ACTOR SmoothCacodemon : Cacodemon replaces Cacodemon
{
	Bloodtype Blueblood
	BloodColor "0 0 80"
	Decal "bluebloodsplat"
	States
	{
	Missile:
		HEAA AABCD 2 A_FaceTarget
		HEAA E 2 BRIGHT A_HeadAttack
		HEAA CCA 1 BRIGHT
		Goto See
	Pain:
		HEAA F 3
		HEAA G 3 A_Pain
		HEAA HGF 2
		Goto See
	
	Death.GibbyHaynes:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(CallACS("StudioGibbly")==0, "Death")
		TNT1 A 0
		TNT1 A 0 A_JumpIfCloser(128, "GibDeath")
		TNT1 A 0
	Death:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(CallACS("MoDeathToggle")==1, "DeathExtra")
	TNT1 A 0 A_Jump(255, "Death1")
	Goto Death1	
	DeathExtra:
	TNT1 A 0
	TNT1 A 0 A_Jump(255, "Death1", "Death2")
	goto Death1
	
	Death1:
		TNT1 a 0 A_JumpIfHealthLower(-25,"Gibdeath")
		HDSD A 3
		HDSD B 3 A_Scream
		HDSD CD 3
		HDSD E 3 A_NoBlocking
		HDSD F 3 A_SetFloorClip
		HDSD GH 3
		HDSD I -1
		Stop
	Death2:
		TNT1 a 0 A_JumpIfHealthLower(-25,"Gibdeath")
		HDD2 A 3
		HDD2 B 3 A_Scream
		HDD2 CD 2
		HDD2 E 2 A_NoBlocking
		HDD2 F 2 A_SetFloorClip
		HDD2 GHIJK 2
		HDD2 L -1
		Stop
	GibDeath:
		CACX ab 2
		TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile ("BlueGibs1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("BlueGibs2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem("BlueBlood2", 0, 40)
		CACX c 2
		TNT1 a 0 a_playsound ("misc/gibbed")
		CACX d 2 a_scream
		CACX ef 2
		CACX g 2 a_noblocking
		CACX h 2 a_setfloorclip
		CACX ijklmnopqr 2
		CACX s -1
		stop
	}
}