Actor SergeantAmmo : Inventory
{
inventory.maxamount 6
}


Actor TypeSergeant : Inventory
{
inventory.maxamount 1
}

ACTOR ShotgunGuy1: ShotgunGuy Replaces ShotgunGuy
{
	Game Doom
	Health 40
	SpawnID 1
	Radius 16
	Height 44
	Height 44
	Mass 100
	Speed 8
	FastSpeed 10
    Scale 0.98
	PainChance 200
	PainChance "Kick", 255
	PainChance "Melee", 255
	PainChance "ExplosiveImpact", 255
	PainChance "Avoid", 120
	PainChance "Taunt", 255
	Monster
	+FLOORCLIP
	
    BloodType "NashGore_Blood"
	SeeSound "grunt/sight"
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	ActiveSound "grunt/active"
    damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Shrapnel", 0.3
    damagefactor "Kick", 0.4
	damagefactor "MinorHead", 2.0
	damagefactor "Head", 2.0
	damagefactor "taunt", 0.0
	Obituary "%o got his face splattered on the wall by a Zombie Sergeant."
	MaxStepHeight 24
	MaxDropOffHeight 32
	
	damagefactor "Fatality", 0.5
	damagefactor "SuperPunch", 0.5
	damagefactor "Melee", 0.5
	States
	{
	
	Pain.Avoid: 
	  TNT1 A 0
	  TNT1 A 0 A_Jump(255, "AvoidLeft", "AvoidRight")
	  Goto AvoidLeft
	  
	  AvoidLeft:
	    SPOS A 1 A_FaceTarget
	    TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)
        ZRO4 ABCDEFGH 2 A_FaceTarget
        Goto Missile
	AvoidRight:
	    POSS A 1 A_FaceTarget
	    TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)
        ZRO3 ABCDEFGH 2 A_FaceTarget
        Goto Missile
	
	Spawn:
	  TNT1 A 0
	  TNT1 A 0 A_GiveInventory("SKShotgunGuy", 1)
	  TNT1 A 0 A_GiveInventory("TypeSergeant", 1)
	  TNT1 A 0 A_TakeInventory("SergeantAmmo", 6)
	  TNT1 A 0 A_GiveInventory("SergeantAmmo", random(0,5))
	  SPOS B 1
	  Goto Stand
	Stand:
        SPOS A 0 A_CheckSight("Stand2")
		TNT1 A 0 A_GiveInventory("SKShotgunGuy", 1)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SPOS B 10 A_Look
        SPOS A 0 A_CheckSight("Stand2")
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SPSS Z 10 A_Look
		Loop
   Stand2:
		SPSS Z 1 A_Look
		Goto Stand
	See:
        TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 20, 0, 0)
		TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SPOS AA 2 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SPOS AA 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SPOS BB 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SPOS BB 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SPOS CC 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SPOS CC 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SPOS DD 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SPOS DD 2 A_Chase

		Loop
		
	Missile:
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)
		TNT1 A 0 A_GiveInventory("SergeantAmmo", 1)
		SPOS D 5 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SPOS E 10 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		SPOS E 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0)
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 AAAAA 0 A_CustomMissile("MonsterTracer", random(32, 38), 0, random(-9, 9), 0)
		SPOS F 5 BRIGHT //A_CustomBulletAttack(8, 8, 10, 3, "HitPuff")
        TNT1 A 0 A_PlaySound("weapons/sg")
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
		SPOS F 5 BRIGHT
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SPOS E 5 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SPSR A 7
        TNT1 A 0 A_PlaySound("weapons/sgpump")
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SPSR B 7 A_SpawnItem ("ShotCaseSpawn", 0, 30,0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SPSR A 7
        TNT1 A 0 A_JumpIfInventory("SergeantAmmo", 6, "Reload")
		Goto See

  Reload:
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget20", 10)
        SPSR A 15
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget20", 10)
        ID12 EFG 5
        TNT1 A 0 A_PlaySound("insertshell")
		TNT1 A 0 A_TakeInventory("SergeantAmmo", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0)
        ID12 EFG 5
        TNT1 A 0 A_PlaySound("insertshell")
		TNT1 A 0 A_TakeInventory("SergeantAmmo", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget20", 10)
        ID12 EFG 5
        TNT1 A 0 A_PlaySound("insertshell")
		TNT1 A 0 A_TakeInventory("SergeantAmmo", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget20", 10)
        ID12 EFG 5
        TNT1 A 0 A_PlaySound("insertshell")
		TNT1 A 0 A_TakeInventory("SergeantAmmo", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget20", 10)
		ID12 EFG 5
        TNT1 A 0 A_PlaySound("insertshell")
		TNT1 A 0 A_TakeInventory("SergeantAmmo", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget20", 10)
		ID12 EFG 5
        TNT1 A 0 A_PlaySound("insertshell")
		TNT1 A 0 A_TakeInventory("SergeantAmmo", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget20", 10)
		SPSR A 10
        TNT1 A 0 A_PlaySound("weapons/sgpump")
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget20", 10)
		SPSR B 10
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0)
		SPSR A 10
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0)
        Goto See
		


	Pain:
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 6)
		TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SPOS G 3
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		SPOS G 3 A_Pain
		Goto See
        TNT1 AAAAA 0
        TNT1 A 0 A_Pain
        ID11 H 8
		ID11 S 35
        TNT1 A 0 A_TakeInventory("IsDown", 1)
		ID11 T 10
        Goto See
		
	Pain.Melee:
	TNT1 A 0
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 6)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		SPOS G 3
		TNT1 A 0 A_JumpIfInventory ("SKShotgunGuy", 1, "StealthKill")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		SPOS G 3 A_Pain
		Goto See
        TNT1 AAAAA 0
        TNT1 A 0 A_Pain
        ID11 H 8
		ID11 S 35
        TNT1 A 0 A_TakeInventory("IsDown", 1)
		ID11 T 10
        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 GH 8
		Goto FallingAfterImpact
		

    Pain.Kick:
         TNT1 A 0
         ID11 G 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 G 1 A_facetarget
        ID11 G 6 ThrustThing(angle*256/360+128, 10, 0, 0)
         ID11 H 8
		Goto FallingAfterImpact
		
		FallingAfterImpact:
		ID11 H 1 A_GiveInventory ("FallingHeight", 1)
		ID11 H 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")
		TNT1 A 0 A_TakeInventory("FallingHeight, 100")
		ID11 SSSSSSS 5 A_JumpIf(momz < 0, "FallingAfterImpact")
		
         TNT1 A 0 A_TakeInventory("IsDown", 1)
		ID11 T 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 ("DeadShotgunguy1")
	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

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

Death.Shotgun:
		TNT1 A 0 A_JumpIfCloser(200, "Death.Shotgunontheface")

		Goto Death
		
	Death.Shotgunontheface:	
	    
		TNT1 A 0
		TNT1 A 0 A_Jump(56, "Death.Arm")
	    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
		TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		ID18 A 10
		ID11 GH 10
         TNT1 A 0 A_SpawnItem ("DeadShotgunguy1")
		 Stop

    Death.Eat:
	    TNT1 A 0
		TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("SergeantFatality",1)
        Stop
		
	Death.ShotgunonthefaceArm:	
		TNT1 A 0
		TNT1 A 0 A_Jump(32, "Death.Arm")
	    TNT1 A 0 ThrustThingZ(0,40,0,1)
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
         ID11 OP 15
         TNT1 A 0 A_SpawnItem ("DeadShotgunGuy_NoArm")
		 Stop


    Death.Melee:
	Death.Kick:
       TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
	   		TNT1 A 0 A_JumpIfInventory ("SKShotgunGuy", 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 G 8
		 ID11 H 8
         TNT1 A 0 A_SpawnItem ("DeadShotgunGuy1", 5)
         Stop

    Death.Down:
        TNT1 A 0 
        TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("DeadShotgunguy1", 1)
		Stop

	Death:
       TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
       
        TNT1 A 0 A_Jump(32, "Death.Arm")
		SPOS H 5 A_Scream
		SPOS I 5 
		SPOS J 5 A_NoBlocking
		SPOS K 5
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadShotgunguy1", 1)
		Stop

     Death.Leg:
	 Death.Crush:
		TNT1 A 0 A_CustomMissile ("XDeathSargeLeg1", 35, 0, random (0, 360), 2, random (0, 160))
        SPO3 A 9 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Playsound ("grunt/death")
		SPO3 B 3 
		SPO3 C 3 A_NoBlocking
		
        TNT1 A 0 A_SpawnItem ("SergeantGotHisLegBlowed")
        Stop
		
	LeaveCrawling:
	     TNT1 A 0
		 TNT1 A 0 A_SpawnItem ("DyingSergeantNoLeg", 2)
		 TNT1 A 0
		 Stop

    Death.Arm:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeathArm2", 35, 0, random (0, 360), 2, random (0, 160))
        SPO5 A 9 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		TNT1 A 0 A_SpawnItem ("DyingSergeant", 2)
        Stop

	Death.MinorHead:
	    TNT1 A 0
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_Jump(32, "Death.MinorHeadLong")
        TNT1 AAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail8", 50, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPiece", 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_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		SPOS U 6 A_Scream
		SPOS V 6 A_NoBlocking 
		SPOS XY 6
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoBrain", 1)
        //		SPOS Z -1
		Stop
		
		Death.MinorHeadLong:
        TNT1 AAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail8", 50, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPiece", 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_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		SPOS U 6 A_Scream
		SPOS V 6 A_NoBlocking
		SPOS VWVWVW 18 A_Pain 
		SPOS XY 6
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoBrain", 1)
        //		SPOS Z -1
		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 ("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 A 0 A_XScream
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAAAA 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_NoBlocking
        SPDH ABBC 10 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
		SPDH CDE 8
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoHead", 1)
        //        SPDH E -1
		Stop

	Death.decaptate:
        TNT1 AAAAAAA 0 A_CustomMissile ("Blood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        TNT1 A 0 A_CustomMissile ("XDeathSergeantHead", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        SPDH AABBBC 8 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
		SPDH CDE 8
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoHead", 1)
        //        SPDH E -1
		Stop

		Death.cut:
        TNT1 A 0
        TNT1 A 0 A_Jump(32, "Death.Arm", "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.Tear:
        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 O 0 A_NoBlocking
	    SP2X AA 8
        TNT1 A 0 A_CustomMissile ("XDeath4", 40, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("RipSergeant", 0, 0, random (0, 360), 2, random (0, 160))
        SP2X BBCD 8
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadShotgunguy_Half", 1)
		Stop
		
        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 ("BrutalizedSergeant1", 1)
		Stop

        Death.LegMassacre:
        TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Scream
		TNT1 O 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("BrutalizedSergeantLeg", 1)
		Stop

    Death.SuperPunch:
	Death.Blast:
	Death.SSG:
	Death.Railgun:
	    SZD1 E 1 A_Pain
		SZD1 E 1 A_FaceTarget
        //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
				TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
						TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathSergeantHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        SZD1 EEFFGH 6
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		SZD1 H -1
        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.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.Fatality:
	TNT1 A 0
	TNT1 A 1 A_Pain
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_Jump(255, "Death.Fatality1", "Death.Fatality2", "Death.Fatality3")
		
	Death.Fatality1:	
        TNT1 A 0 A_GiveToTarget("SergeantFatality", 1)
        Stop
    Death.Fatality2:    
		TNT1 A 0 A_GiveToTarget("SergeantFatality2", 1)
        Stop
	Death.Fatality3:    
		TNT1 A 0 A_GiveToTarget("SergeantFatality3", 1)
        Stop
		
	Death.HelperMarineFatallity:	
	Death.BHFT:
	TNT1 A 0
	TNT1 A 1 A_Pain
        TNT1 A 0 A_GiveToTarget("SergeantFatality", 1)
		TNT1 A 0 A_NoBlocking
        TNT1 A 1
		Stop	
		
    Death.fire:
    Death.burn:
    Death.flames:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("BurningZombie")
      Stop

	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
		
	Death.Desintegrate:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DesintegratedHuman")
      Stop
	
		
		 Death.Stomp:
	TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
	TNT1 AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
	TNT1 AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
	TNT1 AA 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180))
	TNT1 A 0 A_SpawnItem ("CrushedRemains")
	TNT1 A 1
	TNT1 A 1 A_XScream
    TNT1 A 1 A_NoBlocking
	Stop
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
	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 ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		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 ("XDeathSargeLeg2", 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)
	    ID14 AB 5
		ID14 CDEF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		ID14 FFFFFF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedSergeantLeg")
		Stop
		
		Dead.ExplosiveImpact:
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedSergeantLeg")
		TNT1 A 0 A_SpawnItem ("Ploft")
		TNT1 A 0 A_SpawnItem ("MuchBlood")
		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 ("XDeathSargeLeg1", 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)
	ID16 A 1 A_Scream
	    ID16 A 9
		ID16 BCD 9 A_CheckFloor ("Dead.Landmine")
		ID16 DDDD 9 A_CheckFloor ("Dead.Landmine")
		TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg", 1)
		Stop		
	
			Dead.Landmine:
		TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg", 1)
		TNT1 A 0 A_SpawnItem ("Ploft")
		TNT1 A 0 A_SpawnItem ("MuchBlood")
		Stop
	
	Raise:
		SPOS L 5
		SPOS KJIH 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")
        POSC B 5
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        POSC B -1
        Stop
		
	StealthKill:
	TNT1 A 0
	TNT1 A 0 A_GiveToTarget("GoFatality", 1)
	TNT1 A 0 A_GiveToTarget("SKShotgunGuy", 1)
	TNT1 A 0 A_Die("Stealthy")
	TNT1 A 0 A_Fall
	TNT1 A 1
	Stop
	Death.Stealthy:
	TNT1 A 0
	Stop
	}
}


Actor DeadShotgunGuy1 Replaces DeadShotgunguy
{
    Radius 1
    Height 12
    +SHOOTABLE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CORPSE
	+FLOORCLIP
	+SOLID
	+THRUACTORS
	damagefactor "Crush", 50.0
    Mass 1000
    Health 100
    damagefactor "Blood", 0.0
    PainChance "Melee", 255
    damagefactor "Melee", 20.0
    damagefactor "Kick", 20.0
    damagefactor "Fatality", 20.0
    damagefactor "Trample", 0.0
	damagefactor "ExplosiveImpact", 10.0
States
    {
    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 (2)
         ID11 GH 8
         TNT1 A 1 A_SpawnItem ("DeadShotgunGuy1", 5)
         Stop
    Spawn:
        SPOS L -1
        Stop
	Raise:
		SPOS K 1
		SPOS JIH 1
        TNT1 A 0 A_SpawnItem ("ShotgunGuy1", 3)
		Stop
    Death:
		TNT1 A 0 A_CustomMissile ("XDeathSargeLeg1", 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 ("DeadShotgunGuy_NoLeg", 5)
        Stop

    Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 AAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
		EXPL AAA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop

    }
}

Actor DeadShotgunGuy_NoArm: DeadShotgunGuy1
{Health 200 States{Spawn:
        SPO5 E -1
        Stop
    Death.CutLess:
    Death.Cut:    
	Death:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 6, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 6, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 6, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 6, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 6, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoHeadNoArm", 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 (2)
         ID11 OP 8
         TNT1 A 1 A_SpawnItem ("DeadShotgunGuy_NoArm", 5)
         Stop}}


Actor DeadShotgunGuy_NoLeg: DeadShotgunGuy_NoArm
{Health 200 States{Spawn:
        SPO3 F -1
        Stop	Death:
   Death.CutLess:
    Death.Cut:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AAA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 50, 0, random (0, 360), 2, random (0, 160))
		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
        TNT1 A 0 A_Recoil (2)
         ID11 MN 8
         TNT1 A 1 A_SpawnItem ("DeadShotgunGuy_NoLeg", 5)
         Stop}}

Actor DeadShotgunGuy_NoBrain: DeadShotgunGuy1
{Health 200 States{Spawn:
        SPOS Z -1
        Stop	Death:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 6, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 6, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 6, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 6, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 6, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoHead", 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 (2)
         ID11 GH 8
         TNT1 A 1 A_SpawnItem ("DeadShotgunGuy_NoBrain", 5)
         Stop}}


Actor DeadShotgunGuy_NoHead: DeadShotgunGuy1
{Health 200 States{Spawn:
        SPDH E -1
        Stop	Death:
    Death.CutLess:
    Death.Cut:
		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 ("DeadShotgunGuy_NoHeadNoArm", 5)
        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 (2)
         ID11 GH 8
         TNT1 A 1 A_SpawnItem ("DeadShotgunGuy_NoHead", 5)
         Stop}}

Actor DeadShotgunGuy_NoHeadNoArm: DeadShotgunGuy1
{Health 200 States{Spawn:
        SPXS B -1
        Stop	Death:
    Death.CutLess:
    Death.Cut:
	TNT1 A 0 A_SpawnItem("GibsZ")
  	    TNT1 AAA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 50, 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 (2)
         ID11 OP 8
         TNT1 A 1 A_SpawnItem ("DeadShotgunGuy_NoHeadNoArm", 5)
         Stop}}

Actor DeadShotgunGuy_Half: DeadShotgunGuy1
{Health 200 States{Spawn:
        SP2X E -1
        Stop	
        Death:
		Death.Cut:
        Death.Cutless:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AAA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 50, 0, random (0, 360), 2, random (0, 160))
         Stop}}



ACTOR BeheadedSergeantZombie: DeadShotgunGuy_NoHead
{
	Mass 6
}










ACTOR DyingSergeant
{
	Game Doom
	Radius 16
	Height 28
	Health 50
		PainSound "grunt/pain"
		PainChance 255
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 0.0
	damagefactor "Leg", 0.0
    damagefactor "Kick", 2.0	
		Mass 50
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	States
	{
				Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasSguyShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop
		
	Death.fire:
	Death.Flames:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("BurningZombie")
      Stop
		
	Spawn:
    TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BigBloodSpot")
	TNT1 A 0 A_PlaySound ("BURNZOM")
	SPO5 A 10
	Goto Suffer
	Suffer:

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        SPO5 B 10
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        SPO5 C 10
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		  
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 10, "GotoDeath")
		Loop
	GotoDeath:
	TNT1 A 0
	Goto Death
		
	Death.Cut:
	Death.Cutless:
	Death:
	    SPO5 D 8
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItem ("DeadShotgunGuy_NoArm")
		Stop

    Death.Head:
    Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
        SZD4 A 10
        TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoHeadNoArm", 1)
Stop

Death.Shotgun:
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
         ID11 GH 15
         TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoArm")
		 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 ("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))
        TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		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		 
		 
   Xdeath:
   Death.SuperPunch:
	Death.Blast:
	Death.SSG:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus10Armor")
        //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
				TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
						TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_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 EFGH 6
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		ZZD1 H -1
        Stop		 

	}
}



ACTOR DyingSergeantNoLeg
{
    Radius 12
    Height 16
    Speed 9
	Health 50
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	+SHOOTABLE
    +FLOORCLIP
	//+NOBLOCKMAP
    +LOOKALLAROUND
	+FRIGHTENED
	+SOLID
	+FLOORCLIP
	damagefactor "Kick", 0.3
	damagefactor "trample", 2.0
	PainChance "Kick", 255
	damagefactor "Leg", 0.0
    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
	SMAK ABA 6
	SMAM A 15
	Goto See
	
			Death.Kick:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_GiveToTarget("IsCurbstompingSergeant", 1)
        Stop
		
			Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasSguyShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop
	
    Spawn:
	SMAM A 1 A_Look
	Loop
    See:
		SMAM ABAB 10 A_Wander
        SMAM 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", 15, "GotoDeath")
		Loop
		
	GotoDeath:
	TNT1 A 0
	Goto Death
	
	Goto Death
		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DeadShotgunGuy_NoLeg")
		Stop
    Crush:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        CRS2 A 5
        CRS2 A -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 ("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))
        TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		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.Fire:
	Death.Flames:
	Death.Burn:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	TNT1 A 0 A_SpawnItem ("DyingSergeantNoLegInFlames")
	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 ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("StompedSergeant")
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		Stop
	
	}
}



ACTOR DyingSergeantLegBlewedOff: DyingSergeant
{
	Game Doom
	Radius 16
	Height 28
	Health 50
		PainSound "grunt/pain"
		PainChance 255
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 0.0
    damagefactor "Kick", 2.0	
		Mass 50
	-SOLID
	+SHOOTABLE
	States
	{
				Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasSguyShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop
		
		
	Spawn:
    TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BigBloodSpot")
	TNT1 A 0 A_PlaySound ("BURNZOM")
	SPO5 C 1
	Goto Suffer
	
	Suffer:
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        SPO3 D 10
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        SPO3 E 10
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		  
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 12, "GotoDeath")
		Loop
		
	GotoDeath:
	TNT1 A 0
	Goto Death
		
	Death.Cut:
	Death.Cutless:
	Death:
	    SPO3 GH 6
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItem ("DeadShotgunGuy_NoLeg")
		Stop

    Death.Head:
    Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
        SPO3 IJ 6
        TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg", 1)
Stop

Death.Shotgun:
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
         ID11 GH 15
         TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoArm")
		 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 ("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))
        TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		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		 
		 
   Xdeath:
   Death.SuperPunch:
	Death.Blast:
	Death.SSG:
        //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
				TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
						TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_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 EFGH 6
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		ZZD1 H -1
        Stop		 

	}
}






ACTOR BrutalizedSergeant1
{
	Game Doom
	Radius 16
	Height 50
	Health 75
		PainSound "grunt/pain"
		PainChance 255
		Mass 999999
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	Scale 1.0
	States
	{
				Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasSguyShield", 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:
    SZD1 A 25
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedSergeantStop")
	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 ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		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 AAA 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 ("BrutalizedSergeant2")
		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
	
	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 ("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))
        TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		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
}}

actor BrutalizedSergeantStop: CurbstompedMarine
{
    States
    {
    Spawn:
SZD2 ABCD 5 A_SpawnItem("NashGore_FlyingBlood",0,5,0,1)
SZD3 D -1
       Stop    }}

ACTOR BrutalizedSergeant2: BrutalizedSergeant1
{
	States
	{
	Spawn:
	Pain:
    SZD1 B 25
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedSergeantStop2")
	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 AAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedSergeant3")
		Stop
}}

actor BrutalizedSergeantStop2: CurbstompedMarine
{
    States
    {
    Spawn:
SZD4 AB 6 A_SpawnItem("NashGore_FlyingBlood",0,5,0,1)
SZD4 B -1
       Stop    }}

ACTOR BrutalizedSergeant3: BrutalizedSergeant1
{
	States
	{
	Spawn:
	Pain:
    SZD1 C 25
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedSergeantStop3")
	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 AAAA 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")
		SZD1 EFGH 6
		SZD1 H -1
		Stop
}}


actor BrutalizedSergeantStop3: CurbstompedMarine
{
    States
    {
    Spawn:
SZD3 ABC 6 A_SpawnItem("NashGore_FlyingBlood",0,5,0,1)
SZD3 C -1
       Stop    }}
	   
	   
ACTOR StompedSergeant: CurbstompedMarine
{Health 200 States{Spawn:
        02CB F -1
        Stop	Death:
TNT1 AAAA 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))		 TNT1 AAA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 5, 0, random (0, 360), 2, random (0, 160))
          Stop}}
		  
		  
	ACTOR VeryFuckedUpBrutalizedSergeantLeg: CurbstompedMarine
{Health 200 States{Spawn:
        ID14 G -1
        Stop	Death:
TNT1 AAAA 0 A_CustomMissile ("BloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))		 TNT1 AAA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 5, 0, random (0, 360), 2, random (0, 160))
          Stop}}


ACTOR BrutalizedSergeantLeg: BrutalizedSergeant1
{
	States
	{
	Spawn:
	Pain:
    SPO3 A 15
	Goto DieNow
	
    DieNow:
	SPO3 BCD 5
	TNT1 A 0 A_SpawnItem ("DeadShotgunguy_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 ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		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)
	    ID14 ABCDEF 5
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedSergeantLeg")
		Stop
}}




ACTOR DyingZombiemanNoArm: DyingSergeant
{
+FLOORCLIP
	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
	
	    Death.fire:
	Death.Flames:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("BurningZombie")
      Stop
	
	Spawn:
    ZZD2 B 1
	TNT1 A 0 A_PlaySound ("BURNZOM")
	Goto Suffer
	Suffer:
	    TNT1 A 0
	    TNT1 A 0 A_SpawnItem ("BigBloodSpot")
        
		        
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD2 E 10
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD2 B 10
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		  
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD2 E 10
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD2 B 10
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		       
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD2 E 10
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD2 B 10
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		     
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD2 E 10
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD2 B 10
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		     
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD2 E 10
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD2 B 10
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		      
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD2 E 10
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD2 B 10
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		    
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD2 E 10
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD2 B 10
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		


		Goto Death
		
	Death.Cut:
	Death.Cutless:
	Death:
	    ZZD2 C 8
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItem ("DeadZombieman_NoArmFront")
		Stop

    Death.Head:
    Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
        ZZD3 G 10
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoHeadNoArm", 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 ("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))
        TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		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.Shotgun:
Death.Kick:
Death.Melee:
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
         ID11 EF 15
         TNT1 A 0 A_SpawnItem ("DeadZombieman_NoArm")
		 Stop
		 
		 Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
		
        TNT1 A 0 A_GiveToTarget("HasZmanShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop
		 
		 
   Xdeath:
   Death.SuperPunch:
	Death.Blast:
	Death.SSG:
        //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
				TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
						TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_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_PlaySound ("misc/xdeath")
		TNT1 A 0 A_NoBlocking
        SZD1 EFGH 6
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		SZD1 H -1
        Stop		 

	}
}




ACTOR ZombieManDyingAfterFatality: DyingZombiemanNoArm
{
	States
	{
	    Death.fire:
	Death.Flames:
	TNT1 AA 0 A_SpawnItem ("CrueltyBonus5Health")
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("BurningZombie")
      Stop
	
	Spawn:
    ZZD5 E 1
	TNT1 A 0 A_PlaySound ("BURNZOM")
	Goto Suffer
	Suffer:
	    TNT1 A 0
	    TNT1 A 0 A_SpawnItem ("BigBloodSpot")
        
		
        
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 E 10
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)


        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 F 10
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 E 10
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 F 10
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 E 10
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 F 10
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 E 10
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 F 10
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 E 10
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 F 10
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		
				TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 F 10
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		
				TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 E 10
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		
				TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 F 10
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		
				TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 E 10
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		
				TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 F 10
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		Goto Death

        
		
	Death.Cut:
	Death.Cutless:
	Death:
	    ZZD5 G 8 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("DeadZombieManFacingFront")
		Stop

    Death.Head:
	Death.Minorhead:
    Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
        ZZD5 HI 10
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoHeadFront", 1)
Stop

Death.Shotgun:
Death.Kick:
Death.Melee:
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
         ID11 EF 15
         TNT1 A 0 A_SpawnItem ("DeadZombieman1")
		 Stop
		 
		 Death.Fatality:
		Goto XDeath

	}
}


ACTOR ZombiemanGotHisLegBlowed: DyingZombiemanNoArm
{
	States
	{

	Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySound ("BURNZOM")
    POS7 AAABC 4
	TNT1 A 0 A_Jump(64, "GotoDeath")
	
	
	Goto Suffer
	Suffer:
	    TNT1 A 0
	    TNT1 A 0 A_SpawnItem ("BigBloodSpot")
        
		        
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        POS7 E 10
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		
	    POS7 F 10
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		
		TNT1 A 0 A_Jump(32, "LeaveCrawling")
		
	    TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 12, "GotoDeath")
		Loop

	GotoDeath:
	TNT1 A 0
	Goto Death
		
	Death.Cut:
	Death.Cutless:
	Death:
	    TNT1 A 0
	    TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg")
		Stop
	
	LEaveCrawling:
	TNT1 A 0 A_PlaySound ("grunt/death")
	TNT1 A 0 A_SpawnItem ("DyingZombieMan")
	Stop

    Death.Head:
    Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg", 1)
		Stop
		
		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.Shotgun:
Death.Kick:
Death.Melee:
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
         ID11 KL 15
         TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg")
		 Stop


	}
}


ACTOR DeadZombieman_NoHeadNoArm: DeadZombieman_NoHead
{Health 200 States{Spawn:
        ZZD3 H -1
		Stop}}
		



	ACTOR SergeantFatalizedByBaron: TeleportFog
{
Renderstyle Translucent
Alpha 1.0
	States
	{
	Spawn:
	SP2X BCD 8
	TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
    TNT1 A 0 A_SpawnItem ("DeadShotgunguy_Half", 1)
	Stop
}
}








ACTOR SergeantGotHisLegBlowed: DyingZombiemanNoArm
{
	States
	{
	Spawn:
    SPO3 D 1
	TNT1 A 0 A_Jump(32, "GotoDeath")
	TNT1 A 0 A_PlaySound ("BURNZOM")
	Goto Suffer
	Suffer:
	    TNT1 A 0
	    TNT1 A 0 A_SpawnItem ("BigBloodSpot")
        
		        
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        SPO3 D 10
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		
	    SPO3 E 10
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		
		TNT1 A 0 A_Jump(32, "LeaveCrawling")
		
	    TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 12, "GotoDeath")
		Loop

	GotoDeath:
	TNT1 A 0
	Goto Death
		
	Death.Cut:
	Death.Cutless:
	Death:
	    TNT1 A 0
		SPO3 GH 5
	    TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg")
		Stop
	
	LEaveCrawling:
	TNT1 A 0 A_PlaySound ("grunt/death")
	TNT1 A 0 A_SpawnItem ("DyingSergeantNoLeg")
	Stop

    Death.Head:
    Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		SPO3 IJ 5
		
        TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg", 1)
Stop		

Death.Shotgun:
Death.Kick:
Death.Melee:
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
        ID11 GH 10
         TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg")
		 Stop
		 
		Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasSguyShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop

	}
}





ACTOR FlyingImpaledSergeant
{
    Radius 8
    Height 8
    Speed 10
    Scale 1.2
	Mass 1
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +RIPPER
    +BLOODLESSIMPACT 
	-DONTSPLASH
	+THRUGHOST
damagetype Blood
    SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath1"
	Decal BrutalBloodSplat
	Mass 1
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        ID18 AA 3 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		ID11 GG 3 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        Goto Fall
	Fall:	
	    ID11 H 3 A_CustomMissile ("NashGore_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
    Death:
        TNT1 A 0 A_SpawnItem("BigBloodSpot",0,0,0,1)
        TNT1 A 0 A_SpawnItem("DeadShotgunguy")
		TNT1 A 1
        Stop
        TNT1 A 1
     Splash:
        TNT1 A 0
        Stop
    }
}