actor MinorHeadDamage
{
Radius 1
Height 1
DamageType Head
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
+FORCERADIUSDMG
PROJECTILE
+MISSILE
States
{
Spawn:
TNT1 A 0
        TNT1 A 0 A_Explode(100,200)
Stop
 }
}




actor HeadshotTargetBase
{
	+NOTARGET
damagefactor "Taunt", 0.0
damagefactor "Blood", 0.0
damagefactor "BlueBlood", 0.0
damagefactor "Head", 0.0
damagefactor "MinorHead", 0.0
damagefactor "KillMe", 0.0
damagefactor "Control", 0.0
damagefactor "Trample", 0.0
damagefactor "GibRemoving", 0.0
//damagefactor "Melee", 0.3
damagefactor "Alert", 0.0
damagefactor "SSG", 1.0
damagefactor "ExplosiveImpact", 0.0
damagefactor "Bullet", 1.5
damagefactor "GibRemoving", 0.0
damagefactor "TeleportRemover", 0.0
//MONSTER
-COUNTKILL
Health 300
GibHealth 10000
Radius 7
Height 18
DamageType head
BloodType "Brutal_Blood"
PainChance 255
+NOGRAVITY
+SHOOTABLE
+NOTELEPORT
+FORCERADIUSDMG
-SOLID
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+GHOST
+SERVERSIDEONLY
-COUNTKILL
damagefactor "Trample", 0
States
{
Spawn:
XXXX A 3
XXXX A 1 A_NoBlocking
Stop

Pain.Explosive:
TNT1 A 3
Goto Pain

Pain.ExplosiveImpact:
TNT1 A 3
Goto Pain

Pain:
TNT1 A 0
//TNT1 A 0 ThrustThingZ(0,-40,0,1)
TNT1 A 1 A_NoBlocking
TNT1 A 0 A_JumpIfHealthLower(-100, "SuperDeath")
TNT1 A 0 A_JumpIfHealthLower(25, "Pain550")
TNT1 A 0 A_JumpIfHealthLower(50, "Pain500")
TNT1 A 0 A_JumpIfHealthLower(75, "Pain450")
TNT1 A 0 A_JumpIfHealthLower(100, "Pain400")
TNT1 A 0 A_JumpIfHealthLower(125, "Pain350")
TNT1 A 0 A_JumpIfHealthLower(150, "Pain300")
TNT1 A 0 A_JumpIfHealthLower(175, "Pain250")
TNT1 A 0 A_JumpIfHealthLower(200, "Pain200")
TNT1 A 0 A_JumpIfHealthLower(225, "Pain150")
TNT1 A 0 A_JumpIfHealthLower(250, "Pain100")
TNT1 A 0 A_JumpIfHealthLower(275, "Pain50")
TNT1 A 0 A_JumpIfHealthLower(288, "Pain35")
TNT1 A 0 A_JumpIfHealthLower(292, "Pain25")
XDT3 A 0 A_Explode(20,20,0)//hs
PLAY A 0
Stop


Pain25:
TNT1 A 0
XDT3 A 0 A_Explode(40,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop


Pain35:
TNT1 A 0
XDT3 A 0 A_Explode(50,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain50:
TNT1 A 0
XDT3 A 0 A_Explode(60,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain100:
TNT1 A 0
XDT3 A 0 A_Explode(100,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain150:
TNT1 A 0
XDT3 A 0 A_Explode(150,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain200:
TNT1 A 0
XDT3 A 0 A_Explode(200,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain250:
TNT1 A 0
XDT3 A 0 A_Explode(250,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain300:
TNT1 A 0
XDT3 A 0 A_Explode(300,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain350:
Pain.SSG:
TNT1 A 0
XDT3 A 0 A_Explode(350,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain400:
TNT1 A 0
XDT3 A 0 A_Explode(400,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain450:
TNT1 A 0
XDT3 A 0 A_Explode(450,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain500:
TNT1 A 0
XDT3 A 0 A_Explode(500,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain550:
TNT1 A 0
XDT3 A 0 A_Explode(550,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Pain600:
TNT1 A 0
XDT3 A 0 A_Explode(600,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop

Death:
TNT1 A 0
XDT3 A 0 A_Explode(600,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop


SuperDeath:
TNT1 A 0
XDT3 A 0 A_Explode(1200,20,0)//hs
TNT1 A 1 A_NoBlocking
Stop
 }
}



actor HeadshotTarget4: HeadshotTargetBase
{
States
 {
Spawn:
XXXX A 5
XXXX A 1 A_NoBlocking
Stop
 }
}

actor HeadshotTarget6: HeadshotTargetBase
{
States
 {
Spawn:
XXXX A 6
XXXX A 1 A_NoBlocking
Stop
 }
}

actor HeadshotTarget2: HeadshotTargetBase
{
States
 {
Spawn:
XXXX A 5
XXXX A 1 A_NoBlocking
Stop
 }
}

actor HeadshotTarget8: HeadshotTargetBase
{
States
 {
Spawn:
XXXX A 11
XXXX A 1 A_NoBlocking
Stop
 }
}

actor HeadshotTarget4b: HeadshotTarget4
{
Radius 12
Height 22
}

actor HeadshotTarget8b: HeadshotTarget8
{
Radius 12
Height 22
}

actor HeadshotTarget10: HeadshotTargetBase
{
States
 {
Spawn:
XXXX A 12
XXXX A 1 A_NoBlocking
Stop
 }
}

actor HeadshotTarget20: HeadshotTargetBase
{
Height 15
States
 {
Spawn:
XXXX A 22
XXXX A 1 A_NoBlocking
Stop
 }
}

actor HeadshotTarget23: HeadshotTargetBase
{
Height 15
States
 {
Spawn:
XXXX A 25
XXXX A 1 A_NoBlocking
Stop
 }
}

actor HeadshotTarget30: HeadshotTargetBase
{
Height 15
States
 {
Spawn:
XXXX A 33
XXXX A 1 A_NoBlocking
Stop
 }
}

actor HeadshotTarget60: HeadshotTargetBase
{
Height 15
States
 {
Spawn:
XXXX A 63
XXXX A 1 A_NoBlocking
Stop
 }
}




actor HeadshotTarget50: HeadshotTargetBase
{
Height 15
States
 {
Spawn:
XXXX A 53
XXXX A 1 A_NoBlocking
Stop
 }
}


actor HeadshotTarget100: HeadshotTargetBase
{
Height 15
States
 {
Spawn:
XXXX A 100
XXXX A 1 A_NoBlocking
Stop
 }
}



actor HeadshotTarget200: HeadshotTargetBase
{
Height 15
States
 {
Spawn:
XXXX A 200
XXXX A 1 A_NoBlocking
Stop
 }
}



// This actor is spawned after you headshoot somebody. It deals the damage, then vanishes.


actor HeadshotHitPlasma
{
	+NOTARGET
Radius 10
Height 10
DamageType Plasma2
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
PROJECTILE
+FORCERADIUSDMG
	+DEHEXPLOSION
	+ACTIVATEMCROSS
States
{
Spawn:
TNT1 A 0
XDT3 A 0 A_Explode(60,20)
TNT1 ABC 1
Stop
 }
}



actor HeadshotHitFire
{
	+NOTARGET
Radius 10
Height 10
DamageType Fire
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
PROJECTILE
+FORCERADIUSDMG
	+DEHEXPLOSION
	+ACTIVATEMCROSS
States
{
Spawn:
TNT1 A 0
XDT3 A 0 A_Explode(60,20)
TNT1 ABC 1
Stop
 }
}


actor HeadshotHitSaw
{
	+NOTARGET
Radius 10
Height 10
DamageType Decaptate
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
PROJECTILE
+FORCERADIUSDMG
	+DEHEXPLOSION
	+ACTIVATEMCROSS
States
{
Spawn:
XDT3 A 0 A_Explode(150,20)
XDT3 A 0 A_Explode(150,20)
TNT1 ABC 1
Stop
 }
}

actor HeadshotHitTaunt
{
	+NOTARGET
Radius 10
Height 10
DamageType Decaptate
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
+FORCERADIUSDMG
PROJECTILE
	+DEHEXPLOSION
	+ACTIVATEMCROSS
States
{
Spawn:
XDT3 A 0 A_Explode(1,20)
XDT3 A 0 A_Explode(1,20)
TNT1 ABC 1
Stop
 }
}


actor HeadshotHit
{
	+NOTARGET
+FORCERADIUSDMG
Radius 10
Height 10
DamageType head
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
+FORCERADIUSDMG
	+DEHEXPLOSION
	+ACTIVATEMCROSS
PROJECTILE
States
{
Spawn:
XDT3 A 0 A_Explode(150,20)
XDT3 A 0 A_Explode(150,20)
TNT1 ABC 1
Stop
 }
}


actor HeadshotHitKick
{
	+NOTARGET
+FORCERADIUSDMG
Radius 10
Height 10
DamageType Kick
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
+FORCERADIUSDMG
	+DEHEXPLOSION
	+ACTIVATEMCROSS
PROJECTILE
States
{
Spawn:
XDT3 A 0 A_Explode(10,20)
XDT3 A 0 A_Explode(10,20)
TNT1 ABC 1
Stop
 }
} 

actor HeadshotX
{
	+NOTARGET
+FORCERADIUSDMG
Radius 10
Height 10
DamageType head
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+FORCERADIUSDMG
	+DEHEXPLOSION
	+ACTIVATEMCROSS
PROJECTILE
//+EXTREMEDEATH
States
{
Spawn:
XDT3 A 0 A_Explode(250,20)
XDT3 A 0 A_Explode(250,20)
TNT1 ABC 1
Stop
 }
}

actor HeadshotXX: HeadshotX
{
States
{
Spawn:
XDT3 A 0 A_Explode(300,20)
XDT3 A 0 A_Explode(300,20)
TNT1 ABC 1
Stop
 }
}

actor HeadshotXCyber: HeadshotX
{
States
{
Spawn:
XDT3 A 0 A_Explode(150,20)
XDT3 A 0 A_Explode(150,20)
TNT1 ABC 1
Stop
 }
}

actor HeadshotSSG
{
	+NOTARGET
Radius 10
Height 10
DamageType head
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+FORCERADIUSDMG
+NOEXTREMEDEATH
States
{
Spawn:
TNT1 A 0 A_Explode(500,20)
TNT1 A 0 A_Explode(500,20)
TNT1 ABC 1
Stop
 }
}

actor HeadshotMinorHit
{
	+NOTARGET
Radius 10
Height 10
DamageType minorhead
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
PROJECTILE
+FORCERADIUSDMG
	+DEHEXPLOSION
	+ACTIVATEMCROSS
+NOEXTREMEDEATH
States
{
Spawn:
XDT3 A 0 A_Explode(70,20)
XDT3 A 0 A_Explode(70,20)
TNT1 ABC 3
Stop
 }
}

actor HeadshotMinorHitChaingun
{
	+NOTARGET
Radius 10
Height 10
DamageType head
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
PROJECTILE
+FORCERADIUSDMG
	+DEHEXPLOSION
	+ACTIVATEMCROSS
+NOEXTREMEDEATH
ExplosionRadius 25
ExplosionDamage 45
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(128, "Minorhit")
XDT3 A 0 A_Explode(70,20)
XDT3 A 0 A_Explode(70,20)
TNT1 ABC 3
Stop

Minorhit:
TNT1 A 0
TNT1 A 0 A_SpawnItem ("HeadshotMinorHit", 0, 0)
TNT1 A 0
Stop
 }
}


actor HeadshotTinyHitChaingun: HeadshotMinorHitChaingun
{
States
{
Spawn:
XDT3 A 0 A_Explode(35,20)
XDT3 A 0 A_Explode(35,20)
TNT1 ABC 1
Stop
 }
}

actor Behead
{
	+NOTARGET
Radius 10
Height 10
DamageType headcut
+NOGRAVITY
+NOTELEPORT
+FORCERADIUSDMG
	+DEHEXPLOSION
	+ACTIVATEMCROSS
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
PROJECTILE
ExplosionRadius 25
ExplosionDamage 300
States
{
Spawn:
XDT3 A 0 A_Explode(300,20)
XDT3 A 0 A_Explode(300,20)
TNT1 ABC 3
Stop
 }
}














ACTOR XDeathBullHead
{
    Radius 10
    Height 15
    Speed 4
	Mass 12
    Health 30
	BounceFactor 0.6
	+DOOMBOUNCE
    -NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +SHOOTABLE
    +WINDTHRUST
    -SOLID
    +NORADIUSDMG
    damagefactor "Trample", 100.0
    DeathSound "misc/xdeath1"
        DeathSound "misc/xdeath1"
	Decal BloodSuper
    States
    {
    Spawn:
        HED8 B 8
        Loop
    Death:
        TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        TNT1 AAA 0 A_CustomMissile ("Brains1", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 11, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 11, 0, random (0, 360), 2, random (0, 160))
        Stop
    Death.Trample:
	Crush:
        TNT1 AAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        CRS1 A 5
        CRS1 A -1
        Stop
    }
}

ACTOR XDeathKnightHead
{
    Radius 10
    Height 15
    Speed 6
	Mass 12
    Health 30
  bloodtype "GreenBlood"
  bloodcolor darkgreen
	BounceFactor 0.6
	+DOOMBOUNCE
    -NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +SHOOTABLE
    +WINDTHRUST
    +SOLID
    +NORADIUSDMG
    damagefactor "Trample", 100.0
    DeathSound "misc/xdeath1"
	Decal BloodSuper
    States
    {
    Spawn:
        GORA C 8
        Loop
    Death:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        Stop
    Death.Trample:
	Crush:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        CRS1 A 5
        CRS1 A -1
        Stop
    }
}

ACTOR XDeathBaronHead
{
    Radius 10
    Height 15
    Speed 6
	Mass 12
    Health 30
  bloodtype "GreenBlood"
  bloodcolor darkgreen
    gravity 0.5
	Decal BloodSuper
	BounceFactor 0.4
	+DOOMBOUNCE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +SHOOTABLE
    +WINDTHRUST
    +SOLID
    +NORADIUSDMG
    damagefactor "Trample", 100.0
    DeathSound "misc/xdeath1"
	Decal BloodSuper
    States
    {
    Spawn:
        GORB B 8
        Loop
    Death:
        TNT1 AAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        Stop
    Death.Trample:
	Crush:
        TNT1 AAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        CRS1 B 5
        CRS1 B -1
        Stop
    }
}















actor Brutal_BloodForHeads : Brutal_Blood
{
Decal BloodSplat
States
{
  Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail", 15, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 180), 2, random (0, 180))
        TNT1 A 0 A_CustomMissile ("CeilBloodLauncher", 0, 0, random (0, 360), 2, random (50, 130))
  	    TNT1 AA 0 A_CustomMissile ("Brutal_FlyingBlood", 0, 0, random (0, 360), 2, random (0, 160))
  	    
        BLOD BCD 0
        stop
}
}




actor MeatShield: HeadshotTargetBase
{
Speed 9
	+NOTARGET
damagefactor "Cut", 1.0
damagefactor "SSG", 1.0
damagefactor "Melee", 1.0
damagefactor "Cutless", 1.0
damagefactor "Plasma", 1.0
damagefactor "Blast", 1.0
damagefactor "Taunt", 1.0
damagefactor "Blood", 1.0
damagefactor "BlueBlood", 1.0
damagefactor "Head", 0.0
damagefactor "MinorHead", 0.0
damagefactor "KillMe", 0.0
damagefactor "Explosive", 1.0
damagefactor "DestroyShield", 0.0
Health 99999
Radius 24
Height 42
BloodType "Brutal_Blood"
PainChance 255
+NOGRAVITY
+SHOOTABLE
+NOTELEPORT
-SOLID
+NODAMAGETHRUST
-THRUGHOST
+NORADIUSDMG
-GHOST
States
{
Spawn:
XXXX A 3
Stop

Pain:
Pain.Cutless:
TNT1 A 0 A_PlaySound ("imp/pain")
Goto Spawn

Pain.Bullet:
TNT1 A 0 A_PlaySound ("imp/pain")

TNT1 A 1 A_NoBlocking
Goto Spawn

Pain.SSG:
Pain.Cut:
Pain.Flames:
Pain.Fire:
Pain.Burn:
Pain.Plasma:
Pain.Eat:
Pain.Blast:
Pain.Rip:
Pain.ImpFatalityMarine:
Pain.HKF:
Pain.Melee:
TNT1 A 0 A_PlaySound ("imp/pain")

TNT1 AAAAAAAAAAAAAA 1
Goto Spawn
 }
}














actor BaronHoldingBarrel
{
	+NOTARGET
damagefactor "Taunt", 0.0
damagefactor "Blood", 0.0
damagefactor "BlueBlood", 0.0
damagefactor "Head", 0.0
damagefactor "MinorHead", 0.0
damagefactor "KillMe", 0.0
damagefactor "Control", 0.0
damagefactor "Trample", 0.0
damagefactor "Melee", 0.3
damagefactor "Alert", 0.0
damagefactor "SSG", 1.0
//MONSTER
-COUNTKILL
+NOBLOOD
Health 25
Radius 32
Height 24
DamageType Extreme
PainChance 255
+NOGRAVITY
+SHOOTABLE
+NOTELEPORT
+FORCERADIUSDMG
-SOLID
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+GHOST
+SERVERSIDEONLY
-COUNTKILL
damagefactor "Trample", 0
States
{
Spawn:
XXXX A 32
XXXX A 1 A_NoBlocking
Stop

Death:
TNT1 A 0
TNT1 A 0 A_Explode(5000, 30)
	    TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_Fall
		TNT1 A 0 A_SpawnItem ("BigRicoChet", 0, -15)
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 A 0 A_SpawnItemEx ("BarrelExplosion",0,0,30,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("BarrelKaboom",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 AAAAAAA 0 A_CustomMissile ("ExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
	    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)
		BEXP B 0 BRIGHT A_Scream
        
		TNT1 AA 0 A_CustomMissile ("MetalShard1", 5, 0, random (0, 360), 2, random (30, 160))
		TNT1 AA 0 A_CustomMissile ("MetalShard2", 5, 0, random (0, 360), 2, random (30, 160))
		TNT1 AA 0 A_CustomMissile ("MetalShard3", 5, 0, random (0, 360), 2, random (30, 160))
		TNT1 A 0 A_PlaySound("FAREXPL", 3)
		
		TNT1 A 0 A_SpawnItem("BarrelExplosionSmokeColumn")
		TNT1 AAAAA 8 A_CustomMissile ("ExplosionSmoke", 1, 0, random (0, 360), 2, random (50, 130))
		Stop

 }
}