// --------------------------------------------------------------------------
//
//	Standard blood and gore
//
// --------------------------------------------------------------------------

ACTOR U_SawBlood : Brutal_Blood Replaces SawBlood
{
	-ALLOWPARTICLES
	Speed 0
	states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("FRIENDLY",0)
		TNT1 A 0 A_CheckSight("None")
		TNT1 A 0 Radius_Quake(2,2,0,2,0)
		TNT1 A 0 A_RadiusGive("ChainsawHitRed",200,RGF_PLAYERS | RGF_MONSTERS ,1)
		TNT1 A 0 A_RadiusGive("PowerBloodOnVisor",200,RGF_PLAYERS | RGF_MONSTERS ,1)
		TNT1 A 0 A_RadiusGive("ChainsawCrueltyBonus",200,RGF_PLAYERS | RGF_MONSTERS ,4)
		TNT1 A 0 A_RadiusGive("BloodSplasherz",200,RGF_PLAYERS | RGF_MONSTERS ,4)
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		TNT1 A 0 ACS_NamedExecuteAlways("BD_CheckBloodIntensity")
		TNT1 A 0 A_Stop
		TNT1 A 2
		Goto Spawn2
	None:
		TNT1 A 1
		TNT1 A 0
		Stop
	}
}

ACTOR TE_BaseGibFly
{
	Radius 8
	Height 8
	Speed 9
	Mass 1
	gravity 0.8
	Decal BrutalBloodSplat
	BounceFactor 0.3
	wallbouncefactor 0.3
	+DOOMBOUNCE
	+MOVEWITHSECTOR
	+CLIENTSIDEONLY
	+NOBLOCKMAP
	+NOTELEPORT
	+MISSILE
	+EXPLODEONWATER
	+SKYEXPLODE
	-DONTSPLASH
	seesound "bloood"
	deathsound "bloood"
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Death")
		XARM AEBCFDG 5 A_CustomMissile("Brutal_FlyingBloodTrail",0,0,random(0,360),2,random(0,360))
		Loop
	Death:
		XDT5 I 1
		XDT5 I 0 A_SpawnItem("Gib_Arm")
		Stop
	}
}

ACTOR TE_BaseGib
{
	Radius 8
	Height 8
	Speed 9
	Mass 1000
	Health 60
	+CLIENTSIDEONLY
	+NOTELEPORT
	+MOVEWITHSECTOR
	+DONTSPLASH
	+NOBLOCKMONST
	-NOBLOCKMAP
	+GHOST
	+THRUACTORS
	+FLOORCLIP
	+SLIDESONWALLS
	+FORCEXYBILLBOARD
	+NOTAUTOAIMED
	-SOLID
	+SHOOTABLE
	painchance 255
	painchance "Flames",0
	painchance "Fire",0
	painchance "Burn",0
	painchance "KillMe",0
	DamageFactor "Crush",50.0
	DamageFactor "Shrapnel",100.0
	DamageFactor "Plasma",20.0
	DamageFactor "TeleportRemover",1000.0
	DamageFactor "CauseObjectsToSplash",0.0
	DamageFactor "GibRemoving",0.5
	DamageFactor "Kick",3.0
	DamageFactor "SuperKick",3.0
	DamageFactor "Headkick",0.0
	DamageFactor "ExtremePunches",2.0
	DamageFactor "Blood",0.0
	DamageFactor "Green_BLood",0.0
	DamageFactor "BlueBlood",0.0
	DamageFactor "Taunt",0.0
	DamageFactor "KillMe",0.0
	DamageFactor "Avoid",0.0
	DamageFactor "Taunt",0.0
	DamageFactor "Trample",5000.0
	DamageFactor "Saw",40.0
	DamageFactor "Cut",40.0
	DamageFactor "Water",0.0
	States
    {
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,1)
		TNT1 A -1
		Stop 
	Rest:
		TNT1 A -1
		Stop
	Death:
		TNT1 AAA 0 A_CustomMissile("XDeath1",5,0,random(0,360),2,random(0,160))
		TNT1 A 0 A_CustomMissile("XDeath3b",10,0,random(0,360),2,random(50,90))
		TNT1 AA 0 A_CustomMissile("XDeathSkinPiece2",5,0,random(0,360),2,random(0,160))
		TNT1 AA 0 A_CustomMissile("XDeathSkinPiece1",5,0,random(0,360),2,random(0,160))
		TNT1 AA 0 A_CustomMissile("SmallSuperGore",10,0,random(0,360),2,random(10,170))
		Stop
	Death.plasma:
	Death.Burn:
	Death.Fire:
	Death.Flames:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece2",random(-15,15),random(-15,15))
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3",random(-15,15),random(-15,15))
		TNT1 A 0 A_Jump(256,1,2,3)
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeat",2,0,random(0,360),2,270)
		Stop
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeat2",2,0,random(0,360),2,270)
		Stop
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeat3",2,0,random(0,360),2,270)
		Stop
	Death.Trample:
		TNT1 A 0 A_GiveToTarget("BootsSmearedWithRedBlood",6)
		Goto Death.Stomp
	Death.Crush:
	Death.Stomp:
	Death.SuperPunch:
	Death.ExtremePunches:
		TNT1 AAA 0 A_CustomMissile("XDeath1",5,0,random(0,360),2,random(0,30))
		TNT1 A 0 A_CustomMissile("XDeath3b",10,0,random(0,360),2,random(50,90))
		TNT1 AA 0 A_CustomMissile("SmallSuperGore",5,0,random(0,360),2,random(0,30))
		TNT1 AA 0 A_CustomMissile("XDeathSkinPiece2",5,0,random(0,360),2,random(10,30))
		TNT1 AA 0 A_CustomMissile("XDeathSkinPiece1",5,0,random(0,360),2,random(10,130))
		TNT1 A 0 A_PlaySOund("misc/xdeath5",1)
		TNT1 A 0 A_PlaySOund("misc/xdeath3",3)
		TNT1 A 0 A_PlaySOund("misc/xdeath2",2)
		TNT1 A 0 A_SpawnItem("SplatteredSmall")
		Stop
	Death.TeleportRemover:
		TNT1 A 0 A_ChangeFlag("NOCLIP",1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE",0)
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP",1)
		TNT1 A 0 A_NoBlocking
		Stop	 
	Death.GibRemoving:
		TNT1 A 0 A_ChangeFlag("NOCLIP",1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE",0)
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP",1)
		TNT1 A 0 A_NoBlocking
		Stop
	Death.Desintegrate:
		TNT1 AAAA 0 A_CustomMissile("Brutal_FlyingBloodFake",0,0,random(0,360),2,random(0,90))
		TNT1 A 0 A_CustomMissile("Brutal_FlyingBlood",7,0,random(0,360),2,random(30,60))
		TNT1 A 0 A_CustomMissile("BloodMistSmall",7,0,random(0,360),2,random(30,60))
		Stop
	}
}

Actor TE_Guts: XDeath1
{
	Scale 1.0
	SeeSound "misc/xdeath4"
	DeathSound "misc/xdeath3"
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		XME4 AAAABBBBCCCCDDDD 2
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,1)
		TNT1 AAAA 0 A_CustomMissile("Brutal_FlyingBlood",0,0,random (0,180),2,random (0,180))
	Rest:
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		XME4 E 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish")
		XME4 E 20000
		Stop
	Vanish:
		XME4 E 1 A_FadeOut(0.1)
		Loop
	}
}

Actor TE_Instestin
{
	Radius 8
	Height 12
	Speed 8
	Mass 10
	BounceFactor 0.4
	Renderstyle Translucent
	Alpha 0.9
	+DOOMBOUNCE
	+NOBLOCKMAP
	+MISSILE
	+NOTELEPORT
	+MOVEWITHSECTOR
	+CLIENTSIDEONLY
	+FORCEXYBILLBOARD
	-EXPLODEONWATER
	DeathSound "misc/xdeath1"
	Decal BloodSplat
	Scale 1.0
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_ScaleVelocity(frandom(0.7,1.5))
		Goto Fly
	Fly:
		GUTZ ABCDEFGH 4
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Water")
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 A_Jump(256,"Rest1","Rest2")
	Rest1:
		GUTZ I 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Remove")
		GUTZ I -1
		Stop
	Rest2:
		GUTZ J 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Remove")
		GUTZ J -1
		Stop
	Remove:
		TNT1 A 0
		Stop
	Water:
		GUTZ ABCDEFGH 8
		Loop
	}
}


// --------------------------------------------------------------------------
//
//	Pre-placed dead enemies
//
// --------------------------------------------------------------------------

ACTOR New_DeadCacodemon : DeadCacodemon replaces DeadCacodemon
{
	Radius 0
	Height 0
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 AAAAAA 0 A_CustomMissile("Blue_FlyingBlood",15,0,random(0,360),2,random(0,80))
		TNT1 A 0 A_Jump(256,1,2,3,4,5,6)
		TNT1 A 0 A_SpawnItem("DeadCacoDemon4",1)
		Stop
		TNT1 A 0 A_SpawnItem("DeadCacoDemon3",1)
		Stop
		TNT1 A 0 A_SpawnItem("U_DeadCacoDemon2",1)
		Stop
		TNT1 A 0 A_SpawnItem("DeadCacoDemon1",1)
		Stop
		TNT1 A 0 A_SpawnItem("DeadCacoDemonBrutalized1b",1)
		Stop
		TNT1 A 0 A_SpawnItem("DeadCacoDemonBrutalized2",1)
		Stop
	}
}

ACTOR New_DeadDemon : DeadDemon replaces DeadDemon
{
	Radius 0
	Height 0
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 AAAAAA 0 A_CustomMissile("Brutal_FlyingBlood",15,0,random(0,360),2,random(0,80))
		TNT1 A 0 A_Jump(256,1,2,3,4,5)
		TNT1 A 0 A_SpawnItem("DeadDemon1",1)
		Stop
		TNT1 A 0 A_SpawnItem("DeadDemon1Left",1)
		Stop
		TNT1 A 0 A_SpawnItem("DeadDemonNoHead",1)
		Stop
		TNT1 A 0 A_SpawnItem("DeadDemonHalf",1)
		Stop
		TNT1 A 0 A_SpawnItem("DeadDemonHalf23",1)
		Stop
	}
}

ACTOR New_DeadDoomImp : DeadDoomImp replaces DeadDoomImp
{
	Radius 0
	Height 0
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 AAAAAA 0 A_CustomMissile("Brutal_FlyingBlood",15,0,random(0,360),2,random(0,80))
		TNT1 A 0 A_Jump(256,1,2,3,4,5,6)
		TNT1 A 0 A_SpawnItem("DeadImpTR06K",1)
		Stop
		TNT1 A 0 A_SpawnItem("DeadImp",1)
		Stop
		TNT1 A 0 A_SpawnItem("DeadImpBloodLoss",1)
		Stop
		TNT1 A 0 A_SpawnItem("DeadImpID17G",1)
		Stop
		TNT1 A 0 A_SpawnItem("DeadImp_NoArm",1)
		Stop
		TNT1 A 0 A_SpawnItem("DeadImp_NoHead",1)
		Stop
	}
}


// --------------------------------------------------------------------------
//
//	Dead marines
//
// --------------------------------------------------------------------------

ACTOR U_VeryDeadMarine: DeadMarine Replaces DeadMarine
{
	damagefACTOR "Avoid",0.0
	damagefACTOR "Blood",0.0
	damagefACTOR "GreenBlood",0.0
	damagefACTOR "BlueBlood",0.0
	damagefACTOR "Taunt",0.0
	damagefACTOR "KillMe",0.0
	damagefACTOR "Shrapnel",100.0
	damagefACTOR "GibRemoving",990.0
	+CLIENTSIDEONLY
	+FLOORCLIP
	Radius 0
	Game Doom
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 AAAAA 0 A_CustomMissile("SuperWallRedBlood",10,0,random(0,360),2,random(5,40))
		TNT1 AAAAAA 0 A_SpawnItemEx("Brutal_BloodSpot",random(64,-64),random(64,-64))
		TNT1 A 1 A_SpawnItem("MediumBloodSpot")

		TNT1 A 0 A_Jump(128,"Spawn2")									//50% chance to skip to next corpse.
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(1001,1)==0,"Spawn2")	//Is pistol enabled?
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(1042)==1,"Spawn2")		//Only spawn one thing per level.
		//Drop pistol
		TNT1 A 0 A_JumpIfInventory("Beretta",1,3,AAPTR_PLAYER1)
		TNT1 A 0 A_SpawnItem("U_PistolSpawner",40)
		TNT1 A 0 A_Jump(256,"Spawn2")
		//Drop flashlight
		TNT1 A 0 A_JumpIfInventory("PistolFlashlight",1,3,AAPTR_PLAYER1)
		TNT1 A 0 A_SpawnItem("PistolFlashlight",40)
		TNT1 A 0 A_Jump(256,"Spawn2")
		//Drop silencer
		TNT1 A 0 A_JumpIfInventory("PistolSilencerAmmo",1,2,AAPTR_PLAYER1)
		TNT1 A 0 A_SpawnItem("PistolSilencer",40)
		
	Spawn2:
		TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18)
		TNT1 A 1 A_SpawnItem("CurbstompedMarine")
		Stop
		TNT1 A 1 A_SpawnItem("AteMarine")
		Stop
		TNT1 A 1 A_SpawnItem("DeadRippedOffMarine")
		Stop
		TNT1 A 1 A_SpawnItem("DeadRippedOffMarineRight")
		Stop
		TNT1 A 1 A_SpawnItem("FuckedMarine")
		Stop
		TNT1 A 1 A_SpawnItem("ADoomedSpaceMarine")
		Stop
		TNT1 A 1 A_SpawnItem("ADoomedSpaceMarine2")
		Stop
		TNT1 A 1 A_SpawnItem("TE_DeadPlayerA")
		Stop
		TNT1 A 1 A_SpawnItem("TE_DeadPlayerB")
		Stop
		TNT1 A 1 A_SpawnItem("TE_DeadPlayerC")
		Stop
		TNT1 A 1 A_SpawnItem("TE_DeadPlayerD")
		Stop
		TNT1 A 1 A_SpawnItem("TE_DeadPlayerE")
		Stop
		TNT1 A 1 A_SpawnItem("TE_DeadPlayerF")
		Stop
		TNT1 A 1 A_SpawnItem("TE_DeadPlayerG")
		Stop
		TNT1 A 1 A_SpawnItem("TE_DeadPlayerH")
		Stop
		TNT1 A 1 A_SpawnItem("TE_DeadPlayerI")
		Stop
		TNT1 A 1 A_SpawnItem("TE_DeadPlayerJ")
		Stop
		TNT1 A 1 A_SpawnItem("TE_DeadPlayerK")
		Stop
	}
}

ACTOR TE_DeadPlayerA: CurbstompedMarine
{
	Scale 0.8
	States
	{
	Spawn:
		TEDP A -1
		Stop
	Death:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_CustomMissile("XDeathArm1",15,0,random(0,360),2,random(0,180))
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib1",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib3",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib4",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItem("RipGuts")
		Stop
	}
}

ACTOR TE_DeadPlayerB: CurbstompedMarine
{
	Scale 0.8
	States
	{
	Spawn:
		TEDP B -1
		Stop
	Death:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_CustomMissile("XDeathArm1",15,0,random(0,360),2,random(0,180))
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib3",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib4",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		Stop
	}
}

ACTOR TE_DeadPlayerC: CurbstompedMarine
{
	Scale 0.8
	States
	{
	Spawn:
		TEDP C -1
		Stop
	Death:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_CustomMissile("XDeathArm1",15,0,random(0,360),2,random(0,180))
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib2",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib3",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib4",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItem("RipGuts")
		Stop
	}
}

ACTOR TE_DeadPlayerD: CurbstompedMarine
{
	-FLOORCLIP
	-MOVEWITHSECTOR
	States
	{
	Spawn:
		TEDP D -1
		Stop
	Death:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_CustomMissile("XDeathArm1",15,0,random(0,360),2,random(0,180))
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib3",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib4",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		Stop
	}
}

ACTOR TE_DeadPlayerE: CurbstompedMarine
{
	States
	{
	Spawn:
		TEDP E -1
		Stop
	Death:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib1",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib3",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib4",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		Stop
	}
}

ACTOR TE_DeadPlayerF: CurbstompedMarine
{
	Scale 0.8
	States
	{
	Spawn:
		TEDP F -1
		Stop
	Death:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_CustomMissile("XDeathArm1",15,0,random(0,360),2,random(0,180))
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib2",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib3",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib4",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItem("RipGuts")
		Stop
	}
}

ACTOR TE_DeadPlayerG: CurbstompedMarine
{
	Scale 0.8
	States
	{
	Spawn:
		TEDP G -1
		Stop
	Death:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_CustomMissile("XDeathArm1",15,0,random(0,360),2,random(0,180))
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib2",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib3",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib4",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItem("RipGuts")
		Stop
	}
}

ACTOR TE_DeadPlayerH: CurbstompedMarine
{
	States
	{
	Spawn:
		TEDP H -1
		Stop
	Death:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib1",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib3",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib4",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		Stop
	}
}

ACTOR TE_DeadPlayerI: CurbstompedMarine
{
	States
	{
	Spawn:
		TEDP I -1
		Stop
	Death:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib1",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib3",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib4",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		Stop
	}
}


ACTOR TE_DeadPlayerJ: CurbstompedMarine
{
	States
	{
	Spawn:
		XPL6 F -1
		Stop
	Death:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib3",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib4",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItem("RipGuts")
		Stop
	}
}

ACTOR TE_DeadPlayerK: CurbstompedMarine
{
	States
	{
	Spawn:
		XPL5 E -1
		Stop
	Death:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib1",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib3",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("BasicMarineGib4",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItem("RipGuts")
		Stop
	}
}


// --------------------------------------------------------------------------
//
//	Dead hanging guys
//
// --------------------------------------------------------------------------

ACTOR U_HangingDeadGuyNoLeg: HangingDeadGuyNoLeg Replaces Meat3
{
	damagefACTOR "Fire",0.1
}

// The following are temporary disabled

ACTOR U_DeadHangNoGuts
{
	Radius 20
	Height 90
	Health 100
	Mass 999999
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	+SHOOTABLE
	GibHealth 10
	DropItem "U_HealthBonus" 128
	DropItem "U_HealthBonus" 128
	DropItem "U_ArmorBonus" 128
	DropItem "U_ArmorBonus" 128
	damagefACTOR "Blood",0.0
	damagefACTOR "GreenBlood",0.0
	damagefACTOR "BlueBlood",0.0
	damagefACTOR "Taunt",0.0
	damagefACTOR "KillMe",0.0
	damagefACTOR "Avoid",0.0
	damagefACTOR "Taunt",0.0
	bloodtype "DeadBlood"
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool",0,0,15,0,0)
		HDB1 A 15
		Goto Stand
	Stand:
		HDB1 A 90
		TNT1 A 0 A_SpawnItemEx("DripingBlood",0,0,15,0,0)
		loop
	Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile("HalfManDeath",0,0,random(0,360),2,random(0,160))
		Stop
	}
}

ACTOR U_DeadHangBNoBrain
{
	Radius 16
	Height 88
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool",0,0,15,0,0)
		HDB2 A 30
		Goto Stand
	Stand:
		HDB2 A 95
		TNT1 A 0 A_SpawnItemEx("DripingBlood",0,0,15,0,0)
		loop
	Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile("HalfManDeath",0,0,random(0,360),2,random(0,160))
		Stop
	}
}

ACTOR U_DeadHangTLookingDown
{
	Radius 16
	Height 64
	Health 50
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool",0,0,15,0,0)
		HDB3 A 20
		Goto Stand
	Stand:
		HDB3 A 100
		TNT1 A 0 A_SpawnItemEx("DripingBlood",0,0,15,0,0)
		loop
	Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile("HalfManDeath",0,0,random(0,360),2,random(0,160))
		Stop
	 }
}

ACTOR U_DeadHangTLookingUp
{
	Radius 16
	Height 64
	Health 50
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool",0,0,15,0,0)
		HDB5 A 20
		Goto Stand
	Stand:
		HDB5 A 110
		TNT1 A 0 A_SpawnItemEx("DripingBlood",0,0,15,0,0)
		loop
	Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile("HalfManDeath",0,0,random(0,360),2,random(0,160))
		Stop
	}
}

ACTOR U_DeadHangTSkull
{
	Radius 16
	Height 64
	Health 30
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool",0,0,15,0,0)
		HDB4 A 20
		Goto Stand
	Stand:
		HDB4 A 120
		TNT1 A 0 A_SpawnItemEx("DripingBlood",0,0,15,0,0)
		loop
	Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile("HalfManDeath",0,0,random(0,360),2,random(0,160))
		Stop
	}
}

ACTOR U_DeadHangTNoBrain
{
	Radius 16
	Height 64
	Health 50
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("DripingBloodLeavesPool",0,0,15,0,0)
		HDB6 A 50
		Goto Stand
	Stand:
		HDB6 A 130
		TNT1 A 0 A_SpawnItemEx("DripingBlood",0,0,15,0,0)
		loop
	Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile("HalfManDeath",0,0,random(0,360),2,random(0,160))
		Stop
	}
}