
    +MISSILEEVENMORE
	damagefactor "Avoid", 0.0
damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    BloodType "NashGore_Blood"
	SeeSound "grunt/sight"
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	ActiveSound "grunt/active"
	AttackSound "weapons/minigunfire"
    damagefactor "Kick", 0.4
    damagefactor "Shrapnel", 0.4
	damagefactor "explosiveimpact", 2.0
	damagefactor "MinorHead", 1.2
	DropItem "None" 3
	Obituary "%o has been mowed down by a Zombie Commando."
	States
	{
	Spawn:
	TNT1 A 0 A_GiveInventory("SKChaingunGuy", 1)
		CPOS A 0 A_CheckSight("Spawn2")
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
		CPOS B 10 A_Look
		Loop
	Spawn2:
		CPOS B 1 A_Look
		Goto Spawn
	See:
        TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 30, 0, 0)
		TNT1 A 0 A_TakeInventory("SKChaingunGuy", 1)
		CPOS A 0 A_SpawnItem("HeadshotTarget4", 0, 42,0)
		CPOS AA 2 A_Chase
		CPOS A 0 A_SpawnItem("HeadshotTarget4", 0, 42,0)
		CPOS AA 2 A_Chase

		CPOS A 0 A_SpawnItem("HeadshotTarget4", 0, 42,0)
		CPOS BB 2 A_Chase
		CPOS A 0 A_SpawnItem("HeadshotTarget4", 0, 42,0)
		CPOS BB 2 A_Chase

		CPOS A 0 A_SpawnItem("HeadshotTarget4", 0, 42,0)
		CPOS CC 2 A_Chase
		CPOS A 0 A_SpawnItem("HeadshotTarget4", 0, 42,0)
		CPOS CC 2 A_Chase

		CPOS A 0 A_SpawnItem("HeadshotTarget4", 0, 42,0)
		CPOS DD 2 A_Chase
		CPOS A 0 A_SpawnItem("HeadshotTarget4", 0, 42,0)
		CPOS DD 2 A_Chase

		Loop

	Missile:
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 42,0)
		TNT1 A 0 A_TakeInventory("SKChaingunGuy", 1)
		CPOS E 12 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 42,0)
		CPOS E 12 A_FaceTarget
		TNT1 A 0

		CPOS E 2 A_FaceTarget 
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 42,0)
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0)
        CPOS F 2 BRIGHT A_CustomMissile("MonsterMinigunTracer", 38, 0, random(-8, 8), 0)
        TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		
				CPOS E 2 A_FaceTarget 
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 42,0)
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0)
        CPOS F 2 BRIGHT A_CustomMissile("MonsterMinigunTracer", 38, 0, random(-3, 8), 0)
        TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
				CPOS E 2 A_FaceTarget 
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 42,0)
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0)
        CPOS F 2 BRIGHT A_CustomMissile("MonsterMinigunTracer", 38, 0, random(-8, 8), 0)
        TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
				CPOS E 2 A_FaceTarget 
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 42,0)
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0)
        CPOS F 2 BRIGHT A_CustomMissile("MonsterMinigunTracer", 38, 0, random(-4, 4), 0)
        TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		CPOS E 2 A_FaceTarget 
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 42,0)
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0)
        CPOS F 2 BRIGHT A_CustomMissile("MonsterMinigunTracer", 38, 0, random(-8, 8), 0)
        TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		CPOS E 2 A_FaceTarget 
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 42,0)
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0)
        CPOS F 2 BRIGHT A_CustomMissile("MonsterMinigunTracer", 38, 0, random(-5, 5), 0)
        TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CPosRefire
		Goto Missile+6

     SpecialAttack:
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 42,0)
		CPOS E 10 A_FaceTarget 
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 42,0)
        TNT1 A 0 A_CustomMissile("FireFightFlare", 34, 10, 15, 25)
		CPOS F 10 //A_CustomMissile("CommandoGrenade",10,0,0,0)
        TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 42,0)
		CPOS E 10
        Goto See
		
	   Pain.Melee:
		CPOS G 3
		TNT1 A 0 A_JumpIfInventory ("SKChaingunGuy", 1, "StealthKill")
 		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 42,0)
        CPOS G 3 A_Pain
        Goto See
     Pain:
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 42,0)
		TNT1 A 0 A_TakeInventory("SKChaingunGuy", 1)
		CPOS G 3
 		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 42,0)
        CPOS G 3 A_Pain
        Goto See

    Pain.Kick:
         TNT1 A 0 A_Pain
		 TNT1 A 0 A_TakeInventory("SKChaingunGuy", 1)
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,15,0,1)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (3)
         CPOS G 2
		 CPBK ABC 2
		 CPBK C 8 A_Pain
		 CPBK D 8
		 CPBK C 8 A_Pain
		 CPBK D 8
		 CPBK C 8 A_Pain
		 CPBK D 8
		 CPBK C 8 A_Pain
		 CPBK D 8
		 CPBK BA 4
		 CPOS G 4
         Goto See
		 
	Death.Shotgun:
	Death.Cutless:
		TNT1 A 0
		TNT1 A 0 A_Jump(90,"Death.Arm")
		TNT1 A 0 A_Jump(192,"Death.SemiGib")
		Goto Death
	
	Death:
	    TNT1 A 0
		TNT1 A 0 A_Jump(90,"Death.Arm")
		TNT1 A 0 A_Jump(64,"Death.SemiGib")
        CPOD A 12 A_Scream
        CPOD B 6 A_NoBlocking
        CPOD CDEFG 6
        TNT1 A 0 A_SpawnItem ("Mini_Gun", 0, 5,0)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 1 A_SpawnItem ("DeadChaingunGuy1", 3)
        Stop
		
	Death.SemiGib:
	    TNT1 A 0 A_SpawnItem ("Mini_Gun", 0, 5,0)
        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathChainArm", 35, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_CustomMissile ("XDeath", 35, 0, random (0, 360), 2, random (60, 120))
		TNT1 AA 0 A_CustomMissile ("XDeath2", 35, 0, random (0, 360), 2, random (60, 120))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 35, 0, random (0, 360), 2, random (60, 120))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPiece", 35, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_XScream
		TNT1 O 0 A_NoBlocking
	    CPSC ABCDEFGH 4
        CPSC H 1
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
         TNT1 A 1 A_SpawnItem ("DeadChaingunGuy_Half", 3)
		Stop
	
	Death.Cutless:
	TNT1 A 0
		TNT1 A 0 A_Jump(180,"Death.Arm")
		Goto Death
	Death.Arm:
	     TNT1 A 0
	     TNT1 A 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathChainArm", 45, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath1", 45, 0, random (0, 360), 2, random (0, 160))
		
	     CPOD H 10 A_Scream
		 CPOD I 5
		 CPOD I 1 A_NoBlocking
		 TNT1 A 1 A_SpawnItem ("BrutalizedCommando1")
	Stop
		
    XDeath:
        TNT1 A 0 A_SpawnItem ("Mini_Gun", 0, 5,0)
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItemEx ("XDeathChainHead", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("ChainXDeath", 0, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("MuchBlood2", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		Stop
		
    Death.minorhead:   
        TNT1 A 0 A_PlaySound("misc/xdeath4")
TNT1 AAAAA 0 A_CustomMissile ("BrainBlood", 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 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))
		CPHM A 6
		CPHM B 6 A_Scream
		CPHM C 6 A_NoBlocking
		CPHM DEF 6 
        TNT1 A 0 A_SpawnItem ("Mini_Gun", 0, 5,0)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
         TNT1 A 0 A_SpawnItem ("DeadChaingunGuy_KilledByMinorHead", 3)
        Stop
		
		 Death.Melee:
		 TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SKChaingunGuy", 1, "StealthKill")
		CPHM A 9
		CPHM B 9 A_Scream
		CPHM C 8 A_NoBlocking
		CPHM DEF 8 
        TNT1 A 0 A_SpawnItem ("Mini_Gun", 0, 5,0)
         TNT1 A 0 A_SpawnItem ("DeadChaingunGuy_KilledByMinorHead", 3)
        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 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 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))
		CPHS A 6
		CPHS B 6 A_XScream
		CPHS C 6 A_NoBlocking
		CPHS DEF 6 
        TNT1 A 0 A_SpawnItem ("Mini_Gun", 0, 5,0)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
         TNT1 A 1 A_SpawnItem ("DeadChaingunGuy_NoHead", 3)
        Stop
	Death.decaptate:
        TNT1 AAAAAAAAAAAAAAAAA 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 ("XDeathChainHead", 50, 0, random (0, 360), 2, random (0, 160))
		CPHS A 6
		CPHS B 6 A_XScream
		CPHS C 6 A_NoBlocking
		CPHS DEF 6 
        TNT1 A 0 A_SpawnItem ("Mini_Gun", 0, 5,0)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
         TNT1 A 1 A_SpawnItem ("DeadChaingunGuy_NoHead", 3)
        Stop
	Death.cut:
		TNT1 O 0 A_Jump(220, 2)
		Goto Death
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathChainArm", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathChainLeg", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 O 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeathGuts", 0, 0, random (0, 360), 2, random (0, 160))
	    CPSC ABCDEFGH 8
        CPSC H 1
        TNT1 A 0 A_SpawnItem ("Mini_Gun", 0, 5,0)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
         TNT1 A 1 A_SpawnItem ("DeadChaingunGuy_Half", 3)
		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.ExplosiveImpact:
	Death.Landmine:
	    TNT1 A 0 A_SpawnItem ("Mini_Gun", 0, 5,0)
		TNT1 A 0 ThrustThingZ(0,30,0,1)
        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathChainArm", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathChainLeg", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 O 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeathGuts", 0, 0, random (0, 360), 2, random (0, 160))
	    CPSC ABCDEFGH 5
        CPSC H 1
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
         TNT1 A 1 A_SpawnItem ("DeadChaingunGuy_Half", 3)
		Stop
	
    Death.Plasma: Death.Plasma2:
	PBR1 A 6 A_Scream
	TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes1", 32, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes2", 32, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAA 0 A_CustomMissile ("BluePlasmaFireNonStatic", 32, 0, random (0, 360), 2, random (0, 180))
	PBR1 B 6 A_NoBlocking
	PBR1 CDEFGH 6 A_CustomMissile ("Blood", 10, 0, random (0, 360), 2, random (0, 160))
	PBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160))
	PBR1 H -1
	Stop
	
	Death.SuperPlasma:
        TNT1 A 0
        TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("Mini_Gun", 0, 5,0)
        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.fire:
    Death.burn:
    Death.flames:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("Mini_Gun", 0, 5,0)
        TNT1 A 0 A_SpawnItem("BurningZombie")
      Stop


	Death.Throwable:
		Goto Death
		
	Death.Desintegrate:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DesintegratedHuman")
      Stop
		
    Death.Fatality:
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 A 0 A_SpawnItem ("Mini_Gun", 0, 5,0)
        TNT1 A 0 A_Jump(130,5)
        TNT1 A 0 A_GiveToTarget("ComandoFatality", 1)
        Stop
        TNT1 AAAAAAA 0
        TNT1 A 0 A_GiveToTarget("ComandoFatality2", 1)
        TNT1 A 1
        TNT1 A 0
		Stop
		
	    Death.Eat:
	    TNT1 A 0
		TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_Scream
		TNT1 A 0 A_SpawnItem ("Mini_Gun", 0, 5,0)
        TNT1 A 0 A_GiveToTarget("ComandoFatality",1)
        Stop
	
	Raise:
		CPOS N 5
		CPOS MLKJIH 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")
        CRS1 A 5
        CRS1 A -1
        Stop

    Pain.KillMe:
    Pain.Taunt:
        TNT1 A 0
        Goto Missile
    Death.KillMe:
    Death.Taunt:
	    TNT1 A 0 A_ChangeFlag("SOLID", 0)
        TNT1 A 0 A_SpawnItem("ChaingunGuy")
        Stop
		
	Death.SuperPunch:
	Death.Blast:
	Death.SSG:
	    POSS Q 1 A_Pain
		POSS Q 1 A_FaceTarget
        //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 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 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("Mini_Gun", 0, 5,0)
        POSS QRSTUVW 8
        POSS X -1
        Stop
		
	StealthKill:
	TNT1 A 0
	TNT1 A 0 A_GiveToTarget("GoFatality", 1)
	TNT1 A 0 A_GiveToTarget("SKChaingunGuy", 1)
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_Fall
	TNT1 A 0 A_Die("Stealthy")
	TNT1 A 1
	Stop
	Death.Stealthy:
	TNT1 A 0
	Stop
	}
}




Actor DeadChaingunGuy1
{
    Radius 12
    Height 12
    +SHOOTABLE
    -SOLID
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CORPSE
	+FLOORCLIP
    Mass 1000
    Health 100
    damagefactor "Blood", 0.0
    damagefactor "Trample", 0.0
States
    {
    Spawn:
        CPOD G -1
        Stop
	Raise:
		CPOD GFEDCBA 5
        TNT1 A 0 A_SpawnItem ("ChainGunGuy1", 3)
		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 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 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.CutLess:
    Death.Cut:
        TNT1 AA 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathChainArm", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathChainLeg", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 O 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("RipGuts", 0, 0, random (0, 360), 2, random (0, 160))
         TNT1 A 1 A_SpawnItem ("DeadChaingunGuy_Half", 5)
     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 DeadChaingunGuy_NoHead: DeadChaingunGuy1
{Health 200 States{Spawn:
		CPHS F -1
        Stop    
       Death.Cut:
  	    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 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 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 DeadChaingunGuy_Half: DeadChaingunGuy1
{Health 200 States{Spawn:
        CPSC H -1
        Stop
       Death.Cut:        Death.Cutless:	        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 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 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 BrutalizedDeadChaingunGuy: DeadChaingunGuy1
{Health 200 States{Spawn:
        CFTB C -1
        Stop
       Death.Cut:        Death.Cutless:	        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 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 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 SuperBrutalizedDeadChaingunGuy: DeadChaingunGuy1
{Health 200 States{Spawn:
        CFTB D -1
        Stop
       Death.Cut:        Death.Cutless:	        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 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 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 DeadChaingunGuy_KilledByMinorHead: DeadChaingunGuy1
{Health 200 States{Spawn:
        CPHM F -1
        Stop
       Death.Cut:        Death.Cutless:	        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 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 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 BrutalizedCommando1
{
	Game Doom
	Radius 16
	Height 50
	Health 100
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 0.0
	damagefactor "Shrapnel", 0.0
	damagefactor "KillMe", 0.0
		PainSound "grunt/pain"
		Mass 999999
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	Scale 1.0
	States
	{
	Spawn:
	CPOD JJJJJJJJJJ 10 A_SpawnItem ("DripingBlood", 0, 23)
	CPOD K 6
	TNT1 A 0 A_SpawnItem ("Mini_Gun", 0, 5,0)
	TNT1 A 0 A_SpawnItem ("BrutalizedDeadCommando1")
	Stop
	
	Pain:
    CPOD J 1 A_Pain
	Goto Spawn

	Death:
	TNT1 A 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathChainArm", 45, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath1", 45, 0, random (0, 360), 2, random (0, 160))
    TNT1 A 0 A_PlaySound("chainguy/death")
	TNT1 A 0 A_SpawnItem ("BrutalizedCommando2")
		Stop
}}

ACTOR BrutalizedCommando2: BrutalizedCommando1
{
	States
	{
	Spawn:
	CPOD MMM 10 A_SpawnItem ("DripingBlood", 0, 23)
	CPOD NNNNN 10 A_SpawnItem ("DripingBlood", 0, 23)
	CPOD O 5
	TNT1 A 0 A_SpawnItem ("BrutalizedDeadChaingunGuy")
	TNT1 A 0 A_SpawnItem ("Mini_Gun", 0, 5,0)
	Stop
	
	Pain:
    CPOD M 5 A_Pain
	Goto Spawn

	Death:
	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 AAAAAA 0 A_CustomMissile ("BrainBlood", 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 ("XDeath1", 45, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItem ("BrutalizedCommando3")
	TNT1 A 0 A_SpawnItem ("Mini_Gun", 0, 5,0)
		Stop
}}


ACTOR BrutalizedCommando3: BrutalizedCommando1
{
	States
	{
	Spawn:
	CPOD P 5
	CPOD QQQQQQQQQQ 10 A_SpawnItem ("Blood", 0, 43)
	CPOD R 5
	TNT1 A 0 A_SpawnItem ("SuperBrutalizedDeadChaingunGuy")
	Stop
	
	Pain:
    CPOD P 5 A_Pain
	Goto Spawn

	Death:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	TNT1 AA 0 A_CustomMissile ("XDeath1", 45, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath2", 45, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath3", 45, 0, random (0, 360), 2, random (0, 160))
	CPOD S 1
	TNT1 A 0 A_SpawnItem ("BrutalizedCommandoLegs")
		Stop
}}

actor BrutalizedDeadCommando1: CurbstompedMarine
{
    States
    {
    Spawn:
CPOD L -1
       Stop    }}
	   
	   
actor BrutalizedCommandoLegs: CurbstompedMarine
{
    States
    {
    Spawn:
CPOD S -1
Stop
Death:
TNT1 AA 0 A_CustomMissile ("XDeath1", 45, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath2", 45, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath3", 45, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeathChainLeg", 5, 0, random (0, 360), 2, random (0, 160))
       Stop    }}