ACTOR RottPuff : bulletpuff
{
    Radius 8
    Height 6
    Speed 0
    VSpeed 0
    +NOBLOCKMAP
    +BRIGHT
    +NOEXTREMEDEATH 
    renderstyle normal
    damagetype "RottBullet"
	Decal Bulletchip
    SCALE 0.6
    States
    { 
      Crash:
	   TNT1 A 0
       HITM A 0 a_jump(85,"ping1")
       HITM A 0 a_jump(85,"ping2")
       SMKE ABCDEFGH 2
       stop
      
      Spawn:
	   TNT1 A 0
       HITM A 0 a_jump(85,"ping1")
       HITM A 0 a_jump(85,"ping2")
       Smoke:
       SMKE ABCDEFGH 2
       stop
       Ping1:
       HITM A 1 a_playsound("pings")
       HITM ABB 1
       HITM CD 2
       stop
       Ping2:
       HITM E 1 a_playsound("pings")
       HITM EFF 1
       HITM GH 2
        stop
       
      Death:
       TNT1 a 0
      stop
     }
}

actor giblets
{
    
  radius 10
  height 10
  speed 0
  gravity 0.2
  +FLOORCLIP
  +NOBLOCKMONST
  +SLIDESONWALLS
  +NOTELEPORT
  +CORPSE
  +Randomize
  +CLIENTSIDEONLY
  -SOLID
    SCALE 0.60
    DeathSound "gen/gibs"
    States
    {
    Spawn:   
        ORGA ABCD 3 
        Loop
    Crash:
	GHEA A 0 A_SCREAM
	ORGA EFGHIJKL 5
        Stop  
    }
}


actor gibarm : giblets
{
    States
    {
    Spawn:  
 
    GARM ABCD 5 
    Loop

    Death:
    GARM EFGHIJKL 5
	 Stop
  	
	Crash:
	GHEA A 0 A_SCREAM
	GARM EFGHIJKL 5
	Stop
    }
}


actor gibhead : giblets
{


    States
    {
    Spawn:   
      
      GHEA ABCD 5 
      Loop

    Death:

	 GHEA EFGHIJKL 5
	 Stop
   Crash:
	GHEA A 0 A_SCREAM
	 GHEA EFGHIJKL 5
	stop
    }
}


ACTOR Playerhead : PlayerChunk
{
  Radius 4
  Height 4
  scale 0.65
  +NOBLOCKMAP
  +DROPOFF
  +LOWGRAVITY
  +CANNOTPUSH
  +SKYEXPLODE
  +NOBLOCKMONST
  +NOTELEPORT
  +NOSKIN
  States
  {
  Spawn:
    GHEA A 0
    GHEA ABCD 5 A_CheckFloor("Hit")
    loop
  Hit:
    GHEA EFGHIJKL 5 
    GHEA L 20 A_CheckPlayerDone
    Wait
  }
}


actor gibhip : giblets
{
    States
    {
    Spawn:   

	GHIP ABCD 2
	loop
    Death:
	 GHIP EFGHIJKL 5
	 Stop
    Crash:
	GHEA A 0 A_SCREAM
	 GHIP EFGHIJKL 5
	 Stop
    }
}


actor gibhum : giblets
{
    States
    {
    Spawn:   
    
        GHUM ABCD 6
	Loop
    Death:
	 GHUM EF 5
	 Stop
    Crash:
	GHEA A 0 A_SCREAM
	 GHIP EF 5
	 Stop
    }
}


actor gibleg : giblets
{
    States
    {
    Spawn:   

	GLEG ABCD 3
        loop
    Death:
	 GLEG EFGHIJKL 5
	 Stop
    Crash:
	GHEA A 0 A_SCREAM
	 GHIP EFGHIJKL 5
	 Stop
    }
}


actor giblim : giblets
{

    States
    {
    Spawn:   
  
	GLIM ABCD 5
	LOOP
        
	 Death:
	 GLIM EFG 5
	 Stop
    Crash:
	GHEA A 0 A_SCREAM
	 GLIM EFG 5
        Stop
	
    }
}


actor gibpin : giblets
{
    States
    {
    Spawn:   
        GPIN ABCD 4
	LOOP
	 Death:
	 GPIN EFG 5
	 Stop
    Crash:
	GHEA A 0 A_SCREAM
	 GPIN EFG 5
        Stop
    }
}

actor gibribs : giblets
{

    States
    {
    Spawn:   
        RIBS ABCD 4
	Loop
	 Death:
	 ORGA FGHIJKL 5
	 Stop
    Crash:
	GHEA A 0 A_SCREAM
	 ORGA FGHIJKL 5
        Stop
    }
}

actor wallgib
{
    
    Radius 4
    Height 4
    Speed 100
    PROJECTILE
    Damage 0
    SCALE 0.50
    DeathSound "gen/gibs"
	+CLIENTSIDEONLY
    States
    {
    Spawn:  
        TNT1 A 3 
        loop
    Death:
    	WGIB F 0 A_spawnitemex("wallgibfall")
    	STOP

}
}

actor wallgibfall
{
   
  radius 10
  height 10
gravity 0.05
  speed 0
  +FLOORCLIP
  +NOBLOCKMONST
  +SLIDESONWALLS
  +CORPSE
  +NOTELEPORT
  +CLIENTSIDEONLY
  -SOLID
    SCALE 0.50
    DeathSound "gen/gibs"
    States
    {
    Spawn:
        WGIB ABCDCABD 2
	WGIB C 2 A_lowgravity
	LOOP
    Death:
	ORGA H 2 A_PlaySound("gen/gibs")
    	ORGA IJKL 2 
    	STOP
    Crash:
    	 ORGA H 2 A_PlaySound("gen/gibs")
    	ORGA IJK 2
    	ORGA L 25
    	STOP

}
}

actor Deathmaker
{
    States
    {
    Spawn:
       GUTS AAAAAAAAAAAAAAAAAAAAAAA 0 A_custommissile("wallgib",32.0, 0, random(0,360), CMF_AIMDIRECTION, random(0,45))
       GUTS DDDDDDDDDDDDDDDDDDDDDDD 0 A_SpawnItemex ("giblets",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)
       GUTS DDDD 0 A_SpawnItemex ("giblim",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(3.0,5.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)
       GUTS DDDD 0 A_SpawnItemex ("gibpin",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(3.0,5.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)
	STOP
	}
}

Actor LudicrousGibs
{
	States
	{
	   Spawn:
       GUTS DD 0 A_SpawnItemex ("gibarm",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)
       GUTS D 0 A_SpawnItemex ("gibhead",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)
       GUTS DD 0 A_SpawnItemex ("gibhip",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)
       GUTS D 0 A_SpawnItemex ("gibhum",0, 0, 32, random(3.0,5.0),random(3.0,5.0), random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)
       GUTS DD 0 A_SpawnItemex ("gibleg",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)
       GUTS DDDD 0 A_SpawnItemex ("giblim",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)
       GUTS DDDD 0 A_SpawnItemex ("gibpin",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)
       GUTS DD 0 A_SpawnItemex ("gibribs",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)
       stop
	}
}

Actor RGodSparkle
{
	Height 1
	Radius 1
	Speed 4
	Damage 0
	Alpha 0.9
	Scale 0.25
	Renderstyle Add
	-SOLID
	-SHOOTABLE
	+NOGRAVITY
	+RIPPER
	+NOTELEPORT
	+BLOODLESSIMPACT
	+CLIENTSIDEONLY
	
	States
	{
		Spawn:
			GSOL Y 4 Bright A_FadeOut(0.075)
		Wait
	}
}	

Actor RGodSparkleSpawner
{
	Speed 0
	Damage 0
	-SOLID
	-SHOOTABLE
	-TELESTOMP
	+NOGRAVITY
	+NOTELEPORT
	+CLIENTSIDEONLY
	
	States
	{
		Spawn:
			TNT1 AAAAAAAAAA 2 A_SpawnItemEx("RGodSparkle", random(-8,8), random(-8,8), random(-8,8), random(-12,12), random(-12,12), random(-2,12))
		Stop
	}
}

Actor RGodBigSparkle : RGodSparkle
{
	Scale 0.5
	States
	{
		Spawn:
			GSOL XXXXXXX 4 Bright ThrustThingZ(0, 4, 0, 1)
			GSOL X 4 Bright A_FadeOut(0.1)
		Goto Spawn+7
	}
}
		
Actor RGodModeDeath
{
	Radius 8
	Height 8
	Scale 0.65
	+CLIENTSIDEONLY
	-SHOOTABLE
	-TELESTOMP
	-SOLID
	
	States
	{
		Spawn:
			VAPO ABC 3 Bright
			VAPO DDD 1 Bright A_SpawnItem("RGodSparkleSpawner", 0, 12)
			VAPO E 4 Bright A_SpawnItem("RGodbigSparkle", 12)
			VAPO FG 3
		Stop
	}
}

Actor RangerGibbed
{
	Scale 0.6
	States
	{
		Spawn:
			TNT1 A 0
			GUTS CDEFGHIJK 5 
			GUTS L -1
		Stop
	}
}

Actor RangerBurned
{
	Scale 0.6
	States
	{
		Spawn:
			TNT1 A 0
			ske7 ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 bright
			skex ABCDEFGHIJKL 2 bright
			skex M 0 A_playsound("gen/skel") 
			skex MNOPQRSTUV 3 bright
			skex V -1
		Stop
	}
}