actor spawnedskull : lostsoul replaces lostsoul
{
	Obituary "%o was headbutted by a spawned skull."
	damagefactor "beamice", 2.0
	States
	{
	Pain:
		SKUL E 1 a_playsound ("monsters/weakhurt",0)
		"####" "#" 1 bright Thing_SetTranslation(0, 4242)
		"####" "#" 2 bright A_Pain
		SKUL E 0 a_stop
		"####" "#" 1 bright 
		"####" "#" 1 Thing_SetTranslation(0, 0)
		"####" "#" 2 
		goto see
	pain.zelda:
		TNT1 A 0
		SKUL E 1 a_playsound ("monsters/zeldahurt",0)
		SKUL E 1 bright Thing_SetTranslation(0, 4242)
		SKUL E 2 bright A_Pain
		SKUL E 1 bright Thing_SetTranslation(0, 0)
		SKUL E 1 bright Thing_SetTranslation(0, 4242)
		SKUL E 1 bright Thing_SetTranslation(0, 0)
		SKUL E 1 bright Thing_SetTranslation(0, 4242)
		SKUL E 1 Thing_SetTranslation(0, 0)
		Goto See
	Missile:
		SKUL C 10 Bright A_FaceTarget
		TNT1 A 0 a_playsound ("monsters/skullcharge",0)
		SKUL D 4 Bright A_SkullAttack
		SKUL CD 4 Bright
		Goto Missile+3
	Death:
	Xdeath:
		TNT1 A 0
		TNT1 A 0 a_noblocking
		TNT1 A 0 Thing_SetTranslation(0, 0)
		SKUL F 2 Bright A_Scream
		SKUL G 2 Bright 
		SKUL H 2 Bright
		SKUL I 2 Bright A_NoBlocking
		TNT1 A 0 a_playsound ("monsters/weakhurt",0)
		TNT1 A 0 a_spawnitemex("spawnskullgib1",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("spawnskullgib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("spawnskullgib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("spawnskullgib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("spawnskullgib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("spawnskullgib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("spawnskullgib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 1 a_spawnitemex ("monsterdie",0,0,35)
		TNT1 A 1
		TNT1 A 3
		TNT1 A 1 a_spawnitemex ("droppeditemspawner",0,0,35)
		stop
	death.beamice:
		SKUL E 2
		SKUL E 3 a_scream
		TNT1 A 0 a_stop
		DEDS A 2
		TNT1 A 0 a_noblocking
		DEDS A 2 bright Thing_SetTranslation(0, 4243)
		TNT1 A 0 a_changeflag ("nogravity", 0)
	falling:
		TNT1 A 0 A_JumpIf(floorz == z, "shatter")
		DEDS ABCD 2 bright A_JumpIf(floorz == z, "shatter")
		TNT1 A 0 A_JumpIf(floorz == z, "shatter")		
		loop
	shatter:
		TNT1 A 0
		TNT1 A 0 a_spawnitemex("icespawnskullgib1",0,0,0,frandom(-15,15),frandom(-15,15),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icespawnskullgib2",0,0,0,frandom(-15,15),frandom(-15,15),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icespawnskullgib2",0,0,0,frandom(-15,15),frandom(-15,15),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icespawnskullgib3",0,0,0,frandom(-15,15),frandom(-15,15),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icespawnskullgib3",0,0,0,frandom(-15,15),frandom(-15,15),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icespawnskullgib4",0,0,0,frandom(-15,15),frandom(-15,15),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icespawnskullgib4",0,0,0,frandom(-15,15),frandom(-15,15),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_playsound ("monsters/weakhurt",0)
		TNT1 A 1 a_spawnitemex ("monsterdie",0,0,35)
		TNT1 A 4
		TNT1 A 1 a_spawnitemex ("droppeditemspawner",0,0,35)
		stop
	death.zelda:
		TNT1 A 0
		TNT1 A 0 Thing_SetTranslation(0, 0)
		TNT1 A 0 a_scream
		TNT1 A 0 a_noblocking
		CLTS H 0 a_playsound ("monsters/zeldahurt",0)
		TNT1 A 1 a_spawnitemex ("zeldamonsterdie",0,0,35)
		TNT1 A 0 a_playsound ("monsters/zeldadeath",0)
		TNT1 A 0 a_stop
		TNT1 A 1
		stop
	}
}

actor spawnskullgib1 : zombiegib1
{
	states
	{
	spawn:
		LSG1 ABCD 1
		loop
	death:
		TNT1 A 1
		stop
	}
}

actor spawnskullgib2 : zombiegib1
{
	states
	{
	spawn:
		LSG2 ABCD 1
		loop
	}
}

actor spawnskullgib3 : zombiegib1
{
	states
	{
	spawn:
		LSG3 ABCD 1
		loop
	}
}

actor spawnskullgib4 : zombiegib1
{
	states
	{
	spawn:
		LSG4 ABCD 1
		loop
	}
}


actor icespawnskullgib1
{
	projectile
	+ripper
	+thruspecies
	+doombounce
	species "player"
	damage (3)
	-nogravity
	Radius 30
	Height 15
	damagetype "beamice"
	+bright
	states
	{
	spawn:
        TNT1 A 0
        TNT1 A 0 Thing_SetTranslation(0, 4243)
        TNT1 A 0 A_Jump (256, "spawnmain")
	spawnmain:
		LSG1 ABCD 1
		loop
	death:
		TNT1 A 1
		stop
	}
}

actor icespawnskullgib2 : icespawnskullgib1
{
	states
	{
	spawnmain:
		LSG2 ABCD 1
		loop
	}
}

actor icespawnskullgib3 : icespawnskullgib1
{
	states
	{
	spawnmain:
		LSG3 ABCD 1
		loop
	}
}

actor icespawnskullgib4 : icespawnskullgib1
{
	states
	{
	spawnmain:
		LSG4 ABCD 1
		loop
	}
}

actor icedspawnskull : icespawnskullgib1
{
	damage (5)
	states
	{
	spawn:
        TNT1 A 0
        TNT1 A 0 Thing_SetTranslation(0, 4243)
	spinning:
		DEDS ABCD 2
		loop
	death:
		TNT1 A 0 a_spawnitemex("icespawnskullgib1",0,0,0,frandom(-15,15),frandom(-15,15),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icespawnskullgib2",0,0,0,frandom(-15,15),frandom(-15,15),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icespawnskullgib2",0,0,0,frandom(-15,15),frandom(-15,15),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icespawnskullgib3",0,0,0,frandom(-15,15),frandom(-15,15),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icespawnskullgib3",0,0,0,frandom(-15,15),frandom(-15,15),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icespawnskullgib4",0,0,0,frandom(-15,15),frandom(-15,15),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icespawnskullgib4",0,0,0,frandom(-15,15),frandom(-15,15),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_playsound ("monsters/weakhurt",0)
		TNT1 A 1 a_spawnitemex ("monsterdie",0,0,35)
		stop
	}
}

