ACTOR BlastShared2 //Because even if you load the core file first... it still doesn't detect it. Don't ask why, I don't even know why.
{
	+NOINTERACTION
	-NOGRAVITY
	+FORCERADIUSDMG
	DamageType Flesh
}

ACTOR GibShared2
{
	-NOGRAVITY
}

ACTOR GuncastZombieman : Zombieman Replaces Zombieman
{
	DropItem "Dosh1"
	DropItem "Dosh1"
	DropItem "Dosh1"
	DropItem "Dosh1", 192
	DropItem "Dosh1", 192
	DropItem "Dosh5", 128
	DropItem "Clip"
	States
	{
	Pain.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-10.0,-12.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto Pain
		Pain.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-15.0,-20.0),0,frandom(10.0,15.0),CVF_RELATIVE)
		Goto Pain
	Death.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-10.0,-12.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto XDeath
	Death.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-15.0,-20.0),0,frandom(10.0,15.0),CVF_RELATIVE)
		Goto XDeath
	Death.Acid:
		TNT1 A 0 A_SpawnItemEx("ZombiemanGib")
		TNT1 A 0 A_NoBlocking
		Stop
	Crush:
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		POL5 AAAAAA 1 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
		POL5 A -1
		Stop
	Death.Crow:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("FlockOfCrows",0,0,0,0,0,0,0,0,128)
		Goto Death
	Death:
		POSS H 5
		POSS I 5 A_Scream
		POSS J 5 A_NoBlocking
		POSS K 5
		Looplet:
		POSS L 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
		POSS L 1 CanRaise A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
		Loop
	CorpseBlastA:
		TNT1 A 0 A_SpawnItemEx("ZombiemanBlast")
		Stop
	CorpseBlastB:
		TNT1 A 0 A_SpawnItemEx("ZombiemanBlast")
		TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
		Goto Looplet
	XDeath:
		POSS M 5
		POSS N 5 A_XScream
		POSS O 5 A_NoBlocking
		POSS PQRST 5
	Looplet2:
		POSS U 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastC")
		POSS U 1 A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
		Loop
	CorpseBlastC:
		TNT1 A 0 A_SpawnItemEx("ZombiemanBlast")
		TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
		Goto Looplet2
	}
}	

ACTOR ZombiemanBlast : BlastShared2
{
	States
	{
	Spawn:
		 TNT1 AA 0 A_Explode(100,128,0)
		 TNT1 A 0 A_PlaySound("Corpseblast/Hit")
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 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 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		 TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		 Stop
	 }
}

ACTOR ZombiemanGib : GibShared2
{
	States
	{
	Spawn:
		POSS G 1
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		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 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("FLOORCLIP", 1)
		POSS MNOPQRSTU 5
		Wait
	}
}

ACTOR GuncastShotgunGuy : ShotgunGuy Replaces ShotgunGuy
{
	DropItem "Dosh1"
	DropItem "Dosh1"
	DropItem "Dosh1", 192
	DropItem "Dosh1", 192
	DropItem "Dosh10", 128
	DropItem "Shotgun"
	States
	{
	Pain.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-10.0,-12.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto Pain
		Pain.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-15.0,-20.0),0,frandom(10.0,15.0),CVF_RELATIVE)
		Goto Pain
	Death.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-10.0,-12.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto XDeath
	Death.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-15.0,-20.0),0,frandom(10.0,15.0),CVF_RELATIVE)
		Goto XDeath
	Death.Acid:
		TNT1 A 0 A_SpawnItemEx("ShotgunGuyGib")
		TNT1 A 0 A_NoBlocking
		Stop
	Crush:
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		POL5 AAAAAA 1 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
		POL5 A -1
		Stop
	Death.Crow:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("FlockOfCrows",0,0,0,0,0,0,0,0,128)
		Goto Death
	Death:
		SPOS H 5
		SPOS I 5 A_Scream
		SPOS J 5 A_NoBlocking
		SPOS K 5
	Looplet:
		SPOS L 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
		SPOS L 1 CanRaise A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
		Loop
	CorpseBlastA:
		TNT1 A 0 A_SpawnItemEx("ShotgunGuyBlast")
		Stop
	CorpseBlastB:
		TNT1 A 0 A_SpawnItemEx("ShotgunGuyBlast")
		TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
		Goto Looplet
	XDeath:
		SPOS M 5
		SPOS N 5 A_XScream
		SPOS O 5 A_NoBlocking
		SPOS PQRST 5
	Looplet2:
		SPOS U 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastC")
		SPOS U 1 A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
		Loop
	CorpseBlastC:
		TNT1 A 0 A_SpawnItemEx("ShotgunGuyBlast")
		TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
		Goto Looplet2
	}
}	

ACTOR ShotgunGuyBlast : BlastShared2
{
	States
	{
	Spawn:
		 TNT1 AA 0 A_Explode(100,128,0)
		 TNT1 A 0 A_PlaySound("Corpseblast/Hit")
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 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 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		 TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		 Stop
	 }
}

ACTOR ShotgunGuyGib : GibShared2
{
	States
	{
	Spawn:
		SPOS G 1
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		TNT1 A 0 A_Gravity
		TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		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 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("FLOORCLIP", 1)
		SPOS MNOPQRSTU 5
		Wait
	}
}

ACTOR GuncastChaingunGuy : ChaingunGuy Replaces ChaingunGuy
{
	DropItem "Dosh5", 128
	DropItem "Dosh10", 192
	DropItem "Dosh25"
	DropItem "Chaingun"
	States
	{
	Pain.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-9.0,-11.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto Pain
	Pain.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-13.0,-18.0),0,frandom(10.0,13.0),CVF_RELATIVE)
		Goto Pain
	Death.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-9.0,-11.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto XDeath
	Death.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-13.0,-18.0),0,frandom(10.0,13.0),CVF_RELATIVE)
		Goto XDeath
	Death.Acid:
		TNT1 A 0 A_SpawnItemEx("ChaingunGuyGib")
		TNT1 A 0 A_NoBlocking
		Stop
	Crush:
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		POL5 AAAAAA 1 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
		POL5 A -1
		Stop
	Death.Crow:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("FlockOfCrows",0,0,0,0,0,0,0,0,128)
		Goto Death
	Death:
		CPOS H 5
		CPOS I 5 A_Scream
		CPOS J 5 A_NoBlocking
		CPOS KLM 5
	Looplet:
		CPOS N 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
		CPOS N 1 CanRaise A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
		Loop
	CorpseBlastA:
		TNT1 A 0 A_SpawnItemEx("ChaingunGuyBlast")
		Stop
	CorpseBlastB:
		TNT1 A 0 A_SpawnItemEx("ChaingunGuyBlast")
		TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
		Goto Looplet
	XDeath:
		CPOS O 5 
		CPOS P 5 A_XScream
		CPOS Q 5 A_NoBlocking
		CPOS RS 5
	Looplet2:
		CPOS T 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastC")
		CPOS T 1 A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
		Loop
	CorpseBlastC:
		TNT1 A 0 A_SpawnItemEx("ChaingunGuyBlast")
		TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
		Goto Looplet2
	}
}	

ACTOR ChaingunGuyBlast : BlastShared2
{
	States
	{
	Spawn:
		 TNT1 AA 0 A_Explode(125,128,0)
		 TNT1 A 0 A_PlaySound("Corpseblast/Hit")
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 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 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		 TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		 Stop
	 }
}

ACTOR ChaingunGuyGib : GibShared2
{
	States
	{
	Spawn:
		CPOS G 1
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		TNT1 A 0 A_Gravity
		TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		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 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("FLOORCLIP", 1)
		CPOS OPQRST 5
		Wait
	}
}

ACTOR GuncastWolfensteinSS : WolfensteinSS Replaces WolfensteinSS
{
	DropItem "Dosh25"
	DropItem "Diamond", 1 //Heh.
	States
	{
	Pain.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-10.0,-12.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto Pain
	Pain.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-15.0,-20.0),0,frandom(10.0,15.0),CVF_RELATIVE)
		Goto Pain
	Death.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-10.0,-12.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto XDeath
	Death.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-15.0,-20.0),0,frandom(10.0,15.0),CVF_RELATIVE)
		Goto XDeath
	Death.Acid:
		TNT1 A 0 A_SpawnItemEx("WolfensteinSSGib")
		TNT1 A 0 A_NoBlocking
		Stop
	Crush:
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		POL5 AAAAAA 1 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
		POL5 A -1
		Stop
	Death.Crow:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("FlockOfCrows",0,0,0,0,0,0,0,0,128)
		Goto Super::Death
	Death:
		SSWV I 5
		SSWV J 5 A_Scream
		SSWV K 5 A_NoBlocking
		SSWV L 5
	Looplet:
		SSWV L 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
		SSWV M 1 CanRaise A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
		Loop
	CorpseBlastA:
		TNT1 A 0 A_SpawnItemEx("WolfensteinSSBlast")
		Stop
	CorpseBlastB:
		TNT1 A 0 A_SpawnItemEx("WolfensteinSSBlast")
		TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
		Goto Looplet
	XDeath:
		SSWV N 5 
		SSWV O 5 A_XScream
		SSWV P 5 A_NoBlocking
		SSWV QRSTU 5
		SSWV V -1
	Looplet2:
		SSWV V 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastC")
		SSWV V 1 A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
		Loop
	CorpseBlastC:
		TNT1 A 0 A_SpawnItemEx("WolfensteinSSBlast")
		TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
		Goto Looplet2
	}
}	

ACTOR WolfensteinSSBlast : BlastShared2
{
	States
	{
	Spawn:
		 TNT1 AA 0 A_Explode(100,128,0)
		 TNT1 A 0 A_PlaySound("Corpseblast/Hit")
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 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 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		 TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		 Stop
	 }
}

ACTOR WolfensteinSSGib : GibShared2
{
	States
	{
	Spawn:
		SSWV H 1
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		TNT1 A 0 A_Gravity
		TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		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 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("FLOORCLIP", 1)
		SSWV OPQRSTUV 5
		Wait
	}
}

ACTOR GuncastPimp : DoomImp Replaces DoomImp //Dem pimps
{
	DropItem "Dosh1"
	DropItem "Dosh1", 192
	DropItem "Dosh1", 192
	DropItem "Dosh5", 128
	DropItem "Dosh10", 96
	DamageFactor Fire3, 0.8
	States
	{
	Pain.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-10.0,-12.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto Pain
	Pain.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-15.0,-20.0),0,frandom(10.0,15.0),CVF_RELATIVE)
		Goto Pain
	Death.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-10.0,-12.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto XDeath
	Death.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-15.0,-20.0),0,frandom(10.0,15.0),CVF_RELATIVE)
		Goto XDeath
	Death.Acid:
		TNT1 A 0 A_SpawnItemEx("PimpGib")
		TNT1 A 0 A_NoBlocking
		Stop
	Crush:
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		POL5 AAAAAA 1 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
		POL5 A -1
		Stop
	Death.Crow:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("FlockOfCrows",0,0,0,0,0,0,0,0,128)
		Goto Super::Death
	Death:
		TROO I 8
		TROO J 8 A_Scream
		TROO K 6
		TROO L 6 A_NoBlocking
		Looplet:
		TROO M 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
		TROO M 1 CanRaise A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
		Loop
	CorpseBlastA:
		TNT1 A 0 A_SpawnItemEx("PimpBlast")
		Stop
	CorpseBlastB:
		TNT1 A 0 A_SpawnItemEx("PimpBlast")
		TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
	Goto Looplet
	XDeath:
		TROO N 5
		TROO O 5 A_XScream
		TROO P 5
		TROO Q 5 A_NoBlocking
		TROO RST 5
	Looplet2:
		TROO U 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastC")
		TROO U 1 A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
		Loop
	CorpseBlastC:
		TNT1 A 0 A_SpawnItemEx("PimpBlast")
		TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
		Goto Looplet2
	}
}	

ACTOR PimpBlast : BlastShared2
{
	States
	{
	Spawn:
		 TNT1 AA 0 A_Explode(100,128,0)
		 TNT1 A 0 A_PlaySound("Corpseblast/Hit")
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 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 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		 TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		 Stop
	 }
}

ACTOR PimpGib : GibShared2
{
	States
	{
	Spawn:
		TROO H 1
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		TNT1 A 0 A_Gravity
		TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		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 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("FLOORCLIP", 1)
		TROO NOPQRSTU 5
		Wait
	}
}

ACTOR GuncastDemon : Demon Replaces Demon
{
	DropItem "Dosh1"
	DropItem "Dosh1"
	DropItem "Dosh1", 128
	DropItem "Dosh1", 192
	DropItem "Dosh5", 128
	DropItem "Dosh5", 192
	DamageFactor CloseCombat, 0.7
	DamageFactor Shoelaces, 0.7
	States
	{
	Pain.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-8.0,-10.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto Pain
	Pain.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-13.0,-17.0),0,frandom(10.0,12.0),CVF_RELATIVE)
		Goto Pain
	Death.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-8.0,-10.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto Death
	Death.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-13.0,-17.0),0,frandom(10.0,12.0),CVF_RELATIVE)
		Goto Death
	Death.Acid:
		TNT1 A 0 A_SpawnItemEx("DemonGib")
		TNT1 A 0 A_NoBlocking
		Stop
	Crush:
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		XMED EEEEE 1 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
		XMED E -1
		Stop	
	Death.Crow:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("FlockOfCrows",0,0,0,0,0,0,0,0,128)
		Goto Death
	Death:
		SARG I 8
		SARG J 8 A_Scream
		SARG K 8
		SARG L 8 A_NoBlocking
		SARG M 8
	Looplet:
		SARG N 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
		SARG N 1 CanRaise A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
		Loop
	CorpseBlastA:
		TNT1 A 0 A_SpawnItemEx("DemonBlast")
		Stop
	CorpseBlastB:
		TNT1 A 0 A_SpawnItemEx("DemonBlast")
		TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
		Goto Looplet	
	}
}

ACTOR GuncastSpectre : GuncastDemon replaces Spectre
{
	HitObituary "$OB_SPECTREHIT"
	RenderStyle OptFuzzy
	Alpha 0.5
	+SHADOW
	States
	{
	Pain.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-8.0,-10.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto Pain
	Pain.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-13.0,-17.0),0,frandom(10.0,12.0),CVF_RELATIVE)
		Goto Pain
	Death.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-8.0,-10.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto Death
	Death.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-13.0,-17.0),0,frandom(10.0,12.0),CVF_RELATIVE)
		Goto Death
	Death.Acid:
		TNT1 A 0 A_SpawnItemEx("SpectreGib")
		TNT1 A 0 A_NoBlocking
		Stop
	Death:
		SARG I 8
		SARG J 8 A_Scream
		SARG K 8
		SARG L 8 A_NoBlocking
		SARG M 8
		Looplet:
		SARG N 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
		SARG N 1 CanRaise A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
		Loop
	CorpseBlastA:
		TNT1 A 0 A_SpawnItemEx("DemonBlast")
		Stop
	CorpseBlastB:
		TNT1 A 0 A_SpawnItemEx("DemonBlast")
		TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
		Goto Looplet	
	}
}

ACTOR DemonBlast : BlastShared2
{
	States
	{
	Spawn:
		 TNT1 AA 0 A_Explode(150,164,0)
		 TNT1 A 0 A_PlaySound("Corpseblast/Hit")
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 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 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		 TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		 Stop
	 }
}

ACTOR DemonGib : GibShared2
{
	States
	{
	Spawn:
		SARG H 1
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		TNT1 A 0 A_Gravity
		TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		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 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("FLOORCLIP", 1)
		XMED ABCDE 5
		Wait
	}
}

ACTOR SpectreGib : GibShared2
{
	RenderStyle OptFuzzy
	Alpha 0.5
	+SHADOW
	States
	{
	Spawn:
		SARG H 1
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		TNT1 A 0 A_Gravity
		TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		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 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("FLOORCLIP", 1)
		XMED ABCDE 5
		Wait
	}
}


ACTOR GuncastHellknight : Hellknight Replaces Hellknight
{
	DropItem Ruby
	States
	{
	Pain.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-8.0,-10.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto Pain
	Pain.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-12.0,-16.0),0,frandom(9.0,11.0),CVF_RELATIVE)
		Goto Pain
	Death.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-8.0,-10.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto Death
	Death.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-13.0,-17.0),0,frandom(9.0,11.0),CVF_RELATIVE)
		Goto Death
	Death.Acid:
		TNT1 A 0 A_SpawnItemEx("HellknightGib")
		TNT1 A 0 A_NoBlocking
		Stop
	Crush:
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		XMED EEEEE 1 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
		XMED E -1
		Stop	
	Death.Crow:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("FlockOfCrows",0,0,0,0,0,0,0,0,128)
		Goto Death
	Death:
		BOS2 I 8
		BOS2 J 8 A_Scream
		BOS2 K 8
		BOS2 L 8 A_NoBlocking
		BOS2 MN 8
	Looplet:
		BOS2 O 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
		BOS2 O 1 CanRaise A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
		Loop
	CorpseBlastA:
		TNT1 A 0 A_SpawnItemEx("HellknightBlast")
		Stop
	CorpseBlastB:
		TNT1 A 0 A_SpawnItemEx("HellknightBlast")
		TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
		Goto Looplet	
	}
}

ACTOR HellknightBlast : BlastShared2
{
	States
	{
	Spawn:
		 TNT1 AA 0 A_Explode(200,192,0)
		 TNT1 A 0 A_PlaySound("Corpseblast/Hit")
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 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 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		 TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		 Stop
	 }
}

ACTOR HellknightGib : GibShared2
{
	States
	{
	Spawn:
		BOS2 H 1
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		TNT1 A 0 A_Gravity
		TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		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 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("FLOORCLIP", 1)
		XMED ABCDE 5
		Wait
	}
}

ACTOR GuncastBaronOfHell : BaronOfHell Replaces BaronOfHell
{
	DropItem Emerald
	States
	{
	Pain.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-6.0,-9.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto Pain
	Pain.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-10.0,-14.0),0,frandom(7.0,10.0),CVF_RELATIVE)
		Goto Pain
	Death.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-6.0,-9.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto Death
	Death.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-10.0,-14.0),0,frandom(7.0,10.0),CVF_RELATIVE)
		Goto Death
	Death.Acid:
		TNT1 A 0 A_SpawnItemEx("BaronOfHellGib")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_BossDeath
		Stop
	Crush:
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		XMED EEEEE 1 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
		XMED E -1
		Stop	
	Death.Crow:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("FlockOfCrows",0,0,0,0,0,0,0,0,128)
		Goto Death
	Death:
		BOSS I 8
		BOSS J 8 A_Scream
		BOSS K 8
		BOSS L 8 A_NoBlocking
		BOSS MN 8
		BOSS N 0 A_BossDeath
	Looplet:
		BOSS N 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
		BOSS O 1 CanRaise A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
		Loop
	CorpseBlastA:
		TNT1 A 0 A_SpawnItemEx("BaronOfHellBlast")
		Stop
	CorpseBlastB:
		TNT1 A 0 A_SpawnItemEx("BaronOfHellBlast")
		TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
		Goto Looplet	
	}
}

ACTOR BaronOfHellBlast : BlastShared2
{
	States
	{
	Spawn:
		 TNT1 AA 0 A_Explode(300,192,0)
		 TNT1 A 0 A_PlaySound("Corpseblast/Hit")
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 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 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		 TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		 Stop
	 }
}

ACTOR BaronOfHellGib : GibShared2
{
	States
	{
	Spawn:
		BOSS H 1
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		TNT1 A 0 A_Gravity
		TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		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 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("FLOORCLIP", 1)
		XMED ABCDE 5
		Wait
	}
}

ACTOR GuncastCacodemon : Cacodemon Replaces Cacodemon
{
	DropItem Amber
	DamageFactor Lightning, 0.6
	DamageFactor CloseCombat, 1.25
	DamageFactor Shoelaces, 1.25
	DamageFactor Crow, 1.2
	DamageFactor Crow2, 1.2
	States
	{
	Pain.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-8.0,-10.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto Pain
	Pain.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-15.0,-20.0),0,frandom(10.0,15.0),CVF_RELATIVE)
		Goto Pain
	Death.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-8.0,-10.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto Death
	Death.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-15.0,-20.0),0,frandom(10.0,15.0),CVF_RELATIVE)
		Goto Death
	Death.Acid:
		TNT1 A 0 A_SpawnItemEx("CacodemonGib")
		TNT1 A 0 A_NoBlocking
		Stop
	Crush:
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		XMED EEEEE 1 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
		XMED E -1
		Stop	
	Death.Crow:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("FlockOfCrows",0,0,0,0,0,0,0,0,128)
		Goto Death
	Death:
		HEAD G 8
		HEAD H 8 A_Scream
		HEAD I 8
		HEAD J 8
		HEAD K 8 A_NoBlocking
		HEAD K 0 A_SetFloorClip
	Looplet:
		HEAD L 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
		HEAD L 1 CanRaise A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
		Loop
	CorpseBlastA:
		TNT1 A 0 A_SpawnItemEx("CacodemonBlast")
		Stop
	CorpseBlastB:
		TNT1 A 0 A_SpawnItemEx("CacodemonBlast")
		TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
		Goto Looplet	
	}
}

ACTOR CacodemonBlast : BlastShared2
{
	States
	{
	Spawn:
		 TNT1 AA 0 A_Explode(150,218,0)
		 TNT1 A 0 A_PlaySound("Corpseblast/Hit")
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 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 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		 TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		 Stop
	 }
}

ACTOR CacodemonGib : GibShared2
{
	+NOGRAVITY
	States
	{
	Spawn:
		HEAD E 1
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		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 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("FLOORCLIP", 1)
		XAIR ABC 5
		XAIR D 5 A_NoBlocking
		XAIR E 5
		Stop
	}
}

ACTOR GuncastPainElemental : PainElemental replaces PainElemental
{
	DamageFactor Crow, 1.2
	DamageFactor Crow2, 1.2
	DamageFactor CloseCombat, 1.25
	DamageFactor Shoelaces, 1.25
	DamageFactor Ice, 0.75
	DamageFactor Fire3, 0.1
	DropItem "Emerald"
	States
	{
	Pain.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-8.0,-10.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto Pain
	Pain.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-15.0,-20.0),0,frandom(10.0,15.0),CVF_RELATIVE)
		Goto Pain
	Death.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-8.0,-10.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto Death
	Death.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-15.0,-20.0),0,frandom(10.0,15.0),CVF_RELATIVE)
		Goto Death
	Death.Acid:
		TNT1 A 0 A_SpawnItemEx("PainGib",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)
		TNT1 A 0 A_NoBlocking
		//TNT1 A 0 A_Gravity
		//TNT1 A 37
		//TNT1 A 0 A_PainDie
		Stop
	Crush:
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		XMED EEEEE 1 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
		XMED E -1
		Stop	
	}
}

ACTOR PainGib : GibShared2
{
	+NOGRAVITY
	States
	{
	Spawn:
		PAIN G 1
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		TNT1 A 0 A_PainDie
		TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		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 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("FLOORCLIP", 1)
		XAIR ABC 5
		XAIR D 5 A_NoBlocking
		XAIR E 5
		Stop
	}
}

ACTOR GuncastLostSoul : LostSoul replaces LostSoul
{
	DamageFactor Ice, 0.75
	DamageFactor Fire3, 0.1
	DropItem "Dosh1"
	DropItem "Dosh1"
	DropItem "Dosh1", 128
	DropItem "Dosh1", 192
	DropItem "Dosh5", 64
	DropItem "Dosh5", 192
	+NOBLOOD
	States
	{
	Pain.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-8.0,-10.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto Pain
	Pain.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-15.0,-20.0),0,frandom(10.0,15.0),CVF_RELATIVE)
		Goto Pain
	Death.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-8.0,-10.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto Death
	Death.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-15.0,-20.0),0,frandom(10.0,15.0),CVF_RELATIVE)
		Goto Death
	}
}

ACTOR GuncastRevenant : Revenant Replaces Revenant
{
	DropItem Ruby
	DamageFactor Crow, 0.25
	DamageFactor Crow2, 0.25
	DamageFactor Ice, 0.5
	DamageFactor Acid, 1.2
	States
	{
	Pain.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-9.0,-11.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto Pain
	Pain.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-12.0,-16.0),0,frandom(9.0,11.0),CVF_RELATIVE)
		Goto Pain
	Death.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-9.0,-11.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto Death
	Death.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-13.0,-17.0),0,frandom(9.0,11.0),CVF_RELATIVE)
		Goto Death
	Death.Acid:
		TNT1 A 0 A_SpawnItemEx("RevenantGib")
		TNT1 A 0 A_NoBlocking
		Stop
	Crush:
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		XMED EEEEE 1 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
		XMED E -1
		Stop
	Death.Crow:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("FlockOfCrows",0,0,0,0,0,0,0,0,128)
		Goto Death
	Death:
		SKEL LM 7
		SKEL N 7 A_Scream
		SKEL O 7 A_NoBlocking
		SKEL P 7
	Looplet:
		SKEL Q 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
		SKEL Q 1 CanRaise A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
		Loop
	CorpseBlastA:
		TNT1 A 0 A_SpawnItemEx("RevenantBlast")
		Stop
	CorpseBlastB:
		TNT1 A 0 A_SpawnItemEx("RevenantBlast")
		TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
		Goto Looplet
	}
}

ACTOR RevenantBlast : BlastShared2
{
	States
	{
	Spawn:
		 TNT1 AA 0 A_Explode(175,148,0)
		TNT1 A 0 A_PlaySound("Corpseblast/Hit")
		TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		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 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		Stop
	 }
}

ACTOR RevenantGib : GibShared2
{
	States
	{
	Spawn:
		SKEL L 1
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		TNT1 A 0 A_Gravity
		TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		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 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("FLOORCLIP", 1)
		XMED ABCDE 5
		Wait
	}
}

ACTOR GuncastFatso : Fatso Replaces Fatso
{
	DamageFactor Fire3, 1.2
	DamageFactor Acid, 1.2
	DamageFactor Ice, 0.5
	DamageFactor CloseCombat, 0.7
	DamageFactor Shoelaces, 0.7
	DamageFactor SuperCloseCombat, 0.7
	DamageFactor SuperShoelaces, 0.7
	DamageFactor Manuel, 0.6
	DamageFactor Pound, 3.0
	DropItem Amber 192
	DropItem Ruby 128
	States
	{
	Pain.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-2.0,-5.0),0,frandom(0.5,1.0),CVF_RELATIVE)
		Goto Pain
	Pain.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-5.0,-10.0),0,frandom(3.0,6.0),CVF_RELATIVE)
		Goto Pain
	Death.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-2.0,-5.0),0,frandom(0.5,1.0),CVF_RELATIVE)
		Goto Death
	Death.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-5.0,-10.0),0,frandom(3.0,6.0),CVF_RELATIVE)
		Goto Death
	Death.Acid:
		TNT1 A 0 A_SpawnItemEx("FatsoGib")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_BossDeath
		Stop
	Crush:
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		XBIG EEEEE 1 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
		XBIG E -1
		Stop
	Death.Crow:
		TNT1 A 0 A_NoBlocking
		//Crows like to feast on things... especially as fat things as this.
		TNT1 AAAA 0 A_SpawnItemEx("FlockOfCrows",random(45,-45),random(45,-45),0,0,0,0,0,0,128)
		Goto Death
	Death:
		FATT K 6 
		FATT L 6 A_Scream
		FATT M 6 A_NoBlocking
		FATT NOPQRS 6
		FATT T 0 A_BossDeath    
	Looplet:
		FATT T 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
		FATT T 1 CanRaise A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
		Loop
	CorpseBlastA:
		TNT1 A 0 A_SpawnItemEx("FatsoBlast")
		Stop
	CorpseBlastB:
		TNT1 A 0 A_SpawnItemEx("FatsoBlast")
		TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
		Goto Looplet	
	}
}

ACTOR FatsoBlast : BlastShared2
{
	States
	{
	Spawn:
		 TNT1 AA 0 A_Explode(400,256,0) //Hue.
		 TNT1 A 0 A_PlaySound("Corpseblast/Hit")
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 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 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		 TNT1 AAAAAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		 Stop
	 }
}

ACTOR FatsoGib : GibShared2
{
	States
	{
	Spawn:
		FATT J 1
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		TNT1 A 0 A_Gravity
		TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 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 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		TNT1 AAAAAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("FLOORCLIP", 1)
		XBIG ABCDE 5
		Wait
	}
}

ACTOR GuncastArachnotron: Arachnotron Replaces Arachnotron
{
	DamageFactor Manuel, 1.2
	DamageFactor CloseCombat, 1.2
	DamageFactor Shoelaces, 1.2
	DamageFactor SuperCloseCombat, 1.2
	DamageFactor SuperShoelaces, 1.2
	DamageFactor Lightning, 1.2
	DamageFactor Ice, 0.5
	DamageFactor Pound, 3.0
	DropItem Amber
	DropItem Ruby 192
	States
	{
	Pain.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-4.0,-7.0),0,frandom(1.0,2.0),CVF_RELATIVE)
		Goto Pain
	Pain.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-7.0,-11.0),0,frandom(4.0,8.0),CVF_RELATIVE)
		Goto Pain
	Death.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-4.0,-7.0),0,frandom(1.0,2.0),CVF_RELATIVE)
		Goto Death
	Death.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-7.0,-11.0),0,frandom(4.0,8.0),CVF_RELATIVE)
		Goto Death
	Death.Acid:
		TNT1 A 0 A_SpawnItemEx("ArachnotronGib")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_BossDeath
		Stop
	Crush:
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		XBIG EEEEE 1 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
		XBIG E -1
		Stop	
	Death.Crow:
		TNT1 A 0 A_NoBlocking
		TNT1 AAA 0 A_SpawnItemEx("FlockOfCrows",random(35,-35),random(35,-35),0,0,0,0,0,0,128)
		Goto Death
	Death:
		BSPI J 10 A_Scream
		BSPI K 7 A_NoBlocking
		BSPI LMNO 7 
		BSPI P 0 A_BossDeath 
	Looplet:
		BSPI P 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
		BSPI P 1 CanRaise A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
		Loop
	CorpseBlastA:
		TNT1 A 0 A_SpawnItemEx("ArachnotronBlast")
		Stop
	CorpseBlastB:
		TNT1 A 0 A_SpawnItemEx("ArachnotronBlast")
		TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
		Goto Looplet	
	}
}

ACTOR ArachnotronBlast : BlastShared2
{
	States
	{
	Spawn:
		 TNT1 AA 0 A_Explode(250,256,0)
		 TNT1 A 0 A_PlaySound("Corpseblast/Hit")
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 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 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		 TNT1 AAAAAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		 Stop
	 }
}

ACTOR ArachnotronGib : GibShared2
{
	States
	{
	Spawn:
		BSPI I 1
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		TNT1 A 0 A_Gravity
		TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 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 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		TNT1 AAAAAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("FLOORCLIP", 1)
		XBIG ABCDE 5
		Wait
	}
}

ACTOR GuncastCyberdemon : Cyberdemon Replaces Cyberdemon
{
	DamageFactor Ice, 0.5
	DropItem Diamond
	States
	{
	Pain.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-2.0,-4.0),0,frandom(0.5,1.0),CVF_RELATIVE)
		Goto Pain
	Pain.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-3.0,-7.0),0,frandom(3.0,6.0),CVF_RELATIVE)
		Goto Pain
	Death.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-2.0,-4.0),0,frandom(0.5,1.0),CVF_RELATIVE)
		Goto Death
	Death.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-3.0,-7.0),0,frandom(3.0,6.0),CVF_RELATIVE)
		Goto Death
	Death.Acid:
		TNT1 A 0 A_SpawnItemEx("CyberdemonGib")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_BossDeath
		Stop
	Crush:
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		XBIG EEEEE 1 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
		XBIG E -1
		Stop	
	Death.Crow:
		TNT1 A 0 A_NoBlocking
		TNT1 AAAAAA 0 A_SpawnItemEx("FlockOfCrows",random(45,-45),random(45,-45),random(25,0),0,0,0,0,0,128)
		Goto Super::Death
	Death:
		CYBR H 10
		CYBR I 10 A_Scream
		CYBR JKL 10
		CYBR M 10 A_NoBlocking
		CYBR NO 10
		CYBR P 30
		CYBR P 0 A_BossDeath
	Looplet:
		CYBR P 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
		CYBR P 1 CanRaise A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
		Loop
	CorpseBlastA:
		TNT1 A 0 A_SpawnItemEx("CyberdemonBlast")
		Stop
	CorpseBlastB:
		TNT1 A 0 A_SpawnItemEx("CyberdemonBlast")
		TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
		Goto Looplet	
	}
}

ACTOR CyberdemonBlast : BlastShared2
{
	States
	{
	Spawn:
		 TNT1 AA 0 A_Explode(600,486,0)
		 TNT1 A 0 A_PlaySound("Corpseblast/Hit")
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 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 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		 TNT1 AAAAAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		 Stop
	 }
}

ACTOR CyberdemonGib : GibShared2
{
	States
	{
	Spawn:
		CYBR G 1
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		TNT1 A 0 A_Gravity
		TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 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 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		TNT1 AAAAAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("FLOORCLIP", 1)
		XBIG ABCDE 5
		Wait
	}
}

ACTOR GuncastSpiderMastermind : SpiderMastermind Replaces SpiderMastermind
{
	DamageFactor Manuel, 1.2
	DamageFactor CloseCombat, 1.2
	DamageFactor Shoelaces, 1.2
	DamageFactor SuperCloseCombat, 1.2
	DamageFactor SuperShoelaces, 1.2
	DamageFactor Lightning, 1.2
	DamageFactor Ice, 0.5
	DropItem Diamond
	States
	{
	Pain.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-2.0,-4.0),0,frandom(0.5,1.0),CVF_RELATIVE)
		Goto Pain
	Pain.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-3.0,-7.0),0,frandom(3.0,6.0),CVF_RELATIVE)
		Goto Pain
	Death.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-2.0,-4.0),0,frandom(0.5,1.0),CVF_RELATIVE)
		Goto Death
	Death.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-3.0,-7.0),0,frandom(3.0,6.0),CVF_RELATIVE)
		Goto Death
	Death.Acid:
		TNT1 A 0 A_SpawnItemEx("SpiderMastermindGib")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_BossDeath
		Stop
	Crush:
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		XBIG EEEEE 1 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
		XBIG E -1
		Stop	
	Death.Crow:
		TNT1 A 0 A_NoBlocking
		TNT1 AAAAAA 0 A_SpawnItemEx("FlockOfCrows",random(45,-45),random(45,-45),random(25,0),0,0,0,0,0,128)
		Goto Death
	Death:
		SPID J 20 A_Scream
		SPID K 10 A_NoBlocking
		SPID LM 10
		SPID NOPQR 10
		SPID S 30
		SPID S 0 A_BossDeath   
		Looplet:
		SPID S 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
		SPID S 1 CanRaise A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
		Loop
	CorpseBlastA:
		TNT1 A 0 A_SpawnItemEx("SpiderMastermindBlast")
		Stop
	CorpseBlastB:
		TNT1 A 0 A_SpawnItemEx("SpiderMastermindBlast")
		TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
		Goto Looplet	
	}
}

ACTOR SpiderMastermindBlast : BlastShared2
{
	States
	{
	Spawn:
		 TNT1 AA 0 A_Explode(700,638,0)
		 TNT1 A 0 A_PlaySound("Corpseblast/Hit")
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 TNT1 AAA 0 A_CustomMissile ("XDeath1", 52, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath2", 52, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath3", 52, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath4", 52, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathGuts", 52, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAA 0 A_CustomMissile ("Instestin", 52, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 55, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 52, 0, random (0, 360), 2, random (50, 130))
		 Stop
	 }
}

ACTOR SpiderMastermindGib : GibShared2
{
	States
	{
	Spawn:
		SPID I 1
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		TNT1 A 0 A_Gravity
		TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 52, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath2", 52, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath3", 52, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath4", 52, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathGuts", 52, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAA 0 A_CustomMissile ("Instestin", 52, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 55, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 52, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("FLOORCLIP", 1)
		XBIG ABCDE 5
		Wait
	}
}

ACTOR GuncastArchvile: Archvile Replaces Archvile
{
	DamageFactor Fire3, 0.2
	DamageFactor Acid, 0.75
	DamageFactor Crow, 0.6
	DamageFactor Crow2, 0.6
	DamageFactor Manuel, 0.8
	DamageFactor Lightning, 0.8
	DamageFactor Flesh, 0.8
	DamageFactor Ice, 1.4
	DropItem Sapphire
	DropItem TomeSpawner, 4, 0
	States
	{
	Pain.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-6.0,-9.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto Pain
	Pain.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-10.0,-14.0),0,frandom(7.0,11.0),CVF_RELATIVE)
		Goto Pain
	Death.SuperCloseCombat:
		TNT1 A 0 A_ChangeVelocity(frandom(-6.0,-9.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto Death
	Death.SuperShoelaces:
		TNT1 A 0 A_ChangeVelocity(frandom(-10.0,-14.0),0,frandom(7.0,11.0),CVF_RELATIVE)
		Goto Death
	Death.Acid:
		TNT1 A 0 A_SpawnItemEx("ArchvileGib")
		TNT1 A 0 A_NoBlocking
		Stop
	Crush:
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		XBIG EEEEE 1 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
		XBIG E -1
		Stop	
	Death.Crow:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("FlockOfCrows",random(45,-45),random(45,-45),random(25,0),0,0,0,0,0,128)
		Goto Death
	Death:
		VILE Q 7
		VILE R 7 A_Scream
		VILE S 7 A_NoBlocking
		VILE TUVWXY 7
	Looplet:
		VILE Z 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
		VILE Z 1 A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
		Loop
	CorpseBlastA:
		TNT1 A 0 A_SpawnItemEx("ArchvileBlast")
		Stop
	CorpseBlastB:
		TNT1 A 0 A_SpawnItemEx("ArchvileBlast")
		TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
		Goto Looplet	
	}
}

ACTOR ArchvileBlast : BlastShared2
{
	States
	{
	Spawn:
		 TNT1 AA 0 A_Explode(300,128,0)
		 TNT1 A 0 A_PlaySound("Corpseblast/Hit")
		 TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 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 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		 TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		 Stop
	 }
}

ACTOR ArchvileGib : GibShared2
{
	States
	{
	Spawn:
		VILE Q 1
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		TNT1 A 0 A_Gravity
		TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		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 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
		TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("FLOORCLIP", 1)
		XBIG ABCDE 5
		Wait
	}
}