ACTOR Midas_Statue_DyingZombieman: Midas_Statue_Chaingunguy
{
	Radius 12
	Height 16
	States
	{
	Spawn:
		"####" "#" 1
		Goto Super::Cycle
	}
}

ACTOR Midas_Statue_BrutalizedZombieman: Midas_Statue_Chaingunguy
{
	Radius 16
	Height 50
	States
	{
	Spawn:
		"####" "#" 1
		Goto Super::Cycle
	}
}


ACTOR GC_DyingZombieman: DyingZombieman replaces DyingZombieman
{
	//Guaranteed Effects
	PainChance SuperCloseCombat, 256
	PainChance SuperShoelaces, 256
	PainChance SuperMidasCloseCombat, 256
	PainChance SuperMidasShoelaces, 256
	PainChance Acid, 256
	PainChance Meteorfist, 256
	
	//Chance Effects
	PainChance Lightning, 192
	PainChance LightningBlue, 24
	PainChance Manuel, 200
	PainChance Fire, 200
	
	var int User_DeathByFire;
	var int User_DeathByTiberium;
	var int User_DeathByBlueTiberium;
	var int User_LightningLock;

    States
    {
	Pain.Kick:
		TNT1 A 0 A_CustomMissile ("Teeth", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Blood", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("TeethNoBounce", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem("CrueltyBonus1health")
		TNT1 A 0 A_Pain
		TNT1 A 0 A_FaceTarget
		ZMAK ABA 4
		ZMAM A 20
		Goto See
	//Melee
	Pain.SuperCloseCombat:
	Pain.SuperMidasCloseCombat:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_ChangeVelocity(frandom(-10.0,-12.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		Goto See
	Pain.SuperShoelaces:
	Pain.SuperMidasShoelaces:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_ChangeVelocity(frandom(-15.0,-20.0),0,frandom(10.0,15.0),CVF_RELATIVE)
		Goto See
	Death.SuperCloseCombat:
		TNT1 A 0 A_FaceTarget
		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_FaceTarget
		TNT1 A 0 A_ChangeVelocity(frandom(-15.0,-20.0),0,frandom(10.0,15.0),CVF_RELATIVE)
		Goto XDeath
	Death.MidasCloseCombat:
	Death.MidasShoelaces:
		"####" "#" 0 A_FaceTarget
		"####" "#" 0 A_NoBlocking
		"####" "#" 0 A_Pain
		"####" "#" 0 A_PlaySound("Midas/Touched")
		"####" "#" 0 A_SpawnItemEx("Midas_Statue_DyingZombieman",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_TRANSFERSPRITEFRAME)//|SXF_SETMASTER)
		TNT1 A 5
		Stop
	Death.SuperMidasCloseCombat:
		"####" "#" 0 A_FaceTarget
		"####" "#" 0 A_NoBlocking
		"####" "#" 0 A_Pain
		"####" "#" 0 A_PlaySound("Midas/Touched")
		"####" "#" 0 A_SpawnItemEx("Midas_Statue_DyingZombieman",0,0,0,frandom(-10.0,-12.0),0,frandom(1.0,3.0),0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_TRANSFERSPRITEFRAME)
		TNT1 A 10 A_KillChildren
		Stop
	Death.SuperMidasShoelaces:
		"####" "#" 0 A_FaceTarget
		"####" "#" 0 A_NoBlocking
		"####" "#" 0 A_Pain
		"####" "#" 0 A_PlaySound("Midas/Touched")
		"####" "#" 0 A_SpawnItemEx("Midas_Statue_DyingZombieman",0,0,0,frandom(-15.0,-20.0),0,frandom(10.0,15.0),0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_TRANSFERSPRITEFRAME)
		TNT1 A 10 A_KillChildren
		Stop
	//Gumpop
	Pain.Acid:
		"####" "#" 0 A_JumpIfInventory("PowerGumpopDamage",1,2)
		"####" "#" 0 A_SpawnItemEx("GumpopIndicator",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_SETTARGET|SXF_ORIGINATOR|SXF_TRANSFERSPRITEFRAME)
		"####" "#" 0 A_SpawnItemEx("GumpopGlow",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_SETTARGET|SXF_ORIGINATOR)
		"####" "#" 0 A_Jump(256,"See")
		Goto See
	Death.Acid:
		"####" "#" 1 A_ChangeFlag("SOLID",0)
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		"####" "#" 0 A_Jump(256,"XDeath")
		Goto XDeath
	Death.Plasma: 
	Death.Plasma2:
	Death.Lightning:
	Death.LightningBlue:
	Death.SuperPlasma:
		TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		//XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop		 
	//Dreadful
	Death.Tiberium:
		"####" "#" 0 A_SetUserVar("User_DeathByTiberium", 1)
		"####" "#" 0 ACS_NamedExecuteAlways("Toxic Avenger")
		"####" "#" 0 A_SpawnItemEx("TiberiumDeath",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_SETTARGET|SXF_ORIGINATOR)
		"####" "#" 0 A_GiveInventory("TibDeathCounter")
		"####" "#" 0 A_GiveToChildren("TibDeathCounter")
		"####" "#" 0 A_Jump(256,"XDeath")
		Goto XDeath
	Death.BlueTiberium:
		"####" "#" 0 A_SetUserVar("User_DeathByBlueTiberium", 1)
		"####" "#" 0 ACS_NamedExecuteAlways("Blue Oyster Cult")
		"####" "#" 0 A_SpawnItemEx("BlueTiberiumDeath",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_SETTARGET|SXF_ORIGINATOR)
		"####" "#" 0 A_GiveInventory("BlueTibDeathCounter")
		"####" "#" 0 A_GiveToChildren("BlueTibDeathCounter")
		"####" "#" 0 A_Jump(256,"XDeath")
		Goto XDeath
	Death.SSG:
	XDeath:
		"####" "#" 1
		TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 A 0 A_SpawnItem ("CrushedRemains")
		TNT1 A 1
		TNT1 A 1 A_XScream
		TNT1 A 1 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop
	TibDeath:
		TNT1 A 1 A_GiveToChildren("TibDeathCounter")
		Stop
	BlueTibDeath:
		TNT1 A 1 A_GiveToChildren("BlueTibDeathCounter")
		Stop
	Death.Breath:
		"####" "#" 0 A_JumpIfInTargetInventory("Mana",0,2)
		"####" "#" 0 A_DropItem("MinorManaPod",-1,54)
		"####" "#" 0 ACS_NamedExecuteAlways("Extra Crispy")
		"####" "#" 0 //A_Scream
		"####" "#" 0 A_NoBlocking
		"####" "#" 0 A_SpawnItemEx("BreathSoulburst",0,0,0,0,0,0,0,SXF_TRANSFERSPRITEFRAME|SXF_TRANSFERPOINTERS)
	DeathBreathLoop:
		"####" "#" 0 A_SpawnItemEx("BreathDisintegration",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
		"####" "#" 0 A_JumpIf(ScaleX <= 0, "Null")
		"####" "#" 0 A_FadeOut(0.05)
		"####" "#" 1 A_SetScale(ScaleX - 0.03, ScaleY - 0.005)
		Loop
		
	//Ice
	GenericFreezeDeath:
		"####" "#" 5 A_GenericFreezeDeath
		"####" "#" 0 A_JumpIfInTargetInventory("Mana",0,2)
		"####" "#" 0 A_DropItem("MinorManaPod",-1,54)
		"----" A 0 A_JumpIfInventory("ChillgraspTrigger",1,2)
		"----" A 0 A_Jump(256,2)
		"----" A 0 A_SpawnItemEx("ChillgraspBlast",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)
		"----" A 1 A_FreezeDeathChunks
		Wait
	}
}

ACTOR GC_BrutalizedZombieMan1: BrutalizedZombieMan1 replaces BrutalizedZombieMan1
{
	//PAAAAAIN
	PainChance 170

	//Guaranteed Effects
	PainChance SuperCloseCombat, 256
	PainChance SuperShoelaces, 256
	PainChance SuperMidasCloseCombat, 256
	PainChance SuperMidasShoelaces, 256
	PainChance Acid, 256
	PainChance Meteorfist, 256
	
	//Chance Effects
	PainChance Lightning, 192
	PainChance LightningBlue, 24
	PainChance Manuel, 170
	PainChance Fire, 170
	
	var int User_DeathByFire;
	var int User_DeathByTiberium;
	var int User_DeathByBlueTiberium;
	var int User_LightningLock;

	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Recoil(2)
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	Pain:
		ZZD1 A 30
		Goto DieNow
		
    DieNow:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedZombieManStop")
		Stop
	Pain.SuperCloseCombat:
	Pain.SuperMidasCloseCombat:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_ChangeVelocity(frandom(-10.0,-12.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		TNT1 A 0 A_Jump(256,"Pain")
		Goto Pain
	Pain.SuperShoelaces:
	Pain.SuperMidasShoelaces:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_ChangeVelocity(frandom(-15.0,-20.0),0,frandom(10.0,15.0),CVF_RELATIVE)
		TNT1 A 0 A_Jump(256,"Pain")
		Goto Pain
	Death.SuperCloseCombat:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_ChangeVelocity(frandom(-10.0,-12.0),0,frandom(1.0,3.0),CVF_RELATIVE)
		TNT1 A 0 A_Jump(256,"Death.SSG")
		Goto Death.SSG
	Death.SuperShoelaces:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_ChangeVelocity(frandom(-15.0,-20.0),0,frandom(10.0,15.0),CVF_RELATIVE)
		TNT1 A 0 A_Jump(256,"Death.SSG")
		Goto Death.SSG
	Death.MidasCloseCombat:
	Death.MidasShoelaces:
		"####" "#" 0 A_FaceTarget
		"####" "#" 0 A_NoBlocking
		"####" "#" 0 A_Pain
		"####" "#" 0 A_PlaySound("Midas/Touched")
		"####" "#" 0 A_SpawnItemEx("Midas_Statue_BrutalizedZombieman",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_TRANSFERSPRITEFRAME)//|SXF_SETMASTER)
		"####" "#" 5
		Stop
	Death.SuperMidasCloseCombat:
		"####" "#" 0 A_FaceTarget
		"####" "#" 0 A_NoBlocking
		"####" "#" 0 A_Pain
		"####" "#" 0 A_PlaySound("Midas/Touched")
		"####" "#" 0 A_SpawnItemEx("Midas_Statue_BrutalizedZombieman",0,0,0,frandom(-10.0,-12.0),0,frandom(1.0,3.0),0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_TRANSFERSPRITEFRAME)
		"####" "#" 10 A_KillChildren
		Stop
	Death.SuperMidasShoelaces:
		"####" "#" 0 A_FaceTarget
		"####" "#" 0 A_NoBlocking
		"####" "#" 0 A_Pain
		"####" "#" 0 A_PlaySound("Midas/Touched")
		"####" "#" 0 A_SpawnItemEx("Midas_Statue_BrutalizedZombieman",0,0,0,frandom(-15.0,-20.0),0,frandom(10.0,15.0),0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_TRANSFERSPRITEFRAME)
		"####" "#" 10 A_KillChildren
		Stop
	//Gumpop
	Pain.Acid:
		"####" "#" 0 A_JumpIfInventory("PowerGumpopDamage",1,2)
		"####" "#" 0 A_SpawnItemEx("GumpopIndicator",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_SETTARGET|SXF_ORIGINATOR|SXF_TRANSFERSPRITEFRAME)
		"####" "#" 0 A_SpawnItemEx("GumpopGlow",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_SETTARGET|SXF_ORIGINATOR)
		"####" "#" 0 A_Jump(200,"Pain")
		Goto Spawn
	Death.Acid:
		"####" "#" 1 A_ChangeFlag("SOLID",0)
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		Goto XDeath
	//Dreadful
	Death.Tiberium:
		TNT1 A 0 A_SetUserVar("User_DeathByTiberium", 1)
		TNT1 A 0 ACS_NamedExecuteAlways("Toxic Avenger")
		TNT1 A 0 A_SpawnItemEx("TiberiumDeath",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_SETTARGET|SXF_ORIGINATOR)
		TNT1 A 0 A_GiveInventory("TibDeathCounter")
		TNT1 A 0 A_GiveToChildren("TibDeathCounter")
		Goto XDeath
	Death.BlueTiberium:
		TNT1 A 0 A_SetUserVar("User_DeathByBlueTiberium", 1)
		TNT1 A 0 ACS_NamedExecuteAlways("Blue Oyster Cult")
		TNT1 A 0 A_SpawnItemEx("BlueTiberiumDeath",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_SETTARGET|SXF_ORIGINATOR)
		TNT1 A 0 A_GiveInventory("BlueTibDeathCounter")
		TNT1 A 0 A_GiveToChildren("BlueTibDeathCounter")
		Goto XDeath
	Death.Fatality:
	Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasZManShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop
	
	Death:
		"####" "#" 1
	    TNT1 A 0
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Recoil(4)
	    ZZD1 B 16
		TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedZombieMan2")
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop
	TibDeath:
		TNT1 A 1 A_GiveToChildren("TibDeathCounter")
		Stop
	BlueTibDeath:
		TNT1 A 1 A_GiveToChildren("BlueTibDeathCounter")
		Stop
		
	Death.SSG:
	XDeath:
		TNT1 A 0 A_XScream
  	    
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("ZombieXDeath", 0, 0, random (0, 360), 2, random (0, 160))
        Stop
}}

ACTOR GC_BrutalizedZombieMan2: GC_BrutalizedZombieMan1 replaces BrutalizedZombieMan2
{
	States
	{
	Spawn:
	Pain:
    ZZD1 B 30
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedZombieManStop2")
	Stop
	
	Death:
		"####" "#" 1
		TNT1 A 0 A_Recoil(2)
	TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
    TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0
		TNT1 A 0 A_Recoil(4)
	    ZZD1 C 16
		TNT1 A 0 A_SpawnItem ("BrutalizedZombieMan3")
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop
	}
}


ACTOR GC_BrutalizedZombieMan3: GC_BrutalizedZombieMan1 replaces BrutalizedZombieMan3
{
	States
	{
	Spawn:
	Pain:
    ZZD1 C 30
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedZombieManStop3")
	Stop
	
	Death:
		"####" "#" 1
		TNT1 A 0 A_Recoil(2)
		TNT1 A 0 A_SpawnItem("BloodSplasher2")
	    //TNT1 AAA 0 bright A_CustomMissile ("SuperGoreSpawner", 35, 0, random (0, 360), 2, random (30, 180))
		TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath3b", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath4", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2b", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("Brutal_LiquidBlood", 44, 0, random (0, 360), 2, random (0, 50))
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		ZZD1 EFG 6
		TNT1 A 0 A_SpawnItem("DeadZombiemanJustLegsAreLeft2")
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop
	}
}

ACTOR GC_DyingSergeant: GC_DyingZombieman replaces DyingSergeant
{
	Game Doom
	Radius 16
	Height 28
	Health 50
		PainSound "grunt/pain"
		PainChance 255
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 0.0
	damagefactor "Leg", 0.0
    damagefactor "Kick", 6.0	
		Mass 500
	+SHOOTABLE
	+FLOORCLIP
	+DONTSPLASH
	MONSTER
	+FRIENDLY
	-COUNTKILL
	+GHOST
	+THRUGHOST
	-SOLID
	States
	{		
	Pain.Kick:
		Stop
	Death.Kick:
		Stop
	See:
		Stop
	Death.fire:
	Death.Flames:
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("BurningZombie")
		Stop
	Death.Fatality:
	Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasSguyShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop		
	Spawn:
		TNT1 A 0
		SPO5 A 1 A_Chase
		TNT1 A 0 A_Pain
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_PlaySound ("BURNZOM")
		SPO5 AAAAA 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
		TNT1 A 0 A_Jump(16, "Death")
		Goto Suffer
	Suffer:
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        SPO5 BBBBB 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        SPO5 CCCCC 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_Jump(12, "LastStand")  
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 4, "GotoDeath")
		Loop
	GotoDeath:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		Goto Death	
	Death.Cut:
	Death.Cutless:
	Death:
	    SPO5 D 8
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItem ("DeadShotgunGuy_NoArm")
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop
    Death.Head:
	    TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode", 0, 30)
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		SZD4 AAAAA 2 A_CustomMissile ("Brutal_LiquidBlood", 25, 0, random (0, 360), 2, random (30, 110))
		SZD4 BBBBBBBBBBBBBBBBBBBBBBBBB 1 A_CustomMissile ("Brutal_LiquidBlood", 10, 0, random (0, 360), 2, random (30, 110))
        TNT1 A 0 A_SpawnItem("DeadShotgunguySZD4B")
		Stop
	
	Death.Decaptate:
		TNT1 A 0 A_SpawnItem("BloodSplasher2")
		TNT1 AAAAAAAA 0 A_CustomMissile ("SmallSuperGore", 32, 0, random (0, 360), 2, random (10, 170))
		TNT1 A 0 A_CustomMissile ("XDeathSergeantHead", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
        SZD4 AAAAA 2 A_CustomMissile ("Brutal_LiquidBlood", 25, 0, random (0, 360), 2, random (30, 110))
		SZD4 BBBBBBBBBBBBBBBBBBBBBBBBB 1 A_CustomMissile ("Brutal_LiquidBlood", 10, 0, random (0, 360), 2, random (30, 110))
        TNT1 A 0 A_SpawnItem("DeadShotgunguySZD4B")
		Stop
		 
    Xdeath:
    Death.SuperPunch:
	Death.Blast:
	Death.SSG:
	Death.Shotgun:
		TNT1 A 0 A_SpawnItem ("CrueltyBonus10Armor")
        //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 30, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
				TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
						TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_SpawnItem ("Brutal_Blood", 0 , 40)
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathSergeantHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        SZD1 EFGH 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD1H")
        Stop	
		
		LastStand:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Pain
		TNT1 A 0 A_CHangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_SpawnItem ("SergeantLastStand2")
		Stop

	}
}

ACTOR GC_DyingSergeantNoLeg: GC_DyingZombieMan replaces DyingSergeantNoLeg
{
    Radius 12
    Height 16
    Speed 9
	Health 50
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	+SHOOTABLE
	+DONTSPLASH
    +FLOORCLIP
	//+NOBLOCKMAP
    +LOOKALLAROUND
	+FRIGHTENED
	+FRIENDLY//
	+GHOST
	+THRUGHOST
	-SOLID
	damagefactor "Kick", 6.0
	damagefactor "trample", 2.0
	PainChance "Kick", 255
	damagefactor "Leg", 0.0
	damagefactor "Death.KickDowned", 100.0
    States
    {
	
	Pain.Kick:
	TNT1 A 0 A_CustomMissile ("Teeth", 30, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("Blood", 30, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("TeethNoBounce", 30, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItem("CrueltyBonus1health")
	TNT1 A 0 A_Pain
	TNT1 A 0 A_FaceTarget
	SMAK ABA 6
	SMAM A 15
	Goto See
	
			Death.Kick:
			Death.Extremepunches:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_GiveToTarget("IsCurbstompingSergeant", 1)
        Stop
		
			Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasSguyShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop
	
    Spawn:
	SMAM A 1 A_Look
	Loop
    See:
		SMAM ABAB 10 A_Wander
        SMAM A 9 A_Pain
		TNT1 A 0 A_SpawnItemEx("Brutal_FlyingBlood", 0, 0, 10, 0, 0)
	    TNT1 A 0 A_Jump(12, "LastStand")
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 4, "GotoDeath")
		Loop
		
	GotoDeath:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("FRIENDLY", 1)
	Goto Death
	
	Death:
		"####" "#" 1
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DeadShotgunGuy_NoLeg")
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop
    Crush:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        CRS2 A 5
        CRS2 A -1
        Stop
	
	
	Death.Plasma: 
	Death.Plasma2:
    Death.Lightning:
	Death.LightningBlue:
	Death.SuperPlasma:
		TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		//XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop		 
	
	Death.Fire:
	Death.Flames:
	Death.Burn:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	TNT1 A 0 A_SpawnItem ("DyingSergeantNoLegInFlames")
	Stop
	
	Death.Trample:	
	    TNT1 A 0 A_CustomMissile ("MuchBlood2", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", 10, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("StompedSergeant")
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		Stop
		
	LastStand:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Pain
		TNT1 A 0 A_CHangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_SpawnItem ("SergeantLastStand1")
		Stop	
	
	}
}

ACTOR GC_DyingSergeantLegBlewedOff: GC_DyingSergeantNoLeg replaces DyingSergeantLegBlewedOff
{
	Game Doom
	Radius 16
	Height 28
	Health 50
		PainSound "grunt/pain"
		PainChance 255
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 0.0
    damagefactor "Kick", 6.0	
		Mass 500
	-SOLID
	+SHOOTABLE
	+GHOST
	+THRUGHOST
	States
	{
				Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasSguyShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop
		
		
	Spawn:
    TNT1 A 0
	TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	TNT1 A 0 A_PlaySound ("BURNZOM")
	SPO3 CCCCC 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random(0, 180), 2, random (0, 35))
	TNT1 A 0 A_Jump(16, "Death")
	Goto Suffer
	
	Suffer:
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        SPO3 DDDDD 2 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random(0, 180), 2, random (0, 35))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        SPO3 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random(0, 180), 2, random (0, 35))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		TNT1 A 0 A_Jump(12, "LastStand")
		
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 4, "GotoDeath")
		Loop
		
	GotoDeath:
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("FRIENDLY", 1)
	
	TNT1 A 0
	Goto Death
		
	Death.Cut:
	Death.Cutless:
	Death:
	    SPO3 GH 6
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItem ("DeadShotgunGuy_NoLeg")
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop

    Death.Head:
    Death.Decaptate:
	    TNT1 A 0
        TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode", 0, 30)
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
        SPO3 IJ 6
        TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg", 1)
		Stop

Death.Shotgun:
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
         ID11 MN 15
         TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg")
		 Stop
		 
		 
	Death.Plasma: 
	Death.Plasma2:
    Death.Lightning:
	Death.LightningBlue:
	Death.SuperPlasma:
		TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop		 
		 
   Xdeath:
   Death.SuperPunch:
	Death.Blast:
	Death.SSG:
        //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
				TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
						TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathZombieManHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        SZD1 EFGH 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD1H")
        Stop		 

	}
}

ACTOR GC_BrutalizedSergeant1: GC_BrutalizedZombieman1 replaces BrutalizedSergeant1
{
	Game Doom
	Radius 16
	Height 50
	Health 20
		PainSound "grunt/pain"
		PainChance 255
		Mass 999999
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	+DONTSPLASH
	+GHOST
	+THRUGHOST
	Scale 1.0
	States
	{
				Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasSguyShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop
		
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Recoil(2)
	TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	Pain:
    SZD1 A 30
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedSergeantStop")
	Stop
	
	Death:
		"####" "#" 1
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Recoil(2)
	    SZD1 B 16
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedSergeant2")
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop
		
	Death.SSG:
	XDeath:
		TNT1 A 0 A_XScream
  	    
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("SargeXDeath", 0, 0, random (0, 360), 2, random (0, 160))
        Stop
	
	Death.Plasma: 
	Death.Plasma2:
	Death.Lightning:
	Death.LightningBlue:
	Death.SuperPlasma:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop
	}
}

ACTOR GC_BrutalizedSergeant2: GC_BrutalizedSergeant1 replaces BrutalizedSergeant2
{
	States
	{
	Spawn:
	Pain:
    SZD1 B 30
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedSergeantStop2")
	Stop
	
	Death:
		"####" "#" 1
		TNT1 A 0 A_Recoil(2)
		SZD1 C 12
	TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedSergeant3")
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop
}}

ACTOR GC_BrutalizedSergeant3: GC_BrutalizedSergeant1 replaces BrutalizedSergeant3
{
	States
	{
	Spawn:
	Pain:
    SZD1 C 25
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedSergeantStop3")
	Stop
	
	Death:
		"####" "#" 1
		TNT1 A 0 A_Recoil(2)
		TNT1 A 0 A_SpawnItem("BloodSplasher2")
	    TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath3b", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath4", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2b", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("Brutal_LiquidBlood", 44, 0, random (0, 360), 2, random (0, 50))
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		SZD1 EFGH 6
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD1H")
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop
}}	   
	   
ACTOR GC_StompedSergeant: GC_CurbstompedMarine replaces StompedSergeant
{
	Health 200 
	States
	{
	Spawn:
        02CB F 0 NoDelay A_SetInvulnerable
        Goto TrueSpawn
	Death:
		"####" "#" 1
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		//TNT1 A 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 AA 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		//TNT1 A 0 A_CustomMissile ("XDeath5", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath2b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath3b", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_SpawnItem("MeatDeathSmall", 0, 10)
		TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathHalfShotgunguyNoArmNoHead", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAA 0 A_CustomMissile ("Instestin", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathSargeLeg2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("GibSargeBoot", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop
	}
}

ACTOR GC_DyingZombiemanNoArm: GC_DyingSergeant replaces DyingZombiemanNoArm
{
+FLOORCLIP
+DONTSPLASH
	States
	{
		Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasZmanShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop
	
	    Death.fire:
	Death.Flames:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("BurningZombie")
      Stop
	
	Spawn:
    ZZD1 A 1 A_Chase
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	TNT1 A 0 A_PlaySound ("BURNZOM")
	ZZD1 IIIIAAAAA 2 A_CustomMissile ("Brutal_LiquidBlood", 40, 0, 90, 2, random (0, 45))
	ZZD1 A 1 A_Chase
	Goto Suffer
	Suffer:
	    TNT1 A 0
	    
        
		        
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		TNT1 A 0 A_FaceTarget
		
		ZZD2 AAAAAAAA 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, 90, 2, random (0, 45))
		
		ZZD2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_FaceTarget
		ZZD2 BBBBB 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		
		TNT1 A 0 A_Jump(128, "Death")
		
		  
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_FaceTarget
		ZZD2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_FaceTarget
		ZZD2 BBBBB 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		       
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_FaceTarget
		ZZD2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_FaceTarget
		ZZD2 BBBBB 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		  
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_FaceTarget
		ZZD2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_FaceTarget
		ZZD2 BBBBB 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		
        TNT1 A 0 A_Jump(32, "LastStand")		    
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_FaceTarget
		ZZD2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_FaceTarget
		ZZD2 BBBBB 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		  
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_FaceTarget
		ZZD2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_FaceTarget
		ZZD2 BBBBB 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		
		TNT1 A 0 A_Jump(32, "LastStand")


		Goto Death
		
	Death.Cut:
	Death.Cutless:
	Death:
	    TNT1 A 0 A_FaceTarget
	    ZZD2 CCCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 15, 0, 90, 2, random (0, 45))
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_FaceTarget
		ZZD3 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 2 A_CustomMissile ("Brutal_LiquidBlood2", 1, 0, 90, 2, random (10, 45))
		TNT1 A 0 A_SpawnItem ("DeadZombieman_NoArmFront")
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop

    Death.Head:
        TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode", 0, 30)
		TNT1 A 0 A_XScream
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
        ZZD3 GGGG 2 A_CustomMissile ("Brutal_LiquidBlood", 35, 0, random (0, 360), 2, random (0, 90))
		ZZD3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_CustomMissile ("Brutal_LiquidBlood", 10, 0, random (0, 360), 2, random (0, 90))
        TNT1 A 0 A_SpawnItem("DeadZombieman_NoHeadNoArm")
Stop


    Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItem("BloodSplasher2")
		TNT1 A 0 A_CustomMissile ("XDeathZombiemanHead", 35, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
        ZZD3 GGGG 2 A_CustomMissile ("Brutal_LiquidBlood", 35, 0, random (0, 360), 2, random (0, 90))
		ZZD3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_CustomMissile ("Brutal_LiquidBlood", 10, 0, random (0, 360), 2, random (0, 90))
        TNT1 A 0 A_SpawnItem("DeadZombieman_NoHeadNoArm")
Stop

	Death.Plasma: 
	Death.Plasma2:
	Death.Lightning:
	Death.LightningBlue:
	Death.SuperPlasma:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop

Death.Kick:
Death.Extremepunches:
Death.Melee:
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
         ID11 EF 15
         TNT1 A 0 A_SpawnItem ("DeadZombieman_NoArm")
		 Stop
		 
		 Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
		
        TNT1 A 0 A_GiveToTarget("HasZmanShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop
		 
		 
   Xdeath:
   Death.SuperPunch:
	Death.Blast:
	Death.SSG:
	Death.Shotgun:
        TNT1 A 0 A_XScream
		TNT1 A 0 A_PlaySound ("misc/xdeath4")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 30, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAA 0 A_CustomMissile ("XDeath3", 42, 0, random (170, 190), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath2", 42, 0, random (170, 190), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath4", 42, 0, random (170, 190), 2, random (10, 60))
        TNT1 A 0 A_CustomMissile ("ZombieXDeath", 2, 0, random (0, 360), 2, random (0, 160))
        Stop	

LastStand:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Pain
		TNT1 A 0 A_CHangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_SpawnItem ("ZombiemanLastStand2")
		Stop
	}
}

ACTOR GC_ZombieManDyingAfterFatality: GC_DyingZombiemanNoArm replaces ZombieManDyingAfterFatality
{
//-IS//MONSTER
-CANPASS
-SOLID
	States
	{
	
	Death.cut:
	Death.saw:
        TNT1 A 0
        TNT1 AA 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
  	    TNT1 O 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("RipZombieMan", 0, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AAAA 0 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random (0, 360), 2, random (0, 40))
		POSX AABCDE 9 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random (0, 360), 2, random (0, 40))
        TNT1 A 0 A_SpawnItem ("DeadZombieman_Half")
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		POSX EEEEEEEEEEEEEEEEEEEEEE 1 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_SpawnItem("DeadZombiemanJustLegsAreLeft")
		Stop

		
	    Death.fire:
	Death.Flames:
	TNT1 AA 0 A_SpawnItem ("CrueltyBonus5Health")
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("BurningZombie")
      Stop
	
	Spawn:
    ZZD5 E 1
	TNT1 A 0 A_PlaySound ("BURNZOM")
		    TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	Goto Suffer
	Suffer:
	    TNT1 A 0
        
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)


        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
				TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
				TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
				TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		
				TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		
				TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZZD5 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random(0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		Goto Death

Death.Head:
	Death.Minorhead:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
	TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode", 0, 30)
		TNT1 A 0 A_XScream
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
        ZZD5 HHHHIIII 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random (0, 360), 2, random (0, 90))
        PP2X H 0 A_SpawnItem ("DeadZombieman_NoHeadFront")
Stop


Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItem("BloodSplasher2")
		TNT1 A 0 A_CustomMissile ("XDeathZombiemanHead", 35, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
        ZZD5 HHH 2 A_CustomMissile ("Brutal_LiquidBlood", 35, 0, random (0, 360), 2, random (0, 90))
		PP2X H 0 A_SpawnItem ("DeadZombieman_NoHeadFront")
Stop

Death.Shotgun:
Death.Kick:
Death.Extremepunches:
Death.Melee:
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
         ID11 EF 15
         TNT1 A 0 A_SpawnItem ("DeadZombieman1")
		 Stop
		 
		 Death.Fatality:
		Goto XDeath

	}
}


ACTOR GC_ZombiemanGotHisLegBlowed: GC_DyingZombiemanNoArm replaces ZombiemanGotHisLegBlowed
{
	States
	{

	Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySound ("BURNZOM")
    POS7 AAAAABBCC 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random (0, 360), 2, random (0, 45))
	TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	TNT1 A 0 A_Jump(16, "GotoDeath")
	
	
	Goto Suffer
	Suffer:
	    TNT1 A 0
	    
        
		        
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        POS7 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		
	    POS7 FFFFF 2 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		
		TNT1 A 0 A_Jump(12, "LastStand")
		TNT1 A 0 A_Jump(24, "LeaveCrawling")
		
	    TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 4, "GotoDeath")
		Loop

	GotoDeath:
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("FRIENDLY", 1)
	
	TNT1 A 0
	Goto Death
		
	Death.Cut:
	Death.Cutless:
	Death:
	    "####" "#" 1
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
	    TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg")
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop
	
	LEaveCrawling:
	TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
	TNT1 A 0 A_PlaySound ("grunt/death")
	TNT1 A 0 A_SpawnItem ("DyingZombieMan")
	Stop
	
	LastStand:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Pain
		TNT1 A 0 A_CHangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_SpawnItem ("ZombiemanLastStand1")
		Stop

    Death.Head:
        TNT1 A 0
		TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode", 0, 30)
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		POS7 GHI 6
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg", 1)
		Stop
		
	 Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AA 0 A_CustomMissile ("SmallBrainPiece", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathZombieManHead", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		POS7 GHI 6
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg", 1)
		Stop	
		
		Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasZmanShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop		

Death.Shotgun:
Death.Kick:
Death.Extremepunches:
Death.Melee:
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
         ID11 KL 15
         TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg")
		 Stop


	}
}

ACTOR GC_SergeantGotHisLegBlowed: GC_DyingZombiemanNoArm replaces SergeantGotHisLegblowed
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound ("BURNZOM")
		SPO3 D 1
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_Jump(160, "GotoDeath")
		Goto Suffer
	Suffer:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        SPO3 DDDDD 2 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	    SPO3 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_Jump(32, "LeaveCrawling")
		TNT1 A 0 A_Jump(16, "LastStand")
	    TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 12, "GotoDeath")
		Loop

	GotoDeath:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("FRIENDLY", 1)
		TNT1 A 0
		Goto Death
		
	Death.Cut:
	Death.Cutless:
	Death:
	    "####" "#" 1
		SPO3 GH 5
	    TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg")
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop
	
	LEaveCrawling:
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItem ("DyingSergeantNoLeg")
		Stop

    Death.Head:
        TNT1 A 0
		TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode", 0, 30)
		TNT1 A 0 A_Scream
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		SPO3 IJ 5
        TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg", 1)
		Stop	
    Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_CustomMissile ("XDeathSergeantHead", 32, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_Scream
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		SPO3 IJ 5
        TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg", 1)
		Stop		

	Death.Shotgun:
	Death.Kick:
	Death.Extremepunches:
	Death.Melee:
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
        ID11 GH 10
		TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg")
		Stop
		 
	Death.Fatality:
	Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasSguyShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop
		
	LastStand:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Pain
		TNT1 A 0 A_CHangeFlag("FRIENDLY", 0)
		TNT1 A 0 A_SpawnItem ("SergeantLastStand1")
		Stop

	XDeath:
		TNT1 A 0 A_XScream
  	    TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 42, 0, random (170, 190), 2, random (10, 60))
		TNT1 AAA 0 A_CustomMissile ("XDeath3", 42, 0, random (170, 190), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath2", 42, 0, random (170, 190), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath4", 42, 0, random (170, 190), 2, random (10, 60))
        TNT1 A 0 A_CustomMissile ("SargeXDeath", 0, 0, random (0, 360), 2, random (0, 160))
        Stop
	}
}

ACTOR GC_DyingImp: GC_DyingZombieman replaces DyingImp
{
	Game Doom
	Radius 16
	Height 28
	Health 50
	PainSound "imp/pain"
	DeathSound "imp/death"
	PainChance 255
	Mass 999999
	+SHOOTABLE
	-SOLID
	+THRUACTORS
	+FLOORCLIP
	damagefactor "Crush", 50.0
	Scale 1.0
	States
	{
	Pain.Kick:
		Stop
	Death.Kick:
		Stop
	See:
		Stop
	Spawn:
		TRO2 D 1
		//TNT1 A 0 A_Jump(160, "Death")
		Goto Suffer
	Suffer:
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 DDDDD 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 D 2

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 E 2 A_Pain
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 DDDDD 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 D 2

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 E 2 A_Pain
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 DDDDD 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 D 2

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 E 2 A_Pain
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 DDDDD 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 D 2

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 EEEEE 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        TRO2 E 2 A_Pain
		Goto Death
	Death:
	    TRO2 FG 8
		TNT1 A 1 A_SpawnItem ("DeadImp_NoStomach", 5)
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop

    Death.Head:
    Death.Decaptate:
    Death.MINORHead:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItem("ImpHeadExplode", 0, 30)
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        IMPC JJJJJJJJJJJJJJJJJJJ 2 A_CustomMissile ("Brutal_LiquidBlood", 32, 0, random (0, 360), 2, random (0, 45))
		IMPC KKKK 2 A_CustomMissile ("Brutal_LiquidBlood", 16, 0, random (0, 360), 2, random (0, 45))
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		IMPC LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 2 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem("DeadImp_NoStomachNoHead")
		Stop

    Death.Plasma: 
	Death.Plasma2:
	Death.Lightning:
	Death.LightningBlue:
	Death.SuperPlasma:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedImpArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedImpLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))

		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		XBRN DEF 4 BRIGHT
        TNT1 A 0
        Stop
		
	Death.Fire:
        TNT1 A 0
		TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		TROO JJJJ 2 A_CustomMissile ("FlameTrails", 45, 0, random (0, 360), 2, random (50, 130))
		TROO KKKK 2 A_CustomMissile ("FlameTrails", 30, 0, random (0, 360), 2, random (50, 130))
		TROO LLLL 2 A_CustomMissile ("FlameTrails", 25, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_Playsound("props/redfire")
		BOSB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 2 A_CustomMissile ("FlameTrails", 15, 0, random (0, 360), 2, random (50, 130))
        BOSB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 10 A_CustomMissile ("SmallSmoke", 15, 0, random (0, 360), 2, random (70, 110))
        BOSB E -1
        Stop

	Death.cut:
	Death.cutless:
		TNT1 O 0 A_Jump(230, 2)
		Goto Death
		TNT1 A 0 A_XScream
		TNT1 O 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TROG A 2 A_CustomMissile ("RipImp", 0, 0, random (0, 360), 2, random (0, 160))
        TROG AAA 4 A_SpawnItem ("Big_Blood", 0, 30)
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	    TROG BCDEFGH 8
         TNT1 A 1 A_SpawnItem ("DeadImp_Half", 5)
		//TROG H -1
		Stop


	Death.SSG:
        //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeathImpArm", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathImpHead", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperGoreSpawner", 22, 0, random (170, 190), 2, random (0, 15))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		IZD1 EFGH 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		IZD1 H 0
		Goto Looplet
		
		Death.Fatality:
		Death.SuperPunch:
		Death.ExtremePunches:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasImpShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop
		
	Death.Shotgun:
	Death.Blast:
	Death.Railgun:
	    TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathImpArm", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathImpHead", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TRO3 A 6 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TRO3 BBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		TRO3 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		TRO3 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		TRO3 E 0
	    Goto Looplet
	Looplet:
		"####" "#" 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
		"####" "#" 1 A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
		Loop
	CorpseBlastA:
		TNT1 A 0 A_SpawnItemEx("PimpBlast",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)
		Stop
	CorpseBlastB:
		"####" "#" 0 A_SpawnItemEx("PimpBlast",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)
		"####" "#" 0 A_TakeInventory("CorpseTrigger2",1)
		Goto Looplet
	}
}

ACTOR GC_BrutalizedImp1: GC_BrutalizedZombieman1 replaces BrutalizedImp1
{
	Game Doom
	Radius 16
	Height 50
	Health 20
	PainSound "grunt/pain"
	PainChance 255
	Mass 999999
	-SOLID
	+SHOOTABLE
	+NORADIUSDMG
	Scale 1.0
	States
	{
	Death.Fatality:
	Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasImpShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop
		
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Recoil(2)
	TNT1 A 0 A_CustomMissile ("XDeathImpArm", 35, 0, random (0, 360), 2, random (0, 160))
    TNT1 AA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	Pain:
    IZD1 A 30
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedImpStop")
	Stop
	
	Death:
	    "####" "#" 1
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains6", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains7", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Recoil(2)
	    IZD1 B 16
		TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedImp2")
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop
		
	Death.SSG:
	XDeath:
		TNT1 A 0 A_XScream
  	    
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("ImpXDeath", 0, 0, random (0, 360), 2, random (0, 160))
        Stop
}}

ACTOR GC_BrutalizedImp2: GC_BrutalizedSergeant1 replaces BrutalizedImp2
{
	States
	{
	Spawn:
	Pain:
    IZD1 B 30
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedImpStop2")
	Stop
	
	Death:
		"####" "#" 1
		TNT1 A 0
		TNT1 A 0 A_Recoil(2)
		TNT1 A 0 A_CustomMissile ("XDeathImpArm", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0
		IZD1 C 16
		TNT1 A 0 A_SpawnItem ("BrutalizedImp3")
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop
	
		Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasImpShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
		Stop
		

}}

ACTOR GC_BrutalizedImp3: GC_BrutalizedImp1 replaces BrutalizedImp3
{
	States
	{
	Spawn:
	Pain:
    IZD1 C 25
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedImpStop3")
	Stop
	
	Death:
	    "####" "#" 1
		TNT1 A 0 A_Recoil(2)
		TNT1 A 0 A_SpawnItem("BloodSplasher2")
	    TNT1 AA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath3b", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath4", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2b", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("Brutal_LiquidBlood", 44, 0, random (0, 360), 2, random (0, 50))
		IZD1 EFGH 6
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadImpIZD1H")
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop
}}

ACTOR GC_ImpBrutalizedWithNoLeg: GC_BrutalizedImp1 replaces ImpBrutalizedWithNoLeg
{
	Game Doom
	Radius 16
	Height 50
	Health 20
		PainSound "grunt/pain"
		PainChance 255
		Mass 999999
	-SOLID
	+SHOOTABLE
	Scale 1.0
	States
	{
		
	Spawn:
	TR09 A 30
	Goto DieNow
	
    DieNow:
	TR09 BC 8
        TR09 DE 8
	TNT1 A 0 A_SpawnItem ("DeadImp_NoLeg")
	Stop


	
	Death:
		"####" "#" 1
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains6", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains7", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathImpArm", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathImpLeg", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ThrustThingZ(0,30,0,1)
	    ID17 ABCDEF 5
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		TNT1 A 0 A_SpawnItem ("ThisImpGotFuckedHard")
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop
	}
}

ACTOR GC_DyingImpNoArm: GC_DyingZombieman replaces DyingImpNoArm
{
	Game Doom
	Radius 16
	Height 32
	Health 50
		PainSound "imp/pain"
		DeathSound "imp/death"
		PainChance 255
		Mass 999999
	-SOLID
	+SHOOTABLE
	//MONSTER
	+GHOST
	+THRUGHOST
	Scale 1.0
	States
	{
	Pain.Kick:
		Stop
	Death.Kick:
		Stop
	See:
		Stop
	Spawn:
    TR08 B 1
	//TNT1 A 0 A_Jump(128, "Death")
	Goto Suffer
	Suffer:
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 BB 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 B 5
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 CC 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 C 5 A_Pain
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 BB 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 B 5
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 CC 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 C 5 A_Pain
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 BB 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 B 5
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 CC 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 C 5 A_Pain
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 BB 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 B 5
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 CC 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 C 5 A_Pain
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 BB 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 B 5
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 CC 4 A_CustomMissile ("Brutal_LiquidBlood", 26, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR08 C 5 A_Pain
		
		

		Goto Death
	Death:
	    TR08 D 8
		TNT1 A 0 A_SpawnItem ("DeadImp_NoArm", 5)
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop

    Death.Head:
    Death.Decaptate:
    Death.MINORHead:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItem("ImpHeadExplode", 0, 30)
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        TR08 F 8
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
        TNT1 A 0 A_SpawnItem ("DeadImp_NoArmNoHead", 1)
Stop

       XDeath:
	   Death.Explosives:
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 42, 0, random (170, 190), 2, random (10, 60))
		TNT1 AAA 0 A_CustomMissile ("XDeath3", 42, 0, random (170, 190), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath2", 42, 0, random (170, 190), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath4", 42, 0, random (170, 190), 2, random (10, 60))
  	    TNT1 A 1 A_CustomMissile ("ImpXDeath", 0, 0, random (0, 360), 2, random (0, 160))
		Stop
		
	Death.SSG:
	Death.Shotgun:
	Death.Blast:
	Death.Railgun:
	    TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathImpHead", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathImpArm", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TROG A 6 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TROG BBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		TROG CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		TROG DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_SpawnItem("DeadImp_Half")
	    Stop
}
}



ACTOR GC_DyingImpNoLeg: GC_DyingImp replaces DyingImpNoLeg
{
	Game Doom
	Radius 16
	Height 32
	Health 50
		PainSound "imp/pain"
		PainChance 255
		Mass 999999
	-SOLID
	+SHOOTABLE
	Scale 1.0
	States
	{
	Spawn:
    IMPC E 1
	TNT1 A 0
	TNT1 A 0 A_Jump(32, "Colapse")
	Goto Suffer
	Suffer:
        
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 DD 4 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 D 5 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 FF 4 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 F 5 A_Pain
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 DD 4 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 D 5 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 FF 4 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 F 5 A_Pain
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 DD 4 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 D 5 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 FF 4 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 F 5 A_Pain
		
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 DD 4 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 D 5 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 FF 4 A_CustomMissile ("Brutal_LiquidBlood", 12, 0, random (0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 32,0)
        TR09 F 5 A_Pain
		
		Goto Colapse
	Death:
	    TNT1 A 0 A_PlaySound("imp/death")
	    TR09 G 8
		TNT1 A 0 A_SpawnItem ("DeadImp_NoLeg", 5)
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop
		
	Colapse:
	    TR09 H 8
		TNT1 A 0 A_SpawnItem ("DeadImp_NoLeg", 5)
		Stop

    Death.Head:
    Death.Decaptate:
    Death.MINORHead:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItem("ImpHeadExplode", 0, 30)
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        TR09 I 8
        TNT1 A 0 A_SpawnItem ("DeadImp_Noleg", 1)
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
Stop
}
}





ACTOR GC_ImpDyingOfBloodLoss: BrutalGuncastImp replaces ImpDyingOfBloodLoss
{
	Radius 16
	Height 28
	Health 10
	+NOPAIN
	-COUNTKILL
	+SHOOTABLE
	States
	{
	Spawn:
	    TROD E 1
        TROD EFEFEFEFEFEFEFEFEFEFEFEF 10 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		Goto Colapse
	Death:
	    TNT1 A 0
		Goto DeathNoGuts
		
	Death.Shotgun:
	TNT1 A 0
	TNT1 A 0 A_JumpIfCloser(150, "Death.Shotgunontheface")
	Goto DeathNoGuts
		
	Colapse:
	    TNT1 A 0
		TNT1 A 0 A_NoBlocking
	    TROD GHIJ 5
		TNT1 A 0 A_SpawnItem ("DeadImpBloodLoss", 5)
		Stop
}
}

ACTOR GC_PoorPinkyLostHisArm: BrutalGuncastPinky replaces PoorPinkyLostHisArm
{
	Health 50
	+NOPAIN
	-COUNTKILL
	+SHOOTABLE
	Scale 1.1
	States
	{
	PutAFight:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx ("ArmlessDemon",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0
		Stop
	Spawn:
	    SAAR J 1
		TNT1 A 0 A_Pain
		TNT1 A 0 A_Jump(32, "Colapse")
		SAAR JJJJ 4 A_CustomMissile ("Brutal_LiquidBlood", 42, 0, random (0, 360), 2, random (0, 45))
		TNT1 A 0 A_Jump(90, "PutAFight")
		SAAR JJJJ 4 A_CustomMissile ("Brutal_LiquidBlood", 42, 0, random (0, 360), 2, random (0, 45))
		TNT1 A 0 A_Pain
		SAAR JJJJJJJJ 4 A_CustomMissile ("Brutal_LiquidBlood", 42, 0, random (0, 360), 2, random (0, 45))
		TNT1 A 0 A_Pain
		SAAR JJJ 4 A_CustomMissile ("Brutal_LiquidBlood", 42, 0, random (0, 360), 2, random (0, 45))
		Goto Colapse
		
	Death.Shotgun:
	Death.Cutless:
	Death:
	Death.Fatality:
	TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItem("BloodSplasher2")
		 TNT1 AA 0 A_CustomMissile ("XDeathBrain1", 60, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeathBrain2", 60, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath3", random (45, 55), random (5, -5), random (160, 200), 2, random (-10, 10))
		 TNT1 AA 0 A_CustomMissile ("XDeath2", random (45, 55), random (5, -5), random (160, 200), 2, random (-10, 10))
        TNT1 A 0 A_CustomMissile ("MuchBlood", 60, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("BaronHeadPiece", 52, 0, random (0, 360), 2, random (0, 160))
		//TNT1 A 0 A_CustomMissile ("PinkyJaw", 52, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 50, 0, random (0, 360), 2, random (30, 90))
		SAAR GGGGGGG 2 A_CustomMissile ("Brutal_LiquidBlood", 40, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream 
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		SAAR HHHHHHHHH 2 A_CustomMissile ("Brutal_LiquidBlood", 30, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		SAAR IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random (0, 360), 2, random (30, 110))
		TNT1 A 0 A_SpawnItem("DeadDemonSAARI")
        Stop
		
	
	Colapse:
	    TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
	    SAAR BCDEF 5
		TNT1 A 0 A_SpawnItem ("DeadDemonNoArm", 5)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		Stop
}
}

ACTOR GC_BrutalizedCommando1: GC_BrutalizedZombieman1 replaces BrutalizedCommando1
{
	Game Doom
	Radius 16
	Height 50
	Health 30
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 0.0
	damagefactor "Shrapnel", 0.0
	damagefactor "KillMe", 0.0
		PainSound "grunt/pain"
		Mass 999999
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	+DONTSPLASH
	Scale 1.0
	States
	{
	Spawn:
		CPOD JJJJJJJJJJ 10 A_SpawnItem ("DripingBlood", 0, 23)
		CPOD K 6
		//TNT1 A 0 A_SpawnItem ("Chaingun", 0, 5,0)
		TNT1 A 0 A_SpawnItem ("BrutalizedDeadCommando1")
		Stop
	
	Pain:
		CPOD J 1 A_Pain
		Goto Spawn

	Death:
		"####" "#" 1
		TNT1 A 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathChainArm", 45, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", 45, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("chainguy/death")
		TNT1 A 0 A_SpawnItem ("BrutalizedCommando2")
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop
	}
}

ACTOR GC_BrutalizedCommando2: GC_BrutalizedCommando1 replaces BrutalizedCommando2
{
	States
	{
	Spawn:
		CPOD MMM 10 A_SpawnItem ("DripingBlood", 0, 23)
		CPOD NNNNN 10 A_SpawnItem ("DripingBlood", 0, 23)
		CPOD O 5
		TNT1 A 0 A_SpawnItem ("BrutalizedDeadChaingunGuy")
		//TNT1 A 0 A_SpawnItem ("Chaingun", 0, 5,0)
		Stop
	
	Pain:
		CPOD M 5 A_Pain
		Goto Spawn

	Death:
		"####" "#" 1
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains6", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains7", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 45, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("BrutalizedCommando3")
		//TNT1 A 0 A_SpawnItem ("Chaingun", 0, 5,0)
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop
	}
}

ACTOR GC_BrutalizedCommando3: GC_BrutalizedCommando1 replaces BrutalizedCommando3
{
	States
	{
	Spawn:
	CPOD P 5
	CPOD QQQQQQQQQQ 10 A_SpawnItem ("Blood", 0, 43)
	CPOD R 5
	TNT1 A 0 A_SpawnItem ("SuperBrutalizedDeadChaingunGuy")
	Stop
	
	Pain:
    CPOD P 5 A_Pain
	Goto Spawn

	Death:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	TNT1 AA 0 A_CustomMissile ("XDeath1", 45, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath2", 45, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath3", 45, 0, random (0, 360), 2, random (0, 160))
	CPOD S 1
	TNT1 A 0 A_SpawnItem ("BrutalizedCommandoLegs")
		Stop
}}


ACTOR GC_ZombiemanSaciLol: GC_ZombiemanGotHisLegBlowed replaces ZombiemanSaciLol
{
//MONSTER
+GHOST
	+THRUGHOST
-COUNTKILL
Speed 4
Height 48
	States
	{

	Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySound ("BURNZOM")
	Goto Suffer
	
	Suffer:
	    TNT1 A 0
	    
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		ZL1E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL1E DDDD 1 A_Chase("", "")
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		ZL1E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL1E DDDD 1 A_Wander
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		ZL1E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL1E DDDD 1 A_Wander
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		ZL1E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL1E DDDD 1 A_Wander
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		ZL1E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL1E DDDD 1 A_Wander
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		ZL1E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL1E D 1 A_Wander
		
        TNT1 A 0
	    TNT1 A 0 A_PlaySound ("none")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("ZombiemanGotHisLegBlowed")
		Stop
	Death.Head:
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode", 0, 30)
		ZMAD B 0 A_PlaySound("misc/xdeath")
		ZMAD C 0 A_NoBlocking
	Goto FallHead
	FallHead:
	ZL1E EFG 6
	TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg")
	Stop
	
	Death:
		"####" "#" 1
		TNT1 A 0 A_PlaySound("grunt/death")
		ZL1E HI 6
		TNT1 A 0 A_SpawnItem ("DeadZombieman_NoLeg")
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop
	}
}

ACTOR GC_ImpSaciLol: GC_DyingImpNoLeg replaces ImpSaciLol
{
//MONSTER
+GHOST
	+THRUGHOST
-COUNTKILL
Speed 4
Height 48
	States
	{

	Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySound ("imp/pain")
	Goto Suffer
	
	Suffer:
	    TNT1 A 0
	    
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		ZL3E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL3E DDDD 1 A_Chase("", "")
		TNT1 A 0 A_PlaySound ("imp/pain")
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		ZL3E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL3E DDDD 1 A_Wander
		TNT1 A 0 A_PlaySound ("imp/pain")
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		ZL3E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL3E DDDD 1 A_Wander
		TNT1 A 0 A_PlaySound ("imp/pain")
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		ZL3E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL3E DDDD 1 A_Wander
		TNT1 A 0 A_PlaySound ("imp/pain")
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		ZL3E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL3E DDDD 1 A_Wander
		TNT1 A 0 A_PlaySound ("imp/pain")
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 48,0)
		ZL3E ABC 3
        TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
		ZL3E D 1 A_Wander
		TNT1 A 0 A_PlaySound ("imp/pain")
		
        TNT1 A 0
	    TNT1 A 0 A_PlaySound ("none")
		TR09 A 6
		TR09 A 3 
		TR09 B 3 
		TR09 C 3 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("DyingImpNoLeg")
		Stop
	Death.Head:
		TNT1 A 0 A_PlaySound("misc/xdeath")
		TNT1 A 0 A_SpawnItem("ImpHeadExplode", 0, 50)
	Goto FallHead
	FallHead:
	ZL3E EFG 7
	TNT1 A 0 A_SpawnItem ("DeadImp_NoLeg")
	Stop
	
	Death:
		"####" "#" 1
		TNT1 A 0 A_PlaySound("imp/death")
		ZL3E HIJ 7
		TNT1 A 0 A_SpawnItem ("DeadImp_NoLeg")
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop
	}
}

ACTOR GC_DyingHellKnight1: GC_DyingZombieman replaces DyingHellKnight1
{
	Game Doom
	Radius 16
	Height 50
	Health 100
	DeathSound "Knight/Death"
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 0.0
	damagefactor "Shrapnel", 0.0
	damagefactor "KillMe", 0.0
	damagefactor "Cutless", 0.6
	Mass 999999
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	+NOPAIN
	+DONTSPLASH
	Scale 1.1
	States
	{
	Pain.Kick:
		Stop
	Death.Kick:
		Stop
	See:
		Stop
	Spawn:
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 50,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 50,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 50,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 50,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 50,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 50,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 50,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 50,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA1 ABCB 6 A_SpawnItem("HeadshotTarget4b", 0, 50,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	Goto Death
	
	Death:
		"####" "#" 1
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Fall
		TNT1 A 0 A_PlaySound("knight/death")
		BTN3 ABCD 6
		TNT1 A 0 A_SpawnItem("DeadHellKnightNoArm")
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop
	
	Death.Head:
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_Fall
	TNT1 A 0 A_SpawnItem("HellKnightHeadExplode", 0, 62)
	BTN4 ABCD 6
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	TNT1 A 0 A_SpawnItem("DeadHellKnightNoArmNoHead")
	Stop
	
	
	Death.SSG:
	XDeath:
	Death.ExplosiveImpact:
	    TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_CustomMissile ("KnightXDeath", 0, 0, random (0, 360), 2, random (0, 160))
	    Stop
		
	Death.Cutless:	
	   TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 AAAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathHellKnightArm", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathHellKnightHead", 32, 0, random (0, 360), 2, random (0, 160))
		BBO1 AABCD 8
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadKnightHalfDown", 1)
		Stop	
}}

ACTOR GC_BrutalizedCacodemon1: GC_BrutalizedZombieman1 replaces BrutalizedCacodemon1
{
	Game Doom
	Radius 24
	Height 48
	Health 50
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 0.0
	damagefactor "Shrapnel", 0.0
	damagefactor "KillMe", 0.0
	damagefactor "Cutless", 0.6
	bloodtype "Blue_Blood"
    bloodcolor darkblue
	Mass 999999
	-SOLID
	+NOBLOODDECALS
	+SHOOTABLE
	+FLOORCLIP
	+DONTSPLASH
	+NOPAIN
	Scale 1.0
	States
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(96, "NoSuffer")
	TNT1 A 0 A_Jump(64, "Fall")
	CCD1 AAEEAAEEAAAAEEAAEEAA 5 A_CustomMissile ("BlueBloodTrails", 40, 0, random (0, 360), 2, random (0, 160))
	Fall:
	TNT1 AAAAA 0 A_NoBlocking
	TNT1 A 0 A_Fall
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("SOLID", 0)
	CCD1 ABC 6
	CCD1 C 0
	Goto Looplet
	
	Death:
	"####" "#" 1
	TNT1 AAAAA 0 A_CustomMissile ("Blue_FlyingBlood", 47, 0, random (0, 360), 2, random (30, 150))
	TNT1 A 0 A_CustomMissile ("CacoXDeath3", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("CacoXDeath4", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("CacoXDeath6", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAA 0 A_CustomMissile ("CacoXDeath7", 40, 0, random (0, 360), 2, random (0, 160))
	CCD2 A 10
	TNT1 A 0 A_SpawnItem("BrutalizedCacodemon2")
	TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
	TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
	TNT1 A 1
	Stop
	
	NoSuffer:
		TNT1 AAAAA 0 A_CustomMissile ("Blue_FlyingBlood", 47, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_CustomMissile ("CacoXDeath3", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("CacoXDeath4", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("CacoXDeath6", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("CacoXDeath7", 40, 0, random (0, 360), 2, random (0, 160))
		CCD2 B 6
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		CCD2 B 0
		Goto Looplet
	Looplet:
		"####" "#" 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
		"####" "#" 1 A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
		Loop
	CorpseBlastA:
		TNT1 A 0 A_SpawnItemEx("CacodemonBlast",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)
		Stop
	CorpseBlastB:
		"####" "#" 0 A_SpawnItemEx("CacodemonBlast",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)
		"####" "#" 0 A_TakeInventory("CorpseTrigger2",1)
		Goto Looplet
	}
}

ACTOR GC_BrutalizedCacodemon2: GC_BrutalizedCacodemon1 replaces BrutalizedCacodemon2
{
	Game Doom
	Radius 24
	Height 48
	Health 50
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 0.0
	damagefactor "Shrapnel", 0.0
	damagefactor "KillMe", 0.0
	damagefactor "Cutless", 0.6
	bloodtype "Blue_Blood"
    bloodcolor darkblue
	Mass 999999
	-SOLID
	+NOBLOODDECALS
	+SHOOTABLE
	+FLOORCLIP
	+DONTSPLASH
	+NOPAIN
	Scale 1.0
	States
	{
	Spawn:
		CCD2 AEAEAEAEAEAEAEAE 5 A_CustomMissile ("BlueBloodTrails", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Fall
		CCD2 B 6
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		CCD2 B 0
		Goto Looplet

	Death:
		TNT1 AAAAA 0 A_CustomMissile ("Blue_FlyingBlood", 47, 0, random (0, 360), 2, random (30, 150))
		TNT1 AAAA 0 A_CustomMissile ("Blue_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 180))
		TNT1 AA 0 A_CustomMissile ("CacoXDeath6", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("CacoXDeath7", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		Goto DeathContinue
	TibDeath:
		TNT1 A 0 A_GiveToChildren("TibDeathCounter")
		Goto DeathContinue
	BlueTibDeath:
		TNT1 A 0 A_GiveToChildren("BlueTibDeathCounter")
		Goto DeathContinue
	DeathContinue:
		CCD3 A 10
		CCD3 B 0
	Looplet:
		"####" "#" 0 A_JumpIfInventory("CorpseTrigger2",1,"CorpseBlastB")
		"####" "#" 1 A_JumpIfInventory("CorpseTrigger",1,"CorpseBlastA")
		Loop
	CorpseBlastA:
		TNT1 A 0 A_SpawnItemEx("CacodemonBlast",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)
		Stop
	CorpseBlastB:
		"####" "#" 0 A_SpawnItemEx("CacodemonBlast",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)
		"####" "#" 0 A_TakeInventory("CorpseTrigger2",1)
		Goto Looplet
	}
}
	
ACTOR GC_DyingBaron1: GC_DyingZombieman replaces DyingBaron1
{
	Game Doom
	Radius 16
	Height 60
	Health 100
	DeathSound "Baron/Death"
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 0.0
	damagefactor "Shrapnel", 0.0
	damagefactor "KillMe", 0.0
	damagefactor "Cutless", 0.6
	Mass 999999
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	+DONTSPLASH
	+NOPAIN
	Scale 1.2
	States
	{
	Pain.Kick:
		Stop
	Death.Kick:
		Stop
	See:
		Stop
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	TNT1 A 0 A_PlaySound ("PSXDPN")
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	KSA8 BC 6 A_SpawnItem("HeadshotTarget4b", 0, 60,0)
	TNT1 A 0 A_SpawnItem ("BloodDying", 0, 30)
	Goto Death
	
	Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Fall
		TNT1 A 0 A_PlaySound("baron/death")
		KSA8 DEFG 6
		TNT1 A 0 A_SpawnItem("DeadBaronClassic")
		TNT1 A 0 A_JumpIfInventory("TibDeathCounter",1,"TibDeath")
		TNT1 A 0 A_JumpIfInventory("BlueTibDeathCounter",1,"BlueTibDeath")
		TNT1 A 1
		Stop
	
	Death.head:
	    TNT1 A 0 A_SpawnItem("BaronOfHellHeadExplode", 0, 62)
        TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		TNT1 AA 0 A_CustomMissile ("BaronHeadPiece", 62, 0, random (0, 360), 2, random (0, 160))
		BADH A 9
        BADH B 9
        BADH C 9 A_BossDeath
		BADH D  9 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("DeadBaronNoHead", 1)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	    Stop
	
	
	Death.SSG:
	XDeath:
	Death.ExplosiveImpact:
	    TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_CustomMissile ("BaronXDeath", 0, 0, random (0, 360), 2, random (0, 160))
	    Stop
	
	Death.Shotgun:
	TNT1 A 0
	TNT1 A 0 A_JumpIfCloser(120, "Death.Cutless")
	Goto Death
	Death.Cutless:	
	    TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 AAAAAA 0 A_CustomMissile ("Xdeath1", 40, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathHalfBOH", 24, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		BBO2 AABCD 10
        TNT1 A 0 A_SpawnItem ("DeadBaronHalfDown", 1)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		Stop	
}}	

ACTOR GC_DyingZombiemanLostTeeth: BrutalGuncastZombieman replaces DyingZombiemanLostTeeth
{
    Radius 12
    Height 32
    Speed 0
	Health 40
	-COUNTKILL
	+GHOST
	+THRUGHOST
	+NOPAIN
	+FRIENDLY
	DropItem "None" 255
    States
    {
	Spawn:
	Pain.Head:
	SEE:
		TNT1 A 0 A_Pain
		TNT1 A 0 A_CustomMissile ("Brains7", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Teeth", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("TeethNoBounce", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 2, 32,0)
		ZZD5 A 6 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		ZZD5 CB 8
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 2, 32,0)
		ZZD5 CB 12 A_Pain
		TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 2, 32,0)
		ZZD5 CB 12 A_Pain
		
	Death:
		TNT1 A 0 A_Scream
		ZZD5 D 6 A_NoBlocking
		
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadZombieManFacingFront")
		FPZ2 J 0
		Stop
	
	Death.Head:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("CrueltyBonus1Health")
	    TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_JumpIfHealthLower(-600, "XDeath")
		TNT1 A 0 A_JumpIfHealthLower(-250, "Death.SSGHead")
		Goto Death.HeadExplode
	
	Death.Shotgun:
		Goto DeathShotgunFly
	Death.Cutless:
		Goto Death.Saw
		
	}
}

		
ACTOR GC_DyingShotgunguyHitInEye: BrutalGuncastShotgunguy replaces DyingShotgunguyHitInEye
{
    Radius 12
    Height 32
    Speed 0
	Health 40
	-COUNTKILL
	+GHOST
	+THRUGHOST
	+NOPAIN
	DropItem "None" 255
    States
    {
	Spawn:
		TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail8", 50, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("HeadshotTarget50", 2, 32,0)
		SPOS U 6 A_Scream
		SPOS V 6 
		TNT1 A 0 A_SpawnItem ("HeadshotTarget50", 2, 32,0)
		SPOS VWVW 18 A_Pain
		TNT1 A 0 A_SpawnItem ("HeadshotTarget50", 2, 32,0)
		SPOS VW 18 A_Pain 
		TNT1 A 0 A_NoBlocking
		Death:
		SPOS XY 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySPOSZ")
		Stop
	
	Death.Head:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("CrueltyBonus1Health")
	    TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_JumpIfHealthLower(-600, "XDeath")
		TNT1 A 0 A_JumpIfHealthLower(-250, "Death.SSGHead")
		Goto Death.HeadExplode
	
	Death.Shotgun:
		Goto DeathShotgunFly
	Death.Cutless:
		Goto Death.Saw
	}
}