actor GenericBurningGuy
{   Radius 1
    Height 1
    +NOTELEPORT
    +MOVEWITHSECTOR
    Mass 1000
    Health 100
States    {
    Spawn:
       TNT1 A 0 BRIGHT
       TNT1 A 0 A_Jump(128, "Spawn2")
       TNT1 A 0 A_PlaySound("DSFDTHE")
       BUR2 A 1 BRIGHT
       BUR2 AABBCCDDEE 3 BRIGHT A_CustomMissile ("BurnParticles", 36, 0, random (0, 180), 2, random (0, 180))
       BURN FFGGHH 3 BRIGHT A_CustomMissile ("BurnParticles", 36, 0, random (0, 180), 2, random (0, 180))
       BURN IIJJKKLL 3 BRIGHT A_CustomMissile ("BurnParticles", 28, 0, random (0, 180), 2, random (0, 180))
       BURN MMN 3 BRIGHT A_CustomMissile ("BurnParticles", 32, 0, random (0, 180), 2, random (0, 180))
       BURN NOOPP 3 BRIGHT A_CustomMissile ("BurnParticles", 22, 0, random (0, 180), 2, random (0, 180))
       BURN QQ 3 BRIGHT A_CustomMissile ("BurnParticles", 18, 0, random (0, 180), 2, random (0, 180))
       TNT1 A 0 A_PlaySound("DSFDTHE")
       BURN RRSSTTSSRRSSTTSSRRSSTTRRSSTTSSRRSSTTSSRRSSTTSSTT 3 BRIGHT A_CustomMissile ("SmallBurnParticles", 12, 0, random (0, 180), 2, random (0, 180))
       BURN UU 3 BRIGHT A_CustomMissile ("BurnParticles", 12, 0, random (0, 180), 2, random (0, 180))
	   TNT1 A 0 A_SpawnItem("100SmallFireFocusSpawnerz")
       BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 9 A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 360), 2, random (90, 110))
       BURN V -1


    Spawn2:
       TNT1 A 0 BRIGHT
       TNT1 A 0 A_PlaySound("DSFDTHG")
       TNT1 A 0 BRIGHT
       BUR2 A 1 BRIGHT
       BUR2 AABBCCDDEE 3 BRIGHT A_CustomMissile ("BurnParticles", 36, 0, random (0, 180), 2, random (0, 180))
       BURN FFGGHH 3 BRIGHT A_CustomMissile ("BurnParticles", 36, 0, random (0, 180), 2, random (0, 180))
       BURN IIJJKKLL 3 BRIGHT A_CustomMissile ("BurnParticles", 28, 0, random (0, 180), 2, random (0, 180))
       BURN MMN 3 BRIGHT A_CustomMissile ("BurnParticles", 32, 0, random (0, 180), 2, random (0, 180))
       BURN NOOPP 3 BRIGHT A_CustomMissile ("BurnParticles", 22, 0, random (0, 180), 2, random (0, 180))
       BURN QQ 3 BRIGHT A_CustomMissile ("BurnParticles", 18, 0, random (0, 180), 2, random (0, 180))
       TNT1 A 0 A_PlaySound("DSFDTHG")
       BURN RRSSTTSSRRSSTTSSRRSSTTRRSSTTSSRRSSTTSSRRSSTTSSTT 3 BRIGHT A_CustomMissile ("SmallBurnParticles", 12, 0, random (0, 180), 2, random (0, 180))
       BURN UU 3 BRIGHT A_CustomMissile ("BurnParticles", 12, 0, random (0, 180), 2, random (0, 180))
	   TNT1 A 0 A_SpawnItem("100SmallFireFocusSpawnerz")
       BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 9 A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 360), 2, random (90, 110))
       BURN V -1
       Stop}}


ACTOR BurnParticles
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    Speed 0
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    +NODAMAGETHRUST
    +NOCLIP
    DamageType Fire
    States
    {
	Spawn:
		TNT1 A 0
        XDT3 A 0 A_Explode(5,30)
		TTRB A 0 bright A_CustomMissile ("PlasmaSmoke", 0, 0, random (0, 360), 2, random (60, 130))
		TTRB A 0 bright A_CustomMissile ("FlameTrails", 0, 0, random (0, 360), 2, random (60, 130))
		stop
    }
}

ACTOR SmallBurnParticles: BurnParticles
{
	DamageType Burn
    States
    {
	Spawn:
		TNT1 A 0
        XDT3 A 0 A_Explode(2,30)
		TTRB A 0 bright A_CustomMissile ("PlasmaSmoke", 0, 0, random (0, 360), 2, random (60, 130))
		TTRB A 0 bright A_CustomMissile ("SmallFlameTrails", 0, 0, random (0, 360), 2, random (60, 130))
		stop
    }
}




actor BurningZombieOld
{   Radius 1
    Height 1
    +NOTELEPORT
    +MOVEWITHSECTOR
    Mass 1000
    Health 100
States    {
    Spawn:
       TNT1 A 0 BRIGHT
       TNT1 A 0 A_PlaySound("BURNZOM")
       BUR2 A 1 BRIGHT
       BUR2 AABBCCDDEE 3 BRIGHT A_CustomMissile ("BurnParticles", 36, 0, random (0, 180), 2, random (0, 180))
       BURN FFGGHH 3 BRIGHT A_CustomMissile ("BurnParticles", 36, 0, random (0, 180), 2, random (0, 180))
       BURN IIJJKKLL 3 BRIGHT A_CustomMissile ("BurnParticles", 28, 0, random (0, 180), 2, random (0, 180))
       BURN MMN 3 BRIGHT A_CustomMissile ("BurnParticles", 32, 0, random (0, 180), 2, random (0, 180))
       BURN NOOPP 3 BRIGHT A_CustomMissile ("BurnParticles", 22, 0, random (0, 180), 2, random (0, 180))
       BURN QQ 3 BRIGHT A_CustomMissile ("BurnParticles", 18, 0, random (0, 180), 2, random (0, 180))
       TNT1 A 0 A_PlaySound("BURNZOM")
       BURN RRSSTTSSRRSSTTSSRRSSTTRRSSTTSSRRSSTTSSRRSSTTSSTT 3 BRIGHT A_CustomMissile ("SmallBurnParticles", 12, 0, random (0, 180), 2, random (0, 180))
       BURN UU 3 BRIGHT A_CustomMissile ("BurnParticles", 12, 0, random (0, 180), 2, random (0, 180))
       BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 9 A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 360), 2, random (90, 110))
       BURN V -1
       Stop}}
	   
	   
	   
	   
	   
	   









actor DesintegratedHuman
{   Radius 1
    Height 1
    +NOTELEPORT
    +MOVEWITHSECTOR
    Mass 1000
    Health 100
	Scale 0.7
States    {
    Spawn:
	   TNT1 AAAAAAA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
	   TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
       ID50 ABCDEF 7
       ID50 GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 13 A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 360), 2, random (90, 110))
       ID50 G -1
       Stop
	  }}
	  
	  
	  
	  
	  
	  
	  
	  
	  
	  
	  
	  
	  
	  
actor BurningImp
{   Radius 1
    Height 1
    +NOTELEPORT
    +MOVEWITHSECTOR
    Mass 1000
    Health 100
States    {
    Spawn:
		IZD4 CCC 2 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 DDD 2 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 CCC 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 DDD 2 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 CCC 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 DDD 2 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 CCC 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 DDD 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 CCC 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 DDD 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 CCC 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 DDD 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
				IZD4 CCC 2 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 DDD 2 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 CCC 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 DDD 2 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 CCC 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 DDD 2 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 CCC 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 DDD 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 CCC 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 DDD 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 CCC 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 DDD 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		
		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 FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 20 A_CustomMissile ("SmallSmoke", 25, 0, random (0, 360), 2, random (70, 110))
        BOSB F -1
		
    Stop
	}
}




actor BurningDemon
{   Radius 22
    Height 52
    +NOTELEPORT
	+SHOOTABLE
    +MOVEWITHSECTOR
	+SOLID
	+NOBLOCKMONST
	PainChance 0
	Speed 15
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Shrapnel", 0.3
	damagefactor "Fire", 0.0
	damagefactor "Flames", 0.0
	damagefactor "Burn", 0.0
	damagefactor "SSG", 5.0
	damagefactor "Explosive", 5.0
	damagefactor "ExplosiveImpact", 2.0
    Mass 1000
    Health 100
States    {
    Spawn:
		CRB7 M 3 A_Wander
		TNT1 A 0 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		CRB7 N 3 A_Wander
		TNT1 A 0 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		CRB7 O 3 A_Wander
		TNT1 A 0 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		CRB7 P 3 A_Wander
		TNT1 A 0 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		
		TNT1 A 0 A_playsound ("demon/pain")
		
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 30, "GotoDeath")
		Loop
		
	GotoDeath:
	TNT1 A 0
	Goto Death
		
		Death:
		TNT1 A 0 A_SpawnItem ("BurnedDemon")
		Stop
	XDeath:
	Death.SSG:
	Death.Explosive:
	TNT1 A 0 A_NOBlocking
	TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
	TNT1 AA 0 A_CustomMissile ("XDeathBurnedDemonArm", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeathBurnedDemonLeg", 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 AA 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 AA 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("MuchMeatDeath", 35, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAA 0 A_CustomMissile ("BurningFlyingMeatPiece", 64, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
    Stop
	}
}



Actor BurnedDemon
{
Radius 1
Height 1
States
{
Spawn:
        CRB7 Q  2
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
		TNT1 A 0 A_playsound ("demon/death")
        CRB7 QQQQ 2 A_CustomMissile ("FlameTrails", 45, 0, random (0, 360), 2, random (50, 130))
		CRB7 RRRR 2 A_CustomMissile ("FlameTrails", 30, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_Playsound("props/redfire")
		CARB JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 2 A_CustomMissile ("FlameTrails", 25, 0, random (0, 360), 2, random (50, 130))
        CARB JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 20 A_CustomMissile ("SmallSmoke", 35, 0, random (0, 360), 2, random (70, 110))
        CARB J -1
        Stop
}
}









ACTOR DyingZombiemanInFlames
{
    Radius 12
    Height 30
    Speed 5
	Health 20
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	+SHOOTABLE
    +FLOORCLIP
	//+NOBLOCKMAP
    +LOOKALLAROUND
	+FRIGHTENED
	-SOLID
	damagefactor "Burn", 0.0
	damagefactor "Fire", 0.0
	damagefactor "Flames", 0.0
    States
    {

    Spawn:
	TNT1 A 0
	TNT1 A 0 A_Playsound("BurnZom")
	ZMAB A 1 A_Look
	Loop
    See:
		ZMAB A 5 A_Chase
		TNT1 A 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        ZMAB A 5 A_Chase
		TNT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		
		ZMAB B 5 A_Chase
		TNT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        ZMAB B 5 A_Chase
		TNT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))

	    TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 15, "GotoDeath")
		Loop
		
	GotoDeath:
	TNT1 A 0
	Goto Death
		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
		TNT1 A 0 A_Pain
		TNT1 A 0 A_SpawnItem ("DeadZombiemanMinorHead")
		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 0 ACS_Execute(477, 0, 0, 0, 0)
	TNT1 A 1 A_XScream
    TNT1 A 1 A_NoBlocking
	TNT1 A -1
	Stop
	}
}



ACTOR DyingSergeantNoLegInFlames
{
    Radius 12
    Height 30
    Speed 5
	Health 20
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	+SHOOTABLE
    +FLOORCLIP
	//+NOBLOCKMAP
    +LOOKALLAROUND
	+FRIGHTENED
	-SOLID
	
	damagefactor "Burn", 0.0
	damagefactor "Fire", 0.0
	damagefactor "Flames", 0.0
    States
    {

    Spawn:
	TNT1 A 0
	TNT1 A 0 A_Playsound("BurnZom")
	ZMAB A 1 A_Look
	Loop
    See:
		SMAM A 5 A_Chase
		TNT1 A 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        SMAM A 5 A_Chase
		TNT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		
		SMAM B 5 A_Chase
		TNT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        SMAM B 5 A_Chase
		TNT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))

	    TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 15, "GotoDeath")
		Loop
		
	GotoDeath:
	TNT1 A 0
	Goto Death
		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
		TNT1 A 0 A_Pain
		TNT1 A 0 A_SpawnItem ("DeadZombiemanMinorHead")
		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 0 ACS_Execute(477, 0, 0, 0, 0)
	TNT1 A 1 A_XScream
    TNT1 A 1 A_NoBlocking
	TNT1 A -1
	Stop
	}
}






ACTOR BurningZombie
{
    Radius 12
    Height 56
    Speed 5
    Scale 0.85
	Health 100
	GibHealth 25
	damagefactor "Burn", 0.5
	damagefactor "Fire", 0.5
	damagefactor "Flames", 0.5
	damagefactor "Flame", 0.5
	damagefactor "ExplosiveImpact", 10.0
	MONSTER
	-COUNTKILL
	+FRIENDLY
    +FLOORCLIP
	+SHOOTABLE
	+NOBLOCKMONST
	+DONTSPLASH
	Gravity 0.7
	bloodtype "DeadBlood"
    Obituary "%o was near someone in flames."
	MaxDropOffHeight 6000
   
	Mass 999999
    States
    {
    Spawn:
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_PlaySound("BURNZOM")
		Goto Suffer
	Suffer:
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-2)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-2)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-2)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-2)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIfInventory("PoorGuyBurningLife", 20, "Death")
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
		Loop
	Falling:	
	    BDT2 AA 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT2 BB 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT2 CC 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT2 DD 1 Bright
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
		Loop
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,60,0,1)
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	TNT1 A 0
	Goto Looping
	
	Looping:	
	    BDT3 AAAA 1 Bright A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        BDT3 BBBB 1 Bright A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT3 CCCC 1 Bright A_JumpIf(momz == 0, "fallDeath")
		BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        BDT3 DDDD 1 Bright A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		Loop	
	
	FallDeath:
	    TNT1 AAAAAAAAAA 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("ExplosionParticleHeavy", 10, 0, random (0, 360), 2, random (20, 150))
	    TNT1 AAAA 0 A_CustomMissile("XDeath1", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 A 0 A_PlaySound("misc/xdeath")
		TNT1 A 0 A_Explode(100, 128)
		Goto Death
    Death:
	    TNT1 A 0 A_Fall
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
		
		TNT1 A 0 A_Jump(128, "Death2")
        BDT1 EEFFGGHHiijjkkLLmm 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        NJEX AAAAAAAAAAAAAAAAAA 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_SpawnItem("100SmallFireFocusSpawnerz")
		NJEX AAAAAAAAAAAAAAAAAA 10 Bright A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		NJEX A -1
        Stop
	Death2:
	    BDT1 EEFFGGHHiijjkkLLmm 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        NJEX BBBBBBBBBBBBBBBBBB 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_SpawnItem("100SmallFireFocusSpawnerz")
		NJEX BBBBBBBBBBBBBBBBBB 10 Bright A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		NJEX B -1
        Stop
	XDEATH:
	DEATH.SSG:
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("SOLID", 0)
	TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
	TNT1 A 0 A_PlaySound("misc/xdeath")
	     TNT1 AA 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AA 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 ("MuchMeatDeath", 35, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAA 0 A_CustomMissile ("BurningFlyingMeatPiece", 64, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	Stop
    }
}


Actor PoorGuyBurningLife : Inventory
{
inventory.maxamount 20
}








ACTOR BurningCacodemon
{
    Radius 12
    Height 56
    Speed 3
    Scale 0.85
	Health 100
	GibHealth 25
	damagefactor "Burn", 0.5
	damagefactor "Fire", 0.5
	damagefactor "Flames", 0.5
	damagefactor "Flame", 0.5
	damagefactor "ExplosiveImpact", 10.0
	bloodtype "Blue_Blood"
  bloodcolor DarkBlue
	MONSTER
	-COUNTKILL
	+FLOAT
	+NOGRAVITY
	+FRIENDLY
    +FLOORCLIP
	+SHOOTABLE
	+NOBLOCKMONST
	+DONTSPLASH
	Gravity 1.0
	bloodtype "DeadBlood"
    Obituary "%o was near someone in flames."
	Mass 100
    States
    {
    Spawn:
        TNT1 A 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HEAD NN 1 Bright A_Chase("", "")
		Goto Suffer
	Suffer:
        HEAD NN 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
		
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("FireballExplosionFlamesBig", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		
		
		HEAD OO 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_JumpIfInventory("PoorGuyBurningLife", 20, "Death")
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		Loop

    Death:
	    TNT1 A 0 A_Fall
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
		TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
		HEAD P 1 A_SpawnItem("100SmallFireFocusSpawnerz")
		TNT1 A 0 A_Playsound("props/redfire")
		HEAD PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 8 A_CustomMissile("FireballExplosionFlamesBig", 15, 0, random (0, 360), 2, random (50, 130))
		HEAD P 1 A_SpawnItem("100SmallFireFocusSpawnerz")
		HEAD PPPPPPPPPPPPPPPPPPPPPPPP 6 A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		HEAD P -1
        Stop
    }
}
