ACTOR BlastShared
{
	+NOINTERACTION
	-NOGRAVITY
	+FORCERADIUSDMG
	DamageType Flesh
}

ACTOR GibShared
{
	-NOGRAVITY
}

ACTOR GuncastHereticImp : HereticImp Replaces HereticImp
{
DropItem "Dosh1"
DropItem "Dosh1"
DropItem "Dosh1"
DropItem "Dosh1", 128
DropItem "Dosh1", 128
DropItem "Dosh5", 64
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("HereticImpGib")
 	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
	Crash:
    IMPX I 7 A_ImpExplode
    IMPX J 7 A_Scream
    IMPX K 7 A_NoBlocking
	Looplet1:
    IMPX L 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
    IMPX L 1 A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
    Loop
	XCrash:
    IMPX X 7
    IMPX Y 7 A_NoBlocking
	Looplet2:
    IMPX L 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastC")
    IMPX Z 1 A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
    Loop
	CorpseBlastA:
	TNT1 A 0 A_SpawnItemEx("ImpBlast")
	Stop
	CorpseBlastB:
	TNT1 A 0 A_SpawnItemEx("ImpBlast")
	TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
	Goto Looplet1
	CorpseBlastC:
	TNT1 A 0 A_SpawnItemEx("ImpBlast")
	TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
	Goto Looplet2
	}
}	

ACTOR ImpBlast : BlastShared
{
	States
	{
	Spawn:
		 TNT1 AA 0 A_Explode(120,128,0)
		 TNT1 A 0 A_PlaySound("Corpseblast/Hit")
		 TNT1 A 0 A_CustomMissile ("XDeath1", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath2", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath3", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("Instestin", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_CustomMissile ("SuperGoreSpawner", 6, 0, random (0, 360), 2, random (50, 130))
		 Stop
	 }
}

ACTOR HereticImpGib : GibShared
{
	+NOGRAVITY
	States
	{
		Spawn:
		 IMPX G 1
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 8, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath2", 8, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath3", 8, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 8, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("Instestin", 8, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 8, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_CustomMissile ("SuperGoreSpawner", 8, 0, random (0, 360), 2, random (50, 130))
		IMPX S 5 A_Gravity
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("FLOORCLIP", 1)
		IMPX TU 5
		IMPX V 5
		IMPX WYZ 5
		Wait
	}
}

ACTOR GuncastHereticImpLeader : HereticImpLeader Replaces HereticImpLeader
{
DropItem "Dosh1"
DropItem "Dosh1"
DropItem "Dosh1"
DropItem "Dosh1", 128
DropItem "Dosh1", 128
DropItem "Dosh5", 64
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_NoBlocking
	TNT1 A 0 A_SpawnItemEx("HereticImpGib")
	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
	Crash:
    IMPX I 7 A_ImpExplode
    IMPX J 7 A_Scream
    IMPX K 7 A_NoBlocking
	Looplet1:
    IMPX L 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
    IMPX L 1 A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
    Loop
	XCrash:
    IMPX X 7
    IMPX Y 7 A_NoBlocking
	Looplet2:
    IMPX L 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastC")
    IMPX Z 1 A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
    Loop
	CorpseBlastA:
	TNT1 A 0 A_SpawnItemEx("ImpBlast")
	Stop
	CorpseBlastB:
	TNT1 A 0 A_SpawnItemEx("ImpBlast")
	TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
	Goto Looplet1
	CorpseBlastC:
	TNT1 A 0 A_SpawnItemEx("ImpBlast")
	TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
	Goto Looplet2
	}
}	

ACTOR GuncastMummy : Mummy Replaces Mummy
{
	DropItem "Dosh1"
	DropItem "Dosh1"
	DropItem "Dosh10", 32
	DropItem "Dosh5", 128
	
	//DropItem LarchAmmo 84, 3
	DamageFactor Fire3, 1.25
	DamageFactor CloseCombat, 1.25
	DamageFactor Shoelaces, 1.25
	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,-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(-12.0,-17.0),0,frandom(10.0,12.0),CVF_RELATIVE)
	Goto Death
	Death.Acid:
    TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItemEx("HereticMummyGib")
	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_SpawnItemEx("FlockOfCrows",0,0,0,0,0,0,0,0,128)
	Goto Super::Death
	Death:
    MUMM I 5
    MUMM J 5 A_Scream
    MUMM K 5 A_SpawnItemEx("MummySoul", 0, 0, 10, 0, 0, 1)
    MUMM L 5
    MUMM M 5 A_NoBlocking
    MUMM NO 5
	Looplet:
    MUMM P 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
    MUMM P 1 A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
    Loop
	CorpseBlastA:
	TNT1 A 0 A_SpawnItemEx("MummyBlast")
	Stop
	CorpseBlastB:
	TNT1 A 0 A_SpawnItemEx("MummyBlast")
	TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
	Goto Looplet
	}
}

ACTOR MummyBlast : BlastShared
{
	States
	{
	Spawn:
		 TNT1 AA 0 A_Explode(150,168,0)
		 TNT1 A 0 A_PlaySound("Corpseblast/Hit")
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath2", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath3", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("Instestin", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_CustomMissile ("SuperGoreSpawner", 6, 0, random (0, 360), 2, random (50, 130))
		 Stop
	 }
}

ACTOR HereticMummyGib : GibShared
{
	States
	{
		Spawn:
		MUMM H 1
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		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 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Gravity
		MUMM J 5 A_Scream
		MUMM K 5 A_SpawnItemEx("MummySoul", 0,0,10,0,0,1)
		MUMM L 5
		MUMM M 5 A_NoBlocking
		MUMM NO 5
		TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
		MUMM P -1
		Stop
	}
}

ACTOR GuncastMummyLeader : MummyLeader Replaces MummyLeader
{
	DropItem "Dosh1"
	DropItem "Dosh1"
	DropItem "Dosh10", 64
	DropItem "Dosh5", 128
	
	//DropItem LarchAmmo 84, 3
	DamageFactor Fire3, 1.25
	DamageFactor CloseCombat, 1.25
	DamageFactor Shoelaces, 1.25
	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(-12.0,-17.0),0,frandom(10.0,12.0),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(-12.0,-17.0),0,frandom(10.0,12.0),CVF_RELATIVE)
	Goto Death
	Death.Acid:
    TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItemEx("HereticMummyGib")
	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_SpawnItemEx("FlockOfCrows",0,0,0,0,0,0,0,0,128)
	Goto Super::Death
    Death:
    MUMM I 5
    MUMM J 5 A_Scream
    MUMM K 5 A_SpawnItemEx("MummySoul", 0, 0, 10, 0, 0, 1)
    MUMM L 5
    MUMM M 5 A_NoBlocking
    MUMM NO 5
    Looplet:
    MUMM P 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
    MUMM P 1 A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
    Loop
    CorpseBlastA:
	TNT1 A 0 A_SpawnItemEx("MummyBlast")
	Stop
    CorpseBlastB:
	TNT1 A 0 A_SpawnItemEx("MummyBlast")
	TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
	Goto Looplet
	}
}

ACTOR GuncastMummyLeaderGhost : MummyLeaderGhost replaces MummyLeaderGhost
{
	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(-12.0,-17.0),0,frandom(10.0,12.0),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(-12.0,-17.0),0,frandom(10.0,12.0),CVF_RELATIVE)
	Goto Death
	}
}


ACTOR GuncastBeast : Beast Replaces Beast
{
	DropItem "Dosh5"
	DropItem "Dosh10", 128
	DropItem "Dosh25", 64
	//DropItem "StruckerAmmo", 84, 4
	DamageFactor Fire3, 0.25
	DamageFactor Ice, 1.25
	States
	{
	Pain.SuperCloseCombat:
	TNT1 A 0 A_ChangeVelocity(frandom(-5.0,-10.0),0,frandom(1.0,3.0),CVF_RELATIVE)
	Goto Pain
	Pain.SuperShoelaces:
	TNT1 A 0 A_ChangeVelocity(frandom(-10.0,-15.0),0,frandom(7.0,10.0),CVF_RELATIVE)
	Goto Pain
	Death.SuperCloseCombat:
	TNT1 A 0 A_ChangeVelocity(frandom(-5.0,-10.0),0,frandom(1.0,3.0),CVF_RELATIVE)
	Goto XDeath
	Death.SuperShoelaces:
	TNT1 A 0 A_ChangeVelocity(frandom(-10.0,-15.0),0,frandom(7.0,10.0),CVF_RELATIVE)
	Goto XDeath
	Death.Acid:	
    TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItemEx("HereticBeastGib")
	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_SpawnItemEx("FlockOfCrows",0,0,0,0,0,0,0,0,128)
	Goto Super::Death
  Death:
    BEAS R 6
    BEAS S 6 A_Scream
    BEAS TUV 6
    BEAS W 6 A_NoBlocking
    BEAS XY 6
  Looplet1:
    BEAS Z 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
    BEAS Z 1 A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
    Loop
  XDeath:
    BEAS J 5
    BEAS K 6 A_Scream
    BEAS L 5
    BEAS M 6
    BEAS N 5
    BEAS O 6 A_NoBlocking
    BEAS P 5
	TNT1 A 0 A_ChangeFlag("Corpse",1)
  Looplet2:
    BEAS Q 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastC")
    BEAS Q 1 A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
    Loop
  CorpseBlastA:
	TNT1 A 0 A_SpawnItemEx("BeastBlast")
	Stop
  CorpseBlastB:
	TNT1 A 0 A_SpawnItemEx("BeastBlast")
	TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
	Goto Looplet1
  CorpseBlastC:
	TNT1 A 0 A_SpawnItemEx("BeastBlast")
	TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
	Goto Looplet2
	}
}

ACTOR BeastBlast : BlastShared
{
	States
	{
	Spawn:
		 TNT1 AA 0 A_Explode(200,192,0)
		 TNT1 A 0 A_PlaySound("Corpseblast/Hit")
		 TNT1 AAA 0 A_CustomMissile ("XDeath1", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath2", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath3", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath4", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 6, 0, random (0, 360), 2, random (-5, 5))
		 TNT1 AAAAAAA 0 A_CustomMissile ("Instestin", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 6, 0, random (0, 360), 2, random (50, 130))
		 Stop
	 }
}


ACTOR HereticBeastGib : GibShared
{
	States
	{
		Spawn:
	     BEAS G 1
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		 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_Gravity
		XBIG B 5 A_XScream
		XBIG C 5 A_BossDeath 
		XBIG D 5 A_NoBlocking
		XBIG E 5
		TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
		XBIG E -1
		Stop
	}
}



ACTOR GuncastChicken : Chicken Replaces Chicken
{
	DropItem "Diamond", 2 //Yes, that's right. There is a rough chance that you'll get a diamond from a chicken. Cool, ain't it?
	States
	{
	Pain.SuperCloseCombat:
	TNT1 A 0 A_ChangeVelocity(frandom(-15.0,-20.0),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(-15.0,-20.0),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_NoBlocking
	TNT1 A 0 A_SpawnItemEx("HereticChickenGib")
	Stop
	Death:
	CHKN E 6 A_Scream
	CHKN F 6 A_Feathers
	CHKN G 6
	CHKN H 6 A_NoBlocking
	CHKN IJK 6
	Looplet:
	CHKN L 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
	CHKN L 1 A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
	Loop
	CorpseBlastA:
	TNT1 A 0 A_SpawnItemEx("ChickenBlast")
	Stop
	CorpseBlastB:
	TNT1 A 0 A_SpawnItemEx("ChickenBlast")
	TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
	Goto Looplet
	}
}

ACTOR ChickenBlast : BlastShared
{
	States
	{
	Spawn:
		 TNT1 AA 0 A_Explode(50,92,0)
		 TNT1 A 0 A_PlaySound("Corpseblast/Hit")
		 TNT1 AAAA 0 A_CustomMissile ("XDeath1", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Feather", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 bright A_CustomMissile ("SuperGoreSpawner", 6, 0, random (0, 360), 2, random (50, 130))
		 Stop
	 }
}

ACTOR HereticChickenGib : GibShared
{
	States
	{
		Spawn:
		CHKN E 1
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Feather", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Gravity
		CHKN F 6 
		CHKN G 6
		CHKN H 6 A_NoBlocking
		CHKN IJK 6
		TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
		CHKN L -1
		Stop
	}
}

ACTOR GuncastKnight: Knight Replaces Knight
{
	DropItem "Dosh35", 192
	DropItem "Dosh25", 128
	DropItem "Dosh10"
	//DropItem "StruckerAmmo", 84, 4
	DamageFactor Acid, 1.5
	DamageFactor Crow, 0.2
	DamageFactor Crow2, 0.2
	DamageFactor Manuel, 0.66
	DamageFactor CloseCombat, 0.8
	DamageFactor Shoelaces, 0.8
	+NOBLOOD
	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(-11.0,-15.0),0,frandom(8.0,10.0),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(-11.0,-15.0),0,frandom(8.0,10.0),CVF_RELATIVE)
	Goto Death
	}
}

ACTOR GuncastKnightGhost : KnightGhost replaces KnightGhost
{
	//DamageFactor Acid, 1.5
	DamageFactor Crow, 0.2
	DamageFactor Crow2, 0.2
	DamageFactor Manuel, 0.66
	DamageFactor CloseCombat, 0.8
	DamageFactor Shoelaces, 0.8
	+NOBLOOD
	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(-11.0,-15.0),0,frandom(8.0,10.0),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(-11.0,-15.0),0,frandom(8.0,10.0),CVF_RELATIVE)
	Goto Death
	}
}


ACTOR GuncastSnake : Snake Replaces Snake
{
	DropItem "Amber", 128
	DropItem "Ruby", 32
	DropItem "Dosh35"
	DamageFactor Ice, 1.33
	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(-10.0,-14.0),0,frandom(7.0,9.0),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(-10.0,-14.0),0,frandom(7.0,9.0),CVF_RELATIVE)
	Goto Death
	Death.Acid:
    TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItemEx("HereticSnakeGib")
	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_SpawnItemEx("FlockOfCrows",0,0,0,0,0,0,0,0,128)
	Goto Super::Death
	Death:
	SNKE G 5
	SNKE H 5 A_Scream
	SNKE IJKL 5
	SNKE M 5 A_NoBlocking
	SNKE NO 5
	Looplet:
	SNKE P 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
	SNKE P 1 A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
	Loop
  CorpseBlastA:
	TNT1 A 0 A_SpawnItemEx("SnakeBlast")
	Stop
  CorpseBlastB:
	TNT1 A 0 A_SpawnItemEx("SnakeBlast")
	TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
	Goto Looplet
	}
}

ACTOR SnakeBlast : BlastShared
{
	States
	{
	Spawn:
		 TNT1 AA 0 A_Explode(180,192,0)
		 TNT1 A 0 A_PlaySound("Corpseblast/Hit")
		 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 A 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 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		 Stop
	 }
}

ACTOR HereticSnakeGib : GibShared
{
	//DropItem "TuskAmmo", 54, 3
	States
	{
		Spawn:
		SNKE E 1
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		 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 A 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 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Gravity
		SNKE H 5 A_Scream
		SNKE IJKL 5
		SNKE M 5 A_NoBlocking
		SNKE NO 5
		TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
		SNKE P -1
		Stop
		Death.Crow:
		TNT1 A 0 A_SpawnItemEx("FlockOfCrows",0,0,0,0,0,0,0,0,128)
		Goto Super::Death
	}
}


ACTOR GuncastClink : Clink Replaces Clink
{
	DropItem "Dosh1"
	DropItem "Dosh1"
	DropItem "Dosh1"
	DropItem "Dosh1", 128
	DropItem "Dosh1", 128
	DropItem "Dosh5", 128
	DropItem "Dosh10", 64
	//DropItem "CauterizerAmmo", 54, 1
	DamageFactor Normal, 0.75
	DamageFactor CloseCombat, 0.75
	DamageFactor Shoelaces, 0.75
	DamageFactor SuperCloseCombat, 0.75 //Not that it's gonna help them at all, but left it here for the sake of it.
	DamageFactor SuperShoelaces, 0.75
	States
	{
	Pain.SuperCloseCombat:
	TNT1 A 0 A_ChangeVelocity(frandom(-12.0,-17.0),0,frandom(1.0,3.0),CVF_RELATIVE)
	Goto Pain
	Pain.SuperShoelaces:
	TNT1 A 0 A_ChangeVelocity(frandom(-12.0,-17.0),0,frandom(10.0,12.0),CVF_RELATIVE)
	Goto Pain
	Death.SuperCloseCombat:
	TNT1 A 0 A_ChangeVelocity(frandom(-12.0,-17.0),0,frandom(1.0,3.0),CVF_RELATIVE)
	Goto Death
	Death.SuperShoelaces:
	TNT1 A 0 A_ChangeVelocity(frandom(-12.0,-17.0),0,frandom(10.0,12.0),CVF_RELATIVE)
	Goto Death
	Death.Acid:
    TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItemEx("HereticClinkGib")
	Stop
	Death.Crow:
	TNT1 A 0 A_SpawnItemEx("FlockOfCrows",0,0,0,0,0,0,0,0,128)
	Goto Super::Death
	Death:
    CLNK IJ 6
    CLNK K 5 A_Scream
    CLNK L 5 A_NoBlocking
    CLNK MN 5
	Looplet:
    CLNK O 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
    CLNK O 1 A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
    Loop
  CorpseBlastA:
	TNT1 A 0 A_SpawnItemEx("ClinkBlast")
	Stop
  CorpseBlastB:
	TNT1 A 0 A_SpawnItemEx("ClinkBlast")
	TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
	Goto Looplet
	}
}

ACTOR ClinkBlast : BlastShared
{
	States
	{
	Spawn:
		 TNT1 AA 0 A_Explode(150,164,0)
		 TNT1 A 0 A_PlaySound("Corpseblast/Hit")
		 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 HereticClinkGib : GibShared
{
	States
	{
		Spawn:
		CLNK H 1
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath2", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath3", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 6, 0, random (0, 360), 2, random (-5, 5))
		 TNT1 AAAA 0 A_CustomMissile ("Instestin", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 6, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 6, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Gravity
		XMED B 5 A_XScream
		XMED C 5
		XMED D 5 A_NoBlocking
		XMED E 5
		TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
		XMED E -1
		Stop
	}
}

ACTOR GuncastWazard : Wizard Replaces Wizard
{
	DropItem "Amber", 192
	DropItem "Ruby", 64
	DropItem "TomeSpawner", 2, 0
	//DropItem "PacifierAmmo", 84, 20
	DropItem "TomeOfPowah", 4, 0
	DamageFactor Lightning, 0.25
	DamageFactor Fire3, 0.6
	DamageFactor Acid, 0.7
	DamageFactor Manuel, 1.1
	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(-14.0,-18.0),0,frandom(10.0,12.0),CVF_RELATIVE)
	Goto Pain
	Death.SuperCloseCombat:
	TNT1 A 0 A_ChangeVelocity(frandom(-9.0,-11.0),0,frandom(0.5,1.0),CVF_RELATIVE)
	Goto Death
	Death.SuperShoelaces:
	TNT1 A 0 A_ChangeVelocity(frandom(-14.0,-18.0),0,frandom(10.0,12.0),CVF_RELATIVE)
	Goto Death
	}
}

ACTOR GuncastIronlich : Ironlich Replaces Ironlich
{
	DropItem "Emerald"
	DropItem "Sapphire", 128
	DropItem "ArtiEgg", 51, 0
	//DropItem "PacifierAmmo", 84, 20
	DamageFactor Lightning, 1.33
	DamageFactor Acid, 2.0 //Yes that's right - Gumpop rapes Ironlich. Hell, if I could, I'd just make an death anim of him - melting.
	DamageFactor Normal, 0.5
	DamageFactor Fire3, 0.35
	DamageFactor Ice, 0.25
	DamageFactor CloseCombat, 0.75
	DamageFactor Shoelaces, 0.75
	DamageFactor SuperCloseCombat, 0.75
	DamageFactor SuperShoelaces, 0.75
	DamageFactor Crow, 0.0
	DamageFactor Crow2, 0.0
	DamageFactor Manuel, 0.5
	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(-4.0,-8.0),0,frandom(3.0,5.0),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(-4.0,-8.0),0,frandom(3.0,5.0),CVF_RELATIVE)
	Goto Death
	}
}

ACTOR HeadFX3-2 : HeadFX3 replaces HeadFX3
{
	DamageType Fire2
}

ACTOR GuncastMinotaur : Minotaur Replaces Minotaur
{
	DropItem "Diamond"
	//DropItem "ArtiSuperHealth", 51
	//DropItem "TuskAmmo", 84, 3
	DamageFactor Fire3, 0.85
	DamageFactor Ice, 0.65
	DamageFactor Crow, 0.65
	DamageFactor Crow2, 0.65
	DamageFactor Manuel, 0.9
	DamageFactor SuperCloseCombat, 0.5
	DamageFactor SuperShoelaces, 0.5
	Scale 1.1
	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(-4.0,-8.0),0,frandom(3.0,5.0),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(-4.0,-8.0),0,frandom(3.0,5.0),CVF_RELATIVE)
	Goto Death
	Death.Acid:
    TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_BossDeath
	TNT1 A 0 A_SpawnItemEx("HereticMinotaurGib")
	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_SpawnItemEx("FlockOfCrows",0,0,0,0,0,0,0,0,128)
	Goto Super::Death
  Death:
    MNTR F 6 A_MinotaurDeath
    MNTR G 5
    MNTR H 6 A_Scream
    MNTR I 5
    MNTR J 6
    MNTR K 5
    MNTR L 6
    MNTR M 5 A_NoBlocking
    MNTR N 6
    MNTR O 5
    MNTR P 6
    MNTR Q 5
    MNTR R 6
    MNTR S 5
    MNTR T 0 A_BossDeath
  Looplet:
    MNTR T 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
    MNTR T 1 A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
    Loop
  CorpseBlastA:
	TNT1 A 0 A_SpawnItemEx("MinotaurBlast")
	Stop
  CorpseBlastB:
	TNT1 A 0 A_SpawnItemEx("MinotaurBlast")
	TNT1 A 0 A_TakeInventory("CorpseTrigger2",1)
	Goto Looplet
	}
}

ACTOR MinotaurBlast : BlastShared
{
	States
	{
	Spawn:
		 TNT1 AA 0 A_Explode(400,486,0)
		 TNT1 A 0 A_PlaySound("Corpseblast/Hit")
		 TNT1 AAA 0 A_CustomMissile ("XDeath1", 8, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath2", 8, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath3", 8, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath4", 8, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathGuts", 8, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAA 0 A_CustomMissile ("Instestin", 8, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 8, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 8, 0, random (0, 360), 2, random (50, 130))
		 Stop
	 }
}


ACTOR HereticMinotaurGib : GibShared
{
	Scale 1.1
	States
	{
		Spawn:
		MNTR E 1
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)		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_Gravity
		MNTR G 5
		MNTR H 6 A_Scream
		MNTR I 5
		MNTR J 6
		MNTR K 5
		MNTR L 6
		MNTR M 5 A_NoBlocking
		MNTR N 6
		MNTR O 5
		MNTR P 6
		MNTR Q 5
		MNTR R 6
		MNTR S 5
		TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160))
		MNTR T -1
		Stop
	}
}

ACTOR MinotaurFX1-2 : MinotaurFX1 replaces MinotaurFX1
{
  DamageType Fire2
}

ACTOR MinotaurFX2-2 : MinotaurFX2 replaces MinotaurFX2
{
  DamageType Fire2
}

ACTOR MinotaurFX3-2 : MinotaurFX3 replaces MinotaurFX3
{
  DamageType Fire2
}

ACTOR GuncastDsparilRider : Sorcerer1 Replaces Sorcerer1
{
	DamageFactor Fire3, 0.5
	DamageFactor Crow, 0.5
	DamageFactor Crow2, 0.5
	DamageFactor SuperCloseCombat, 0.5
	DamageFactor SuperShoelaces, 0.5
	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(-4.0,-8.0),0,frandom(3.0,5.0),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(-4.0,-8.0),0,frandom(3.0,5.0),CVF_RELATIVE)
	Goto Death
	}
}

ACTOR GuncastDsparil : Sorcerer2 Replaces Sorcerer2
{
	DamageFactor Lightning, 0.25
	DamageFactor Fire3, 0.66
	DamageFactor Crow, 0.5
	DamageFactor Crow2, 0.5
	DamageFactor Manuel, 1.1
	DamageFactor SuperCloseCombat, 0.5
	DamageFactor SuperShoelaces, 0.5
	States
	{
	Pain.SuperCloseCombat:
	TNT1 A 0 A_ChangeVelocity(frandom(-4.0,-6.0),0,frandom(1.0,3.0),CVF_RELATIVE)
	Goto Pain
	Pain.SuperShoelaces:
	TNT1 A 0 A_ChangeVelocity(frandom(-12.0,-16.0),0,frandom(6.0,8.0),CVF_RELATIVE)
	Goto Pain
	Death.SuperCloseCombat:
	TNT1 A 0 A_ChangeVelocity(frandom(-4.0,-6.0),0,frandom(1.0,3.0),CVF_RELATIVE)
	Goto Death
	Death.SuperShoelaces:
	TNT1 A 0 A_ChangeVelocity(frandom(-12.0,-16.0),0,frandom(6.0,8.0),CVF_RELATIVE)
	Goto Death
	}
}
