actor RifleDrop
{
Radius 0
Height 0
+THRUACTORS
 states
 {
  Spawn:
	 TRII A 0
	 TNT1 A 0 A_Jump(128, "Spawn2")
	 Goto Spawn1

  SPawn1:	
        TNT1 A 0 A_CustomMissile ("DropedRifle", 20, 0, 0, 2, random (30, 50))
        stop
		
  SPawn2:	
        TNT1 A 0 A_CustomMissile ("DropedRifle2", 20, 0, 180, 2, random (30, 50))
        stop		
}
}

ACTOR DropedRifle 
{
 scale 1.0
 speed 6
 health 1
 radius 16
 height 4
 Gravity 0.9
 damage 0
 XScale 0.7
 YScale 0.4
 +THRUACTORS
 +MISSILE
 +NOTELEPORT
 +NOBLOCKMAP
 +BLOODLESSIMPACT 
   +FORCEXYBILLBOARD
   +NODAMAGETHRUST
   +MOVEWITHSECTOR
   +CORPSE
   -DONTSPLASH
   Mass 1
    States
    {

	 Spawn:
	 TRII A 4
	 TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
	 TRII BCDEFGH 4
	 Loop
	 
	 Death:
	 TNT1 A 0
	 TNT1 A 0 A_SPawnItem("Rifle")
	 TNT1 A 0 A_SPawnItem("DualRIfles")
	 Stop
    }
}


ACTOR DropedRifle2: DropedRifle
{
    States
    {

	 Spawn:
	 TRII G 4
	 TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
	 TRII FEDCBA 4
	 
	 Death:
	 TNT1 A 0
	 TNT1 A 0 A_SPawnItem("Rifle")
	 Stop
    }
}

















//I was using this lump for another thing, but now, I'm using it
//to store old green gib deaths in case if I ever need to use it again

actor GreenBloodTrails
{
Decal None
translation "168:191=112:127","16:47=120:127"
 game Doom
	Alpha 0.5
+FORCEXYBILLBOARD
+GHOST
+NOBLOCKMAP
Gravity 0.1
+NOCLIP
+DONTSPLASH
-ALLOWPARTICLES 
+CLIENTSIDEONLY
-NOGRAVITY
Scale 1.2
 states
 {
  Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        TNT1 A 0 A_Jump(192,"Spawn2")
        BLER GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 BRIGHT A_FadeOut(0.01)
        //TNT1 AAA 0 A_CustomMissile ("NashGore_FlyingBloodFast", 0, 0, random (0, 360), 2, random (0, 180))
        BLOD BCD 0
        stop
  Spawn2:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        TNT1 A 0 A_Jump(128,"Spawn3")
        BLER HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 BRIGHT A_FadeOut(0.01)
        //TNT1 AAA 0 A_CustomMissile ("NashGore_FlyingBloodFast", 0, 0, random (0, 360), 2, random (0, 180))
        BLOD BCD 0
        stop
  Spawn3:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        TNT1 A 0 A_Jump(96,"Spawn4")
        BLER IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 BRIGHT A_FadeOut(0.01)
        //TNT1 AAA 0 A_CustomMissile ("NashGore_FlyingBloodFast", 0, 0, random (0, 360), 2, random (0, 180))
        BLOD BCD 0
        stop
  Spawn4:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        BLER JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 1 BRIGHT A_FadeOut(0.01)
        //TNT1 AAA 0 A_CustomMissile ("NashGore_FlyingBloodFast", 0, 0, random (0, 360), 2, random (0, 180))
        BLOD BCD 0
        stop
	Splash:
        BLOD A 0
        stop
 }
}


ACTOR GreenXDeath1
{
    Radius 8
    Height 8
    Speed 12
    Scale 1.0
	Mass 1
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +RIPPER
    +BLOODLESSIMPACT 
damagetype Blood
    SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath1"
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        GORA D 2 A_CustomMissile("GreenBloodTrails",0,0,180,2)
        Loop
    Death:
        GORA D 2
        GORA D -1
        Stop
        TNT1 A 1
     Splash:
        TNT1 A 0
        Stop
    }
}

ACTOR GreenXDeath2: GreenXDeath1
{
    DeathSound "misc/xdeath2"
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        GORA F 2 A_CustomMissile("GreenBloodTrails",0,0,180,2)
        Loop
    Death:
        GORA F 2
        GORA F -1
        Stop
        TNT1 A 1
     Splash:
        TNT1 A 0
        Stop
    }
}

ACTOR GreenXDeath3: GreenXDeath1
{
    SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath3"
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        GORA G 2 A_CustomMissile("GreenBloodTrails",0,0,180,2)
        Loop
    Death:
        GORA G 2
        GORA G -1
        Stop
        TNT1 A 1
     Splash:
        TNT1 A 0
        Stop
    }
}

















ACTOR XDeathKnightArm
{
    Radius 8
    Height 8
    Speed 8
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    DeathSound "misc/xdeath1"
	Decal GreenBloodSuper
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        GORA B 8 A_CustomMissile("GreenBloodTrail",0,0,180,2)
        Loop
    Death:
        GORA B -1
        Stop
    }
}

ACTOR XDeathBaronArm: XDeathKnightArm
{
    Radius 8
    Height 8
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        GORB A 8 A_CustomMissile("GreenBloodTrail",0,0,180,2)
        Loop
    Death:
        GORB A -1
        Stop
    }
}

ACTOR XDeathKnightLeg
{
    Radius 8
    Height 8
    Speed 8
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    DeathSound "misc/xdeath1"
	Decal GreenBloodSuper
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        GORA A 8 A_CustomMissile("GreenBloodTrail",0,0,180,2)
        Loop
    Death:
        GORA A -1
        Stop
    }
}