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

   


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

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




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









ACTOR DesintegratedHuman
{   Radius 1
    Height 1
    +NOTELEPORT
    +MOVEWITHSECTOR
    Mass 1000
    Health 100
	Scale 0.7
States    {
    Spawn:
	   TNT1 AAAAAAA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
	   TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
       ID50 ABCDEF 7
       ID50 GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 13 A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 360), 2, random (90, 110))
       ID50 G -1
       Stop
	  }}
	  
	



ACTOR BurningOFFICER
{
    Radius 12
    Height 56
    Speed 5
    Scale 0.98
	Health 100
	GibHealth 25
	DAMAGEFACTOR "Burn", 0.0
	DAMAGEFACTOR "Fire", 0.0
	DAMAGEFACTOR "Flames", 0.0
	DAMAGEFACTOR "Flame", 0.0
	DAMAGEFACTOR "ExplosiveImpact", 10.0
	MONSTER
	-COUNTKILL
	+FRIENDLY
    +FLOORCLIP
	+SHOOTABLE
	+NOBLOCKMONST
	Gravity 0.7
	bloodtype "DeadBlood"
    Obituary "%o was near someone in flames."
	MaxDropOffHeight 6000
   
	Mass 999999
    States
    {
    Spawn:
        OFBU A 0 A_CustomMissile("BurnParticles", 28, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_PlaySound("BURNZOM")
		Goto Suffer
	Suffer:
        OFBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        OFBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   OFBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        OFBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   OFBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        OFBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   OFBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        OFBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   OFBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        OFBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   OFBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        OFBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   OFBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        OFBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   OFBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        OFBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   OFBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        OFBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   OFBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        OFBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   OFBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        OFBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   OFBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        OFBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   OFBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        OFBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   OFBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        OFBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   OFBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        OFBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   OFBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        OFBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   OFBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        OFBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   OFBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        OFBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   OFBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        OFBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   OFBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        OFBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        OFBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")

	
GOTO DEATH

	Falling:	
	    OFBU AA 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        OFBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        OFBU BB 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        OFBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		OFBU AA 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        OFBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        OFBU AA 1 Bright
        OFBU A 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		OFBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
		Loop
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,60,0,1)
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	TNT1 A 0
	Goto Looping
	
	Looping:	
	   OFBU AAAA 1 Bright A_JumpIf(momz == 0, "fallDeath")
     OFBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        OFBU BBBB 1 Bright A_JumpIf(momz == 0, "fallDeath")
        OFBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		OFBU AAAA 1 Bright A_JumpIf(momz == 0, "fallDeath")
		OFBU A 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        OFBU BBB 1 Bright A_JumpIf(momz == 0, "fallDeath")
       OFBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		Loop	
	
	FallDeath:
	    TNT1 AAAAAAAAAA 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("ExplosionParticleHeavy", 10, 0, random (0, 360), 2, random (20, 150))
	    TNT1 AAAA 0 A_CustomMissile("XDeath1", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 A 0 A_PlaySound("misc/xdeath")
		TNT1 A 0 A_Explode(100, 128)
		Goto Death
    Death:
	    TNT1 A 0 A_Fall
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
		
        OFBU CCCC 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        OFBU DDDD 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
 OFBU CCCC 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        OFBU DDDD 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
OFBU CCCC 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        OFBU DDDD 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
OFBU CCCC 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        OFBU DDDD 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
 OFBU CCCC 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        OFBU DDDD 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
 OFBU CCCC 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        OFBU DDDD 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
OFBU E -1
        Stop

	XDEATH:
	DEATH.SSG:
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("SOLID", 0)
	TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
	TNT1 A 0 A_PlaySound("misc/xdeath")
	     TNT1 AA 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AA 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("MuchMeatDeath", 35, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAA 0 A_CustomMissile ("BurningFlyingMeatPiece", 64, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	Stop
    }
}

ACTOR BurningDOG
{
    Radius 12
    Height 56
    Speed 5
    Scale 0.98
	Health 100
	GibHealth 25
	DAMAGEFACTOR "Burn", 0.0
	DAMAGEFACTOR "Fire", 0.0
	DAMAGEFACTOR "Flames", 0.0
	DAMAGEFACTOR "Flame", 0.0
	DAMAGEFACTOR "ExplosiveImpact", 10.0
	MONSTER
	-COUNTKILL
	+FRIENDLY
    +FLOORCLIP
	+SHOOTABLE
	+NOBLOCKMONST
	Gravity 0.7
	bloodtype "DeadBlood"
    Obituary "%o was near someone in flames."
	MaxDropOffHeight 6000
   
	Mass 999999
    States
    {
    Spawn:
        DOBU A 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_PlaySound("BURNDOG")
		Goto Suffer
	Suffer:
        DOBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        DOBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   DOBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        DOBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   DOBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        DOBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   DOBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        DOBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   DOBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        DOBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   DOBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        DOBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   DOBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        DOBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   DOBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        DOBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   DOBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        DOBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   DOBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        DOBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   DOBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        DOBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   DOBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        DOBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   DOBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        DOBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   DOBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        DOBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   DOBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        DOBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   DOBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        DOBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   DOBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        DOBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   DOBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        DOBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   DOBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        DOBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   DOBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        DOBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        DOBU B 0 A_CustomMissile("BurnParticles", 18, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
GOTO DEATH

	Falling:	
	   DOBU AA 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        DOBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        DOBU BB 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        DOBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		DOBU AA 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        DOBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        DOBU AA 1 Bright
       DOBU A 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		DOBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
		Loop
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,60,0,1)
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	TNT1 A 0
	Goto Looping
	
	Looping:	
	    DOBU AAAA 1 Bright A_JumpIf(momz == 0, "fallDeath")
       DOBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
       DOBU BBBB 1 Bright A_JumpIf(momz == 0, "fallDeath")
        DOBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		DOBU AAAA 1 Bright A_JumpIf(momz == 0, "fallDeath")
		DOBU A 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
       DOBU BBB 1 Bright A_JumpIf(momz == 0, "fallDeath")
       DOBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		Loop	
	
	FallDeath:
	    TNT1 AAAAAAAAAA 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("ExplosionParticleHeavy", 10, 0, random (0, 360), 2, random (20, 150))
	    TNT1 AAAA 0 A_CustomMissile("XDeath1", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 A 0 A_PlaySound("misc/xdeath")
		TNT1 A 0 A_Explode(100, 128)
		Goto Death
    Death:
	    TNT1 A 0 A_Fall
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
DOBU c -1
        Stop

	XDEATH:
	DEATH.SSG:
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("SOLID", 0)
	TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
	TNT1 A 0 A_PlaySound("misc/xdeath")
	     TNT1 AA 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AA 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("MuchMeatDeath", 35, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAA 0 A_CustomMissile ("BurningFlyingMeatPiece", 64, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	Stop
    }
}


ACTOR BurningSS
{
    Radius 12
    Height 56
    Speed 5
    Scale 0.98
	Health 100
	GibHealth 25
	DAMAGEFACTOR "Burn", 0.0
	DAMAGEFACTOR "Fire", 0.0
	DAMAGEFACTOR "Flames", 0.0
	DAMAGEFACTOR "Flame", 0.0
	DAMAGEFACTOR "ExplosiveImpact", 10.0
	MONSTER
	-COUNTKILL
	+FRIENDLY
    +FLOORCLIP
	+SHOOTABLE
	+NOBLOCKMONST
	Gravity 0.7
	bloodtype "DeadBlood"
    Obituary "%o was near someone in flames."
	MaxDropOffHeight 6000
   
	Mass 999999
    States
    {
    Spawn:
        SSBU A 0 A_CustomMissile("BurnParticles", 28, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_PlaySound("BURNZOM")
		Goto Suffer
	Suffer:
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")

        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
	
GOTO DEATH

	Falling:	
	    SSBU AA 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        SSBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BB 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        SSBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU AA 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        SSBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU AA 1 Bright
        SSBU A 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
		Loop
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,60,0,1)
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	TNT1 A 0
	Goto Looping
	
	Looping:	
	    SABU AAAA 1 Bright A_JumpIf(momz == 0, "fallDeath")
       SSBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        SSBU BBBB 1 Bright A_JumpIf(momz == 0, "fallDeath")
        SSBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		SSBU AAAA 1 Bright A_JumpIf(momz == 0, "fallDeath")
		SSBU A 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_JumpIf(momz == 0, "fallDeath")
        SSBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		Loop	
	
	FallDeath:
	    TNT1 AAAAAAAAAA 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("ExplosionParticleHeavy", 10, 0, random (0, 360), 2, random (20, 150))
	    TNT1 AAAA 0 A_CustomMissile("XDeath1", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 A 0 A_PlaySound("misc/xdeath")
		TNT1 A 0 A_Explode(100, 128)
		Goto Death
    Death:
	    TNT1 A 0 A_Fall
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
		
        SSBU CCCC 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        SSBU DDDD 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
 SSBU CCCC 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        SSBU DDDD 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
SSBU CCCC 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        SSBU DDDD 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
 SSBU CCCC 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        SSBU DDDD 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
 SSBU CCCC 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        SSBU DDDD 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
 SSBU CCCC 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        SSBU DDDD 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
SSBU E -1
        Stop

	XDEATH:
	DEATH.SSG:
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("SOLID", 0)
	TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
	TNT1 A 0 A_PlaySound("misc/xdeath")
	     TNT1 AA 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AA 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("MuchMeatDeath", 35, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAA 0 A_CustomMissile ("BurningFlyingMeatPiece", 64, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	Stop
    }
}




ACTOR BurningSA
{
    Radius 12
    Height 56
    Speed 5
    Scale 0.98
	Health 100
	GibHealth 25
	DAMAGEFACTOR "Burn", 0.0
	DAMAGEFACTOR "Fire", 0.0
	DAMAGEFACTOR "Flames", 0.0
	DAMAGEFACTOR "Flame", 0.0
	DAMAGEFACTOR "ExplosiveImpact", 10.0
	MONSTER
	-COUNTKILL
	+FRIENDLY
    +FLOORCLIP
	+SHOOTABLE
	+NOBLOCKMONST
	Gravity 0.7
	bloodtype "DeadBlood"
    Obituary "%o was near someone in flames."
	MaxDropOffHeight 6000
   
	Mass 999999
    States
    {
    Spawn:
        SABU A 0 A_CustomMissile("BurnParticles", 28, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_PlaySound("BURNZOM")
		Goto Suffer
	Suffer:
        SABU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SABU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SABU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SABU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SABU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SABU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SABU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SABU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SABU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SABU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SABU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SABU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SABU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SABU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SABU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SABU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SABU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SABU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SABU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SABU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SABU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SABU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SABU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SABU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SABU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SABU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SABU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SABU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SABU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SABU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SABU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SABU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SABU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SABU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SABU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SABU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SABU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SABU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        SABU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SABU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SABU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")

	

GOTO DEATH

	Falling:	
	    SABU AA 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        SABU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SABU BB 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        SABU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		SABU AA 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        SABU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SABU AA 1 Bright
        SABU A 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		SABU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
		Loop
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,60,0,1)
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	TNT1 A 0
	Goto Looping
	
	Looping:	
	    SABU AAAA 1 Bright A_JumpIf(momz == 0, "fallDeath")
        SABU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        SABU BBBB 1 Bright A_JumpIf(momz == 0, "fallDeath")
        SABU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		SABU AAAA 1 Bright A_JumpIf(momz == 0, "fallDeath")
		SABU A 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        SABU BBB 1 Bright A_JumpIf(momz == 0, "fallDeath")
        SABU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		Loop	
	
	FallDeath:
	    TNT1 AAAAAAAAAA 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("ExplosionParticleHeavy", 10, 0, random (0, 360), 2, random (20, 150))
	    TNT1 AAAA 0 A_CustomMissile("XDeath1", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 A 0 A_PlaySound("misc/xdeath")
		TNT1 A 0 A_Explode(100, 128)
		Goto Death
    Death:
	    TNT1 A 0 A_Fall
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
		
        SABU CCCC 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        SABU DDDD 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
 SABU CCCC 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        SABU DDDD 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
 SABU CCCC 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        SABU DDDD 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
 SABU CCCC 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        SABU DDDD 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
 SABU CCCC 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        SABU DDDD 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
 SABU CCCC 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        SABU DDDD 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
SABU E -1
        Stop

	XDEATH:
	DEATH.SSG:
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("SOLID", 0)
	TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
	TNT1 A 0 A_PlaySound("misc/xdeath")
	     TNT1 AA 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AA 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("MuchMeatDeath", 35, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAA 0 A_CustomMissile ("BurningFlyingMeatPiece", 64, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	Stop
    }
}

ACTOR BurningZombie
{
    Radius 12
    Height 56
    Speed 5
    Scale 0.85
	Health 100
	GibHealth 25
	DAMAGEFACTOR "Burn", 0.0
	DAMAGEFACTOR "Fire", 0.0
	DAMAGEFACTOR "Flames", 0.0
	DAMAGEFACTOR "Flame", 0.0
	DAMAGEFACTOR "ExplosiveImpact", 10.0
	MONSTER
	-COUNTKILL
	+FRIENDLY
    +FLOORCLIP
	+SHOOTABLE
	+NOBLOCKMONST
	Gravity 0.7
	bloodtype "DeadBlood"
    Obituary "%o was near someone in flames."
	MaxDropOffHeight 6000
   
	Mass 999999
    States
    {
    Spawn:
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_PlaySound("BURNMU")
		Goto Suffer
	Suffer:
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 6, "Death")
	Loop

	Falling:	
	    BDT2 AA 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT2 BB 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT2 CC 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT2 DD 1 Bright
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
		Loop
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,60,0,1)
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	TNT1 A 0
	Goto Looping
	
	Looping:	
	    BDT3 AAAA 1 Bright A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        BDT3 BBBB 1 Bright A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT3 CCCC 1 Bright A_JumpIf(momz == 0, "fallDeath")
		BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        BDT3 DDDD 1 Bright A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		Loop	
	
	FallDeath:
	    TNT1 AAAAAAAAAA 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("ExplosionParticleHeavy", 10, 0, random (0, 360), 2, random (20, 150))
	    TNT1 AAAA 0 A_CustomMissile("XDeath1", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 A 0 A_PlaySound("misc/xdeath")
		TNT1 A 0 A_Explode(100, 128)
		Goto Death
    Death:
	    TNT1 A 0 A_Fall
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
		
		TNT1 A 0 A_Jump(128, "Death2")
        BDT1 EEFFGGHHiijjkkLLmm 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        NJEX AAAAAAAAAAAAAAAAAA 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
        NJEX AAAAAAAAAAAAAAAAAA 10 Bright A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		NJEX A -1
        Stop
	Death2:
	    BDT1 EEFFGGHHiijjkkLLmm 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        NJEX BBBBBBBBBBBBBBBBBB 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
        NJEX BBBBBBBBBBBBBBBBBB 10 Bright A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		NJEX B -1
        Stop
	XDEATH:
	DEATH.SSG:
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("SOLID", 0)
	TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
	TNT1 A 0 A_PlaySound("misc/xdeath")
	     TNT1 AA 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AA 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("MuchMeatDeath", 35, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAA 0 A_CustomMissile ("BurningFlyingMeatPiece", 64, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	Stop
    }
}


ACTOR NAZICREEPER
{
    Radius 12
    Height 56
    Speed 5
    Scale 0.98
	Health 100
	GibHealth 25
	DAMAGEFACTOR "Burn", 0.0
	DAMAGEFACTOR "Fire", 0.0
	DAMAGEFACTOR "Flames", 0.0
	DAMAGEFACTOR "Flame", 0.0
	DAMAGEFACTOR "ExplosiveImpact", 10.0
	MONSTER
	-COUNTKILL
	+FRIENDLY
    +FLOORCLIP
    -Solid
	+SHOOTABLE
	+NOBLOCKMONST
	Gravity 0.7
	bloodtype "DeadBlood"
    Obituary "%o was kill by a Kamikaze Officer."
	MaxDropOffHeight 6000
   
	Mass 999999
    States
    {
    Spawn:
        SPOS A 0 
TNT1 A 1 A_SpawnItem("NAZI_EXPLODE")
Stop
}}
       

	


ACTOR NAZI_EXPLODE
{
    Radius 12
    Height 56
    Speed 5
    Scale 0.98
	Health 100
	GibHealth 25
	DAMAGEFACTOR "Burn", 0.0
	DAMAGEFACTOR "Fire", 0.0
	DAMAGEFACTOR "Flames", 0.0
	DAMAGEFACTOR "Flame", 0.0
	DAMAGEFACTOR "ExplosiveImpact", 10.0
	MONSTER
	-COUNTKILL
	+FRIENDLY
    +FLOORCLIP
    -Solid
	+SHOOTABLE
	+NOBLOCKMONST
	Gravity 0.7
	bloodtype "DeadBlood"
    Obituary "%o was kill by a Kamikaze Officer."
	MaxDropOffHeight 6000
   
	Mass 999999
    States
    {
    Spawn:
        SPOS A 0 
        TNT1 A 0 A_PlaySound("BURNZOM")
		Goto Suffer
	Suffer:
        SPOS AAA 1 A_Wander
		TNT1 A 0 A_Recoil(-1)
        SPOS B 0 
		SPOS B 0 
        SPOS CCC 1 A_Wander
		TNT1 A 0 A_Recoil(-1)
        SPOS C 0 
		SPOS C 0 
		TNT1 A 0 A_Recoil(-1)
        SPOS DDD 0 
		Spos D 0 

	
TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 20, "Death")
	Loop


    Death:
SPOS B 1
        TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 A 0 A_SpawnItemEx ("BarrelExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("BarrelKaboom",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
 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 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathGuts", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
                 TNT1 A 0 A_CustomMissile ("XDeathSargeLeg1", 35, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		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, 180), 2, random (0, 180))
	    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)
        
		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 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 A_CustomMissile ("ExplosionSmoke", 1, 0, random (0, 360), 2, random (50, 130))

		Stop


    }
}



ACTOR Burninggrenadier
{
    Radius 12
    Height 56
    Speed 5
    Scale 0.85
	Health 100
	GibHealth 25
	DAMAGEFACTOR "Burn", 0.0
	DAMAGEFACTOR "Fire", 0.0
	DAMAGEFACTOR "Flames", 0.0
	DAMAGEFACTOR "Flame", 0.0
	DAMAGEFACTOR "ExplosiveImpact", 10.0
	MONSTER
	-COUNTKILL
	+FRIENDLY
    +FLOORCLIP
	+SHOOTABLE
	+NOBLOCKMONST
	Gravity 0.7
	bloodtype "DeadBlood"
    Obituary "%o was near someone in flames."
	MaxDropOffHeight 6000
   
	Mass 999999
    States
    {
    Spawn:
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_PlaySound("BURNZOM")
		Goto Suffer
	Suffer:
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
GOTO DEATH

	Falling:	
	    BDT2 AA 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT2 BB 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT2 CC 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT2 DD 1 Bright
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
		Loop
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,60,0,1)
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	TNT1 A 0
	Goto Looping
	
	Looping:	
	    BDT3 AAAA 1 Bright A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        BDT3 BBBB 1 Bright A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT3 CCCC 1 Bright A_JumpIf(momz == 0, "fallDeath")
		BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        BDT3 DDDD 1 Bright A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		Loop	
	
	FallDeath:
	    TNT1 AAAAAAAAAA 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("ExplosionParticleHeavy", 10, 0, random (0, 360), 2, random (20, 150))
	    TNT1 AAAA 0 A_CustomMissile("XDeath1", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 A 0 A_PlaySound("misc/xdeath")
		TNT1 A 0 A_Explode(100, 128)
		Goto Death
    Death:
	    TNT1 A 0 A_Fall
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
		
		TNT1 A 0 A_Jump(128, "Death2")
        BDT1 EEFFGGHHiijjkkLLmm 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        NJEX AAAAAAAAAAAAAAAAAA 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
        NJEX AAAAAAAAAAAAAAAAAA 10 Bright A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		NJEX A -1
        Stop
	Death2:
	    BDT1 EEFFGGHHiijjkkLLmm 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        NJEX BBBBBBBBBBBBBBBBBB 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
        NJEX BBBBBBBBBBBBBBBBBB 10 Bright A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		NJEX B -1
        Stop
	XDEATH:
	DEATH.SSG:
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("SOLID", 0)
	TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
	TNT1 A 0 A_PlaySound("misc/xdeath")
	     TNT1 AA 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AA 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("MuchMeatDeath", 35, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAA 0 A_CustomMissile ("BurningFlyingMeatPiece", 64, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	Stop
    }
}


ACTOR Burningfemale
{
    Radius 12
    Height 56
    Speed 5
    Scale 0.85
	Health 100
	GibHealth 25
	DAMAGEFACTOR "Burn", 0.0
	DAMAGEFACTOR "Fire", 0.0
	DAMAGEFACTOR "Flames", 0.0
	DAMAGEFACTOR "Flame", 0.0
	DAMAGEFACTOR "ExplosiveImpact", 10.0
	MONSTER
	-COUNTKILL
	+FRIENDLY
    +FLOORCLIP
	+SHOOTABLE
	+NOBLOCKMONST
	Gravity 0.7
	bloodtype "DeadBlood"
    Obituary "%o was near someone in flames."
	MaxDropOffHeight 6000
   
	Mass 999999
    States
    {
    Spawn:
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_PlaySound("BURNFE")
		Goto Suffer
	Suffer:
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIf(momz < 0, "Falling")
GOTO DEATH

	Falling:	
	    BDT2 AA 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT2 BB 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT2 CC 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT2 DD 1 Bright
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
		Loop
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,60,0,1)
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	TNT1 A 0
	Goto Looping
	
	Looping:	
	    BDT3 AAAA 1 Bright A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        BDT3 BBBB 1 Bright A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT3 CCCC 1 Bright A_JumpIf(momz == 0, "fallDeath")
		BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        BDT3 DDDD 1 Bright A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		Loop	
	
	FallDeath:
	    TNT1 AAAAAAAAAA 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("ExplosionParticleHeavy", 10, 0, random (0, 360), 2, random (20, 150))
	    TNT1 AAAA 0 A_CustomMissile("XDeath1", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 A 0 A_PlaySound("misc/xdeath")
		TNT1 A 0 A_Explode(100, 128)
		Goto Death
    Death:
	    TNT1 A 0 A_Fall
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
		
		TNT1 A 0 A_Jump(128, "Death2")
        BDT1 EEFFGGHHiijjkkLLmm 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        NJEX AAAAAAAAAAAAAAAAAA 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
        NJEX AAAAAAAAAAAAAAAAAA 10 Bright A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		NJEX A -1
        Stop
	Death2:
	    BDT1 EEFFGGHHiijjkkLLmm 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        NJEX BBBBBBBBBBBBBBBBBB 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
        NJEX BBBBBBBBBBBBBBBBBB 10 Bright A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		NJEX B -1
        Stop
	XDEATH:
	DEATH.SSG:
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("SOLID", 0)
	TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
	TNT1 A 0 A_PlaySound("misc/xdeath")
	     TNT1 AA 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AA 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("MuchMeatDeath", 35, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAA 0 A_CustomMissile ("BurningFlyingMeatPiece", 64, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	Stop
    }
}


//////HEIL.....HIT......LER.....



ACTOR BurningHITLER
{
    Radius 12
    Height 56
    Speed 5
    Scale 0.98
	Health 100
	GibHealth 25
	DAMAGEFACTOR "Burn", 0.0
	DAMAGEFACTOR "Fire", 0.0
	DAMAGEFACTOR "Flames", 0.0
	DAMAGEFACTOR "Flame", 0.0
	DAMAGEFACTOR "ExplosiveImpact", 10.0
	MONSTER
	-COUNTKILL
	+FRIENDLY
    +FLOORCLIP
	+SHOOTABLE
	Gravity 0.7
	bloodtype "DeadBlood"
    Obituary "%o was near Hitler in flames."
	MaxDropOffHeight 6000
   
	Mass 999999
    States
    {
    Spawn:
        HIBU A 0 A_CustomMissile("BurnParticles", 28, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_PlaySound("BURNZOM")
		Goto Suffer
	Suffer:
       HIBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
       HIBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   HIBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
       HIBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   HIBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
       HIBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   HIBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
       HIBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   HIBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
       HIBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   HIBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
       HIBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   HIBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
       HIBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   HIBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
       HIBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   HIBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
       HIBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   HIBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
       HIBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   HIBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
       HIBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   HIBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
       HIBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   HIBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
       HIBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   HIBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
       HIBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   HIBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
       HIBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   HIBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
       HIBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   HIBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
       HIBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   HIBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
       HIBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   HIBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
       HIBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")
   HIBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
       HIBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")

	
GOTO DEATH

	Falling:	
	   HIBU AA 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        HIBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
       HIBU BB 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
      HIBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU AA 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
      HIBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
      HIBU AA 1 Bright
    HIBU A 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
		Loop
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,60,0,1)
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	TNT1 A 0
	Goto Looping
	
	Looping:	
	HIBU AAAA 1 Bright A_JumpIf(momz == 0, "fallDeath")
      HIBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
      HIBU BBBB 1 Bright A_JumpIf(momz == 0, "fallDeath")
      HIBU  B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		HIBU AAAA 1 Bright A_JumpIf(momz == 0, "fallDeath")
		HIBU A 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
       HIBU BBB 1 Bright A_JumpIf(momz == 0, "fallDeath")
  HIBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		Loop	
	
	FallDeath:
	    TNT1 AAAAAAAAAA 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("ExplosionParticleHeavy", 10, 0, random (0, 360), 2, random (20, 150))
	    TNT1 AAAA 0 A_CustomMissile("XDeath1", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 A 0 A_PlaySound("misc/xdeath")
		TNT1 A 0 A_Explode(100, 128)
		Goto Death
    Death:
	    TNT1 A 0 A_Fall
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
		
        AUEV AAAA 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        AUEV BBBB 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
AUEV AAAA 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        AUEV BBBB 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
AUEV AAAA 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        AUEV BBBB 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
AUEV AAAA 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        AUEV BBBB 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
AUEV AAAA 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        AUEV BBBB 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
AUEV AAAA 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        AUEV BBBB 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
AUEV C -1
        Stop

	XDEATH:
	DEATH.SSG:
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("SOLID", 0)
	TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
	TNT1 A 0 A_PlaySound("misc/xdeath")
	     TNT1 AA 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AA 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("MuchMeatDeath", 35, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAA 0 A_CustomMissile ("BurningFlyingMeatPiece", 64, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	Stop
    }
}

ACTOR adeseinellamerda
{
    Radius 12
    Height 56
    Speed 5
    Scale 0.98
	GibHealth 25
	DAMAGEFACTOR "Burn", 0.0
	DAMAGEFACTOR "Fire", 0.0
	DAMAGEFACTOR "Flames", 0.0
	DAMAGEFACTOR "Flame", 0.0
	DAMAGEFACTOR "ExplosiveImpact", 10.0
	MONSTER
	-COUNTKILL
	+INVULNERABLE
	+FRIENDLY
    +FLOORCLIP
-solid
	+SHOOTABLE
	Gravity 0.7
	bloodtype "DeadBlood"
    Obituary "%o was near Hitler in flames."
	MaxDropOffHeight 6000
   
	Mass 999999
    States
    {
    Spawn:
        HIBU A 0 A_CustomMissile("BurnParticles", 28, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_PlaySound("BURNZOM")
		Goto Suffer
	Suffer:
       HIBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
       HIBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        HIBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_JumpIf(momz < 0, "Falling")

	
TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 20, "Death")
	Loop

	Falling:	
	   HIBU AA 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        HIBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
       HIBU BB 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
      HIBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		HIBU AA 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
      HIBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
      HIBU AA 1 Bright
    HIBU A 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		HIBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
		Loop
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,60,0,1)
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	TNT1 A 0
	Goto Looping
	
	Looping:	
	HIBU AAAA 1 Bright A_JumpIf(momz == 0, "fallDeath")
      HIBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
      HIBU BBBB 1 Bright A_JumpIf(momz == 0, "fallDeath")
      HIBU  B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		HIBU AAAA 1 Bright A_JumpIf(momz == 0, "fallDeath")
		HIBU A 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
       HIBU BBB 1 Bright A_JumpIf(momz == 0, "fallDeath")
  HIBU B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		Loop	
	
	FallDeath:
	    TNT1 AAAAAAAAAA 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("ExplosionParticleHeavy", 10, 0, random (0, 360), 2, random (20, 150))
	    TNT1 AAAA 0 A_CustomMissile("XDeath1", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 A 0 A_PlaySound("misc/xdeath")
		TNT1 A 0 A_Explode(100, 128)
		Goto Death
    Death:
	    TNT1 A 0 A_Fall
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
		
        AUEV AAAA 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        AUEV BBBB 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
AUEV AAAA 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        AUEV BBBB 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
AUEV AAAA 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        AUEV BBBB 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
AUEV AAAA 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        AUEV BBBB 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
AUEV AAAA 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        AUEV BBBB 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
AUEV AAAA 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
   AUEV BBBB 3 Bright 
AUEV AAAA 3 Bright 
   AUEV BBBB 3 Bright 
AUEV AAAA 3 Bright 
//TNT1 A 0 A_CustomMissile("HITLER", 0, 0, 0)
        Stop


    }
}


ACTOR INBurningSS
{
    Radius 12
    Height 56
    Speed 5
    Scale 0.98
	+INVULNERABLE
	MONSTER
	-COUNTKILL
	+FRIENDLY
    +FLOORCLIP
-SOLID
	+SHOOTABLE
	+NOBLOCKMONST
	Gravity 0.7
	bloodtype "DeadBlood"
    Obituary "%o was near someone in flames."
	MaxDropOffHeight 6000
	DAMAGEFACTOR "Avoid", 0.0
	DAMAGEFACTOR "CUTLESS", 0.0
	PainChance "Kick", 0
	DAMAGEFACTOR "Head", 0
	DAMAGEFACTOR "Stomp", 0.0
        DAMAGEFACTOR "Bullet", 0
	DAMAGEFACTOR "MINORHead", 0
        DAMAGEFACTOR "Explosive", 0
        DAMAGEFACTOR "ExplosiveImpact",0
	Mass 999999
    States
    {
    Spawn:
        SSBU A 0 A_CustomMissile("BurnParticles", 28, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_PlaySound("BURNZOM")
		Goto Suffer
	Suffer:
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))

        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
	
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
	
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
	
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
	
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
	
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
	
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
	
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
	
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
	
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
	
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
	
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
	
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
	
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
	
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
	
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
	
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
	
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
	
        SSBU AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SSBU BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		SSBU B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Recoil(-1)
        SSBU B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
	


GOTO DEATH

    Death:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
		
        SSBU CCCC 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        SSBU DDDD 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
 SSBU CCCC 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        SSBU DDDD 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
SSBU CCCC 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        SSBU DDDD 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
 SSBU CCCC 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        SSBU DDDD 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
 SSBU CCCC 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        SSBU DDDD 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
 SSBU CCCC 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        SSBU DDDD 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
SSBU E -1
        Stop
    }
}