Actor ZombiemanAmmo : Inventory
{
inventory.maxamount 20
}

Actor TypeZombieman : Inventory
{
inventory.maxamount 1
}

ACTOR AlertAfterDeath
{
Radius 1
Height 1
+NOCLIP
States
{
TNT1 A 5
TNT1 A 1 A_AlertMonsters
TNT1 A 1
Stop
}}


ACTOR Zombie_Man: ZombieMan Replaces ZombieMan
{
	Game Doom
	Health 30
	Radius 16
	Height 44
    Speed 8
	FastSpeed 10
	PainChance 200
	PainChance "Avoid", 100
	PainChance "Kick", 255
	PainChance "Melee", 255
	PainChance "Taunt", 255
	damagefactor "Fatality", 0.5
	damagefactor "HelperMarineFatallity", 3.0
	damagefactor "SuperPunch", 0.5
	damagefactor "Melee", 0.5
	PainChance "ExplosiveImpact", 255
	Monster
	+FLOORCLIP
    +MISSILEMORE
    Scale 0.98
	MaxStepHeight 24
	MaxDropOffHeight 32
    BloodType "NashGore_Blood"
	SeeSound "grunt/sight"
	AttackSound "weapons/rifle"
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	ActiveSound "grunt/active"
    damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 1.1
    damagefactor "Kick", 0.3
    damagefactor "MinorHead", 2.0
	damagefactor "Head", 2.0
	damagefactor "Shrapnel", 0.4
	damagefactor "ExplosiveImpact", 0.6
	DropItem "Rifle"
	Obituary "%o has been gunned down by a Zombie Soldier."
	damagefactor "Taunt", 1.0
	States
	{
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_GiveInventory("SKZombieman", 1)
	TNT1 A 0 A_GiveInventory("TypeZombieMan", 1)
	TNT1 A 0 A_TakeInventory("ZombiemanAmmo", 20)
	TNT1 A 0 A_GiveInventory("ZombieManAmmo", random(1,10))
	POSS B 1
	Goto Stand
	
	Stand:
		POSS A 0 A_CheckSight("Stand2")
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		POSS B 10 A_Look
		POSS A 0 A_CheckSight("Stand2")
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		POSS Z 10 A_Look
		
		Loop
	Stand2:
		POSS B 1 A_Look
		Goto Spawn
	See:
		TNT1 A 0 A_TakeInventory("SKZombieman", 1)
		
        TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 10, 0, 0)
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		POSS AA 2 A_Chase
		TNT1 A 0 A_Recoil(-1)
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		POSS AA 2 A_Chase
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		POSS BB 2 A_Chase
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		POSS BB 2 A_Chase
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		POSS CC 2 A_Chase
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		POSS CC 2 A_Chase
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		POSS DD 2 A_Chase
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		POSS DD 2 A_Chase
		
		
		Loop
		
		Pain.Taunt:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, "SpecialAttack")
		POSS B 0 A_Pain
		TNT1 A 0 A_ChangeFlag("FASTER", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
		TNT1 A 0 A_PlaySound("grunt/sight")
		POSS B 1 A_FaceTarget
		POSS B 10
		TNT1 A 0 A_GiveInventory("Enraged", 1)
		TNT1 A 0 A_PlaySound("grunt/sight", 1)
		Goto SpecialAttack
		
	Missile:
		TNT1 A 0 A_TakeInventory("SKZombieman", 1)
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, "SpecialAttack")
        TNT1 A 0 A_Jump(48,"SpecialAttack")

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

    SpecialAttack:
	TNT1 A 0 A_GiveInventory("ZombieManAmmo", 5)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		POSS E 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		POSS E 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		POSS F 6 BRIGHT A_CustomMissile("ZombieManTracer", 38, 0, random(-8, 8), 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		POSS E 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		POSS F 6 BRIGHT A_CustomMissile("ZombieManTracer", 38, 0, random(-9, 9), 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		POSS E 6 A_FaceTarget
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		POSS F 6 BRIGHT A_CustomMissile("ZombieManTracer", 38, 0, random(-10, 10), 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		POSS E 6 A_FaceTarget
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		POSS F 6 BRIGHT A_CustomMissile("ZombieManTracer", 38, 0, random(-9, 9), 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		POSS E 6 A_FaceTarget
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
		POSS F 6 BRIGHT A_CustomMissile("ZombieManTracer", 38, 0, random(-9, 9), 0)
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		POSS E 6
        TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")
        Goto See
  Reload:
  TNT1 A 0 A_TakeInventory("ZombieManAmmo", 20)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
        POSS E 3
         POSS E 1 A_CustomMissile("EmptyClipSpawn", 38, 0, random(-11, 11), 0)
        TNT1 A 0 A_PlaySound("Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
        ID12 A 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
        ID12 A 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
        ID12 B 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
        ID12 C 10
        TNT1 A 0 A_PlaySound("CLIPIN")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
        ID12 D 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
        POSS A 10
        Goto See

   Pain.Avoid:
      
	  TNT1 A 0
	  TNT1 A 0 A_Jump(255, "AvoidLeft", "AvoidRight")
	  Goto AvoidLeft
	  
	  AvoidLeft:
	     POSS A 1 A_FaceTarget
	    TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)
        ZRO2 ABCDEFGH 2 A_FaceTarget
        Goto Missile
	AvoidRight:
	    POSS A 1 A_FaceTarget
	    TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)
        ZRO1 ABCDEFGH 2 A_FaceTarget
        Goto Missile

    Pain.KillMe:
        TNT1 A 0
        Goto Missile
    Death.KillMe:
    Death.Taunt:
    Death.Avoid:
	    TNT1 A 0
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
        TNT1 A 0 A_SpawnItem("Zombie_Man")
		TNT1 A 0
        Stop

	Pain:
			    TNT1 A 0 A_TakeInventory("SKZombieman", 1)
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 6)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		TNT1 A 0 A_CustomMissile ("Nashgore_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
	    POSS G 3
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		POSS G 3 A_Pain
		Goto See
        TNT1 AAAA 0
        TNT1 A 0 A_Pain
        ID11 FRRRQ 10
         TNT1 A 0 A_TakeInventory("IsDown", 1)
        Goto See

        Pain.Melee:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SKZombieMan", 1, "StealthKill")
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 6)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
	    POSS G 3
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		POSS G 3 A_Pain
		Goto See
        TNT1 AAAA 0
        TNT1 A 0 A_Pain
        ID11 FRRRQ 10
		TNT1 A 0 A_TakeInventory("SKZombieman", 1)
         TNT1 A 0 A_TakeInventory("IsDown", 1)
        Goto See
		
	Pain.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)
         ID11 EF 8
		Goto FallingAfterImpact
		
    Pain.Kick:
         TNT1 A 0
         ID11 E 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 ("","")
		ID11 E 1 A_facetarget
        ID11 E 6 ThrustThing(angle*256/360+128, 10, 0, 0)
         ID11 F 8
		Goto FallingAfterImpact
		
		FallingAfterImpact:
		ID11 F 1 A_GiveInventory ("FallingHeight", 1)
		ID11 F 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")
		ID11 RRRRRRR 5 A_JumpIf(momz < 0, "FallingAfterImpact")
		TNT1 A 0 A_TakeInventory("FallingHeight, 100")
         TNT1 A 0 A_TakeInventory("IsDown", 1)
		ID11 Q 10
         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))
	ID11 EF 2
	TNT1 A 0 A_SpawnItem ("BigBloodSpot")
	TNT1 A 0 A_SpawnItem ("DeadZombieman1")
	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
	

	    Death.Melee:
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
		TNT1 A 0 A_JumpIfInventory ("SKZombieMan", 1, "StealthKill")
        Death.Kick:
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (8)
         ID11 EF 8
		 TNT1 A 0 A_SpawnItem("DeadZombieman1")
		Stop

		 
	StealthKill:
	TNT1 A 1
	TNT1 A 0 A_GiveToTarget("GoFatality", 1)
	TNT1 A 0 A_GiveToTarget("SKZombieMan", 1)
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_Die("Stealthy")
	TNT1 A 0 A_Fall
	TNT1 A 1
	Stop
	Death.Stealthy:
	TNT1 A 0
	Stop
	
   Death.Down:
		POSS I 0 A_Scream
		POSS J 0 A_NoBlocking
		POSS K 0
        TNT1 A 0 A_SpawnItem ("DeadZombieman1")
        Stop


Death.Shotgun:
		TNT1 A 0 A_JumpIfCloser(200, "Death.Shotgunontheface")
		Goto Death
		
	Death.Shotgunontheface:	
	    
		TNT1 A 0
		TNT1 A 0 A_Jump(48, "Death.Arm", "Death.Leg")
	    TNT1 A 0 ThrustThingZ(0,40,0,1)
		TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
         ID11 EF 15
         TNT1 A 0 A_SpawnItem ("DeadZombieMan1")
		 Stop
 

	Death:
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
        TNT1 A 0
		TNT1 AA 0 A_CustomMissile ("Nashgore_FlyingBlood", 7, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Jump(32, "Death.Arm", "Death.Leg")
		TNT1 A 0 A_Jump(128, "DeathMirror")
		POSS H 5
		POSS I 5 A_Scream
		POSS J 5 A_NoBlocking
		POSS K 5
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadZombieman1")
		Stop
	
	DeathMirror:
	    POSS M 5
		POSS N 5 A_Scream
		POSS O 5 A_NoBlocking
		POSS P 5
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadZombieman1f")
		Stop

     Death.Arm:
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		ZZD2 A 10 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("DyingZombiemanNoArm")
        Stop



        Death.Leg:
		TNT1 A 0
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 15, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("ZombieLegOnFoot")
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("ZombiemanGotHisLegBlowed")
        Stop

   

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

	    Death.cutless:
        TNT1 A 0
       TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
        TNT1 A 0 A_Jump(128, "Death")
		TNT1 A 0 A_Jump(32, "Death.Cut")
		TNT1 A 0 A_Jump(100, "Death.LegMassacre")
        Goto Death.Massacre
		
	        Death.Massacre:
        TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Scream
		TNT1 O 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("BrutalizedZombieMan1", 1)
		Stop
		
		Death.LegMassacre:
		TNT1 A 0
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("ZombieLegOnFoot")
		POS7 B 1 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("BrutalizedZombieManLeg")
        Stop

    Death.Tear:
        TNT1 AA 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
  	    TNT1 AAA 0 A_CustomMissile ("SuperBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 O 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("RipZombieMan", 0, 0, random (0, 360), 2, random (0, 160))
	    POSX AABCDE 9
        TNT1 A 0 A_SpawnItem ("DeadZombieman_Half")
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		//POSX E -1
		Stop


         
    Death.Eat:
	    TNT1 A 0
		TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("ZombieManFatality",1)
        Stop
		
    Death.Fatality:
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 A 0 A_Jump(32,"Death.Fatality4")
        TNT1 A 0 A_Jump(256,"Death.Fatality1", "Death.Fatality2", "Death.Fatality3")
		Goto Death.Fatality1
	
	Death.Fatality1:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("ZombieManFatality", 1)
        Stop
	Death.Fatality2:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("ZombieManFatality2", 1)
        Stop
	Death.Fatality3:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("ZombieManFatality3", 1)
        Stop
	Death.Fatality4:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("ZombieManFatality4", 1)
        Stop	
		
	Death.HelperMarineFatallity:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("ZombieManFatality3", 1)
        Stop		
		
    Death.BHFT:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_Pain
        TNT1 A 0 A_GiveToTarget("ZombieManFatality", 1)
        TNT1 A 0
		Stop

	Death.MinorHead:
	    TNT1 A 0
	    TNT1 A 0 A_Jump (128, "DeathMinorhead2")
	    TNT1 A 0 A_Scream
		POSH U 5 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		POSH V 5
		TNT1 AA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		POSH W 5 A_NoBlocking
		POSH XY 5
        TNT1 A 0 A_SpawnItem ("DeadZombiemanMinorHead")
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		//POSS L -1
		Stop
		
	    DeathMinorHead2:
	    TNT1 A 0
		TNT1 A 0 A_Jump (96, "DeathMinorhead3")
	    TNT1 A 0 A_Pain
		TNT1 A 0 A_CustomMissile ("Brains7", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Teeth", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("TeethNoBounce", 50, 0, random (0, 360), 2, random (0, 160))
		ZZD5 A 6 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		ZZD5 CB 8
		
		TNT1 A 0 A_Scream
		ZZD5 D 6 A_NoBlocking
		
        TNT1 A 0 A_SpawnItem ("DeadZombieManFacingFront")
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		//POSS L -1
		Stop
		
		
	    DeathMinorHead3:
	    TNT1 A 0
	    TNT1 A 0 A_Pain
		TNT1 A 0 A_CustomMissile ("Brains7", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Teeth", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("TeethNoBounce", 50, 0, random (0, 360), 2, random (0, 160))
		ZZD5 A 6 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		ZZD5 CB 8
		
		ZZD5 CBCBCB 12 A_Pain
		TNT1 A 0 A_Scream
		ZZD5 D 6 A_NoBlocking
		
        TNT1 A 0 A_SpawnItem ("DeadZombieManFacingFront")
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		//POSS L -1
		Stop

	Death.head:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
  	    TNT1 AA 0 A_CustomMissile ("SuperBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		ZMAD B 0 A_XScream
		ZMAD C 0 A_NoBlocking
		
		TNT1 A 0 A_Jump(32, "Deathchickenhead")
		
		ZMAD ABBC 10 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
		ZMAD DE 6
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoHeadFront")
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		//POSH F -1
		Stop
		
		DeathChickenHead:
		
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
						TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
						TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
		
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD ABBC 10 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
		ZMAD DE 6
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoHeadFront")
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		//POSH F -1
		Stop

	Death.decaptate:
        TNT1 A 0
        TNT1 A 0 A_CustomMissile ("XDeathZombieManHead", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		POSH AAA 15 A_CustomMissile ("MuchBlood", 40, 0, random (0, 360), 2, random (0, 160))
		POSH B 9 A_XScream
		POSH C 9 A_NoBlocking
		POSH DE 5
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoHead")
		//POSH F -1
		Stop

    Death.fire:
	Death.Flames:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("BurningZombie")
      Stop
	  
	  Death.Desintegrate:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DesintegratedHuman")
      Stop

    Death.Plasma: Death.Plasma2:
	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 ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))

		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Nashgore_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop
		
		
		Death.GreenFire:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 AAAA 0 A_CustomMissile ("Nashgore_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
		
		EXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("GreenFlameTrails", 50, 0, random (0, 360), 2, random (0, 360))
		XBRN AAAA 2 BRIGHT A_SpawnItem("GreenFlare",0,43)
        Stop

    Death.SuperPunch:
	Death.Blast:
	Death.SSG:
	Death.Railgun:
	    ZZD1 E 1 A_Pain
		ZZD1 E 1 A_FaceTarget
        //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 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 ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathZombieManHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        ZZD1 EEFFGH 6
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		ZZD1 H -1
        Stop
		
	XDeath:
  	    TNT1 AAAA 0 A_CustomMissile ("SuperBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("ZombieXDeath", 2, 0, random (0, 360), 2, random (0, 160))
		Stop
			TNT1 A 0
		TNT1 A 0 A_Recoil(4)
	
	 Death.Stomp:
	TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
	TNT1 AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
	TNT1 A 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
	TNT1 A 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180))
	TNT1 A 0 A_SpawnItem ("CrushedRemains")
	TNT1 A 1
	TNT1 A 1 A_XScream
    TNT1 A 1 A_NoBlocking
	Stop
	
	Death.ExplosiveImpact:
	    TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_Jump(130,"Death.LandMine")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 32, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	    ID13 AB 5
		ID13 CDEF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		ID13 FFFFFFFFFF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedZombiemanLeg")
		Stop
		
		Death.LandMine:
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("GibHand", 42, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 ThrustThingZ(0,50,0,1)
	ID13 A 1 A_Scream
	    ID15 A 9
		ID15 BCD 9 A_CheckFloor("Dead.Landmine")
		ID15 DDDDD 9 A_CheckFloor("Dead.Landmine")
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedZombiemanLeg2")
		Stop
		
		Dead.ExplosiveImpact:
		TNT1 AAAA 0 A_SpawnItem ("Blood")
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedZombiemanLeg")
		Stop
		
		Dead.Landmine:
		TNT1 AAAA 0 A_SpawnItem ("Blood")
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedZombiemanLeg2")
		Stop
		
		
		
	Raise:
		POSS K 5
		POSS JIH 5
		Goto See
    Crush:
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail8", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
        POSC A 5
        POSC A -1
        Stop
	}
}


ACTOR ZombiemanTorso
{
    Radius 12
    Height 16
    Scale 0.98
	Mass 20
    Health 30
    +SHOOTABLE
    -SOLID
    +NOTELEPORT
    +MOVEWITHSECTOR
    damagefactor "Blood", 0.0
    damagefactor "Trample", 0.0
    //+NORADIUSDMG
    States
    {
    Spawn:
    BLUD C 0 A_Recoil (3)
    BLUD C 0 ThrustThing (random(0,255),random(1,5))
    BLUD C 0 ThrustThingZ (0,random(0,50),random(0,1),0)
TNT1 A 0 A_SetInvulnerable
GORX A 10
TNT1 A 0 A_UnSetInvulnerable
    Goto Dead
    
   Dead:

        GORX A 10
        Loop
    Death:
        TNT1 A 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
    Crush:
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail8", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        POSC A 5
        POSC A -1
        Stop
    Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 AAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
		EXPL AAA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop

    }
}

Actor DeadZombieman1: ZombiemanTorso Replaces DeadZombieman
{
    Radius 12
    Height 12
    +SHOOTABLE
    -SOLID
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CORPSE
    +USESPECIAL
	+FLOORCLIP
	-DONTGIB
	//+DROPPED
    Mass 2000
    Health 100
    damagefactor "Blood", 0.0
    damagefactor "Trample", 0.0
    damagefactor "Melee", 10.0
    damagefactor "Fatality", 10.0
    damagefactor "Kick", 10.0
	damagefactor "ExplosiveImpact", 10.0
	damagefactor "Crush", 10.0
States
    {
    Spawn:
        POSS L -1
        Stop
	Raise:
		POSS K 1
		POSS JIH 1
        TNT1 A 0 A_SpawnItem ("Zombie_Man", 3)
		Stop
    Death:
         TNT1 A 0 A_Jump (128, "Death2")
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 5, 0, random (0, 360), 2, random (0, 160))
		POS3 A 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
         TNT1 A 1 A_SpawnItem ("DeadZombieman_NoArm", 5)
        Stop
    Death2:
		TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 5, 0, random (0, 360), 2, random (0, 160))
		POS3 A 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
         TNT1 A 1 A_SpawnItem ("DeadZombieman_NoLeg", 5)
        Stop
    Death.Cut:
         TNT1 A 1 A_SpawnItem ("DeadZombieman_Half", 5)
		TNT1 A 0 A_CustomMissile ("RipZombieMan", 0, 0, random (0, 360), 2, random (0, 160))
        Stop
	XDeath:
	Crush:
	    TNT1 A 0 A_SpawnItem("GibsZ")
  	    TNT1 AAAA 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 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 A 0 A_CustomMissile ("XDeath4", 5, 0, random (0, 360), 2, random (0, 160))
		Stop
    Death.Fatality:
    Death.Melee:
    Death.Kick:
	Death.ExplosiveImpact:
         TNT1 A 0
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,15,0,1)
        TNT1 A 0 A_FaceTarget
        //TNT1 A 0 A_Recoil (1)
         ID11 EF 8
         TNT1 A 1 A_SpawnItem ("DeadZombieMan1", 5)
         Stop
    }
}

Actor DeadZombieman1F: DeadZombieman1
{
States
    {
    Spawn:
        POSS P -1
        Stop
}
}

Actor DeadZombieMan_NoArm: DeadZombieman1
{Health 200 States{Spawn:
        POS3 E -1
        Stop   
    Death.Fatality:
    Death.Melee:
    Death.Kick:
	Death.ExplosiveImpact:
         TNT1 A 0
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,15,0,1)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (1)
         ID11 IJ 8
         TNT1 A 1 A_SpawnItem ("DeadZombieMan_NoArm", 5)
         Stop
	Death:
	    TNT1 A 0 A_SpawnItem("GibsZ")
  	    TNT1 AAAA 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 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 A 0 A_CustomMissile ("XDeath4", 5, 0, random (0, 360), 2, random (0, 160))
		Stop}}
		
Actor DeadZombieManMinorHead: DeadZombieman1
{Health 200 States{Spawn:
        POSH Z -1
        Stop   
	Death:
	TNT1 A 0 A_SpawnItem("GibsZ")
  	    TNT1 AAA 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 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 A 0 A_CustomMissile ("XDeath4", 5, 0, random (0, 360), 2, random (0, 160))
		Stop}}

Actor DeadZombieMan_NoLeg: DeadZombieMan_NoArm
{Health 200 States{Spawn:
        POS7 D -1
		Stop    
    Death.Fatality:
    Death.Melee:
    Death.Kick:
	Death.ExplosiveImpact:
         TNT1 A 0
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,15,0,1)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (1)
         ID11 KL 8
         TNT1 A 1 A_SpawnItem ("DeadZombieMan_NoLeg", 5)
         Stop}}






Actor DeadZombieMan_NoHead: DeadZombieMan_NoArm
{Health 200 States{Spawn:
        POSH F -1
        Stop
    Death.Fatality:
    Death.Melee:
    Death.Kick:
	Death.ExplosiveImpact:
         TNT1 A 0
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,15,0,1)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (1)
         ID11 EF 8
         TNT1 A 1 A_SpawnItem ("DeadZombieMan1", 5)
         Stop}}

Actor DeadZombieMan_NoHeadFront: DeadZombieMan_NoArm
{Health 200 States{Spawn:
        ZMAD E -1
        Stop
    Death.Fatality:
    Death.Melee:
    Death.Kick:
	Death.ExplosiveImpact:
         TNT1 A 0
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,15,0,1)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (1)
         ID11 EF 8
         TNT1 A 1 A_SpawnItem ("DeadZombieMan1", 5)
         Stop}}

Actor DeadZombieMan_Half: ZombieManTorso
{Mass 300 Health 200 States{Spawn:
        POSX E -1
        Stop	
        Death:
		TNT1 A 0 A_SpawnItem("GibsZ")
  	    TNT1 AAAA 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 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.Cut:
        Death.Cutless:
        Goto Death}}
		
		
ACTOR DyingZombieman
{
    Radius 12
    Height 16
    Speed 9
	Health 50
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	damagefactor "Kick", 0.1
	PainChance "Kick", 255
	damagefactor "trample", 2.0
	+SHOOTABLE
    +FLOORCLIP
	//+NOBLOCKMAP
    +LOOKALLAROUND
	+FRIGHTENED
	+SOLID
    States
    {
	
	Pain.Kick:
	TNT1 A 0 A_CustomMissile ("Teeth", 30, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("Blood", 30, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("TeethNoBounce", 30, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItem("CrueltyBonus1health")
	TNT1 A 0 A_Pain
	TNT1 A 0 A_FaceTarget
	ZMAK ABA 4
	ZMAM A 20
	Goto See
	
	
		Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasZmanShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop
		
		Death.Kick:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_GiveToTarget("IsCurbstompingZombieman", 1)
        Stop
	
    Spawn:
	ZMAM A 1 A_Look
	Loop
    See:
		ZMAM ABAB 10 A_Chase
        ZMAM A 9 A_Pain
		TNT1 A 0 A_SpawnItemEx("NashGore_FlyingBlood", 0, 0, 10, 0, 0)
	    
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 12, "GotoDeath")
		Loop
		
	GotoDeath:
	TNT1 A 0
	Goto Death
		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Pain
		TNT1 A 0 A_SpawnItem ("DeadZombiemanMinorHead")
		Stop
	Death.Fire:
	Death.Flames:
	Death.Burn:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	TNT1 A 0 A_SpawnItem ("DyingZombiemanInFlames")
	Stop
	Death.Trample:	
	            TNT1 A 0 A_CustomMissile ("MuchBlood2", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("StompedZombieman")
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		Stop
    Crush:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        CRS2 A 5
        CRS2 A -1
        Stop
	
	Death.Stomp:
	Death.SSG:
	XDeath:
	TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
	TNT1 AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
	TNT1 AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
	TNT1 AA 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180))
	TNT1 A 0 A_SpawnItem ("CrushedRemains")
	TNT1 A 1
	TNT1 A 1 A_XScream
    TNT1 A 1 A_NoBlocking
	TNT1 A -1
	TNT1 A 0 A_SpawnItem ("CrueltyBonus15Health")
	Stop
	
	Death.Shotgun:
	TNT1 A 0 A_PlaySound("misc/xdeath4")
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 20, 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", 20, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		ZMAD B 0 A_XScream
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		ZMAD C 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DeadZombieman_Noheadfront")
		Stop
	}
}




ACTOR BrutalizedZombieMan1
{
	Game Doom
	Radius 16
	Height 50
	Health 70
	bloodtype "DeadBlood"
		PainSound "grunt/pain"
		PainChance 255
		Mass 999999
	-SOLID
	+SHOOTABLE
	+NORADIUSDMG
	+FLOORCLIP
	Scale 1.0
	States
	{
				Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasZManShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop
			
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Recoil(2)
	TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	Pain:
    ZZD1 A 15
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedZombieManStop")
	Stop
	
	Death:
	    TNT1 A 0
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Recoil(2)
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedZombieMan2")
		Stop
		
	Death.SSG:
	XDeath:
		TNT1 A 0 A_XScream
  	    TNT1 AAA 0 A_CustomMissile ("SuperBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("SargeXDeath", 0, 0, random (0, 360), 2, random (0, 160))
        Stop
}}

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

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

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

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


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

ACTOR BrutalizedZombieManLeg: BrutalizedZombieMan1
{
	States
	{
	Spawn:
	Pain:
    POS7 A 15
	Goto DieNow
	
    DieNow:
	POS7 BCD 5
	TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg")
	Stop
	
	Death:
		TNT1 A 0
		TNT1 A 0 A_Recoil(4)
		
				TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        //TNT1 AAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	    ID13 ABCDEF 5
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedZombiemanLeg")
		Stop
}}


ACTOR VeryFuckedUpBrutalizedZombiemanLeg: CurbstompedMarine
{Health 200 
DamageFactor "ExplosiveImpact", 10.0
States{Spawn:
        ID13 G -1
        Stop
	Death.ExplosiveImpact:	
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	    ID13 ABCDEF 5
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedZombiemanLeg")
		Stop
		  
		  Stop}}
		  
ACTOR VeryFuckedUpBrutalizedZombiemanLeg2: VeryFuckedUpBrutalizedZombiemanLeg
{Health 200 States{Spawn:
        ID15 E -1
        Stop}}

	   
ACTOR StompedZombieman: DeadZombieman_NoHead
{Health 200 States{Spawn:
        01CB F -1
        Stop	Death:
		TNT1 A 0 A_SpawnItem("GibsZ")
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 A 0 A_CustomMissile ("XDeath4", 5, 0, random (0, 360), 2, random (0, 160))
          Stop}}
		  



Actor DeadZombieMan_NoArmFront: DeadZombieMan_NoArm
{States{Spawn:
        ZZD3 D -1
        Stop   }}	
		
		
Actor DeadZombieManFacingFront: DeadZombieMan1
{States{Spawn:
        FPZ2 J -1
        Stop   }}
		
Actor DeadZombieManFatality3: DeadZombieMan1
{States{Spawn:
        FPZ3 S -1
        Stop   }}		
		
		
		