//===========================================================================
//
// 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", 100
	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
	{
	
	Pain.Avoid:
	  TNT1 A 0
	  TNT1 A 0 A_Jump(255, "AvoidLeft", "AvoidRight")
	  Goto AvoidLeft
	  
	  AvoidLeft:
	     TROO E 1 A_FaceTarget
		 TNT1 A 0 ThrustThingZ(0,40,0,1)
	    TNT1 A 0 ThrustThing(angle*256/360+192, 5, 0, 0)
        TROO NNNOOO 2 A_FaceTarget
        Goto Missile+26
	AvoidRight:
	    TROO E 1 A_FaceTarget
		TNT1 A 0 ThrustThingZ(0,40,0,1)
	    TNT1 A 0 ThrustThing(angle*256/360+64, 5, 0, 0)
        TROO NNNOOO 2 A_FaceTarget
        Goto Missile+26
	
	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_Recoil(-1)
		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))
		
		TNT1 A 0 A_Jump(100, "specialattack")
		
		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
		
		
		SpecialAttack:
		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
		TNT1 D 0 A_SpawnItem("HeadshotTarget10", 0, 48,0)
		TROO I 2 A_FaceTarget
		TNT1 D 0 A_SpawnItem("HeadshotTarget10", 0, 48,0)
		TROO H 6 A_CustomMissile("FireBall_", 34, 0, 0, 0) 
		TROO I 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.HelperMarineFatallity:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("ImpFatality3", 1)
        Stop	
		
		Death.Fatality:
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 A 0 A_Jump(255, "Death.Fatality1", "Death.Fatality2", "Death.Fatality3")
		Goto Death.Fatality1
 
        Death.Fatality1:
        TNT1 A 0 A_GiveToTarget("ImpFatality", 1)
        Stop
		Death.Fatality2:
        TNT1 A 0 A_GiveToTarget("ImpFatality2", 1)
		Stop
		Death.Fatality3:
        TNT1 A 0 A_GiveToTarget("ImpFatality3", 1)
		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_ChangeFlag("SOLID", 0)
        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")
		NULL A 0 A_JumpIf (momz == 0, "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:
	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_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("GoFatality", 1)
	TNT1 A 0 A_GiveToTarget("SKImp", 1)
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_Fall
	TNT1 A 1
	TNT1 A 0 A_Die("Stealthy")
	TNT1 A 1
	Stop
	Death.Stealthy:
	TNT1 A 0
	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 17
	FastSpeed 20
	Damage (random(12,15))
	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))
		FR7X 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))
		FR7X 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 impfacesorapedomgthisiscruel: DeadImp_Half
{Health 200 States{Spawn:
        FTCI K -1
        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)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 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)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 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)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 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
}
}