
ACTOR Rifle_man
{
	Game Doom
	Health 40
	Radius 16
	Height 40
        Speed 2
	FastSpeed 10
	PainChance "blood", 0
	PainChance 200
	PainChance "Avoid", 100
	PainChance "Kick", 255
	PainChance "Melee", 255
	PainChance "Taunt", 255
DamageFactor "RifleNoExplode", 2.0
	damagefactor "Fatality", 0.5
	damagefactor "HelperMarineFatallity", 3.0
	damagefactor "SuperPunch", 0.5
	damagefactor "Melee", 0.5
        damagefactor "blood", 0.0
	PainChance "ExplosiveImpact", 255
	Monster
	+FLOORCLIP
    +MISSILEMORE
 +NOINFIGHTING
  +DONTHARMSPECIES
    Scale 0.98
	MaxStepHeight 24
	MaxDropOffHeight 32
    BloodType "NashGore_Blood"
	SeeSound "sa/sight"
	PainSound "sa/pain"
	DeathSound "sa/death"
	ActiveSound ""
    damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 1.1
    damagefactor "Kick", 0.3
    damagefactor "MinorHead", 2.0
	damagefactor "Head", 2.0
	damagefactor "Shrapnel", 0.4
	damagefactor "ExplosiveImpact", 0.6
	Obituary "%o was hit by a Rifleman."
	damagefactor "Taunt", 1.0
	States
	{
    Spawn:

	RIDL AAAAA 4 A_Look
	Loop
	

	See:

                ROSS AAAAAABBBBBBCCCCC 1 A_Chase
		Loop
		TNT1 A 0 A_TakeInventory("SKZombieman", 1)
		
        TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 10, 0, 0)
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		ROSS AA 2 A_Chase
		TNT1 A 0 A_Recoil(-1)
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		ROSS AA 2 A_Chase
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		ROSS BB 2 A_Chase
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		ROSS BB 2 A_Chase
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		ROSS CC 2 A_Chase
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		ROSS CC 2 A_Chase
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		ROSS DD 2 A_Chase
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		ROSS DD 2 A_Chase
		
		
		Loop
		
		
	Missile:
		TNT1 A 0 A_TakeInventory("SKZombieman", 1)

         TNT1 A 0 A_GiveInventory("RIFLEManAmmo", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		ROSS E 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		ROSS E 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/kar98")
	ROSS F 5 BRIGHT A_CustomMissile("RIFLEMANTRACER", 38, 0, random(-3, 3), 1)
                TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		ROSS E 6 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("RIFLEManAmmo", 5, "Reload")
        Goto See


  Reload:
  TNT1 A 0 A_TakeInventory("RIFLEManAmmo", 5)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
        ROSS A 3
        ROSS A 1 A_PlaySound("Weapons/KAR98/Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
        RD12 A 20
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
        RD12 B 20
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
        RD12 B 20
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
        RD12 C 20
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
        RD12 D 20
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
        ROSS A 10
        Goto See

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

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

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

        Pain.Melee:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SKZombieMan", 1, "StealthKill")
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 6)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
	    ROSS G 3
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		ROSS G 3 A_Pain
		Goto See
        TNT1 AAAA 0
        TNT1 A 0 A_Pain
        ID11 FRRRQ 10
		TNT1 A 0 A_TakeInventory("SKZombieman", 1)
         TNT1 A 0 A_TakeInventory("IsDown", 1)
        Goto See
		
	Pain.ExplosiveImpact:
	Pain.Explosive:
	         TNT1 A 0
	         TNT1 A 0 A_Pain
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		 		    TNT1 A 0 A_TakeInventory("SKZombieman", 1)
         TNT1 A 0 A_GiveInventory("IsDown", 1)
        TNT1 A 0 ThrustThingZ(0,40,0,1)
         ID11 EF 8
		Goto FallingAfterImpact
		
    Pain.Kick:
         TNT1 A 0
         ID11 E 1 A_Pain
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		  TNT1 A 0 A_TakeInventory("SKZombieman", 1)
         TNT1 A 0 A_GiveInventory("IsDown", 1)
        TNT1 A 0 ThrustThingZ(0,30,0,1)
		//ID11 E 1 A_Chase ("","")
		ID11 E 1 A_facetarget
        ID11 E 6 ThrustThing(angle*256/360+128, 10, 0, 0)
         ID11 F 8
		Goto FallingAfterImpact
		
		FallingAfterImpact:
		ID11 F 1 A_GiveInventory ("FallingHeight", 1)
		ID11 F 1 A_CheckFloor ("GetUp")
		NULL A 0 A_JumpIf (momz == 0, "GetUp")
		Loop
		
		GetUp:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 20, "Death.Stomp")
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 14, "FallingSuperDeath")
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 7, "FallingDeath")
		ID11 RRRRRRR 5 A_JumpIf(momz < 0, "FallingAfterImpact")
		TNT1 A 0 A_TakeInventory("FallingHeight", 100)
         TNT1 A 0 A_TakeInventory("IsDown", 1)
		ID11 Q 10
         Goto See
		 
		
	FallingDeath:
	TNT1 A 0
	TNT1 A 0 A_Scream
	TNT1 A 0 A_NoBLocking
	TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (50, 130))
	ID11 EF 2
	TNT1 A 0 A_SpawnItem ("BigBloodSpot")
	TNT1 A 0 A_SpawnItem ("DeadZombieman1")
	Stop
	
	FallingSuperDeath:
	TNT1 A 0
	TNT1 A 0 A_XScream
	TNT1 A 0 A_NoBLocking
	TNT1 A 0 A_SpawnItem ("BigBloodSpot")
	Goto Death.ExplosiveImpact+1
	

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

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

Death.Arm2:
               TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        tnt1 a 0 A_GiveToTarget("ScoreItem", 500)
GSUB A 4 A_Scream
GSUB B 4 A_NOBLOCKING
GSUB C 4 
GSUB D 4
GSUB E 4
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
GSUB E -1 
Stop

Death.Coltello:
               TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        tnt1 a 0 A_GiveToTarget("ScoreItem", 500)
GUCC A 3 A_Scream
GUCC B 3 A_NOBLOCKING
GUCC C 3 
GUCC D 3
GUCC E 3
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
GUCC E -1 
Stop



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

	Death:
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
        TNT1 A 0
		TNT1 AA 0 A_CustomMissile ("Nashgore_FlyingBlood", 7, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Jump(32, "Death.Arm", "Death.Leg")
		TNT1 A 0 A_Jump(128, "DeathMirror")
                TNT1 A 0 A_Jump(64, "DONTSHOT")
		POSS H 5 A_GiveToTarget("ScoreItem", 100)
		POSS I 5 A_Scream
		POSS J 5 A_NoBlocking
		POSS K 5
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadZombieman1")
		Stop

	Death.RifleNoExplode:
   TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
        TNT1 A 0
		TNT1 AA 0 A_CustomMissile ("Nashgore_FlyingBlood", 7, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Jump(32, "Death.Arm", "Death.Leg")
		TNT1 A 0 A_Jump(128, "DeathMirror")
		POSS H 5 A_GiveToTarget("ScoreItem", 100)
		POSS I 5 A_Scream
		POSS J 5 A_NoBlocking
		POSS K 5
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadZombieman1")
		Stop

Death.LaserRifle:
		TNT1 A 0 A_Jump(50, "DEATH")
		TNT1 A 0 A_GiveToTarget("ScoreItem", 1000)
                    TNT1 A 0 A_NoBlocking
TNT1 A 0 A_PLAYSOUND("HORRIBLE/DEATH")
tnt1 a 0 
             TNT1 A 0 A_SpawnItem("Fallout3Disintigration")
		Stop
	
	DeathMirror:
	    POSS M 5
		POSS N 5 A_Scream
		POSS O 5 A_NoBlocking
		POSS P 5 A_GiveToTarget("ScoreItem", 100)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadZombieman1f")
		Stop
DONTSHOT:
        TNT1 A 0 A_SpawnItem ("PREYRIFLEMAN")
Stop

     Death.Arm:
TNT1 A 0 A_JUMP(50,"DEATH.ARM2")
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		ZZD2 A 10 A_Scream
ZZD2 A 1 A_GiveToTarget("ScoreItem", 300)
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("DyingSANoArm")
        Stop



Death.leg:
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItem ("ZombieLegOnFoot")
                SALE A 5
		SALE B 5 A_Scream
		SALE C 5 A_NoBlocking
		SALE D 5 A_GiveToTarget("ScoreItem", 200)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		TNT1 A 0 A_SpawnItem ("DeadSA_NoLeg")
		Stop

   

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

		    Death.cutless:
        TNT1 A 0
       TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
		TNT1 A 0 A_Jump(32, "Death.Cut")
		TNT1 A 0 A_Jump(100, "Death.LegMassacre","HitlerDeathStyle")
                tnt1 a 0 A_GiveToTarget("ScoreItem", 1000)
        Goto Death.Massacre

HitlerDeathStyle:
 POSS G 3
 POSS G 30
	     TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
	     TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
         TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
 TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
tnt1 a 0 A_PlaySound("HITLER/GORE")
TNT1 A 0 A_NOBLOCKING
FUCG AABB 2
TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
FUCG CCDD 2
		tnt1 a 0 A_GiveToTarget("ScoreItem", 600)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
fUCG D -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 ("BrutalizedZombieMan1", 1)
		Stop
		
		Death.LegMassacre:
		TNT1 A 0
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("ZombieLegOnFoot")
		POS7 B 1 A_Scream
POS7 B 1 A_GiveToTarget("ScoreItem", 100)
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("BrutalizedZombieManLeg")
        Stop

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


         
    Death.Eat:
	    TNT1 A 0
		TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("ZombieManFatality",1)
        Stop
		
     Death.Melee:
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
                TNT1 A 1 A_GiveToTarget("ScoreItem", 1000)
		Goto Death.Fatality1
	
	Death.Fatality1:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("ZombieManFatality", 1)
        Stop
	Death.Fatality2:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("ZombieManFatality2", 1)
        Stop
	Death.Fatality3:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("ZombieManFatality3", 1)
        Stop
	Death.Fatality4:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("ZombieManFatality4", 1)
        Stop	
		
	Death.HelperMarineFatallity:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("ZombieManFatality3", 1)
        Stop		
		
    Death.BHFT:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_Pain
        TNT1 A 0 A_GiveToTarget("ZombieManFatality", 1)
        TNT1 A 0
		Stop

	Death.MinorHead:
	    TNT1 A 0
	    TNT1 A 0 A_Jump (128, "DeathMinorhead2")
	    TNT1 A 0 A_Scream
		POSH U 5 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		POSH V 5
		TNT1 AA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		POSH W 5 A_NoBlocking
		POSH XY 5 A_GiveToTarget("ScoreItem", 200)
        TNT1 A 0 A_SpawnItem ("DeadZombiemanMinorHead")
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		//POSS L -1
		Stop
		
	    DeathMinorHead2:
	    TNT1 A 0
		TNT1 A 0 A_Jump (96, "DeathMinorhead3")
	    TNT1 A 0 A_Pain
		TNT1 A 0 A_CustomMissile ("Brains7", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Teeth", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("TeethNoBounce", 50, 0, random (0, 360), 2, random (0, 160))
		ZZD5 A 6 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		ZZD5 CB 8 A_GiveToTarget("ScoreItem", 200)
		
		TNT1 A 0 A_Scream
		ZZD5 D 6 A_NoBlocking
		
        TNT1 A 0 A_SpawnItem ("DeadZombieManFacingFront")
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		//POSS L -1
		Stop
		
		
	    DeathMinorHead3:
	    TNT1 A 0
	    TNT1 A 0 A_Pain
		TNT1 A 0 A_CustomMissile ("Brains7", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Teeth", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("TeethNoBounce", 50, 0, random (0, 360), 2, random (0, 160))
		ZZD5 A 6 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		ZZD5 CB 8 A_GiveToTarget("ScoreItem", 200)
		
		ZZD5 CBCBCB 12 A_Pain
		TNT1 A 0 A_Scream
		ZZD5 D 6 A_NoBlocking
		
        TNT1 A 0 A_SpawnItem ("DeadZombieManFacingFront")
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		//POSS L -1
		Stop

	Death.head:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
  	    TNT1 AA 0 A_CustomMissile ("SuperBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		ZMAD B 0 A_XScream
tnt1 a 0 A_GiveToTarget("ScoreItem", 1000)
                ZMAD B 1
		ZMAD C 0 A_NoBlocking
		
		TNT1 A 0 A_Jump(32, "Deathchickenhead")
		
		ZMAD ABBC 10 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
		ZMAD DE 6
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoHeadFront")
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		//POSH F -1
		Stop
		
		DeathChickenHead:
		
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
						TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
						TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
		
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD ABBC 10 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
		ZMAD DE 6
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoHeadFront")
tnt1 a 0 A_GiveToTarget("ScoreItem", 1000)
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		//POSH F -1
		Stop

	Death.decaptate:
        TNT1 A 0
        TNT1 A 0 A_CustomMissile ("XDeathZombieManHead", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		POSH AAA 15 A_CustomMissile ("MuchBlood", 40, 0, random (0, 360), 2, random (0, 160))
		POSH B 9 A_XScream
		POSH C 9 A_NoBlocking
		POSH DE 5
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoHead")
TNT1 A 1 A_GiveToTarget("ScoreItem", 400)
		//POSH F -1
		Stop

    Death.fire:
	Death.Flames:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
TNT1 A 1 A_GiveToTarget("ScoreItem", 600)
        TNT1 A 0 A_SpawnItem("BurningSA")
      Stop
	  
	  Death.Desintegrate:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DesintegratedHuman")
      Stop

    Death.Plasma: Death.Plasma2:
	PBR1 A 6 A_Scream
	TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes1", 32, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes2", 32, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAA 0 A_CustomMissile ("BluePlasmaFireNonStatic", 32, 0, random (0, 360), 2, random (0, 180))
	PBR1 B 6 A_NoBlocking
	PBR1 CDEFGH 6 A_CustomMissile ("Blood", 10, 0, random (0, 360), 2, random (0, 160))
	PBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160))
	PBR1 H -1
	Stop
	
	Death.SuperPlasma:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 AAAA 0 A_CustomMissile ("Nashgore_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))

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

    Death.SuperPunch:
	Death.Blast:
	Death.SSG:
	Death.Railgun:
	    ZZD1 E 1 A_Pain
		ZZD1 E 1 A_FaceTarget
        //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
				TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
						TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathZombieManHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        ZZD1 EEFFGH 6
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		ZZD1 H -1
        Stop
		
	XDeath:
  	    TNT1 AAAA 0 A_CustomMissile ("SuperBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("ZombieXDeath", 2, 0, random (0, 360), 2, random (0, 160))
TNT1 A 1 A_GiveToTarget("ScoreItem", 700)		
Stop
			TNT1 A 0
		TNT1 A 0 A_Recoil(4)
	
	 Death.Stomp:
	TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
	TNT1 AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
	TNT1 A 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
	TNT1 A 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180))
	TNT1 A 0 A_SpawnItem ("CrushedRemains")
	TNT1 A 1
	TNT1 A 1 A_XScream
    TNT1 A 1 A_NoBlocking
	Stop
	
	Death.ExplosiveImpact:
	    TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_Jump(130,"Death.LandMine")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 32, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 ThrustThingZ(0,30,0,1)
    ID13 AB 5 A_GiveToTarget("ScoreItem", 800)
		ID13 CDEF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		ID13 FFFFFFFFFF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedZombiemanLeg")
		Stop
		
		Death.LandMine:
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("GibHand", 42, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 ThrustThingZ(0,50,0,1)
	ID13 A 1 A_Scream
	    ID15 A 9
		ID15 BCD 9 A_CheckFloor("Dead.Landmine")
		ID15 DDDDD 9 A_CheckFloor("Dead.Landmine")
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedZombiemanLeg2")
		Stop
		
		Dead.ExplosiveImpact:
		TNT1 AAAA 0 A_SpawnItem ("Blood")
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedZombiemanLeg")
		Stop
		
		Dead.Landmine:
		TNT1 AAAA 0 A_SpawnItem ("Blood")
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedZombiemanLeg2")
		Stop
		
		
		
	Raise:
		POSS K 5
		POSS JIH 5
		Goto See
    Crush:
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail8", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
        POSC A 5
        POSC A -1
        Stop
	}
}



ACTOR PREYRIFLEMAN
{
	Game Doom
	Radius 16
	Height 28
	Health 50
		PainSound "NAZI/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
PainChance "Taunt", 255
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	States
	{
		
	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("BurningSA")
      Stop
		
	Spawn:
    TNT1 A 0
	NODO A 10
        NODO B 10
TNT1 A 0 A_PlaySound ("HALT")
	Goto PRAY
	PRAY:

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        NODO C 5
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)	  
       NODO D 5
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)	  
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 40, "GotoDeath")
		Loop
	GotoDeath:
	TNT1 A 0
	Goto TAKETHIS

TAKETHIS:
NODO L 1 
TNT1 A 0 A_SpawnItem ("RIFLE_MAN")
Stop

		
	Death.Cut:
	Death.Cutless:
	Death:
	    NODO E 2
            NODO F 2
		TNT1 A 0 A_PlaySound ("GRUNT/DEATH")
TNT1 A 0 A_SpawnItem ("KARABINE98")
		TNT1 A 0 A_SpawnItem ("DeadZombieman2")
		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
        ZMAD B 10
TNT1 A 0 A_SpawnItem ("KARABINE98")
        TNT1 A 0 A_SpawnItem ("DeadZombieMan_NoHeadFront", 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 ("KARABINE98")
         TNT1 A 0 A_SpawnItem ("DeadZombieman2")
		 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_SpawnItem ("KARABINE98")
	    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 ("KARABINE98")
	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 RIFLE_PATROL : Rifle_man
{
	+JUSTHIT
	States
	{
	Spawn:
		ROSS AAA 1 A_Wander
		ROSS AAAA 1 A_LookEx (0, 0, 0, 2048, 0, "See")
		ROSS BBB 1 A_Wander
		ROSS BBB 1 A_LookEx (0, 0, 0, 2048, 0, "See")
		ROSS CCC 1 A_Wander
		ROSS CCC 1 A_LookEx (0, 0, 0, 2048, 0, "See")
		Loop
	}
}